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 ½ 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 Minié 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
4
No
7/5
86-00 1
.5
15
+0
1d10
15/S
Impaling
10
1H
4
No
7/5
76-00 1
.5
30
-5
1d6+1 70/S
Impaling
10 1H
6
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
.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
8
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
4
No
11/5
96-00 1
5/5
96-00 1
No
7/7
96-00 1
.7
1H
4
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
5
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
8
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
6
No
7/5
91-00 1
-10
Special
15/
Impaling
Spec
2H
6
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
-
2
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 Moira’s 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
4
250
2H
10
No
9/7
90-00 16
7/7
99-00 10
3.0
642
Yes
11/7
-
4
9/7 9/7 2
90-00 Varies 4 200 90-00 Varies 4 789 No 96-00 -
Varies Varies 2.0
6
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
6
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 Minié 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 Fist’s 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 Officer’s 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 5’r 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 rifle’s 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 rifle’s 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 5’r 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 ½ 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 Brown’s 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 user’s 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 5’r. 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 Bart’s 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
6
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 Bart’s Bane is a modern remake of the Daisy “Buck Jones”Air 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 Harris’Crossbow 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
3
250
-10
1d4+2 25/S
Impaling
30 1H
10
1/2
9/7
92-001
3
275
+0
2d6+4 25/S
Impaling
90 2H
18
1/2
11/7
97-001
8
500
15
1d8
Impaling
30 2H
12
1/2
7/5
98-001
6
50
10
No
9/7
300
TM
2d4+2 15/S
20/S
Impaling
50 2H
95-003
8
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 victim’s 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
5
2.0
1750
14
No
13/5
99-00 6
2.0
300
.308
1H
8
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
1
2.0
180
.303
+0
2d8+2 15/S
Impaling
50
1H
14
No
11/5
00
6
1.5
300
.454
+0
1d10
15/S
Impaling
20
1H
14
No
7/5
00
6
-
+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
6
1.5
500
30 1H
14
No
11/5
00
6
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
6
1.0
110
.357
25 1H
12
No
7/5
00
6
1.0
200
15
No
7/5
00
6
1.0
270
.357
25 1H
14
No
9/5
00
6
1.0
390
w/Rail Pistol +0 Magnum Devil’s 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 Moira’s Universal Pistol +0 Revolver Paulson’s 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 West’s 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
6
1.0
400
.357
Impaling
25 1H
14
No
9/5
00
6
1.0
450
Impaling
50 1H
14
No
9/5
00
6
1.0
500
8
No
7/5
00
6
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
5
1.5
600
+0
3d6+2 15/S
Impaling
50 1H
14
No
11/5
00
6
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
6
1.5
300
+0
2d10+2
50 1H
16
No
11/5
00
3
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
6
1.5
250
.44
2d8+2 15/S
Impaling
50
1H
14
No
11/5
00
6
1.5
260
.454
1d10
15/S
Impaling
20
1H
14
No
7/5
00
6
-
+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 Bill’s .32 Special Pistol +0 S&W Long S&W .44 M29 Pistol +0 Magnum Callahan’s Magnum Pistol +0 Magnum Scoped Pistol Cherry’s 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
5
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
6
2.0
+0
2d10+4
15/S
Impaling
1H
18
No
15/5
00
5
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
6
30 1H
14
No
11/5
00
6
1.5
1H
14
No
7/5
00
6
-
30 1H
14
No
11/5
00
6
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 Helmet’s Spot bonus to be used as a bonus to the weapon’s 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. Zimmerman’s 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 1899’s. 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 weapon’s 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 Colt’s 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 & Wesson’s M29 .44 Magnum. The Colt Python
targeted the premium revolver market segment. The Python is a double action handgun, built on Colt’s 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 Devil’s 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 Casey’s 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 enemy’s shots and attack during reloading. It can also provide a nasty surprise to the user, if they don’t 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 merchant’s 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 Maverick’s 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 Maverick’s 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. Moira’s 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 GM’s discretion. Paulson’s 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 Dolce’s 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, haven’t bothered to put one together, though for 250 Caps, they will gladly upgrade the .32 S&W belonging to Lucy West. Wild Bill’s .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. Callahan’s 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. Cherry’s 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&W’s largest frame, the X-Frame, which was developed because none of S&W’s 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 world’s 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 Samurai’s 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 Overseer’s 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
8
No
7/5
90-00 15
1.0
250
20
1H
8
No
7/5
00
14
1.0
500
.45
Impaling
20
1H
8
No
7/5
00
12
1.0
750
.45
5/S
Impaling
20
1H
8
No
7/5
98-00 15
1.0
625
+0
1d10+2
5/S
1H
8
No
98-00 15
1.0
1d10
10/S
Impaling
8
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
8
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
8
7/5
00 12
1.0
.30
1d10+2
10/S
Impaling
20
1H
8
No
7/5
96-00 12
1.0
250
1d10+2
10/S
Impaling
20
1H
8
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
8
No
7/5
98-00 12
1.0
250
+0
10/S
Impaling
15
1H
8
No
7/5
90-00 12
1.0
250
8
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
9
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
8
No
7/5
96-00 11
1.0
225
1d8
10/S
Impaling
10
1H
8
No
5/5
98-00 2
.3
50
.32
+0
2d4
1H
10
No
5/5
2
.4
50
10/S
2d4+2 10/S
Impaling
15
00
5mm
Impaling
20
1H
8
No
7/5
96-00 20
1.0
600
1d10
10/S or A (15) Impaling
20
1H
8
No
7/5
98-00 17
1.0
350
1d10
10/S
Impaling
20
1H
8
No
7/5
99-00 15
1.0
400
2d4+2 10/S
Impaling
20
1H
8
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
8
No
7/5
98-00 18
1.0
280
1d10
10/S or B(3)
Impaling
20
1H
8
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 “Dad’s 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
8
No
7/5
90-00 7
1.0
1500
1d10
10/S
Impaling
20
1H
8
No
7/5
96-00 7
1.0
400
+0
1d10
10/S
Impaling
1H
8
No
7/5
98-00 17
1.0
150
+0
1d10
5/S
Impaling
15 1H
6
No
7/5
86-00 6
1.0
75
+0
2d4+2 10/S
Impaling
15 1H
8
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
8
No
7/5
99-00 12
1.0
300
+0
2d6
10/S
Impaling
15
1H
6
No
7/5
90-00 10 (12)
1.0
+0
2d6
10/S
Impaling
15
1H
6
No
7/5
99-00 10 (12)
1.0
+0
2d6
10/S
Impaling
15
1H
8
No
7/5
96-00 14
1.0
190
+0
1d4+ 10/S
Impaling
15
1H
6
No
7/5
98-00 10
1.0
290
2d4 Flame Auto The Ant Queen’s 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
6
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
8
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
1
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 weapon’s 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 Samurai’s Edge is a unique, 10mm version of the M92. A beautiful example of the gunsmith’s 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 gun’s 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 weapon’s 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 words“Proud 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 can’t 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 Hoff’s 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 Rockwell’s 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 Cz100’s 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 weapon’s 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 4.6×30mm 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 9×19mm 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 Brügger & 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 Ranger’s 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 “People’s 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” (Militär, 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. XIX’s 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. Ranger’s 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 9×18mm Makarov cartridge designed by B.V. Semin in 1946. For simplicity and economy, the Makarov pistol was of straight blowback operation, with the 9×18mm 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 9×19mm 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 weapon’s 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 Kijirō 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 “Dad’s Gun” is a Ruger Mk IX, originally issued to the 19 th Special Forces Group’s 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 Brotherhood’s seal. Inscribed on the weapon’s 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 officer’s 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 user’s hand. The Ant Queen’s Dueling Pistol, the personal firearm of the AntAgonizer, is a custom 10x33mm Magnum Shanxi Type 17. The weapon’s 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 target’s 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 Browning’s 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 Brügger & 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 Leon’s “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
8
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
8
No
9/6
95-00 30
2.0
8
No
9/6
99-00 50
2.0
8
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 Škorpion SMG +0 1d10 10/S or A (10) Impaling 30 1H/2H 9x18mmM
8
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
8
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
8
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
2
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 9×19mm 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 Brügger & Thomet/Steyr MP9 (Machine Pistol 9mm) is a machine pistol designed and manufactured by Brügger & Thomet of Switzerland. The MP9 is a selective-fire 9×19mm 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 assassin’s 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 weapon’s 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 Bailey’s 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, Sydney’s father was the armorer of Vault 71 before the exodus, and the modifications were his. Leon’s “Ultra” is another example of Saul Green’s 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 Raider’s 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 Shadow’s 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 mechanic’s 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 7.62×25mm 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 7.62×25mm 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 weapon’s 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 9×19mm 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 Holeček (1923–1977), chief engineer of the Česká 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 gun’s length. The gun’s 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 Škorpion vz. 82 is a Czechoslovak 9x18mm Makarov submachine gun based on the Vz. 61 developed in 1959 by Miroslav Rybář and produced by the Česká zbrojovka arms factory in Uherský 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 Škorpion 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 Pinkerton’s 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
3
Spec
2H
12
No
9/5
2
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
1
Special
15/S
Impaling
Spec
1H
14
No
9/5
00
1
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 West’s Shotgun +0 Special 10/S or B (2) Impaling Spec 2H 12 No 350 12g Molerat Mangler Pa’s 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
2
3.0
No
11/5
00
2
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
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 Bouncer’s 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
2
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 “Dragon’s 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 gunsmith’s 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 West’s shotgun is of similar manufacture, a Stoeger Uplander Field Shotgun, and is unremarkable, and can only use 2¾” 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. Pa’s Fishing Aid is a G. Zabala Model 711 Hammerless Double-barrel 10g Shotgun with a 3½” chamber. Due to the barrel’s 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 3”“Magnum” 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 user’s 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’, ½ 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 37’s 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 Laren’s 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 Regulator’s 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 original’s 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 Knight’s Armament Master Key version that fits under any AR-1/M-16 family rifle. Most 870’s 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, it’s 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. Ranger’s 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 firer’s 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 hunter’s 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 can’t get the job done. When he was not hunting the world’s 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 5’r AoE at Short Range, a 10’r at Medium, and a 15’r 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 didn’t 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 Bouncer’s 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 Jessie’s Repeater Rifle +0 2d6+4 15/S Impaling 125 .308 Winchester Jessie’s 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 O’l Painless Rifle ACP .44 Custom Hunting Rifle .44 Magnum Lever-Action 10mm Rifle 10x25mm Auto Lincoln’s Repeater Rifle Magnum M4 Carbine Rifle 5.56x45mm Marlin M57 “Varmint”Rifle 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
5
4.0
250
.32
Rifle
+0
2H
12
No
7/5
00
7
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
5
3.0
440
.308
110
2H
12
No
7/5
00
6
3.0
420
.22-
Impaling
110
2H
12
No
7/5
00
6
3.0
430
.223
Impaling
125
2H
12
No
7/5
00
5
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 Minié M1903 .30-06 ’03 Airman’s 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
4
3.0
500
Rifle
+0
2d8+3 15/S
Impaling
150
2H
12
No
11/5
00
3
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
8
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 Marksman’s 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
5
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 West’s Rifle +0 10x25mm Auto Marksman’s Rifle Lucy West’s 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 weapon’s 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 shooter’s 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 user’s 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 Česká zbrojovka Uherský 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 rifle’s 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 don’t 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 Sauer’s pistol. Built on a ¾ 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. Jessi’s 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. Saul’s 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 “Lincoln’s Repeater,” this weapon comes as close as possible to the design of the original. Two copies of the Lincoln’s Repeater version of the rifle is currently in Jessi’s 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 KelTec’s 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-16’s stock, receiver, and forend are manufactured of high-strength polymer plastic. The SU-16 is chambered in 5.56×45mm, 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 weapon’s 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). O’l Painless, Dave’s 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 aren’t great, but it’s a pistol round being fired through a rifle. The Henry Repeating Rifle known as “Lincoln’s 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 “Henry’s 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 1895–1917), 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 Mosin–Nagant is a bolt-action, internal magazine-fed, military rifle, developed by the Imperial Russian Army in 1882–1891, 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 7.92×57mm 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 ½” 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 Marksman’s 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 Minié-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 1861’s. 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 Minié 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 Airman’s 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 O’Neill 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 Garand’s 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 Cooper’s 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 Mosin–Nagant 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 Mosin–Nagant 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 foe’s 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 Mexico’s 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 7.92×57mm 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 “Marksman’s 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 West’s 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 Marksman’s 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
6
Rifle
+0
3d10+4
2H
15
No
11/7
99-00 8
+0
3d10+4
2H
10
No
11/7
96-00 5/10
5
1800
Rifle
+0
Impaling 800 2H
15
No
11/7
96-00 10
5
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 Reservist’s 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
5
17
No
11/7
00
5
5
.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
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
3
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
8
No
7/5
97-00 5
3.5
300
2d6+4 15/S
Impaling
100
2H
8
No
7/5
94-00 5
3.5
645
2d6+4 15/S
Impaling
150
2H
8
No
7/5
00
5
3.5
600
2d8+4 15/S
Impaling
150
2H
12
No
7/5
00
5
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 People’s 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 Marksman’s 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 Hécate 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
1
5
650
+0
3d10+4
15/S
Impaling
800
2H
15
No
11/7
91-00 5
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
3
1040
+0
2d6+2 10/S
Impaling
125 2H
12
No
7/5
99-00 20
3
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
5
1300
+0
3d10+4
20/S
Impaling 400
2H
15
No
11/7
96-00 8
5
1120
Rifle
+0
125 2H
12
No
7/5
00
5
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
8
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
5
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
3
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 doesn’t have the punch of the .50 BMG round, but retains it’s 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 Michelangelo’s 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 Rifle’s Bayonet housing and the automatic fire capability. With a semi-auto only action, it can’t 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 round’s 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 Reservist’s 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 Reservist’s Rifle to fire all 3 shots in a single round. The strain on the normal 701 receiver would be too great, so the Reservist’s 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 Rockbreaker’s 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 user’s 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 (Dragunov’s 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 People’s 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 weapon’s built-in Scope. The Gepárd 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 Gepárd 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 Földi (Institute of Military Technology of the Hungarian People’s Army), culminated in the creation of the Gepárd.The M1 was the first Gepárd 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 weapon’s 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 Gepárd rifles need specially made, high-strength telescopic gunsights. The Gepárd 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. Gepárds 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 MSG90A1’s 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 Marksman’s 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 82nd“All-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 Hécate III AMR is a French .50 caliber bolt-action rifle. This modern upgrade of the Hécate II has an 8-round box magazine and attached scope. Carbon-Fiber Furniture for the rifle is rare (440 Caps), but brings the rifle’s 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 10×42mm 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 10×40mm 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 10×40 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 M14’s 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 Scharfschützengewehr 82 (SSG 82) or “Sharpshooter’s 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 Manchester’s 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 weapon’s 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 Dragunov’s thumbhole combination stock. Instead of the Dragunov’s 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 Jessie’s G36c Rifle +0 5.56x45mm Kelsey’s 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 Kelsey’s M4A1SD Tactical Rifle 5.56x45mm Kelsey’s 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 3d6/5’r
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
3d6/5’r
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
3
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 Jessie’s “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 Ripley’s 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
3
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
4
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
1
.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 5.56×45mm 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 5.56×45mm 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, “Stalin’s 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 MacArthur’s 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-74—the 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 Hamilton’s 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 weapon’s 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 weapon’s 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
Česká 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: Fallschirmjägergewehr 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 Fallschirmjäger 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. Germany’s 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 Army’s 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 Antagonizer’s 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 Officer’s 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 rifle’s 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 Hamilton’s 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 1990’s. 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 King’s Treasure,” identified in the Wastelander Map.Another, found in Hamilton’s 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 Cooper’s 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). Ripley’s 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 Reilly’s 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 (СР-3М). 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 Hamilton’s Hideawy weapons stash. A museum piece, the weapon’s 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 weapon’s 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 weapon’s 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.Jigg’s 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 Bailey’s 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 People’s 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 12.7×108mm 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
6
+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
3
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
3
500
13
No
9/5
96-00 50
3
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
3
900
14/12 99-00 240
5 +6
400 5.5 +6
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 gunner’s dream, every target’s 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 12.7×108mm 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 commander’s 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 People’s
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 I–era 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 weapon’s 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 Dolce’s 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 5.45×39mm 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 MG42/59’s 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 Česká 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 weapon’s 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 Reilly’s 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 Avenger’s 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-linker’s 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 Flambé450 Flamer +0 1d10+ 15/S Fire Flambé 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
6
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
6
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
6
No
10/8
93-00 5 (60) 3 +6
500
Flamer
6
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
6
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 user’s 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 operator’s chance to hit any given target. The tank of the Cryolater holds 75 units of Coolant, enough for 15 bursts. The Flambé 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 Flambé 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 user’s skill to hit. The Burst from a Flambé 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 weapon’s 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 someone’s 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 user’s 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 user’s 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 user’s 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+1/5’r 10/S Knockback 20 2H 420 25mm Grenade China Lake GL GL +0 3d6/5’r 15/S Knockback 20 2H 14 40mm Grenade H&K Heckler AGL GL +0 3d6/5’r 15/S Knockback 20 2H 1000 40mm Grenade Grenade MG 25x41mm GL +0 2d4+1/5’r 15/A (6) Knockback 20 4.5 1040 25mm Grenade Grenade Pistol GL +0 3d6/5’r 15/S (30 R) Knockback 10 1H 500 40mm Grenade M79 Grenade Launcher GL +0 3d6/5’r 15/S (30 R) Knockback 20 2H 300 40mm Grenade Merc’s Grenade Rifle GL +0 3d6/5’r 15/S (30 R) Knockback 20 2H 10 40mm Grenade M79 “Commando/ Buccaneer” GL +0 3d6/5’r 15/S (30 R) Knockback 15 1H 10 40mm Grenade Mikor MGL 140 GL +0 3d6/5’r 15/S Knockback 20 2H 400 40mm Grenade Plasma Lobber GL +0 6d10/15’r 15/S (30 R) Special 20 2H 450 MFC Rail-Mounted UBGL GL +0 3d6/5’r 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
8
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 Mercenary’s 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 40×46mm 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 -
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 4d6/5’r Lamprey Missile Red Glare Rocket +0 5d6/5’r 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 10d6/15’r Shrapnel Rocket, AP 8d6+2d6/5’r 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+2/5’r Impale and Shrapnel Miss Launcher Rocket -5 15/S (20 R) 30 2H 16 Missile Missile, Standard 8d6+3/5’r Enhanced Missile Rocket +0 15/S (20 R) 600 2H Enhanced Missile Launcher Missile, Enhanced 6d6+2/5’r Impale and Shrapnel Missile, Micro Nuke 10d8/25’ Shrapnel 8d8/35’ Knockback 3d6/60’ Fire Radiation Missile, Quantum 12d6/15’r 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 5’r 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 madman’s 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 weapon’s 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 wasn’t. 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 Missile’s 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 5’r), 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 100’area 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 200’area 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
1
500
4d6
10/S
Impaling
20
1H
14
No
5/5
99-00 10
1
750
Captain’s Sidearm E-Pistol -10 1 500 APM Edison’s 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)
0
5/S
8
No
1/5
00
2500
1
1000
MFC
+0
1
5/S
-
8
No
1/5
00
25
1
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
Moira’s 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 West’s E-Pistol +0 SEC Venom Spitter Smuggler’s 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
1
+0
2d6
4/S
Impaling
20
1H
14
No
5/5
99-00 30
1
Protectron’s 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)
2
90-00 10 2
96-00 30
1
1 500 2 500 1.5
1.5
80-1008 (10) 1
2
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
1
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 Captain’s 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. Edison’s 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 weapon’s 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 Edison’s 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. Moira’s 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 Brown’s refurbished version, one that actually causes damage. The damage is low, at 1 point per hit. This belies the weapon’s 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 Smuggler’s 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 Smuggler’s End cost only 3 Dex Ranks. The AEP7-E is the Enclave’s newly-manufactured sidearm. Each of these AEP7 variants uses three Small Energy Cells, which gives them each a total of 30 shots. The unique Protectron’s 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 Regulator’s 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 weapon’s 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 target’s brain that scrambles higher-level mental functions, leaving the target extremely susceptible to suggestion (POW of user vs. ½ 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 target’s 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 REPCONN’s 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 limb’s 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 target’s 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 target’s 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 target’s 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 target’s 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 West’s 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 Drifter’s 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)
3
+0
1d8
5/S
Impaling
60 2H
16
No
7/7
90-00 7
3
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 Excalibr’s merchants won’t 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 weapon’s 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 West’s 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 weapon’sHP 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 weapon’sHP and Mal +4. The unique Drifter’s 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 weapon’sHP 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 weapon’s 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 weapon’s 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 target’s 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, it’s 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 isn’t 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 RobCo’s 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
8
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 Enclave’s 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
5
No
5/5
96-00 1
.7
1H
5
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
-
5
No
5/5
96-00 1
10
No
13/7
96-00 1
2
5/5
98-00 1
.5
-
7
No
5/5
96-00 1
.7
30
5
No
5/5
91-00 1
.7
50
Gren. Throw 1d3/5’r
5/S (10 R)
2d6 Fire
Gren. Throw 1d3/5’r
to 10’r 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 3d6/5’r
Gren. Throw 10d8/30’
to 10’r for 4 rounds Shrapnel Throw 1H ½ 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) Shrapnel½ 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
8
.7
Gren. Throw
4d6/15’
4d6/15’
Impaling
5/S (10 R)
Impaling
Throw 1H
No
5/5
96-00 1
8
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/.5’5/S (10 R) Stun 4 rnds/20’Throw 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
8
No
5/5
96-00 1
.7
1H
9
No
5/5
96-00 1
.3
1H
9
No
5/5
96-00 1
.3
1H
9
No
5/5
99-00 1
.3
9
No
5/5
96-00 1
.7
35
9
No
5/5
91-00 1
.7
5
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
1
.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 child’s 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 10’r AoE, and losing 1 light level every 30’r 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 15’r 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 target’s 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 weapon’sminimum 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 doesn’t 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 6’r 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 (10’r) 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 target’s 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 weapon’sminimum 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 doesn’t 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 10’r 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 10’r 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 Hamilton’s 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 6’r 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 target’s 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 weapon’sminimum damage (based on range) to current HP. Unlike most weapons of this type, the Tesla Grenade also causes ½ 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. Jessie’s Fist-O-Flame Brawl Saturnite Fist Brawl Punch Dagger Brawl Knife Punch Gun Brawl Razor Claws Brawl Knife Sappers Shredders Brawl Spiked Knuckles Plunkett’s 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
1
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
8
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 user’s 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 Dukov’s 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 user’s 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 user’s 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. Jessie’s “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 user’s 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 user’s 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 user’s 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. Plunkett’s 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 user’s 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
6
No
5/5
-
-
.2
2
Throw Throw 2d3
15/S
Impaling
Throw
1H
15
No
7/9
90-00 -
.5
100
T. Knife
1d2
5/S
1H
5
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? What’s 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 ½ Damage Bonus.
Knife Name
Skill Cost Ammo Bowie Knife Knife Combat Knife Knife Jessi’s Battle Knife Knife Occam’s 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
Ant’s Sting
Knife
+0
Bittercup’s 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 Raider’s 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 Ghurka’s Delight Knife OKC-3S Bayonet Knife “Marine Combat Knife” Jessi’s Battle Knife Knife +0 SA Dagger Knife +0 Scalpel Knife Shiv Knife -10 Straight Razor Knife -10 Straight Razor – Small Knife Switchblade Knife +0 Butch’s 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
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
2
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. Jessi’s 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. Occam’s 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 couldn’t 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 Ant’s 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.Bittercup’s 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 Raider’s Athame is a double-edged copper blade that looks like it was molded on a Combat Knife. Like Bittercup’s 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 butcher’s 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 Gurkha’s 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 Corp’s 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. Jesse’s 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 Hamilton’s 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 user’s 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. Butch’s Toothpick is the personal weapon of Butch Deloria, leader of the Tunnel Snakes. It is unique in that it adds a +5 to the wielder’s Critical Success Chance, and a +15 to the wielder’s 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 Lumberjack’s 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
8
Yes
5/9
-
-
.3
20
1H
12
Yes
7/9
-
-
.7
50
2H
20
Yes
9/7
-
-
2
80
1H
16
Yes
7/9
-
-
1
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 “Plik’s 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 limb’s HP. It also severs automatically on a Critical strike to a limb. The Lumberjack’s 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 limb’s 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 man’s 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 Fireman’s 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 weapon’s 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 Officer’s 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
Clover’s Cleaver -
Sword +0
2d6+1 15/S
or Impaling Bleeding
Bleeding
Med 1H
Bleeding
Med 1H Med 1H
or Impaling Jingwei’sShocksword Sword +0 4d4+1+ 15/S Bleeding Med MFC 1d6/5 DEX Ranks for 10 DEX Ranks or Impaling Lone Wanderer’s Blade Sword +0 2d4+1 15/S Bleeding Med or Impaling Vampire’s 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 Samurai’s 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 Officer’s 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 Officer’s 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. Clover’s 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. Jingwei’s 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 Bailey’s 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 Wanderer’s 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 Vampire’s 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 Samurai’s 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 limb’s 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 1”or 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 Fechtbücher 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
3
-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 O’Grady’s 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
-
-
4
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
8
Yes
5/5
-
-
1.5
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 Highwayman’s FriendSm. Club 2d6 Poker Sm. Club -5 War Club Sm. Club +0 Wrench Sm. Club 65 Donovan’s 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 that’s 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 Kaelyn’s 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 Stanley’s 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 life’s 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 Stanley’s 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 that’s 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 isn’t 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. O’Grady’s 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 “O’Grady” 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 Rat’s 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, Dukov’s 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 isn’t 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 weapon’s 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 Red’s 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 hammer’s 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 opponent’s 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 Highwayman’s 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 Hunter’s 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 Club’s 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. Donovan’s Wrench is a unique item held by Donovan, the engineer for Reilly’s 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
-
-
5
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-man’s 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
8
Yes
7/7
-
-
3
-
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 aren’t 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 Farmer’s 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
6
No
5/7
96-00 20
1
300
SEC
1H
6
No
5/7
96-00 10 (20)
1
1H
Electric Short Electric Short
1H
12
No
5/7
00
40 (10)
1
70
Electric Short
1H
8
No
5/7
00
40 (10)
1
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
Kelsey’s 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 Raider’s 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 Officer’s 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 target’s 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 Farmer’s 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 Farmer’s 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 minute’s 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
3
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
-
-
9
No
-
96-00 -
1
No
5/5
99-00 -
-
9
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
6
No
-
91-00 -
3.0
30
15/S
Knockback 20’
Emp.
-
9
No
-
96-00 -
2.0
25
Shrapnel 10’ Emp.
-
9
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.
-
9
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.
-
9
No
-
96-00 -
15/S
Impaling
Emp.
-
15
No
-
96-00 -
3.0
150
15/S
Shrapnel Knockback Impaling
Emp.
-
9
No
-
96-00 -
2.5
120
15/S
Shrapnel Knockback Acid – 2d3 rnds
Emp.
-
9
No
-
91-00 -
2.0
200
5
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, it’s 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 1⁄8-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 target’s 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 weapon’sminimum 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 armor’s 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 10’r. 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 5’r. 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
1
Aim Skill Mult. .1
Cost per Round 1
1
1
.1
1
Units per Enc 2500/E nc 500/Enc
1.75
3
1
.1
2
500/Enc
.85
1
1
.1
.5
500/Enc
.22 Magnum
1
1
1
.1
2
500/Enc
.22-250
1
1
1
.1
5
180/Enc
.30 Carbine
1
1
1
.1
2
150/Enc
.30-30 Winchester
1
1
1
.1
3
120/Enc
.30-06
1
1
1
.1
4
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.
1
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
3
1.5
.1
5
100/Enc
1
1
1
.1
8
100/Enc
1.75
3
1.5
.1
10
100/Enc
1
1
1
.1
4
100/Enc
.308 Armor Piercing
.95
-5
1
.1
9
100/Enc
.308 Hollow Point
1.3
1
1
.1
9
100/Enc
1.75
3
1.5
.1
5
100/Enc
.308 Match
1
1
.8
.2
10
100/Enc
.32 ACP
1
1
1
.1
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
1
1
.1
1
200/Enc
.32-20 Winchester
1
1
1
.1
2
150/Enc
.338 Lapua Magnum
1
1
1
.1
8
50/Enc
.357 Magnum
1
1
1
.1
2
150/Enc
.357 Magnum Hollow Point
1.75
3
1
.1
3
150/Enc
.357 Magnum Jacketed Flat Point Hand Load
1.25
-1
1
.2
3
150/Enc
.75
1
.75
.1
1
200/Enc
1
1
1
.1
5
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
1
1
.1
5
150/Enc
.375 H&H Magnum
1
1
1
.1
5
100/Enc
.40 S&W
1
1
1
.1
3
150/Enc
.40 S&W Hollow Point
1.75
3
1
.1
4
150/Enc
.40 S&W Jacketed Flat Point Hand Load
1.25
-1
1
.2
4
150/Enc
.410 Bore Birdshot (1d4 at 1d3)
.8
2
1
.35
1
100/Enc
.410 Bore “000” Buckshot (1d3 x 1d8)
1
1
1
.1
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
1
.1
2
100/Enc
.410 Bore Magnum Birdshot (1d6 at 1d3)
1
2
1.2
.35
2
80/Enc
.410 Bore Magnum “000” Buckshot (1d4 at 1d8)
1.2
1
1.2
.1
2
80/Enc
.410 Bore Magnum Slug (1d10)
1.2
-2
1.2
.1
3
80/Enc
.7 +4d6 vs. Robot s +2d6 vs. Power Amor 1
1
1
.1
3
80/Enc
1
1
.1
3
100/Enc
1.75
3
1
.1
7
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
.1
4
100/Enc
.44 Special
.75
1
.75
.1
2
150/Enc
.44-40 Winchester
1
1
1
.1
3
100/Enc
.44-77 Sharps
1
1
1
.1
5
80/Enc
.444 Marlin
1
1
1
.1
5
80/Enc
.45 Long Colt
1
1
1
.1
5
150/Enc
.45 ACP
1
1
1
.1
3
150/Enc
1.1
-1
1.2
.1
5
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
3
1
.1
5
150/Enc
1.3
-2
2.5
.1
8
150/Enc
.45 Winchester Magnum
1
1
1
.1
10
120/Enc
.454 Casull
1
1
1
.1
5
120/Enc
.45-70 Government
1
1
1
.1
4
100/Enc
.45-70 Hollow Point
1.75
3
1
.1
8
100/Enc
1.2
-2
3
.1
5
100/Enc
1
-2
1
.1
2
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
.1
14
20/Enc
.50 BMG Match
1.15
1
1
.35
8
20/Enc
.8
-3
1
.1
18
20/Enc
1.2
1.2
1
.1
40
20/Enc
12.7mmC/12.7x108mm Chinese
1
1
1
.1
8
20/Enc
12.7mmC AP
1
-3
1
.1
16
20/Enc
5mm Rockwell/Cz Ball
1
-3
1
.1
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
.1
3
240/Enc
1.75
2
1
.1
3
240/Enc
1.3
-3
1.5
.1
1
240/Enc
1.15
-3
3
.08
.5
240/Enc
5.45x39mmS
1
1
1
.1
2
225/Enc
5.56x45mm NATO Ball
1
1
1
.1
2
200/Enc
.95
-5
1
.1
4
200/Enc
5.56x45mm Hollow Point
1.75
3
1
.1
4
200/Enc
5.56x45mm Match Hand Load
1.15
1
1
.35
2
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
3
.1
.5
200/Enc
.9
1
.8
.1
1
200/Enc
5.7x28mm
1
-2
1
.1
1
240/Enc
5.8x21mm DAP92 Chinese
1
-2
1
.1
3
240/Enc
5.8x21mm DCV05 Chinese Subsonic
.8
-2
1
.1
6
240/Enc
5.8x42mm Chinese
1
-2
1
.1
5
180/Enc
6.5x39mm Grendel
1
1
1
.1
5
180/Enc
6.8x43mm Remington
1
1
1
.1
5
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
1
1
.1
1
200/Enc
7.62x39mmSBall
1
1
1
.1
2
150/Enc
.95
-5
1
.1
5
150/Enc
1
1
1
.1
4
100/Enc
.95
-5
1
.1
9
100/Enc
1.75
3
1.5
.1
5
100/Enc
7.62x51mm NATO Match
1
1
.8
.2
10
100/Enc
7.62x54mmR Standard
1
1
1
.1
4
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
.1
9
100/Enc
1.75
3
1.5
.1
5
100/Enc
7.62x54mmR Match
1
1
.8
.2
10
100/Enc
7.7x58mm Arisaka
1
1
1
.1
Not Availabl e
100/Enc
7.92x33mm Kurz
1
1
1
.1
4
150/Enc
7.92x57mm (7mm Mauser)
1
1
1
.1
6
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
1
1
.1
1
180/Enc
9x18mm Makarov
1
1
1
.1
1
150/Enc
9x19mm Ball
1
1
1
.1
1
150/Enc
9x19mm AP
.95
-3
1
.1
3
150/Enc
9x19mm +P
1.1
-1
1.2
.1
3
150/Enc
9x19mm Hollow Point
1.75
3
1
.1
3
150/Enc
9x19mm Jacketed Hollow Point Hand Load
1.65
2
1
.1
1
150/Enc
1
1
1
.1
4
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
1
1
.1
2
125/Enc
10x25mm Hollow Point
1.75
3
1
.1
5
125/Enc
10x25mm Jacketed Hollow Point Hand Load
1.65
2
1
.1
3
125/Enc
10x33mm Magnum
1
1
1
.1
5
100/Enc
10g “00” Buck (2d6/1d6/1d3 x 1d8)
1
1
1
.1
5
20/Enc
10g “4/0” Buck (1d6/1d3/1d2 x 1d10)
1
1
1
.1
5
20/Enc
10g Magnum “4/0” Shot Hand Load (2d4/1d4/1d2 x 1d10)
1.2
-1
1.15
.1
2
20/Enc
10g Coin Shot Hand Load (1d10+7)
1.3
-1
1
.1
3
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
3
20/Enc
1
1
1
.1
2
20/Enc
1.2
-1
1.15
.1
3
20/Enc
.7 +4d6 vs. Robot s +2d6 vs. Power Amor 1
1
1
.1
5
20/Enc
1
1
.1
3
75/Enc
1.75
3
1
.1
7
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
2
1
.1
3
75/Enc
.500 S&W Magnum
1
1
1
.1
4
100/Enc
12g “00” Buck (1d8+1/2d3/1d3 hits at 1d6 per pellet)
1
1
1
.1
2
25/Enc
12g “4/0” Buck (1d4/1d3/1d2 hits at 1d8 per pellet)
1
1
1
.1
2
25/Enc
12g Bean Bag (4d6 Stun)
1
1
1
.1
3
25/Enc
12g Coin Shot Hand Load (2d8/2d4/1d4)
1.3
-1
1
.1
3
25/Enc
12g Dragon’s Breath (2d8 Flame)
.9
1
5
.1
4
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
.1
3
25/Enc
.7 +4d6 vs. Robot s +2d6 vs. Power Amor 1
1
1
.1
5
25/Enc
1
1
.1
2
25/Enc
12g Magnum “00” Buck (2d8-1/2d4-1/1d3 at 1d6)
1.3
-1
1.15
.1
3
25/Enc
12g Magnum “4/0” Shot Hand Load (1d10/1d6/1d3 at 1d8)
1.3
-1
1.15
.1
2
25/Enc
12g Magnum Slug (1d10+6)
1.2
-1
1.15
.1
3
25/Enc
1
1
1
.1
4
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
.1
5
50/Enc
1
1
1
.1
1
50/Enc
1.2
1
1
.1
1
50/Enc
.7 +4d6 vs. Robot s +2d6 vs. Power Amor 1
1
1
.1
4
50/Enc
1
1
.1
1
50/Enc
1.3
-1
1.15
.1
2
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
2
40/Enc
20x102mm HE (Causes Shrapnel damage to a 5’r 20x102mm AP-I (+2 Fire Damage per DEX Rank for 5 DEX Ranks)
1.25
1.25
1
.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
.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 Minié Ball
1
1
1
.1
1
200/Enc
.58 Caliber Lead Ball
1.25
1.5
.05
1
250/Enc
1
.1
3
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
1
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
1
.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
1
.1
8
20/Enc
N/A
N/A
.08 +6d6 vs. Robot s +2d8 vs. Power Amor 1
1
1
.1
8
20/Enc
N/A
N/A
1
1
.1
8
20/Enc
N/A
N/A
1
1
1
.1
12
10/Enc
M: 50 + Explosives Engineer
.75
1
1
.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
1
.1
12
10/Enc
N/A
N/A
.08 +12d6 vs. Robot s +4d8 vs. Power Amor
1
1
.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)
1
Aim Skill Mult. .1
Cost per Round 50
Units per Enc 3/Enc
1
1
.1
150
3/Enc
1
1
1
.1
150
3/Enc
1.6 in AoE .6 in 2.0 AoE .2 in 3.0 AoE 1 1.33
1
1
.1
60
2/Enc
1 1
1 1
.1 .1
250 500
.65
1
1
.1
1
1
1
1.6 in AoE .6 in 2.0 AoE
1
1
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
1
.1
25
20/Enc
1.35
1
1
.1
150
20/Enc
.75
1
1
.1
150
20/Enc
Dama ge Mult.
Armor Mult./M od
MAL Mult.
Alien Power Cell
1
1
1
.1
Electron Charge Pack (ECP)
1
1
1
.1
Electron Charge Pack, Bulk (ECP-B) Electron Charge Pack, Over Charge (ECP-OC)
Aim Skill Mult.
.85
1
.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
1
1
.1
25 (2/Chg.X 10 charges)
6/Enc
Energy Cell, Small (SEC)
Energy Cell, Bulk (SEC-B)
.85
1
.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
1
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
.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
5
VR: 70 R: 50 R: 30 R: 30 WITH A: 50
WITH A: 50 R: 30 WITH A: 70
3
R: 70 WITH A: 80
5
VR: 70 WITH A: 90
10
N/A
10
5
Microfusion Cell (MFC)
Microfusion Cell, Bulk (MFCB)
1
1
1
.1
charges) 90 (3/Chg.X 24 charges)
2/Enc
.85
1
.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
1
Spec.
.1
2
1
1
3
.1
.5
1.3
-2
1.1
.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 hasn’t 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 Blackblossom’s 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 armor’s 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 mechanic’s 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 mechanic’s 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 Master’s 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, L’Enfant 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 Moira’s 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 Moira’s personal RobCo jumpsuit Science: X Skills +15 to Resitance Rolls against Poison EV 6.0 Moira’s 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 Brown’s 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 Moira’s 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 Brown’s 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 Red’s 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 Explorer’s 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 armor’s 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 wearer’s 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 Wanderer’s 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 Brotherhood’s 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-Boom’s 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 Bittercup’s Dress Bittercup’s 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 Bittercup’s constant use of the Sorcerer’s 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 Wastelander’s 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 Wastelander’s Gear is found on a corpse in a small boat by a dock east of Arefu, past the Roving Trader’s 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 Kelsey’s 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, Kelsey’s 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 Druid’s 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
Maple’s 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 Druid’s 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 Prospector’s 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 Settler’s 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 Dukov’s 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 Laborer’s 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 101’s 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
Walker’s 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 Doctor’s 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 Doctor’s 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. Li’s 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
Lesko’s 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 Surgeon’s 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 child’s outfit consisting of a military officer’s 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 Kid’s 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 MacCready’s 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 child’s 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 child’s 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 child’s 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 child’s 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 Clover’s 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 Dentist’s 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 men’s 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 Gentleman’s 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 Gentleman’s 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 Gentleman’s 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 Willy’s 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 Brown’s first attempt to armored clothing, it consists 30 Caps Right Arm 5 M/3 B/2 E of a Salmon Ballistyle©Minidress 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 Brown’s attempt to meld her Armored Vault Suit 30 Caps pattern to other pre-War outfits, the Armored Spring Skirt is a Green Ballistyle©Minidress 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 Sherriff’s 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 JD’s 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 Sherriff’s +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 Sherriff’s 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. Burke’s 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 Sheriff’s 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 Chase’s 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 Autumn’s 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 Officer’s 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 Officer’s 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 Officer’s 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 Officer’s 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 Officer’s 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 Officer’s 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 Jessie’s 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 Sherriff’s 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 Vance’s 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 Sherriff’s 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 armor’s 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 armor’s 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 opponent’s 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; Cherry’s 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 B/6 E Left Leg 12 M/12 B/6 E
two sets at her compound. 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 ADUC/Multicam Combat Armor Right Arm Torso Left Arm 550 Caps Right Arm 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E +3 to Heavy Right Leg Abdomen Left Leg Right Leg Weapons and 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E Firearms skills Slightly heavier version of standard combat armor, with +5 to Hide/Stealth reinforced joints, stronger backing materials, and tougher -10 to all other trauma plates. Available in ADUC and Multicam patterns Physical Skills from Steiner Co. in Rivet City. 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 14 ADUC Combat Armor LS Right Arm Torso Left Arm 675 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +3 to Heavy Right Leg Abdomen Left Leg Right Leg Weapons and 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E Firearms skills Heavier version of standard combat armor, with reinforced +5 to Hide/Stealth joints, stronger backing materials, and tougher trauma -10 to all other plates. Available in the ADUC pattern only from Steiner Co. Physical Skills in Rivet City. 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 Comfortable Combat Armor Right Arm Torso Left Arm 410 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 +1 to DEX Right Leg Abdomen Left Leg Right Leg 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 worn over a Ballistyle bodysuit for increased freedom of movement at no cost to protection; 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 O.D. green from Maggie Kulp in Canterbury Commons EV 8 Friendship Asylum Security Armor Right Arm Torso Left Arm 650 Caps Right Arm
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 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
Left Arm
7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E -10 to Physical 7 B/7 M/4 E Right Leg Abdomen Left Leg Right Leg Skills 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E +5 Firearms Civilian version of the military’s Combat Armor, worn over a light Kevlar security uniform. The uniforms and the armor are all black. 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 14 Heavy Security Armor Right Arm Torso Left Arm 800 Caps Right Arm 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E +5 Firearms Reinforced Combat Armor worn over Kevlar BDUs. The BDUs and armor are all black. 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. Worn by Zeus’ mercenaries in Zeus’ Vault EV 14 Lag-Bolt’s Reinforced Combat Armor Right Arm Torso Left Arm 390 Caps Right Arm 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills +10 to 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E Heavy Weapon Reinforced black Talon Combat Armor worn over brown skills Kevlar BDUs. The belt has two Small Utility Pouches on +2 Initiative either side, and a Medium utility Pouch on the rear, with 4 additional points available on the belt front, and 8 on the rear. Worn by Lag-Bolt, an ex-Raider Mercenary. EV 12 Riot Gear, Washington D.C. Metropolitan Police Right Arm Torso Left Arm 90 Caps Right Arm 2 M/4 B/2 E 6 M/8 B/4 E 2 M/4 B/2 E 2 M/4 B/2 E +5 to all Melee Right Leg Abdomen Left Leg Right Leg and Firearms skills 2 M/4 B/2 E 6 M/8 B/4 E 2 M/4 B/2 E 2 M/4 B/2 E -10 to Physical Dark gray Kevlar-reinforced jumpsuit worn with a heavy riot Skills vest, shoulder and knee pads, forearm anti-knife guards, and riot boots; issued to the D.C. Metropolitan Police, it bears a Maryland flag on the left arm, and the D.C. Metropolitan Police shield on the right; two suits are found in the D.C.P.D. 15th Precinct in the Mason District EV 12 Riot Gear, Capitol Police
7 B/7 M/4 E Abdomen 7 B/7 M/4 E
7 B/7 M/4 E Left Leg 7 B/7 M/4 E
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Torso 6 M/8 B/4 E Abdomen 6 M/8 B/4 E
Left Arm 2 M/4 B/2 E Left Leg 2 M/4 B/2 E
Right Arm Torso Left Arm 480 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +1 DEX Right Leg Abdomen Left Leg Right Leg +5 to Firearms 4 M/4 B/2 E 6 M/6 B/3 E 4 M/4 B/2 E 4 M/4 B/2 E -15 to Physical or or or Skills 6 M/6 B/3 E with 6 M/6 B/3 E with 6 M/6 B/3 E with the Duster the Duster the Duster buttoned down buttoned down buttoned down Heavy Riot Gear issued to the Capitol Police to defend the Capitol Building, the Supreme Court, and similar sites. Based on the armors used by Military Police Riot Units, it consists of a set of Combat Armor plates over the torso, worn over Kevlar BDUs, with Shoulder Pads and Arm Guards included. A Kevlar-lined Duster is also part of the uniform. Physical skills penalties are only assessed if the Duster is buttoned down. Sets found in the Wasteland also include a Badlands Bandolier. EV 11.5 Riot Gear, Military Police Right Arm Torso Left Arm 510 Caps Right Arm 11 M/11 B/5 E 11 M/11 B/5 E 11 M/11 B/5 E 11 M/11 B/5 E +1 CON Right Leg Abdomen Left Leg Right Leg +5 to Demolition 4 M/4 B/2 E 6 M/6 B/3 E 4 M/4 B/2 E 4 M/4 B/2 E and Throw or or or -10 to Physical 6 M/6 B/3 E with 6 M/6 B/3 E with 6 M/6 B/3 E with Skills the Duster the Duster the Duster buttoned down buttoned down buttoned down Riot armor issued to MPs of the 150th Armored Cavalry Regiment during the cleanup effort following the first round of Chinese bombings in Washington DC. The 150th was one of the units in charge of evacuation and survivor triage, and their armor became a symbol of hope in the days before the destruction of Washington D.C. Suits of the armor are rare these days, but occasionally turn up in some ruin or abandoned vehicle. The armor consists of a set of Combat Armor plates over the torso, worn over Kevlar BDUs, with Shoulder Pads and Arm Guards included. A Kevlar-lined Duster is also part of the uniform. Physical skills penalties are only assessed if the Duster is buttoned down. Sets found in the Wasteland also include a Badlands Bandolier. EV 11 Riot Gear, 289th Military Police, 3rd Infantry Regiment, “The Old Guard”
Torso 10 M/10 B/5 E Abdomen 6 M/6 B/3 E
Left Arm 10 M/10 B/5 E Left Leg 4 M/4 B/2 E or 6 M/6 B/3 E with the Duster buttoned down
Torso 11 M/11 B/5 E Abdomen 6 M/6 B/3 E
Left Arm 11 M/11 B/5 E Left Leg 4 M/4 B/2 E or 6 M/6 B/3 E with the Duster buttoned down
Right Arm Torso Left Arm 750 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 +1 POW Right Leg Abdomen Left Leg Right Leg +5 to CHA 4 M/4 B/2 E 6 M/6 B/3 E 4 M/4 B/2 E 4 M/4 B/2 E +5 to Critical or or or Range 6 M/6 B/3 E with 6 M/6 B/3 E with 6 M/6 B/3 E with +10 to Firearms the Duster the Duster the Duster -20 to Physical buttoned down buttoned down buttoned down Skills Riot armor issued to MPs of the 289th Military Police, 3rd Infantry Regiment, “The Old Guard”, during the cleanup effort following the first round of Chinese bombings in Washington DC. The 289th was in charge of curfew enforcement, looting prevention, and site security after the first round of Chinese bombing. They were the unit involved in the heaviest fighting of the first days of the Chinese invasion, and suffered more than 90% casualties. Suits of the armor are extremely rare these days, and one has not been seen in years. The armor consists of a set of Combat Armor plates over the torso, worn over Kevlar BDUs, with Shoulder Pads and Arm Guards included. A Kevlar-lined Duster is also part of the uniform. Physical skills penalties are only assessed if the Duster is buttoned EV 12 Rivet City Military Police Armor Right Arm Torso Left Arm 275 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 -20 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 +5 to all Firearms Military Combat Armor once issued to MPs. Those used by skills Rivet City Security are black plates over dark gray Urban +5 to Demolitions Camouflage BDU shirt and pants; The belt has two Small +5 to Throw Utility Pouches on either side, and a Medium utility Pouch (Grenades only) on the rear, with 4 additional points available on the belt front, and 8 on the rear. EV 10 Rivet City Patrol Armor Right Arm Torso Left Arm 200 Caps Right Arm 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E -5% to DEX Rank Right Leg Abdomen Left Leg Right Leg cost for all Actions 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E +5 Hide and Post-War Combat Armor made up of clamshell composite Stealth armor torse, arm, and leg plates over a leather backing, -15 to all other with composite “scales” at the joints. The armor includes Physical Skills
Torso 12 M/12 B/6 E Abdomen 6 M/6 B/3 E
Left Arm 12 M/12 B/6 E Left Leg 4 M/4 B/2 E or 6 M/6 B/3 E with the Duster buttoned down
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 7 M/7 B/4 E Abdomen 7 M/7 B/4 E
Left Arm 7 M/7 B/4 E Left Leg 7 M/7 B/4 E
leather versions of the Large Utility Pouch (3 across the rear waist, one on a left Drop Leg Rig), Clamshell Pouch (right Drop Leg Rig), Small Utility Pouch (left breast), and Magazine Pouch (4 across the abdomen; each holds two STANAG/AK Magazines). The armorincludes a removable Ghillie-style cover on the rear, constructed from leather strips. These are commonly used by Rivet City patrols along the riverbank. EV 8 Rivet City Security Armor Right Arm Torso Left Arm 330 Caps Right Arm 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E +5 to all Firearms Light civilian version of the military’s Combat Armor, used skills by private contractors and security companies before the War. Those used by Rivet City Security are black plates over dark gray BDU shirt and pants, very similar to those used by Talon Company; 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 7 T6 Light Rivet City Security Armor Right Arm Torso Left Arm 330 Caps Right Arm 0 M/0 B/0 E 6 M/6 B/3 E 0 M/0 B/0 E 0 M/0 B/0 E +5 to all Firearms Right Leg Abdomen Left Leg Right Leg Skills 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E T6 Light Rivet City Security Armor consists of black plates over dark gray crop top and shorts, very similar to those used by Talon Company; 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; Arm Protectors are sold separately EV 10 Rivet City Security Uniform Right Arm Torso Left Arm 180 Caps Right Arm 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E -5% to DEX Rank Right Leg Abdomen Left Leg Right Leg cost for all Actions 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E +5 to all Fireamrs Post-War Combat Armor made up of clamshell composite skills armor torse, arm, and leg plates over a leather backing, -15 to Physical with composite “scales” at the joints. The armor includes Skills leather versions of the Large Utility Pouch (3 across the rear waist, one on a left Drop Leg Rig), Clamshell Pouch (right
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 6 M/6 B/3 E Left Leg 6 M/6 B/3 E
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 0 M/0 B/0 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 7 M/7 B/4 E Left Leg 7 M/7 B/4 E
Drop Leg Rig), Small Utility Pouch (left breast), and Magazine Pouch (4 across the abdomen; each holds two STANAG/AK Magazines). These are commonly used by Rivet City guards patrolling the ship. EV 10 Tenderpaw’s Combat Armor Right Arm Torso Left Arm 2000 Caps Right Arm 0 M/0 B/0 E 10 M/10 B/8 E 0 M/0 B/0 E 0 M/0 B/0 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E +5 all Medical and A set of reinforced Army Airborne Combat Armor with Repair – X Skills Kevlar BDUs, lacking both arm guards and the attachment points on which they would normally be installed; the armor is painted for use by a US Army Airborne K-9 Handler; the torso plate has been marked on the right breast with a aw print in a heart, while the words “Rain Clan” are written on the left breast, and the Airborne K-9 emblem of a paw print superimposed over a set of eagle wings is emblazoned across the back, under the name “TENDERPAW”; 16 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 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, and an additional 16 on the rear torso. EV 11.0 Tenpenny Patrol Uniform Right Arm Torso Left Arm 200 Caps Right Arm 7 M/7 B/4 E 8 M/8 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E -5% to DEX Rank Right Leg Abdomen Left Leg Right Leg cost for all Actions 7 M/7 B/4 E 8 M/8 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E +5 Hide and Post-War Combat Armor made up of clamshell composite Stealth armor torse, arm, and leg plates over a leather backing, -15 to all other with composite “scales” at the joints. The armor includes Physical Skills leather versions of the Large Utility Pouch (3 across the rear waist, one on a left Drop Leg Rig), Clamshell Pouch (right Drop Leg Rig), Small Utility Pouch (left breast), and Magazine Pouch (4 across the abdomen; each holds two STANAG/AK Magazines). The armor and uniform are made in a custom camouflage pattern designed by Chief Gustavo, and include a Ghillie-style covering that attaches at the shoulders and waist. These are commonly used by Tenpenny Security Threat Suppression patrols in the southwest wasteland.
Torso 10 M/10 B/8 E Abdomen 10 M/10 B/8 E
Left Arm 0 M/0 B/0 E Left Leg 10 M/10 B/8 E
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 7 M/7 B/4 E Left Leg 7 M/7 B/4 E
EV 12.0 Tenpenny Private Military Armor Right Arm Torso Left Arm 275 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 -20 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 +5 to all Firearms Military Combat Armor once issued to MPs. Those used by skills Tenpenny Security are Olive Drab plates over Tan BDU shirt +5 to Demolitions and pants; The belt has two Small Utility Pouches on either +5 to Throw side, and a Medium utility Pouch on the rear, with 4 (Grenades only) additional points available on the belt front, and 8 on the rear. EV 10 Tenpenny Security Uniform Right Arm Torso Left Arm 180 Caps Right Arm 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E -5% to DEX Rank Right Leg Abdomen Left Leg Right Leg cost for all Actions 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E +5 to all Fireamrs Post-War Combat Armor made up of clamshell composite skills armor torse, arm, and leg plates over a leather backing, -15 to Physical with composite “scales” at the joints. The armor includes Skills leather versions of the Large Utility Pouch (3 across the rear waist, one on a left Drop Leg Rig), Clamshell Pouch (right Drop Leg Rig), Small Utility Pouch (left breast), and Magazine Pouch (4 across the abdomen; each holds two STANAG/AK Magazines). These are commonly used by Tenpenny guards patrolling the grounds. EV 7 T6 Light Tenpenny Security Armor Right Arm Torso Left Arm 330 Caps Right Arm 0 M/0 B/0 E 6 M/6 B/3 E 0 M/0 B/0 E 0 M/0 B/0 E +5 Firearms Right Leg Abdomen Left Leg Right Leg 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E T6 Light Tenpenny Security Armor consists of light brown plates over tan crop top and shorts; 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; Arm Protectors are sold separately EV 8 Tenpenny Security Armor Right Arm Torso Left Arm 330 Caps Right Arm 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E +5 Firearms Light civilian version of the military’s Combat Armor, used by private contractors and security companies before the
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 7 M/7 B/4 E Abdomen 7 M/7 B/4 E
Left Arm 7 M/7 B/4 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 0 M/0 B/0 E Left Leg 6 M/6 B/3 E
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 6 M/6 B/3 E Left Leg 6 M/6 B/3 E
War. Those used by Tenpenny Security are light brown plates over tan BDU shirt and pants; 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 16 US Army Combat Armor Right Arm Torso Left Arm 390 Caps Right Arm 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E -25 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E +3 Firearms Combat Armor over Kevlar-reinforced BDUs, issued to the +2 Woodcraft US Army during the Canadian Annexation. Other than physical protection, it is identical to standard Combat 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 US Army Ranger Patrol 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 Matte-finish OD Green armor, designed for protection and ease of wear; consists of hard plates over Kevlar-lined BDUs. 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 16 USMC Combat Armor Right Arm Torso Left Arm 680 Caps Right Arm 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E -25 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E Recovered USMC-issue Combat Armor with Kevlar BDUs and Vest; 16 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; Various pre-packages MOLLE systems are available for the armor EV 10 USMC Combat Armor, Desert Campaign Right Arm Torso Left Arm 480 Caps Right Arm 12 M/12 B/7 E 12 M/12 B/7 E 12 M/12 B/7 E 12 M/12 B/7 E -15 to Physical Right Leg Abdomen Left Leg Right Leg
Torso 10 M/10 B/8 E Abdomen 10 M/10 B/8 E
Left Arm 10 M/10 B/8 E Left Leg 10 M/10 B/8 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 10 M/10 B/8 E Abdomen 10 M/10 B/8 E
Left Arm 10 M/10 B/8 E Left Leg 10 M/10 B/8 E
Torso 12 M/12 B/7 E Abdomen
Left Arm 12 M/12 B/7 E Left Leg
4 M/4 B/2 E 6 M/6 B/3 E 4 M/4 B/2 E Skills only with 4 M/4 B/2 E or or the Duster or 6 M/6 B/3 E with 6 M/6 B/3 E with buttoned down 6 M/6 B/3 E with the Duster the Duster the Duster buttoned down buttoned down buttoned down USMC Gobi/Yangtze Campaign armor from the decade before the War; consists of a set of hard-plate torso armor worn over Kevlar desert-tan BDUs, with a Kevlar-lined green Duster; no MOLLE systems are included, though the standard Web Gear or Tactical Vest will fit over the armor. EV 12 Winterized 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 Winterized version of the standard Combat Armor, used in the Alaskan Campaign. 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 Winterized Medic 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 +10 to First Aid Winterized version of the standard Combat Armor, used in and Medicine the Alaskan Campaign by US Army Medics; Only two sets are available, both on Mothership Zeta. 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 Shell-Shocked 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 -1 DEX; -2 APP; This unique set of Combat Armor is found on a corpse in the +10 to Radiation missile crater outside the Statesman Hotel. The belt has Resistance; +5 two Small Utility Pouches on either side, and a Medium Demolition; +5 to utility Pouch on the rear, with 4 additional points available all Heavy on the belt front, and 8 on the rear. Weapons Skills
6 M/6 B/3 E
4 M/4 B/2 E or 6 M/6 B/3 E with the Duster buttoned down
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
EV 14 Reinforced Combat Armor Right Arm Torso Left Arm 540 Caps Right Arm 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E Slightly heavier version of standard Combat Armor, with reinforced joints, stronger backing materials, and tougher trauma plates. Available in the same standard colors as regular Combat 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 16 Combat Armor Mk II Right Arm Torso Left Arm 450 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E Combines Combat Armor with a reinforced Kevlar vest and BDUs; 16 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; Available in Arctic, Urban, and Woodland camouflage EV 17 Combat Armor Mk. II Heavy Right Arm Torso Left Arm 600 Caps Right Arm 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E -25 to Physical Right Leg Abdomen Left Leg Right Leg Skills 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E Combines standard Combat Armor Mk. II with a Camouflage Kevlar BDUs; 16 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; Available in Arctic, Urban, and Woodland camouflage EV 18 Reinforced Combat Armor Mk II Right Arm Torso Left Arm 540 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 -30 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 Combat Armor Mk. II with reinforced plates and heavier joint protection; 16 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; Available in Arctic, Urban, and Woodland camouflage
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Torso 12 M/12 B/6 E Abdomen 12 M/12 B/6 E
Left Arm 12 M/12 B/6 E Left Leg 12 M/12 B/6 E
DC Rangers EV 12 D.C. Ranger Combat/Officer’s 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 +10 to Firearms, Dark Gray Combat Armor worn over Kevlar-lined BDUs in +5 to Melee urban gray-on-gray camouflage; troops have the symbol of Weapons a skull, impaled on a dagger, superimposed on crossed +2 Initiative arrows, on the left breast, and the Air Assault ToE symbol on the forehead of a skull on either shoulder pad; officers have a fist trailing a lightning bolt on the left breast, and a stylized wolf’s head on either shoulder pad. 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: 6.0 D.C. Ranger Duster Right Arm Torso Left Arm 250 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 2 M/1 B/1 E 4 M/2 B/1 E 2 M/1 B/1 E 2 M/1 B/1 E Interaction Skills Consists of a dark gray short-sleeved duster worn over light +5 to all Firearms gray BDU pants and shirt. The symbol of a skull, impaled on a dagger, superimposed on crossed arrows is worn on the left shoulder pad. EV: 2.0 D.C. Ranger Fatigues 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 +2 to all Melee Right Leg Abdomen Left Leg Right Leg and Firearms 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 light gray tee-shirt (light gray tank-top for females) and dark gray BDU pants, tucked into shin-high black leather combat boots. The symbol of a skull, impaled on a dagger, superimposed on crossed arrows is prominent on the chest. EV: 8.0 D.C. Ranger’s Flak Jacket Right Arm Torso Left Arm 500 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 +5 to CHA and Right Leg Abdomen Left Leg Right Leg Personal 6 M/6 B/3 E 8 M/8 B/4 E 6 M/6 B/3 E 6 M/6 B/3 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 4 M/2 B/1 E Abdomen 4 M/2 B/1 E
Left Arm 4 M/2 B/1 E Left Leg 2 M/1 B/1 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 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 8 M/8 B/4 E Left Leg 6 M/6 B/3 E
or or Interaction Skills 8 M/8 B/4 E 8 M/8 B/4 E +5 to all Firearms Kevlar-lined dark-gray sleeveless coat reinforced with -5 to Physical Combat Armor plates and worn over a light gray Kevlarskills lined BDU shirt and light gray light Combat Armor 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 -15 to all Physical skills. 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: 6.0 D.C. Ranger Jacket Right Arm Torso Left Arm 250 Caps 4 M/8 B/4 E 4 M/8 B/4 E 4 M/8 B/4 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 +5 to Bargain Consists of D.C. Ranger Fatigues worn with a Kevlar-lined black leather jacket and black and gray striped shemagh. A Web Belt and Harness, Troublemaker Cartridge Belt, DropLeg Molle Rig w/ AK/STANAG Triple Magazine Pouch, and a Shoulder Holster are included. EV 2.5 Male D.C. Ranger Recruiter Coat Right Arm Torso Left Arm 250 Caps 4 M/2 B/1 E 4 M/2 B/1 E 4 M/2 B/1 E +5 to all Personal Right Leg Abdomen Left Leg Interaction Skills 0 M/0 B/0 E 4 M/2 B/1 E 0 M/0 B/0 E or or 4 M/2 B/1 E 4 M/2 B/1 E Consists of a light gray leather trench coat worn over dark gray slacks and a light gray button-up shirt. The symbol of a skull, impaled on a dagger, superimposed on crossed arrows is worn on the left shoulder pad. 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 Male D.C. Ranger Uniform Right Arm Torso Left Arm 10 Caps 1 M/0 B/0 E 1 M/0 B/0 E 1 M/0 B/0 E +5 to 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 The standard uniform of the D.C. Rangers. It is made of a rip resistant material that provides minimal protection at
or 8 M/8 B/4 E
Right Arm 4 M/8 B/4 E Right Leg 0 M/0 B/0 E
Right Arm 4 M/2 B/1 E Right Leg 0 M/0 B/0 E or 4 M/2 B/1 E
Right Arm 1 M/0 B/0 E Right Leg 1 M/0 B/0 E
or 8 M/8 B/4 E
Torso 4 M/8 B/4 E Abdomen 0 M/0 B/0 E
Female Torso 4 M/2 B/1 E Abdomen 1 M/0 B/0 E
Female Torso 1 M/0 B/0 E Abdomen 1 M/0 B/0 E
Left Arm 4 M/8 B/4 E Left Leg 0 M/0 B/0 E
Left Arm 4 M/2 B/1 E Left Leg 0 M/0 B/0 E or 4 M/2 B/1 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
best. EV 8.5 D.C. Ranger Vigilante Outfit Right Arm Torso Left Arm 350 Caps Right Arm 4 M/8 B/4 E 4 M/8 B/4 E 4 M/8 B/4 E 4 M/8 B/4 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/8 B/4 E 4 M/8 B/4 E 4 M/8 B/4 E 4 M/8 B/4 E +1 Initiative Kevlar-lined black leather jacket and pants worn over a gray +5 to Firearms, fatigue shirt, with black leather combat boots, Web Belt, Heavy Weapons, Shoulder Holster, and a Merc Troublemaker Bandolier and Throwing (male) or Cartridge Belt (female); Most D.C. Rangers also (Grenades) carry a Combat Knife in a rig behind their left shoulder; some wearers forgo any insignia, while other wear the Skull w/Air Assault symbol logo somewhere on their person, often as a belt buckle or attached to the Web Belt
Torso 4 M/8 B/4 E Abdomen 4 M/8 B/4 E
Left Arm 4 M/8 B/4 E Left Leg 4 M/8 B/4 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 11 M/11 B/6 E Abdomen 4/4/2
Left Arm 11 M/11 B/6 E Left Leg 0 M/0 B/0 E or 4 M/4 B/2 E
Torso 8 M/4 B/2 E
Left Arm 8 M/4 B/2 E
Regulators EV: 2.0 Regulator Casual 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 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 Brown pants, tan long-sleeved shirt, and leather belt. Offduty Regulators carry a radio on a shoulder strap, not included in the price. EV 12 Regulator Combat Armor Right Arm Torso Left Arm 450 Caps Right Arm 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 0 M/0 B/0 E 4/4/2 0 M/0 B/0 E 0 M/0 B/0 E or or or 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E DC Metropolitan Police-issue Riot Vest, recovered and refurbished by the Regulators, worn over a pair of tan slacks and brown leather boots, with a heavy leather trench coat. The first value for Leg armor assumes the coat is open, the second assumes the coat is buttoned all the way down, causing a -25 to all Physical skills EV: 6.0 Regulator Deathclaw Duster Outfit Right Arm Torso Left Arm 200 Caps Right Arm 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E
Right Leg Abdomen Left Leg +5 to CHA and Right Leg 8 M/4 B/2 E 10 M/5 B/3 E 8 M/4 B/2 E 8 M/4 B/2 E Personal or or or Interaction Skills 10 M/5 B/3 E 10 M/5 B/3 E 10 M/5 B/3 E +5 to all Firearms Cost and EV are for the outfit with Deathclaw-Leather -5 to Physical Duster with Shoulder Pads, including Motorcycle Boots, skills Reinforced leather 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 -15 to all Physical skills. The outfit includes a shoulder harness and belt with three leather Small Utility Pouches, one leather Medium Utility Pouch, a Bandolier with 12 loops (up to .50 cal/10g), and two loops equal to Flare Pouches. EV: 6.0 Regulator Duster Outfit Right Arm Torso Left Arm 70 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 CHA and Right Leg Abdomen Left Leg Right Leg Personal 6 M/3 B/2 E 8 M/4 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E Interaction Skills or or or +5 to all Firearms 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E -5 to Physical Cost and EV are for the outfit with Sherriff’s Duster, skills including Motorcycle Boots, Reinforced 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 -15 to all Physical skills EV: 24.0 Regulator Heavy Armor Right Arm Torso Left Arm 460 Caps Right Arm 8 M/4 B/2 E 9 M/7 B/4 E 8 M/4 B/2 E 8 M/4 B/2 E -25 to all 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 -1 Rad/DEX Rank Metal Armor torso plate worn over Heavy Leather Armor, with a Leather Coat worn over that. The coat has four large cargo pockets, each equal to a Medium Utility Pouch. EV: 2.0 Regulator Leather Jacket – Bandolier Right Arm Torso Left Arm 220 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 Brown leather jacket over leather-lined blue denim pants, +5 to all Firearms blue denim long-sleeved shirt, and leather belt. Includes -5 to Physical the Troublemaker Bandolier for males or the Troublemaker skills Cartridge Belt for females.
Abdomen 10 M/5 B/3 E
Left Leg 8 M/4 B/2 E or 10 M/5 B/3 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
Torso 9 M/7 B/4 E Abdomen 6 M/3 B/2 E
Left Arm 8 M/4 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
EV: 2.0 Regulator Leather Jacket – No Bandolier Right Arm Torso Left Arm 220 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 Brown leather jacket over leather-lined blue denim pants, +5 to all Firearms blue denim long-sleeved shirt, and leather belt with two -5 to Physical leather Small Utility Pouches. A set of chains hangs from skills the belt of the jacket on the male version, while the female version includes a third leather Small Utility Pouch. EV: 12.0 Regulator Trench Coat Outfit Right Arm Torso Left Arm 400 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 +5 to CHA and Right Leg Abdomen Left Leg Right Leg Personal 6 M/6 B/2 E 8 M/8 B/4 E 6 M/6 B/2 E 6 M/6 B/2 E Interaction Skills or or or +5 to all Firearms 8 M/8 B/4 E 8 M/8 B/4 E 8 M/8 B/4 E -10 to Physical Motorcycle Boots, Reinforced Leather Pants, and Shirt worn skills under a Kevlar-lined military-style Trench Coat 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 EV: 2.0 Regulator Vest Outfit Right Arm Torso Left Arm 6 Caps Right Arm 0 M/0 B/0 E 2 M/1 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 Brown pants, tan long-sleeved shirt, and leather vest and belt. Off-duty Regulators carry a radio on a shoulder strap, not included in the price.
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 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 8 M/8 B/4 E Left Leg 6 M/6 B/2 E or 8 M/8 B/4 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 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
Reilly’s Rangers EV 7.5 Reilly’s Ranger’s Battle Armor, Light Right Arm Torso Left Arm 250 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 +5 Luck; +5 Kevlar BDUs with a Kevlar Vest and trauma plate inserts Initiative; +10 to covering the torso/abdomen and hard plate forearm guards, Firearms Skills shin guards and knee pads; 24 points of MOLLE Vest gear can be secured on the armor’s torso/abdomen front, an
additional 24 on the rear, and 9 on each leg; these are black plates with dark gray BDUs, with the Ranger’s Logo prominent across the back and displayed above the right breast and on the left bicep. EV 16 Reilly’s Ranger’s Battle Armor Right Arm Torso Left Arm 1100 Caps Right Arm 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 -25 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 +5 Luck; +5 Recovered and repainted USMC-issue Combat Armor with Initiative; +10 to Kevlar BDUs and Vest; 16 points of MOLLE Vest gear can be Firearms Skills secured on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear EV 16 Reilly’s Ranger’s Battle Armor Mk II Right Arm Torso Left Arm 450 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 +5 Luck; +5 Combines Combat Armor with a reinforced Kevlar vest and Initiative; +10 to BDUs; 16 points of MOLLE Vest gear can be secured on the Firearms Skills armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; these are black plates with dark gray BDUs, with the Ranger’s Logo prominent across the back and displayed above the right breast and on the left bicep. EV 17 Reilly’s Ranger’s Battle Armor Mk. II Heavy Right Arm Torso Left Arm 800 Caps Right Arm 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 -25 to Physical Right Leg Abdomen Left Leg Right Leg Skills 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 +5 Luck; +5 Combines standard Combat Armor Mk. II with a Camouflage Initiative; +10 to Kevlar BDUs; 16 points of MOLLE Vest gear can be secured Firearms Skills on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; these are black plates with dark gray BDUs, with the Ranger’s Logo prominent across the back and displayed above the right breast and on the left bicep. EV 17 Brick’s Battle Armor Right Arm Torso Left Arm 600 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5
E E
E E
E E
E E
Torso 10 M/10 B/8 E Abdomen 10 M/10 B/8 E
Left Arm 10 M/10 B/8 E Left Leg 10 M/10 B/8 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
Combines standard Combat Armor Mk. II with a Camouflage +5 Luck; +10 to Kevlar BDUs; the front has a Radio Pouch, PTT Microphone, Heavy Weapons and Grenade Double Pouch, the rear holds a Machete Skills Sheath and Machete, as well as a spare box of 5mm Reduce DEX Rank Rockwell, the belt has a specially-rigged Tin Can that cats cost of Heavy as a bottle holder for a bottle of Scotch, and there are two Weapon attacks MOLLE Armbands w/Small Utility Pouches; 12 points of by 20% MOLLE Vest gear can be secured on the armor’s front +10 to torso/abdomen, 12 on the belt, and an additional 14 on the Hide/Sneak in rear; these are Urban Camouflage plates with Urban Urban areas Camouflage BDUs, with the Ranger’s Logo prominent across the back and displayed above the right breast and on the left bicep. Worn by Brick of Reilly’s Rangers EV: 5.0 Brick’s Grunt Fatigues Consists of a dirty white Kevlar-lined tank-top and Kevlar180 Caps lined fatigue pants, tucked into shin-high combat boots. +2 to all Melee Worn by Brick of Reilly’s Rangers and Firearms skills
Right Arm 0 M/0 B/0 E Right Leg 2 M/4 B/2 E
EV 17 Butcher’s Battle Armor Right Arm Torso Left Arm 600 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +5 Luck; +10 to Combines standard Combat Armor Mk. II with a Camouflage First Aid, EMT, Kevlar BDUs; the torso holds a Radio Pouch, PTT Physician, and Microphone, three Speed Loader pouches, and a special Surgery Skills holder for five loaded Syringes; similar holders, with Reduce DEX Rank Scissors, Tweezers, and Forceps on the right, and three cost of all Medical Scalpels on the left, are fitted to the wrist guards; a pair of Treatment actions Molle Armband w/Small Utility Pouches are worn on the by 20% biceps; The belt holds a Canteen Pouch w/Canteen, a Super +10 to StimPak and a First Aid Box that holds a First Aid Kit – PostHide/Sneak in War, Group; a Bone Saw is mounted in a sheath across the Urban areas back; 10 points of MOLLE gear can be secured on the belt, and an additional 10 on the rear; these are Urban Camouflage plates with Urban Camouflage BDUs, with the Ranger’s Logo prominent across the back and displayed above the right breast and on the left bicep. Worn by Butcher of Reilly’s Rangers EV: 2.0 Butcher’s Surgeon Outfit
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 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
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 and urban camouflage, a small shoulder bag (Wastelander’s Satchel), and belt with two First Aid Pouches and Grenade Double Pouch (used to hold medication bottles). Worn by Butcher of Reilly’s Rangers EV 17 Dallas’ Battle Armor Right Arm Torso Left Arm 600 Caps 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +5 Luck; +10 to Combines standard Combat Armor Mk. II with a Camouflage Heavy Weapons Kevlar BDUs; the torso holds two Flamer Tanks, a Radio Skills Pouch and a PTT microphone, the belt holds a Canteen Reduce DEX Rank Pouch and Canteen, and there are two MOLLE Armbands cost of Heavy w/Small Utility Pouches; 12 points of MOLLE gear can be Weapon attacks secured on the belt, and an additional 24 on the rear; these by 20% are Urban Camouflage plates with Urban Camouflage BDUs, +10 to with the Ranger’s Logo prominent across the back and Hide/Sneak in displayed above the right breast and on the left bicep. Urban areas Once worn by Dallas, of Reilly’s Rangers, it now resides in his locker. EV 17 Donovan’s Battle Armor Right Arm Torso Left Arm 600 Caps 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +5 Luck; +10 to Combines standard Combat Armor Mk. II with a Camouflage all Repair – X Kevlar BDUs; the torso holds three STANAG/AK Double Skills Magazine Pouches (2 Magazines each), a Medium Utility Reduce DEX Rank Pouch, a Grenade Double Pouch, a Radio Pouch, and a PTT cost of Heavy Microphone, while the belt holds two Remote Detonators Weapon attacks and a Canteen Pouch w/Canteen; 10 additional points of by 20% MOLLE gear can be secured on the belt, and an additional +10 to 24 on the rear; a pair of Molle Armbands hold four assorted Hide/Sneak in screwdrivers and an Electronic Tool Kit split between two Urban areas Small Utility Pouches; these are Urban Camouflage plates with Urban Camouflage BDUs, with the Ranger’s Logo prominent across the back and displayed above the right
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 10 M/10 B/5 E Right Leg 10 M/10 B/5 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
Right Arm 10 M/10 B/5 E Right Leg 10 M/10 B/5 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
breast and on the left bicep. Worn by Donovan, the combat engineer for Reilly’s Rangers. EV 2.5 Donovan’s Engineer 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 Urban Camouflage jumpsuit once issued to US Army Mechanics and other motor pool personnel. This one is owned by Donovan, the combat engineer for Reilly’s Rangers. EV 17 Kira’s Battle Armor Right Arm Torso Left Arm 600 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +5 Luck; +5 Combines standard Combat Armor Mk. II with a Camouflage Initiative; +10 to Kevlar BDUs; the front has a Radio Pouch, PTT Microphone, Firearms Skills a Grenade Double Pouch, and a five-round Shotgun Shell +10 to Holder; the belt holds a Canteen Pouch w/Canteen, two Hide/Sneak in Shotgun Drum Pouches w/Weston Combat Shotgun Drums, Urban areas and a Teddy Bear w/Eyepatch; there are two MOLLE Armbands w/Small Utility Pouches; 8 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 6 on the belt, and an additional 24 on the rear; these are Urban Camouflage plates with Urban Camouflage BDUs, with the Ranger’s Logo prominent across the back and displayed above the right breast and on the left bicep. Found in the locker of Kira, the deceased shotgunner for Reilly’s Rangers. EV 17 Reilly’s Battle Armor Right Arm Torso Left Arm 600 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +5 Luck; +5 Combines standard Combat Armor Mk. II with a Camouflage Initiative; +10 to Kevlar BDUs; these are Urban Camouflage plates with Firearms Skills Urban Camouflage BDUs, with the Ranger’s Logo prominent +10 to across the back and displayed above the right breast and Hide/Sneak in on the left bicep. Reilly has four Double Magazine Pouches Urban areas (holds two, 30-round STANAG or AK Magazines), three Handgun Double Magazine Pouches, a Large Utility Pouch
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 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
(Clamshell-style), Medium Utility Pouch, 8-shot 12g Shotgun Shell Holder, and Canteen Pouch w/Canteen on a Tactical Vest worn over her armor, a Hand Grenade Double Pouch (right), Clamshell Pouch, and Medium Utility Pouch on her waist, and two Molle Armbands, each with a Small Utility Pouch. Worn by Reilly, leader of Reilly’s Rangers. EV 7.5 Theo’s Support Armor Right Arm Torso Left Arm 600 Caps 11 M/12 B/6 E 11 M/12 B/6 E 11 M/12 B/6 E -10 to Physical Right Leg Abdomen Left Leg Skills 6 M/6 B/3 E 6 M/8 B/3 E 6 M/6 B/3 E +5 Luck; +5 Kevlar BDUs with a Combat Armor Torso Clamshell and Initiative; +10 Shoulderpads worn over a Kevlar Vest and trauma plate Demolition and inserts that cover the torso/abdomen; There is a Combat Throw (Grenades) Knife Sheath on the right Ankle, with Combat Knife, a Grenade Double Pouch on the right torso, a Bottle-Cap Mine Carrier (actually a modified SAW Gunner’s Pouch) on the left, a Missile Carrier (3 Rockwell Missiles) on the rear, a Mine Carrier on the rear of the Belt, and another on the left Drop-Leg Rig; 16 points of MOLLE Vest gear can be secured on the armor’s torso/abdomen front, (along with an included Radio Pouch w/Radio and a PTT Microphone), an additional 9 on the rear, and 9 on the right leg and four on the left, along with two MOLLE Armbands with Small Utility Pouches on the biceps; this is a black torso plate with dark gray BDUs, with the Ranger’s Logo prominent across the back and displayed above the right breast and on the left bicep. Worn by Theo, the recently-deceased Demolitions/Logistics specialist for Reilly’s Rangers.
Right Arm 11 M/12 B/6 E Right Leg 6 M/6 B/3 E
Torso 11 M/12 B/6 E Abdomen 6 M/8 B/2 E
Left Arm 11 M/12 B/6 E Left Leg 6 M/6 B/3 E
Right Arm 0 M/0 B/0 E Right Leg 2 M/4 B/2 E
Torso 1 M/2 B/1 E Abdomen 2 M/4 B/2 E
Left Arm 0 M/0 B/0 E Left Leg 2 M/4 B/2 E
Talon Company EV: 3.0 Right Arm Torso Left Arm 0 M/0 B/0 E 1 M/2 B/1 E 0 M/0 B/0 E Right Leg Abdomen Left Leg 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E Consists of a black tee-shirt (black tank-top for females) with the Talon logo over the right breast, and olive drab BDU pants, tucked into jump boots. Pants and shirt are lined with light Kevlar, similar to the Company Uniform.
Talon Recruit’s Outfit 120 Caps +5 to all Firearms skills
EV: 2.0 Talon Merc Outfit Right Arm Torso Left Arm 60 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 black tee-shirt (white tank-top for females) with the Talon Logo across the back and over the left breast, worn with black BDU pants, tucked into shin-high combat boots. EV 14.0 Talon Company Uniform Right Arm Torso Left Arm 200 Caps 2 M/4 B/2 E 6 M/8 B/3 E 2 M/4 B/2 E -5 to Physical Right Leg Abdomen Left Leg Skills 2 M/4 B/2 E 6 M/8 B/3 E 2 M/4 B/2 E Black Kevlar vest with shoulder, knee and forearm guards, worn over a set of dark gray Kevlar-lined BDUs. Includes a Drop-Leg rig with Pistol Holster, 2x AK/STANAG Double Magazine Pouch front, 3x Medium Accessory Pouches left, 3x Small Accessory Pouches left rear, and a Radio Pouch right w/5km Radio EV: 8.0 Talon Officer’s Uniform Right Arm Torso Left Arm 120 Caps 4 M/6 B/3 E 4 M/6 B/3 E 4 M/6 B/3 E +5 to all Firearms Right Leg Abdomen Left Leg +5 to all Energy 4 M/6 B/3 E 4 M/6 B/3 E 4 M/6 B/3 E Weapons or or 2 M/4 B/2 E 2 M/4 B/2 E A black Kevlar-lined trench coat worn over a black t-shirt and BDU pants, with black military-style boots. The Talon logo is worn across the back and over the left breast. EV is listed with the coat open at the bottom, and is 12 when the coat is closed EV6.0 Talon Light Armor Right Arm Torso Left Arm 220 Caps 2 M/4 B/2 E 6 M/8 B/3 E 2 M/4 B/2 E +5 to all Firearms Right Leg Abdomen Left Leg skills 2 M/4 B/2 E 6 M/8 B/3 E 2 M/4 B/2 E +5 to Hide and Talon Recruit’s Outfit with a Kevlar Vest and trauma plate Stealth inserts covering the torso/abdomen; 24 points of MOLLE Vest gear can be secured on the armor’s torso/abdomen front, an additional 24 on the rear, and 9 on each leg; these are black plates with charcoal BDUs, with the Talon Logo
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/4 B/2 E Right Leg 2 M/4 B/2 E
Torso 6 M/8 B/3 E Abdomen 6 M/8 B/3 E
Left Arm 2 M/4 B/2 E Left Leg 2 M/4 B/2 E
Right Arm 4 M/6 B/3 E Right Leg 4 M/6 B/3 E or 2 M/4 B/2 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 or 2 M/4 B/2 E
Right Arm 2 M/4 B/2 E Right Leg 2 M/4 B/2 E
Torso 6 M/8 B/3 E Abdomen 6 M/8 B/3 E
Left Arm 2 M/4 B/2 E Left Leg 2 M/4 B/2 E
prominent on the chest and back EV 7.0 Talon Security Armor Right Arm Torso Left Arm 250 Caps Right Arm 2 M/6 B/3 E 6 M/8 B/4 E 2 M/6 B/3 E 2 M/4 B/2 E +5 to all Firearms Right Leg Abdomen Left Leg Right Leg skills 2 M/6 B/3 E 6 M/8 B/4 E 2 M/6 B/3 E 2 M/4 B/2 E +5 to Hide and Kevlar BDUs with a Kevlar Vest and trauma plate inserts Stealth covering the torso/abdomen; 18 points of MOLLE Vest gear can be secured on the armor’s torso/abdomen front (a PTT Microphone is mounted on the right breast, linked to a Radio in a Radio Pouch on the right Abdomen), an additional 24 on the rear, and 9 on each leg; this is black armor with black BDUs, with the Talon Logo prominent on the chest and back. EV 7.5 Talon 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 Kevlar BDUs with a Kevlar Vest and trauma plate inserts covering the torso/abdomen and hard plate forearm guards, shin guards and knee pads; 24 points of MOLLE Vest gear can be secured on the armor’s torso/abdomen front, an additional 24 on the rear, and 9 on each leg; this is black armor with charcoal BDUs, with the Talon Logo prominent on the breast EV 8 T6 Light Talon Combat Armor Right Arm Torso Left Arm 275 Caps Right Arm 0 B/0 M/0 E 6 M/6 B/3 E 0 B/0 M/0 E 0 B/0 M/0 E Right Leg Abdomen Left Leg Right Leg 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E An even lighter version of the Combat Armor used by Talon Mercenaries; These are black plates over charcoal shorts and a cropped top, with the Talon Logo prominent on the breastplate; arm guards are not normally included with 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 10 Talon Combat Armor Right Arm Torso Left Arm 275 Caps Right Arm 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E
Torso 6 M/8 B/3 E Abdomen 6 M/8 B/3 E
Left Arm 2 M/4 B/2 E Left Leg 2 M/4 B/2 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
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 0 B/0 M/0 E Left Leg 6 M/6 B/3 E
Torso 7 B/7 M/4 E
Left Arm 7 B/7 M/4 E
Right Leg Abdomen Left Leg -10 to Physical Right Leg 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E Skills A light version of the Combat Armor, used by Airborne +5 to all Firearms troops before and during the War; These are black plates skills over charcoal or urban camouflage BDUs, with the Talon +5 to Demolitions Logo prominent on the breastplate. The belt has two Small and Throw Utility Pouches on either side, and a Medium utility Pouch (Grenades) on the rear, with 4 additional points available on the belt front, and 8 on the rear. EV 10 Talon Long-Sleeved Combat Armor Right Arm Torso Left Arm 300 Caps Right Arm 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E 7 B/7 M/4 E +5 to all Firearms A light version of the Combat Armor, used by Airborne skills troops before and during the War; These are black plates Reduce DEX Rank over long-sleeved charcoal or urban camouflage BDUs, with cost of all actions the Talon Logo prominent on the breastplate. The belt has by 5% 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 15.0 Talon Heavy Combat Armor Right Arm Torso Left Arm 500 Caps Right Arm 9 B/7 M/4 E 10 B/12 M/4 E 9 B/7 M/4 E 9 B/7 M/4 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 9 B/11 M/4 E 9 B/11 M/4 E 9 B/11 M/4 E 9 B/11 M/4 E +1 to CON Modified Combat Armor/Metal Armor hybrid, worn over +5 to all Firearms heavy Kevlar-lined Leather. Torso plate and Shoulder Pads Skills are Combat Armor composites, while forearm guards, leg armor and abdominal protection is Metal Armor plates; These are black plates over black leather, with the Talon Logo prominent on the shoulderpads. EV 16 Talon Combat/Urban Armor Mk II Right Arm Torso Left Arm 450 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E Combines Combat Armor with a reinforced Kevlar vest and BDUs; 16 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; these are black plates with charcoal or urban camouflage BDUs, with the Talon Logo
Abdomen 7 B/7 M/4 E
Left Leg 7 B/7 M/4 E
Torso 7 B/7 M/4 E Abdomen 7 B/7 M/4 E
Left Arm 7 B/7 M/4 E Left Leg 7 B/7 M/4 E
Torso 10 B/12 M/4 E Abdomen 9 B/11 M/4 E
Left Arm 9 B/7 M/4 E Left Leg 9 B/11 M/4 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
prominent on the breastplate EV 17 Talon Combat/Urban Armor Mk. II Heavy Right Arm Torso Left Arm 600 Caps Right Arm 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E -25 to Physical Right Leg Abdomen Left Leg Right Leg Skills 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E Combines standard Combat Armor Mk. II with a Camouflage Kevlar BDUs; 16 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 14 on the belt, and an additional 24 on the rear; these are black plates with charcoal or urban camouflage BDUs, with the Talon Logo prominent on the breastplate EV 17 Talon Assault Combat Armor Right Arm Torso Left Arm 600 Caps Right Arm 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E 10 M/10 B/5 E +1 to CON Combines standard Combat Armor Mk. II with a black Kevlar +5 to all Firearms BDUs; these are Black plates with Black BDUs, with the Skills Talon Logo prominent on each shoulder pad, as well as the Canteen Pouch. A Tactical Vest worn over the armor has has four Double Magazine Pouches (holds two, 30-round STANAG or AK Magazines), three Handgun Double Magazine Pouches, a Large Utility Pouch (Clamshell-style), Medium Utility Pouch, 8-shot 12g Shotgun Shell Holder, and Canteen Pouch w/Canteen. Also includes two Small Utility Pouches on the rear of the belt. EV: 16.0 Metal Armor – Talon Right Arm Torso Left Arm 500 Caps Right Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -1 Rad/DEX Rank Talon Metal Armor is an improved suit of Metal Armor, using -1 Damage/Round lightened components reinforced with Combat Armor from Fire composites to reduce the penalties of the armor without compromising its protection; it bears the Talon logo on the left side of the chest plate EV: 15.0 Metal Armor – Talon Light Right Arm Torso Left Arm 450 Caps Right Arm 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Torso 10 M/10 B/5 E Abdomen 10 M/10 B/5 E
Left Arm 10 M/10 B/5 E Left Leg 10 M/10 B/5 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Torso 8 M/4 B/2 E Abdomen 8 M/4 B/2 E
Left Arm 8 M/4 B/2 E Left Leg 8 M/4 B/2 E
Talon Metal Armor – Light is a further-lightened set of Metal 1 Rad/DEX Rank Armor, worn over a Nomex body-stocking with no Kevlar -1 Damage/Round protection from Fire EV 17 Talon Tactical Vest Outfit Right Arm Torso Left Arm 300 Caps 6 M/6 B/3 E 6 M/8 B/3 E 6 M/6 B/3 E +5 to all Firearms Right Leg Abdomen Left Leg skills 6 M/6 B/3 E 6 M/8 B/3 E 6 M/6 B/3 E +5 to Hide and Black Kevlar BDUs with hard plastic knee guards (with Talon Stealth logo on the left) and a Kevlar-lined Tactical Vest (with Talon -10 to all other logo on the rear) that has four Double Magazine Pouches Physical Skills (holds two, 30-round STANAG or AK Magazines), three Handgun Double Magazine Pouches, a Large Utility Pouch (Clamshell-style), Medium Utility Pouch, 8-shot 12g Shotgun Shell Holder, and Canteen Pouch w/Canteen (and Talon logo). Also includes two Small Utility Pouches on the rear of the belt.
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
Right Arm 0 M/0 B/0 E Right Leg 0 M/0 B/0 E
Female 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 1 M/2 B/1 E Right Leg 1 M/2 B/1 E
Torso 1 M/2 B/1 E Abdomen 1 M/2 B/1 E
Left Arm 1 M/2 B/1 E Left Leg 1 M/2 B/1 E
Enclave EV 2.5 Male Enclave Jumpsuit 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 +2 Melee Right Leg Abdomen Left Leg +2 Speech 0 M/0 B/0 E 0 M/0 B/0 E 0 M/0 B/0 E The standard outfit of most Enclave personnel, it is a blue polyester/cotton blend jumpsuit that is worn under armor or by those involved in non-combat activities. EV: 2.5 Enclave Officer’s Uniform Right Arm Torso Left Arm 8 Caps 1 M/2 B/1 E 1 M/2 B/1 E 1 M/2 B/1 E +5 to Energy Right Leg Abdomen Left Leg Weapon skills 1 M/2 B/1 E 1 M/2 B/1 E 1 M/2 B/1 E The Enclave officer uniform is composed of two garments; a jet-black uniform with a tan jacket and pants that are worn over it; the outer layer is made of a sturdy material designed to withstand the harsh conditions of the wasteland; the uniform comes with a pair of knee-high boots, black gloves, a utility belt with an integrated communications device (located over the wearer’s right breast), and a small knife sheath on the right leg
EV 7.5 Enclave Pilot Armor Right Arm Torso Left Arm 250 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 all Firearms Right Leg Abdomen Left Leg Right Leg attacks 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 Hide and Black Kevlar BDUs with a black Kevlar Vest and trauma Stealth plate inserts covering the torso/abdomen and hard plate -5 to all other forearm guards, shin guards and knee pads; 24 points of Physical Skills MOLLE Vest gear can be secured on the armor’s torso/abdomen front, an additional 24 on the rear, and 9 on each leg EV 2.5 Enclave Worker Jumpsuit 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 Heavier version of the Enclave Jumpsuit with reinforced skills knee and elbow pads, and various loops and attachment points for tools, worn with non-slip footwear. EV: 3.5 Friendship Asylum Guard Uniform Right Arm Torso Left Arm 300 Caps Right Arm 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E +5 to all Melee Right Leg Abdomen Left Leg Right Leg and Unarmed 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E attacks The Guard Uniform is composed of two garments; a jetblack uniform with a light brown Kevlar-lined jacket and pants that are worn over it; the uniform comes with a pair of knee-high boots, black gloves, a utility belt with an integrated communications device (located over the wearer’s right breast), and a small knife sheath on the right leg
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 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/4 B/2 E Abdomen 2 M/4 B/2 E
Left Arm 2 M/4 B/2 E Left Leg 2 M/4 B/2 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
Brotherhood of Steel/Outcasts EV 12 Brotherhood Combat Armor Right Arm Torso Left Arm 290 Caps Right Arm 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E +5 to all Firearms Brotherhood of Steel’s modified Combat Armor, designed skills for better protection against Energy Weapons; The belt has Reduce all Action two Small Utility Pouches on either side, and a Medium
utility Pouch on the rear, with 4 additional points available costs by 5% on the belt front, and 8 on the rear EV 16 Brotherhood Combat Armor Mk II Right Arm Torso Left Arm 350 Caps Right Arm 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E +5 to all Fireams The Brotherhood’s modified Combat Armor Mk II, designed skills for greater protection against Energy Weapons; The belt +1 to CON has two Small Utility Pouches on either side, and a Medium utility Pouch on the rear, while the armor Torso Plate has two Small and two Medium Utility Pouches on the rear, and a Radio Pouch and PTT Microphone on the right; 11 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 4 on the belt, and an additional 8 on the rear EV 12 Brotherhood Outcasts Combat Armor Right Arm Torso Left Arm 300 Caps Right Arm 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E +5 to all Firearms Brotherhood of Steel’s modified Combat Armor, designed skills for better protection against Energy Weapons, in Desert Reduce all Action Digital Camouflage; The belt has two Small Utility Pouches costs by 5% 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 16 Brotherhood Combat Armor Mk II Right Arm Torso Left Arm 350 Caps Right Arm 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E 10 M/10 B/8 E +5 to all Fireams The Brotherhood’s modified Combat Armor Mk II, designed skills for greater protection against Energy Weapons, in Desert +1 to CON Digital Camouflage; The belt has two Small Utility Pouches on either side, and a Medium utility Pouch on the rear, while the armor Torso Plate has two Small and two Medium Utility Pouches on the rear, and a Radio Pouch and PTT Microphone on the right; 11 points of MOLLE Vest gear can be secured on the armor’s front torso/abdomen, 4 on the belt, and an additional 8 on the rear
Torso 10 M/10 B/8 E Abdomen 10 M/10 B/8 E
Left Arm 10 M/10 B/8 E Left Leg 10 M/10 B/8 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
Torso 10 M/10 B/8 E Abdomen 10 M/10 B/8 E
Left Arm 10 M/10 B/8 E Left Leg 10 M/10 B/8 E
Robes EV 3 Brotherhood Elder’s Robe Right Arm Torso Left Arm 8 Caps 1 M/0 B/0 E 1 M/0 B/0 E 1 M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 4 M/2 B/1 E 1 M/0 B/0 E Robes of blue wool over canvas, with a wide leather belt. EV 3 Brotherhood Scribe’s Robe 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 Right Leg Abdomen Left Leg 1 M/0 B/0 E 4 M/2 B/1 E 1 M/0 B/0 E Robes of red wool over canvas, with a wide leather belt. EV 2 Brotherhood Scribe’s Skirt Right Arm Torso Left Arm 2 Caps 0M/0 B/0 E 0M/0 B/0 E 0M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 4 M/2 B/1 E 1 M/0 B/0 E A skirt of red wool over canvas, with a wide leather belt. If worn with light log covering (no more than 2/1/1 legs and 8/4/2 Abdomen) it will add +1/0/0 to the AP of the legs and 2/1/1 to the Abdomen EV 3 Jessie’s Scribe’s Robe 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 Right Leg Abdomen Left Leg 1 M/0 B/0 E 4 M/2 B/1 E 1 M/0 B/0 E Robes of black wool over canvas, with a wide leather belt. It is identical to the robes worn by Brotherhood Outcast Specialists EV 3 Outcast Scribe’s Robe 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 Right Leg Abdomen Left Leg 1 M/0 B/0 E 4 M/2 B/1 E 1 M/0 B/0 E Robes of black wool over canvas, with a wide leather belt. EV 2 Outcast Scribe’s Skirt Right Arm Torso Left Arm 2 Caps 0M/0 B/0 E 0M/0 B/0 E 0M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 4 M/2 B/1 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 4 M/2 B/1 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 4 M/2 B/1 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
Right Arm 0M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 0M/0 B/0 E Abdomen 4 M/2 B/1 E
Left Arm 0M/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 4 M/2 B/1 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 4 M/2 B/1 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
Right Arm 0M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 0M/0 B/0 E Abdomen 4 M/2 B/1 E
Left Arm 0M/0 B/0 E Left Leg 1 M/0 B/0 E
A skirt of black wool over canvas, with a wide leather belt. If worn with light log covering (no more than 2/1/1 legs and 8/4/2 Abdomen) it will add +1/0/0 to the AP of the legs and 2/1/1 to the Abdomen Chinese Uniforms/Armor EV: 3.5 Armored Chinese Jumpsuit Right Arm Torso Left Arm 250 Caps Right Arm 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E +5 to all Firearms Right Leg Abdomen Left Leg Right Leg 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 Worn by some Chinese Remnant ghouls, it is the standard Chinese Commando Jumpsuit with a Kevlar lining. EV: 2.5 Chinese Commando Jumpsuit 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 The standard uniform of Chinese Remnant ghouls, it is a rip/tear resistant fabric that provides minimal protection. EV: 18 Chinese Commando’s Armor – Kerberos Commando Right Arm Torso Left Arm 980 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 1 DEX Right Leg Abdomen Left Leg Right Leg +1 CON 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E -3 Rads/DEX Rank Chinese Armor based on American Powered Armor designs captured during the Alaskan Offensive and rushed into production. The armor reduces damage from Fire by 25% on the initial strike, and is Fireproof. Found at Mama Dolce’s Processed Foods. EV: 2.5 Chinese Commissar’s Jumpsuit 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 The officer’s uniform of Chinese Remnant ghouls, it is a rip/tear resistant fabric that provides minimal protection. EV: 18 Chinese Heavy Armor – Kerberos Right Arm Torso Left Arm 980 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E -1 DEX Right Leg Abdomen Left Leg Right Leg
Torso 2 M/4 B/2 E Abdomen 2 M/4 B/2 E
Left Arm 2 M/4 B/2 E Left Leg 2 M/4 B/2 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 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 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 14 M/14 B/7 E Abdomen
Left Arm 14 M/14 B/7 E Left Leg
14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +1 CON 14 M/14 B/7 E Chinese Armor based on American Powered Armor designs -3 Rads/DEX Rank captured during the Alaskan Offensive and rushed into production. The armor reduces damage from Fire by 25% on the initial strike, and is Fireproof. Found at Mama Dolce’s Processed Foods. Chinese Special Forces Jumpsuit Right Arm Torso Left Arm 55 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 Firearms 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 The standard uniform of Chinese Special Forces, it is a rip/tear resistant fabric that provides slightly more protection than that of the Commando Jumpsuit. Steiner Co. in Rivet City has a number of these for sale. EV 8.0 AntAgonizer’s Costume Right Arm Torso Left Arm 120 Caps Right Arm 8 M/6 B/3 E 8 M/6 B/3 E 8 M/6 B/3 E 8 M/6 B/3 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/6 B/3 E 8 M/6 B/3 E 8 M/6 B/3 E 8 M/6 B/3 E -5 to personal The AntAgonizer’s armor is heavily inspired by ants, with interaction skills gold-colored shoulder pads, greaves and armguards heavily +1 to DEX resembling a giant ant’s carapace, worn over a Kevlar body stocking. The torso armor has a picture of a giant ant. EV 8.0 AntAgonizer’s Fearsome Armor Right Arm Torso Left Arm 120 Caps Right Arm 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -10 to personal Should the AntAgonizer turn truly evil, she will recolor and interaction skills reinforce her shoulder pads, greaves and armguards. The +10 to Intimidate new red color scheme is much more intimidating. attempts +1 to DEX EV 8.0 AntAgonizer’s Righteous Armor Right Arm Torso Left Arm 120 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 +5 to personal The reformed AntAgonizer’s armor shows her turn to the interaction skills light, with reinforced white-colored shoulder pads, greaves +1 to DEX
14 M/14 B/7 E
14 M/14 B/7 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 8 M/6 B/3 E Abdomen 8 M/6 B/3 E
Left Arm 8 M/6 B/3 E Left Leg 8 M/6 B/3 E
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 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
and armguards worn over a white Kevlar body stocking, with black accents on the spikes and joints. EV 6.0 Tanya’s Armor Right Arm Torso Left Arm 160 Caps 6 M/3 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E -5 to all Physical Right Leg Abdomen Left Leg Skills 4 M/2 B/1 E 4 M/2 B/1 E 4 M/2 B/1 E +10 to all Black Leather Armor with gold accents, worn by Tanya Firearms skills Christoff after she retires from being the AntAgonizer. EV 12.5 Tanya’s Combat Armor Right Arm Torso Left Arm 275 Caps 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E -10 to Physical Right Leg Abdomen Left Leg Skills 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E Talon Company-issued hard plate clamshell torso/back plate, abdominal insert, shoulder pads, arm guards, shin guards and attached boots, with all logos carefully scraped off, worn over a set of gold-toned desert fatigues; 14 Web Gear points of attachments can be mounted around the waist portion of the armor. Used by Tanya Christoff if she retires from being the AntAgonizer, but still accompanies the party. EV 8.0 Mechanist’s Costume Right Arm Torso Left Arm 300 Caps 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -10 to Physical Right Leg Abdomen Left Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -5 to personal The Mechanist’s armor is inspired by robots, with greaves interaction skills and armor heavily resembling a robot’s body (actually the +1 to CON torso and arm plates from a Protectron), worn over a Kevlar body suit formed from the flexible coverings of a RoboBrain’s arms and torso link. EV 8.0 Dark Mechanist Suit Right Arm Torso Left Arm 300 Caps 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -15 to Physical Right Leg Abdomen Left Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -3 to DEX Black(body suit) and Dark Gray (Plating) version of the +2 to STR Mechanist’s Costume, as recolored by the AntAgonizer if +25% to Damage she turns evil and the Mechanist is defeated/retired. with Melee/Unarmed/ Thrown attacks
Right Arm 6 M/3 B/2 E Right Leg 4 M/2 B/1 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
Right Arm 7 M/7 B/4 E Right Leg 7 M/7 B/4 E
Torso 7 M/7 B/4 E Abdomen 7 M/7 B/4 E
Left Arm 7 M/7 B/4 E Left Leg 7 M/7 B/4 E
Right Arm 9 M/5 B/3 E Right Leg 9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Right Arm 9 M/5 B/3 E Right Leg 9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
EV: 3.5 Lincolnite Suit Right Arm Torso Left Arm 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 black suit jacket and black pants worn with leather shoes, a waistcoat, and black bow tie over a white dress shirt. Worn by the Lincolnite faction of the Vault 71 survivors. EV: 5 Armored Lincolnite Suit Right Arm Torso Left Arm 400 Caps 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E +10 to all Heavy Right Leg Abdomen Left Leg Weapon skills 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E A black suit jacket and black pants worn with leather shoes, a waistcoat, and black bow tie over a white dress shirt. Pants and jacket are lined with light Kevlar. Worn by General Abraham Q. Lincoln in Georgetown. EV: 3.5 Paulson’s Outfit Right Arm Torso Left Arm 35 Caps 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E +5 to CHA and all Right Leg Abdomen Left Leg personal 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E interaction skills A Confederate officer’s coat worn over a light blue denim +5 additional to long-sleeved shirt, tan canvas pants, and leather cowboy Perform – Oratory boots. Paulson also wears a gunbelt and Paulson’s Scarf and Persuade with the outfit. +10 to all Firearms skills EV: 10.0 Samurai Armor Right Arm Torso Left Arm 1000 Caps 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E +10 to all Melee Right Leg Abdomen Left Leg skills and +2d6 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E DB with Melee A set of full samurai armor composed of black iron dou, attacks kusazuri, sode, han kote, haidate, and suneate, worn over blue silk tabi and yoroi hitatare. The outfit also includes lacqueredzōriand silk kaku obi. It is worn by Toshiro Kago, the captured samurai aboard Mothership Zeta, and bears the symbol of his house, the wood sorrel mon.
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/4 B/2 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 2 M/4 B/2 E Left Leg 2 M/4 B/2 E
Right Arm 2 M/0 B/0 E Right Leg 2 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
Right Arm 7 M/4 B/2 E Right Leg 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 7 M/4 B/2 E
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 A red coat and white riding pants, worn with a white shirt, red cravat, and a pair of knee-length black leather boots with brown leather tops. The coat has four brass buttons.
Tenpenny’s Suit 8 Caps +5 to CHA +2 to all Firearms skills
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 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
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 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
Gypsy Clothing EV: 3 Right Arm Torso 4 M/2 B/1 E 4 M/2 B/1 E Right Leg Abdomen 4 M/2 B/1 E 4 M/2 B/1 E Available in Purple, Blue, Yellow, and White EV: 3 Right Arm Torso 3 M/2 B/1 E 3 M/2 B/1 E Right Leg Abdomen 3 M/2 B/1 E 3 M/2 B/1 E Available in Black, Green, Red, and White
EV: 3 Right Arm 3 M/2 B/1 E Right Leg 3 M/2 B/1 E
EV: 3 Right Arm 2 M/1 B/1 E Right Leg 2 M/1 B/1 E
Torso 3 M/2 B/1 E Abdomen 3 M/2 B/1 E
Torso 2 M/1 B/1 E Abdomen 2 M/1 B/1 E
Gypsy Casual 20 Caps Right Arm 4 M/2 B/1 E DEX +1, LUCK +5 Right Leg +6 to all Melee 4 M/2 B/1 E Weapon Skills Hold 1 ENC at 0 ENC Gypsy Charmer Left Arm 20 Caps Right Arm 3 M/2 B/1 E 3 M/2 B/1 E CON +1, DEX +1 Left Leg Right Leg +6 to Fast Talk, 3 M/2 B/1 E 3 M/2 B/1 E Perform: Oratory and Persuade Hold 1.5 ENC at 0 ENC Gypsy Charmer – Malika Kiowa Left Arm 20 Caps Right Arm 3 M/2 B/1 E 3 M/2 B/1 E CON +1, DEX +1 Left Leg Right Leg +6 to Fast Talk, 3 M/2 B/1 E 3 M/2 B/1 E Perform: Oratory Left Arm 4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Left Arm 2 M/1 B/1 E Left Leg 2 M/1 B/1 E
and Persuade, and +4 to all Firearm skills Hold 1.5 ENC at 0 ENC Gypsy Rogue 15 Caps DEX +1 +5 to all
Right Arm 2 M/1 B/1 E Right Leg 2 M/1 B/1 E
Available in Blue, Green and Red
EV: Right Arm Torso 5M/3 B/2 E 5M/3 B/2 E Right Leg Abdomen 5M/3 B/2 E 5M/3 B/2 E Available in Blue, and Green
EV: Right Arm 3 M/2 B/1 E Right Leg 3 M/2 B/1 E
EV: 4.5 Right Arm 5M/2 B/1 E Right Leg 5M/2 B/1 E Available in Blue, Green
EV: 6.0 Right Arm 0 M/0 B/0 E
Left Arm 5M/3 B/2 E Left Leg 5M/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 5M/2 B/1 E Abdomen 5M/2 B/1 E and Red
Left Arm 5M/2 B/1 E Left Leg 5M/2 B/1 E
Torso 3 M/6 B/3 E
Left Arm 0 M/0 B/0 E
Perception and +6 to Stealth and Hide Skills Hold 2 ENC at 0 ENC Gypsy Scoundrel – Heavy 25 Caps +5 to all Perception and +8 to Fine Manipulation and all Repair – X Skills Gypsy Scoundrel – Light 20 Caps +5 to all Perception and +8 to Fine Manipulation and all Repair – X Skills Gypsy Wanderer 25 Caps DEX +1 +5 to all Perception and +6 to all Firearm Skills Hold 2 ENC at 0 ENC
T6 Combat Uniform 200 Caps
Right Arm 5M/3 B/2 E Right Leg 5M/3 B/2 E
Torso 5M/3 B/2 E Abdomen 5M/3 B/2 E
Left Arm 5M/3 B/2 E Left Leg 5M/3 B/2 E
Right Arm 3 M/2 B/1 E Right Leg 3 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
Right Arm 5M/2 B/1 E Right Leg 5M/2 B/1 E
Torso 5M/2 B/1 E Abdomen 5M/2 B/1 E
Left Arm 5M/2 B/1 E Left Leg 5M/2 B/1 E
Right Arm 0 M/0 B/0 E
Torso 3 M/6 B/3 E
Left Arm 0 M/0 B/0 E
Right Leg Abdomen Left Leg Right Leg 3 M/6 B/3 E 3 M/6 B/3 E 3 M/6 B/3 E 3 M/6 B/3 E Consists of a ballistic weave mesh armor t-shirt/crop-top and fatigue pants, worn with leather combat boots, Web Belt and LBE Harness, LBE Drop Leg Rig on the left with an SMG Triple Pouch, and a Pistol Magazine Double Pouch under each arm; available in Woodland, Urban, and Digital camouflage patterns EV: T6 Sleepwear/Training Uniform 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 Identical in style to the T6 Combat Uniform, these are made from cotton fiber, and provide no armor; these are usually worn for PT and as a sleeping garment, and do not include the boots or LBE accessories; available in Woodland, Urban, and Digital camouflage patterns EV:4.0 Combat Jacket– ADUC/Digital DPM/Multicam/Mountain/Rhodesian Right Arm Torso Left Arm 200 Caps Right Arm 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E +3 to Firearms, Right Leg Abdomen Left Leg Right Leg Throw, and 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E Demolition Skills Kevlar-lined jacket and fatigue pants, with built-in MOLLE +5 to Hide/Stealth pouches. 8 Medium and 6 Small Utility Pouches are part of the jacket itself, and another 1 Large and 6 Medium Utility Pouches are part of the Web Belt and H-Harness that is worn as part of the outfit. In addition, a small Bum-Bag and Canteen Pouch (w/Canteen) are worn at the waist, and two MOLLE Arm Bands with Small Utility Pouches (1 Ea.) are also part of the outfit. An olive drab t-shirt is also included. The Medium Utility pouches are configured in such a way as to hold a single 30-round STANAG or 20-round M-14/FAL Magazine. These are sold by Steiner Co. in Rivet City, in ADUC, Digital DPM, Multicam, Mountain, and Rhodesianpattern camouflage. EV: 12.5 Dragonskin Outfit– ADUC/Digital DPM/MARPAT/Multicam Right Arm Torso Left Arm 1000 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 Right Leg Abdomen Left Leg Right Leg Firearms+5 to 6 M/8 B/4 E 6 M/8 B/4 E 6 M/8 B/4 E 6 M/8 B/4 E
Abdomen 3 M/6 B/3 E
Left Leg 3 M/6 B/3 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 2 M/4 B/2 E Left Leg 2 M/4 B/2 E
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
Dragonskin armor fatigue jacket and pants, with elbow and Hide/Stealth knee hard-plate guards, available in ADUC, Digital DPM, Magazines and MARPAT and Multicam camouflage patterns. Price includes Ammunition a tactical Load Bearing Vest with four Magazine Pouches carried, up to 10 that each hold two 30-round STANAG/AK-type, or20-round ENC, do not count M14/FAL-type, Magazines, three Hand Grenade Pouches, a toward Large Utility and Medium Utility Pouch, a Canteen Pouch Encumbrance (w/Canteen), an 8-round Shotgun Shell Pouch, and 4 MOLLE attachment points for additional gear. In addition, the Web Belt holds one Medium and one Small Utility pouch, and holds up two Molle Drop Leg units, with a Pistol Holster and Medium Utility Pouch on one side, and three Pistol Double Magazine Pouches and an 8-round Shotgun Shell Holder on the other. The outfit also includes combat boots. These are sold by Steiner Co. in Rivet City. EV: 12.5 Dragonskin Outfit – Urban Tiger Right Arm Torso Left Arm 800 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 Right Leg Abdomen Left Leg Right Leg Firearms+5 to 6 M/8 B/4 E 6 M/8 B/4 E 6 M/8 B/4 E 6 M/8 B/4 E Hide/Stealth Dragonskin armor fatigue jacket and pants, with elbow and Magazines and knee hard-plate guards, available in the Urban Tiger Ammunition camouflage pattern. Price includes a tactical Load Bearing carried, up to 10 Vest with four Magazine Pouches that each hold two 30ENC, do not count round STANAG/AK-type, or20-round M14/FAL-type, toward Magazines, three Hand Grenade Pouches, a Large Utility Encumbrance and Medium Utility Pouch, a Canteen Pouch (w/Canteen), an 8-round Shotgun Shell Pouch, and 4 MOLLE attachment points for additional gear. In addition, the Web Belt holds one Medium and one Small Utility pouch, and holds up two Molle Drop Leg units, with a Pistol Holster and Medium Utility Pouch on one side, and three Pistol Double Magazine Pouches and an 8-round Shotgun Shell Holder on the other. The outfit also includes combat boots. These are sold by Steiner Co. in Rivet City.
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
EV 8.0 Right Arm Torso Left Arm 2M/1 B/0 E 4M/1 B/0 E 2M/1 B/0 E Right Leg Abdomen Left Leg 2M/1 B/0 E 2M/1 B/0 E 2M/1 B/0 E Consists of a set of football shoulder pads over a partial baseball catcher’s vest, with pieces of street sign for reinforcement, canvas pants, soccer shin guard and the right, improvised shin guard (license plate) on the left, and improvised metal/leather arm guards, all colored burgundy. EV 12.0 Right Arm Torso Left Arm 2M/1 B/0 E 8 M/8 B/4 E 2M/1 B/0 E Right Leg Abdomen Left Leg 6 M/4 B/2 E 8 M/8 B/4 E 6 M/4 B/2 E Made up of US Army Ranger Patrol Armor with improvised repairs from street signs and other items. EV: 16.0 Right Arm Torso Left Arm 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E Right Leg Abdomen Left Leg 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E Made up of hand-wrought metal armor incorporating street signs and other items, designed to resemble Redskin’s Armor. EV 13.0 Right Arm Torso Left Arm 4 M/2 B/1 E 8 M/4 B/2 E 4 M/2 B/1 E Right Leg Abdomen Left Leg 4 M/2 B/1 E 6 M/3 B/2 E 4 M/2 B/1 E Consists of Confederate Trooper armor with hockey shin guard and improvised leg armor, improvised arm guards, and a “NO PARKING” sign as a trauma plate on the torso. EV: 20.0 Right Arm Torso Left Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E
Lost Scout Armor 250 Caps +1 to REF +2 to Stealth and Hide
Lost Patrol Armor 290 Caps -10 to Physical Skills +5 to Perception skills +2 to Energy Weapon skills Lost Tribal Armor 275 Caps +1 STR +2 to all Melee skills -10 to Physical Skills Lost Trooper Armor 225 Caps. +1 CON +2 to all Firearms skills -10 to all Physical Skills Metal Armor (Heavy) 460 Caps
Right Arm 2M/1 B/0 E Right Leg 2M/1 B/0 E
Torso 4M/1 B/0 E Abdomen 2M/1 B/0 E
Left Arm 2M/1 B/0 E Left Leg 2M/1 B/0 E
Right Arm 2M/1 B/0 E Right Leg 6 M/4 B/2 E
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 2M/1 B/0 E Left Leg 6 M/4 B/2 E
Right Arm 7 M/4 B/2 E Right Leg 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 7 M/4 B/2 E
Right Arm 4 M/2 B/1 E Right Leg 4 M/2 B/1 E
Torso 8 M/4 B/2 E Abdomen 6 M/3 B/2 E
Left Arm 4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Right Arm 9 M/5 B/3 E
Torso 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E
Right Leg Abdomen Left Leg -1 DEX Right Leg 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -20 to Physical Metal Armor consists of clamshell metal sleeves/leggings, Skills spiked shoulder and knee guards, and a large metal torso -1 Rad/DEX Rank plate over a rubberized Kevlar/Nomex undergarment similar -1 Damage/Round to a wet suit from Fire EV: 25.0 Metal Armor Mk. II (Heavy) Right Arm Torso Left Arm 500 Caps Right Arm 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E -1 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E Skills Metal Armor Mk. II consists of metal armor and pieces -1 Rad/DEX Rank salvaged from Enclave and other Powered Armors, worn -1 Damage/Round over a rubberized Kevlar/Nomex undergarment similar to a from Fire wet suit EV: 15.0 Lightweight Metal Armor (Medium) Right Arm Torso Left Arm 460 Caps Right Arm 8 M/4 B/2 E 9 M/5 B/3 E 8 M/4 B/2 E 8 M/4 B/2 E -1 DEX Right Leg Abdomen Left Leg Right Leg -15 to Physical 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Skills Lightweight Metal Armor does away with the heavy shoulder pads of standard Metal Armor, slightly reducing the effectiveness, but greatly reducing the bulk EV 23.0 Metal Armor, Gecko-Backed Right Arm Torso Left Arm 900 Caps Right Arm 13 M/7 B/4 E 13 M/7 B/4 E 13 M/7 B/4 E 13 M/7 B/4 E -1 DEX Right Leg Abdomen Left Leg Right Leg -25 to Physical 13 M/7 B/4 E 13 M/7 B/4 E 13 M/7 B/4 E 13 M/7 B/4 E Skills Created at a Working Stove, Campfire, or Electric Hot Plate -3 Rads/DEX Rank by a person with Repair – Structural of 80% or higher using from exposure Metal Armor and one each of Tanned Fire Gecko Hide, -3 Damage/Round Tanned Golden Gecko Hide and Tanned Green Gecko Hide from Fire +15 to Resistance vs. Contact Poisons EV: 25.0 Metal Armor, Reinforced Right Arm Torso Left Arm 1400 Caps Right Arm 12 M/6 B/3 E 12 M/6 B/3 E 12 M/6 B/3 E 12 M/6 B/3 E -1 DEX Right Leg Abdomen Left Leg Right Leg -25 to Physical 12 M/6 B/3 E 12 M/6 B/3 E 12 M/6 B/3 E 12 M/6 B/3 E Skills Heavier version of standard Metal Armor, with extra plating -1 Rad/DEX Rank and heavier components
Abdomen 9 M/5 B/3 E
Left Leg 9 M/5 B/3 E
Torso 11 M/6 B/3 E Abdomen 11 M/6 B/3 E
Left Arm 11 M/6 B/3 E Left Leg 11 M/6 B/3 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 8 M/4 B/2 E Left Leg 9 M/5 B/3 E
Torso 13 M/7 B/4 E Abdomen 13 M/7 B/4 E
Left Arm 13 M/7 B/4 E Left Leg 13 M/7 B/4 E
Torso 12 M/6 B/3 E Abdomen 12 M/6 B/3 E
Left Arm 12 M/6 B/3 E Left Leg 12 M/6 B/3 E
-1 Damage/Round from Fire EV 28.0 Metal Armor, Reinforced, Gecko-Backed Right Arm Torso Left Arm 2300 Caps Right Arm 15 M/8 B/4 E 15 M/8 B/4 E 15 M/8 B/4 E 15 M/8 B/4 E -1 DEX Right Leg Abdomen Left Leg Right Leg -30 to Physical 15 M/8 B/4 E 15 M/8 B/4 E 15 M/8 B/4 E 15 M/8 B/4 E Skills Created at a Working Stove, Campfire, or Electric Hot Plate -3 Rads/DEX Rank by a person with Repair – Structural of 80% or higher using from exposure Metal Armor, Reinforced and one each of Tanned Fire Gecko -3 Damage/Round Hide, Tanned Golden Gecko Hide and Tanned Green Gecko from Fire Hide +15 to Resistance vs. Contact Poisons EV: 15.0 Metal Suit Heavy Armor Right Arm Torso Left Arm 400 Caps Right Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -1 Rad per DEX Metal Suit armor relies on composites to replace the underRank plating of the normal Metal Armor, resulting in a greatly -10 to all Physical decreased bulk and weight. Two suits, one male and one Skills female, are found in a case at Fort Bannister, in the southeast corner emplacement. EV: 20.0 Apocalypse Gladiator Heavy Armor Right Arm Torso Left Arm 460 Caps Right Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -1 DEX; +1 STR Right Leg Abdomen Left Leg Right Leg +5 to all Melee 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Skills A unique set of Metal Armor worn by the Talon Company’s +5 to all Unarmed melee specialist, The Apocalypse Gladiator, at the Talon Attacks Outpost outside of Grayditch -20 to Physical Skills EV: 20.0 Gamma Shield Heavy Armor Right Arm Torso Left Arm 520 Caps 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -1 DEX Right Leg Abdomen Left Leg -20 to Physical 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Skills The Gamma Shield armor is a lead-lined set of Metal Armor, -3 Rads per DEX and looks otherwise identical to it. Rank EV: 20.0
Tesla Armor
Right Arm 9 M/5 B/3 E Right Leg 9 M/5 B/3 E
Torso 15 M/8 B/4 E Abdomen 15 M/8 B/4 E
Left Arm 15 M/8 B/4 E Left Leg 15 M/8 B/4 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Evergreen Mills, near Behemoth Cage Torso Left Arm 9 M/5 B/3 E 9 M/5 B/3 E Abdomen Left Leg 9 M/5 B/3 E 9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Right Arm Torso Left Arm 6 M/6 B/10 E 6 M/6 B/10 E 6 M/6 B/10 E Right Leg Abdomen Left Leg 6 M/6 B/10 E 6 M/6 B/10 E 6 M/6 B/10 E Tesla Armor consists of highly-polished clamshell metal sleeves/leggings, shoulder and knee guards, and a large torso plate over a rubberized Kevlar/Nomex undergarment similar to a wet suit. In addition, the armor has three Tesla Attraction Coil Rods disperse a large percentage of directed energy attacks.
900 Caps -1 DEX -20 to Physical Skills -1 Rad/DEX Rank -2 Damage/Round from Fire Resists up to 50 points of EMP/Electrical Damage EV: 22.0 Brotherhood Tesla Armor Right Arm Torso Left Arm 2200 Caps 10 M/6 B/12 E 10 M/6 B/12 E 10 M/6 B/12 E -1 DEX Right Leg Abdomen Left Leg -20 to Physical 10 M/6 B/12 E 10 M/6 B/12 E 10 M/6 B/12 E Skills The Brotherhood of Steel improved the original Tesla Armor, -3 Rad/DEX Rank modifying the three Tesla Attraction Coils to ride under the -3 Damage/Round armor. They also reinforced the undergarment, improving from Fire the resistance to other forms of attack. Resists up to 60 points of EMP/Electrical Damage EV: 30.0 Tesla Metal Armor Right Arm Torso Left Arm 600 Caps 9 M/6 B/10 E 16 M/16 B/10 E 9 M/6 B/10 E -1 DEX Right Leg Abdomen Left Leg -25 to Physical 9 M/6 B/10 E 16 M/16 B/10 E 9 M/6 B/10 E Skills Tesla Metal Armor consists of highly-polished clamshell -2 Rad/DEX Rank metal sleeves/leggings, shoulder and knee guards, and the -2 Damage/Round torso plate of a T-51B armor, over a rubberized from Fire Kevlar/Nomex undergarment similar to a wet suit. In Resists up to 50 addition, the armor has three Tesla Attraction Coil Rods points of disperse a large percentage of directed energy attacks. EMP/Electrical Damage EV: 30.0 Tesla Metal Armor Mk. II Right Arm Torso Left Arm 600 Caps 10 M/6 B/12 E 8 M/8 B/6 E 10 M/6 B/12 E -1 DEX Right Leg Abdomen Left Leg -30 to Physical 10 M/6 B/12 E 8 M/8 B/6 E 10 M/6 B/12 E Skills Tesla Metal Armor Mk II consists of highly-polished clamshell -3 Rad/DEX Rank
Right Arm 6 M/6 B/10 E Right Leg 6 M/6 B/10 E
Torso 6 M/6 B/10 E Abdomen 6 M/6 B/10 E
Left Arm 6 M/6 B/10 E Left Leg 6 M/6 B/10 E
Right Arm 10 M/6 B/12 E Right Leg 10 M/6 B/12 E
Torso 10 M/6 B/12 E Abdomen 10 M/6 B/12 E
Left Arm 10 M/6 B/12 E Left Leg 10 M/6 B/12 E
Right Arm 9 M/6 B/10 E Right Leg 9 M/6 B/10 E
Torso 16 M/16 B/10 E Abdomen 16 M/16 B/10 E
Left Arm 9 M/6 B/10 E Left Leg 9 M/6 B/10 E
Right Arm 10 M/6 B/12 E Right Leg 10 M/6 B/12 E
Torso 8 M/8 B/6 E Abdomen 8 M/8 B/6 E
Left Arm 10 M/6 B/12 E Left Leg 10 M/6 B/12 E
metal sleeves/leggings, shoulder and knee guards, the -2 Damage/Round torso plate of a T-51B armor, and a protective face shield, from Fire over a rubberized Kevlar/Nomex undergarment similar to a Resists up to 50 wet suit. In addition, the armor has three Tesla Attraction points of Coil Rods disperse a large percentage of directed energy EMP/Electrical attacks. Damage EV 5.0 Raider Light Armor Right Arm Torso Left Arm 90 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 Leather pads and plates sewn onto a supple leather backing using wire. Shoulders, chest, forearms, thighs and shins are all reinforced with hardened leather plates. EV: 4.5 Raider Badlands Light Armor Right Arm Torso Left Arm 180 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 +3 to Unarmed Right Leg Abdomen Left Leg Right Leg attacks 4 M/2 B/1 E 2 M/0 B/0 E 4 M/2 B/1 E 4 M/2 B/1 E +3 to Firearms A Badlands Bandolier is draped across the front of the skills apparently leather overshirt (vaguely resembling a tank top), and on the left knee there appears to be some sort of colander being used as a knee pad. The outfit also includes shorts made from either leather or some variety of canvaslike material. EV: 8.0 Raider Carnage Hawk Medium Armor Right Arm Torso Left Arm 300 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 +3 Hit Points Right Leg Abdomen Left Leg Right Leg 5 M/3 B/2 E 3 M/2 B/1 E 5 M/3 B/2 E 5 M/3 B/2 E A heavier version of the Badlands armor using heavier materials and better construction. It includes the Badlands Bandolier. EV: 5.0 Raider Blastmaster Light Armor Right Arm Torso Left Arm 180 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 ½ Damage from Right Leg Abdomen Left Leg Right Leg Fire 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Fireproof Material Metal groin cover, shin guards, and knee caps over Nomex +3 to Heavy pants, welder’s mask arm guard on right arm, metal plates Weapons skills on left arm, Nomex fire blanket skirt and abdomen wrap, +3 to Demolition and a truck-tire shoulder pad left (male) or metal bra cups
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 2 M/0 B/0 E
Left Arm 4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Torso 5 M/3 B/2 E Abdomen 3 M/2 B/1 E
Left Arm 5 M/3 B/2 E Left Leg 5 M/3 B/2 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
over Nomex and leather shoulder pad left (female). EV 20.0 Right Arm Torso Left Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Right Leg Abdomen Left Leg 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Basically a blood-red Metal Armor over a black Nomex bodystocking. Worn by members of the Bloodthirsters gang.
Raider Blood Armor 460 Caps Right Arm 9 M/5 B/3 E -1 DEX Right Leg -20 to Physical 9 M/5 B/3 E Skills -1 Rad/DEX Rank -1 Damage/Round from Fire EV: 5.5 Raider Bloodthirster Armor Right Arm Torso Left Arm 180 Caps Right Arm 4 M/2 B/1 E 6 M/4 B/2 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 6 M/6 B/3 E 4 M/2 B/1 E +3 to Melee skills Blood-red version of the Painspike armor as worn by +1d3 DB to Melee members of the Bloodthirsters Raider gang. attacks EV 22.0 Male Raider Grinder Heavy Armor Right Arm Torso Left Arm 460 Caps Right Arm 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E -1 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E 11 M/6 B/3 E Skills Basically a dark gray Metal Armor over a black Nomex -1 Rad/DEX Rank bodystocking, reinforced with extra plating in key areas. -1 Damage/Round Unlike normal Metal Armor, the shoulder pads are smoth from Fire and unadorned. Worn by high-ranking members of the Grinders Raider gang. EV 9.0 Raider Grinder Outfit Right Arm Torso Left Arm 50 Caps Right Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E +2 to all Melee Right Leg Abdomen Left Leg Right Leg and Firearms 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 Basically a dark gray Metal Armor torso plate and sleaves worn over a dark gray Merc Grunt outfit. Worn by members of the Grinders gang. EV: 5.0 Raider Highway Scar Light Armor Right Arm Torso Left Arm 180 Caps Right Arm 5 M/4 B/2 E 5 M/4 B/2 E 5 M/4 B/2 E 5 M/4 B/2 E +10 to all Melee Right Leg Abdomen Left Leg Right Leg Skills 5 M/4 B/2 E 5 M/4 B/2 E 5 M/4 B/2 E 5 M/4 B/2 E -5 to all Physical A unique version of the Blastmaster Light Armor worn by Skills the Highwayman, a raider located in the back of a semitrailer on the highway east of Old Olney.
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 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 6 M/6 B/3 E
Female Torso 11 M/6 B/3 E Abdomen 11 M/6 B/3 E
Left Arm 11 M/6 B/3 E Left Leg 11 M/6 B/3 E
Torso 9 M/5 B/3 E Abdomen 0 M/0 B/0 E
Left Arm 9 M/5 B/3 E Left Leg 0 M/0 B/0 E
Torso 5 M/4 B/2 E Abdomen 5 M/4 B/2 E
Left Arm 5 M/4 B/2 E Left Leg 5 M/4 B/2 E
EV: 8.0 Raider Highway Scar Medium Armor Right Arm Torso Left Arm 300 Caps Right Arm 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E +1 POW Right Leg Abdomen Left Leg Right Leg +2 to Critical 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E Success range A heavier version of the Blastmaster Armor, with rust-red with all actions body suit, blued metal panels, and a red welder’s mask with blue and white stripe for a right arm guard. EV: 5 Raider Commando Light Armor Right Arm Torso Left Arm 200 Caps Right Arm 0 M/0 B/0 E 02 M/2 B/1 E 4 M/2 B/1 E 0 M/0 B/0 E +3 to all Firearms Right Leg Abdomen Left Leg Right Leg Skills; +3 to all 5 M/2 B/1 E 4 M/2 B/1 E 5 M/2 B/1 E 5 M/2 B/1 E Unarmed Skills Consists of lightened Leather Armor, with Leather Armor Pants, soft leather shirt, leather over metal left shoulder pad, leather left elbow guard, and metal shin guards over leather biker boots. EV: 5 Leather Rebel Light Armor Right Arm Torso Left Arm 160 Caps Right Arm 0 M/0 B/0 E 02 M/2 B/1 E 4 M/2 B/1 E 0 M/0 B/0 E +5 to CHA and all Right Leg Abdomen Left Leg Right Leg personal 5 M/2 B/1 E 4 M/2 B/1 E 5 M/2 B/1 E 5 M/2 B/1 E interaction Skills A unique version of the Raider Commando Light Armor, it looks identical. It is given to the character who brings Everett 70 Steel Ingots in the Unsafe Working Conditions quest. EV: 5.0 Raider Doll Badlands Light Armor The female-only Raider Doll version of the Badlands armor 180 Caps Right Arm 6 M/3 B/2 E does away with the Bandolier in favor of a shoulder pad and +5 to CHA Right Leg leather strap across the chest. The legs get slightly more 6 M/3 B/2 E armor in the form of reinforced boots, while guards of metal and leather give additional protection to the arms. The leather overshirt and canvas shorts of the Badlands armor are cut even shorter in this version, more closely resembling a low-cut, cropped-bottom tank top and what were known, pre-War, as “Daisy Dukes”. EV: 5.0 Raider Doll Kinky Commando Medium Armor The female-only Raider Doll version of the Badlands armor 180 Caps Right Arm 8 M/6 B/4 E minus the overshirt and shoulder pad. The leg and arm +5 to CHA Right Leg protection is the same, and the canvas shorts are still 6 M/3 B/2 E “Daisy Dukes”, but the torso gets a chest plate and shoulder pads from a set of Combat Armor, with Combat
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 6 M/6 B/3 E Left Leg 6 M/6 B/3 E
Torso 2 M/0 B/0 E Abdomen 4 M/2 B/1 E
Left Arm 4 M/2 B/1 E Left Leg 5 M/2 B/1 E
Torso 2 M/0 B/0 E Abdomen 4 M/2 B/1 E
Left Arm 4 M/2 B/1 E Left Leg 5 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 6 M/3 B/2 E
Torso 8 M/8 B/4 E Abdomen 2 M/0 B/0 E
Left Arm 8 M/6 B/8 E Left Leg 6 M/3 B/2 E
Armor bicep guards and leather wraps along the length of the arms. EV: 7.0 Raider Doll Nasty Blaster Medium Armor This female-only Raider Doll armor combines Metal Armor 180 Caps Right Arm 9 M/5 B/4 E leggings, sleeves, a cut-down torso plate, and a codpiece, -5 to all Physical Right Leg with fire-retardant sleeve wraps, thong and bra, and the Skills 9 M/5 B/4 E Blastmaster’s fire-blanket skirt. Because of the partial 75% Damage coverage, the armor is not as protective against fire as the from Fire Blastmaster, but doesn’t encumber like Metal Armor, either. Fireproof Material +5 to CHA EV: 4.5 Raider Doll Naughty Spike Light Armor This female-only Raider Doll armor is a minimalist version 180 Caps Right Arm 4 M/2 B/1 E of the Painspike armor. It consists of a thong bikini bottom +5 to CHA Right Leg and a bra made from a pair of metal strainers and leather 4 M/2 B/1 E straps attached to the collar of a set of Metal Armor. Leather boots and spiked leather shoulder pads, thigh and arm guards round out the armor. It is used more for show than actual combat, though it is no worse than many Raider armors for protection. EV: 5.0 Raider Doll Temptress Light Armor The female-only Raider Doll armor consists of a strapless 180 Caps Right Arm 4 M/2 B/1 E leather bikini with steel armored bra cups and codpiece +5 to CHA Right Leg worn with leather thigh-high boots and bicep-length leather 4 M/2 B/1 E gloves. It is used more for show than actual combat, though it is no worse than many Raider armors for protection. EV 2.0 Raider Love Doll Pain Maiden This “outfit” consists of a ridiculously tiny string bikini, 50 Caps Right Arm 2 M/1 B/1 E leather sleeves and leggings, and a metal collar with chains Right Leg that attach to hooked nipple piercings. It is worn by Boom2 M/1 B/1 E Boom, proprietress of the Boom-Boom Room, upstairs from the Doll House in Fairfax. Siouxsie, the owner of the Doll House also sells two versions, with different collars. EV: 8 Raider Iconoclast Medium Armor Right Arm Torso Left Arm 200 Caps Right Arm 7 M/7 B/4 E 7 M/4 B/2 E 7 M/7 B/4 E 7 M/7 B/4 E +5 to Radiation Right Leg Abdomen Left Leg Right Leg Resistance 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E -10 to all Physical A worn-out, radiation-resistant mining suit, armored with Skills several patches and a shoulder strap. A small oxygen bottle is attached to the rear, and the suit can be used with a Filtration or Supervisor’s Helmet to provide a sealed suit,
Torso 8 M/5 B/3 E Abdomen 8 M/5 B/3 E
Left Arm 9 M/5 B/4 E Left Leg 9 M/5 B/4 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 5 M/3 B/2 E Abdomen 2 M/0 B/0 E
Left Arm 4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Torso 0 M/0 B/0 E Abdomen 0 M/0 B/0 E
Left Arm 2 M/1 B/1 E Left Leg 2 M/1 B/1 E
Torso 7 M/4 B/2 E Abdomen 7 M/4 B/2 E
Left Arm 7 M/7 B/4 E Left Leg 7 M/4 B/2 E
impervious to airborne toxins/gasses for up to 20 minutes (or longer, with a larger oxygen supply). EV 15.0 Raider Leather Armor Right Arm Torso Left Arm 160 Caps Right Arm 6 M/3 B/2 E 6 M/5 B/3 E 6 M/3 B/2 E 6 M/3 B/2 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 6 M/3 B/2 E 6 M/5 B/3 E 6 M/3 B/2 E 6 M/3 B/2 E -2 Rads/DEX Rank A set of heavy, reinforced Leather Armor, incorporating plates from Metal Armor, spiked metal forearm, bicep, thigh and shin guards, metal thigh armor, metal elbow caps, a metal shoulder pad on the left, a spiked metal shoulder pad on the right, a Badlands Bandolier, a Medium Utility Pouch and air filtration unit on the belt, and leather biker boots. A loop of leather on the left boot holds a VaultTec Water Flask. Found on a dead Wastelander in Grayditch Auto Service’s rec room. EV 7.5 Raider Man Trap Armor The Man Trap Armor is worn by the “Raider Queen,” Kvetta 180 Caps Right Arm 10 M/5 B/3 E Roijakker, in Chevy Chase Metro Station. It consists of a set -10 to Physical Right Leg of leather straps and rawhide thongs attached to a large Skills 10 M/5 B/3 E steel ring just above the navel, with a second such ring in the rear, attached to a set of shoulder and thigh pads. The right shoulder pad is cut from a steel-belted truck tire, the left is made up of overlapping metal plates. The thigh guards are spike-studded leather attached to a wide leather belt set with a human skull as a codpiece. A set of leather leggings are attached to the thigh guards, worn over fishnet stockings, with leather sandals on the feet. The arms are covered by detached sleeves of leather, with a spiked leather elbow cup on the right, a spiked leather bicep guard on the left, and spiked leather wrist/forearm guards on both sides. EV: 5.5 Raider Painspike Light Armor Right Arm Torso Left Arm 180 Caps Right Arm 4 M/2 B/1 E 6 M/4 B/2 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 6 M/6 B/3 E 4 M/2 B/1 E +3 to Melee skills On the male version, the torso part seems to be a radiator +1d3 DB to Melee of some kind from a car or motorcycle. The female torso attacks consists of two metal strainers which form a bra. Some female raiders use bra pads under these strainers. The left
Torso 6 M/5 B/3 E Abdomen 6 M/5 B/3 E
Left Arm 6 M/3 B/2 E Left Leg 6 M/3 B/2 E
Torso 10 M/5 B/3 E Abdomen 10 M/5 B/3 E
Left Arm 10 M/5 B/3 E Left Leg 10 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 6 M/6 B/3 E
shin guard bears some resemblance to Enclave shin guards and the right leg consists of a medical bandage that is also used as a foot covering. Both armors also include leather pants. EV: 5.0 Raider Party-Time Light Armor Basically, the Party-Time outfit consists of all the parts of 180 Caps Right Arm 4 M/2 B/1 E the Painspike armor without the leather pants. It is worn by +3 to Melee skills Right Leg Chaz, a recruit for Lolipopz lounge, during her Raider act. +1d3 DB to Melee 4 M/2 B/1 E attacks EV: 5.5 Raider Sharp-Dressed Light Armor Right Arm Torso Left Arm 180 Caps Right Arm 4 M/2 B/1 E 6 M/4 B/2 E 4 M/2 B/1 E 4 M/2 B/1 E +1 to APP Right Leg Abdomen Left Leg Right Leg +10 to Fast Talk, 4 M/2 B/1 E 4 M/2 B/1 E 6 M/6 B/3 E 4 M/2 B/1 E Oratory and Visibly identical to the Painspike Armor, this rare set is Persuade found on the Sharp Dressed Devil at the Abandoned Car +4 to all Melee Fort. In addition, Jessie, a mercenary working out of Rivet Weapon attacks City, owns a set of the armor that she carries for use as a +2 to Fine disguise. Manipulation -5 to all Physical Skills EV: 8.0 Raider Sharp-Dressed Medium Armor Right Arm Torso Left Arm 300 Caps Right Arm 5 M/3 B/2 E 7 M/4 B/2 E 5 M/3 B/2 E 5 M/3 B/2 E Reduces DEX Right Leg Abdomen Left Leg Right Leg Rank cost of all 5 M/3 B/2 E 5 M/3 B/2 E 7 M/7 B/4 E 5 M/3 B/2 E actions by 10% A rust-red version of the Painspike Armor, with -5 to all Physical reinforcement and heavier materials for added protection. Skills EV: 4 Raider Sadist Light Armor Right Arm Torso Left Arm 180 Caps 1 M/0 B/0 E 3 M/1 B/1 E 3 M/0 B/0 E +3 to Unarmed Right Leg Abdomen Left Leg skills 5 M/1 B/1 E 5 M/1 B/1 E 5 M/1 B/1 E +1d3 DB to The armor consists of a corselet or bodice of stiff brown Unarmed attacks leather and studded trousers. Long leather gloves cover the arms up to halfway between elbow and shoulder. An armored pad is strapped to the left shoulder, the other is bare. Two severed hands hang from the hip. The male version bares the chest completely, the female one leaves some cleavage exposed. EV: 3.0 Raider Shrouded Robe
Right Arm 1 M/0 B/0 E Right 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 6 M/6 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 6 M/6 B/3 E
Torso 7 M/4 B/2 E Abdomen 5 M/3 B/2 E
Left Arm 5 M/3 B/2 E Left Leg 7 M/7 B/4 E
Torso 3 M/1 B/1 E Abdomen 5 M/1 B/1 E
Left Arm 3 M/0 B/0 E Left Leg 5 M/1 B/1 E
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 Gray canvas tunic over a long-sleeved gray burlap shirt, with gray burlap leggings, gray canvas boots, and a gray burlap sash, usually with several small branches attached to the torso and arms. Worn by the Shrouded Raider gang. EV: 6.0 Raider Shrouded Duster Outfit Right Arm Torso Left Arm 70 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 CHA and Right Leg Abdomen Left Leg Right Leg Personal 6 M/3 B/2 E 8 M/4 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E Interaction Skills or or or +5 to all Firearms 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E -5 to Physical Cost and EV are for the outfit with Gray Duster, including skills Black Motorcycle Boots, Reinforced Light Gray Canvas Pants, and Light Gray 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 -15 to all Physical skills; worn by members of the Shrouded Raider gang. EV: 4.5 Raider Hand-Me-Down Light Armor Right Arm Torso Left Arm 180 Caps Right Arm 1 M/0 B/0 E 4 M/1 B/1 E 1 M/0 B/0 E 1 M/0 B/0 E +10 to all Right Leg Abdomen Left Leg Right Leg Firearms Skills 4 M/1 B/1 E 4 M/1 B/1 E 4 M/1 B/1 E 4 M/1 B/1 E A unique set of the Raider Sadist armor, found in a classroom at Springvale Elementary School. EV: 4.5 Raider Hand-Me-Down Medium Armor Right Arm Torso Left Arm 300 Caps Right Arm 2 M/1 B/1 E 5 M/3 B/2 E 2 M/1 B/1 E 2 M/1 B/1 E +1d3 to DB Right Leg Abdomen Left Leg Right Leg 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 heavier version of the Raider Sadist armor, reinforced with better materials. EV: 9.5 Raider Throwdown Medium Armor Right Arm Torso Left Arm 200 Caps Right Arm 2 M/1 B/0 E 8 M/4 B/2 E 2 M/1 B/0 E 2 M/1 B/0 E +3 to all Melee Right Leg Abdomen Left Leg Right Leg Skills 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E +3 to all Unarmed Raider Throwdown Armor consists of clamshell metal Attacks leggings over spiked leather pants, spiked shoulder guards,
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 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
Torso 4 M/1 B/1 E Abdomen 4 M/1 B/1 E
Left Arm 1 M/0 B/0 E Left Leg 4 M/1 B/1 E
Torso 5 M/3 B/2 E Abdomen 5 M/3 B/2 E
Left Arm 2 M/1 B/1 E Left Leg 5 M/3 B/2 E
Torso 8 M/4 B/2 E Abdomen 8 M/4 B/2 E
Left Arm 2 M/1 B/0 E Left Leg 8 M/4 B/2 E
leather arm wraps, and a large metal torso plate
-10 to all Physical Skills EV: 8.0 Raider Metal Master Light Armor Right Arm Torso Left Arm 160 Caps Right Arm 2 M/1 B/0 E 9 M/4 B/2 E 2 M/1 B/0 E 2 M/1 B/0 E +1 DEX Right Leg Abdomen Left Leg Right Leg +3 Initiative 9 M/4 B/2 E 9 M/4 B/2 E 9 M/4 B/2 E 9 M/4 B/2 E +5 to Metal Master Light Armor consists of clamshell metal Special/Critical leggings over spiked leather pants, leather arm wraps with range elbow cups, and a large metal torso plate. EV: 10.0 Raider Metal Master Medium Armor Right Arm Torso Left Arm 160 Caps Right Arm 2 M/1 B/0 E 9 M/4 B/2 E 2 M/1 B/0 E 2 M/1 B/0 E -1 to DEX; +10 to Right Leg Abdomen Left Leg Right Leg all Unarmed 9 M/4 B/2 E 9 M/4 B/2 E 9 M/4 B/2 E 9 M/4 B/2 E Attacks; +10 to Metal Master Medium Armor consists of clamshell metal Energy Weapon leggings over spiked leather pants, spiked shoulder guards, Skills leather arm wraps, and a large metal torso plate; it is given -15 to all Physical to a character by Everett, in the Pitt, as a reward for Skills recovering 40 Ingots EV: 20.0 Raider Metal Master Heavy Armor Right Arm Torso Left Arm 460 Caps Right Arm 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E Metal Master Heavy Armor consists of clamshell metal sleeves/leggings, spiked shoulder and knee guards, and a large metal torso plate over a rubberized fetish undergarment similar to a catsuit EV: 4.5 Raider Ordnance Light Armor Right Arm Torso Left Arm 200 Caps Right Arm 3 M/1 B/1 E 3 M/1 B/1 E 3 M/1 B/1 E 3 M/1 B/1 E +4 to all Firearms Right Leg Abdomen Left Leg Right Leg Skills 3 M/2 B/1 E 1 M/0 B/0 E 3 M/2 B/1 E 3 M/2 B/1 E Canvas shorts and leather biker boots, with a cartridge belt (holds 50 rounds of up to .50 caliber), right-hand spiked gauntlet, and left arm bicep plate. The torso armor consists of the tail section of a Mini-Nuke as a breast plate for males, or two nose cones from a Mini-Nuke made into a sort of bra for females. EV: 5 Raider Bombshell Light Armor Right Arm Torso Left Arm 260 Caps Right Arm
Torso 9 M/4 B/2 E Abdomen 9 M/4 B/2 E
Left Arm 2 M/1 B/0 E Left Leg 9 M/4 B/2 E
Torso 9 M/4 B/2 E Abdomen 9 M/4 B/2 E
Left Arm 2 M/1 B/0 E Left Leg 9 M/4 B/2 E
Torso 8 M/4 B/2 E Abdomen 8 M/4 B/2 E
Left Arm 8 M/4 B/2 E Left Leg 8 M/4 B/2 E
Torso 6 M/3 B/2 E Abdomen 1 M/0 B/0 E
Left Arm 3 M/1 B/1 E Left Leg 3 M/2 B/1 E
Torso
Left Arm
4 M/2 B/1 E 4 M/2 B/1 E 4 M/2 B/1 E +10 to all Heavy 4 M/2 B/1 E Right Leg Abdomen Left Leg Right Leg Weapons Skills; 4 M/3 B/2 E 2 M/1 B/1 E 4 M/3 B/2 E 4 M/3 B/2 E +10 to Demolition Otherwise identical in form to the Ordnance Armor, this unique set is better quality, with greater protection. It is given to the character that brings Everett 50 Steel Ingots in the Unsafe Working Conditions quest in the Pitt. EV: 4.5 Raider Paingiver Light armor Right Arm Torso Left Arm 200 Caps Right Arm 0 M/0 B/0 E 0 M/0 B/0 E 1 M/0 B/0 E 0 M/0 B/0 E +4 to all Unarmed Right Leg Abdomen Left Leg Right Leg Skills 4 M/1 B/1 E 4 M/1 B/1 E 4 M/1 B/1 E 4 M/1 B/1 E Leather armor pants, worn with a left arm wrap and leather elbow cap and a right arm leather elbow pad. Female versions include a light leather bustier. EV: 10 Raider Basher-X Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 0 M/0 B/0 E 8 M/8 B/4 E 4 M/2 B/1 E 0 M/0 B/0 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/2 B/1 E 8 M/8 B/4 E 4 M/2 B/1 E 4 M/2 B/1 E Combat Armor Chest Plate and Abdomen, Leather Pants, Leather Shoulder Pad left EV: 10.5 Raider Basher-Y Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 4 M/2 B/1 E 8 M/8 B/4 E 4 M/2 B/1 E 4 M/2 B/1 E -15 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Chest Plate, Metal Armor Pants and Shoulder Pads EV: 10.5 Raider Breaker Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 6 M/4 B/2 E 8 M/8 B/4 E 6 M/4 B/2 E 6 M/4 B/2 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/2 B/1 E 2 M/0 B/0 E 4 M/2 B/1 E 4 M/2 B/1 E Combat Armor Torso w/Shoulder Pads, Canvas Shorts w/Cartridge Belt, Small Metal Plates on Arms EV: 7 Raider Casual Kill Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 0 M/0 B/0 E 8 M/8 B/4 E 4 M/2 B/1 E 0 M/0 B/0 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 5 M/3 B/2 E 8 M/8 B/4 E 5 M/3 B/2 E 5 M/3 B/2 E Combat Armor Chest Plate and Abdomen, Leather Pants w/Heavy Boots, Leather Shoulder Pad left
7 M/4 B/2 E Abdomen 2 M/1 B/1 E
4 M/2 B/1 E Left Leg 4 M/3 B/2 E
Torso 2 M/0 B/0 E Abdomen 4 M/1 B/1 E
Left Arm 1 M/0 B/0 E Left Leg 4 M/1 B/1 E
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 4 M/2 B/1 E Left Leg 9 M/5 B/3 E
Torso 8 M/8 B/4 E Abdomen 2 M/0 B/0 E
Left Arm 6 M/4 B/2 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 4 M/2 B/1 E Left Leg 5 M/3 B/2 E
EV: 7 Raider Challenger-X Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 0 M/0 B/0 E 8 M/8 B/4 E 6 M/2 B/1 E 0 M/0 B/0 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/2 B/1 E 8 M/8 B/4 E 4 M/2 B/1 E 4 M/2 B/1 E Combat Armor Chest Plate and Abdomen, Leather Pants, Spiked Leather Shoulder Pad left EV: 9.5 Raider Challenger-Y Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 6 M/2 B/1 E 8 M/8 B/4 E 4 M/4 B/2 E 6 M/2 B/1 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/2 B/1 E 8 M/8 B/4 E 4 M/2 B/1 E 4 M/2 B/1 E Combat Armor Torso w/Shoulder Pads, Leather Pants, Leather Sleeve Right w/Metal Plate EV: 10.5 Raider Hedonist-X Medium Armor Right Arm Torso Left Arm 260 Caps Right Arm 4 M/2 B/1 E 8 M/8 B/4 E 1 M/0 B/0 E 4 M/2 B/1 E -15 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Torso w/Shoulder Pads, Metal Armor Pants, Right Arm Leather Sleeve, Left Arm Leather Elbow Cap EV: 9.0 Raider Hedonist-Y Medium Armor Right Arm Torso Left Arm 260 Caps Right Arm 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E -15 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 Combat Armor Torso w/Spiked Metal Shoulder Pads, Leather Pants EV: 5.5 Raider Hidebound Medium Armor Right Arm Torso Left Arm 260 Caps Right Arm 0 M/0 B/0 E 8 M/8 B/4 E 0 M/0 B/0 E 0 M/0 B/0 E -10 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 Combat Armor Torso w/Shoulder Pads, Leather Armor Pants EV: 12.5 Raider Ironside Heavy Armor Right Arm Torso Left Arm 300 Caps Right Arm 9 M/5 B/3 E 8 M/8 B/8 E 9 M/5 B/3 E 9 M/5 B/3 E -20 to all 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 Combat Armor Pants and Torso w/Shoulder Pads, Metal Armor sleeves EV: 5.0 Raider Killer-X Light Armor Right Arm Torso Left Arm 220 Caps Right Arm
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 6 M/2 B/1 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 4 M/4 B/2 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 9 M/5 B/3 E
Left Arm 1 M/0 B/0 E Left Leg 9 M/5 B/3 E
Torso 8 M/8 B/4 E Abdomen 4 M/2 B/1 E
Left Arm 9 M/5 B/3 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 4 M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/8 E Abdomen 8 M/8 B/4 E
Left Arm 9 M/5 B/3 E Left Leg 8 M/8 B/4 E
Torso
Left Arm
2 M/1 B/1 E 6 M/4 B/2 E 4 M/2 B/1 E -5 to all Physical Right Leg Abdomen Left Leg Skills 4 M/2 B/1 E 4 M/2 B/1 E 4 M/2 B/1 E Leather Pants, Leather Left Sleeve, Leather Rt. Elbow Cap, Leather Bodice or Vest, Combat Armor Shoulder Pads EV: 6.5 Raider Killer-Y Medium Armor Right Arm Torso Left Arm 220 Caps 6 M/4 B/2 E 8 M/8 B/4 E 8 M/6 B/2 E -15 to all Physical Right Leg Abdomen Left Leg Skills 4 M/2 B/1 E 4 M/2 B/1 E 4 M/2 B/1 E Leather Pants, Leather Left Sleeve, Leather Rt. Elbow Cap, Combat Armor Chest Plate and Shoulder Pads EV: 9.0 Raider ‘Ard Heavy Armor Right Arm Torso Left Arm 200 Caps 6 M/3 B/2 E 9 M/5 B/3 E 6 M/3 B/2 E -15 to all Physical Right Leg Abdomen Left Leg skills 6 M/3 B/2 E 9 M/5 B/3 E 6 M/3 B/2 E -1 Rad/DEX Rank Heavy leather pants and sleaves, with Hedgehog right +20% chance to shoulderpad, and a truck-tire left shoulderpad, secured with avoid catching fire Railroad Spikes, Metal Forearm and Shin Guards, Leather +4 to Demolition Knee Caps, Metal Groin Guard, the Fire Blanket from a and Throw Blastmaster Armor, and a clamshell Torso Protector made (Grenades only) from a T45-D Powered Armor +2 to all Firearms skills EV: 8.5 Raider Combat Armor Right Arm Torso Left Arm 300 Caps 7 M/3 B/2 E 8M/8 B/4 E 6 M/3 B/2 E -30 to all Physical Right Leg Abdomen Left Leg Skills 9 M/5 B/3 E 8M/8 B/4 E 9 M/5 B/3 E +5 to Demolition Combat Armor Chest Plate worn over Heavy Leather Jacket +5 to all Firearms and Pants, Spiked Leather Shoulder Pads, Metal Boots/Shin skills Guards, Leather Sleeve w/Spikes left, Leather Sleeve w/Plate right EV: 9.0 Raider Leather Heavy Armor Right Arm Torso Left Arm 460 Caps 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -15 to all Physical Right Leg Abdomen Left Leg skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -1 Rad/DEX Rank Heavy, lead-lined and reinforced Leather Jacket and Pants, with Spiked Shoulder Pad right, Spiked Arm and Thigh Guards, Metal Thigh Plates, Shin Guards and left Shoulder Guard, and a Badlands Bandolier
2 M/1 B/1 E Right Leg 4 M/2 B/1 E
6 M/4 B/2 E Abdomen 4 M/2 B/1 E
4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Right Arm 6 M/4 B/2 E Right Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 4 M/2 B/1 E
Left Arm 8 M/6 B/2 E Left Leg 4 M/2 B/1 E
Right Arm 6 M/3 B/2 E Right Leg 6 M/3 B/2 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 6 M/3 B/2 E Left Leg 6 M/3 B/2 E
Right Arm 6 M/3 B/2 E Right Leg 9 M/5 B/3 E
Torso 8M/8 B/4 E Abdomen 8M/8 B/4 E
Left Arm 7 M/3 B/2 E Left Leg 9 M/5 B/3 E
Right Arm 9 M/5 B/3 E Right Leg 9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
EV: 13 Raider Loose-X Medium Armor Right Arm Torso Left Arm 280 Caps Right Arm 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 0 M/0 B/0 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Torso and Shoulder Pads, Metal Armor Pants, no sleeves EV: 13 Raider Loose-Y Heavy Armor Right Arm Torso Left Arm 280 Caps Right Arm 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E -15 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Torso, Metal Armor Pants, Sleeves and Shoulder Pads EV: 2.5 Raider Lotus Spike Outfit The Lotus Spike Outfit is less a piece of clothing than an 180 Caps Right Arm 0 M/0 B/0 E accessory, not that this stops some Raiders from wearing Right Leg nothing else. It consists of a spiked necklace attached to 0 M/0 B/0 E spiked breast cups using leather belts that also serve as a kind of thong. Spiked elbow and knee caps, armored wrist and ankle plates, and a pair of leather sandals with spiked foot covers complete the outfit. There is a 20% chance on any strike against the wearer that some piece of the outfit is struck, giving 4/2/1 AP. If worn with other armor, it adds its protection normally to areas that the other armor covers. Kicks, Knee and Elbow strikes made by the wearer add +3 to damage, which is considered Impaling, but such awkward strikes subtract 20% of skill from the wearer’s Brawl. One is worn by a female raider standing guard inside the entrance to the Tepid Sewers, near Dukov’s place. EV: 13 Raider Marauder Heavy Armor Right Arm Torso Left Arm 300 Caps Right Arm 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E -20 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Torso w/Shoulder Pads, Metal Armor Pants and sleeves EV: 10 Raider Marauder Medium Armor Right Arm Torso Left Arm 300 Caps Right Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E +4 to all Brawling Right Leg Abdomen Left Leg Right Leg
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 0 M/0 B/0 E Left Leg 9 M/5 B/3 E
Torso 8 M/8 B/4 E Abdomen 8 M/8 B/4 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 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 8 M/8 B/4 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen
Left Arm 9 M/5 B/3 E Left Leg
9 M/5 B/3 E 5 M/3 B/1 E 9 M/5 B/3 E Metal Armor Torso (with Bombshell Cups for females) w/T51B Shoulder Pads, Leather Pants with Metal Armor Leggings and Metal Armor Sleeves
or Grapple attacks 9 M/5 B/3 E +2 to Hide and Stealth -10 to all other Physical Skills EV: 20.0 Raider Metal Armor (Heavy) Right Arm Torso Left Arm 460 Caps Right Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -1 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E Skills Metal Armor consists of clamshell metal sleeves/leggings, -1 Rad/DEX Rank spiked shoulder and knee guards, and a large metal torso -1 Damage/Round plate over a rubberized Kevlar/Nomex undergarment similar from Fire to a wet suit; Raiders tend to have poorly maintained Metal Armor, with lots if rust and blood stains, poor patch jobs, and whatever scrap they can find welded in at spots; they will often paint graffiti on their armor, as well EV: 8.5 Raider Murderer Heavy Armor Right Arm Torso Left Arm 300 Caps Right Arm 6 M/3 B/2 E 8M/8 B/4 E 7 M/3 B/2 E 6 M/3 B/2 E -30 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 8M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Chest Plate and Abdomen, Spiked Leather Shoulder Pads, Metal Pants, Leather Sleeve w/Spikes right, Leather Sleeve w/Plate left EV: 5.5 Raider Psychosis-X Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 4 M/2 B/1 E 7 M/4 B/2 E 6 M/2 B/1 E 4 M/2 B/1 E -10 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 Nuke-Cap Cups Torso, Spiked Leather Forearm Sleeves, Leather Shoulder Pad left, Leather Pants EV: 6 Raider Psychosis-Y Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 2 M/1 B/1 E 8M/8 B/4 E 6 M/3 B/2 E 2 M/1 B/1 E -10 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 Combat Armor Chest Plate, Leather Shoulder Pad left, Leather Sleeve w/Spikes left, Leather Spike Pad right, Leather Pants w/Abdomen Guard EV: 9 Raider Seeker-X Medium Armor Right Arm Torso Left Arm 260 Caps Right Arm
5 M/3 B/1 E
9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Torso 8M/8 B/4 E Abdomen 8M/8 B/4 E
Left Arm 7 M/3 B/2 E Left Leg 9 M/5 B/3 E
Torso 7 M/4 B/2 E Abdomen 4 M/2 B/1 E
Left Arm 6 M/2 B/1 E Left Leg 4 M/2 B/1 E
Torso 8M/8 B/4 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
Left Arm
6 M/3 B/2 E 8M/8 B/4 E 6 M/3 B/2 E -15 to all Physical 6 M/3 B/2 E Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 4 M/2 B/1 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Chest Plate and Abdomen, Metal Pants, Leather Sleeve w/Spikes right, Leather Sleeve w/Plate left EV: 9 Raider Seeker-Y Heavy Armor Right Arm Torso Left Arm 260 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 9 M/5 B/3 E 8M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Shoulder Pads, Metal Pants, Leather Sleeve w/Spikes right, Leather Sleeve w/Plate left EV: 12 Raider Show-Off-X Heavy Armor Right Arm Torso Left Arm 280 Caps Right Arm 9 M/5 B/3 E 8M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E -20 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 8M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E Combat Armor Chest Plate and Abdomen, Metal Pants, Spiked Metal Shoulder Pads EV: 9 Raider Show-Off-Y Medium Armor Right Arm Torso Left Arm 280 Caps Right Arm 9 M/5 B/3 E 8M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/2 B/1 E 8M/8 B/4 E 4 M/2 B/1 E 4 M/2 B/1 E Combat Armor Chest Plate and Abdomen, Leather Pants, Spiked Metal Shoulder Pads EV: 8 Raider Tempest Light Armor G77 Right Arm Torso Left Arm 560 Caps Right Arm 4 M/2 B/1 E 9 M/5 B/3 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 9 M/5 B/3 E 6 M/3 B/2 E 9 M/5 B/3 E 9 M/5 B/3 E +2 STR, +1 POW A unique set of light Tempest Armor, consisting of a Metal +2 Initiative Armor Chest Plate and Metal Pants over Leather, Spiked +5 to Leather Shoulder Pad right, Leather Shoulder Pad left; found Special/Critical on a pipe at the very top of the Blast Furnace in the Pitt success range steelyard EV: 8 Raider Tempest Light Armor w/Skull Right Arm Torso Left Arm 560 Caps Right Arm 4 M/2 B/1 E 9 M/5 B/3 E 6 M/3 B/2 E 4 M/2 B/1 E -5 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 6 M/3 B/2 E 9 M/5 B/3 E 9 M/5 B/3 E +2 STR, +1 POW A unique set of light Tempest Armor, consisting of a Metal +2 Initiative Armor Chest Plate and Metal Pants over Leather, Spiked +5 to
8M/8 B/4 E Abdomen 4 M/2 B/1 E
6 M/3 B/2 E Left Leg 9 M/5 B/3 E
Torso 6 M/3 B/2 E Abdomen 8M/8 B/4 E
Left Arm 6 M/3 B/2 E Left Leg 9 M/5 B/3 E
Torso 8M/8 B/4 E Abdomen 8M/8 B/4 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Torso 8M/8 B/4 E Abdomen 8M/8 B/4 E
Left Arm 9 M/5 B/3 E Left Leg 4 M/2 B/1 E
Torso 9 M/5 B/3 E Abdomen 6 M/3 B/2 E
Left Arm 4 M/2 B/1 E Left Leg 9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen 6 M/3 B/2 E
Left Arm 4 M/2 B/1 E Left Leg 9 M/5 B/3 E
Leather Shoulder Pad right, , Leather Shoulder Pad left Special/Critical w/Brahmin Skull; found on a pipe at the very top of the success range Blast Furnace in the Pitt steelyard EV: 9 Raider Tempest Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 4 M/2 B/1 E 9 M/5 B/3 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 9 M/5 B/3 E 6 M/3 B/2 E 9 M/5 B/3 E 9 M/5 B/3 E +5 LUCK Metal Armor Chest Plate and Metal Pants over Leather, +5 Demolition Spiked Leather Shoulder Pad right, Leather Shoulder Pad left EV: 9 Raider Tempest Medium Armor w/Skull Right Arm Torso Left Arm 240 Caps Right Arm 4 M/2 B/1 E 9 M/5 B/3 E 6 M/3 B/2 E 4 M/2 B/1 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 6 M/3 B/2 E 9 M/5 B/3 E 9 M/5 B/3 E +5 LUCK Metal Armor Chest Plate and Metal Pants over Leather, +5 Demolition Spiked Leather Shoulder Pad right, Leather Shoulder Pad left w/Brahmin Skull EV: 9 Raider Vandal Medium Armor Right Arm Torso Left Arm 200 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 -10 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 Leather shirt and leggings, with padded chest armor, hard plastic boot/shin guards, reinforced shoulder pads and forearm guards. EV: 6.5 Raider Wanderer-X Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 6 M/4 B/2 E 8 M/8 B/4 E 4M/2 B/1 E 6 M/4 B/2 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/2 B/1 E 2 M/0 B/0 E 4 M/2 B/1 E 4 M/2 B/1 E Combat Armor Torso w/Shoulder Pads, Canvas Shorts w/Cartridge Belt, Leather Sleeve right w/Metal Plate, Leather Sleeve left EV: 7 Raider Wanderer-Y Medium Armor Right Arm Torso Left Arm 220 Caps Right Arm 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E -15 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 4 M/2 B/1 E 2 M/0 B/0 E 4 M/2 B/1 E 4 M/2 B/1 E Combat Armor Torso w/Spiked Metal Shoulder Pads, Canvas Shorts w/Cartridge Belt, Leather Elbow Caps EV: 4.5 Raider Witch Armor
Torso 9 M/5 B/3 E Abdomen 6 M/3 B/2 E
Left Arm 4 M/2 B/1 E Left Leg 9 M/5 B/3 E
Torso 9 M/5 B/3 E Abdomen 6 M/3 B/2 E
Left Arm 6 M/3 B/2 E Left Leg 9 M/5 B/3 E
Torso 7 M/4 B/2 E Abdomen 4 M/2 B/1 E
Left Arm 7 M/4 B/2 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 2 M/0 B/0 E
Left Arm 4M/2 B/1 E Left Leg 4 M/2 B/1 E
Torso 8 M/8 B/4 E Abdomen 2 M/0 B/0 E
Left Arm 9 M/5 B/3 E Left Leg 4 M/2 B/1 E
Consists of three pieces described under general gear: 160 Caps Right Arm 4 M/4 B/4 E Raider Witch Outfit, Raider Witch Bra, and Raider Witch Right Leg Corset. Separately, these have no AP at all, being made of 4 M/4 B/4 E light leather and lengths of rawhide and chain. Together, they offer a decent level of protection, though very little modesty. The outfit cannot be used with the Sorcerer’s Armor spell. EV: 6 Raider Wrecker-X Medium Armor Right Arm Torso Left Arm 240 Caps Right Arm 2 M/1 B/1 E 8 M/8 B/4 E 4 M/2 B/1 E 2 M/1 B/1 E -10 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 Leather Pants, Leather Left Sleeve, Leather Rt. Elbow Cap, Combat Armor Chest w/Shoulder Pads EV: 12 Raider Wrecker-Y Heavy Armor Right Arm Torso Left Arm 240 Caps Right Arm 9 M/5 B/3 E 8 M/8 B/4 E 9 M/5 B/3 E 9 M/5 B/3 E -20 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 4 M/2 B/1 E 9 M/5 B/3 E 9 M/5 B/3 E Metal Pants, Metal Sleeves, Combat Armor Chest w/Shoulder Pads, Leather Abdomen EV: 8 Reaver Banding Light Armor Right Arm Torso Left Arm 320 Caps Right Arm 6 M/4 B/2 E 6 M/4 B/2 E 6 M/4 B/2 E 6 M/4 B/2 E -10 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 6 M/4 B/2 E 6 M/4 B/2 E 6 M/4 B/2 E 6 M/4 B/2 E Metal plates and strips sewn onto a leather backing using wire. EV: 10 Reaver Greater Banding Medium Armor Right Arm Torso Left Arm 620 Caps Right Arm 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E -15 to all Physical Right Leg Abdomen Left Leg Right Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E A bulky but effective armor that combines woven steel cables with plates of interlocking steel mesh, encased in cloth panels. EV 5.0 Outlaw Biker Simple Armor Right Arm Torso Left Arm 100 Caps Right Arm 0 M/0 B/0 E 4M/2 B/1 E 0 M/0 B/0 E 0 M/0 B/0 E Right Leg Abdomen Left Leg Right Leg 4M/2 B/1 E 4M/2 B/1 E 4M/2 B/1 E 4M/2 B/1 E EV 5.0
Outlaw Biker Soldier Armor
Torso 4 M/4 B/4 E Abdomen 4 M/4 B/4 E
Left Arm 4 M/4 B/4 E Left Leg 4 M/4 B/4 E
Torso 8 M/8 B/4 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 8 M/8 B/4 E Abdomen 4 M/2 B/1 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Torso 6 M/4 B/2 E Abdomen 6 M/4 B/2 E
Left Arm 6 M/4 B/2 E Left Leg 6 M/4 B/2 E
Torso 9 M/5 B/3 E Abdomen 9 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 9 M/5 B/3 E
Torso 4M/2 B/1 E Abdomen 4M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 4M/2 B/1 E
Right Arm 0 M/0 B/0 E Right Leg 5M/3 B/2 E
Torso 4M/2 B/1 E Abdomen 5M/3 B/2 E
Left Arm 0 M/0 B/0 E Left Leg 5M/3 B/2 E
EV 5.0 Right Arm 0 M/0 B/0 E Right Leg 5M/3 B/2 E
Torso 4M/2 B/1 E Abdomen 5M/3 B/2 E
Left Arm 0 M/0 B/0 E Left Leg 5M/3 B/2 E
EV 8.0 Right Arm 2 M/1 B/0 E Right Leg 5M/3 B/2 E
Torso 6M/4 B/2 E Abdomen 5M/3 B/2 E
100 Caps
Outlaw Biker Suit Armor 100 Caps
Right Arm 0 M/0 B/0 E Right Leg 5M/3 B/2 E
Torso 4M/2 B/1 E Abdomen 5M/3 B/2 E
Left Arm 0 M/0 B/0 E Left Leg 5M/3 B/2 E
Right Arm 0 M/0 B/0 E Right Leg 5M/3 B/2 E
Torso 4M/2 B/1 E Abdomen 5M/3 B/2 E
Left Arm 0 M/0 B/0 E Left Leg 5M/3 B/2 E
Torso 6M/4 B/2 E Abdomen 5M/3 B/2 E
Left Arm 2 M/1 B/0 E Left Leg 5M/3 B/2 E
Right Arm 0 M/0 B/0 E Right Leg 2M/1 B/0 E
Torso 4M/1 B/0 E Abdomen 4M/1 B/0 E
Left Arm 0 M/0 B/0 E Left Leg 2M/1 B/0 E
Right Arm 2 M/1 B/0 E Right Leg
Torso 4M/1 B/0 E Abdomen
Left Arm 2 M/1 B/0 E Left Leg
Pagan’s Sergeant at Arms Armor Left Arm 500 Caps Right Arm 2 M/1 B/0 E 2 M/1 B/0 E +10 Ride – Left Leg Right Leg Motorcycle 5M/3 B/2 E 5M/3 B/2 E +5 Melee, Leather jacket, lined with a Kevlar vest; the Unarmed, chest/back portion is covered with a denim overlay, Firearms
on which are sewn several patches. The most prominent patch is a fiery figure with a flaming sword sitting on a curved, fiery surface, above which is the term “Pagan’s”, and under which are the letter “M” and “C”, all separate patches. A number of other patches are also present, including sergeant’s stripes, a black number “13”, a number “55”, and several diamond patches with a “7” at the top, and names followed by dates underneath; the left breast has a patch that reads “ARGO”, the right reads “NUNYA”
EV 8.0 Redskin’s Talent Scout Armor Right Arm Torso Left Arm 120 Caps 0 M/0 B/0 E 4M/1 B/0 E 0 M/0 B/0 E -5 to Physical Right Leg Abdomen Left Leg Skills 2M/1 B/0 E 4M/1 B/0 E 2M/1 B/0 E Consists of a set of football shoulder pads over a baseball catcher’s vest, with a skirt-length tunic underneath, all colored burgundy. EV 8.5 Redskin’s Recruit Armor Right Arm Torso Left Arm 200 Caps 2 M/1 B/0 E 4M/1 B/0 E 2 M/1 B/0 E -5 to Physical Right Leg Abdomen Left Leg
0 M/0 B/0 E 4M/1 B/0 E 0 M/0 B/0 E Skills 0 M/0 B/0 E Consists of a set of football shoulder pads over a baseball catcher’s vest, with a skirt-length tunic underneath. Leather shoulder pad covers round out the armor. EV 9.0 Redskin’s Defensive Line Armor Right Arm Torso Left Arm 220 Caps Right Arm 2 M/1 B/0 E 4M/1 B/0 E 2 M/1 B/0 E 2 M/1 B/0 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 2 M/1 B/0 E 6M/2 B/1 E 2 M/1 B/0 E 2 M/1 B/0 E Consists of a set of football shoulder pads over a baseball catcher’s vest, a leather weightlifter’s belt, and a skirtlength tunic underneath, reinforced with leather strips. Leather shoulder pad covers round out the armor. EV 10.0 Redskin’s Offensive Line Armor Right Arm Torso Left Arm 300 Caps Right Arm 2 M/1 B/0 E 4M/1 B/0 E 2 M/1 B/0 E 2 M/1 B/0 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 2 M/1 B/0 E 6M/2 B/1 E 2 M/1 B/0 E 2 M/1 B/0 E Consists of a set of football shoulder pads, a baseball catcher’s vest, a leather weightlifter’s belt, a skirt-length tunic underneath, reinforced with leather strips, hockey shin guards, and leather arm guards with spikes. Leather shoulder pad with spikes round out the armor. EV 14.0 Redskin’s Pennant Bearer Armor Right Arm Torso Left Arm 600 Caps Right Arm 2 M/1 B/0 E 8M/4 B/2 E 2 M/1 B/0 E 2 M/1 B/0 E -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 2 M/1 B/0 E 9M/5 B/3 E 2 M/1 B/0 E 2 M/1 B/0 E Consists of a set of football shoulder pads, a baseball catcher’s vest, a leather weightlifter’s belt, a set of metal plates that cover the torso and abdomen, a skirt-length tunic underneath, reinforced with leather strips, hockey shin guards, and leather arm guards with spikes. Leather shoulder pad with spikes round out the armor. EV 12.0 Redskin’s Defensive Starter’s Armor 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 -15 to Physical Right Leg Abdomen Left Leg Right Leg Skills 2 M/1 B/0 E 6M/2 B/1 E 2 M/1 B/0 E 2 M/1 B/0 E Consists of a set of football shoulder pads, reinforced with metal guards, a baseball catcher’s vest, and a skirt-length tunic underneath, reinforced with leather strips, leather
0 M/0 B/0 E
0 M/0 B/0 E
Torso 4M/1 B/0 E Abdomen 6M/2 B/1 E
Left Arm 2 M/1 B/0 E Left Leg 2 M/1 B/0 E
Torso 4M/1 B/0 E Abdomen 6M/2 B/1 E
Left Arm 2 M/1 B/0 E Left Leg 2 M/1 B/0 E
Torso 8M/4 B/2 E Abdomen 6M/2 B/1 E
Left Arm 2 M/1 B/0 E Left Leg 2 M/1 B/0 E
Torso 6 M/3 B/2 E Abdomen 6M/2 B/1 E
Left Arm 6 M/3 B/2 E Left Leg 2 M/1 B/0 E
motorcycle boots and metal arm guards. EV 15.0 Redskin’s Offensive Starter’s Armor Right Arm Torso Left Arm 800 Caps Right Arm 14 M/14 B/7 E 10 M/10 B/5 E 8 M/8 B/4 E 14 M/14 B/7 E -20 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/8 B/4 E 8M/8 B/4 E 8 M/8 B/4 E 8 M/8 B/4 E Consists of a Supermutant’s chest plate, the right arm and shoulder pauldron from a T-45D Powered Armor, the left shoulder pad, arm guard, and hip plates from US Marine Combat Armor, and the boots and shin guards from regular Combat Armor Mk 1. EV 8.0 Tribal Armored Leather Right Arm Torso Left Arm 100 Caps Right Arm 0 M/0 B/0 E 4M/2 B/1 E 0 M/0 B/0 E 0 M/0 B/0 E Right Leg Abdomen Left Leg Right Leg 4M/2 B/1 E 4M/2 B/1 E 4M/2 B/1 E 4M/2 B/1 E The Male armor consists of denim pants worn with a Brahmin-hide vest and leg covers, topped with a Bighornerhide mantle, and leather boot. The female version is much the same, but with shorts rather than pants. EV 8.0 Tribal Garb Right Arm Torso Left Arm 75 Caps Right Arm 0 M/0 B/0 E 4 M/1 B/0 E 0 M/0 B/0 E 0 M/0 B/0 E +1 DEX and CON Right Leg Abdomen Left Leg Right Leg 2 M/1 B/0 E 4 M/2 B/1 E 2 M/1 B/0 E 2 M/1 B/0 E Brahmin hide shorts, sandals, arm bands, wrist guards, belt (w/leather Small Utility Pouch), collar, and wide strip of furred hide worn toga-style for men, and as a shoulderdrapped stole(usually tucked into the belt in front) for females. The male version has a leather decorative “rope ladder” arrangement attached to the belt and the collar, while the female version has a leather bandeau. EV 1.5 Tribal Loincloth Right Arm Torso Left Arm 75 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 Woodcraft Right Leg Abdomen Left Leg Right Leg and Survival – 0 M/0 B/0 E 4M/2 B/1 E 0 M/0 B/0 E 0 M/0 B/0 E Wasteland Consists of a simple loincloth for males, with an additional sports bra-style top for females. It is decorated with necklaces and has bands on one ankle and upper arm. EV 2.0 Tribal Loincloth – Adorned Right Arm Torso Left Arm 75 Caps Right Arm
Torso 10 M/10 B/5 E Abdomen 8M/8 B/4 E
Left Arm 8 M/8 B/4 E Left Leg 8 M/8 B/4 E
Torso 4M/2 B/1 E Abdomen 4M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 4M/2 B/1 E
Torso 4 M/1 B/0 E Abdomen 4 M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 2 M/1 B/0 E
Torso 4M/2 B/1 E Abdomen 4M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
Torso
Left Arm
0 M/0 B/0 E 0 M/0 B/0 E 0 M/0 B/0 E +5 to Woodcraft 0 M/0 B/0 E Right Leg Abdomen Left Leg Right Leg and Survival – 0 M/0 B/0 E 4M/2 B/1 E 0 M/0 B/0 E 0 M/0 B/0 E Wasteland Consists of a simple loincloth for males, with an additional sports bra-style top for females. It is decorated with necklaces, an ankle band, and an armband with two small feathers. EV 4.0 Tribal Loincloth – Armored Right Arm Torso Left Arm 150 Caps Right Arm 5 M/3 B/2 E 4M/2 B/1 E 4 M/2 B/1 E 5 M/0 B/0 E -15% damage Right Leg Abdomen Left Leg Right Leg from Fire 5 M/3 B/2 E 4M/2 B/1 E 0 M/0 B/0 E 5 M/0 B/0 E Consists of a simple loincloth for males, with an additional sports bra-style top for females, armored with a few pieces of leather, a Fire Gecko Skin on the back, two empty NukaCola bottles, padding taken from US Army Ranger Patrol Armor, and an Eight-Pocket Confederate Bandolier. EV 5.0 Tribal Loincloth – Heavy Armor Right Arm Torso Left Arm 150 Caps Right Arm 5 M/3 B/2 E 4M/2 B/1 E 5 M/3 B/2 E 5 M/0 B/0 E -15% damage Right Leg Abdomen Left Leg Right Leg from Fire 0 M/0 B/0 E 4M/2 B/1 E 5 M/3 B/2 E 5 M/0 B/0 E Consists of a simple loincloth for males, with an additional sports bra-style top for females, armored with a few pieces of leather, a Fire Gecko Skin on the back, and shoulder pads, thigh guard, wrist armor, and belt from a US Army Ranger Patrol Armor. A Canteen Pouch w/Canteen hangs from the belt. EV 8.0 Tribal Lurker Armor Right Arm Torso Left Arm 400 Caps Right Arm 5 M/3 B/2 E 7 M/4 B/2 E 5 M/3 B/2 E 5 M/3 B/2 E +1 DEX and CON Right Leg Abdomen Left Leg Right Leg +4 Damage to all 6 M/4 B/2 E 7 M/4 B/2 E 6 M/4 B/2 E 6 M/4 B/2 E Melee and Brawl This armor adds leg guards (merus sections), abdomen attacks armor (scutes), a full carpace (on the rear), and arm guards (propodus) made of Mirelurk shell to the Tribal Gard. In addition, the arm guards retain the fixed finger of the propodus, sharpened to a razor’s edge (as Mantis Gauntlet). The armor is use only for special missions against the strongest of foes, as it represents a huge investment in time and effort. EV6.0 Tribal Mohawk Armor
4M/2 B/1 E Abdomen 4M/2 B/1 E
0 M/0 B/0 E Left Leg 0 M/0 B/0 E
Torso 6M/3 B/2 E Abdomen 4M/2 B/1 E
Left Arm 4 M/2 B/1 E Left Leg 0 M/0 B/0 E
Torso 6M/3 B/2 E Abdomen 4M/2 B/1 E
Left Arm 4 M/2 B/1 E Left Leg 0 M/0 B/0 E
Torso 7 M/4 B/2 E Abdomen 7 M/4 B/2 E
Left Arm 5 M/3 B/2 E Left Leg 6 M/4 B/2 E
Right Arm Torso Left Arm 180 Caps 6 M/3 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E +4 to all Firearms Right Leg Abdomen Left Leg +2 to Hide and 6 M/3 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E Stealth Consists of Leather Armor pants with leather fringe, Biker -5 to all other Boots with metal Shin Guards, right arm metal Wrist Guard, Physical skills left arm metal Bicep Guard, reinforced leather sleeveless Tunic with leather fringe, leather Small Utility Pouch on lowslung belt on the right, Water Bottle Carrier w/Bottle (holds 8 SIZ of Water/Liquid) on left rear, and a small Medicine Pouch worn as a necklace. EV: 3.0 Tribal Robe Right Arm Torso Left Arm 6 Caps 2 M/1 B/0 E 4 M/3 B/1 E 2 M/1 B/0 E +1 to DEX and Right Leg Abdomen Left Leg CON 3 M/2 B/1 E 4 M/3 B/2 E 3 M/2 B/1 E Leather tunicle over a long-sleeved leather surplice, with leather leggings, leather boots, and a leather amice. EV 10.0 Tribal Scavenger Armor Right Arm Torso Left Arm 400 Caps 8 M/4 B/2 E 8 M/4 B/2 E 8 M/4 B/2 E -20 to Physical Right Leg Abdomen Left Leg Skills 8 M/4 B/2 E 4 M/2 B/1 E 8 M/4 B/2 E -1 Rad/DEX Rank Brahmin hide shorts, sandals, arm bands, wrist guards, belt (w/leather Tribal Garb combined with a Metal Armor Torso, Arm Guards, Shin Guards, and Shoulder Pads. EV 3.0 Tribal Stalker Armor Right Arm Torso Left Arm 150 Caps 0 M/0 B/0 E 4M/2 B/1 E 0 M/0 B/0 E +5 to Stealth and Right Leg Abdomen Left Leg Hide 0 M/0 B/0 E 4M/2 B/1 E 0 M/0 B/0 E Comprised of a loincloth, a bandolier, a hollowed out shell for a spaulder, and a necklace. Includes a Wastelander Satchel. EV: 3.0 Tribal Wanderer Robe Right Arm Torso Left Arm 6 Caps 3 M/2 B/1 E 4 M/3 B/2 E 3 M/2 B/1 E +1 to DEX and Right Leg Abdomen Left Leg CON 3 M/2 B/1 E 4 M/3 B/2 E 3 M/2 B/1 E Long Yao-Guai leather tunicle with leather boots, wrist cuffs, and amice. The rest of the Yao-Guai skin is used to decorate the outfit, with the head covering the front of the thigs, and the arms and legs hanging in front and back,
Right Arm 4 M/2 B/1 E Right Leg 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 6 M/3 B/2 E
Right Arm 2 M/1 B/0 E Right Leg 3 M/2 B/1 E
Torso 4 M/3 B/1 E Abdomen 4 M/3 B/2 E
Left Arm 2 M/1 B/0 E Left Leg 3 M/2 B/1 E
Right Arm 0 M/0 B/0 E Right Leg 2 M/1 B/0 E
Torso 4 M/1 B/0 E Abdomen 4 M/2 B/1 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 4M/2 B/1 E Abdomen 4M/2 B/1 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 3 M/2 B/1 E
Torso 4 M/3 B/2 E Abdomen 4 M/3 B/2 E
Left Arm 3 M/2 B/1 E Left Leg 3 M/2 B/1 E
respectively. The teeth and claws are hung from a choker. In addition, Brahmin-skull shoulder pads are worn. EV 10 Beastlord Heavy Armor Right Arm Torso Left Arm 400 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 -5 to personal Beastlord Heavy Armor is a modified set of Combat Armor interaction skills designed for freedom of movement. It is worn over a +1 to DEX Kevlar bodysuit for extra protection. EV 5.0 Ghoul Light Armor Right Arm Torso Left Arm 60 Caps Right Arm 4 M/1 B/0 E 4 M/1 B/0 E 4 M/1 B/0 E 4 M/1 B/0 E Right Leg Abdomen Left Leg Right Leg 4 M/1 B/0 E 4 M/1 B/0 E 4 M/1 B/0 E 4 M/1 B/0 E Light leather armor jacket and pants, worn over boots. The elbows, knees and shoulders are slightly reinforced for added protection. Such suits are common among Ghoul tribes in the Wasteland. EV 9.0 Ghoul Superior Medium 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 Right Leg Abdomen Left Leg Right Leg 6 M/3 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E Light leather armor jacket and pants, worn over boots. The elbows, knees and shoulders are reinforced with leather and metal plates for added protection. Such suits are sometimes found among Ghoul tribes in the Wasteland. EV 5.5 Venomous Armor Right Arm Torso Left Arm 150 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 CHA and Right Leg Abdomen Left Leg Right Leg Social Interaction 5 M/3 B/2 E 5 M/3 B/2 E 5 M/3 B/2 E 5 M/3 B/2 E skills Consists of a set of pre-War Motocross boots, metallic knee +5 to Firearms guards, leather shorts and sleeveless, cropped leather skills jacket, leather arm wraps, spiked elbow caps, spiked left -1 to INT and POW shoulder pad, spiked right forearm guard, spiked left thigh -5 to Energy guard, and a shoulder strap with three Small Utility Pouches Weapon skills attached to the right shoulder. The female version is worn over fishnet stockings. The outfit is found in one of the shacks in the north part of Evergreen Mills.
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 4 M/1 B/0 E Abdomen 4 M/1 B/0 E
Left Arm 4 M/1 B/0 E Left Leg 4 M/1 B/0 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 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
EV6.0 Apache Rebel Light Armor Right Arm Torso Left Arm 160 Caps 6 M/3 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E +1 DEX, +2 Right Leg Abdomen Left Leg Initiative 6 M/3 B/2 E 6 M/3 B/2 E 6 M/3 B/2 E -5 to all Physical Consists of Leather Armor pants with leather fringe, Biker Skills Boots with metal Shin Guards, right arm metal Wrist Guard, left arm metal Bicep Guard, reinforced leather sleeveless Tunic with leather fringe, leather Small Utility Pouch on lowslung belt on the right, Water Bottle Carrier w/Bottle (holds 8 SIZ of Water/Liquid) on left rear, and a small Medicine Pouch worn as a necklace. EV7.0 Up-Armored Apache Rebel Medium Right Arm Torso Left Arm 160 Caps 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E +1 DEX, +2 Right Leg Abdomen Left Leg Initiative 7 M/4 B/2 E 7 M/4 B/2 E 7 M/4 B/2 E -10 to all Physical Consists of reinforced Leather Armor pants with leather Skills fringe, Biker Boots with metal Shin Guards, right arm metal Wrist Guard, left arm metal Bicep Guard, reinforced leather sleeveless Tunic with metal insert and leather fringe, leather Small Utility Pouch on low-slung belt on the right, Water Bottle Carrier w/Bottle (holds 8 SIZ of Water/Liquid) on left rear, and a small Medicine Pouch worn as a necklace. EV 10.0 Aphrodite IX Medium Armor
EV7.5 Right Arm Torso Left Arm 4 M/4 B/2 E 8 M/8 B/4 E 4 M/4 B/2 E Right Leg Abdomen Left Leg 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Black civilian Combat Armor Chest Plate worn with a
1000 Caps +1 LUCK, +3 Initiative All Attacks are +5 to Critical Success Chance -2 Rads/DEX Rank -10 to all Physical Skills Assassin Armor – Light 280 Caps +10 Stealth and Hide +2 Initiative
Right Arm 4 M/2 B/1 E Right Leg 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 6 M/3 B/2 E
Armor Right Arm 6 M/3 B/2 E Right Leg 7 M/4 B/2 E
Bridge Tower while entering the Pitt Torso Left Arm 6 M/3 B/2 E 6 M/3 B/2 E Abdomen Left Leg 7 M/4 B/2 E 7 M/4 B/2 E
Right Arm 8 M/4 B/2 E Right Leg 8 M/4 B/2 E
Roof near the Rooftop Bar in Pitt Uptown Torso Left Arm 1 M/0 B/0 E 8 M/8 B/8 E Abdomen Left Leg 1 M/0 B/0 E 8 M/8 B/8 E
Right Arm 4 M/4 B/2 E Right Leg 4 M/4 B/2 E
Found behind Littlehorn and Associates Torso Left Arm 8 M/8 B/4 E 4 M/4 B/2 E Abdomen Left Leg 4 M/4 B/2 E 4 M/4 B/2 E
charcoal Kevlar BDU jacket and Kevlar-lined leather pants. Spiked forearm guards, reinforced knee and elbow pads, leather boots with throwing spike/crossbow bolt holders, a knife sheath on the left sleeve, and a belt with a knife sheath, Small Utility Pouch, and a Hand Grenade Double Pouch, all black, round out the outfit. EV 9 Assassin Armor – Medium Right Arm Torso Left Arm 390 Caps 4 M/4 B/2 E 8 M/8 B/4 E 4 M/4 B/2 E -10 to Physical Right Leg Abdomen Left Leg Skills +10 Stealth 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E and Hide The Medium Assassin Armor is similar to the light armor, +2 Initiative except that the pants and boots are replaced with Metal Armor leggings, eliminating the spike/bolt holders on the legs. EV 9 Associate Assassin Outfit Right Arm Torso Left Arm 275 Caps 4 M/4 B/2 E 8 M/8 B/4 E 4 M/4 B/2 E -10 to Physical Right Leg Abdomen Left Leg Skills 9 M/5 B/3 E 9 M/5 B/3 E 9 M/5 B/3 E +5 Stealth and OD Green civilian Combat Armor Chest Plate worn with a Hide charcoal Kevlar BDU jacket and Kevlar-lined leather pants. +1 APP Spiked forearm guards, reinforced knee and elbow pads, leather boots with throwing spike/crossbow bolt holders, a knife sheath on the left sleeve, and an OD Green Utility Belt (16 pouches, each holding .2 ENC) with a knife sheath, Small Utility Pouch, and a Hand Grenade Double Pouch, all black, round out the outfit. Worn by assassins working for Littlehorn and Associates. EV 8.5 Assassin Suit Right Arm Torso Left Arm 450 Caps 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E +10 Stealth and Right Leg Abdomen Left Leg Hide 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E -5 to Physical Consists of a charcoal shirt with dark gray forearm guards Skills and torso plate, dark gray Kevlar-lined pants, and dark gray combat boots. Includes a Web Belt, with six Small Utility Pouches. It is found behind Littlehorn and Associates in Scrapyard EV 6 Contract Killer Suit– Armored Right Arm Torso Left Arm 450 Caps 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E
Right Arm 4 M/4 B/2 E Right Leg 9 M/5 B/3 E
Torso 8 M/8 B/4 E Abdomen 9 M/5 B/3 E
Left Arm 4 M/4 B/2 E Left Leg 9 M/5 B/3 E
Right Arm 4 M/4 B/2 E Right Leg 9 M/5 B/3 E
Torso 8 M/8 B/4 E Abdomen 9 M/5 B/3 E
Left Arm 4 M/4 B/2 E Left Leg 9 M/5 B/3 E
Right Arm 7 M/7 B/4 E Right Leg 4 M/4 B/2 E
Torso 7 M/7 B/4 E Abdomen 4 M/4 B/2 E
Left Arm 7 M/7 B/4 E Left Leg 4 M/4 B/2 E
Right Arm 6 M/6 B/3 E
Torso 6 M/6 B/3 E
Left Arm 6 M/6 B/3 E
Right Leg Abdomen Left Leg +5 to Stealth and Right Leg 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E Hide Consists of a Kevlar-lined charcoal gray business suit and +5 to black boots for males/charcoal gray skirt suit with black Special/Critical fishnet stockings and boots or nylon stockings and pumps success range for females. Either is worn with a dark gray tie and white +2 Initiative dress shirt. Includes a black version of the Badlands Bandolier for males and the Troublemaker Cartridge Belt for females. Both also have a sling for a collapsed DKS 701 Sniper Rifle and an ankle holster for a revolver up to .32 cal. Several are Found in a trunk behind Littlehorn and Associates. EV 6 Contract Killer Suit Right Arm Torso Left Arm 12 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 Stealth and Right Leg Abdomen Left Leg Right Leg Hide 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E +1 APP Consists of a charcoal gray business suit and black boots for males/charcoal gray skirt suit with black fishnet stockings and boots or nylon stockings and pumps for females. Either is worn with a dark gray tie and white dress shirt. Includes a black version of the Badlands Bandolier for males and the Troublemaker Cartridge Belt for females. Worn by office employees of Littlehorn and Associates. EV 6 Associate Suit Right Arm Torso Left Arm 12 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 Stealth and Right Leg Abdomen Left Leg Right Leg Hide 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E +1 APP Consists of a charcoal gray business suit and black boots for males/charcoal gray skirt suit with black fishnet stockings and boots or nylon stockings and pumps for females. Either is worn with a dark gray tie and white dress shirt. Includes a black version of the Badlands Bandolier for males and the Troublemaker Cartridge Belt for females. Worn by office employees of Littlehorn and Associates. EV 10.5 Executioner’s Outfit Medium Armor Right Arm Torso Left Arm 280 Caps Right Arm 9 M/3 B/2 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/3 B/2 E +1d4 to Melee Right Leg Abdomen Left Leg Right Leg Damage 9 M/5 B/3 E 8 M/4 B/2 E 8 M/4 B/2 E 9 M/5 B/3 E +6 to Demolition Consists of a black body suit, similar to a wet suit, with
Abdomen 6 M/6 B/3 E
Left Leg 6 M/6 B/3 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
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
Torso 9 M/5 B/3 E Abdomen 8 M/4 B/2 E
Left Arm 9 M/5 B/3 E Left Leg 8 M/4 B/2 E
Metal Armor torso plate, arm guards, and right leg armor, -10 to Physical worn with Kevlar-lined pants, a black version of the Skills Blastmaster skirt, and a Kevlar-lined left leg covering. EV 10.5 Associate Executor Medium Armor Right Arm Torso Left Arm 460 Caps Right Arm 9 M/3 B/2 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/3 B/2 E +5 to all Firearms Right Leg Abdomen Left Leg Right Leg -10 to Physical 9 M/5 B/3 E 8 M/4 B/2 E 8 M/4 B/2 E 9 M/5 B/3 E Skills Littlehorn and Associate’s own version of the Executioner’s Outfit. EV 10.5 Executioner’s Outfit – Unique Right Arm Torso Left Arm 500 Caps Right Arm 9 M/3 B/2 E 9 M/5 B/3 E 9 M/5 B/3 E 9 M/3 B/2 E +3 Initiative Right Leg Abdomen Left Leg Right Leg +5 to Demolition 9 M/5 B/3 E 8 M/4 B/2 E 8 M/4 B/2 E 9 M/5 B/3 E and Throw – Consists of a black body suit, similar to a wet suit, with Grenade Metal Armor torso plate, arm guards, and right leg armor, +10 to Melee worn with Kevlar-lined pants, a black version of the skills Blastmaster skirt, and a Kevlar-lined left leg covering. Found in the Dunwich Building. EV 7.5 Field Jacket Right Arm Torso Left Arm 200 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 +5 to all Firearms Right Leg Abdomen Left Leg Right Leg 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 A leatherfield jacket covered in dozens of pockets and pouches, worn over fatigue pants and heavy boots. Pouches are equivalent to 12 Medium, 10 Small, and one Large Utility Pouch. Also includes a Canteen Pouch with Canteen. Pants are available in Woodland, Camouflage, and Tan. A Woodland Camouflage version is worn by a dead wastelander at the electrical tower near Shalebridge. EV 6.5 Flight Suit Right Arm Torso Left Arm 6 Caps Right Arm 5M/3 B/2 E 5M/3 B/2 E 5M/3 B/2 E 5M/3 B/2 E Right Leg Abdomen Left Leg Right Leg 1 M/1 B/1 E 1 M/1 B/1 E 1 M/1 B/1 E 1 M/1 B/1 E
A leather flight jacket worn over a Vault 34 jumpsuit, the jacket has many U.S. military medal ribbons and insignia stitched onto it along with a necklace of spent bullet casings EV 6.5
Flight Jacket Jumpsuit
Torso 9 M/5 B/3 E Abdomen 8 M/4 B/2 E
Left Arm 9 M/5 B/3 E Left Leg 8 M/4 B/2 E
Torso 9 M/5 B/3 E Abdomen 8 M/4 B/2 E
Left Arm 9 M/5 B/3 E Left Leg 8 M/4 B/2 E
Torso 3 M/2 B/1 E Abdomen 0 M/0 B/0 E
Left Arm 3 M/2 B/1 E Left Leg 0 M/0 B/0 E
Torso 5M/3 B/2 E Abdomen 1 M/1 B/1 E
Left Arm 5M/3 B/2 E Left Leg 1 M/1 B/1 E
Right Arm 5M/3 B/2 E Right Leg 1 M/1 B/1 E
Torso 5M/3 B/2 E Abdomen 1 M/1 B/1 E
Left Arm 5M/3 B/2 E Left Leg 1 M/1 B/1 E
6 Caps
Right Arm 5M/3 B/2 E Right Leg 1 M/1 B/1 E
Torso 5M/3 B/2 E Abdomen 1 M/1 B/1 E
Left Arm 5M/3 B/2 E Left Leg 1 M/1 B/1 E
Torso 3 M/2 B/1 E Abdomen 2 M/1 B/1 E
Left Arm 3 M/2 B/1 E Left Leg 2 M/1 B/1 E
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 2 M/4 B/2 E Abdomen 3 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 7 M/4 B/3 E
Torso 2 M/4 B/2 E Abdomen 3 M/5 B/3 E
Left Arm 9 M/6 B/4 E Left Leg 7 M/4 B/3 E
A Vault 34 jumpsuit with a leather flight jacket over it, decorated with medals and ribbons and a necklace of spent bullet casings; a large “34” is also on the back of the Jacket EV 7.5 Roving Trader Outfit Right Arm Torso Left Arm 6 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 +5 to Bargain Right Leg Abdomen Left Leg Right Leg 2 M/1 B/1 E 2 M/1 B/1 E 2 M/1 B/1 E 2 M/1 B/1 E A leatherfield jacket covered in dozens of pockets and pouches, worn over light leather pants and heavy boots. Pouches are equivalent to 12 Medium, 10 Small, and one Large Utility Pouch. EV: 4.5 Enclave Outfit – Crystal Waters Right Arm Torso Left Arm 250 Caps Right Arm 5 M/5 B/3 E 5 M/5 B/3 E 5 M/5 B/3 E 5 M/5 B/3 E +10 to all Energy Right Leg Abdomen Left Leg Right Leg Weapon skills 5 M/5 B/3 E 5 M/5 B/3 E 5 M/5 B/3 E 5 M/5 B/3 E A Kevlar-and-leather-lined Enclave officer’s uniform, it increases the wearer’s protection by more than double EV: 6.0 Sondra Outfit – Jill Pants A Kevlar Ballistyle© T-shirt and Jeans (From the GI Jill 390 Caps Right Arm 9 M/5 B/3 E Collection) worn with Metal Armor Arm Guards and a +1 DEX Right Leg leather Y-Harness, with a Web Beltand heavy leather boots. +5 to all Energy 7 M/4 B/3 E The right shin has a Combat Knife and Sheath, while the Weapon and left thigh has a Drop Leg Rig and SMG Magazine Triple Firearms skills Pouch. Sondra, the merc who designed the outfit, currently has one in her pack; she and her partners are scouring Grayditch looking for the Vault 101 “heroes”. EV: 6.5 Sondra Outfit – Jill Pants with Bands A Kevlar Ballistyle© T-shirt and Jeans (From the GI Jill 390 Caps Right Arm 9 M/6 B/4 E Collection) worn with Metal Armor Arm Guards and a +1 DEX Right Leg leather Y-Harness, with a Web Belt and heavy leather boots. +5 to all Energy 7 M/4 B/3 E The right shin has a Combat Knife and Sheath, while the Weapon and left thigh has a Drop Leg Rig and SMG Magazine Triple Pouch. Includes leather arm wraps to protect the upper arms. LaWandra, a compatriot of Sondra, the merc who
Firearms skills
designed the outfit, currently wears one; she and her partners are scouring Grayditch looking for the Vault 101 “heroes”. EV: 9.0 Sondra Outfit – Metal Pants A Kevlar Ballistyle© T-shirt and Jeans worn with Metal Armor 390 Caps Right Arm 9 M/5 B/3 E Arm Guards and Leggings and a leather Codpiece and Y+1 DEX Right Leg Harness, with a leather cartridge belt (holds 50 rounds of +5 to all Energy 12 M/7 B/4 E up to .50 caliber) and heavy leather boots. Sondra, the Weapon and merc who designed the outfit, currently wears one; she and Firearms skills her partners are scouring Grayditch looking for the Vault 101 “heroes”. EV: 9.5 Sondra Outfit – Metal Pants with Bands A Kevlar Ballistyle© T-shirt and Jeans worn with Metal Armor 390 Caps Right Arm 9 M/6 B/4 E Arm Guards and Leggings and a leather Codpiece and Y+1 DEX Right Leg Harness, with a leather cartridge belt (holds 50 rounds of +5 to all Energy 12 M/7 B/4 E up to .50 caliber) and heavy leather boots. Includes leather Weapon and arm wraps to protect the upper arms. LaWandra, a Firearms skills compatriot of Sondra, the merc who designed the outfit, currently has one in her pack; she and her partners are scouring Grayditch looking for the Vault 101 “heroes”. EV: 4.0 Sondra Outfit – Skimpy A Kevlar Ballistyle© T-shirt worn with a Ballistyle© Bikini 390 Caps Right Arm 9 M/6 B/4 E Bottom and Metal Armor Arm Guards and Leggings, with a +1 DEX Right Leg leather Y-Harness, cartridge belt (holds 50 rounds of up to . +5 to all Energy 12 M/7 B/4 E 50 caliber), Leather Utility Belt (Medium Utility Pouch left, Weapon and two Flare Pouches left rear quarter, three Small Utility Firearms skills Pouches rear, Medium Utility Pouch right), Leather Gunfighter Belt (with leather Drop-Leg and Large Utility Pouch right), and heavy leather boots. Includes leather arm wraps to protect the upper arms and thighs. Leandra, a compatriot of Sondra, the merc who designed the outfit, currently wears one, and keeps the other in her pack; she and her partners are scouring Grayditch looking for the Vault 101 “heroes”. EV 4.0 Wasteland Opportunist Armor Right Arm Torso Left Arm 300 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 +10 to all Repair: Right Leg Abdomen Left Leg Right Leg X 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 black leather pants and an orange leather vest with leather arm bands, and heavy belts.
Torso 2 M/4 B/2 E Abdomen 5 M/5 B/3 E
Left Arm 9 M/5 B/3 E Left Leg 12 M/7 B/4 E
Torso 2 M/4 B/2 E Abdomen 5 M/5 B/3 E
Left Arm 9 M/6 B/4 E Left Leg 12 M/7 B/4 E
Torso 2 M/4 B/2 E Abdomen 2 M/4 B/2 E
Left Arm 9 M/6 B/4 E Left Leg 12 M/7 B/4 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
Includes a black leather Medium Utility Pouch attached to the belt and a black leather Small Utility Pouch strapped to the right thigh. The outfit also includes a buckskin leather satchel (holds 3.0 ENC; the bag’s ENC isincluded in the armor). Found hidden in Grayditch, behind the diner. EV: 14.0
Combined Assassin Medium and Blastmaster Armor – Heavy Right Arm Torso Left Arm 570 Caps Right Arm 6 M/6 B/3 E 10 M/10 B/5 E 6 M/6 B/3 E -10 to Physical 6 M/6 B/3 E Right Leg Abdomen Left Leg Right Leg Skills +10 Stealth 9 M/7 B/4 E 9 M/7 B/4 E 9 M/7 B/4 E 9 M/7 B/4 E and Hide Black civilian Combat Armor Chest Plate worn with a +2 Initiative charcoal Kevlar BDU jacket, a metal groin cover, shin ½ Damage from guards, knee caps, and Metal Armor leggings, over Nomex Fire pants. Spiked arm guards, reinforced elbow pads, welder’s Fireproof Material mask arm guard on right arm, metal plates on left arm, +3 to Heavy Nomex fire blanket skirt and abdomen wrap, a truck-tire Weapons skills shoulder pad left, a knife sheath on the left sleeve, and a +3 to Demolition belt with a knife sheath, Small Utility Pouch, and a Hand Grenade Double Pouch, all black, round out the outfit.
Torso 10 M/10 B/5 E Abdomen 9 M/7 B/4 E
Left Arm 6 M/6 B/3 E Left Leg 9 M/7 B/4 E
Powered Armor Powered Armor requires training for optimal use. EV: 30 Salvaged T-45D Non-Powered Armor Right Arm Torso Left Arm 500 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 -4 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 Manipulation A suit of T-45D Powered Armor with the servos and Recon Skills Armor stripped out, and a portable air conditioning unit on the back. Heavy, awkward, and slow, it has great protection, and is a highly-desired set of armor for those who lack the training to use Powered Armor. EV: 36 Army T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 Manipulation Olive drab suit of Powered Armor with symbols indicating its Skills use by the US Army, optimized for use with standard US -2 Rads/DEX Rank Army-issue weapons systems. Soldier On
E E
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EV: 36 Ashur’s T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 10 M/10 B/5 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation Left shoulder armor plate replaced with a Brahmin Skull, Skills reducing AP by 4; if this is repaired, AP will be 14 M/14 B/7 -5 Rads/DEX Rank E on the left arm. It is very distinctive. Lord of the Pitt EV: 36 Brotherhood T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation T-45D Powered Armor bearing the insignia of the Skills Brotherhood of Steel and optimized for use with heavy -2 Rads/DEX Rank weapons. These are the standard issue to the Knights of the Big Gunner Brotherhood. EV: 48 Brotherhood T-51B Powered Armor Right Arm Torso Left Arm 1000 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Worn by Ashur, Lord of the Pitt Torso Left Arm 14 M/14 B/7 E 10 M/10 B/5 E Abdomen Left Leg 14 M/14 B/7 E 14 M/14 B/7 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E
Right Leg Abdomen Left Leg 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E Restored and repaired T-51B Powered Armor, from the Lost Hills Bunker in California, these suits are rarely passed down to a lower ranking member. They need to work hard to prove themselves worthy.
+4 STR, -2 DEX Right Leg 16 M/16 B/8 E -80 to Physical/ Manipulation Skills -6 Rads/DEX Rank Old Fashioned Respect EV: 48 Brotherhood T-51C Powered Armor Right Arm Torso Left Arm 900 Caps Right Arm 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E +4 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E Manipulation Pre-War suits of T-51C Powered Armor were just starting to Skills be issued as the ChiCom bombs fell. The Brotherhood -5 Rads/DEX Rank repainted and repurposed those they found, issuing them Rock Steady to Knight-Commanders and heavy weapon troops in the Capitol Wasteland. EV: 36 Brotherhood Outcast T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation Black/red painted T-45D armor favored by the Brotherhood Skills Outcasts, and optimized for use with energy weapons. -2 Rads/DEX Rank Set Phasers to Kill EV: 48 Brotherhood Outcast T-51B Powered Armor Right Arm Torso Left Arm 1000 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +4 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E Manipulation Restored and repaired T-51B Powered Armor, from the Lost Skills Hills Bunker in California, these suits are only held by the -6 Rads/DEX Rank most respected of the Outcasts. For the Hoard! EV: 48 Brotherhood Outcast T-51C Powered Armor Right Arm Torso Left Arm 900 Caps Right Arm 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E +4 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E Manipulation A number of Brotherhood Outcasts managed to take their TSkills 51C Powered Armor with them. These are painted in the -5 Rads/DEX Rank
Abdomen 16 M/16 B/8 E
Left Leg 16 M/16 B/8 E
Torso 18 M/18 B/9 E Abdomen 18 M/18 B/9 E
Left Arm 18 M/18 B/9 E Left Leg 18 M/18 B/9 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
Torso 18 M/18 B/9 E Abdomen 18 M/18 B/9 E
Left Arm 18 M/18 B/9 E Left Leg 18 M/18 B/9 E
standard red and black scheme of the Outcasts.
Open Fire, All Batteries! EV: 48 Brotherhood Paladin’s T-51B Powered Armor Right Arm Torso Left Arm 1000 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +4 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E Manipulation Restored and repaired T-51B Powered Armor, from the Lost Skills Hills Bunker in California, these suits are only worn by the -6 Rads/DEX Rank oldest and most decorated of the Brotherhood’s Paladins. Battered but not Broken EV: 48 Brotherhood Paladin’s T-51C Powered Armor Right Arm Torso Left Arm 925 Caps Right Arm 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E +4 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E Manipulation Newer, modified T-51 Powered Armor, from old military Skills stores on the East Coast. Mid-ranked Paladins like the -5 Rads/DEX Rank heavier protection, but still strive for the T-51B of their Paladin’s commanders. Warhorse EV: 50 Captain Nuka-Cola Promotional T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -120 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation Red suit of T-45D Powered Armor, with the Nuka-Cola logo Skills emblazoned across the torso plate and an underslung T-10 Rads/DEX Shirt canon on the right arm. Rank
EV: 8 (25) Right Arm Torso Left Arm 12 M/12 B/6 E 12 M/12 B/6 E 12 M/12 B/6 E Right Leg Abdomen Left Leg 12 M/12 B/6 E 12 M/12 B/6 E 12 M/12 B/6 E Sante Labs Colossus Armor is an attempt to provide US troops Powered Armor protection without the limitations on speed and maneuverability. The basic armor consists of a Kevlar/Nomex body suit with myomer fibers throughout and actuators at the joints. The felt weight of the armor is negligible, with an apparent EV of 8, so the armor is
The Captain Rocks! Colossus Armor 500 Caps Colossus Effect -2 Rads/DEX Rank
Right Arm 12 M/12 B/6 E Right Leg 12 M/12 B/6 E
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
Torso 19 M/19 B/10 E Abdomen 19 M/19 B/10 E
Left Arm 19 M/19 B/10 E Left Leg 19 M/19 B/10 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 12 M/12 B/6 E Abdomen 12 M/12 B/6 E
Left Arm 12 M/12 B/6 E Left Leg 12 M/12 B/6 E
considered “light” even at EV 25. No Powered Armor training is needed to operate the armor, and no extra benefit accrues from having such training. EV: 0 (45) Colossus Heavy Armor Right Arm Torso Left Arm 740 Caps Right Arm 15 M/15 B/8 E 15 M/15 B/8 E 15 M/15 B/8 E 15 M/15 B/8 -2 DEX Right Leg Abdomen Left Leg Right Leg -10 to Physical/ 15 M/15 B/8 E 15 M/15 B/8 E 15 M/15 B/8 E 15 M/15 B/8 Manipulation Sante Labs Colossus Heavy Armor is an improvedSkills maneuverability Powered Armor based on their Colossus -5 Rads/DEX Rank Armor. The basic armor consists of the same Kevlar/Nomex Heavy Lift body suit as the Colossus, with myomer fibers throughout and actuators at the joints. The armor is further reinforced, with heavy plating, heavier actuators, and a long-life fission cell battery. The felt weight of the armor is non-existent, completely negated by the armor itself. PA Basic Training reduces the skills penalty to -5, while Advanced PA Training eliminates the penalty entirely. EV: 36 D.C. Ranger’s Heavy Armor Right Arm Torso Left Arm 775 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 Manipulation Gray-on-gray urban camouflage suit of T-45D Powered, Skills optimized for use by Air Assault troops. The armor bears -2 Rads/DEX Rank the symbol of a skull, impaled on a dagger, superimposed Go, Go D.C. on crossed arrows, on the left breast, and the Air Assault Rangers! ToE symbol on the forehead of a skull on either shoulder pad; a set of MOLLE attachment points are built into the armor (12 configured like a Web Belt, and 4 on each rear shoulder, flanking the power pack), with those used by the DCR having a Grenade Double Pouch on the left, a Canteen on the right and two Flashbang Grenade Pouches on the right front ( the left rear mount is generally used for a Combat Knife) EV: 36 D.C. Ranger’s Officer Heavy Armor Right Arm Torso Left Arm 775 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 Manipulation Gray-on-gray urban camouflage suit of T-45D Powered, Skills optimized for use by Air Assault troops. The armor bears
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Torso 15 M/15 B/8 E Abdomen 15 M/15 B/8 E
Left Arm 15 M/15 B/8 E Left Leg 15 M/15 B/8 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
the symbol of a fist trailing a lightning bolt on the left -2 Rads/DEX Rank breast, and a stylized wolf’s head on either shoulder pad; a Privileges of set of MOLLE attachment points are built into the armor (12 Rank configured like a Web Belt, and 4 on each rear shoulder, flanking the power pack), with those used by the DCR having a Grenade Double Pouch on the left, a Canteen on the right, two Flashbang Grenade Pouches on the right front ( the left rear mount is generally used for a Combat Knife) EV: 36 DUC T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation Digital Urban Camouflage-pattern suit of T-45D Powered Skills Armor sold by Steiner Co. in Rivet City. -2 Rads/DEX Rank Urban Warrior EV: 48 Enclave Advanced Powered Armor Mk. I Right Arm Torso Left Arm 1000 Caps Right Arm 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 E +6 STR, -6 DEX Right Leg Abdomen Left Leg Right Leg -120 to Physical/ 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 E Manipulation The result of years of study and failure by the Enclave to Skills improve upon the pre-War Powered Armor finally paid off -15 Rads/DEX with these suits. Rank It’sAdvaaaaance d EV: 42 Enclave Advanced Powered Armor Mk. II Right Arm Torso Left Arm 1250 Caps Right Arm 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E +6 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E Manipulation A heavier, improved version of the Enclave’s Advanced Skills Powered Armor, as it was developed after the Poseidon -15 Rads/DEX disaster. Rank Really Advaaaaanced! EV: 42 Enclave Advanced Powered Armor Mk. II – Western Right Arm Torso Left Arm 1200 Caps Right Arm 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E +6 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 17 M/17 B/8 E Abdomen 17 M/17 B/8 E
Left Arm 17 M/17 B/8 E Left Leg 17 M/17 B/8 E
Torso 19 M/19 B/10 E Abdomen 19 M/19 B/10 E
Left Arm 19 M/19 B/10 E Left Leg 19 M/19 B/10 E
Torso 19 M/19 B/10 E Abdomen 19 M/19 B/10 E
Left Arm 19 M/19 B/10 E Left Leg 19 M/19 B/10 E
Remnants of the Mk. II Project started at the Poseidon oil rig, these suits survived the trek east, and are still in use by older Enclave troopers.
EV: 54 Right Arm Torso Left Arm 20 M/20 B/10 E 20 M/20 B/10 E 20 M/20 B/10 E Right Leg Abdomen Left Leg 20 M/20 B/10 E 20 M/20 B/10 E 20 M/20 B/10 E A heavy, reinforced suit of Enclave Powered Armor, designed for use by Flamer/Incinerator-equipped troops, it sacrifices mobility for protection.
Manipulation Skills -15 Rads/DEX Rank The Enclave Abides Enclave Hellfire Armor 1000 Caps +6 STR, -8 DEX -200 to Physical/ Manipulation Skills -15 Rads/DEX Rank Salamander Enclave Scout Armor 360 Caps -10 to Physical Skills
Right Arm 20 M/20 B/10 E Right Leg 20 M/20 B/10 E
EV 13 Right Arm Torso Left Arm 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 Right Leg Abdomen Left Leg Right Leg 8 M/8 B/4 E 8 M/8 B/4 E 8 M/8 B/4 E 8 M/8 B/4 E Stripped-down Enclave Advanced Powered Armor Mk. II torso plate, shoulder pads, fore-arm guards, and thigh guards, worn with Combat Armor shin guards and boots, over Urban Camouflage BDUs. The unit requires no Powered Armor Training, but is a form of light PA that has minimal servos (just enough to help support the suit’s weight). Designed to be worn with the Enclave Scout Helmet. The unit’s power pack precludes the use of any other backpack. O’Neill, a merchant at Anacostia Station, across from Rivet City, managed to capture an Enclave Vertibird with several sets of this armor on board. EV: 42 Enclave Tesla Armor Mk. I Right Arm Torso Left Arm 1580 Caps Right Arm 15 M/15 B/10 E 15 M/15 B/10 E 15 M/15 B/10 E 15 M/15 B/10 E -2 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 15 M/15 B/10 E 15 M/15 B/10 E 15 M/15 B/10 E 15 M/15 B/10 E Manipulation Based on a pre-War experimental design, the Tesla Armor Skills improves the Powered Armor concept’s ability to withstand -15 Rads/DEX directed energy weapons. Rank No Match for a Good Blaster
Torso 20 M/20 B/10 E Abdomen 20 M/20 B/10 E
Left Arm 20 M/20 B/10 E Left Leg 20 M/20 B/10 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 15 M/15 B/10 E Abdomen 15 M/15 B/10 E
Left Arm 15 M/15 B/10 E Left Leg 15 M/15 B/10 E
EV: 48 Enclave Tesla Armor Mk. II Right Arm Torso Left Arm 820 Caps Right Arm 18 M/18 B/12 E 18 M/18 B/12 E 18 M/18 B/12 E 18 M/18 B/12 E -2 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 18 M/18 B/12 E 18 M/18 B/12 E 18 M/18 B/12 E 18 M/18 B/12 E Manipulation An improvement over the original Tesla Armor design, the Skills Mk. II provides better over-all protection. -15 Rads/DEX Rank Blaster at Your Side EV: 50 Hardened T-51B Powered Armor Right Arm Torso Left Arm 1200 Caps Right Arm 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E +4 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E 18 M/18 B/9 E Manipulation A suit of T-51B with extra reinforcement at the joints and Skills soft points. Slightly more cumbersome, it has a higher -6 Rads/DEX Rank survivability in the field. Hardened EV: 42 Junk Armor – Tesla Right Arm Torso Left Arm 460 Caps Right Arm 9 M/9 B/5 E 12 M/12 B/6 E 9 M/9 B/5 E 9 M/9 B/5 E -1 DEX Right Leg Abdomen Left Leg Right Leg +1 STR and CON 9 M/9 B/5 E 12 M/12 B/6 E 9 M/9 B/5 E 9 M/9 B/5 E -5 to Physical/ A recovered suit of Enclave Tesla Armor, repaired with Metal Manipulation Armor pieces, scrap, and scavenged parts from other Skills powered armors. It is found in Scrapyard, near where -10 Rads/DEX Dogmeat makes his home. Rank Easy to Use EV: 36 Linden’s T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation T-45D powered Armor in the black/red colors of the Skills Brotherhood Outcasts, redecorated with tribal art, feathers -2 Rads/DEX Rank and beads. Can Opener EV: 36 Right Arm 17 M/17 B/9 E Right Leg 17 M/17 B/9 E
Torso 17 M/17 B/9 E Abdomen 17 M/17 B/9 E
Left Arm 17 M/17 B/9 E Left Leg 17 M/17 B/9 E
T-45D Powered Armor 740 Caps +2 STR, -4 DEX -80 to Physical/
Right Arm 17 M/17 B/9 E Right Leg 17 M/17 B/9 E
Torso 18 M/18 B/12 E Abdomen 18 M/18 B/12 E
Left Arm 18 M/18 B/12 E Left Leg 18 M/18 B/12 E
Torso 18 M/18 B/9 E Abdomen 18 M/18 B/9 E
Left Arm 18 M/18 B/9 E Left Leg 18 M/18 B/9 E
Torso 12 M/12 B/6 E Abdomen 12 M/12 B/6 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 17 M/17 B/9 E Abdomen 17 M/17 B/9 E
Left Arm 17 M/17 B/9 E Left Leg 17 M/17 B/9 E
Brotherhood T-45D Powered Armor issued to the Knight members of Lyons’ Pride, a special ops unit lead by Elder Lyons’ daughter, Sarah.
Manipulation Skills -2 Rads/DEX Rank Knights in Sarah’s Service EV: 48 Lyons’ Pride Brotherhood T-51B Powered Armor Right Arm Torso Left Arm 1000 Caps Right Arm 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E +4 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E 19 M/19 B/10 E Manipulation Brotherhood T-51B Powered Armor issued to the Paladin Skills members of Lyons’ Pride, a special ops unit lead by Elder -6 Rads/DEX Rank Lyons’ daughter, Sarah. Pride of the Brotherhood EV: 36 Midwestern Brotherhood T-48A Powered Armor Right Arm Torso Left Arm 3900 Caps Right Arm 15 B/15 M/8 E 15 B/15 M/8 E 15 B/15 M/8 E 15 B/15 M/8 E +4 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -40 to Physical/ 15 B/15 M/8 E 15 B/15 M/8 E 15 B/15 M/8 E 15 B/15 M/8 E Manipulation The T-48A was a newer armor, developed with the Chinese Skills front in mind. Tougher than the T-45D, it might have made -6 Rads/DEX Rank the push to Beijing possible, if the bombs hadn’t fallen Mutant Slayer before it was deployed. The Brotherhood captured a number of suits while in the Chicago area, repairing and rebuilding them for their own use. EV: 48 Midwestern Brotherhood T-48C Advanced Powered Armor Right Arm Torso Left Arm 5000 Caps Right Arm 17 B/17 M/9 E 17 B/17 M/9 E 17 B/17 M/9 E 17 B/17 M/9 E +6 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -40 to Physical/ 17 B/17 M/9 E 17 B/17 M/9 E 17 B/17 M/9 E 17 B/17 M/9 E Manipulation Brotherhood-modified T-48A Powered Armor, redesigned for Skills use in the war against the Calculator and its robot forces. -8 Rads/DEX Rank The armor is reinforced and hardened, designed for the Dyscalculia high radiation expected after the detonation of the warhead used to gain entry to Cheyenne Mountain. EV: 36 Moira’s RobCo Powered Armor Right Arm Torso Left Arm 2500 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation Gunmetal Blue T-45D Powered Armor with the RobCo Skills insignia. Rebuilt and worn by Moira Brown.
Torso 19 M/19 B/10 E Abdomen 19 M/19 B/10 E
Left Arm 19 M/19 B/10 E Left Leg 19 M/19 B/10 E
Torso 15 B/15 M/8 E Abdomen 15 B/15 M/8 E
Left Arm 15 B/15 M/8 E Left Leg 15 B/15 M/8 E
Torso 17 B/17 M/9 E Abdomen 17 B/17 M/9 E
Left Arm 17 B/17 M/9 E Left Leg 17 B/17 M/9 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
-2 Rads/DEX Rank RobCo Warrior EV: 40 MP-47 Medic Power Armor Prototype Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 -3 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 Manipulation Basically a T-45D Powered Armor modified with an AutoSkills Medic system; found on a BoS Knight in the Old Olney -5 Rads/DEX Rank Sewers. Autodoc EV: 36 Pink Powered Armor Right Arm Torso Left Arm 2345 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 Manipulation Metallic Pink suit of T-45D Powered Armor worn by Madame, Skills owner of the brothel in Evergreen Mills. -2 Rads/DEX Rank
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Lust Conquers All EV: 48 Protector Casdin’s T-51B Powered Armor Right Arm Torso Left Arm 1000 Caps Right Arm 16 M/16 B/16 E 16 M/16 B/16 E 16 M/16 B/16 E 16 M/16 B/16 E +4 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 16 M/16 B/16 E 16 M/16 B/16 E 16 M/16 B/16 E 16 M/16 B/16 E Manipulation Restored and repaired T-51B Powered Armor, from the Lost Skills Hills Bunker in California, this is the personal armor of -6 Rads/DEX Rank Protector Henry Casdin. It has been modified with an To Reign In Hell Energy Absorption Web, increasing its resistance against energy weapons by 100%. EV: 42 Raider Powered Armor Right Arm Torso Left Arm 500 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -200 to Physical/ 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E Manipulation A suit of what was once T-51B, now covered in spikes, with Skills a large spiked arm guard on the right arm designed to be Hedgehog used as an Unarmed weapon. EV: 48 Raider Powered Armor Mk. II Right Arm Torso Left Arm 500 Caps Right Arm 18 M/16 B/8 E 18 M/16 B/8 E 18 M/16 B/8 E 18 M/16 B/8 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -200 to Physical/ 18 M/16 B/8 E 18 M/16 B/8 E 18 M/16 B/8 E 18 M/16 B/8 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 16 M/16 B/16 E Abdomen 16 M/16 B/16 E
Left Arm 16 M/16 B/16 E Left Leg 16 M/16 B/16 E
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
Torso 18 M/16 B/8 E Abdomen 18 M/16 B/8 E
Left Arm 18 M/16 B/8 E Left Leg 18 M/16 B/8 E
Similar to the Raider Powered Armor, except that the chest Manipulation piece is worn over a Kevlar jacket that hangs out of the Skills abdominal section of the armor, as the rubberized portion Porcupine of the armor has been destroyed at some point. EV: 42 Raider Scavenged T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 E Manipulation Damaged suit of T-45D armor, cobbled together with Skills whatever could be found, including street signs and scrap -2 Rads/DEX Rank metal, at least it still works. Keep Your Enemies Close EV: 42 Raider Scavenged T-51B Powered Armor Right Arm Torso Left Arm 800 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E Manipulation A suit of what was once T-51B, with spiked knee covers, Skills patched haphazardly with whatever has come to hand, Scrapheap of worn over a Nomex/Kevlar body suit. Much of the armor is History missing, with only the major plates themselves remaining, but the actuators are still good, so it does the job. EV: 42 Robo-Thor Armor Right Arm Torso Left Arm 820 Caps Right Arm 15 M/13 B/13 E 15 M/13 B/13 E 15 M/13 B/13 E 15 M/13 B/13 E +2 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 15 M/13 B/13 E 15 M/13 B/13 E 15 M/13 B/13 E 15 M/13 B/13 E Manipulation Unique Tesla Armor found in a locker just outside Raven Skills Rock’s main entrance. -15 Rads/DEX Rank Where There’s Thunder… EV: 45 Sarah Lyons’ Brotherhood T-51C Powered Armor Right Arm Torso Left Arm 1100 Caps Right Arm 21 M/21 B/11 E 21 M/21 B/11 E 21 M/21 B/11 E 21 M/21 B/11 E +4 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 21 M/21 B/11 E 21 M/21 B/11 E 21 M/21 B/11 E 21 M/21 B/11 E Manipulation The personal suit of Sarah Lyons’, this armor once belonged Skills to her father, when he led the Lyons’ Pride against the -5 Rads/DEX Rank raiders of the Pitt. Father’s
Torso 14 M/12 B/6 E Abdomen 14 M/12 B/6 E
Left Arm 14 M/12 B/6 E Left Leg 14 M/12 B/6 E
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
Torso 15 M/13 B/13 E Abdomen 15 M/13 B/13 E
Left Arm 15 M/13 B/13 E Left Leg 15 M/13 B/13 E
Torso 21 M/21 B/11 E Abdomen 21 M/21 B/11 E
Left Arm 21 M/21 B/11 E Left Leg 21 M/21 B/11 E
Daughter EV: 42 Star Paladin’s T-51C Powered Armor Right Arm Torso Left Arm 950 Caps Right Arm 20 M/20 B/10 E 20 M/20 B/10 E 20 M/20 B/10 E 20 M/20 B/10 E +4 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 20 M/20 B/10 E 20 M/20 B/10 E 20 M/20 B/10 E 20 M/20 B/10 E Manipulation T-51c Colossus Armor with the skirt of a Brotherhood Skills Scribe’s Robe worn over the lower half of the armor. The -5 Rads/DEX Rank only known example is worn by Star Paladin Cross. Star Power EV: 30 T-31-X “Razorback” Powered Infantry Armor Right Arm Torso Left Arm 775 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 +2 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -60 to Physical/ 12 M/12 B/6 E 12 M/12 B/6 E 12 M/12 B/6 E 12 M/12 B/6 E Manipulation Gray-on-gray urban camouflage suit of the US Army’s Skills experimental Air Assault armor; a set of MOLLE attachment -2 Rads/DEX Rank points are built into the armor (12 configured like a Web Rangers Lead Belt, and 4 on each rear shoulder, flanking the power pack), the Way with those used by the DCR having a Grenade Double Pouch on the left, a Canteen on the right, two Flashbang Grenade Pouches on the right front ( the left rear mount is generally used for a Combat Knife) EV: 36 T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation Steel gray suit of T-45D Powered Armor, similar to that used Skills by the Brotherhood of Steel, but with no visible insignia. -2 Rads/DEX Rank Rock Solid EV: 48 T-51B Powered Armor Right Arm Torso Left Arm 1000 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +4 STR, -2 DEX, Right Leg Abdomen Left Leg Right Leg +2 MOV 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E -80 to Physical/ A pristine set of T-51C Powered Armor, found at Fort Manipulation Constantine. Unlike those salvaged/repaired suits found in Skills the possession of Raiders, the Brotherhood, and other -6 Rads/DEX Rank groups, this one is 100% original parts, and fully intact and An Elegant operational. Weapon for a
Torso 20 M/20 B/10 E Abdomen 20 M/20 B/10 E
Left Arm 20 M/20 B/10 E Left Leg 20 M/20 B/10 E
Torso 12 M/12 B/6 E Abdomen 12 M/12 B/6 E
Left Arm 12 M/12 B/6 E Left Leg 12 M/12 B/6 E
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
More Civilized Age EV: 36 Talon Company T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Manipulation Black suit of T-45D Powered Armor with the Talon logo on Skills the chest. -2 Rads/DEX Rank Evil Inc. EV: 48 Talon Company T-51B Powered Armor Right Arm Torso Left Arm 1300 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +4 STR, -2 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E Manipulation Skills -6 Rads/DEX Rank Refuge in Audacity EV: 48 Talon Company Advanced Powered Armor Mk. I Right Arm Torso Left Arm 800 Caps Right Arm 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 +6 STR, -6 DEX Right Leg Abdomen Left Leg Right Leg -120 to Physical/ 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 E 17 M/17 B/8 Manipulation Captured Enclave Advanced Powered Armor Mk. I, painted Skills in Talon black, with the Eagle Claw logo on the left torso. -15 Rads/DEX Rank Feel the Power of Evil EV: 36 Tribal T-45D Powered Armor Right Arm Torso Left Arm 740 Caps Right Arm 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 +2 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -80 to Physical/ 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 E 14 M/12 B/6 Manipulation A suit of T-45D powered armor painted with tribal symbols Skills and colors, decorated with beads, feathers, animal skins -2 Rads/DEX Rank and bones. Still in surprisingly good shape. Given by Falcon Punch Everett at the Pitt for collecting 100 Ingots. EV: 36 Vault-Tec Powered Armor Right Arm Torso Left Arm 1120 Caps Right Arm 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7
Torso 14 M/14 B/7 E Abdomen 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E Left Leg 14 M/14 B/7 E
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
Torso 17 M/17 B/8 E Abdomen 17 M/17 B/8 E
Left Arm 17 M/17 B/8 E Left Leg 17 M/17 B/8 E
E
Torso 14 M/12 B/6 E Abdomen 14 M/12 B/6 E
Left Arm 14 M/12 B/6 E Left Leg 14 M/12 B/6 E
E
Torso 14 M/14 B/7 E
Left Arm 14 M/14 B/7 E
E E
E
Right Leg Abdomen Left Leg 14 M/14 B/7 E 14 M/14 B/7 E 14 M/14 B/7 E Vault-Tec’s own Powered Armor, developed in secret before the War. Only a single suit survived the War, in the VaultTec Registration Center in Seward Square.
+4 STR, -4 DEX Right Leg 14 M/14 B/7 E -80 to Physical/ Manipulation Skills -6 Rads/DEX Rank Private Industry EV: 42 Vault-Tec Powered Armor, Experimental Right Arm Torso Left Arm 3000 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +6 STR, -4 DEX Right Leg Abdomen Left Leg Right Leg -120 to Physical/ 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E Manipulation An experimental upgrade to the Vault-Tec Powered Armor, Skills based on stolen plans for the T-51B. The only example is -10 Rads/DEX found in the Vault-Tec Headquarters in Vernon Square. Rank The Fountainhead EV: 42 Vault –Tec Tesla Armor Right Arm Torso Left Arm 3760 Caps Right Arm 14 M/14 B/16 E 14 M/14 B/16 E 14 M/14 B/16 E 14 M/14 B/16 E -2 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 14 M/14 B/16 E 14 M/14 B/16 E 14 M/14 B/16 E 14 M/14 B/16 E Manipulation Based on a pre-War experimental design, the Vault-Tec Tesla Skills Armor represents the pinnacle of Tesla Armor technology. -15 Rads/DEX The Enclave’s efforts pale in comparison. Rank Energy Sponge EV: 42 Victoria Reign’s Tesla Resonance Armor Right Arm Torso Left Arm 1650 Caps Right Arm 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E -2 DEX Right Leg Abdomen Left Leg Right Leg -20 to Physical/ 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E 8 M/8 B/6 E Manipulation A reinforced Tesla armor, with better energy protection, Skills captured from the Enclave patrol that was testing the -15 Rads/DEX design by Victoria Reign, of the Brotherhood Outcasts. The Rank armor is hidden in a dumpster in Fairfax, near the Metro Plasma Reign entrance. EV: 48 Winterized T-51B Powered Armor Right Arm Torso Left Arm 1000 Caps Right Arm 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E +4 STR, -2 DEX, Right Leg Abdomen Left Leg Right Leg +2 MOV 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E 16 M/16 B/8 E -80 to Physical/ A pristine set of Winterized T-51C Powered Armor, found in Manipulation
Abdomen 14 M/14 B/7 E
Left Leg 14 M/14 B/7 E
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
Torso 14 M/14 B/16 E Abdomen 14 M/14 B/16 E
Left Arm 14 M/14 B/16 E Left Leg 14 M/14 B/16 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
Torso 16 M/16 B/8 E Abdomen 16 M/16 B/8 E
Left Arm 16 M/16 B/8 E Left Leg 16 M/16 B/8 E
the VSS Armory. Unlike those salvaged/repaired suits found in the possession of Raiders, the Brotherhood, and other groups, this one is 100% original parts, and fully intact and operational.
Skills -8 Rads/DEX Rank Winterized
EV: 16 Right Arm Torso Left Arm 4 M/4 B/8 E 4 M/4 B/8 E 4 M/4 B/8 E Right Leg Abdomen Left Leg 4 M/4 B/8 E 4 M/4 B/8 E 4 M/4 B/8 E Found in the Museum of Technology, this space suit is used for traveling in the inhospitable vacuum of space.
REPCONN Space Suit 800 Caps -8 Rads/DEX Rank -20 to Physical Skills
Right Arm 4 M/4 B/8 E Right Leg 4 M/4 B/8 E
Torso 4 M/4 B/8 E Abdomen 4 M/4 B/8 E
Left Arm 4 M/4 B/8 E Left Leg 4 M/4 B/8 E
EV: 5.0 Neural Interface Suit Right Arm Torso Left Arm 180 Caps 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E Right Leg Abdomen Left Leg 2 M/0 B/0 E 2 M/0 B/0 E 2 M/0 B/0 E A vacuum-sealed Nomex jumpsuit covering the entire body. Attached to it is the interface and mounts for a neural pod. It allows the user to interface with pre-War neural pods when connected to an appropriate computer interface, such as a Pip-Boy 3000. One is found in the VSS Simulator bunker, and several are located in the simulator room of Vault 112. EV: 9.0 Recon Armor Right Arm Torso Left Arm 150 Caps 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -10 to Physical Right Leg Abdomen Left Leg skills but 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E +5 Stealth and A vacuum-sealed Nomex jumpsuit covering the entire body. Hide Attached to it is the interface and mounts for the T-45d power armor. Its purpose is twofold – it allows the user to actually operate the armor and protect soft tissue from heat and moving parts inside the suit. Any suit of working Powered Armor already has an interface suit such as this one included, which is factored into the protective value and EV of the armor. EV: 10.0 Composite Recon Armor Right Arm Torso Left Arm 180 Caps 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E -10 to Physical Right Leg Abdomen Left Leg skills but 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E +5 Stealth and A slightly heavier version of the Recon Armor, found on a Hide BoS recruit in a bus stop across from the L.O.B. Headquarters. EV: 10.0 Outcast Recon Armor Right Arm Torso Left Arm 180 Caps 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E -10 to Physical Right Leg Abdomen Left Leg skills but 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E +5 Stealth and Identical to the Composite Recon Armor, except colored in Hide the red/black scheme of the Brotherhood Outcasts; found on a corpse near a tree east of power station MDPL-21, north of Paradise Falls, and northwest of the Montgomery
Right Arm 2 M/0 B/0 E Right Leg 2 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
Right Arm 9 M/9 B/5 E Right Leg 9 M/9 B/5 E
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Right Arm 11 M/11 B/6 E Right Leg 11 M/11 B/6 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Right Arm 11 M/11 B/6 E Right Leg 11 M/11 B/6 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
County Reservoir. EV: 9.0 U.S. Army Recon Armor Right Arm Torso Left Arm 500 Caps Right Arm 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -10 to Physical Right Leg Abdomen Left Leg Right Leg skills but 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E +5 Stealth and Identical to the Recon Armor, except that is has a working Hide Stealth Field Generator, using one Small Energy Cell charge Stealth Field every 10 minutes, and is dark grey and O.D. green in color. The suit can carry three SEC. It is worn by Hannibal Hamlin. EV: 10.0 Stealth Recon Armor Right Arm Torso Left Arm 500 Caps Right Arm 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E -10 to Physical Right Leg Abdomen Left Leg Right Leg skills but 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E +5 Stealth and Identical to the Outcast Recon Armor, except that is has a Hide working Stealth Field Generator, using one Small Energy Stealth Field Cell charge every 10 minutes. The suit can carry three SEC. EV: 7.5 Advanced Recon Armor Right Arm Torso Left Arm 1800 Caps Right Arm 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E Advanced Right Leg Abdomen Left Leg Right Leg Stealth Field 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E A suit of Recon Armor with a built-in Advanced Stealth Field Generator. It uses one Small Energy Cell charge every 5 minutes. The suit can carry three SEC. EV: 11.5 Advanced Recon Black Ops Coat Right Arm Torso Left Arm 1800 Caps Right Arm 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E Advanced A suit of Advanced Recon Armor with incorporating a black Stealth Field leather coat. It uses one Small Energy Cell charge every 5 minutes. The suit can carry three SEC. EV: 12.5 Advanced Recon Deathwalker Duster Right Arm Torso Left Arm 1800 Caps Right Arm 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E Advanced A suit of Advanced Recon Armor with incorporating a black Stealth Field leather duster. It uses one Small Energy Cell charge every
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 6 M/6 B/3 E Left Leg 6 M/6 B/3 E
Torso 8 M/7 B/4 E Abdomen 8 M/7 B/4 E
Left Arm 8 M/7 B/4 E Left Leg 8 M/7 B/4 E
Torso 8 M/7 B/4 E Abdomen 8 M/7 B/4 E
Left Arm 8 M/7 B/4 E Left Leg 8 M/7 B/4 E
5 minutes. The suit can carry three SEC. EV: 12.5 Advanced Recon Regulator Duster Right Arm Torso Left Arm 1800 Caps Right Arm 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E Advanced A suit of Advanced Recon Armor with incorporating a brown Stealth Field leather duster. It uses one Small Energy Cell charge every 5 minutes. The suit can carry three SEC. EV: 12.5 Advanced Recon Trenchcoat Right Arm Torso Left Arm 1800 Caps Right Arm 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E -10 to Physical Right Leg Abdomen Left Leg Right Leg Skills 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E 8 M/7 B/4 E Advanced A suit of Advanced Recon Armor with incorporating a gray Stealth Field trenchcoat. It uses one Small Energy Cell charge every 5 minutes. The suit can carry three SEC. EV: 7.0 Chinese Stealth Armor Right Arm Torso Left Arm 500 Caps Right Arm 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E -10 to Physical Right Leg Abdomen Left Leg Right Leg skills but 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E +15 Stealth and Form-fitting, rubberized Kevlar body suit with metal plates, Hide the Hei Gui Chinese Stealth Armor generates a Stealth Field Stealth Field for its wearer, using one Small Energy Cell charge every 10 minutes. The suit can carry three SEC. EV: 10.0 Dragoon Assault Armor Right Arm Torso Left Arm 900 Caps Right Arm 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E -20 to Physical Right Leg Abdomen Left Leg Right Leg skills but 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E 9 M/9 B/5 E +5 Stealth and Assault version of the Hei Gui Chinese Stealth Armor. Like Hide the base suit, it generates a Stealth Field for its wearer, +1 DEX using one Small Energy Cell charge every 10 minutes. The Stealth Field suit can carry three SEC. EV: 14.0 Dragoon Guard Armor Right Arm Torso Left Arm 900 Caps Right Arm 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E -20 to Physical Right Leg Abdomen Left Leg Right Leg skills but 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E +5 Stealth and Extra heavy version of the Hei Gui Chinese Stealth Armor. Hide Like the base suit, it generates a Stealth Field for its wearer, Stealth Field using one Small Energy Cell charge every 10 minutes. The
Torso 8 M/7 B/4 E Abdomen 8 M/7 B/4 E
Left Arm 8 M/7 B/4 E Left Leg 8 M/7 B/4 E
Torso 8 M/7 B/4 E Abdomen 8 M/7 B/4 E
Left Arm 8 M/7 B/4 E Left Leg 8 M/7 B/4 E
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 6 M/6 B/3 E Left Leg 6 M/6 B/3 E
Torso 9 M/9 B/5 E Abdomen 9 M/9 B/5 E
Left Arm 9 M/9 B/5 E Left Leg 9 M/9 B/5 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
suit can carry three SEC. EV: 6.0 Dragoon Light Armor Right Arm Torso Left Arm 700 Caps 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E -5 to Physical Right Leg Abdomen Left Leg skills but 7 M/7 B/4 E 7 M/7 B/4 E 7 M/7 B/4 E +15 Stealth and Light version of the Hei Gui Chinese Stealth Armor. Like the Hide base suit, it generates a Stealth Field for its wearer, using +1 DEX one Small Energy Cell charge every 10 minutes. The suit Stealth Field can carry three SEC. EV: 9.0 Dragoon Swordsman/Blademaster Right Arm Torso Left Arm 900 Caps 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 skills but 8 M/8 B/4 E 8 M/8 B/4 E 8 M/8 B/4 E +10 Stealth and Assault version of the Hei Gui Chinese Stealth Armor. Like Hide the base suit, it generates a Stealth Field for its wearer, +1 DEX using one Small Energy Cell charge every 10 minutes. The Stealth Field suit can carry three SEC. EV: 10.0 Stealth Defender Armor Right Arm Torso Left Arm 500 Caps 6 M/6 B/3 E 8 M/11 B/6 E 6 M/6 B/3 E -20 to Physical Right Leg Abdomen Left Leg skills but 6 M/6 B/3 E 8 M/11 B/6 E 6 M/6 B/3 E +5 to Spot, Consists of a Hei Gui Chinese Stealth Armor with a Vault Listen, and Sense Security Vest worn over the chest, with a secondary Stealth skills Field Generator worn over that; generates a Stealth Field for +10 Stealth and its wearer, using one Small Energy Cell charge every 10 Hide minutes. The suit can carry three SEC. Stealth Field
Right Arm 7 M/7 B/4 E Right Leg 7 M/7 B/4 E
Torso 7 M/7 B/4 E Abdomen 7 M/7 B/4 E
Left Arm 7 M/7 B/4 E Left Leg 7 M/7 B/4 E
Armor Right Arm 8 M/8 B/4 E Right 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
Right Arm 6 M/6 B/3 E Right Leg 6 M/6 B/3 E
Torso 8 M/11 B/6 E Abdomen 8 M/11 B/6 E
Left Arm 6 M/6 B/3 E Left Leg 6 M/6 B/3 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
Sleepwear EV: .5 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 Either a set of leopard-print silk pajamas (male) or a leopard silk nightie and matching G-string (female)
All Nighter Nightwear 200 Caps +1 APP, +1 Fatigue, +5 to Persuade when used for Seduction
EV: .5 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 Either a set of leopard-print silk pajamas (male) or a leopard silk nightie and matching G-string (female); Lady Frumperton sells the nightwear, and was the person who Ronald Lauren contracted with for his set EV: .5 A gold silk nightie covered in pictures of ants, with a matching G-string; worn by Tanya Christoff when sleeping, or under her clothes. EV: .5 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 Either a set of silk pajamas (male) or a silk nightie and matching G-string (female); semi-sheer and available in black, blue, gold, green, purple, or red; sets sold by Lady Frumperton include silk gloves at no extra charge EV: .5 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 Either a set of silk pajamas (male) or a silk nightie and matching G-string (female); available in red EV: .5 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 A sheer white silk nightie and matching G-string EV: .5 Right Arm Torso 0 M/0 B/0 E 0 M/0 B/0 E Right Leg Abdomen 0 M/0 B/0 E 0 M/0 B/0 E A white silk nightie and matching G-string
Naughty Nightwear 200 Caps +5 Luck, +1 APP, +10 to Persuade when used for Seduction
0 M/0 B/0 E Right Leg 0 M/0 B/0 E B/ M
0 M/0 B/0 E Abdomen 0 M/0 B/0 E B/ M
0 M/0 B/0 E Left Leg 0 M/0 B/0 E B/ M
Regal Boudoir Wear 690 Caps +1 APP +1 CON +1 POW
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
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
Sexy Sleepwear 6 Caps +1 APP
Sleepwear 6 Caps +1 APP
Amy Wong’s Nightwear 200 Caps +5 Luck, +1 APP, +10 to Persuade when used for Seduction Crystal Waters White Nightie Left Arm 6 Caps 0 M/0 B/0 E +1 APP Left Leg 0 M/0 B/0 E
EV: .5 Right Arm Torso 0 M/0 B/0 E 0 M/0 B/0 E Right Leg Abdomen 0 M/0 B/0 E 0 M/0 B/0 E A blue silk nightie and matching G-string
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
Crystal Waters Blue Nightie 6 Caps Right Arm 0 M/0 B/0 E +1 APP 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: 12.0 Right Arm 1 M/0 B/0 E Right Leg 1 M/0 B/0 E EV: 12.0
Male Head 4 M/2 B/1 E Torso 1 M/0 B/0 E Abdomen 1 M/0 B/0 E Male Head 4 M/2 B/1 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
Radiation Suit 60 Caps -10 to Physical Skills -6 Rads/DEX Rank 2 Hour Rebreather
Right Arm 1 M/0 B/0 E Right Leg 1 M/0 B/0 E
Environment Suit 100 Caps Right Arm Left Arm Right Arm -10 to Physical 1 M/0 B/0 E 1 M/0 B/0 E 1 M/0 B/0 E Skills Right Leg Left Leg Right Leg -6 Rads/DEX Rank 1 M/0 B/0 E 1 M/0 B/0 E 1 M/0 B/0 E 2 Hour Rebreather +5 to Physician, First Aid, EMT, Trauma Medicine and Surgery EV: 15.0 Male Environmental Armor Head 1220 Caps Right Arm 8 M/6 B/3 E Left Arm Right Arm -15 to Physical 4 M/6 B/2 E Torso 4 M/6 B/2 E 4 M/6 B/2 E Skills Right Leg 6 M/8 B/4 E Left Leg Right Leg 2 Hour Rebreather 4 M/6 B/2 E Abdomen 4 M/6 B/2 E 4 M/6 B/2 E -8 Rads/DEX Rank 4 M/6 B/2 E +60 to Resistance Environmental Armor was developed for use in heavily checks against contaminated environments, and protects against chemical airborne/contact and bio-warfare agents, and radiation. It consists of a poisons and Kevlar-lined environmental suit with reinforced shoulder, diseases knee, and elbow pads, a Kevlar-reinforced helmet, and a rebreather pack. EV: 17.0 Male Environmental Armor Mk. II Head 1800 Caps Right Arm 8 M/8 B/4 E Left Arm Right Arm -20 to Physical 6 M/8 B/4 E Torso 6 M/8 B/4 E 6 M/8 B/4 E Skills Right Leg 8 M/8 B/4 E Left Leg Right Leg 2 Hour Rebreather 6 M/8 B/4 E Abdomen 6 M/8 B/4 E 6 M/8 B/4 E -10 Rads/DEX 6 M/8 B/4 E Rank Mk. II Environmental Armor consists of the same Kevlar+90 to Resistance lined environmental suit as the regular Environmental checks against Armor, but with hard-plate Kevlar-reinforced chest, airborne/contact
Female Head 4 M/2 B/1 E Torso 1 M/0 B/0 E Abdomen 1 M/0 B/0 E Female Head 4 M/2 B/1 E Torso 1 M/0 B/0 E Abdomen 1 M/0 B/0 E
Female Head 8 M/6 B/3 E Torso 6 M/8 B/4 E Abdomen 4 M/6 B/2 E
Female Head 8 M/6 B/3 E Torso 8 M/8 B/4 E Abdomen 6 M/8 B/4 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
Left Arm 4 M/6 B/2 E Left Leg 4 M/6 B/2 E
Left Arm 6 M/8 B/4 E Left Leg 6 M/8 B/4 E
shoulder, knee, and elbow pads, and a heavier Kevlarreinforced helmet. It uses the same rebreather pack. EV: 13.0 Male Head Right Arm 4 M/2 B/1 E Left Arm 2 M/1 B/1 E Torso 2 M/1 B/1 E Right Leg 2 M/1 B/1 E Left Leg 2 M/1 B/1 E Abdomen 2 M/1 B/1 E 2 M/1 B/1 E EV: 12.0
Male Head 4 M/2 B/1 E Torso 2 M/1 B/1 E Abdomen 4 M/2 B/1 E
poisons and diseases Advanced Radiation Suit 100 Caps -10 to Physical Skills 3 Hour Rebreather -8 Rads/DEX Rank
Enclave Scientist Outfit 100 Caps Right Arm Left Arm -10 to Physical 2 M/1 B/1 E 2 M/1 B/1 E Skills Right Leg Left Leg -6 Rads/DEX Rank 2 M/1 B/1 E 2 M/1 B/1 E 3 Hour Rebreather +5 to all Science – X skills EV: 12.0 Male All-Purpose Science Suit Head 1400 Caps Right Arm 8 M/4 B/2 E Left Arm -10 to Physical 4 M/2 B/1 E Torso 4 M/2 B/1 E Skills Right Leg 4 M/2 B/1 E Left Leg -10 Rads/DEX 4 M/2 B/1 E Abdomen 4 M/2 B/1 E Rank 4 M/2 B/1 E 3 Hour Rebreather +5 to all Science – X skills EV: 7.0 Male Space Traveler’s Suit Head 1400 Caps Right Arm 8 M/8 B/7 E Left Arm +1 to CON 4 M/7 B/7 E Torso 4 M/7 B/7 E +2 Initiative Right Leg 4 M/7 B/7 E Left Leg +10 to all Science 4 M/7 B/7 E Abdomen 4 M/7 B/7 E – X and Energy 4 M/7 B/7 E Weapon skills A space suit designed for use by humans, but incorporating -15 to all Melee-X alien technology found on the Zeta Mothership. It is much skills sleeker than a suit built using human technology, and more amenable to maneuvering.
Right Arm 2 M/1 B/1 E Right Leg 2 M/1 B/1 E
Right Arm 2 M/1 B/1 E Right Leg 2 M/1 B/1 E
Right Arm 4 M/2 B/1 E Right Leg 4 M/2 B/1 E
Right Arm 4 M/7 B/7 E Right Leg 4 M/7 B/7 E
Female Head 4 M/2 B/1 E Torso 2 M/1 B/1 E Abdomen 2 M/1 B/1 E Female Head 4 M/2 B/1 E Torso 2 M/1 B/1 E Abdomen 4 M/2 B/1 E Female Head 8 M/4 B/2 E Torso 4 M/2 B/1 E Abdomen 4 M/2 B/1 E
Female Head 8 M/8 B/7 E Torso 4 M/7 B/7 E Abdomen 4 M/7 B/7 E
Left Arm 2 M/1 B/1 E Left Leg 2 M/1 B/1 E
Left Arm 2 M/1 B/1 E Left Leg 2 M/1 B/1 E
Left Arm 4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Left Arm 4 M/7 B/7 E Left Leg 4 M/7 B/7 E
EV: 3.0 Mysterious Trousers The Mysterious Trousers are a pair of what appear to be 60 Caps blue denim “jeans,” but are actually a Kevlar weave with a +1 DEX, +2 POW hidden anti-knife mesh. They provide great comfort and flexibility, while still looking stylish. They are worn with a pair of black leather boots with steel reinforcement, and a leather utility belt with one Large Utility Pouch, one Medium Utility Pouch, four Small Utility Pouches, and a Speed Loader Double Pouch. They will fit any female SIZ 11-15, due to concealed side zippers and tabs for rolling the legs. Without the boots, they are EV: 2.5. Two pairs of Trousers and one pair of boots are in a locker in Mr. Burke’s House in Megaton, though no one seems to know how they got there. EV: 1.5 Mysterious Dress A mesh armor corset-style dress, with side buckles, 50 Caps designed to be look revealing than protective. It is worn +1 DEX, +2 POW with lace-up mesh stockings and black leather boots. The dress will fit any female SIZ 11-15. The outfit is found in a locker in Mr. Burke’s House in Megaton, though no one seems to know how it got there. EV: 9.0 Right Arm Torso Left Arm 4 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E Right Leg Abdomen Left Leg 6 M/6 B/3 E 6 M/6 B/3 E 6 M/6 B/3 E Consists of a MOLLE Vest over a light civilian Combat Armor Torso/ Abdomen piece, with arm protectors and leg guards of the same. Three Medium Utility Pouches (may also hold a single STANAG/AK or M14/FAL Magazine) are attached to the upper part of the chest. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 10 Right Arm Torso Left Arm 1 M/0 B/0 E 5 M/6 B/4 E 1 M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 5 M/6 B/4 E 1 M/0 B/0 E Consists of ACUPAT BDUs worn with Combat Boots, armored knee and elbow pads, a MOLLE Tactical Vest, and two
Armor Vest 400 Caps -5 to Physical Skills
Guard Uniform 1 400 Caps +8 to all Firearms skills
Right Arm 0 M/0 B/0 E Right Leg 6 M/6 B/3 E
Torso 0 M/0 B/0 E Abdomen 6 M/6 B/3 E
Left Arm 0 M/0 B/0 E Left Leg 6 M/6 B/3 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 4 M/6 B/3 E Right Leg 6 M/6 B/3 E
Torso 6 M/6 B/3 E Abdomen 6 M/6 B/3 E
Left Arm 6 M/6 B/3 E Left Leg 6 M/6 B/3 E
Right Arm 1 M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 5 M/6 B/4 E Abdomen 5 M/6 B/4 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
MOLLE Drop-Leg Rigs. The Vest holds a Barnacle Pouch, a SAW-Gunner’s Pouch, two Medium Utility Pouches, an 8Shot Shell Holder, and a Canteen Pouch with Canteen. One Drop-Leg Rig holds a Pistol Holster, the other holds two Pistol Magazine Double Pouches. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 11 Right Arm Torso Left Arm 0 M/0 B/0 E 6 M/8 B/4 E 0 M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 6 M/8 B/4 E 1 M/0 B/0 E Consists of an OD Green T-shirt and MARPAT BDU Pants, worn with Combat Boots, a Web Belt, a MOLLE Tactical Vest and two MOLLE Drop-Leg Rigs. One Drop-Leg Rig holds a Pistol Holster, and the other holds a Pistol Double Magazine Pouch. The Vest front supports two AK/STANAG Double Magazine Pouches, three single Pistol Magazine Pouches, and a Microphone hookup for a Radio. The Radio Pouch is on the back of the vest. The Web Belt holds a pair of Stun Grenade Pouches, two Small Utility Pouches, a Pistol Magazine Double Pouch and a Bum-Bag. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 10 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 Consists of MARPAT BDUs with armored knee/elbow pads and Combat Boots, worn with a Web Belt, Tactical Vest and two MOLLE Drop-Leg Rigs. The Vest has three Medium Utility Pouches across the chest, two AK/STANAG Double Magazine Pouches across the belly, a Canteen Pouch w/Canteen on one side, and a Barnacle Pouch on the other. The rear of the Vest has straps for a Bedroll, which is included. The Web Belt has a Pistol Magazine Double Pouch on one side, and two SAW Gunner’s Pouches on the rear. A Pistol Holster hangs on one Drop-Leg Rig, with a Pistol Magazine Pouch, and two Small Utility Pouches hang on the other. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 9
Guard Uniform 2 450 Caps +2 to all Melee skills +2 to all Firearms skills -10 to Physical Skills
Guard Uniform 3 450 Caps 5 ENC of weight carried on the Tactical Gear does not count toward ENC
Guard Uniform 4
Right Arm 0 M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 6 M/8 B/4 E Abdomen 6 M/8 B/4 E
Left Arm 0 M/0 B/0 E Left Leg 1 M/0 B/0 E
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 Torso Left Arm 1 M/0 B/0 E 6 M/8 B/4 E 1 M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 6 M/8 B/4 E 1 M/0 B/0 E Consists of MARPAT BDUs with armored knee/elbow pads and Combat Boots, worn with a Web Belt, Tactical Vest and two MOLLE Drop-Leg Rigs. The Vest has three Medium Utility Pouches across the chest, two AK/STANAG Double Magazine Pouches across the belly, a Canteen Pouch w/Canteen on one side, and a Barnacle Pouch on the other. The Web Belt has a Pistol Magazine Double Pouch on one side, and two SAW Gunner’s Pouches on the rear. A Pistol Holster hangs on one Drop-Leg Rig, with a Pistol Magazine Pouch, and two Small Utility Pouches hang on the other. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 7.5 Right Arm Torso Left Arm 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Right Leg Abdomen Left Leg 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Consists of an dark green “Wooly Pulley” sweater and MARPAT BDU Pants, worn with Combat Boots, knee/elbow armored caps, armored wrist guard, a Web Belt, a MOLLE Tactical Vest and two MOLLE Drop-Leg Rigs. Each Drop-Leg Rig holds a Large Utility Pouch. The Vest front supports an AK/STANAG Triple Magazine Pouch, and a Pistol Holster under the arm. The back of the vest is completely empty. The Web Belt holds a pair of Stun Grenade Pouches, a Hand Grenade Double Pouch, a Barnacle Pouch, and a Pistol Magazine Double Pouch. The outfit also includes a Merc Veteran Mask. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 11 Right Arm Torso Left Arm 1 M/0 B/0 E 6 M/8 B/4 E 1 M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 6 M/8 B/4 E 1 M/0 B/0 E Consists of OD Green denim cargo pants and a dark green BDU shirt, with armored knee caps, Leather Belt, Combat Boots, a Tactical Vest and a MOLLE Drop-Leg Rig. The Vest
420 Caps +5 to all Firearms skills 5 ENC of weight carried on the Tactical Gear does not count toward ENC
Guard Uniform 5 600 Caps +5 to Hide and Stealth
Guard Uniform 6 330 Caps +8 to all Energy Weapon skills -10 to Physical Skills
Right Arm 1 M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 6 M/8 B/4 E Abdomen 6 M/8 B/4 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
Right Arm 4 M/4 B/2 E Right Leg 4 M/4 B/2 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
Right Arm 1 M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 6 M/8 B/4 E Abdomen 6 M/8 B/4 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
holds a Barnacle Pouch, two AK/STANAG Magazine Pouches, each with a Pistol Magazine Double Pouch attached to the front, a Medium Utility Pouch with an 8-Shot Shell Holder attached, an SMG Magazine Double Pouch, and an attachment point for a PTT Microphone. A Radio Pouch is mounted on the rear of the Vest. The Web Belt holds a Combat Knife Sheath and Pistol Holster, while the Drop Leg Rig holds an AK/STANAG Triple Magazine. The right sleeve bears a badge of a skull in a green beret, impaled on a combat knife, superimposed over crossed arrows, with the Army Special Forces Motto, “De Opresso Liber” underneath. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. EV: 7.5 Right Arm Torso Left Arm 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Right Leg Abdomen Left Leg 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Consists of MARPAT BDUs with a Tactical MOLLE Vest, Web Belt, armored knee and elbow pads and Combat Boots. The vest has an AK/STANAG Triple Pouch, two Stun Grenade Pouches, and three Pistol Magazine Pouches mounted to the front, three more Pistol Magazine Pouches on the side, and an SMG Triple Pouch on a sling across the front. The Web Belt has four Small Utility Pouches on the front, and a Bum Bag on the rear. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. EV: 8.0 Right Arm Torso Left Arm 4 M/6 B/3 E 6 M/8 B/4 E 4 M/6 B/3 E Right Leg Abdomen Left Leg 4 M/6 B/3 E 6 M/8 B/4 E 4 M/6 B/3 E Consists of a set of BDUs, with Combat Boots and armored knee and elbow guards, worn with a MOLLE Vest and two Drop-Leg Rigs. The Vest holds three Medium Utility Pouches, three Small Utility Pouches, a Pistol Holster, six 40mm Grenade Loops, a First Aid Box w/attachment clip, an 8-Shot Shell Holder, a Radio Pouch w/Microphone (rear), and a Bum-Bag (20 Points for Vest Gear remain on the rear). The Drop-Leg LBE Rig holds a Barnacle Pouch on the side opposite the First Aid Box, and the other side is used to
Marksman Gear 400 Caps +8 to all Firearms skills
Medic Gear 300 Caps +5 to all Medical Skills -5 to all Physical skills
Right Arm 4 M/4 B/2 E Right Leg 4 M/4 B/2 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
Right Arm 4 M/6 B/3 E Right Leg 4 M/6 B/3 E
Torso 6 M/8 B/4 E Abdomen 6 M/8 B/4 E
Left Arm 4 M/6 B/3 E Left Leg 4 M/6 B/3 E
secure the First Aid Box. Two pockets, one on each thigh, act as Medium Utility Pouches. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 3.0 Merchant Uniform Right Arm Torso Left Arm 50 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 Bargain 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 Consists of a set of ACUPAT BDU pants worn with a greendyed Brahmin hide hoodie, with Combat Boots and armored knee guards, worn with a Web Belt, H-Harness, and two Drop-Leg Rigs. The Web Belt holds two Medium Utility Pouches, three Small Utility Pouches, two Smoke Grenade Pouches, a Canteen Pouch w/Canteen, an SMG Triple Magazine Pouch, and a Bum-Bag. The Drop-Leg LBE Rig holds an AK/STANAG Double Magazine Pouch on one side, and the other side is used for a single Pistol Magazine Pouch. In addition, a hard-sided camera case (equal to a Large Utility Pouch) hangs by a strap from the waist, secured to the Web Gear. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 26.0 Modified Metal Armor Right Arm Torso Left Arm 400 Caps Right Arm 2 M/1 B/0 E 16 M/16 B/8 E 2 M/1 B/0 E 2 M/1 B/0 E -30 to Physical 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 Consists of a T-51B torso section worn over a US Army Jumpsuit, with Combat Boots, worn with three Leather Belts and a Gunfighter-style Holster. The Belt holds two Large Utility Pouches and three Medium Utility Pouches, and the left shoulder has a spiked shoulder pad. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 30.0 Modified Metal Armor Mk. II Right Arm Torso Left Arm 500 Caps Right Arm 13 M/9 B/5 E 16 M/16 B/8 E 13 M/9 B/5 E 13 M/9 B/5 E -40 to Physical Right Leg Abdomen Left Leg Right Leg Skills 13 M/9 B/5 E 8 M/6 B/3 E 13 M/9 B/5 E 13 M/9 B/5 E Consists of a T-51B torso section worn over a Kevlar and leather body suit supplemented with Metal Armor sleeves and thigh pads, with Combat Boots. The left shoulder has a spiked shoulder pad. Sold by O’Neill at the shop in Anacostia, across from Rivet City.
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 16 M/16 B/8 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 16 M/16 B/8 E Abdomen 8 M/6 B/3 E
Left Arm 13 M/9 B/5 E Left Leg 13 M/9 B/5 E
EV: 2.0 Right Arm Torso Left Arm M/ B/ E M/ B/ E M/ B/ E Right Leg Abdomen Left Leg M/ B/ E M/ B/ E M/ B/ E Consists of a pair of patched jeans, leather boots, cotton Tshirt and an overshirt made from the top half of a Vault Jumpsuit. A Leather Belt and a Vault Jumpsuit Belt are also included. The leather belt has a leather Large Utility Pouch and Small Utility Pouch, and a Bum-Bag worn across the front. Hung on the Utility Belt, and drawing power from a Small Energy Cell mounted on the rear (1 Charge per 4 Hours of use), is a mounting clip for a Pip-Boy Redius. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 10.0 Right Arm Torso Left Arm 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E Right Leg Abdomen Left Leg 11 M/11 B/6 E 11 M/11 B/6 E 11 M/11 B/6 E The Nanosuit is based on captured Chinese Stealth Suit technology. It is a composite and carbon-fiber mesh, with myomer fibers woven throughout to help negate the weight and bulk of the armor. It is powered by a single Electron Charge Pack, with each charge sustaining the suit’s operation for 1 Hour. The suit stores ten minutes of backup power so that the user can change Packs, or so it can be removed if no pack is available. It includes a Web Belt, HHarness, and two MOLLE Drop-Leg Rigs. Three Pistol Magazine Pouches are on one Harness strap, and a Grenade Double Pouch is hung from the other. The belt holds three Stun Grenade Pouches, a Large Utility Pouch, a Grenade Double Pouch, and an AK/STANAG Double Magazine Pouch. A Sheath for a Combat Knife is hung on the back of the Harness. The power pack is mounted at the small of the back, precluding the use of a Bum Bag. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. Right Arm Torso Left Arm 1 M/0 B/0 E 4 M/2 B/1 E 1 M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 1 M/0 B/0 E 1 M/0 B/0 E Consists of a leather vest over a T-shirt/crop top worn with
Modified Vault Suit 12 Caps +5 to Fast Talk, Perform – Oratory and Persuade 2 ENC of weight carried does not count toward ENC
Right Arm M/ B/ E Right Leg M/ B/ E
Torso M/ B/ E Abdomen M/ B/ E
Left Arm M/ B/ E Left Leg M/ B/ E
Nanosuit 500 Caps +1 STR +5 to all Melee skills
Right Arm 11 M/11 B/6 E Right Leg 11 M/11 B/6 E
Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Punisher Gear 500 Caps +8 to all Firearms and Energy Weapon skills
Right Arm 1 M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 4 M/2 B/1 E Abdomen 1 M/0 B/0 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
MARPAT BDU Pants, armored knee/elbow pads, Combat Boots, a Web Belt with two MOLLE Drop-Leg Rigs, and a shoulder Harness. Both Drop-Leg Rigs hold Pistol Holsters, and one has a set of three Pistol Magazine Double Pouches. A large Knife Sheath is attached to the back of the Web Belt, and the front of the Web Belt has four Small Utility pouches and one Medium Utility Pouch, while the side has loops for five 40mm Grenades. Another three 40mm Grenade loops are found on the shoulder Harness. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. EV: 4.0 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 A brown leather Duster over Marpat BDUs and Combat Boots, worn with a Tactical Vest over the top. A Belt holds a Pistol Holster on one side, a Pistol Magazine Double Pouch and Grenade Double Pouch on the opposite side, and a Canteen w/Pouch on the rear. A Machete w/Scabbard is attached to the back of the Vest, while two Medium Utility Pouches and five Small Utility Pouches are attached to the front. Also attached to the rear is a power supply, radio booster, and air filtration unit that can be attached to the Scavenger Helmet. It runs on a Micro Fusion Cell, and provides power and filtration for 1 Hour per charge. The duster has four cargo pockets that are equivalent to Medium Utility Pouches. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. EV: 4.0 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 1 M/0 B/0 E 1 M/0 B/0 E 1 M/0 B/0 E Consists of a leather jacket and heavy denim cargo pants worn with steel-toe biker boots, a Merc Veteran Mask, Troublemaker Bandolier, Gypsy Scoundrel Belt w/Flask, Web Belt, two Leather Belts, five Medium Utility Pouches, five Small Utility Pouches, a Flask Pouch for a Vault-Tec Water
+5 to all Heavy Weapon and Melee Skills, Demolition and Throw +5 to Hide and Stealth 5 ENC of weight carried on the Tactical Gear do not count toward ENC Scavenger Duster 90 Caps +5 to all Melee skills +5 to Demolition and Throw
Scavenger Outfit 80 Caps +5 to Spot
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 4 M/2 B/1 E Right Leg 1 M/0 B/0 E
Torso 4 M/2 B/1 E Abdomen 1 M/0 B/0 E
Left Arm 4 M/2 B/1 E Left Leg 1 M/0 B/0 E
Flask, a Binoculars Case, 8-Shot Shell Holder for shotgun shells, and a holder for three Road Flares/Dynamite. The pockets on the Cargo Pants act as two Large Utility Pouches, as well. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 4.0 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 Consists of brown leather pants and a khaki t-shirt with a green leather jacket, leather arm wraps, metal knee caps, and a green shemagh. In addition, the outfit includes a set of Adventurer Belt Bags, a Gypsy Scoundrel Belt with Flask, and a Troublemaker Cartridge Belt. There is a Combat Knife Sheath on the Belt Bags, an 8-Shot Shell Holder, a Grenade Pouch, a Canteen w/Pouch, one Medium Utility Pouch, two Small Utility Pouches, a 40mm Grenade Pouch, a Scabbard/Holster for a Sawn-Off Shotgun or similar weapon, a Barnacle Pouch, and a Bum Bag on the Cartridge Belt, a Large Utility Pouch on a shoulder strap, and 20’ of pre-War Rope. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. EV: 10.0 Right Arm Torso Left Arm 1 M/0 B/0 E 4 M/6 B/3 E 1 M/0 B/0 E Right Leg Abdomen Left Leg 1 M/0 B/0 E 4 M/6 B/3 E 1 M/0 B/0 E Digital Tiger Stripe BDU pants and an ACUPAT BDU jacket are worn with reinforced knee pads and an armored MOLLE Tactical Vest with two MOLLE Drop-Leg Rigs. The Drop-Leg Rigs hold a Barnacle Pouch and a Combat Knife Sheath, respectively. The vest holds a Barnacle Pouch, AK/STANAG Triple Magazine Pouch, three Pistol Magazine Double Pouches, two 8-Shot Shell Holders, a Medium Utility Pouch, and a Radio Pouch on the rear with a microphone attached to the front of the Vest. The right sleeve bears a badge of a skull in a green beret, impaled on a combat knife, superimposed over crossed arrows, with the Army Special Forces Motto, “De Opresso Liber” underneath. Sold by O’Neill, at the shop near Anacostia Station, across from
Survivor Outfit 100 Caps +2 to all Melee and Firearms skills
Tactical Gear 400 Caps +5 to all Firearms skills 5 ENC of weight carried on the Tactical Gear do not count toward ENC
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 1 M/0 B/0 E Right Leg 1 M/0 B/0 E
Torso 4 M/6 B/3 E Abdomen 4 M/6 B/3 E
Left Arm 1 M/0 B/0 E Left Leg 1 M/0 B/0 E
Rivet City. EV: 3.0 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 A brown leather Duster worn over a MOLLE Tactical Vest worn over a set of MARPAT BDUs. The outfit also includes two Leather Belts, a Harness with Shoulder Holster, two MOLLE Drop-Leg Rigs, a Machete Sheath over the shoulder, Combat Boots with armored shin guards, and fingerless glove. The Vest holds a Small Utility Pouch, a Medium Utility Pouch, and a Pistol Double Magazine Pouch on the front. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. EV: 6.0 Right Arm Torso Left Arm 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Right Leg Abdomen Left Leg 4 M/4 B/2 E 4 M/4 B/2 E 4 M/4 B/2 E Consists of a hooded jacket worn over BDUs, with a Web Belt and H-Harness, Combat Boots, and armored knee guards. The Web Belt/Harness hold a Combat Knife Sheath, two Grenade Pouches, two Large Utility Pouches, a Medium Utility Pouch, Radio Pouch, and a Bum-Bag. Also included are two Drop-Leg LBE Rigs, with a Pistol Holster (w/Single Magazine Pouch) on one side and a Medium Utility Pouch on the other. Sold by O’Neill at the shop in Anacostia, across from Rivet City. EV: 4.0 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 Green leather sleeveless duster worn over a tan Brahminskin coat worn over a maroon cloth robe, with maroon cloth cuffs, double Leather Belt, and a pair of shoulder pads from an Enclave Powered Armor (20% chance on any Torso/Arm shot that they will provide 14/14/7 AP) . The duster has four cargo pockets that are equivalent to Medium Utility Pouches. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City.
Wanderer Duster 90 Caps +5 to all Firearms Skills +5 to CHA and all Personal Interaction skills
Warm Gear 150 Caps +2 to all Melee and Firearms skills
Wasteland Duster 80 Caps
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 4 M/4 B/2 E Right Leg 4 M/4 B/2 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
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
EV: 4.0 Wasteland Scrounger Right Arm Torso Left Arm 70 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 brown leather pants and a khaki t-shirt with a green leather jacket and green shemagh. The jacket has four cargo pockets that are equivalent to Medium Utility Pouches. In addition, a Shoulder Holster and H-Harness, leather gloves, and a MOLLE Drop-Leg Rig are also included. The Drop-Leg Rig supports an AK/STANAG Triple Magazine Pouch. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. EV: 4.0 Wasteland Traveler Right Arm Torso Left Arm 80 Caps 2 M/1 B/1 E 2 M/1 B/1 E 2 M/1 B/1 E +1 CON Right Leg Abdomen Left Leg 2 M/1 B/1 E 2 M/1 B/1 E 2 M/1 B/1 E Consists of brown leather pants and a khaki t-shirt with a green leather jacket, reinforced knee pads, a Web Belt and Harness, two MOLLE Drop-Leg Rigs, and two pairs of Combat Boots. The Web Belt has a Binoculars holder and a Vault-Tec Water Flask Pouch on the front, with four Medium Utility Pouches on the rear. One Drop-Leg Rig has a Barnacle Pouch, while the other holds a Pistol Holster. The jacket has four cargo pockets that are equivalent to Medium Utility Pouches. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City.
EV: 5.0 Ballistyle Businesswear Right Arm Torso Left Arm 80 Caps 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E +5 to Bargain, Right Leg Abdomen Left Leg Fast Talk, Perform: 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E Oratory, and The male version is a navy business suit and black leather Persuade dress shoes, while the female version is a dark purple woman’s business skirt suit, with black pumps. The entire suit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right.
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/5 B/3 E Right Leg 3 M/5 B/3 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
That’s Ballistyle©! A female version is found in Mrs. Kulp’s Dresser, in her home in Georgetown, near the Foggy Bottom Metro Station entrance. EV 12 Ballistyle Infiltrator Prototype Right Arm Torso Left Arm 410 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 +5 to Listen and Right Leg Abdomen Left Leg Right Leg Spot 6 M/8 B/4 E 6 M/8 B/4 E 6 M/8 B/4 E 6 M/8 B/4 E +15 to Hide and Black Ballistyle bodysuit with belt and boots. The belt holds Stealth (only if a Medium Utility Pouch and a Small Utility Pouch, as well as worn with no a noise-cancelling device that emits counter-noise to mask other clothing) the user’s presence. Available from Maggie Kulp in Reduce DEX Rank Canterbury Commons at the conclusion of Mea Kulpa. cost of all actions
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
Right Arm 3 M/5 B/3 E Right Leg 3 M/5 B/3 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
Right Arm 0 M/0 B/0 E Right Leg 0 M/0 B/0 E
Torso 1 M/2 B/1 E Abdomen 1 M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
by 10% EV: 5.0 Ballistyle Professional Right Arm Torso Left Arm 90 Caps 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E +5 to Fast Talk, Right Leg Abdomen Left Leg Perform: Oratory, 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E and Persuade The male version is a charcoal business suit and black leather dress shoes, while the female version is a woman’s business pant suit, with dark gray slacks, light gray jacket, and black pumps. The entire suit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! A female version is found in a mailbox in Springvale, near the elementary school, while a male version is found in Ryan Sander’s desk in the Ballistyle Offices in Fairfax. EV: 3.0 Ballistyle Evening Wear Right Arm Torso Left Arm 45 Caps 1 M/2 B/1 E 1 M/2 B/1 E 1 M/2 B/1 E +5 to CHA and Right Leg Abdomen Left Leg Personal 1 M/2 B/1 E 1 M/2 B/1 E 1 M/2 B/1 E Interaction Skills The male version is a black dress suit and black leather dress shoes, while the female version is a strapless minidress with butterfly cutouts on the back and chest and black pumps. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! A female version is found on the body of Roze, in the Ballistyle Offices in
Fairfax. EV: 4.0 Ballistyle Polo Shirt Right Arm Torso Left Arm 65 Caps Right Arm 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E +1 DEX Right Leg Abdomen Left Leg Right Leg 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E The male version is a red polo shirt, brown slacks, leather belt and leather loafers, while the female version is a red polo shirt, tan knit slacks, and red pumps. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! One of each version is on a table in the Ballistyle Offices in Fairfax. EV: 3 Ballistyle Lingerie Right Arm Torso Left Arm 60 Caps Right Arm 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 0 M/0 B/0 E +5 to CHA and Right Leg Abdomen Left Leg Right Leg Personal 2 M/4 B/2 E 2 M/4 B/2 E 2 M/4 B/2 E 0 M/0 B/0 E Interaction Skills The male version is a leopard print, synthetic silk, longsleeved pajama shirt and pants, while the female version is a sheer gray romper. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! One of each version is on a table in the Ballistyle Offices in Fairfax. EV: Ballistyle Exotic Eveningwear Right Arm Torso Left Arm 70 Caps Right Arm 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E 0 M/0 B/0 E +5 to CHA and Right Leg Abdomen Left Leg Right Leg Personal 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E Interaction Skills The male version is a black-lined blue and green Nehru jacket, worn over charcoal slacks with brown leather loafers, while the female version is a blue and red sari, tied at the waist with a red sash. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! One of each version is on a table in the Ballistyle Offices in Fairfax. EV: 1.0 Ballistyle Shorts Set Right Arm Torso Left Arm 45 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 Reduce DEX Rank Right Leg Abdomen Left Leg Right Leg cost of all actions 0 M/0 B/0 E 1 M/2 B/1 E 0 M/0 B/0 E 0 M/0 B/0 E by 10% The male version is a pair of blue bathing trunks, while the
Torso 2 M/4 B/2 E Abdomen 2 M/4 B/2 E
Left Arm 2 M/4 B/2 E Left 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 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
Torso 0 M/0 B/0 E Abdomen 1 M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
female version is a pair of blue bathing briefs and gray bikini top. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! One of each version is on a table in the Ballistyle Offices in Fairfax. EV: 6.0 Ballistyle Sweater Right Arm Torso Left Arm 100 Caps 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E +1 DEX Right Leg Abdomen Left Leg 3 M/5 B/3 E 3 M/5 B/3 E 3 M/5 B/3 E The male version is a maroon sweater over white button-up shirt, brown slacks, leather belt and leather loafers, while the female version is a maroon sweater, black bolero vest, black tutu-style skirt, multi-colored tights and knee-high lace-up boots. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! A male version is on a table in the Ballistyle Offices in Fairfax. EV: 2.0 Ballistyle Swimsuit 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 +1 DEX Right Leg Abdomen Left Leg 0 M/0 B/0 E 1 M/2 B/1 E 0 M/0 B/0 E The male version is a pair of green-on-green bathing trunks (pictures of verdigrised coins), while the female version is an off-white tubini (bikini bottoms with a tube top). The entire outfit is lined with Ballistyle’s proprietary bulletresistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! One of each version is on a table in the Ballistyle Offices in Fairfax. EV: 3.0 Ballistyle Swimsuit and Wrap Right Arm Torso Left Arm 60 Caps 0 M/0 B/0 E 1 M/2 B/1 E 0 M/0 B/0 E +1 DEX Right Leg Abdomen Left Leg 0 M/0 B/0 E 1 M/2 B/1 E 0 M/0 B/0 E The male version is a pair of green-on-green bathing trunks (pictures of verdigrised coins) with a white button-up shirt, while the female version is an off-white tubini (bikini bottoms with a tube top) worn with a pink, light-weight knit skirt and a matching bolero-style shirt. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s
Right Arm 3 M/5 B/3 E Right Leg 3 M/5 B/3 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
Right Arm 0 M/0 B/0 E Right Leg 0 M/0 B/0 E
1 M/2 B/1 E 0 M/0 B/0 E Abdomen 1 M/2 B/1 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
Right Arm 1 M/2 B/1 E Right Leg 0 M/0 B/0 E
Torso 2 M/3 B/2 E Abdomen 2 M/3 B/2 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
Ballistyle©! One of each version is on a table in the Ballistyle Offices in Fairfax. EV: 2.0 Ballistyle Elegant Underclothes 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 +5 to CHA and Right Leg Abdomen Left Leg Right Leg Personal 0 M/1 B/0 E 0 M/1 B/0 E 0 M/1 B/0 E 0 M/1 B/0 E Interaction Skills The male version is a pair of black briefs, black mid-length socks, and brown loafers, while the female version is a black bra, black briefs, black stockings, and black leather pumps. The entire outfit is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! One of each version is in Sandy Jenkins’s Desk in the Ballistyle Offices in Fairfax. EV: 1.0 Ballistyle Slinky Underclothes Right Arm Torso Left Arm 20 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 CHA and Right Leg Abdomen Left Leg Right Leg Personal 0 M/0 B/0 E 0 M/1 B/0 E 0 M/0 B/0 E 0 M/0 B/0 E Interaction Skills The male version is a pair of red briefs and red bedroom slippers, while the female version is a red bra and red bikini-style panties. The entire outfit (what there is of it) is lined with Ballistyle’s proprietary bullet-resistant fabric. Fashion and protection, at a price that’s right. That’s Ballistyle©! One of each version is on a table in the Ballistyle Offices in Fairfax.
EV: 10.0 Right Arm 11 M/11 B/6 E Right Leg 11 M/11 B/6 E
Male Head 11 M/11 B/6 E Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Skeleton Suit 25 Caps +5 to Firearms and Energy Weapons skills
Right Arm 11 M/11 B/6 E Right Leg 11 M/11 B/6 E
Torso 0 M/0 B/0 E Abdomen 0 M/1 B/0 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/1 B/0 E
Torso 0 M/0 B/0 E Abdomen 0 M/1 B/0 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
Female Head 11 M/11 B/6 E Torso 11 M/11 B/6 E Abdomen 11 M/11 B/6 E
Left Arm 11 M/11 B/6 E Left Leg 11 M/11 B/6 E
Sold exclusively by Lady Frumperton, these suits are reclaimed Recon Armor with jury-rigged holographic generators; unlike those that generate a Stealth Field, these are only good for projecting a single, preprogrammed image; Lady Frumperton’s twisted sense of humor has prompted her to take holographic pictures of various skeletons around the DC area, and use those for the suit, resulting in the wearer appearing to be a walking skeleton; the suit includes a helmet designed to work with the projectors
EV8.5 Dog Armor –Pet Vault Suit, Reinforced Right Arm Forequarters Left Arm 500 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 +2 to Unarmed Right Leg Hindquarters 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 An armored Vault Jumpsuit for a dog; can be created by anyone with Craft – Leatherworking who has access to the Dog Training Manual, a Workbench, and Scissors, and possesses a set of Leather Armor, a Vault Jumpsuit (any will do), and a tube of Wonderglue EV 8.5 Dog Armor – Leather Right Arm Forequarters Left Arm 500 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 Reduces Fire Right Leg Hindquarters Left Leg Right Leg damage by 25% 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 set of leather armor for a dog; can be created by anyone with Craft – Leatherworking who has access to the Dog Training Manual, a Workbench, and Scissors, and possesses a leather belt and one set each of Raider Blastmaster and Raider Sadist armor EV 8.5 Dog Armor – Tactical Right Arm Forequarters Left Arm 500 Caps Right Arm 4 M/4 B/2 E 8 M/8 B/4 E 4 M/4 B/2 E 4 M/4 B/2 E Right Leg Hindquarters Left Leg Right Leg 4 M/4 B/2 E 8 M/8 B/4 E 4 M/4 B/2 E 4 M/4 B/2 E A set of Combat Armor for a dog; can be crafted by anyone with Repair – Structural who has access to the Dog Training Manual, a Workbench, and Scissors, and possesses a leather belt, two sets of standard Combat Armor, and a
Forequarters 5 M/1 B/1 E Hindquarters 5 M/1 B/1 E
Left Arm 5 M/1 B/1 E Left Leg 5 M/1 B/1 E
Forequarters 4 M/2 B/1 E Hindquarters 4 M/2 B/1 E
Left Arm 4 M/2 B/1 E Left Leg 4 M/2 B/1 E
Forequarters 8 M/8 B/4 E Hindquarters 8 M/8 B/4 E
Left Arm 4 M/4 B/2 E Left Leg 4 M/4 B/2 E
tube of Wonderglue EV 8.5 Dog Armor – TenderPaw’s Right Arm Forequarters Left Arm 500 Caps 0 M/0 B/0 E 10 M/10 B/5 E 0 M/0 B/0 E Right Leg Hindquarters Left Leg 0 M/0 B/0 E 10 M/10 B/5 E 0 M/0 B/0 E A set of US Army K-9 Armor, custom-manufactured before the War; this particular set bears the name “TENDERPAW” under the Airborne K-9 emblem of a paw print superimposed on a set of spread eagle wings across the back plate, and a paw print in a heart has been painted, next to the words “Rain Clan,” on both sides
Right Arm 0 M/0 B/0 E Right Leg 0 M/0 B/0 E
Forequarters 10 M/10 B/5 E Hindquarters 10 M/10 B/5 E
Left Arm 0 M/0 B/0 E Left Leg 0 M/0 B/0 E
Regulator Combat Armor and Helmet
Capitol Police Riot Gear
Military Riot Gear
3rd Infantry, 289th Military Police Riot Armor
US Marines Combat Armor, Desert Campaign
Name
Head AP
Face AP
ADUC Facemask
-/-/-
-/-/-
ADUC Mask
-/-/-
-/-/-
ADUC Peaked Hat
-/-/-
-/-/-
Advanced Recon Breather Mk. I
-/-/-
2/0/0
Advanced Recon Breather Mk. II
-/-/-
2/1/1
2/1/1
2/1/1
Advanced Recon Night Vision Mk. I
-/-/-
-/-/-
Advanced Recon Night Vision Mk. II
-/-/-
2/1/1
Advanced Recon Helmet
Helmets/Headgear Spot/List Cos EV Description en t +0/-0 20 .5 A set of goggles and a face mask in ADUC pattern camouflage; adds +5 to Resistance Checks against airborne toxins, and reduces Rads/DEX Rank by 1. Sold by Steiner Co. in Rivet City. +0/-0 20 .5 A cloth face mask in ADUC pattern camouflage; adds +5 to Resistance Checks against airborne toxins, and reduces Rads/DEX Rank by 1. Sold by Steiner Co. in Rivet City. +0/-0 30 .5 A military patrol cap, in ADUC-pattern camouflage. Adds +2 to the wearer’s Communication, Perception, and Mental Skill bonuses, and Idea checks. Sold by Steiner Co. in Rivet City. -0/-0 800 1.0 Interfaces with Advanced Recon Armors, 2 hour Re-breather, can be recharged after use with a Fission Battery and 4 hours’ time. -0/-0 800 1.5 Interfaces with Advanced Recon Armors, 2 hour Re-breather, can be recharged after use with a Fission Battery and 4 hours’ time. -5/-5 200 2.0 Interfaces with Advanced Recon Armors, Powered Armor 0 Helmet Standard Abilities -10/-0 800 1.0 Night Vision/Thermal Vision and HUD; Spot penalty applies to peripheral vision only; User negates all Darkness Penalties, including those for complete darkness -10/-0 800 1.5 Night Vision/Thermal Vision and HUD; Spot penalty applies to peripheral vision only; User negates all Darkness Penalties,
Advanced Recon TAC
-
-
-0/-0
220 0
.2
Air Force Officer’s Hat
0/0/0
0/0/0
-0/-0
8
.2
-/-/-
6/3/2
-10/-0
20
1.5
Aviator Cap
4/2/1
0/0/0
-0/-0
20
.5
Boomer’s Hat
0/0/0
0/0/0
-0/-0
8
.2
AntAgonizer’s Fearsome Cowl
9/9/5
9/9/5
-5/-5
500
3.0
AntAgonizer’s Mask
8/6/3
8/6/3
-5/-5
500
3.0
Armored Mask
including those for complete darkness This is not a headgear system, but is actually a Target Acquisition Controller for Advanced Recon Helmets, Advanced Recon Nightvision systems, and Power Armor Helmets. It allows the wearer to designate up to 256 “Friendly” targets that will be identified as such on his HUD. The system can also designate 256 “known threats” and will attempt to extrapolate from this data for threat assessment (for example, a Rad-Scorpion is tagged as a “known threat”; the system will tag all future similarly-sized, scorpion-shaped creatures as “known threats”). The system has an INT of 15 for Threat Assessment purposes. An olive-green USAF officer combination covers with a black bill and a golden Great Seal of the United States on the crown. It adds +5 to all Spot checks. A steel-reinforced Ceramic-Composite welder’s mask mounted to a helmet band. It does not protect against shots coming from behind, and only has a 50% chance to protect from the side. It reduces Fire Damage to the Head by 5 points per round. Worn by members of the Grinders Raider gang. A fur-lined aviator’s cap worn by aircrews to keep their head warm. Few have survived intact, as many have been converted to various forms of Raider Headwear. An olive-green USAF officer combination covers with a black bill and a golden Great Seal of the United States on the crown. It adds +5 to all Melee Weapon attacks. Found in the Gnome Home. A large red-colored helmet, with bulbous bug-like eyes and two antennae, worn by the AntAgonizer; if worn with the AntAgonizer’s Armor, the wearer will not be attacked by normal Giant Ants (Fire Ants will still attack) unless he/she attacks first. The Mask raises the user’s Critical Chance with Melee/ Unarmed Weapons to a whopping 30% of skill, and adds a +1d6 DB to all Melee/Unarmed attacks. A large gold-colored helmet, with bulbous bug-like eyes and two antennae, worn by the AntAgonizer; if worn with the AntAgonizer’s Armor, the wearer will not be attacked by normal Giant Ants (Fire Ants will still attack) unless he/she attacks first. The Mask raises the user’s Critical Chance with Melee/ Unarmed Weapons to a whopping 30% of skill, and adds a +1d6 DB to all Melee/Unarmed attacks.
AntAgonizer’s Righteous Helm
8/8/3
8/8/3
-5/-5
500
3.0
Aphrodite IX Goggles
1/0/0
1/0/0
-10/-0
600
.2
Assassin Forehead Protector
4/4/2
-/-/-
-0/-0
500
.5
Assassin’s Headband
-/-/-
-/-/-
+5/-0
6
.1
Associate Executor Hood
-/-/-
4/2/1
+5/-0
6
.5
4/4/4
4/4/4
-0/-10
50
1.5
Ballcap, Pre-War
-/-/-
-/-/-
+5/-0
8
.5
Ballcap with Glasses
-/-/-
-/-/-
+10/-0
6
.55
Ballcap, Snappy Cap
-/-/-
-/-/-
+5/-0
60
.5
Ballcap, Takoma Park Little League
-/-/-
-/-/-
+5/-0
60
.5
Bandana
-/-/-
-/-/-
+5/-0
6
.1
Bandana, Lupa’s
-/-/-
-/-/-
+5/-0
6
.1
Astronaut Helmet
A large white-colored helmet, with bulbous bug-like eyes and two antennae, worn by the AntAgonizer; if worn with the AntAgonizer’s Armor, the wearer will not be attacked by normal Giant Ants (Fire Ants will still attack) unless he/she attacks first. The Mask raises the user’s Critical Chance with Melee/ Unarmed Weapons to a whopping 30% of skill, and adds a +1d6 DB to all Melee/Unarmed attacks. A pair of specially-made enhanced goggles. They add +5 to Spot, raise the wearer’s Critical chance by +2%, and add +1 Initiative. They are found with the armor on a rooftop in Uptown Pitt, under a ramp near the Rooftop Bar. Spot penalty applies to peripheral vision only A reinforced band of ceramic composite armor on a plastic frame, it covers the forehead and the back of the skull, acting as a Trauma Plate for the head without any of the negative perception penalties imposed by helmets; two are found in a case behind Littlehorn and Associates in Scrapyard A black headband and plastic visor that straps to the head and uner the chin; adds +2 to Bargain, Fast Talk, and Persuade A dark gray cloth hood worn over a leather face mask with sewn-in goggles. Reduces Rads/DEX Rank by 2; worn by assassins from Littlehorn and Associates A pre-War Mercury Project helmet once worn by Colonel Hartigan of the United States Space Administration, perfectly preserved by the aliens A pre-War Baseball Cap. Most bear the logo of the Washington Senators. It adds +5 to Spot. A pre-War Baseball Cap and a pair of glasses, together they add +10 to Spot checks. A pre-War Baseball Cap. Adds +5 to all Melee and Thrown weapon skills, and +1d3 DB. A pre-War Baseball Cap. Bears the logo of the Takoma Park Little League team sponsored by Nifty Thrifty Loans. Found in the Nifty Thrifty Pawn Shop in Takoma Park. Adds +5 to all Melee and Thrown weapon skills, and +1d3 DB. Any number of bandana styles and colors, worn as a head covering; any of them add +5 to Spot if worn to keep the hair from one’s eyes, or reduce Rads/DEX Rank by 1 if worn to cover the nose and mouth. A woodland camouflage bandana once worn by US Army K-9
Bandana, Serape
-/-/-
-/-/-
+5/-0
6
.1
Bandana, Tenderpaw’s
-/-/-
-/-/-
+5/-0
6
.1
Beret – 1st Battalion Recon
-/-/-
-/-/-
+5/-0
40
.2
Beret – ADUC/Multicam/Urban Tiger
-/-/-
-/-/-
+5/-0
30
.1
Beret – Brotherhood (Blue)
-/-/-
-/-/-
+5/-0
8
.1
Beret – Brotherhood (Green)
-/-/-
-/-/-
+5/-0
8
.1
Beret – Brotherhood (Green Camouflage)
-/-/-
-/-/-
+5/-0
8
.1
Beret – Brotherhood (Lyon’s)
-/-/-
-/-/-
+5/-0
10
.1
Beret – Brotherhood (White)
-/-/-
-/-/-
+5/-0
8
.1
Beret – Brotherhood Outcasts (Camouflage)
-/-/-
-/-/-
+5/-0
8
.1
Beret – Brotherhood Outcasts (Red)
-/-/-
-/-/-
+5/-0
8
.1
Beret – D.C. Ranger’s
-/-/-
-/-/-
+5/-0
50
.1
handlers. The wearer gains a +5 to Spot. This one is old, worn, and slightly faded. A gold, tan and brown bandana found in the Hunter’s Ridge cabin. Adds +5 to Spot. A woodland camouflage bandana once worn by US Army K-9 handlers. The wearer gains a +5 to Spot. A maroon beret once worn by members of the 1st Battalion Parachute Regiment of the British Special Forces Support Group, this one with their insignia of two crossed rifles imposed on a British flag and their motto “Utrinque Paratus” (Latin for “Ready for Anything”). It adds +5 to Spot and +5 to Critical range on aimed shots. ADUC, Multicam or Urban Tiger Pattern Beret that adds +10 to CHA and Personal Interaction skills. Sold by Steiner Co. in Rivet City. A beret bearing the logo of the Brotherhood of Steel. Color denotes ranks. This particular beret is issued to a Senior Paladin. +4 to Personal Interaction skills. A beret bearing the logo of the Brotherhood of Steel. Color denotes ranks. This particular beret is issued to a Squire. +4 to Personal Interaction skills. A beret bearing the logo of the Brotherhood of Steel. Color denotes ranks. This particular beret is issued to an Initiate. +4 to Personal Interaction skills. A beret bearing the logo of the Brotherhood of Steel. Color denotes ranks. This particular beret is issued to a member of the Lyons’ Pride. +4 to Personal Interaction skills. A beret bearing the logo of the Brotherhood of Steel. Color denotes ranks. This particular beret is issued to a Paladin. +4 to Personal Interaction skills. A beret bearing the logo of the Brotherhood Outcasts. Color denotes division. This particular beret is issued to a Specialist. +4 to Personal Interaction skills. A beret bearing the logo of the Brotherhood Outcasts. Color denotes division. This particular beret is issued to a Defender, Guardian, or Protector. +4 to Personal Interaction skills. A black beret formerly issued to US Army Rangers, bearing the cap badge of white skull, encircled in white. A few still bear a white ribbon on which is written “Rangers Lead the Way.” Adds +5 to the wearer’s Spot skill.
Beret – D.C. Ranger Officer’s
-/-/-
-/-/-
+5/-0
50
.1
Beret – Enclave
-/-/-
-/-/-
+5/-0
8
.1
Beret – Green
-/-/-
-/-/-
+5/-0
25
.1
Beret – Red
-/-/-
-/-/-
+5/-0
30
.1
Beret – Talon Company
-/-/-
-/-/-
-0/-0
25
.1
Biker Goggles
-/-/-
-/-/-
+5/-0
3
.1
1/0/0 -/-/-
0/0/0 -/-/-
-10/-10 +5/-0
30 30
1.0 .5
-/-/-
-/-/-
+5/-0
8
.5
Boogeyman’s Hood
14/14/7
14/14/7
-5/-5
110
2.5
Bucket Hat – Black Button’s Wig
-/-/-/-/-
-/-/-/-/-
-0/-0 +5/+5
2 20
.1 .2
Breathing Mask
-/-/-
-/-/-
-0/-0
15
.1
Blast-Off Helmet Boonie Hat – ADUC/Bloodcake/Digital DPM/MARPAT/Multicam/Urban Tiger Bonnet, Pre-War
A maroon beret formerly issued to US Army Airborne troops, bearing the cap badge of white skull, encircled in white. A few still bear a white ribbon on which is written “Rangers Lead the Way.” Adds +5 to the wearer’s Spot skill. A black Ranger’s beret bearing the logo of the Enclave, worn by their personnel when not wearing a helmet or field cap. +4 to Personal Interaction skills. A green beret formerly issued to US Army 5thSpecial Forces Group, bearing the cap badge of two silver arrows crossed with a dagger, also silver, above them, surrounded by a black ribbon on which is written “DE OPPRESSO LIBER” (Latin for “to liberate the oppressed”); adds +5 to Spot ADUC, Multicam or Urban Tiger Pattern Beret that adds +5 to the wearer’s Spot skill. Available from O’Neill, the merchant who runs the shop in Anacostia, across from Rivet City. A black beret worn by members of Talon Company. When worn with other clothing that grants a bonus to Stealth and Hide, adds +5 to either skill. A set of leather and plastic goggles worn by motorcycle enthusiasts, these give a +5 to Spot. A child’s heavy plastic version of an Astronaut Helmet Boonie Hat that adds +1 to Spot and +10 to Resistance checks against Combat Panic. Available in several camouflage patterns. Sold by Steiner Co. in Rivet City. A pre-War woven straw bonnet with ribbon. It adds +5 to Spot. Basically this looks like a stiffened, brown leather bag with a set of cut outs for the wearer’s hair and a pair of Biker Goggles sewn in, similar to the Wastehound Helmet. In actuality, the bag conceals the remains of a T-45D Power Armor Helmet whose visor is no longer intact, replaced with the goggles. It is given to a character who manages to deliver Bumble, from Little Lamplight, to the Slavers. A black knit balaclava, a favorite of Talon Company Mercs. A replica powdered wig, once worn by the Button Gwinett Protectron in the National Archives; it adds +1 to INT, +5 to Bargain, and +10 to Perform– Oratory and Persuade A dust filter mask with washable filters, it reduces Rads by -1 Rad/DEX Rank. Replacement Filters (good for about 10 uses) are 3 Caps each.
Bushfire Helm
4/2/1
4/2/1
-10/-0
20
2
Chinese Balaclava
-/-/-
2/1/0
-0/-0
380
.5
Chinese Commando Hat
-/-/-
-/-/-
+5/-0
6
.5
Chinese Fortified Helmet
15/15/8
8/4/2
+5/-0
600
3.0
Chinese Helmet
15/15/8
-/-/-
-0/-0
300
1.5
Chinese Mask
-/-/-
8/4/2
+5/-0
410
2.0
Chinese Patrol Cap
-/-/-
-/-/-
-0/-0
6
.5
Chinese Patrol Cap – Black
-/-/-
-/-/-
-0/-0
6
.5
Chinese Special Forces Cap
-/-/-
-/-/-
-0/-0
35
.5
6/6/4
6/6/4
+5/+5
40
2.0
Chinese Stealth Helmet
Fire resistant Kevlar/Fiberglass Helm with Nomex wrap and ceramic-composite face shield An insulated NOMEX Balaclava with Filter Mask. Wearer is resistant to inhaled toxins, reduces Fire damage to the head by 25%, and reduces Rads/DEX Rank by 1. Filters must be cleaned using Washo Detergent after each 12 hours of use. Found in Mama Dulce’s Processed Foods. A fur-lined Chinese military issue hat, based on the Russian Ushanka; adds +5 to Spot Chinese Kerberos helmet designed for use with the Kerberos armor. Incorporates a Chinese Balaclava, Chinese Helmet and Chinese Mask. Wearer is resistant to inhaled toxins, reduces Fire damage to the head by 25%, and reduces Rads/DEX Rank by 1. Filters must be cleaned using Washo Detergent after each 12 hours of use. Goggles negate all Darkness penalties, including complete darkness. One fully-charged Small Energy Cell will last for 10 hours of use. Found in Mama Dulce’s Processed Foods. Chinese Kerberos helmet designed for use with the Kerberos armor. Normally worn with a Chinese Balaclava or Chinese Mask. Found in Mama Dulce’s Processed Foods. Armored face mask with Night Vision Goggles. Wearer is resistant to inhaled toxins, and reduces Rads/DEX Rank by 1; Filters must be cleaned using Washo Detergent after each 12 hours of use. Goggles negate all Darkness penalties, including complete darkness. One fully-charged Small Energy Cell will last for 10 hours of use. Found in Mama Dulce’s Processed Foods. A military patrol cap, in either winter camouflage or solid green, with a large Chinese Star symbol on the front of the cap. Adds +2 to the wearer’s Firearms, Demolition and Throw skills. A military officer’s patrol cap, in black, with a large Chinese Star symbol on the front of the cap. Reduces all DEX-Rank costs for all actions by 5%. A military patrol cap, in Chinese Special Forces-pattern camouflage, with a large Chinese Star symbol on the front of the cap. Adds +2 to the wearer’s Communication, Perception, and Mental Skill bonuses, and Idea checks. Sold by Steiner Co. in Rivet City. A ballistic helmet with visor, covered by a rubberized liner,
Colossus Mask
12/12/6
12/12/6
+5/-0
120
3.0
-/-/-
12/12/6
+5/-0
50
3.0
Dragoon Helmet
9/9/5
9/9/5
+5/+5
50
3.0
Dragoon Light Helmet
7/7/4
7/7/4
+5/+5
50
2.5
Dragoon Night Visor
-/-/-
-/-/-
+5/-0
600
.25
Combat Cap – ADUC
-/-/-
-/-/-
+10/-0
25
.5
Combat Cap – Angola
-/-/-
-/-/-
+10/-0
30
.5
Colossus Mask – Enclave
powered by the Dragoon or Chinese Stealth Armor or a separate Small Energy Cell (lasts for up to three years if used with care). The visor acts as a HUD, similar to the way that Powered Armor does, including night vision. When used with Chinese Stealth/Dragoon Armor, it adds +5 to Hide and Stealth. Features many of the systems from the Colossus Powered Armor Helmet, including the advanced targeting systems. Adds +5 to all Firearms, Heavy Weapons and Energy Weapons ranged attacks. Also reduces Rads/DEX Rank by 2. Enclave version of the Colossus Mask, without the head covering and armor; it still features many of the systems from the Colossus Powered Armor Helmet, with a modified version of the targeting systems. Adds +5 to all Firearms, Heavy Weapons and Energy Weapons Special/Critical Success ranges. Also reduces Rads/DEX Rank by 2. A ballistic helmet with visor, covered by a rubberized liner, powered by the Dragoon or Chinese Stealth Armor or a separate Small Energy Cell (lasts for up to three years if used with care). The visor acts as a HUD, similar to the way that Powered Armor does, including night vision, and adds +5 to Energy and Firearms attacks. When used with Chinese Stealth/Dragoon Armor, it adds +5 to Hide and Stealth. A ballistic helmet with visor, covered by a rubberized liner, powered by the Dragoon or Chinese Stealth Armor or a separate Small Energy Cell (lasts for up to three years if used with care). The visor acts as a HUD, similar to the way that Powered Armor does, including night vision, and adds +5 to Energy and Firearms attacks. When used with Chinese Stealth/Dragoon Armor, it adds +5 to Hide and Stealth. A HUD/Nightvision visor that can be attached to a helmet or worn on its own. It is powered by a Small Energy Cell (lasts for up to three years if used with care). The visor acts as a HUD, similar to the way that Powered Armor does, including night vision. Baseball-style cap with goggles that adds +10 to Spot. Available ADUC pattern camouflage. Sold by Steiner Co. in Rivet City. Baseball-style cap with goggles that adds +10 to Spot. Available in Angola pattern camouflage. Sold by Steiner Co. in Rivet City.
Combat Cap – Multicam/Urban Tiger
-/-/-
-/-/-
+10/-0
28
.5
Combat Helmet
8/8/4
-/-/-
-5/-5
50
3.5
Combat Helmet – ADUC/Urban Tiger Combat Helmet – Amy Wong
8/8/4
-/-/-
-5/-5
100
3.5
8/8/4
2/4/2
+5/-5
100
3.5
Combat Helmet – Dallas’ Flamer Helmet
8/8/4
-/-/-
-0/-5
600
3.5
Combat Helmet – Desert
8/8/4
-/-/-
-5/-5
50
3.5
Combat Helmet, Medic
8/8/4
-/-/-
-5/-5
50
3.5
Combat Helmet, Medic, Kelsey’s
8/8/4
-/-/-
-5/-5
50
3.5
Combat Helmet – Multicam
8/8/4
-/-/-
-5/-5
125
3.5
10/10/5
-/-/-
-10/-10
50
3.5
Shell-Shocked Combat Helmet
Baseball-style cap with goggles that adds +10 to Spot. Available in Multicam or Urban Tiger camouflage patterns. Sold by Steiner Co. in Rivet City. Standard Kevlar/Composite Combat Helmet, designed for use with Combat Armor. Those surviving in the wasteland still have the housing for the camera and laser rangefinder, but no suit has been documented as having working hardware. The vast majority are also missing their polarized visor. Available in OD Greenor Tan, or Arctic, Brick, Desert, Urban or Woodland camouflage. Adds +3 to Special/Critical Success range. Standard Combat Helmet in either ADUC or Urban Tiger camouflage pattern. Sold by Steiner Co. in Rivet City. A dark gray Combat Helmet with charcoal Kevlar-reinforced balaclava and black Goggles. The helmet has a working camera and laser rangefinder linked to the HUD in the Goggles, which grants Night/Thermal vision, and a 5km radio with boom mike. Combat Helmet that once belonged to Dallas, the Flamerspecialist for Reilly’s Rangers. He replaced the missing visor with a pair of protective Goggles, which are mounted to the helmet and protect the eyes from debris and the heat of a Flamer. Adds +3 to Special/Critical Success range. Desert version of the standard Kevlar/Composite Combat Helmet, designed for use with Combat Armor. Those sold by O’Neill have a small tactical light installed in the housing for the camera and laser rangefinder. A pair of tinted goggles replaces the missing polarized visor. Available at the shop in Anacostia, across from Rivet City. Medic version of the standard-issue Combat Helmet. The only difference between this and a standard helmet is the Red Cross on either side of the helmet. Available in OD Green or Arctic, Urban or Woodland camouflage. Medic version of the standard-issue Combat Helmet. The only difference between this and a standard helmet is the Red Cross on either side of the helmet. Kelsey’s helmet is in standard OD Green. Standard Combat Helmet in Multicam-pattern camouflage. Sold by Steiner Co. in Rivet City. This unique OD Green Combat Helmet is found on a corpse in the crater outside the Statesman Hotel. It reduces Rads per
Combat Helmet – Dragon
10/10/5
-/-/-
-5/-5
200
3.5
Combat Helmet, Mk. II
10/10/5
-/-/-
-5/-10
80
3.65
Combat Helmet, Mk. II, with Visor
10/10/5
-/-/-
+5/-10
90
3.8
Combat Helmet, Mk. II, w/Respirator Mask
10/10/5
-/-/-
+5/-10
120
4.5
8/8/6
4/2/4
-10/-15
40
4.0
10/10/8
4/2/4
-10/-15
65
4.0
Combat Helmet, Brotherhood of Steel
Combat Helmet Mk. II, Brotherhood of Steel
DEX Rank by -1, increases Demolitions and Heavy Weapons by +10, and has greater than average reinforcement, at the cost of the wearer’s perception. Dragonskin armored version of the Combat Helmet, in ADUC, Digital DPM, MARPAT, Multicam, or Urban Tiger pattern camouflage. The wearer adds +10% of skill to all Special/Critical ranges with all ranged weapons. Sold by Steiner Co. in Rivet City. Mk. II version of the standard Combat Helmet, these helmets are equipped with the US Army helmet’s spall liner and thickened armor, but are slightly lighter overall. Those surviving in the wasteland still have the housing for the camera and laser rangefinder, but no suit has been documented as having working hardware. The vast majority are also missing their polarized visor. Available in OD Green or Arctic, Urban or Woodland camouflage. Mk. II version of the standard Combat Helmet with an intact polarized visor. Adds +5 to Spot. Available in OD Green or Arctic, Urban or Woodland camouflage. Mk. II version of the standard Combat Helmet, with a polarized visor and a Respirator Mask. The Mask reduces CHA and Rads/DEX Rank by 1, and provides up to 30 minutes of air on a fully charged Small Energy Cell (3 minutes per charge). Adds +5 to Spot. Available in OD Green or Arctic, Urban or Woodland camouflage. Standard-issue Combat Helmet of the Brotherhood of Steel. It is similar to a normal Combat Helmet, but with an Energydissipation web built into the undergarment, making it 50% more resistant to Energy Weapons. It also includes an Energy-resistant visor/eye shield, built-in radio, and the external camera/laser rangefinder that seems to be missing from any normal Combat Armor found in the Wasteland. Adds +3 to Special/Critical Success range. Heavy Combat Helmet of the Brotherhood of Steel. It is similar to a normal Combat Helmet Mk. II, but with an Energydissipation web built into the undergarment, making it 50% more resistant to Energy Weapons. It also includes an Energy-resistant visor/eye shield, built-in radio, and the external camera/laser rangefinder that seems to be missing from most Combat Armor found in the Wasteland. Adds +3 to Special/Critical Success range.
Combat Helmet, Brotherhood Outcasts
8/8/6
4/2/4
-10/-15
60
4.0
Combat Helmet Mk. II, Brotherhood Outcasts
10/10/8
4/2/4
-10/-15
65
4.0
Crusader Helmet, Brotherhood of Steel
10/10/8
10/10/8
-10/-15
300
4.5
Riot Helmet, Washington D.C. Metropolitan Police
6/6/3
4/2/1
-5/-5
40
3.5
Combat Helmet, Riot, Capitol Police
8/8/6
4/4/2
+5/-5
160
3.25
Combat Helmet, Riot, Military Police
10/10/6
4/4/2
+10/-5
200
3.25
Combat Helmet, Riot, 289th Military Police
11/11/6
4/4/2
+10/-5
300
3.25
Combat Helmet, Ranger Battle Helmet
10/10/8
-/-/-
-5/-5
60
3.5
Standard-issue Combat Helmet of the Brotherhood Outcasts. It is similar to a normal Combat Helmet, but with an Energydissipation web built into the undergarment, making it 50% more resistant to Energy Weapons. It also includes an Energy-resistant visor/eye shield, built-in radio, and the external camera/laser rangefinder that seems to be missing from any normal Combat Armor found in the Wasteland. Adds +3 to Special/Critical Success range. Heavy Combat Helmet of the Brotherhood Outcasts. It is similar to a normal Combat Helmet Mk. II, but with an Energydissipation web built into the undergarment, making it 50% more resistant to Energy Weapons. It also includes an Energy-resistant visor/eye shield, built-in radio, and the external camera/laser rangefinder that seems to be missing from most Combat Armor found in the Wasteland. Adds +3 to Special/Critical Success range. Heavy Combat Helmet and Facemask of the Brotherhood of Steel. It is similar to a normal Combat Helmet Mk. II, but with a Face Cover, built-in Filter Mask (-2 Rads/DEX Rank), built-in Night Vision, Energy-resistant visor/eye shield, built-in radio, an Energy-dissipation web built into the undergarment, making it 50% more resistant to Energy Weapons, and the external camera/laser rangefinder that seems to be missing from most Combat Armor found in the Wasteland. Adds +3 to Special/Critical Success range. Black Kevlar/composite helmet equipped with a Plexiglas face shield designed to accommodate a gas mask, offering some frontal protection. The helmet adds +5 to all Melee attacks. Capitol Police-issued Riot Helmet with advanced optic suite. The helmet includes built-in low light/passive IR optics, a combination IR/white light lamp and gas mask. Military Police-issued Riot Helmet with advanced optic suite. The helmet includes built-in low light/passive IR optics, a combination IR/white light lamp and Gas Mask. Military Police-issued Riot Helmet with advanced optic suite and Voice Modulator. The helmet includes built-in low light/passive IR optics, a combination IR/white light lamp, Gas Mask, and a Voice Modulation System that was used for Riot Control (+5 to Fast Talk, Perform: Oratory and Persuade). A reinforced version of the standard Combat Helm, similar to those issued by the US Army. This one has been repainted in
Combat Helmet, Regulator
7/7/4
4/4/2
-5/-5
120
3.25
Combat Helmet, Reinforced
9/9/5
4/2/2
-5/-5
60
3.75
Combat Helmet, Reinforced Mk. II
11/11/6
4/2/2
-5/-5
90
3.75
6/6/3
4/2/1
-5/-5
50
3.25
Combat Helmet, US Army
10/10/8
-/-/-
-5/-15
60
3.75
Combat Helmet, USMC
10/10/5
-/-/-
-5/-10
75
3.65
Combat Helmet, USMC Flamer
10/10/5
4/4/2
-5/-10
75
3.65
Combat Helmet, US Marines, Desert Campaign
8/8/6
4/4/2
-5/-5
60
3.25
Combat Helmet, Winterized
8/8/4
-/-/-
+5/-5
50
3.5
Construction Hat
4/2/1
-/-/-
-0/-0
50
1.5
-/-/-
-/-/-
+5/-0
8
.5
Combat Helmet, Rivet City/Tenpenny Security
Cowboy Hat – Cattleman
Reilly’s Irish Green color scheme. DC Metropolitan Police-issue Riot Helmet, recovered and refurbished by the Regulators. The helmet includes built-in low light optics, a combination IR/white light lamp and gas mask. Reinforced version of the Combat Helmet. An integrated polarized visor protects the user’s eyes from the ordinary battlefield hazards of grit and dust, but also laser blindness and fragments. Those surviving in the wasteland still have the housing for the camera and laser rangefinder, but no suit has been documented as having working hardware. Advanced version of the Reinforced Combat Helmet, with heavier protection almost equal to that of light Powered Armor. Civilian versions of the Combat Helmet, without the Kevlar spall liner of the military issued version, are used by Security Forces of both Rivet City and Tenpenny Towers. These are equipped with a Plexiglas face shield, offering some frontal protection. Later version of the standard Combat Helmet, these helmets are equipped with a spall liner and thicker armor overall. Those surviving in the wasteland still have the housing for the camera and laser rangefinder, but no suit has been documented as having working hardware. The vast majority are also missing their polarized visor. Available in OD Green or Arctic, Urban or Woodland camouflage. US Marine version of the Combat Helmet, with issued Dust Goggles and woodland camouflage cover. US Marine version of the Combat Helmet, with issued Dust Goggles, flip-up polycarbonate fire-resistant visor (use Ballistic Rating against Fire attacks; a Gas Mask or other breathing apparatus can be used underneath), and woodland camouflage cover. US Marine version of the Combat Helmet, as issued for the Gobi Desert Campaign. The helmet includes built-in low light optics, a combination IR/white light lamp and Gas Mask. Standard Combat Helmet in Arctic coloring, with a Balaclava and Snow Goggles A plain yellow hard hat worn by construction workers before the War. A straw cowboy hat with a wide, slightly curved brim, a
Cowboy Hat – Desperado
-/-/-
-/-/-
+5/-0
8
.5
Cowboy Hat – Old
-/-/-
-/-/-
+5/-0
8
.5
Cowboy Hat – Rattan
-/-/-
-/-/-
+5/-0
8
.5
Cowboy Hat – Rawhide
-/-/-
-/-/-
+5/-0
8
.5
Cyber Mask
-/-/-
2/1/1
-0/-0
350
1
D.C. Ranger’s Beret
-/-/-
-/-/-
+5/-0
50
.1
8/8/4
-/-/-
+5/-5
150
3.5
D.C. Ranger Respirator
-/-/-
2/2/2
+5/-0
150
1.5
Death Hood
-/-/-
4/2/1
-5/-5
6
.5
Denny’s Special Face
-/-/-
-/-/-
-10/-5
60
.5
D.C. Ranger’s Combat Helmet
slightly indented top, and a ring of vents halfway up. Adds +1 to Spot. A black cowboy hat with a large brim, curved to the sides, and a thin white band at the base. Adds +1 to Spot. A brown top hat with a thin flat brim; with a black-and-white feather stuck in a large rust-colored band at the base. Adds +1 to Spot. A straw cowboy hat with a wide brim, curved to the sides, indents in the top, and at the temples, and a thin black band at the base. Adds +1 to Spot. A light brown uncured leather cowboy hat with a slight peak; a thick, flat brim; and a thin black band at the base. Adds +1 to Spot. A small respirator that is worn like a face mask, the Cyber Mask filters out radioactive particulates using an electronic ion filter. It runs for up to 10 hours on a fully charged Small Energy Cell, and reduces Rads/DEX Rank by 2. A black beret formerly issued to US Army Rangers, bearing the cap badge of white skull, encircled in white. A few still bear a white ribbon on which is written “Rangers Lead the Way.” Adds +5 to the wearer’s Spot skill. Black and Dark Grey urban camouflage Kevlar/Composite Combat Helmet, designed for use with Combat Armor. Those used by the DC Rangers include polarized Goggles, an integrated Gas Mask, and a 5 km radio. All are marked with the Ranger’s symbol of a skull, impaled on a dagger, superimposed on crossed arrows. The wearer reduces Rads/DEX Rank by -2, adds +10 to his Resistance checks against airborne toxins, and gets a +5 to Spot. A cloth shemagh in urban gray-on-gray camouflage worn with polarized Goggles and a Gas Mask. The wearer reduces Rads/DEX Rank by -2, adds +10 to his Resistance checks against airborne toxins, and gets a +5 to Spot. A ceramic-composite skull mask and full-head hood, it adds +10 LUCK, +3 Initiative, and a DB of +1 Die Type (d4 becomes d6, d6 becomes d8, 2d6 becomes 1d6+1d8, etc.), but penalizes Charisma and reactions by -20; found in a case behind Littlehorn and Associates in Scrapyard A large, full-head clown mask worn by Denny, a raider at the Dot’s Diner between Megaton and Evergreen Mills. The mask adds +1d4 DB, +1 STR, subtracts -10 from CHA and all
Digital DPM Field Cap
-/-/-
-/-/-
+0/-0
30
.5
Dr. Li’s Glasses
-/-/-
-/-/-
-5/-0
8
.05
Dust Goggles
-/-/-
-/-/-
-0/-0
1
.05
15/15/8
15/15/8
+5/-10
350
5.0
-/-/-
-/-/-
-0/-0
6
.5
Enclave Pilot’s Helmet
9/5/3
-/-/-
-5/-5
65
2.5
Eyebot Helmet
8/4/2
8/4/2
-0/-5
20
3.0
Eyebot Helmet – Crowe’s
8/4/2
8/4/2
+5/+5
20
5.0
-/-/-/-/-
-/-/-/-/-
+5/-0 +5/-0
8 8
.05 .05
Enclave Cerberus Helmet
Enclave Officer’s Hat
Eyeglasses Eyeglasses, Round
personal interaction skills, and adds +10 to Throw and Demolition. A military patrol cap, in Digital DPM-pattern camouflage. Adds +2 to the wearer’s Communication, Perception, and Mental Skill bonuses, and Idea checks. Sold by Steiner Co. in Rivet City. A pair of glasses worn by Dr. Li. With the Four Eyes trait, adds +10 to Spot checks. Also adds +5 to all Science skills. A pair of cheap goggle, such as safety goggles, laboratory goggles, swim goggles, ski goggles, or similar eye protection that shields against dust. Designed for the Enclave’s failed Cerberus armor project, this combination helmet/night-vision system/filtration mask is still pretty handy to have around. It runs for 1 hour per charge from a Small Energy Cell, and holds three such cells (30 hours). Negates all Darkness penelties except absolute darkness, reduces Rads/Dex Rank by 2. Many Enclave troops, proud of their status, wear their Berets over the helmet, which does not interfere in any way with its normal function. A black cap with bill, with a cap badge of the symbol of the Enclave (12 stars surrounding a large “E”); adds +5 to all Energy Weapon skills. Black Combat Helmet worn by Enclave Vertibird Pilots. It is equipped with a amber slide-up visor with targeting reticule linked to a laser sight mounted on the helmet (adds +3 to Special/Critical Success rang with ranged weapons) and a built-in headset link for an external Radio. A helmet created from the casing of an Eyebot. The chassis is large enough that the wearer can also wear goggles/glasses and even a gas mask inside the helmet. A helmet created from the casing of an Eyebot. The chassis is large enough that the wearer can also wear goggles/glasses and even a gas mask inside the helmet. Crowe’s unit has incorporated visual and audio pickups from the Eyebot that give the wearer a bonus of +5 to both Spot and Listen checks, but which also distort the voice, making the wearer sound like a robot. A pair of glasses. Adds +5 to Spot checks. A pair of glasses with round lenses, a style made popular in the 20th century by Beatles member John Lenon. Adds +5 to Spot checks.
Fedora
-/-/-
-/-/-
-0/-0
50
.5
Filtration Helmet
4/2/1
2/0/0
-10/-5
50
3.0
Filtration Helmet – S. Shop
8/8/4
2/0/0
+5/-5
150
4.0
-/-/-
-/-/-
+5/-0
-
1.0
Flight Helmet
4/2/1
-/-/-
+5/-5
8
2.0
Flight Helmet – DC Ranger
8/8/4
-/-/-
+5/-5
150
3.5
Football Helmet
4/2/1
-//-
-5/-5
70
1.5
Football Helmet – Horned
4/2/1
-//-
-5/-5
75
1.5
Football Helmet – Quarterback
4/2/1
-//-
-5/-5
75
1.5
-/-/-
-/-/-
+5/-0
8
.5
Filthy Assistant’s Hat
Gambler’s Hat – Dapper
A tan fedora with a black band. Adds a Bonus Die once per day in highly specialized circumstances determined by the GM (cannot be used for attack rolls against living creatures). Consists of a hard hat with Gas Mask and Helmet Light. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 2; Filters must be cleaned using Washo Detergent after each 12 hours of use. Consists of a Combat Helmet with advanced filtration mask and goggles; Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 6; Filters must be cleaned using Washo Detergent after each 12 hours of use. A black felt top hat with a pair of child’s goggles (one lens green, the other red) strapped around where the hat band would normally go. It is owned by Penny, Moira’s assistant. The Flight Helmet is a leather helmet with goggles designed for fighter and bomber pilots many years before the War. They turn up occasionally in Rivet City, or on old Air Force bases. The give little protection, mainly meant to keep the user’s head warm and protected from banging against the cockpit Plexiglas. The wearer gains +5 to Spot checks while using the helmet and goggles. Black and Dark Grey Kevlar/Composite Combat Helmet, designed for use by Vertibird Pilots. Those used by the DC Rangers include polarized Goggles, an integrated respirator/Gas Mask, and a 5 km radio. All are marked with the Ranger’s symbol of a skull, impaled on a dagger, superimposed on crossed arrows. The Gas Mask works as normal, and can be used with its own internal, 10 minute air supply. The wearer reduces Rads/DEX Rank by -2, adds +10 to his Resistance checks against airborne toxins, and gets a +5 to Spot. A black football helmet. Grants the wearer a Bonus Die on all Tackle attempts. A black football helmet with a pair of attached Brahmin horns. Grants the wearer a Bonus Die on all Headbutt attempts. A black football helmet with a built-in short-range (500 yards) two-way radio. Grants the wearer a Bonus Die on all Throw attempts when using Grenades. Male version is a gray fedora with black band, while the female version is a gray pillbox with black lace. Adds +5 to Perception.
Gambler’s Hat – Fancy
-/-/-
-/-/-
+5/-0
8
.5
Gambler’s Hat – Stylish
-/-/-
-/-/-
-0/-0
8
.5
Gambler’s Hat – Suave
-/-/-
-/-/-
+5/-0
8
.5
Gambler’s Hat– Well-Heeled
-/-/-
-/-/-
-0/-0
8
.5
Gas Mask
-/-/-
1/0/0
-5/-0
70
.5
Gas Mask – S. Shop
-/-/-
1/0/0
-5/-0
80
1.5
Gas Mask – Hooded
-/-/-
1/0/0
-5/-0
70
.5
Gas Mask – Hooded, S. Shop
1/0/0
1/0/0
-5/-0
90
1.5
Gas Mask – With Goggles, S. Shop
-/-/-
1/0/0
+5/-0
200
1.5
Gas Mask – Hooded, S. Shop
1/0/0
1/0/0
+5/-0
250
1.5
Gas Mask – Makeshift
4/2/1
1/0/0
-5/-0
40
2.5
Glasses – Tenderpaw’s
-/-/-
-/-/-
+5/-0
10
.05
Male version is a gray fedora with charcoal band, while the female version is a gray pillbox with large gray ostrich feather in the front. Adds +5 to Spot. Male version is a gray fedora with black band, while the female version is a gray pillbox with black lace. Adds +5 to Luck. Male version is a brown fedora with dark brown band, while the female version is a brown pillbox with large brown ostrich feather in the front. Adds +5 to Spot. Male version is a charcoal fedora with black band, while the female version is a yellow-orange pillbox with two feathers. Adds +5 to Luck. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 2; Filters must be cleaned using Washo Detergent after each 12 hours of use. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 3; Filters must be cleaned using Washo Detergent after each 12 hours of use. Available from O’Neill at the shop in Anacostia, across from Rivet City. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 3; Filters must be cleaned using Washo Detergent after each 12 hours of use. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 4; Filters must be cleaned using Washo Detergent after each 12 hours of use. Available from O’Neill at the shop in Anacostia, across from Rivet City. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 3; Filters must be cleaned using Washo Detergent after each 12 hours of use. Available from O’Neill at the shop in Anacostia, across from Rivet City. Adds +5 to Spot. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 4; Filters must be cleaned using Washo Detergent after each 12 hours of use. Available from O’Neill at the shop in Anacostia, across from Rivet City. Adds +5 to Spot. Made from a pre-War fire helmet and respirator mask, equipped with filters from a civilian dust mask. Wearer is resistant to inhaled toxins (+20 on Resistance checks) and reduces Rads/DEX Rank by 1; Filters must be cleaned using Washo Detergent after each 4 hours of use. Found in the Science Lab of Vault 106. A pair of military-issue shooting glasses. Adds +5 to Spot
Hat of the People
0/0/0
0/0/0
+5/-0
6
.5
Head Lamp
-/-/-
-/-/-
-0/-0
40
.1
Head Wrap
-/-/-
-/-/-
+5/-0
1
.1
Head Wrap – ADUC
-/-/-
-/-/-
-0/-0
20
.1
Head Wrap – Three Dog’s
-/-/-
-/-/-
-0/-0
200
.1
6/6/3
-/-/-
-0/-0
60
3.25
Hitman’s Sunglasses
-/-/-
-/-/-
+5/-0
15
.05
Hockey Mask
-/-/-
4/2/1
-5/-0
10
.5
Hockey Mask – Ledoux’s
-/-/-
5/3/2
-5/-0
100
.5
Hunter’s Hat
2/-/-
-/-/-
+5/+5
40
2.0
Hunter’s Hat – Skull
-/-/-
-/-/-
+5/-0
45
.5
Lab Goggles
-/-/-
-/-/-
+5/-0
25
.1
Helmet – Tenderpaw’s
checks. These can only be found by Lupa. A fur-lined Chinese military issue Political Officer’s hat; adds +5 to Firearms skills and +2 to Demolition and Throw; it is found in the Uptown Apartment outside the Pitt An LED head lamp that can be worn on the head, under a hat, or over a helmet; runs on one Small Energy Cell for up to 6 months of constant use; includes white, red and green LEDs, with strobe mode for rescue operations A piece of cloth worn as a head covering. Most of those found in the Wasteland are camouflage (green or brown, in standard or tiger-stripe style), dark gray, flower-patterned (blue, brown, cyan, green, orange or red), gray, white, or plaid (yellow and red). Adds +5 to Spot, +5 to CHA, +2 to Bargain and Personal Interaction skills. An ADUC-pattern bandana worn as a head covering. Adds +10 to Resistance checks against Combat Panic. The Head Wrap of Galaxy News Radio’s own DJ, Three Dog. It can only be obtained by completing the quest to restore the satellite dish to the Washington monument, or killing Three Dog and looting his corpse. It adds +5 to CHA and +5 to Luck. A light-weight, green Combat Helmet used by US Army K-9 handlers, damaged and scarred with age. The wearer gains +1 Initiative. A pair of shooting glasses with UV-resistant lenses; adds +5 to Spot and +5 to Special/Critical chance; worn by assassins working for Littlehorn and Associates. A hockey mask, worn by a goaltender before the War. These have become popular items among the Capitol Wasteland’s Raider population. Adds +5 to all Melee Weapon skills. A hockey mask, worn by a Goalie Ledoux of Sudden Death Overtime. Adds +5 Initiative. A wide-brimmed, reinforced, black leather hat with leather neck guard attached, providing protection from rain, sun and wind, it adds +5 to all Spot and Listen checks. A wide-brimmed black leather hat with a small animal skull attached to the front of the brim and a pair of Dust Goggles connected to the hat band. Adds +5 to Spot and +5 to all Firearms skills. Sold by O’Neill at the shop in Anacostia, across from Rivet City. A set of rubber and plastic goggles worn by laboratory
Lincoln’s Hat
-/-/-
-/-/-
-0/-0
40
2.0
Lucky Shades
-/-/-
-/-/-
-0/-0
40
.05
8/4/2
-/-/-
-0/-0
40
.5
-/-/-
4/2/1
-0/-0
40
1.0
8/8/4
4/4/2
+5/-5
150
3.5
Mask – Merc B/Merc Veteran
-/-/-
2/1/0
-0/-0
50
.5
Mayor MacCready’s Helmet
8/8/4
0/0/0
-0/-5
60
3.5
Mechanist’s Helmet
9/5/3
9/5/3
-5/-5
60
2.5
M-1 Helmet
Man Trap Mask
Marksman’s Helmet – DC Ranger
technicians, these give a +10 to all Energy Weapon attacks. Found in the basement of Fort Independence. A 19th century black felt, stovepipe hat famously worn by former president Abraham Lincoln. After 200 years of neglect in the Museum of History, the hat has become worn and tattered and largely discolored with dirt and grime. Adds +1 INT and +5 to Perform: Oratory and Persuade. Replicas of the hat are sold by Lady Frumperton, and are identical to the original, save for the date of manufacture and the Museum of History Gift Shop price tags. Found in Lucky’s Grocery, near Warrington Metro, on a mannequin. Adds +5 to LUCK. An M-1 “Steel Pot” from the WWII era. A large number of these made their way from the Museum of History and various surplus stores and armories after the war. There is a 50% chance that such a helmet will include a cloth net, which adds no value. A metal filter mask worn by Kvetta Roijakker, the “Raider Queen” of Chevy Chase Metro Station. Reduces Rads/DEX Rank by 1. Filters are good for 20 minutes, and must then be washed with Washo Detergent. Black and Dark Grey Kevlar/Composite Combat Helmet, designed for use with Combat Armor. The Marksman’s Helmet includes polarized 3x magnification Goggles, an integrated Gas Mask, and a 5 km radio. All are marked with the Ranger’s symbol of a skull, impaled on a dagger, superimposed on crossed arrows. The wearer reduces Rads/DEX Rank by -2, adds +10 to his Resistance checks against airborne toxins, and gets a +5 to Spot. A heavy filtration mask, with washable filters. Adds +10 to resist airborne toxins, and reduces Rads/DEX Rank by 3. Filters are good for 20 minutes, and must then be washed with Washo Detergent. A light green combat helmet with a scarf for a liner. The scarf ties under the chin when worn by Mayor MacCready. The helmet also has a pair of Dust Goggles worn on a strap around the helmet. A large helmet, with a speaker grill, visor and two antennae, worn by the Mechanist; if worn with the Mechanist’s Armor, the wearer will not be attacked by the Mechanist’s robots (other robots will still attack) unless he/she attacks first, and
Mechanist Helmet, Dark
9/5/3
9/5/3
-5/-5
60
2.5
Metal Helmet
8/4/2
4/2/1
-5/-10
70
3.5
Metal Helmet, Apocalypse Gladiator
8/6/3
-/-/-
-5/-15
70
3.5
Metal Helmet, Reinforced
8/6/3
6/4/2
-10/-10
100
4.0
Metal Master Helmet
8/6/3
-/-/-
-0/-5
70
3.5
Motorcycle Helmet
4/2/1
-/-/-
-5/-5
6
2.0
Murray the Mole Hat
2/0/0
0/0/0
-0/-0
30
3.5
+5/-5
70
4.0
Nano Helmet
Night Vision Goggles – Blue Eye (Active Infrared)
-/-/-
-/-/-
-10/-0
300
1.0
Night Vision Goggles – Green Eye (Passive Infrared)
-/-/-
-/-/-
-10/-0
300
1.0
Night Vision Goggles – Red Eye (Thermal)
-/-/-
-/-/-
-10/-0
300
1.0
he/she may issue them commands with a successful Persuade check. Repainted version of the Mechanist Helmet, given to the party by the AntAgonizer if she turns truly evil and the Mechanist is either dead or retired. A metal helmet shaped like a motorcycle helmet, with three reinforcing ribs across the top that look almost like fins, and a forehead protector of steel. A favorite of Raiders. This unique Metal Helmet is found on the Apocalypse Gladiator, along with his unique armor. It has slightly better protection against bullets and energy weapons. A reinforced metal helmet, with horns mounted to each side, and faceplate that offers more protection at the cost of peripheral vision. A metal helmet with a reinforced plate across the forehead and two reinforcing ribs along the top, from front to back. Many female raiders wear these. A hard plastic motorcycle helmet with leather neck guard, usually worn with dust goggles. Consists of a child-sized plastic replica of a hard hat atop a cartoonish stuffed mole’s head. The helmet has a working light, which runs for 1 year per charge from a Small E-Cell. Aircrew-style armored helmet designed to work with the Nanosuit armor, and includes Polarized Goggles and a rebreather. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 4, and is +5 to Spot. In addition, a Tactical Light is mounted on the helmet. The helmet can run on the power of the Nanosuit, or from a single Small Energy Cell. If used with an SEC, each charge powers the helmet’s functions for 1 Hour. Spot penalty applies only to peripheral vision; Negates all Darkness penalties including complete darkness; one fullycharged Small Energy Cell will last for 10 hours of use Spot penalty applies only to peripheral vision; Negates all Darkness penalties including complete darkness, as long as there is a source of IR light; one fully-charged Small Energy Cell will last for 10 hours of use Spot penalty applies only to peripheral vision; Negates all Darkness penalties, including complete darkness, as long as there is a source of IR light; Even without such a source, heat signatures can still be seen, allowing targeting even when no
Night Vision Goggles – White Eye (Light Amplification)
-/-/-
-/-/-
-10/-0
300
1.0
Oasis Druid Hood Poplar’s Hood
-/-/-/-/-
-/-/-/-/-
-5/-0 -5/-0
6 100
.5 .5
Oasis Exile Hood
-/-/-
-/-/-
-5/-0
30
.5
Officer’s Sunglasses
-/-/-
-/-/-
-0/-0
15
.05
6/3/1
-/-/-
-0/-5
50
2.0
Paper Mask
-/-/-
-/-/-
-0/-0
1
.01
Park Ranger Hat
-/-/-
-/-/-
+5/-0
30
.5
Party Hat
-/-/-
-/-/-
-0/-0
5
.2
6/3/1
-/-/-
-0/-5
50
2.0
Outlaw Biker Spiked Helm
Picklehaub
light is available; one fully-charged Small Energy Cell will last for 10 days of use Spot penalty applies only to peripheral vision; Negates all Darkness penalties except for complete darkness; one fullycharged Small Energy Cell will last for 10 days of use A woolen hood worn by the Tree Minders of Oasis. A Tree Minder’s hood given to a character who sides with Laurel in the Oasis quest. It adds +1 DEX and +10 to Stealth and Hide. Outwardly identical to the Oasis Druid Hood, this unique hood adds +1d6 damage to all Flame-based weapon wielded by the wearer. It is found on the corpse of an outcast Tree Minder hidden at the base of a freeway pylon north-east of Broadcast Tower LP-8. A pair of sunglasses issued to Enclave officers. Adds +5 to CHA. A Stahlhelm-style motorcycle helmet with Picklehaube-style spike and metal horns jutting from the sides. Popular with a number of Outlaw Motorcycle Gangs before the war, Tribals and Raider descended from these groups still use them today. A paper dust mask, used by painters and doctors before the War. These are usually found in packs, 5 at a time. Cost is per unit. A pre-War hat issued to Rangers of the National Parks Service, a number of these survived the War. Many bear a cap badge related to the park where the former owner worked. Potomac Park seems to be a source for most of these in the Capitol Wasteland. The hat adds +5 to Spot and +5 to Survival – Wasteland. A conical, brightly-colored cardboard hat with string to go under the chin. It comes in several colors and sizes. A German Picklehaub helmet. While an occasional unadorned helmet turns up (one is at SatCom Array NN-03d-B, worn by a stuffed Teddy Bear), many were used by Outlaw Motorcycle Gangs before the War, and some of these have survived, along with the symbols and slogans that such “Bikers” used. Popular styles around the Capitol Wasteland include the Biohazard Symbol, with “Biogefährdung” written across the visor, the Bunny (a skull-and-crossbones with bunny ears), the Iron Cross, the Prussian Eagle, “Psycho” in block letters acorss the front, the universal Radioactive symbol, or a skull, pierced
Pint-Sized Slasher Mask
2/0/0
2/0/0
-5/-5
16
.5
Pint-Sized Slasher Mask, Moira’s
4/2/1
4/2/1
-10/-10
666
1.0
Police Hat
-/-/-
-/-/-
-0/-0
8
.5
Police Hat – Child’s
-/-/-
-/-/-
-0/-0
40
.3
Police Hat – D.C. P.D.
-/-/-
-/-/-
-0/-0
8
.5
Power Armor Helmet – Army T45D Power Armor Helmet – Brotherhood T-45D Power Armor Helmet – Brotherhood T-47
14/14/7
14/14/7
Special
110
5.0
by a dagger, painted along the side. A clown mask once worn by the Pint-Sized Slasher. Adds +5 to all Melee skills. Found on the Workbench after upgrading the Vault 77 Jumpsuit to an Armored Vualt 77 Jumpsuit. When worn, it cvonfers the Perk “One Man and Puppets.” It also reduces CHA and Reaction Rolls by 25, and Perception skills by 10. A police patrolman’s hat, with a cap badge in the shape of a policeman’s badge, bearing the words “SPECIAL” and “POLICE”. Raiders love these. A replica of a police hat, worn by children for pretend play and Halloween. A D.C. Metropolitan Police hat, found in the D.C. P.D. office in Mason District. T-45D helmet in OD Green with US Army insignia.
14/14/7
14/14/7
Special
110
5.0
Basic Powered Armor Helmet in Brotherhood of Steel colors.
16/16/8
16/16/8
Special
400
4.0
Power Armor Helmet – Brotherhood T-51C Power Armor Helmet – Brotherhood T-51B
18/18/9
18/18/9
Special
130
5.0
Advanced helmet designed for the cancelled T-47 project. Slightly-better armor than the T-45D Helmet, at 80% of its weight, with an enhanced targeting system. Sadly, the suit did not perform as well as designers had hoped, though a number of the helmets were manufactured as replacements for the T-45D. The targeting system adds +5 to Special/Critical Success range. Heavy Powered Armor Helmet in Brotherhood of Steel colors.
16/16/8
16/16/8
Special
120
5.0
Power Armor Helmet – Brotherhood Outcast T-45D Power Armor Helmet – Brotherhood Outcast T-47
14/14/7
14/14/7
Special
110
5.0
16/16/8
16/16/8
Special
400
4.0
Power Armor Helmet –
16/16/8
16/16/8
Special
120
5.0
Heavy Powered Armor Helmet. With no training, it is -10 to Spot and Listen checks, which is negated upon acquiring Power Armor Training – Basic. Used by Brotherhood members who manage to acquire a suit of T-51B Powered Armor. Basic Powered Armor Helmet in Brotherhood Outcast colors. Advanced helmet designed for the cancelled T-47 project. Slightly-better armor than the T-45D Helmet, at 80% of its weight, with an enhanced targeting system. Sadly, the suit did not perform as well as designers had hoped, though a number of the helmets were manufactured as replacements for the T-45D. The targeting system adds +5 to Special/Critical Success range. Painted black with red trim. Heavy Powered Armor Helmet. With no training, it is -10 to
Brotherhood Outcast T-51B
Power Armor Helmet – Brotherhood Outcast T-51C Power Armor Helmet – Brotherhood Paladin’s T-51C Power Armor Helmet – Captain Nuka Cola T-45D Power Armor Helmet – Colossus Heavy
18/18/9
18/18/9
Special
130
5.0
19/19/10
19/19/10
Special
140
5.0
14/14/7
14/14/7
Special
110
5.0
15/15/8
15/15/8
Special
110
5.0
-/-/-
15/15/8
Special
110
5.0
14/14/7
14/14/7
Special
110
5.0
17/17/8
17/17/8
Special
110
5.0
19/19/10
19/19/10
Special
150
5.0
19/19/10
19/19/10
Special
150
5.0
20/20/10
20/20/10
Special
120
6.0
8/8/4
8/8/4
Special
60
4.0
– Enclave
15/15/10
15/15/10
Special
120
6.0
– Enclave
18/18/1 2 18/18/9
Special
120
5.5
–
18/18/1 2 18/18/9
Special
150
5.5
– Lyons’
17/17/9
14/14/7
Special
110
5.0
Power Armor Helmet – Colossus Heavy, Open
Power Armor Helmet – DUC T45D Power Armor Helmet – Enclave Advanced Mk. I Power Armor Helmet – Enclave Advanced Mk. II Power Armor Helmet – Enclave Advanced Mk. II Western Power Armor Helmet – Enclave Hellfire Power Armor Helmet – Enclave Scout
Power Armor Helmet Tesla Mk. I Power Armor Helmet Tesla Mk. II Power Armor Helmet Hardened T-51B Power Armor Helmet Pride T-45D
Spot and Listen checks, which is negated upon acquiring Power Armor Training – Basic. Used by Brotherhood Outcasts who manage to acquire a suit of T-51B Powered Armor. Heavy Powered Armor Helmet in Brotherhood Outcast colors. Reinforced, heavy Powered Armor Helmet in Brotherhood of Steel colors. Basic Powered Armor Helmet in bright red, with white lettering, bearing the Nuka Cola logo. Powered Armor Helmet with advanced targeting systems. Rebreather reduces Rads/DEX Rank by 5. Adds +5 to all Firearms, Heavy Weapons and Energy Weapons ranged attacks. Also reduces the DEX Rank cost of all actions by 5%. Stripped version of the Powered Armor Helmet that covers only the face. Includes the original advanced targeting systems and a Rebreather that reduces Rads/DEX Rank by 5. Adds +5 to all Firearms, Heavy Weapons and Energy Weapons ranged attacks. Also reduces the DEX Rank cost of all actions by 5%. Basic Powered Armor Helmet in Digital Urban Camouflage, from Steiner Co. in Rivet City. Advanced Powered Armor Helmet with fin-shaped antenna, used by the Enclave and based on a pre-War prototype. Reinforced and improved version of the Mk. I Advanced Power Armor Helmet, of similar design. Reinforced and improved version of the Mk. I Advanced Power Armor Helmet, in the original West Coast Enclave style. Heavy, fire resistant helmet used by the Enclave for their Flamer troops. -5 to CHA. Power Armor Helmet with a large Plexiglas visor and a pair of IR Flashlights mounted to the side. It will only work with the Enclave Scout Armor. O’Neill, at Anacostia Station, across from Rivet City, has several for sale. Light Powered Armor Helmet equipped to take advantage of the Tesla Armor’s energy field. Heavy Powered Armor Helmet equipped to take advantage of the Tesla Armor’s energy field. Hardened version of the T-51B Powered Armor Helmet. Worn by Knight members of the Lyons’ Pride unit of the Brotherhood of Steel.
Power Armor Helmet – Lyons’ Pride T-51B Power Armor Helmet – Midwestern Brotherhood of Steel T-48A Power Armor Helmet – Midwestern Brotherhood of Steel T-48C Power Armor Helmet – MP-47/A Medic Prototype Power Armor Helmet Paladin’s T-51B Power Armor Helmet – Pink
19/19/10
19/19/10
Special
150
5.0
15/15/8
15/15/8
Special
625
5.0
17/17/9
17/17/9
Special
810
5.0
Newer model of helmet used with Midwestern Brotherhood T48C suits.
14/14/7
14/14/7
Special
110
5.0
16/16/8
16/16/8
Special
120
5.0
14/14/7
14/14/7
Special
110
5.0
Helmet – Raider
14/14/7
14/14/7
Special
110
5.0
Helmet – Raider
16/16/8
-/-/-
-5/-5
50
5.0
Helmet – Robo-
15/15/8
15/15/8
Special
120
6.0
Helmet – Sarah
21/21/11
21/21/11
Special
160
5.0
20/20/10
20/20/10
Special
150
5.0
Power Armor Helmet – T-31-X
12/12/6
12/12/6
Special
150
3.5
Power Armor Helmet – T-45D
14/14/7
14/14/7
Special
110
5.0
Power Armor Helmet – T-51B
16/16/8
16/16/8
Special
120
5.0
Power Armor Helmet – Talon Company T-45D
14/14/7
14/14/7
Special
115
5.0
Virtually identical to a T-45D helmet, it is designed to link to the MP-47/A suit’s onboard Auto-Doc. Heavy Powered Armor Helmet in Brotherhood of Steel colors, with the Paladin’s symbol on the front. Metallic Pink Powered Armor Helmet worn by Madame of Evergreen Mills. With no training, it is -10 to Spot and Listen checks, which is negated upon acquiring Power Armor Training – Basic. Patched and painted version of the T-45D Powered Armor Helmet, used by Raiders. A recovered T-51B helmet, with none of the electronic systems intact, worn strictly as head protection. Helmet for the Robo-Thor Powered Armor. It has all standard Power Armor Helmet abilities. Heavy Powered Armor Helmet in Brotherhood of Steel colors, bearing the Lyons’ Pride unit markings and the name “Lyons” on the left side. Heavy Powered Armor Helmet in Brotherhood of Steel colors, bearing a white star on the right side, and the name “Cross” on the right. Black and Dark Grey urban camouflage Power Armor Helmet. All are marked with the Ranger’s symbol of a skull, impaled on a dagger, superimposed on crossed arrows. Basic Powered Armor Helmet. With no training, it is -10 to Spot and Listen checks, which is negated upon acquiring Power Armor Training – Basic. Heavy Powered Armor Helmet. With no training, it is -10 to Spot and Listen checks, which is negated upon acquiring Power Armor Training – Basic. Found with the armor at Fort Constantine. T-45D helmet in Talon black, with the Talon symbol painted on the left side. The built-in radio has Talon Company’s scrambler codes.
Power Armor T-45D Power Armor Recovered Power Armor Thor Power Armor Lyons’ T-51C
Power Armor Helmet – Star Paladin’s T-51C
Worn by Paladin members of the Lyons’ Pride unit of the Brotherhood of Steel. Older model of helmet used with Midwestern Brotherhood T48A suits.
Power Armor Helmet – Talon Company T-51B
16/16/8
16/16/8
Special
170
5.0
Power Armor Helmet – Talon Company Advanced Powered Armor Mk I Power Armor Helmet – Tribal T45D
17/17/8
17/17/8
Special
130
5.0
14/12/6
14/12/6
Special
110
5.0
Power Armor Helmet – Tribal T45D (Reward)
14/12/6
14/12/6
Special
110
5.0
Power Armor Helmet – Tribal T51B
16/16/8
16/16/8
Special
120
5.0
Power Armor Helmet – VaultTec Power Armor Helmet – VaultTec Experimental
14/14/7
14/14/7
Special
110
5.0
16/16/8
16/16/8
Special
120
5.0
Power Armor Helmet – VaultTec Tesla
14/14/16
14/14/16
Special
800
5.0
Power Armor Helmet – Victoria Reign Tesla Resonance Armor
16/16/12
16/16/12
Special
150
6.0
16/16/8
16/16/8
Special
120
5.0
-/-/-
-/-/-
+5/-0
6
.5
Pre-War Bonnet
-/-/-
-/-/-
+5/-0
6
.5
Pre-War Hat
-/-/-
-/-/-
+5/-0
6
.5
Ragamuffin Top Hat
-/-/-
-/-/-
+5/-0
30
1.0
4/2/1
4/2/1
-5/-5
50
1.5
Power Armor Helmet – Winterized T-51B Pre-War Baseball Cap
Raider Helmet – Anchorite’s
T-51B helmet in Talon black, with the Talon symbol painted on the left side. The built-in radio has Talon Company’s scrambler codes. Captured Enclave Mk. I Advanced Powered Armor helmet with the Talon symbol painted on the left side. -5 to CHA. The built-in radio has Talon Company’s scrambler codes. A T-45D helmet painted with tribal symbols and decorated with feathers, glued-on beads and welded on scrap metal pieces. Moira Brown has an example of the helmet n her counter at Craterside Supply. A T-45D helmet painted to match the Tribal Powered Armor. It is rewarded to the party by Grouse if the return 100 Ingots from the Steelyard. A T-51B helmet painted with tribal symbols and decorated with feathers, glued-on beads and welded on scrap metal pieces. Adds +5 to CHA. A modified T-45D helmet, in Vault-Tec blue and yellow, found with the armor at the Vault-Tec center in Seward Square. A modified T-51B helmet, in Vault-Tec blue and yellow, found with the armor at the Vault-Tec Headquarters in Vernon Square. A custom-built experimental helmet, in Vault-Tec blue and yellow, found with the matching armor at the Vault-Tec Headquarters in Vernon Square. Reinforced Light Powered Armor Helmet equipped to take advantage of the Tesla Armor’s energy field. Once owned by Victoria Reign, it is hidden in an air vent in Fairfax, near the Metro entrance. A winterized version of the T-51B helmet, found with the armor at the VSS Armory near Bailey’s Crossroads Metro. A pre-War baseball cap with stiffened brim, usually found in the red color of the Washington Senators baseball team, it adds +5% to all Spot checks. A white pre-War bonnet with ribbon and bow, it adds +5 to all Spot checks. A brown pre-War fedora with band, it adds +5 to all Spot checks. A black felt top hat with a pair of bright-red child’s goggles strapped around where the hat band would normally go. It is owned by Éclair, in Little Lamplight. Basically this is a green leather version of the Wastehound
Helm
Raider Helmet – Arc-Light
-/-/-
4/2/1
-10/-0
20
1.5
Raider Helmet – Blastmaster
6/3/1
2/1/1
-10/-5
20
1.5
Raider Helmet – Bucket
4/2/1
4/2/1
-10/-10
20
3.0
Raider Helmet – Brutal
4/2/1
4/2/1
-10/-5
20
1.5
Raider Helmet – Bushfire
4/2/1
4/2/1
-10/-5
20
1.5
Raider Helmet – Cockatrice
4/2/1
4/2/1
-5/-5
20
1.5
Raider Helmet – Devil’s Pigtails, Black
4/2/1
2/1/2
+5/-0
20
1.5
Raider Helmet – Devil’s Pigtails, Red Raider Helmet – Hardcore
4/2/1
2/1/2
+5/-0
50
3.0
4/2/1
2/1/2
+5/-0
20
1.5
Raider Helmet – Hedgehog
8/6/3
4/2/1
-5/-5
70
2.5
helmet. The Anchorite’s Helm gives a +1 to Con and a +5 to all CON-based Resistance checks against gasses and Stun/Flash attacks. The Arc-Light Helm is an old Ceramic-Composite welder’s mask. It does not protect against shots coming from behind, and only has a 50% chance to protect from the side. It reduces Fire Damage to the Head by 5 points per round, and adds +3 to Heavy Weapons – Flamer skill. Comprised of a firefighter’s helmet worn on top of a gas mask and Nomex covering, the Blastmaster helmet confers a +5 to Demolition and Heavy Weapons skills, reduces Fire Damage to the Head by 5 points per round, and is fireproof. Consists of two welder’s masks, spot welded together using parts from a metal bucket to form a helmet; adds +1 Initiative and +3 to Special/Critical range, but the wearer suffers a -5 to CHA A stiffened top hat with the door from a pot-bellied stove attached to the front, won over a leather hood with built-in dust goggles and a leather neck protector; found at Grayditch Auto Service, in the rec room Comprised of canvas hood worn over a firefighter’s helmet with attached welder’s mask; adds +1 Initiative and +3 to Special/Critical range, but the wearer suffers a -5 to CHA A Wastehound helmet with a respirator attached just in front of the user’s mouth; sadly, the respirator is non-functional; adds +1 Initiative and +3 to Special/Critical range, but the wearer suffers a -5 to CHA A unique version of the Devil’s Pigtails, found on the Sharp Dressed Devil at the Abandoned Car Fort, reduces CHA by -5, but adds +10 to Bargain, Fast Talk, Perform: Oratory and Persuade. A Psycho-Tic helmet with red handlebars and goggles. Adds +2 to all Melee skills and +2 to DB with Melee weapons. An aviator-style leather helmet and goggles, with a row of stiff, bristled hair tufts arrange along the top to form a Mohawk-style ridge; adds +1 Initiative and +3 to Special/Critical range, but the wearer suffers a -5 to CHA A Metal Helmet with 9 Lawn Mower Blades welded to the outer surface, along with several old car antennas; if used in a Head But, the blades add +2 to Damage, and cause Bleeding on a Special/Critical success
Raider Helmet – Psycho-Tic
4/2/1
2/1/2
+5/-0
20
1.5
Raider Helmet – Pyro Helmet, Black
6/3/1
2/1/1
-10/-5
20
1.5
Raider Helmet – Pyro Helmet, Red
6/3/1
2/1/1
-10/-5
50
3.0
Raider Helmet – Skull
2/1/1
2/1/1
-10/-0
20
4.0
Raider Helmet – Torcher’s Mask
2/1/1
4/2/1
-10/-0
20
1.5
Raider Helmet – Welder’s Shade
-/-/-
4/2/1
-5-0
50
3.0
4/2/1
4/2/1
-5/-5
20
1.5
Ranger Cap
-/-/-
-/-/-
+10/-0
6
.55
Ranger Head Wrap
-/-/-
-/-/-
+5/-0
2
.1
Ranger Officer Hat
-/-/-
-/-/-
+5/-0
6
.5
Ranger Scout Hat
-/-/-
-/-/-
+5/-0
6
.25
Ranger Shades
-/-/-
-/-/-
+5/-0
8
.05
Raider Helmet – Wastehound
An aviator-style leather helmet and goggles, with a pair of handlebars attached to the sides; adds +5 to Spot, and +5 to Resistance checks against airborne toxins A unique, black Pyro Helmet, it reduces Fire Damage to the Head by 10 points per round, and is fireproof. It lies in a fireplace in a ruined house north of Roosevelt Academy. Comprised of a red firefighter’s helmet worn on top of a gas mask and Nomex covering, the Pyro Helmet confers a +5 to Demolition, reduces Fire Damage to the Head by 5 points per round, and is fireproof. Basically a Brahmin Skull on a set of leather straps that allows it to be worn as a head and face covering. Adds +5 to all Melee Weapon attacks. The Torcher’s Mask combines an Arc-Light helmet with a Nomex hood, and confers a +5 to Demolition and Heavy Weapons skills, reduces Fire Damage to the Head by 10 points per round, and is fireproof. It is worn by Torcher at the MDPL Mass Relay Station. A bright yellow Ceramic-Composite welder’s mask. It does not protect against shots coming from behind, and only has a 50% chance to protect from the side. It adds +10 to Heavy Weapons skills. Basically this is a stiffened, brown leather bag over a padded head band, with a set of cut outs for the wearer’s hair and a pair of Biker Goggles sewn in. The wearer gains a +1d3 DB on all Unarmed attacks. A pre-War Baseball Cap=style hat in Urban Camouflage, with a pair of goggles; together they add +10 to Spot checks, +2 to Bargain and Personal Interaction skills. Used by Reilly’s Rangers, one is worn by Butcher. A piece of cloth worn as a head covering. This one is in Urban Camouflage, and is used by Reily’s Rangers. Brick tends to wear one under her helmet, or instead of one. Adds +5 to Spot, +5 to CHA, +2 to Bargain and Personal Interaction skills. A Patrol Cap in Urban Camouflage, used by Reily’s Rangers. Reilly tends to wear one when not wearing a helmet. Adds +5 to Spot, reduces DEX Rank cost of all actions by 5%. A boonie-style hat in Urban Camouflage, used by Reilly’s Rangers. Donovan wears one when not wearing his helmet. Adds +5 to Spot, and +2 to Demolition and all Firearms skills. A pair of sunglasses with the symbol of the 75th Ranger
Reading Glasses Rebreather
-/-/1/0/0
-/-/1/0/0
+5/-0 -0/-0
12 50
.05 .2
Recon Helmet
9/9/5
-/-/-
-0/-5
40
2
Recon Helmet – Composite
11/11/6
-/-/-
+5/-5
70
2
Recon Helmet – Outcast
11/11/6
-/-/-
+5/-5
70
2
Recon Helmet – Stealth
11/11/6
-/-/-
+5/-5
200
2
Redskin Helmet – Defensive Line/Starter
4/2/1
-//-
-5/-5
8
1.5
Redskin Helmet – Defensive QB
4/2/1
-/-/-
-5/-5
11
1.5
Redskin Helmet – Offensive Line
4/2/1
-//-
-5/-5
10
1.5
Redskin Helmet – Offensive Line QB
4/2/1
-/-/-
-5/-5
15
1.5
Redskin Helmet – Offensive Starter Redskin Helmet – Offensive Starter QB
8/8/4
-/-/-
-5/-5
7
1.5
8/8/4
-/-/-
-5/-5
7
1.5
Redskin Helmet – Pennant
2/1/0
-/-/-
-0/-0
75
4
Regiment embossed on either earpiece; adds +5 to Spot and +5 to Special/Critical chance; Found in Mr. Burkes House in Megaton A pair of glasses. Adds +5 to Spot checks. A small re-breather with a 30 minute capacity. Can be recharged after use with a Fission Battery and 4 hours’ time. Reduces Rad/DEX Rank by 2. Helmet for the standard Recon Armor, it includes no face protection. All Powered Armor Helmets contain one. Helmet for the Composite Recon Armor, it includes no face protection. It is slightly better than the standard model. Found with the Composite Recon Armor on a corpse across from L.O.B. Enterprises. Helmet for the Outcast Recon Armor, it includes no face protection. It is identical to the Composite version, except for the red/black coloring. Helmet for the Stealth Recon Armor, it includes no face protection. It is designed to work with the Stealth Field. A black football helmet worn over a baseball cap, with a burgundy bandana covering the nose and mouth and a pair of dust goggles. A black football helmet with a pair of black feathers attached, a burgundy bandana covering the nose and mouth and a pair of dust goggles. Worn by Middle Linebackers who command a Defensive Line Squad of Linebackers, Tackles, Safeties and a Trainer. A white football helmet with burgundy stripe down the center, worn over a baseball cap, with a maroon bandana covering the nose and mouth and a pair of dust goggles. A black football helmet with a trio of feathers attached (burgundy, black and white), a burgundy bandana covering the nose and mouth and a pair of dust goggles. Worn by Quarterbacks of the Offensive Line who command a Squad of Linemen, Receivers and Backs, and a Trainer. A Super Mutant Brute helmet worn with a gold bandana over the nose and mouth and a pair of dust goggles. A Super Mutant Brute helmet with a frill of burgundy feathers attached. Worn by Offensive Starter Quarterbacks who command a Squad of Linemen, Receivers and Backs, and a Trainer. A black leather helmet designed to resemble an early 20th
Bearer
Redskin Helmet – Recruit/Scout
2/1/0
-/-/-
-0/-0
7
1.5
Redskin Helmet – Recruit QB
2/1/0
-/-/-
-0/-0
9
1.5
Redskin Scout Hood
-/-/-
-/-/-
+5/-0
6
1
Regulator Hunter Hat
-/-/-
-/-/-
+5/-0
35
.5
Regulator Sunglasses
-/-/-
-/-/-
-0/-0
10
.05
Regulator’s Hat – Brown Regulator’s Hat – Gray
-/-/-/-/-
-/-/-/-/-
+5/-0 +5/-0
30 30
.5 .5
Regulator’s Hat – Tan
-/-/-
-/-/-
+5/-0
30
.5
Regulator’s Ranger Hat – Campaign
-/-/-
-/-/-
+5/-0
30
.5
Regulator’s Sheriff Hat
1/0/0
-/-/-
+5/-0
40
.5
Reilly’s Rangers’ Combat Helmet Reilly’s Rangers’ Battle Helmet, Mk. II, with Visor
8/8/4
-/-/-
-5/-5
50
3.5
10/10/5
-/-/-
+5/-10
100
3.8
century football helmet, worn with a full Native American War Bonnet or burgundy, white, gold and black feathers and beads. A black leather helmet designed to resemble an early 20th century football helmet, worn with a black bandana covering the nose and mouth and a pair of dust goggles. A black football helmet with a pair of feathers (one black, one burgundy) attached, a maroon bandana covering the nose and mouth and a pair of dust goggles. Worn by Middle Linebackers who command a Defensive Line squad of Linebackers, Tackles, Safeties and a Trainer. A cloth wrap that covers the head and neck, and can be pulled across the face, with a sun visor incorporated to shade the user’s eyes. Worn by Redskin’s Scouts. White Superfino Panama Hat with a black silk band. Those knowledgeable about the affairs of the Regulators know that when one is seen wearing such a hat, they are hunting a specific and very dangerous target. Such hats are a rare sight in the Wastelands, as few targets warrant this level of effort. The wearer gains a +2 to all Bargain and Personal Interaction skills. A pair of pre-War Mirrorshades, once popular with police officers. Adds +5 to POW-vs-POW rolls for Intimidation, and to resist Terrifying Presence. Brown Cowboy-style hat with black band. Adds +5 to Spot. Gray Cowboy-style hat with black band decorated with bronze rings. Adds +5 to Spot. Tan campaign-style hat with floppy brim and black band. Adds +5 to Spot. A pre-War hat issued to Rangers of the National Parks Service, these are worn by many of the Regulators who came from the DC Rangers before Senora Cruz remolded the organization. They bear the cap badge of the US Department of the Interior National Park Service Park Ranger. The hat adds +5 to Spot and +5 to Survival – Wasteland. A stiffened leather sheriff-style hat with a snake-skin hat band. Adds +5 to Spot. Reilly’s Rangers’ version of the standard Combat Helmet. Reilly’s Rangers’ Mk. II version of the standard Combat Helmet with an intact polarized visor. Adds +5 to Spot.
Reilly’s Rangers’ Battle Helmet, Mk. II, w/Respirator Mask
10/10/5
-/-/-
+5/-10
120
4.5
Rhodesian Cammo Hat
-/-/-
-/-/-
+5/+5
30
.5
Rivet City Patrol Hood
-/-/-
-/-/-
-0/-0
6
.5
Rivet City Riot Helmet
6/6/3
4/2/1
-5/-5
50
3.5
Rivet City Security Helmet
6/6/3
-/-/-
-5/-5
50
3.5
Roving Trader Hat
-/-/-
-/-/-
-0/-0
6
.25
Roving Moira Hat
-/-/-
-/-/-
-0/-0
6
.25
Samurai Helmet
7/4/2
-/-/-
-0/-5
300
3.5
Scavenger Helmet
8/8/4
2/0/0
-5/-5
150
3.5
Reilly’s Rangers’ Mk. II version of the standard Combat Helmet, with a polarized visor and a Respirator Mask. The Mask reduces CHA and Rads/DEX Rank by 1, and provides up to 30 minutes of air on a fully charged Small Energy Cell (3 minutes per charge). Adds +5 to Spot. A wide-brimmed leather hat with leather neck guard attached, providing protection from rain, sun and wind, it adds +5 to all Spot and Listen checks. Available in Rhodesian-pattern camouflage from Steiner Co. in Rivet City. A dark gray hood with dark gray cloth strips attached to break up the wearer’s silhouette, worn by Rivet City patrol Officers when conducting patrols on shore. Adds +2 to all Firearms, Demolition, and Throw (Grenades Only) skills. Basically, a DC Metro Police Riot Helmet, a black Kevlar/composite helmet equipped with a Plexiglas face shield designed to accommodate a gas mask, offering some frontal protection. Rivet City adds a short-range (.5 mile) radio to theirs, allowing officers to talk to the bridge from anywhere on the ship. Basically, a DC Metro Police Riot Helmet, a black Kevlar/composite helmet, missing its face shield (many were taken for use on the Rivet City Combat Helmets). Rivet City adds a short-range (.5 mile) radio to theirs, allowing officers to talk to the bridge from anywhere on the ship. A pre-War baseball-style cap with a set of goggles (useful against dust only), the Roving Trader Hat adds +5 to Bargain skill. A pre-War RobCo billed cap with a set of goggles (useful against dust only), the hat adds +5 to Bargain skill. A horned, black iron kabuto helmet, with silk ukebari and black iron shikoro tied with blue silk cords. It is worn by Toshiro Kago, the captive samurai held by aliens on Mothership Zeta. Standard Kevlar/Composite Combat Helmet, in OD Green, with Gas Mask/Rebreather and Tactical Flashlight. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 2; Filters must be cleaned using Washo Detergent after each 12 hours of use. The Helmet also includes a short range (.5 km) Radio. All devices are powered by a Small Energy Cell, which provided power for 1 Hour per Charge. If the unit is attached to the Scavenger Duster, it uses the power supply from the
Shady Hat
-/-/-
-/-/-
+5/-0
40
.5
Shady Hat, Moira’s
-/-/-
-/-/-
+5/-0
40
.5
Sheriff’s Hat
-/-/-
-/-/-
+5/-0
35
.5
Shooting Glasses Shrouded Hood Skull Mask
-/-/-/-/-/-/-
-/-/-/-/2/1/1
+5/-0 -5/-0 +0/-0
8 6 10
.05 .5 .5
Skull Mask, Horned
-/-/-
2/1/1
+0/-0
10
.5
Slave Scarf
-/-/-
-/-/-
+5/-0
6
.25
Stormchaser Hat
-/-/-
-/-/-
+5/+5
6
.25
Sunglasses Sunglasses – Lag-Bolt’s Shades Super Mutant Helmet – Brute
-/-/-/-/-
-/-/-/-/-
-0/-0 -0/-0
8 8
.05 .05
8/8/4
0/0/0
-5/-5
50
3.5
Super Mutant Helmet – Master
4/8/4
0/0/0
-5/-5
50
3.5
Supervisor’s Helmet
4/2/1
2/0/0
-10/-5
50
3.0
Duster. The Radio’s range increases to 5 km, the helmet no longer drains its SEC, and the Rebreather reduces Rads/DEX Rank by 3. Sold by O’Neill at the shop near Anacostia Station, across from Rivet City. A brown fedora designed to shade the wearer’s eyes and face. It is part of the reward for completing the Mirelurk Observation portion of the Wasteland Survival Guide quest. Adds +5 to Spot, Hide and Stealth. A brown fedora designed to shade the wearer’s eyes and face. Moira carries one for her personal use. Adds +5 to Spot, Hide and Stealth. Dark brown Cowboy-style hat with tan band. Adds +5 to Spot. A pair of tinted Shooting Glasses; adds +5 to Firearms skills A dark gray woolen hood worn by the Shrouded Raiders. A human skull cut to form a wearable face mask, attached to a leather strap. Worn by members of the Bloodthirsters Raider gang. A human skull cut to form a wearable face mask, attached to a leather strap, with a pair of Brahmin horns attached to the temple at either side of the skull. Worn by members of the Bloodthirsters Raider gang. A grey cotton scarf worn as either a hat or head-scarf, it adds +5 to Spot checks. Issued to slaves at Paradise Falls. A wide-brimmed leather hat with leather neck guard attached, providing protection from rain, sun and wind, it adds +5 to all Spot and Listen checks. A pair of sunglasses. Adds +5 to CHA. A pair of sunglasses carried by the ex-Raider mercenary LagBolt. They add +3 to Fine Manipulation, Hide and Stealth. A Roman-style helmet constructed from a metal-reinforced Football Helmet with metal plates attached to form a lobster tail, cheek pieces, and a blade above the forehead; adds +1 to the wearer’s CON A Tanker-style helmet constructed from a Kevlar-reinforced leather helmet and goggles (dust only); adds +1 to the wearer’s CON Consists of a hard hat with Gas Mask and Helmet Light. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 2; Filters must be cleaned using Washo Detergent after each 12 hours of use.
Sweatband
-/-/-
-/-/-
+5/-0
30
.2
Tactical Helmet
10/10/5
-/-/-
+5/-5
70
3.5
Talon Balaclava
-/-/-
-/-/-
+5/-
20
.25
Talon Combat Helmet
7/7/4
-/-/-
-5/-5
60
3.25
Talon Combat Helmet and Face Shield
7/7/4
6/3/2
-5/-5
80
3.25
Talon Combat Helmet and Full Mask
8/8/4
2/1/0
+5/-5
90
3.8
Talon Combat Helmet and Mask Talon “Desert Owl” Helmet
8/8/4
-/-/-
+5/-5
70
3.25
10/10/5
-/-/-
-5/-5
100
3.0
Talon Eyeshield
-/-/-
-/-/-
+5/-0
12
.1
Talon Gas Mask
4/4/2
4/4/2
+5/-5
110
.5
Talon Gas Mask with Beret
2/4/2
2/4/2
+5/-5
125
.7
Talon “Ghost” Balaclava
-/-/-
2/1/0
-0/-0
20
.1
Talon Heavy Face Mask
-/-/-
4/4/2
-10/-0
400
1.75
An elasticized terrycloth sweatband from before the War; available in aqua, pink, red and white; found at Lolipopz The Tactical Helmet includes a set of Dust Goggles, a balaclava, and ear protection. Sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. Black knit Balaclava with Biker Goggles worn by some Talon Company troops. Lightened paratrooper versions of the standard Combat Helmet, painted with the much-hated Talon Company logo. Lightened paratrooper versions of the standard Combat Helmet, painted with the much-hated Talon Company logo, and equipped with a Riot Helmet’s Plexiglas face shield. Talon Combat Helmet with Kevlar Balaclava and Biker Goggles. Both Balaklava and Helmet have the Talon Company logo on the left side. Talon Combat Helmet with knit Balaclava and Biker Goggles. The Helmet has the Talon Company logo on the left side. A “Coal Scuttle” style helmet in black composite, worn by Lt. Lazcano, commander of the Talon Company Recon Camp south of Arlington Library. The wearer gains a +3 to Special/Critical Success range, and reduces DEX Rank costs of all actions by 5%. Pre-War shooting glasses made of a single piece of wraparound plastic. Useless againt weapons, they do help keep debris out of the eyes. This pair is held by Knight Sergeant Oswald, of the Brotherhood of Steel, captured from a Talon operative on the Washington Mall. They add +5 additional bonus per Aim action, up to a maximum of +15. A dark silver/gray, Kevlar-lined, airtight helmet, with Gas Mask and Goggles. Reduces Rads/DEX Rank by 1. Filters must be cleaned using Washo Detergent after each 12 hours of use. A dark silver/gray, Kevlar-lined, airtight helmet, with Gas Mask and Goggles, with sewn-on Talon Beret. Reduces Rads/DEX Rank by 1, and, when worn with other clothing that grants a bonus to Stealth and Hide, adds +5 to either skill. A black Kevlar Balaclava with a skull printed over the face portion, worn with a set of black-rimmed Dust Goggles. It is worn by Lt. Riley at the Talon Company Camp near Grayditch. A Gas Mask and Night Vision Goggles built in to an armored face-mask housing designed for use with or without a helmet. Wearer is resistant to inhaled toxins and reduces Rads/DEX
Talon Heavy Face Mask – “Desert Owl”
-/-/-
6/6/3
-10/-0
600
1.75
Talon Heavy Helmet
10/10/5
-/-/-
-5/-5
100
3.0
Talon Helmet Mk. II
9/9/5
-/-/-
-5/-5
80
3.25
Talon Helmet Mk. II w/Mask Talon Helmet Mk. II w/Mask and Microphone
9/9/5 9/9/5
6/3/2 6/3/2
-5/-5 -5/-5
90 100
3.5 3.5
Talon Helmet Mk. II w/Microphone Talon Merc Cap
9/9/5
-/-/-
-5/-5
100
3.5
-/-/-
-/-/-
+5/-0
8
.5
Talon Riot Helmet
6/6/3
6/3/2
-5/-5
60
3.0
Talon Sunglasses
-/-/-
-/-/-
+5/-0
12
.1
Talon Urban Helmet, Mk. II
10/10/5
-/-/-
-5/-10
90
3.65
Talon Urban Helmet, Mk. II, w/Respirator Mask
10/10/5
-/-/-
+5/-10
120
4.5
Rank by 2; Filters must be cleaned using Washo Detergent after each 12 hours of use. Spot penalty applies only to peripheral vision; Negates all Darkness penalties, including complete darkness, as long as there is a source of IR light; Even without such a source, heat signatures can still be seen, allowing targeting even when no light is available; one fullycharged Small Energy Cell will last for 10 days of use (1 day per charge). Otherwise identical to the standard Heavy Face Mask, Lt. Lazcano’s mask has better armor. Worn by Lt. Lazcano, commander of the Talon Company Recon Camp south of Arlington Library. A “Coal Scuttle” style helmet in black composite. The wearer gains a +4 to Special/Critical Success range. Heavier version of the standard Combat Helmet, painted with the much-hated Talon Company logo. Talon Helmet Mk. II with Plexiglass Face Shield. Talon Helmet Mk. II with Plexiglass Face Shield and voiceactivated microphone/headset with short-range (10’) tranceiver. Talon Helmet Mk. II with voice-activated microphone/headset with short-range (10’) tranceiver. Black Baseball-style cap with goggles. The cap bears the Talon logo. Adds +5 to Spot, and +2 to all Firearms skills, Demolition, and Throw (Grenades). A police-issue Riot Helmet with face shield, painted in Talon colors. Pre-War shooting glasses made of a single piece of wraparound plastic. Useless againt weapons, they do help keep debris out of the eyes. Mk. II version of the standard Combat Helmet, these helmets are equipped with the US Army helmet’s spall liner and thickened armor, but are slightly lighter overall. Those surviving in the wasteland still have the housing for the camera and laser rangefinder, but no suit has been documented as having working hardware. Black, with a polarized visor. Adds +5 to Spot. Mk. II version of the standard Combat Helmet, black, with a polarized visor and a Respirator Mask. The Mask reduces CHA and Rads/DEX Rank by 1, and provides up to 30 minutes of air on a fully charged Small Energy Cell (3 minutes per charge).
Tenpenny Patrol Hood
-/-/-
-/-/-
-0/-0
6
.5
8/4/12
4/2/12
-5/-10
140
3.5
Three Dog’s Glasses
-/-/-
-/-/-
+5/-0
12
.05
Tinted Reading Glasses Tortoise Shell Glasses Trap Detection Goggles
-/-/-/-/-/-/-
-/-/-/-/-/-/-
+5/-0 +5/-0 -5/-0
12 8 60
.05 .05 .5
Tribal Goat Helm
4/2/1
-/-/-
+5/-0
6
1
Tribal Headdress
1/1/1
-/-/-
-0/-0
150
.5
Tribal Helmet
6/6/3
4/2/1
-10/-5
300
5.0
Tribal Hood
1/1/1
-/-/-
-0/-0
5
.5
Tribal Mohawk Helmet
4/2/1
2/1/2
+5/-0
20
1.5
Tesla Helmet
Adds +5 to Spot. A tan hood with green-gray cloth strips attached to break up the wearer’s silhouette, worn by Tenpenny Security Officers when conducting patrols outside the walls. Adds +2 to all Firearms, Demolition, and Throw (Grenades Only) skills. A modified Metal Helmet with connectors designed to attach to Tesla Armor (regular or Brotherhood). Three Dog will give one pair of these to a party that helps him with is dish issue. They add +5 to Spot and +5 to Luck. A pair of glasses. Adds +5 to Spot checks. A pair of glasses. Adds +5 to Spot checks. EMF-detection, Millimeter-wave radar interferometer goggles designed to scan for active Sensor Modules and tripwires without triggering them. The goggles have +20 to Spot any active mines/sensor-based traps in a 90O arc, up to 30’ away. The built-in interferometer also aids in detecting tripwires, adding a +20 to Spot checks for this purpose. Powered by a single Small Energy Cell, the device works for up to one hour per charge. A basic leather helmet, with a young bighorner’s skull affixed to the top for decoration. A pre-War baseball cap, heavily worn, with patterns woven into the cap and feather and bead adornments. Consists of a Security Helmet with Plexiglas visor, decorated by a Tribal shaman. The helmet is painted white, with a skullface painted on the visor (the user looks out through the skull’s eye holes). Mounted to the helmet is a lower jaw of some large herbivore, possibly a Bighorner or Brahmin. The top of the helmet is covered in a with empty shotgun shells, arranged to look similar to the feathers of a war bonnet, and several more shells hang across the back of the neck area like a fringe. Feathers, beads, and other tribal markings decorate the rest of the helm. When worn, it adds +2 to the Critical chance of all attacks, and +5 to Stealth and Hide. A leather hood worn by many Triabls when expecting inclimate weather, or to keep off oppressive sun. Adds +2 to Bargain and Personal Interaction skills. An aviator-style leather helmet and goggles, with a row of stiff, bristled hair tufts arrange along the top to form a Mohawk-style ridge; adds +1 Initiative and +3 to Special/Critical range, but the wearer suffers a -5 to CHA
Super Scavenger Helmet
8/8/4
0/0/0
-5/-5
70
3.5
Trooper Helmet
4/2/1
-/-/-
-0/-0
6
1.5
Trooper Face Wrap
-/-/-
2/1/1
-0/-0
5
.5
Tuxedo Hat Eulogy Jones’ Hat
-/-/-/-/-
-/-/-/ -/-/-
+5/-0 -0/-0
8 5
.7 .5
USMC Cover
-/-/-
-/-/-
+5/-0
6
.25
USMC Officer’s Cover
-/-/-
-/-/-
-0/-0
6
.25
USMC Scout Hat
-/-/-
-/-/-
+5/-0
6
.25
USMC Head Wrap
-/-/-
-/-/-
+5/-0
2
.1
10/10/5
-/-/-
-5/-10
75
3.65
Vault Security Helmet
6/6/3
6/3/2
-5/-5
30
.5
Venomous Goggles
0/0/0
0/0/0
-0/-0
10
.15
Venomous Headgear
0/0/0
1/0/0
-0/-0
20
.4
Venomous Mask
0/0/0
1/0/0
-0/-0
10
.25
USMC Special Forces Helmet
A Roman-style helmet constructed from a metal-reinforced Football Helmet with metal plates attached to form a lobster tail, cheek pieces, and a blade above the forehead; adds +1 to the wearer’s CON A broad-brimmed helmet, similar to a Brodie Helmet, but made of stiffened leather, used by the troops of the New Confederate Republic. Often worn with a set of dust goggles. Leather wrap that can be attached to the Trooper Helmet and secured across the nose and mouth. Guards from dust and debris, and provides minimal protection from attacks. A black top hat with stiffened brim. Adds +5 to Spot. A broad-brimmed black hat with white band and a long, purple feather, it adds +5 to CHA and all personal interaction skills. A pre-War baseball-style cap with a set of goggles (useful against dust only), the USMC Cover adds +5 to Bargain skill. A pre-War baseball-style cap worn by Marine officers, the Cover adds +5 to Energy Weapon skills. A boonie-style hat in woodland camouflage, issued to Marine Scout-Snipers before the War Bandana-style Head Wrap, in either black or woodland camouflage. US Marine version of the Combat Helmet, with issued HUD Goggles (linked to Radio), 5 km radio, Passive IR/Thermal Nightvision, white/IR helmet light and video camera (linked to transmitter). It also comes with a woodland camouflage cover that is optional. A riot helmet with a clear Lexan face shield designed to be worn with a Gas Mask. A set of goggles with spikes along the sides of the user’s eyes; they add +1 to the wearer’s Initiative; found in one of the shacks in the north part of Evergreen Mills A set of googles with spikes along the sides of the user’s eyes and a dust mask with washable filters (must be washed with one box of Washo Detergent after 2 hours use), modified with a set of spikes up the center; they add +1 to the wearer’s Initiative reduce Rads/DEX Rank by 4; basically the Venomous Goggles and Mask, but designed as a single unit; found in one of the shacks in the north part of Evergreen Mills A dust mask with washable filters (must be washed with one box of Washo Detergent after 2 hours use), modified with a
Wanderer Headgear
-/-/-
-/-/-
Wasteland Opportunist Headgear
+5/-0
150
2.0
+5/-0
100
1.0
Wasteland Flatfoot’s Cap
-/-/-
-/-/-
-0/-0
8
.5
Welder’s Mask
-/-/-
4/2/1
-10/-0
20
1.5
Welding Helmet
2/1/0
4/2/1
-10/-0
20
2
Wig
0/0/0
0/0/0
-0/-0
20
.5
set of spikes up the center. Reduces Rads/DEX Rank by 4. Found in one of the shacks in the north part of Evergreen Mills A shemagh worn with a Gas Mask and Goggles. Wearer is resistant to inhaled toxins and reduces Rads/DEX Rank by 3. Filters must be cleaned using Washo Detergent after each 12 hours of use. Available from O’Neill at the shop in Anacostia, across from Rivet City. Adds +5 to Spot. A headband with goggles; includes a flip-up magnifying lens and a short-range voice-activated radio headset (designed for use with a separate radio, it has only about a ten-foot range); the wearer reduces DEX Rank costs of all actions by 15%. Found hidden in Grayditch, behind the diner. A police patrolman’s hat, with a cap badge in the shape of a policeman’s badge, bearing the words “SPECIAL” and “POLICE”. Adds +2 to DB for all Melee attacks, and reduces DEX Rank cost of Melee attacks by 20%. An old Ceramic-Composite welder’s mask. It does not protect against shots coming from behind, and only has a 50% chance to protect from the side. It reduces Fire Damage to the Head by 5 points per round The Welding Helmet is an old Ceramic-Composite welder’s mask worn over a leather hood with stiffened ribs. It has low protection against shots coming from behind, and only has a 50% chance to give the higher level of protection from the side. A wig. Some ghouls who deal regularly with humans, or who cannot accept their condition, wear them to hide their baldness.
Note: Powered Armor Helmets all include Night Vision/Thermal Vision, 2-Hour re-breather (only when attached to a Powered Armor; reduced Rads/DEX Rank by 2), HUD (Suit condition, weather condition, CBR information, IFF to linked transponders), Targeting Reticule (no Shooting penalties), and 5 km radio (longer range of LoS is available). Without Power Armor Training, all such helmets have a -10/-10 Spot/Listen penalty, which is completely negated with Power Armor Training – Basic. Name
Skill
Description
30w Oil
-
4D Storage – Small
-
A thin lubricant with a number of uses, found in the Boom-Boom Room in Fairfax A small puzzle box, covered in runes and symbols of solid silver; a Special success on an IDEA or LUCK check will allow a person to understand how to open the box, a process that costs one
SIZ/E nc .2
Cost
.25
500
1
4D Storage – Medium
-
4D Storage – Large
-
Abraxo Cleaner Abraxodyne Food Sanitizer
Food Prep
Action Abe Action Figure
Know – History
ADUC Gloves
-
Alien Epoxy
Repair Mechanical
Allen Key Set Ammo Bandolier –
-
temp POW point and requires a SAN check (failure costs 1d3 SAN) and a LUCK check; any item, up to 1.0 ENC in size, may be placed inside, and the box will hold up to 50.0 ENC; a fumble on the LUCK check for opening the box summons a Spectral Hunter, who will attempt to kill the opener; the Taxidermist will give the party this device for aiding him A small puzzle box, covered in runes and symbols of solid silver; a Special success on an IDEA or LUCK check will allow a person to understand how to open the box, a process that costs two temp POW point and requires a SAN check (failure costs 1d3 SAN) and a LUCK check; any item, up to 2.5 ENC in size, may be placed inside, and the box will hold up to 100.0 ENC; a fumble on the LUCK check for opening the box summons a Dimensional Shambler, who will attempt to abduct the opener; it is found in a safe at Friendship Asylum A head-sized puzzle box, covered in runes and symbols of solid silver; a Special success on an IDEA or LUCK check will allow a person to understand how to open the box, a process that costs three temp POW point and requires a SAN check (failure costs 1d3 SAN) and a LUCK check; any item, up to 5.0 ENC in size, may be placed inside, and the box will hold up to 200.0 ENC; a fumble on the LUCK check for opening the box summons a Hound of Tindalos, who will attempt to devour the opener; Found in Crystal City, Sector A A box of scouring cleanser with hundreds of uses Allows anyone to make a Food Prep check to reduce the number of Rads gained by eating food by 20% A pre-War child’s toy, modeled on Abraham Lincoln; it is found in the Museum of History Offices, behind the Very Hard locked door to the Archive room on a desk near the turret terminal; the room may also be entered from the room on the right through a hole in the wall. Gloves, in ADUC-pattern camouflage; price is per pair, though the gloves are available separately; sold by Steiner Co. in Rivet City Repairs any weapon or armor based on the user’s appropriate Repair – X skill; Repair is based on the user’s appropriate Repair skill x the difference between current condition and optimal condition A full set of Allen Wrenches/Keys on a key ring A bandolier for holding en bloc or stripper clips for a rifle, it has
.25
1000
.5
2000
1.0 3.0
5 150
.5
5 (or More)
.02
16
.05
25
.2 1.0
80 15
Adventurer Belt Bags
Ammo Bandolier – Badlands
-
Ammo Bandolier – Confederate, Eight-Pocket Ammo Bandolier – Raider Gunbelt
-
Ammo Bandolier – Slaver
-
Ammo Bandolier – Troublemaker
-
Ammo Pouch – Adventurer
-
Ammo Press Kit
Repair – Mechanical
Arm Protector
-
Animal Tracking Device
Repair – Electrical
Ant Nectar Candy Recipe
Food Prep
-
11 pouches, 10 of which are capable of holding up to 10 loose/clipped rounds of ammunition for a rifle up to 8mm (pistol up to 14x50mmK), and the eleventh used for a cleaning kit or similar item. A single over-the-shoulder ammunition bandoleer that holds up to 50 rounds of rifle or pistol ammunition, up to .50 caliber. ENC given is for the belt only. An eight-pocket Confederate Bandolier. Each pocket is equivalent to a Small Utility Pouch. A single over-the-shoulder ammunition bandoleer that holds up to 50 rounds of pistol ammunition, up to 14mm, with an attachment point for a holster. ENC given is for the belt only. The Slaver Ammo Bandolier holds up to four Mesmetron Power Cells (or standard Small Energy Cells), has an attachment point for 2 Slave Collars, and an attached belt that contains six small pouches that each can hold .25 ENC of gear An X-Pattern, dual, over-the-shoulder ammunition bandoleer that holds up to 100 rounds of rifle or pistol ammunition, up to .50 caliber. ENC given is for the belt only. A waist-mounted belt pouch that can hold up to 50 rounds of rifle ammunition up to 8mm (pistol up to 14x50mmK), one AK/STANAG/Type 93 Magazine, or up to two M14/FAL/R91 Magazines. Created by a person with Ammunition Engineer and Repair – Mechanical 50% or higher using a Motorcycle Handbrake, 2 Pilot Lights, 1 Scrap Metal, and 1 Steam Gauge; Allows breakdown of ammunition/reloading of brass as a substitute for a Reloading Bench, but without the +10 that a Reloading Bench provides; A pair of Combat Armor Forearm Guards. Normal Combat Armor is assumed to come with a set of such guards, but Light Armor and scavenged armors are often missing these guards. Price is for a pair, and a pair gives the arms 8/8/4 AP when attached to a Combat Armor lacking such guards. If used independently, they give 4/4/2 AP, at a cost of -5 to all Physical Skills. They are available in standard urban BDU, dark green, khaki, and black. Created by anyone with Repair – Electrical and access to a Workbench and the Dog Training Manual who combines a Camera, Fission Battery, Sensor Module, and Wonderglue; with a proper receiver/direction finder (such as a Pip-Boy 3000), the device can be detected from up to twenty miles A recipe for two types of candy derived from Ant Nectar; found
1.0
15
1.0
15
1.0
15
1.25
20
2.0
50
1.0
15
4
50
.5
6
.3
200
.05
500
AntAgonizer’s Belt
-
Antenna – Giant Ant
Woodcraft
Ashtray Aunt B’s Little Black Book
-
Auto-Doc, Mk. I
Computers and Repair – Electrical
Auto-Doc Access Card B’s Brothel Guest Book
-
Backpack – ADUC/MARPAT/Multicam/U rban Tiger, 12 ENC Large Tactical Pack
-
Backpack – Blackwolf, 3 ENC Bum Bag
-
Backpack – Blackwolf, 5 ENC Daypack
-
on the body of William Brandice in the Marigold Metro Tunnels A leather belt with a metal buckle embossed with an ant’s head; adds +1 POW, and +5 to CHA and personal interaction skills when dealing with Ants, but subtracts -1 from INT A giant ant Antenna; up to two may be recovered from a single ant For your butts A pre-War souvenir of a happier time, found in the Brothel in Seward Square, filled with the names of customers and employees long dead The Mk. I Auto-Doc is a rare sight in the Capitol Wasteland, and none are known to still be working; Several units are in the scrap pile in or under the Our Lady of Hope Hospital; A successful Electronic Repair and several Scrap Electronics might get one working, which would then need to be reactivated using the Computers skill; If successfully repaired, such a unit would be capable of Implant Surgery at a skill of 80% A small access card for an Auto-Doc unit A pre-War souvenir of a happier time, found in the Brothel in Seward Square, filled with the names of customers long dead A large back pack with shoulder straps, frame and back strap; holds up to 12 ENC of gear, no single piece larger than 4.0 ENC; sides of pack have MOLLE attachment points for 3 Vest Points of LBE gear, each, and the bottom has straps for a bedroll/sleeping bag; ENC of the pack is 4.0 full; available from Steiner Co. in Rivet City in ADUC, MARPAT, Multicam, and Urban Tiger patterns A “bum-bag” style pack that rides below a normal backpack or attaches to the Web Belt and Harness; holds up to 3 ENC of gear, no single piece larger than 1 ENC, and also has one utility pouches on either side (1/2 the size of a Small Utility Pouch); ENC of the pack is 1 full, or .2 if folded and carried as cargo; available in Black/Green, Digital Camouflage, Japanese Self Defense Force Camouflage, Snow, or ACUPAT Camouflage, or in a special dark blue Vault-Tec edition (none of these are sold in the Wasteland, but are hidden at Vault-Tec’s offices in Dupont Circle A small day pack with shoulder straps and back strap; holds up to 5 ENC of gear, no single piece larger than 2.5 ENC, along with two Small Utility Pouches on each side, a Grenade Double Pouch on the left, and two MOLLE attachment points on the right (3 Points each); ENC of the pack is 2 full or .4 if folded and carried as cargo; available in Black/Green, Digital Camouflage, Japanese
.5
120
.5
4
1.0 .5
1 15
20
10000
.01 .5
1 7
4.0
400
.2/1
150
.4/2
200
Backpack – Blackwolf, 7 ENC Light Tactical Pack
-
Backpack – Blackwolf, 9 ENC Medium Tactical Pack
-
Backpack – Blackwolf, 10 ENC Large Tactical Pack
-
Self Defense Force Camouflage, Snow, or ACUPAT Camouflage, or in a special dark blue Vault-Tec edition (none of these are sold in the Wasteland, but are hidden at Vault-Tec’s offices in Dupont Circle A small back pack with shoulder straps and back strap, with a top-mounted Bedroll strap; holds up to 7 ENC of gear, no single piece larger than 3 ENC, and has a Grenade Double Pouch and Small Utility Pouch attached to the underside; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 2.5 full or .5 if folded and carried as cargo; available in Black/Green, Digital Camouflage, Japanese Self Defense Force Camouflage, Snow, or ACUPAT Camouflage, or in a special dark blue Vault-Tec edition (none of these are sold in the Wasteland, but are hidden at Vault-Tec’s offices in Dupont Circle A medium back pack with shoulder straps and back strap; the large pouch holds up to to 5 ENC of gear, no single piece larger than 2.5 ENC, while the lower small pouch holds up to 4 ENC worth of gear, no single piece larger than 2 ENC; also attached to the main pouch are two Small Utility Pouches on each side, a Grenade Double Pouch on the left, and two MOLLE attachment points on the right (3 Points each); the lower pouch holds two Small Utility Pouches on the rear; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 3 full or .7 if folded and carried as cargo; available in Black/Green, Digital Camouflage, Japanese Self Defense Force Camouflage, Snow, or ACUPAT Camouflage, or in a special dark blue Vault-Tec edition (none of these are sold in the Wasteland, but are hidden at Vault-Tec’s offices in Dupont Circle A large back pack with shoulder straps, frame, top-mounted Bedroll strap, and back strap; holds up to 10 ENC of gear, no single piece larger than 3.5 ENC, along with two Medium Utility Pouches on the rear and a Small Utility Pouch and a Grenade Double Pouch on the underside; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 3.5 full; available in Black/Green, Digital Camouflage, Japanese Self Defense Force Camouflage, Snow, or ACUPAT Camouflage, or in a special dark blue Vault-Tec edition (none of these are sold in the Wasteland, but are hidden at Vault-Tec’s offices in Dupont Circle
.5/2.5
250
.7/3.0
300
3.5
350
Backpack – Blackwolf, 14 ENC Long-Range Pack
-
Backpack – Chinese
-
Backpack – Chinese Commando
-
Backpack – Corpse Cart
-
Backpack – Equipment Pack
-
Backpack – Jessie’s Blackwolf, 7 ENC Light Tactical Pack
-
An extra-large back pack with shoulder straps, long frame, bedroll strap and back strap; main pouch holds up to 6 ENC of gear, no single piece larger than 3 ENC, while the smaller pouch holds up to 5 ENC of gear, no single piece larger than 2.5 ENC, and the lower pouch holds up to 3 ENC worth of gear, no single piece larger than 1.5 ENC; also includes a Medium Utility Pouch, a Small Utility Pouch, and a Grenade Double Pouch on each side, a single MOLLE attachment point on either side (3 Points each), and two Small Utility Pouches on the lower rear; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 5 full; available in Black/Green, Digital Camouflage, Japanese Self Defense Force Camouflage, Snow, or ACUPAT Camouflage, or in a special dark blue Vault-Tec edition (none of these are sold in the Wasteland, but are hidden at Vault-Tec’s offices in Dupont Circle A metallic backpack issued to Chinese Heavy Troopers; holds up to 7 ENC of gear, no single piece larger than 3 ENC; ENC of the pack is 5.0 full; adds 3/3/2 AP to the Torso from the rear A metallic backpack issued to Chinese Heavy Troopers; holds up to 7 ENC of gear, no single piece larger than 3 ENC; ENC of the pack is 5.5 full; adds 3/3/2 AP to the Torso from the rear; this version includes a built-in 20 Watt radio transceiver and antenna A repurposed grocery cart, used by Super Mutants to carry captives and gear; holds up to 20 ENC of gear, or up to 20 SIZ of human parts, in the basket, which is closed with a basket-flap; a great deal of gear can also be hung from the pack, at full ENC; the pack itself adds 6.0 ENC, or 8.0 if fully laden (.1 ENC for each ENC of carried gear); Minimum SIZ to carry such a pack is 18; no one sells these, nor will they buy them… A medium MARPAT-camouflaged back pack with shoulder straps, frame and back strap; holds up to 8 ENC of gear, no single piece larger than 3.0 ENC; ENC of the pack is 3.0 full; in addition, the pack has a Bedroll strap on the top, a Canteen Pouch w/Canteen on the left, an AK/STANAG Triple Magazine Pouch on the upper rear, and an 8-Shot Shell Holder below that; sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. A small back pack with shoulder straps and back strap, with a top-mounted Bedroll strap; holds up to 7 ENC of gear, no single piece larger than 3 ENC, and has a Grenade Double Pouch and Small Utility Pouch attached to the underside; the belt holds four
5.0
400
5.0
700
5.5
700
6.0 or 8.0
N/A
3.0
300
.5/2.5
250
Backpack – Kelsey’s Blackwolf, 7 ENC Light Medic Pack
-
Backpack – Medic, Blackwolf
-
Backpack – Medic Pack
-
Backpack – Medkit
First Aid, EMT or Physician
Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 2.5 full or .5 if folded and carried as cargo;; Jessie has two of these packs in black, with tan accents; she carries one, and the other is in her stash in Minefield A small back pack with shoulder straps and back strap, with a top-mounted Bedroll strap; holds up to 7 ENC of gear, no single piece larger than 3 ENC, and has a Grenade Double Pouch and Small Utility Pouch attached to the underside; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 2.5 full or .5 if folded and carried as cargo; Kelsey’s pack is a Medic Issue, with a prominent Red Cross on a white circle displayed on the rear and both sides; the pack adds +10 to First Aid, EMT, Physician and Surgery skills A large back pack with shoulder straps, frame, top-mounted Bedroll strap, and back strap; holds up to 10 ENC of gear, no single piece larger than 3.5 ENC, along with two Medium Utility Pouches on the rear and a Small Utility Pouch and a Grenade Double Pouch on the underside; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 3.5 full; the pack is dark gray, with the pouches in red; both pack, pouches, and accompanying Bedroll are all marked with the Red Cross symbol; the pack adds +10 to First Aid, EMT, Physician and Surgery skills; it is found in the lobby of Tenpenny Tower A medium OD Green back pack with shoulder straps, frame and back strap; holds up to 8 ENC of gear, no single piece larger than 3.0 ENC; ENC of the pack is 3.0 full; in addition, the pack has a Bedroll strap on the bottom, a Radio Pouch on the right, a snapclosure strap for a cup (tin cup included) on the left, and a First Aid Box hung from straps on the rear, above the Bedroll strap; Numerous D-rings are also hung from the back, for attaching other gear; adds +10 to all Medical skills, sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. A backpack consisting of a small metal tank, painted bright red, with a yellow cross, and topped by a valve and guage assembly; attached to the valve is a hose and airhypo system; the tank can hold up to 24 doses of the same chemicals used in a standard StimPak; a single dose acts as if a StimPak were applied, using the wielder’s medical skill to determine the effects. The tank can be refilled using normal StimPaks, or in bulk if someone has the
.5/2.5
250
3.5
450
3.0
400
4.0
600
Backpack – Rivet City Security
-
Backpack – Tactical
Heavy Weapons (any), Demolition, and Thrown
Backpack – Teddy Pack
Craft – Sewing
Backpack – Tenderpaw’s
-
Backpack – Tenpenny Security
-
proper compounds; one such unit is carried by Paladin Kodiak of Lyons’ Pride A small black leather day pack with shoulder straps and back strap; Main pouch holds up to 3 ENC of gear, no single piece larger than 1.5 ENC; Pouches on the right and left hold 1 ENC of gear, no single piece larger than .5 ENC; a Bum-Bag holds 3 ENC of gear, no single piece larger than 1.5 ENC; ENC of the pack is 4 full or .8 if folded and carried as cargo; Each pack is issued with a sheath for a Comabt Knife (left) and a Hatchet (right) which are not included in the price. A medium MARPAT-camouflaged back pack with shoulder straps, frame and back strap; holds up to 8 ENC of gear, no single piece larger than 3.0 ENC; ENC of the pack is 3.0 full; in addition, the pack has a Bedroll strap on the top, a Canteen Pouch w/Canteen on the left, a pair of Smoke Grenade Pouches and a Combat Knife Sheath on the rear, and a set of straps on the right; O’Neil, the provider of these packs, throws in a High-Yield Time Bomb, 50’ of assorted blasting wire, a Sensor Module, an Electronic Remote Detonator, and an Electronic Blasting Cap; sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. Created from two Leather Belts and a Teddy Bear, the Teddy Pack can hold up to 3 ENC worth of items, each no larger than .5 ENC; those sold by Lady Frumperton include standard tan, black, blue, brown, camouflage, Cap’n Jack (tan with eyepatch), charcoal, green, patched (tan, with sewn-on patches), polka-dot (orange, green, and pink), red, and tartan (orange and green); such a pack increases the wearer’s Luck by +10 A large US Army Airborne issue back pack with shoulder straps, top-mounted Bedroll strap, frame and back strap; holds up to 10 ENC of gear, no single piece larger than 3.5 ENC, along with two Medium Utility Pouches on the rear and a Small Utility Pouch and a Grenade Double Pouch on the underside; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 3.5 full; the rear flap has the word “TENDERPAW” emblazoned across it, under the Army Airborne K9 symbol of a paw print superimposed over spread eagle wings; it can only be recovered by Lupa A small tan leather day pack with shoulder straps and back strap; Main pouch holds up to 3 ENC of gear, no single piece larger than 1.5 ENC; Pouches on the right and left hold 1 ENC of
.8/4
200
5.0
500
1.0
40
3.5
350
.8/4
200
Backpack – Traveler
-
Backpack – Wanderer’s Small
-
Backpack – Wanderer’s Medium
-
Backpack – Blackwolf, 14 ENC Long-Range Pack
-
gear, no single piece larger than .5 ENC; a Bum-Bag holds 3 ENC of gear, no single piece larger than 1.5 ENC; ENC of the pack is 4 full or .8 if folded and carried as cargo; Each pack is issued with a sheath for a Comabt Knife (left) and a Hatchet (right) which are not included in the price. A metallic Pack Frame with an assortment of survival gear attached; the pack includes a 1.5 Liter Water Bottle (30 SIZ Water), 20’ Rope (for securing items to the frame, among other things), Ammo Can, Bedroll, three Empty Tin Cans (for various uses), First Aid Box w/Post-War First Aid Kit, Pressure Cooker, Shovel, Tin Cup, three cans Pork and Beans, one box Cram, one Salisbury Steak; sold by O’Neill, at the shop near Anacostia Station, across from Rivet City. A small daypack and a “bum-bag” style with Web Belt and Harness, from the Blackwolk collection; each holds up to 3 ENC of gear, no single piece larger than 1 ENC, and the Pack has two Small Utility Pouches on each side, a Grenade Double Pouch on the left, and two MOLLE attachment points on the right (3 Points each), while the Bum-Bag has one Utility Pouch on either side (1/2 the size of a Small Utility Pouch); ENC of the pack is 3 full, or .6 if folded and carried as cargo; the packs are in gray and tan, and are often carried by Slavers A medium back pack with shoulder straps and back strap; the large pouch holds up to to 6 ENC of gear, no single piece larger than 3 ENC, while the lower small pouch holds up to 4 ENC worth of gear, no single piece larger than 2 ENC; also attached to the main pouch are two Small Utility Pouches on each side, a Grenade Double Pouch on the left, and two MOLLE attachment points on the right (3 Points each); the lower pouch holds two Small Utility Pouches on the rear; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 5 full or 1 if folded and carried as cargo; the pack is sold in gray and tan by Crow An extra-large back pack with shoulder straps, long frame, bedroll strap and back strap; main pouch holds up to 6 ENC of gear, no single piece larger than 3 ENC, while the smaller pouch holds up to 5 ENC of gear, no single piece larger than 2.5 ENC, and the lower pouch holds up to 3 ENC worth of gear, no single piece larger than 1.5 ENC; also includes a Medium Utility Pouch, a Small Utility Pouch, and a Grenade Double Pouch on each side,
3.0
300
.6/3
300
1/5
500
7.0
700
Backpack – Wasteland Guide
Firearms (any) and all Repair – X skills
Bark Scorpion Poison Gland Baseball Glove Basketball Bath Towel
Woodcraft
Bath Towel – Bath Sheet
Survival – Ruins
Bedding – Bare Bedframe
Survival – Ruins
Bedding – Bare Mattress
Survival – Ruins
Survival – Ruins
a single MOLLE attachment point on either side (3 Points each), and two Small Utility Pouches on the lower rear; the belt holds four Small Utility Pouches, a Compass Pouch, and a Grenade Double Pouch; ENC of the pack is 7 full; the pack is in gray and is a favorite among the Slavers A metallic Pack Frame with an Ammo Can attached to the utility shelf, it will hold 6 ENC of Gear (no piece larger than 2.0 ENC) in addition to the load included, at 5.0 ENC (w/o Mines, Shovel, and Bedroll, the unit is 2.5 ENC loaded); O’Neill, the seller, includes several extras with each pack; a Shovel is attached to the left side of the pack, a Bedroll across the top, three Fragmentation Mines hang on a special rack designed to hold them securely under the shelf, three Small Utility Pouches are mounted on a Leather Belt used to secure the Ammo Can, and he even throws in a Desperado Cowboy Hat to help keep the sun off; the pack is optimized for use with a Weston Arms Combat Shotgun, and has a rack for two Drum Magazines next to the Fragmentation Mines, and for another 200 Caps (base price before Bargain checks), he will throw in such a weapon, and an extra Magazine to boot (properly stowed, this adds no ENC to the Pack); Adds +5 to Firearms and Repair – X skills; sold by O’Neill at the shop near Anacostia Station, across from Rivet City Recovered from a Bark Scorpion on a successful Woodcraft A standard leather Baseball Glove A pre-War Basketball, amazingly still inflated after 200 years… A pre-War Bath Towel; a successful Survival – Ruins will allow a character to locate one of these in any decently intact (GM’s discretion) home An oversized pre-War Bath Towel; a Special success on Survival – Ruins will allow a character to locate one of these in any decently intact (GM’s discretion) home; two are in the Kulp Home in Georgetown A pre-War Bedframe, of metal, with a spring support; useful for supporting a Mattress, Bedroll or Makeshift Bedding; they are ubiquitous in the ruins, and an Easy Survival – Ruins check can turn one up in any appropriate area; if used with appropriate bedding (Bare Mattress, Bedroll, Makeshift Bedding), it adds +10% to Sleep A pre-War Mattress for a bed, often found on a Bedframe; Sleeping on a Bare Mattress allows 60% of your sleep time to
2.5/5. 0
300
1.0
35
1.0 1.0 1.0
4 1 1
1.5
1
20.0
50
10.0
50
Bedding – Bedroll Bedding – Blanket
-
Bedding – Camp Mattress
-
Bedding – Makeshift Bedding
Survival – Ruins
Bedding – None
-
Bedding – Sleeping Bag
-
Bengal Augmentation Unit
-
Bengal Augmentation Unit II
-
Bengal Augmentation Unit – Incendiary Module
-
Big Spoon Birch’s Sap
Science – Biochemistry
Bleak Venom
Survival – Wasteland
count against your need; can be combined with a Bed Frame (+10%), Blanket (+5%), Makeshift Bedding (+5%), Bedroll (+15%), or Sleeping Bag (+25%) A good blanket and pad for sleeping; adds +15% to Sleep time A decent blanket that helps ward off the chill of night; raises the Sleep percentage by 5% in conjunction with Makeshift Bedding, Bare Mattress, or None; Cannot be used on a Bare Bedframe A well-constructed bedroll consisting of a thick wool blanket, pillow, and roll-up memory-foam pad; raises Sleep Percentage by 20%; found SE of the Autoplex A piece of pre-War corrugated cardboard just big enough to lay on, and a few scraps of cloth sewn together to make a blanket, or possibly even an old child’s sleeping bag, partially intact; whatever it is, it barely suffices as a bed, but it’s better than the ground; raises the Sleep percentage by 5%; a successful Survival – Ruins can scrounge up enough materials to make a set in the proper area Basically, sleeping on the bare ground; Sleeping on the ground is much less restful than normal, and only 50% of each hour spent sleeping this way counts toward your need for Sleep A good-quality Sleeping Bag, pre-War manufacture, that raises Sleep percentage by 25% A Bengal Augmentation Unit is a nanotech device designed to work with the Tiger Bengal hunting rifle; is used on such a rifle, it upgrades the weapon to a Bengal Mk. II; it is otherwise useless A Bengal Augmentation Unit,Mk. II is a nanotech device designed to work with the Tiger Bengal Mk. II hunting rifle; is used on such a rifle, it upgrades the weapon to a Bengal Mk. III; it is otherwise useless The Bengal Augmentation Unit attached to a Tiger Bengal hunting rifle, and modifies its nanotech system to produce incendiary ammunition; hits from the weapon now cause 1d3 Flame damage each 5 DEX Ranks for 1d6x5 DEX Ranks; the unit will work with no other weapon A large wooden spoon useful for stirring food while cooking A special sap that Tree Father Birch wishes to have spread across Harold’s roots to stop his influence from growing into the Wasteland; once used, it yields an Empty Sap Container A person with Survival – Wasteland at 50% can use a Working Stove, Campfire, or Electric Hot Plate to combine three Bark Scorpion Poison Glands, a Cazador Poison Gland, and White
1.0 .5
5 2
2.5
30
2.0
3
N/A
N/A
1.0
50
.1
5
.1
5
.5
N/A
.5 .5
1 N/A
.5
100
Blood Pudding Recipe
Food Prep
Boar Ear
Woodcraft
Bobby Pin
Fine Manipulation
Bolt Cutter – Center Cut
-
Book – Abraham Lincoln – Pioneer
-
Book – Children of the Atom
-
Book – Chronicles of Corum
-
Book – Civil Defense Manual
-
Book – Classic Guitar Method
-
Horsenettle in an Empty Bottle to create three doses of a lethal (POT 15) cardiotoxin that causes considerable damage to a target, dealing 1 damage per DEX Rank for 30 DEX Ranks after a failed Resistance check A recipe for Blood Pudding, downloaded from the computers at Meresti Metro Station and printed out The ear of a wild Boar, harvested using Woodcraft; two such ears may be present on any given Boar, with a chance equal to 5% per point of damage to the head of the Boar that neither ear is intact A Bobby Pin, useful for picking locks; Will break on a failed check, and jam the lock on any fumble Used to cut through steel bars/cables/wires/bolts/lock hasps/chain; adds +10 to user’s STR for contests against such objects, up to 13mm thick (.5 inches) A pre-War book on the life and political career of Abraham Lincoln, and the changes that his presidency brought to the way that power was exercised by the Executive branch for the next 200 years Children of the Atom is a 1953 science fiction novel by Wilmar H. Shiras, which has been listed as one of “The Most Significant SF & Fantasy Books of the Last 50 Years, 1953-2002.” The book is a collection and expansion of three earlier stories, the most famous of which is the novella “In Hiding” from 1948, which appeared on several “Best SF” lists. The book’s plot, about super children with immeasurably high intelligence who have to hide their youth, and work from hiding in order to get along in the less-intelligent world, has been credited— though never officially confirmed — with providing the inspiration for the X-Mencomic book series. Found in Duce Hardware, in Fairfax. The Chronicles of Corum consists of the collected stories of Michael Moorcock, detailing the adventures of the Eternal Champion, manifested as Corum Jhaelen Irsei. Loosely tied to Moorcock’s more famous series, the Elric Saga, the books are of a similar style. Found in the Bethesda Ruins, East Office. A 25-page pre-War manual on protecting oneself against fallout and other dangers of nuclear war, originally intended for residents of Seattle, Washington; found in the Civil Defense office in Takoma Park A pre-War book on learning how to play the Guitar, written by Harry G. Pellegrin, covering history of the guitar, care of the
.05
750
.05
5
.001
1
.3
180
.5
1
.5
1
.5
1
.5
5
.5
5
Book – Daybreak 2250 A.D.
-
Book – Defcon
-
Book – Dog Training Manual
-
Book – Dr. Jekyll and Mr. Hyde
-
Book – Fallout Shelter Handbook Book – Fiddler’s Curse
-
Book – Gideon’s Bible
instrument, lute tablature, and a variety of other topics; acts as Research materials for Perform – Play Guitar up to a skill of 75%; found in the Guitar Shop Originally published as Star Man’s Son, Andre Norton’s postapocalyptic story still holds up. From the cover: “The holocaust had ravaged the world 200 years before. Survivors were scattered across the frightening wastelands. Some struggled merely for life... others, like Fors the Star Man’s son, dared the terrifying unknown to recapture the knowledge... the knowledge that could once again destroy them...” Found in the drugstore in Fairfax. A pre-War manual for a computer simulation of nuclear war, filled with bad advice and gallows humor, found in the Takoma Park Civil Defense office A pre-War book on dog training; can be used as training material for the Dog Handling skill, and as a set of Schematics for several items. Found in the Abandoned Bunker. A pre-War book about a man who becomes a monster after experimenting with a powerful formula; found in the home at Farpost Hollow A 144-page pre-War book on how to build, maintain and operate a fallout shelter; found in the Takoma Park Civil Defense office
-
-
A pre-War book whose full title reads Fiddler’s Curse: The Untold Story of Ervin T. Rouse, Chubby Wise, Johnny Cash, and The Orange Blossom Special (Revised and Updated); it tells the story of the origin of a popular pre-War tune, and the struggle that goes along with being a musician; found in the Guitar Shop A pre-War book with a faux-leather cover, gold embossed with the title “HOLY BIBLE” in gold lettering, and the words “PLACED BY THE GIDEONS” under a symbol of a vase with two handles, a flame coming from the top, in a circle; the book contains a short preface, a pamphlet suggesting Bible verses that may be of assistance in various sorts of trouble, translations of John 3:16 into a variety of languages and scripts, the Bible text itself, without notes, references, or any other reference matter other than chapter and verse headings , and a short description of the evangelical understanding of salvation, with biblical quotations, and a place for the reader to sign and date their confession of Jesus as their savior; several passages have been underlined, especially in the books of Revelations and Daniel; found at the
.5
1
.5
5
.5
1200
.5
1
.5
5
.5
5
.5
1
Book – I, Robot
-
Book – Logbook of Bellerophon Expedition– Altair IV. Entries by Expedition Leader Dr. L Morbius
-
Book – Lyman Ideal Reloading 40th Edition
-
Book – Martin Eden
-
Dockside Inn I, Robot is a collection of nine science fiction short stories by Isaac Asimov. The stories are woven together as Dr. Susan Calvin tells them to a reporter (the narrator) in the 21st century. Though the stories can be read separately, they share a theme of the interaction of humans, robots, and morality, and when combined they tell a larger story of Asimov’s fictional history of robotics. Upon their publication in this collection, Asimov wrote a framing sequence presenting the stories as Calvin’s reminiscences during an interview with her about her life’s work, chiefly concerned with aberrant behavior of robots, and the use of “robopsychology” to sort them out. The book also contains the short story in which Asimov’s Three Laws of Robotics first appear. Found in the Mechanist’s Forge, near Canterbury Commons.
.5
1
1.0
1
1.0
1
1.0
75
A strange book, obviously fiction, purporting to be the logbook of a scientific expedition to another star system. The book describes the colonist’s arrival, the initial set up of the colony, and the discovery of a set of ruins that run through the heart of the planet. The ruins once belonged to a race known as the “Krell,” whose technology was based on the interface of biological beings and machines. The colony is destroyed shortly after this discovery. The book relates that an unknown “planetary force” killed nearly everyone and then vaporized their starship, Bellerophon, as the survivors tried to lift off the planet. Only Morbius, his wife (who later died of natural causes), and their daughter Altaira were somehow immune. The book is written longhand, and is very well done. Found in the home at Farpost Hollow A book on the reloading of ammunition. With direct access to the book, recipes normally restricted to those with the Hand Loader perk can be created at the Reloading Bench in the Autoplex. Found in the Autoplex. Jack London’s tale of a struggling working-class seaman who aspires to become a writer and win the love of Ruth Morse, a woman of the bourgeoisie; considered a classic of American literature, this copy, once owned by Mr. Manchester, is in pristine condition; found in Manchester’s Fishing Shack
Book – Moby Dick
-
Book – More Than Human
-
Book – My Diary – Altaira Morbius / as presented by her father on her 8th birthday
-
Book –“Non-Traditional Lore and Other Paradoxes” by H.N.Greetz Book – “Opposing Forces” by S.December
-
Book – Paradise Lost
-
Book – Personal Log of the voyage of Starship C-57D by Commander John J. Adams
Herman Melville’s pre-War classic about a man’s struggle with his obsessions; found in the home at Farpost Hollow Theodore Sturgeon’s novel concerns the coming together of six extraordinary people with strange powers who are able to “blesh” (a portmanteau of “blend” and “mesh”) their abilities together. In this way, they are able to act as one organism. They progress toward a mature gestalt consciousness, called the homo gestalt, the next step in the human evolution. Found in the drugstore in Fairfax.
.5
1
.5
1
1.0
1
.5
1
.5
1
.5
1
1.0
1
A strange book, obviously fiction, purporting to be a diary of a young girl as she grows to womanhood on the bleak world of Altair IV, with only her father and a robot for companions. The book is written longhand, and is very well done. The writing does not match that of the Dr. Morbius works found nearby, nor the “Log Book.” Found in the home at Farpost Hollow A book on pop culture, the rise of the urban myth, and how the new media of computer networks is spreading rumor far faster than fact; found in the cabin at Hunter’s Ridge A pre-War analysis of the growing conflict between the Chinese and the U.S., especially in light of the recent “Resource Wars” that had begun flaring up in the decade prior to the book’s publishing; found in the cabin at Hunter’s Ridge
-
Milton’s epic poem of the fall of Satan and the temptation of Eve. Given to the party by Tulip in Underworld. A strange book, obviously fiction, purporting to be the log book of the commander of a United Planets cruiser as it travels the stars of the 23rd century. The book is written longhand, and is very well done. The writing does not match that of the Morbius works found nearby. The last entry reads: “Final entry – Since our return from Altair IV, I alone of the ship’s company chose to remain on this – our devastated homeworld. The remaining crew joined with a few landsmen to search out a new planet that could better sustain life. In that voyage the C-57D has undoubtedly served them well.
And now, ten years have passed and Alta’s immune system could no longer fight the earth-bound contagion. I feel totally alone for the very first time in my life. My darling departed as she had lived – always smiling, forever hopeful until the end. All that remains are these old journals, this house which my crew and I pieced together out of scrap...along with a few items which we managed to heist from some ragtag group that called itself the Enclave. It was in fact one of their Protectron robots which when reprogrammed provided Alta with such joy in her short time here...reminding her no doubt of her beloved Robby. She insisted on giving this one that very name. No longer a caretaker, it has now been relegated to guarding the perimeter, and as the frequency of intrusions has increased I’ve also repaired the force field we had installed during our shelter’s initial construction. ‘Farpost Hollow’– that was Alta’s name for this place. I wanted it to be called ‘Altaira’ (if indeed a name was required), but she complained in her most childlike voice that she would never know if I was talking to her...or the house. She had her way. Based on readings that were taken by the ship’s science officer as we entered the earth’s atmosphere, Farpost Hollow, as you’ll soon discover, cradles what may well be the only pure water source left on the planet. Its hidden well buried miles below the surface was reason enough for our building location and has been reason enough to protect it with any and all available means. But I am no longer the one to do that. My only need now is to be with Alta once again, and may god give me her strength of will to make the journey. J J Adams” Found in the home at Farpost Hollow. Book – Post-War, “10 Indisputable Rules on Ghouls”by B. Barnes
-
1.0 A post-War handbook on Ghouls, it includes tip on differentiating Ferals from Sentient Ghouls, different types of Ferals, where they hunt, how they fight, and the easiest and most appropriate ways to kill them; grants a perk after 1 week of study – either Ghoul Ecology or Ghoul Ecology – Advanced, depending on previous
1
reading Book – Post-War, “Law and Xtreme Disorder” transcription from a Chinese text by S.Caine
-
Book – Post-War, “Marsh Hunting Tips Volume IV: Mirelurks”by C. Marlow
-
Book – Post-War, “Molerat Recipes”– Charon and Friends
-
Book – Post-War, “Plik’s Journal”by Plik
-
Book – Post-War, “Put It In Focus – A Photo Illustrated History of Pre-War Photography” by B.Rampage Book – Post-War, Raising Brahmin – Two Heads Are Not Better Than One
-
1.0
1
1.0
1
1.0
1
1.0
1
1.0
1
.5
1
S. Caine’s translation and discussion on the contents of an old Chinese document dealing with the attemptsby Qín Shǐ Huáng, First Emperor of China, to instill order over the territories he’d taken over during the Warring States period; found in the cabin at Hunter’s Ridge Curtis Marlow’s handbook on Mirelurks, describing several types, their habits and habitats, the best ways to kill them the uses for their body parts, and even recipies for their remians; grants a perk after 1 week of study – either Mirelurk Ecology or Mirelurk Ecology – Advanced, depending on previous perks; found in the library at Blackhall Manor Despite the name, this is not a cookbook; the stories contained are attributed to various mercenaries, assassins, and hired guns in the D.C. Wasteland; the title refers to one killer’s predilection for feeding his victims to molerats, and the efforts he had to go through to make the bodies palatable; found in the cabin at Hunter’s Ridge
-
Journal of Plik, a Ghoul who runs a Ghoul-hunting “Safari,” really more of a canned hunt, in Point Lookout; he describes Feral Ghouls from a Sentient Ghoul’s perspective, describing their habits and the methods that seem to work best for eliminating them; his writing treats the Ferals as less than animals, broken, haunting reminders of the eventual fate of all Ghouls; grants a perk after 1 week of study – either Ghoul Ecology or Ghoul Ecology – Advanced, depending on previous reading An oversized, illustrated guide to pre-War photography, from Civil War era tintypes to digital photography and holography, all illustrated with period photos; found in the cabin at Hunter’s Ridge The story of a cattle farmer trying to make it in the post-War world; his trials and tribulations, from encounters with Raiders to cattle-borne illness, are detailed within with a wry, selfdeprecating humor and a ready wit.
Book – Post-War, “Slaving For Fun And Profit”– J. Rodney
-
Book – Post-War, “Sand Or Men? – A Very Personal Journal of a Wasteland Whore” - Anonymous
-
Book – Post-War, Time Passages – A History of Hunters Ridge
-
Book – Post-War, “Tossing The Wild Ponga” a novel by V.Cleef
-
Book – Power Armor Manual
-
Book – Pre-War
-
A book on the beginnings of the slave trade in the Capitol Wasteland, its history through the last hundred or so years, and the destruction of the slavers by Herbert Dashwood and his Ghoul companion, Argyle, some 30 years ago; found in the cabin at Hunter’s Ridge One woman’s memoir of her days as a prostitute, serving clients out of Moriarty’s saloon in Megaton; her employer was a 17 year old Colin Moriarty, and she describes working for him for nearly 15 years, and watching him go from the scarred child of an overbearing father to a young man with a heart hidden under the veneer of a ruthless businessman; she also describes how Moriarty, just before she stopped working for him, had saved a ghoul named Gob from a group of slavers who planned to burn Gob alive, with Moriarty instead “purchasing” the ghoul as help for his bar; found in the cabin at Hunter’s Ridge A hand-written account of the building of the cabin at Hunter’s Ridge by the owners of the Dockside Inn near Arefu; it is a fascinating read, and shows just how hard it was to start a new, independent settlement in the post-War environment; found in the cabin at Hunter’s Ridge A novel written within the last ten years or so, about Ben Marlow, a mercenary taking a trip down the coast of the Wasteland to a mythical land called Point Lookout, where trees grow green among barely-irradiated swamps, and inbred swamp people terrorize travelers; the merc is hired to eliminate Lt. Curtis, a rogue member of the D.C. Rangers who has holed up in Point Lookout among a group of tribals that worship him as a god; the merc gathers a crew and their working powerboat, and travels up the river, dealing with crazed natives, demoralized troops, and the farmers just trying to make it in a swiftly changing wilderness where they are becoming out-gunned and outnumbered; found in the cabin at Hunter’s Ridge
.5
1
.5
1
.5
1
.5
1
.5
50
.5
1 or 5
A manual for the MP-47 Medic Power Armor; 100 hours of research and one Idea check per week, along with access to the MP-47 Power Armor will allow the reader to gain the perk Early Training for free; found in the sewers or Old Olney A surviving, Pre-War Book; a number of these are found across the Wasteland, surviving relics of a bygone era; in good shape,
Book – Ruined
-
Book – Saul Damarre Yearbook Book – Sex, Hygiene, and VD
-
Book – Sheet Music, Guitar
-
Book – Sheet Music, Various Book – Sheet Music, Violin
-
Book – Stereolad
-
Book – The Diary of Shannon Leary
-
-
-
such books are worth a small amount to collectors; most are worth a Cap, though rare volumes in good condition go for 5 Caps; whenever one is found, refer to the Random Book Titles list Any number of Large or Small books, Burned, Destroyed, Ruined or Scorched A partially-ruined year book from Saul Damarre School, it contains a note and a key A pre-War pamphlet on the dangers of sexually transmitted diseases; found in the Shepherds Hand Free Clinic in Northwest Seneca Any of several books of Sheet Music for Guitar found in the Guitar Shop Any of several books of Sheet Music found in Saul’s Sound Shack, for various instruments A book of classical Sheet Music for Violin, found in only a few locations in the Wasteland England’s Premier Stereo Enthusiast Journal; the magazine is falling apart, and reading it will destroy it; the reader gains knowledge of proper speaker placement, tuner set-up, and other esoterica about high fidelity audio systems; use of this knowledge in conjunction with speakers and an amplified microphone or musical instrument adds 1/5 the character’s Repair – Electrical to the Performance skill of the performer A pre-War epistolary novel, written from the perspective of a young woman in love with a man who is planning to join the army, where he will eventually be shipped out to fight on the Alaskan front; at first entirely written from the girl’s point of view, eventually the book includes letters from the front, written from the perspective of David Wyeman, the young man she had fallen in love with; with his absence, however, and Shannon’s going away to college at UC Berkley, she has become infatuated with one of her professors; she continues to write to David, keeping her relationship with the professor a secret, as David tells her that her love is the only thing keeping him going in the horrors of the War; the callous professor uses Shannon, taking advantage of her naiveté, making her think her feelings are reciprocated; finally, after nearly a year, she develops the courage to write to tell David that she has found another; she is surprised that she never hears back from David, and, after another few months, she finds out she is pregnant; she goes to her professor to share the
.5
1
.5
1
.2
1
.3
5
.3
40
.3
100
1.0
50
1.0
1
wonderful news, and finds him in bed with a classmate; he dumps her, giving her a hundred dollars and tells her to “go to the clinic, and get that taken care of”; she relates how she heads home, despondent, only to find a small package waiting for her in her room, left their by her roommate; in it is the last letter in the diary, from David’s CO, in which the Captain relates David’s unwavering heroism in charging an enemy position, destroying their heavy weapon even as he died of his wounds; also inside the package is David’s half of a broken-heart pendant, which he wore with his dog tags; a copy of the locket is attached to the spine of the book, for use as a bookmark; the post-script of the diary tells of how it was retrieved from the waters of the San Francisco bay, near the Golden Gate Bridge, and how Shannon’s body was never recovered; found in the cabin at Hunter’s Ridge Book – The Invincible
-
.5
1
1.0
1
.5
1
English translation of the German translation of Stanislaw Lem’s Polish original. The book tells the story of the crew of the Invincible, a starship that encounters a form of mechanical life on an alien world. Found in a Drainage Chamber near Jury Street Station, the source of radio signal Oscar Tango. Book – The Krell –Dr. L Morbius
-
Book – The Man in the High Castle
-
Book – “Too Good For This World” - A Tale of Revenge by Kendo
-
A strange book, obviously fiction, purporting to be an analysis of an alien race known as the “Krell,” natives of the planet Altair IV. It goes into detail about their race, their history as it is learned from “teachin machines” they left behind, and their ability to harness the mind and all its powers. The book is written longhand, and is very well done. Found in the home at Farpost Hollow Philip K. Dick’s work of alternate history, where the Axis Powers won WWII and occupy a divided America; within the book, author Hawthorne Abendsen’s The Grasshopper Lies Heavy becomes a major plot point, an alternate history wherein the Allies won WWII, defeating the Axis Powers. Found in Jury Street Station. This autobiographical work details the rise, fall, and vengeance of the artist known as Kendo, lead designer of the Kendo2 design house; the piece is a self-aggrandizing diatribe against the artistic community, filled with venom and dripping with hypocrisy, in which Kendo rails against the unfairness of being
Book – VD Pamphlet
-
Book – Wasteland Cookbook
-
Book – “What Is Art – Illustrated” by M.Gudos
-
Book – World Without Men
-
Book – You Can Protect Your Family Against Fallout! Boots – Enclave Officer
-
Boots – Enclave Officer, Western Boots – Leather Rebel
-
Boots – Merc Charmer
-
Boots – Merc Troublemaker Box of Detergent Briefcase
-
-
-
-
judged a plagiarist and, at the same time, complains about rampant plagiarism by others; he eventually gains his vengeance by producing a masterwork, one that stuns the artistic community, shocking it to its core; a subsequent writer describes the result, when Kendo falls upon his own pallete knife, staining the work with his own blood, forever tainting what would have been his masterpiece; found in the cabin at Hunter’s Ridge A pre-War pamphlet on the dangers of sexually transmitted diseases; found in the Shepherds Hand Free Clinic in Northwest Seneca A book of recipes for cooking in thepost-nuclear environment of the Capitol Wasteland; recipes include Mole Rat Bits-on-a-Stick, Dog Meat Stew, Ant Pot Pie and Yao Guai Steak An oversized, illustrated guide to art history, from prehistoric cave paintings to digital art created by artificially-intelligent computers, with sample pictures of hundreds of styles and mediums; found in the cabin at Hunter’s Ridge Charles Eric Maine’s novel of a totalitarian lesbiocracy in which the male sex has been exterminated and all women are controlled by an authoritarian regime that euthanizes those who are no longer productive. Found in the Drugstore in Fairfax. A pre-War advertising pamphlet about pre-fabricated fallout shelters; found in the Civil Defense office in Takoma Park
.2
1
1.0
100
1.0
1
.5
5
A set of Enclave-Issue leather officer’s boots that buckle up the side A set of old-style Enclave-Issue leather officer’s boots with no buckles A set of leather boots with metal plates buckled to the front; if worn without leg armor (no more than 2/2/1 AP) on the legs, these will add +5/3/1 AP to the legs A set of leather boots; the right has a metal cuff that holds a small bottle, such as gun oil, while the right holds a standard Vault-Tec Water Flask A set of plain leather boots
.5
2
.5
4
1.0
40
1.0
12
.5
12
A box of Washo Detergent A pre-War aluminum briefcase, designed for carrying papers; it is ENC 2.0, and it holds up to 4.0 ENC of objects of no more than 1.0 ENC each
1.0 2.0
1 25
Broken Audio Disk
-
Broken Holodisk
-
Broken Video Disk
-
Broken XXX Holodisk
-
Bucket Bug-I-Cide
Science – Chemistry
Brahmin Skull Buffout Extract
Science – Pharmacy
Bullet Mold
Repair – Mechanical
Butter Knife Bypass Module
Repair – Electronics
Bypass Module Lvl. II
Repair – Electronics
One of thousands of Broken Holodisks found throughout the DC Wasteland, ruined by time, EMP and mishandling; Valuable mainly for the cover art and album inserts, often with lyrics One of thousands of Broken Holodisks found throughout the DC Wasteland, ruined by time, EMP and mishandling One of thousands of Broken Holodisks found throughout the DC Wasteland, ruined by time, EMP and mishandling; Valuable mainly for the cover art and inserts, often with plot synopsis and cast information One of thousands of Broken XXX Holodisks found throughout the DC Wasteland, ruined by time, EMP and mishandling, this one advertising an adult film A one gallon metal bucket, with handle A sprayer once filled with Bug-I-Cide insect killer; a potent mix of Amiton, Diazinon, and Parathion, it acts as a POT 20 Nerve poison if consumed/injected; The container has enough residual poison to create 5 doses for injection; Each dose could be mixed with a binding agent (1 Blood Pack per dose) to create a 4 doses of POT 10 contact poison that could be applied to an Impaling/Bleeding weapon; If the residue is thinned and mixed with one tine of Turpentine, it could be used as an aerosol/sprayed liquid of POT 10; Damage from the poison is 1d6, +1 point per DEX ranks for a number of DEX Ranks by which the POT exceeds the target’s CON; multiple doses are cumulative; taking Datura Antivenom will stop the continuing damage, as will eating Sacred Datura Root A dried-out Brahmin Skull A container of Buffout Extract, containing enough of the chemical to make 20 doses A hand-made bullet mold, with changeable heads, created from a pair of pliers and a die set; recovered from Duce Hardware in Fairfax There are two types, the Butter Knife and the Metal Butter Knife With Repair – Electronics at 25%, the proper Schematic, access to a Workbench, and the Security Bypass Perk at level 1, the character can combine a Camera, three Micro Fusion Cells, a Sensor Module and a tube of Wonderglue to create a Bypass Module that will allow the user to unlock Very Easy and Easy Terminals with Repair – Electronics rather than Computer skill With Repair – Electronics at 45%, access to a Workbench, and the Security Bypass Perk at level 2, the character can combine a
.15
2
.15
1
.15
4
.15
1
2.0 2.0
5 10
2.0 .5
1 200
.3
2
.1 .25
1 100
.25
125
Bypass Module Lvl. III
Repair – Electronics
Bypass Module Lvl. IV
Repair – Electronics
Camouflage Mantle – Confederate
Hide
Canteen
-
Carburetor
Repair – Mechanical
Cartridge Belt – Troublemaker
-
Cazador Poison Gland
Woodcraft
Centaur Blood Chamber 6 Pen Charon’s Employment Contract
Woodcraft -
Chest Pad – Bombshell
-
Camera, three Micro Fusion Cells, a Sensor Module and a tube of Wonderglue to create a Bypass Module to allow the user to unlock Average Terminals with Repair – Electronics rather than Computer skill With Repair – Electronics at 65%, access to a Workbench, and the Security Bypass Perk at level 3, the character can combine a Camera, three Micro Fusion Cells, a Sensor Module and a tube of Wonderglue to create a Bypass Module to allow the user to unlock Hard Terminals with Repair – Electronics rather than Computer skill With Repair – Electronics at 85%, access to a Workbench, and the Security Bypass Perk at level 4, the character can combine a Camera, three Micro Fusion Cells, a Sensor Module and a tube of Wonderglue to create a Bypass Module to allow the user to unlock Very Hard Terminals with Repair – Electronics rather than Computer skill A two-sided tabard-style cover for use over clothing and armor; provides a +5 to Hide in appropriate terrain; the Confederate Mantle has one side in desert tans and browns, and the other side in woodland greens and browns Military-style metal or plastic canteen; holds 16 SIZ of Water or other fluids A custom carburetor for a Corvega Atomic V-8 Coupe, found in the Firefly Ranch; a Special success with Repair Mechanical installs the Carburetor and helps get the car back into running condition; it still requires a full set of tires, belts and hoses A set of three cartridge belts that hang on the waist. One holds 40 rounds of rifle or pistol ammunition, up to .50 caliber, while the other two hold 30 rounds each. ENC given is for the belts only. Recovered from a Cazador on a successful Woodcraft; up to two glands can be removed from a Giant Cazador Recovered from a Centaur on a successful Woodcraft A pen, marked “Chamber 6” An Holotape Employment Contract for the pre-War Cleaner known as Charon, currently held by Ahzrukhal; He will ask for 2000 caps for the Contract, but will settle for 1000 if the purchaser has a Bargain of at least 50%; Alternatively, he will give the Contract to anyone who agrees to kill Greta and does the deed When worn with no armor, provides 4/2/1 AP to the chest, or
.25
150
.25
175
.5
15
1.0
10
2.0
N/A
2.0
50
1.0
85
.1 .01 .1
15 50 1/1000/20 00
1.5
40
Chem Tubes – Test Tubes Chem Tubes – Test Tubes, Complete Chem Tubes – Various
Science Science Science Science Science Science
– – – – – –
Chemistry and Pharmacy Chemistry and Pharmacy Chemistry and Pharmacy
Chemistry Apparatus
Science – Chemistry and Science – Pharmacy
Cherry Bomb Chessboard
-
Choker Choker
-
Cigarettes, Carton
-
Cigarettes, Pack
-
Clipboard
-
Clipboard – Phone Script
-
Clipboard – Player Record Sheets
-
Cloud Kiss, Weak
Survival – Wasteland
Cloud Kiss, Potent
Survival – Wasteland
+2/1/1 when worn with any armor equal to or lighter than 8/4/2 A set of Test Tubes, with rack, found in numerous locations throughout the Wasteland A full set of Test Tubes, with rack, found in the Drugstore in Fairfax One of various pieces of laboratory glassware found in the Abandoned House between Tenpenny Tower and Warrington Metro Station A complete set of Chem Tubes – Various, along with a pair of burners, used for analyzing and synthesizing various chemical compounds and Chems Pre-War explosive with burning fuse Pre-War gaming board; few in the Wasteland know the game, and few pieces remain for the boards, though Bottlecap Checkers is popular A leather Choker with buckle A Choker in black, blue, purple, or red, with throat clasp; adds +1 to APP A Carton of Big Boss cigarettes, 10 packs in all; Cigarettes are described under consumable items A pack of Big Boss cigarettes, 20 in all; Cigarettes are described under consumable items A Clipboard of high density fiberboard with a metal spring-clip across the top A Clipboard containing the “Phone Script” for use by cold-calling telemarketers; found in the Ballistyle Offices building in Fairfax A Clipboard containing Player Record Sheets for TSR’s Advanced Dungeons and Dragons, found in the Ballistyle Offices building in Fairfax A person with Survival – Wasteland at 25% can use a Working Stove, Campfire, or Electric Hot Plate to combine Abraxo Cleaner and a Jar of Cloud Residue into a relatively weak (POT 10) poison that causes 1 HP of damage every second DEX Rank for 20 DEX Ranks after a failed Resistance check; if made with Cloud Residue Substitute (most will be), the duration is only 10 DEX Ranks A person with Survival – Wasteland at 50% can use a Working Stove, Campfire, or Electric Hot Plate to combine Abraxo Cleaner, tow Jars of Cloud Residue, and a tin of Turpentine into a potent (POT 24) poison that causes 2 HP of damage every second DEX Rank for 24 DEX Ranks on a failed Resistance check; if made with
.25
1
.25
5
.25
1
20.0
200
.1 1.0
5 1
.05 .05
8 10
1.0
100
.1
10
1.0
1
1.0
1
1.0
1
.5
50
.5
75
Cloud Kiss, Lethal
Survival – Wasteland
Cod Piece
-
Codac R9000 Digital Camera
Technology and Art – Photography
Codac C4000 Compact Camera
Technology and Art – Photography
Coffee Mug Coffee Mug – Cuppa Joe
-
Coffee Mug – Manchester
-
Coffee Maker – Broken
Repair – Electrical
Coffee Maker – Operational
Technology or Repair – Electrical
Coffee Pot Coffee Urn – Broken
-
Coffee Urn – Intact
-
Cloud Residue Substitute (most will be), the damage is only 1 HP every second DEX Rank A person with Survival – Wasteland at 75% can use a Working Stove, Campfire, or Electric Hot Plate to combine two Abraxo Cleaner, three Jars of Cloud Residue and a tin of Turpentine into a lethal (POT 34) poison that causes 2 HP of damage per DEX Rank for 17 DEX Ranks on a failed Resistance check; if made with Cloud Residue Substitute (most will be), the damage is only 1 HP every DEX Rank A leather, lace-up cod piece, designed as armor for the crotch; if a called shot is made against the crotch, the Cod Piece grants 4/2/1 AP The R9000 looks like a relic, but is actually a 5 megapixel digital camera with auto-zoom and external flash; It can be linked to a Pipboy 3000, which it uses as a storage device and display; Most are broken, and require a successful Repair – Electrical to get them working again The C4000 looks like an old Zeiss Nettar folding camera, but is actually a 3.8 megapixel digital camera with auto-zoom and external flash; It can be linked to a Pipboy 3000, which it uses as a storage device and display; found in the Mt. Washington Corner Store, on the way toward The Pitt A ceramic coffee mug, good for keeping hot beverages hot A ceramic coffee mug with the Cuppa Joe logo and name emblazoned upon it A ceramic coffee mug with the Manchester logo emblazoned on it. An automatic drip coffee maker, useful as Electronic Scrap, or it can be repaired and used as an Electric Hot Plate; either can be done with a successful Repair – Electrical An automatic drip coffee maker, useful as Electronic Scrap with a successful Repair – Electrical; the built-in Hotplate is operational if hooked up to an electrical supply A metal coffee pot with strainer basket and percolator A large metal urn once used for dispensing up to five gallons of hot coffee through the attached spigot; can be recycled for one unit each of Heating Element, Loose Wiring, and Scrap Electronics A large metal urn for dispensing up to five gallons of hot coffee through the attached spigot; useful for any liquid, not just coffee; can be recycled for one unit of Scrap Electronics and an Electric
.5
100
.5
18
1.0
5
1.0
5
.1 .1
1 7
.1
10
1.5
1
1.5
2
1.0 10.0
1 1
10.0
5
Cogwave Jammer
Technology
Collar
-
Collar – Dog, Leather
Craft – Leatherworking
Collar – Dog, Leather, Tracking
Craft – Leatherworking
Collar – Dog, Spiked
Craft – Leatherworking
Collar – Dog, Spiked, Tracking
Craft – Leatherworking
Collar – Tenderpaw’s
-
Combat Armor Chest Plate
-
Conductor
Repair – Electrical
Conductor – Chewed
Repair – Electrical
Coyote Hide
Woodcraft
Hot Plate A device designed to block the effects of amplified psychic brainwaves, it requires a huge amount of power that no portable generator can provide; it is given to the party by Desmond Lockheart during the Thought Control quest A leather Collar, in black, blue, purple or red, with or without spikes, with clasp; adds +1 to APP Created from the schematic found in the Dog Training Manual, this collar requires a Leather Belt, and access to Scissors and a Workbench; the wearer gains a +5 to all Melee and Unarmed attacks, and +2 to damage from Unarmed and Melee attacks Created from the schematic found in the Dog Training Manual, this collar requires a Leather Dog Collar and an Animal Tracking Device; the wearer gains a +5 to all Melee and Unarmed attacks, and +2 to damage from Unarmed and Melee attacks; a person with the proper radio direction finder (such as a Pip-Boy 3000) can track the collar’s emitter from up to 20 miles away Created from the schematic found in the Dog Training Manual, this collar requires a Leather Belt, Scrap Metal, and Wonderglue, and access to Scissors and a Workbench; the wearer gains a +5 to all Melee and Unarmed attacks, and +2 to damage from Unarmed and Melee attacks Created from the schematic found in the Dog Training Manual, this collar requires a Spiked Dog Collar and an Animal Tracking Device; the wearer gains a +5 to all Melee and Unarmed attacks, and +2 to damage from Unarmed and Melee attacks; a person with the proper radio direction finder (such as a Pip-Boy 3000) can track the collar’s emitter from up to 20 miles away This unique collar can only be found by Lupa; the wearer gains a +5 to all Melee and Unarmed attacks, and +5 to damage from Unarmed and Melee attacks A Combat Armor torso plate and shoulder pads in OD Green. If worn over clothing AP < 4/4/2, it gives AP 8/8/4 to the torso and 4/4/2 to the arms. With armor 4/4/2 and above, the lower-rated armor gives ½ its AP to the higher-rated armor. An electrical part with a number of uses; a successful Repair – Electrical allows someone to pull these from various pieces of electronic equipment around the Wasteland A Conductor that has been chewed on by a powerful creature; useful mostly for Electronic Scrap A successful Woodcraft allows one to be harvested from the body
3.5
N/A
.5
10
.5
60
.65
260
1.0
160
1.0
360
.5
120
5.0
200
1.0
30
1.0
5
1.0
7
Crimping Tool Crutch
-
Crystal Water’s Gold Skull Necklace
-
Cup, Clear Cup, Nuka Cola Cutting Board Cyalume Lightstick – 15cm
-
Cyalume Lightstick – 30cm
-
Danielle’s Book
-
of a Coyote A tool for crimping connectors An adjustable metal crutch with a crumbling rubber pad and handgrip; halves MOV reduction due to crippled/missing leg; will not help if both legs are missing A necklace, consisting of a golden skull hung from a braided gold chain; Crystal Waters owns two such necklaces, and each grants the wearer +5 to Spot checks A clear glass cup, about 8 oz. A green glass cup, about 20 oz. A wooden Cutting Board Chemical light source in a plastic tube; crack it, shake it and it glows; available in a variety of colors, including green, blue, red, yellow, pink, violet and IR; lasts for 2d3+6 hours; a box of 20 goes for around 27 Caps, and takes 1 ENC Chemical light source in a plastic tube; crack it, shake it and it glows; available in a variety of colors, including green, blue, red, yellow, pink, violet and IR; lasts for 10+2d3 hours A unique book found on the floor next to a bench at the bottom eastern end of the central area of Foggy Bottom Station; it contains details of the pre-War life of Danielle Faye, a resident of Germantown, PA. Mostly stories about her fairly ordinary life as a paralegal working for a lobbying firm in Washington D.C, her loves and losses, her feelings about the impending War and her inability to secure a place in a Vault; the last entries are for Oct. 21-Oct. 23, 2077. On the 21st, she records that her car was stolen from the parking structure of her office building, likely by her ex-boyfriend, an illegal Canadian immigrant; she informs the police, but cannot tell them who took the car, and thinks they are suspicious of her; she is informed on the 22nd that the car has been recovered, and that there are no signs of forced entry, and the keys are in the ignition; she worries about how she can explain to the police about the spare set her ex-boyfriend had when they broke up; on the 23rd, she records that the police brought her in for questioning, and after nearly an hour of grueling interrogation, she feels they still don’t believe that she has no idea who took the car; the last entries are written while waiting for a subway at the Foggy Bottom Station; she thinks she is being followed, and stops in a public place to make sure; while there, the air-raid sirens begin sounding, and she can hear the sound of explosions as the bombs go off above; the writing ends
.5 5.0
165 5
.01
50
.5 .5 1.0 .08 ea.
1 1 1 27 for 20
.3
4
.5
1
Dark Datura
Survival – Wasteland
Deathclaw Control Scrambler
Technology
Deathclaw Egg
Woodcraft
Deathclaw Hand
Woodcraft
Deathclaw Matriarch Horns
Woodcraft
Dinner Plate Dinner Plate, Dinner Plate, Dinner Plate, Marble Dinner Plate, Dinner Plate, Doctor’s Bag
-
Ceramic Green Green Red White
Physician and Surgery
Dog Hide
Woodcraft
Dog Muzzle
Craft – Leatherworking
here, in mid-sentence A person with Survival – Wasteland at 45% can use a Working Stove, Campfire, or Electric Hot Plate to combine two Sacred Datura Root and a tin of Turpentine in an Empty Bottle to create a dangerous(POT 12) neurotoxin that deals1 damage per DEX Rank for 12 DEX Ranks after a failed Resistance check, and reduces INT by -2 for 90 minutes Obtained from Scribe Vallincourt, the scrambler automatically turns any Enclave-controlled deathclaws friendly as long as the scrambler is within range of the transmitters of the domestication units. When scrambler is going out of range, the device will first start to beep periodically and finally the deathclaw will die. A successful Woodcraft roll is needed to recognize these for what they are, otherwise they are mistaken for odd rock outcroppings A successful Woodcraft allows one of these to be recovered from a Deathclaw corpse A successful Woodcraft allows one set these to be recovered from a Deathclaw Matriarch corpse; there is a 5% chance per point of damage to the head that the horns are useless A plate for serving food A ceramic plate, available in a variety of colors and styles A green ceramic dinner plate A green marble stoneware dinner plate, once owned by Mr. Manchester, of Manchester Industries A heat-resistant red plastic plate Common white ceramic plate A leather bag of medical supplies needed for performing surgery on Crippled Limbs. Created by a person with Physician at 40% or higher from a set of Forceps, a Leather Bag, Medical Brace, a Scalpel, and a length of Surgical Tubing. With a successful Surgery check, it will allow the setting of one limb, allowing the limb to heal over time without fear of permanent injury. The Leather Bag is reusable for making another Doctor’s Bag, and the Medical Brace can be reused as soon as the patient is done with it. A successful Woodcraft allows one to be harvested from the body of a Dog A stiff leather/steel muzzle for a large dog; prevents biting; can be crafted by anyone with Craft – Leatherworking who has access to the Dog Training Manual, Scissors, and a Workbench,
.5
50
.5
100
7.0
400
1.0
25
3.0
75
1.0 1.0 1.0 1.0
1 3 1 1
1.0 1.0 3.0
1 1 55
1.0
4
1.0
300
Dog Packs
Craft – Leatherworking
Dog Tags, Brotherhood Dog Tags, Talon
-
Dog Whistle
Repair – Mechanical
Doll – Cloth Doll – Plastic Door Component
-
Dragoon Azure Barrier
Technology
Dragoon Crimson Barrier
Technology
Dragoon Storage Pack
-
Drinking Glass Drone Control Device
Technology
combining 2 Leather Belts and 2 Scrap Metal A set of canine saddle bags; two saddle bags, small pouch, a wooden box, wooden crate, bedroll carrier, shovel holder, and a jerry can are all part of the set; each saddle bag can hold 7 ENC (no item larger than 3 ENC), the wooden box can hold up to 4 ENC (no item bigger than 2 ENC, or more than 10” on a side), the small pouch can hold 2 ENC (no item larger than .5 ENC), and the Wooden Crate can hold up to 4 ENC (open topped, 14’ long by 8” wide); created by anyone with Craft – Leatherworking who has access to the Dog Training Manual, a Workbench, Scissors, and possesses a Bed Roll, Jerry Can, Leather Armor, Pre-War Casual Wear, a Shovel, a Teddy Bear, Scrap Metal, Wonderglue, and three Wooden Crates May be turned in to Scribe Jameson for 100 Caps each Talon Company Dog Tags, worn by Talon Mercs; each contains name, blood type, and medical information encoded in a numerical sequence; four special tags are desired by the Taxidermist: Lockheed, Murdoch, Palmer and Thorpe A whistle that can only be heard by dogs; can be manufactured by anyone with the Dog Training Manual, a Bone Saw, a .308 cal. Shell casing, and a box of Abraxo cleanser; the shell is scrubbed and polished to a high sheen, and cut precisely to produce the proper sound, which can carry for up to a mile A child’s cloth doll A pre-War child’s plastic doll A component for a broken door, found in a floor safe in the clinic at the Anchorage Memorial A modification of the Dragoon/Chinese Stealth technology, this energy barrier increases the armor’s AP vs. Energy weapons by +2; uses 1 Small Energy Cell charge per minute of operation; only one barrier may be used with a single suit of armor A modification of the Dragoon/Chinese Stealth technology, this energy barrier increases the armor’s resistance to fire, acting as 2 AP against Fire damage until the power supply runs down; uses 1 Small Energy Cell charge per minute of operation; only one barrier may be used with a single suit of armor A “bum-bag” style pack that is designed to interface with Chinese Stealth/Dragoon armor; holds up to 3 ENC of gear, no single piece larger than 1 ENC; ENC of the pack is 1.0 when full A clear drinking glass, about 16 oz. An alien device for controlling the Drones of Mothership Zeta; the
15.0
300
.01 .01
1 1
.01
5
.5 1.0 .5
3 3 1
.5
500
.5
500
.2/1
150
.5 1.0
1 300
Duct Tape Earrings
-
Egg Timer Electronic Blasting Cap
Repair – Electrical and Demolition
Electronic Remote Detonator
Repair – Electrical and Demolition
Emergency Strobe Light
Technology
Empty Bottle Empty Bottle Empty Empty
Large Absinthe
-
device can only control one Drone at a time, though a Drone whose control has been relinquished will no longer be hostile to the holder or his allies Sticky, silver, millions of uses Gold or silver, these are found in plain hoops, hoops with balls, and dangling Atom Bombs; the hoops and balled hoops are sometimes used as Nose Rings; +1 APP Wind-up timer that can be set for up to 59 minutes A simple Electric Blasting Cap can be created by anyone with Repair – Electrical and Demolition at 25% or higher; Any brasscased pistol or rifle Cartridge can be used, having the Lead removed (may be kept for use elsewhere); the Cartridge is then combined with a Cherry Bomb and a unit of Electronic Scrap so that a wire passes through a resistor and into the Primer of the Cartridge, while a second is attached to the base of the Cartridge, with the explosive from the Cherry Bomb replacing the Lead bullet; When a current passes through the wire, it heats due to the resistance, and ignites the Primer, firing the Cartridge and triggering the explosive from the Cherry Bomb, which detonates the charge it is attached to This device can be acquired from a number of merchants, or built by anyone with Repair- Electrical and Demolition at 25% or higher and access to a Workbench, using a Sensor Module and Electronic Scrap; A radio signal must be sent on a frequency monitored by the Sensor Module, at which time it will send an electrical pulse; attached to an Electric Blasting Cap, this can be used to detonate an explosive by remote; Most of those sold in the Wasteland have a range of 500’ using the transceiver from a Telephone A strobe light/beacon/flashlight that can be attached almost anywhere on the user, it can be seen for up to 5km in strobe/beacon mode, and produces a 30 meter beam in flashlight mode; includes blue and IR filters An empty glass bottle with a .75 liter capacity
Large Whiskey
-
Milk Bottle Nuka-Cola Bottle
-
Empty Soda Bottle
-
.1 .01
5 15
.1 .1
1 25
.5
25
.2
230
.75
5
An empty glass bottle with a .75 liter capacity
.75
5
An empty, white-glass bottle with a wide mouth An empty glass bottle with a .5 liter capacity; dozens of uses; The bottle retains its label, making it more valuable An empty glass bottle with a .5 liter capacity; dozens of uses
.5 .5
1 2
.5
1
Empty Inhaler Empty Sap Container Empty Syringe
-
Empty Whiskey Bottle Energy Flux Kit
Repair – Electrical
Espresso Machine
Technology or Repair – Electrical
Experimental Rho ID
-
Eyepatch – Black Factory Employee ID
Repair – Electronics and Technical – Computers
Fan
Repair – Electrical
Fax Machine
Repair – Electrical
Field Salvage Kit
Reapair – X
Field Surgical Kit
Surgery
Fire Hose Nozzle Firelurk Saliva
Science – Chemistry
An empty inhaler, used in the manufacture of Jet and other drugs A small container that once held Birch’s Sap An empty syringe used for injecting Chems; can be created using Used Hypos, which must be cleaned thoroughly with Abraxo Cleaner (1 box can clean up to 30 such Used Hypos); Once cleaned, the Used Hypo is considered an Empty Syringe An empty glass bottle with a .375 liter capacity; dozens of uses Created by a person with High Tech Engineer and Repair – Electrical and Science – Physics 50% or higher using a 2 Conductors, 1 Forceps, 1 Pressure Cooker, 2 Scrap Electronics, 1 Scrap Metal, 1 Surgical Tubing, and 1 Vacuum Cleaner; Allows the recharging of Fission Batteries, and through them, the creation and recharging of Small Energy Cells, Micro Fusion Cells and Electron Charge Packs A pre-War Espresso Machine; if it works (10% chance), it still needs a source of electricity; can be recycled for a unit of Scrap Electronics and an Electric Hot Plate, if working, or a Heating Element and Loose Wiring if broken RFID Card for Enclave Camp Rho’s IFF system; prevents the turrets there from attacking the person with the card A black cloth eye patch used to cover an injured/missing eye. A pre-War Factory ID; can be repaired to functionality on a hard Repair – Electrical check; with access to a working Terminal in the factory’s office, and a Hard Technical – Computers it can be programmed to the bearer, allowing Factory Robots encountered in the factory to be treated as allies, but may not be given orders An electric desk Fan, useless without electricity; can be scrapped for Loose Wiring A Western Union Desk Fax; can be recycled for one unit of Scrap Electronics Caried in a rusty, scratched and dented red Toolbox, this is a set of basic tools used for recovering Repair Parts from broken/destroyed gear; adds +20 to all Repair skills, but only for taking apart items and revering the parts Contained in a canvas case measuring 8x20cm, this small kit contains alcohol wipes for cleaning the area, a suture set, bandage scissors, a scalpel, two pairs of forceps, tweezers and a pen light; 5 Vest or 3 Web Gear points Brass Fire Hose Nozzle Saliva from a Firelurk; a successful Woodcraft check allows a person with Survival – Wasteland at 20% or higher to harvest one
.05 .5 .01
1 1 8
.4 4.0
1 50
4.0
3
.05
1
.01 .05
10 1
1.0
2
2.0
2
3.0
500
.9
60
1.0 1.0
5 25
First Aid Kit – Post-War, Individual
First Aid
First Aid Kit – Post-War, Group
First Aid/EMT/Trauma Medicine
First Aid Kit – Pre-War, Individual
First Aid/EMT/Trauma Medicine
does from a fresh Firelurk corpse; a person with Science – Chemistry at 25% can mix one bottle of hard liquor (Whiskey, Vodka, Rotgut, etc. as allowed by GM) to five Firelurk Saliva to make 6 Flamer Fuel Packed in an LBE Medical Pouch (5 Vest or 3 Web Gear points) or small Bum-Bag or Satchel, this kit contains two pair of examination gloves (usually latex); 4x Pre-War Sanitary Napkins Bandages (allows for control of heavy bleeding and strong compression); 3 rolls of Gauze (150 cm x 7.5 cm; 150cm x 5 cm; 150 cm x12.5 cm); Large-Gauge IV Needle w/Surgical Tubing and Clamp (for emergency decompression of pneumothorax); Tourniquet with Windlass (usually a stick) and Velcro strap; and small Flashlight (1 Small Energy Cell charge will recharge it for 68 hours); a small amount of space remains in the bag, usually used for carrying meds, StimPaks and Purified Water; allows use of First Aid without penalty Packed into a STANAG Triple Magazine Pouch (9 Vest or 6 Web Gear points), large Bum-Bag or small Backpack/Book Bag/Gym Bag; Contains five pairs Examination Gloves (usually latex); 10x Pre-War Sanitary Napkins Bandages (allows for control of heavy bleeding and strong compression); five rolls of Gauze (2x 150 cm x 7.5 cm; 2x 150cm x 5 cm; 1x 150 cm x12.5 cm); Large-Gauge IV Needle w/Surgical Tubing and Clamp (for emergency decompression of pneumothorax); two Tourniquets with Windlass (usually a stick) and Velcro strap; one roll Duct Tape; a Pre-War Airway; four adjustable Splinting Wires (heavy-gauge wire that can be bent to shape and cut to length), wire-bender and Pliers; Shears or Tin Snips; and small Flashlight (1 Small Energy Cell charge will recharge it for 6-8 hours) ; a small amount of space remains in the bag, usually used for carrying meds, StimPaks and Purified Water; allows use of EMT or Trauma Medicine without penalty, and adds +5 to First Aid Can be worn on Web Gear (3 Points), MOLLE Vest (5 Points), or worn as a Drop-Leg pouch (1 Web Gear point); Contains two pairs of non-latex examination gloves; Hemostatic Bandage (for controlling arterial bleeding or severe external hemorrhaging; tough bandage allows the application of strong compression to control bleeding, while remaining flexible enough to adapt to irregular wounds and giving an antibacterial barrier); three rolls (150 cm x 7.5 cm; 150cm x 5 cm; 150 cm x12.5 cm) gauze and
1.5
120
2.0
240
1.3
600
First Aid Kit – Pre-War, Squad
First Aid/EMT/Trauma Medicine
First Aid Kit – Pre-War, WALK (Warrior Aid and Litter Kit)
EMT/Trauma Medicine
two emergency traumadressings;needle decompression kit; Combat Application Tourniquet (one-handed tourniquet for controlling hemorrhaging; has a windlass system, which locks in place once the bleeding is controlled and then has a Velcro strap to secure it); and tactical examination light (1 Small Energy Cell charge will recharge it for 6-8 hours); a small amount of space remains in the bag, usually used for carrying meds, StimPaks and sterile water; allows use of Trauma Medicine without penalty, adds +5 to EMT and +10 to First Aid Can be worn on Web Gear (as Bum Bag), MOLLE Vest (12 Points), or worn as a Bum-Bag or Belly Bag; Contains five pairs of nonlatex examination gloves; four Hemostatic Bandages (for controlling arterial bleeding or severe external hemorrhaging; tough bandage allows the application of strong compression to control bleeding, while remaining flexible enough to adapt to irregular wounds and giving an antibacterial barrier); eight rolls (3x 150 cm x 7.5 cm; 3x 150cm x 5 cm; 2x 150 cm x12.5 cm) gauze and five emergency traumadressings;needle decompression kit; two Combat Application Tourniquets (onehanded tourniquet for controlling hemorrhaging; has a windlass system, which locks in place once the bleeding is controlled and then has a Velcro strap to secure it); Surgical Tape; Tactical Intravenous Saline Locks; an Airway; two SAM II splints (The Structured Aluminum, Malleable Splint is a lightweight, easily applied splint that can be cut, bent and shaped to arrange of purposes, ranging from limbs to fingers; it is made of thin aluminum strips with a poly-vinyl coating, which has the additional advantage that it won’t interfere with X-rays; it measures 114x914mm and can be re-used);Shears; and tactical examination light; a small amount of space remains in the bag, usually used for carrying meds, StimPaks and sterile water; allows use of Trauma Medicine at +5, +10 to EMT and +15 to First Aid Large Backpack, normally carried in a vehicle; Contains five pairs of non-latex examination gloves; eight Hemostatic Bandages (for controlling arterial bleeding or severe external hemorrhaging; tough bandage allows the application of strong compression to control bleeding, while remaining flexible enough to adapt to irregular wounds and giving an antibacterial barrier); 20 rolls (6x 150 cm x 7.5 cm; 6x 150cm x 5 cm; 4x 150 cm x12.5 cm) gauze
1.8
1200
9.5
6000
Fishing Pole
Survival – Wilderness
Fission Battery
-
Fission battery, Empty
-
Flamingo Flavored Mentats Pharmacology
Science – Pharmacy
Flint and Steel
Woodcraft
Floater Bulb
Woodcraft
and ten emergency traumadressings;needle decompression kit; two Combat Application Tourniquets (one-handed tourniquet for controlling hemorrhaging; has a windlass system, which locks in place once the bleeding is controlled and then has a Velcro strap to secure it); four rolls Surgical Tape; Tactical Intravenous Saline Locks; an Airway; two SAM II splints (The Structured Aluminum, Malleable Splint is a lightweight, easily applied splint that can be cut, bent and shaped to arrange of purposes, ranging from limbs to fingers; it is made of thin aluminum strips with a poly-vinyl coating, which has the additional advantage that it won’t interfere with X-rays; it measures 114x914mm and can be reused);Shears; a Folding Litter (Poles and Base fold to ¼ normal size; allows person with EMT/Trauma Medicine to safely move a patient); Hypothermia Management Kit; Intravenous Solutions (eight 500ml bags of fluid for injection or irrigation; They include 2x 0.9% Sodium Chloride; Lactated Ringers; 2x Sterile Water; 2x 10%; Dextrose; and0.25% Acetic Acid); and tactical examination light; a small amount of space remains in the bag, usually used for carrying meds, StimPaks and more fluids and sterile water; allows use of Trauma Medicine at +5, +10 to EMT and +10 to First Aid (much of the contents will be useless to someone with only First Aid) A pre-War rod-and-reel used for gathering fish, if one can find any alive, that is; a successful Survival – Wilderness in an area with live fish allows the user to pull their Skill/5 in SIZ of Fish per hour from a single watersource A pre-War Fission Battery, good for another 200 years, at least, at normal discharge A drained Fission Battery, usually the result of the use of an Energy Flux Kit; it can be recharged from Electron Charge Packs (requires 50 charges), Micro Fusion Cells (requires 13 charges), and Small Energy Cells (requires 25 charges) using an Energy Flux Kit A pre-War plastic lawn ornament A collection of recipes for creating altered Mentats, compiled after using the Chemistry Apparatus at the Autoplex to analyze Mentats, Berry Mentats, Grape Mentats, and Orange Mentats A piece of Flint and a Steel striker used for starting fires on a successful Woodcraft roll The sensory bulbs of a Floater; several may be present; a successful Woodcraft allows 1d3 to be harvested from any
4.0
10
2.0
75
2.0
15
1.5 .1
1 1000
.01
1
.5
20
Forceps Framed Picture – Art Frahm
-
Framed Picture – Captive
-
Framed Picture – Velvet Elvis Fuse
-
Fusion Pack
-
Garden Gnome, Commander Cravitz
-
Garden Gnome, Damaged Garden Gnome, David
-
Garden Gnome, Drunken – Al Coholic
-
Garden Gnome, Drunken Antagonist Garden Gnome, Drunken Babe Garden Gnome, Drunken Boozo the Clown Garden Gnome, Drunken Chairman Moa Garden Gnome, Drunken Colonel Klink Garden Gnome, Drunken Cookie Garden Gnome, Drunken Corporal Punishment Garden Gnome, Drunken Dr. Smith Garden Gnome, Drunken Eulogy
–
Floater corpse, in addition to those rolled A pre-War Forceps, used for medical treatment Any of a series of pictures by illustrator Art Frahm, featuring women, panties with no elastic, gravity, and, in many cases, celery… Pictures of captured Raider girls found in Arkansas’ house in Minefield A painting on velvet of a man in a sequined jumpsuit, obviously singing into a microphone with some intensity A 10-Amp Fuse needed for repair of the Fuse Box below the Jefferson Memorial A fusion generator rigged as a backpack; increases the wearer’s Energy Weapon skills by +5, and adds +25 ENC to the wearer’s base Carry Weight A large, ceramic Garden Gnome, with some damage from both fire/smoke and firearms; the gnome wears a helmet under his conical hat, and is armed with a cavalry sword, though the blade is broken off; found in the boathouse near Arefu A broken ceramic gnome A ceramic garden gnome with blue coat and red cap, carrying a walking stick; found at the Firefly Ranch Recovered from Arkansas’house in Minefield, this Gnome holds a bottle of beer in each hand, and wears riot gear and a riot helmet.
.1 .5
5 5
.5
5
1.0
10
.05
N/A
5.0
74
2.0
1
1.0 1.0
1 5
1.0
1
-
1.0
1
–
-
1.0
1
–
-
1.0
1
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
Repair – Electrical
Garden Gnome, Drunken Evil Kenevil Garden Gnome, Drunken Fire Marshal Bill Garden Gnome, Drunken Gnome Security Garden Gnome, Drunken Gomer Garden Gnome, Drunken Happy Hour Garden Gnome, Drunken Joe Twelve Pack Garden Gnome, Drunken Johnny Reb Garden Gnome, Drunken Last Call Garden Gnome, Drunken Lone Ranger Garden Gnome, Drunken Mad Max Garden Gnome, Drunken Major Tom Garden Gnome, Drunken Mechanist Garden Gnome, Drunken Minor Leaguer Garden Gnome, Drunken Mr. Robinson Garden Gnome, Drunken Norton Garden Gnome, Drunken Officer Friendly Garden Gnome, Drunken Otis Garden Gnome, Drunken P.B.R. Garden Gnome, Drunken Private Ryan Garden Gnome, Drunken Ranger Rick Garden Gnome, Drunken Sammy Six Pack
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
Garden Gnome, Drunken Sergeant Schlitze Garden Gnome, Drunken Tanto Garden Gnome, Drunken Three Dog Garden Gnome, Drunken Uncle Fester Garden Gnome, Drunken Whiskey Dick Garden Gnome, Drunken Willy the Wineo
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
–
-
1.0
1
1.0 2.5
1 1
1.0
12
4.0
N/A
.5
10
1.0
65
1.0
50
1.0
10
1.0
20
1.0
25
1.0
30
3.0
400
Garden Gnome, Intact Garden Gnome, Medic Luepold
-
Gauntlet – Merc
-
Gearbox
Repair – Mechanical
Gecko Egg
Woodcraft
Gecko Egg, Fire
Woodcraft
Gecko Egg, Golden
Woodcraft
Gecko Skin
Woodcraft
Gecko Skin, Fire
Woodcraft
Gecko Skin, Golden
Woodcraft
Gecko Skin, Green
Woodcraft
Ghillie Suit
Hide
A ceramic gnome wearing samurai armor and armed with a katana and a bottle of sake; found in Liberty Pawn and Gun near Seneca Metro A ceramic gnome A large, ceramic Garden Gnome, intact, wearing a red hat with a white cross and carrying a doctor’s bag; found in the boathouse near Arefu A set of wire-frame arm guards, of heavy-gauge steel; the wearer acts as 4 AP for the arms against Melee attacks when worn with any armor with 4 or less AP, and adds 2 AP for the arms to any armor with from 4 to 8 AP in the arms A custom Gearbox for a Corvega Atomic V-8 Coupe, found in the Firefly Ranch; a Special success with Repair Mechanical installs the Gearbox and helps get the car back into running condition; it still requires a full set of tires, belts and hoses A successful Woodcraft allows one to be harvested from the body of a Gecko, or they can be found in Gecko nests A successful Woodcraft allows one to be harvested from the body of a Gecko, or they can be found in Gecko nests A successful Woodcraft allows one to be harvested from the body of a Golden Gecko, or they can be found in Golden Gecko nests A successful Woodcraft allows these to be harvested from the body of a Gecko A successful Woodcraft allows these to be harvested from the body of a Fire Gecko A successful Woodcraft allows these to be harvested from the body of a Golden Gecko A successful Woodcraft allows these to be harvested from the body of a Green Gecko A special overgarment consisting of numerous strips of varycolored cloth, sewn onto a burlap backing that covers the wearer’s entire body; in appropriate terrain, adds +10 to Hide,
Ghoul Mask
-
Glass Pitcher Globe Gloves – Three Dog
-
Gold Framed Certificate
-
Golf Ball Gore Bag
-
Grappler’s Vantage
Grapple
Guitar – Acoustic
Perform – Play Instrument Technology and Perform – Play Instrument Technology and Perform – Play Instrument Technology and Perform – Play Instrument Technology and Perform – Play Instrument -
Guitar – Electric Guitar – Electric Bass Guitar – Epiphone Guitar – Epiphone Custom Gunpowder, Curtiss and Harvey Gunpowder, Large Gypsy Bikini
-
and, if the wearer succeeds in a Hide check while using a Ghillie Suit, any observer must make a Special Success to see the wearer; Sold by O’Neil at the shop in Anacostia, across from Rivet City A full head and face covering made from several pieces of Feral Ghoul skin sewn together; the wearer treats Feral Ghouls as Allies, but cannot control them A pitcher, made of glass, useful for pouring liquids Pre-War globe, often used to teach geography; horribly outdated A set of gloves belonging to Galaxy News Radio personality Three Dog; they add +5 to CHA, and +10 to Persuade, Fast Talk and Perform – Oratory A certificate of some kind, badly damaged by time, contained in a solid gold frame A plastic golf ball A Super Mutant back pack, made of the front end of a grocery cart basket attached to two Leather Belts for shoulder straps; a sheath for a large knife is attached to the right, and another for a large melee weapon or rifle is attached to the left; it will hold items up to 15 ENC of items, with no item greater than 5 ENC; the pack is 5 ENC whether empty or full; the wearer suffers a -5 to all Physical skills while wearing the pack, but has 3/2/1 AP to the Torso when attacked from the rear A pair of hand/wrist wraps used for wrestling; they add +5 to the wearer’s Grapple, and +3 to Special/Critical range when Grappling A six-string acoustic guitar, badly in need of tuning, found in the Guitar Shop An Electric Guitar, badly in need of tuning, found in the Guitar Shop An Electric Bass Guitar, badly in need of tuning, found in the Guitar Shop An Epiphone electric guitar, badly in need of tuning, found in either the Guitar Shop of Liberty Loans A fancy Epiphone electric guitar, badly in need of tuning, found in several places in the Capitol Wasteland 2000 units of Gunpowder in a tin can with a dispenser nozzle 3500 units of Gunpowder in a tin can with a dispenser nozzle A hand-woven bikini, used as underwear by many DC Gypsies, as swimming is such a hazard; Adds +5 to all personal interaction
.5
50
1.0 1.0 .2
1 1 50
1.0
400
.1 5.0
1 50
.05
6
3.0
5
3.0
5
3.0
5
3.0
5
3.0
5
.2
20
.5 .5
35 10
Gypsy Boots
-
Gypsy Sandals
-
Gypsy Shoes Gypsy Scoundrel Belt
-
Gypsy Scoundrel Belt with Flask
-
Ham Radio
Technical – Radio Operation
Handcuff Key Handcuffs
-
Harmonica Heart Pendant
Perform – Play Harmonica -
Holotape – Android
-
Holotape – Card Catalog
-
Holotape – Media Archives
-
Holster – Concealed Ankle
-
Holster – Concealed
-
skills with the opposite sex if worn as outerwear; Available in Beige, Black, Green and Red A pair of black, brown, or ochre leather boots that adds +1 Initiative A pair of hand-stitched leather sandals with tire tread soles designed for comfort and durability; Available in Beige or Navy Blue A pair of brown leather shoes that adds +1 Initiative A belt with hidden pockets created by the DC Gypsies tribe; Holds 7.5 ENC, with no item bigger than .5 ENC A belt with hidden pockets created by the DC Gypsies tribe; Holds 7.5 ENC, with no item bigger than .5 ENC; A Water Flask with a leather protective pouch is included (holds up to SIZ 8 worth of Water) A pre-War Ham Radio with microphone, speaker and Morse Code key; only about 10% of those found actually work, and there are few out in the wastes that care to talk; can be salvaged for Loose Wiring, Scrap Electronics, and 2d3 Vacuum Tubes A pre-War universal Handcuff Key A set of pre-War Handcuffs. Requires a Handcuff Key or Hard Fine Manipulation check to open (Very Hard if the person picuffed is trying to pick the lock); all Handcuffs use the same Key. Breaking the Handcuffs requires a Special Success on an Effort roll. A pre-War Harmonica. A silver or gold Heart Pendant on a matching chain; adds +5 to the wearer’s CHA One of several tapes regarding the Android that may/may not be running around the Wasteland looking for a surgeon A Holotape copy of the Card Catalog for the Arlington Library, downloaded from the Terminal located in the lobby A downloaded cop of the Media Archives for Arlington Library; the compression ratio is such that only a mainframe computer can retrieve the data from the Holotape +10 to Concealment with long pants/dress/skirt; will only work with small frame revolvers/autoloaders; adds +5 DEX Ranks to Draw time if standing, +3 DEX Ranks if kneeling/sitting; Custom Made from leather for specific firearms, these usually take a week to make, during which time the firearm will not be available for use +10 to Concealment with proper clothing, such as a loose shirt or
1
10
.5
3
.5 1.0
5 8
1.0
8
2.0
3
.01 .3
100 50
.1
2
.05
8
.1
1
.1
1
.1
1
.4
85
.5
110
Crossdraw
Holster – Concealed Shoulder Rig
-
Holster – Concealed Thigh Holster
-
Holster – Concealed Smallof-Back
-
Holster – Drop Leg Tactical
-
Holster – Side-Break Collapsing Baton Scabbard Holster – Universal Military
-
Holster – Universal Military Shoulder Harness
-
Horseshoe
Throw
-
jacket (a large pistol, such as the Maverick or Sig Saur 14mm will require heavier clothing to gain the bonus); Custom Made from leather for specific firearms, these usually take a week to make, during which time the firearm will not be available for use; If threaded on a Web Belt, occupies 4 Web Gear points; Adds +3 DEX Ranks to Draw time +20 to Concealment with proper clothing, such as a loose shirt or jacket (a large pistol, such as the Maverick or Sig Saur 14mm will require heavier clothing to gain the bonus); Custom Made from leather for specific firearms, these usually take a week to make, during which time the firearm will not be available for use; Adds +2 DEX Ranks to Draw time +10 to Concealment with shorts or short dress/skirt; will only work with small frame revolvers/autoloaders; adds +4 DEX Ranks to Draw time; Custom Made from leather for specific firearms, these usually take a week to make, during which time the firearm will not be available for use +20 to Concealment with proper clothing, such as a loose shirt or jacket (a large pistol, such as the Maverick or Sig Saur 14mm will require heavier clothing to gain the bonus); Custom Made from leather for specific firearms, these usually take a week to make, during which time the firearm will not be available for use; If threaded on a Web Belt, occupies 4 Web Gear points; Adds +3 DEX Ranks to Draw time Hard-shell holster that works with most revolvers or Auto-loaders (Maverick and Sig-Sauer 14mm are too large); Hangs from belt and is attached to thigh using two straps; uses 2 Web Gear points on Web Belt; Holds two pistol Magazines Side-break scabbard for Police Baton or similarly-sized items; if attached to Web Belt occupies 2 Web Gear points Designed for a variety of revolvers and autoloading pistols; Right or left hand, crossdraw, small of back, or any number of other carry methods; Clips to belt, can be threaded onto belt, or can attach to MOLLE systems or Web Belts, using 4 Vest or 3 Web Gear points; Concealed carry is impossible without an overcoat or other clothing that covers the holster completely A shoulder harness for the Universal Military Holster; allows it to be carried under the arm; Holds 1 point of Web Gear accessories, usually a Pistol Magazine Pouch Iron Horseshoes for pitching; found in Canterbury Commons or
.4
80
.4
50
.5
95
.4
120
.5
20
.2
80
.2
35
1.0
1
Hot Plate, Electric
Technology
House Upgrade – Explorer Theme, Megaton
-
House Upgrade – Explorer Theme, Tenpenny
-
the Ballistyle Offices The Electric Hot Plate has a number of uses, mostly cooking related A quick, easy, and cheap way to decorate your home, purchased from Moira in Megaton; the Explorer Theme includes: 1x knife 1x baseball bat 1x sledgehammer 1x tire iron 2x N99 10mm pistol 1x .32 Lee-Enfield Sporterized hunting rifle 7x Pork n’ Beans 1x squirrel stew 1x Sugar Bombs 7x butter knife 17x coffee mug 2x coffee pot 8x cup 2x dinner plate 9x empty whiskey bottle 3x fork 2x glass pitcher 1x green plate 1x large burned book 1x large ruined book 3x large whiskey bottle 3x metal cooking pot 3x metal spoon 6x milk bottle 1x motorcycle (non-working) 1x picnic table w/benches 1x red plate 8x ruined book 3x shot glass 1x Turpentine 4x tin can 1x white plate 9x whiskey 5x beer A quick, easy, and cheap way to decorate your home, purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower;
1.0
5
-
1000
-
1000
House Upgrade – Love Machine Theme, Megaton
-
the Explorer Theme includes: 1x R91 assault rifle 1x .32 Lee-Enfield Sporterized hunting rifle 1x Colt 6520 10mm pistol 1x sledgehammer 1x combat knife 15x 10mm round 2x Sugar Bombs 10x Pork n’ Beans 1x Potato Crisps 1x squirrel on a stick 10x whiskey 2x beer 1x chessboard 5x tin can 6x coffee mug 1x ashtray 5x fork 4x butter knife 1x metal cooking pan 1x metal cooking pot 5x cup 3x dinner plate 3x drinking glass 1x large whiskey bottle 1x Picnic table w/benches 1x spatula 1x glass pitcher 11x ruined book 1x working radio A quick, easy, and cheap way to decorate your home, purchased from Moira in Megaton; the Love Machine Theme includes: Heart-shaped bed w/pillows Erotic Ceiling Lamp Decorative Christmas LED Lights 1x Lying, Congressional Style 6x Jet 1x tortoiseshell glasses 1x reading glasses 1x sunglasses 1x tinted reading glasses
-
1000
House Upgrade – Love Machine Theme, Tenpenny
-
House Upgrade – Pre-War Theme, Megaton
-
1x eyeglasses Various pre-War outfits: Pre-War Casualwear, Pre-War Parkstroller Outfit, Pre-War Relaxedwear, Pre-War Spring Outfit 7x vodka 11x whiskey 1x ashtray 7x coffee mug 11x cup 1x glass pitcher 2x ruined book 17x shot glass A quick, easy, and cheap way to decorate your home, purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower; the Love Machine Theme includes: Heart-shaped bed w/pillows Erotic Ceiling Lamp Decorative Christmas LED Lights 1x Lying, Congressional Style 3x Jet 1x eyeglasses 1x Tortoiseshell glasses 1x reading glasses 1x sunglasses 1x tinted reading glasses Various Pre-War outfits: Pre-War Casualwear, Pre-War Parkstroller Outfit, Pre-War Relaxedwear, Pre-War Spring Outfit, Pre-War Businesswear 1x sexy sleepwear 7x ashtray 8x coffee mug 9x shot glass 9x cup 1x glass pitcher 8x beer 7x whiskey 18x ruined book A quick, easy, and cheap way to decorate your home, purchased from Moira in Megaton; the Pre-War Theme includes: Downstairs: Coffee Table, Two Stuffed Chairs, Large Rug, Coat
-
1000
-
1000
House Upgrade – Pre-War Theme, Tenpenny
-
Rack Upstairs: Two Chairs, Lamp Table w/Lamp, Sofa 2x Television Red Racer Tricycle 4x BlamCo Mac & Cheese 3x bubblegum 3x Cram 4x Dandy Boy Apples 4x Fancy Lads Snack Cakes 4x Instamash 1x noodles 8x Pork n’ Beans 3x Potato Crisps 3x Salisbury Steak 7x Sugar Bombs 3x YumYum Deviled Eggs 19x coffee mug 3x coffee pot 16x cup 4x dinner plate 1x clipboard 9x empty Nuka-Cola bottle 1x glass pitcher 1x intact garden gnome 1x metal cooking pan 2x metal cooking pot 1x milk bottle 4x pencil 1x teddy bear A quick, easy, and cheap way to decorate your home, purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower; the Pre-War Theme includes: shelf, a coffee table, two chairs, a dog house with a stuffed dog, an oven, a fridge, a work desk, a couch, a bathtub Television 2x Pork n’ Beans 3x Sugar Bombs
-
1000
House Upgrade – Raider Theme, Megaton
-
3x YumYum Deviled Eggs 3x Salisbury Steak 5x Potato Crisps 4x Fancy Lads Snack Cakes 5x Instamash 5x Dandy Boy Apples 5x Cram 4x bubblegum 5x Blamco Mac & Cheese 1x teddy bear 11x coffee mug 4x green plate 3x white plate 4x red plate 1x glass pitcher 8x cup 3x milk bottle 5x shot glass 1x metal cooking pan 1x spatula 2x Whiskey A quick, easy, and cheap way to decorate your home, purchased from Moira in Megaton; the Raider Theme includes: 3 Captive Cages (two w/Skeleton), Skeleton hanging from ceiling, decapitated corpse hanging from ceiling (stuffed clothes w/red paint); Dismembered body parts on floor (from Freddy Fear’s House of Scares), Meat Hooks on chains from ceiling Improvised Bedding on floor Appropriate “blood stains” and Raider-style graffiti cover the walls Cage upstairs for Wadsworth 1x raider arclight helmet 1x raider blastmaster helmet 1x 10mm pistol 1x assault rifle 1x sledgehammer 1x tire iron 3x knives 3x frag grenades
-
1000
House Upgrade – Raider Theme, Tenpenny
-
1x BlamCo Mac & Cheese 10x Pork n’ Beans 1x squirrel stew 1x Sugar Bombs 1x dog meat 11x whiskey 3x beer 3x Med-X 1x bonesaw 5x coffee mug 1x coffee pot 4x empty whiskey bottle 1x large whiskey bottle 1x metal spoon 8x shot glass 1x spatula 4x tin can A quick, easy, and cheap way to decorate your home, purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower; the Raider Theme includes: Three decapitated corpses hanging from ceiling (1 over bed; these are actually stuffed clothes w/red paint); Dismembered body parts on shelves (from Freddy Fear’s House of Scares), Meat Hooks on chains from ceiling Appropriate “blood stains” and Raider-style graffiti cover the walls 1x R91 assault rifle 1x .32 hunting rifle 1x 10mm pistol 1x sledgehammer 1x pool cue 1x tire iron 1x frag grenade 3x beer 15x whiskey 7x Pork n’ Beans 1x noodles 4x coffee mug 5x empty whiskey bottle 7x large whiskey bottle
-
1000
House Upgrade – Science Theme, Megaton
-
House Upgrade – Science Theme, Tenpenny
-
A quick, easy, and cheap way to decorate your home, purchased from Moira in Megaton; the Science Theme includes: 1x Nikola Tesla and You 1x Med-X 2x stimpak 3x Rad-X 3x RadAway 2x Mentats 2x Buffout 1x motorcycle handbrake 1x scrap metal 1x bonesaw 4x hot plate 6x clipboard 13x coffee mug 6x ruined book 5x pencil full set of Chem Tubes – Various 6x Chem Tubes A quick, easy, and cheap way to decorate your home, purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower; the Science Theme includes: 1x Big Books of Science 1x camera 7x pencil 11x hot plate 14x coffee mug 1x crutch 3x wonderglue 1x medical brace 1x motorcycle gas tank 1x motorcycle handbrake 1x toy car 2x scrap metal 1x surgical tubing 3x Turpentine 1x toaster 1x carton of cigarettes 1x chessboard 1x pressure cooker 1x harmonica
-
1000
-
1000
House Upgrade – Vault Theme, Megaton
-
House Upgrade – Vault Theme, Tenpenny
-
1x steam gauge assembly 1x small burned book 7x ruined book 4x clipboard 6x Chem Tubes full set of Chem Tubes – Various A quick, easy, and cheap way to decorate your home, purchased from Moira in Megaton; the Vault Theme includes: Locker Several large computer units (non-functional, but operational) Vault bench Vault end table Vault air purifiers (nonfunctioning) Vault vents Vault Table and office chairs 1x 10mm pistol 1x eyeglasses 1x reading glasses 4x Fancy Lads Snack Cakes 2x InstaMash 2x Potato Crisps 3x Pork n’ Beans 2x Sugar Bombs 2x Dandy Boy Apples 3x Cram 3x BlamCo Mac & Cheese 2x bubblegum 4x Turpentine 1x scrap metal 1x clipboard 21x coffee mug 2x cup 1x glass pitcher 2x metal cooking pot 6x pencil 1x red plate 5x small ruined book 3x tin can 1x white plate A quick, easy, and cheap way to decorate your home, purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower;
-
1000
-
1000
House Upgrade – Jukebox
Technology
House Upgrade – My First Infirmary
EMT, First Aid, Physician, Surgery, and Trauma Medicine
the Vault Theme includes: Locker Several large computer units (non-functional, but operational) Vault bench Vault end table Vault air purifiers (nonfunctioning) Vault vents Vault Table and office chairs 4x Sugar Bombs 2x Potato Crisps 1x Salisbury Steak 2x Dandy Boy Apples 2x InstaMash 3x Pork n’ Beans 3x BlamCo Mac & Cheese 2x bubblegum 1x Fancy Lads Snack Cakes 4x red plate 4x green plate 7x white plate 7x cup 2x metal cooking pot 1x metal cooking pan 1x glass pitcher 11x coffee mug 19x pencil 10x shot glass 3x fork 1x spatula 3x clipboard 1x Rad free toilet A pre-War Jukebox, restored to work as a radio; purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower; pretuned to Galaxy News Radio A non-portable Med-Tek infirmary unit, with First Aid Box, Forceps, Oxygen Tanks w/Mask, Scalpel, Scissors, Surgical Tubing, and Tweezers; It can infuse StimPaks over time (all damage healed by the StimPak is permanent; requires 1 hour per HP healed), can allow for recovery of crippled limbs (treat as Healthcare and Physician at 25%), and even perform dialysis and chelation (removes all Rads suffered at a rate of 1 per minute); adds +10
30
500
30
1200
House Upgrade – My First Laboratory
Science – Chemistry and Science – Pharmacy
House Upgrade – My First Workbench
Repair – X
House Upgrade – Pristine Nuka Cola Machine
-
Hula Girl
-
Hula Girl – Rockin’
-
Hull, .410 Bore Hulls - .410 Bore, Box of 50 Hull, 10g Hulls – 10g, Box of 20 Hull, 12g Hulls – 12g, Box of 25 Hull, 20g Hulls – 20g, Box of 25 Iconoclast Arms
-
Ink Container
Art – Forgery
Iron
-
Jar of Cloud Residue Substitute
Science – Chemistry
-
to EMT, First Aid, Physician, Surgery, and Trauma Medicine A non-portable Med-Tek self-contained laboratory; includes a Chemistry Apparatus; can be used to analyze and replicate compounds and Chems; analysis takes 24 hours to complete, and an Easy Science – Chemistry (compounds) or Science – Pharmacy (Chems); replication takes the normal length of time, or 24 hours if no time is given; the system can also perform a detox operation on a subject, curing them of any addiction in 24 hours; adds +20 to Science – Chemistry and Science – Pharmacy A fully functional Workbench for the Megaton or Tenpenny Tower home; purchased from Lydia Montenegro or Michael Masters in Tenpenny Tower; includes a Claw Hammer, Ball Peen Hammer, Wrench, and Bottlecap Mine; adds +10 to Repair – X skills A working Nuka Cola vending machine, designed to work without coins; holds 9 bottles of 9 flavors (81 total bottles), and pre-cools 17 of those bottles to 40 degrees; comes with a Nuka Cola Bottle Lamp and Nuka Cola Clock A spring-equipped rocking Hula Girl statuette with heavy base; available in a variety of colors, many have lost their detachable grass skirt and/or bikini top A battery-operated dancing Hula Girl statuette, which plays a variety of traditional Hawaiian ukulele songs; found at Hubris Comics, on a desk in the Publishing area A .410 hull, used for reloading A box of 50 hulls for .410 shells A 10g hull, used for reloading A box of 20 hulls for 10g shells A 12g hull, used for reloading A box of 25 hulls for 12g shells A 20g hull, used for reloading A box of 25 hulls for 20g shells A set of leather/Kevlar arm guards; if worn alone, they provide 2/4/2 AP; if worn with armor up to 4/8/4, they provide a bonus of ½/1 AP A container or period ink from the Arlington Library’s Media Archive, recovered during the Stealing Independence quest An electric steam iron, used for pressing clothes; Can be broken down for Electronic Scrap A glass jar of solid residue from the toxic cloud surrounding and permeating the Sierra Madre Casino in New Vegas; Original Jars of the substance are nearly impossible to come by, and cost 20x
30
1200
30
500
50
500
.5
5
1.0
75
.008 .5
.2 10
.02 .5 .01 .5 .01 .5 2.5
.4 7 .3 7 .25 5 50
.5
3
1.0
2
.5
10
Jerry Can
-
John Wilkes Booth Wanted Poster
Know – History
Kendo2 Buckled Collar
-
Kendo2 Buckled Collar with Earrings
-
Krivbeknih
Literacy – Bosnian
Lab Access Card
-
Laser Sight
-
Laurel’s Liniment
Science – Biochemistry
Lawn Mower Blade LBE – Harness
-
the price of substitute chemicals; A chemical analysis of the contents of one such jar revealed exactly which toxins in which amounts were needed to recreate the formula; With a Science – Chemistry of 80% a person could use a Working Stove, Campfire, or Electric Hot Plate to combine a tin of Turpentine, a tube of Wonderglue, a box of Abraxo, a Rad Scorpion Venom Gland and a Cazador Poison Gland in 5 Empty Bottles or other suitable containers; This mixture approximates the toxic and corrosive nature of the cloud and contains the chemicals needed to replicate the substance for use in other recipes; 5 units are created per successful attempt An aluminum container for carrying liquids; holds five gallons (320 SIZ equivalent of water, or 16 bottles); ENC is 2.0 empty and 3.0 full A wanted poster for the assassin of Abraham Lincoln; this priceless piece of history is found in the southwest corner of the Museum of History offices on a bookshelf Buckled Leather Collar, worn for decoration or to a hold small items (.25 ENC or less) against the back of the neck. Buckled Leather Collar, worn for decoration or to a hold small items (.25 ENC or less) against the back of the neck, with matching earrings of black leather diamonds, lined in blood red, with blood red lettering reading “BEWARE OF GIRL”. An ancient text of great evil, found in the swamps of Point Lookout; if one could read Bosnian, there is a great deal of occult knowledge to be gained, at great cost to the reader’s mental health An access card for the labs of the St. Aubin medical facility under the Point Lookout Lighthouse A Laser Sight for a weapon, without mounting hardware; will mount on any weapon with a Picatinny Rail (that does not already list a specific Laser Sight in its description), but otherwise requires a mounting kit; quadruple Base and Point Blank ranges on Aimed shots without requiring Bracing; see House Rules for other effects A special concoction from Leaf Mother Laurel, designed to spread Harold’s growth throughout the Wasteland A blade from a lawn mower, with many uses An H-Harness for attaching to a Web Belt; Can be used to attach a compatible pack/Bum-Bag; 2 points of Web Gear equipment per shoulder strap
2.0/3. 0
25
1.0
5 (or more)
.25
5
.3
10
2.0
15
.01
1
.1
50
.3
N/A
.5 .2
10 35
LBE – MOLLE Armband
-
A bicep-mounted arm band that holds up to 6 points of Vest equipment Hangs from Web Belt, attaches around thigh, holds up to 9 points of Vest Equipment A MOLLE-system vest that holds 24 points of Vest equipment on the front, another 24 on the back, and 6 under each arm; It is designed to be worn over body armor, including Combat Armor Mk I or Mk II A Kevlar-lined MOLLE-system vest that holds four Magazine Pouches (each holds two AK/STANAG 30-round or two M14/FAL 20-round Magazines), a Barnacle Pouch, Medium Utility Pouch, Medical Pouch, and Radio Pouch on the front, 24 points of Vest Equipment on the back, and 6 under each arm; It is designed to be worn over clothing or soft armor; 10 EV of ammunition/equipment carried on the Vest does not count toward the character’s overall EV; available in ADUC, Angola, or Multicam-pattern camouflage from Steiner Co. in Rivet City A standard military web belt, with grommets and MOLLE straps; 14 points of Web Gear equipment can be carried, plus a Bum-Bag Hard plastic clips hold 8 shotgun shells of at least 20g; 1 Vest or Web Gear point
.1
30
LBE – MOLLE Drop-Leg
-
.4
60
LBE – Over-Armor Vest
-
.3
150
LBE – Tactical Vest, ADUC/Angola/Multicam
-
2.0
400
LBE – Web Belt
-
.1
20
LBE Accessory – 8-Shot Shell Holder for Shotgun, Hard Plastic LBE Accessory – 18-Round Vertical Shotgun Shell Pouch LBE Accessory – 40mm Grenade Pouch LBE Accessory – 40mm Grenade Double Pouch LBE Accessory – 40mm Grenade Triple Pouch LBE Accessory – AK/STANAG Magazine Pouch LBE Accessory – AK/STANAG Double Magazine Pouch LBE Accessory – AK/STANAG Triple Magazine Pouch LBE Accessory – Barnacle
-
.1
18
-
Elastic bands hold 18 shotgun shells of at least 20g; 1 Vest or Web Gear point
.2
33
-
Holds two 40mm or 25x41mm Grenades, or two Electron Charge Packs or Micro Fusion Cells; 3 Vest or 2 Web Gear points Holds four 40mm or 25x41mm Grenades, or four Electron Charge Packs or Micro Fusion Cells; 4 Vest or 3 Web Gear points Holds six 40mm or 25x41mm Grenades, or six Electron Charge Packs or Micro Fusion Cells; 4 Vest or 3 Web Gear points Holds three 20/24/30-round AK or STANAG or R91-Style Magazines; 3 Vest or 2 Web Gear points
.3
25
.3
25
.3
35
.2
27
-
Holds six 20/24/30-round AK or STANAG or R91-Style Magazines; 6 Vest or 4 Web Gear points
.3
47
-
Holds nine 20/24/30-round AK or STANAG or R91-Style Magazines; 9 Vest or 6 Web Gear points
.3
65
-
114x76x38mm pouch; 4 Vest or Web Gear Points
.1
26
-
Pouch LBE Accessory – Binocular Pouch LBE Accessory – Canteen Pouch LBE Accessory – Compass/Field Dressing Pouch LBE Accessory – Confederate Ammo Pouch
LBE Accessory – Flare Pouch LBE Accessory – Flashbang Grenade Pouch LBE Accessory – Folding Knife/Multi-Tool Holster LBE Accessory – Escape Kit LBE Accessory – Gas Mask Pouch LBE Accessory – Hand Grenade Pouch LBE Accessory – Hand Grenade Double Pouch LBE Accessory – Handcuff Pouch LBE Accessory – Hydration Container LBE Accessory Knife/Bayonet Sheath LBE Accessory – M14/FAL Magazine Pouch LBE Accessory – M60/M240 Pouch LBE Accessory – Mace Pouch LBE Accessory – Medical Pouch LBE Accessory – Mine Carrier
-
Holds one pair Binoculars or objects of similar size; 6 Vest or 4 Web Gear Points Holds one 1-Liter/Quart water bottle and Purification Kit; 6 Vest or 3 Web Gear Points Holds one Compass/Strobe/Field Dressing; 2 Vest or Web Gear points
.3
35
.1
40
.1
17
1.0
15
.1
20
-
Leather, hard-sided pouch that can hold up to 50 rounds of rifle ammunition up to 8mm (pistol up to 14x50mmK), one AK/STANAG/Type 93 Magazine, or up to two M14/FAL/R91 Magazines. Holds one Flare/Parachute Flare/Stick of Dynamite; 1 Vest or Web Gear point Holds one Flashbang/Flash Grenade; 1 Vest or Web Gear point
.2
20
-
Included with weapon/tool; 1 Vest or Web Gear Point
N/A
N/A
-
1.1
180
.3
35
-
Holds 60’ of rope with hook, descender, two carabiners, designed for fast egress from a building; 5 Vest or 2 Web Gear Points Holds one Gas Mask, with separate pocket for Filters; 6 Vest or 4 Web Gear Points Holds one Hand Grenade; 2 Vest or Web Gear points
.2
22
-
Holds two Hand Grenades; 4 Vest or Web Gear points
.2
36
-
Holds two pair Handcuffs; 2 Vest or Web Gear Points
.1
20
-
Holds 2.96 liters/3 quarts; 2 Vest points front/12 Vest points rear; not useable with Web Gear Included with weapon; 2 Vest or 1 Web Gear Points
.7
60
N/A
N/A
.3
30
.4
52
-
Holds two 20-round 7.62x51mm Magazines; 4 Vest or 3 Web Gear points Holds a 100-round belt of 7.62x51mm NATO or similar; 6 Vest or 4 Web Gear points Holds a 4oz can of aerosol spray; 1 Vest or Web Gear Points
.4
20
-
178x127x102mm; 5 Vest or 3 Web Gear Points
.3
37
-
Holds one standard issue Mine; 9 Vest or 6 Web Gear Points
.3
38
-
-
-
-
-
LBE Accessory – Missile Carrier LBE Accessory – Night Vision Gear Pouch LBE Accessory – P90 Magazine Pouch LBE Accessory – P90 Double Magazine Pouch LBE Accessory – P90 Triple Magazine Pouch LBE Accessory – Pistol Holster LBE Accessory – Pistol Magazine Pouch LBE Accessory – Pistol Magazine Double Pouch LBE Accessory – Radio Pouch LBE Accessory – SAW Pouch LBE Accessory – Small Radio/GPS Pouch LBE Accessory – SMG Magazine Pouch LBE Accessory – SMG Double Magazine Pouch LBE Accessory – SMG Triple Magazine Pouch LBE Accessory – Smoke Grenade Pouch LBE Accessory – Sniper Rest LBE Accessory – Speed Loader Pouch LBE Accessory – Speed Loader Double Pouch LBE Accessory – USMC Assault Kit
-
.3
65
.3
40
-
Holds three standard issue Missiles/Rockets, or two Mini-Nukes; 9 Vest or 6 Web Gear points Holds Night Vision Goggles or objects of similar size; 6 Vest or 4 Web Gear Points Holds one P90/MP7 Magazine; 3 Vest or 2 Web Gear point
.3
23
-
Holds two P90/MP7 Magazines; 6 Vest or 3 Web Gear points
.3
35
-
Holds three P90/MP7 Magazines; 9 Vest or 5 Web Gear points
.4
50
-
Holds one N99 or similar Pistol; 4 Vest or 3 Web Gear Points
.1
35
-
Holds a single Pistol Magazine or Small Energy Cell, Small Tactical Light/Multi-Tool; 1 Vest or Web Gear point Holds twoPistol Magazines, single or double column, or two Small Energy Cells; 2 Vest or 1 Web Gear point Holds one Tactical Radio; 4 Vest or 3 Web Gear Points
.1
13
.1
26
.2
60
.3
30
.1
25
-
Holds a 200-round belt of 5.56x45mm NATO or similar; 6 Vest or 4 Web Gear points Holds a short-range radio or GPS unit; 3 Vest or 2 Web Gear Points Holds one SMG Magazine; 2 Vest or 1 Web Gear point
.2
19
-
Holds two SMG Magazines; 4 Vest or 2 Web Gear points
.3
28
-
Holds three SMG Magazines; 6 Vest or 3 Web Gear points
.3
43
-
.1
20
.2
30
-
Holds one Smoke/Gas/WP/Plasma Grenade; 3 Vest or 2 Web Gear points Sniper Rest that attaches to vest;6 Vest Points, not compatible with Web Gear Holds a single Revolver Speed Loader; 1 Vest or Web Gear point
.1
12
-
Holds two Revolver Speed Loaders; 2 Vest or 1 Web Gear points
.1
21
-
Includes a Drop-Leg Tactical Holster, Canteen Pouch, Hand Grenade Double Pouch, AK/STANAG Triple Magazine Pouch, and one Utility Pouch, Small; Uses all 14 attachment points on the front of the armor, and 8 from the belt; Cost is for units purchased separately from the USMC Combat Armor Includes a Drop-Leg Tactical Holster and harness for two extra
1.3
270
LBE Accessory – USMC
-
1.2
270
-
-
-
Flamer Kit
LBE Accessory – USMC Heavy Support
-
LBE Accessory – USMC Scout-Sniper
-
LBE Accessory – USMC Shotgunner
-
LBE Accessory – Utility Pouch, Large LBE Accessory – Utility Pouch, Medium LBE Accessory – Utility Pouch, Small Lead Leaf Blower
-
Flamer Fuel Bottles; Uses 10 attachment points on the front of the armor, and 2 from the belt; Cost is for units purchased separately from the USMC Combat Armor Used for Anti-Armor/Demolition specialists; Includes a Drop-Leg Tactical Holster, Drop-Leg Rig; Hand Grenade Double Pouch, three Mine Carriers (Belt, Drop-Leg, and Vest), Missile Carrier Carried on back, below any pack, can only use packs of 7 ENC or less); Uses 13 attachment points from the vest, 9 from the rear, 11 from the belt, and 9 from the Drop-Leg Rig; Cost is for units purchased separately from the USMC Combat Armor Includes a Drop-Leg Tactical Holster, Canteen Pouch, Hand Grenade Double Pouch, Hydration Container, M-14/FAL Magazine Pouch, and Sniper Rest; Uses 8 attachment points from the vest, 12 from the rear, and 10 from the belt; Cost is for units purchased separately from the USMC Combat Armor Includes a Drop-Leg Tactical Holster, Canteen Pouch, Hand Grenade Double Pouch, two SAW Pouches (for Shotgun Drums), and an 18-Round Vertical Shotgun Shell Pouch; Uses 13 attachment points on the front of the armor, and 9 from the belt; Cost is for units purchased separately from the USMC Combat Armor 140x229x76mm; 6 Vest or 5 Web Gear Points
-
Leather Belt – Coyote Hide
Craft – Leather
Leather Belt – Dog Hide
Craft – Leather
Leather Belt – Fire Gecko
Craft – Leather
Leather Belt – Gecko
Craft – Leather
1.7
270
1.9
270
1.5
270
.3
38
178x102x51mm; 5 Vest or 4 Web Gear Points
.3
28
-
102x140x38mm; 3 Vest or 3 Web Gear Points
.2
15
Technology
Lead for bullets; Price and weight is for 200 units An electric Leaf Blower; A fully charged Small Energy Cell will allow the unit to operate for 10 continuous hours A person using a Workbench, with Craft – Leather at 15%, can make one Coyote Hide into two Leather Belts; Cost and ENC is for one Belt A person using a Workbench, with Craft – Leather at 5%, can make one Dog Hide into one Leather Belt A person using a Workbench, with Craft – Leather at 45%, can make one Fire Gecko Skin into six Leather Belts; Cost and ENC is for one Belt A person using a Workbench, with Craft – Leather at 25%, can make one Gecko Skin into three Leather Belts; Cost and ENC is for one Belt
.5 2.0
1 15
.1
5
.1
5
.1
5
.1
5
Leather Belt – Golden Gecko
Craft – Leather
Leather Belt – Green Gecko
Craft – Leather
Leather Belt – Pre-War Light Source – Desk Lamp
-
Light Source – Lamp
-
Light Source – Lamp, Battery
-
Light Source – Lantern
-
Lighthouse Bulb
Technology
Lincoln’s Diary
Know – History
Lockpicks
-
Lockpicks – Professional, Low End
Fine Manipulation
Lockpicks – Professional, Mid-Range
Fine Manipulation
Lockpicks – Professions, High-End
Fine Manipulation
A person using a Workbench, with Craft – Leather at 35%, can make one Golden Gecko Skin into five Leather Belts; Cost and ENC is for one Belt A person using a Workbench, with Craft – Leather at 50%, can make one Green Gecko Skin into seven Leather Belts; Cost and ENC is for one Belt Found across the Wasteland A pre-War LED desk lamp; Useless without electricity, a unit of Loose Wiring can be harvested A pre-War lamp, with a green acrylic shade, popular in hotels and boutiques; useless without electricity, a unit of Loose Wiring can be harvested A simple post-War lamp created by attaching a high-capacity, low voltage Fission Battery to a diode vacuum tube mounted to a stable base; the average Battery charge will last for decades at this power output A pre-War LED Lantern, which runs off a nuclear decay power source; charge will last for approximately 300 years; hundreds, perhaps thousands, survived the War A very large bulb, it can be used to fix the signal on top of Point Lookout’s lighthouse. It is found in the truck wreckage in Point Lookout. The personal diary of Abraham Lincoln, a priceless historical treasure found in the lower halls of the Museum of History, in the large display room on the way to the Museum of History Offices, lying on the first display to the right 69-piece set of lockpicks, giving a wide selection of different shapes and sizes; includes US and European lockpicks, warded picks and a selection of tension tools, packed in a high-quality leather zip-case; no penalty to pick locks A set of tools with rubber handles for opening a variety of standard pin tumbler, wafer and lever locks; contained in a Velcro-fastening leather wallet; includes arrange of hook picks with metal handles and tension tools; +5 to rolls to pick locks; will only break on a Fumble As above and additionally includes four by-pass tools, an extractor, slender lockpicks and tension tools; the wallet is larger and has space for other tools; +10 to rolls to pick locks; will only break on a fumble As above and additionally includesa range of serrated tensioners, wire trip tools and straight knives; +15 to rolls to pick locks; will
.1
5
.1
5
.1 1.0
5 1
1.0
1
1.0
2
1.5
1
2.5
60
.5
5 (or more)
1.2
150
.6
200
.7
300
1.3
500
Lucky 8 Ball
-
Lunchbox Lye Soap Magazine/Comic Book
-
Main Fuse Mantis Egg
Repair – Electrical Woodcraft
Mantis Foreleg
Woodcraft
Marbled Pencil Cup
-
Mask – Hunter’s
-
Mask – Talon Bandit
-
Mask – Talon Face
-
Medical Brace
Repair – Structural and Trauma Medicine
Medical Kit
First Aid/EMT/Trauma Medicine
only break on a fumble A Billiard Ball, number 8, owned by Timebomb in Big Town; if the party rescues Red and Shorty, and helps the town fend off the attacking Super Mutants, he will give the ball to whomever healed his damage; It adds +1 POW while kept in inventory A metal lunchbox given out as a promotional item by Vault-Tec A bar of homemade lye soap Any number of pre-War comic books, magazines and adult magazines, including Army at War Comics, Bedtime Stories, Beauty Parade, Buck Rodgers Comics, Crime Detective Stories, Dime Sports, Eyefull Magazine, Flash Gordon Comics, Gang World, Hot Rod, Journey Into Mystery Comics, Life Magazine, Lolipopz (Vintage), National Geographic, Police Detective Stories, Private Detective Stories, Rocket Kelly Comics, Saturday Evening Post, Spicy Adventure Stories Comics, Spicy Detective Stories Comics, Spicy Mystery Stories Comics, Tales of Suspense Comics, The New Yorker, Titter, Twilight Zone Comics, Women in Crime, WWIII Comics A 10-Amp Fuse needed for repair of the Presidential Metro A successful Woodcraft allows one to be harvested from the body of a female Mantis, or they can be found in Mantis nests A successful Woodcraft allows one to be harvested from the body of a Mantis A green marble cup for holding pencils and pens; several were owned by Mr. Manchester, but few survived the War A simple cloth covering for the mouth and nose, designed to keep out dust; reduces Rads/DEX Rank by ½ (meaning that it reduces 1 RAD every 2 DEX Ranks) A black filter cloth bandana, with the Talon logo, worn over the mouth and nose, designed to keep out dust; reduces Rads/DEX Rank by 1 A black filter cloth covering with the Talon logo, worn over the mouth and nose; designed to keep out dust; reduces Rads/DEX Rank by 1 A person with Repair – Structural and at least 40% Trauma Medicine can use a Workbench to combine 1 Leather Belt and 1 Scrap Metal to make a Medical Brace with a number of uses; They can also be found around the DC Wasteland A basic Medical Kit can be made at a Workbench by anyone with at least 50% in First Aid, 35% in EMT or 25% in Trauma Medicine, using a Toolkit, Bonesaw, Forceps, Scalpel, and Tweezers; The kit
.5
4
1.0 .15 .5
3 1 5
.05 .5
N/A 12
1.0
1
.25
20
.1
10
.1
25
.1
25
1.0
10
2.5
3
Metal Boots
-
Metal Cooking Pan
-
Metal Cooking Pot
-
Metro Ticket
-
Microscope Military ID
Various Science – X skills Repair – Electronics and Technical – Computers
Military ID – Blank
Technical – Computers
Mirelurk Claw
Woodcraft
Mississippi Quantum Pie Recipe Model Nuke Modified FEV (Curling-13 Derivative)
Food Prep
Mole Rat Teeth
Woodcraft
Mole Rat Teeth, Baby
Woodcraft
Science – Biochemistry
adds +10 to First Aid, +5 to EMT and +0 to Trauma Medicine, and must be replaced after use A pair of combat boots attached to the knee/shin guards from a T-51B Powered Armor; they provided 9/5/3 AP to the legs, as long as they are worn with/over lower AP armor/clothing; available in brushed metal or painted black A pan, usually of stainless steel or aluminum, with a metal handle A medium saucepan, with a single handle, usually of stainless steel A pre-War Metro Ticket in recognizable condition; a memento of happier times A pre-War laboratory microscope A pre-War Military ID; can be repaired to functionality on a hard Repair – Electrical check; with access to a working military Terminal (Ft. Bannister (underground), Ft. Constantine, Ft. Detrick, the National Guard Depot, and Wheaton Armory (underground) may have working Terminals) and a Hard Technical – Computers it can be programmed to the bearer, allowing Military Robots encountered in the Wasteland to be treated as allies, but they may not be given orders A pre-War Military ID with no information present; with access to a working military Terminal (Ft. Bannister (underground), Ft. Constantine, Ft. Detrick, the National Guard Depot, and Wheaton Armory (underground) may have working Terminals) and a Hard Technical – Computers it can be programmed to the bearer, allowing Military Robots encountered in the Wasteland to be treated as allies, but they may not be given orders Up to two Claws can be harvested from a Mirelurk, and, if intact after harvesting the meat, they can be sold to collectors A recipe for Mississippi Quantum Pie, hand written by Sierra Petrovita A model of the Fat Man bomb circa 1945 A modified strain of the already modified Curling-13 FEV, intended to wipe out any human-derived life form exposed to ionizing radiation or airborne FEV; Given to the Lone Wanderer by President Eden The incisors of a mutant rat; on a successful Woodcraft check, a person can recover one intact tooth for each 25% in the skill, up to four per animal The incisors of a baby mutant rat; on a successful Woodcraft
3.0
115
1.0
5
1.0
1
.01
1
.5 .05
2 1
.05
10
1.5
15
.05
150
.5 .5
5 N/A
.1
4
.1
5
Monstrous Dog Teeth
Woodcraft
Mother Darkness
Survival – Wasteland
Motorcycle Gas Tank
-
Motorcycle Hand Brake
-
Movie Ticket
-
Multi-Tool
Various Repair Skills
Multi-Tool, Demolition
Demolition
Mungoday Cake Recipe
Food Prep
Murphy’s Ultrajet Formulation Music Stand Mutilated Body Parts
Science – Pharmacy
Mysterious Bikini Top
-
-
check, a person can recover one intact tooth for each 25% in the skill, up to four per animal The canines of a Monstrous Dog; a successful Woodcraft check recovers them intact; price is for a pair A person with Survival – Wasteland at 75% can use a Working Stove, Campfire, or Electric Hot Plate to combine three Bark Scorpion Poison Glands, a Cazador Poison Gland, and five White Horsenettle in an Empty Bottle to create 3 doses of a lethal (POT 16) neurotoxin that causes considerable damage to a target, dealing 2 damage per DEX Rank for 8 DEX Ranks after a failed Resistance check, as well as -3 to DEX and -15 to all perception skills A gas tank that has been removed from a motorcycle and is ready to be put to other use A hand brake that has been removed from a motorcycle and is ready to be put to other use A pre-War movie ticket, useless now except for nostalgia purposes A general purpose tool kit in a small package; it includes scissors, a saw coupler/blade, needle nose pliers, medium and small screwdrivers, cross-point Phillips) screwdriver, half serrated drop point knife blade, bottle opener, can opener, fine and coarse files, and six screw driver bits and a tool adaptor; it measures nearly 13cm when closed and comes with a nylon case that attaches to a belt A combat demolitions version of the Multi-Tool, ideal for working with explosives; includes a C-4 explosives punch, blasting cap crimper, wire cutter, needle nose pliers,7½cm drop point blade, 7½cm serrated blade, saw blade, cross point (Phillips) screwdriver, large, medium and small flat blade screwdrivers, file, bottle opener and lanyard A recipe for a birthday cake, given to the party by Éclair, in Little Lamplight A recipe for Ultrajet; found on a desk in Northwest Seneca Station An adjustable Music Stand, found throughout the DC Wasteland Human remains that have had most of the flesh chewed off, they are worthless even to a cannibal A soft, Nylon/Spandex bikini top, in black, found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there
.01
6
.5
100
5.0
25
.5
15
.01
1
.3
60
.3
95
.05
50
.2
600
2.5 1.0 to 2.0 .5
2 N/A 25
Mysterious Bra
-
Mysterious Collar
-
Mysterious Corset
-
Mysterious Necklace
-
Mysterious Sandals
-
Mysterious Stockings
-
Mysterious Thong
-
Mysterious Top
-
Narcotics Testing Kit Necklace Nightstalker Blood
Science – Pharmacy or Science – Chemistry Woodcraft
Nightstalker Egg
Woodcraft
Nosechain
-
Nuka Cola Clear Formula
Food Prep
Nuka Cola Lamp
-
An underwire bra, cotton with Lycra/Spandex back straps, in black, found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there Buckled black leather Collar, worn for decoration or to a hold small items (.25 ENC or less) against the back of the neck; found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there Black leather Corset, can be worn as outer wear or in combination with both soft and hard armor, or both; adds 2/1/0 AP to the torso and abdomen; found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there A black steel chain which supports five emeralds of appx. 6.5 carat weight; found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there Black leather shoes with a 2” heel and ankle straps, fitted for a woman SIZ 13 Black fishnet stockings, fitted for a woman SIZ 11-15; found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there A black cotton/Lycra blend thong panty, fitted for a woman SIZ 13, still in its original pre-War package; two are found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there A shoulderless, short-sleeved knitted wool top, bare midriff, in charcoal gray, fitted for a woman SIZ 11-15; found in a locker in Mr. Burke’s House in Megaton; no one is sure how the clothing got there A small (356x254x76mm) test kit case that allows for testing of up to 24 samples for content and purity A copper, gold, silver or steel chain; adds +1 to the wearer’s APP A successful Woodcraft and appropriate container allows this to be harvested from the body of a Nightstalker Recovered from nests, or, with as successful Woodcraft, from female Nightstalkers A copper, gold, silver or steel chain that links a nose ring to an earring, with matching earing for the other ear; adds +1 to the wearer’s APP A formula for Nuka Cola Clear; rare chemicals make it impossible to synthesize in the Wasteland; found in the R&D Safe at the Nuka-Cola Bottling Plant A lamp made from a Nuka Cola bottle, with Nuka Cola patterned
.5
20
.25
10
1.0
150
.1
20
.5
30
.5
80
.5
25
1.0
40
.7
100
.05 .5
8 5
1.0
45
.05
10
.5
250/400
2.0
10
Nuka Cola Novelty Bottle Nuka Cola Quantum Recipe
Food Prep
Office ID
-
Ophthalmoscope Optical Scope
Repair – Mechanical
Outstanding Orders
-
Paint Gun
-
Pajama Set
-
Pajama Top
-
Paulson’s Scarf Paperweight Pencil Pillow Pilot Light
Repair – Electrical
Ping Pong Ball
-
shade and LED bulb; useless without a source of electricity A giant plastic Nuka Cola bottle; Very light but very awkward A recipe that allows the user to convert Nuka Cola to Nuka Cola Quantum; found in the research safe on the Nuka Cola Plant’s Factory Floor An RFID tagged employee badge for the Super Duper Mart in D.C. It allows the bearer to treat the Super Duper Mart Protectron as an ally, but not to give it orders Used for eye exams A Scope for a weapon, without mounting hardware; will generally fit any weapon with a Picatinny Rail (that does not already have a specific Scope listed in its description), otherwise requires parts from a Weapon Mod Kit – Scope; Doubles all Range catagories on an Aimed shot, if the weapon is Braced A list of items that have been ordered from various roving traders, including .308/7.62x51mm ammunition, .44 Magnum ammunition, various food stuffs, Chems, several sets of Combat Armor, and basic supplies such as soap, Abraxo cleaner, Washo detergent, and scavenged bedding and blankets A hand-pumped paint sprayer designed to screw onto a jar of paint; any given Paint Gun will have enough paint in the reservoir to cover an area of 4d12-8 square feet (0-40) A pre-War set of cotton pajamas, sold by Maggie Kulp in Canterbury Commons; the men’s pajamas are blue, with images of playing cards all over, while the women’s are pink, with multicolored blotches, like pastel camouflage; either adds +1 DEX for the wearer, if worn with nothing else A pre-War cotton pajama shirt, sold by Maggie Kulp in Canterbury Commons, as an alternative for warmer weather; the men’s pajama top is blue, with images of playing cards all over, and worn with a pair of boxer shorts, while the women’s top is pink, with multi-colored blotches, like pastel camouflage, and sold with a pair of women’s briefs; either adds +5 to CHA and personal interaction skills for the wearer, if worn with nothing else A red bandana worn as a neckerchief A heavy weight designed to hold down paper A No. 2 Yellow Pencil Any number of pre-War manufactured pillows; adds +5% to Sleep A successful Repair – Electrical allows one to be pulled from any intact Stove (need not be a Working Stove) A small, hollow plastic ball
5.0 .1
5 750
.05
1
.2 .35
4 50
.25
1
2.5
15
2.0
12
2.0
8
.05 .5 .001 2.0 .1
9 1 1 2 14
.05
1
Portable Floodlight, 500 Watt
Technology
Portable Generator – Free Electron
Technology
Portable Generator – Water Turbine
Technology
Portable Infirmary
EMT, First Aid, Physician, Surgery, and Trauma Medicine
Portable Laboratory
Science – Chemistry and Science – Pharmacy
Pot – Large Stock Pot – Small Stock Power Armor Repair Kit
Repair – Electrical, Repair – Hydraulic, Repair – Mechanical, Repair – Structural
These portable floodlights stand on an adjustable tripod, up to230cm high; they have twin heads and can be folded down to152x23cm for transporting; the plug is waterproof and needs to be coupled to a generator or other electricity source; bulbs can be hard to come by, running around 100 Caps each A 1.5 kilowatt fusion generator that works by superheating air drawn into the generator, which is then converted to positive ions and free electrons; requires good airflow for efficient operation. A 500 watt fusion generator, designed to use a small fusion cell to boil water that turns a steam turbine; requires 50 SIZ units of distilled (Purified) water to operate for 50 Years) A portable Med-Tek infirmary unit, contained in a First Aid Box, with Forceps, Scalpel, Scissors, Small Oxygen Tank w/Mask, Surgical Tubing, and Tweezers; It can infuse StimPaks over time (all damage healed by the StimPak is permanent; requires 2 hours per HP healed), can allow for recovery of crippled limbs (treat as Healthcare and Physician at 25%), and even perform dialysis and chelation (removes all Rads suffered at a rate of 1 per minute); adds +5 to EMT, First Aid, Physician, Surgery, and Trauma Medicine A large, hard-sided case filled with laboratory glassware, test tubes, pipettes, an electric Bunsen burner (powered by a Small Energy Cell, it lasts for 10 uses per charge), litmus strips, tubing, and other accouterments needed for chemical analysis and synthesis; Each kit can be used to analyze/synthesize up to 100 substances before needing to refill reagents and other vital parts; such a refill costs 80 caps, when it can be found; A successful Science – Chemistry and access to a medical or chemical laboratory can also restock some of the missing materials, up to 10 uses per success, with one success in a given building A large metal stock pot, useful for a number of things A small metal stock pot A kit of basic parts for Power Armor repair; The kit can be made at a Workbench by anyone with a 50+ in Repair: Electrical, Repair – Hydraulic, Repair: Mechanical and Repair – Structural; Requires 1 Abraxo Cleaner, 1 Conductor, and 3 Scrap Metal, and makes two Powered Armor Repair Kits; Repair is based on the user’s appropriate Repair skill x the difference between current condition and optimal condition
6.3
360
70.00
500
100.0
200
5.0
800
7.5
800
3.0 1.0 2.5
5 1 15
Pressure Cooker Pre-War Money
Technology -
Primer, .50 BMG Primers, .50 BMG, Box Primer, Large Pistol Primer, Large Pistol, Box Primer, Large Rifle Primer, Large Rifle, Box Primer, Shotshell Primer, Shotshell, Box Primer, Small Pistol Primer, Small Pistol, Box Primer, Small Rifle Primer, Small Rifle, Box Proprietary Control Authorization Prototype Aqua Purifier
-
Psycho Extract
Science – Pharmacy
Punga Scorpion Poison Gland Punga Seeds
Woodcraft
Raider Piercings
-
Radscorpion Egg
Woodcraft
Radscorpion Poison Gland Radscorpion Stinger Rambler Finger
Woodcraft Woodcraft Woodcraft
Ranger Chest Armor
-
-
-
A medium pressure cooker, useful for a number of things A stack of 100 bills, used as currency before the War; high-rag content and washable, these sturdy pieces of paper are worth more than one might think, both as a curiosity and for practical reasons; after all, no one is making toilet paper any more A single .50 BMG primer A box of 25 primers for .50 BMG A single Large Pistol primer A box of 25 Large Pistol primers A single Large Rifle primer A box of 25 Large Rifle primers A single Shotshell primer A box of 25 Shotshell primers A single Small Pistol primer A box of 25 Small Pistol primers A single Small Rifle primer A box of 25 Small Rifle primers Found in the Wall Safe at Weston Arms, this authorization allows the user to take control of the Weston Arms Research Terminal A steam distillation water purifier designed to be installed in-line on a water main; found in the Gift Shop area of the Jefferson Memorial, it can easily be installed at the Autoplex A container of Psycho Extract, containing enough of the chemical to make 20 doses Recovered from a Punga Scorpion on a successful Woodcraft roll
2.5 .2
15 10
.001 .5 .001 .5 .001 .5 .001 .5 .001 .5 .001 .5 .05
.5 12 .3 7 .4 10 .2 5 .2 5 .3 7 N/A
20.0
200
.5
200
.5
32
Hallucinogenic seeds of the Mother Punga, they are used in Tribal ceremonies A set of copper, gold, silver or steel earrings, nose rings, eyebrow piercings, nose chains, and a lip piercing, all popular among various Raider groups in the Capitol Wasteland; adds +1 to the wearer’s APP Recovered from nests, or, with as successful Woodcraft, from female Radscorpions Recovered from a Radscorpion on a successful Woodcraft roll Recovered from a Radscorpion on a successful Woodcraft roll Recovered from a Ghoul Rambler on a successful Woodcraft roll; up to two index fingers (the only ones worth taking) may be harvested from each Rambler corpse, with a 5% chance per point of damage to the hand that the finger is destroyed A Battle Armor torso plate and shoulder pads in Reilly’s Ranger green, with the Ranger’s insignia and “Reilly’s Rangers” in white
.01
10
.05
10
1.0
5
.5 1.0 .5
30 15 15
5.0
215
Raider Blastmaster Gauntlets
-
Raider Doll Armbands
-
Raider Doll Armbands – Spiked Raider Doll Bikini
-
Raider Doll Bikini Pumps
-
Raider Doll Buckled Collar
-
Raider Doll Buckled Collar – Spiked Raider Doll Body Piercing
-
Raider Love Doll Straps
-
Raider Man Trap Collar
-
Raider Witch Bra
-
Raider Witch Corset
-
-
-
across the front. If worn over clothing AP < 4/4/2, it gives AP 8/8/6 to the torso and 6/6/4 to the arms. With armor 4/4/2 and above, the lower-rated armor gives ½ its AP to the higher-rated armor. If it is the highest rated armor worn, it adds +1 Initiative, +1 POW, and +10 to Firearms skills. Consists of a welder’s mask arm guard on right arm, and metal plates on left arm. Armor is 4/4/2 on the right arm, 2/2/1 on the left. When worn over clothing/armor with a rating between 4/4/2 right and 2/2/1 left, adds 2/2/1 to the right arm, and 1/1/1 to the left. Buckled Leather Armbands, worn for decoration or to hold small items (.25 ENC or less) on the bicep. Buckled Leather Armbands with short metal spikes, worn for decoration or to hold small items (.25 ENC or less) on the bicep. A very skimpy, thong-style bikini, used as underwear by many female Raiders, as swimming is such a hazard; Adds +5 to all personal interaction skills with the opposite sex if worn as outerwear; Available in Black, Blue, Green, Gray, Red, and Yellow Women’s pre-War leather Pumps, designed to lift the buttocks and emphasize the legs. When worn with Nightwear, Bikini, or similar revealing clothing, adds +5 to all personal interaction skills with the opposite sex Buckled Leather Collar, worn for decoration or to a hold small items (.25 ENC or less) against the back of the neck. Buckled Leather Collar with spikes, worn for decoration or to a hold small items (.25 ENC or less) against the back of the neck. A simple metal ring worn through the ear/eyebrow/navel/less mentionable places A set of double collar and wrist straps with buckles and steel rings A thick iron collar, hinged at the front and secured with a hammered pin; worn by Kvetta Roijakker, the “Raider Queen” of Chevy Chase Metro Station A simple set of triangular leather cups attached to a rawhide thong, worn like a bikini top. The Bra adds 9 to the wearer’s APP, and 45% to CHA. The wearer is actually affected by Sorcerer’s Beauty Lvl. Three. Part of the Raider Witch Armor, it offers no protection on its own. An elaborate set of leather straps, metal rings, and rawhide thongs. Two leather straps circle the torso, under the bust, while a third rides the hips. A leather thong covers the genitals, but
1.0
45
.25
5
.25
5
.25
10
.5
5
.25
5
.25
5
.01
10
.5
10
1.0
50
1.0
30
1.0
30
Raider Witch Jewelry
-
Raider Witch Neck Chain
-
Raider Witch Outfit
-
Radio – Military Hand-Held
Radio Op
Radio – Military Headset
Technology
Radio – Military Man-Pack
Radio Op
not well, and leaves the buttocks completely exposed. The Corset adds 3 to the wearer’s DEX when worn. The wearer is actually affected by Sorcerer’s Suppleness Lvl. Two. Part of the Raider Witch Armor, it offers no protection on its own. Consists of a set of copper hoop earrings and a copper necklace from which one Deathclaw Matriarch and six Yao Guai claws are hung. The Jewelry gives the wearer Witch Sight, and acts as a focus for calling a bound demon. Consists of a black iron chain worn around the neck. The Necklace adds 9 to the wearer’s effective POW for purposes of POW vs. POW contests and determination of POW points for daily use. A set of light leather arm wraps and ankle wraps, worn with open sandals, with metal plates covering the top of the foot and front of the ankle, and feathers attached to both arm and leg wraps. The wearer is actually affected by Sorcerer’s Armor Lvl. 4. Part of the Raider Witch Armor, it offers no protection on its own, but must be combined with the Corset and Bra. A short-range, hand-held radio, also known as a “walkie-talkie,” it can transmit and receive in AM or FM, using voice or data, with a range between30 and 512MHz; the transceiver can withstand immersion in up to 20 meters of water, operates at altitudes up to 9,100 meters and at temperatures between -31°C (-24°F) and 60°C (140°F); output is variable between 0.1 and 20 watts and there are 100pre-set channels that can be used in either clear or encrypted transmission; range at 20 Watts is up to 6km in clear terrain under good conditions, nearly ten times that if line-ofsight can be drawn between the radios; powered by a Small Energy Cell, the radio can transmit at 5 Watts for up to a full year A boom mike and earpiece designed to fit under a helmet, it does not cover the ear; plugs into any military radio, and the RobCo Pip-Boy 3000 A long-range, military-style backpack/vehicle radio; the front panel keyboard provides controls for ten preset channels, operating between 1.6MHz and 30MHz for voice transmission; in total, there are over a quarter of a million frequencies possible; it can transmit at either 4 watts or 20 watts in manpack mode, or 100 watts in vehicular mode, giving it a range of over 30km, which may be amplified to over 50km; it comes in a backpack with a 2.4-metre whip antenna and a handset with a channel selector knob; powered by a Small Energy Cell, it can transmit at
.05
7
2.5
100
1.4
830
.1
140
1.6
6000
Radio – Military Occasional Swimmer Kit
Technology
Radio – Military Push-toTalk Switch Radio – Receiver
Technology
Radio – Sydney’s
Radio Op
Radio – Two-Way Headset
Radio Op
Rambler Finger
Woodcraft
Remote Control
Repair – Electrical
Repair Pack – Alpha
-
Repair Pack – Beta
-
Repair Pack – Gamma
-
Repair Part – (X)
Varies
Repair Part – Actuator
Repair – Hydraulic
Technology
4 Watts for up to a 16 months A waterproof container for a hand-held radio, PTT and junction box; allows radio to withstand immersion in up to 20 meters of water for extensive periods; Designed to work with the Military Headset A PTT switch that attaches to either the user’s knuckle or their weapon, allowing use of the radio without releasing the weapon A pre-War Radio, with light-up dial; not many broadcast stations survived, so these are of limited use; can be salvaged for Loose Wiring, Scrap Electronics, and 2d3 Vacuum Tubes A long-range military hand-held radio, given to the party if they successfully recruit Sydney Green after the recovery of the Declaration of Independence; the radio is preset to her channel, and includes the necessary encryption to contact her A short-range headset radio, given to the party if they successfully recruit Cherry after her trip to Rivet City; the radio is preset to her channel, and includes the necessary encryption to contact her; the radio can be linked to a longer range transceiver/radio; it will not fit under a helmet The long index finger of a Ghoul Rambler; a successful Woodcraft check allows one to be harvested from a Rambler corpse; may be attempted twice per corpse, as long as neither arm was struck in combat; if it was, there is a chance equal to 5x rolled damage that the finger was damaged beyond recovery A radio remote control for a toy car of some kind; a Repair – Electrical will allow it to be repurposed for any remote use Created by the nano-enhanced ammunition of the Tiger Bengal, this Repair Pack will repair 10% of an item’s condition, but will add 5 RADs to the user; the unit is consumed in the process Created by the nano-enhanced ammunition of the Tiger Bengal, this Repair Pack will repair 25% of an item’s condition, but will add 10 RADs to the user; the unit is consumed in the process Created by the nano-enhanced ammunition of the Tiger Bengal, this Repair Pack will repair 40% of an item’s condition, but will add 20 RADs to the user; the unit is consumed in the process If a Repair Part – (X) is possessed that corresponds to an item needing repair, the person making the repairs rolls under their POW x3; if this roll is successful, the possessed part is exactly what is needed, and the item is repaired to 100% on a successful Repair – X roll. A Power Armor Actuator, used for repairing damaged Power
.3
1295
.1
80
1.0
5
1.4
830
.5
100
.1
15
1.0
5
.1
10
.1
20
.1
35
Varies
Varies
4.0
15
Repair Part – Air Filtration Unit Repair Part – Air Hose
Repair – Plumbing
Repair Part – Braided Hose Repair Part – Ceramic Armor Plating Repair Part – Ceramic Armor Plate Repair Part – Composite Armor Plating Repair Part – Composite Armor Plate Repair Part – Copper Coil
Repair – Plumbing Repair – Structural
Repair Part – Control Circuit Repair Part – Convex Lens Repair Part – Cooling Unit Repair Part – Revolver Cylinder Repair Part – Electric Motor Repair Part – Electromagnet Repair Part – Focusing Chamber Repair Part – Hardened Leather Repair Part – Heavy Armor Plating Repair Part – Heating Element Repair Part – Light Armor Plating Repair Part – Loose Wiring
Repair – Electrical
Repair Part – Machine Screws Repair Part – Metal Gun Stock
Repair – Electrical
Repair – Plumbing
Repair – Structural Repair – Structural Repair – Structural Repair – Electrical
Repair – Electrical Repair – Plumbing Repair – Structural Repair – Mechanical Repair – Electrical Repair – Electrical Repair – Structural Repair – Structural Repair – Electrical Repair – Structural Repair – Electrical
Repair – Structural
Armor A Power Armor Air Filtration Unit, used for repairing damaged Power Armor Helmets A Power Armor Air Hose, used for repairing damaged Power Armor Helmets A Flamer Hose, used for repairing a damaged Flamer A piece of Power Armor Ceramic Armor Plating, used for repairing damaged T-51 Series Power Armor A Ceramic Armor Plate for use in repairing Heavy Combat Armor
.25
12
.15
4
.25 .35
1 10
1.0
1
A piece of Power Armor Composite Armor Plating, used for repairing damaged Advanced/Hellfire Power Armor A Composite Armor Plate for use in repairing Combat Armor and Light Combat Armor A Copper Coil, used for repairing a damaged Gauss or Ion weapon A Control Circuit, used for repairing any electronic-based Armor, Powered Armor, or Energy or Gauss weapon A Convex Lens, used for repairing laser weapons A Cooling Unit, used for repairing Hellfire armor A Revolver Cylinder, used for repairing revolving firearms
.35
10
.75
1
.1
1
.25
10
.25 1.0 .2
10 20 1
A small electric motor, of the type used in the Shotgun Trap; used in Miniguns and other applications An Electromagnet, used for repairing any Energy or Gauss weapon A Focusing Chamber, used for repairing any Laser or Ion weapon
.2
1
.15
1
.5
1
A section of stiff Hardened Leather, used for repairing any leather-based armors A piece of Power Armor Steel Armor Plating, used for repairing damaged T-45 Series Power Armor A Heating Element recovered from a Toaster or Hotplate, used to repair Plasma weapons A piece of Power Armor Aluminum Armor Plating, used for repairing damaged T-48 Series Power Armor A section of Loose Wiring recovered from various items, used to repair electrical devices A handful of Machine Screws recovered from various items, used to repair almost any device that requires them A Metal Gun Stock, used for repairing any weapon requiring one
.5
1
2.5
1
.1
1
2.5
1
.1
1
.1
1
.5
1
Repair Part – Metal Plating
Repair – Structural
Repair Part – Optical Sensor Repair Part – Pistol Barrel (Caliber) Repair Part – Piston Repair Part – Plasma Modulator Repair Part – Power Coupling Repair Part – Pressure Valve Repair Part – Return Spring Repair Part – Rifle Barrel, Long (Caliber) Repair Part – Rifle Barrel, Short (Caliber) Repair Part – Signal Processor Repair Part – Silicate Shielding Repair Part – Steel Plating
Repair – Electrical
Repair Part – Threaded Coupling Repair Part – Transformer
Repair – Plumbing
Repair Part – Trigger Assembly, Automatic Repair Part – Trigger Assembly, Double-Action Repair Part – Wooden Gun Stock Repair Part – Vaccum Tube
Repair – Mechanical
Repair Parts - Generic
Repair – Mechanical
Repair – Structural Repair – Hydraulic Repair – Electrical Repair – Electrical Repair – Plumbing Repair – Mechanical Repair – Structural Repair – Structural Repair – Electrical Repair – Structural Repair – Structural
Repair – Electrical
Repair – Mechanical Repair – Structural Repair – Electrical
A section of sheet Metal Plating, recovered from items such as Metal Boxes and Tin Plates, used for makingvarious structural repairs An Optical Sensor recovered from a Robot or Power Armor Helmet, used to repair Robots and Power Armor Helmets A Pistol Barrel of the specified caliber, used for repairing any weapon requiring one A Power Armor Piston, used for repairing damaged Power Armor A Plasma Modulator recovered from a Plasma Weapon, used to repair Plasma weapons A Power Coupling recovered from a Robot or Power Armor, used to repair Tesla Armor A Pressure Valve recovered from a Pressure Cooker or Steam Guage, used for repairing damaged Power Armor A Return Spring, recovered from a Firearm or Toaster, used for repairing any automatic/semi-automatic weapon A Rifle Barrel of the specified caliber, used for repairing any weapon requiring a long barrel, such as a hunting or sniper rifle A Rifle Barrel of the specified caliber, used for repairing any weapon requiring a short barrel, such as a carbine A Signal Processor recovered from a computerized device, used to repair electrical devices A section of Silicate Shielding, used for repairing damaged Hellfire Power Armor A piece of Power Armor Steel Structural Plating, used for repairing damaged Power Armor A Threaded Coupling for a hose, recovered from plumbing, gas lines, or broken Flamers, used for repairing a damaged Flamer A Transformer recovered from a Robot or Power Armor, used to repair Tesla Armor A Trigger Assembly for an Automatic or Select Fire weapon, used for repairing any automaticweapon A Trigger Assembly for a Double-Action weapon, used for repairing any such weapon A Wooden Gun Stock, used for repairing any Laser or Ion weapon requiring one A Vacuum Tube recovered from a Television or Radio, used to repair Plasma weapons A kit of basic repair parts, such as screw, connectors, bolts, nuts, etc.; The kit can be made at a Workbench by anyone with a 50+ in Repair – Mechanical; Requires 2 Scrap Metal, and makes two Repair Parts, +1 for each 25% in Repair – Mechanical over 50;
1.5
1
.15
2
.25
1
.5 .3
5 1
.3
8
.5
1
.5
1
1.2
1
1.0
1
.2
1
.3
4
2.5
16
.3
1
.35
4
.25
1
.25
1
.5
1
.05
1
.25
3
Riverboat Ticket Rivet City Security Chest Armor
-
Road Warrior Knee Accessory
-
RobCo FG-2070 Portable Field Grill
Technology/Food Prep
RobCo Model WP-2066 Water Purifier
Technology
RobCo PBX-19 Portable Bed
Technology
RobCo Pip-Boy 3000
Technology
Repair is based on the ½ user’s appropriate Repair skill x the difference between current condition and optimal condition. A ticket for Tobar’s Riverboat to Point Lookout. A Combat Armor torso plate and shoulder pads in black. If worn over clothing AP < 3/3/2, it gives AP 6/6/4 to the torso and 4/4/2 to the arms. With armor 3/3/2 and above, the lower-rated armor gives ½ its AP to the higher-rated armor. If it is the highest rated armor worn, it adds +5 to Firearms skills. A pair of attachments that strap to the user’s lower legs. The right has a sheath for a double-barrel Sawn-Off Shotgun, while the right has a sheath for a Combat Knife. This is a folding grill with an electric heating element powered by a Small Energy Cell; The Small Energy Cell uses 1 charge to cook up to SIZ 30 of food (such as several Grilled Meat or 2 Squirrelon-a-Stick); If used as a heat source for camping, it will run for 1 hour per charge; In all ways it substitutes for a Campfire for cooking/manufacturing purposes This water purifier uses Rad-Away to remove Rads from water before it is consumed; one dose of Rad-Away will treat up to 40 bottles of water; it is screwed atop a bottle of water, and a second, empty bottle is screwed in to the opposite side; the whole assembly is flipped over, and the water passes through the purifier into the empty bottle; this takes approximately 30 seconds for an average bottle of water (10 SIZ); the resulting product has Rad Count lowered by one step This inflatable bed has a built-in air compressor and a Kevlar-liner that provides a full 4 AP against Melee attacks and sharp sticks/rocks; It takes 5 minutes to inflate or 30 seconds to deflate under power; The system uses built in battery that holds 10 charges, recharges from a Small Energy Cell, and will inflate/deflate 20 times per charge; Manual deflation can also be used, which takes 10 minutes -20 seconds per 2 points of SIZ + STR of the person deflating the unit; If deflated manually, the blower will run in reverse, recharging the built in battery; counts as a Mattress w/Bedframe (70% of sleep time counts toward need) A clamshell wrist-mounted computer/communications device, based on a design for military use and adapted for use in the Vaults; Includes a short-range (4 meter) wireless data transceiver, 5.8” monochrome pop-up display, voice recognition, digital recorder, 5.120 GB flash memory, modular link system
.01 5.0
300 165
1.5
40
2.5
100
1.0
100
2.0
100
.5
5000
RobCo Pip-Boy 3001
Technology
RobCo Pip-Boy Redius
Technology
RobCo Stealth-Boy 3001
Hide and Stealth
(external sensors, digital cameras, long-range transmitters, etc.), inertial navigation system linked to map library, keyboard data entry, NBC detector with Geiger counter and dosimeter, health monitoring system, and external sensor system (air temp, barometric pressure, humidity, distance to objects, magnetic anomaly sensor, motion detector, etc.,); Working Pip-Boys are hard to come by, and must be calibrated to the wearer by a person with the medical and technical know-how to do the job, which eliminates most of the population of the Wasteland; The Pip-Boy 3000 provides 10 M/6 B/4 E AP to the left arm Agunmetal blue clamshell wrist-mounted computer/communications device, designed for military use by RobCo; Includes a short-range (4 meter) wireless data transceiver, 5.8” monochrome pop-up display, voice recognition, digital recorder, 5.120 GB flash memory, modular link system (external sensors, digital cameras, long-range transmitters, etc.), inertial navigation system linked to map library, keyboard data entry, NBC detector with Geiger counter and dosimeter, health monitoring system, and external sensor system (air temp, barometric pressure, humidity, distance to objects, magnetic anomaly sensor, motion detector, etc.,); This particular model is owned by Moira Brown, and was recovered from the RobCo factory; The Pip-Boy 3001 provides 10 M/6 B/4 E AP to the left arm The Pip-Boy Redius performs all the normal functions of the PipBoy 3000 in a hand-held device slightly larger than a pack of cigarettes; a Pip-Boy 3000, once removed from the host, can easily be converted to a Redius model, simply by removing the computer itself from the housing, attaching a power supply, and reprogramming the OS to ignore lack of vital signs when the device is not in use (removal from the housing is a Hard Repair – Electrical and Hard Repair – Structural, attaching a Small Energy Cell power supply requires a second Repair – Electrical, while reprogramming is a Hard Computer Use); one charge from the Small Energy Cell is 4 Hours of power for the new device; the device must be placed against the bare flesh of the left or right forearm of the user to gain any medical data on the user A wrist-mounted stealth generator, it maps a visual of the surrounding terrain over the character, making him harder to perceive; Stealth is at x2, and Hide (unmoving) is at a base of
.5
N/A
.2
8000
.5
100
RobCo Stealth-Boy 3001 Mk II
Hide and Stealth
Roboboots
-
Rope
Climb
Rumble Movie Disk
-
Rumble Movie Disk – Special
-
SRAM Unit
-
Sales Records for Dockside Inc.
-
Satchel, Wastelander
-
Scales
Repair – Mechanical
75%; Lasts for 10 Rounds A wrist-mounted stealth generator, it maps a visual of the surrounding terrain over the character, making him harder to perceive; Stealth is at x2, and Hide (unmoving) is at a base of 75%; lasts for 15 Rounds A partial exoskeleton worn like a pair of boots. They bear their own weight when active, and carry up to 45 ENC (wearer’s SIZ is counted toward this limit) without fatiguing the wearer. They also add +5 to all Science – X skills, but reduce DEX by -2 points. They are found in the Mainframe room at RobCo’s manufacturing facility. A length of pre-War braided Nylon Rope; roll 5d20 for length; price and Enc. Is per foot of rope; almost any vendor will have at least some Rope (80% chance of 2d3 lengths of Rope) A pre-recorded Holodisk video of a group of people engaged in battle against some horrific foe, from giant rad scorpions to Super Mutants and pals, from various angles and distances, obviously recorded with multiple cameras; some voice-over commentary is present, usually to point out awesome shots or horrible mistakes by the participants; the speaker obviously relishes his job A pre-recorded Holodisk explaining the prize to be found for completing a battle in the “Rumble Zone” at Fort Detrick; the disk lists the locations of four other such Zones, and informs the viewer that similar foes and rewards await at each location, with a grand prize to be awarded to whomever finishes all of the Zones Created by the nano-enhanced ammunition of the Tiger Bengal, this SRAM Unit will take a unit of Scrap Metal and use it to create ammunition for many types of firearm; the unit will create 5x . 308 Winchester or 12g “00” Buckshot, 10x .32 ACP or .44 Magnum, 15x 10x25mm or 5.56x45mm, or 25x 5mm Rockwell/Cz; the unit is consumed in the process A set of records for sales at a business called “The Dockside Inn, Incorporated;” the last records are for the year 2275-76, and show a steady decline over that fiscal year A small canvas shoulder bag, it holds 5 ENC of gear, with no single piece over 2 ENC. A number of outfits come with one. A set of very accurate scales, marked in grains, for use with a Reloading Bench; required for repair of the Reloading Bench at the Autoplex; found in Duce Hardware, in Fairfax
.5
150
2.0
1000
.05
1
.15
200
.15
300
.1
5
.25
1
.2
5
2.0
5
Schematic – Bladed Gauntlet
Repair – Mechanical
Schematic – Bottlecap Mine
Demolition
Schematic – Bypass Module
Repair – Electrical
Schematics – Dart Gun
Repair – Mechanical
Schematics – Death Claw Gauntlet
Repair – Mechanical
Schematic – Dog Tag Fist
Repair – Mechanical
Schematic – Gas Bomb
Demolition
Schematic – Homemade Machete Schematic – Homemade Tomahawk Schematic – Impaler
Repair – Mechanical
Schematic – Improved Wonder Meat Maker Schematic – Improvised Graphite Accelerator
Repair – Mechanical
Repair – Mechanical Repair – Mechanical
Repair – Electrical
A schematic for the Bladed Gauntlet; it is found in the Raider Camp along the Potomac, below the entrance to Farragut West Metro Station A schematic for the Bottlecap Mine; one is held by Knick-Knack, in Little Lamplight, a second is in the personal safe of Herbert “Daring” Dashwood, and a third is in Jacko’s Pop and Gas Stop; Moira will also give one to the group for bringing her a Mine from Minefield during the Wasteland Survival Guide quest; the fourth Schematic gained is for the Efficient Bottlecap Mine A schematic for the Bypass Module; each Schematic after the first raises the level of the reader’s Perk and allows creation of a better version of the module; One is in Pinkerton’s workshop in the Rivet City Bow, near the stairs, a second is at Fort Bannister, atop a mainframe in the computer room, a third is at Fort Independence, on a shelf in the research lab, and a fourth is on a shelf in the common room at Reilly’s Ranger’s headquarters A schematic for the Dart Gun; one is found at the MDPL-05 Power Station, a second given to the party by Hannibal Hamlin if they complete Head of State, and a third is given by the owner of Boutique le Chic on completion of the Tenpenny Tower quest A schematic for the Deathclaw gauntlet; one is found at the F. Scott Key Trail and Campground, a second given to the party by Bannon if they complete Council Seat in his favor, and a third is found on the body of a dead Wastelander in the Wounded Deathclaw encounter A schematic for the Dog Tag Fist; it is found in the Super Mutant Bunker in the National Mall A schematic for the Gas Bomb; it is found on the counter in the Gold Ribbon Grocers A schematic for the Homemade Machete; it is found in the Duce Hardware store in Fairfax A schematic for the Homemade Tomahawk; it is found in the Fairfax Metro Station, on the Workbench A schematic for the Impaler; one is found in the Wheaton Armory, a second is found in the Talon Outpost near Cooper’s Hotel, while a third is found in the possession of Saul Green’s corpse in the Statesman Hotel A schematic for the Improved Wonder Meat Maker; found in the Jury Street Station A schematic for the Improvised Graphite Accelerator; one is found in the Weston Arms Research Facility, a second is found in
1.0
300
1.0
300
1.0
500
1.0
500
1.0
800
1.0
300
1.0
500
1.0
300
1.0
300
1.0
300
.2
800
1.0
1000
Schematic – Improvised Zap Gun
Repair – Electrical
Schematic – Junk Metal Blade
Repair – Mechanical
Schematic – Junk Metal Hammer
Repair – Mechanical
Schematic – Junk Metal Katana
Repair – Mechanical
Schematic – Junk Metal Knife
Repair – Mechanical
Schematic – Junk Metal Master Sword
Repair – Mechanical and Repair – Electrical
Schematic – Junk Metal Saber
Repair – Mechanical
Schematic – Junk Metal Spear
Repair – Mechanical
Schematic – Mantis Scythe
Repair – Mechanical
Schematic – Mauser Carbine
Repair – Mechanical
Pinkerton’s Lab, while a third is found in the basement of the Outcast headquarters at Fort Independence A schematic for the Improvised Zap Gun; one is found at Lock and Load, in Paradise Falls, a second at the St. Aubin medical facility under the Point Lookout Lighthouse, and a third held by Somah, on Mothership Zeta A schematic for the Junk Metal Blade; one is sold by Moira at Craterside Supply, a second is located in Agatha’s House, and a third is found in Three Dog’s bedroom at GNR Studios A schematic for a Junk Metal Hammer; One is found on a table to the right of the top floor entrance to the Germantown Police HQ, a second at the RobCo Factory Offices in the mainframe room, and the third is sold by Smiling Jack, in the Evergreen Mills Bazaar A schematic for a Junk Metal Katana; One is found next to the stage at Roosevelt Academy’s Arts and Athletics Hall, a second is found at Fort Bannister, atop a table in the computer room, and a third is found on a table next to a Nuka Cola Quantum in the Yao Guai Den A schematic for a Junk Metal Katana; One is found in the Super Duper Mart, a second in the cavern that used to lead to Rockopolis, and a third is sold by Pronto, at Lock and Load in Paradise Falls A schematic for a Junk Metal Master Sword; anyone with access to one of each of the other Schematic – Junk Metal X Schematics can piece together the specifications to produce a Schematic – Junk Metal Master Sword A schematic for a Junk Metal Saber; One is found in the National Archives, atop Sydney’s terminal, a second is found in Lucky’s Groceries near Tenpenny Tower, and the third is sold by Lydia Montenegro at Tenpenny Tower A schematic for a Junk Metal Saber; One is found in the library of the Springvale School, a second is found in SatCom Array NN03d, building A, while the third is sold by Seagrave Holmes in Rivet City A schematic for a Mantis Gauntlet; one is found in the Regulator’s Headquarters, a second is found in Dominic and Machete’s House in Canterbury Commons, and a third is found in the Tepid Sewers A schematic for the Mauser Carbine; it is found on a table in the Springvale School
1.0
500
1.0
1000
1.0
1200
1.0
400
1.0
400
1.0
1000
1.0
600
1.0
800
1.0
500
1.0
500
Schematic – Nuka Grenade
Demolition
Schematic – Pipe SMG
Repair – Mechanical
Schematic – Powder Charge Schematic – Railway Rifle
Demolition
Schematic – Railway Assault Rifle
Repair – Mechanical
Schematic – Rock-It Launcher
Repair – Mechanical
Schematic – Satchel Charge Schematic – Shishkebab
Demolition
Schematic – Time Bomb
Demolition
Schematic – Yao Guai Gauntlet
Repair – Mechanical
Scissors Scrap Electronics
Repair – Electrical
Scrap Metal
Repair – Structural
Repair – Mechanical
Repair – Mechanical
A schematic for a Nuka Grenade; one is sold by Doc Hoff, one is given to the party by Sierra Petrovita for completing The Nuka Cola Challenge, and a third is found in the Yao Guai Cave inside the Cliffside Caverns A schematic for the Pipe SMG; one is sold by Smiling Jack in the Bazaar beneath Evergreen Mills, a second is found in the Raid Shack near Bethesda, and a third is located in the Weston Arms Headquarters A schematic for creating a Powder Charge; it is found on the Workbench in Hamilton’s Hideaway A schematic for creating a Railway Rifle; one is sold by Tulip at Underworld Outfitters, a second is given to the group by Abraham Washington for completing Stealing Independence, and a third can be found at the MDPL-13 Power Station A schematic for creating a Railway Assault Rifle; one is sold by Crow, a second can be found in the Equipment Room in Vault 71, while a third is found in the possession of Saul Green’s corpse in the Statesman Hotel A schematic for creating a Rock-It Launcher; one is sold by Crazy Wolfgang, a second by Moira Brown, a third is found in the Rivet City Armory, and a fourth is behind the Framed Quotation of Revelation 21:6 in the Vault 101 Medical Office A schematic for creating a Satchel Charge; it is found on the Workbench in Hank’s Electrical Supply, near the Jury Street Metro A schematic for creating a Shishkebob; one is sold by Lucky Harith, a second is given to the party by Vance if they complete the Blood Ties quest, and a third is on a table near a workbench in a red Brotherhood Outcast shack, directly west of the entrance to SatCom Array NN-03d, at the base of the hill A schematic for creating a Time Bomb; it is found on the Workbench in the Jury Street Metro Station A schematic for a Yao Guai Gauntlet; one is found in the Yao Guai Tunnels, a second in Beast Lord’s Lair, and a third is in the Cliffside Cavern, in the Raider’s lair A set of medical scissors A set of electrical spares, which can be harvested from various pieces of electronic equipment around the Wasteland by use of a successful Repair – Electrical check A person at a Workbench, with Repair – Structural at 25% , can combine a Metal Cooking Pan, Metal Cooking Pot and Pot, or a Metal Butter Knife, Metal Fork, Metal Spoon and Tin Plate, to
1.0
300
1.0
500
1.0
300
1.0
800
1.0
1200
1.0
800
1.0
500
1.0
500
1.0
800
1.0
500
.1 .5
3 1
.75
5
Senate Employee I.D.
-
Sensor Module
Technology
Shemagh
-
Sheriff’s Badge
-
Sheet Music Book Shot Glass Silencer (Caliber and Type)
Play Instrument -
Silver Sting
Survival – Wasteland
Skirt – Blastmaster
-
Skirt – Colonel Autumn’s
-
Skirt – Super Mutant
-
make a unit of Scrap Metal; It can also be found around the Capitol Wasteland An electronic ID card for an employee of the Senate offices, used for gaining access to MARGoT in the Presidential Metro A basic sensor, for sound, light, heat, radio, etc. Hundreds of uses A traditional Middle Eastern headdress fashioned from a square, usually cotton, scarf, also known as a Keffiyeh. O’Neill, at Anacostia Station, across from Rivet City, sells them in a green and black checkered pattern that blends well with most types of camouflage. If used as a head covering, the wearer gains a +5 to Spot. A five-pointed star badge for the Washington, D.C. County Sheriff, dated 1869. One is worn by Lucas Simms, and two others are glued to Deputies Steel and Weld, while another is located in the Museum of History. A book of sheet music from before the war A shot glass A Silencer of the specified caliber and weapon type (Pistol, SMG, Rifle, etc) for use in weapons that do not have a specific Silencer listed; this is a screw-on Silencer for a pre-threaded barrel; a Weapon Mod Kit – Silencer contains the tools to thread an existing barrel for this purpose; generally, this 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 A person with Survival – Wasteland at 30% can use a Working Stove, Campfire, or Electric Hot Plate to combine three Bark Scorpion Poison Glands, a Radscorpion Poison Gland, and White Horsenettle in an Empty Bottle to create three doses of a lethal (POT 16) cytotoxin that causes considerable damage to a target, dealing 1 damage per DEX Rank for 16 DEX Ranks after a failed Resistance check, and reducing STR by -2 for one hour A padded fire blanket worn as a skirt; it is fire proof, and reduces damage from Fire by 25%; it also acts as armor for the Abdomen, at 3/2/1 AP, or adding 2/1/1 to armors between 3/2/1 to 6/4/2; available in gray/tan or black A skirt created from the lower half of an Army-issue Trench Coat attached to a Web Belt; the belt has a Holster and a Pistol Double Magazine Pouch; the Skirt is 4 Caps, but the whole ensemble is worth quite a bit more A skirt made of canvas hung with scrap metal, old welding
.05
-
.1
30
.5
18
.05
35
.5 .2 .35
100 1 50
.5
2
2.0
45
2.0
85
5.0
50
Skull – Tribal
-
Slave Collar
Demolition
Slave Collar, Broken
-
Slave Collar, Deactivated
-
Slave Collar, Disarmed
-
Slave Collar, Sexy
-
Slave Kubi
-
Soap
-
Soldering Iron
Technology
Spad (Shoulder Pad) – 666
-
Spad (Shoulder Pad) – 666 B
-
masks, car parts, and whatever else could be scrounged up; worn alone, it provides 8/8/4 AP to the abdomen and legs; if worn with heavier armor (9/9/5 to 16/16/8), it adds 4/4/2 AP; it is heavy, and reduces Physical skills by -10 and CHA by -5, but increases CON by +1 and Heavy Weapon skills by +7 A leather belt, sometimes with a thong, that holds a human skull as a codpiece; adds +5 to CHA A Slave Collar with intact explosive; if disarmed (Min Demolition 60%), it yields a unit of C-4, an Electrical Detonator, and an Electrical Blasting Cap A Slave Collar with a damaged detonator and/or receiver, sometimes worn as a fashion statement, or a disguise; adds 3/2/1 to the head against Bleeding attacks A Slave Collar with the detonator, receiver and explosive all removed A Slave Collar with the detonator disconnected, sometimes worn as a fashion statement, or a disguise; adds 3/2/1 to the head against Bleeding attacks A deactivated Slave Collar housing worn on a patent leather collar for effect A collar used to identify slaves, used in many places in the Wasteland; unlike the Slave Collar, it contains no explosive; adds 3/2/1 to the head against Bleeding attacks The remains of a pre-War bar of soap found next to the bathroom sink at Farpost Hollow A Small Energy Cell powers this device for up to 300 hours of continuous use; Comes with four heads and a hard plastic case A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a Brahmin Skull on the left shoulder, steel wire mesh over leather on the right, a belt with leather Drop Leg Holster, a leather Medium Utility Pouch on the left side, two Pistol Double Magazine Pouches, two Handcuff Pouches and two Flare Pouches, a shoulder strap/bandolier that holds 20 rounds of pistol ammunition up to 14mm, right metal wrist guard, left arm elbow cup, and right knee pad; the whole set adds +2/1/1 AP to all areas except the head for any armor of 8/8/4 or less AP, +5 Special/Critical success range, and +5% to Fast Talk, Perform – Oratory and Persuade; can be worn with any armor that does not have shoulder pads A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a Brahmin Skull on the left shoulder, leather
.5
75
2.5
150
2.5
50
2.5
5
2.5
50
2.5
50
2.5
50
.5
1
.5
140
2.0
50
1.8
50
Spad (Shoulder Pad) – AntAgonizer
-
Spad (Shoulder Pad) – Armored Vault Suit
-
Spad (Shoulder Pad) – Ashur
-
Spad (Shoulder Pad) – Blastmaster
-
shoulder pad on the right, a belt with leather Drop Leg Holster, a leather Medium Utility Pouch on the left side, two Pistol Double Magazine Pouches, two Handcuff Pouches and two Flare Pouches, a shoulder strap/bandolier that holds 20 rounds of pistol ammunition up to 14mm, right metal wrist guard, left arm elbow cup, and right knee pad; the whole set adds +2/1/1 AP to all areas except the head for any armor of 8/8/4 or less AP, +5 Special/Critical success range, and +5% to Fast Talk, Perform – Oratory and Persuade; can be worn with any armor that does not have shoulder pads A set of enhanced chitin shoulder pads designed to be worn over clothing or armor; they add +2 POW, +15 to Unarmed attacks, and subtract -5 from all personal interaction skills; can replace the shoulder pads on the AntAgonizer armor, or can be worn with any armor that does not have shoulder pads; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 8/8/4 A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a leather-covered metal plate on the left shoulder, leather shoulder pad on the right, a belt with leather Drop Leg Holster, a leather Medium Utility Pouch on the left side, two Pistol Double Magazine Pouches, two Handcuff Pouches and two Flare Pouches, a shoulder strap/bandolier that holds 20 rounds of pistol ammunition up to 14mm, right metal wrist guard, and right knee pad; the whole set adds +2/1/1 AP to all areas except the head for any armor of 8/8/4 or less AP, and +5% to all Firearm and Energy Weapon skills; available in brown or black leather; can be worn with any armor that does not have shoulder pads A set of shoulder pads designed to be worn over clothing or armor; consists of a right shoulder pad from a T-45D Powered Armor and a Brahmin skull for the left side; adds +10% to Heavy Weapons skills and +5 to CHA and personal interaction skills when dealing with Raiders from the Pitt; can replace the pads on any T-45D variant, or be worn with any armor that does not have shoulder pads; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 14/14/7 A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a section of all-terrain truck tire designed to
2.0
120
1.8
180
2.5
185
2.5
45
Spad (Shoulder Pad) – Brahmin Skulls
-
Spad (Shoulder Pad) – Combat Armor
-
Spad (Shoulder Pad) – Druid
-
Spad (Shoulder Pad) – Enclave
-
Spad (Shoulder Pad) – Enclave Hellfire
-
Spad (Shoulder Pad) – Hedgehog
-
Spad (Shoulder Pad) – Iconoclast
-
work as a shoulder strap; adds +10 to Heavy Weapons skills and +5 to CHA and personal interaction skills when dealing with Raiders; one can be worn on either shoulder, but two such pads are not cumulative in their effect A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a pair of Brahmin Skulls mounted as shoulder pads; adds +5 to CHA A set of straps, pads, and gear designed to be worn over clothing or armor; these consist of a pair of shoulder pads from a set of standard Combat Armor; these pads can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso or arms, providing protection equal to 8/8/4 AP, or it can add +4/4/2 AP to armor up to 16/16/8 AP A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a canvas mantle laid over the shoulders, supporting a set of small tree branches; adds +1 Phantom Hit Point, and reduces Rads/DEX Rank by -1; can be worn with any armor that does not have shoulder pads A set of straps, pads, and gear designed to be worn over clothing or armor; pads are from a set of Enclave Advanced Powered Armor Mk I; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 17/17/9 AP; Adds +10% to all Energy Weapons skills A set of straps, pads, and gear designed to be worn over clothing or armor; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 20/20/10 AP; reduces Fire damage per Round by -3, and Rads/DEX Rank by -3 A set of straps, pads, and gear designed to be worn over clothing or armor; a set of six Lawn Mower Blades welded to a metallic shoulder pad won over leather, with a leather strap across the opposite shoulder, which uses nails for spikes; anyone who attempts to grapple the wearer must make a Called Shot or take 1d4 cutting damage to the arm used to Grapple; a strike with the shoulder (Hard Grapple or Brawl attack) causes 3d3+DB if successful; +1 to CON A set of straps, pads, and gear designed to be worn over clothing or armor; right shoulder pad attached by a leather strap to a belt; the belt has a pouch on the right that holds three tools (usually a Hammer and a pair of Railroad Spikes), and a small
2.5
75
1.0
40
2.5
8
3.0
210
8.0
250
3.0
460
1.0
200
Spad (Shoulder Pad) – Leather Rebel
-
Spad (Shoulder Pad) – Metal
-
Spad (Shoulder Pad) – Painspike
-
Spad (Shoulder Pad) – Powered Armor
-
Spad (Shoulder Pad) – Recon
-
Spad (Shoulder Pad) – Red Shell
-
bottle of compressed air (30 minutes if attached to a respirator) is attached to the rear; if the respirator is in use, reduces Rad/DEX Rank by -5 A set of straps, pads, and gear designed to be worn over clothing or armor; a simple leather shoulder pad; adds +2 Initiative and +1d3 DB; can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso and either the right or left arm, providing protection equal to 4/2/1, or adding 2/1/1 to the torso/arm AP of any armor up to 8/4/2 A set of straps, pads, and gear designed to be worn over clothing or armor; metal shoulder pads with spikes, these are worn on each shoulder, with straps across the back and chest; adds +1 to STR and +5% to all Melee Weapon skills; can be worn with any armor that does not have shoulder pads; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 9/5/3 AP A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a spiked right shoulder pad and spiked thigh pads; acts as 4/2/1 AP armor to the legs, or adds +2/1/1 AP to armor up to 8/4/2 AP; the shoulder pad can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso or right arm, providing protection equal to 4/2/1 AP, or it can add +2/1/1 AP to armor up to 8/4/2 AP; adds +2 STR and +10% to all Melee Weapon skills, but subtracts -5 from CHA and all personal interaction skills A set of straps, pads, and gear designed to be worn over clothing or armor; pads are from a set of T-45D Power Armor; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 14/14/7 AP; Adds +10% to all Energy Weapons skills A set of straps, pads, and gear designed to be worn over clothing or armor; pads are from a set of Recon Armor; adds +10% to Listen, Sense and Spot, and +20% to Hide and Stealth A set of straps, pads, and gear designed to be worn over clothing or armor; these light metal pads can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso or arms, providing protection equal to 4/2/1 AP, or it can add +2/1/1 AP to armor up to 8/4/2 AP; reduce Rads/DEX Rank by -5
1.5
160
3.0
460
3.0
180
3.0
185
3.0
180
3.0
150
Spad (Shoulder Pad) – Ritual
-
Spad (Shoulder Pad) – Road Warrior
-
Spad (Shoulder Pad) – Road Warrior w/Knee
-
Spad – Sondra
-
A set of straps, pads, and gear designed to be worn over clothing or armor; a set of steel cable shoulder pads; these pads can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso or arms, providing protection equal to 4/0/0 AP, or it can add +2/0/0 AP to armor up to 8/X/X AP; adds +5 to Special/Critical success range and +5 to Perform – Oratory A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a left shoulder plate, covered with leather, attached by a strap to the right shoulder and belt; the belt consists of three leather belts, one worn “gunfighter” style; a knife sheath is worn on the left calf; pouches/accessories include a 10-shell shotgun bandolier on the chest strap, and a canvass Canteen Pouch, and several leather pouches equivalent to a Handcuff Pouch, Speed Loader Double Pouch, two Compass/Field Dressing Pouches, three Utility pouches –Small, and two Utility Pouches – Medium, and one Utility Pouch, Large; available in black or brown leather; adds +1 to POW, +3 to Special/Critical success range, and +10% to all Firearms skills A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a left shoulder plate, covered with leather, attached by a strap to the right shoulder and belt; the belt consists of three leather belts, one worn “gunfighter” style, with a fourth belt around the right thigh, attached to the top of a Medical Brace on the right knee; a knife sheath is worn on the left calf, along with a leather pad on the knee, and a holster for a Saw-Off Shotgun is worn on the right calf; pouches/accessories include a 10-shell shotgun bandolier on the chest strap, and a canvas Canteen Pouch, and several leather pouches equivalent to a Handcuff Pouch, Speed Loader Double Pouch, two Compass/Field Dressing Pouches, three Utility Pouches –Small, and two Utility Pouches– Medium; the belt worn on the thigh holds four Pistol Magazine Pouches; available in black or brown leather; adds +1 to POW, +3 to Special/Critical success range, and +10% to all Firearms skills A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a cartridge belt (holds 12 rounds of up to 12g), Leather Utility Belt (Medium Utility Pouch left, two Flare Pouches left rear quarter, three Small Utility Pouches rear, Medium Utility Pouch right), and Leather Gunfighter Belt (with
3.0
50
5.0
160
6.5
200
1.5
40
Spad (Shoulder Pad) – Super Mutant
-
Spad (Shoulder Pad) – Sadist
-
Spad (Shoulder Pad) – Scribe
-
Spad (Shoulder Pad) – Slaver Veteran
-
Spad (Shoulder Pad) – T51B
-
leather Drop-Leg and Large Utility Pouch right); Sondra, a mercenary currently scouring Grayditch looking for the Vault 101 crew, has a set in gray leather, while Leandra, her compatriot, has a set in black leather A set of straps, pads, and gear designed to be worn over clothing or armor; taken from a Super Mutant, these pads are a combination of metal bits, old truck tires, and composite armor plates; these pads can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso or arms, providing protection equal to 8/8/4 AP, or it can add +4/4/2 AP to armor up to 16/16/8 AP; adds +1 to STR and +1 Initiative, but subtracts -1 from INT A set of straps, pads, and gear designed to be worn over clothing or armor; a simple leather shoulder pad; can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso and either the right or left arm, providing protection equal to 4/2/1, or adding 2/1/1 to the torso/arm AP of any armor up to 8/4/2; adds +2 STR and +10% to Melee Weapon skills A set of straps, pads, and gear designed to be worn over clothing or armor; a shoulder mantle and leather belt designed for use with Brotherhood/Outcast Scribe Robes; can only be worn with armor that has no shoulder pads or belts; provides no AP; wearer adds +15% to all Science – X skills and +10 to Fast Talk, Perform – Oratory and Persuade, and is +1 to INT, but -1 to CON A set of straps, pads, and gear designed to be worn over clothing or armor; consists of a Slaver Ammo Bandolier securing a spiked shoulder pad on the left, attached to a belt which 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), with similar leather utility pouch is on the right; attachment points for two Slave Collars are also mounted on the belt, opposite a drop-leg holster; adds +10% to Bargain and all Firearms skills, and +2 Initiative, but subtracts -2 from all Heavy Weapon skills; available in brown or black leather A set of straps, pads, and gear designed to be worn over clothing or armor; pads are from a set of T-51B Power Armor; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 16/16/8 AP; Adds +10% to all
10.0
50
2.0
180
2.0
600
5.0
180
4.0
250
Spad (Shoulder Pad) – Talon Combat
-
Spad (Shoulder Pad) – Tempest
-
Spad (Shoulder Pad) – Tesla
-
Spad (Shoulder Pad) – Throwdown
-
Spad (Shoulder Pad) – Wasteland Legend
-
Spad (Shoulder Pad) – Wasteland Peacock
-
Spare Parts
Repair – Mechanical
Energy Weapons skills; available in black, gray, or arctic A set of straps, pads, and gear designed to be worn over clothing or armor; a pair of black, Talon-issue Combat Armor shoulder pads; can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso and either the right or left arm, providing protection equal to 8/8/2, or adding 4/4/2 to the torso/arm AP of any armor up to 16/16/4; adds +2 Initiative and +5 to Special/Critical success ranges A set of straps, pads, and gear designed to be worn over clothing or armor; a Brahmin skull strapped over the left shoulder in place of a Shoulder Pad, it is covered in odd signs and symbols, engraved with a tool and filled in with some flaking brown substance; adds +2 to STR, +1 to POW, +2 Initiative, and +5 to Special/Critical success range; cannot be worn with the Tempest armor A set of straps, pads, and gear designed to be worn over clothing or armor; ; pads are from a set of Enclave Tesla Power Armor; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 15/15/10AP; Adds +10% to all Energy Weapons skills; available in gray or black A set of straps, pads, and gear designed to be worn over clothing or armor; metal shoulder pads with spikes, these are worn on each shoulder, with straps across the back and chest; adds +3% to all Melee Weapon and Unarmed skills; can be worn with any armor that does not have shoulder pads; there is a 20% chance that the plate will be struck on any attack to torso or arm, providing protection equal to 9/5/3 AP A set of straps, pads, and gear designed to be worn over clothing or armor; a set of steel cable shoulder pads; these pads can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso or arms, providing protection equal to 4/0/0 AP, or it can add +2/0/0 AP to armor up to 8/X/X AP; adds +2 to Melee and Firearms skills A set of straps, pads, and gear designed to be worn over clothing or armor; a set of steel cable shoulder pads; these pads can be worn with any armor that does not have shoulder pads; there is a 20% chance that the pad will be struck on any attack to torso or arms, providing protection equal to 4/0/0 AP, or it can add +2/0/0 AP to armor up to 8/X/X AP; adds +1 to POW and +5 to CHA A set of nuts, bolts, screws and fasteners taken from the Corvega
1.0
275
3.0
560
4.0
205
3.0
200
3.0
50
3.0
50
1.0
N/A
Spatula Spiked Collar Spiked Collar – Unique
Food Prep -
Spoon
-
Spork Statue – Hebe, Gold Leaf Stealth Wire
-
Steam Gauge Steel Necklace w/Heart Pendant Stephen’s Dandruff Remover Still
-
Submarine Self Destruct Codes
-
Suitcase
-
Super Mutant Blood Sample
First Aid, EMT, or Physician
Surgical Mask
-
Surgical Supplies
Physician
Repair – Plumbing and Repair – Structural
Atomic V-8 Coupe at the Firefly Ranch; they are used during attempts to get the car running Uses to turn/serve/stir foods during cooking A leather collar studded with spikes A leather collar studded with spikes, adds +1 to the wearer’s CHA; Found in the Liberty Loan Pawn Shop in Northwest Seneca A spoon, either a Metal Spoon or a Plastic Spoon, used for eating liquids or small solids A solid plastic spoon/fork combo A gold leaf covered statue of the Greek goddess of youth, Hebe A belt pack that holds three Small Energy Cells connected to a set of three Stealth Field Generators stripped from Chinese Hei Gui Stealth Armor; adds +5 to Spot, Listen, and Sense skills, +10 to Stealth and Hide, and generates a Stealth Field for its wearer, using one Small Energy Cell charge every 10 minutes (for effects, see Stealth Field in the Traits and Perks list); can only be worn with armors whose ENC is 12 or lower A pre-War brass Steam Gauge with a number of uses A steel Heart Pendant on a matching chain; adds +1 to the wearer’s POW; Owned by Amy Wong A bottle of pre-War dandruff shampoo This device combines a pair of Coffee Urns, two units of Scrap Metal, and 2 Pressure Cookers, and 2 Steam Gauges, using a successful Repair – Structural and Repair – Plumbing to create the still; a complete, working Still is worth 100 Caps The self destruct codes have been implanted on one of the teeth of Chinese spy Wan Yang. They are used in order to detonate the SSN-37-1A Chinese submarine. A pre-war piece of luggage, the average suitcase was standardized for size to ease loading of planes and trains; such a bag holds 8 ENC of goods (clothes folded for use in a suitcase count as 1/2 ENC), but is only 4 ENC hen carried by the handle. A sample of Super Mutant Blood, which can be sold to Paladin Tristan for 50 Caps; can be collected from any Super Mutant once the quest is assigned A cloth mask that ties over the user’s nose and mouth; adds +5 to all medical skills, reduces Rads/DEX Rank by 5, and adds +5 to Resistance checks against airborne toxins A person with Physician at 40% of higher can construct Surgical Supplies from 3 Empty Bottles and a box of Abraxo cleanser;
.35 .1 .1
1 8 8
.1
1
.1 2.0 1.0
1 3 500
2.0 .05
25 100
.2
3
50.0
100
-
N/A
4.0
20
1.0
50
.05
6
1.5
10
Surgical Tubing Talon Chest Armor
-
Tanned Hide, Fire Gecko
Craft – Leather
Tanned Hide, Gecko
Craft – Leather
Tanned Hide, Golden Gecko
Craft – Leather
Tanned Hide, Green Gecko
Craft – Leather
Teddy Bear Teddy Bear – Bramhall
-
Teddy Bear – Care Bear
-
these must be used in conjunction with Surgical Tubing for setting up Ivs, blood transfusions, etc… Rubber tubing used for Ivs, tying off limbs, etc. A Combat Armor torso plate and shoulder pads in black. If worn over clothing AP < 4/4/2, it gives AP 7/7/4 to the torso and 4/4/2 to the arms. With armor 4/4/2 and above, the lower-rated armor gives 1/2 its AP to the higher-rated armor. A person with Craft – Leather at 50% can use a Campfire to process a Fire Gecko Skin with two tins of Turpentine and a White Horsenettle to make a Tanned Fire Gecko Hide A person with Craft – Leather at 25% can use a Campfire to process a Gecko Skin with one tin of Turpentine and a White Horsenettle to make a Tanned Gecko Hide A person with Craft – Leather at 65% can use a Campfire to process a Golden Gecko Skin with two tins of Turpentine and a White Horsenettle to make a Tanned Golden Gecko Hide A person with Craft – Leather at 70% can use a Campfire to process a Green Gecko Skin with three tins of Turpentine and two White Horsenettles to make a Tanned Green Gecko Hide A child’s stuffed bear; can be used to create a Teddy Pack A childs stuffed bear in tiger stripe orange and black; owned by Penny of Little Lamplight, it adds +1 to all Energy weapon skills, Stealth, Hide, and all Communication skills Collectable bears that can only be found by Lupa the dog; there are 18 different bears, in multiple colors, each with its own symbol on the belly: Bedtime Bear (blue, with sleeping moon), Birthday Bear (yellow, with cupcake w/candle), Champ Bear (orange, with trophy cup bearing heart), Cheer Bear (pink, with rainbow), Friend Bear (red-orange, with two crossed flowers), Funshine Bear (bright yellow with smiling sun), good luck bear (bright green with four-leaf clover), Grumpy Bear (dark blue with cloud raining on three hearts), Harmony Bear (purple, with one large heart flanked by two small hearts), Long Lost Bear (ash gray and black, with no symbol), Love-a-Lot Bear (pink, with two hearts), Perfect Panda (black and white, with a rising yellow star on blue columns), Polite Panda (black and white, with a pink rose tied with a yellow bow), Secret Bear (yellow-orange, with a heartshaped lock), Share Bear (periwinkle, with a malt w/two straws), Tenderheart Bear (brown, with an oversized heart), and Wish Bear (blue-green, with a shooting star); the 18th bear is TenderPaw’s Teddy, otherwise identical to the Good Luck bear, it
1.0 5.0
10 55
1.0
125
1.0
50
1.0
250
1.0
300
1.0 1.0
3 1000
1.0
60
Teddy Bear – Elizabeth
-
Teddy Bear – Kenny Bear
-
Teddy Bear – RoBeart
-
Telephone
Repair – Electrical
Television – Large
Repair – Electrical
Television – Medium
Repair – Electrical
Television – Small
Repair – Electrical
Tesla Coil
Repair – Electrical
The Big Kahuna
-
Tiger Utility Belt
-
Tin Can
Repair – Structural
Tin Plate Tissue Repair Unit
-
Titan 3000 TM6 Lingerie
-
adds +10 to the bearer’s Luck The personal teddy Bear of Tanya Christoff, it is gold in color with an ant prominently displayed on its chest; it adds +1 POW and +5 to CHA and personal interaction skills to Tanya when she has the bear in her possession A child’s stuffed bear; found in an isolated portion of the Herzog Mine, called Blackdamp Shaft. It belongs to Kenny, a child in Point Lookout A child’s stuffed bear in a RobCo uniform, it adds +1 to Bargain, all Repair: X and Science X skills; Owned by Moira Brown A rotary telephone with a radio-transceiver handset; can be recycled for Loose Wiring and Electronic Scrap, or have a pair of useful radio transceivers recovered A large tube-based television, it can be scrapped for Loose Wiring, Scrap Electronics, Scrap Metal, and 1d3+1 Vacuum Tubes A tube-based television, it can be scrapped for Loose Wiring, Scrap Electronics, and 1-2 Vacuum Tubes A small tube-based television, it can be scrapped for Loose Wiring, Scrap Electronics, and a Vacuum Tube Part of the Tesla Canon, it is required to make the device work. The Tesla coil can be found in Olney Powerworks, inside the central reactor. A large, wooden, spoon-like implement; it is a rice paddle, of koa wood, and bears a ki’I head for a handle; it is found on the houseboat near Arefu A leather utility belt with two Large Utility Pouches, three Medium Utility Pouches, and one Small Utility Pouch, and a Speed Loader Double Pouch, all leather Tin Cans have a number of uses, while Bent Tin Cans are nothing but scrap; a successful Repair – Structural will allow anyone with access to a Workbench to straighten Bent Tin Cans into useful Tin Cans A plate, made of tin, useful for serving food A nanotech device designed to heal the user, it restores 1 HP per 10 Minutes, and adds +2 CON and +2 AP to all locations, for four hours; the unit consumes itself during this time A pre-War “Marital Aid” found in the Boom-Boom Room in Fairfax A pre-War set of women’s cotton-lined lace panties and cottonpadded lace underwire bra, available in white or black; wearing either set with no other clothing adds +5 to all CHA/Personal Interaction skill checks
1.0
300
1.0
3
1.0
3
1.0
3
5.0
4
3.0
3
2.0
2
1.5
N/A
.5
1
.3
200
.2
1
1.0 .4
1 75
.5 .5
5 100
TM6 Lingerie w/Garter Belt and Stockings
-
TM6 Underwear, Camouflage
-
TM6 Underwear, Cotton
-
Toaster
Repair – Electrical
Toilet Paper – 1 Ply
-
Toilet Paper – 2 Ply
-
Toilet Paper – 3 Ply UltraSoft
-
Toilet Paper – 3 Ply Lotioned
-
Tool Belt
-
A pre-War set of women’s cotton-lined lace panties, cottonpadded lace underwire bra, garter belt and matching silk stockings, available in white or black; wearing either set with no other clothing adds +5 to all CHA/Personal Interaction skill checks A pre-War set of cotton/Lycra panties and soft-cup cotton bra, available in Digital or Woodland Camouflage; wearing the set with no other clothing adds +5 to all CHA/Personal Interaction skill checks; these are actually closer to a bathing suit than underwear, and will serve well for that purpose A pre-War set of cotton panties and soft-cup cotton bra, available in white; wearing the set with no other clothing adds +5 to all CHA/Personal Interaction skill checks A pre-War electric Toaster, mainly useful for parts, can be salvaged for a Heating Element and Loose Wiring Pre-War Toilet Paper, a very rare commodity; the 1-ply paper is the least valuable, but generally better for post-War septic systems; Fish or Butterflies adorn the wrapper of the brands usually found in the Wasteland; price is for a single roll Pre-War Toilet Paper, a very rare commodity; the 2-ply is much sought after by those with fairly robust disposal systems, or by travelers who needn’t worry about clogged pipes; music notes and smiling crabs are the two most likely wrappers found on local Wasteland brands; price is for a single roll Pre-War Toilet Paper, a very rare commodity; the 3-ply is the most valuable, but only those with the best sewer systems can use it without fear of clogging their system; bullets, kittens and octopi are the cover mascots for the brands usually found around DC; price is for a single roll Pre-War Toilet Paper, a very rare commodity; the 3-ply is the most valuable, but only those with the best sewer systems can use it without fear of clogging their system; these rolls also include scented lotion; various fruits are depicted on the cover of the brands usually found around DC; price is for a single roll A leather tool belt with tool pouch, hooks, rings and loops for various tools, including a Tire Iron, a Hammer, four Screwdrivers, a Paint Gun, and a Wrench/Spanner; a Speed Loader Double Pouch used to hold small canisters for nails and screws, and a Small Utility pouch and Medium Utility pouch, both leather, are included; adds +10 to all Repair – X skills and +3 to all Science – X skills, but reduces DEX by -1
.5
200
.5
25
.5
20
1.0
5
.2
20
.2
25
.2
30
.2
35
.3
65
Tool Belt and Pouch
-
Toolkit – Basic
Repair – X
Tools – Electrical
Repair – Electrical
Tools – Hydraulic
Repair – Hydraulic
Tools – Mechanical
Repair – Mechanical
Tools – Plumbing
Repair – Plumbing
Tools – Structural
Repair – Structural
Toy – Baby Carriage Toy – Boat Toy – Buttercup
-
Toy – Car, Highwayman Toy – Chimera Tank
-
Toy Toy Toy Toy
-
– – – –
Fighter Jet Fighter Jet Flying Saucer G.I. Joe
A leather tool belt with tool pouch, hooks, rings and loops for various tools; can accommodate both of the small tool kits, or one of the large kits A set of basic tools for many jobs; The kit can be made at a Workbench by anyone with a 25+ in Repair: Mechanical; Requires 1 Hammer, 1 Iron, 1 Scissors, and 1 Wrench, and 1 Lunchbox; Makes one Toolkit; Repair is based on the user’s appropriate Repair skill x the difference between current condition and optimal condition; The Basic Toolkit gives a +10 to all Repair – X skills except Repair – Electrical A set of basic tools, including Circuit Tester, Connectors, NeedleNose Pliers, Small Screwdrivers, Wire (various gauges), Wire Cutter, Wire Ties, and various small parts, all rolled up in a leather pouch; Adds +20 to Repair – Electrical A set of basic tools, including a Utility Knife, Hooks and Picks, Sealing Kit, Socket Wrench with Sockets, Spanner, Wrench, and various fittings and pieces of line/hose, all placed in a large Tool Box; Adds +20 to Repair – Hydraulic A set of basic tools, including Ball Peen Hammer, Pliers, Screwdrivers, Socket Wrench and Sockets, Vice-Grip Pliers, Wrench, and assorted fasteners, clips, clamps, and etc., all placed in a large Tool Box; Adds +20 to Repair – Mechanical A set of basic tools, including Monkey Wrench, Pipe Wrench, Pipe Dope, Pipe Tape, Plunger, Screwdriver, and assorted fittings and washers all placed in a large Tool Box; Adds +20 to Repair – Plumbing A set of basic tools, including a Ball Peen Hammer, Claw Hammer, File, Pliers, Punch, Sandpaper, Tin Snips, and assorted fasteners, all rolled up in a leather pouch; Adds +20 to Repair – Structural A child’s toy Baby Carriage, scaled for a doll A child’s toy cabin cruiser that floats A child’s toy robotic horse, based on the ridable Giddy-Up Buttercup, but sized for a doll A child’s toy Highwayman automobile A child’s toy patterned on the Chinese Chimera Tank used in the occupation of Alaska A child’s toy Lockreed P-80 Shooting Star A child’s toy Lockreed T-2V Sea Star A child’s toy Flying Saucer A 1/6 scale articulated action figure in T-51B Powered Armor
.3
25
4.0
10
3.0
50
4.0
150
4.0
150
4.0
150
3.0
50
2.0 .5 2.0
5 5 150
.5 1.0
5 5
.5 .5 1.0 .5
5 7 5 5
Toy – Liberty Prime
-
Toy – Lunar Lander
-
Toy – Mammoth Toy – Model, Car
-
Toy – Model, Delta IX
-
Toy – Model, Fighter Jet
-
Toy – Model, Truck
-
Toy – Model, Vertibird
-
Toy – Model, Virgo II
-
Toy – Model Kit, Car
-
Toy – Model Kit, Delta IX
-
Toy – Model Kit, Fighter Jet
-
Toy – Model Kit, Truck
-
Toy – Model Kit, Vertibird
-
Toy – Model Kit, Virgo II
-
Toy – Motorcycle Toy – Mister Handy Toy – Nuka Cola Fridge
-
Toy – Nuka Cola Piggy Bank Toy – Nuka Cola Protectron, Wind Up
-
Toy – Nuka Cola Truck Toy – P–51 Mustang
-
-
A child’s toy Liberty Prime; a pull-string activates a set of prerecorded propaganda messages A child’s toy Lunar Lander; can be attached to the Toy Space Capsule A stuffed Mammoth with plastic tusks An intricate model of a blue 2067 Cryslus Corvega sedan, found in the Ballistyle Offices building in Fairfax An intricate model of a Delta IX Nuclear-Powered Rocket Plane, found in the Kulp Home in Georgetown An intricate model of a Lockreed P-80 Shooting Star, found in the Ballistyle Offices building in Fairfax An intricate model of a US Army Flatbed from General Atomics, found in the Ballistyle Offices building in Fairfax An intricate model of a US Army VB-02 Vertibird, found in the Kulp Home in Georgetown An intricate model of a Virgo II Lunar Lander, found in the Kulp Home in Georgetown An model kit for a 2067 Cryslus Corvega sedan, found in the Kulp Home in Georgetown An model kit for a Delta IX Nuclear-Powered Rocket Plane, found in the Ballistyle Offices building in Fairfax An model kit for a Lockreed P-80 Shooting Star, found in the Ballistyle Offices building in Fairfax An model kit for a US Army Flatbed from General Atomics, found in the Kulp Home in Georgetown An model kit for a US Army VB-02 Vertibird, found in the Ballistyle Offices building in Fairfax An model kit for a Virgo II Lunar Lander, found in the Ballistyle Offices building in Fairfax A child’s toy motorcycle A child’s toy Mr. Handy with articulated arms A miniature Nuka Cola Fridge novelty toy, stocked with several varieties of molded-plastic Nuka Cola (non-removable due to choking hazard) A miniature Nuka Cola machine, it can hold up to 100 pre-War quarters, or slightly more in smaller coins A child’s toy Protectron, painted to resemble those used in NukaCola advertising; It can be wound up, after which it will walk approximately two feet, while sparks fly inside of its cloudy plastic dome A toy Nuka Cola Truck, popular before the War A child’s toy P-51 Mustang aircraft
1.0
10
.5 2.0
5 20
2.0
25
2.0
25
2.0
20
2.0
25
2.0
20
1.0
1
1.0
1
1.0
1
1.0
1
1.0
1
1.0
1
.5 .5 .5
5 6 2
.5
7
.5
10
1.0 2.0
5 7
Toy – Protectron, Wind Up
-
.5
5
.1 3.0
2 5
-
A child’s toy Protectron, painted in RobCo factory gray; It can be wound up, after which it will walk approximately two feet A child’s toy Rattle A child’s toy tricycle, manufactured before the War at the Red Racer factory across the Potomac from downtown DC; a great number of these are found across the D.C. Wasteland A child’s toy Tricycle fitted for a large doll
Toy – Rattle Toy – Red Racer Tricycle, Full Size
-
Toy – Red Racer Tricycle, Large Toy – Red Racer Tricycle, Medium Toy – Red Racer Tricycle, Small Toy – Robobrain Toy – Rocket, Various Toy – Rocket, USSA Toy – Rollerskate, Boot Style Toy – Rollerskate, Clip–on Toy – Rubber Ball Toy – Sentry Bot Toy – Sentry Bot, Wind–Up Toy – Sentry Bot, Wind–Up
2.0
8
-
A child’s toy Tricycle fitted for a medium doll
1.5
7
-
A child’s toy Tricycle fitted for a 1/6th scale doll
1.0
2
-
A A A A
1.0 .5 .5 .5
7 5 7 2
-
A clip-on style rollerskate A red rubber ball, still inflated and supple after all these years A toy version of the Sentry Bot A Wind-Up version of the toy Sentry Bot with spinning Minigun A Wind-Up version of the toy Sentry Bot with spark-throwing Gatling Laser A child’s toy Space Capsule; can be attached to the toy Lunar Lander A child’s toy speedboat that floats A child’s toy submarine A metal toy truck with plastic wheels patterned on the Ford F-150 pick-up truck A metal toy truck with plastic wheels patterned on the General Atomics Deuce-and-a-Half used by the US Army in Alaska A metal toy truck with plastic wheels patterned on the General Atomics Deuce-and-a-Half with a 1000 gallon tank, used by the US Army as a fuel truck A metal toy trailer with plastic wheels patterned on a towed 1000 gallon fuel trailer used by the US Army A child’s toy Protectron, painted to resemble those used by the US Army; It can be wound up, after which it will walk approximately two feet A Vault Boy bobblehead toy A child’s toy Vertibird, with spinning propellers and a working ramp
.2 2.0 .5 .5 .5
2 2 5 7 9
Toy – Space Capsule
-
.5
9
Toy – Speedboat Toy – Submarine Toy – Tonka Truck, Pickup
-
.5 .5 .8
5 5 5
Toy – Tonka Truck, US Army, Arctic Toy – Tonka Truck, US Army, Fuel Tanker
-
1.0
5
1.0
5
Toy – Tonka Toy, Trailer
-
.8
5
Toy – US Army Protectron, Wind Up
-
.5
5
Toy – Vault Boy Toy – Vertibird
-
.5 1.0
5 5
-
child’s toy Robobrain child’s toy Rocket, not based on any real rocket child’s toy Jupiter Rocket boot-style rollerskate
Toy – Wooden Block
-
Traponator 4000 – Trap Detector
Technology
Tremble
Survival – Wasteland
Triangle Turpentine
-
Tweezers Typewriter
-
Used Hypo
-
Vacation Photo – Framed
-
Vacuum Cleaner
Technology
Vase Vault Bolero Gunbelt
-
Vault Boots
-
A child’s Wooden Block, usually colorful with letters and numbers on the faces An EMF-detector designed to scan for active Sensor Modules without triggering them, the Traponator 4000 has a 70% chance to spot any active mines/sensor-based traps in a 90O arc, up to 30’ away; the built-in interferometer also aids in detecting tripwires, adding a +10 to Spot checks for this purpose; powered by a single Small Energy Cell, the device works for up to one hour per charge A person with Survival – Wasteland at 90% can use a Working Stove, Campfire, or Electric Hot Plate to combine three Radscorpion Poison Glands, a Cazador Poison Gland, and five White Horsenettle in an Empty Bottle to create 3 doses of a debilitating(POT 16) neurotoxin that causes severe damage to a target, dealing 1 damage per DEX Rank for 8 DEX Ranks after a failed Resistance check, as well as -50 to all attack skills except for unarmed skills A billiards Triangle, used to rack the balls Turpentine is a flammable liquid distilled from pine resin, used as a solvent; comes in a tin bottle with a small squirt top A set of medical tweezers A pre-War electric Typewriter with magnifier; useless without electricity; can be linked to a terminal for word processing rather than direct typing on paper An empty hypodermic injector, often reused for injecting drugs; must be cleaned thoroughly with Abraxo Cleaner (1 box can clean up to 30 such Used Hypos), or the person being injected runs the risk of a fatal infection (CON vs. 20 on the Resistance table) that will kill in 1d6+3 days; Once cleaned, the item is considered an Empty Syringe A pre-War vacation photo in a frame; a memento of a happier time An electric Vacuum Cleaner that runs on Small Energy Cells; One fully-charged Small Energy Cell will keep the unit running for 10 continuous hours Any number of pre-War manufactured vases A gunbelt created from a Vault-issue jumpsuit belt; it holds two Pistol magazines for an N99 pistol, and will support a hipmounted holster, as well; found in many Vaults in the Capitol Wasteland A set of black leather boots issued by Vault-Tec to all Vault
.2
1
1.5
50
.5
100
.5 .1
1 10
.1 3.0
3 3
.05
1
.5
10
5.0
20
1.0 .5
2 4
.5
8
Vault High-Tops
-
Vault-Tec Water Flask Vicious Dog Fur
Woodcraft
Vicious Pup Fur
Woodcraft
Violin
Perform – Play Instrument, Violin
Violin – Soil Stradivarius Violin Case Vulture Speed Booster
Perform – Play Instrument, Violin Repair – Mechanical
Wanamingo Tooth
Woodcraft
Wash Pan
-
Wasteland Survival Guide
Survival – Wasteland
Water Chip
Technology
Water Purifier
Technology
dwellers A pair of canvas sneakers with rubber soles, issued by Vault-Tec to all Vault dwellers A metal flask for carrying drinking water; holds 8 SIZ of water A successful Woodcraft check allows a person with some type of Knife to recover an intact section of Fur for every 25% in Woodcraft A successful Woodcraft check allows a person with some type of Knife to recover an intact section of Fur for every 40% in Woodcraft Any of the violins that have somehow managed to survive in the Wasteland; one is found in the Liberty Loans pawn shop, and another at the Guitar Shop Recovered from Vault 92 during Agatha’s Song, it is unique in the Wasteland A sealed case for transporting/storing a violin A custom turbocharger for a Corvega Atomic V-8 Coupe, found in the Firefly Ranch; a Special success with Repair Mechanical installs the Vulture and helps get the car back into running condition; it still requires a full set of tires, belts and hoses A successful Woodcraft check allows a character to harvest 2d3 intact Teeth from a Wanamingo corpse A tin pan found in the bathroom of the Hunter’s Ridge cabin; from the presence of soap and a razor, it looks as if it was used for shaving The seminal guide to survival in the D.C. Wasteland written by Moira Brown, with a little help from those who have more “hands-on” experience A Vault-Tec Water Chip, designed to purify the water for a VaultTec Vault; found in a Delivery Container in a Metro Tunnel accessed through Weston Arms. An electrolysis device that breaks down water into hydrogen and oxygen, then recombines the two parts back into water, leaving behind any contaminants; an Empty Bottle is attached to the unit’s dispenser, and water (up to 100 SIZ) from any source is poured into the unit; the unit is activated, and the water passes through the purifier into the empty bottle; this takes approximately 3 seconds to fill an average bottle of water (10 SIZ); the resulting product is now free of radioactive contamination; The system is powered by a fusion generator built into the system; It must be emptied of waste (exposure is
.25
8
.5 .1
25 3
.1
5
3.5
5
3.5
N/A
3.5 2.0
5 N/A
.05
20
1.0
1
1.0
50
.5
100
25.0
125
Weapon Mod Kit – AutoFire Mechanism
Repair: Mechanical
Weapon Mod Kit – Laser Sight
Repair: Mechanical
Weapon Mod Kit – Extended/Removable Magazine
Repair – Mechanical
Weapon Mod Kit – Scope
Repair: Mechanical
the equal to the highest dose from the water supply, per DEX Rank, until the waste is disposed of properly), and cleaned, after each 100 SIZ of water purified; The unit is currently unfinished, and rests on a Workbench inside the Jefferson Memorial, abandoned since the failure of the original Project Purity A kit of basic parts for converting any semi-auto firearm to a fully-automatic weapon; numerous springs, modified firing pins, and other spare parts are included; a Workbench and a Repair: Mechanical of at least 50% are needed to make use of the kit, which converts one weapon; RoF is based on original RoF; an RoF of 1 on Semi-Auto results in an automatic RoF of 6, a Semi-Auto RoF of 2 results in an Automatic RoF of 10, and an Semi-Auto RoF of 3 results in an Automatic RoF of 15; Special weapons with odd RoF are up to the GM A kit of basic parts for mounting the included Laser Sight on a variety of weapons, from pistol to machine gun; numerous clamps, rings, bits of mounting rail, and fasteners are included; a Workbench and a Repair: Mechanical of at least 50% are needed to make use of the kit, which mounts one Laser Sight (double all range catagories of the weapon on an Aimed shot); enough parts will be left over from such a kit to allows the mounting of several (roll 1d10 under the number of times the kit has been used) already existing laser sights on other firearms A kit of basic parts for modifying a weapon to either a) hold more rounds in an internal magazine or b) use removable Magazines. The GM has discretion on which firearms can use such a modification, based on magazine placement and weapon construction. The kit will either allow the extension of a tubular magazine, increasing the capacity of an internal box magazine (by removing the bottom or top and extending the walls), replacing an internal box magazine which protrudes from the weapon with a magazine well to accept another weapon’s Magazines, or even installing a magazine well above a toploading internal or bottom-loading tubular magazine to feed round to the already existing magazine. A kit of basic parts for mounting the included scope on a variety of weapons, from pistol to machine gun; numerous clamps, rings, bits of mounting rail, and fasteners are included; a Workbench and a Repair: Mechanical of at least 50% are needed to make use of the kit, which mounts one Scope (when the weapon is
1.0
350
1.0
350
1.0
350
1.0
350
Weapon Mod Kit – Silencer
Repair: Mechanical
Weapon Repair Kit
Repair: Mechanical or Repair: Electrical
Whet Stone
Repair - Mechanical
Winchester Ammo Dies
Repair - Mechanical
Wine List
-
Wonder Meat Maker
Food Prep
Wonder Meat Maker Improved
Repair - Mechanical and Food Prep
Wonderglue Wood Chipper
Technology
Braced, double all range catagories of the weapon on an Aimed shot); enough parts will be left over from such a kit to allows the mounting of several (roll 1d10 under the number of times the kit has been used) already existing scopes on other firearms A kit of basic parts for assembling a silencer for a variety of weapons, from 15mm to .22 caliber; numerous bushings, washers, and a body to hold them are included; a Workbench and a Repair: Mechanical of at least 50% are needed to make use of the kit, which makes one 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); enough parts will be left over from such a kit to allows the mounting of several (roll 1d10 under the number of times the kit has been used) already existing silencers on other firearms of similar caliber A kit of basic parts for weapon repair, The kit can be made at a Workbench by anyone with a 50+ in both Repair: Mechanical and Repair: Electrical, It requires two units of Scrap Metal, a unit of Scrap Electronics, a roll of Duct Tape, a tube of Wonderglue, and a Wrench (the only reusable part of the kit), Repair of a weapon is based on the user's appropriate Repair skill x the difference between current condition and optimal condition Used to keep edged weapons sharp, it allows the user to smooth out damage to a blade from misuse, parrying or striking hard armor; a Special success adds +2 Damage for the next ten strikes, while a Critical success adds +4 to the next 20 attacks Used to complete the Reloading Bench in the Autoplex; found at Duce Hardware, in Fairfax A pre-War souvenir of a happier time, found in the Brothel in Seward Square A device created by Ryan Briggs at Jury Street Metro to make Mole Rat Meat more palatable; it can be used to make many kinds of Wonder Meat, not just Mole Rat By adding a Wood Chipper, Vacuum Cleaner and a Lead Pipe to the Wonder Meat Maker, the device will now be able to make Purees; The device is powered by three Mesmetron Power Cells, though each use of the device requires only a fraction of a charge (100 uses per cell); modification requires the appropriate Schematic A tube of Wonderglue, a cyanoacrylate adhesive with many uses A pre-War wood chipper, of little use now
1.0
350
1.0
20
1.25
1
.5
5
.5
1
20.0
500
25.00
800
.1 30.0
10 25
Yao Guai Cub Claw
Woodcraft
Yao Guai Eye
Woodcraft
Yao Guai Paw
Woodcraft
Yeast
-
Yew's Bear Charm
Fast Talk, Perform – Oratory, and Persuade
Zippo
Woodcraft
Zippo – Collectable
Woodcraft
A successful Woodcraft roll recovers 1d3+1 claws from a single limb; each limb may be checked, and holds up to 4 claws; there is a chance equal to 5% x Damage to the limb that no intact Claws exist A successful Woodcraft will allow the character to successfully remove the intact eyes of a Yao Guai, with a chance equal to 10x Damage to head that no intact eye exists A successful Woodcraft roll recovers one Paw from a single limb; each limb may be checked; there is a chance equal to 5% x Damage to the limb that the Paw is useless A bag of Yeast used in making bread and booze; one bag contains 10 uses A silver chain bracelet with a charm in the shape of a bear; the recipient gains a +10 to Fast Talk, Perform - Oratory, and Persuade upon gaining the item A successful Woodcraft roll allows the Zippo to be used to start a fire using basic kindling and wood. The Zippo can also be thrown a fair distance (10 feet or so) while lit, and is sometimes used this way to set off accumulations of flammable gas, or to attempt to light a target on fire (usually after striking the target with flammable fluids). Most Zippos from the Wasteland are old, scratched, and dirty, though occasionally a well-preserved Zippo will turn up. One of several Zippo Lighters produced before the War or redecorated after. They include the Atomic Cloud, Brotherhood of Steel, Captain Cosmos, US Flag, Lyons’ Pride, Nuka-Cola, Pinup Girl, Radiation King, International Radiation Symbol, "Ranx,“ and Vaultboy.
Skill Magazines - Cost of all Skill Magazines is 20 Caps, and all are ENC .5 Magazine Skill Bonus Amazing Stories Black Mask Boxing Times Car Craft Detective Comics Fate Fixin' Things Fortune
Any one Science skill Hide and Stealth skills Brawl and Martial Arts skills Repair - Mechanical Fine Manipulation Any one Energy Weapon skill Any one Repair skill Bargain
+10 +10 +10 +10 +10 +10 +10 +10
Comprehensi on Bonus +20 +20 +20 +20 +20 +20 +20 +20
Duration 1 1 1 1 1 1 1 1
Hour Hour Hour Hour Hour Hour Hour Hour
.01
13
.1
20
1.0
25
1.0
2
.05
50
.1
20
.1
20
Retention Duration 3 Hours 3 Hours 3 Hours 3 Hours 3 Hours 3 Hours 3 Hours 3 Hours
Future Weapons Today Lad's Life ¡La Fantoma! Locksmith's Reader Meeting People Milsurp Review Modern Mechanix Nymph Pageant Patriot's Cookbook Perfect Crime Programmer's Digest Salesman Weekly Sports Afield Tales of Chivalrie Tales of Suspense
+10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10
+20 +20 +20 +20 +20 +20 +20 +20 +20 +20 +20 +20 +20 +20 +20 +20
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Today's Physician True Police Stories Wink
Any one Energy Weapon skill Woodcraft and Survival skills Hide and Stealth skills Fine Manipulation Any one Personal Interaction skill Any one Firearm skill Demolition Any one Melee weapon Any one Medical skill Demolition Any one Firearm skill Computers Bargain Any one Heavy Weapon skill Any one Melee weapon Brawl, Grapple and Martial Arts skills Any one Medical skill Critical Success chance Any one Personal Interaction skill
Hour Hour Hour Hour Hour Hour Hour Hour Hour Hour Hour Hour Hour Hour Hour Hour
+10 +5 +10
+20 +10 +20
1 Hour 1 Hour 1 Hour
Book
Skill/Stat/Perk
Bonu s
50 Novels by Stephen King
CON (requires 1 week of exercise after reading to gain the effect; max CON 21) Heavy Weapon - Flamer/Sprayer Art - Photography
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours
3 Hours 3 Hours 3 Hours
Reading Time
Location
Weigh t
Cost
+1
Comprehen sion Bonus +1
36 Hours
.5
75
+1 6
+2 12
18 Hours 36 Hours
Body of Roze, in the Ballistyle Offices Lolipopz Lolipopz
.5 .5
50 50
Art - Photography Science - Any One
6 +1
12 +2
36 Hours 18 Hours
.5 .5
50 50
Amazing Stories - May '54 Amazing Stories - Nov '58
Science - Any One Science - Any One
+1 +1
+2 +2
18 Hours 18 Hours
.5 .5
50 50
Astounding Science Fiction - Feb '40 Astounding Science Fiction - Dec '47 Astounding Science Fiction - Apr '57
Science - Any One
+1
+2
18 Hours
.5
50
Science - Any One
+1
+2
18 Hours
.5
50
Science - Any One
+1
+2
18 Hours
Lolipopz GNR Radio Building Duce Hardware Dr. Lesko's Shack Drug Store in Fairfax Drug Store in Fairfax Jefferson Memorial Gift
.5
50
Adult Entertainment News Adult Film Lighting and Cinematography Amateur Aperature Amazing Stories - June '45
Cashing in on the Money Shot Creepy #37
Bargain Energy Weapon - Any One
+1 +1
+2 +2
18 Hours 18 Hours
Creepy #135
Energy Weapon - Any One
+1
+2
18 Hours
Deep Throat for Dummies Eerie #64
Adds Perk: Swallow Anything Energy Weapon - Any One
N/A +1
N/A +2
18 Hours 18 Hours
Eerie #67
Demolition
+1
+2
18 Hours
Energetic Plasma Ecstasy Fantastic Universe - Jun '57
Energy Weapon - Any One Science - Any One
+1 +1
+2 +2
18 Hours 18 Hours
Fantasy & Science Fiction - Jan '54 Fourth Wall Forgotten Get Pumped!
Science - Any One
+1
+2
18 Hours
+1 +1
+2 +1
36 Hours 36 Hours
Grognak the Barbarian #9
Stealth and Hide STR (requires 1 week of exercise after reading to gain the effect; max STR 21) Melee Weapon - Any One
+1
+2
18 Hours
Grognak the Barbarian #71
Melee Weapon - Any One
+1
+2
18 Hours
Grognak the Barbarian #106
Melee Weapon - Any One
+1
+2
18 Hours
Grognak the Barbarian #114
Melee Weapon - Any One
+1
+2
18 Hours
Grognak the Barbarian #122
Melee Weapon - Any One
+1
+2
18 Hours
Grognak the Barbarian #133
Melee Weapon - Any One
+1
+2
18 Hours
Holorecording Equipment Maintenance How to Win the Lottery
Repair - Electrical
+1
+2
18 Hours
Shop Lolipopz Ruin just SE of the Autoplex Mechanist's Forge Lolipopz Mechanist's Forge Feral Ghoul in the Autoplex Lolipopz Drug Store in Fairfax Drug Store in Fairfax Lolipopz Maggie's tent in Canterbury Commons AntAgonizer's Lair AntAgonizer's Lair Hubris Comics Publishing AntAgonizer's Lair Hubris Comics Printing Hubris Comics Printing Lolipopz
POW (requires 1 week of exercise after reading to gain the effect; max POW 21) Science - Any One
+1
+1
36 Hours
+1
+2
18 Hours
Fine Manipulation
+1
+2
APP (requires 1 week of exercise
+1
+1
If - Worlds of Science Fiction - Jan '53 Illustrated History of the Chastity Belt Image is Everything
.5 .5
50 50
.5
50
.5 .5
50 50
.5
50
.5 .5
50 50
.5
50
.5 .5
50 75
.5
50
.5
50
.5
50
.5
50
.5
50
.5
50
.5
50
Ballistyle Offices
.5
75
.5
50
18 Hours
Drug Store in Fairfax Lolipopz
.5
50
36 Hours
Ballistyle Offices
.5
75
after reading to gain the effect; max APP 21) Science - Any One
+1
+2
18 Hours
Science - Any One
+1
+2
18 Hours
Repair - All, Bargain, Persuade Throw and Demolition
+1 ea. +1
+2 ea. +2
54 Hours 36 Hours
Fast Talk
+1
+2
18 Hours
DEX (requires 1 week of exercise after reading to gain the effect; max DEX 21) Literacy - English (reader's skill must be below 20 to benefit from this book) Melee - Any One Physician
+1
+1
36 Hours
6
12
+1 +1
Melee Weapon - Any One
Rituals, Automata & Entertainment Rough Trade Realism Startling Stories - Sep '39 The Complete Nietzsche
Imagination Science Fiction - Sep '54 Imagination Science Fiction - Aug '56 Lollipopz Issue #1, August 2059 Low-Risk Voyeur & Upskirt Holography Mad Magazine - Oct '63 Mastering the Knuckleball
Our New Friends
Paddles, Whips & Batons Prevention and Treatment of STDs Recipe for Mirelurk Cakes
Tina the Ballerina
We Look and See
Weird Tales - Dec '39
Average Skill Book
Drug Store in Fairfax Vault 87 Test Labs Lolipopz Lolipopz
.5
50
.5
50
.5 .5
50 50
Moriarty's Tavern Ballistyle Offices
.5
50
.5
75
36 Hours
Springvale Elementary
.5
50
+2 +2
18 Hours 18 Hours
Lolipopz Lolipopz
.5 .5
50 50
+1
+2
18 Hours
.5
50
Science - Any One
+1
+2
18 Hours
Anchorage Memorial Lolipopz
.5
50
Brawl, Grapple or Martial Arts Science - Any One
+1 +1
+2 +2
18 Hours 18 Hours
.5 .5
50 50
INT (requires 1 week of exercise after reading to gain the effect; max INT 21) DEX (requires 1 week of exercise after reading to gain the effect; max DEX 21) Literacy - English (reader's skill must be below 20 to benefit from this book) Science - Any One
+1
+1
36 Hours
Lolipopz Duce Hardware in Fairfax Ballistyle Offices
.5
75
+1
+1
36 Hours
Lolipopz
.5
100
6
12
36 Hours
Springvale Elementary
.5
50
+1
+2
18 Hours
Drainage Chamber NE of Temple of the Union - Oscar Zulu
.5
50
6
12
36 Hours
.5
50
American Marksman Applied Fullerene Synthesis by Dr. Leo Cavalera Big Book of Science Captain Cosmos vs. the Death Ray Chinese Army: Spec. Ops. Training Manual Collected Prints of M.C. Escher D.C. Journal of Internal Medicine D.C. Journal of Dentistry Dean's Electronics Dragon - The Bruce Lee Story Duck and Cover Dungeon Master's Guide Grognak the Barbarian #14 Guns and Bullets Heads I Win, Tails You Lose Illustrated History of Recoilless Ordnance Lying, Congressional Style Motivational Secrets of the Stars Mr. Fixit Monthly Nikola Tesla and You Physical Security Exploits and Countermeasures Pugilism Illustrated Rules of Horseshoes Tales of a Junktown Jerky Vendor The Creeper's Crypt The Complete Marx Tumblers Today U.S. Army - 30 Handy Flamethrower Recipes
Chem/Food
Duratio
Firearms Science Skills
6 6
12 12
36 Hours 36 Hours
Various Various
.5 .5
50 50
Science Skills Energy Weapons
6 6
12 12
36 Hours 36 Hours
Various Ballistyle Offices
.5 .5
50 50
Hide and Stealth
6
12
36 Hours
Various
.5
50
Spot Medical Skills Medical Skills Repair Skills Brawl, Grapple and Martial Arts Demolitions and Throw Melee Weapons Melee Weapons Firearms Bargain Heavy Weapons
6 6 6 6 6 6 6 6 6 6 6
12 12 12 12 12 12 12 12 12 12 12
36 36 36 36 36 36 36 36 36 36 36
Ballistyle Various Ballistyle Various Various Various Ballistyle Various Various Ballistyle Ballistyle
.5 .5 .5 .5 .5 .5 .5 .5 .5 .5 .5
50 50 50 50 50 50 50 50 50 50 50
Fast Talk, Perform - Oratory and Persuade Fast Talk, Perform - Oratory and Persuade Repair Skills Energy Weapons Fine Manipulation and Craft Locksmith Brawl, Grapple and Martial Arts Throw Bargain Hide and Stealth Fast Talk, Perform - Oratory and Persuade Fine Manipulation and Craft Locksmith Heavy Weapons
6
12
36 Hours
.5
50
6
12
36 Hours
.5
50
6 6 6
12 12 12
36 Hours 36 Hours 36 Hours
Ballistyle Offices Various Ballistyle Offices
.5 .5 .5
50 50 50
6 6 6 6 6
12 12 12 12 12
36 36 36 36 36
.5 .5 .5 .5 .5
50 50 50 50 50
6
12
36 Hours
Various Ballistyle Offices Various Various Kulp Home in Georgetown Various
.5
50
6
12
36 Hours
Various
.5
50
Description
Addicti
Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours Hours
Hours Hours Hours Hours Hours
Cumula
Offices Offices
Offices Offices Offices
Various
Addiction
En
Cost
2C-B
n 10 Minutes
Absinthe
4 Hours
Absinthe Small
4 Hours
After Burner Gum
4 Hours
on 0%
tive +30
Effects Serotonin Sickness: -1 POW and -5 CHA for 1 week
c .05
40
10%
+20
1.0
20
Whiskey adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
10%
+20
1.0
10
Reduces DEX Rank cost by 40%, +1 to Melee damage and +5 to Spot, Listen and Sense checks for the next 4 hours
0% (50% if 3 doses in 24 hours)
+25 (per dose after the first)
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Addiction takes hold after 2 days; +40% Dex Rank cost for all actions, -3 to STR and -15 to Spot, Listen and Sense for 2 days, +40% Dex Rank cost for all actions, -1 STR
.02
500
2C-B was sold, pre-War, as the street drug Nexus; It is a psychedelic, designed to be taken orally, causing visual hallucinations and excessive giggling/laughing; When taken as designed, it adds +3 to POW, +2 INT and +5 to all perception skills, with no negative effects; If crushed, mixed with water, and added to an Empty Syringe/Used Hypo or Dart Gun reservoir, 2C-B can also be used as a weapon; The injected dose is POT 8; A failed Resistance check results in 1d6 damage to the head due to hyperthermia and increased cranial blood pressure; Multiple doses given within the ten-minute duration add 2 to POT and 1 to damage; Crippling damage to the head results in loss of INT equal to the damage over the crippling threshold, while death results from stroke or severe brain damage due to hypothermia Adds +5 to Perception skills, CHA, and Social Interaction skills, but -1 to INT, for four Hours; Each bottle adds 1 Cap; Dehydrating, requires 4 SIZ of Water to counteract; 16 Shots (doses) per bottle
Alien Biogel
30 Minutes
Alien Biogel, Adapted
30 Minutes
Alien Squid Food
-
Restores 3 HP instantly; Each dose has a 50% chance of a side effect, rolled on a 1d10 as follows: 1: -1 INT 2: -5 to all Perception skills 3: -1 CON 4: -1 DEX 5: +5 Rads per Minute 6: -10 Rads per Minute 7: +1 HP per Minute (to Maximum) 8: -40% to DEX Rank cost for all actions 9: +2 STR 10: +2 DEX While it is possible to take multiple doses of Biogel in a short period of time, each effect can only be active once per character; Alien Biogel is only found on the alien Mothership Zeta Restores 3 HP instantly, and another 3 HP per round for 4 rounds (15 total HP); Each dose has a 50% chance of a side effect, rolled on a 1d10 as follows: 1: -1 INT 2: -5 to all Perception skills 3: -1 CON 4: -1 DEX 5: +5 Rads per Minute 6: -10 Rads per Minute 7: +1 HP per Minute (to Maximum) 8: -40% to Dex Rank cost for all actions 9: +2 STR 10: +2 DEX While it is possible to take multiple doses of Biogel in a short period of time, each effect can only be active once per character; Adapted Biogel is made by Elliot Tercorian, and only from Alien Biogel found on Mothership Zeta, making it extremely hard to find Found only on Mothership Zeta; 5 SIZ Food
0%
+0
and -5 to Spot, Listen and Sense for 2 additional days N/A
0%
+0
N/A
.05
25
0%
+0
N/A
.5
1
.05
25
Alien Worm Food Alprazolam
-
Found only on Mothership Zeta; 5 SIZ Food
0%
+0
N/A
.5
1
4 Hours
20%
+30
Benzo Withdrawal: -3 STR and CON, for two Months
.05
25
Amphetamine
4 Hours
25%
+30
-10 to all perception skills until cured
.05
20
Ant Egg
-
0%
+0
N/A
.5
4
Ant Meat
2 Hours
0%
+0
N/A
.5
4
Ant Nectar
4 Hours
5%
+7
-2 STR
.25
20
Ant Nectar, Fire
4 Hours
0%
+8
-2 STR
.25
20
Ant Pheromones, Queen Ant Pot Pie
4 Hours
0%
+0
N/A
1.0
75
0%
+0
N/A
.5
5
AntAgonizer Nectar
10 minutes
A pre-War benzodiazepine; adds +4 Phantom HP (add to total before dividing by location), and reduces Fire Damage by 25%; -2 INT and DEX, and an additional +20% DEX Rank cost to all actions for the 4 hour duration; all benzodiazepines share Addiction Chance and Cumulative Addiction Chance An oral dose of slow release pre-War Amphetamine; adds +3 Action points per Round for 4 hours, and increases concentration, add INT +15 to all Repair - X and Science X skills during that time Recognized on a successful Woodcraft check; 3 SIZ of Food; Adds 3 Rads On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 50% in Survival - Wasteland (in addition to that rolled for the carcass); 5 SIZ of Food; Adds 3 Rads; -1 STR Recovered from a dead Giant Ant on a successful Woodcraft check; +4 STR, but -2 INT and -10 to CHA/Social Interaction skills Recovered from a dead Giant Fire Ant on a successful Woodcraft check; +4 DEX and 25% Fire Resistance, but -3 INT Recovered from a dead Queen Ant on a successful Woodcraft check; +15 CHA/Social Interaction skills, -3 INT, -15 Spot, Listen, Sense and Insight Created by a person with a Food Prep of 50% using a Working Stove and a Metal Cooking Pan to combine one Ant Egg, one Ant Meat, and Flour to make an Ant Pot Pie; acts as 10 SIZ of Food; adds 2 Rads; the recipe is known to Lucy West, and is one of her specialties Created from 3 Ant Nectar and a dose of Buffout by Tanya Christoff, the AntAgonizer. +2 CON, +6 STR and +6 Phantom Hit Points, but reduces INT by -1 and CHA by -5 for the duration. Each dose within a 1 hour period increases the Addiction chance by 15%.
10%
+15
Buffout Withdrawal combined with Ant Nectar Withdrawal: Addiction takes hold after 2days; -2 CON,
.5
250
-
Anthropoid Syrum
10 Hours
Antidote
2 Minutes
Antivenom
-
Antivenom, Datura
-
Apple, Fresh
-
Aspirin
4 Hours
Atomic Chocolate Frosted Sugar Bombs
1 Hour
Atomic Cocktail
2 Minutes
Created by Moira Brown, this “Syrum” (Syrup and Serum) is made from 1 Rad-X and 1 Ant Nectar; For 10 hours, the user reduces damage from fire by 30%, Rads/DEX Rank by 30%, and adds +30 to Resistance checks agains poisons and toxins, as well as gaining a +2 to STR Created by a person with 25% in Survival - Wasteland using a Working Stove, Campfire, or Electric Hot Plate to cook down a Rad Scorpion Poison Gland in an Empty Bottle or other, similar container over a low heat for 8 hours; Instantly stops continuous damage and other effects from Rad Scorpion (all variants, including Bark Scorpions) stings, and reduces damage already caused by the poison by 25%, plus 25% per minute for two minutes (75% reduction in all) Created by a person with 40% in Survival - Wasteland using a Working Stove, Campfire, or Electric Hot Plate to combine Nightstalker Blood and two Rad Scorpion Poison Glands in two Empty Bottles or other, similar containers; Instantly stops continuous damage and other effects from poison from any animal or arthropod; Two doses are created, and the price is per unit Instantly stops continuous damage and other effects from poison of any kind; Created by a person with 25% in Survival - Wasteland using a Working Stove, Campfire, or Electric Hot Plate to combine Broc Flower, Sacred Datura Root, Spore Plant Pods, and Xander Root in an Empty Bottle or other, similar container Only grown hydroponically in areas with sufficient technology; 3 SIZ of Food; 2 SIZ of Water Minor pain relief; Add +1 to CON for purposes of CON checks when a location is Crippled, and ignore 5 points of the skill penalty associated with Crippled Limbs Moira Brown manufactures these by combining 1 package of Sugar Bombs, 1 package of Fancy Lad Snack Cakes – Chocolate, and 1 Dirty Water; Reduce DEX Rank cost of all actions by 25% for 1 hour, and act as 5 SIZ of Food; Adds 15 Rads Four doses can be created by a person with a Science Chemistry of 25% using a Working Stove, Campfire, or
5%
+20
-3 DEX, -4 STR for 1 Week Withdrawal – Ant Nectar (-2 STR)
0%
+0
N/A
1.0
50
0%
+0
N/A
1.0
25
0%
+0
N/A
1.0
50
0%
+0
N/A
1.0
5
0%
+0
N/A
.05
5
0%
+0
N/A
1.0
25
0%
+0
N/A
1.0
25
.5
20
Atomic Super Apples
1 Hour
Banana Yucca Fruit
-
Banana Yucca Fruit, Irradiated
-
Barrel Cactus Fruit
2 Hours
Barrel Cactus Fruit, Irradiated
2 Hours
Electric Hot Plate to combine a bottle of Nuka-Cola Victory, a Bottle of Vodka, and a dose of Mentats, along with two Empty Bottles or other suitable containers; Each dose reduces the imbiber's damage from Fire/Heat and Energy Weapons by 25% for 2 minutes, but adds 9 Rads; Each bottle adds 1 Cap; Dehydrating, requires 3 SIZ of Water to counteract Created by Moira Brown of Megaton; Dandy Boy Apples rehydrated with water from the Megaton crater; 3 SIZ of Food; Reduce DEX Rank cost of all actions by 10% for 1 Hour On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; each plant found will have 1d3+1 ripe fruit from March to June; each fruit provides 2 SIZ of Food, 3 SIZ of Water; Dried fruits are 2 SIZ of Food, and must be rehydrated for use On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; each plant found will have 1d3+1 ripe fruit from March to June; each fruit provides 2 SIZ of Food, 3 SIZ of Water, and adds 10 Rads; Dried fruits are 2 SIZ of Food, add 6 Rads, and must be rehydrated for use On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; each plant found will have 1d3+1 ripe fruit; each fruit provides 1 SIZ of Food, 3 SIZ of Water; -1 CON On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; each plant found will have 1d3+1 ripe fruit; each fruit provides 1 SIZ of Food, 3 SIZ of
0%
+0
N/A
1.0
5
0%
+0
N/A
.5
6
0%
+0
N/A
1.0
3
0%
+0
N/A
.2
5
0%
+0
N/A
.2
2
Barrel Cactus Water
-
Battle Brew
4 Hours
Beer
4 Hours
Beer, Atom’s Blessing Pale Ale
1 Hour
Water; Adds 10 Rads; -1 CON On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; A single cactus contains 1d4+1 x 2000 SIZ of water, but defends this bounty behind stout walls lined with spears; In addition to the hard skin and spines of the cactus, the flesh is spongy, and retrieving the water takes a great deal of work; each hour spent working the flesh of the cactus recovers SIZ of water equal to the character's Woodcraft skill, as long as sufficient containers are available to hold it; Barrel Cactus Water is considered Dirty Water Created by a person with a Survival - Wasteland of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Mutant Cave Fungus, Salient Green and Vodka; Battle Brew adds +1 STR and +10 phantom HP (add to HP total, then divide as normal to determine location HP) at the cost of -1 INT for four hours; It also adds -80% to DEX Rank costs for all actions; Dehydrating, requires 7 SIZ of Water to counteract; The drug is almost unheard of in the Capitol Wasteland, with only Doc Hoff having any idea of its existence, though he has never made it himself; What few samples have been available were brought by traders and members of the Enclave when they arrived from the West Coast; 1 dose per bottle Beer adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; 1 dose per bottle
Atom’s Blessing Pale Ale +1 STR, +5 to Initiative, and reduces the DEXRank cost of all actions by 50%, at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; Adds 7 Rads per DEX Rank for 10 DEX Ranks; 1 dose per bottle; Manufactured by Moira Brown of Megaton after her completion of the Wasteland Survival Guide; Cannot be
0%
+0
N/A
V
V
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
150
5%
+20
1.0
2
5%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
3
Beer, Cold
4 Hours
Beer, Craterside Red Ale
4 Hours
Beer, Fresh
4 Hours
Beer, Irradiated
combined with other Chems/Foods that reduce DEX Rank costs Beer adds +1 STR and +20 to Charisma and social interaction skills at the cost of -3 INT; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; 1 dose per bottle
5%
+20
Craterside Red Ale adds +1 INT and +15 to Charisma and social interaction skills at the cost of -3 CON; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; 1 dose per bottle; Manufactured by Moira Brown of Megaton after her completion of the Wasteland Survival Guide; Cannot be combined with any form of Mentats Beer adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; 1 dose per bottle; Found in the Friendship Asylum in 2077
5%
+20
5%
+20
4 Hours
Beer adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; Adds 10 Rads; 1 dose per bottle
5%
+20
Beer, Gamma Gulp
4 Hours
Gamma Gulp Beer adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT, and glows in the dark in the same way that Quantum Cola does; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; 1 dose per bottle
5%
+20
Beer, Moriarty Irish Stout
2 Hours/ 4 Hours
5%
+20
Beer, XXXXX
4 Hours
Moriarty Irish Stout adds +2 STR and +15 to Charisma and social interaction skills for 2 hours at the cost of -1 INT for 4 hours; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; 1 dose per bottle; Manufactured by Moira Brown of Megaton after her completion of the Wasteland Survival Guide; Cannot be combined with Buffout XXXXX Beer comes in odd-shaped brown bottles with
20%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
2
1.0
4
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
20
1.0
2
1.0
5
1.0
5
Alcohol
1.0
2
Spanish labeling; It adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT and -10 to all Perception skills; Each bottle adds 1 Cap; Dehydrating, requires 2 SIZ of Water to counteract; 1 dose per bottle Big Bloody Steak
2 Hours
Bighorner Meat
-
Bighorner Steak
2 Hours
Bitter Drink
18 Minutes
Black Blood Sausage
4 Hours
Black Coffee
1 Hour
Created by a person with a Food Prep of 55% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Brahmin Meat; Makes two steaks, each at 5 SIZ Food; +1 STR for two Hours and adds 1 Rad On a successful Woodcraft check, one piece of Meat can be recovered from the carcass of a Bighorner; one additional Meat can be recovered for each 25% in Survival - Wasteland (in addition to that rolled for the carcass); 10 SIZ of Food; Adds 3 Rads Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Bighorner Meat; 15 SIZ Food; +1 STR for two Hours and adds 2 Rads; the recipe is known to Lucy West, and is one of her specialties Created by a person with a Survival - Wasteland of 15% using a Working Stove, Campfire, or Electric Hot Plate to combine a Broc Flower and Xander Root in an appropriate Empty Bottle; When consumed, the imbiber will heal 1 HP per Round for the next 18 minutes (72 rounds); This will not restore Crippled Limbs, but will heal the HP Damage that caused them to become Crippled Created by a person with a Survival - Wasteland of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Blood Sausage, Mutant Cave Fungus, Wine, and Xander Root; this counts as 5 SIZ of Food, heals 2 HP per round for 10 rounds, and for 4 Hours, grants the character 5 Phantom Hit Points (add to total and divide as normal to determine HP by location) Created by a person with a Food Prep of 20% using a Working Stove, Campfire, or Electric Hot Plate to combine Coyote Tobacco Chew and Honey Mesquite Pod in a Coffee Pot with Purified Water, which is then poured into a Coffee Mug; 1 SIZ of Food; Adds +20 to Resistance checks vs. Sleep; +2 INT, -1 DEX; Dehydrating, requires 1 SIZ of Water to counteract; the recipe is known to Lucy West, and is one of her specialties
0%
+0
Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
0%
+0
N/A
1.0
5
0%
+0
N/A
.8
5
0%
+0
N/A
1.0
1
0%
+0
N/A
.5
70
0%
+0
N/A
.02
5
1.0
30 (15 each)
Blamco Mac & Cheese Blamco Mac & Cheese, Fresh Blamco Mac & Cheese, Irradiated Blind Willie's Bathtub Gin
-
4 SIZ of Food; Adds 3 Rads
0%
+0
N/A
.5
5
4 hours
4 SIZ of Food; adds +5 ENC to the user's base Carry Capacity 4 SIZ of Food; Adds 10 Rads
0%
+0
N/A
.5
30
0%
+0
N/A
.5
2
20%
+20
5
-
0%
+0
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
1.0
Bloatfly Honey
.2
10
Bloatfly Meat
2 Hours
0%
+0
N/A
1.0
4
Bloatfly Slider
-
0%
+0
N/A
.5
4
Blood Pack
-
0%
+0
N/A
1.0
5
Blood Pudding
4 Hours
0%
+0
N/A
.5
5
Blood Sausage
4 Hours
A post-War alcohol created on an industrial scale. It adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT and -10 to Perception skills; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; adds 6 Rads per drink; 8 Shots (doses) per bottle On a successful Woodcraft check, one unit of Bloatfly Honey can be extracted from a Bloatfly corpse; 5 SIZ Food; Adds 2 Rads On a successful Woodcraft check, one Bloatfly Meat can be recovered from a Bloatfly carcass; one additional Meat can be recovered for each 50% in Survival - Wasteland (in addition to that rolled for the carcass); 5 SIZ of Food; Adds 3 Rads; -1 STR Created by a person with a Food Prep of 20% using a Working Stove, Campfire, or Electric Hot Plate to combine Bloatfly meat and two Prickly Pear Fruit; 5 SIZ Food and 2 SIZ Water; Adds 1 Rad; With each full 50% in Food Prep, another Slider can be created from the same ingredients, for a potential of 3 Sliders (15 SIZ of Food and 6 SIZ of Water) Heals 1 HP under normal circumstances, and significantly more with the Hematophage Perk (+3 HP per Level, up to a maximum of 10 HP) Created by a person with a Survival - Wasteland of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine one Blood Pack, one Insta-Mash, one Sugar Bombs, and one Xander Root; this counts as 5 SIZ of Food, for 4 Hours, grants the character 8 Phantom Hit Points (add to total and divide as normal to determine HP by location); the recipe is known to Brianna, of the Family, who will share it with the party Found as a result of the "Them's Good Eatin'" perk or created by a person with a Survival - Wasteland of 25%
0%
+0
N/A
.25
35
-
4 Hours
Blood Shield
1 Hour
Boar Meat Bolt Cola
2 Hours
Booze
4 Hours
Brahmin Cheese Brahmin Jerky
-
Brahmin Meat
2 Hours
Brahmin Steak
2 Hours
-
using a Working Stove, Campfire, or Electric Hot Plate to combine Animal Blood or a Blood Pack, Flour and Xander Root; this counts as 5 SIZ of Food, heals 1 HP per round for 10 rounds, and for 4 minutes, boosts the character's maximum HP by 2 (add to total and divide as normal to determine HP by location) Created by a person with a Survival - Wasteland of 35% using a Working Stove, Campfire, or Electric Hot Plate to combine Barrel Cactus Fruit, Cave Fungus, and a Spore Plant Pod in an Empty Bottle or appropriate container; The concoction cures 1 HP per DEX Rank for 6 DEX Ranks, and adds +50 to Resistance rolls against poison for 1 Hour 8 SIZ of Food; adds 5 Rads Second-place brand of cola sold in the pre-War Capitol, Bolt was sold as the hip, new cola compared to stodgy old Nuka Cola; the ad campaign failed, however, and Bolt ended up as a Nuka Cola brand, sold as an "energy drink" with more caffeine and sugar than regular Nuka Cola; Bolt adds +2 Initiative and Fatigue Points, and +1 Phantom HP to all locations, while reducing the imbiber's RAD count by 5 Rads; Dehydrating, requires 1 SIZ of Water to counteract
0%
+0
N/A
.5
50
0% 10%
+0 +10
.5 .5
5 30
Fermented plant material of unknown origin, sold in old, pre-War bottles, this could be a whiskey or a rum, or even a tequila, but it is potent, and it does the job; Adds +1 STR and +5 to CHA and Social Interaction skills, with a -1 INT; Each bottle adds 1 CAP; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle 4 SIZ Food; Reduces Rads by 2 per dose
10%
+20
1.0
10
0%
+0
N/A Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
.5
10
Created by a person with a Food Prep of 25% using a Working Stove or Campfire to dehydrate a piece of Brahmin Meat; 10 SIZ of Food; Adds 2 Rad On a successful Woodcraft check, one Brahmin Meat can be recovered from a Brahmin carcass; one additional Meat can be recovered for each 20% in Survival Wasteland (in addition to that rolled for the carcass); 10 SIZ Food; Adds 2 Rads; -1 STR Created by a person with a Food Prep of 35% using a
0%
+0
N/A
.5
10
0%
+0
N/A
1.0
5
0%
+0
N/A
.8
5
Brahmin Stew
2 Hours
Brahmin Stew, Moira’s
-
Brahmin Wellington
-
Brain -Blast Pills
4 Hours
Broc Flower
-
Bubblegum Bubblegum, Fresh Buffalo Gourd Seeds
10 Minutes -
Buffout
4 Hours
Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Brahmin Meat; 10 SIZ Food; +1 STR for two Hours and adds 2 Rads Created by a person with a Food Prep of 75% using a Working Stove, Campfire, or Electric Hot Plate and a Pot to cook two Beers, Brahmin Meat, a Fresh Potato, and Jalapeño Pepper; 16 SIZ Food; +1 STR for two Hours Created by Moira Brown, this combines Brahmin Meat and a Megaton Potato with one Beer; Two servings result, each providing 6 SIZ Food and adding 2 Rads Created by a person with a Food Prep of 80% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to combine Ant Egg, Brahmin Meat and Blamco Mac & Cheese; 20 SIZ Food Pre-War brain enhancers, Brain-Blast Pills were the main competitor for Mentats; the pills grant the user a +3 INT, +15 to all Perception skills, and +10 to Persuade and Perform - Oratory for 4 hours; Only one bottle is found in the Capitol Wasteland, at the Super Duper Mart On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; Each flower counts as 1 SIZ of Food; When gathered in the wild, a Survival - Wasteland skill of 50% allows the gathering of a second flower, and a 100% allows the gathering of up to 3 such flowers from each plant 1 SIZ of Food; Adds 1 Rad 2 SIZ of Food; Adds +5 to CHA for 10 Minutes; extremely rare On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; Each handful of seeds counts as 2 SIZ of food; When harvesting the seeds, a single plant gives up 2 SIZ of seeds, +2 SIZ for each full 50% in Survival - Wasteland +3 CON, +2 DEX, +2 STR, +6 HP
0%
+0
N/A
.8
5
0%
+0
N/A
.5
5
0%
+0
N/A
.8
5
5%
+30
.1
25
0%
+0
-3 INT and -20 to all perception and personal interaction skills for one week N/A
.01
3
0% 0%
+0 +0
N/A N/A
.2 .2
1 10
0%
+0
N/A
.2
2
10%
+15
Addiction takes hold after
.05
20
Buffout, Filtered
10Hours
Moira Brown’s special formulation created by filtering a liquid suspension of Buffout to remove some of the negative affects; +2 CON, +1 STR, +5 HP
3%
+15
Burned Bits of Meat
-
0%
+0
Burned Chunk of Meat
-
0%
+0
Burned Hunk of Meat
-
0%
Cap'n Stinky's Beef Jerky - Dill Pickle Flavor
4 Hours
Caravan Lunch
-
Carrot, Fresh
-
Cat Food Cateye
2 Hours
Cave Crayfish
4 Hours
Created by a person with a Food Prep of 15% using a Working Stove, Grill, or Campfire to cook any Meat of any SIZ, as long as at least 2 SIZ of meat is used; 2 SIZ of Food; adds 2 Rads Created by a person with a Food Prep of 15% using a Working Stove, Grill, or Campfire to cook any Meat of SIZ 3 or greater; 3 SIZ of Food; adds 2 Rads Created by a person with a Food Prep of 15% using a Working Stove, Grill, or Campfire to cook any meat of SIZ 4 or greater; 4 SIZ of Food; adds 3 Rads Large bag of pre-War beef jerky, artificially flavored to taste like dill pickles; 8 SIZ Food; adds +2 CON and +1 STR, +3 to Special/Critical success range, and +1d6 to DB for 4 Hours Created by a person with a Food Prep of 30% using a Working Stove, Campfire, or Electric Hot Plate to combine a package of Cram, Insta-Mash and Pork and Beans in a Lunch Box; Counts as 20 SIZ of Food and 3 SIZ of Water, making it a day's worth of food rations for almost any human Only grown hydroponically in areas with sufficient technology; 3 SIZ of Food; 2 SIZ of Water Pre-War Cat Food; 5 SIZ of Food; Adds 3 Rads On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; A single plant contains enough leaves for 1 dose; Reduces Darkness Penalties by 1/2. No effect in Total Darkness. -10 to Spot in normal lighting conditions where fine detail is a factor. Found in natural caves with significant standing water; act as 1 SIZ Food, and raise STR by +2 for 4 Hours; If
2days; -2 CON, -3 DEX, -2 STR for 1 Week Addiction takes hold after 2days; -2 CON, -3 DEX, -2 STR for 1 Week N/A
.05
30
.1
5
N/A
.1
8
+0
N/A
.1
10
0%
+0
N/A
.4
30
0%
+0
N/A
.5
20
0%
+0
N/A
1.0
5
0% 0%
+0 +0
N/A May trigger randomly, even under normal lighting conditions (10% chance per hour)
1.0 .05
5 20
0%
+0
N/A
.25
30
Cave Fish, Small
4 Hours
Cave Fungus Azure
20 Minutes
Cave Fungus Gold
3 Minutes
Cave Fungus Green
-
gathered by PCs, one Crayfish is found for each 20 points the gatherer of the Crayfish has in Survival - Wasteland, which takes 10 minutes per Crayfish Found in natural caves with significant standing water; two Fish act as 1 SIZ Food, and raise DEX by +2 for 4 Hours, while one Fish raises DEX by +1 for 4 Hours; If gathered by PCs, one Fish is found for each 15 points the gatherer of the Fish has in Survival - Wasteland, which takes 10 minutes per Fish; price and weight are per Fish Azure Cave Fungus eliminates all Crippled Limb penalties for 20 minutes, and acts as 3 SIZ of Food; Price and weight is for processed Fungus; If gathered by PCs, +1 SIZ of Food is found for each 17 points the gatherer of the Fungus has in Survival - Wasteland, with each 3 SIZ counting as a unit; the Fungus is usually rendered down to a liquid concentrate that is carried in bottles; this requires a Woodcraft of 50% or higher and access to a Campfire, Electric Hotplate, or Working Stove, Small Stock Pot, an Empty Bottle, and a Bottlecap Gold Cave Fungus generates a Stealth Field (Hide is at 100%, Stealth at 75%), and increases Special/Critical success range by +5, for 3 minutes, and acts as 3 SIZ of Food; Price and weight is for processed Fungus; If gathered by PCs, +1 SIZ of Food is found for each 17 points the gatherer of the Fungus has in Survival Wasteland, with each 3 SIZ counting as a unit; the Fungus is usually rendered down to a liquid concentrate that is carried in bottles; this requires a Woodcraft of 50% or higher and access to a Campfire, Electric Hotplate, or Working Stove, Small Stock Pot, an Empty Bottle, and a Bottlecap Green Cave Fungus reduces Rads by -10 when consumed, and acts as 3 SIZ of Food; Price and weight is for processed Fungus; If gathered by PCs, +1 SIZ of Food is found for each 17 points the gatherer of the Fungus has in Survival - Wasteland, with each 3 SIZ counting as a unit; the Fungus can be rendered down to a liquid concentrate that is carried in bottles; this requires a Woodcraft of 50% or higher and access to a Campfire, Electric Hotplate, or Working Stove, Small Stock Pot, an
0%
+0
N/A
.10
10
0%
+0
N/A
1.0
100
0%
+0
N/A
1.0
100
0%
+0
N/A
1.0
50
Cave Fungus, Mutant
-
Cave Fungus Scarlet
4 Hours
Cazador Egg Centaur Tongue
3 Hours
Ceremonial Herbs
20 Minutes
Chocolate Chip Cookies
15 Minutes
Cigarette
1 Hour
Clam Chowdah Clonazepam
4 Hours
Empty Bottle, and a Bottlecap 2 SIZ of Food; Adds +2 Rads; A Woodcraft check allows one unit to be found, plus one unit for each 50% of the character's Survival - Wasteland skill Scarlet Cave Fungus reduces current Rads by 50, reduces Rads/DEX Rank by 8 for 4 Hours, and acts as 3 SIZ of Food; Price and weight is for processed Fungus; If gathered by PCs, +1 SIZ of Food is found for each 17 points the gatherer of the Fungus has in Survival Wasteland, with each 3 SIZ counting as a unit; the Fungus is usually rendered down to a liquid concentrate that is carried in bottles; this requires a Woodcraft of 50% or higher and access to a Campfire, Electric Hotplate, or Working Stove, Small Stock Pot, an Empty Bottle, and a Bottlecap 3 SIZ of Food; Adds 3 Rads 2 SIZ of Food; reduces Rads/DEX Rank by 4 for 3 Hours; adds 5 Rads Ceremonial Herbs can be made by anyone with a Survival - Wasteland of 20%, using a Working Stove, Campfire, or Electric Hot Plate to combine Broc Flower, Cave Fungus, and Xander Root; When ingested, it allows the user to ignore penalties from Crippled limbs and adds +1 to the user's POW, but reduces the user's INT by -1 during that time Packaged pre-War Chocolate Chip Cookies, they have an aroma and taste that makes you wonder if they are addictive; they add +1d3 Initiative for 15 minutes, and recovers 1d3 Fatigue; 1 SIZ of Food per pack +5 to all Spot, Listen, Sense and Insight rolls; price is for purchase only, as Merchants will not buy single cigarettes
4 SIZ Food; Adds 3 Rads A pre-War benzodiazepine; adds +4 Phantom HP (add to total before dividing by location); -1 DEX, an additional +20% DEX Rank cost to all actions, a and -15 to Firearms skills for the 4 hour duration; all benzodiazepines share Addiction Chance and Cumulative Addiction Chance
0%
+0
N/A
1.0
50
0%
+0
N/A
1.0
100
0% 0%
+0 +0
N/A N/A
1.0 .3
4 8
0%
+0
N/A
.3
20
0%
+0
N/A
.05
20
10%
+30
. 001
1
0% 20%
+0 +30
Tobacco Addiction: -5% to Charisma and all personal interaction and perception skills N/A Benzodiazepine Addiction:
.05 .05
5 25
Cocaine
10 Minutes
Pre-War aerosolized preparation of Coca extract; Adds +3 to DEX and -20% to DEX Rank cost for all actions for 10 minutes, but causes 2 points of damage to the head
25%
.30
.05
40
+0
Cocaine Addiction: -15 to CHA and all social interaction skills N/A
Cocktail Mix, Blue Illusion
-
0%
Cocktail Mix, Sunrise
-
Coffee, A Cuppa Joe House Blend
1 Hour
A pre-packaged mix for the Blue Illusion Cocktail, meant to be mixed with Vodka; flavored with coconut, pineapple, melon and orange, it is a poor substitute for the flavored liquors that make up a true Illusion cocktail A pre-packaged mix for the Sunrise Cocktail, meant to be mixed with Tequila; flavored with sugar, pomegranate and orange, it is a poor substitute for the fresh orange juice that makes up a true Sunrise cocktail Pre-packaged black coffee in a 16oz can; 1 SIZ of Food; Adds +40 to Resistance checks vs. Sleep for one hour, and recovers 2 Fatigue; Dehydrating, requires 1 SIZ of Water to counteract
.05
5
0%
+0
N/A
.05
5
10%
+10
.5
5
Pre-War ground coffee, used for making Coffee, Pre-War; one can contains enough grounds for 8 pots/96 cups
10%
+10
.5
15
Pre-War ground coffee, used for making Coffee, Pre-War; one can normally contains enough grounds for 8 pots/96 cups; sadly, this one is nearly empty, with just enough grounds for 1/2 a cup; found over the sink in Farpost Hollow
10%
+10
Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and
Coffee, Canned
-
Coffee, McGregors
-
.5
1
Coffee, Pre-War
1 Hour
Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate to cook Coffee in a Coffee Pot with Purified Water, which is then poured into a Coffee Mug; 1 mug is 1 SIZ of Food; Adds +40 to Resistance checks vs. Sleep; multiple cups add to duration, using a x2 progression (2 cups for a second hour, 4 cups for a third), with a maximum working duration of Con/4 hours; Dehydrating, requires 1 SIZ of Water to counteract each cup
10%
+10
Coldturkene
-
0%
+0
Cooked Abomination Burgers Cooked Animal Leg
-
0%
+0
0%
Cooked Arthropod Meat
-
Cooked Flank Steak
-
Cooked Ghoul Giblets
-
Cooked Loin of Beast
-
Coyote Meat
2 Hours
Coyote Steak
-
Administered over 24 hours, it cures any addiction and removes any temporary side effects Created by a person with a Food Prep of 30% using a Working Stove, Campfire, or Electric Hot Plate to cook 5 SIZ of any Meat; 5 SIZ of Food; adds 2 Rads Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate to cook any Meat SIZ 4 or greater; 4 SIZ of Food; adds 2 Rads Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate to cook any Mirelurk/Insect/Scorpion Meat SIZ 5 or greater; 5 SIZ of Food; adds 3 Rads Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate to cook any Meat SIZ 6 or greater; 6 SIZ of Food; adds 3 Rads Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate to cook Ghoul Meat; 4 SIZ of Food; adds 18 Rads Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate to cook any Meat SIZ 5 or greater; 5 SIZ of Food; adds 3 Rads On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 25% in Survival - Wasteland (in addition to that rolled for the carcass); 7 SIZ of Food; Adds 3 Rads; -2 STR Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Pan
all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills N/A
-
.25
2
.1
75
N/A
.1
10
+0
N/A
.1
10
0%
+0
N/A
.1
10
0%
+0
N/A
.1
10
0%
+0
N/A
.1
10
0%
+0
N/A
.1
10
0%
+0
N/A
1.0
4
0%
+0
N/A
1.0
4
Coyote Tobacco Chew
4 Hours
Cram Cram, Irradiated Crispy Squirrel Bits
-
Crunchy Mutfruit
-
Crunchy Mutfruit, Irradiated
-
Dandy Boy Apples Dandy Boy Apples, Irradiated Datura Hide
to cook Coyote Meat; 7 SIZ Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties +1 Fatigue, +1 Initiative and +5 to all Spot, Listen, Sense and Insight rolls
10%
+30
.05
1
+0 +0
Tobacco Addiction: -5% to Charisma and all personal interaction and perception skills N/A N/A
10 SIZ of Food; Adds 3 Rads 10 SIZ of Food; Adds 10 Rads
0% 0%
1.0 1.0
5 2
-
Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Squirrel Meat; 5 SIZ of Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties On a successful Woodcraft check, one tree can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (flat terrain with several inches of soil, steady supply of water); one additional tree can be found for each 25% in Survival - Wasteland; Mutfruit can be found from September through December, and, if kept in a cool, dry place or refrigerator, will stay relatively fresh throughout the year; 5 SIZ of Food; Adds 2 Rads On a successful Woodcraft check, one tree can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (flat terrain with several inches of soil, steady supply of water); one additional tree can be found for each 25% in Survival - Wasteland; Mutfruit can be found from September through December, and, if kept in a cool, dry place or refrigerator, will stay relatively fresh throughout the year; 5 SIZ of Food; Adds 10 Rads 3 SIZ of Food; Adds 3 Rads
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
5
-
3 SIZ of Food; Adds 10 Rads
0%
+0
N/A
1.0
2
1 Hour
Created by a person with a Survival - Wasteland of 25% using a Workbench to combine 4 Sacred Datura Roots and a tube of Wonderglue into an Empty Bottle or other suitable container; When the ointment that results is
0%
+0
N/A
.5
20
Daturana
30 Minutes
Deathclaw Blood
10 Hours
Deathclaw Meat
10 Hours
Desert Salad
-
Dextromethorp han
4 Hours
Diazepam
4 Hours
rubbed into the skin, it hardens, providing 1/1/1 AP to any covered locations; one bottle allows 20 Pips to be covered Created by a person with a Survival - Wasteland of 65% using a Working Stove, Campfire, or Electric Hot Plate to combine Purified Water, Flour and Sacred Datura Root; With the minimum necessary Survival - Wasteland skill, the concoction has the following effect: Heal up to 7 HP, and up to 4 HP per location of Crippled Limbs, add +1d2 to Brawling/Unarmed DB for 30 minutes, and reduce DEX by 4 for the same period; For each 20 points in Survival Wasteland above 60, add +1 HP to the Heal effect, +1 HP to the HP per Crippled Limb effect, and +1 pip to the DB die, but reduce DEX by -1 12 SIZ of Food; adds +2 STR, Initiative, and Fatigue, for 10 Hours, but reduces INT by -2 for the same duration; harvesting the blood requires a container large enough to hold it, such as 2 Water/Soda/Whiskey bottles, or one Large Whiskey/Vodka/Scotch bottle 12 SIZ of Food; causes 6 HP Damage to anyone who consumes it, but adds +5 to DB for 10 Hours; adds 50 Rads Created by a person with a Food Prep of 65% using a Working Stove, Campfire, or Electric Hot Plate to combine Barrel Cactus Fruit, Brahmin Steak and Pinyon Nuts in a Pan; 16 SIZ of Food and 8 SIZ of Water Causes Dissociation (Auditory Hallucinations, Hallucinatory Blindness, inability to initiate action) on a failed Resistance vs. POT 10, -2 DEX, -10 to all Perception skills, Carry +10 ENC
A pre-War benzodiazepine; reduces Fatigue by 4; adds +2 Phantom HP (add to total before dividing by location); -2 Initiative and -15 to Firearms skills for the 4 hour duration; all benzodiazepines share Addiction Chance and
0%
+0
N/A
.1
30
0%
+0
N/A
1.0
30
0%
+0
N/A
1.0
15
0%
+0
N/A
.2
5
10%
30%
.01
20
20%
+30
Dextromethorph an Addiction: -5% to CHA and all personal interaction skills; RR vs. POT 10 every 4 hours of Sleep to avoid insomnia; -5 to Fatigue Benzodiazepine Addiction:
.05
25
Dog Meat
2 Hours
Dog Steak
-
Dog Meat Stew
-
Dr. Moira’s Miraculous UltraPak
20 Minutes /10 Rounds
Fancy Lads Snack Cakes Fancy Lads Snack Cakes
-
Cumulative Addiction Chance On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 33% in Survival - Wasteland (in addition to that rolled for the carcass); 7 SIZ of Food; Adds 3 Rads; -1 STR Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Dog Meat; 7 SIZ Food; Adds 3 Rads Created by a person with a Food Prep of 25% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Dog Meat and Pork and Beans; 12 SIZ Food; Adds 2 Rads; the recipe is known to Lucy West, and is one of her specialties Moira Brown’s experimental concoction that heals, stimulates, and chelates; anyone can use the UltraPak to provide phantom HP equal to 1 HP per DEX Ranks, for 5 DEX Ranks (5 HP total), decrease the DEX Rank cost of all actions by 20% (for 10 Rounds), and reduce the patient’s Rads by 50; these "phantom" HP only last 20 minutes, but should allow for regular medical treatment during that time; If the person administering the UltraPak has medical training, the UltraPak is much more effective; Using First Aid, a successful check while using an UltraPak makes two of these HP permanent, successful EMT makes three of these HP Permanent, and successful Trauma Medicine makes all five permanent, and reduces Rads by 65; if the person administering the UltraPak has a 50% or better in the appropriate skill, they increase the amount healed by the UltraPak, both temporary and permanent (7 temp, and 3 perm for First Aid, 5 perm for EMT and 7 perm for Trauma Medicine), and reduce Rads by 80; With a 100% in the appropriate skill, the HP is increased again (10 temp, with 6 perm for First Aid, 8 perm for EMT and all 10 perm for Trauma Medicine), while Rads are reduced by 100; Each UltraPak used produces a Used Hypo, ready to be refilled 3 SIZ of Food; Adds 3 Rads Looks like ordinary Fancy Lad Snack Cakes; a hard Spot check reveals that the package has been opened and
0%
+0
N/A
1.0
1
0%
+0
N/A
1.0
4
0%
+0
N/A
1.0
5
1%
+10
N/A
.1
100
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
25
(Razor Blades)
Fancy Lads Snack Cakes, Fresh Fancy Lads Snack Cakes, Irradiated Fancy Lads Snack Cakes, Berry Fancy Lads Snack Cakes, Berry, Fresh Fancy Lads Snack Cakes, Chocolate Fancy Lads Snack Cakes, Chocolate, Fresh Fancy Lads Snack Cakes, Citrus Fancy Lads Snack Cakes, Citrus, Fresh Fancy Lads Snack Cakes, Custard, Fresh Fancy Lads Snack Cakes, Fudge Fancy Lads Snack Cakes, Fudge, Fresh Fancy Lads Snack Cakes, Gift Box Fancy Lads
1 Hour
resealed; the cakes contain razor blades, and, if eaten unaware, will cause 5 points of damage to the head, and Bleeding for 12 rounds without treatment 3 SIZ of Food; adds +3 to LUCK
0%
+0
N/A
1.0
100
-
3 SIZ of Food; Adds 10 Rads
0%
+0
N/A
1.0
2
1 Hour
3 SIZ of Food; Adds 3 Rads; Reduces Rads/DEX Rank by -1
0%
+0
N/A
1.0
20
1 Hour
3 SIZ of Food; Adds 3 Rads; Reduces Rads/DEX Rank by -2
0%
+0
N/A
1.0
100
1 Hour
3 SIZ of Food; Adds 3 Rads; +5 to Special/Critical range with all attacks
0%
+0
N/A
1.0
20
1 Hour
3 SIZ of Food; +10 to Special/Critical range with all attacks
0%
+0
N/A
1.0
100
1 Hour
3 SIZ of Food; Adds 3 Rads; +1 to DEX
0%
+0
N/A
1.0
20
1 Hour
3 SIZ of Food; +2 to DEX
0%
+0
N/A
1.0
100
1 Hour
3 SIZ of Food; +20 to EMT, First Aid, Physician, Surgery and Trauma Medicine
0%
+0
N/A
1.0
100
1 Hour
3 SIZ of Food; Adds 3 Rads; +1 to INT
0%
+0
N/A
1.0
20
1 Hour
3 SIZ of Food; +2 to INT
0%
+0
N/A
1.0
100
Special
An assortment box of three flavors of Fancy Lad Snack Cakes; one pack of Chocolate, one of Fudge, and one limited edition Secret Recipe; all are Fresh 3 SIZ of Food; Adds 3 Rads; +1 Phantom Hit Point
0%
+0
N/A
1.5
300
0%
+0
N/A
1.0
20
1 Hour
Snack Cakes, Mixed Fancy Lads Snack Cakes, Mixed, Fresh Fancy Lads Snack Cakes, Secret Recipe
1 Hour
3 SIZ of Food; +3 Phantom Hit Points
0%
+0
N/A
1.0
100
1 Hour
0%
+0
N/A
1.0
200
0%
+0
N/A
1.0
20
Fancy Lads Snack Cakes, Toffee Fancy Lads Snack Cakes, Toffee, Fresh Fiery Purgative
1 Hour
Contains five packages of the Fancy Lad Snack Cakes Limited Edition Secret Recipe, a blend of Chocolate and Coffee that closely resembles tiramisu; one package acts as 3 SIZ of food, adds 1 Phantom Hit Point, and adds +5 to Special/Critical range with all attacks; unlike most foods, these bonuses are cumulative with each other; eating the whole box gives the character (aside from a serious stomach ache) a +5 Phantom Hit Points and +25 to Special/Critical range with all attacks 3 SIZ of Food; reduces accumulated Rads by 20
1 Hour
3 SIZ of Food; reduces accumulated Rads by 100
0%
+0
N/A
1.0
100
1 Day
0%
+0
N/A
.2
5
Filet of Dog Steak
-
0%
+0
N/A
1.0
5
Fire Ant Egg
-
0%
+0
N/A
1.0
4
Fire Ant Fricassée
-
0%
+0
N/A
1.0
30
Fire Ant Meat
2 Hours
Created by a person with a Survival - Wasteland of 25% using a Working Stove, Campfire, or Electric Hot Plate to combine a Jalapeño Pepper, Vodka, and White Horse Nettle; Fiery Purgative allows the user to remove any poison from his/her system within one round of ingestion, and also cures 5 Rads of exposure per DEX Rank for 10 DEX Ranks; The user is so overcome with painful, burning sensations that his CON is reduced by 1 for 24 hours after eating the Fiery Purgative Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook two Dog Meat; 10 SIZ Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties Recognized on a successful Woodcraft check; 5 SIZ of Food; Adds 4 Rads Created by a person with a Food Prep of 75% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Cram, Fire Ant Meat and Flour; 16 SIZ Food On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be
0%
+0
N/A
1.0
6
Fire Hot Jellies
4 Hours
Fire Water
4 Hours
Fire Water Strong
4 Hours
Fixer
4 Hours
Floater Meat Flour
-
recovered for each 50% in Survival - Wasteland (in addition to that rolled for the carcass); 5 SIZ of Food; Adds 3 Rads; -1 STR Created by a person with a Food Prep of 40% using a Working Stove, Campfire, or Electric Hot Plate and a Pot to combine Fire Ant Nectar, a bottle of Scotch, and a box of Sugar Bombs; the ingredients are mixed and cooked down for 20 minutes, then spooned out onto a chilled Dinner Plate and placed into a working Refrigerator; one set of candies is 2 SIZ of Food, and adds +2 to CHA and STR for 4 Hours Created by a person with a Food Prep of 60% using a Working Stove, Campfire, or Electric Hot Plate and a Pot to combine Ant Nectar, a bottle of Vodka, and a bottle of Purified Water; the ingredients are mixed and cooked down for 20 minutes, then poured back into the Vodka bottle; the resulting beverage will reduce damage from Fire by 20% and increase STR by +1 for 4 hours, and will also heal 1d3 Hit Points of Damage; the only person who knows the recipe is Vonda, found at the Friendship Asylum Created by a person with a Food Prep of 75% using a Working Stove, Campfire, or Electric Hot Plate and a Pot to combine Fire Ant Nectar, a bottle of Vodka, and a bottle of Purified Water; the ingredients are mixed and cooked down for 20 minutes, then poured back into the Vodka bottle; the resulting beverage will reduce damage from Fire by 40% and increase STR by +2 for 4 hours, but will reduce maximum HP by -1 for the duration; the only person who knows the recipe is Vonda, found at the Friendship Asylum Fixer temporarily removes the side effects of Addiction for 4 hours; When administered over a 24-hour period by a character with Physician or Health Care at 80%, the drug completely removes the addiction; A person with a Chemistry Lab and an 80% in Science - Chemistry can also perform the treatment as long as they have a sample of Fixer to analyze 3 SIZ of Food; reduces user's Rads by -50 A 5-pound bag of ground wheat flour; holds 10 units of Flour for use in recipes
5%
+10
-2 STR
.05
20
0%
+0
N/A
1.0
75
0%
+0
N/A
1.0
80
0%
+0
N/A
.05
20
0% 0%
+0 +0
N/A N/A
.5 .5
15 5
French's Yellow Mustard Fruit Loaf
-
Gecko Kebab
-
Gecko Meat
30 Minutes / 2 Hours
Gecko Meat, Irradiated
30 Minutes / 2 Hours
Gecko Steak
-
Ghost Sight
2.5 Hours
Ghoul Flesh
-
-
Pre-War squeeze bottle of yellow mustard; Full bottle counts as 3 SIZ of Food and adds 3 Rads Created by a person with a Food Prep of 75% using a Working Stove and a Metal Cooking Pot to combine 2x Fancy Lad Snack Cakes (Citrus and Berry), a fresh Apple and a fresh Pear; the resulting mixture closely resembles a bread pudding, and supplies 20 SIZ of Food; the only person who knows the recipe is Vonda, found at the Friendship Asylum Created by a person with a Food Prep of 60% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Banana Yucca Fruit, Gecko Meat and Jalapeño Pepper to make two Kebabs; 8 SIZ of Food and 5 SIZ of Water each; Price and Weight is per Kebab On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 33% in Survival - Wasteland (in addition to that rolled for the carcass); 10 SIZ of Food; Adds 3 Rads; +5 to all Perception skills for 30 minutes, but -1 STR for 2 Hours On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 33% in Survival - Wasteland (in addition to that rolled for the carcass); 10 SIZ of Food; Adds 25 Rads; +5 to all Perception skills for 30 minutes, but -1 STR for 2 Hours Created by a person with a Food Prep of 25% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Gecko Meat; 15 SIZ Food; Adds 1 Rad Ghost Sight is a new phenomenon in the Capitol Wasteland; The substance is rare in the extreme, due to the rarity of its ingredients; It is created by a person with a Survival - Wasteland of 25% using a Working Stove, Campfire, or Electric Hot Plate to refine a Jar of Cloud Residue (real or substitute) into a non-toxic consumable that grants a reduction in Darkness Penalties by 1/2 (No effect in Total Darkness); If combined with another NightVision inducing chem, such as Cateye, the result will be a 75% reduction in penalty, with a 85% reduction for three different chems Acts as 6 SIZ of Food; causes 6 Damage to the person
0%
+0
N/A
.05
5
0%
+0
N/A
1.0
50
0%
+0
N/A
.25
4
0%
+0
N/A
1.0
4
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
5
0%
+0
N/A
.5
20
0%
+0
N/A
.5
-
Giant Rat Meat
2 Hours
Grandpa's Brain Tonic
10 Minutes
Green Lantern Potato Vodka
5 Hours
Grilled Mantis
-
Grilled Meat
-
Grilled Meat, Insect/Arachnid
-
Grilled Mirelurk
-
Gum Drops Gum Drops, Fresh
1 Hour
eating the Flesh, and adds 45 Rads; with the Ghastly Scavenger Perk, causes no damage On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 33% in Survival - Wasteland (in addition to that rolled for the carcass); 7 SIZ of Food; Adds 2 Rads; -1 STR A pre-War concoction sold as a brain-boosting elixir, it is basically Mentats mixed with alcohol; A single bottle will add +1 to INT and +5 to all Perception skills for 10 minutes, but will reduce CON by -1 for the duration; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of water to counteract Produced by Jenny Stahl of Megaton after Moira fixes up a garden on her roof; Vodka adds +2 STR and +10 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle Created by a person with a Food Prep of 30% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook a Honey Mesquite Pod, a Mantis Foreleg and a bottle of Wine; 15 SIZ Food; Adds 1 Rad Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook any Meat of SIZ 4 or greater to make 4 SIZ of Food; Adds 3 Rads but negates other negative effects of consuming the raw Meat Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook any Insect or Arachnid-based Meat of SIZ 4 or greater to make 4 SIZ of Food; Adds 3 Rads but negates other negative effects of consuming the raw Meat Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook any Mirelurk Meat of SIZ 4 or greater to make 4 SIZ of Food; Adds 3 Rads but negates other negative effects of consuming the raw Meat 1 SIZ of Food; Adds 1 Rad 1 SIZ of Food; Adds +5 to all Perception skills
0%
+0
N/A
1.0
4
20%
+20
.5
10
10%
+20
1.0
20
0%
+0
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
1.0
8
0%
+0
N/A
.25
7
0%
+0
N/A
.25
6
0%
+0
N/A
.25
10
0% 0%
+0 +0
N/A N/A
.2 .2
2 15
Healing Poultice
20 Minutes
Healing Powder
20 Minutes
Heinz Ketchup
-
Heroin
8/12 Hours
Healing Poultice can be made by anyone with a Survival Wasteland of 20%, using a Working Stove, Campfire, or Electric Hot Plate to combine Broc Flower, Cave Fungus, Nevada Agave Fruit and Xander Root; Tied around a limb, it heals 1 HP per DEX Rank for 18 DEX Ranks after use, and regenerates crippled (not missing/removed) limbs at the rate of one HP per round for 25 Minutes (potential of 100 HP regenerated), but reduces the user's perception skills (Spot, Listen, etc.) by -10 during that time Healing Powder can be made by anyone who knows the formula, regardless of skill, using a Working Stove, Campfire, or Electric Hot Plate to combine Broc Flower and Xander Root; It heals 1 HP per DEX Rank for 5 DEX Ranks after ingestion, but reduces the user's perception skills (Spot, Listen, etc.) by -10 for 20 minutes Pre-War squeeze bottle of catsup; Full bottle counts as 3 SIZ of Food and adds 3 Rads Pre-War opiate packaged in a pre-filled Syringe; for 8 hours, adds +9 Phantom Hit Points to the character's total for purposes of determining when the character will go unconscious or suffer crippled limbs; When the duration ends, all normal effects of the suffered damage will accrue; The Hit Points are added to the character's total, and the HP per location is refigured based on the new total; The drug also reduces DEX and STR by -2 for 12 hours, and reduces Resistance roll vs. Sleep by 20 during this period; if processed by a character with Science - Chemistry or Science - Pharmacy at 50%, the dose can be refined into a potent toxin using a Hot Plate/Campfire/Working Stove and a Metal Cooking Pot; one prepared, two doses of toxin are created, and each is added to an Empty Syringe/Used Hypo or Dart Gun reservoir; The injected dose is POT 12; A failed Resistance check results in -24 Fatigue; Multiple doses given within the ten-minute duration add 3 to POT and another -12 Fatigue reduction; at 0 Fatigue, the target must begin checking for unconsciousness, as normal; at negative Fatigue equal to normal Fatigue, the target slips into a coma, and without immediate EMT/Trauma Medicine assistance, will die due to respiratory collapse
0%
+0
N/A
.3
20
0%
+0
N/A
.15
5
0%
+0
N/A
.05
5
25%
+30
Opiate Addiction: -2 DEX and INT for 10 Weeks
.1
40
Hershey's Chocolate Bar Honey Mesquite Pod
-
Human Flesh
-
Human Jerky
-
Hunter's Fry-Up
4 Hours
Hydra
1 Hour
Hypo
-
-
and heart failure A Pre-War chocolate bar; 2 SIZ of Food; adds 1 Rad On a successful Woodcraft check, one tree can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (along a river or stream bed, with good transient water flow); one additional plant can be found for each 25% in Survival - Wasteland; Each tree has several dozen pods from March to June, though a Hard Luck check will find late bloomers through October;1d3x6 pods, +1 per 5% in Survival - Wasteland can usually be found on a blooming tree, while 1d3x10% of those will be found on a late bloomer; 2 SIZ of Food and 2 SIZ of Water per pod On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 25% in Survival - Wasteland (in addition to that rolled for the carcass); 12 SIZ of Food; Adds 10 Rads; Worth 0 Caps to most Traders, but Cannibals will charge and pay based on a value of 5 Caps 8 SIZ of Food; Adds 8 Rads; Worth 0 Caps to most Traders, but Cannibals will charge and pay based on a value of 5 Caps Created by a person with a Food Prep of 55% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Dog Meat, Squirrel Meat, and Iguana Meat together on a set of 3 skewers; makes three pieces; each acts as 6 SIZ of Food; one Skewer adds +5 to Firearms skills for 4 hours; the only person who knows the recipe is Vonda, found at the Friendship Asylum A Science - Pharmacy of 50% or Woodcraft or Survival Wasteland of 75% allows the character to use an Electric Hot Plate to combine Cave Fungus, two Nightstalker Blood and a Radscorpion Poison Gland with an Empty Bottle and a set of Chemistry Tubes. The resulting product, Hydra, regenerates crippled (not missing/removed) limbs at the rate of one HP per round for 1 hour (potential of 240 HP regenerated) An air-hypo filled with powerful restoratives, the chem contained within heals up to 14+1d6 HP instantly, including crippled (not removed) limbs; It is generally not
0%
+0
N/A
.05
2
0%
+0
N/A
.1
5
0%
+0
N/A
1.0
5
0%
+0
N/A
.5
5
0%
+0
N/A
.5
25
10%
+10
-3 CON until cured
1.0
55
0%
+0
N/A
.05
500
Ibuprofen
6 Hours
Iguana, Live Iguana Bits
4 hours
Iguana Meat
4 hours
Iguana-on-aStick
-
Imitation Strange Meat Pie
-
Insta-Mash Insta-Mash, Irradiated Instant Amazin Wonder Mash
-
Jalapeño Pepper
-
Jet, Pre-War
4 Minutes
2 Hours
available for purchase, but can only be found at the Federation Crash Site (one per crewman) Minor pain relief; Add +1 to CON for purposes of CON checks when a location is Crippled, and ignore 5 points of the skill penalty associated with Crippled Limbs 15 SIZ of Food; adds 10 Rads; -1 STR for 4 hours Created by a person with a Food Prep of 20% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook 1 Iguana Meat; 5 SIZ of Food; Adds 3 Rads Iguanas, formerly pets before the War, are now a common sight throughout the Wasteland; Several species survived the war, and all are used as food; On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 50% in Survival - Wasteland; 5 SIZ of Food; Adds 3 Rads; -1 STR for 4 hours Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook 3 Iguana Meat (usually a whole Iguana after gutting/skinning); 15 SIZ of Food; Adds 3 Rads Created by a person with a Food Prep of 30% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook Flour; 3 SIZ of Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties 5 SIZ of Food; Adds 3 Rads 5 SIZ of Food; Adds 10 Rads Created by Moira Brown from Insta-Mash, Wonderglue, and Nuka Cola; Adds +1 to STR, DEX and CON for 2 Hours; 3 SIZ of Food On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, strong source of water); One additional plant can be found for each 20% in Survival - Wasteland; During the months between April and July, each plant has 10+4d6 Peppers; A pepper provides 2 SIZ of Food; Dehydrating, requires 1 SIZ of Water to counteract Pre-War Jet is a powerful stimulant similar to Methamphetamine, delivered using a special inhaler; it was a powerful combat drug used by the US military to
0%
+0
N/A
.05
5
0% 0%
+0 +0
N/A N/A
.3 .5
8 5
0%
+0
N/A
.5
4
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0% 0%
+0 +0
N/A N/A
1.0 1.0
5 2
0%
+0
N/A
1.0
5
0%
+0
N/A
.02
2
20%
+30
-1 DEX, -10 to CHA
.05
20
Jet, Post-War
5 Minutes
Jet Antidote
1 Minute
Joint, HandRolled
4 Hours
Joint, Marijuana
1 Hour
Junk Food Lean Steak
-
Lollipop 'Lurk Stew
4 Hours
give its troops an edge over ChiCom forces; it adds +3 to Initiative, and reduces DEX Rank cost for all actions by 40% for four minutes Post-War Jet is a powerful stimulant similar to Methamphetamine, delivered using recovered Jet or Asthma inhalers; it is a powerful drug rediscovered by the crime families of New Reno within the last 40 years or so; it adds +2 to Initiative, reduces DEX Rank cost of all actions by 20%, and adds +2 STR and +10 to all perception skills for five minutes; after it wears off, the next 24 hours are a nightmare, with a penalty of +20% to the DEX Rank cost of all actions, -4 STR, and -30 to all perception skills; once the recovery period ends, the character is back to normal, unless addicted Created by a person with Science - Chemistry or Science - Pharmacy at 80% using a Chemistry Apparatus and a dose of Fixer, this chem will permanently cure Jet Addiction with a single dose; If used before ingestion of Jet, it will prevent Jet Addiction for up to 1 minute A large, hand-rolled joint made from post-War marijuana leaves and buds; Smoking a single joint takes a full 5 minutes; reduces darkness penalties by half (except for Total Darkness) at the cost of -2 Initiative/DEX Ranks per round 1 machine-rolled joint; Smoking a single joint takes a full 5 minutes; Adds +5 to Charisma and social interaction skills at the cost of -1 INT and -5 to all perception skills
2 SIZ of Food; Adds 3 Rads Can be created from any Meat of SIZ 5 by any character with a Knife, a Cutting Board, and instructions found in the Dog Training Manual; Meat of SIZ greater than 5 will make 1 Lean Steak for every full 5 SIZ in Meat; Acts as 4 SIZ of food and adds 2 Rads 1 SIZ Food, adds 1 Rad Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Metal Cooking Pot to combine BlamCo Mac & Cheese, one Mirelurk Meat and a bottle of Wine; 8 SIZ of Food; adds +10 to Stealth and Hide for 4 hours; the only
50%
+50
-1 STR, -1 Initiative/DEX Rank, -5 to all perception skills
.05
25
0%
+0
N/A
.5
25
10%
+30
.25
10
5%
+30
.25
10
0% 0%
+0 +0
THC Addiction: -5 to Charisma and social interaction skills for 2 weeks THC Addiction: -5 to Charisma and social interaction skills for 2 weeks N/A N/A
1 .25
5 4
0% 0%
+0 +0
N/A N/A
.01 1.0
1 40
Mad Macho Tequila
4 Hours
Maize
-
Meat Cakes
4 Hours
Med-X
6 Hours
Med-X, Filtered
5 Hours
person who knows the recipe is Vonda, found at the Friendship Asylum Pre-War Tequila Reposado, 100% de Agave Azul; Adds +1 STR and +1 CON at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle
On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (former farmland with some transient water); one additional plant can be found for each 5% in Survival - Wasteland; During the late summer and early fall, 1 ear of maize can be found per plant, and provides 10 SIZ of Food and 2 SIZ of Water; from October to early December, each ear provides only 8 SIZ of food, as does stored Maize Created by a person with a Food Prep of 70% using a Working Stove, Campfire, or Electric Hot Plate and a Metal Cooking Pot to combine Cram, Flour and Pork and Beans; makes three Cakes; each provides 6 SIZ of Food and adds +5 to Heavy Weapons for 4 hours; the only person who knows the recipe is Vonda, found at the Friendship Asylum A synthetic substitute for Morphine, Med-X has lowered side effects and addiction chance. It adds a phantom +20 HP to the character's total for purposes of determining when the character will go unconscious or suffer crippled limbs. When the duration ends, all normal effects of the suffered damage will accrue. The HP distribution, by location, is 3 per leg, 4 in abdomen, 5 in chest, 2 per arm, and 1 in head. Damage that results in instant death or limb removal will still kill the subject, but a +20 bonus is added to all Resistance attempts against Stun/Shock. Moira Brown’s special formula for removing some of the negative side effects of Med-X usage. It adds a phantom +20 HP to the character's total for purposes of determining when the character will go unconscious or suffer crippled limbs. When the duration ends, all normal
10%
+20
1
10
+0
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
0%
.25
5
0%
+0
N/A
.5
30
10%
+15
Opiate Addiction: -1 DEX and INT for 10 Weeks
.05
20
5%
+15
Opiate Addiction: -1 DEX and INT for 10 Weeks
.05
30
Megaton Apple
-
Megaton “Atomic” Potato
5 Hours
Megaton Carrot
5 Hours
Megaton Pear
-
Megaton Potato
5 Hours
Mentats
4 Hours
Mentats, Aweful-Good Apple
3 Hours
Mentats, Berry
4 Hours
Mentats, BerryLicious
4 Hours
Mentats, Concentrated
10 Hours
effects of the suffered damage will accrue. The HP distribution, by location, is 3 per leg, 4 in abdomen, 5 in chest, 2 per arm, and 1 in head. Damage that results in instant death or limb removal will still kill the subject, but a +20 bonus is added to all Resistance attempts against Stun/Shock. Grown by Moira Brown in Megaton; 2 SIZ of Food; 2 SIZ of Water Moira Brown’s special potatoes, grown in her garden in Megaton using soil and water from the bottom of the crater; 5 SIZ of Food; Adds +1 to CON and reduces DEX Rank costs for all actions by 10% for 5 Hours Grown by Moira Brown in Megaton; 2 SIZ of Food; Adds +1 HP for 5 Hours Grown by Moira Brown in Megaton; 2 SIZ of Food; 2 SIZ of Water Moira Brown’s regular potatoes, grown in her garden in Megaton; 2 SIZ of Food; Adds +1 to CON for 5 Hours Brain stimulant that adds +2 to INT, +10 to all perception skills, and +5 to Charisma and social interaction skills for 4 Hours Brain stimulant that reduces DEX Rank cost of all actions by 20% for 3 Hours; the recipe can be found using the Chemical Analyzer at the Autoplex to analyze regular Mentats, which must be used in the synthesis of the modified form Brain stimulant that adds +5 to INT for 4 Hours; Found only in the Prize Dispenser of the National Archives; If analyzed by a person with Science - Pharmacy at 75% or higher, they can be replicated at any working Chemistry Apparatus using a dose of standard Mentats Brain stimulant that reduces the effects of wound shock for 4 Hours, effectively granting the user 7 Phantom Hit Points (one in each body location); the recipe can be derived using the Chemical Analyzer at the Autoplex to analyze regular Berry Mentats, which must be used in the synthesis of the modified form Moira Brown’s concentrated formulation of the popular brain stimulant, it adds +2 to INT, +10 to all perception skills, and +5 to Charisma and social interaction skills for
0%
+0
N/A
.5
5
0%
+0
N/A
.5
5
0%
+0
N/A
.5
5
0%
+0
N/A
.5
5
0%
+0
N/A
.25
5
5%
+30
.05
20
5%
+30
-3 INT, -2 DEX, and -5 to all perception skills for one week -3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
5%
+30
-3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
5%
+30
-3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
10%
+30
-3 INT, -2 DEX, and -5 to all perception skills
.05
40
Mentats, Diet
4 Hours
Mentats, Goofy Grape
5 Hours
Mentats, Grape
4 Hours
Mentats, Orange
4 Hours
Mentats, Outrageous Orange
4 Hours
Mentats, Party Time
1 Hour
Methadone
4 Hours
10 Hours Brain stimulant that adds +2 to INT, +10 to all perception skills for 4 Hours at the cost of +5 Rads
Brain stimulant that allows the user to ignore discomfort from overexertion, effectively allowing the user to carry 25 extra Encumbrance for 5 Hours; the recipe can be derived using the Chemical Analyzer at the Autoplex to analyze regular Grape Mentats, which must be used in the synthesis of the modified form Brain stimulant that adds +25 to Charisma and social interaction skills for 4 Hours; Found only in the Prize Dispenser of the National Archives; If analyzed by a person with Science - Pharmacy at 75% or higher, they can be replicated at any working Chemistry Apparatus using a dose of standard Mentats Brain stimulant that adds +25 to all perception-based skills for 4 Hours; Found only in the Prize Dispenser of the National Archives; If analyzed by a person with Science Pharmacy at 75% or higher, they can be replicated at any working Chemistry Apparatus using a dose of standard Mentats Brain stimulant that grants the user increased accuracy with all gross motor movements, effectively raising their Special/Critical chance by 10; the recipe can be derived using the Chemical Analyzer at the Autoplex to analyze regular Orange Mentats, which must be used in the synthesis of the modified form Brain stimulant created by a person with Science Pharmacy (50%) using an Electric Hotplate, Campfire, working Stove or Chemistry Apparatus to mix regular Mentats, Whiskey, and a Honey Mesquite Pod; adds +2 to INT, +10 to all perception skills, and +25 to Charisma and social interaction skills for 1 Hour Adds a phantom +2 HP to the character's total for purposes of determining when the character will go unconscious or suffer crippled limbs; When the duration ends, all normal effects of the suffered damage will accrue; The Hit Points are added to the character's total, and the HP per location is refigured based on the new
5%
+30
5%
+30
5%
+30
5%
for one week -3 INT, -2 DEX, and -5 to all perception skills for one week -3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
.05
20
-3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
+30
-3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
5%
+30
-3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
5%
+30
-3 INT, -2 DEX, and -5 to all perception skills for one week
.05
20
5%
+30
Opiate Addiction: -2 DEX and INT for 10 Weeks
.1
20
Methamphetam ine
10 Minutes
MDMA
10 Minutes
Mirelurk Cakes
-
total; The drug also reduces DEX by -1, and reduces Resistance roll vs. Sleep by 10; Methadone can be used to negate the effects of Opiate Addiction An oral dose of pre-War Methamphetamine; adds +6 Action points per Round for 10 Minutes but causes 5 HP of damage during that time; If crushed, mixed with water, and added to an Empty Syringe/Used Hypo or Dart Gun reservoir, Methamphetamine can also be used as a weapon; The injected dose is POT 12; A failed Resistance check results in 5 HP directly to the torso due to cardiotoxicity; Multiple doses given within the ten-minute duration add 3 to POT and 1 to damage Created by a person with Science - Chemistry or Science - Pharmacy at 20% using a Chemistry Apparatus to isomerize and then oxidize Sassafras Oil (Safrole); Also known by the street name "Ecstasy" before the War, this drug creates a euphoric state that increases the subjects sense of intimacy and diminishes anxiety; 5 SIZ of Water are required to counteract the drug's dehydrating effect; When taken as a tablet, users experience a deep connection to others, and the universe, resulting in an increase of +1 POW for 10 minutes; If crushed, mixed with water, and added to an Empty Syringe/Used Hypo or Dart Gun reservoir, MDMA can also be used as a weapon; The injected dose is POT 12(6); A failed Resistance check against POT 12 results in disorientation, confusion, and partial amnesia, hyperflexia and convulsions, resulting in a -5 to INT and DEX, and -25 to all skills, while a failure against POT 6 results in cardiac failure, hemorrhaging, and, on a fumble, stroke; Immediate First Aid/EMT/Trauma Medicine checks can be made to save a victim who fails the Resistance check, while a Special Success on Trauma Medicine is needed to save a victim who fumbles the Resistance check; Subsequent doses within the 10minute duration add +3 to POT of the drug for these checks Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate and a Cooking Pan to combine 1 can of Cram, 1 Insta-Mash, 2 Mirelurk Meat, and 1 Yum-Yum Deviled Eggs; This
25%
+12
-1 CON and -15 to all perception skills until cured
.05
35
4%
+30
Serotonin Sickness: -1 POW and -5 CHA for 1 week
.05
40
0%
+0
N/A
.5
5
Mirelurk Egg
-
Mirelurk Meat
-
Mirelurk Meat Drunken
4 Hours
Mirelurk Meat Hatchling
-
Mirelurk Meat Soft Shell
-
Mirelurk Meat, Grilled
-
Mississippi Quantum Pie
4 Minutes
modified recipe can be found in the Anchorage Memorial, and produces 7 Mirelurk Cakes; each Mirelurk Cake is 5 SIZ of Food and adds 3 Rads each; price and weight are per cake Eggs can be collected from a Mirelurk Egg Clutch; one egg is collected on a successful Woodcraft check, with one additional egg for every 50% in Survival - Wasteland; individual Eggs will obviously only allow a single Egg to be harvested; each Egg is 1 SIZ of Food, and adds 1 Rad On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 20% in Survival - Wasteland (in addition to that rolled for the carcass); 9 SIZ of Food; Adds 3 Rads On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 20% in Survival - Wasteland (in addition to that rolled for the carcass); 4 SIZ of Food; adds 1 Phantom Hit Point for 4 hours; Adds 5 Rads; Found in Rosenhan's Brewery On a successful Woodcraft check, one Meat can be recovered from an egg cluster; 3 SIZ of Food; Adds 3 Rads On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 25% in Survival - Wasteland (in addition to that rolled for the carcass); 18 SIZ of Food; Adds 3 Rads Created by a person with a Food Prep of 15% using a Working Stove, Campfire, or Electric Hot Plate to grill Mirelurk Meat; 8 SIZ of Food; Adds 1 Rad Created by a person with a Food Prep of 45% using a Working Stove, Campfire, or Electric Hot Plate to combine Flour, Nuka-Cola Quantum and Vodka in a Pan; The Pie created acts as 5 SIZ of Food, and adds +4 Initiative and reduces DEX Rank cost of all actions by 20% for 4 minutes (allowing the user to experience 2 rounds of activity for each round of real time), +1 STR, but -1 INT and 5 Rads; Only Sierra Petrovita knows the recipe, but anyone who completes The Quantum Challenge can learn through observation (Idea check) if they also complete
0%
+0
N/A
.35
1
0%
+0
N/A
1.0
20
0%
+0
N/A
1.0
10
0%
+0
N/A
1.0
4
0%
+0
N/A
1.0
30
0%
+0
N/A
1.0
10
0%
+0
N/A
1.0
20
Moira's Rad Remedy
1 hour/ 6 hours
Mole Rat Jerky
-
Mole Rat Bitson-a-Stick
-
Mole Rat Meat
2 Hours
Mole Rat Sirloin
-
Mole Rat Stew
2 Hours
Moonshine
4 Hours
Morphine
6 Hours
the Mississippi Quantum Pie quest; Sydney Green also has a copy of the recipe, written by Sierra Petrovita herself Created by Moira Brown, this chem reduces rads by 10 per minute for 1 hour (600 Rads), but also reduces the user's STR by -3 for 6 hours Created by a person with a Food Prep of 25% using a Working Stove or Campfire to dehydrate a piece of Mole Rat Meat; 5 SIZ of Food; Adds 1 Rad Created by a person with a Food Prep of 50% using a Working Grill or Campfire to cook one Mole Rat Meat; 4 SIZ of Food; Adds 1 Rad; the recipe is known to Lucy West, and is one of her specialties On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 25% in Survival - Wasteland (in addition to that rolled for the carcass); 5 SIZ of Food; Adds 3 Rads; -1 STR Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Metal Cooking Pan to cook one Mole Rat Meat; 5 SIZ of Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties Created by a person with a Food Prep of 65% using a Working Stove, Campfire, or Electric Hot Plate to combine Beer, Maize, Mole Rat Meat, and a Pinto Bean Pod in a Pot; 6 SIZ of Food; +1 STR for 2 Hours Created by a person with a Survival - Wasteland of 75% using a Working Stove, Campfire, or Electric Hot Plate to combine a Fission Battery, Yeast, an ear of Maize, and two Mutfruit (makes one dose after 24 hours), or, on a larger scale, using a Still to combine 6 Fusion Batteries, 3 Yeast, and either 10 Refined Punga, 20 Wild Punga, or 6 Maize and 12 Mutfruit (makes 6 doses after24 hours); Moonshine adds +2 STR and +10 to Charisma and social interaction skills at the cost of -2 INT; Dehydrating, requires 5 SIZ of Water to counteract; 32 Shots (doses) per Jug Adds a phantom +12 HP to the character's total for purposes of determining when the character will go unconscious or suffer crippled limbs. When the duration
0%
+0
N/A
.5
30
0%
+0
N/A
.5
5
0%
+0
N/A
.5
5
0%
+0
N/A
1.0
4
0%
+0
N/A
.5
5
0%
+0
N/A
1.0
25
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
50
20%
+25
Opiate Addiction: -2 DEX and INT
.05
40
Mr. Lick's Waffle Cones Mr. Manchester's Special Brew
-
MRE Multivitamin Pills Mungoday Cake
1 hour
Mushroom Cloud
20 Minutes
4 Hours
4 Hours
ends, all normal effects of the suffered damage will accrue. The HP distribution, by location, is 2 per leg, 2 in abdomen, 3 in chest, 1 per arm, and 1 in head. Damage that results in instant death or limb removal will still kill the subject, but a +10 bonus is added to all Resistance attempts against Stun/Shock. The drug can also be administered to a target to reduce combat effectiveness and possibly kill the target. Each dose has a POT of 8, compared to the target's HP on the Resistance table. If administered to a limb, the POT is compared to the HP of the limb, and failure results in the limb going numb, with the same effect as crippling that limb. If administered to the torso, abdomen, or head, the area's HP is doubled, and failure results in respiratory failure and death. Subsequent doses add +2 to the POT of the drug. A box of Waffle Cones once used to hold ice cream; entire box is 4 SIZ Food; adds 3 Rads A custom brew of various alcohols, stimulants and neurotransmitter-enhancers that, sadly, cannot be replicated in the Wasteland; adds +1 CHA, DEX, and STR for 4 Hours, purges Rads at the rate of 1 per Round for 60 Rounds, and restores Fatigue at the rate of 1 per Round for 60 Rounds 40 SIZ of Food Adds +1 CON for purposes of Resistance checks for 1 hour Created by a person with a Food Prep of 50% using a Working Stove and a Metal Cooking Pot to combine Flour, Ant Egg, Sugar Bombs, and Brahmin Milk; one cake serves eight; each piece is 1 SIZ of Food, and adds +10 to CHA, personal interaction skills, and Combat Panic tests for 4 hours; the recipe is given to the party by Éclair, in Little Lamplight Created by a person with a Survival - Wasteland of 35% using a Working Stove, Campfire, or Electric Hot Plate to combine Gum Drops, Nightstalker Eggs and Sugar Bombs; The resulting item counts as 3 SIZ of Food, and, at the minimum skill needed, adds +3 Initiative, and heals 1 HP, +1 HP per Min for 15 Minutes, adding 1 Minute at 40%, 50%, 70%, 90% and 100% in skill in Survival - Wasteland (based on the skill of the person
for 10 Weeks
0%
+0
N/A
.05
5
10%
+20
1.0
25
0% 0%
+0 +0
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A N/A
.2 .05
50 20
5%
+5
-5 to CHA and personal interaction skills for 1 Week
2.0
20
0%
+0
N/A
1.0
50
Mutfruit
-
Mutfruit, Irradiated
-
Mutfruit Jam Mutfruit Muffin
-
Mutfruit Rotgut
4 Hours
Mutie
20 Minutes
Nevada Agave Fruit
-
making the Food, not the consumer) On a successful Woodcraft check, one tree can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (flat terrain with several inches of soil, steady supply of water); one additional tree can be found for each 25% in Survival - Wasteland; Mutfruit can be found from September through December, and, if kept in a cool, dry place or refrigerator, will stay relatively fresh throughout the year; 4 SIZ of Food; 2 SIZ of Water; Adds 3 Rads On a successful Woodcraft check, one tree can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (flat terrain with several inches of soil, steady supply of water); one additional tree can be found for each 25% in Survival - Wasteland; Mutfruit can be found from September through December, and, if kept in a cool, dry place or refrigerator, will stay relatively fresh throughout the year; 4 SIZ of Food; 2 SIZ of Water; Adds 10 Rads Post-War Mutfruit preserves; 5 SIZ of Food; Adds 3 Rads Created by a person with a Food Prep of 35% using a Working Stove, Campfire, or Electric Hot Plate to combine Brahmin Milk, Flour, Gecko Egg, and Mutfruit in an appropriate container; Makes 12 Mutfruit Muffins, each of which acts as 1 SIZ of Food and adds 1 Rad Adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
A potent chemical cocktail that includes stimulants and steroidal compounds along with weakened FEV-doped Super Mutant blood in a recovered StimPak syringe; Mutie adds +4 STR and CON, but reduced INT by -4 and CHA and all personal interaction skills by -20 On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; Any given plant only has a 10%
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0% 0%
+0 +0
N/A N/A
1.0 .3 ea.
5 5 ea.
20%
+20
1.0
5
0%
+0
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
.5
50
0%
+0
N/A
.2
3
Night Ghoul Eye
3 Hours
Nightstalker Squeezin's
1 Round or 4 Minutes
Nightstalker Tail Noodles Noodles, Fresh Noodles, Jenny’s Famous Nuka-Cola
-
-
Nuka-Cola, Fresh
2 Minutes
4 Hours 5 Hours
chance to bear fruit when found, but if it does, it will have 1d3+1 x 10 fruits available; each is 3 SIZ of Food and 2 SIZ of Water; Most such plants are not actually Agave utahensis, but other Agave species once grown throughout the old US as ornamental plants 1 SIZ of Food; adds +6 to Initiative, reduces DEX Rank cost of all actions by 30%, and halves all Darkness penalties (including Total Darkness), but lowers INT by -3, for 3 Hours Created by a person with a Survival - Wasteland of 35% using a Working Stove, Campfire, or Electric Hot Plate to combine Flour, Mutant Cave Fungus and Nightstalker Blood in an appropriate container; When consumed, it will heal 2 HP; With the Perk "Mile in Their Shoes," it adds +5 to all perception skills, +5 to Hide and Stealth, and +5 to Resistance checks against all poisons On a successful Woodcraft check, one Tail can be recovered from a carcass; 5 SIZ of Food; Adds 3 Rads 5 SIZ of Food; Adds 3 Rads 5 SIZ of Food; adds +5 to Repair - X skills for 4 Hours 5 SIZ of Food; Adds +2 Phantom Hit Points for 5 Hours
0%
+0
N/A
.2
10
0%
+0
N/A
.5
100
0%
+0
N/A
1.0
18
0% 0% 0%
+0 +0 +0
N/A N/A N/A
1.0 1.0 1.0
5 25 5
Nuka-Cola, that cool, refreshing drink; Well, it's a drink, anyway; Adds +20 to Resistance checks vs. Sleep; Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract
10%
+10
1.0
20
Nuka-Cola that hasn't reached its freshness date; Adds +20 to Resistance checks vs. Sleep, +2 Fatigue, and +2 Initiative for the duration; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract
10%
+10
Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and
1.0
20
Nuka-Cola, Ice Cold
-
Actually cool and refreshing; Adds +20 to Resistance checks vs. Sleep, and +2 Fatigue; Adds 3 Rads; Each bottle adds 1 Cap; It also provides 1 point of water per bottle
10%
+10
Nuka-Cola Black
4 Minutes
10%
+10
Nuka-Cola Burst
4 Hours
Grape-flavored, dark-purple Nuka-Cola Black was subject to a number of lawsuits before the War, due mainly to the extremely racist marketing campaign that targeted innercity urban youth; The drink is infused with "real gangsta DNA" according to advertisements, which caused many stores to refuse to carry the drink; it adds +10 to all Firearms, Melee and Brawling/Unarmed attack skills for 4 minutes; Adds +20 to Resistance checks vs. Sleep and +2 Fatigue; Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract Citrus (orange)-flavored, green Nuka-Cola Burst contains 3x the RDA of Vitamin C, and large amounts of green tea extract; the combination gives a Radiation Resistance of -2 Rads per DEX Rank, and removes 15 Rads from the body when consumed, and adds +10 to Resistance checks vs. Sleep and +1 Fatigue; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract
10%
+10
Nuka-Cola Cherry
2 Minutes
Nuka-Cola Cherry was the least popular flavor before the War; it has a good chance of being found in buildings, but a low chance of being found in Vending Machines; Adds +10 CHA and +2 STR for the duration; Adds +20 to Resistance checks vs. Sleep and +2 Fatigue; Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract
10%
+10
perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and
1.0
20
1.0
35
1.0
35
1.0
35
Nuka-Cola Clear
4 Minutes
Nuka-Cola Frost
4 Minutes
Nuka-Cola Fusion
2 Minutes
Nuka-Cola Heat
4 Minutes
Nuka-Cola, Home-Brewed
-
Lightly-flavored (almost like a flavored seltzer) Nuka-Cola Clear is another radioactive version of Nuka-Cola, one that uses the same chemical/isotope combinations found in a Stealth-Boy to create a "Stealth Field" around the consumer; this adds +15 to Hide and Stealth for 4 minutes; Adds 13 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract Vanilla-cream Nuka-Cola Frost has a special reservoir of ammonium chloride that is released when the lid is removed, instantly chilling the beverage to icy-coldness, and giving it a slight licorice flavor; This has the added effect of allowing the consumer to absorb heat energy, reducing damage from Heat and Flame weapons by 1 point per die; Adds +20 to Resistance checks vs. Sleep and +2 Fatigue; Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract
10%
+10
10%
+10
Lemon-flavored Nuka-Cola Fusion was rare even before the War, being manufactured just after Nuka-Cola Quantum was released; It has an extremely low chance of being found in Vending Machines; Adds +2 DEX and +10 to all Energy Weapon skills for the duration; Adds 7+1d3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract Cinnamon-flavored Nuka-Cola Heat contains various capsicum extracts, and causes a distinct rise in body temperature after consumption; it adds +1 DEX, and reduces damage from Cold by 1 point per die, for 4 minutes; Adds +20 to Resistance checks vs. Sleep and +2 Fatigue; Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract
10%
+10
10%
+10
Created by a person with a Food Prep of 30% using a Working Stove, Campfire, or Electric Hot Plate to combine Barrel Cactus Fruit and Nevada Agave Fruit in an Empty Soda or Empty Nuka-Cola Bottle, who tops it with a Bottle Cap; Adds +20 to Resistance checks vs. Sleep and +2
10%
+10
perception skills -5 to CHA and all personal interaction skills; -3 to all Radiation Resistance
1.0
35
Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills -5 to CHA and all personal interaction skills; -3 to all Radiation Resistance
1.0
35
1.0
35
Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills Caffeine Addiction: 1 Week; -20 to all Resistance checks vs.
1.0
35
1.0
20
Fatigue; Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract
Nuka-Cola Quantum
4 Minutes
Nuka-Cola Quartz
2 Hours
Nuka-Cola Victory
2 Minutes
Nuka-Lurk Meat
4 Minutes
Nuka-Cola, but with twice the sugar, caffeine and flavoring, with a radioactive Strontium isotope added; Reduces DEX Rank cost for all actions by 20% for 4 minutes, and 1+1d3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract; can be created by anyone with the Recipe and a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Ice Cold Nuka Cola, one dose of Buffout, and a bottle of Dirty Water to create a bottle of Nuka Cola Quantum Nuka-Cola with the same extract used in Cateye; Reduces Darkness Penalties by 1/2; No effect in Total Darkness; three regular Nuka-Colas can be combined by a character with a 90% in Science - Chemistry and the Nuka-Chemist Perk to make one Nuka-Cola Quartz; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract; Adds 10 Rads; Can occasionally be found in Vending Machines Nuka-Cola with the same extract used in After-Burner Gum; Adds +1 Initiative and reduces DEX Rank cost of all actions by 20% for 2 minutes, but reduces all perception skills by 5 during this time; three regular Nuka-Colas or Nuka-Cola Cherry can be combined by a character with a 90% in Science - Chemistry and the Nuka-Chemist Perk to make one Nuka-Cola Victory; If the manufacturer also has Woodcraft at 50% or better, the effectiveness is doubled to +2 to Initiative and -40% DEX Rank cost for all actions, but -10 to perception skills; ; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract; Adds +20 to Resistance checks vs. Sleep and +2 Fatigue; Adds 10 Rads; Can occasionally be found in Vending Machines On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 25% in Survival - Wasteland (in
10%
+12
10%
+10
10%
0%
Sleep, -5% to Charisma and all personal interaction and perception skills -5 to CHA and all personal interaction skills; -3 to all Radiation Resistance
1.0
30
-5 to CHA and all personal interaction skills; -3 to all Radiation Resistance
1.0
40
+10
Caffeine Addiction: 1 Week; -20 to all Resistance checks vs. Sleep, -5% to Charisma and all personal interaction and perception skills
1.0
75
+0
N/A
1.0
7
Ol' Flakey
4 Hours
Pear, Fresh
-
Phencyclidine
4 Hours
Pickle Jar
-
Pinto Bean Pod
-
addition to that rolled for the carcass); The meat of a Nuka-Cola Quantum-Infused Mirelurk, this acts as 20 SIZ of Food that, if consumed whole (requires a Stamina check), reduces DEX Rank costs for all actions by 20% for four Minutes and +4 Rads Ol' Flakey is a mix of methanol, ethanol, acetone and other noxious chemicals; It adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; It has a 0% Addiction chance, but a cumulative +20; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle Only grown hydroponically in areas with sufficient technology; 3 SIZ of Food; 2 SIZ of Water When taken as a tablet: +2 STR, +2 CON, -2 DEX, +25 to resist Shock/Stun effects, -15 to all Perception skills and +15 phantom HP (add to normal HP then divide to determine location HP) for 4 Hours; during this period, the subject experiences hallucinations that make it hard to tell friend from foe, and must make an Idea roll (at -15) to avoid attacking allies during combat; such hallucinations also require a SAB check, with failure resulting in the loss of 1d6 SAN; If crushed, mixed with water, and added to an Empty Syringe/Used Hypo or Dart Gun reservoir, Phencyclidine can also be used as a weapon; Each dose is POT 8, compared to the HP of the area injected and the HP total on the Resistance table; failure in a limb results in numbing the area to uselessness; failure in the abdomen, torso or head results in unconsciousness, while failure on the Resistance roll against the total HP results in death; Second and subsequent doses in a 4 hour period add +4 to POT for purposes of the Resistance check Pre-War jar of irradiated pickled cucumbers; 5 SIZ of Food; Adds 3 Rads; Dehydrating, requires 5 SIZ of Water to counteract On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 10% in Survival - Wasteland; For each 5% in Survival -
0%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
1.0
2
0%
+0
1.0
5
30%
+30
PCP Addiction: -4d6 SAN (Temporary Insanity results in hallucinations and dissociative episodes, Permanent Insanity results in incurable Schizophrenia), -2 INT (permanent, no treatment), -2 STR,
.1
20
0%
+0
N/A
1.0
5
0%
+0
N/A
.05
1
Pinyon Nuts
-
Pork and Beans
-
Pork and Beans, Irradiated Potato, Fresh
-
Potato, Irradiated
-
Potato Crisps
-
Potato Crisps, Irradiated Potato Crisps, Bacon Potato Crisps, Bacon, Fresh Potato Crisps, BBQ Potato Crisps, BBQ, Fresh Potato Crisps, Cheese Potato Crisps,
-
-
1 Hour 1 Hour 1 Hour 1 Hour 1 Hour 1 Hour
Wasteland, an additional Pod will be found; Each provides 1 SIZ of Food On a successful Woodcraft check, one tree can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (any terrain other than solid cliffs, with several inches of soil, steady supply of water); one additional tree can be found for each 50% in Survival Wasteland; On a successful Luck check, each tree will contain dozens of cones, and each cone dozens of nuts, for an average of 3d6 handfuls per tree, though a failed Luck check indicates that no cones bearing nuts are present or that those present are unripe; Each handful provides 2 SIZ of Food 8 SIZ of Food; Adds 3 Rads; Dehydrating, requires 4 SIZ of Water to counteract 8 SIZ of Food; Adds 10 Rads; Dehydrating, requires 4 SIZ of Water to counteract Only grown hydroponically in areas with sufficient technology; 3 SIZ of Food; 2 SIZ of Water On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; 3 SIZ of Food; 2 SIZ of Water; Adds 10 Rads 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract 2 SIZ of Food; Adds 10 Rads; Dehydrating, requires 2 SIZ of Water to counteract 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Adds +5 to Melee skills 3 SIZ of Food; Dehydrating, requires 2 SIZ of Water to counteract; Adds +10 to Melee skills 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Adds +5 to Repair - X skills 2 SIZ of Food; Dehydrating, requires 2 SIZ of Water to counteract; Adds +10 to Repair - X skills 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Adds +5 to Fine Manipulation skill 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ
0%
+0
N/A
.03
5
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
12
0%
+0
N/A
1.0
25
0%
+0
N/A
1.0
12
0%
+0
N/A
1.0
25
0%
+0
N/A
1.0
12
0%
+0
N/A
1.0
25
Cheese, Fresh Potato Crisps, Chicken Potato Crisps, Chicken, Fresh Potato Crisps, Onion Potato Crisps, Onion, Fresh Potato Crisps, Spicy
1 Hour
Potato Crisps, Spicy, Fresh
1 Hour
Preserved Meat Prickly Pear Fruit
-
Protein Pack Alpha
4 Hours
Protein Pack Beta
4 Hours/ 6 Hours
Protein Pack Gamma
4 Hours/ 8 Hours
Protein Pack Delta
90 Minutes
1 Hour 1 Hour 1 Hour 1 Hour
of Water to counteract; Adds +10 to Fine Manipulation skill 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Adds +5 to Science - X skills 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Adds +10 to Science - X skills 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Adds +1 to Damage Bonus 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Adds +2 to Damage Bonus 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Reduces damage from Fire by 1 point per Round 2 SIZ of Food; Adds 3 Rads; Dehydrating, requires 2 SIZ of Water to counteract; Reduces damage from Fire by 2 points per Round 10 SIZ of Food On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; Each contains 2d3+3 fruits during the season, from late August to December; Each fruit provides 2 SIZ of Food and 2 SIZ of Water Created by the nano-enhanced ammunition of the Tiger Bengal, this Protein Pack acts as 2 SIZ of Food, and adds +1 CON and +5 to base Encumbrance for 4 Hours Created by the nano-enhanced ammunition of the Tiger Bengal, this Protein Pack acts as 4 SIZ of Food, reduces Rads by 1 per DEX Rank for 10 DEX Ranks, adds +1 to DEX for 4 Hours, and adds +10 to base Encumbrance for 6 Hours Created by the nano-enhanced ammunition of the Tiger Bengal, this Protein Pack acts as 6 SIZ of Food, +3 to CON and +1 to INT for 4 Hours, +20 to base Encumbrance for 8 Hours, and reduces Rads by 3 per DEX Rank for 10 DEX Ranks; in addition, any skills that are used during the first 4 Hours after consumption receive double Experience Bonus for Skill Gain rolls at the end of the week Created by the nano-enhanced ammunition of the Tiger Bengal, this Protein Pack acts as 8 SIZ of Food, restores
0%
+0
N/A
1.0
12
0%
+0
N/A
1.0
25
0%
+0
N/A
1.0
12
0%
+0
N/A
1.0
25
0%
+0
N/A
1.0
12
0%
+0
N/A
1.0
25
0% 0%
+0 +0
N/A N/A
1.0 .07
5 1
0%
+0
N/A
.1
5
0%
+0
N/A
.1
10
0%
+0
N/A
.1
25
0%
+0
N/A
.1
or 8 Hours Psycho
4 Minutes
Punga Antitoxin
-
Punga Blackened Tenderloin
4 Hours
Punga Bread
4 Hours
Punga Fruit, Mutated
-
Punga Fruit, Poisonous
-
Punga Fruit, Refined
-
12 HP (no effect on Crippled locations), adds +50 to Stealth and +75 to Hide checks for 90 Minutes, and +15 to base Encumbrance for 8 Hours +1d4 Damage Bonus, +3 DEX, -3 INT, HP acts as double for Stun, Consciousness, and Crippling damage for 4 minutes; If used with Med-X, the user's HP are doubled -before- including the Med-X bonuses This potent antitoxin renders the consumer immune to the toxic effects of Mutated or Poisonous Punga Fruit, and to the venom of the Punga Scorpion Created by a person with a Food Prep of 75% using a Working Stove and a Metal Pan to combine 1 Burned Bits of Meat, 1 Cooked Loin of Beast, 2 Dandy Boy Apples, 2 Potato Crisps, and 3 Wild Punga; the resulting dish acts as 18 SIZ of Food; adds +3 to STR and +6 to Special and Critical success chance for 4 Hours, and removes 2 Rads each DEX Rank for 15 DEX Ranks Created by a person with a Food Prep of 50% using a Working Stove and a Metal Pan to combine 2 Wild Punga and 1 Yeast; acts as 10 SIZ of Food; adds +2 CON, reduces Rads/DEX Rank by 4 for 4 Hours, and removes 2 per DEX Rank Rads for 15 DEX Ranks Found on Refined and Wild Punga Plants; Counts as 5 SIZ of Food, and removes 5 Rads from the person consuming it (50 Rads with Punga Power! perk), but the person consuming the fruit must roll a die; an odd result causes 1 HP of damage each 5 DEX Ranks for 65 DEX Ranks (15 DEX Ranks per Round), while an even result heals 1 HP of damage each 5 DEX Ranks for 65 DEX Ranks (15 DEX Ranks per Round); there is no way, short of destroying the fruit during analysis, to determine which type is being consumed Found on Refined and Wild Punga Plants; Counts as 10 SIZ of Food, and removes 5 Rads from the person consuming it (50 Rads with Punga Power! perk), but causes 1 HP of damage each 5 DEX Ranks for 65 DEX Ranks (15 DEX Ranks per Round) Only grown hydroponically in areas with sufficient technology; Counts as 15 SIZ of Food, and removes 2 Rads from the person consuming it (15 Rads with Punga Power! perk); when a person attempts to harvest a
10%
+30
-2 INT for 1 Week
.5
20
0
+0
N/A
.25
10
0
+0
N/A
1.0
70
0
+0
N/A
.5
15
0%
+0
N/A
.5
10
0%
+0
N/A
1.0
10
0%
+0
N/A
1.0
30
Refined Roll 1-10 1113 1415 1618 19 20
Punga Fruit, Wild
-
Punga Pasta
4 Hours
Punga Pie
4 Hours
Punga Plant, roll on the following table: Result Refined Punga Fruit (1-3) Wild Punga Fruit (1-4) Mutated Punga Fruit (1-2) Poisonous Punga Fruit (1-2)
Punga Scorpion (1) Overripe Punga Explodes! 1d6 damage to the limb of the person picking the fruit On a successful Woodcraft check, one plant can be found in any 70x70m area of the Point lookout area that has the appropriate terrain (swamp islands/shorelines); one additional plant can be found for each 25% in Survival Wasteland; Counts as 10 SIZ of Food, and removes 1 Rad from the person consuming it (10 Rads with Punga Power! perk); when a person attempts to harvest a Punga Plant, roll on the following table: Roll Result 1-10 Wild Punga Fruit (1-2) 11Mutated Punga Fruit (1-2) 14 15Poisonous Punga Fruit (1-2) 17 18Punga Scorpion (1) 19 20 Overripe Punga Explodes! 1d6 damage to the limb of the person picking the fruit Created by a person with a Food Prep of 50% using a Working Stove and a Metal Pan to combine 2 wild Punga and 1 Noodles to make 6 SIZ of Food; +3 POW for 4 Hours, and removes 2 Rads per DEX Rank for 15 DEX Ranks Created by a person with a Food Prep of 50% using a Working Stove and a Metal Pan to combine 2 Wild Punga, 1 InstaMash, and 1 Sugar Bombs into a pie that acts as 10 SIZ of Food, adds +2 STR and +10 to CHA/social
0%
+0
N/A
1.0
10
0
+0
N/A
.5
20
0
+0
N/A
.5
30
Punga Smoothie
4 Hours
Puree - Ant Meat
-
Puree - Bloatfly
-
Puree - Mole Rat
-
Puree Radroach
-
Rad-Away
4 hours
Rad-X
4 Minutes
interaction skills for 4 Hours, and reduces Rads by 30 Created by a person with a Food Prep of 50% using a Working Stove and a Glass Pitcher to combine 1 wild Punga, 1 Vodka, and 1 Purified Water to make a drink that counts as 5 SIZ of Food; adds +1 STR, +2 Phantom Hit Points, and +10 to all Perception skills for 4 Hours, and restores 1 HP per Round for 12 Rounds Created using the Improved Wondermeat Maker to combine one Ant Meat and one Wonderglue; 8 SIZ of Food; Adds 2 Rads Created using the Improved Wondermeat Maker to combine one Bloatfly Meat and one Wonderglue; 5 SIZ of Food; adds 2 Rads Created using the Improved Wondermeat Maker to combine one Mole Rat Meat and one Wonderglue; 6 SIZ of Food; Adds 2 Rads Created using the Improved Wondermeat Maker to combine one Radroach Meat and one Wonderglue; 4 SIZ of Food; Adds 2 Rads Rad-Away is used to remove Rads from the body; the drug is administered intravenously, and works best when administered by someone with the Physician or Healthcare skill; The drug removes 5 Rads per DEX Rank for 10 DEX Ranks when first administered, regardless of skill; after the initial effect, the drug remains in the system for up to four hours, removing Rads equal to 1/4 of the Physician or Healthcare skill of the person administering the drug per hour; A person with a Physician or Healthcare skill of 100 can reduce the patient's Rads by 150 with 4 hours' time; When used under controlled conditions, with either a Portable Infirmary or in a clinical setting, Rad-Away can be flushed of Rads several times, while being recirculated through the body; this allows the Rad-Away to potentially cure any level of Rads below death, at the rate of 150 Rads per 4 hours Rad-X shields the body against Rad exposure for 4 minutes per dose; The drug reduces Radiation exposure by 25%, +1/2 the Physician or Healthcare skill of the person administering the Chem, to a maximum of 75% reduction in Rads
0
+0
N/A
.5
30
0%
+0
N/A
.5
5
0%
+0
N/A
.5
5
0%
+0
N/A
.5
5
0%
+0
N/A
.5
5
10%
+0
Take +20% Rads due to exposure for 1 week
.5
20
0
+0
N/A
.05
20
RadMash
4 Hours
Radroach Meat
2 Hours
Radroach Bake
-
Radroach Casserole
-
Radscorpion Casserole
-
Radscorpion Meat
2 Hours/ 4 Hours
Radscorpion Meat, Albino
5 Hours
Rat Meat Rebound
2 Hours 1 Hour
Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate and a Metal Cooking Pot to combine one bottle of Beer, a box of InstaMash, and a dose of Rad-X; 7 SIZ of Food; reduces Rads/DEX Rank by 4 for 4 hours, and removes 35 Rads; the only person who knows the recipe is Vonda, found at the Friendship Asylum On a successful Woodcraft check, one Meat can be recovered from a carcass; 5 SIZ of Food; Adds 10 Rads; -1 STR Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Insta-Mash, Potato Crisps and Radroach Meat; 15 SIZ of Food; adds 5 Rads; the recipe is known to Lucy West, and is one of her specialties. Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Noodles, Pork and Beans, and Rad Roach Meat in a Pressure Cooker; 15 SIZ of Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties Created by a person with a Food Prep of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Noodles, Pork and Beans, and Radscorpion Meat in a Pressure Cooker; 20 SIZ of Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 20% in Survival - Wasteland (in addition to that rolled for the carcass); 8 SIZ of Food; +2 DB for 2 Hours; Adds 3 Rads; -1 STR for 4 Hours On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 20% in Survival - Wasteland (in addition to that rolled for the carcass); 10 SIZ of Food; +10 to Resistance checks against Poison and -4 Rads/DEX Rank for 5 hours; Adds 15 Rads 5 SIZ of Food; Adds 3 Rads; -1 STR Rebound consists of a hip-flask of liquid Jet extract (postWar) and a pair of vials of artificial adrenalin linked to an intramuscular injector; the combination allows the user to add +5 to Initiative and reduces DEX Rank cost of all
0%
+0
N/A
.5
40
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
15
0%
+0
N/A
1.0
10
0%
+0
N/A
1.0
10
0%
+0
N/A
1.0
4
0%
+0
N/A
1.0
15
0% 20%
+0 +30
N/A Jet Addiction: -1 STR, -1 Initiative/DEX Rank, -5 to all
1.0 .5
2 20
RedEye Nodoze Pills
1 Hour
Rocket
1 Minute
Roentgen Rum
4 Hours
Rot Gut
4 Hours
Rum and Nuka
4 Hours
Rushing Water
2 Minutes
Sacred Datura Root
90 Minutes
actions by 10% for 1 full hour Adds 4 Fatigue and +20 to Resistance checks against sleep for 4 hours at a cost of -1 INT and -5 to all perception skills Rocket is a concentrated form of Jet made by a person with a Science - Pharmacy or Science - Chemistry of 50% using a Camp Fire or an Electric Hot Plate to combine a Nuka-Cola, a dose of Jet and a box of Detergent; the drug reduces DEX Rank cost per action by an amazing 60% for 4 rounds; The drug is extremely rare, with only Doc Hoff knowing the formula, though an unknown party is supplying local Raiders with samples of the drug Roentgen Rum adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT, and glows in the dark in the same way that Quantum Cola does; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
10%
20%
30%
+30
20%
+20
Rot Gut is a cheap whiskey that adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT and -10 to Perception skills; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
20%
+20
Rum and Nuka is a pre-mixed, bottled cocktail that adds +1 STR for four Minutes, at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 3 SIZ of Water to counteract; Adds 3 Rads Created by a person with a Survival - Wasteland of 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Purified Water and Jet to make a drink that acts as five SIZ of Water and reduces the DEX Rank cost of Unarmed/Melee attacks by 40% On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, little transient water); one additional plant can be found for each 50% in Survival - Wasteland; This poisonous plant causes hallucinations, fever, tremors and possible cardiac arrest; Ingesting the plant requires a Resistance roll of CON vs. POT 16; Failure results in 1d6 Damage per minute, for 1
0%
perception skills Nodoze Addiction: -20 to Resist sleep Jet Addiction: -1 STR, -1 Initiative/DEX Rank, -5 to all perception skills
.05
.05
20
1.0
5
1.0
5
+0
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
1.0
20
0%
+0
N/A
1.0
20
0%
+0
N/A
.2
10
Sack of Weed
1 Hour
Salient Green
-
Salisbury Steak Salisbury Steak, Fresh Salisbury Steak, Irradiated Sativex
Sausage
-
Scotch
4 Hours
Scotch, Irradiated
4 Hours
minute per 5 points of failure (maximum damage is 60 points); Even if the roll is a success, the victim suffers a -10 to all Perception skills for 90 minutes Each pack contains 10 machine-rolled joints; Smoking a single joint takes a full 5 minutes; Adds +5 to Charisma and social interaction skills at the cost of -1 INT and -5 to all perception skills
5%
+30
.25
75
+0
THC Addiction: -5 to Charisma and social interaction skills for 2 weeks N/A
0%
1 Hour
Acts as 5 SIZ of Food; Salient Green is one of the products contained in a GECK, a collection of plant DNA samples and growth medium that can be used to produce almost any plant known to man; Some other source may exist, as samples of Salient Green in non-Vault-Tec containers has been known to turn up occasionally; either form is incredibly rare; A person with a Survival Wasteland of 25% using a Working Stove, Campfire, or Electric Hot Plate can create any one plant sample from Salient Green simply by introducing some residual part of that plant into the mixture during heating 3 SIZ of Food; Adds 3 Rads 3 SIZ of Food; Adds +3 Damage to all Melee attacks
.25
50
0% 0%
+0 +0
N/A N/A
1.0 1.0
5 40
-
3 SIZ of Food; Adds 10 Rads
0%
+0
N/A
1.0
2
10 Minutes
Sativex is a pre-War oromucosal mouth spray derived from Cannabis sativa, and contains a nearly 1:1 ratio of THC to Cannibadiol; it was used for the treatment of cancer and MS patients before the War; Adds +5 to Charisma and social interaction skills at the cost of -1 INT and -5 to all perception skills Ground bits of unidentified meat stuffed into an intestine and cured; 4 SIZ of Food; Adds 2 Rads Scotch adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle
1%
+30
THC Addiction: -5 to Charisma and social interaction skills for 2 weeks
.05
20
0%
+0
N/A
.25
10
10%
+20
1.0
10
An irradiated bottle of Scotch that adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction:
1.0
10
INT; It adds +10 Rads; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle Scotch, Jake Juice
4 Hours
A rare brand of Scotch that adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle
10%
+20
Sierra Madre Martini
4 Hours
15%
+30
Slasher
1 Hour
20%
+30
Slop
-
0%
Smoked Softshell Mirelurk Meat
-
Snakebite Tourniquet
30 Minutes
Created by a person using a Working Stove, Campfire, or Electric Hot Plate to combine a Jar of Cloud Residue and two Junk Food in a Tin Can to make a drink that +4 CON, +2 STR and +15 phantom HP (add to normal HP then divide to determine location HP) for 4 Hours; an Empty Whiskey Bottle is usually used to carry the drink, and is the container in which stored/sold versions are packaged; Each bottle adds 1 Cap; Few are found in the Capitol Wasteland, and no one is sure of their origin, or what the Sierra Madre in the name refers to May be created by a person with Science - Pharmacy or Science - Chemistry at 50% who uses a Working Stove, Campfire, or Electric Hot Plate to combine two Banana Yucca Fruit, Psycho, and two StimPaks into a single injector; Adds +1d4 Damage Bonus and increases HP by 25% (multiply current HP by 1.25, then divide among locations as normal) for one hour Made of Trog (mutated human) meat and irradiated water from the rivers surrounding the Pitt, this dish is as nutritious as it is deadly; 25 SIZ Food, 5 SIZ Water, and adds 25 Rads Created by a person with a Food Prep of 50% using a Campfire or Working Grill to slowly smoke a piece of Softshell Mirelurk Meat for 8 hours; 6 SIZ of Food; Adds 1 Rad; the recipe is known to Lucy West, and is one of her specialties Created by a person with Survival - Wasteland at 30% using a Working Stove, Campfire, or Electric Hot Plate to combine Surgical Tubing and Buffalo Gourd Seed into a medical device that cuts off the flow of poison while allowing a second Resistance roll of CON 17 vs POT of the
-1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
10
1.0
20
Psycho Addiction: -2 INT for 1 Week
.5
20
+0
N/A
1.0
5
0%
+0
N/A
.5
30
0%
+0
N/A
.1
20
Sour Apple Jellies
4 Hours
Spore Plant Pod
2 Hours
Squirrel Meat
4 hours
Squirrel-on-aStick
-
Squirrel Stew
-
Steady
1 Minute
poison; This obviously will only work on a limb that has been poisoned either by injection or an animal bite/sting; Torso and Head wounds, or ingested poisons, are unaffected Created by a person with a Food Prep of 40% using a Working Stove, Campfire, or Electric Hot Plate and a Pot to combine Ant Nectar, a bottle of Scotch, and a box of Dandy Boy Apples; the ingredients are mixed and cooked down for 20 minutes, then spooned out onto a chilled Dinner Plate and placed into a working Refrigerator; one set of candies is 2 SIZ of Food, and reduces DEX Rank cost of all actions by 35% for 4 Hours On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water, high shade); one additional plant can be found for each 25% in Survival - Wasteland; Spore Pod from a Spore Plant; 5 SIZ of Food; +25 to Resistance checks against Poison for 2 Hours On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 50% in Survival - Wasteland; 5 SIZ of Food; adds 1 Rad; -1 STR for 4 Hours Created by a person with a Food Prep of 25% using a Working Stove, Campfire, or Electric Hot Plate and a Pan to cook 3 pieces of Squirrel Meat (usually consisting of one entire Squirrel, gutted and skinned); 15 SIZ of Food; Adds 3 Rads Created by a person with Food Prep at 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Carrot, Fresh, Potato, Fresh and 3 Squirrel Meat (or 1 Squirrel-on-a-Stick) with Purified Water in a Pressure Cooker; 20 Size of Food; Adds 3 Rads; the recipe is known to Lucy West, and is one of her specialties. Steady is a mixture of unknown chems in a makeshift inhaler created from an Empty Bottle, a piece of Rubber Tubing, and a Tinfoil heating element; This ridiculouslyaddictive substance allows the user to fire with far greater accuracy for 4 rounds; the user may add 20% of their Spot skill to all firearm attacks; Aimed Shots increase this by an additional 20% of Spot per Aim action
5%
+10
-2 STR
.05
20
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
5
80%
+30
-1 STR and DEX until cured
1.0
20
Steak, Fresh
2 Hours
Steak Crispbake
4 Hours
StimPak
20 Minutes
(5 DEX Ranks); called shots are made at 1/2 of the firearm skill +1/5 of Spot; bursts strike with all rounds fired, and shots fired on full auto are twice as likely to hit the target (percentage of shots that hit are doubled, up to the number of shots fired), and Called shots on a burst have a greater chance to hit the targeted area (roll a die equal to the number of rounds that successfully hit the target, not including the first; that number of round also strike the location of the Called shot) A pre-War beef steak, from a non-mutated cow; 8 SIZ of Food; adds +10% to all damage done by the character for 2 Hours Created by a person with a Food Prep of 70% using a Working Stove and a Metal Cooking Pan to combine Potato Crisps, Salisbury Steak and Yum-Yum Deviled Eggs; 9 SIZ of Food; adds +5 to Repair - X for 4 hours; the only person who knows the recipe is Vonda, found at the Friendship Asylum May be created by a person with Science - Pharmacy or Science - Chemistry at 70% who uses a Workbench to combine Broc Flower and Xander Root in an Empty Syringe or Used Hypo; StimPaks provide both temporary and permanent healing when used; anyone can use a StimPak to provide phantom HP equal to 1 HP per 2 DEX Ranks, for 6 DEX Ranks (3 HP total); these "phantom" HP only last 20 minutes, but should allow for regular medical treatment during that time; If the person administering the StimPak has medical training, the StimPak is much more effective; Using First Aid, a successful check while using a StimPak makes one of these HP permanent, successful EMT makes two of these HP Permanent, and successful Trauma Medicine makes all three permanent; if the person administering the Stimpak has a 50% or better in the appropriate skill, they double the amount healed by the StimPak, both temporary and permanent (6 temp, and 2 perm for First Aid, 4 perm for EMT and 6 perm for Trauma Medicine); With a 100% in the appropriate skill, the HP is tripled (9 temp, with 3 perm for First Aid, 6 perm for EMT and all 9 perm for Trauma Medicine); Each StimPak used produces a Used Hypo,
0%
+0
N/A
1.0
80
0%
+0
N/A
.5
30
0%
+0
N/A
.1
25
StimPak, AutoInject
20 Minutes
StimPak, Super
4 Hours
StimPak, Super, Auto-Inject
4 Hours
ready to be refilled May be created by a person with Science - Pharmacy at 75% who uses a Workbench to combine a StimPak and a Sensor Module; The StimPak works in the same way as a normal StimPak, except that it must be placed where it's needle can be inserted into a vein, and it automatically injects the user when his/her HP drops below 1/2 normal; the amount of HP recovered is based on the medical skill of the person who places the StimPak May be created by a person with Science - Pharmacy or Science - Chemistry at 90% who uses a Workbench to combine a StimPak, Leather Belt, Mutfruit and a NukaCola; Super StimPaks provide both temporary and permanent healing when used, but have a negative side effect; anyone can use a Super StimPak to provide phantom HP equal to 1 HP per DEX Ranks, for 6 DEX Ranks (6 HP total); these "phantom" HP only last 20 minutes, but should allow for regular medical treatment during that time; If the person administering the Super StimPak has medical training, the StimPak is much more effective; Using First Aid, a successful check while using a StimPak makes two of these HP permanent, successful EMT makes four of these HP Permanent, and successful Trauma Medicine makes all six permanent; if the person administering the Stimpak has a 50% or better in the appropriate skill, they double the amount healed by the StimPak, both temporary and permanent (12 temp, and 4 perm for First Aid, 8 perm for EMT and 12 perm for Trauma Medicine); With a 100% in the appropriate skill, the HP is tripled (18 temp, with 6 perm for First Aid, 12 perm for EMT and all 18 perm for Trauma Medicine); After 20 minutes, when the temporary HP wear off, the subject experiences a loss of -1 STR and -1 DEX for the next 4 hours May be created by a person with Science - Pharmacy at 100% who uses a Workbench to combine a Super StimPak and a Sensor Module; The Super StimPak works in the same way as a normal Super StimPak, except that it must be placed where it's needle can be inserted into a vein, and it automatically injects the user when his/her
0%
+0
N/A
.25
75
0%
+0
N/A
.25
150
0%
+0
N/A
.5
175
StimPak, Ultra
125 Minutes
Strange Meat Strange Meat Pie
2 Hours -
Strange Meat Pie, Fresh Sugar Bombs
-
Sugar Bombs, Irradiated Sunset Sarsaparilla Sunset Sarsaparilla, Home-Brewed
30 Minutes 30 Minutes -
Super Yummy Cookie Sweetroll The Door
4 Hours
The Doorway
-
-
HP drops below 1/4 normal; the amount of HP recovered is based on the medical skill of the person who places the Super StimPak May be created by a person with Science - Pharmacy at 75% who uses a Workbench to combine two StimPaks, a Leather Belt, Surgical Tubing and a Sensor Module; The Ultra StimPak works primarily like a normal StimPak, with the amount of HP healed based on the skill of the person who places the unit; After the StimPak does its work, however, the second StimPak is time-released into the subject over the next 125 minutes, healing 1 HP (2 with 50% in the relative skill, 3 with 100%) every 5 minutes for 125 minutes; this prevents the user from losing the temporary HP granted by the StimPak for the duration 7 SIZ of Food; Adds 3 Rads; -1 STR Created by a person with Food Prep at 20% using a Working Stove, Campfire, or Electric Hot Plate to combine Strange Meat with Flour in a Pan; 10 SIZ of Food; Adds 3 Rads Pre-War pie made with mystery meat; 10 SIZ of Food 7 SIZ of Food; 4 SIZ of Water; Adds 3 Rads; +1 Fatigue, and +1 Initiative for 30 minutes 7 SIZ of Food; 4 SIZ of Water; Adds 10 Rads; +1 Fatigue, and +1 Initiative for 30 minutes Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract Created by a person with a Food Prep of 30% using a Working Stove, Campfire, or Electric Hot Plate to combine Nevada Agave Fruit and Xander Root in an Empty Soda or Empty Nuka-Cola Bottle, who tops it with a Bottle Cap; Adds 3 Rads; Each bottle adds 1 Cap; Dehydrating, requires 1 SIZ of Water to counteract 2 SIZ of Food; Adds +1 to STR and +15 to CHA and personal interaction skills for 4 hours, reduces Rads by 4 Prewar canned sweetrolls, recently cooked; 5 SIZ Food A strange concoction that smells vile, The Door removes the perk Nightmare's Embrace, returning the imbiber to normal A strange concoction that smells vile, The Door adds the perk Nightmare's Embrace, placing the imbiber in
0%
+0
N/A
1.0
175
0% 0%
+0 +0
N/A N/A
1.0 1.0
2 2
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
2
0%
+0
N/A
1.0
3
10%
+10
N/A
1.0
20
0%
+0
N/A
.01
5
0% 0%
+0 +0
N/A N/A
.5 .5
5 5
0%
+0
N/A
.5
5
Thick Cut Steak
1 Hour
Thick Red Paste
4 Hours
Thin Red Paste
4 Hours
Thorazine
Variable
Trail Mix
15 Minutes
Trauma Pack
20 Minutes
extreme danger by reducing STR by 2 and Brawl by 70 points until counteracted by an antidote Created by a person with Food Prep at 50% using a Working Stove, Campfire, or Electric Hot Plate and a Knife (Chef's, Combat, or otherwise) to cut and cook a piece or Brahmin Meat to reduce its Rad count; acts as 5 SIZ of food; adds +2 CON for 1 Hour; the recipe is known to Lucy West, and is one of her specialties. Created by a person with Survival - Wasteland at 50% using a Working Stove, Campfire, or Electric Hot Plate to combine Flour, Mutant Cave Fungus and Thin Red Paste in a suitable container; heals 2 HP per 5 DEX Ranks for 30 DEX Ranks (12 HP total), and, additionally, raises the character's Maximum HP by three points for 4 hours; it will not cure Crippled/Missing limbs Thin red paste heals 1 HP per 5 DEX Ranks for 30 DEX Ranks (6 HP total), and, additionally, raises the character's Maximum HP by one point for 4 hours; it will not cure Crippled/Missing limbs; Characters with the perk Them's Good Eatin' have a 50% chance to find Thin Red Paste on the remains of any creature they kill, otherwise it must be purchased Injected into a subject, it has several effects, each at a different POT; If the victim fails a Resistance against POT 10, for 15 rounds, the victim is paralyzed, unable to move; If the victim fails a Resistance against POT 20, for a total of 10 minutes, the victim is -20 to Fatigue, and DEX Rank costs of all actions is +40%; If the victim fails a Resistance against POT 25, for a total of 20 minutes, the victim is unable to take aggressive action, though he/she may defend themselves Created by a person with a Food Prep of 25% using a Working Stove, Campfire, or Electric Hot Plate to combine a Fresh Apple, a Fresh Pear, Pinyon Nuts and a package of Sugar Bombs in a Lunch Box; Counts as 15 SIZ of Food, and adds 3 Rads; the user gains +1 Fatigue, and +1 Initiative for 15 minutes after consumption A Trauma Pack is a pre-War medical device that requires medical training to use properly; With no applicable skill (or on a failed roll), the pack adds +2 to STR and CON for 20 minutes, and will heal 1 HP of damage per DEX Rank
0%
+0
N/A
.5
5
0%
+0
N/A
.6
250
0%
+0
N/A
.1
125
0%
+0
N/A
.1
18
0%
+0
N/A
.5
20
0%
+0
N/A
2.0
250
Turbo
1 Round
Ultrajet
4 Minutes
Vegetable Soup
4 Hours
for 5 DEX Ranks, in the same way as a StimPak (phantom HP that last for 20 minutes); With First Aid, the pack will operate for 10 DEX Ranks; with EMT, it will operate for 15 DEX Ranks, and with Trauma Medicine it will operate for 20 DEX Ranks; With a 50% in the appropriate skill, 50% of these points will be permanent HP healed (5, 8 or 10); with a 100% in the appropriate skill, all of these points will be permanent (10, 15 or 20); after 20 minutes, the side effects of the Trauma Pack are felt; the user suffers -1 STR and CON, and -15 to all perception skill rolls for the next 24 hours Turbo is created by a person with Science - Chemistry or Science - Pharmacy at 50% using a Working Stove, Campfire, or Electric Hot Plate to combine a Broc Flower, a dose of Jet, a Cazador Poison Gland, and a tin of Turpentine; Most Turbo sold in the Wasteland uses a can of Hairspray to hold the extra ingredients; The drug slows the user's perception of time, allowing the user to act three times as fast for one round (3 subjective rounds pass for the user); This allows the user to Dodge bullets with a normal success, and even Lasers with a Hard success, to Dodge Melee, Unarmed and Missile attacks as an Easy task, and to act as if all DEX-Rank costs were 1/3 of normal; this will not affect anything the user interacts with, so sliding doors will seem terribly slow, the character will see computer screens refresh, grenades will seem to take 15 seconds to explode, etc.; the drug is not compatible with Jet or any of its derivatives Ultrajet is a concentrated form of Jet made by the Ghoul known as Murphy, who combines Sugar Bombs, a dose of Jet and a box of Abraxo; the drug adds an amazing +8 Initiative, and reduces the DEX Rank cost of all actions by 80% for 4 full minutes; The drug is extremely rare, with only Murphy knowing the formula
Created by a person with a Food Prep of 70% using a Working Stove, Campfire, or Electric Hot Plate and a Metal Cooking Pot to cook a Carrot, a package of Noodles
20%
+30
-2 DEX until cured
.5
20
20%
+12
.05
50
0%
+0
-2 DEX, -2 STR, -5 to all perception skills, permanently (there is no known cure for Ultrajet addiction) N/A
.5
35
Vodka
4 Hours
Vodka, Fresh
4 Hours
Voodoo
20 Minutes
Wake Up Brew
4 Hours/ 4 Minutes
Wasteland Omelet
-
Wasteland Moonshine
4 Hours
and a Potato with one Purified Water; 15 SIZ of Food; one bowl (5 SIZ) adds +20 to Resistance checks against Poisons for 4 hours; the only person who knows the recipe is Vonda, found at the Friendship Asylum Vodka adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured -1 INT and POW
1.0
10
Vodka adds +1 STR and +5 to Charisma and social interaction skills; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle
10%
+20
1.0
60
Voodoo is a Tribal concoction that uses extracts of various animals and plants to form a potent combat drug; it adds +2 DEX and +3 POW, +20 to the user's Special/Critical range with Melee and Unarmed attacks, and +20% to Hit Points (overall; divide the new HP total among the locations as usual); Not only is Voodoo addictive, the drug is also very dangerous; 5 doses in 24 hours is fatal Created by a person with a Food Prep of 80% using a Working Stove, Campfire, or Electric Hot Plate and a Metal Cooking Pot to combine Nuka Cola, Pre-War Jet and a box of Sugar Bombs into a thick gruel; 8 SIZ of Food; adds +1 to DEX for 4 hours, and reduces the DEX Rank cost of all actions by 15% for 4 Minutes; the only person who knows the recipe is Vonda, found at the Friendship Asylum Created by a person with Food Prep at 65% using a Working Stove, Campfire, or Electric Hot Plate to combine Blamco Mac & Cheese, Crunchy Mutfruit, Deathclaw Egg and Mirelurk Meat in a Pan; 30 SIZ of Food Created by a person with a Survival - Wasteland of 75% using a Working Stove, Campfire, or Electric Hot Plate to combine a Fission Battery, Yeast, Sugar Bombs, Cave Fungus and Mutfruit (makes one dose after 24 hours), or, on a larger scale, using a Still to combine 6 Fusion Batteries, 3 Yeast, 6 Sugar Bombs, 6 Cave Fungus and 6
20%
+20
.5
90
20%
+30
Jet Addiction: -1 DEX, -10 to CHA
.05
30
0%
+0
N/A
1.0
2
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
20
Wasteland Smoothie
4 Hours/ 4 Minutes
Wasteland Tequila
4 Hours
Wasteland Tequila, Large
2 Hours and 4 Hours
Water, Aqua Cura
-
Water, Aqua Pura
-
Water, Cactus
-
Mutfruit (makes 6 doses after24 hours); Wasteland Moonshine adds +1 STR and +1 POW at the cost of -5 to all Perception skills, and also reduces Rads by 2 per dose; Dehydrating, requires 5 SIZ of Water to counteract; 32 Shots (doses) per jug Created by a person with a Food Prep of 80% using a Working Stove, Campfire, or Electric Hot Plate and a Metal Cooking Pot to combine Dandy Boy Apples, Gum Drops and Scotch into a thick drinkable concoction; 4 SIZ of Food; adds +1 Phantom Hit Point for 4 hours, and +5 to Special/Critical success range; the only person who knows the recipe is Vonda, found at the Friendship Asylum Created by a person with a Survival - Wasteland of 25% using a Working Stove, Campfire, or Electric Hot Plate to combine Nevada Agave Fruit and Purified Water in an Empty Whiskey Bottle; It adds +2 STR and +5 to Charisma and social interaction skills at the cost of -2 INT; Dehydrating, requires 3 SIZ of Water to counteract; 8 Shots (doses) per bottle Created by a person with a Survival - Wasteland of 40% using a Working Stove, Campfire, or Electric Hot Plate to combine two Nevada Agave Fruit and two Purified Water in an Empty Large Whiskey Bottle; It adds +3 STR, +5 to Charisma and social interaction skills for 4 Hours, and +10 to Resistance rolls against poisons, and +2 HP to all locations for purposes of determining Crippling injuries for 2 Hours, at the cost of -3 INT for 4 Hours; Dehydrating, requires 5 SIZ of Water to counteract; 16 Shots (doses) per bottle Basically, this is mislabeled Dirty Water; Sold by the Ghoul, Griffon, after the Waters of Life quest; 10 SIZ Water; Each bottle adds 1 Cap; Adds 6 Rads 10 SIZ of Water (If the players choose to contaminate the Purifier with modified FEV, -2 STR and -1 INT); Each bottle adds 1 Cap; Can only be purchased from the Brotherhood of Steel and their water caravans Created by a person with a Food Prep of 30% using a Working Stove, Campfire, or Electric Hot Plate to process two Prickly Pear Fruit into Purified Water, which is stored in an Empty Soda Bottle and sealed with a Bottle Cap
0%
+0
N/A
1.0
40
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
20
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured
1.0
40
0%
+0
N/A
.5
10
0%
+0
N/A
.5
6
0%
+0
N/A
.5
15
Water, Lethal Water, Terrible
-
Water, Bad
-
Water, Irradiated
-
Water, Dirty
-
Water, Good
-
Water, Purified
-
Water, Holy
-
Weapon Binding Ritual
2 Hours
10 SIZ Water; Each bottle adds 1 Cap; Adds 500 Rads 10 SIZ Water; Can be created by using the RobCo Model WP-2066 Water Purifier to purify one Lethal Water in a process that yields one Terrible Water; Each bottle adds 1 Cap; Adds 100 Rads 10 SIZ Water; Can be created by using the RobCo Model WP-2066 Water Purifier to purify one Terrible Water in a process that yields one Bad Water; Each bottle adds 1 Cap; Adds 50 Rads 10 SIZ Water; Can be created by using the RobCo Model WP-2066 Water Purifier to purify one Bad Water in a process that yields one Irradiated Water; Each bottle adds 1 Cap; Adds 12 Rads 10 SIZ Water; Can be created by using the RobCo Model WP-2066 Water Purifier to purify one Irradiated or Holy Water in a process that yields one Dirty Water; Each bottle adds 1 Cap; Adds 6 Rads 10 SIZ Water; Adds 3 Rads; Can be created by using the RobCo Model WP-2066 Water Purifier to purify one Dirty Water or Aqua Cura in a process that yields one Good Water; Each bottle adds 1 Cap 10 SIZ Water; Can be created by a person with a Survival - Wasteland of 50% using a Working Stove, Campfire, or Electric Hot Plate, a Glass Pitcher, a Pressure Cooker, and Surgical Tubing to boil five Dirty Water or Good Water in a process that will result in four Purified Water, or it can be created by using the RobCo Model WP-2066 Water Purifier to purify one Good Water in a process that yields one Purified Water This is irradiated Aqua Pura, given out by the Apostles of the Holy Light; 10 SIZ of Water; adds 15 Rads (If the players choose to contaminate the Purifier with modified FEV, -2 STR and -1 INT); Each bottle adds 1 Cap The Weapon Binding Ritual must be learned from a Tribal Group or the DC Gypsies; Once it is known, anyone with a 25% in a Melee Weapon skill can perform the ritual and create the bound weapon; Created by a person with any Melee Weapon at 25% using a Working Stove, Campfire, or Electric Hot Plate to combine Healing Powder, a Knife, a Leather Belt and a tube of Wonderglue; First, the Wonderglue is spread over the Knife, and then the
0% 0%
+0 +0
N/A N/A
.5 .5
1 1
0%
+0
N/A
.5
1
0%
+0
N/A
.5
5
0%
+0
N/A
.5
10
0%
+0
N/A
.5
15
0%
+0
N/A
.5
20
0%
+0
N/A
.5
0
0%
+0
N/A
.5
50
Whiskey
4 Hours
Whiskey, Fresh
4 Hours
Whiskey, Irradiated
Whiskey, Moira & Moriarty's Irish Style
Healing Powder is poured over it while it is still tacky, the knife is heated, and it is used to cut the subject's own arms while intoning "You have sacrificed a portion of your life's blood to become one with your weapon"; The heat of the knife cauterizes the wounds, but the cuts and burns cause the loss of 1 HP from each limb; as the damage occurs, the subject continues the ritual with "Your eyes will be keen, your limbs will not break, and your claws will strike like thunder"; The Knife is then strapped to the user's arm with the leather belt while intoning "Fight only with your hands, or the weapons of your hands to know this glory in combat"; The user can now strike with a Damage Bonus of 1d6 for the next two hours, and any limb damage first comes from a phantom 4 HP per limb during that period; The price listed is for a pre-prepared blade and belt, though the ritual itself must still be performed Whiskey adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
10%
+20
Whiskey adds +1 STR and +5 to Charisma and social interaction skills; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
10%
+20
4 Hours
An irradiated bottle of Whiskey that adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; It adds +10 Rads; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
10%
+20
4 Hours
Moira & Moriarty's Irish Style Whiskey adds +3 STR, +2 to CON, and +20 to Charisma and social interaction skills at the cost of -3 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; Each dose causes 3 Damage to the Torso and adds 3 Rads/DEX
10%
+20
Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills
1.0
10
1.0
60
1.0
10
1.0
20
Whiskey, Moira & Moriarty's Small Batch Reserve
4 Hours
Whiskey, Synthetic Kentucky Bourbon
4 Hours
WhiskeyMarinated Steak
4 Hours
White Horsenettle
2 Hours
Wine
4 Hours
Rank for 10 DEX Ranks; 8 Shots (doses) per bottle Moira & Moriarty's Small Batch Reserve adds +2 STR, +2 to CON, and +25 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
10%
+20
Adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Each bottle adds 1 Cap; Dehydrating, requires 5 SIZ of Water to counteract; 8 Shots (doses) per bottle
10%
+20
Created by a person with a Food Prep of 40% using a Campfire or Grill; requires a Brahmin Steak and a bottle of Whiskey; the Brahmin Steak and the Whiskey are combined in a suitable container (Lunch Box, Metal Box, First Aid Box or Ammo Box) overnight in a working Refrigerator; after at least 12 Hours, but not more than 48 Hours, the Steak is grilled over an open flame for 10 minutes; acts as 6 SIZ of Food; adds +3 INT and +15 to CHA/personal interaction skills, but reduces CON by -3, for 4 Hours; adds 5 Rads; the recipe is known to Lucy West, and is one of her specialties. On a successful Woodcraft check, one plant can be found in any 70x70m area of the Capitol Wasteland that has the appropriate terrain (several inches of soil, some transient water); one additional plant can be found for each 25% in Survival - Wasteland; Each plant has 1+1d3 fruits from April through October; 1 SIZ of Food; -1 CON and -1 DEX; Acts as a POT 6 toxin, with failure resulting in vomiting and diarrhea, and loss of all food consumed in the last 8 hours, and a Fumble resulting in death due to cardiac failure; Each additional fruit consumed during the duration increases the POT by 2, and at POT 12, even an ordinary failure results in Death Wine adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Dehydrating, requires 3 SIZ of Water to counteract; 5 glasses (doses) per bottle
0%
+0
until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
0%
+0
5%
+20
1.0
60
1.0
10
1.0
30
N/A
.02
2
Alcohol Addiction: -1 DEX, -5 to CHA and social
1.0
10
Wine - Cooking
4 Hours
Cooking Wine adds +1 STR and +5 to Charisma and social interaction skills at the cost of -1 INT; Dehydrating, requires 3 SIZ of Water to counteract; 5 glasses (doses) per bottle; found in the kitchen at the Dockside Inn
5%
+20
Winky Snack Cakes Wonder Meat Ant
-
5 SIZ Food; Adds 2 Rads
0%
+0
interaction skills until cured Alcohol Addiction: -1 DEX, -5 to CHA and social interaction skills until cured N/A
-
0%
+0
Wonder Meat Bloatfly
-
0%
Wonder Meat Brahmin
-
Wonder Meat Dog
-
Wonder Meat, Floater
-
Wonder Meat, Gecko
2 Hours
Wonder Meat Hatchling
-
Wonder Meat Mirelurk
-
Wonder Meat Mole Rat
-
Created by curing 1 Ant Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 5 SIZ of Food; Adds 3 Rads Created by curing 1 Bloatfly Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 5 SIZ of Food; Adds 3 Rads Created by curing 1 Brahmin Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 10 SIZ of Food; Adds 3 Rads Created by curing 1 Dog Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 5 SIZ of Food; Adds 3 Rads Created by curing 1 Floater Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 5 SIZ of Food; reduces user's Rads by -50 Created by curing 1 Floater Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 6 SIZ of Food; adds +5 to all Perception skills for 2 hours; adds 5 Rads Created by curing 1 Hatchling Mirelurk Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 5 SIZ of Food; Adds 3 Rads Created by curing 1 Mirelurk Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 7 SIZ of Food; Adds 3 Rads Created by curing 1 Mole Rat Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 8 SIZ of Food; Adds 3 Rads; Sydney Green also has a recipe that uses 1 Mole Rat Meat, 1 Wonderglue, and any one of a unit of Scrap Metal, a Lunchbox, a First Aid Box, an Ammo Container, or a Metal Box (used for the curing container);
1.0
10
.2
10
N/A
.8
15
+0
N/A
.8
15
0%
+0
N/A
.8
15
0%
+0
N/A
.8
15
0%
+0
N/A
.5
15
0%
+0
N/A
.5
15
0%
+0
N/A
.8
25
0%
+0
N/A
.8
20
0%
+0
N/A
1.0
20
Wonder Meat Rad Roach
-
Wonder Meat, Rad Scorpion
2 Hours
Wonder Meat Soft Shell
-
Wonder Meat Yao Guai
-
Xander Root
1 Round
Yao Guai Meat
2 Hours
Yao Guai Prime Rib
-
Yum-Yum Deviled Eggs Yum-Yum Deviled Eggs, Fresh Yum-Yum Deviled Eggs, Irradiated Yummy Cookie
-
unlike Brigg's Wonder Meat Maker, Sydney's process takes 8 hours Created by curing 1 Rad Roach Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 3 SIZ of Food; Adds 6 Rads Created by curing 1 Rad Scorpion Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 6 SIZ of Food; +2 to DB for 2 Hours; Adds 5 Rads Created by curing 1 Soft-Shell Mirelurk Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 15 SIZ of Food; Adds 3 Rads Created by curing 1 Yao Guai Meat with 1 Wonderglue in the Wonder Meat Maker created by Ryan Brigg; 15 SIZ of Food; Adds 7 Rads; Adds +10% to all Melee/Unarmed attacks for 2 hours One root counts as 5 SIZ of Food; Each plant has one viable root, plus one root for each whole 50% the gatherer has in Survival - Wasteland; Cost and weight is per Root; The root has a minor healing effect, healing 1 HP/DEX Rank for 5 DEX Ranks after ingestion, +1 HP/DEX Rank for each 50 points the character has in Survival Wasteland On a successful Woodcraft check, one Meat can be recovered from a carcass; one additional Meat can be recovered for each 20% in Survival - Wasteland (in addition to that rolled for the carcass); 20 SIZ of Food; Adds 10 Rads; Adds +10% to all Melee/Unarmed attacks for 2 hours Created by a person with a Food Prep of 50% using a Working Stove, Campfire or Grill and a Metal Cooking Pan to cook one piece of Yao Guai Meat; 20 SIZ of Food; adds 5 Rads 2 SIZ of Food; Adds 3 Rads
0%
+0
N/A
.8
10
0%
+0
N/A
.8
20
0%
+0
N/A
.8
20
0%
+0
N/A
.8
30
0%
+0
N/A
.5
5
0%
+0
N/A
1.0
30
0%
+0
N/A
1.0
5
0%
+0
N/A
1.0
5
-
2 SIZ of Food; Adds +10 to Demolition and Throw Grenades
0%
+0
N/A
1.0
30
-
2 SIZ of Food; Adds 10 Rads
0%
+0
N/A
1.0
2
4 Hours
1 SIZ of Food; Adds +10 to CHA and personal interaction
0%
+0
N/A
.01
5
skills for 4 hours
Vehicles
Buggy: Fairfax, broken down in front of the strip club. Needs repairs, all parts present. The Buggy is a typical Raider vehicle, which are becoming more and scarcer as time runs on. This one is fairly intact, but broken down. It resembles a Sand Rail with a cow-catcher on the prow. The front windshield is replaced with metal mesh, with a view port on the driver's side. The sides are covered with stretched Brahmin hide, with mesh straps over the "windows" in the hides. The Ram Prow doubles damage against other vehicles when the driver is ramming, and the vehicle takes only 1/2 damage from ramming/being rammed to the front.
Corvega Highwayman Sedan, Hot Rod: Autoplex, needs to be rebuilt, parts are at Car Dealership south of Megaton, with suspension parts from Grayditch Auto. The car mounts two belt-fed M249 MGs under the Headlights, controlled by the driver.
CorvegaAtomic V-8 Coupe, Up-Armed: Firefly Ranch, needs parts from inside house and Chryslus Building, new tires. Two Combat Shotguns and two Rockwell/Cz 53 Miniguns are installed. The Miniguns are passenger controlled, both on the passenger side of the hood, while one Combat Shotgun is mounted on a pintle on the driver's door, and the second on a rear-facing pintle in the center of the rear window.
Hummer: Fort Constantine, on blocks, engine pulled for maintenance. Needs to be put back together, install new tires, and use engine parts from Grayditch Auto. The Hummer is an extensively re-worked vehicle, armored and equipped with a Ring Mount over the passenger section.
Motorcycles: Firefly Ranch, needs repairs, all parts available at location. Grayditch Auto interior, needs maintenance, all parts found on site.Between Bailey’ Crossroads and Grayditch, all parts found on site, with tires nearby. The motorcycle is a Harley Davidson Atomic Hog.
Scouter: Grayditch Auto, needs repairs, all parts available at location. The Scouter resembles a Schwimmwagen with an armored plate replacing the windshield and window glass, covered with a canvas top. Firing/view ports are cut in the front and side plates, with locking covers.
Type Buggy Corvega Highwayman Hummer Motorcycle Scouter
Skill Drive
Rated Speed Handling 11 +5% Drive 12 — Drive 12 — Drive 12 — Motorcycle 13 +5% Drive 9 +5%
ACC ±8 ±7 ±8
MOV 75 ±7 134 ±7 100 ±8
Armor 14/12 134 14/2 134 10/— 67
SIZ 45 14/12 50 16/12 18 10/12
HP 45 50 40 55 25 45
Crew 1 40 1 65 1 45
Passengers 1 3 0 6 1 5 1 1 1
Cargo Notes 12 Ram Prow 12 Small Trunk 24 Hoffa Trunk 36 Ring Mount 6 12 Swimmable