Weapon

EquipmentAmong the most useful tool available to any wastelander is their weapon. A good weapon is like a good friend; a reliable ally through thick and thin. Weapons are grouped into melee weapons and the following types of ranged weapons:


 * ballistic weapons
 * energy weapons
 * heavy weapons
 * low tech weapons
 * and a few special weapons that cannot be so easily classified

Heavy weapons typically also belong to another category, such as the minigun which is also a ballistic weapon or the gatling laser which counts as an energy weapon.

The various weapon tables show the cost, weight, and other properties of the various armaments found in the wasteland.

Ammunition
Firearms use a variety of different types of ammunition. When a character come across a hidden cache or loot ammo from a defeated enemy, it may or may not be the correct type of ammunition for their preferred weapon. Accordingly, it’s generally wise for characters not to play favorites, and carry two or three firearms with different caliber requirements. That way, the chances that they can keep at least one of the weapons loaded are higher.

Cost of Ammunition
Ammunition prices are listed in this order: [Ammunition Name. (box/bulk quantity), Box/Bulk Cost, Per Round Cost, Weight]


 * Salvage. (1 round), 1 cap, 0.4lb [Junk Jet]
 * Arrow. (1 round), 1 cap, 0.2lb [Bows]
 * Bolt. (1 round), 1 cap, 0.2lb [Crossbows]
 * .38. (50 rounds), 40 caps, 1 cap, 0lb [Pipe Guns]
 * 5mm. (50 rounds), 40 caps, 1 cap, 0lb [Miniguns]
 * 10mm. (50 rounds), 90 caps, 2 caps, 0lb [Pistols]
 * 5.56mm. (20 rounds), 30 caps, 2 caps, 0lb [Assault Rifle]
 * .45. (20 rounds), 50 caps, 3 caps, 0lb [SMG, Combat Rifle]
 * 12g Shells. (20 rounds), 50 caps, 3 caps, 0lb [Shotguns]
 * .308. (20 rounds), 50 caps, 3 caps, 0lb [Rifles]
 * .357. (20 rounds), 50 caps, 3 caps, 0lb [Revolvers]
 * Fusion Cell. (20 rounds), 50 caps, 3 caps, 0lb [Energy Weapons]
 * Flare. (1 round), 2 caps, 0lb [Flare Gun]
 * 7.62mm (20 rounds), 30 caps, 2 caps, 0lb [Handmade Rifle]
 * .45-70 Govt. (20 rounds), 50 caps, 3 caps, 0lb [Lever-action Rifle]
 * .44. (20 rounds), 50 caps, 3 caps, 0lb [Revolvers]
 * Plasma Cartridge. (10 rounds), 40 caps, 5 caps, 0lb [Plasma Weapons]
 * .50. (10 rounds), 30 caps, 4 caps, 0lb [Anti-materiel Rifles]
 * Railway Spike. (1 round), 1 cap, 0.4lb [Railway Rifle]

Salvaged Ammo
For the most part, all weapons leave behind something after being shot. This means that if you are careful and save up casings or spend cartridges, you may be able to make some more ammo of that type in the future. You do need to have some tools, like an ammo bench or work station, as well as have some sort of training or proficiency to avoid faulty or catastrophic ammunition failures.

Ballistic
A bullet is for the most part broken down into four basic components:


 * Primer. Primers cause the bullet to actually fire by striking a sensitive striking surface that detonates, causing the powder to burn and the shot to travel down the barrel. In the wasteland, finding unused primer can be difficult. Some clever wastelanders have made primers out of matchsticks and toy pop-gun rings.
 * Casing. Casings keep the entire bullet contained, and act as a pressure chamber for the powder to detonate and push the bullet forward out of the barrel. Improvised casings are a bit more challenging to create in such a run down world, but people have found ways to manufacture more ammo.
 * Powder. Powder is what explosive component you add into the casing, and depending on what material and how much you use changes how powerful or prone to misfiring the bullet will become. Some wastelanders have discovered that you are able to produce low power ammunition by using powderized matchsticks and broken down fireworks.
 * Shot. Shot is what is actually fired out from the gun, the projectile itself. The shot can vary, some may opt to use dense "slugs" of ammunition, such as batteries or rebar, others may want to use "flechette" which can be made from nails and glass. Some have even found ways of manufacturing "Dragon's breath" ammunition such as the Gun Runners.
 * Complete Reloading Breakdown
 * Reloading a Shotgun Shell

Energy
MFCs (microfusion cells) and ECPs (electron charge packs) are drained when they are used up, but they can be scrapped or recharged:


 * Casing. Casings for energy weapons are drained fusion cells, empty flamer fuel tanks, even arrows.
 * Power. Power is what fuels the ammunition, be it acid and lead for electrical or oil and fuel for fire, even things like poison could be used.

Simple Ranged Weapons

 * .357 Magnum Revolver
 * .44 Magnum Revolver
 * 10mm Pistol
 * Flare Gun
 * Varied Ammunition "Contender" Pistol Rifle
 * .32mm ACP "PRESSIN" Pistol

Martial Ranged Weapons

 * 2mm EC Gauss Pistol
 * .50-70 "The Mother Load" Revolver
 * Ball & Black Powder "Napoleonic Sphinxes" Flintlock Pistols
 * 9mm "Sturmtruppen Firepower" Semi-automatic Pistol
 * .28 "Pocket Turret" Revolver
 * .45 "Semmerling LM4" Pistol

Simple Ranged Weapons

 * .308 Hunting Rifle
 * .45 Submachine Gun
 * 9mm "Uzi" Sub-machinegun

Martial Ranged Weapons

 * 5.56mm Assault Rifle
 * .45 Combat Rifle
 * 2mm EC Gauss Rifle


 * 7.62mm Handmade Rifle
 * .45-70 Govt Lever-action Rifle
 * .45-70 Govt. "Mare's Leg" Cowboy Repeater
 * .45 Radium Rifle
 * Rail Spike Railway Rifle
 * Needle Dart Syringer
 * .22LR "American-180" Sub-machinegun

Simple Ranged Weapons

 * 12g Single Shotgun
 * 12g Double-barrel Shotgun

Martial Ranged Weapons

 * 12g Combat Shotgun

Martial Ranged Weapons

 * Cannon. 245 caps, 5d8 piercing, 27.4lb, Cannonball, (ammunition, range 80/240, slow-loading, two-handed, special)
 * [No Mods]
 * Flamer. 137 caps, 2d4 fire, 9lb, Flamer fuel, (ammunition, range 45, reload 100-rounds, two-handed. special)
 * [Magazine: Huge Propellant Tank, Large Propellant Tank. Muzzle: Compression Nozzle, Vaporization Nozzle.]
 * Gatling Laser. 332 caps, 6d4 energy, 19.3lb, Fusion core, (ammunition, full auto 20-rounds, range 80/240, reload 500-rounds, two-handed)
 * [Magazine: Beam Focuser. Receiver: Beta Wave Tuner, Boosted Capacitor.]
 * Harpoon Gun. 260 caps, 4d10 piercing, 16.3lb, Harpoon, (ammunition, range 80/240, slow-loading, two-handed, special)
 * [Sights: Electronic, Scope.]
 * Incinerator. 500 caps, 4d8 fire (special), 15lb, Flamer fuel, (ammunition, range 90/270, reload 100-rounds, two-handed, special)
 * [Magazine: Huge Propellant Tank, Large Propellant Tank]
 * Junk Jet. 200 caps, 2d4 piercing/bludgeoning/slashing, 29.9lb, Salvage, (ammunition, range 60/180, slow reload variable, two-handed, special)
 * [Barrel: Long. Muzzle: Electrification Module, Ignition Module, Radiation Module.]
 * Minigun. 382 caps, 8d4 piercing, 27.4lb, 5mm, (ammunition, full auto 20-rounds, range 100/300, reload 500-rounds, two-handed)
 * [No Mods]
 * Missile Launcher. 314 caps, 10d6 fire (special), 21lb, Missile, (ammunition, range 100/300, loading, two-handed, special)
 * [No Mods]
 * Nuke Launcher. 512 caps, 9d12 fire+9d12 radiation (special), 30.7lb, Mini Nuke, (ammunition, range 80/240, loading, two-handed, special)
 * [No Mods]

Martial Ranged Weapons

 * Institute Laser. 50 caps, 2d6 energy, 3.9lb, Fusion cell, (ammunition, range 60/180, reload 30-rounds)
 * [Barrel: Automatic, Long. Grip: Comfort Grip, Stock, Recoil Compensating. Muzzle: Beam Splitter, Beam Focuser. Receiver: Beta Wave Tuner, Boosted Capacitor, Diminished Capacitor (1d8). Sights: Electronic, Scope, Night Vision, Recon]
 * Laser Gun. 66 caps, 2d8 energy, 3.9lb, Fusion cell, (ammunition, range 60/180, reload 30-rounds)
 * [Barrel: Automatic, Long. Grip: Comfort Grip, Stock, Recoil Compensating. Muzzle: Beam Splitter, Beam Focuser. Receiver: Beta Wave Tuner, Boosted Capacitor, Diminished Capacitor (1d10). Sights: Electronic, Scope, Night Vision, Recon]
 * Laser Musket. 57 caps, 2d4 energy, 12.6lb, Fusion cell, (ammunition, range 80/240, loading, two-handed, special)
 * [Barrel: Long. Grip: Recoil Compensating. Muzzle: Beam Splitter, Beam Focuser. Receiver: Three Crank Capacitor, Four Crank Capacitor, Five Crank Capacitor, Six Crank Capacitor. Sights: Electronic, Scope, Night Vision, Recon]
 * Plasma Gun. 123 caps, 3d6 fire, 3.9lb, Plasma cartridge, (ammunition, range 70/210, reload 30-rounds, two-handed)
 * [Barrel: Automatic, Flamer. Grip: Comfort Grip, Stock, Recoil Compensating. Muzzle: Beam Splitter. Receiver: Beta Wave Tuner, Boosted Capacitor. Sights: Electronic, Scope, Night Vision, Recon]

Simple Ranged Weapons

 * Bow. 10 caps, 1d8 piercing, 2lb, Arrow, (ammunition, range 50/150, two-handed)
 * [No Mods]
 * Composite Bow. 15 caps, 1d8 piercing, 3lb, Arrow, (ammunition, range 60/180, two-handed)
 * [No Mods]
 * Crossbow. 15 caps, 1d10 piercing, 5lb, Bolt, (ammunition, range 50/150, two-handed, loading)
 * [Sights: Electronic, Scope, Night Vision, Recon]
 * Sling. 3 caps, 1d6 bludgeoning, 0lb, Stone, (ammunition, range 30/120)
 * [No Mods]

Martial Ranged Weapons

 * Alien Atomizer. 2d8 energy, 2lb, Alien Blaster round, (ammunition, range 60/180, reload 20-rounds)
 * [Magazine: Fusion. Muzzle: Long. Receiver: Comfort Grip. Sights: Scope, Night Vision.]
 * Alien Blaster. 1551 caps, 3d6 energy, 2.5lb, Alien Blaster round, (ammunition, range 50/150, reload 42-rounds)
 * [Magazine: Fusion. Muzzle: Long. Receiver: Comfort Grip. Sights: Scope, Night Vision.]
 * Alien Disintegrator. 4d6 energy, 7lb, Alien Power module, (ammunition, range 40/120, reload 96-rounds)
 * [Magazine: Fusion. Muzzle: Long. Sights: Scope, Night Vision.]
 * Cryolator. 320 caps, 4d6 cold, 13.2lb, Cryo cell, (ammunition, range 40/120, reload 25-rounds, two-handed, special)
 * [Muzzle: Crystallizing Barrel. Receiver: Recoil Compensating. Sights: Electronic.]
 * Drone Cannon. 10d6 energy (special), 18lb, Alien Power module, (ammunition, range 60/180, reload 417-rounds)
 * [No Mods]
 * Drone Cannon Ex-B. 10d6 energy (special), 18lb, Alien Power module, (ammunition, range 100/300, reload 417-rounds)
 * [No Mods]
 * K9000 Cyberdog Gun. 7500 caps, 6d6 piercing, 27lb, .357, (ammunition, full auto 10-rounds, range 100/300, reload 50-rounds, two-handed)
 * [No Mods]
 * Pulse Pistol. 346 caps, 4d4 electrical, 5lb, Fusion cell, (ammunition, range 40/120, reload 5-rounds)
 * [Sights: Electronic.]
 * Pulse Rifle. 484 caps, 5d4 electrical, 5lb, Fusion cell, (ammunition, range 50/150, reload 10-rounds, two-handed)
 * [Sights: Electronic.]
 * Tesla Rifle. 90 caps, 2d4 electrical, 5lb, Fusion cell, (ammunition, range 50/150, reload 14-rounds, two-handed, special)
 * [Muzzle: Automatic. Sights: Electronic.]

Simple Melee Weapons

 * Hammer. 6 caps, 1d4 bludgeoning, 1lb. (finesse, light)
 * [Mods: Spiked.]
 * Hand Axe/Machete. 20 caps, 1d6 slashing, 2lb. (light)
 * [Mods: Serrated Blade.]
 * Baseball Bat/Mallet. 15 caps, 1d6 bludgeoning, 3lb. (light)
 * [Mods: Heavy, Spiked, Rocket.]
 * Switchblade. 10 caps, 1d4 piercing, 1lb. (finesse, light)
 * [Mods: Serrated Blade.]
 * Throwing Knife. 4 caps, 1d4 piercing, 0.4lb. (finesse, light, thrown, range 20/60)
 * [No Mods]

Martial Melee Weapons

 * Alien Shock Baton. 1d6 bludgeoning+1d8 electrical, 2lb. (finesse, light)
 * [No Mods]
 * Assaultron Blade. 50 caps, 1d8 slashing, 3lb. (versatile d10)
 * [Mods: Electrified.]
 * Baton. 15 caps, 1d6 bludgeoning, 2lb. (finesse, light)
 * [Mods: Electrified, Stun Pack.]
 * Combat Knife. 30 caps, 1d6 piercing, 3lb. (finesse, light)
 * [Mods: Electrified, Electrified Serrated Blade, Serrated Blade.]
 * Deathclaw Gauntlet. 75 caps, 1d12 slashing, 10lb.
 * [No Mods]
 * Lead Pipe/Tire Iron/Pipe Wrench. 25 caps, 1d8 bludgeoning, 3lb. (versatile d10)
 * [Mods: Heavy, Hooked, Spiked.]
 * Mr. Handy Buzz Blade. 130 caps, 2d8 slashing, 10lb. (two handed)
 * [Mods: Electrified.]
 * Pole Hook. 30 caps, 1d12 piercing, 7lb. (two handed)
 * [Mods: Electrified.]
 * Power Fist. 100 caps, 3d4 slashing, 4lb.
 * [Mods: Heating Coil, Spiked.]
 * Ripper. 50 caps, 2d6 slashing, 6lb.
 * [Mods: Electrified.]
 * Shishkebab. 200 caps, 1d6 slashing+1d6 fire, 3lb.
 * [Mods: Flame Jets.]
 * Sledgehammer. 50 caps, 2d4 bludgeoning, 12lb. (two handed)
 * [Mods: Heavy, Rocket, Spiked.]
 * Super Sledge. 180 caps, 4d4 bludgeoning, 20lb. (two handed)
 * [Mods: Stun Pack.]
 * Sword. 50 caps, 1d8 piercing, 3lb. (finesse)
 * [Mods: Electrified, Electrified Serrated Blade, Serrated Blade.]

Explosives & Traps
The special rules associated with grenades and mines are listed below.


 * Grenade, Baseball. A hollowed out ball filled with oil and fertilizer, these improvised explosives are relatively easy to make. The grenade can be thrown at a point up to 60 feet away. Each creature within 10 feet of the target point must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much in damage if successful.
 * Grenade, Cryogenic Grenade. A variant grenade that releases freezing energy. Each creature within 10 feet of the target point must make a DC 15 Constitution saving throw, taking 3d6 cold damage on a failed save, or half as much in damage if successful. In addition, a creature that fails its saving throw has its movement speeds halved. It can make a DC 12 Strength saving throw at the end of each of its turns to end this effect.
 * Grenade, Fragmentation. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage and 3d6 fire damage on a failed save, or half as much in damage if successful.\
 * Grenade, Hallucinogenic Gas. The grenade can be thrown at a point up to 60 feet away. Each living creature within 10 feet of the target point must make a DC 15 Wisdom saving throw or have their mind be bombarded with delusions. The gas disperses at the beginning of your next turn. Anyone that enters the affected area before it disperses must also make a saving throw or be affected. An affected target must roll a d12 at the start of each of its turns to determine its behavior for that turn (An affected target may repeat the saving throw at the end of each of their turns).
 * 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn
 * 2-6. The creature doesn’t move or take actions this turn.
 * 7-8. The creature is dazed until the beginning of its next turn, suffering disadvantage on its attack rolls and ability checks.
 * 9-10. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature instead makes a ranged attack against a randomly determined creature within range and line of sight. If there is no viable target, the creature does nothing this turn.
 * 11-12. The creature can act and move normally.


 * Grenade, Molotov Cocktail. A homemade grenade comprised of a glass bottle containing a flammable liquid and an alcohol soaked rag for a wick. The grenade can be thrown at a point up to 60 feet away. Each creature within 5 feet of the target point must make a DC 15 Dexterity saving throw, taking 4d4 fire damage on a failed save, or half as much in damage if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
 * Grenade, Nuka. The nuka grenade is a very rare grenade capable of a nuclear detonation similar to a mini nuke. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 5d6 fire damage and 5d6 radiation damage on a failed save, or half as much in damage if successful.
 * Grenade, Plasma. An advanced grenade that requires a great deal of technical know-how to construct, on explosion the plasma grenade releases super-heated plasma energy. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage and 8d6 fire damage on a failed save, or half as much in damage if successful.
 * Grenade, Pulse. This advanced grenade releases a powerful burst of energy. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 10d6 energy damage on a failed save, or half as much in damage if successful.
 * Grenade, Smoke. A smoke grenade can be thrown at a point up to 60 feet away. At the beginning of your next turn the smoke grenade lands, and it releases a smoke cloud that creates a heavily obscured area in a 20-foot radius around the target point. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds or a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise, the smoke disperses after 10 rounds.
 * Mine, Any Grenade Variant. A mine is a type of grenade that is triggered by proximity or pressure. It can be placed in a location of your choosing as an action. Without appropriate tools, it cannot be attached to a vertical surface or ceiling. The trigger distance of the mine is determined at the time of its construction, and be any interval of 5 feet from 0 feet (a pressure-based mine) up to the maximum radius of the grenade the mine is based on. When a small or larger creature or object enters into the radius of the mine’s trigger distance the mine explodes. The radius, damage, and saving throw DC of a mine is equal to that of the grenade upon which it is based. The DC to spot a mine depends on how well it has been concealed.
 * Mine, Bottlecap. A bottlecap mine is a powerful device constructed from low-tech components, such as Vault-Tec lunchboxes. The bottlecaps it contains are propelled outward with great force. The bottlecap mine is triggered by proximity or pressure. It can be placed in a location of your choosing as an action. Without appropriate tools, it cannot be attached to a vertical surface. or ceiling The trigger distance of the mine is determined at the time of its construction, and be any interval of 5 feet from 0 feet (a pressure-based mine) to 20 feet. When a small or larger creature or object enters into the radius of the mine’s trigger distance the mine explodes. All creatures within a 20-foot radius from the mine’s placement point must make a DC 15 Dexterity saving throw, taking 6d6 piercing damage and 4d6 fire damage on a failed save, or half as much damage if successful. The DC to spot a mine depends on how well it has been concealed. When constructing a bottlecap mine it is impossible to pay for all of its cost with salvage, because the mine itself requires caps in its construction. Fifty caps worth of a bottlecap mine’s value must therefore be paid with caps.

The special rules associated with various traps are listed below.


 * Bear Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. The DC to spot a bear trap depends on how well it has been concealed.
 * Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. The DC to spot caltrops depends on how well they has been concealed.
 * Poisoned Caltrops. As caltrops (above), except that a creature that fails its saving throw takes 1d4 poisoning damage, and takes the same amount at the beginning of each of its subsequent turns. At the end of the creature’s turn it may make a DC 12 Constitution saving throw to end the effect of the poison. The DC to spot caltrops depends on how well they has been concealed.

Weapon Proficiencies
Weapons are further divided into the simple and martial proficiency groups. Some classes are only proficient with simple weapons, while others are proficient with both simple and martial weapons. The savage is proficient with martial melee weapons but not martial ranged weapons. It is also possible for characters to obtain proficiency with specific weapons even if they aren’t proficient with the weapon’s proficiency group.

Range
A weapon that can be used to make a ranged attack has a range as well as the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Weapon Properties
Many weapons have special properties related to their use, as shown in the relevant Weapons table.

Firearms

 * Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon) If you are using a low-tech weapon such as bow, crossbow, or sling you can recover half your expended ammunition after an encounter by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
 * Burst Fire. As an Action, a weapon that has the burst fire property can pepper a 10-foot cube area within its normal range with shots. Each creature in the targeted area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. A target that is within the weapon’s long range has advantage on its saving throw, and a target also has advantage on its saving throw if you lack proficiency with the weapon. Using burst fire expends a number of ammunition based on the weapon’s clip size:
 * If the weapon’s unmodified clip capacity is divisible by 8, the weapon expends 8 bullets each time you use burst fire.
 * If the weapon’s unmodified clip capacity is divisible by 10, the weapon expends 10 bullets each time you use burst fire.
 * If the weapon’s unmodified clip capacity is divisible by 12, the weapon expends 12 bullets each time you use burst fire.
 * Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
 * Full Auto. A Full Auto weapon such as a minigun or laser minigun always uses burst fire. Due to their incredibly high rate of fire, these weapons expend double the usual amount of ammunition each time burst fire is used (16, 20, or 24 depending on clip size).
 * Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
 * Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
 * Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
 * Reload. A weapon with this property can fire multiple shots before it needs to be reloaded. Once its complement of ammunition is fired, it can then be reloaded using an action or a bonus action (the character’s choice).
 * Slow Loading. To reload a single piece of ammunition into a slow loading weapon, the wielder must spend one of the following combinations of actions and movements, uninterrupted, but in any order: (While reloading the weapon, taking a reaction interrupts the loading process and it must be started again.)
 * 1 full move (the character may not move any distance at all or make an object interaction), 1 action, and 1 bonus action.
 * 2 full moves (the character may not move any distance at all or make an object interaction on either turn) and 1 bonus action spanning the end of one turn and the beginning of the next.
 * 2 full moves (the character may not move any distance at all or make an object interaction on either turn) and 1 action spanning the end of one turn and the beginning of the next.


 * Slow Reload. The Slow Reload property is possessed by manually loaded firearms with multiple chambers, such as revolvers, along with certain other weapons. Like the Reload property, a limited number of rounds can be made with a firearm that has the Slow Reload property. Once all bullets in the gun are expended, a character can continue to use the weapon as though it had the loading property (ie. they load a single chamber, then fire the bullet), or they can partially or fully reload the weapon’s empty chambers. To reload the firearm’s empty chambers, the wielder must spend some combination of the following actions and movements, in any order. (The process of reloading a slow reload weapon can be interrupted prematurely without the process needing to start again from the beginning. Any bullets currently chambered at the time of the interruption remain so.)
 * 1 full move reloads 2 bullets.
 * 1 action reloads 2 bullets.
 * 1 bonus action reloads 2 bullets.

Melee

 * Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description in the Special Weapon Properties section for the weapon’s type.
 * Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
 * Two-Handed. This weapon requires two hands when you attack with it.
 * Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
 * Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
 * Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
 * Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Ballistic Weapon Special Properties
The special rules associated with certain ballistic weapons are listed below.


 * .357 Magnum Revolver. The .357 revolver will also accept .38 ammunition. It deals 2d6 damage when loaded with .38s.
 * Flare Gun. A flare emits bright light out to 20 feet and dim light for a further 20 feet. When it is fired, anyone within 20 feet of the flare’s landing point who is not adequately shielded from the light must make a DC 12 Dexterity saving throw or become blinded for 1d4 rounds. An affected creature may repeat its saving throw at the end of each of its turns, ending the condition on a success. When a flare is fired at a target location rather than a creature, an attack roll is made against a target DC of 15. When a flare misses its target (whether it be a creature or location), it lands in a randomly determined direction 5 feet away for every 1 by which the AC or DC was missed. A flare can be ignited without firing it from a flare gun and either placed in position or thrown up to 60 feet. In such a case it deals no damage but the effect is otherwise the same.
 * Gauss Rifle. Due to the explosive force on impact, a target must make a DC 12 Strength saving throw or fall prone.
 * Railway Rifle. On a hit when the target is adjacent to a wall or other barrier, they are pinned to the barrier and become grappled (escape DC 12).
 * Syringer. The syringer is a custom rifle that uses air pressure to propel custom-made syringes. On a hit, the target must make a DC 12 Constitution saving throw, suffering one of several effects depending on the type of syringe fired. Syringes only work on living (organic) creatures such as humans, ghouls, Gen 3 synths, and mutants.
 * Berserk Syringe. On a failed saving throw the target flies into a mindless rage in which they want nothing more than to tear apart their enemies in melee combat. The target may repeat the saving throw at the end of each of their turns. While affected, the target must move as fast as possible towards any hostile creature unless it already has a hostile creature within reach of at least one of its melee attacks. If the target can choose between more than one hostile creature, it prioritizes the one that most recently harmed it. The target must attack one or more hostile creatures on its turn if it can, and cannot choose to make less attacks than it is capable of. If the target attacks a creature and takes any damage as a result of their own attack, reduce the DC for their next saving throw against berserk by 1 per 5 hit points taken. The target may make ranged attacks only if they are natural weapons and it possesses no melee attack options. Otherwise, the target may only make melee attacks using any melee weapons they carry or can grab. If there are no melee weapons available they instead use improvised melee weapons (including their ranged weapons) or unarmed attacks. The berserk target prioritizes attacks that deal the most damage. When attacking with a ranged weapon as an improvised melee weapon, a result of 1 on the attack roll results in the weapon being becoming too damaged to continue using either as a melee weapon or a ranged weapon until it can be repaired. If a berserk creature runs out of hostile creatures to attack, it may turn on other creatures nearby to which it feels any level of animosity, moving on afterwards to creatures to whom its attitude is indifferent.
 * Bleedout Syringe. On a failed saving throw the target suffers 1d4 bleeding damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.
 * Bloatfly Larva Syringe. On a failed saving throw, an organic target incubates a bloatfly larva that erupts from their body immediately upon the target’s death. If the target survives the encounter in which they became its host, the bloatfly larva continues to incubate painfully inside their body and will emerge after 48 hours if left untreated. When it emerges, the target takes 8d6 piercing damage immediately, and a further 1d6 piercing damage at the beginning of each subsequent turn. The target may make a DC 12 Constitution saving throw at the end of each turn to end this effect. The ongoing damage can be ended immediately if a creature spends their turn to properly bind the wound. When the bloatfly emerges, it is hostile to all nearby creatures (including allies and opponents of the target), except for other bloatflies. The larva can be removed by means of a DC 12 Intelligence (Treat Injury) check. Alternatively, the victim (or someone else on behalf of the victim) can willingly inflict a number of hit points equal to 10 or 1/4 of their hit point maximum, rounded up, whichever is less.
 * Lock Joint Syringe. On a failed saving throw, the target is paralyzed until the end of your next turn.
 * Mind Cloud Syringe. On a failed saving throw, the target is blinded. It is also dazed, suffering disadvantage on any ability check that it doesn’t already automatically fail due to the need for sight. The target may repeat the saving throw at the end of each of their turns.
 * Pacifying Syringe. On a failed saving throw, the target is pacified, losing its aggression towards anyone as well as its inclination to move or take actions. The target still can move and take actions, but won’t do so unless there is a pressing reason such as clear danger to itself (as from a fire, poisonous gas, or other hazard). While pacified the target has disadvantage on Wisdom (Perception) checks. The target may repeat the saving throw at the end of each of their turns, and the effect automatically ends if the target suffers damage as a result of aggression from another creature.
 * Mutant Scorpion Venom Syringe. On a failed saving throw, the target suffers 1d8 poison damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.
 * Yellow Belly Syringe. On a failed saving throw, the target becomes frightened of all hostile creatures. The target may repeat the saving throw at the end of each of their turns.
 * Weakening Syringe. While endangerol is pumping through their veins, the target’s resistances are halved (they reduce damage to which they are resistant by a quarter, not half). The target may repeat the saving throw at the end of each of their turns.

Energy Weapon Special Properties
The special rules associated with certain energy weapons are listed below.


 * Laser Musket. A laser musket is a homemade laser rifle which grows more powerful for every crank of its handle, which costs your free object interaction or action. By default, it can be cranked twice, but it can be upgraded with an improved capacitor. A laser musket deals 2d4 damage per crank. Each crank consumes a fusion cell.

Heavy Weapon Special Properties
The special rules associated with certain heavy weapons are listed below.


 * Cannon. An 18th-century piece of artillery adapted for personal carriage and use. A target hit by a cannon is pushed back 10 feet in addition to taking damage, and must succeed at a DC 12 Strength or Dexterity saving throw or be knocked prone.
 * Flamer. When fired, the flamer consumes 10 flamer fuel to expel a line of fire out to its maximum range. All creatures within the line must make a DC 12 Dexterity saving throw, taking 2d4 fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
 * Harpoon Gun. A ship-mounted weapon adapted for personal carriage and use. A target hit by a harpoon gun is pushed back 10 feet in addition to taking damage. If their movement ends adjacent to a wall or other barrier, they are pinned to it and become grappled (escape DC 12).
 * Incinerator. When fired, the incinerator consumes 10 flamer fuel to launch what is essentially a glob of napalm at the target. On a hit, the target takes the weapon’s damage and are set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames. The napalm also splashes nearby creatures. All creatures adjacent to the target must make a a DC 12 Dexterity saving throw. On a failed save they take 2d8 fire damage and are also set alight, as above.
 * Junk Jet. The Junk Jet fires any junk item (such as a wrench, scalpel, clock, or anything else) loaded into its hopper. In effect, it allows a character to use any salvage they may have on their person as ammunition. The junk jet can carry up to forty salvage in its hopper at any one time. However, when reloading an empty hopper, its wielder can only load two salvage per slow reload due to the time necessary to remove the miscellaneous junk items from their pack and load them into the hopper. The junk jet is therefore impractical to reload mid-combat or in other tense situations. Because salvage is an abstraction, the player can choose what junk item is being fired by the junk jet. Accordingly, it deals their choice of piercing, bludgeoning, or slashing damage depending on the object fired.
 * Missile Launcher. When firing the missile launcher, the wielder chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC. If the attack roll is lower than the DC, the missile lands 5 feet away from the original target for every 1 by which the attack result fell short, in a randomly determined direction (assign compass directions to a d8). All creatures within 15 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 10d6 fire damage, or half that on a success. A missile launcher cannot score a critical hit.
 * Weapons nukes.pngNuke Launcher. This weapon is a shoulder-mounted mini nuke launcher. When firing it, precision is therefore not required. The wielder chooses any space within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC. If your attack roll is lower than the DC, the mini nuke lands 5 feet away from the original target for every 1 by which your result fell short of the DC, in a randomly determined direction (assign compass directions to a d8). The mini-nuke’s explosion affects a 45-foot radius circle centered on the target. All creatures within the affected area make a DC 15 Dexterity saving throw. The damage dealt to a creature depends on where it is relative to the explosion’s ground zero, as shown in the table below. On a successful save, a creatures takes only half the listed damage. A nuke launcher cannot score a critical hit.

Miscellaneous Weapon Special Properties
The special rules associated with certain miscellaneous weapons are listed below.


 * Cryolator. In addition to taking cold damage, the target of a cryolator must make a DC 12 Constitution saving throw or be restrained until the end of their next turn.
 * Drone Cannon. When firing the drone cannon, the wielder chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC. If the attack roll is lower than the DC, the missile lands 5 feet away from the original target for every 1 by which the attack result fell short, in a randomly determined direction (assign compass directions to a d8). All creatures within 10 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 10d6 energy damage, or half that on a success. A drone cannon cannot score a critical hit.
 * Drone Cannon Ex-B. As the drone cannon above.
 * K9000 Cyberdog Gun. This weapon is a machine gun that has been combined with a cyberdog’s brain in a jar. Two metallic dog ears atop the weapon and a “sniffer” attached to the jar allow the brain to compute sensory data. Using sense of smell and sound, the K9000 detects the presence of nearby enemies even through nearby walls. When a target is detected the gun growls, and its ears wiggle agitatedly when the gun is pointed in the right direction. While wielding the K9000 you have advantage on Wisdom (Perception) checks to detect hostile creatures, but you have disadvantage on your own Stealth checks to hide from hostile creatures.
 * Tesla Rifle. A tesla rifle fires an electrical discharge that arcs from the original target to any secondary target within 15 feet of the first. It can continue arcing from target to target, but never back to a target already hit. One fusion cell is consumed per target hit, up to a maximum of fifteen targets (depleting its clip capacity).

Ranged Weapon Modification Properties
A ranged weapon has the following upgrade slots: barrel, grip, magazine, muzzle, receiver, and sights. One upgrade can be installed in each slot.

The following lists describe modifications that can be applied to weapons. The various Ranged Weapon tables show which modifications can be equipped to various weapons, while the Ranged Weapon Modifications tables show the costs and weights of each upgrade.

Special rules associated with ranged weapon modifications are listed below.

Barrel Modifications

 * Automatic Barrel. An energy weapon with this modification has its short and long range categories reduced by 10 feet and gains the burst fire property. If the weapon’s unmodified clip capacity is divisible by 10, the weapon expends 10 fusion cells each time you use burst fire. If the weapon’s unmodified clip capacity is divisible by 12, the weapon expends 12 bullets each time you use burst fire.
 * Crystallizing Barrel. A cryolator with this modification fires cryogenic capsules, a more efficient delivery system which also increases the weapon’s short and long ranges by 20 feet.
 * Flamer. This modification turns a plasma gun into a flamer with a range of 40 ft. When fired, the flamer consumes 10 plasma cartridges to expel a line of fire out to its maximum range. All creatures within the line must make a DC 12 Dexterity saving throw, taking 2d4 fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
 * Long Barrel. A firearm with this modification has its short and long range categories increased by 20 feet.
 * Sawed-off. A shotgun with this modification has its long range reduced by 20 feet. However, it deals one additional dice of damage to any target within short range, and you receive a +1 bonus to hit any target within short range. On a critical hit, you instead deal two additional dice of damage. This modification cannot be removed.
 * Short Barrel. A firearm with this modification has its short and long range categories decreased by 20 feet, but the wielder receives a +1 bonus to attack rolls against opponents within short range.

Grip Modifications

 * Comfort Grip. While wielding a firearm with this modification, you receive a +1 bonus to attack rolls.
 * Stock. This modification can be applied to modular firearms like pipe guns or lasers to reconfigure the base pistol model into a rifle. A firearm with this modification has its short and long range categories increased by 30 feet and gains the two-handed property.
 * Stock, Recoil Compensating. While wielding a firearm with this modification, you receive a +1 bonus to attack rolls. If the firearm doesn’t already possess the two-handed property it also gains the benefits of a stock (see above).

Magazine Modifications

 * Capacitor, Boosted (Magazine Modification). A laser equipped with a boosted capacitor can store greater potential energy. The damage dice of the weapon are increased to the next highest size (for instance 2d6 becomes 2d8, or 3d6 becomes 3d8).
 * Capacitor, Diminished (Magazine Modification). A laser equipped with a diminshed capacitor draws off less energy with each shot, dealing less damage but conserving fusion cells. The weapon deals one less dice of damage than normal, but the size of the remaining die is increased to the next highest size (for instance 2d6 becomes 1d8, or 2d8 becomes 1d10).
 * Capacitor, Full (Magazine Modification). By default a gauss rifle is equipped with a half capacitor. When the magazine is upgraded to a full capacitor, the gauss rifle can be loaded with ten 2mm EC rounds instead of seven.
 * Capacitor, Three Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a three crank capacitor, the laser musket can be loaded with three fusion cells instead of two.
 * Capacitor, Four Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a four crank capacitor, the laser musket can be loaded with four fusion cells instead of two.
 * Capacitor, Five Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a five crank capacitor, the laser musket can be loaded with five fusion cells instead of two.
 * Capacitor, Six Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a six crank capacitor, the laser musket can be loaded with six fusion cells instead of two.
 * Drum Magazine. This modification quadruples a firearm’s bullet capacity. Fusion Magazine. This modification adapts an alien weapon to work with conventional fusion cells rather than its normal ammunition type. The weapon’s damage dice are reduced to the next lowest size (for instance 2d8 becomes 2d6, 3d6 becomes 3d4, or 4d6 becomes 4d4). However, the weapon’s clip capacity improves by 1.5 times the original capacity (30 for an atomizer, 63 for a blaster, or 144 for a disintegrator).
 * Huge Propellant Tank. This modification quadruples a flamethrower’s fuel capacity.
 * Large Magazine. This modification doubles a firearm’s bullet capacity.
 * Large Propellant Tank. This modification doubles a flamethrower’s fuel capacity.

Muzzle Modifications

 * Bayonet. A firearm with a bayonet can be used as a piercing melee weapon. A weapon with a bayonet deals 1d4 piercing damage if it is one-handed (pipe guns and energy weapon without stocks) or 1d6 piercing damage if it is wielded in two-hands (such as rifles, including pipe guns and energy weapons that have stocks).
 * Beam Focuser. An energy weapon with a beam focuser has its short and long range increased by 20 feet.
 * Beam Splitter. An energy weapon with a beam splitter has its beam broken up, covering a wider area. The weapon’s short and long range categories are halved, but it can target two creatures that are no more than 15 feet from each other. Make a separate attack roll against both creatures, but roll damage once and apply it to both.
 * Module, Electrification. This modification converts half the weapon’s damage dice to electrical.
 * Module, Ignition. This modification converts half the weapon’s damage dice to fire.
 * Module, Radiation. This modification converts half the weapon’s damage dice to radiation.
 * Nozzle, Compression. A flamer with this modification deals one additional die of damage.
 * Nozzle, Vaporization. A flamer with this modification deals two additional dice of damage.
 * Suppressor. A firearm with this modification has its short range reduced by 10 feet and its long range reduced by 30 feet. A suppressed firearm is still loud but the sound doesn’t carry as far, and its muzzle flash is significantly reduced. While the firearm’s wielder is in total concealment, as long as there are no hostile creatures within 60 feet when the weapon is fired, the wielder may roll a DC 15 Luck (Stealth) check to retain their concealment.

Receiver Modifications

 * Automatic Receiver. A firearm with this modification has its short and long range categories reduced by 10 feet and gains the burst fire property. If the weapon’s unmodified clip capacity is divisible by 10, the weapon expends 10 fusion cells each time you use burst fire. If the weapon’s unmodified clip capacity is divisible by 12, the weapon expends 12 fusion cells each time you use burst fire.
 * Beta Wave Tuner. A firearm with a beta wave tuner has half its damage converted to fire damage (rounding down), and the target must succeed at a DC 12 Dexterity saving throw or be set on fire. If the weapon already requires a higher DC Dexterity saving throw, such as that of a burst fire or full auto weapon, the target makes only one saving throw, suffering both effects on a failure. While ablaze, the target takes 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames. A weapon that already deals fire damage still benefits from the ongoing fire feature of this modification.
 * Caliber Downgrade. This modification adapts a weapon to use a more common, but less powerful caliber of bullet. The damage dice of the weapon are reduced to the next lowest size (for instance 1d8 becomes 1d6, or 2d8 becomes 2d6).
 * Caliber Upgrade. This modification adapts a weapon to use a more powerful, though less common caliber of bullet. The damage dice of the weapon are increased to the next highest size (for instance 1d8 becomes 1d10, or 2d8 becomes 2d10).
 * Hardened Receiver. A firearm with this modification deals +1 damage per damage die rolled.

Sights Modifications

 * Electronic Sights. This modification represents laser, reflex, or holographic sights. While wielding a firearm with this modification, you receive a +1 bonus to attack rolls.
 * Scope. A firearm with this modification has its short range doubled, up to a maximum of its long range. Additionally, a firearm with a scope deals an additional die of damage on a critical hit.
 * Scope, Night Vision. This modification has all the properties of a Scope (see above). In addition, the wielder gains darkvision out to the weapon’s long range while carrying the firearm in their hands. Due to the limited field of vision and the scope’s magnification, the wielder cannot use this darkvision to help them explore; it is of benefit only during combat and for sighting distant objects and creatures while in the dark.
 * Scope, Recon. This advanced modification has all the properties of a Scope (see above). In addition, if the wielder is wearing a pipboy or power armour with a working fusion core, once they have targeted an enemy with an attack with the firearm they know where that enemy is, even when they are concealed or in cover, for as long as the enemy remains within the long range of the weapon.

Melee Modification Properties
A melee weapon can usually have one upgrade, chosen from the following list.

The Melee Weapons table shows which modifications can be equipped to various weapons, while the Melee Weapon Modifications table shows the cost and weight of each upgrade.

Special rules associated with melee weapon modifications are listed below.


 * Electrified. This modification adapts a weapon so it gives off an electrical discharge. The weapon deals an additional 1d4 electrical damage.
 * Flame Jets. This modification increases the fire damage of a shishkebab to 2d4.
 * Heating Coil. This modification converts half of the weapon’s damage dice to energy damage. If the weapon has an odd number of damage dice, the coloniality of its damage dice retain its original damage type (for instance, a power fist with a heating coil deals 2d4 bludgeoning and 1d4 energy damage).
 * Heavy. This modification adapts a bludgeoning melee weapon by adding bulk, wrapping it with sturdy chain, or similar. The damage dice of the weapon are increased to the next highest size (for instance 1d6 becomes 1d8, or 2d6 becomes 2d8).
 * Hooked. This modification adds a hook to the weapon, granting the wielder advantage on attempts to disarm an opponent.
 * Rocket. This modification enhances a melee weapon with rocket propulsion, turning it into a weapon similar to a super sledge. A rocket-propelled melee weapon deals an additional die of damage.
 * Serrated Blade. This modification adapts a bladed weapon. In addition to taking damage, the target must succeed at a DC 12 Constitution saving throw or take 1d4 damage of the same type as the weapon at the beginning of each of their turns. The target can repeat their saving throw at the end of every turn.
 * Spiked. This modification adapts a bludgeoning melee weapon with nail studs, blades, or similar. The weapon deals an additional d4 piercing damage.
 * Stun Pack. This modification has all the properties of the Electrified modification (above). In addition, the target must make a DC 12 Constitution saving throw or be restrained until the end of their next turn.