Post by bear on Sept 9, 2015 13:36:49 GMT
Weapon types
There are two types of weapons in the world, Basic and Advanced. Basic weapons are things that are still being produced, and though they might be expensive, they're not unreasonably hard to get your hands on. Advanced weapons are extremely rare, almost impossibly well-made artifacts, owned by only a few dozen people across all of the known world. Advanced weapons are automatically Tier 3, cost 6 Gear Points, cannot be modded, and come with stiff Stat and Skill requirements to wield. They also require some roleplay put in to explain how your character might have come to acquire them. These aren't things you're going to find on a caravan. In mechanical terms, no one is allowed to have an Advanced weapon until they have put in at least 2 months of play on their character, and they require ST permission and an Event to get your hands on.
Melee Weapons
Anything that cuts, stabs, or smashes. Please note that the descriptions next to the tiers are mere suggestions, and should not be considered a hard definition of what form the weapon must take. Damage on Melee weapons is determined by the weapon's rating and your strength. The damage rating is automatically dealt if you are able to hit the target. Then, you roll your Strength combined with any overages to add potential extra damage.
BASIC MELEE WEAPONS
Sap
The basic sap can be roleplayed as any sort of bludgeon one can fit in your pocket. Tier 1 saps might be a simple leather cosh or even a rock, while a tier 3 sap might be a collapsible baton or small weighted headknocker. All levels of Sap are concealable in a pocket.
T1 (Rock)
DC 4, Strength+1, Bashing.
T2 (Lead-weighted cosh)
DC 4, Strength+2, Bashing
T3 (Ironwood Baton)
DC 4, Strength+3, Bashing
Whip
Your basic braided leather whip. Design and intended use will vary widely, with higher tiers of whip perhaps having a weighted tip or a spiked handle, but they’re all basically the same. Whips can be used to entangle the legs of your foes and force them to make an Athletics roll or be knocked down. Doing so adds +1 to the difficulty of your attack roll.
T1 (Brahman leather, basic design)
DC 7, Strength, Lethal
T2 (Bighorn Leather, tight braid)
DC 6, Strength+1, Lethal
T3 (Steel-threaded Deathclaw leather)
DC 5, Strength+2, Lethal
Fist Weapon
Steel gauntlets. Spiked knuckles. Gloves with brass studs. Whatever it might be roleplayed as, this weapon gives your blows some extra oomph, and lets you do terrible damage to the target of your punches. All fist weapons use a basic Unarmed attack roll.
T1 (Brass Knuckles)
Strength+2 bashing.
T2 (Spiked Knuckles)
Strength+4 bashing.
T3 (Spiked Gauntlet)
Strength+6 bashing.
Garrote
The Agent 47 special. This weapon is a simple piece of cord, wire, or leather that lets you strangle someone. You make an Unarmed grappling roll for it as if you were using your hands, with the difference being that this weapon lets your grapple do Lethal rather than Bashing damage. If used from stealth, this weapon ignores 2 DT.
T1 (Fishing line)
Strength+2 Lethal
T2 (Kevlar cord)
Strength+3 Lethal
T3 (Piano Wire)
Strength+5 Lethal
Chain
Whether it’s a bike chain or an elegantly crafted precision fighting weapon, the basics are the same. It’s a chain that you swing at people, and like the whip it can be used to entangle the legs and force an Athletics roll to avoid being knocked down, at a DC of +1
T1 (Bike Chain)
DC 6, Strength, Lethal
T2 (Industrial Chain)
DC 5, Strength+1 Lethal
T3 (Kung-fu Jiujiebian)
DC 4, Strength+2 Lethal
Mace
A blacksmith hammer. A Painted Legs war club. A stick with a rock tied to the end. Whatever it’s form, this simple bludgeon is one of the oldest and most reliable weapons in human history, and thus it sees a whole bunch of use in the wasteland.
T1: (Oak war club)
DC 6, Str+1, Lethal
T2 (Stone hammer)
DC 5, Str+2, Lethal
T3 (Small Sledge)
DC 4, Str+3 Lethal
Baseball Bat
The classic club, bats were mass produced out of fairly sturdy wood back in the day and can still be easily found. If you want to roleplay your club as something else, that’s fine too. After all, the hardest and densest wood on Earth, ironwood, is found all over the deserts of the Southwest, and it’s not that hard to find scrap metal you can pound into various shapes.
T1 (Basic baseball bat)
DC 6, Str+2, Bashing
T2 (Aluminum bat)
DC 5, Str+3, Bashing
T3 (Lead-core Ironwood bat)
DC 4, Str+4, Lethal
Spiked Club
You take the basic headknocker and make it a little meaner, and this is what you get. A claw hammer or a baseball bat with a nail through it are good examples of this sort of weapon, though if you get really lucky, maybe you could mount a Deathclaw talon on a heavy stick.
T1 (Claw hammer)
DC 6, Str+2 Lethal
T2 (Spiked Morning Star)
DC 5, Str+3 Lethal
T3 (Deathclaw talon on a stick)
DC 4, Str+4 Lethal
Greatclub
Everything from a chunk of concrete with exposed rebar twisted into a handle to a sledgehammer falls into this category. Too big for baseball bats or large sticks to qualify, this sort of bludgeoning weapon can crush skulls, break limbs, or rupture organs. Both hands and Strength 3 required for use, and there’s no concealing this.
T1 (Rebar club)
DC 7, Str+4 Lethal
T2 (Steel sledgehammer)
DC 6, Str+5 Lethal
T3 (20 lb Sledgehammer, fiberglass handle)
DC 5, Str+6 Lethal
Knife
The oldest and most versatile tool in the human arsenal, just about everybody in the wasteland carries a basic cutting implement, and the sky’s the limit in terms of how they can be played. Switchblades, Bowie knives, fancy combat blades, heavy choppers cut out of car sidewalls, they all serve the same basic function: the pointy end goes in the other guy.
T1 (Pocket knife, homemade knife)
DC 5, Str+1 Lethal
T2 (Small Bowie, Marine KABAR)
DC 4, Str+2 Lethal
T3 (Machete, Kuhkri, heavy Bowie)
DC 3, Str+3 Lethal
Sword
A one handed sword of any type, with a light blade between two and three feet long. The Legion particularly likes these weapons, mass-producing them out of scavenged steel to give their soldiers a simple, reliable weapon.
T1(Large machete)
DC 6, Str+2 Lethal
T2 (Legion Gladius)
DC 5, Str+3 Lethal
T3 (Praetorian Guard Gladius)
DC 4, Str+4 Lethal
Greatsword
For when you need maximum chopping power. Super mutants favor making these out of car bumpers, rolling one end in on itself to be the handle and sharpening the other. There may be a few functional museum models left roaming the wastes, and of course a blacksmith can make one out of scrap steel if they have the time and skills. Both hands and 3 Strength required to use, and there's no concealing this.
T1 (Bumper sword)
DC 7, Str+4 Lethal
T2 (Legion greatsword)
DC 6, Str+5 Lethal
T3 (Modern-production Zweihander)
DC 5, Str+6 Lethal
Axe
Another of the oldest tool-weapons in history, these could be everything from a sharp rock on a stick to a well-made all steel hatchet.
T1 (Tribal tomahawk)
DC 6, Str+2 Lethal
T2 (Steel hatchet)
DC 5, Str+3 Lethal
T3 (Military tactical hatchet)
DC 4, Str+4 Lethal
Greataxe
Definitely a weapon of war rather than a tool, these massive headchoppers can’t be concealed and require both hands plus a Strength of 3 to use, but they make up for it in sheer body-bisection potential.
T1 (Scrap on a stick)
DC 7, Str+4 Lethal
T2 (Medevial Greataxe)
DC 6, Str+5 Lethal
T3 (Titanium fireaxe)
DC 5, Str+6 Lethal
Spear
The most battle-tested weapon in history, the basic spear is easy to make, easy to use, and easy to find. Spears also have -1 DC on throwing, since they're just so well-made for it.
T1 (Fire-hardened stick)
DC 6 Str+2 Lethal
T2 (Steel point)
DC 5, Str+3 Lethal
T3 (Titanium harpoon)
DC 4, Str+4 Lethal
Chainsaw
Favored by both lumberjacks and movie serial killers, these powerful cutting tools have sometimes been adapted for use as weapons in the wastelands. By the time of the Great War, they’d gotten to the point where they were powered by fusion and needed no fuel, and their metal teeth can cut through all but the toughest armor. There’s a few downsides, however. You need both hands, a Strength of 4 and a Melee of 3 to be able to wield these beasts, and even then, if you botch the attack roll, you do the weapon's auto-damage against yourself as those teeth bounce the wrong way. Worth it? You decide.
T1 (Basic motor, steel blade.)
DC 7, Str+6 Lethal
T2 (Refurbished motor, carbide teeth)
DC 6, Str+7 Lethal
T3 (Modern built motor, hardened teeth.)
DC 5, Str+8 Lethal
ADVANCED MELEE WEAPONS (WIP)
Ballistic Fist
Requires 4 Strength, 5 Unarmed
A lower-tech replacement for the mighty Power Fist, this weapon is, quite simply, a wrist-mounted shotgun. A ten-inch barrel protrudes out over the knuckles of the wearer, attached to a simple and hardy semi-automatic action. Ten rounds rest inside a specially designed magazine that goes around the wearer's wrist, heavily armored to prevent accidental discharges in the heat of combat. The shotgun is activated by a pressure plate on the user's knuckles, which doubles as a formidable knuckle duster if the mag is empty. This way, each punch is accompanied by a point-blank shotgun blast to the breadbasket. Full turn required for reload.
Damage: Str+8 Lethal
Magazine: 10
Rate: 2
Standard Unarmed Roll
Counts as T3 Fist Weapon if magazine is empty.
Ripper
Requires 3 Repair, 3 Strength, 4 Melee
A miniaturized, more controllable version of a chainsaw, Rippers most resemble a short sword with rotating teeth instead of a blade edge. They are powered by an ultra-advanced mini-fusion breeder that theoretically can provide infinite energy, and the teeth are made of the hardest armor-piercing materials developed by the US government before the war. Much like the mighty Super Sledge, these weapons were designed for use on a battlefield that was filled with Power Armor, and they can cut through steel like butter, ignoring 2 DT on all armor. The well-designed hilt fits the hand perfectly, giving +1 dice. The precision control and ultra-sharp teeth means that they can be used like a normal knife, with no fear of a kickback.
DC 4, +1 Melee dice, Str+6 Lethal, Ignores 2 DT
Thermic Lance
Requires 4 Repair, 4 Strength, 5 Melee
This weapon is a pre-war industrial plasma cutter, fed by a miniature reactor and fitted with a combat hilt. The intense flame can cut through nearly anything, totally bypassing all but the heaviest, most advanced armor. Basically, this thing is a spear with a plasma saber for a head, and though it's a bit hard to use, nothing can stop it once you've learned how.
DC 4, Str+7 Lethal, Ignores 4 DT
Super Sledgehammer
Requires 5 Strength, 5 Melee, 5 Agility
Designed before the great war to be used alongside Power Armor, these massive melee weapons represent a near-perfect combination of the past and the future. Made entirely of highly advanced, nearly indestructible alloys, the super sledge is heavy enough to smash through nearly anything all by itself, but still perfectly balanced. The perfectly engineered grip means it's easy to hit what you aim at despite the weight. It's true power comes from the design of the advanced hammerhead, however. A pair of hardened steel plates sit on either side of an advanced mechanism that keeps itself powered by converting some of the kinetic energy of each swing. When the hammer hits something, the plates are thrust explosively forward by a powerful piston, adding extra force and damage to the blow. Designed to never break down, super sledgehammers are no longer produced even by the Gunrunners. The ones that were made for the pre-war Army will outlive anyone currently in the wastes, but they're all you're ever going to get.
DC 5, +2 dice, Str+12 Lethal
There are two types of weapons in the world, Basic and Advanced. Basic weapons are things that are still being produced, and though they might be expensive, they're not unreasonably hard to get your hands on. Advanced weapons are extremely rare, almost impossibly well-made artifacts, owned by only a few dozen people across all of the known world. Advanced weapons are automatically Tier 3, cost 6 Gear Points, cannot be modded, and come with stiff Stat and Skill requirements to wield. They also require some roleplay put in to explain how your character might have come to acquire them. These aren't things you're going to find on a caravan. In mechanical terms, no one is allowed to have an Advanced weapon until they have put in at least 2 months of play on their character, and they require ST permission and an Event to get your hands on.
Melee Weapons
Anything that cuts, stabs, or smashes. Please note that the descriptions next to the tiers are mere suggestions, and should not be considered a hard definition of what form the weapon must take. Damage on Melee weapons is determined by the weapon's rating and your strength. The damage rating is automatically dealt if you are able to hit the target. Then, you roll your Strength combined with any overages to add potential extra damage.
BASIC MELEE WEAPONS
Sap
The basic sap can be roleplayed as any sort of bludgeon one can fit in your pocket. Tier 1 saps might be a simple leather cosh or even a rock, while a tier 3 sap might be a collapsible baton or small weighted headknocker. All levels of Sap are concealable in a pocket.
T1 (Rock)
DC 4, Strength+1, Bashing.
T2 (Lead-weighted cosh)
DC 4, Strength+2, Bashing
T3 (Ironwood Baton)
DC 4, Strength+3, Bashing
Whip
Your basic braided leather whip. Design and intended use will vary widely, with higher tiers of whip perhaps having a weighted tip or a spiked handle, but they’re all basically the same. Whips can be used to entangle the legs of your foes and force them to make an Athletics roll or be knocked down. Doing so adds +1 to the difficulty of your attack roll.
T1 (Brahman leather, basic design)
DC 7, Strength, Lethal
T2 (Bighorn Leather, tight braid)
DC 6, Strength+1, Lethal
T3 (Steel-threaded Deathclaw leather)
DC 5, Strength+2, Lethal
Fist Weapon
Steel gauntlets. Spiked knuckles. Gloves with brass studs. Whatever it might be roleplayed as, this weapon gives your blows some extra oomph, and lets you do terrible damage to the target of your punches. All fist weapons use a basic Unarmed attack roll.
T1 (Brass Knuckles)
Strength+2 bashing.
T2 (Spiked Knuckles)
Strength+4 bashing.
T3 (Spiked Gauntlet)
Strength+6 bashing.
Garrote
The Agent 47 special. This weapon is a simple piece of cord, wire, or leather that lets you strangle someone. You make an Unarmed grappling roll for it as if you were using your hands, with the difference being that this weapon lets your grapple do Lethal rather than Bashing damage. If used from stealth, this weapon ignores 2 DT.
T1 (Fishing line)
Strength+2 Lethal
T2 (Kevlar cord)
Strength+3 Lethal
T3 (Piano Wire)
Strength+5 Lethal
Chain
Whether it’s a bike chain or an elegantly crafted precision fighting weapon, the basics are the same. It’s a chain that you swing at people, and like the whip it can be used to entangle the legs and force an Athletics roll to avoid being knocked down, at a DC of +1
T1 (Bike Chain)
DC 6, Strength, Lethal
T2 (Industrial Chain)
DC 5, Strength+1 Lethal
T3 (Kung-fu Jiujiebian)
DC 4, Strength+2 Lethal
Mace
A blacksmith hammer. A Painted Legs war club. A stick with a rock tied to the end. Whatever it’s form, this simple bludgeon is one of the oldest and most reliable weapons in human history, and thus it sees a whole bunch of use in the wasteland.
T1: (Oak war club)
DC 6, Str+1, Lethal
T2 (Stone hammer)
DC 5, Str+2, Lethal
T3 (Small Sledge)
DC 4, Str+3 Lethal
Baseball Bat
The classic club, bats were mass produced out of fairly sturdy wood back in the day and can still be easily found. If you want to roleplay your club as something else, that’s fine too. After all, the hardest and densest wood on Earth, ironwood, is found all over the deserts of the Southwest, and it’s not that hard to find scrap metal you can pound into various shapes.
T1 (Basic baseball bat)
DC 6, Str+2, Bashing
T2 (Aluminum bat)
DC 5, Str+3, Bashing
T3 (Lead-core Ironwood bat)
DC 4, Str+4, Lethal
Spiked Club
You take the basic headknocker and make it a little meaner, and this is what you get. A claw hammer or a baseball bat with a nail through it are good examples of this sort of weapon, though if you get really lucky, maybe you could mount a Deathclaw talon on a heavy stick.
T1 (Claw hammer)
DC 6, Str+2 Lethal
T2 (Spiked Morning Star)
DC 5, Str+3 Lethal
T3 (Deathclaw talon on a stick)
DC 4, Str+4 Lethal
Greatclub
Everything from a chunk of concrete with exposed rebar twisted into a handle to a sledgehammer falls into this category. Too big for baseball bats or large sticks to qualify, this sort of bludgeoning weapon can crush skulls, break limbs, or rupture organs. Both hands and Strength 3 required for use, and there’s no concealing this.
T1 (Rebar club)
DC 7, Str+4 Lethal
T2 (Steel sledgehammer)
DC 6, Str+5 Lethal
T3 (20 lb Sledgehammer, fiberglass handle)
DC 5, Str+6 Lethal
Knife
The oldest and most versatile tool in the human arsenal, just about everybody in the wasteland carries a basic cutting implement, and the sky’s the limit in terms of how they can be played. Switchblades, Bowie knives, fancy combat blades, heavy choppers cut out of car sidewalls, they all serve the same basic function: the pointy end goes in the other guy.
T1 (Pocket knife, homemade knife)
DC 5, Str+1 Lethal
T2 (Small Bowie, Marine KABAR)
DC 4, Str+2 Lethal
T3 (Machete, Kuhkri, heavy Bowie)
DC 3, Str+3 Lethal
Sword
A one handed sword of any type, with a light blade between two and three feet long. The Legion particularly likes these weapons, mass-producing them out of scavenged steel to give their soldiers a simple, reliable weapon.
T1(Large machete)
DC 6, Str+2 Lethal
T2 (Legion Gladius)
DC 5, Str+3 Lethal
T3 (Praetorian Guard Gladius)
DC 4, Str+4 Lethal
Greatsword
For when you need maximum chopping power. Super mutants favor making these out of car bumpers, rolling one end in on itself to be the handle and sharpening the other. There may be a few functional museum models left roaming the wastes, and of course a blacksmith can make one out of scrap steel if they have the time and skills. Both hands and 3 Strength required to use, and there's no concealing this.
T1 (Bumper sword)
DC 7, Str+4 Lethal
T2 (Legion greatsword)
DC 6, Str+5 Lethal
T3 (Modern-production Zweihander)
DC 5, Str+6 Lethal
Axe
Another of the oldest tool-weapons in history, these could be everything from a sharp rock on a stick to a well-made all steel hatchet.
T1 (Tribal tomahawk)
DC 6, Str+2 Lethal
T2 (Steel hatchet)
DC 5, Str+3 Lethal
T3 (Military tactical hatchet)
DC 4, Str+4 Lethal
Greataxe
Definitely a weapon of war rather than a tool, these massive headchoppers can’t be concealed and require both hands plus a Strength of 3 to use, but they make up for it in sheer body-bisection potential.
T1 (Scrap on a stick)
DC 7, Str+4 Lethal
T2 (Medevial Greataxe)
DC 6, Str+5 Lethal
T3 (Titanium fireaxe)
DC 5, Str+6 Lethal
Spear
The most battle-tested weapon in history, the basic spear is easy to make, easy to use, and easy to find. Spears also have -1 DC on throwing, since they're just so well-made for it.
T1 (Fire-hardened stick)
DC 6 Str+2 Lethal
T2 (Steel point)
DC 5, Str+3 Lethal
T3 (Titanium harpoon)
DC 4, Str+4 Lethal
Chainsaw
Favored by both lumberjacks and movie serial killers, these powerful cutting tools have sometimes been adapted for use as weapons in the wastelands. By the time of the Great War, they’d gotten to the point where they were powered by fusion and needed no fuel, and their metal teeth can cut through all but the toughest armor. There’s a few downsides, however. You need both hands, a Strength of 4 and a Melee of 3 to be able to wield these beasts, and even then, if you botch the attack roll, you do the weapon's auto-damage against yourself as those teeth bounce the wrong way. Worth it? You decide.
T1 (Basic motor, steel blade.)
DC 7, Str+6 Lethal
T2 (Refurbished motor, carbide teeth)
DC 6, Str+7 Lethal
T3 (Modern built motor, hardened teeth.)
DC 5, Str+8 Lethal
ADVANCED MELEE WEAPONS (WIP)
Ballistic Fist
Requires 4 Strength, 5 Unarmed
A lower-tech replacement for the mighty Power Fist, this weapon is, quite simply, a wrist-mounted shotgun. A ten-inch barrel protrudes out over the knuckles of the wearer, attached to a simple and hardy semi-automatic action. Ten rounds rest inside a specially designed magazine that goes around the wearer's wrist, heavily armored to prevent accidental discharges in the heat of combat. The shotgun is activated by a pressure plate on the user's knuckles, which doubles as a formidable knuckle duster if the mag is empty. This way, each punch is accompanied by a point-blank shotgun blast to the breadbasket. Full turn required for reload.
Damage: Str+8 Lethal
Magazine: 10
Rate: 2
Standard Unarmed Roll
Counts as T3 Fist Weapon if magazine is empty.
Ripper
Requires 3 Repair, 3 Strength, 4 Melee
A miniaturized, more controllable version of a chainsaw, Rippers most resemble a short sword with rotating teeth instead of a blade edge. They are powered by an ultra-advanced mini-fusion breeder that theoretically can provide infinite energy, and the teeth are made of the hardest armor-piercing materials developed by the US government before the war. Much like the mighty Super Sledge, these weapons were designed for use on a battlefield that was filled with Power Armor, and they can cut through steel like butter, ignoring 2 DT on all armor. The well-designed hilt fits the hand perfectly, giving +1 dice. The precision control and ultra-sharp teeth means that they can be used like a normal knife, with no fear of a kickback.
DC 4, +1 Melee dice, Str+6 Lethal, Ignores 2 DT
Thermic Lance
Requires 4 Repair, 4 Strength, 5 Melee
This weapon is a pre-war industrial plasma cutter, fed by a miniature reactor and fitted with a combat hilt. The intense flame can cut through nearly anything, totally bypassing all but the heaviest, most advanced armor. Basically, this thing is a spear with a plasma saber for a head, and though it's a bit hard to use, nothing can stop it once you've learned how.
DC 4, Str+7 Lethal, Ignores 4 DT
Super Sledgehammer
Requires 5 Strength, 5 Melee, 5 Agility
Designed before the great war to be used alongside Power Armor, these massive melee weapons represent a near-perfect combination of the past and the future. Made entirely of highly advanced, nearly indestructible alloys, the super sledge is heavy enough to smash through nearly anything all by itself, but still perfectly balanced. The perfectly engineered grip means it's easy to hit what you aim at despite the weight. It's true power comes from the design of the advanced hammerhead, however. A pair of hardened steel plates sit on either side of an advanced mechanism that keeps itself powered by converting some of the kinetic energy of each swing. When the hammer hits something, the plates are thrust explosively forward by a powerful piston, adding extra force and damage to the blow. Designed to never break down, super sledgehammers are no longer produced even by the Gunrunners. The ones that were made for the pre-war Army will outlive anyone currently in the wastes, but they're all you're ever going to get.
DC 5, +2 dice, Str+12 Lethal