Book Iii: Equipment
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FALLOUT A POST-NUCLEAR RPG BOOK III: EQUIPMENT The trade value of each item is given, along with all Palm Strike - Effects: +7 Damage, +20% Critical chance, appropriate information for weapons, ammunition, and armor piercing, AP Cost: 6, Requires: Unarmed 115%, armor. The weapons are broken down by skill required, Agility 7, Strength 5 and then by type of weapon. Piercing Strike - Effects: +10 damage, +40% Critical chance, armor piercing, AP Cost: 8, Requires: Unarmed Weapons 130%, Agility 7, Strength 5 Abbreviations: Kicks Dmg = Damage (note that damage for guns is Strong Kick - Effects: +5 damage, AP Cost: 4, determined by the type of ammunition used, and any Requires: Unarmed 40%, Agility 6 modifiers the gun adds) Snap Kick - Effects: +7 Damage, AP Cost: 4, Requires: S = Single Unarmed 60%, Agility 6, Strength 6, Level 6 T = Targeted Power Kick - Effects: +9 Damage, +5% Critical chance, B = Burst AP Cost: 4, Requires: Unarmed 80%, Agility 6, Rng = Range in meters. In standard combat, one hex is Strength 6 1 meter in diameter. Numbers in ( ) indicate range with Hip Kick - Effects: +7 Damage, AP Cost: 7, Requires: a tripod where applicable. Unarmed 60%, Agility 7, Strength 6 W = Weight Hook Kick - Effects: +9 Damage, +10% critical chance, MD = Melee Damage armor piercing, AP Cost: 7, Requires: Unarmed 100%, Agility 7, Strength 6 Piercing Kick - Effects: +12 Damage, +50% Critical Unarmed Skill Weapons chance, armor piercing, AP Cost: 9, Requires: Unarmed This skill covers the good old fashioned method of 125%, Agility 8, Strength 6 beating people up with your bare fists, and weapons that compliment this method. All unarmed skill weapons Boxing Gloves (unless a special attack) cost 3 AP for a single attack Value: 250 and 4 AP for a targeted attack. One can still find practitioners of "the sweet science" in the wastes. If your character is Fists and Feet thinking of becoming the next Masticator, Value: N/A these are essential. Boxing gloves are gloves with some Unless your character is missing a limb or two, they kind of pad over and around the fist, so that the wearer have these weapons with them at all times. The most does not damage his or her hand, and the person basic of weapons. getting punched doesn’t get cut. Min. ST: 1 W: N/A Dmg: 1d4 + MD Rng: 1 Ammo: N/A Rnds: N/A Burst: N/A Min ST: 1 W: 5 lbs Dmg: 1d4 + Advanced Unarmed Attacks MD Rng: 1 Value: N/A Brass Knuckles These are advanced attacks that can be performed by Value: 40 unarmed characters. These attacks will modify the A device that fits around the knuckles damage that an unarmed attack performs, even if using of a fighter, making punches hurt a lot an unarmed weapon. If an unarmed weapon cannot be more. It distributes the force of the modified by these attacks it will say so in its description. blow evenly over the puncher’s hand, As no unarmed weapons are used by the feet, kicking allowing them to avoid breaking their fingers. attacks cannot modify any weapons. Ammo: N/A Punches Rnds: N/A Burst: N/A Min. ST: 1 W: 1 lb Dmg: 1d10 + Strong Punch - Effects: +3 Damage, AP Cost: 3, MD Rng: 1 Requires: Unarmed 55%, Agility 6 Clawed Gloves Hammer Punch - Effects: +5 damage, +5% critical Value: 1000 chance. AP Cost: 3, Requires: Unarmed 100%, Agility 7, These gloves feature Strength 5 extendible blades that are Jab - Effects: +3 damage, +10% critical chance, AP designed to slash and Cost: 3, Requires: Unarmed 75%, Agility 7, Strength 5 disembowel even the strongest critters. The user can control the claws’ action through a trigger in the glove. 2 Ammo: N/A power servos for increased strength. The Mega Power Rnds: N/A Burst: N/A Min. ST: 1 W: 2 lbs. Dmg: Fist holds 25 charges of Small Energy Cells. Like the 3d6+3+MD Rng: 1 smaller version, it uses a charge every time a punch is Deathclaw Gauntlet thrown, even if it doesn’t connect. Value: 1100 Ammo: Small Energy Cells A vicious hand weapon taken from a Rnds: 25 Burst: N/A Min. ST: 1 W: 10 lbs. Dmg: very pissed off deathclaw. This item (3d10+20) + MD Rng: 1 can be constructed from a leather Plated Boxing Gloves belt, a medical brace, wonder glue and a deathclaw Value: 300 hand. This item ignores Damage Resistance Where one finds practitioners of "the sweet Ammo: N/A science," one finds cheaters as well. Rnds: N/A Burst: N/A Min. St: 2 W: 10 Dmg: Someone "accidentally" put metal plates into 1d10+10+MD Rng: 1 these boxing gloves. Impact Glove Ammo: N/A Value: 900 Rnds: N/A Burst: N/A Min ST: 1 W: 10 lbs Dmg: A Brotherhood of Steel invention, the (1d4+5) + MD Rng: 1 impact glove uses a unique piston Power Fist device similar to ones used by the Value: 1800 much more powerful Big Frigger line of power fists. The The "Big Frigger" Power Fist from difference is that the impact glove uses a smaller energy BeatCo is considered by many to be cell that does not need to be recharged, and is the ultimate weapon to use in significantly less powerful. It is still a decent weapon, unarmed combat. A Power Fist is a metal glove that fits and can enhance anyone’s hand-to-hand fighting over the hand and uses small motors to enhance the experience. power of a punch. It holds 25 charges, and uses Small Ammo: N/A Energy Cells to recharge. The glove will “sense” when Rnds: N/A Burst: N/A Min. ST: 1 w: 9 lbs. Dmg: the user throws a punch and automatically adjusts for (1d10+8) + MD Rng: 1 greater damage, using energy even if the punch doesn’t Lacerators connect. Value: 100 Ammo: Small Energy Cells This nasty little glove represents Rnds: 25 Burst: N/A Min. ST: 1 W: 10 lbs. Dmg: some of the finest innovations (2d8+10) + MD Rng: 1 raiders and tribals have made Punch Dagger since the war. Gloves covered with razor blades, Value: 300 lacerators will rip flesh into fine pieces with a simple The punch dagger certainly isn’t a swipe of the hand. subtle weapon; it is a large, Ammo: N/A serrated combat knife attached to a Rnds: N/A Burst: N/A Min. ST: 1 W: 2 lbs. Dmg: glove, combining the force of a (1d8+2) + MD Rng: 1 punch with the tearing action of a toothed blade. Expect Mace Glove to get kicked out of the boxing ring for using this Value: 150 unorthodox piece of equipment. This weapon cannot be The mace glove is a large, modified with an advanced unarmed attack. weighted, spiked metal ball attached Ammo: N/A to a glove, so the user can beat Rnds: N/A Burst: N/A Min. ST: 1 W: 4 lbs. Dmg: unsuspecting critters or raiders with more effectiveness. (1d10+2) + MD Rng: 1 Certainly not an elegant weapon, but an efficient one. Punch Gun Ammo: N/A Value: 600 Rnds: N/A Burst: N/A Min. ST: 1 W: 4 lbs. Dmg: This unusual weapon is a glove 1d6+4+MD Rng: 1 with a trigger in the thumb, Mega Power Fist allowing the user to fire a single Value: 2200 shotgun shell at the same time a A more powerful version of the "Big punch is thrown. The damage from the shotgun ammo is Frigger." This one has upgraded added to the effects of the punch and melee damage. 3 Although they are somewhat awkward, as the must be It is a simple weapon, often used for ritualistic tribal reloaded after every use, an enterprising individual could combat rather than serious fighting. Assassins like to dip do quite well with one of these tools during a surprise tiger claws in poison to make an easily concealable – attack. The punch gun holds 1 shotgun shell. Note that and deadly – weapon. This weapon cannot be modified the incredibly short barrel on the gun renders this with an advanced unarmed attack. weapon ineffective at all but the closest ranges. This Ammo: N/A weapon cannot be modified with an advanced unarmed Rnds: N/A Burst: N/A Min. ST: 1 W: 1 lb Dmg: 1d2 + attack. MD Rng: 1 Ammo: 12 gauge Rnds: 1 Burst: N/A Min. ST: 2 W: 7 lbs. Dmg: (1d4 + Melee Skill Weapons Ammo) + MD) Rng: 1 These weapons are held in the hand and make contact Sapper with whatever their user is trying to damage. One- Value: 80 handed melee attacks cost 3 AP for a single attack and Essentially a normal glove with 4 AP for a targeted attack. Two-handed melee attacks weights attached, the sapper is cost 4 AP for a single attack and 5 AP for a targeted designed to help you hit harder. Like a attack. melee sap (see below), the primary use of this weapon is to knock an opponent unconscious from a sneaky Arc Welder blow to the head. Head shots with this glove have a 75% Value: 450 chance of knocking the target unconscious for 1d10 An arc welder is a one-handed tool that is equally good rounds. at soldering metal or someone’s face. Ammo: N/A Ammo: Small Energy Cells Rnds: N/A Burst: N/A Min. ST: 3 W: 4 lbs. Dmg: 1d6 + Rnds: 40 Burst: N/A Min. St: 4 W: 5 Dmg: 1d10+10 MD Rng: 1 Rng: 1 Shredders Auto-Axe Value: 90 Value: 2200 Shredders are gloves that have small, A concrete saw repurposed sharp claws attached to the fingers, for melee combat.