fallout-index-1.0

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Includes information the basic Fallout Pnp, the Brotherhood of Steel sourcebook, the Enclave sourcebook, the Russian Weapons List, The Tennessee Sourcebook and the Great Book of Random Encounters. INDEX: TRAITS 2 PERKS 9 Brotherhood Perks 21 Eastern Brotherhood Perks 21 Enclave Perks 22 Western Brotherhood Perks 23 WEAPONS 25 Unarmed 25 Melee 27 Primitive Missile 32 Small Guns 32 Pistols 33 Shotguns 38 Submachine Guns 40 Rifles 43 Assault Rifles 47 Big Guns 51 Machine Guns 51 Grenade Launchers and Mortars 54 Anti-Tank Weapons 55 Flamethrowers 56 Artillery 57 Energy Weapons 59 Pistols 59 Rifles 60 Big Energy Weapons 61 Artillery 62 Throwing 62 Melee Weapon Mods 66 Ranged Weapon Mods 67 Weapon Accessories 68 Ammo 70 Ordinance 73 Ammo Mods 74 ARMOR 77 Helmets 83 EQUIPMENT 85 Chems 89 PDF Creator - PDF4Free v2.0 http://www.pdf4free.com

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Page 1: Fallout-Index-1.0

Includes information the basic Fallout Pnp, theBrotherhood of Steel sourcebook, the Enclavesourcebook, the Russian Weapons List, TheTennessee Sourcebook and the Great Book ofRandom Encounters.

INDEX:TRAITS 2

PERKS 9Brotherhood Perks 21

Eastern Brotherhood Perks 21Enclave Perks 22

Western Brotherhood Perks 23

WEAPONS 25Unarmed 25

Melee 27Primitive Missile 32

Small Guns 32Pistols 33

Shotguns 38Submachine Guns 40

Rifles 43Assault Rifles 47

Big Guns 51Machine Guns 51

Grenade Launchers and Mortars 54Anti-Tank Weapons 55

Flamethrowers 56Artillery 57

Energy Weapons 59Pistols 59Rifles 60

Big Energy Weapons 61Artillery 62

Throwing 62

Melee Weapon Mods 66Ranged Weapon Mods 67

Weapon Accessories 68

Ammo 70Ordinance 73

Ammo Mods 74

ARMOR 77Helmets 83

EQUIPMENT 85Chems 89

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TRAITS:Traits are an optional part of the charactercreation process. They simply describe anaspect of the character's personality orphysical description, and permanently affectthings like Skills, Primary Statistics, andSecondary Statistics. Some traits are notavailable to every race, and some traits areonly available to robots or animal races.A character can pick two traits, one trait, orno traits at all. A character can never havemore than two traits.

Absolute DirectionYou can always tell where north is no matterwhat happens. Also it’s almost impossible foryou to get lost.

Bad NaturedSchool never interested you. You preferredaction. Skills of Small Guns, Big Guns,Energy Weapons, Unarmed and Melee get a25% bonus but all others suffer 10% penalty.Ghouls, mutants and humans only.

Bad SightSomething is wrong with your eyes - if youare not wearing glasses (and in the wastelandit’s hard to find some) your PE is down by 2for purpose of sight. You also cannot take anysight related perks, e.g. awareness (even withglasses). On the positive side your PE is up by2 for smell, taste and hearing.

Beta SoftwareYou have been equipped with an experimentaloperating system and peripherals. You get 1extra Tag Skill, but whenever using ANY tagskill, you must roll against Luck or suffer anautomatic failure and, in combat, a lossof all APs for that round.Only Robots can choose this trait.

Bloody MessBy some strange twist of fate, people aroundyou die violently. You always see the worstway a person can die. This does not mean you

kill them any faster or slower, but when theydo die, it will be dramatic. Just how dramaticis up to the Gamemaster.

Born LoserYou are on a mission. Your relatives arehaving a party - they at last get rid of you, theone who can damage even a solid metal ball…Everything bad happens to you - all failuresare critical ones and you must add 2 to yourroll on the critical failure table. Everythinginvolving you just tends to happen somehowbadly - you always take minimum possibledamage from hits, radiation, poisons etc.Traps may break down instead of harmingyou, mines will be dud… If someone wants tobackstab you with a knife he will probably falland cut himself. On the other hand a fallingmeteor will surely land near you, and whenyou don’t have 100,000 of matches better donot even think of making a bonfire… Itinvolves only you e.g. a burst from minigunmay hit 3 persons but only you get minimumdamage from each bullet (in this case 6 -> 5from minigun and only one from usual 1d8caused by 5mm ammo).You cannot have the Jinxed trait if you chosethis one.

BruiserA little slower, but a little bigger. You maynot hit as often, but they will feel it when youdo! Your total action points are lowered, butyour Strength is increased. You get a 2 pointbonus to Strength, but loose 2 Action Points.Ghouls cannot choose this trait.

Chem ReliantYou are more easily addicted to chems. Yourchance to be addicted is twice normal, but yourecover in half the time from their ill effects.Robots cannot choose this trait.

Chem Resistant Chems only effect you half aslong as normal, but your chance to be addictedis only 50% the normal amount.Robots cannot choose this trait.

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Combat FrenzyYou like blood and killing so much that youjust can’t stop and no one is safe from you.Each time you kill something or someone youmust roll for your INT if you fail you go into afrenzy – all actions cost you only half (roundup) action points but you may not take aimand must use burst fire if possible with currentweapon and if not the character must drawsuch a weapon (unless there he/she has nosuch weapon in inventory). After you killsomeone you may test at your Int -1 to see ifyour frenzy passed. You may test once moreafter another kill, this time at Int -2 and so on.If none of the rolls succeeds, you fallunconscious as soon as your Int reaches 0(this will never happen if you have Int of 3 orless it will fall to 1, and this will be yourchance to stop attacking everyone). You’llattack enemies first, but when they are deadyour allies will also become targets.Robots cannot take this trait.

Combat InstinctYou know what your opponent is going to donext. You don’t know how does it work - youjust know. Your modified (with what youwear) armour class is doubled. You must seeyour enemy for this trait to work. On the otherhand you always assume a defensive positionand allow your opponents to act first (youalways act last in the combat, regardless ofsequence).Robots and dogs cannot take this trait.

CowardYou don’t think it’s worth dying in a combat.It’s better to run for your life. Whenever yourHP fall to 1/3 of maximum you must escapefrom combat – you may do so at double yourAP, but you can do nothing except runningand you drop anything you were carrying inyour hands (or even your backpack if it’sparticularly heavy). Also in all situation thatrequire bravery (e.g. entering a dark cave),you will rather do something else. If forced todo something that scares you negative

modifiers should be applied. On the other handwhen somebody chases you into a corner yourcombat skills, basic damage resistance (if any)and melee damage are doubled (but your AP isnormal).Robots cannot take this perk.

DestinyYou have a goal of some kind that you aregoing to achieve during your life if you want itor not… Maybe you’ll become The Saver ofThe Earth or The Most Evil Character Ever?Who knows? When you choose this perk GMshould determine what your destiny it but hemustn’t inform you about it. Then duringcampaign he should add adventures that willeventually lead to your destiny – whatevershall it be…Robots cannot take this perk.

DomesticatedYou have undergone extensive house trainingand have developed an above-averageIntelligence. Your IN is raised by 2, but notabove the racial maximum, but you get a –2penalty to Melee Damage.Only Deathclaws can choose this trait.

Doubled Vital EquipmentYou have two sets of vital internal machinery.This makes you able to sustain more damagebut makes you less agile. Your HP gained perlevel is doubled but your agility is lowered by1 and your carry weight is lowered by 25.Robots only.

EMP ShieldingYou have a dedicated EMP shielding system.It takes you 2 AP to move 1 hex because ofyour heavy equipment, but you have a 30%Resistance to all forms of EMP attack.Only Robots can choose this trait.

EmpathDue to radiation that twisted your mind youare able to feel other people feeling muchbetter than others. You instantly gain Empathy

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perk but lose 1 point of intelligence.Robots and dogs cannot take this trait.

Eastern Brotherhood BirthrightAll characters who have been born and bred inthe eastern brotherhood have to take this trait,though they may still take two additionaltraits. You have spent your entire life withinthe eastern brotherhood, and are thereforeconsidered a valuable resource to it. You aretreated betted than recruits from the outside.Due to the years of indoctrination you aretotally loyal to the brotherhood. You havealso received a good quality education. Youget +10% bonus to your Science skill. Youhave been carefully indoctrinated in to thebrotherhood and are completely loyal to it.You can therefore not knowingly ever doanything that would harm the brotherhood.See the BOS Guide for further details on theEastern Brotherhood.

Enclave CitizenYou were born in the Enclave. You must takethis trait in order to play an Enclave character.Your outdoorsman skill is 10% less, you areprohibited to show anything that wouldsomehow reveal the existence of the Enclaveto “outsiders” and all high tech equipment isfamiliar to you so even with low science youare able to operate a computer or repair arobot (of course as long as malfunction is nottoo complicated – you won’t be able to repaira robot’s mainframe with science of 30%).See the Playing Enclave Characters chapter inthe Enclave Guide for details.Humans only.

FaithYou believe strongly in something – Whetherit’s God or something else, it’s up to you. Thisfaith may cause some people to dislike you (-1to reaction roll, -2 in case of somebody thathas totally different beliefs, -5 in case ofcharacters with Faith trait but different beliefs)but on the other hand you believe so stronglyin something/someone supernatural helping

you that you do many task other people wouldhave failed. You may re-roll 3 dice rolls a day:in combat, using skills etc. If somebody sharesyour beliefs you get +2 bonus on reaction roll.Humans, ghouls, mutants and Grey TribeDeathclaws only.

Fast MetabolismYour metabolic rate is twice normal. Thismeans that you are much less resistant toradiation and poison, but your body healsfaster. You get a 2 point bonus to HealingRate, but your Radiation and PoisonResistance start at 0% (racial modifiers areadded later).Robots and Ghouls cannot choose this trait.

Fast ShotYou don't have time for a targeted attack,because you attack faster than normal people.It costs you one less action point to use aweapon. You cannot perform targeted shots,but all weapons take one less action point touse. Note that the Fast Shot trait has no effecton HtH or Melee attacks.Animals cannot choose this trait.

Fear the ReaperYou have cheated death! You gain perks as ifyou were a human, but you are now ondeath’s short list. This means that once amonth, you must roll against Luck or elsedrop dead.Only Ghouls can choose this trait.

FinesseYour attacks show a lot of finesse. You don'tdo as much damage, but you cause morecritical hits. All of your attacks lose 30% oftheir damage (after reductions are made forDamage Resistance, etc.) but you gain a 10%bonus to Critical Chance.Super-Mutants cannot choose this trait.

GeniusLearning never was a problem for you, evenmore – you love it. You can choose two

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additional tag skills at the beginning, but youcan’t take this trait unless your INT is at 10(or racial maximum) and you get perks every4 levels and cannot take Tag! perk.Humans, ghouls, mutants and Grey TribeDeathclaws only.

GiftedYou have more innate abilities than most, soyou have not spent as much time honing yourskills. Your statistics are better than theaverage person, but your skills are lacking. AllStats get a 1- point bonus, but all skills get a10% penalty and you receive 5 less SkillPoints per level.Robots cannot choose this trait.

Glowing OneExtreme radiation exposure has left youglowing in the dark. Your glow eliminatesmodifiers from light in combat for both youand your enemies. In addition, you gain a+50% bonus to Radiation Resistance, buteveryonearound you takes 10 rads per hour (seeRadiation under Damage and Death, below).Only Ghouls can choose this trait.

Good NaturedYou studied less-combative skills as you weregrowing up. Your combat skills start at alower level, but First Aid, Doctor, Speech,and Barter are substantially improved. Thoseskills get a 20% bonus. You get a 10% penaltyto starting combat skills (Small Guns, BigGuns, Energy Weapons, Unarmed, and MeleeWeapons). This is a one-time bonus.Animals and robots cannot choose this trait.

Ham FistedGenetic engineering – or dumb luck – hasendowed you with huge hands. You get a“free” tag skill in Unarmed, but you suffer a-20% penalty to Small Guns, First Aid,Doctor, Repair, Science, and Lockpick Skills(these numbers cannot go below 0%).Only Mutants can choose this trait.

Heavy HandedYou swing harder, not better. Your attacksare very brutal, but lack finesse. You rarelycause a good critical hit, but you always domore melee damage. You get a 4 point bonusto Melee Damage, but your critical hits do30% less damage, and are 30% less likely tocripple a limb or cause unconsciousness.Ghouls cannot choose this trait.

Hideous AppearanceYou are awful - most normal people can’tlook at you without feeling sick but you arealso much more terrifying in combat. And,oh… Forget having a girl/boy friend… No onewill initially react at you better than “neutral”but your enemies have –20% to hit you inclose combat due to your appearance. Thisapplies only to creatures of your race andspecies.

JinxedThe good thing is that everyone around youhas more critical failures in combat. The badthing is: so do you! If you, a member of yourparty, or a non-player character have a failurein combat, there is a greater likelihood thefailure will be upgraded (downgraded?) to acritical failure. Critical failures are bad:weapons explode, you may hit the wrongtarget, you could lose part of your turn, or anynumber of bad things. Failures are 50% morelikely to become critical failures around thecharacter or anyone else in combat.

KamikazeBy not paying attention to any threats, you canact a lot faster in a turn. This lowers yourArmor Class to just what you are wearing, butyou sequence much faster in a combat turn.You have no natural Armor Class (ArmorClass is therefore 0 regardless of Agility). Youmust wear armor to get an Armor Class. Yoursequence gets a 5 point bonus.

Mathematical AbilitiesYou can count faster than others. And you do

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it with little risk of mistake. It’s easy to say foryou that there is a group of 176 brahminsstanding over there. How have you done this?Easily! Just counted their legs and divided by4. .Dogs and deathclaws (except Grey Tribe)cannot take this perk.

MerchantBartering is in your blood. You always knowwhat to say to get the best price. Your barterskill is up by 40% but your steal and lockpickskills are lowered by 20% as you don’tconsider stealing as a way to claim something– everything can be bought… It’s a one-timebonus.Humans, mutants and ghouls only.

Mounted WeaponYou have a built-in weapon (assault rifle ofyour choice) with a internal ammo store(twice the maximum amount for particularweapon). This gives you +10 modifier tosequence but on the other hand it makes you abit heavier reducing your action points by one.Robots only.

Night PersonAs a night-time person, you are more awakewhen the sun goes down. Your Intelligenceand Perception are improved at night but aredulled during the day. You get a 1 pointpenalty to these Statistics from 0601 to 1800,and a 1 point bonus to these Stats from 1801to 0600. Robots cannot choose this trait. Notethat the bonus cannot take IN and PE abovethe character’s racial maximum or below thecharacter’s racial minimum.Robots cannot choose this trait.

One HanderOne of your hands is very dominant. Youexcel with single-handed weapons, buttwo-handed weapons cause a problem. Youhave a 40% penalty to hit with twohandedweapons, but get a 20% bonus to hit withweapons that only require one hand.

Dogs cannot choose this trait.

Personal EnemySomeone did something very bad to you:killed your loved one or something evenworse. You hate him and all that is related tohim, you would do anything to avenge yourlose. Each time you deal with that person ordo something in order to find him/her all yourprimary stats go up to 10 and all skills go upto 100% (unless theyare higher). After you finish that someone off,this trait gives nothing but still you cannotchose another one instead. When something islinked with your enemy is up to GM. GMshould create a separate character as yourenemy.

RabidYou are a half-crazed, feral killing machine.You are not affected by crippled limbs(blindness still affectsyou normally), and every time you kill anopponent in combat, you get 5 more APs thatround. Chems, includingstimpaks, have no effect on you.Only Deathclaws can choose this trait.

Radiated!Well you were born “a bit radiated”, but youare not a ghoul (however you are still far frombeing beautiful). All of your primary statisticsare down by 1. You don’t acquire any moreradiation and every enemy hit by you in closecombat acquires 5 rads. Additionally yourhealing rate is increased by 3. In additionthose two things, radiation has somehowaffected your brain and you learn 50% fasterthan “prime normals” (+50% skill points perlevel and +50% skill points from books –round up).Humans only (except for Enclave Citizens andVault dwellers).

RamboSomehow bullets miss you. Even when youstand in front of a horde of super mutants with

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miniguns they probablywon’t hit you. Anyone shooting at you can geta maximum chance of 30% to hit withfirearms, no matter what. The bad side of thisis that your INT can’t go over 3 (even whenusing drugs or medical IQ enhancing, youcannot take Gain Intelligence perk). Thoughluck.Humans, ghouls and mutants only.

RegenerationThe radiation has somehow affected yourhealing processes, which proceed much fasterthan they should. You regenerate 1 hit point aturn even if not resting up to your maximumhit points. However when your hit pointsreach zero you are still dead… The bad side ofthis is that your normal ghoul’s radiationresistance is gone(RR of 10% only). Damage form fire, acid orenergy weapons cannot be regenerated.Ghouls only.

Sex AppealThis trait increases your chances of having agood reaction with members of the oppositesex. Unfortunately, this trait tends to annoymembers of your sex. Jealous twits. Wheninteracting with members of the opposite sex,you gain a 1 point bonus to Charisma forreactions only. When making Speech andBarter rolls, you gain a 40% bonus for each.When interacting with members of the samesex, you have a 1 point penalty to Charismafor reactions only and have a 40% penalty toboth Speech and Barter rolls.Only humans can choose this trait.

SkilledSince you spend more time improving yourskills than a normal person, you gain moreskill points. The tradeoff is that you do notgain as many extra abilities. You will gain aperk at one level higher than normal. Forexample, if you normally gained a perk every 4levels, you would now gain a perk every 5levels. You will get an additional 5 skill points

per new experience level, and a one-timebonus of +10% to your skills when you beginthe game.Dogs cannot choose this trait.

Small FrameYou are not quite as big as everyone else, butthat never slowed you down. You can't carryas much, but you are more agile. You get a 1point bonus to Agility, but your Carry Weightis only 15 lbs X Strength.Super-Mutants cannot choose this trait.

SympatheticYou just can’t look at other people’s poverty,sick animals etc. You will never refuse an aidfor help and will always help someone orsomething that needs attention. Your karmagrows twice faster than normal.Dogs and robots cannot take this trait.

TalentedYou are a talented artist (choose any art youwant). It may help to do a living, butremember, there are no art galleries on thedesert. Dogs and deathclaws (also exceptGrey Tribe) cannot take this trait.

Targeting ComputerYou have been programmed with an onboardtargeting computer. All attacks cost 1 extraAP to perform, but you can always add +15%to your chance to-hit.Only Robots can choose this trait.

Tech WizardYou spent your formative years hunched overa bench learning all about the way thingswork. The trouble is that you’ve ruined youreyes! You get a +15% bonus to Science,Repair, and Lockpick skills, but you lose 1Perception.Only Ghouls can choose this trait.

Tight NutsThis robot was built to take the knocks. Youget +5 Damage Threshold to any attack, but

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you gain only half the Hit Points back fromrepairs.Only Robots can choose this trait.

TravellerYou always loved to walk. This is more thanjust a hobby- it's your lifestyle. You get +1 toEndurance and a free Outdoorsman Tag skill,but all skills except Outdoorsman suffer a -5%penalty and you can choose onlyOutdoorsman, and Random Encounters,related perks.

Vat SkinOther people find you hideous to behold anddisgusting to smell after your “dip” in the FEVvats. The good news is that you gain a +10bonus to your Armor Class thanks to yourextra-tough skin. The bad news is thateveryone within ten hexes of your location,friend and foe, suffers a 1-point penalty toPerception (you are naffected).Only Mutants can choose this trait.

Western Brotherhood CitizenWestern brotherhood characters must take thistrait, though they may still take two additionaltraits. You were born and raised in the LostHills bunker, and have received a far bettereducation than most people in the Wasteland,which gives you +20% bonus to your Scienceskill. As the Brotherhood uses no money, andits citizens do not have to buy or stealanything, your Barter and Steal skills arereduced by 10%. You have been carefullyindoctrinated in to the brotherhood and arecompletely loyal to it. You can therefore notknowingly ever doanything that would harm the brotherhood.See the BOS Guide for further details on theWestern Brotherhood.

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PERKSEvery few levels, characters gain a perk. Perksrepresent knowledge they've acquiredtraveling through the wasteland. Perks canaffect stats, skills, secondary stats, andsometimes just do strange things. Some willrequire a creative Gamemaster to implement.Perks do have level and statistic requirementsat times. Some perks can be added more thanonce; they have "ranks." A perk with 2 rankscan only be chosen twice. A complete list ofperks is below. Occasionally, there are perksone can earn that are not on this list. These arespecial perks, and should not be treatedlightly! Remember that robots never get Perks,even special ones.

Alpha MaleYou are dominant male in your pack – otherswill be afraid of you and will follow yourorders. You have bigger chance to reproducethan other pack members. On the other handyou must be aware that others may wish tochallenge you as they grow in strengththemselves. You may gain this perk only bydefeating previous alpha male.Ranks: 1Requirements: Level 12 STR 7 END 7 AG 7,deathclaws and dogs only.

Action Boy (or Girl)Your character knows how to make the mostout of every moment. For each rank of thisperk, the character gets an additional ActionPoint each combat turn.Ranks: 2Requirements: Agility 5, Level 12

Adrenaline RushYou have a fear of death that allows you tofight harder when you are wounded. Whenyour character's HP drop below 50% of theirmaximum, your character gains a +1 Strengthbonus, but cannot go above the racialmaximum.Ranks: 1Requirements: Strength 1-9, Level 6

Animal FriendYour character spends a lot of time withanimals. A LOT of time. Animals will notattack one of their friends, unless the animal isthreatened or attacked first.Ranks: 1Requirements: 5 Intelligence, 25%Outdoorsman, Level 9

Assassinate!You can deal x2.5 damage with the first attackin combat as long as you were sneaking yourenemy or some other ability to make surpriseattack (like a sniper shot)Ranks: 1Requirements: Sneak 70% Level 9

AwarenessYou know exactly what is going on in combat.This perk gives you more information whenyou examine a critter. You can see their exactnumber of hit points and the weapon they arearmed with, if any.Ranks: 1Requirements: Perception 5, Level 3

Bend the RulesWith this perk, the next time your charactergets to choose a perk, they can ignore allrestrictions except for race. You rule!Ranks: 1Requirements: Luck 6, Level 16

Better CriticalsYour shots somehow hurt more than usual.The critical hits you cause in combat are moredevastating. When you do a critical hit thatdoes not kill outright, your hit does 150%normal damage (in addition to any damagebonuses already gained). In addition, yourchance to cause damage to a limb is increasedby 50%. If you critically hit for 40 points ofdamage, for instance, you would instead deal awhopping 60 points. OUCH!Mutants cannot choose this perk.Ranks: 1

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Requirements: Perception 6, Luck 6, Agility 4,Level 9

Bluff MasterYou are the king or queen of smooth talking.Whenever you are caught stealing, yourcharacter can automatically talk his or her wayout of the situation.Ranks: 1Requirements: Charisma 3, Level 8

Bone HeadYou have a very thick skull, just like yourmother always told you. With the first rank ofthis perk, you get a 50% chance to avoidbeing knocked unconscious. With the secondrank, that chance increases to 75%.Ranks: 2Requirements: Strength 7, Level 7

BonsaiThrough careful nurturing, you have a smallfruit tree growing out of your head. Now youhave a steady supply of fruit!Ranks: 1Requirements: Outdoorsman 50%, Science40%, Level 12, Ghoul

Bonus HtH AttacksYour character has watched Jackie Chan andBruce Lee and managed to learn a thing ortwo. Your character can make morehand-to-hand or melee style attacks percombat turn with this perk. The AP cost touse a HtH or Melee attack is reduced by 1.Ranks: 1Requirements: Agility 6, Level 15

Bonus HtH DamageYou have learned a special technique to dealmore damage with your fists and meleeweapons. Your character gains a +2 bonus toMelee Damage for each level of this perk.Ranks: 3Requirements: Agility 6, Strength 6, Level 3

Bonus MoveYou have learned to take longer strides incombat. For each level of this perk, yourcharacter can move 2 more hexes in combat.The first two hexes a character moves do nocost any APs.Ranks: 2Requirements: Agility 5, Level 6

Bonus Ranged DamageYou know just where to hit to make it hurtmore. Every bullet that successfully hits thetarget does +2 damage for each rank of thisperk.Deathclaws and Dogs cannot choose this perk.Ranks: 2Requirements: Agility 6, Luck 6, Level 6

Bonus Rate of FireYour trigger finger is a little faster thannormal. Each ranged weapon attack costs oneless AP to perform.Deathclaws and Dogs cannot choose thisperk.Ranks: 1Requirements: Agility 7, Intelligence 6,Perception 6, Level 15

BracingYou know how to brace large weapons whileyou are standing. When applicable, you get abonus for using a tripod just by holding aweapon in your hands. Deathclaws and Dogscannot choose this perk.Ranks: 1Requirements: Strength 7, Big Guns 80%,Level 4.

Break the RulesWhen you choose this perk, you may chooseany perk next time, regardless of requirementsor race.Ranks: 1Requirements: Luck 6, Level 20

Brown NoserYou’ve learned how to suck up to your

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superiors. You get +1 Charisma for reactionroles when dealing with authority figures foreach rank of this perk.Dogs and Deathclaws cannot brownnose.Ranks: 2Requirements: Charisma 5, Intelligence 6,Level 2

Brutish HulkWith this perk, you gain double the normal hitpoints when you go up a level.Ranks: 1Requirements: Strength 7, Endurance 5, Level8, Deathclaw

Cancerous GrowthThe radiation has mutated you so badly thatyou thrive in the wastes. You gain a +2 bonusto your healing rate, and can regenerate acrippled limb in 48 hours.Ranks: 1Requirements: Strength < 7, Level 6, Ghoul

Cautious NatureYour character has learned to be wary of theworld around him. His Perception is increasedby +3 when determining where he begins inrandom encounters.Ranks: 1Requirements: Perception 6, Level 3

CheaterYou have learned how to cheat in cards andother gambling games. You can add +40% toyour gambling if you wish to use this abilitybut if you roll failure it means somebody sawyou cheating. Oops… This super mutant youwere playing with may not like it…Ranks: 1Requirements: LK 7 Gambling 40% Level 6

City HunterYou are hunter. The city is your stone jungle.When wandering cities you get +1 toPerception, +15% to your chance to hit, +20%to sneak, +20 to Traps, +30% to pilot +50%to Outdoorsman, your enemy will suffer –30%

to his CtH when you are covered behindsomething and your move will be first always(in spite ofsequence).Ranks:1Requirements: Level 18

ComprehensionLooks like all those study skills courses paidoff. With this perk, your character gains 50%to the number of skill points earned whenreading educational books. Books thatnormally give you 10 skill points now give you15.Dogs cannot choose this perk.Ranks: 1Requirements: Intelligence 6, Level 3

Crazy BomberYour luck with explosives is legendary.Characters with this perk who fail to set anexplosive properly will know immediately, andthat explosive will not go off or detonate – itwill be reset, so the Bomber can try again.Dogs and Deathclaws cannot choose this perk.Ranks: 1Requirements: Traps 60%, Intelligence 6,Level 9.

Cult of PersonalityEverybody likes your character.EVERYBODY. Instead of getting a negativemodifier for the "wrong" kind of karma, youget a positive modifier. Bad people like goodcharacters, and good people like badcharacters. Good still likes good and bad stilllikes bad. Go figure.Ranks: 1Requirements: Charisma 10, Level 12

Death SenseYour senses are very well developed. Yougain a +2 bonus to Perception in the dark, andpenalties for light levels are reduced by 50%.You also gain a 25% bonus to detectingenemies who are sneaking around.Ranks: 1

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Requirements: Intelligence 5, Level 4,Deathclaw

Deathclaw’s RoarYou can roar in order to frighten your foes.All enemies within 8 hexes must roll for CH iftheir roll is failed then they will take all theirstatistics drop by 1 and they make all skill rollswith -10 modifier. If roll was a critical failure(10 was rolled) then they will run from combatdropping everything that might hamper theirescape.Deathclaw’s roar has no effect on anotherdeathclaw, robot or any creature withcharisma of ten or more. Mutants get +2modifier to charisma and dogs get +1 whenrolling against the effect of deathclaws roar.Ranks: 1Requirements: Level 16, deathclaws only

Defensive ModeYou can take a “wait & ambush” actionduring combat (costs 1 AP). You do nothingafter taking that action but you can spend anyremaining AP’s in opponents turn. Anexample: your aim is blocked by a corner of abuilding and if you move there you will be outof AP’s and in front of an enemy so insteadyou wait & ambush him, and when you get aclear shot while he is moving you can shoot,as long as you roll for your PE [you mayre-roll after each enemy action point (or pointsif single action takes more than one) he/she/itspends]. If you take manoeuvre you don’t addremaining AP to your armour class even if youhave no chance to use them in opponents turn.GM note: if this makes combat to becomestatic just allow this manoeuvre once acombat. Deathclaws can gain this perk at level4.Ranks: 1Requirements: Level 6, PE 6 AG 7

Delayed ActionYou can transfer your action points for nextround of combat, but not more than 10 APeach combat (adding up all transfers).

Ranks: 1Requirements: Level 18, AG 9

Demolition ExpertYour character has learned how to handleexplosives like a pro. For characters that liketo blow things up, there is nothing better thanthis perk.Explosives set by this character do 50% moredamage and will always detonate on time.Deathclaws and Dogs cannot choose this perk.Ranks: 1Requirements: Agility 4, Traps 90%, Level 9

Die HardYou won’t go down without a fight! Whenyour hit points drop below 20% of yourmaximum, you get an additional 10% DamageResistance to all types of damage.Ranks: 1Requirements: First Aid 40%, Endurance 6,Level 2

Divine FavorA higher power has taken a liking to you.Anytime a roll fails, you have the option ofre-rolling, but you must accept the results ofthe re-roll (you cannot re-roll a re-roll). Youcan only invoke your higher power once in a24-hour period.Ranks: 1Requirements: Charisma 8, Level 14

DodgerYour character has developed into a slipperylittle rat. This perk will lower your character'schances to be hit in combat. Armor classincreases by +5 for each rank.Ranks: 2Requirements: Agility 6, Level 9

DriverYou get a 15% one-time bonus to driving.Ranks: 1Requirements: Level 6 humans, mutants andghouls only.

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Driving City StyleYour character has picked up some aggressivedriving techniques. She gets a onetime 30%bonus to Pilot skill, and any rolls against statsmade while behind the wheel get a +2 bonus.Deathclaws and Dogs cannot choose this perk.Ranks: 1Requirements: Perception 6, Agility 5, Level 9

Drunken MasterAs a “child of the bottle,” you fight betterwhen you are drunk. You receive a 20%bonus to your Unarmed skill when under theinfluence of alcohol.Ranks: 1Requirements: Unarmed 60%, Level 3

Earlier SequenceYour character will be more likely to movebefore other characters and critters in combatwith this perk. Each rank of this perk increasesa character's Sequence by +2.Ranks: 3Requirements: Perception 6, Level 3

EducatedEvery rank of this perk will add +2 skill pointswhen your character gains a level.Ranks: 3Requirements: Intelligence 6, Level 6

EmpathyYou get a better idea of what to say to anNPC with this perk. The GM must warn youwhen dialogue will be interpreted the wrongway.Ranks: 1Requirements: Perception 7, Intelligence 5,Level 6

ExplorerThis perk will make it more likely that yourcharacter will find those strange andinteresting encounters and items. It is up tothe GM to decide what those items andencounters are.Ranks: 1

Requirements: Level 9

Fast Weapon DrawYou add +6 to your sequence in first round ofcombat when using firearms.Ranks: 1Requirements: Level 6, AG 7, deathclaws anddogs cannot take this perk.

Faster HealingCharacters with faster healing just plain healfaster. For each rank of this perk, yourcharacter gains a +2 to the Healing Ratestatistic.Ranks: 3Requirements: Endurance 6, Level 3

Favourite WeaponYou can choose a weapon to which you willhave a 20% bonus when using it.When taking second rank of this perk youmust chose another weapon.Ranks: 2Requirements: Level 6, robots, deathclawsand dogs cannot take this perk.

Fire At Will!You are trained to fire your weaponaccurately regardless of conditions.Targeted shots cost you one action point less.Ranks: 1Requirements: Level 12, small guns and/orenergy weapons 110%

FlexibleYears of exercise have made you very supple.It only takes you 1 AP to change your stancein combat.Ranks: 1Requirements: Sneak 60%, Agility 6, Level 4

Flower ChildWith this perk, you are much less likely to beaddicted to chems (50% less likely, actually)and suffer ½ the withdrawal time as a normalperson.Ranks: 1

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Requirements: 5 Endurance, Level 9

Fortune FinderRandom encounters yield more money. Ofcourse, you have to take it off the cold, deadbodies of your opponents.How much money is up to the GM.Ranks: 1Requirements: Luck 8, Level 6

Gain AgilityIncreases your Agility by +1 permanently.Ranks: 1Requirements: Agility below racial max, Level12

Gain CharismaIncreases your Charisma by +1 permanently.Ranks: 1Requirements: Charisma below racial max,Level 12

Gain EnduranceIncreases your Endurance by +1 permanently.Ranks: 1Requirements: Endurance below racial max,Level 12

Gain IntelligenceIncreases your Intelligence by +1 permanently.Ranks: 1Requirements: Intelligence below racial max,Level 12

Gain LuckIncreases your Luck by +1 permanently.Ranks: 1Requirements: Luck below racial max, Level12

Gain PerceptionIncreases your Perception by +1 permanently.Ranks: 1Requirements: Perception below racial max,Level 12

Gain StrengthIncreases your Strength by +1 permanently.Ranks: 1Requirements: Strength below racial max,Level 12

GamblerThis perk adds a one-time +20% to theGambling skill.Ranks: 1Requirements: Gambling 50, Level 6

Gecko SkinningYou learned how to skin Geckos! You can sellthese skins- it’s up to GM how much it isworth.Ranks: 1Requirements: lev. 3, AG 6, Outdoorsman40%.

GhostIn areas of darkness, or at night, characterswith this perk gain +20% to their Sneak skill.Ranks: 1Requirements: Sneak 60%, Level 6

GuideYou know a desert like your own pocket. Ithas no secrets before you. You gain +10% toall skills, +2 to Perception and Intelligence and+2 to Sequence, Armor Class and CriticalChance in the desert.Ranks: 1Requirements: Lev. 9, INT 7, 75%Outdoorsman

GunnerYou have become an expert at firing from amoving vehicle. You do not suffer the normal10% penalty when firing from a vehicle inmotion.Ranks: 1Requirements: Small Guns 40%, Agility 6,Level 3

HarmlessYour character's innocent demeanor makes

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stealing from people a little easier. This perkgrants a +20% bonus to Steal.Deathclaws cannot choose this perk.Ranks: 1Requirements: Steal 50%, Karma > 49, Level6

HealerEach rank of this perk will increase thenumber of Hit Points healed by the use of FirstAid or Doctor skills by 4-10 points (1d6 +4).The second rank adds +8-20 (2 X (1d6 +4)).Ranks: 2Requirements: Perception 7, Agility 6,Intelligence 5, First Aid 40%, Level 3

Heave Ho!For purposes of determining the maximumrange of thrown weapons only, this perk willincrease Strength by +2 for each rank.Ranks: 3Requirements: Level 6

Here and NowWith this perk, your character immediatelygains enough experience points to go up to thenext level. If a character chose this perk atlevel 9, they would gain enough experiencepoints to go to level 10, placing them at a totalof 45,001 experience points.Ranks: 1Requirements: Level 9

Hide of ScarsYour battle-weary flesh has hardened into anarmor of its own. You gain +15% to allresistances except for fire.Ranks: 2Requirements: Endurance 6, Level 10,Deathclaw

Hit the Deck!You react very quickly to the sound of anexplosive coming your way. You only take ½damage from ranged explosive weapons byincreasing your Explosive DR by 50%. Thisincludes damage from concussion and

shrapnel.Ranks: 1Requirements: Agility 6, Level 4

HtH EvadeIf your character is not carrying any weaponsin either hand, at the end of a combat turn, thecharacter gains 3 points of AC instead of thenormal 1 for each unused Action Point.Ranks: 1Requirements: Unarmed 75%, Level 12

Innocent AppearanceNo one can expect you to do something bad,you just look so innocent. You can approachmost foes (not robots or animals) with littlerisk of attack and you act as first in first roundof combat. It doesn’t mean you would be letinto a guarded place, you just can approachthe guards without being shot at sight. Yourenemies must be able to see your well so youcan’t wear anything more than leather armourand must not carry any visible weapons (whowould consider a person with minigun asinnocent?). This trait works only one time youcannot fool the same guy again and again…Ranks: 1Requirements: Level 15, CH 9, humans andghouls only.

Kama Sutra MasterThis perk confers great stamina and skill whendoing the dirty.Ranks: 1Requirements: Endurance 5, Agility 5, Level 3

Karma BeaconYour Karma ran over someone's Dogma.Karma is doubled for the purposes of reaction.Ranks: 1Requirements: Charisma 6, Level 9

LeadfootYour reflexes have developed to make you avery fast driver. Of course, that doesn’tnecessarily mean you are any safer. Characterswith this perk can make a vehicle go 25%

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faster than the vehicle’s maximum speed.Ranks: 1Requirements: Pilot 60%, Perception 6,Agility 6, Level 3

LeaderYou have some natural leadership abilities andhave managed to cultivate them. Any partymember within 10 hexes of you gains +1 totheir Agility, up to their racial max, and +5 totheir Armor Class. You do not get thesebenefits – that’s the price of being a leader.Ranks: 1Requirements: Charisma 6, Level 4

LiarYou can lie to someone direct in their facewithout him noticing (roll for CH + 1, +2 with2nd rank and +3 with 3rd rank).Ranks: 3Requirements: Level 12, Speech 50% CH 6LK 6, humans and ghouls only.

LifegiverEvery time your character gains a level, he orshe gains an additional 4 HP for each level ofthis perk. With two ranks, that's +8 HP perlevel!Ranks: 2Requirements: Endurance 4, Level 12

Light StepCharacters with this perk are much less likelyto set off traps. For purposes of triggering atrap, they gain a +4 bonus to Agility.Ranks: 1Requirements: Agility 5, Luck 5, Level 9

Lip ReadingYou can read out of someone’s lips (rollperception/2 +1/per rank). Chance to properlyread is modified with distance (modifiers areapplied like as in case of weapon with range of5).Ranks: 3Requirements: Level 9, INT 7 PE 6

Living AnatomyThis perk confers a +10% bonus to Doctor.Since characters with this perk have greaterknowledge of anatomy, they also do +5 pointsof damage with everyattack to living creatures.Ranks: 1Requirements: Doctor 60%, Level 12

LonerYou always were a little different, but nowyou’ve learned how to use those differences toyour advantage.Characters with this perk gain +10% to allskill rolls when at least 10 hexes away from allof the other members of the party.Ranks: 1Requirements: Outdoorsman 50%, Charisma< 5, Level 4

Master ThiefThis perk gives a one-time bonus of 15 pointsto both the Lockpick and Steal skills.Deathclaws and Dogs cannot choose this perk.Ranks: 1Requirements: Lockpick 50%, Steal 50%,Level 12

Master TraderThis perk confers a one-time 30% bonus toyour Barter skill.Deathclaws and Dogs cannot choose this perk.Ranks: 1Requirements: Charisma 7, Barter 60%, Level9

MedicThis perk gives a one-time bonus of 10% toFirst Aid and Doctor.Ranks: 1Requirements: First Aid OR Doctor 40%,Level 12

Mental BlockMental Block is the ability to tune out anyoutside mental interference. You must havelearned this talent from a passing guru, or

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from a really late night at the bar. Forpurposes of determining range in combatAND finding traps ONLY, your character’sPerception is raised by 1, up to the racialmaximum.Ranks: 1Requirements: Level 15

More CriticalsCharacters with this perk cause more criticalhits in combat. Each rank adds +5% to theCritical Chance statistic.Mutants cannot choose this perk.Ranks: 3Requirements: Luck 6, Level 6

Mr. (or Ms.) FixitThis perk gives a one-time bonus of 10% toboth the Repair and Science skills.Deathclaws and Dogs cannot choose this perk.Ranks: 1Requirements: Repair 40% OR Science 40%,Level 12Mutate!Picking this perk will also make you select oneof your current Traits to remove. You thenget a chance to pick another Trait. Weird, eh?Ranks: 1Requirements: Level 9

Mysterious StrangerWhen you select this perk, there is a chance(30% + (2 X LK)) that your character willgain a temporary ally, but only in randomencounters. The GM will choose that ally.Ranks: 1Requirements: Luck 4, Level 9

NegotiatorThis perk gives a one-time bonus of 10% toSpeech and Barter. Deathclaws and Dogscannot choose this perk.Ranks: 1Requirements: Barter 50%, Speech 50%,Level 6

Night VisionYour character can see better in darknesswhen you select this perk. Negative modifiersfor dark conditions are reduced by 50%. Mustbe all the carrots you ate..Ranks: 1Requirements: Perception 6, Level 3

Pack RatEach rank of this Perk adds +10 lbs. to yourcharacter's Carry Weight statistic.Ranks: 2Requirements: Level 6

PathfinderThis perk reduces travel time by 25%. Youjust have a knack for finding those old trailsand roads.Ranks: 1Requirements: Endurance 6, Outdoorsman60%, Level 6

PickpocketCharacters with this perk gain a 25% bonus totheir Steal skill for the purposes of stealingfrom other characters or NPCs.Deathclaws and Dogs cannot choose this perk.Ranks: 1Requirements: Agility 8, Steal 80%, Level 15

PresenceYou gain a +1 bonus to your Charisma forreaction rolls for each rank of this perk.Ranks: 3Requirements: Charisma 6, Level 6

PsychoticYour body has adapted to the use of thestimulant Psycho. Positive effects of Psychoare doubled, and the addiction rate for thisdrug is halved.Ranks: 1Requirements: Endurance 5, Level 8, Mutantor Half-mutant

PyromaniacThis perk will make your character do horrible

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things with fire - to other people. He or shedoes +5 points of damage with fire-basedweapons such as flamethrowers, molotovcocktails, napalm, and so forth.Ranks: 1Requirements: Big Guns 75%, Level 9

Quick PocketsIt only takes two action points instead of fourto swap equipment in combat.Ranks: 1Requirements: Agility 5, Level 3

Quick RecoveryIt only costs you one AP to stand up afterbeing knocked down.Ranks: 1Requirements: Agility 5, Level 6

Race DriverYour travelling speed with a car is increasedby 20% whit unchanged fuel consumption.Ranks: 1Requirements: Driving 75% Level 6, humans,mutants and ghouls only.

Rad ChildYou do not take damage from radiation – infact, it heals you. You gain an extra +5 toyour Healing Rate when in a source ofradiation that gives out 10 or more rads anhour.Ranks: 1Requirements: Endurance 6, Level 3, Ghoul

Rad ResistanceEach rank of this perk increases the RadiationResistance of your character by 15%.Ranks: 2Requirements: Endurance 6, Intelligence 4,Level 6

RangerThis perk adds +15% to Outdoorsman. It alsomakes finding those special encounters anditems a little easier.Ranks: 1

Requirements: Perception 6, Level 6

Road WarriorMad Max doesn’t have a thing on you. Youhave learned how to drive and shoot at thesame time. You do not suffer any penaltieswhen driving vehicles and making attacks atthe same time.Deathclaws and Dogs cannot choose thisperk.Ranks: 1Requirements: Pilot 60%, Intelligence 6, Level12

SalesmanYour character becomes a better salesmanwith this perk. +20% to the Barter skill.Deathclaws and Dogs cannot be salesmen.Ranks: 1Requirements: Barter 50%, Level 6

SandspeakerYou know how to talk to people encounteredin the desert.+2 to Charisma, +20% to Speech and Barterin random encounters only.Ranks: 1Requirements: Level 6, Charisma 6, Speechand Barter 30%

ScoutYour character can see further in thewilderness. Maps are easier to read.It is up to the GM to determine exactly howthis works. Special encounters and items are alittle easier to find with this skill as well.Ranks: 1Requirements: Perception 7, Level 3

ScroungerYou can find more ammo than the normalpost-nuclear survivor. You always find doublethe normal ammunition in random encounters.Ranks: 1Requirements: Luck 8, Level 9

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SharpshooterWith each rank of this perk, Perceptionincreases by +2 for the purposes ofdetermining the modifiers for range in combat.Ranks: 1Requirements: Perception 7, Intelligence 6,Level 9

Silent DeathWhile sneaking successfully, characters withthis perk do double damage using HtH ormelee attacks if they can hit their opponent inthe back (backstab!)Ranks: 1Requirements: Agility 10, Sneak 80%,Unarmed 80%, Level 18

Silent RunningThis perk allows characters to run and sneakat the same time.Ranks: 1Requirements: Agility 6, Sneak 50%, Level 6

SlayerThe slayer walks the earth! In HtH or meleecombat, characters with this Perk do a criticalhit with a successful roll against Luck!Ranks: 1Requirements: Agility 8, Strength 8, Unarmed80%, Level 24

Smooth TalkerEach rank of this perk will increase yourIntelligence by +1 for rolls against that Statwhen attempting to smooth-talk NPCs. Dogscannot choose this perk, since dogs cannottalk.Ranks: 3Requirements: Intelligence 4, Level 3

SnakeaterThis perk adds +25% to Poison Resistance.Ranks: 1Requirements: Endurance 3, Level 6

SniperWhen using a ranged weapon, your character

will do a critical hit with successful roll againstLuck and this perk.Deathclaws and Dogs cannot choose this perk.Ranks: 1Requirements: Agility 8, Perception 8, SmallGuns 80%, Level 24

SpeakerThis perk gives a one-time bonus of 20% tothe Speech skill. Deathclaws and Dogs cannotchoose this perk.Ranks: 1Requirements: Speech 50%, Level 9

Stat!You can heal people must faster than the usualwasteland doctor in combat. When attemptingto help a fallen comrade, it only takes 5 APsto use your skill.Ranks: 1Requirements: First Aid 75%, Doctor 50%,Agility 6, Level 3

Steady ArmDue to your massive size, burst attacks cost 1less AP.Ranks: 1Requirements: Strength 6, Level 4, Mutant

StonewallIf your character is about to be knocked downin combat, he can roll a percentile dice and hasa 50% chance to avoid that fate.Ranks: 1Requirements: Strength 6, Level 3

Strike To StunYou can strike the enemy in order to stun notto kill him. Roll for enemy’s END to see ifyou have succeeded (you must roll higher thanenemy endurance). This attack is made with a20% penalty to hit. Deathclaws and robotscannot be stunned by this attack, nor cananyone wearing a helmet.Ranks: 1Requirements: Unarmed 75% STR 6 Level 9,dogs cannot take this perk.

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Strong BackEach Rank of this perk increases Carry Weightby 50 lbs.Ranks: 2Requirements: Strength 6, Endurance 6, Level3

Stunt DevilYou know how to bounce when you hit theground! You take 25% less damage fromfalling and from vehicle wrecks. In addition,you get a 10% bonus to your Pilot skill.Alas, there are no stunt dogs in the Falloutuniverse.Ranks: 2Requirements: Strength 6, Endurance 6,Agility 6, Level 6

SurvivalistGain a +25% bonus to the Outdoorsman skillwith this perk.Ranks: 3Requirements: Endurance 6, Intelligence 6,Outdoorsman 40%, Level 3

Swift LearnerEach rank of this perk adds an additional 5%(round up) to your character's experiencepoints when he earns them. For example,Jack's character Garfield kills a Rad Rat (50XP). He would earn 53 XP instead of thenormal 50 at the first rank of this perk.Ranks: 3Requirements: Intelligence 4, Level 3

Tag!Pick an additional Tag Skill.Ranks: 1Requirements: Level 12

Talon of FearVenom has seeped into your claws. All ofyour unarmed attacks carry a Type B poison.Ranks: 1Requirements: Unarmed 60%, Strength 6,Level 12, Deathclaw

Team PlayerYou have learned the basic skills of teamworkand sharing. Good for you!Whenever all members of the party are within10 hexes of your character, he or she gains+10% to all skills.Ranks: 1Requirements: Charisma 4, Level 12

ThiefThis perk confers a one-time bonus of +10%to Sneak, Lockpick, Steal, and Traps. Dogsand Deathclaws cannotchoose this perk.Ranks: 1Requirements: Level 3

Tough HideExposure to radiation and the harsh wasteshas hardened you against the elements. Yougain +15 to your Armor Class and a +10%bonus to all resistances.Ranks: 2Requirements: Endurance < 8, Level 12,Mutant

ToughnessThis perk confers a +10% to DamageResistance to all types of damage.Ranks: 1Requirements: Endurance 6, Luck 6, Level 3

Tunnel RatYou crawl like a baby. Well, you crawl like avery fast baby. You can move at your normalrate (1 AP per hex) while crouching or prone.Ranks: 1Requirements: Sneak 60%, Agility 6, Level 4

Way of the FruitYou have learned about the mystical healingeffects of eating fruit. For 24 hours aftereating a piece of fruit, your character gains +1to Perception and Agility.Deathclaws and Dogs cannot grasp themysteries of the fruit.

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Ranks: 1Requirements: Charisma 6, Level 6

Weapon HandlingThis perk adds +3 Strength for the purposesof strength requirements for handling andfiring weapons.Ranks: 1Requirements: Agility 5, Level 12

BROTHERHOOD PERKS – you must bemember of either the Western Brotherhood orthe Eastern Brotherhood to take any of thisperks.

Initiate Combat Training (ICT)This training covers the most basic of thecombat tactics, strategy and weapon handling.Small Guns +10%Unarmed +10%Melee Weapons +10%Requirements: Level 3, 3-month instruction

Initiate Science Training (IST)This training covers the most basic of thescientific skills. Character with this perkdoesn’t have to make any Science rolls whenusing any Brotherhood computers.Science +10%Repair +5%Requirements: Level 3, 5 IN, 3-monthinstruction

Brotherhood Medical Training (BMT)Rank 1First Aid +10%Doctor +5%Requirements: Level 6, 5 IN, 3-monthinstructionRank 2First Aid +10%Doctor +10%Requirements: Level 9, 6 IN, 4-monthinstruction, Junior Scribe rankRank 3

First Aid +5%Doctor +15%Requirements: Level 12, 6 IN, 4-monthinstruction, Scribe rank

EASTERN BROTHERHOOD PERKS – youmust be a member of the eastern brotherhoodin order to take these perks.

Brotherhood Warfare Training (BWT)Rank 1Small Guns +10%Big Guns +10%Energy Weapons +5%Melee Weapons +10%Requirements: Level 6, 3-month instruction,Squire rankRank 2Small Guns +5%Big Guns +15%Energy Weapons +10%Pilot +10%Requirements: Level 12, 4-month instruction,Junior Knight rankRank 3Big Guns +15%Energy Weapons +15%Traps +10%Requirements: Level 15, 5-month instruction,Knight rankRank 4Big Guns +10%Energy Weapons +10%Requirements: Level 18, 6-month instruction,Junior Paladin rank

Scribe Technical Training (STT)Rank 1Science +10%Repair +10%Requirements: Level 6, 5 IN, 3-monthinstruction, Junior Scribe rankRank 2Science +5%Repair +15%Requirements: Level 9, 6 IN, 4-month

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instruction, Junior Scribe rankRank 3Science +15%Repair +5%Requirements: Level 12, 7 IN, 6-monthinstruction, Scribe rank

Squad Leadership Training (SLT)Speech + 15%First aid +10%Outdoorsman +5%

Paladin Leadership Training (PLT)Speech +20%First aid +10%Outdoorsman +5%

ENCLAVE PERKS – you must have EnclaveCitizen trait to take any of this perks.

Enclave Combat TrainingTraining in combat tactics, strategy as well asweapon handling. Requires completing a3-month instruction (4 months for rank 2 and6 months for rank 3) in the Enclave WarAcademy. No minimal requirements arenecessary as long as you are in Enclave Army.Rank1:Small guns + 15Big guns +15Rank2:Small guns + 5Big guns +5Energy weapons + 10Traps + 15Requirements: SergeantRank3:Big guns +5Energy weapons + 5Traps + 5INT +1 up to racial maximumRequirements: Lieutenant

Enclave Covert Operations TrainingTeaches the art of behind-the-lines operationsas well as spying. Very useful to all soldiers

that are sent into the wasteland with somesecret assignments.Requires completing an 8-month longinstruction in The Enclave War Academy.Unarmed +30Outdoorsman +25Traps + 20Speech +20Repair +10Lockpick +10Ranks: 1Requirements: member of Enclave SpecialForces

Enclave Science TrainingTraining in Enclave high tech equipmentmaintenance – computers, robots etc.Training usually takes about 5 months.Gives +2/+20% to any roll where high techequipment is involved – let it be repairing arobot or hacking into a computer or evenpicking an electronic lock.Ranks: 1Requirements: INT 7 Level 9

Enclave Airborne TrainingLearns to fly one type of Vertibird. You arefamiliar with other types but your piloting skillis lowered by 10 if flying different type thanyour selected one. If attempting to pilotVertibird without this perk your piloting islowered by 50%.Training in Enclave Aviation Academy lastsfor 8 months and teaches also all skillsnecessary for airborne assault troops – such asparachuting, leaving the Vertibird under fire,Vertibird operations tactics etc. All Enclaveairborne troops have completed this coursebut only the best of best are given chance topilot Vertibird.Rank 2 of this perk gives ability to pilotRAH-88 Inca (-100% if you wish to pilot Incawithout this perk). You must have at least 5years of experience in piloting Assault orRecon Vertibird to become Inca pilot, courselasts for 8 months. Achieving rank 2 raisesyour karma in Enclave by 100.

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Rank1:Requirements: Piloting 75%, PE 7Rank2:Requirements: Piloting 125%, PE 8, INT 8,END 6Enclave BioLab TrainingA four-year long instruction in EnclaveBioLab teaches advanced chemistry, quantumphysics molecular biology,genetic engineering and all familiar subjects.Gives +80% bonus to science wheneversomething connected with biology, chemistryor physics is involved.Ranks: 1Requirements: INT 10

Enclave Survival Training2-month instruction in Enclave War Academy,given to all soldiers who perform first lineduty. This training raises their chances ofsurviving teaching basic survival techniques.Outdoorsman rises by 10 per rank.Ranks: 3Requirements: none

Enclave Medical TrainingA medical training in The Enclave MedicalAcademy (EMA) that takes up to 6 years.Even though the training is mainly for armyproposes, it also gives knowledge for civiliandoctors. Each rank can be gained after 1 yearof instruction and you can finish EMAwhenever you want - only a few complete allsix years. Modifiers are cumulative e.g. aparamedic has +25 to first aid.Rank1:OrderlyFirst Aid +15Requirements: 1 year of studyOnly basic training, mainly for purpose ofhelping other doctors and carrying woundedout of first line without doing any additionalharm to them.Rank2:ParamedicFirst Aid: +10Doctor: +5

Requirements: 2 years of studyHas knowledge about wound treatment andmany illnesses but it’s mainly theoreticalknowledge.Rank3:Field MedicFirst Aid: +5Doctor: +10Science +5Can perform simple field surgeries, but seriouswounds require attention from better traineddoctor.Requirements: 3 years of studyRank4:MedicDoctor: +10Science: +10Requirements: 4 years of studyCan perform surgeries if necessary.Rank5:DoctorFirst Aid: +5Doctor: +10Science: +10Requirements: 5 years of studyRank6First Aid: +5Doctor: +5Science: +5Modifiers are doubled for purpose of his/hersspecialization Specialist doctor (e.g. surgeon,optometric,cardiologist etc.):Requirements: 6 years of study

WESTERN BROTHERHOOD PERKS – youmust have the Western Brotherhood Citizentrait to take any of these perks.

Knight Combat Training (KCT)Small Guns +15%Big Guns +10%Energy Weapons +5%Requirements: Level 6, 4-month instruction,Junior Knight rankKnight Technical Training (KTT)

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Rank 1Science +10%Repair +10%Requirements: Level 6, 5 IN, 3-monthinstruction, Junior Knight rankRank 2Science +5%Repair +15%Requirements: Level 9, 6 IN, 4-monthinstruction, Junior Knight rankRank 3Repair +20%Requirements: Level 12, 6 IN, 6-monthinstruction, Knight rank

Scribe Science Training (SST)Rank 1Science +10%Repair +10%Requirements: Level 6, 6 IN, 3-monthinstruction, Junior Scribe rankRank 2Science +15%Repair +5%Requirements: Level 9, 7 IN, 4-monthinstruction, Junior Scribe rankRank 3Science +20%Requirements: Level 12, 8 IN, 6-monthinstruction, Scribe rank

Paladin Combat Training (PCT)Rank 1Small Guns +10%Big Guns +10%Energy Weapons +10%Requirements: Level 9, 4-month instruction,Junior Paladin rankRank 2Small Guns +5%Big Guns +15%Energy Weapons +10%Requirements: Level 12, 6-month instruction,Junior Paladin rankRank 3Big Guns +15%Energy Weapons +15%

Requirements: Level 15, 8-month instruction,Paladin rank

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WEAPONSAbbreviations:Dmg = Damage (note that damage for guns isdetermined by the type of ammunition used,and any bonuses the gun adds)S = SingleT = TargetedB = Burst (see the rules under Attacking:Burst Mode in Combat: Attacking for details)Rng = Range in meters. In standard combat,one hex is 1 meter in diameter. Numbers in ( )indicate range with a tripod where applicable.W = WeightMD = Melee Damage(R) = From the Russian Weapon List. Thismeans that you might not have them in acampaign set in America.

UNARMED SKILL WEAPONSThis skill covers the good oldfashionedmethod of beating people up with your barefists, and weapons that compliment thismethod.

Fists and FeetValue: N/AUnless your character is missing a limb or two,they have these weapons with them at alltimes. The most basic of weapons.Min. ST: 1 W: N/A Dmg: 1d4 + MD Rng: 1AP S: 3 T: 4 B: N/A

Adamantine ClawsValue: 1000Named not because they are made from amystical alloy, but because they resemble theclaws of a 20th Century comic-bookcharacter, these gloves feature extendibleblades that are designed to slash anddisembowel even the strongest critters. Theuser can control the claws’ action through atrigger in the glove.Min. ST: 1 W: 2 lbs. Dmg: (3d6+3) + MDRng: 1 AP: S 3 T 4 B N/A

Boxing GlovesValue: 250One can still find practitioners of "the sweetscience" in the wastes. If your character isthinking of becoming the next Balboa, theseare essential. Boxing gloves are gloves withsome kind of pad over and around the fist, sothat the wearer does not damage his or herhand, and the person getting punched doesn’tget cut.Min ST: 1 W: 5 lbs Dmg: 1d4 + MD Rng: 1AP S: 3 T: 4 B: N/A

Brass KnucklesValue: 40A device that fits around the knuckles of afighter, making punches hurt a lot more. Itdistributes the force of the blow evenly overthe puncher’s hand, allowing them to avoidbreaking their fingers.Min. ST: 1 W: 1 lb Dmg: 1d10 + MD Rng: 1AP S: 3 T: 4 B: N/A

Impact GloveValue: 900A Brotherhood of Steel invention, the impactglove uses a unique piston device similar toones used by the much more powerful BigFrigger line of power fists. The difference isthat the impact glove uses a smaller energycell that does not need to be recharged, and issignificantly less powerful. It is still a decentweapon, and can enhance anyone’shand-to-hand fighting experience.Min. ST: 1 w: 9 lbs. Dmg: (1d10+8) + MDRng: 1 AP S: 4 T: 5 B: N/A

LaceratorsValue: 100This nasty little glove represents some of thefinest innovations raiders and tribals havemade since the war. Gloves covered withrazor blades, lacerators will rip flesh into finepieces with a simple swipe of the hand.Min. ST: 1 W: 2 lbs. Dmg: (1d8+2) + MDRng: 1 AP S: 3 T: 4 B: N/A

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Mace GloveValue: 150The mace glove is a large, weighted, spikedmetal ball attached to a glove, so the user canbeat unsuspecting critters or raiders with moreeffectiveness. Certainly not an elegantweapon, but an efficient one.Min. ST: 1 W: 4 lbs. Dmg: (1d6+4) + MDRng: 1 AP: S 4 T 5 B N/A

Mega Power FistValue: 2200A more powerful version of the "Big Frigger."This one has upgraded power servos forincreased strength. The Mega Power Fistholds 25 charges of Small Energy Cells. Likethe smaller version, it uses a charge every timea punch is thrown, even if it doesn’t connect.Min. ST: 1 W: 10 lbs. Dmg: (3d10+20) + MDRng: 1 AP S: 4 T: 5 B: N/A

Plated Boxing GlovesValue: 300Where one finds practitioners of "the sweetscience," one finds cheaters as well. Someone"accidentally" put metal plates into theseboxing gloves.Min ST: 1 W: 10 lbs Dmg: (1d4+5) + MDRng: 1 AP S: 3 T: 4 B: N/A

Power FistValue: 1800The "Big Frigger" Power Fist from BeatCo.Considered by many to be the ultimateweapon to use in unarmed combat. A PowerFist is a metal glove that fits over the hand anduses small motors to enhance the power of apunch. It holds 25 charges, and uses SmallEnergy Cells to recharge. The glove will“sense” when the user throws a punch andautomatically adjusts for greater damage,using energy even if the punch doesn’tconnect.Min. ST: 1 W: 10 lbs. Dmg: (2d8+10) + MDRng: 1 AP S: 4 T: 5 B: N/A

Punch DaggerValue: 300The punch dagger certainly isn’t a subtleweapon; it is a large, serrated combat knifeattached to a glove, combining the force of apunch with the tearing action of a toothedblade. Expect to get kicked out of the boxingring for using this unorthodox piece ofequipment.Min. ST: 1 W: 4 lbs. Dmg: (1d10+2) + MDRng: 1 AP S: 3 T:4 B: N/A

Punch GunValue: 600This unusual weapon is a glove with a triggerin the thumb, allowing the user to fire a singleshotgun shell at the same time a punch isthrown. The damage from the shotgun ammois added to the effects of the punch and meleedamage.Although they are somewhat awkward, as themust be reloaded after every use, anenterprising individual could do quite wellwith one of these tools during a surpriseattack. The punch gun holds 1 shotgun shell.Note that the incredibly short barrel on thegun renders this weapon ineffective at all butthe closest ranges.Min. ST: 2 W: 7 lbs. Dmg: (1d4 + Ammo) +MD) Rng: 1 AP S: 4 T: 5 B: N/A

SapperValue: 80Essentially a normal glove with weightsattached, the sapper is designed to help you hitharder. Like a melee sap (see below), theprimary use of this weapon is to knock anopponent unconscious from a sneaky blow tothe head. Head shots with this glove have a75% chance of knocking the targetunconscious for 1d10 rounds.Min. ST: 3 W: 4 lbs. Dmg: 1d6 + MD Rng: 1AP S: 3 T: 4 B: N/A

ShreddersValue: 90Shredders are gloves that have small, sharp

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claws attached to the fingers, allowing theuser to scratch an opponent. Not very usefulas a melee weapon, but coated with the rightkind of poison, shredders can be extremelydangerous.Min. ST: 1 W: 1 lbs. Dmg: (1d4+2) + MDRng: 1 AP S: 3 T: 4 B: N/A

Spiked KnucklesValue: 250An improved version of the classic brassknuckles, the spiked knuckles do moredamage, tearing into the flesh of youropponent in unarmed combat. Like the brassknuckles, they distribute damage evenly acrossthe puncher’s fingers.Min ST: 1 W: 1 lb Dmg: (1d10+4) + MDRng: 1 AP S: 3 T: 4 B: N/A

Tiger ClawValue: 75A glove that fits over a portion of theknuckles and fingers, concealing sharp “claws”in the palm. A simple weapon, often used forritualistic tribal combat rather than seriousfighting. Assassins like to dip tiger claws inpoison to make an easily concealable – anddeadly – weapon.Min. ST: 1 W: 1 lb Dmg: 1d2 + MD Rng: 1AP S: 3 T: 4 B: N/A

MELEE SKILL WEAPONSThese weapons are held in the hand and makecontact with whatever their user is trying todamage.

“Arghan-Usarr” (“Battle Pole”)Value: 500This unique weapon, constructed by GreyTribe Deathclaws, is designed to be aDeathclaw melee weapon. Basically it’s ametal pole but it’s made of carbon polymersthat increase attack strength and equippedwith special handles to make it easier for aDeathclaw to use it. It is made by Deathclawsfor Deathclaws so it cannot be effectively used

by other races (even normal – meaning notGrey Tribe - Deathclaws cannot use it as theyare too dumb).Min. ST: 6 W: 8 Dmg: d20 + MD Rng: 2 APS: 4 T: 5 B: N/A

AxValue: 45This is a basic hatchet. Good for breakingdown wooden doors, or sinking into that nukepooch. Another common weapon that can beconstructed from a piece of wood and anyhunk of sharp metal or rock, axes areanywhere from 30 cm to 90 cm in length.Min. ST: 3 W: 2 lbs. Dmg: 1d8+MD Rng: 1AP S: 3 T: 4 B: N/A

Battle pitchfork (R)Value: 95Old simple melee weapon. Easy to made.Long-long ago it was used by russian peasantsin all ancient revolts. Gooood piercing ability.50% chance to knock down.Min. ST: 4 W: 5 lbs. Dmg: (1d12+5) + MDRng: 2 AP S: 4 T: 5 B: N/A

BayonetValue: 70A very useful “tool” which has seen lots ofwars. Can be added to most assault rifles.Min. ST: 2 W: 0,2 Dmg: 1d10 + MD Rng: 1AP S: 4 T: 5 B: N/A

Bayonet-knife "Universum" (R)Value: 250You can add bayonet-knife to any AK(without underbarrel grenade launcher), toSVD, AN-94, OC-14. Combined with it`ssheath it transforms to nippers or pliers.Min. ST: 2 W: 1 lb. Dmg 1d8 + MD Rng: 5AP S: 3 T: 4 B: N/A

Broken BottleValue: 2The weapon of choice for barfights, brokenbottles will do in a pinch when the bouncertook your guns and you just took some large

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raider’s girlfriend. Contrary to popular belief,smashing a bottle on the bar to break it won’tgive you a handy weapon. Instead, it’ll tearholes in your hand. You’ll just have to pickone of these up off the floor.Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD AP S: 3T: 4 B: N/A

Butcher’s CleaverValue: 110This kitchen implement was specificallydesigned and balanced to ease the task ofcutting meat off of living or dead creatures.Made of a rust-resistant graphite compound,this weapon stays sharp longer and hacksharder than the common knife.Min. ST: 4 W: 1 lbs. Dmg: (1d8+10) + MDRng: 1 AP S: 3 T: 4 B: N/A

Cattle ProdValue: 600Since this weapon is designed to knock a cowunconscious, imagine what it can do to ahuman. The cattle prod looks a little like anovergrown tuning fork, except that an arc ofelectricity passes between the prongs on theend whenever the user presses the button. Anybiological critter hit with a cattle prod has a50% chance of being knocked unconscious.Each time an attack is made, successful or not,the Prod uses one charge. The Cattle Prodholds 25 charges of Small Energy Cell.Min. ST: 4 W: 5 lbs. Dmg: (2d6+10) + MDRng: 1 AP S: 4 T: 5 B: N/A

ChainsawValue: 3000A leftover from the pre-War days, a chainsawis probably the ultimate melee weapon.Although it runs on gasoline, surely there mustbe a tank or two of ethanol left in the wastessomewhere. A character could graftone of these to an arm for some added fun.Min. ST: 4 W: 10 lbs. Dmg (3d10+20) + MDRng: 1 AP S: 5 T: N/A B: N/A

Claw HammerValue: 40Either way you use this tool, it’s bound tocause some pain and damage. Also useful fornon-combative purposes.Min. ST: 5 W: 3 lbs. Dmg: (1d8+2) + MDRng: 1 AP: S: 4 T: 5 B: N/A

ClubValue: 30A police-issue club used for subduingcriminals, or making sure they never commit acrime again. This weapon is about 70 cm longand made out of a rod of metal, with a handleperpendicular to the shaft, allowing thevibrations from contact to diffuse before theytravel up the user’s arm. A relatively easyweapon to make from pieces of scrap metal.Min. ST: 3 W: 3 lbs. Dmg: 1d10 + MD Rng: 1AP S: 3 T: 4 B: N/A

"Cobra" (R)Value: 300Just a perfect battle knife. Even a anti-knifeprotective vest cant save you from this 170mmof pure death.Min. ST: 3 W: 2 lb. Dmg 1d10 + MD Rng: 5AP S: 3 T: 4

Combat KnifeValue: 165A military-issued knife designed for meleecombat. The serrated edges tend to tearinstead of cut, and wounds from this blade area lot more painful than normal knife wounds.See also Throwing Weapons. Combat kniveswere constructed from a carbon-basedcompound instead of a metal, making themmore durable, less prone to dulling, and lighterthan a normal knife. They are usually 15 to 25cm long.Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MDRng: 1 AP S: 3 T: 4 B: N/A

CrowbarValue: 65A very solid and heavy piece of metal specially

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designed to exert leverage - or pound heads.Crowbars are fashioned from a piece of solidmetal, twisted so that the user can exert forceon an object and pry it upwards. They areusually about 35 cm in length.Min. ST: 5 W: 5 lbs. Dmg: (1d12+3) + MDRng: 1 AP S: 4 T: 5 B: N/A

Deco-FilamentValue: 2000The deco-filament is an unusual weaponfavored by assassins and Yakuza. It is arazor-sharp, super thin, extra-strong wirestrung between two handles. The user canthen whip the wire at a target, lopping offflesh and limbs. It can be used as a garrote tocleanly lop a head from a neck.Min. ST: 1 W: 1 lb. Dmg: (4d10) + MD Rng:2 AP S: 3 T: 4 B: N/A

Drill GloveValue: 25,000A large "glove" it consists of a cone with nopoints, but rather a hole you slip one hand intoand firmly secure around your wrist. On theother end is a 1,5 foot cone-shaped drill-bit.The trigger to activate it is inside thehandhole. The Drill Glove can pierce even thehardest materials. It is a rare and valuable find.Min. ST: 6 W: 15 lbs. Dmg: (4d8+20) + MDRng: 1 AP S: 4 T: 5 B: N/A

EMP prod. (R)Value:700The prototype for this toy was cattle prod.Instead an electricity it uses small flash-likeEMP generator at the end. Any robot hit witha EMP prod has a 50% chance of beingknocked down. Each time an attack is made,successful or not, the Prod uses one charge.The Cattle Prod holds 25 charges of SmallEnergy Cell.Damages robots only.Min. ST: 4 W: 5 lbs. Dmg: (2d8+10) + MDRng: 1 AP S: 4 T: 5 B: N/A

Kisten (R)

Value: 180"Morning star" ,flail, bludgeon. Heavy spikedball on chain. Original russian weapon. Goodfor squashing your opponent’s head.Destructive toy.Min. ST: 6 AG: 6 W: 12 lbs. Dmg: 3d6 + MDRng: 2 AP S: 4 T: 5 B: N/A

KnifeValue: 40A basic knife for cutting things. Or critters. Orpeople. See also Throwing Weapons. Knivesare about 15-25 cm long. The best are madefrom metal alloys; the most primitive arecarved from pieces of rock such as flint.Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 1AP S: 3 T: 4 B: N/A

Louisville SluggerValue: 250This all-American, hardwood baseball bat willknock anything right out of the park. A trueclassic. Don’t settle for aluminum ripoffs.Min. ST: 4 W: 4 lbs. Dmg: (1d10+2) + MDRng: 2 AP S: 3 T: 4 B: N/A

MacheteValue: 100Hack your way through all manner of floraand fauna with this handy gardeningimplement. The weapon of choice for theintrepid jungle explorer, or the novicebackyard weedwhacker.Min. ST: 4 W: 1 lb. Dmg: (1d10+7) + MDRng: 1 AP S: 4 T: 5 B: N/A

Metal PipeValue: 10Either iron or lead, this old section ofplumbing makes a fine tool for breaking bonesand beating heads. Although heavy andsomewhat awkward, a piece of pipe hurts justas badly as a club. Colonel Mustard agrees.Min. ST: 5 W: 10 lbs. Dmg: 1d10 + MD Rng:1 AP S: 5 T: 5 B: N/A

Micro Sledgehammer

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Value: 900A Brotherhood of Steel specialty, the MicroSledgehammer is the dream of any child whoever wanted to misuse a croquet mallet.Originally designed to make constructionmore efficient, the Brotherhood’s pistontechnology means this small sledge hits withmaximum effect.Min. ST: 5 W: 3 lbs. Dmg: (1d20+12) + MDRng: 1 AP: S: 4 T: 5 B: N/A

PlungerValue: 10Bludgeoning, thrusting or sucking, take yourpick with this trusty weapon.Min ST: 4 W: 2 lbs. Dmg: 1d4 + MD Rng: 2AP: S: 4 T: 5 B: N/A

Proton AxValue: 3500The proton ax is a nasty little tool. Adoublebladed ax, much like what Gimli theDwarf would be wielding, covered withdepleted Uranium, allowing it to pass throughalmost anything. Proton Axes are madeexclusively by the Guardians, and are veryrare. They are about 150 cm from handle totip and the axhead is 50 cm long and almost80 cm across.Min. ST: 5 W: 15 lbs. Dmg: (3d10+10) + MDRng: 1 AP S: 4 T: 5 B: N/A

RipperValue: 1000Basically a knife-sized chainsaw, without thenoisy motor. Rippers were common amonggangs and thugs before the war, and arecommon among criminals and lowlifes afterthe war. It's called a ripper for a reason; ittears flesh and organs to pieces. Every time anattack is made, successful or not, the Ripperuses one charge. The Ripper holds 25 chargesof Small Energy Cell.Min. ST: 4 W: 5 lbs. Dmg: (1d10+15) + MDRng: 1 S: 4 T: 5 B: N/A

RockValue: N/AYour basic, run of the mill rock. There areonly several trillion of them lying around thewastes. See also Throwing Weapons.Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: 1AP S: 3 T: 4 B: N/A

SapValue: 1A sap is a simple weapon designed to knocksomeone unconscious. It is usually just a rockor some packed sand inside of an old tube ofcloth, like a sock. Saps do not actuallydamage a target, and are only effective whentargeting someone’s head (treat this as atargeted shot to the eyes). A successful hitcauses the target to lose consciousness for1d10 rounds.Min ST: 5 W: 1 lb. Dmg: None Rng: 1 AP S:N/A T: 5 B: N/A

ScalpelValue: 140The standard instrument for performingsurgeries, this surgical-stainless steel knife issmall but incredibly sharp. Not the best toolfor a melee fight, but it will do in a pinch. Seealso Equipment.Min. ST: 1 W: 1 lb. Dmg: (1d8+3) + MDRng: 1 AP S: 3 T: 4 B: N/A

Sharpened PoleValue: 5A basic piece of wood with a sharpened end,about 2 meters long. See also ThrowingWeapons.Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MDRng: 2 AP S: 3 T: 4 B: N/A

ShivValue: 2A homemade knife that resembles an ice pick.A shiv is undetectable if your character isholding it; however, it does not get a bonusfor melee damage. Shivs can be constructedfrom the simplest of materials, are often used

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as basic assassination weapons, as they can bejabbed into an ear of an unsuspecting target tocause nearly instant death.Min. ST: 1 W: 1 lb Dmg: 1d4 Rng: 1 AP S: 3T: 4 B: N/A

ShovelValue: 30Can you dig this, daddy-o?Min. ST: 5 W: 15 lbs. Dmg: 1d12 + MD Rng:2 AP S: 4 T: 5 B: N/A

SledgehammerValue: 120A pole with a heavy metal chunk on the end,designed to crumble bones and damage vitalorgans. Sledgehammers are about 70 cm long,and require two hands to use properly..Min. ST: 6 W: 12 lbs. Dmg: 3d4 + MD Rng: 2AP S: 4 T: 5 B: N/A

SpearValue: 80Your basic polearm. A wooden pole with asharpened piece of metal on the end. See alsoThrowing Weapons. Spearsare simple weapons to construct, being a long(2 meter) wooden pole with some kind ofmetal or stone head tied to one end.Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MDRng: 2 AP S: 4 T: 5 B: N/A

Super Cattle ProdValue: 1800An upgraded cattle prod. Any biologicalcritter hit with this tool has a 75% chance ofbeing knocked unconscious. The Super CattleProd requires two hands to use. Every time anattack is made, regardless of the attack’ssuccess, the Super Prod uses one charge. Thisweapon holds 25 charges of Small EnergyCell.Min. ST: 4 W: 5 lbs Dmg: (2d8+20) + MDRng: 1 AP S: 4 T: 5 B: N/A

Super SledgehammerValue: 3750

The Super Sledgehammer is manufacturedexclusively by the Brotherhood of Steel usingthe finest weapons technology available. Atfirst glance, this nifty little tool isindistinguishable from a regularsledgehammer, except for the small bundle ofmachinery at the base of the head. It includes akinetic energy storage device to increaseknock back. The Super Sledge is atwo-handed weapon.Min. ST: 5 W: 12 lbs Dmg: (3d10+15) + MDRng: 2 AP S: 4 T: 5 B: N/A

SwitchbladeValue: 50The blade of this small knife is held by aspring. When a button on the handle ispressed, the blade shoots out with a satisfying"Sssshk" sound. Constructing one of thesetakes some skill with both metalworking andmachinery, and they are usually found in thepossession of gangs in larger cities.Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD Rng: 1AP S: 3 T: 4 B: N/A

SwordValue: 100The Scimitar, Katana, Falchion, Claymore,Broadsword and everything else. Swords areessentially a long blade attached to a handle.They come in all shapes and sizes, but arebasically the same.Min. ST: 4 W: 5 lb. Dmg: (1d12+4) + MDRng: 1 AP S: 4 T: 5 B: N/A

Wakizashi BladeValue: 200A futuristic RPG would not be completewithout the Yakuza (Japanese mafia) and theFallout universe is no exception. In fact, theonly way a non-Yakuza member will get oneof these swords is to take it off the body of aYakuza. The Wakizashi looks like a smallerKatana. Because these blades are so difficultto make, it is highly doubtful that anyonemakes these weapons in the wastes, and theyare most likely tourist-store ripoffs from

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pre-War times. Of course, there are alwaysexceptions. The Wakizashi is about 60 cmlong, and slightly curved.Min ST: 2 W: 2 lbs. Dmg: (1d12+4) + MDRng: 1 AP S: 3 T: 4 B: N/A

"Werewolf" (R)Value: 300Surviving knife. Includes: saw, metalhack-saw, nippers, pliers, screwdrivers ofdifferent kinds, awl, wrench, detonatorwringing tool, file, scissors and of course aKNIFE. This battle version can sustain150kgpushing action to the blade. Bladelength - 130mmMin. ST: 2 W: 1 lb. Dmg 1d9 + MD Rng: 5AP S: 3 T: 4

Wooden ClubValue: 20Humans have used these tools to kill prey andbash each other since we came down from thetrees. It is nothing more than a stick withsome sharp points on it, or maybe a rusty nailor two driven through it to cause more painand suffering to anyone unlucky enough to gethit with it. Chair legs, wooden sticks, poolcues, and other wooden implements that mightbe lying around can easily be substituted as aclub in a pinch.Min. ST: 4 W: 5 Dmg: 1d12 + MD Rng: 2 APS: 4 T: 5 B: N/A

WrenchValue: 65This is probably far more useful for repairingthings, unless you are Col. Mustard andhappen to be standing in the Dining Room.Wrenches are pieces of solid metal that candouble as clubs. The wrenches that areeffective in combat are anywhere from 40 to80 cm in length. See also Equipment.Min. ST: 3 W: 4 lbs. Dmg: (1d6+2) + MDRng: 1 AP S: 4 T: 5 B: N/A

Zaporizhyean Cossacks saber (R)Value: 750

This is the weapon of my homeland andhometown ancient knights - ZaporizhyeanCossacks. Since 1480 (aprox.) until 1775 inmy Zaporozhye city were established theirbiggest fortified war camp (military base if youwant. Play "Cossacks: European Wars" toknow more :). This yataghan-kind saber wastheir main HtH weapon. Excellent "bulat"(damask) steel.Min ST: 4 W: 4 lbs. Dmg: (1d14+3) + MDRng: 1 AP S: 3 T: 4 B: N/A

SMALL GUNS SKILL WEAPONS

PRIMITIVE MISSILE WEAPONSOne of the oldest “firearms” is the bow.Traces of these weapons have been foundamong excavations of the most primitivesettlements, and Neanderthals used them over30,000 years ago. The bow family of weaponsis suddenly very popular in a world where theyare easy to make and are better than a knife orsharpened stick. Bows all require two hands touse. Other kinds of primitive missile weaponsare popular among tribals again as well, asthey are far easier to construct and maintainthan 100-year-old firearms.

BlowgunValue: 30A blowgun is a hollow tube that the userblows a strong burst of air through, launchinga small, feathered dart at an enemy. They canbe made from anything hollow, including oldmetal pipes, reeds, and drinking straws. Thedarts that a blowgun fires don’t do anextraordinary amount of damage, but manyare coated with poisons. A favorite weapon ofassassins, since it makes very little noise. Ablowgun holds 1 blowgun dart.Min. ST: 1 W: 1 lb. Dmg: +0 Rng: 20 AP A: 3T: 4 B: N/A

Composite Hunting BowValue: 600This pre-War relic can still be found in some

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parts of the wastes. A system of wheels and alonger string was added, and the bowconstructed from a carbon compound, addingaccuracy and distance. Single shot only.Composite hunting bows hold one arrow.Min. ST: 5 W: 8 lbs. DMG: +5 Rng: 60 AP S:5 T: 6 B: N/A

Composite Hunting CrossbowValue: 900These were rare before the war, and are evenharder to find now. Composite huntingcrossbows work on the same principlescomposite bows do. Composite crossbowshold one bolt.Min. ST: 4 W: 12 lbs. DMG: +6 Rng: 70 APS: 4 T: 5 B: N/A

SlingValue: 20Not a bow, but a similar ancient weapon,slings have been around almost as long. Aleather pouch attached to some long leathercords, slings are designed to hurl rocks fartherand more accurately than one can do by hand.The user spins the sling around in the air,gathering momentum, and then flicks his orher wrist to release the rock at the target.Note that slings do not require two hands touse. Single shot only. Slings hold one rock.Min. ST: 5 W: 2 lbs. Dmg: 1d10 Rng: 10 S: 5T: 6 B: N/A

Wooden BowValue: 50Made from a cut piece of wood, bent into a“C” shape, with a length of string or animalsinew stretched between the ends to providetension, bows are some of the simplest rangedweapons to construct. They can be unwieldy,however, and can hurt the inexperienced user.Single shot only. Bows hold one arrow.Min. ST: 5 W: 2 lbs. DMG: +3 Rng: 40 AP S:5 T: 6 B: N/A

Wooden CrossbowValue: 300

Crossbows were part of every army on earthfrom their invention in the late middle agesuntil the First World War. After that, theybecame popular hunting weapons. Crossbowsare wooden bows laid across a plank orflat surface, or even the stock of a rifle. Theyhave a wheel that winds the string tight, and atrigger mechanism that releases tension on thestring, shooting the bolt at high velocity.Because the tension on the string is no longerlimited by human strength, crossbows canshoot projectiles much farther, and with a fargreater degree of accuracy, than a bow. Singleshot only. Crossbows hold one bolt.Min. ST: 4 W: 10 lbs. DMG: +4 Rng: 50 APS: 4 T: 5 B: N/A

PISTOLSThe smallest of the Small Arms weapons,pistols are generally hand-held, low damageweapons.

.22 PistolValue: 300Produced in the 20th Century as aninexpensive solution to gun ownership, thetiny .22 pistol fires the relatively small .22caliber slug. These guns simply don’t have thestopping power of larger pistols, and a shotfrom one is more likely to upset the targetthan cause massive amounts of damage. Singleshot only. The clip holds 10 rounds of .22caliber ammunition.Min. ST: 3 W: 4 lbs. Dmg: +4 Rng: 12 AP S:5 T: 6 B: N/A

.223 PistolValue: 3500This pistol began its days as a .223 rifle andhas since been modified. These are ratherunique, and are made with love and skill.Single shot only. The magazine holds 5 shotsof .223 caliber ammunition.Min. ST: 5 W: 7 lbs. Dmg: +20 Rng: 30 AP S:5 T: 6 B: N/A

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.357 Magnum RevolverValue: 450Although not as powerful as its big brother,the .357 sports a longer barrel and is thereforemore accurate at longer ranges. One of theoldest revolvers, Smith and Wesson made thefirst .357 Magnums in the late 1800s, althoughthe name “Magnum” (Latin for “Big”) wasaround for at least 10 years before. Single shotonly. The revolver chamber holds 6 shots of.357 caliber Magnum ammunition.Min. ST: 5 W: 6 lbs Dmg: +8 Rng: 19 AP S: 4T: 5 B: N/A

.38 Special Snubnose RevolverValue: 375The .38 Special was the longtime favorite ofpolice forces until the advent of newerautomatic weapons. It has existed in one formor another since the early 20th century, andalthough different companies manufactured it,the .38 Special is one of the most universalguns available.The short barrel length makes it ineffectiveexcept for very close range combat. Singleshot only. The revolver chamber holds sixshots of .38 caliber ammunition.Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 10 AP S:4 T: 5 B: N/A

.44 Magnum RevolverValue: 600Being that this is the most powerful handgunin the world, you've got to ask yourself onequestion: Do I feel lucky? Well, do 'ya, punk?Single shot only. The revolver chamber holds6 shots of .44 Magnum ammunition.Min. ST: 5 W: 6 lbs. Dmg: +11 Rng: 6 AP S:4 T: 5 B: N/A

9mm MauserValue: 1500The Mauser is an oldie but goodie, thefavorite handgun of outlaws and gangsterbosses. This weapon does not use thetraditional 9mm ammunition, but instead firesnasty 9mm balls. Single shot only. The

magazine holds 8 shots of 9mm Ballammunition.Min. ST: 3 W: 5 lbs Dmg: +4 Rng: 17 AP S: 5T: 6 B: N/A

APS (Automatic Stechkin pistol) (R)Value:900Automatic Stechkin pistol was added toSoviet Army armory in 1951 y. It was verypopular among tanks and artillery crewmembers. It were very popular because it`slarge magazine capacity and for BURSTMODE! Many weapon experts noticed, thatAPS was called pistol only by mistake (yeah, itlook`s like SMG more) .9mm PMammunition, 20 shots in magazine. Threeshots in the burst (YES! IT IS A BURST!NOT TRIPLE!) Fire mode switching costs 1AP. Burst fire range is only 13!Min. ST: 4 W: 6 lbs. Dmg: +10 Rng: 20 AP S:4 T: 5 B: 5 (after switching)

Browning HP PistolValue: 650The Belgian-made Browning high-poweredpistol became a popular handgun in NorthAmerica in the early part of the 21 st century.Single shot only. The Browning HP uses 9mmammunition, and the clip holds 12 rounds.Min. ST: 3 W: 6 lbs. Dmg: +6 Rng: 22 AP S:5 T: 6 B: N/A

Calico M-950Value: 900Although not a powerful weapon, the Calico’sunique helical feed system allows it to carry anamazing amount of ammunition. Single shotonly. The Calico M-950 uses 9mmammunition, and the massive clip holds 50rounds.Min. ST: 4 W: 6 lbs. Dmg: +6 Rng: 22 AP S:5 T: 6 B: N/A

Casull RevolverValue: 1050This variation on the .44 magnum,

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rechambered to use the .45 ammo is evenbetter than the original. These guns were fairlyrare before the War. Single shot only. Therevolver chamber holds 6 shots of .45magnum ammunition.Min. ST: 4 W: 8 lbs. Dmg: +13 Rng: 15 AP: S4 T 5 B N/A

Colt .45 M1911A1 PistolValue: 425The M1911A1 was a popular military sidearmbefore the War. Not a unique pistol, but apowerful one. The M1911A1 is the otherstandard-issue Desert Ranger weapon. Singleshot only. The clip holds 7 shots of .45 caliberammunition.Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 17 AP S:5 T: 6 B: N/A

Colt 6520 10mm PistolValue: 250An outloading pistol, each pull of the triggerwill automatically reload the firearm until themagazine is empty. One of the simplest andmost inexpensive semiautomatics available.Single shot only. The clip holds 12 shots of10mm ammunition.Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 19 AP S:5 T: 6 B: N/A

Desert Eagle 44Value: 800The Israeli-made Desert Eagle pistol becamepopular near the end of the 20th Century, duelargely to its portrayal in movies of the time.Plus, it looks really cool when your characterplugs someone with it gangsta' style. Singleshot only. The clip holds 8 shots of .44Magnum ammunition.Min. ST: 4 W: 5 lbs. Dmg: +10 Rng: 19 AP S:5 T: 6 B: N/A

Enclave Arms Desert Viper (Desert Eagle II)PistolValue: 1000A remake of an IMI Desert Eagle, even betterthan the original. Main Enclave soldier’s

sidearm. Single shot only. Magazine holds 10shots of .44 magnum ammunition.Min. ST: 4 W: 6 Dmg: +12 Rng: 20 AP S: 5T: 6 B: N/A

Enclave Arms Electro ShockerValue: 1300This weapon fires an electric shock in order tostun enemy or disable a electronic device(robots are usually shielded from this attack).Any successful hit has 100% - (targetsendurance x 5) chance of successfully stunningthe target. Electro Shocker holds 3 chargesand uses 6 SEC to recharge. T51b, T67, TeslaArmour and Pseudo Chitin Armour protectfrom being stunned by this weapon.Min. ST: 3 W: 12 Dmg: Special Rng: 8 AP S:5 T: N/A B: N/A

Flamer PistolValue: 3000This modification of Flambe 450 flamethrowerwas an interesting but slightly misconceivedweapon. Attempting to make a portableflamethrower, the designer of this uniquepiece of equipment failed to take into accountthat flamers need the propelling power thatlarger models provide. Single shot only. TheFlamer Pistol has a small chamber that holds 3“shots” of flamethrower fuel. The FlamerPistol cannot be targeted.Min. ST: 4 W: 8 lbs. Dmg: Varies Rng: 7 mAP S: 4 T: N/A B: N/A

Fort-14 (R)Value:900This pistol was constructed by the Ukrainianweapon designers to replace an antiquatedPM. Very popular pre-war weapon. Easy toy,15 shots of 9mm PM ammo.Min. ST: 3 W: 3 lbs. Dmg: +8 Rng: 13 AP S:5 T: 6 B: N/A

Gurza/Vector SR-1 (R)Value:2600Special assignment gun. This model wasconstructed for hitting armored targets - 2 or

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3-rd class protective vests, vehicles andothers. At the 100-meters distance it pierces30 layers of kevlar or 2.8 mm titanium plate. Itwas used by Russian special forces. 18 shotsof special sniper SP-10 or SP-21 ammo.Min. ST: 3 W: 4 lbs. Dmg: +9 Rng: 19 AP S:5T:6 B: N/A

M-243 “Nazgaroth” Heavy PistolValue: 2600A heavy pistol designed as a “last chanceweapon”. It has devastating power but lacksfinesse, accuracy and it’s too cumbersome.Therefore it has never been too popular.Single shot only. Magazine holds 6 shots of.223 FMJ/AP ammunition.Min. ST: 6 W: 6 lbs. Dmg: +25 Rng: 8 AP: S:6 T: 7 B: N/A

M-78 Grenade LauncherValue: 5000A heavily modified flare gun, the M-78grenade pistol is the only small arms skillweapon that can lob an explosive. Its rangeisn’t all that great, but in the hands of acyborg, it could certainly blow open a fewdoors. The chamber holds 1 40mm grenade.Min. ST: 6 W: 8 lbs. Dmg: Varies Rng: 12 APS: 5 T: N/A B: N/A

Nagan revolver. (1895 y. model) (R)Value:400This "3-lined" revolver of the Nagan system isjust an old damn destructive piece of work.Regular weapon of the "chekists" and Russianarmy officers at the beginning of the 20-thcentury. It`s a Russian version of originalBelgium Nagan. Uses 7.62mm ammo. Sevenshots.Min. ST: 5 W: 5 lbs. Dmg: +8 Rng: 10 AP S:5 T: 6 B: N/A

Needler PistolValue: 2200One of the most interesting pieces of prewartech, the Needler pistol actually fires smallhypodermic needles into the target, which

inject a serum that causes a severe reaction inthe surrounding skin. Of course, there mayvery well be slugs that inject all sorts of othernasty things out there. Single shot only. Thechamber holds 8 shots of HN Needlerammunition.Min. ST: 3 W: 5 lbs. Dmg: +0 Rng: 24 AP S:4 T: 5 B: N/A

PM (Makarov Pistol) (R)Value:500PM was constructed like personal defenseweapon (PDW) for army officers and militia.Compact, cheap, but not powerful. Although,the PM appears to be military weapon, itshould be compared with Walther PPK, butnot SigSauer P226 or Beretta-92. Themagazine holds 8 shots of casual 9mm PMammo. VERY widespread gun. Since it'sconstruction, 9x18 mm ammo received the"PM" label.Min. ST: 3 W: 4 lbs. Dmg: +5 Rng: 13 AP S:4 T: 5 B: N/APPK-12 Gauss PistolValue: 5250Praised for its range and stopping power, thePPK-12 Gauss Pistol is of German design.This "Lil' Railgun" uses an electromagneticfield to propel slugs at tremendous speed andpower through a target, any armor, and justabout everything else. The PPK-12 looks likea normal automatic pistol, except for theunusual electromagnetic fins along the barrel.When fired, the Gauss Pistol leaves anunmistakable spiral trail of ionized particlesthrough the air. Single shot only. Themagazine holds 12 shots of 2mm EC.Min. ST: 4 W: 5 Dmg: +22 Rng: 30 AP S: 4T: 5 B: N/A

PSA “Berdishe” (R)Value:500Automatic “brother” of RSA. MVD forcesregular pistol at the end of 20th century. Alsowas exported to other counties. Reliable gun.15 shots of 7.62mm ammunition.Min. ST: 3 W: 4 lbs. Dmg: +8 Rng: 25 AP S:5

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T:6 B: N/A

RSA (Stechkin-Abramov revolver) (R)Value:450In the end of the 20th century appeared theneed of weapons that could satisfy all requestsof the MVD agents. Having analyzed foreignpolice forces equipment, specialists decided toput back in the service some revolvers. RSA -is the product of cooperation of two famousexperts. But the weak 9mm PM ammo"limited" this gun's popularity. 6 shots of9mmm PM ammo.Min. ST: 3 W: 4 lbs. Dmg: +8 Rng: 18 AP S:4 T: 5 B: N/A

Scorpio VZ61 Machine PistolValue: 3400Although relatively ineffectual as a submachinegun, the Scorpio VZ61 nonethelessenjoys a place among assassins and gangsterswho find that its small size and concealabilitymakes up for its lack of power, range, andmagazine. Fires single shot or a 3-round burst.The magazine holds 32 shots of 9mmammunition.Min. ST: 4 W: 6 lbs. Dmg: +9 Rng: 20 AP S:5 T: 6 B: N/A

Sig-Sauer 14mm PistolValue: 1100The Sig-Sauer 14mm automatic pistol fires thelarge 14mm slug. These pistols are known fortheir excellent craftsmanship, although ammois fairly scarce. Single shot only. The magazineholds 6 shots of 14mm ammunition.Min. ST: 4 W: 5 lbs. Dmg: +12 Rng: 18 AP S:5 T: 6 B: N/A

Sig-Sauer P220 9mmValue: 1000The 9mm Sig-Sauer P220 was developed bythe Swiss in the late 20th Century. It fires thesmaller 9mm bullet and does less damage thana normal semi-automatic, but it is smaller andlighter, making it a little easier to conceal. Themagazine holds 9 shots of 9mm ammunition.

Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 24 S: 5 T:6 B: N/A

Spasm GunValue: 1500An adaptation of a stun gun, a small personaldefense tool, the spasm gun is an energyweapon that fires an electric burst at a target,overwhelming the target’s nervous system andrendering them immobile as well as causingmassive internal damage. And target hit withthe spasm gun will be unconscious for 1d10rounds he, she, or it twitches helplessly on theground. The chamber holds 10 charges ofsmall energy cell.Min. ST: 4 W: 6 lbs. Dmg: 1d6+6 Rng: 30 APS: 4 T: 5 B: N/A

TTValue:680Tokarev pistol is an imitation of the BrowningHi-Power construction. Created in 30-th yearsit passed through World War II and so farholds in respect for the powerful ammo andgood piercing ability. The magazine holds 8shots of 7.62mm ammunition.Min. ST: 4 W: 5 lbs. Dmg: +9 Rng: 19 AP S:5 T: 6 B: N/A

VP91Z (M9-FS) 9mm Beretta PistolValue: 400A good semiautomatic pistol for huntingwabbits and other things. The VP91Z was astandard-issue military sidearm, and is one ofthe two guns issued to Desert Rangers. Singleshot only. The clip holds 18 shotsof 9mm ammunition.Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 17 AP S:5 T: 6 B: N/A

Walther PPKValue: 3000The weapon of a true spy. The Walther PPK(Polizei Pistolen Kriminal) was originallymade for plainclothes and undercover policeofficers. It since became the favorite weaponof spies. The PPK is most effective with a

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silencer. Single shot only. The magazine holds8 shots of 7.65mm ammunition.Min. ST: 2 W: 4 lbs. Dmg: +8 Rng: 20 AP S:3 T: 4 B: N/A

XS-3 Hand Attached Dart ThrowerValue: 500A very small dart thrower that is attached byleather straps to users arm. The darts are firedwhenever wrist is bent. Although the darts dovery little damage they can be poisoned - seemain rulebook for poison rules. Weapon holdsup to ten 3 cm long darts.Min. ST: - W: 0,5 lbs. Dmg: d3 Rng: 8 AP: S:6 T: 7 B: N/A

XS-4 Hand Attached Rocket LauncherValue: 2500An extension of previous weapon. This timedarts are bigger (about 7 cm), heavier andcarry small amount of explosive devices.Although this weapon also does relatively littledamage it can be quite useful in close combat.Works like above. The XS-4 holds up to 6darts.Min. ST: - W: 0,75 lbs. Dmg: d10+1 Rng: 5AP: S: 6 T: 7 B: N/A

Zip GunValue: 275The zip gun is a single-shot, handmade pistol.Crafted from spare parts, zip guns are ratherunreliable and shoot almost any kind ofhandgun ammunition. They have a very smallrange, and are prone to jamming and breakingeasily. The chamber holds 1 shot of either .22,9mm, 10mm or .45 caliber ammunition,depending on the gun.Min. ST: 3 W: 5 lbs. Dmg: +4 Rng: 15 AP S:5 T: 6 B: N/A

SHOTGUNSShotguns use 12-guage ammunition andusually fire buckshot as opposed to a singlebullet. They hurt a lot. They look a bit likerifles, and often take two hands to fire

correctly. Shotguns fire either buckshot orslugs; buckshot is a shell full of little metalballs that isn’t as accurate as a bullet, becausethe balls will begin to come apart in flight, andshells are large slugs, designed for hittingthings as longer ranges and hurting them morethan a pistol does. Although shotguns can befired with one hand, they are usuallytwo-handed weapons. Note that using slugammunition in a shotgun increases the rangeby 5 hexes, and firing a double shot (bothbarrels) decreases range by 3 hexes.

Beretta 470 SilverhawkValue: 1000An inexpensive Italian-made shotgun, theSilverhawk was second only to the Benelliamong law enforcement officials before theWar. It was fairly common in the UnitedStates, and many of them can still be found,thanks to its reliability. Single or double shot.The chamber holds 2 rounds of 12-guageammunition.Min. S: 4 W: 5 lbs. Dmg: +12 Rng: 14 AP S:5 T: 6 B: N/A

Enclave Arms M-28 Azoghar ShotgunValue: 1200This 4-barrelled shotgun is one of the mostdevastating weapons ever. It fires four12-gauge shotgun shells at one time. Negativeside of this is that recoil from this weapon caneasily break the user’s arm (consider it whencritical failure is rolled or user is underminimal strength). This weapon is rarely usedwithout Powered Armour. Each shot fires all 4barrels and there are no other fire modes.Azoghar holds up to 20 12ga shotgun shells (5salvos).Min. ST: 7 W: 12 Dmg: +5 but damage fromall barrels is cumulative (so damage is (1d10 +5) *4 Rng: 15 AP S: 7 T: 8 B: N/A

Enclave Neostead Combat ShotgunValue: 5500Modified version of Brotherhood of Steelweapon. An automatic, 12 gauge military

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shotgun. This is the best weapon for closequarters, except for a flamethrower. Weaponfires a six round burst and stores up to 1812-gauge shotgun shells.Min. ST: 6 W: 10 Dmg: +15 Rng: 20 AP: S: 5T: 6 B: 6

H&K CAWSValue: 4750The CAWS, short for Close Assault WeaponsSystem, is a useful tool for short-rangecombat. An improvement over the WinchesterCombat Shotgun, the CAWS’ bullpup layoutgives the weapon a short, easily handleablelength while still retaining enough barrellength for its high velocity shells. Fires singleshots and a 5-shot burst. The magazine holds10 12-guage shotgun shells.Min. ST: 6 W: 6 lbs. Dmg: +15 Rng: 30 AP S:6 T: 6 B: 6

Neostead Combat ShotgunValue: 2700An automatic, 12 gauge military shotgun. Itwas a standard combat shotgun in the USArmy during the War. Modified version of thisshotgun is also widely used in the Enclave.Weapon fires a three round burst and storesup to 12 12-gauge shotgun shells.Min. ST: 6 W: 10 Dmg: +14 Rng: 22 AP S: 5T: 6 B: 6

Pancor "Jackhammer"Value: 5500The Jackhammer, despite its name, is an easyto control shotgun, even when fired on fullautomatic.The popular bullpup design, which places themagazine behind the trigger, makes theweapon well balanced and easy to control.Fires single shots or up to a 5-shot burst. Themagazine holds 10 12-guage shotgun shells.Min. ST: 5 W: 12 lbs. Dmg: +19 Rng: 35 APS: 5 T: 6 B: 6

Pump-Action ShotgunValue: 600

One of dozens of shotguns that were commonthe world over before the war, a pump-actionshotgun is a single-shot, semiautomaticweapon where the next shell is loaded into thechamber by pumping a mechanism along thebottom of the barrel. Many makes and modelsexist, but they are all almost the same. Singleshot only. The pump-action holds 5 rounds of12-guage ammunition.Min. ST: 4 W: 5 lbs. Dmg: +3 Rng: 14 AP S:5 T: N/A B: N/A

RMB-93 (R)Value:1000Classic shotgun for personal defense andmilitia purposes. 7 shots of classic 12 gaugeammo types. Good old pump action and shortbarrel. Two handed.Min. ST: 5 W: 7 lbs. Dmg: +13 Rng: 14 AP S:5 T: 6 B:N/A Reload:3

Saiga 12K (R)Value :2300This auto-shotgun was constructed byKalashnikov and Ukrainian weapon designersspecially for hunters. This "girl" usesworld-famous 12 gauge shots. 8 in magazine.No burst, but very “fast” fire.Min. ST: 6 W: 8 lbs. Dmg: +15 Rng: 16 AP S:4 T: 5 B:N/A

Saiga-2 M-2004 (R)Value :2900Next generation in Saiga family. Extendedmagazine and burst mode were added. Thisauto-shotgun was constructed by Kalashnikovand Ukrainian weapon designers specially forhunters of the third century. This "girl" usesgood-old 12 gauge shots. 10 in magazine. 4shots in burst.Min. ST: 6 W: 8 lbs. Dmg: +14 Rng: 17 AP S:5 T: 6 B:6

Winchester 12-Guage ShotgunValue: 800The Winchester "Widowmaker"doublebarreled shotgun. Has a short barrel

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with a mahogany grip.Considering these were mass-produced andsold at discount stores all over the UnitedStates before the war, they are quite common.Single or double shot. The chamber holds 2rounds of 12-gauge ammunition.Min ST: 4 W: 5 Dmg: +12 Rng: 14 AP S: 5 T:6 B: N/A

Winchester Combat ShotgunValue: 2750The Winchester 12-guage Combat Shotgunwith a bullpup variant. Combat shotguns areall-metal weapons designed to deliver thestopping power of a shotgun without theinconvenience of having to reload every twoshots. Theseinclude the Desert Warfare environmentalsealant modification for extra durability.Combat shotguns were common in almostevery army and police force before the war.Thanks to their pump-action mechanism,Combat Shotguns fire single shots and a3-shot burst. The magazine holds 12 rounds of12-guage shotgun shells.Min. ST: 5 W: 11 lbs. Dmg: +15 Rng: 22 APS: 5 T: 6 B: 6

Winchester Sawed-Off ShotgunValue: 800A sawed off version of the "Widowmaker."Not exactly designed for sniping, but will turnsomeone to ground round at short range.Single or double shot. The chamber holds 2rounds of 12-guage ammunition.Min. ST: 4 W: 5 Dmg: +14 Rng: 7 AP S: 5 T:6 B: N/A

SUBMACHINE GUNSMGs can fire single shots as well as bursts ofbullets. Submachine guns were designed toput the stopping and suppressive power ofearly machine guns like the Gatling gun intothe hands of infantry soldiers. Used as early aslate World War I, submachine guns soonchanged the face or warfare in the 20th

century. Happily, most submachine guns aresmall enough to use as one-handed weapons.

9A-91 (R)Value:3800New word in the PDW technologies. Thissmall-sized ASSAULT RIFLE (!) wasinvented specially for SS-bullets. You canattach silencer or even 40mm underbarrelgrenade launcher! If you will use special sniperset "Nightflame",9A-91 will transform to VSK-94 sniper rifle -analogue of VSS. It also can be used withPBSI. 20-shots of SP-5, SP-6, SP-16 orPAB-9 ammo, five shots in burst.Min. ST: 5 W: 7 lbs Dmg: +10 Rng: 25 AP S:5 T: 6 B: 6

AEK-919K “Kashtan” (R)(name means “chestnut” in English)Value:1500This SMG primordialy was designed forRussian Federation Special forces only. It wasfamous for it long-range fire (among SMG`s).Medium power weapon. For more firecomfort it has a sliding stock. 9mm PM caliber30 shots in magazine, 10 in burst.Min. ST: 3 W: 4 lbs. Dmg: +9 Rng: 39 AP S:5 T: 6 B: 6

"Bison-2" (R)Value:1300Very simple and effective regular SMG. 9mmPM caliber, "shneck" magazine - - 64 bullets.12 shots in burst. Someone called it “RussianFN P90”. Two-handed.Min. ST: 4 W: 10 lbs. Dmg: +8 Rng: 18 AP S:5 T: 6 B: 6

Calico Liberty 100Value: 2000A truly remarkable piece of equipment, theCalico Liberty 100 has a reasonable rate of fireand holds a ludicrous amount of ammunition.A version of the popular Calico line. Fireseither a single shot or up to a 5-round burst. The enormous magazine holds

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100 rounds of 9mm ammunition.Min. ST: 6 W: 22 lbs. Dmg: +8 Rng: 20 AP S:5 T: 6 B: 6

FN P90cValue: 2800The Fabrique Nationale P90c was one of thebest submachine guns from before the War. Itwas also copied by Heckler & Koch, whocreated a cheaper 10mm version of P90c. Itresulted in a long trial between FN and H&K,which came to an end only due to the bombs.Fires single shots or up to a 5-shot burst. Theclip holds 50 shots of 9mm ammunition.Min. ST: 4 W: 8 lbs Dmg: +15 Rng: 22 AP S:5 T: 6 B: 6

H&K MP-5Value: 1100An unusual design for a submachine gun, theMP-5 fires from a closed bolt and can haveone more round than the magazine capacity inthe chamber. It is more accurate at singleshots, tending to overheat in fully automaticfire. This gun can fire a single shot or a up to a10 shot burst. The magazine holds 30 shots of9mm ammunition.Min. ST: 4 W: 7 lbs. Dmg: +9 Rng: 20 AP S:5 T: 6 B: 6

H&K MP-9 10mm SMGValue: 1000A medium-sized submachine gun. Aninexpensive variant on the classic MP-5, theMP-9 uses the slightly larger 10mmammunition and has a slightly smaller range.This weapon can fire a single shot as well asup to a 10 shot burst. The clip holds 30 roundsof 10mm ammunition.Min ST: 4 W: 7 lbs. Dmg: +6 Rng: 25 AP S: 5T: 6 B: 6

H&K P90cValue: 2500The Heckler and Koch P90c was just cominginto use at the time of the War. The weapon'sbullpup layout and compact design make it

easy to control. The durable P90c is prized forits reliability and high firepower in a ruggedlycompact package. Fires single shots or up to a12-shot burst. The clip holds 24 shots of10mm ammunition.Min. ST: 4 W: 9 lbs Dmg: +12 Rng: 30 AP S:4 T: 5 B: 5

"Klin" (R)Value:1400This SMG was constructed in the end of 20thcentury for MVD the special forces by thesame reasons as RSA. Very compatible andcomfortable it gained high popularity showingexcellent results in CQB. 9mm PM, 30 shots,10in burst. Silencer is attachable.Min. ST: 3 W: 4 lbs. Dmg: +8 Rng: 30 AP S:4 T: 5 B: 5

MAC 17 SMG (M-17)Value: 1050An advanced version of the MAC-10, and apopular weapon in films if not real life, theMAC 17 is a small submachine gun usedprimarily by terrorist organizations in fastassaults. This weapon can fire single shots aswell as up to a 10 shot burst. The clip holds 30rounds of .45 caliber ammunition.Min. ST: 4 W: 6 lbs. Dmg: +7 Rng: 25 AP S:5 T: 6 B: 6

M3A1 "Grease Gun" SMGValue: 1750The "Grease Gun" filled National Guardarmories after the Army replaced it withnewer weapons. An old submahine gun, one ofthe variants on the MAC-10, “Grease Guns”got their name from the large amount of oil ittook to maintain them. They are notuncommon in the post-War world, largelybecause there were armories full of them allover the United States, and most weaponsstorage facilities that housed more modernweapons also happened to be at ground zeroor closeby. The “Grease Gun” fires a singleshot or up to a 10-shot burst. The clip holds

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30 shots of .45 caliber ammunition.Min. ST: 4 W: 10 lbs Dmg: +10 Rng: 20 APS: 4 T: 5 B: 5

MP-38Value: 1650The Schmeisser MP-38 was an early variant ofthe standard MP-40 submachine gun used byNazi forces in World War II. Many of themare in poor shape and are often prone tojamming. Valued more as a collectors itemthan an effective weapon. Fires either a singleshot or a 3-shot burst. The magazine holds 30rounds of 9mm ammunition.Min. ST: 4 W: 7 Dmg: +10 Rng: 20 AP S: 5T: 6 B: 6

RG-063 "Baksan" (R)Value:1500This SMG was constructed to decide mostwidespread SMG`s problems - rate of fire notlower than 450-600 shots per minute andavoiding large dispersion. To make it real theinventors created the "dynamic deceleration"system. In this reason "Baksan" uses onlySP-10 (9x21 mm), SP-21 SMG, and 9mm PMbullets. SP bullets: 20 in magazine, 6in burst.9mm PM: 30 in magazine, 10 in burst.Min. ST: 4 W: 12 lbs. Dmg: +9 Rng: 20 AP S:5 T: 6 B: 6

Ruger AC556FValue: 1400The Ruger AC556F is a different version ofthe popular Mini 14 assault rifle. Used mostlyby police forces, the AC556F was alsopopular in the open market among survivalistsand homeowners. It can fire single shots or a3-shot burst. The magazine holds 20 shots of5.56mm ammunition.Min. ST: 5 W: 8 Dmg: +15 Rng: 20 AP S: 5T: 6 B: 6

Sherman .74 “Thunder” Assault PistolValue: 1800“Thunder” is a small SMG made for combatinside buildings. It was designed to penetrate

bulletproof jackets, personal armours andsome thinner walls. The weapon’s mainweakness is its recoil that causes the burstmode to be a waste of ammo (cumulativepenalty of -10 for each bullet after the 1st).Weapon uses the .74 HEAP or .74 AP ammo.“Thunder” can fire 5 shot burst, magazineholds 8 bullets.Min. ST: 7 W: 8 lbs. Dmg: +14 Rng: 8 AP: S:6 T: 7 B: 7

Shpagin SMG (R)Value: 990This SMG was invented in the first days ofWW-II. Heavy but simple and accurate. Bigdrum for 71 shots of 7.62 caliber. 6 in burst.Two handed.Min. ST: 6 W: 13 lbs. Dmg: +4 Rng: 26 AP S:5 T: 6 B: 6

SP-3 "Whirlwind" (R)Value:2300Small-sized assault rifle - an excellent PDW.20 bullets in magazine. Because of large sizeof bullets almost all 9x39mm guns sufferingfor small magazine size. This SMG/Smallassault rifle designed to be the PDW, and inthis case it`s weakness became it`s strength."Whirlwind" was constructed for hitting livetargets in the 3rd or 4th-class protective vestsand non-armored vehicles on 200/300 metersdistance. Uses SP-5, SP-6, SP-16 or PAB-9ammo. 6 shots per burst. Two handed. 20 inmagazine, 6 in burst.Min. ST: 6 W: 10 lbs. Dmg: +9 Rng: 25 AP S:4 T: 5 B: 5

Sten GunValue: 1500Developed by the British during World War IIas a cheaper alternative to the Thompson, theSten Gun continued to be a popular weaponthroughout the 20th Century due to itsversatility and reliability. The Sten Gun’shardy craftsmanship allows it to operate wellunder adverse weather conditions, and itgenerally requires fewer repairs than other

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weapons. The Sten Gun fires a single shot or a3-shot burst. The magazine holds 30 rounds of9mm ammunition.Min. ST: 6 W: 15 lbs. Dmg: +9 Rng: 24 AP S:5 T: 6 B: 6

Steyr AUGValue: 2300The Austrian-made AUG (Army UniversalGun) was one of the most widely usedsubmachine guns before the War. The bullpupdesign, large clip, and lightweight and portabledesign made it extremely popular amongarmies, police, and criminals alike. The AUGfires a single shot or a 10 shot burst, and theclip holds 40 shots of 5.56 ammo.Min. ST: 5 W: 7 lbs. Dmg: +8 Rng: 28 AP S:5 T: 6 B: N/A

Super SoakerValue: 1900This brightly-colored squirt gun hides the factthat some enterprising individual coated thetank with ceramic, allowing it to fire squirts ofacid. And you thought peeing into a squirt gunwas devious. Single shot only. The tank holds15 squirts of acid. The Super Soaker cannotbe targeted.Min. ST: 2 W: 15 lbs. Dmg: Varies Rng: 10AP S: 5 T: N/A B: N/A

Thompson M1928 SMGValue: 1200The "Tommy Gun" submachine gun is asinister looking weapon. When your characterholds this gun, he or she experiences a strangesensation to wear a fedora hat and crack his orher knuckles. Originally designed by GeneralJohn Thompson after the first World War, theTommy Gun became the staple of lawenforcement officers as well as organizedcrime and the IRA. Instead of a clip, theThompson loads its unusual .45 caliberammunition from a drum under the barrel.Note that the Thompson must be used as atwo-handed weapon. The Tommy Gun firessingle shots or up to a 10-shot burst. The

ammunition drum holds 50 shots of .45 caliberammunition. You dirty rat.Min. ST: 6 W: 12 lbs Dmg: +2 Rng: 32 AP S:5 T: 6 B: 6

Uzi Mark 27 SMGValue: 1200Originally designed for the Israeli armies, Uzisfound their way into the hands of manyterrorist organizations. The Uzi has a largermagazine than other submachine guns, andtherefore makes a good weapon for theammoconscious.The Uzi fires single shots or up to a 10 shotburst. The clip holds 40 rounds of 9mmammunition.Min. ST: 4 W: 7 lbs. Dmg: +5 Rng: 20 AP S:5 T: 6 B: 6

Uzi Mark 34 SMGValue: 1300Variation of the Mark 27 version, Uzi Mark34 was a classic amongst drug runners andelderly folk during the early stages of the 21stcentury. It is cheap, light and jams onlyoccasionally. Mark 34 has greater firepowerthan its predecessor, though it has smallermagazine, which holds 25 shots of 9mmammunition. Fires single shot or up to 5-roundburst.Min. ST: 4 W: 7 Dmg: +9 Rng: 20 AP S: 5 T:6 B: 6

Walther MPLValue: 1800The Walther MPL is a medium submachinegun, popular among police and guard forcesbefore the war. Private investigators,bodyguards, and police all used this reliableweapon. The MPL fires a single shot or a10-shot burst. The clip holds 30 shots of 9mmammuntition.Min. ST: 4 W: 8 lbs. Dmg: +8 Rng: 40 AP S:5 T: 6 B: N/A

RIFLES

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Rifles are two-handed weapons designed to hittargets at long distances. A long barrel isconnected to a metal or wooden stock,allowing for a greater degree of accuracy overlonger distances. Rifles are usually fired fromthe shoulder, with the shooter looking downthe barrel to aim.

.22 Caliber Hunting RifleValue: 300Used for squirrel and bunny hunting before thewar, .22 rifles are common guns because theywere so inexpensive and prevalent. Every BoyScout used one of these bolt-action weaponsat summer camp. Single shot only. Thechamber holds 1 .22 caliber bullet.Min. ST: 3 W: 8 lbs. Dmg: +4 Rng: 30 AP S:5 T: 6 B: N/A

BB GunValue: 150A basic air-powered gun that shoots littleround balls called BBs. Not exactly known fordealing astronomical amounts of damage, butgood for scaring off the neighbor’s cat. Singleshot only. The chamber holds 100 BBs.Min ST: 1 W: 15 lbs Dmg: +0 Rng: 25 AP S:5 T: 6 B: N/A

Colt Hunting RifleValue: 1000A Colt “Rangemaster” semi-automatic rifle invarious calibers. Designed for hunting cowsand cute, furry bunnies. Single shot only. Themagazine holds 10shots of .223 caliber or 7.62mm ammunition.Min. ST: 5 W: 11 lbs Dmg: +9 Rng: 40 AP S:5 T: 6 B: N/A

DKS-501 Sniper RifleValue: 2200An excellent long-range projectile weapon,and one of the first all-metal sniper rifles.Originally a .308, these guns wererechambered to accommodate the morecommon .223. The DKS-501 comes equippedwith a Scope (see Weapon Enhancements,

below). Single shot only. The magazine holds6 shots of .223 caliber ammunition.Min. ST: 5 W: 10 lbs Dmg: +14 Rng: 50 APS: 6 T: 7 B: N/A

Elephant Hunting RifleValue: 800This clumsy but powerful weapon was usedbefore the war to hunt elephants, but providesto be a good weapon in manhunt also. Oftencomes with a scope. Weapon uses 14mmammo. Single shot only.Min. ST: 6 W: 14 lbs. Dmg: +10 Rng: 60 AP:S: 6 T: 7 B: N/A

Enclave Arms Rail GunValue: 22500This rail accelerator fires neutrons speeded tonear light speed causing massive damage toany substance. This weapon can crush almostanything. The Rail Gun can fire a ten shotburst but then there is a 10% chance ofoverheating which causes the weapon to breakdown – it cannot be used before major repairs(in this case it loses all of remaining conditionpoints, but even if weapon didn’t break downit loses one condition point when burst isfired). This weapon uses micro fusion cellsand takes 30 of them to fully recharge (10shots). Normal armour DT/DR used againstthis attack. Any humanoid hit must roll for AGto avoid falling down when hit by a Rail Gun.Min. ST: 5 W: 15 Dmg: 3d20 + 40 Rng: 30AP S: 6 T: 7 B: 7

G3 Battle RifleValue: 2600American soldiers trained on these in basic fornearly half a century. The G3 is a perfectmixture between rifle and assault rifle, capableof firing a short burst without sacrificingaccuracy. Fires single shots or up to a 5 shotburst. The clip holds 20 shots of 7.62mmammunition.Min. ST: 6 W: 13 lbs. Dmg: 2d10+5 Rng: 45AP S: 5 T: 6 B: 6

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Jet HarpoonValue: 50This weapon was initially made for underwaterhunting but it also works on the surface. Itlacks penetrating force so it’s unsuccessfuleven against simple bullet proof jacket, but itproduces almost no noise so if used properlycan be quite potent stealthly weapon. Singleshot only. It can hold one jet harpoon bolt andrequires 5 APto reload.Min. ST: - W: 4 lbs. Dmg: + 4 Rng: 15 AP: S:4 T: 5 B: N/A

M1 Garand RifleValue: 800There are certainly better guns out there, butthe M1 Garand is one of the most commoncarbines in existence. The bolt-action M1 cantrace its roots back to Winchesters used in theAmerican Civil War, and was thestandard-issue weapon for doughboys afterWorld War I. Later, it became very popularamong civilians due to its low price and decentrange. Single shot only. The clip holds 8 30.06bullets.Min. ST: 4 W: 6 lbs. Dmg: +12 Rng: 40 AP S:5 T: 6 B: N/A

M1A5 CarbineValue: 1900Another an upgraded WWII weapon. Muchlike original M1A1 carbine, the M1A5 wasdesigned to be used as the second weapon forheavy weapons teams (artillery, mortars) - it’slight and portable although its penetratingpower isn’t impressive. It can fire single shotsor 5-shot bursts, and its magazine contains 15bullets of 5.56 mm ammo.Min. ST: 3 W: 5 lbs. Dmg: +6 Rng: 25 AP: S:5 T: 6 B: 6

M17-A CarbineValue: 500The M-17A is not related to the popular M-16assault rifle, but rather the M1 carbine. Theshorter barrel means less range and damage

capabilities, but much greater portability – andconcealability. Used for home defense beforethe war. Single shot only. The magazine holds10 shots of 7.62mm ammunition.Min. ST: 4 W: 7 lbs. Dmg: +9 Rng: 20 AP S:5 T: 6 B: N/A

M19 RifleValue: 1100The M19 is an improved version of theM17-A, sacrificing concealability andportability for range and accuracy. Single shotonly. The magazine holds 8 shots of 7.62mmammunition.Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP S:5 T: 6 B: N/A

M4 “Firefly” Recoilless GunValue: 1100A simple recoilless gun firing HEAT or TSATrounds – very popular among soldiers beforethe War thanks to its low weight and highreliability.Min. ST: - W: 10 lbs. Dmg: varies Rng: 45AP: S: 5 T: 6 B: N/A

M72 Gauss RifleValue: 8250The final product of endless research inrailgun technology, the M72 Gauss Riflecomes from the laboratories of old Germany.It uses an electromagnetic field to propelrounds at tremendous speed. A shot can gothrough just about any material, includingflesh. Stone, concrete, rock and thick metalare just about the only things that can stop ashot from this gun. There is a telltale spiraltrail of ionized particles visible for a coupleseconds after this gun is fired. Single shotonly. The magazine holds 20 shots of 2mm ECammunition.Min ST: 6 W: 10 lbs Dmg: +33 Rng: 50 AP S:5 T: 6 B: N/A

Mosin rifle (Model 1891/1930 y.) (R)Value:450This museum exhibit was widespread in

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almost all Russian wars of the first part of20-th century. Very rare. HIGH accuracy.You can cut it`s barrel with the saw. It willdecrease rifle`s weight to 4 lbs, range to 12,and AP shot time. Five shots of 7.62 ammo inmag.Min. ST: 4 W: 7 lbs. Dmg: +8 Rng: 30 AP S:5 T: 6 B: N/A Reload:3Cutted: Min. ST: 4 W: 4 lbs. Dmg: +8 Rng:12 AP S: 4 T: N/A B: N/A Reload:3

Pipe RifeValue: 200A handmade rifle, crafted from a heavilymodified 10mm pistol and a long piece ofpipe. These simply weapons are commongamong tribals with some technical skills.Single shot only. The chamber only holds one10mm bullet, unfortunately.Min. ST: 5 W: 11 lbs Dmg: +6 Rng: 20 AP S:5 T: 6 B: N/A

PSG1 Sniper RifleValue: 2500The PSG1 is perhaps the ultimate single shotsniper’s weapon. The semiautomaticmechanism means more shots off per minute,and the range is nearly unequaled. The PSG1comes with a built-in Scope (see WeaponEnhancements, below). Single shot only. Themagazine holds 20 shots of 7.62mmammunition.Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 120 APS: 4 T: 5 B: N/A

Red Ryder LE BB GunValue: 3500The ultimate name in BB guns, there are onlya few Red Ryders left in existence.Rumor has it that Red Ryder himself protectschildren armed with this gun. Of course, thatcould just be a myth. Single shot only. Thechamber holds 100 little stinging BBs.Min. ST: 5 W: 15 lbs Dmg: +25 Rng: 32 APS: 5 T: 6 B: N/A

SGR-1 "Elizabeth" (R)Value: 14,000This secret rifle was designed as an anti-tankgun, but Russian command decided to remakeit to loooooong range sniper rifle. It can hitany target at 4 km`s range!!! At the WarRussian Special Sniper Platoon used SGR tocurtail enemy commanders number. Thereweren't many of this rifles since it wereinvented in the February of 2077th... Tenshots of special 6mm EC ammo. It can beequipped only with PSK-2016 scope (withoutthis scope and tripod targeted shot isunavailable).Min ST: 7 W: 13 lbs Dmg: +40 Rng: 4 km`s(2.5 miles). AP S: 5 T: 7 B: N/A

Spear GunValue: 1400Before the war, these strange guns were usedto hunt for fish and other game. Because themechanism relies only on tension to operate,and the special spears fired from theseweapons are relatively easy to make, they arevery popular in lower-technology areas. Singleshot only. The spear gun holds 1 spear bolt.Min. ST: 4 W: 10 lbs. Dmg: None Rng: 30 APS: 5 T: 6 B: N/A

SR XII “Invader” Sniper RifleValue: 25,000This weapon is astounding in almost everyway. A product of European RifleCorporation for needs of the EANU specialforces - only a few of these were ever shippedinto the States. This low calibre (7,62 mm)gun is especially designed to destroy heavyarmoured targets like light tanks or heavilyarmoured soldiers. The weapon uses specialrocket powered ammo – its small “engine”starts working after the bullet leaves thebarrel. In addition to that, a line accelerator isbuilt into the barrel, so bullet speed whenexiting the barrel is something about 2000m/s. Its rocket propulsion accelerates it furtherto about 3500 m/s (12,600 km/h – 13,786yards/h!). The Invader’s minimum range is 50

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yards as this is the minimum range for bulletengines to start work. The bullets are about 10cm long (with the engine) and constructedfrom the thickest carbon polymers. A shotfrom SRXII will penetrate any armour up to150 DT (DR does not count at all!), howeverdrawback of this that that shot will alsopenetrate target thus not dealing much damage(but when firing to a group, a single shot mayhit many foes). Despite all its features weaponlooks quite ordinary, as all electronic parts andline accelerator are miniaturized and almostunnoticeable. SRXII is equipped with anadvanced targeting scope with night vision,low-light and ITTS features (+50% bonus tohit). Despite being a sniper rifle it’s also asuccessful assault rifle. Each magazinecontains 15 bullets (no price is given as thisammo is no longer produced and extremelyrare) and the weapon is capable of 4-shotburst fire. The SRXII is capable of targetedburst fire, as it has a recoil compensationsystem. 5 SEC are required for every 100shots in order to power up the accelerator andcomputers.GM note: this weapon and ammo for it areUNIQUE, only a few of those existed inpre-War America. Handle with care.Min. ST: 6 W: 14 lbs. Dmg: penetrates up to150 DT, 3d6 damage Rng: 10 - 100 AP: S: 6T: 8 B: 7 TB: 9

SVD (Dragunov sniper rifle) (R)Value: 2100In the 1963 SVD was added to Soviet Armyarmory. Very cheap and strong it was verypopular in 20th century. Almost excellent citysniper`s choice. It`s not traditional sniper rifle.It was invented to raise efficacy and distanceof small-soldier groups. The main defects areLOUD sound and BIG and decamouflagingbarrel flame. Ten shots of 7.62mm ammo.Min. ST: 6 W: 14 lbs. Dmg: +13 Rng: 110 APS: 6 T: 7 B: N/A

SVD-4000Value: 2400

The SVD-4000 was the precursor to thePSG1, and is a fine weapon in its own right.Unfortunately, a design flaw rendered a greatdeal of these guns inoperable, so a workingversion can usually only be found in the handsof a serious collector. Because of the flaw,these guns were never widely issued to armedforces in the developed world. Single shotonly. The magazine holds 10 shots of 7.62mmammunition.Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 75 APS: 5 T: 6 B: N/A

SVU-AS (R)Value: 3900This sniper rifle was invented by the initiativeof "Vimpel" ("The Pennon") special team andwas accepted by all of the Russian specialforces. This SVD replace also uses 7.62mmammo. With 20-shots magazine it has anautomatic mode (6 shots in burst). You canattach silencer to it. Excellent weapon.Min. ST: 5 W: 13 lbs. Dmg: +14 Rng: 100 APS: 5 T: 6 B: 6

V-94 (R)Value: 8000This "sniper howitzer" is a one of the firstRussian large-caliber toys. At the end of 20thcentury 12.7mm caliber was VERY popular all over theworld, and Russian weapon designers decidednot to remain behind the progress.Outstanding weapon for executing enemy lifeforce and light-armored vehicles. This"Russian Barret" is able to reach targets on the2-km distance. TRIPOD ONLY!!!Min. ST: 7 W: 19 lbs. Dmg: +25 Rng: 300 APS: 6 T: 7 B: 7 RELOAD:3

VSK-94 (R)Value:----- (9A-91 + Sniper Set "Night")Sniper complex, based on 9A-91 small-sizedassault rifle and S-Set "Nightflame". Almostsimilar to "Vintorez". Shots in burst : 5.Magazine: 20.Min ST: 5 W: 9 lbs Dmg: +15 Rng: 100 AP S:

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5 T: 6 B: 6

VSS "Vintorez" (R)Value:4300VSS (in english it sounds like SSR - SpecialSniper Rifle) or BSK (Silent Sniper Complex)was created for holding of special operations,demanding silent weapons. Appeared in 1987it became VERY popular but VERY rare andexpensive. It has an integrated silencer on sheshort barrel and it uses "special sniper" bullets(SP-5, SP-6, SP-16 or PAB-9). VSS pierces5mm titanium/8mm steel plates and vests of2nd-4th protection classes (200 m distance) orany kevlar vest on 400m distance. It also hasan automatic fire mode for emergencysituations (5 shots in burst). Magazine: 10shots.Min ST: 5 W: 8 lbs Dmg: +15 Rng: 100 AP S:5 T: 6 B: 6

ASSAULT RIFLESAssault rifles are smaller machine gunsdesigned to put the portability of a submachinegun and the range of a rifle into one neatpackage. Assault rifles are all twohandedweapons.

AK-47 Assault RifleValue: 1000The older rifle in the AK line, the AK-47 ispossible the most famous, most reliable, andbest-built assault rifle ever. Originally used bythe Soviets and their Warsaw Pact allies, theAK-47 was copied by manufacturers in almostevery country on earth. These duplicates wereoften of inferior quality, however, and it isrecommended that the discriminating shooteronly use a Soviet model. The AK-47 firessingle shots or a 5 shot burst. The magazineholds 24 rounds of 7.62mm ammunition.Min. ST: 5 W: 7 Dmg: +14 Rng: 35 AP S: 5T: 6 B: 6

AK-74

Value: 1600A tweak on the Sovietera AK series, theAK-74 is also known as the “terrorist’s hotdog” because every terrorist organization inthe late 20th Century and early 21st Centuryseemed to own a version of these guns,regardless of where they came from and whatthe gun was made of. Fires a single shot or upto a 5 shot burst. The clip holds 30 shots of5.45mm ammunition.Min. ST: 5 W: 14 lbs. Dmg: +10 Rng: 45 APS: 5 T: 6 B: 6

AK-97 Assault RifleValue: 1400Created in the image of the legendary AK-47,the AK-97 is a predecessor of AK-112. It wascreated for the Russian army in 2036, but sawlarge distribution throughout the world beforethe war and was widely used in battles againstNATO and Chinese forces. This highlyrespected weapon is fairly commonplace. Firessingle shots or up to 8-shot burst. Themagazine holds 30 rounds of 7.62ammunition.Min. ST: 5 W: 12 lbs. Dmg: +10 Rng: 45 APS:5 T:6 B:6

AK-103 (R)Value: 2000Back for good... It`s a returning of good old7.62 mm ammo in AK series. It was caused byrevelation of weak sides of 5.45mm ammo inthe last 2oth cent. wars. Possessing more greatpower than AK-74 this assault rifle uses a lotof new technologies. How`s always - 30 inmagazine, ten per burst.Min ST: 5 W: 13 lbs Dmg: +12 Rng: 50 AP S:5 T: 6 B: 6

AK-107 (R)Value: 3100The main difference of AK-107/108 fromother series is balanced unaccented system. Inshort - two gas pistons compensating recoil ofthe shot. This system transforms firing withthis weapon great in to the pleasure. It uses

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standard 5.45 mm ammo - 30 in magazine,fifteen per burst. Also AK-107 is famous forit`s great firing range.Min ST: 3 W: 14 lbs Dmg: +11 Rng: 100 APS: 4 T: 5 B: 5

AK-108 (R)Value: 3100The same as AK-107, but uses 5.56mm ammo.Magazine: 30. Burst: 15 shots.Min ST: 4 W: 14 lbs Dmg: +11 Rng: 110 APS: 4 T: 5 B: 5

AK-112 Assault RifleValue: 1300An old military model, out of use around thetime of the war. Fires single shots or up to a12 shot burst. The magazine holds 24 shots of5mm ammunition.Min. ST: 5 W: 8 lbs. Dmg: +8 Rng: 45 AP S:5 T: 6 B: 6

AKS-74 (R)Value: 1600AK-74 is a child of the AK-47 and AKM.Following to world fashion for small-caliberand small-impulse ammo, M.T. Kalashnikov"remade" AK for the new 5.45x39mm caliber.In comparison with M16A2, AK-74 shows abit smaller grouping and accuracy of shots, butmuch larger reliability and smaller caredemands (especially in battle conditions). Theletter "S" in this model̀ s name means"STEEL". There`s a steel stock in this assaultrifle.30 deadly brothers in magazine, 10 perburst.Min ST: 5 W: 14 lbs Dmg: +10 Rng: 40 AP S:5 T: 6 B: 6

AKS-74U (R)Value: 1200This “shorty” was constructed like SMG`sreplace. Sometimes called "spitty", AKS-74Ushows medium grouping and accuracy ofshots. It`s not very good PDW for policeneeds, but without regard to it almost all of

Ukrainian and Russian police officers in theend of 20th century were armed with it. Likean AKS-74 it "feeding" with 5.45 mm bullets.30 in magazine, ten per burst. AND! It`s avery "fragile" weapon - after every 70th shotsthe barrel is getting hot and widening andweapon gets two "condition" points.Magazine: 30. Burst: 10 shots.Min ST: 6 W: 6 lbs Dmg: +7 Rng: 26 AP S: 4T: 5 B: 5

AN-94 (R)Value: 1200Nikonov assault rifle surpassed AK-74 withsome indexes. But for some reasons it wasn`tso popular. For the most part - AN-94couldn`t "use" “Squall” (see grenadelaunchers). 5x45 ammo. In magazine:30, perburst :10.Min ST: 5 W: 13 lbs Dmg: +11 Rng: 46 AP S:5 T: 6 B: 6

AS "VAL" (R)Value: 3800This silent assault rifle was created on the baseof VSS. The main difference is a folding steelstock. SP-5, SP-6, SP-16 or PAB-9 ammo .Professional̀ s choice. You can attach scope toit. 20 shots in magazine, 6 per burst.Min ST: 5 W: 7 lbs Dmg: +13 Rng: 70 AP S:5 T: 6 B: 6

Browning Automatic RifleValue: 1000Bulky and sporting a rather small clip, theBAR was originally designed as a squad-levelsupport weapon. The 30.06 caliber ammo isuses can be hard to come by in the wastes.Fires a single shot or a 3 shot burst. The clipholds 20 rounds of 30.06 ammo.Min. ST: 6 W: 25 lbs. Dmg: +12 Rng: 35 APS: 5 T: 6 B: 6

Browning Automatic Rifle (BAR) v. 3.8Value: 2200An extension of the WWII BAR. V.3.8 was

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used in US army from year 2075 – it hasalmost all the advantages of its precursor –high penetrating power, reliability underadverse conditions and selectable mode of firealthough its caliber has been changed. It canuse M16 compatible weapons when necessary.On the other hand, the weapon is a bit toocumbersome and has strong recoil. The BARcan fire in 4 modes: single, semiautomatic(3-shot bursts), slow automatic (6-shot bursts)or fast automatic (12-shot bursts). Magazinecontains 36 5.56 mm bullets. The weapon isequipped with bipod that must be used whenfiring.Min. ST: 6 W: 18 lbs. Dmg: +20 Rng: 40 AP:S: 3 T: N/A B: 4/5/6

FN FALValue: 1500The FN FAL has been more widely used byarmed forces than any other rifle in history.It’s a reliable weapon for any terrain orsituation, and its fine construction of only thebest materials ensures a working weaponevery time. Fires a single shot or up to a 10shot burst. The magazine holds 20 shots of7.62mm ammunition.Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP S:5 T: 6 B: 6

H&K G11 (E)Value: 8000The H&K G11 and the H&K G11Erevolutionized assault weapon design. Thisgun fires a caseless cartridge consisting of ablock of propellant with a bullet buried inside.The resultant weight and space savings allowthis weapon to have a very high magazinecapacity. Fires single shots or up to a 10 shotburst. The magazine holds a block of 50 shotsof 4.7mm Caseless ammunition.Min. ST: 4 W: 9 lbs. Dmg: +12 Rng: 35 AP S:5 T: 6 B: 6

M14Value: 1000The first assault rifle issued to the United

States Armed Forces before the Second WorldWar, the M14 was the predecessor to thelegendary M16. Featuring a smaller magazineand slower rate of fire, the M14 was stillpopular among collectors and homeownersbefore the War because of its wide availabilityand low price. Fires a single shot or a 8-roundburst. The magazine holds 20 rounds of .303caliber ammunition.Min. ST: 8 W: 7 lbs. Dmg: +8 Rng: 40 AP S:5 T: 6 B: 6

M16A1Value: 2000M16A1 Rifle. The chief rifle used by the USarmy during the middle part of the 20thcentury. Composed of durable aluminum alloyand hardy plastic. Very rare, since A2 versionis more common. Fires a single shot or a 12shot burst. The magazine holds 24 shots of5.56mm ammunition.Min. ST: 6 W: 15 lbs. Dmg: +6 Rng: 35 AP S:5 T: 6 B: 6M16A2Value: 1700An oldie but goodie, the M16A2 is a modifiedversion of a gun used in Vietnamera America.Its value mainly comes from its rarity. Fires asingle shot or a 3 shot burst. The magazineholds 18 shots of 5.56mm ammunition.Min. ST: 6 W: 15 lbs. Dmg: +6 Rng: 40 AP S:6 T: 7 B: 7

M-16C “Double Dragon” Light Assault RifleValue: 2800An interesting construction indeed. It does notvary much from standard M16 rifle inappearance but has a different caliber (9 mm).Its most distinguishing feature are the twomagazines that are mounted side by side intothis weapon – bullets are taken alternatelyform both of them and there is the possibilityto fire both JHP and AP ammo at the sametime! Regretfully, this reduces weapons rate offire – it can fire up to 4 shots a round only. Ithas room for two 20 shot magazines of 9mmJHP/AP ammo.

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Min. ST: 5 W: 12 lbs. Dmg: +8 Rng: 20 AP:S: 5 T: 6 B: 6

M1989A1Value: 1800The M1989A1 is big brother to the originalM16A1 and A2. It was rechambered to acceptthe 7.62mm ammo so troops coulduse captured Russian ammo. Although assaultrifle users greatly preferred the Americanammo for its damage capabilities, the militaryimplemented this change in anticipation offront-line ammo shortages. Withthis arrangement, a soldier could kill an enemyand replenish his supply at the same time.Fires single shots or up to 10-shot burst. Themagazine holds 35 rounds of 7.62ammunition.Min. ST: 6 W: 12 Dmg: +7 Rng: 45 AP S: 5T:6 B:6

OC-14 "The Stom" (R)Value: 3200OC-14 was creating for special forces ofMVD. This babe feeds SP-5, SP-6, SP-16 orPAB-9 ammo. The using of bullpup systemwas very comfortable. It also provides to useunderbarrel grenade launcher (or also can addsilencer and scope to it - it transforms OC-14in to the "sniper assault rifle"). 30 shots inmagazine, 8 in burst.Min. ST: 5 W: 9 lbs. Dmg: +9 Rng: 35 AP S:5 T: 6 B: 6

XL70E3Value: 3000This was an experimental weapon before thewar, and is pretty rare. Rumors are that it wasissued to the RoyalCanadian Mounted Police. Fires single shotsor up to an 8 shot burst. The chamber holds24 shots of 5mm ammunition.Min. ST: 5 W: 9 lbs. Dmg: +12 Rng: 35 AP S:5 T: 6 B: 6

BIG GUNS SKILL WEAPONS

Big guns are just that – big guns. They alwaysrequire two hands and do massive amounts ofdamage.

MACHINE GUNSThese are weapons designed to hurl enormousvolumes of bullets at a target or targets. Theyall require two hands to use, and many ofthem need a tripod for any degree of accuracy.

Avenger MinigunValue: 5500Rockwell designed the Avenger as thereplacement for their aging CZ-53 PersonalMinigun. The Avenger’s design improvementsinclude improved gel-fin cooling andchromium-plated barrel-bores. This gives it agreater range and lethality. The Avenger firesa 40 shot burst only. The magazine holds 120shots of 5mm ammunition.Min. ST: 7 W: 31 lbs. Dmg: +10 Rng: 40 APS: N/A T: N/A B: 6

BozarValue: 5250The Bozar is the ultimate refinement of thesniper’s art. Although somewhat finicky andprone to jamming if not kept scrupulouslyclean, the big weapon’s accuracy more thanmakes up for its extra maintenancerequirements. This gun looks like a largesniper rifle, and was originally designed forSEALs and special Forces to take out smallvehicles like tanks. Bozars fire 15 shot burstsonly. The magazines holds 30 .223 bullets.Min. ST: 6 W: 22 lbs. Dmg: +25 Rng: 75 APS: N/A T: N/A B: 6

Bren GunValue: 3500This British adaptation of a Czech designserved the Queen’s forces through much ofWorld War II and beyond. It uses an unusualtop-fed firing mechanism, and is terriblyinaccurate if not fired from a tripod. The BrenGun fires 15 shot bursts only. The clip holds30 rounds of .303 ammo.

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Min. ST: 7 W: 26 lbs. Dmg: +20 Rng: 45(100) AP S: N/A T: N/A B: 6

Browning M2 MinigunValue: 3000Originally designed as a tripod-mountedweapon in the last stages of World War I, theBrowning was later adapted for infantry use asthe first true minigun. The fact that it uses abelt makes it somewhat awkward, and theweight makes it unwieldy if not fired from astand. These guns were so well made thatmany were serviceable 100 years aftermanufacture. The M2 was horded bysurvivalists before the War. Fires a 10-shotburst only. The ammo belt holds 50 rounds of.50 ammunition.Min. ST: 7 W: 40 lbs. Dmg: +8 Rng: 20 (70)AP S: N/A T: N/A B: 7

CZ-53 MinigunValue: 3800The Rockwell CZ-53 Personal Minigun is amulti-barreled chaingun firing 5mmammunition at over 60,000 rounds per minute.Ouch. Fires a 20 shot burst only. Themagazine holds 120 shots of 5mmammunition.Min. ST: 7 W: 31 lbs. Dmg: +5 Rng: 35 AP S:N/A T: N/A B: 6

D.SH.K. (R)Value: 50001938 y. Model, originally designed astripod-mounted weapon it was used inWW-II, Afghanistan and a lot of other warconflicts of 20th century. It uses huge12.7x108mm caliber. Only the strongest canuse it without tripod. On 500m distance itpierces 16mm of armor. 50 shots inchain.10-shot burst onlyMin. ST: 10 W: 50 lbs. Dmg: +9 Rng: 46 (!!!)AP S: N/A T: N/A B: 6

“Kord” (R)Value:5300New generation of 12.7mm machineguns.

Ni-i-ice birthday present! Anti-air, anti-tankant anti-infantry instrument. How`s always –only the strongest… 50 shots in chain.10-shotburst onlyMin. ST: 9 W: 40 lbs. Dmg: +10 Rng: 30 APS: N/A T: N/A B: 6

Lewis MK IIValue: 3400The Cal Lewis MK II was a tweak on anAmerican design adopted by the British at thetail end of World War I. Used up until the1940s, it offers considerable stopping powerand a large ammo drum. Fires a 10 shot burstonly. The Lewis’ drum holds 47 shots of .303caliber ammunition.Min. ST: 7 W: 30 lbs. Dmg: +20 Rng: 45 (90)AP S: N/A T: N/A B: 6

Light Support WeaponValue: 4750This squad-level support weapon has abullpup design, making it difficult to use whilelying down. Because of this it was remandedto National Guard units. However, it earned areputation as a reliable weapon that packs alot of punch for its size. The LSW gains someaccuracy when attached to a tripod. The lightsupport weapon fires 10 shot bursts only, andits ammo belt holds 30 shots of .223ammunition.Min. ST: 6 W: 22 lbs. Dmg: +20 Rng: 40(130) AP S: N/A T: N/A B: 6

M249 SAWValue: 4000The Belgian-made FN Minimi, also calledM249 Squad Automatic Weapon saw wideuse before and during the War. The M249 isbest used on a tripod in a situation where thegunner can strafe bullets over a wide range.Fires a 10 shot burst only. The ammo beltholds 30 shots of 5.56mm or 7.62mmammunition (depending on the version).Min. ST: 6 W: 21 lbs. Dmg: +20 Rng: 40 (80)AP S: N/A T: N/A B: 6

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M2HBValue: 7500The M2HB is perhaps the most powerfulinfantry weapon available. It uses the unique.50 BMG ammunition; bullets designed topierce the armor of tanks and to downhelicopters. It can only be fired from a tripodbecause of its extreme kickback. The M2HB isnot designed to be a mobile weapon; instead,it is often found in a semipermanentmachinegun nest or attached to a vehicle. TheM2HB fires a 25 shot burst only. The ammobelt holds 100 shots of .50 BMG ammunition.Min. ST: 6 W: 60 lbs. Dmg: +20 Rng: N/A(140) AP S: N/A T: N/A B: 7

M60Value: 3500A belt-fed machine gun that is usuallymounted on a tripod, although one can carry itaround, too. The M60 was prized by militariesfor its high rate of fire. It can also be attachedto vehicles. Fires 10 shot bursts only. Theammo belt holds 50 shots of 7.62mmammunition.Min. ST: 7 W: 26 lbs. Dmg: +18 Rng: 35(120) AP S: N/A T: N/A B: 6

MEC Gauss MinigunValue: 18000Developed in secret by the Chinese Army inthe last days of the War, the MEC GaussMinigun is an experimental weapon of greatdestruction. It usually did so much damagethat the Chinese questioned the ethicsinvolved in issuing such a device to battlefieldtroops. The MEC’s shots have the telltalespiral of ionized gas that is the trademark ofother railguns. The MEC fires a 20 roundburst only. The magazine holds 80 shots of2mm EC ammunition.Min. ST: 6 W: 30 lbs. Dmg: +50 Rng: 35 APS: N/A T: N/A B: 6

MG3Value: 3600Originally developed for use in machinegun

nests in World War II, where it was employedby both Axis and Allied forces, the MG3 is theworld’s most popular infantry machinegun.Later models were made more portable, butthe MG3 is nearly uncontrollable if not usedon a tripod. The MG3 fires 10 shot burstsonly. The ammo belt holds 50 shots of7.62mm ammunition.Min. ST: 7 W: 30 lbs. Dmg: +15 Rng: 10(110) AP S: N/A T: N/A B: 6

“Pecheneg” (R)Value:4000More modern version of PKM. The barrel ismuch massive and effective. Better coolingsystem. Tripod is attaching at the end of barrelso it makes gun more steady. 100 shots in onechain-box. 17 shots in burstMin. ST: 7 W: 35 lbs. Dmg: +14 Rng: 29 APS: N/A T: N/A B: 6

PK Infantry Support GunValue: 5000The PK Infantry Support Gun is a highpowered machine gun designed to fire overthe heads of entrenched infantry duringassaults. The PK ISG comes with a tripodattached, making it unsuitable for up closeattacks. The PK ISG fires 10 shots only perburst. The ammo belt holds 50 shots of7.62mm ammunition.Min. ST: 7 W: 35 lbs. Dmg: +18 Rng: N/A(100) AP S: N/A T: N/A B: 7

PKM (Modernized Kalashnikov Machinegun)(R)Value: 3500Work principle is almost same as the RPK`s,but there are some differences. It has achain-"feeding", flag-type safety device. 100shots in one chain-box. This "executor" wasvery popular in Chechnya war conflicts. Youcan add tripod and even scope to it. 20 shotsin burst. 7.62 ammo.Min. ST: 7 W: 30 lbs. Dmg: +12 Rng: 25 APS: N/A T: N/A B: 6

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RPK (Kalashnkov hand machinegun) (R)Value: 3000Kalashnkov hand machinegun was designedon AKM base. Huge "horn" for 75 shots of7.62mm ammo provides long and densecovering fire. But, after 5000th shot thegrooves in rifling begin to erase. So afterevery gun repair "condition" reduces for onepoint... forever. When cond=6 you can throwRPK out. 15 shots in burst.Min. ST: 7 W: 30 lbs. Dmg: +10 Rng: 25 APS: N/A T: N/A B: 6

RPK-74 (R)Value: 3300This upgraded RPK uses 5.45mm ammo andonly 45 shots in magazine. 15 in burst.Min. ST: 7 W: 28 lbs. Dmg: +11 Rng: 27 APS: N/A T: N/A B: 6

Vindicator MinigunValue: 15250The German Rheinmetal AG Company createdthe Vindicator, the ultimate minigun. TheVindicator throws 90,000 caseless shells perminute down its 6 carbonpolymer barrels. Asthe pinnacle of Teutonic engineering, it is theultimate hand-held weapon. 25 shot burstonly. The Vindicator’s magazine holds 1004.7mm caseless bullets.Min. ST: 7 W: 30 lbs. Dmg: +14 Rng: 30 APS: N/A T: N/A B: 6

GRENADE LAUNCHERS AND MORTARSGrenade launchers sling small explosiverounds at a target. Often, they look a gooddeal like rifles, or even machineguns. Mortarsfire explosive ordinance over much longerranges. They are usually just tubes with afiring mechanism attached. Mortars aren’tsuitable for close-range combat, as theyexplode over a wide area, and are primarilyused for longrange (.5 KM or more) combatbetween squads and light vehicles. There areseveral types of grenades and mortarordinance available to shoot; for more details,

see the Ammunition section. Note thatgrenades and mortars cannot be targeted.Ranges for mortars are given in KM, anddamage is discussed under the different kindsof Ammunition for these devices in thatsection. Grenade launchers and personalmortars take two hands to use.

40mm Underbarrel grenade launcher "Squall2004" (R)Value: 3000This universal grenade launcher was inventedto replace all of it 40mm "brothers". You canadd it to any AK or any regular gun.Min. ST: Weapons ST +1 W: 4 lbs. Dmg:Varies Rng: 17 AP S: 5 T: N/A B: N/A

AGS-17 Grenade LauncherValue: 10500The AGS-17 is an improved version of theMK-19, with a better computer for increasedaccuracy. The AGS-17 model was in widedistribution before and during the war. Again,a tripod-mounted device. Single shot only.The AGS-17 holds 5 40mm grenades.Min. ST: 5 W: 30 lbs. Dmg: Varies Rng:(170) AP S: 6 T: N/A B: N/A

AK222 Grenade ThrowerValue: 2250A Russian design – simple and reliable, widelyused in EANU army. It uses pressurized air tolaunch hand grenades for large distances.Single shot only - needs to be reloaded aftereach shot. Uses 1 SEC for each 25 shots topower up air compressors.Min. ST: 4 W: 12 lbs. Dmg: as from grenadeRng: 30 AP: S: 5 T: N/A B: N/A

BG-1 Grenade LauncherValue: 2100Although slightly smaller than the M203, theBG-1 looks more like a large shotgun than agrenade launcher. Single shot only. TheMK-19 holds 2 40mm grenades.Min. ST: 5 W: 10 lbs. Dmg: Varies Rng: 15(25) AP S: 5 T: N/A B: N/A

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M203Value: 2000The M203 is a basic grenade launcher,essentially a modified M16A1 rifle fitted witha device to sling grenades a short distance.Single shot only. The M203 holds 1 40mmgrenade.Min. ST: 5 W: 16 lbs. Dmg: Varies Rng: 20AP S: 5 T: N/A B: N/A

M-21 “Nijmrod” Grenade LauncherValue: 3500An advanced 40mm grenade launcher. It wasvery popular in almost all armies of the worldbefore the War. It most astounding feature isits unique rate of fire – weapon can launch upto 3 (!) 40mm grenades a round and it canstore up to 8 grenades. Even with such highachievements it has reasonable weight andtolerable recoil.Min. ST: 6 W: 16 lbs. Dmg: varies Rng: 40AP: S: 5 T: 6 B: 6

M2 60mm Portable MortarValue: 14000The M2 was widely used by UN forces in theGulf War, and is one of the most commonportable artillery devices. Although it hasnowhere near the range of a tank or howitzer,its primary use was to bombard infantry withartillery, demoralizing them. It can also firedifferent kinds of chemical warefare, but weknow the US would never do that. The M2holds one 60mm mortar, and must be set upon a tripod, on the ground (not on the back ofa vehicle).Min. ST: 5 W: 40 lbs. Dmg: Varies Rng: .7KM AP S: 5 T: N/A B: N/AM79 Grenade RifleValue: 3000The M79 is an improved version of the MK-1,with better range and lighter weight. It can befired with one hand, if necessary. Single shotonly. The M79 holds 1 40mm grenade.Min. ST: 5 W: 8 lbs. Dmg: Varies Rng: 20 APS: 5 T: N/A B: N/A

MK-19 Personal Artillery DeviceValue: 7000The MK-19 is a tripod-mounted grenadelauncher designed to throw explosivesaccurately over long distances. A smallcomputer helps compensate for wind, terrain,and other factors. Single shot only. TheMK-19 holds 1 40mm grenade.Min. ST: 5 W: 25 lbs. Dmg: Varies Rng:(140) AP S: 6 T: N/A B: N/A

PS-22 51mm MortarValue: 15000An older model mortar, the PS-22 was usedheavily in operations in Vietnam and Colombia(the “drug wars”). The PS-22 uses the unusual51mm shells, and ammunition can be difficultto find. Its range and accuracy is slightly lessthan the M2.Min. ST: 5 W: 45 lbs. Dmg: Varies Rng: .5KM AP S: 5 T: N/A B: N/A

RG-6 (R)Value: 6500Last and the best word in 40mm grenadelaunchers. This a 6-shots revolver-typeweapon. Expensive but effective.Min. ST: 6 W: 13 lbs. Dmg: Varies Rng: 27AP S: 5 T: N/A B: N/A

TKB-0218 "Avalanche" (R)Value: 2500This is a cheap single shot grenade launcher. Itwas constructed by the mountaineers like ananti-avalanche gun. It uses standard 40mmgrenades. In Chechnya it was used like an"anti-sniper device". Uncomfortable andfragile construction.Min. ST: 5 W: 7 lbs. Dmg: Varies Rng: 17 APS: 5 T: N/A B: N/A

ANTI-TANK WEAPONSThese are rocket launchers designed todestroy tanks, jeeps, cars, trucks, and otherland-based vehicles. Using these on critters

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and other people can be fun, for the trulysadistic. Rocket launchers all require twohands.

IATTP (Infantry Anti Tank Tesla Projector)Value: 8000This weapon uses electricity to attack and stunor kill armoured vehicle crew. Unlike EMPweapons, it does not disable the target(however this may happen sometimes) butattacks the vehicle with “lightning” thatelectrocutes crew. Weapon can also be usedagainst infantry. An interesting effect of thisweapon is that if target is well insulated itwon’t be damaged by the attack but it will be“charged” and the hit will take effect whentarget is grounded. Only living beings areaffected. After target is hit there is 65%chance that weapon will work properly and allliving beings hit will take d100 damage,otherwise there is no effect. The IATTP willaffect anyone closer than 5 meters from theinitial target then anybody closer than 5 metersfrom the those targets and so forth, thus theweapon can harm numerous foes if they standclose by. Weapon takes 10 MFC to charge,single shot only. Weapon was forbidden byLondon Arms Pact in 2076 but US Armyhadn’t have enough time to dispose of it so itcan be found in most pre-War militaryinstallations.Min. ST: - W: 65 lbs. Dmg: d100 Rng: 20 AP:S: 7 T: N/A B: N/A

LAW-80 Rocket LauncherValue: 1900LAW stands for Light Antivehicle Weapon.Although the LAW rocket is relatively weakand can only be fired once, it packs quite a bitof a punch. Single shot only. The LAW-80cannot be reloaded and comes with oneLAW-80 rocket.Min. ST: 6 W: 14 lbs. Dmg: 6d8+30 Rng: 60AP S: 6 T: N/A B: N/A

RPG-18 "The Fly" (Hand anti-tank grenadelauncher) (R)

Value: 1700Actually it`s a TOW. You can shot it only onetime. Hollow-charge projectile, light andcompact. All infantry used it since 1973. Forhitting light armored vehicles.Min. ST: 6 W: 7 lbs. Dmg: 6d8+20 Rng: 60AP S: 6 T: N/A B: N/A

RPG-27 "Tavolga" (R)Value: 2200The same case. Powerful non-permanentTOW 1986 year model. For hitting light andmedium armored vehicles.Min. ST: 6 W: 16 lbs. Dmg: 6d8+30 Rng: 65AP S: 6 T: N/A B: N/A

RPG-102 "Demiurge" (R)Value: 4000This world-famous toy was used by Russianarmy only in the War. This is a unique plasmaanti-tank TOW. Developed in secret since2010 it was a great surprise for everyone. Youcan "make a present" with 3 plasma shots.Non-reloadable.Min. ST: 6 W: 20 lbs. Dmg: 2d30+30 Rng: 40AP S: 6 T: N/A B: N/A

Rockwell L-72 Rocket LauncherValue: 2300A basic rocket launcher, and one of the fewshoulder-fired models that can be reloaded.The L-72 holds one Rocket.Min. ST: 6 W: 15 lbs. Dmg: Varies Rng: 50AP S: 6 T: N/A B: N/A

TOW-II Missile Defense SystemValue: 15000The TOW-II MDS is simply the mostpowerful anti-tank device available. It can onlybe fired from a tripod and will generallydestroy any small vehicle it hits. The rocketsthe TOW-II fires are covered with a smallamount of uranium, designed to melt througharmor to reach the vulnerable partsunderneath. Because of its pre-programmedfiring computer, the TOW-II cannot targetanything other than vehicles. Not that you

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would want to. Of course, someone out therecould probably re-program it. Single shotonly. The TOW-II holds 1 TOW-II rocket.Min. ST: 6 W: 65 lbs. Dmg: 10d10+200 Rng:150 AP S: 8 T: N/A B: N/A

FLAMETHROWERSFlamethrowers are fairly selfexplanatory; theyfire a hightemperature substance called fire attargets to damage said target. Flamethrowerscan also be re-fitted with different kinds ofammunition tanks, so they can shoot thingsother than fire. Very, very nasty things. It goeswithout saying that flamethrowers aretwo-handed weapons.

Flambe 450 FlamethrowerDesigned as a squad support weapon, theFlambe 450 was employed during the war totake out nests of machineguns and to torchcivilian villages as a form of terrorism. Its lightweight and increased range make it aformidable weapon.Min. ST: 6 W: 20 lbs. Dmg: Varies Rng: 23AP S: 6 T: N/A B: N/A

M9E1-7 FlamethrowerValue: 2000Your basic flamethrower. A nozzle with agun-like trigger is attached to a hose which isin turn attached to a special backpackcontaining fuel. Useful for taking out largegroups of people. Flamethrower fuel is notalways the only thing a flamethrower canspew. For rules about damage fromflamethrowers and fire, see theNon-Conventional Weapons section underCombat Step Two: Damage. Single shot only.The flamer’s backpack holds a tank ofammunition, and the number of “shots” variesfrom tank to tank.Min. ST: 6 W: 28 lbs. Dmg: Varies Rng: 20AP S: 6 T: N/A B: N/A

RPO (R)Value: 7000

New word in infantry hand flamers.Shot-effect of this “rocket-capsule” can becompared with explosion of 122-mm tank or120-mm mortar shell. Explosion range is 2hexes. Then during 5 rounds this land burns,dealing 2d8+fire damage.Min. ST: 6 W: 15 lbs. Dmg: Varies Rng: 30AP S: 6 T: N/A B: N/A Reload: 4

ARTILLERYArtillery are the BIG big guns. Weithercannons, howitzers or some other kind ofweapons, this category holds those big gunstoo large to be carried around by a character.

20mm ADEN Defensive Cannon (ADC20)Value: 30000This automated defensive pod was a commonpre-War security array. This compact cannon,shielded by massive tungsten alloy armouredplates, comes with a semi-AI computer that isresponsible for all of its advanced functions.The cannon is capable of IFF and will notshoot at anyone who is pre-programmed asally (as it possesses various sensors, from IRto smell identification, risk of misfire is verylow, even in poor weather conditions or atnight) or will shot at anyone who ispreprogrammed as enemy (e.g. anyonecarrying a weapon) - second mode being moreuseful in situations where the risk of someoneunexpected, but non-hostile, coming is high(e.g. a city). The cannon can fire 20 mmHEAT, MPAT, HE and ATP shells (basic cost25 per one) and has a 100-shot magazine. Theweapon is capable of 3-shot burst fire.Min. ST: - W: 300 lbs. Dmg: 6d10 + 40 Rng:60 AP: S: 6 T: 7 B: 7Action Points: 12 Skill: 110% XP value: 500

AGM-223 “Pandora” Laser GuidedBombValue: 5000This is a free fall bomb with small fins used tochange its falling trajectory and extend range.It must be used with laser targeting system as

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it needs target to be illuminated by a laserbeam (from the bombing craft or anothersource, e.g. a common usage of those bombswas that commando teams used laser markersto allow planes make a successful attack). Theaircraft computer makes all the necessarycalculations regarding when the bomb shouldbe released to hit the marked target. After thedrop, the bomb acts like a normal freefallbomb except to the fact that due to its wings itcan be dropped from a few miles away fromthe target and it can make some necessaryadjustments to stay on the preprogrammedcourse (but still, this is not a homing missile).After the release of the bomb, the targetinglaser can be turned off. The aircraft cannot bemaking any manoeuvres during the releaseprocess.Weight: 800 kg (1800 lbs.) Dmg: 10d6 x 30(HE) R: defined by craft’s speed AP: a fewrounds of targeting

AGM-229 “Minotaur” AT (Anti Tank) MissileLauncherValue: 8000 + 1000 per HEAT missile, 3000for ATP missile and 10000 per TSAT missileThis is a “fire-and-forget” anti-tank missilelauncher with various warheads designed todestroy tanks and other armoured vehicles.Each launcher consists of 5 tubes with onemissile each. Range is approximately 7 km.Weight: 550 kg (1215 lbs.) with 5 missilesDmg: 10d6 x 10 (HEAT) or 10d6 x 100(TSAT) or ATP R: 7 km AP: S: N/A T: allAP’s B: N/A

ASM-56 “Harpoon II” Anti Ship MissileValue: 20000This long-range cruise missile was an ultimateanti-shipping weapon before the War. Becauseof its long range it does not carry muchexplosives, but it is designed to penetrate shiparmour so it explodes internally, dealingmassive structural damage. A larger versionwith extended range (250 km) and largerwarhead was used by strategic bombers andwarships.

Weight: 700 kg (1550 lbs.) Dmg: 10d8 x 20R: 110 km Velocity: 650 kts. (1203 km/h) AP:a few rounds of targeting Warhead skill: 120%

BIN-21 “Inferno” Napalm BombValue: 250This is a simple napalm canister, with a scatterexplosive device, used to attack any kind oftarget and able to deal massive damageespecially to unarmoured targets. Napalmbombs are often dropped in packs of 6-10 inorder to cover greater area with flames. As theflaming substance was especially designed it’sextremely hard to be extinguished and sticksto almost any substance substances. Eachbomb covers area of about 50 square meters.W: 15 gallon (57 litres) = 132 lbs. (60 kg)Dmg: 2d10 + 50 damage points each roundfor d20 + 5 rounds

Enclave Arms 130 mm Tank CannonOne of the most powerful cannons available.The 130mm canon combines range anddestruction power. Single shotonly.W: 3500 lbs. Dmg: (4d10 + 3) x 10toeverything within 25 meters and 1d6concussion to everything within 10 metersRng: 5 KM AP S: 5 T: N/A B: N/A

Free Fall BombA Vertibird (or RAH-88) weapon withabsolutely no guidance system, simply fallingdown after being released with the speed andtrajectory of the flying vehicle. In order to hitwith it, use ¼ of your vehicle skill. Probablyone of the most devastating weapons in theEnclave arsenal, as it’s a simple containerfilled with high explosives. All damage is givenfor HE bombs, but AP (treat those asAPFSDS) also exist, but they were mainlymade to destroy warships, bunkers and otherhighly armoured targets that are not commonin wasteland. Bombs may be mounted in packsof 1, 2 or 3 on each hardpoint (if craft is ableto carry their weight).W: 150 lbs. (67 kg) Dmg: 10d6 Value: 600

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W: 745 lbs. (337 kg) Dmg: 10d6 x 10 V: 1000W: 1100 lbs. (500 kg) Dmg: 10d6 x 20 V:1850W: 2000 lbs. (900 kg) Dmg: 10d6 x 35 V:2400Rng: free fall AP: S: 2 T: N/A B: 2 (more thanone bomb at a time)

Intel Corp. ED-234 Electronic CounterMeasures (ECM) PodValue: 3000This complex electronic warfare system maybe used for to jam any radar detector. TheECM sends strong signals, so it’s very easy todetect that something is coming, but it’salmost impossible to determine the specificlocation of target and therefore make a “lock”on the target necessary for radar-guidedmissile firing. This system should only be usedafter the aircraft has been detected by radar.

M217 Super Hydra 70mm Rocket LauncherValue: 1500This is more advanced version of Hydrarocket currently used by US Army (e.g. byAH64 Apache). It contains 42 unguidedrockets with AP warheads (no other types aresupplied). Rockets can be fired one at a time,in 6-rocket salvo or all at the same time.Min. ST: Vehicle weapon W: 300 lbs. Dmg:6d6 (each rocket), DR - 20 Rng: 800 yardsAP: computer-fired

“Owl” ASRAAM (Advanced Short RangeAir-Air Missile)Value: 2600An advanced short-range missile, equippedwith 3 types of guidance systems: Infra Red,Heat Seeker and Radar Guidance. Fire andforget.Weight: 50 kg (110 lbs.) Dmg: 8d10 R: 8 kmVelocity: 2700 kts. (5000 km/h) AP: a fewrounds of targeting Warhead skill: 100%

“Raven” AMRAAM (Advanced MediumRange Air-Air Missile)Value: 3000

An advanced medium range missile, equippedwith 3 types of homing devices: Infra Red,Heat Seeker and RadarGuidance. Fire and forget.Weight: 90 kg (200 lbs.) Dmg: 6d10 + 10 R:25 km Velocity: 2000 kts. (3704 km/h) AP: afew rounds of targeting Warhead skill: 90%

“Swallow” ALRAAM (Advanced Long RangeAir-Air Missile)An advanced long-range radar guided missile.In the first phase of flight, the missile is guidedby the aircraft’s radar and then, just a fewmiles away from the target the missile turns onits own radar and homes in on the target.Requires target to be marked by firing craftradar.Weight: 150 kg (331 lbs.) Dmg: 8d8 + 20 R:95 km Velocity: 680 kts. (1259 km/h) in thefirst phase, 1800 kts. (3333 km/h) in the finalphase AP: a few rounds of targeting. Warheadskill: 80%

ENERGY WEAPONS SKILL WEAPONSEnergy weapons were developed in the early21st century, and almost every majorgovernment employed them in their armedforces at the time of the war. Pistols do notrequire two hands to use, all other energyweapons do. There are two main kinds ofenergy weapons: laser and plasma. Lasers arehighly concentrated beams of light that meltthrough pretty much anything. Plasma issuperheated, ionized gas that melts throughpretty much anything. There are other kinds ofenergy weapons as well. Note that damagefrom energy weapons is weapon-dependant,not ammodependant. Energy pistols areonehanded weapons, but energy rifles and bigenergy weapons require two hands.

PISTOLSThe simplest energy weapons, and usually theweakest, are pistols. They are however, goodfor concealing and scaring people who havenot dealt with energy weapons before.

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Alien BlasterValue: 10000No one is sure where this weapon comesfrom, and there have been several unconfirmedreports from nomads that they fell from theskies inside of large metal disks; disks thatalso contained the bodies of something nothuman. Single shot only. The Alien Blasterholds 10 charges, and uses the Small EnergyCell to recharge.Min. ST: 3 W: 29 lbs. Dmg: 5d10+30 Rng: 10AP S: 4 T: 5 B: N/A

EMP-wand "Calmative" (R)Value: 8000This small "wand" was designed by RussianFederal Security Agency in 2004 for spies.You can turn off any robot or old pre-warcomputer with one second. One "shot"requires 20 MFC`s (by the way, there one shotonly :) - then reload.Min. ST: 3 W: 5 Dmg: N/A Rng: 5 AP S: 7 T:N/A B: N/A

Glock 86 Plasma PistolValue: 2750Designed by the Gaston Glock Laboratories,this small gun shoots a small bolt ofsuperheated plasma. Single shot only. ThePlasma Pistol holds 16 charges, and uses theSmall Energy Cell to recharge.Min. ST: 4 W: 8 lbs. Dmg: 1d20+10 Rng: 20AP S: 5 T: 6 B: N/A

Solar ScorcherValue: 2000The Solar Scorcher is not named because itcan actually damage the sun, but instead ofammo it uses the sun’s rays to recharge.Unfortunately, this makes its use in caves,buildings, and at night somewhat limited. Itrecharges in about 30 seconds, but must be indirect sunlight to do so. Single shot only. TheSolar Scorcher holds 6 charges, and usesdirect sunlight to recharge.Min. ST: 4 W: 10 lbs. Dmg: 4d10+20 Rng: 20

AP S: 4 T: 5 B: N/A

UR-2 Sonic pulse pistol (R)Value: 5000Designed by Ukrainian Weapon Tec`sResearch Center in first war days of War, thistoy was an absolutely surprise for everyone.There weren`t any armor, that could stop sucha powerful sonic wave. It just passed throughit and turned all life substance into the bloodymess. The solution was found. It was... liquidsilicon rubber. Ten mm`s of rubber defusedbeam`s destructive effect (or 10 meters ofstone). Since it they added rubber-kindsubstance into all types of Power Armors. Anyother armors are nothing!Ignores all "simple" armors. Extremely raretoy.Min. ST: 3 W: 5 lbs. Dmg: 1d10+20 Rng: 12AP S: 4 T: 5 B: N/A

Wattz 1000 Laser PistolValue: 1200The civilian model of the W-1600 pistol, TheW-1000 is slightly weaker and has a shorterrange. There are still a few of these lyingaround the wastes, although they tend to be inpretty bad shape. The W-1000 holds 10charges, and uses Small Energy Cells torecharge.Min. ST: 3 W: 6 lbs. Dmg: 1d8+10 Rng: 25AP S: 5 T: 6 B: N/A

Wattz 1600 Laser PistolValue: 1400The Laser Pistol is perhaps the simplest of theenergy weapons. It fires concentrated light ata target, exciting the molecules at the point ofimpact and causing considerable damage.Favored by assassins and gangsters because ofits relatively inexpensive price and small size.Single shot only. The Laser Pistol holds 12charges, and uses the Small Energy Cell torecharge.Min. ST: 3 W: 7 lbs. Dmg: 1d12+10 Rng: 35AP S: 5 T: 6 B: N/A

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YK32 Pulse PistolValue: 12500A weapon that fires high energy pulses of lightand sound at an opponent, causing them tobegin to disintegrate at the molecular level.Fun and educational for the kiddies. It looks alittle like a Buck Rogers gun. Single shot only.The Pulse Pistol holds 10 charges, and usesthe Small Energy Cell to recharge.Min. ST: 3 W: 5 lbs. Dmg: 1d12+32 Rng: 15AP S: 4 T: 5 B: N/A

RIFLESThe weapons of the elite military at the time ofthe war, these rifles are the backbone of theenergy arsenal.

H&K 31415 Laser CarbineValue: 3500A laser rifle with a shorter barrel and limitedrange, this weapon is about halfway between alaser pistol and laser rifle. Not widelydistributed, these weapons are fairly rare.Single shot only. The Laser Carbine holds 20charges and uses Micro Fusion Cells torecharge.Min. ST: 6 W: 13 lbs. Dmg: 2d12+18 Rng: 20AP S: 5 T: 6 B: N/A

Sherman “Lightning“ Plasma RifleValue: 20,000The last step in plasma weapons before theWar. Unlike other plasma rifles that can fireonly single shots, the Lightning has muchbetter barrel cooling system and therefore itcan fire in burst mode. It’s also smaller andlighter than other plasma weapons. The onlydrawback is its high price. Weapon can fire 8shot bursts and it holds 24 charges from MicroFusion Cells.Min. ST: 5 W: 10 lbs. Dmg: 2d20+20 Rng: 35AP: S: 5 T: 6 B: 6

Turbo Plasma RifleValue: 10000An upgraded version of the Model P94 Plasma

Rifle, this model features an advanced coolingsystem for increased range and accuracy. TheTurbo Plasma Rifle holds 10 charges and usesMicro Fusion Cells to recharge.Min. ST: 6 W: 17 lns. Dmg: 2d20+30 Rng: 35AP S: 5 T: 6 B: N/A

Wattz 2500 Laser RifleValue: 4500An early model Laser Rifle, the L-2500 wasnever put into mass production because it wassoon replaced by better weapons. The W-2500holds 12 charges and uses Micro Fusion Cellsto recharge.Min. ST: 5 W: 12 Dmg: 3d8+22 Rng: 45 APS: 5 T: 6 B: N/A

Wattz 3120b Laser RifleValue: 5000The Laser Rifle is a refinement of the pistol,with a longer barrel for increased accuracy aswell as the space for a larger, hotter energybeam. Single shot only. The Laser Rifle holds20 charges, and uses the Micro Fusion Cell torecharge.Min. ST: 4 W: 7 lbs. Dmg: 2d12+23 Rng: 35AP S: 5 T: 6 B: N/A

Winchester Model P94 Plasma RifleValue: 4000An industrial-grade energy weapon that firessuperheated bolts of plasma down asuperconducting barrel. Single shot only. ThePlasma Rifle holds 10 charges and uses MicroFusion Cells to recharge.Min. ST: 6 W: 17 lbs. Dmg: 2d20+25 Rng: 25AP S: 5 T: 6 B: N/A

YK42b Pulse RifleValue: 17500This is a version of the Pulse Pistol, in rifleform, meaning longer range and more damage.What more couldyou ask for from a weapon? Single shot only.The Pulse Rifle holds 15 charges, and uses theMicro Fusion Cell to recharge.Min. ST: 3 W: 14 lbs. Dmg: 2d12+54 Rng: 30

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AP S: 5 T: 6 B: N/A

BIG ENERGY WEAPONSThese weapons were mostly in thedevelopmental stage at the beginning of thewar, and are very rare. These are, without adoubt, the most valuable weapons in thewastes.

Gatling LaserValue: 7500The H&K L30 Gatling Laser is the onlyenergy weapon capable of firing in burstmode. Designed specifically for military use,these were in the prototype stage at thebeginning of the war. Multiple barrels allowlonger firing before overheating. The GatlingLaser only fires a 10-shot burst. The GatlingLaser holds 30 charges, and uses MicroFusion Cells to recharge.Min. ST: 6 W: 29 lbs. Dmg: 1d20+20 Rng: 40AP S: N/A T: N/A B: 6Ion BeamerValue: 14000This was an experimental weapon at thebeginning of the war. Kind of awkward, as itlooks a good deal like the Ghostbusters’proton packs, the Ion Beamer is a subatomicparticle-spewing hose attached to a backpackwith a nuclear accelerator. The Ion Beamershowers a target with skindamaging ionizedgas. The ions cause the atoms in the target’sbody to start losing or gaining electrons,eventually leading to the target’sdisintegration. Note that the Ion Beamercannot be targeted. Single shot only. The IonBeamer holds 20 charges, and uses MicroFusion Cells to recharge.Min. ST: 5 W: 30 lbs. Dmg: 3d12+60 Rng: 30AP S: 5 T: N/A B: N/A

MESON CannonValue: 16000Another experimental weapon, the MESONCannon is a shoulder-fired weapon ofincredible destructive power. It shoots

MESONs, which are made up of two quarks –a quark and an antiquark. Since normalprotons are made up of three quarks, theaddition of a MESON into a normal protoncauses the atom to begin exploding at close tothe speed of light, leaving nothing but quarks.Note that the MESON Cannon cannot betargeted. Single shot only. The MESONCannon holds 10 charges, and uses MicroFusion Cells to recharge.Min. ST: 6 W: 30 lbs. Dmg: 5d10+100 Rng:50 AP S: 6 T: N/A B: N/A

ARTILLERYArtillery are the BIG big guns. Weitherplasmacannons, lasers or some other kind ofweapons, this category holds those energyweapons too large to be carried around by acharacter.

Enclave Arms Heavy Plasma Tank CannonA devastating and accurate heavy tankweapon. Each shot requires 7 MFC, andcannon can be supplied with 70 MFC at atime. Single shot only.W: 2400 4 KM Dmg: (3d12+2) x 10 AP S: 6T:7 B: N/A

Gatling Eye-Targeted Laser CannonThe main weapon of the RAH-88 Inca. It canfire a burst up to 20 shots. Takes 500 MFC tofully reload (500 shots).W: 200 Dmg: 3d20 + 30 AP: S: 4 T: 5 B: 5

Mining LaserValue: 10000This is not a weapon, however it might beused to deal damage. The mining laser is ahigh-energy beam laser used to extractminerals. It can deal unimaginable amounts ofdamage but it’s too heavy to be man-portableand its range is very short.Min. ST: 6 W: 800 Dmg: 2d20x100 Rng: 5AP S: 7 T: N/A B: N/A

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THROWING SKILL WEAPONSThese are weapons that the user chucks withgood old-fashioned muscle power. APnumbers reflect necessary action points whenthrowing the weapon. Note that grenades andother thrown explosives cannot be targeted.

Acid GrenadeValue: 300A nasty weapon, acid grenades were designedto demoralize soldiers by permanentlydisfiguring them. When they explode, acidgrenades release a spray of acid that coatseverything in a 2 hex radius. In addition,everything within two hexes of the explosionis subject to 1d6 points of concussion damage.Min. ST: 4 W: 1 lb. Dmg: Varies Rng: 15 APS: 5 T: N/A B: N/A

BolaValue: 10Originally designed by native peoples inEurope and the Americas, and adopted asrecently as 100 years ago by ranchers inArgentina, a bola is a rope with two or threerocks tied to the ends. One uses a bola byswinging it over their head and tossing it at thetarget; if successful, the bola will wrap aroundthe target, knocking it off its feet andrendering it immobile. Bolas do not actuallydo damage, but are a favorite weapon ofslavers who do not wish their goods harmed.Anything hit with a bola is automaticallyknocked down and immobile until freed; asuccessful roll against Strength allows thetarget to break out.Min ST: 4 W: 5 lbs. Dmg: N/A Rng: 30 S: 4T: N/A B: N/A

Boom BugsValue: 200A giant mutant strain of Lady Bird withunstable body chemistry. Explodes whenagitated, disturbed, angry or bored. Oftenused as "grenades".Min. ST: 4 Dmg: d8+6 Rng: 15 AP S: 5 T:N/A B: N/A

BoomerangValue: 15Although boomerangs are commonlyassociated with Australian aborigines, similardevices have been found among indigenouspeoples the world over. Contrary to popularbelief, hunting boomerangs (the kind that hurt)do not return to the user.Min ST: 1 W: 8 lb. Dmg: 1d4+3 + MD Rng:15 AP S: 3 T: 4 B: N/A

ChakramValue: 25The chakram is a ring of metal filed to arazor-sharp edge. An inexpensive, light, andnasty weapon based on innovations frompractical experience and Hong Kong actionmovies.Min. ST: 1 W: 10 lb. Dmg: 1d4+2 Rng: 15 APS: 4 T: 5 B: N/A

Combat KnifeValue: 165A military-issued knife designed for meleecombat. The serrated edges tend to tearinstead of cut, and are a lot more painful thana normal knife. See also Melee Weapons.Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MDRng: 7 AP S: 4 T: 5 B: N/A

CS88 Gas CanisterValue: 200These grenades were also used by SWATteams before the war. They contain tear gasthat blinds foes. Reduces enemies PE to 1.There is no saving throw from this attack aslong target is not wearing a gas mask or ABCarmour both of which eliminate effects of thatgrenade.Min. ST: x W: 0,5 Dmg: special Rng: 15 APS: 5 T: N/A B: N/A

DartValue: 10A simple weapon constructed from anything

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from wood to plastic to metal, a dart is a tinyobject thrown into the flesh of a target. Theyaren’t known for causing excessive amountsof damage, but when coated with the rightsubstance, darts make a great poisoner’sweapon.Min. ST: 1 W: 1 lbs. Dmg: 1d2 Rng: 8 AP S:3 T: 4 B: N/A

Flash GrenadeValue: 300The flash grenade, known as the “flashbang”among counter-terrorist units, doesn’t explodelike a normal grenade but instead emits abright flash of light. Anyone facing a flashgrenade who doesn’t know to look away willsuffer blindness for 1d10 rounds after itexplodes. Anything within two hexes is alsosubject to 1d6 of concussion damage.Min. ST: 4 W: 1 Dmg: Special Rng: 15 AP S:5 T: N/A B: N/A

Fragmentation GrenadeValue: 150A small explosive device that one throws andthen explodes at the base of a target. Fraggrenades are designed to shatter upon impact,peppering anything nearby with smallfragments of metal. Anything in a hex adjacentto the grenade’s point of explosion is subjectto 1d6 points of frag damage. Anything withintwo hexes of the explosion suffers 1d6 pointsof concussion damage.Min. ST: 3 W: 1 lb. Dmg: 1d12+22 Rng: 15AP S: 5 T: N/A B: N/A

Gas GrenadeValue: 300This grenade doesn’t actually explode, butreleases a cloud of gas in a radius of 6 hexesfrom the point of“detonation.”Min. ST: 4 W: 1 lb. Dmg: Varies Rng: 15 APS: 5 T: N/T B: N/A

The Holy Hand Grenade of Antioch

! – This is a special, “magical” weapon, don’tgive it to players unless it fits in yourcampaigning background. And remember it’sUNIQUE weapon.Value: ?The Holy Grenades of Antioch were oncemade for crusaders to crush the pagans. Howmany of them remain to this day is unknown.Also the way these grenades function remainsunknown… It must be thrown with words“Hallelujah” spoken otherwise it won’t work.Min. ST: 4 W: 2 Dmg: 300 +2d100 Rng: 18AP S: 5 T: N/A B: N/A

Incendiary GrenadeValue: 300Essentially an improved Molotov cocktail, theincendiary grenade combines the explosiveeffects of a frag grenade with burningphosphorus. Ouch. Anything in a hex adjacentto the point of explosion is subject to 1d6points of frag damage, and anything within 2hexes suffers 1d6 points of concussiondamage. Anything within 3 hexes of theexplosion is covered with burning phosphorusand begins taking fire damage. Note that firegrenades do not need to be lit, unlike aMolotov Cocktail.Min. ST: 4 W: 1 lbs. Dmg: 1d12+22 (+ fire)Rng: 15 AP S: 5 T: N/A B: N/A

Intel Corp. XG-23 Smart GrenadeValue: 350This is one of the first smart grenades evermade, although a successful one. It’s equippedwith several small rocket engines that allow itto fly rather than be thrown. The grenadehomes for heat source but it will always seektarget in the direction opposite to its thrower(there were many accidents with the earlyversions when the grenade began spinningafter being thrown and then targeted its userrather than the intended target). Unfortunatelythe grenade has very little explosive inside soit doesn’t deal much damage.Min. ST: - W: 4 lbs. Dmg: 2d6 + 2 Rng: 50yards AP: S: 5 T: N/A B: N/A

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Intel Corp. XN-2 Nano GrenadeValue: 3500This grenade is filled with hundreds of millionsof nanomachines that will “attack” anyelectronic device in radius of 3 metres fromthe impact point. There is an 80% chance thatany electronic or mechanic device within thatradius will be broken beyond repair within 2d4rounds. Nanomachines will damage almostanything that has at least some mechanismsinside, be it a clock, a battlemech or even asuit of power armour. Robots shielded fromEMP shock are not resistant against this typeof attack.Min. ST: -W: 0,5 Dmg: special Rng: 15 AP S:5 T: N/A B: N/A

KnifeValue: 40A basic knife for cutting things, critters, orpeople. See also Melee Weapons.Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 5AP S: 4 T: 5 B: N/A

Magnatech H13 “Building Buster” ElasticGrenadeValue: 2000This is something like a thrown version ofplastic explosives. When thrown, it will stickto most surfaces and then explode (it has 2second fuse that is activated after impact).This kind of grenade was especially designedto destroy bunkers and buildings.Min. ST: 3 W: 8 lbs. Dmg: 2d10+5 (buildingstake quadrupled damage of [2d10 +5]*4) Rng:ST + 0 yards AP: S: 6 T: 7 B: N/A

Magnatech H666 “Hellbringer” NuclearGrenadeValue: 15,000This small nuclear grenade (equivalent of 500tons of TNT) is equipped with its ownpropulsion system that is activated after thegrenade is thrown and extends the range byapproximately 200 meters (219 yards). Thegrenade will explode 20 seconds after it has

run out of fuel and it cannot be defused afteractivation. It should be handled with maximumcaution in order not to throw it improperly(e.g. in a way that it will hit a solid object nearthe thrower and fall much closer than 200yards). Using this weapon without full ABCwarfare armour may result in user being killedby high radiation that is emitted after blast.Damage is not specified, as there may be manyforms of damage (form heat wave to fallingwalls) and should be determined by GM (butgenerally everyone within 25 meters radiusshould be slain without any rolls).Min. ST: - W: 40 lbs. Dmg: Special Rng: ST +220 yards AP: S: 7 T: N/A B: N/A

Molotov CocktailValue: 50The simplest grenade, a molotov cocktail is abottle full of gasoline, oil, or some otherflammable substance, with an oilsoaked rag asa fuse. Any target hit with a molotov cocktailis subject to fire damage. You have to lightone with a fire source before you toss it.Min. ST: 3 W: 1 lb. Dmg: 1d12+8 Rng: 12 APS: 5 T: N/A B: N/A

Phantasm (Fantasy) BallValue: 200At first glance, this appears to be a solid metalsphere about the size of a baseball. Whenenough centrifugal force is applied – say, fromthrowing it or rolling it on the ground – metalspikes pop out of the ball, turning it into asharp, deadly object. Its damage is relativelylow, so phantasm balls are best used inconjunction with poison, as an assassin’s tool,or as a caltrop to cause damage to a car tire.Min. ST: 3 W: 3 lbs. Dmg: (1d12+5) + MDRng: STR*2 AP S: 4 T: 5 B: N/A

Plasma GrenadeValue: 300The plasma grenade explodes and propels alarge amount of superheated plasma into thesurrounding area. Anything in a hex adjacentto the grenade’s point of explosion is subject

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to 1/3 of the damage from the plasma.Anything within two hexes of the explosion issubject to 1d6 of concussion damage.Min. ST: 4 W: 1 lb. Dmg: 5d10+40 Rng: 15AP S: 5 T: N/A B: N/A

Powder BagValue: 3A tribal invention, a powder bag is a smallsack willed with a fungal powder that causes asevere allergic reaction in a human target. Anyhuman target successfully hit with a powderbag must roll against Endurance or else beovercome by blindness for 1d10 rounds.Min. ST: 1 W: 1 lb. Dmg: None Rng: 10 S: 4T: N/A B: N/A

Pulse GrenadeValue: 300This grenade does not explode, but ratheremits a neutron burst that heavily damageselectronic equipment. Useful against tanks,cyborgs, robots, and rooms full of computers.Does not affect biological critters.Min. ST: 4 W: 1 lb. Dmg: 5d10+100 Rng: 15AP S: 5 T: N/A B: N/A

RockValue: N/AYour basic, run of the mill rock. There areonly several trillion of them lying around thewastes. See also Melee Weapons.Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: 10AP S: 4 T: 5 B: N/A

Sharpened PoleValue: 5A basic piece of wood with a sharpened end.See also Melee Weapons.Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MDRng: 10 AP S: 4 T: 5 B: N/A

Smoke GrenadeValue: 140The smoke grenade doesn’t actually explode,but a chemical reaction causes a cloud ofsmoke to be released in a radius of 5 hexes

from the grenade’s “detonation” point. Thesmoke causes blindness for 1d10 rounds toany biological critter within it.Min. ST: 4 W: 1 lb. Dmg: None Rng: STR*2AP S: 4 T: N/A B: N/A

SpearValue: 80Your basic polearm. A wooden pole with asharpened piece of metal on the end. See alsoMelee Weapons.Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MDRng: 5 AP S: 5 T: 6 B: N/A

Tangle GrenadeValue: 300Another diabolical toy, the tangle grenadedoesn’t explode, but instead sprays aquick-drying liquid polymer than entangles anycritter, character, or NPC in a three-hex radiusof the explosion. A successful roll againstStrength is required to break free of thischemical compound. Anything within twohexes also suffers 1d6 of concussion damage.Min. ST: 4 W: 1 lbs. Dmg: None Rng: 15 APS: 5 T: N/A B: N/A

Throwing KnifeValue: 100A knife specifically designed for throwing. Ithas a hole cut out of the middle of it to makeit hurt more whenremoved from flesh.Min. ST: 2 W: 1 lb. Dmg: 1d6+MD Rng:ST*2 AP S: 4 T: 5 B: N/A

Throwing StarsValue: 30These small, sharp pieces of metal are usedprimarily by Yakuza as assassination tools.Some tribals use similar devices to hunt smallgame – and for self defense. An enterprisingindividual could coat them with poison tomake them more painful.Min. ST: 1 W: 1 lb. Dmg: 1d6 Rng: 15 AP S:3 T: 4 B: N/A

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VX3 Nerve Gas CanisterValue: 300A gas grenade filled with very dangerous VX3nerve gas. Anyone who is inside 5 metresradius (or more inside buildings) from impactpoint must make a successful roll for half ofhis HT (round down) or be paralysed for 2d20rounds. In addition the gas deals 2d20 damageto anyone (halved if roll is successful) hit. Thisis a very potent weapon and must be used withmaximum caution.Min. ST: x W: 0,5 Dmg: 2d20 (or 2d10) +paralyse Rng: 15 AP S: 5 T: N/A B: N/A

MELEE WEAPON MODIFICATIONSSince the War, firearms have become muchmore scarce, and intelligent people have begunto innovate ways to make melee weaponsmore effective in combat. Below are someexamples of melee weapon enhancements,along with the kinds of melee weapons thatcan be upgraded by each improvement.Barbed PointBarbs are pieces of twisted metal that hook aweapon inside of the target, like a fishhook.The target must then run around with aweapon sticking out of their body unless theytake another 3d4 of damage to pull theweapon out. Very useful when hunting largegame that needs to be worn down, or whenmaking an example of a tough enemy.

DynamiteTying an explosive to a pole sure sounds like agood idea, right? The explosive detonates asnormal.

Festering TipSmearing a piercing weapon with feces or arotting carcass is an old idea, and one that isuseful if you aren’t interested in killingsomething right away. If the target fails a rollagainst Endurance with a –5 penalty for eachsuccessful hit with a festering weapon, theybecome ill in 1d10 days. In 1d10 days afterthat, the flesh around the wound becomes

gangrenous and, if not removed, the targetdies in another 1d10 days.

PoisonOne of the most common enhancements is theaddition of poison to a blade or needle. Onlyuseful on weapons that pierce the skin, poisonmakes things die faster.

Serrated EdgeSerrating the blade of a slashing weapongreatly increases the surface area of thecutting edge, causing more damage andtearing flesh like a saw. Serrating a blade adds+4 to a weapon’s damage.

Sharpened BladeAn enhancement for bladed weapons only, asharpened blade represents a weapon that hasbeen meticulously filed with a sharpeningstone or fine piece of flint. This process adds+4 to a weapon’s damage.

RANGED WEAPON MODIFICATIONSSpecifically designed for firearms, theseadditions will enhance the statistic of nearlyevery gun. Note that not all modifications willwork with all guns: putting a stock on a rifle,for instance, is redundant.

Barrel Cooling DeviceValue: 350Additional radiators attached to weaponsbarrel that allow it to fire faster without risk ofoverheating. Can only be added tomachineguns (except miniguns) and increasestheir rate of fire by 5. Every time a weaponwith barrel cooling device loses conditionpoints it loses two instead of one.

Expanded MagazineValue: 5000Some rifles and assault rifles can have theirmagazines expanded by a knowledgeableweaponsmith. The volume of the expandedmagazine varies from gun to gun andweaponsmith to weaponsmith.

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Laser SightValue: 3000A small device that attaches directly under thebarrel of a gun, the laser sight allows you totarget areas of the body without takingpenalties. Targeted rolls are made as a normal,single roll, and there are no penalties fortargeting smaller body parts.

Night SightValue: 2000This is a scope attached to the top of the gunthat shows the world in heatwaves (thermal)rather than normal light. When a weapon has anight sight, darkness modifiers are ignored.

Rifled BarrelValue: 1000Rifled barrels are barrel extensions for pistolsand submachine guns only. By increasing thelength of the barrel, the gun becomes muchmore accurate by reducing outside influenceson the first critical moments of the bullet’spath. Unfortunately, they also make the bullettravel slower. A rifled barrel will increase agun’s range by a full 20 meters, but willreduce the amount of damage the weapondoes by 4.

Sawing-offMost famous and simple enhancement. It canmake any large rifle very compact. -40% toweapon`s weight and -50% to it`s range. Youneed a saw to make this enhancement. Not forall weapons of course (for gamemaster`schoice).

SilencerValue: 500One of the simplest modifications, a silencerfits over the end of the barrel of almost anyweapon. Guns are loud because of the air thatis suddenly pushed out of the way when abullet fires, and silencers help the air escape asthe bullet leaves the gun, effectively reducingor eliminating the loud “bang.” Good for

sneaking up on people, or when you areshooting and don’t want everyone in town toknow about it.

Sniper’s ScopeValue: 3000The sniper’s scope allows a person to easilyexamine a target and effectively increases therange of the gun. Note that sniper rifles arealready assumed to have sniper scopes. Ascope increases the range of the weapon by 20meters, but all rolls to hit must be made as ifthe shooter were making a targeted attack,whether the shooter is or not.

Speed LoaderValue: 3000A speed loader is an enhancement designedonly for a revolver. When a speed loader isattached, the pistol only takes 1 AP to reload.

StockValue: 500Stocks attach to pistols and submachine gunsonly (rifles and assault rifles already havestocks) and allow the shooter to place the gunfirmly in the shoulder, allowing him or her tohold the weapon a little steadier. Pistols andSMGs with a stock have an increased range of5 meters. Stocks can either be fixed pieces ofwood or metal that screw onto the gun, or acollapsible metal construction that folds up foreasy carriage.

Weapon LinkValue: 500This device is attached to a gun making it 4pounds heavier. It contains a laser targetingand infrared data transmitter. It’s prepared toco-operate with the T67 and send targetingdata (like range, wind strength etc.) that aredisplayed on the HUD and coordinated withthe ITTS displays.

WEAPON ACCESSORIES

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Snipeset "Elven eye"Value: 10000Weight: 4 lbsThere is only one scope in it.PSK-2016 4x-24x. It`s a computer scope.Modes: infrared, day/night.Includes laying system. 1 SEC per hour.You can add it to ANY rifle (EVENGAUSS!!!) thanks to liquid polymorph clutch.Handle with care! Extremely fragile!The case is bullet-proof and has anEMP-defense. This is a real treasure forsniper!

Snipeset "Eye-1"Value: 6000Military sniper set which consists of sniperscopes of different types.In this suitcase you can find scopes for mostpopular Russian weapons of the end of 20thcentury.It consists of:Night scopes:"Wild boar-6" 4-x 6-x increacing *NPSU-4 12x (Universal night sniper scope)*RPGSN-2 (RPK only) 3.5xDay scopes:PSU-2 4x-6x (Universal sniper scope)* -”SCOPE RULE” IS NOT A NECESSARILYFOR THIS SCOPE (SEE SCOPES IN”MAIN BOOK”)PSUD-6 12•-16• *Night scopes need feeding of 1 small energycell (SEC) in 24 hours.Scopes marked with "*" you can use with allAK`s (except AKS-74U), PK, RPK, SVD, andother rifles (except VSS, VSK-94, SVU-AS).Set`s weight is 15 lbs.To the V-94 you can add only NPSU-4 12xand PSUD-6 12•-16•.The case is bullet-proof and has anEMP-defense.WARNING! ALL SCOPES PROPERTIESARE FOR GAMEMASTERS DESIGION!

Snipeset "Eye-2"Value: 5000

Second military sniper set which consists ofsniper scopes of different types.In this suitcase you can find scopes for mostpopular Russian weapons of the end of20th/first part of 21st century.Weight: 10 lbsNight scopes:NPSU-3 (VSS, SVU, VSK-94) 4x (1 SEC in24h)Day:PSO-1 (VSS, SVU, VSK-94) 4x 6x -”SCOPE RULE” IS NOT A NECESSARILYFOR THIS SCOPE (SEE SCOPES IN”MAIN BOOK”)Laser pointers:LPP-23 - Laser pointer for ANY pistol. Threeitems with different types of fastening.LP-24 - Laser pointer for different kinds offirearms (all SMG`s, AK`s...)Three items with different types of fastening.UZ-2 - Recharging device for all kind of LP`s.LP`s are able to work without recharge about48 hours. Anyway, 48 hours after charginghave passed and you have to recharge it again(whatever have you use it or not). 1 SEC fortwo recharging. You can recharge twopointers in one sitting.The case is bullet-proof and has anEMP-defense.

Snipeset "Nightflame"Value: 5000This special set is able to transform 9A-91 into VSK-94 sniper rifle!It consists of:1. Handle with constant stock2. Integrated silencer PBSI2A-913. Scopes:Day:PSO2A-1 4x-6x - ”SCOPE RULE” IS NOT ANECESSARILY FOR THIS SCOPE (SEESCOPES IN ”MAIN BOOK”)Night:NPSU-3A 4• 1 SEC per 24h.Weight:5 lbs. The case is bullet-proof and hasan EMP-defense.

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Special "Crypt" set.Value:4000Weight:9 lbs.In this set you can find all types of silencers:PBSU-1For any pistol (except Nagan, RSA and APS).Three items.PBSU-2For any SMG (except Bison and 9A-91).Three items.PBSU-3For any AK + RPK, SVU, Whirlwind, OC-14.Two items.PBSU-4For any rifle after 1950 y. (except VSS and12.7mm`s). Two items.PBSIFor VSS "Vintorez" or 9A-91. Two items.The case is bullet-proof.

TripodValue: 500This isn’t a modification per se, but acollapsible device used to balance and supportlarger weapons. If a weapon can benefit froma tripod, the weapon’s description will includethe statistics for improved range.W: 7 lbs.

Tripod set "The Hold"Value: 4000Includes three light, but solid universaltripods.You can tune it for ANY weapon (sniper riflesand machineguns).Weight: 10 lbs

AMMOAbbreviations:AC = Armor Class Modifier (Modifies thetarget’s AC)DR = Damage Resistance Modifier (Modifiesthe target’s DR under the “normal” category)Vol = Volume. How many rounds come in aboxFMJ: Full Metal Jacket

AP = Armor PiercingJHP = Jacketed Hollow Point (also known as“cop killer” bullets)Dmg = How much base damage the ammotype does

Ammunition for Guns

.22Value: 150AC: 0 DR: 0 Vol: 50 Dmg: 1d6

.223 APValue: 400AC: -15 DR: 0 Ignores DT Vol: 20 Dmg: 1d6

.223 FMJValue: 400AC: 0 DR: -10 Vol: 20 Dmg: 1d10

.223 JHPValue: 350AC: 0 DR: -20 Vol. 20 Dmg: 1d8.303Value: 300AC 0 DR 0 Vol. 50 Dmg: 1d10

.308Value: 400AC: -15 DR: -20 Vol: 50 Dmg: 1d10

.357 MagnumValue: 150AC: -10 DR: -10 Vol: 50 Dmg: 1d6

.38 CaliberValue: 100AC: 0 DR: 0 Vol: 10 Dmg: 1d6

.44 Magnum APValue: 250AC: - 10 DR: 0 Ignores DT Vol: 20 Dmg: 1d6

.44 Magnum BallValue: 150AC: 0 DR: 0 Vol. 20 Dmg: 1d8

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.44 Magnum FMJValue: 250AC: 0 DR: 0 Vol: 20 Dmg: 1d10

.44 Magnum JHPValue: 200AC: 0 DR: - 10 Vol: 20 Dmg: 1d8

.45 CaliberValue: 150AC: 0 DR: -5 Vol: 50 Dmg: 1d6

.50Value: 800AC: -10 DR: -10 Vol: 100 Dmg: 1d8

.50 BMGValue: 1000AC: -10 DR: -20 Vol: 100 Dmg: 1d6

.50 UC (Uranium Coated)Value: 1600AC: -30 DR: -50 Vol: 100 Dmg: 1d8

12 Gauge Shotgun Shells (Buckshot)Value: 150AC: 0 DR: 0 Vol: 20 Dmg: 1d10

12 Gauge Shotgun Shells (EMP)Value: 500AC: 0 DR: 0 Vol: 20 Dmg: 2d20(nonbiologicalonly)

12 Gauge Shotgun Shells (Rubber)Value: 100AC: 0 DR: 0 Vol: 20 Dmg: 1d4

12 Gauge Shotgun Shells (Slugs)Value: 150AC: 0 DR: 0 Vol: 20 Dmg: 1d8

2mm ECValue: 2000

AC: -20 DR: -20 Vol: 20 Dmg: 1d10

30.06Value: 400AC 0 DR 0 Vol. 50 Dmg: 1d12

4.7mm CaselessValue: 1000AC: -10 DR: -10 Vol: 20 Dmg: 1d10

5mm APValue: 500AC: -10 DR 0 Ignores DT Vol: 50 Dmg: 1d4

5mm FMJValue: 500AC: 0 DR: 0 Vol: 50 Dmg: 1d8

5mm JHPValue: 400AC: 0 DR: -10 Vol: 50 Dmg: 1d6

5.45x39mmValue: 550AC: 0 DR: -25 Vol: 40 Dmg: 1d8

5.56mmValue: 600AC: 0 DR: -20 Vol: 50 Dmg: 1d8

6mm ECValue: 2200AC: -30 DR: -30 Ignores DT Vol: 10 Dmg:1d14

.74 APValue: 1500AC: -25 DR: 0 Vol: 20 Dmg: 1d10

.74 HEAPValue: 4500AC: -20 DR: 0 Vol: 20 Dmg: 1d10 + 10 (ifshot penetrated armour)

7.62mmValue: 300

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AC: 0 DR: 0 Vol: 50 Dmg: 1d10

7.62 mm Rocket Powered SRXII AmmoValue: uniqueAC: 0 DR: penetrates armour with DT up to150, ignores DR Vol: 1 Dmg: 3d6;

7.65mmValue: 300AC: 0 DR: 0 Vol: 50 Dmg: 1d8

9mm APValue: 250AC: -10 DR: 0 Ignores DT Vol: 20 Dmg: 1d4

9mm BallValue: 150AC: 0 DR: 0 Vol. 20 Dmg: 1d6

9mm FMJValue: 250AC: 0 DR: 0 Vol. 20 Dmg: 1d8

9mm JHPValue: 200AC: 0 DR: -10 Vol: 20 Dmg: 1d6

9x18mm PBMValue: 550This anti-armor bullets were use only byspecial forces. They could pierce ANY armorat the end of 20/begining of the 21st cent. Anygun, which feeding 9mm PM can use `em.AC: -15 DR: 0 Ignores DT Vol: 20 Dmg: 1d5

9x19mm PMValue: 200AC: 0 DR: -10 Vol: 20 Dmg: 1d6They are extremely widespread in allpost-soviet and European countries.Popular almost like as 5.56 (.223) in USA.

9x21mm SP-21 SMG (explosive)Value: 1500AC:-20 DR:-25 Ignores DT Vol:20 Dmg:ld9May only be used for SMGs

9x21mm SP-10 SMGValue: 400AC:-10 DR:-10 Vol:20 Dmg:ld9May only be used for SMGs

9x39mm PAB-9 AP (special sniper)Value: 900AC:-30 DR:0 Ignores DT Vol:20 Dmg:ld9

9x39mm SP-5 FMJ CasualValue: 700AC:-25 DR:0 Ignores DT Vol:20 Dmg:ld9It`s a reborn of 9mm ammo!

9x39mm SP-6 AP (special sniper anti-armor)Value: 850AC:-25 DR:0 Ignores DT Vol:20 Dmg:ld10

9x39mm SP-16 JHPValue: 800AC:0 DR:-25 Vol:20 Dmg:ld9

9x39mm SP-17 PS (special sniper pre-soundbullet speed)Value: 900AC:0 DR:-20 Ignores DT Vol:20 Dmg:ld9

10mm APValue: 350AC: -10 DR: 0 Ignores DT Vol: 20 Dmg: 1d4

10mm FMJValue: 350AC: 0 DR: 0 Vol. 20 Dmg: 1d8

10mm JHPValue: 300AC: 0 DR: -10 Vol: 20 Dmg: 1d6

12.7x108mmValue: 1000Russian version of .50 – original .50 is12.7x99mm.AC: -30 DR: -50 Vol: 80 Dmg: 1d8

14mm AP

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Value: 1200AC: -20 DR: 0 Ignores DT Vol: 20 Dmg: 1d8

14mm FMJValue: 1200AC: 0 DR: -10 Vol. 20 Dmg: 1d10

14mm JHPValue: 1000AC: 0 DR: -20 Vol: 20 Dmg: 1d10

ArrowValue: 5AC: 0 DR: 0 Vol: 5 Dmg: 1d4

BBsValue: 100AC: 0 DR: 0 Vol: 100 Dmg: 1d4

DartValue: 5AC: 0 DR: 0 Vol: 5 Dmg: 1d3Dart (Exploding)Value: 500AC: 0 DR: 0 Vol: 5 Dmg: d10+1

BoltValue: 5AC: 0 DR: 0 Vol: 5 Dmg: 1d6

HN Needler BiotoxinValue: 4000AC: 0 DR: 0 Vol: 10 Dmg: 1d10 per round,for 10 rounds

HN Needler PoisonValue: 2300AC: 0 DR: 0 Vol: 10 Dmg: Poison Type G

Jet Harpoon BoltValue: 4AC: 0 DR: 0 Vol: 10 Dmg: 1d4

M4 HEAT ProjectileValue: 400AC: 0 DR: 0 80% chance for ignoring armour

completely Vol: 1 Dmg: 4d20

M4 TSAT ProjectileValue: 2000AC: 0 DR: 0 Vol: 1 Dmg: 2d100

Speargun BoltValue: 5AC: -10 DR: 0 Vol: 1 Dmg: 3d4

HN Needler (Normal)Value: 1500AC: 0 DR: 0 Vol: 10 Dmg: 3d10HN Needler AP (Normal)Value: 2000AC: 0 DR: 0 Ignores DT Vol: 10 Dmg: 2d8

ORDINANCE (Ammunition for GrenadeLaunchers, Mortars, Rockets, and ArtilleryPieces)

40mm Fragmentation GrenadeValue: 1000AC: 0 DR: 0 Vol: 5 Dmg: 1d12+22 (1d6Conc., 1d6 Frag.)

40mm Plasma GrenadeValue: 2000AC: 0 DR: 0 Vol: 5 Dmg: 5d10+40 (1d6Conc.)

40mm Pulse GrenadeValue: 2000AC: 0 DR: 0 Vol: 5 Dmg: 5d10+100(Nonbiological only)

51mm Explosive Mortar ShellValue: 4000AC: 0 DR: 0 Vol: 5 Dmg: 10d10 toeverything within 20 meters of explosion; 1d6concussion to all within 50 meters

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51mm Gas Mortar ShellValue: 6000AC: 0 DR: 0 Vol: 5 Dmg: 7d10 andunconsciousness to all within 100 meters ofexplosion

60mm Explosive Mortar ShellValue: 3000AC: 0 DR: 0 Vol: 5 Dmg: 10d10 toeverything within 20 meters of explosion; 1d6concussion to all within 50 meters.

60mm Plasma Mortar ShellValue: 5000AC: 0 DR: 0 Vol: 5 Dmg: 10d20 toeverything within 20 meters of explosion.

60mm Pulse Mortar ShellValue: 7000AC: 0 DR: 0 Vol: 5 Dmg: 20d20 to allnon-biological things within 20 meters ofexplosion.70mm AP RocketValue: 120AC: 0 DR: -20 Vol: 1 Dmg: 6d6

70mm APT RocketValue: 140AC: 0 DR: -20 Vol: 1 Dmg: 6d6 +1

70mm Incendiary RocketValue: 320AC: 0 DR: 0 Vol: 1 Dmg: 7d6 anything within4 hexes is set aflame

Rocket (AP)Value: 2500AC: -10 DR: 0 Ignores DT Vol: 10 Dmg: 6d6

Rocket (EMP)Value: 3000AC: 0 DR: 0 Vol: 10 Dmg: 3d20(nonbiological only)

Rocket (Explosive)Value: 2000

AC: 0 DR: 0 Vol: 10 Dmg: 6d8

TOW-II RocketValue: 5000AC: -20 DR: -20 Ignores DT Vol: 5

Flamethrower Ammunition

Flamer Fire Pack (10 shots)Value: 2000AC: 0 DR: -10 Vol: 10 Dmg: 3d8 plus fire

Flamer Plasma Pack (10 Shots)Value: 3000AC: -10 DR: -10 Vol: 10 Dmg: 5d10+40

Flamer Poison Gas PackValue: 5000AC: N/A DR: N/A Vol: 5 Dmg: Poison TypeF to all non-protected critters in 4 hexes ofstream

Cells for Energy Weapon

Small Energy CellValue: 2000AC: N/A DR: N/A Vol: 20

Micro Fusion CellValue: 2000AC: N/A DR: N/A Vol: 20

AMMO MODIFICATIONS

APERS (Anti Personnel)Ammo: Shells onlyPrice: x1.5Damage: high fragmentationThis type of ammo is designed to destroynon-armoured living targets. Even though theblast rate is not high, the explosion generateshundreds of small fragments that are likely tohit anyone within 15 meters (in case of 81mmammo, range is extended with higher calibreshells) apart from explosion centre (damage is

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2d10). Useless even against lightly armouredtargets.

APFSDS (Armour Piercing Fin StabilisedDiscarded Sabot)Ammo: Shells onlyPrice: x2.5Damage: only half of armour DR and DT iscountedThis arrow-like metal projectile is usuallymade of advanced compounds (often withdepleted uranium) and is designed to penetratetank armour. This ammo will not fragment, asit’s just a solid piece of metal.

ATP (Anti Tank Pulse)Ammo: Rockets, missiles, shells and grenadesonlyPrice: x3Damage: 80% chance for critical shutdownAny electronic device that is not shielded fromEMP shocks has 80% chance to shut downafter ATP ammo hit. The problem is that mostof modern fighting vehicles and robots areshielded from EMP shocks, so this ammo is oflittle use. It’s mainly used in artillery shellsagainst enemy’s communications centres, as itdoesn’t have to hit directly.

HE (High Explosive)Ammo: anyPrice: x1.5Damage: x2, but armour DT and DR aretripled (if DR goes to or over 100% treat thisas 99%)This is a shell or bullet full of explosivematerials that makes vast damage to any targetthat has no armour, but is useless against othertargets (note it still will destroy externalvehicle sensors, provided that the blast force isstrong enough, e.g. a 7,62 mm bullet won’tmake any real harm while 155 mm shell willdestroy most external “stuff” but won’tseriously damage an armoured target).

HEAP (High Explosive Armour Piercing)Ammo: Hand firearm only

Price: x3Damage: +d10 when damage is dealtThis ammo is designed to combine thepenetrating power of standard AP ammunitionwith the devastating power of HE ammo.Additional damage is dealt only if the shotpenetrates armour, otherwise it explodesharmlessly.

HEAT (High Explosive Anti Tank)Ammo: Rockets, missiles and shells onlyPrice: x4Damage: 80% chance for successfullypenetrating armourHEAT projectiles will burn through mostkinds of armour and deal massive damage tothe crew inside. One of the most deadly kindsof attack, but some types of armour areinvulnerable to it.

HEI (High Explosive Incendiary)Ammo: AnyPrice: x2.5Damage: 75% chance of setting target aflameThis ammo is usually covered (or contains)phosphorus that sets the target aflame. Everyturn, additional 2d10 damage (2d4 for ahandgun) is dealt to any target hit (4d20 if aliving creature is hit, provided it has noarmour and no natural fire DT/DR; 3d4 forhandgun). Fire will burn out after d6 turns(unless something flammable was hit) and isextremely difficult to extinguish.

HESH (High Explosive Squash Head)Ammo: Rockets, missiles and shells onlyPrice: x3Damage: 2d10 x 4 additional damage tovehicle crewThis is a special kind of plastic explosive thatsticks to a surface and explodes. This causesbits of the inner surface to tear off andricochet inside the vehicle thus killing thecrew. It also damages the outside vehiclesensors and all other external stuff (mortars,periscopes, antennas, laser rangefinders etc.)

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MPAT (Multi Purpose Anti Tank)Ammo: Shells onlyPrice: x1Damage: x1This is the standard shell used by most gunsagainst armoured targets. It’s cheap and ableto destroy most of lightly armoured vehicles.

T (Tracer)Ammo: Any (e.g. APT –armour piercingtracer or HET or HEAPT etc.)Price: x1Damage: glows in flightUsually every 3rd or 4th bullet in each HMGbelt is a tracer in order to make aiming easier.The drawback is that enemy can determinewhere the weapon user is. +10% to hit.Opponents get +10% to hit shooter in thesame round.

TSAT (Temperature Shock Anti Tank)Ammo: Rockets, missiles, shells and grenadesonlyPrice: x12Damage: x10Contains chamber with liquid nitrogen andliquid oxygen. Anything hit (let it be a livingcreature or concrete) is rapidly frozen andthen warmed up, which causes massivedamage, and can destroy all but mostadvanced armours. Causes severe wounds andeven when someone was hit for only 1 point ofdamage treat this as serious wound. This typeof ammo was rare even before the war.

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ARMORThis section deals with the various methods ofprotecting oneself in the wastes. The dividedmodifiers are Damage Threshold / DamageResistance. Note that armor effects CAN takestats above and below racial maximums andminimums.Abbreviations:W = WeightAC = Armor Class ModifierN = Normal Damage ModifierL = Laser Damage ModifierF = Fire Damage ModifierP = Plasma Damage ModifierE = Explosion Damage Modifier

Brotherhood Combat ArmorValue: 4800This combat armor is standard-issue forcombat-members in the Brotherhood of Steel.This is an advanced version of the CombatArmor, and can occasionally be found for salein large cities. This suit of armor already has ahelmet. Wearing combat armor gives the usera +20% Radiation Resistance bonus.W: 25 lbs. AC: 20 N: 8/40 L: 8/70 F: 7/50 P:7/60 E: 8/40

Brotherhood Environmental ArmorValue: 9000The Brotherhood of Steel developed thisadvanced Hostile Environment suit foroperatives in special situations. Combining theprotection of a radiation suit with thegas-filtration system of power armors, thisarmor also offers the user some protectionagainst attacks. Perfect for the Knight fightingoff ghouls – or the adventurer who killed theKnight and is now fighting off ghouls. Thisarmor filters all gas attacks (gas resist100/100) and offers the user a 60% bonus toRadiation Resistance and a 50% bonus toPoison Resistance. This suit of armor alreadyhas a helmet. When wearing EnvironmentalArmor, the user gains a 50% penalty to sneak;a 10% penalty to Doctor, Lockpick, Steal, andRepair; and a 5% penalty to First Aid and

Science due to the clunky nature ofthe suit. W: 30 lbs. AC: 10 N: 5/40 L: 5/55 F:4/40 P: 5/55 E: 6/40

Brotherhood Environmental Armor MK IIValue: 10000An advanced version of the Brotherhood’sEnvironmental Armor. It gives a 90%Radiation Resist bonus, a 100/100 GasResistance bonus, and a 75% PoisonResistance bonus. This suit of armor has ahelmet. Wearing this armor confers a –1Penalty to Perception; a 50% penalty toSneak; an 11% penalty to Doctor andLockpick; a 10% penalty to Repair and Steal;a 7% penalty to First Aid; a 5% penalty toScience; and a 2% penalty to Pilot. Such is theprice of decent protection. Needless to say,only the highest ranking officers in theBrotherhood have access to this kind ofarmor.W: 35 lbs. AC: 10 N: 6/40 L: 6/60 F: 5/42 P:6/60 E: 9/45

Brotherhood Leather ArmorValue: 900The standard leather armor issued to membersof the Brotherhood of Steel. If a non-memberis caught wearing this by a member of theBrotherhood, expect a rigorous questioning –if the Knight bothers to ask questions at allbefore shooting.W: 10 lbs. AC: 15 N: 2/25 L: 0/25 F: 0/15 P:0/25 E: 0/20

Brotherhood Leather Armor MK IIValue: 1100An improved version of the Brotherhood’sLeather Armor.W: 10 lbs. AC: 20 N: 3/25 L: 1/30 F: 1/17 P:1/30 E: 1/25

Brotherhood Metal ArmorValue: 1500The standard suit of metal armor issued tomembers of the Brotherhood of Steel. Evenmore rare than the Brotherhood’s leather

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armor, this finely made suit will keep thewearer safe from many different attacks.Wearing this armor reduces your Sneak skillby 25%.W: 35 lbs. AC: 15 N: 4/30 L: 3/37 F: 4/15 P:3/37 E: 4/25

Brotherhood Metal Armor MK IIValue: 2100An advanced version of the Brotherhood ofSteel’s Metal Armor. Wearing this armorreduces your Sneak skill by 20%.W: 35 lbs. AC: 15 N: 4/35 L: 4/45 F: 4/20 P:4/45 E: 4/30

Brotherhood Power ArmorValue: 17000This suit of power armor was manufactured bythe Brotherhood of Steel for its Paladins afterthe War. It is amazingly resilient, and fairlystylish, too. It offers a 30% Radiation Resistbonus and a 100/100 Gas Resistance with a15% Poison Resistance bonus. This fancy suitof armor comes with a helmet. When wearingBrotherhood Power Armor, the user has a75% penalty to Sneak and a 10% penalty toFirst Aid, Doctor, Lockpick, Steal, Science,and Repair. The wearer also gains a +3 bonusto Strength, but takes a –1 penalty toPerception.W: 42 lbs. AC: 30 N: 13/50 L: 16/70 F: 13/60P: 16/70 E: 20/60

Brotherhood Power Armor, AdvancedValue: 20000An advanced form of the Brotherhood’s ownpower armor. This armor gives a 60%Radiation Resist bonus and a 100/100 GasResist bonus with a 20% Poison Resist bonus.It also comes with a helmet. Wearing thisarmor gives the user a +4 bonus to Strength,but a –2 penalty to Perception. When wearingAdvanced Power Armor, the user has a 75%penalty to Sneak and a 10% penalty to FirstAid, Doctor, Lockpick, Steal, Science, andRepair.W: 50 lbs. AC: 35 N: 18/60 L: 17/55 F: 15/65

P: 17/55 E: 10/50

Brotherhood RobeValue: 120This heavy robe is worn only by theBrotherhood of Steel Elders and Scribes,though many scribes prefer metal armors(especially Tesla).W: 11 lbs. AC: 6 N: 1/20 L: 0/25 F: 0/10 P:0/20 E: 0/20

Brotherhood Tesla ArmorValue: 4800The Brotherhood of Steel manufactured thisimproved version of the Tesla Armor. It isusually only worn by Brotherhood technicians.Wearing this armor reduces your Sneak skillby 20%.W: 35 lbs. AC: 15 N: 4/20 L: 15/85 F: 7/45 P:15/85 E: 4/20

Bullet-proof ShirtValue: 800A simple “shirt” made of carbon polymers thatcan stop some low velocity rounds fired atcharacter. It can be worn under casual clotheswithout anyone noticing.W: 10 AC: 10 N: 3/30 L: 0/20 F: 0/15 P: 0/10E: 0/20

Combat ArmorValue: 6500The standard military-issue armor for groundtroops before the war, there are still quite afew suits of combat armor lying around. Mostare used by police forces in large cities, or bygangsters with lots of money. This suit ofarmor already has a helmet, and confers a+20% Radiation Resistance bonus.W: 20 lbs. AC: 20 N: 5/40 L: 8/60 F: 4/30 P:4/50 E: 6/40

Combat Armor MK IIValue: 8000An advanced version of the Combat Armor,this offers far better protection. Originallyissued to soldiers in the advanced stages of the

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war. This suit of armor already has a helmet.Wearing this protection gives you an extra+20% radiation resist bonus.W: 20 lbs. AC: 25 N: 6/40 L: 6/65 F: 5/35 P:5/50 E: 9/45

Combat Leather JacketValue: 1000This leather jacket has been padded andreinforced for better protection. You just can’tfind anything more fashionable in thepost-nuclear world.W: 7 lbs. AC: 20 N: 2/30 L: 0/20 F: 2/25P:0/10 E: 0/20

Combat ShieldValue: 300Those are usually pre-War police riot fightingshields but The Enclave also makes some.They are made of plastic polymers and takeone hand to use. They provide no protectionwhen user is a target of a firearm attack aslong as he didn’t said he/she is hiding behindthe shield the previous turn. Statistic may varydepending on shield - those given are for a preWar police shield.W: 25 AC: +10 N: +4/+10 L: +1/+5 F: +0/+0P: +0/+2 E: +0/+2

Deathclaw Hide ArmorValue: 1100This armor has been made of tannedDeathclaw hide. It is not an usual view, sinceyou have to take it off from the Deathclawfirst. It is worn mostly by leaders of theBeastlords, a cannibal tribe with a uniquepower – control over animal minds.Unfortunately, it does not protect against fire,and I don’t want to be in your place if aDeathclaw sees you in this armor.W: 15 lbs. AC: 15 N: 5/20 L: 3/20 F: 0/0 P:3/20 E: 2/20

Enclave Arms T38 Combat ArmourValue: 5800Standard Enclave army issue that right now isbeing replaced by the more advanced T67 but

due to T67’s excessive costs is still quitepopular. Armour gives a 25% radiationresistance bonus.W: 25 AC: 20 N: 8/40 L: 8/65 F: 7/60 P: 7/65E: 8/45

Enclave Arms T67 Advanced Power Armourand T67b Advanced Power Armour Mk. II(Enclave Powered Armour Mk. I & Mk. II)Value: 35,000 / 40,000The final word in exoskeleton bodyprotection. This armour is successor to theT51b Powered Armour and upgradedversion of the T67 Advanced PoweredArmour adapted from the Guardians. At firstT67 was used by the Enclave without anymodifications but then Enclave Arms factoriesmodified it to be even better and that is howEnclave T67 came into being. Covered withmore advanced composite alloy can withstandmuch more than normal T51b. All EnclaveT67’s have been made by the Enclave after thewar and are especially designed to matchpost-nuclear conditions and they are anupgraded version of standard AdvancedPowered Armour (former Enclave Armournow obsolete). Armour Mk. II has the sameoptions but is slightly more resistant due todifferent composite used. The Mk. II is arecent construction and not many of those areused. Current research in the Enclave isprogressing towards full exoskeleton bodyarmour or T70 but those are just inexperimental phase. Some normal,non-Enclave – T67 also can be found amongEnclave soldiers. Standard piece of EnclaveT67 Advanced Powered Armour contains:- A HUD display inside the helmet thatdisplays: outside radiation, temperature,humidity, air composition etc. Low LightAmplification (see low light amplificationgoggles) and Night Vision (see night visiongoggles) in the helmet- Short range communicator- ITTS (Intelligent Target Tracking System) -displays a point on the HUD where a shotshould be aimed, adds +20% to any shot but

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works only with weapons linked with armour(second point is displayed where the weaponis currently aimed)- Full Life Support system and ABCenvironment survival system (radiation shield– adds 75% to radiation resistance, wastereclamation, air filters - fully protects from allgases)- Voice transmission module- Motivator – helps user to wear such a heavyarmour (STR +4)- Micro Fusion Reactor with energy reservesfor 200 years The drawback of this armour isthat it’s cumbersome and it’s hard to sneak init (sneak –75%) and perform some tasks thatrequire precision (First Aid, Doctor,Lockpick, Steal, Science and Repair arelowered by 10%)T67 W: 50 AC: 35 N: 16/55 L: 20/90 F: 17/75P: 16/65 E: 20/70T67b W: 55 AC: 40 N: 19/65 L: 20/95 F:18/75 P: 18/75 E: 20/75

Flak JacketValue: 850A long trenchcoat with bits of armor sewn inbetween the fabric. Commonly used bygangsters and militias in the twenty-firstcentury.W: 30 lbs. AC: 18 N: 5/20 L: 0/20 F: 0/20 P:0/10 E: 5/20

Football ArmorValue: 500Old football gear padded with flak and bits ofmetal. A real easy to protect yourself in thewastes.W: 15 lbs. AC: 10 N: 1/20 L: 0/20 F: 0/20 P:0/10 E: 2/20

Football Armor, ImprovedValue: 700A more thourough form of protection, it has achain shirt underneath along with the flak, anda padded undershirt to prevent chaffing. It hasthick metal strips placed evenly at certainpoints. A definite winner for cost and

protection.W: 20 lbs. AC: 16 N: 4/20 L: 0/20 F: 0/20 P:0/10 E: 3/20

Ghoul ArmorValue: 1300A small set of armor designed for and byghouls. It is light, and provides only the mostbasic protection. Only ghouls and very smallhumans can wear this armor.W: 10 lbs. AC: 10 N: 0/20 L: 0/25 F: 0/10 P:0/25 E: 0/20

Ghoul Armor, SuperiorValue: 1400Leather and metal strips held together byrubber straps. This light armor providesdecent protection. Only ghouls and very smallhumans can wear this armor. W: 10 lbs. AC:20 N: 3/15 L: 1/25 F: 1/15 P: 1/25 E: 1/20

Greater BandingValue: 2200Manufactured by the Reavers, this excellentbanding is made of metal and Kevlar encasedin canvas and leather. Economical and sturdy,it is one of the finest armor money can buy inthe wastes. Wearing this armor reduces yourSneak skill by 15%.W: 18 lbs. AC: 25 N: 4/35 L: 4/45 F: 4/20 P:4/45 E: 4/30

Kevlar SuitValue: 3200Full Kevlar body armour. However it does notprovide much protection from high velocityweapons (rifles, machine guns) it doesn’t limitwearer movements.W: 20 lbs. AC: 20 N: 4/40 L: 3/20 F: 4/20 P:1/20 E: 4/30

Kevlar VestValue: 1200Almost the same as above but made of athicker layer of Kevlar and thus it can benoticed even if under other clothes.W: 20 AC: 15 N: 4/30 L: 2/20 F: 4/20 P: 1/20

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E: 3/30

Leather ArmorValue: 700A shirt made of leather and padded for extraprotection.W: 8 lbs. AC: 15 N: 2/25 L: 0/20 F: 0/20 P:0/10 E: 0/20

Leather Armor MK IIValue: 1000Reinforced leather armor that covers the armsand groin as well as the torso.W: 10 lbs. AC: 20 N: 3/25 L: 1/30 F: 1/17 P:1/30 E: 1/25

Leather JacketValue: 250A snappy addition to any ensemble, the leatherjacket is the most basic protection you canuse. And it looks pretty cool, too. Why?Simple: the Fonz wore a leather jacket.What’s the Fonz like? He’s cool.W: 5 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10 P:0/10 E: 0/20

Metal ArmorValue: 1100A jacket of armor made from pieces of scrapmetal welded together. Wearing this armorreduces your sneak skill by 25%.W: 35 lbs. AC: 10 N: 4/30 L: 6/75 F: 4/10 P:4/20 E: 4/25

Metal Armor MK IIValue: 1900This is a truly fine suit of armor, crafted by askilled metalworker. Usually only found inhighly populated areas. Wearing this armorreduces your Sneak skill by 20%.W: 35 lbs. AC: 15 N: 4/35 L: 7/80 F: 4/15 P:4/25 E: 4/30

Mutant Leather JacketValue: 500This leather jacket has been tailored to matchthe size of Super-mutant. It isn’t much harder

to make than normal leather jacket, though itis more expensive, as it requires more leatherto create.W: 12 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10 P:0/10 E: 0/20

Mutant Plate ArmorValue: 3000One of the few suits of armor a mutant canwear, this “suit” consists mostly of strips ofleather and metal that form a crude protectivecovering. Only mutants can wear this armor.W: 40 lbs. AC: 10 N: 4/30 L: 3/37 F: 4/15 P:3/37 E: 4/25

Mutant Plate Armor, SpikedValue: 4200An improvement on normal mutant platearmor, this suit offers better protection, bettercraftsmanship, and weights a lot more. Onlymutants can wear this armor.W: 50 lbs. AC: 15 N: 4/35 L: 4/45 F: 4/20 P:4/45 E: 4/30

Power ArmorValue: 12500This is a metal suit of body armor enhancedwith various powered features. Power armoris often the final word in personal protectionin the wastes, and is usually only worn byKnights of the Brotherhood of Steel, and otherorganizations with access to prewar tech. Thepower of the armor adds +3 Strength to thewearer. This armor offers 100/100 gasresistance and gives the user a 30% bonus toRadiation Resistance and a +15% bonus toPoison Resistance. This body suit alreadyincludes a helmet. When wearing PowerArmor, the user has a 75% penalty to Sneakand a 10% penalty to First Aid, Doctor,Lockpick, Steal, Science, and Repair.W: 35 AC: 25 N: 12/40 L: 18/80 F: 12/60 P:10/40 E: 20/50

Power Armor, AdvancedValue: 20000Advanced Power Armor is an improvement on

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normal Power Armor, made mostly bytechnicians after the war. It is extremely rareand can only be found in organizations thatcan trace their roots back to the AmericanArmed Services, such as the Enclave. Thisarmor enhances the Strength of the wearer by4 points. It also gives the wearer a 60% bonusto Radiation Resistance, a 20% bonus toPoison Resist, and filters 100/100 of gasattacks. This armor already has a helmet.Advanced power armor has a built-in nightvision system, so any negative modifiers fromlight are ignored. When wearing AdvancedPower Armor, the user has a 75% penalty toSneak and a 10% penalty to First Aid, Doctor,Lockpick, Steal, Science, and Repair.W: 30 AC: 30 N: 15/55 L: 19/90 F: 16/70 P:15/60 E: 20/65

Power Armor, Advanced MK IIValue: 35000An improved version of the Advanced PowerArmor, the MK II model offers slightly betterprotection in addition to the 100/100 gasfiltration and +4 Strength enhancements thatearlier Advanced Power Armors did. The onlygroup known to have this armor is theEnclave. This armor also gives the user a 75%bonus to Radiation Resistance, a 100/100bonus to Gas Resistance, and a 40% bonus toPoison Resistance. Since this is the final wordin armor, it already has a helmet. This suit alsohas a built-in night vision system, so anynegative modifiers from light are ignored.When wearing the ultimate suit of PowerArmor, the user has a 75% penalty to Sneakand a 10% penalty to First Aid, Doctor,Lockpick, Steal, Science, and Repair.W: 50 AC: 35 N: 18/60 L: 19/90 F: 16/70 P:18/60 E: 20/70

Power Armor, HardenedValue: 15000There is a chemical process that makes normalBrotherhood Power Armor harder and better,and this is the result of that process. Like thenormal Power Armor, this suit enhances the

Strength of the wearer by 3 points, and offersa 30% bonus to Radiation Resistance as wellas 100/100 gas resistance and a 15% bonus toPoison Resistance. This armor already has ahelmet. When wearing Hardened PowerArmor, the user has a 75% penalty to Sneakand a 10% penalty to First Aid, Doctor,Lockpick, Steal, Science, and Repair.W: 50 AC: 25 N: 13/50 L: 19/90 F: 14/70 P:13/50 E: 20/60

Pseudo-Chitin ArmorValue: 10000This experimental armor was made usinggenetic engineering. Basically, this armoraffords its wearer a complete biologicalexoskeleton, protecting against a good deal ofnormal attacks. It also affords the user a 20%bonus to Radiation Resistance. You cannotwear a helmet with this strange suit of armor.W: 20 lbs. AC: 30 N: 10/50 L: 4/20 F: 10/60P: 4/20 E: 5/50

Radiation SuitValue: 5000A radiation suit is necessary if someone isgoing to do any prolonged activity in anirradiated area. While wearing a radiation suit,a person is protected from all the harmfuleffects of radioactivity and radioactivematerials (100% Radiation Resistance).Another added bonus is that these suits give100/100 gas resist as well. Needless to say,these suits are rare – and valuable. You cannotwear a helmet with a radiation suit. Wearing arad suit reduces your chances to Sneak by30%.W: 20 lbs. AC: 15 N: 4/30 L: 0/30 F: 10/60 P:0/20 E: 4/40

Raider ArmorValue: 700Named because of the groups that wear it,raider armors is a collection of leather andmetal plates connected with metal wires,forming a loose-fitting banding. Not the bestprotection available, but it’ll do in a pinch,

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especially when materials are short.W: 10 lbs. AC: 8 N: 2/25 L: 0/25 F: 0/15 P:0/25 E: 0/20

Reaver BandingValue: 1200Manufactured by the Reavers, this armor isbanded together from cloth and metal.W: 10 lbs. AC: 20 N: 3/25 L: 2/30 F: 3/17 P:2/30 E: 3/25

RobeValue: 90A robe made from fine material. Although thisgarment can be awkward to fight in, it offerssome basic protection against some kinds ofattacks. More of a fashion statement than anactual effective piece of armor.W: 10 lbs. AC: 5 N: 0/20 L: 0/25 F: 0/10 P:0/10 E: 0/10

Slick ThreadsValue: 2000The most stylish thing out there, it can be acombination of Fur, Silk, Leather andFeathers, but will always have a hat and someplatform shoes. A must for any pimp!Adds +2 to charisma.W: 12 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10 P:0/10 E: 0/20

Tesla ArmorValue: 4500This metal suit of armor is enhanced withelectromagnetic coils to aid in protectionagainst energy attacks.Usually found only in high-tech areas.Wearing this special armor reduces yourSneak skill by 20%.W: 35 lbs. AC: 15 N: 4/20 L: 19/90 F: 4/10 P:10/80 E: 4/20

Vandal ArmorValue: 800An improved version of the raider’shodgepodge banding, vandal armor is thickleather strips reinforced with metal and a little

Kevlar.W: 25 lbs. AC: 15 N: 3/25 L: 1/30 F: 1/17 P:1/30 E: 1/25

XS200 Personal Forcefield EmitterValue: 2500This small device is powered by 10 smallenergy cells (SEC) for 10 minutes andgenerates a force shield in front of its wearerproviding +10/+15 additional damageresistances towards any attack. Those arequite unreliable and tends to break down(there is a 20% possibility that it will getadditional 2d6 dots in condition chart witheach use or after every 5 minutes of usage -not necessarily constant).

HELMETSHelmets can be worn independently of armor.Many of them are already part of a suit;combat helmets go with combat armor, and soforth. Damage Resistance and DamageTreshold from helmets are used only intargeted attacks in the head. Explode DT/DRis not included, since explosion attacks cannotbe targeted. If a helmet doesn’t provide eyeprotection, DR and DT for targeted shots inthe head are always 0/0.

Combat HelmetValue: 500Part of a suit of combat armor, this helmet ismade of Kevlar and reinforced plastics. Itprovides also eye protection.W: 5 lbs. AC: 9 N: 5/40 L: 8/60 F: 4/30 P:4/50 E: 6/40

Combat Helmet MK IIValue: 700Advanced version of the Combat Helmet. Itprovides eye protection and is part of CombatArmor MK II and Brotherhood CombatArmor suit.W: 5 lbs. AC: 10 N: 7/40 L: 8/70 F: 5/35 P:5/50

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Deathclaw Skull HelmetValue: 250Helmet made of skull of hunted Deathclaw,worn by Beastlord leaders.W: 4 lbs. AC: 5 N: 5/30 L: 3/10 F: 0/10 P:3/20

Environmental HelmetValue: 900Part of a suit of environmental armor, thishelmet provides a minimum amount ofprotection but is key in filtering out gasses.Environmental Helmet provides also eyeprotection. Will not work without thecorresponding suit.W: 7 lbs. AC: 11 N: 5/30 L: 5/55 F: 4/40 P:5/55 GR: 100/10

Hardened Leather CapValue: 120Cap made of padded and reinforced Brahminhide.W: 2 lbs. AC: 4 N: 2/30 L: 1/30 F: 1/20 P:1/30

Head BandingValue: 300Strips of cloth and metal worn by Reavers,covering whole head. It is part of reaverbanding suit. It provides also eye protection.W: 4 lbs. AC: 7 N: 4/30 L: 3/40 F: 1/40 P:3/20 E: 3/30

Kevlar DerbyValue: 350This Kevlar hat provides good protectionagainst low velocity weapons and is part ofKevlar suit.W: 4 lbs. AC: 7 N: 4/30 L: 3/20 F: 4/20 P:1/20

Leather CapValue: 90A simple cap, made from tanned Brahminhide.W: 1 lbs. AC: 3 N: 1/25 L: 0/20 F: 0/20 P:0/10

Metal HelmetValue: 200A metallic helmet that provides someprotection to the head and face. These can becrafted from almost any kind of metal, but canbe dangerous if not made and worn properly.W: 5 lbs. AC: 6 N: 4/30 L: 6/75 F: 4/10 P:3/35

Metal Helmet MK IIValue: 250Finely crafted metal helmet, made of goodquality metal.W: 5 lbs. AC: 6 N: 4/35 L: 7/80 F: 4/20 P:4/25

Mutant Horned HelmetValue: 350This helmet made of thick metal can be wornonly by super-mutants. It is part of mutantplate armor suit.W: 10 lbs. AC: 6 N: 4/30 L: 4/45 F: 4/20 P:3/35

Power Armor HelmetValue: 1500They come in many shapes and sizes, butpower armor helmets are some of the mosteasily recognized headgears in the wastes.Power Armor Helmet provides also eyeprotection. Will not work without the suit.W: 10 lbs. AC: 13 N: 12/40 L: 16/70 F: 12/60P: 16/70 GR: 100/20

Power Armor Helmet, AdvancedValue: 2000This is superior version of the basic PowerArmor Helmet and is a part of more advancedpower armor versions. Advanced PowerArmor Helmet provides also eye protection.W: 10 lbs. AC: 15 N: 15/55 L: 17/75 F: 15/65P: 15/60

Raider HelmetValue: 100Helmet made of leather and metal plates, worn

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usually by raiders. It is part of Vandal Armorsuit.W: 4 lbs. AC: 3 N: 3/25 L: 0/25 F: 1/15 P:0/25

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EQUIPMENTEquipment is any item that is not aweapon, ammunition, armor, orweapon enhancement. These arecommon (or semi-common), useful items inthe wastes.

Barbed WireValue: 5 per one meterJust as the name says - an oldie but goodiething which comes form XIX century. Anyonewho tries to cross barbed wire takes d10damage and will get stuck in it for d8 turnsunless he rolls for AG/3 (round up) - d10damage is dealt each turn if person is stuck init. The only way to safely cross barbed wire iseither to crawl under it, jump over it (if thereis possibility) or just cut it. Barbed wire isineffective against Deathclaws their skin is toothick), robots and characters in exoskeletonarmour or any metal armour that covers wholebody (combat armour but not metal armour).

Blood UnitValue: 300A container with blood that may be neededduring surgeries. Remember that person musttake blood with group and Rh accepted byhis/hers organism. Adds +30 to doctor skilland heals additional d10 damage (or deals3d10 + 10 if improper blood is used). Bloodunits are very rare and can only be foundcarried by Enclave or Brotherhood of Steelmedics. It cannot be stored for longer than 6months regardless of conditions and is uselessafter 12 hours if not stored in refrigerator.Note that vampiric wolves can use this bloodas food.

BootsValue: 80A set of reinforced rubber and Kevlar boots.They will protect the wearer from harshchemicals for a short time, although they tendto wear out easily.W: 5 lbs.

Claw HammerValue: 40A useful implement, the claw hammer canpound nails into things, or remove nails fromthings. Use it to hang all those velvet Elvis’you find in the wastes.W: 4 lbs.

Communication ScramblerValue: 800A coding device attached to radio in order tocipher the transmission and disallow anyunauthorized listeners to eavesdrop. Thetransmission receiver must also be equippedwith a scrambler to decode the message.Requires one SEC for 10 hours of working.

Communication JammerValue: 1100Can jam any radio transmissions or bugs inradius of 30 meters. Requires one SEC for 5hours of working.

Defusal kitValue:150Kit of an excellent tools for disarming trapsand all kind of bombs. +25% to your "Traps"skill.

Doctor’s BagValue: 450The Doctor’s Bag contains various sawbonesinstruments for diagnosing and treatingvarious maladies. If a character has a Doctor’sBag, it effectively raises the Doctor skill by15% for the purposes of treating crippledlimbs and blindness only.W: 10 lbs.

Dragon’s TeethValue: N/ADragon’s Teeth, unlike their name, havenothing in common with dragons. Those areanti tank obstacles made of concrete that arepositioned near strongpoints to make advancefor tanks difficult or impossible. Dragon teethare no longer produced in post nuclear world

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however many can be found in pre Warfacilities, but the problem is that they weighseveral hundred kilograms and might bedifficult to transport…

DynamiteValue: 275An explosive device consisting of severalsticks of dynamite, a detonator, and a timer toset it off. Setting dynamite takes a successfulroll against the Traps skill; an unsuccessful rollmeans the timer was not set correctly, and willnot go off on time (in other words, you mightnot be able to run fast enough). Dynamitedoes 1d20+30 points of damage to anything inits hex and all adjacent hexes when it goes off,and 1d6 points of concussion damage toanything within 4 hexes of the explosion.

Fake GunValue: 50A piece of wood, shaped like a pistol (or otherweapon but pistols are most common as theyare easy to recreate). Those are producedmainly by settlements that know what firearmsare but have no technological abilities tocreate them. They are of no use in combat butcan be used to threaten somebody with.

FlareValue: 10A chemical-packed stick that, when ignited,will provide light for about an hour.W: 1 lb.

FlashlightValue: 15A small flashlight (torch) that runs off of aspecial energy cell. Usually provides about 30hours of light before going out.W: 1 lb.

Garden of Eden Creation KitValue: 75,000Unlike many think, the Garden of EdenCreation Kit (GECK) is not a terraformingdevice but just a sophisticated semi-AI

computer. It stores almost all of humanknowledge on its bio-HDs and will provide allnecessary wisdom to reintroduce civilizationfrom pottery to quantum physics. The GECKis thought to be user friendly (it’s equippedwith voice module, in case its users couldn’tread, and holographic display) and thereforecan help even those who have never heard of“technology”. It’s designed to teachknowledge of democracy and create the user’ssociety in order to match the pre-WarAmerican society. The initial project said thatas many GECK’s as possible should becreated and dispatched all along the country,to reduce the risk that all of them will be lost.Because the War broke faster than many havethought not much of GECKs have ever beencreated and of those even less is stilloperational, but where they are stored no oneknows.Enclave will surely investigate any rumours ofa GECK as they are aware that if they evergot into the wasteland, new technologicalempires would rise, being a threat to TheEnclave.The GECK is powered by a micro fusionreactor with energy supplies for 300 years ofusage (a flashlight is also included in theGECK set).

Gas MaskValue: 150This mask protects against harmful gas byconferring a 100/0 Gas Resistance bonus tothe wearer. Useful when someone lobs amustard gas shell at the party. Note that itdoes not block radiation.W: 3 lbs.

Geiger CounterValue: 300This useful little device not only detects howmuch radiation is in a person, it can detectharmful radiation in the surrounding area.Useful when you are wondering if that bigglowing crater in the ground is dangerous.W: 5 lbs.

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Gyrostabiliser HarnessValue: 400A very rare pre-War piece of equipment thatconsists of a harness with jib for a weapon.Any machine gun might be attached there andused without tripod or bipod with -10negative modifier only.

Knowledge BlockValue: 6000 per blockThis is a little memory block, which could beadded to your PIP-boy. It can be either aMedical, Weaponry, Martial Arts, Repair,Map Collection or Scientific block.After adding equal block you`ll get:Map Collection: +80% to Survival for thepurpose of navigationMartial arts: +30% to Unarmed and Melee ifthe PIP is connected to some sort ofbody-enhancing cyberware (cyberarm,cyberleg or something like that)Medical: +40% to Doctor and first aid ifreferencing to the PIP during the procedure.Repair: + 40% to Repair if referencing to thePIP during the repairScientific: + 40% to Science if referencing tothe PIP during the science checkWeaponry: +40% to every guns skill if the PIPis connected via a weapon link.

LighterValue: 10When you need to get that molotov cocktailgoing, or burn that particular bridge.W: 1 lb.

LockpickValue: 40Gives the user a +50% bonus to Lockpickability for the purposes of picking basic locks.Some locks require one of these (or a key) toopen.W: 1 lb.

Lockpick, ElectronicValue: 250

This valuable device is required to openelectronic locks. It is crafted to overload oroverride the computer security on electronicdoors. They are usually only available fromthieves’ guilds.W: 3 lbs.

Lockpick, Electronic, Mark IIValue: 500An improved Electronic Lockpick, used byphreakers, hackers, criminals, and CIAoperatives before the War. With this tool, notonly can a character open any electronic lock,but it contains a variety of interfaces for otherelectronic devices like mainframe computers,ATMs, and pocket calculators.W: 5 lbs.

Lockpick Set, ExpandedValue: 150This little kit contains everything the aspiringthief needs to break into just about anythingprotected by a traditional lock. Gives a +70%bonus to the Lockpicking skill when used.W: 1 lb.

Low Light Amplification Goggles / BinocularsValue: 2000/1100A device designed to eliminate the negativeeffect effects of darkness on a soldier’s rangeof view. Uses advanced spectrum filters and aCPU to allow seeing objects as if in daylight,regardless of lightning conditions. Requires aminimal amount of light (moonlight issufficient) and eliminates all negative modifiersfrom darkness. Cannot be blinded by stronglight sources or thermal isolation but can be byfog or smoke. Requires one SEC for 6 hoursof working.

Medical KitValue: 300A first-aid kit that, when used, acts like onesuccessful use of the First Aid skill, healing1d10 points of damage in 1d10 minutes. Canonly be used once.W: 4 lbs.

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Mine DetectorValue: 300A simple device of Polish origin – a hand held“broom-like” detector with a very basic CPUand headphones in which a sound can be heardwhen mine (or other piece of metal) isunderground. Note that some modern minesmight be made form carbon polymers and willnot be detected by this device. Mines can bedetected using mine detector but disarmingthem is another task.. Object deeper than 0,50m underground will not be found. Requiresone SEC for 12 hours of working.

Motion ScannerValue: 500Detects any moving objects at the of distanceup to 25 metres. Works like the one seen inthe Alien movies. Beep, beep… Unlike theone that comes with the PIP Boy this one canbe mounted on an assault rifle’s barrel.

Night Vision Goggles/BinocularsValue: 1200 / 700A passive infrared detector. Allows one to seeany infrared emitting object. Can work even incomplete darkness. It’s more efficient whenthere are high temperature differences creatingbetter contrast. Night vision might be blindedby strong heat source like flare, fire etc. ormight be fooled if target is well insulated (e.g.in anti-radiation suit). Powered armour can bedetected as it has its own propulsion thatmakes it hotter. Even if working properlynight allows the seeing of the outlines ofobjects only. Night vision goggles / binocularsrequire one SEC for 10 hours of working.

Personal Cloaking Device (Stealth Boy)Value: 10000An advanced pre-War construction thatgenerates a phase distraction field in radius ofabout 1 meter. Anyone within that field willbecome much harder to spot as the StealthBoy refracts light rays that that fall on it.Person using stealth boy gains +120 bonus to

stealth (however noise will still give usersposition away) and anyone who wants to seesuch a person must roll for (PE – 6) and allattacks against that person are made with –25modifier. Stealth boy also provides 20/95%protection against energy weapon hits.Requires one SEC for each 10 minutes ofwork.

Personal Information Panel (PIP Boy)Value: 3000A small scanner and computer that storesuseful information about journey and providesscanning of the neighbourhood of its user.

Plastique (C-14 Plastic Explosive)Value: 400C-14 is an improved version of the classic C-4plastic explosive. A gummylike substance thatcan be rigged to detonate, plastique is usefulbecause it can be molded to any shape, todetonate in a concentrated area or spreadalong a wider surface. C- 14 is a white or graysubstance that looks and feels a lot like SillyPutty™. Setting it takes a successful rollagainst Traps; like dynamite, if the roll fails,the timer is not set correctly, and will blow atthe wrong time, or not at all. Plastique does2d20+30 damage to anything within the hex inwhich it detonates, half damage to everythingin adjacent hexes, and 1d6 concussion damageto anything within 4 hexes of the explosion.C-14 can be compounded on itself to makebigger bombs, too.W: 2 lbs.

PNV-23 SC "Cat eye"Value: 6000This is an outstanding night-vision device.Rare toy! It provides great vision in the dark.You can forget about all light penalties.Except the "absolute darkness" (-200%) -there only -30% for it. One SEC per hour.You can switch it to infrared mode if youwant (you`ll able to see bodies warm). Thecase is bullet-proof and has an EMP-defense.

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RopeValue: 25What role playing game would be completewithout a rope? Perhaps one of the mostuseful items in the world. Consider this to beabout 10 meters long.W: 10 lbs.

Safecracking KitValue: 200The use of this kit is required to open mostsafes, and gives the user a +20% bonus totheir Lockpicking skill when trying to open asafe.W: 5 lbs.

ScalpelValue: 140The standard instrument for performingsurgeries, this surgical-stainless steel knife issmall but incredibly sharp. Not the best toolfor a melee fight, but it will do in a pinch. If acharacter has a scalpel, it adds +10% to hisDoctor skill. See also Melee Weapons.W: 1 lb.

ShovelValue: 30Can you dig this, daddy-o?W: 15 lbs.

"Softstep" compound.Value:3000This "magic" stuff were designed with usingsuch popular in Russia xenoliquid bio-tec`s.When you`ll use it on your boots sole, it willmake your steps almost unhearable. Thiscompound also can be used for climbing - it"founds" smallest ledges to "stick" your legs.It will be active in one hour. Then it "dies".+40% to stealth. Other properties are forGM`s choice.Teddy BearValue: 5 / 600A nice, lovely, furry, cuddly toy. Somethingthat every child would want to have. A teddybear costs 600 when there is a bomb planted

inside it (deals 2d20 damage to anyone within5 meters).

"The Landscape" camouflage kitValue: 3000With this kit you can transform yourself in tothe piece of landscape for 3 hours. You canuse it three times. Also it decreases you bodieswarmth. +60% to stealth. 30 minutes to lay iton.

Tool SetValue: 50A set of basic tools, such as small wrenches,pliers, some screwdrivers, and a hammer. Forbasic repairs.W: 15 lbs.

Vehicle Repair KitValue: 500A toolbox containing some necessaryequipment for repairing a vehicle (actually, itcan be used on any complex mechanicaldevice). Contains a computer for interfacingwith the vehicle to analyze the problem and alot of repair tools.W: 20 lbs.

CHEMS (DRUGS)There are plenty of ways to chemically alterone’s body in the wastes, and not all of themare entirely beneficial. Chems always havesome kind of effect on a person. Sometimes, achem is not easily identifiable, so when youcome across a big crate of syringes and wantto know what they are, there is no choice butto shoot one and see what it does.NOTE: The creator of this game does notrecommend this course of action in the realworld.Note: All chems can change a character’s statsabove and below racial limits. When a drug’spositive effects have worn off, stats return tonormal and are then effected by the negativeeffects.

Advanced Antidote

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Value: 200This antidote is produced by moretechnologically advanced people, likeBrotherhood of Steel, the Enclave, or theNCR. It comes in small syringes and removestwo levels of poisoning. Not addictive.

After Burner GumValue: 350After Burner was an attempt to legalize a“safe” form of meth in the early 21st century.Tiny methamphetamine crystals were mixed inwith chewing gum by some enterprisingcorporation. The result was a moderate doseof the drug that lasted for only a few minutes,but produced an intense high in that time.Chewing After Burner gives the user a +1bonus to Strength and Perception, and raisesthe user’s Action Points by 2, for 1d10minutes. After that time, the user loses 1 pointof Strength and 2 points of Perception for 1hour. After Burner is 30% addictive.

AntidoteValue: 150Made from a variety of distilled poisons andantibodies, each dose of Antidote removes onelevel of poisoning. Antidote tastes and lookslike cough syrup, and comes in little bottles.There is no official Antidote company in thewastes, and it is often something that countrydoctors and traveling quacks will sell for farmore than it’s worth. Notaddictive.

Brotherhood of Steel Trauma PackValue: 600A chemical concoction made by theBrotherhood for use in battle, Trauma Packssend the cellular reproduction process intooverdrive, healing 6d10+60 hit pointsinstantly, but causing 2d10+30 points ofdamage after 1 hour. Not addictive.

BuffoutValue: 200Buffout is a kind of temporary steroid,

increasing mitochondrial activity in musclesfor a brief period of time. Unfortunately, thesesame chemicals also impair brain function.Taking this drug is fine so long as you areabout to slug it out in a boxing ring, but notrecommended for operating a tank in combat.When swallowed, Buffout increases the user’sStrength by 2, Agility by 2, and Endurance by3. The effects last one-half (round down) of1d10 hours. After the effects wear off, theuser loses 3 Strength, 3 Agility, and 2Endurance for 1d10 hours. Buffout carries a30% chance of addiction.

Healing PowderValue: 50This is a simple healing powder that, wheningested, helps ease pain from minor wounds.It heals 1d10+5 HP when eaten, and causesthe user to lose 1 Perception for 1 hour afterconsumption. Not addictive. The negativeeffects of this powder are cumulative.

JetValue: 25Jet is the new street drug of the postnuclearworld. No one knows exactly how it wasmade, except there are rumors that a mafiaboss had it manufactured to aid in controllinglarge numbers of people. Considering that Jetis addictive from the first dose, that is notdifficult to imagine. Jet comes in an inhaler,much like asthma medicine. After inhalation,the user gains +2 Action Points (up to 13), +1Strength, and +1 Perception for 1d10 hours.After this time, the character loses two ActionPoints, 3 Strength, and 3 Perception. Jet is80% addictive, although it is rumored that anantidote exists for the addiction – somewhere.

MentatsValue: 280Mentats increase the user’s awareness for ashort period of time, but are dangerousbecause of the intense aftereffects and highaddiction rate. Anexperimental drug for the military at one time,

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these pills became popular in the prewarstreets because of the intense high. WhenMentats are swallowed, the user’s Perceptionincreases by 2, Intelligence increases by 2, andCharisma increases by 1 (everyone’s moreattractive when under the influence!). Theeffects last 1 hour, after which time the user’sPerception and Intelligence are decreased by 4and Charisma is decreased by 3 for 1d10hours. Mentats have a 60% chance ofaddiction.

MutieValue: 700Mutie is a chemical that reproduces the effectsof the Forced Evolutionary Virus for a shorttime. After injecting this drug, the user gains+4 to Strength, + 4 to Perception, -4 toCharisma, and –4 to Intelligence for 1d10hours. After that time, the user must make asuccessful roll against Endurance; if the rollfails, they take 4d10 points of damage. Notethat super-mutants will experience no effectsfrom taking Mutie. Mutie is 20% addictive.

PsychoValue: 400Psycho is a drug that is much like acombination between Mentats and speed. Thischemical cocktail is highly addictive and hashorrible side effects, but the high it produces isworth it to many users. After injecting Psycho,the user’s Agility increases by 3, and theirIntelligence is reduced by 3. The effects ofPsycho last 1d10 hours, after which time theuser loses 3 points to ALL Stats except Luckfor 1d10 hours. Psycho is 50% addictive.

RadawayValue: 1500Radaway, an obscure drug from prewar times,became one of the most useful after the bombswent off. It comes in an IV bag and must betaken through a drip IV over the period ofabout an hour. The Radaway works in theuser’s system to bond with radioactiveparticles and wash them out. 1 day after use,

the user loses 25 rads. 2 days after use, theuser loses another 25 rads. Radaway,unfortunately, has anaddiction rate of 20%.

Rad-XValue: 2000An ounce of prevention is worth a pound ofcure, and that was the idea behind these drugs.Although they were never marketed forconsumer use before the war, enough weremade for militaries so that they are notunknown in the postwar world. Rad-X is a pillthat increases the user’s Radiation Resistanceby 50% for 1d10 hours after ingestion bycreating a kind of radiation “anti-body” in theuser. Not addictive.

StimpakValue: 150Stimpaks are small syringes with healingchems that ease pain and encourage cellularmitosis, helping cells restore themselves at anincreased rate. Quite common before the war,they can be found, in one form or another,almost everywhere. When injected, thestimpak heals 1d10+10 HP. Not addictive.

Super StimpakValue: 500This is an incredible melange of healing chemsdesigned to aid wounded soldiers on thebattlefield in crucial moments of combat.Super stimpaks come in a large clamp that fitaround the arm and inject the chemicals intothe user at various times, maximizing theeffects of the chemicals. The whole injectionprocess still takes less than a second. Superstimpaks heal 5d10+50 HP, but the user loses1d10 HP after an hour from the aftershock. Itis a good idea to get some other form ofhealing should the user’s HP drop todangerous levels again. Not addictive.

"Third eye"Value:260This pills were designed for military scouts

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and snipers. This pills will increase yourperception by 3 for two hours. Then it will bedecreased by 4 for 1d10 hours.

Ultra StimpackValue: 1000The most powerful healing substance on theplanet, Ultra Stimpacks turn cellularreproduction into a frenzy of activity, healing10d10+50 HP immediately upon injection. In1d10 hours, the user must make a roll againstEndurance. If that roll fails, they lose every hitpoint the Ultra Stimpack healed; if the rollsucceeds, the user loses half of those hitpoints. Ultra Stimpacks are only available intechnology-rich organizations like theBrotherhood of Steel or the Enclave.

VoodooValue: 50A tribal concoction made from parts of deadcritters (yummy!) Eating this powder makessomeone feel invincible. For 30 minutes,Voodoo confers a +2 bonus to Agility, a +3bonus to Luck, and a 20% bonus to DamageResistance for Normal attacks only. After ahalf-hour, the user feels depressed and loses 2Agility, 3 Luck, and all Damage Resistancefrom Normal attacks. Voodoo is 20%addictive.

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