gurps 4th - fallout

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AMMUNITIONS Rifles Ammunitions TL Abr. Name Details 6+ HP Hollow Point Improves damage type (i.e. pi becomes pi+) but ammo has Armor Divisor (0.5) Not designed for weapons already inflicting pi++ damage. Ammo price unchanged. 7+ AP Armor Piercing Damage type degrades if caliber < 20mm, Armor divisor (2) (pi- damage type unchanged), Ammo price ×2 8+ APDS Armor Piercing Discarding Sabot Same as AP and range +50%, +1 damage per die Ammo price ×5 Shotguns Ammunitions TL Abr. Name Details 7+ F Flechette Armor divisor (2), range (75/160), Ammo price x2 7+ S Slug 5d pi++ damage, range (200/2000) RoF x×9 becomes RoF x, Ammo price unchanged 7+ APS Armor Piercing Slug 5d (2) pi+ damage, range (200/2000) RoF x×9 becomes RoF x, Ammo price ×2 8+ APDSS Armor Piercing Discarding Sabot Slug 6d+1 (2) pi+ damage, range (300/3000) RoF x×9 becomes RoF x, Ammo price ×5 9+ EMPS Electromagnetic Pulse Slug 5d (10) burn damage, range (200/2000), Surge RoF x×9 becomes RoF x, Ammo price ×10 Other Ammunitions TL Abr. Name Details 7+ HE High Explosive Damage: dmg/2 cr, ex[dmg/4] (dmg is the basic weapon damage) For all guns. Ammo price ×3 7+ HEAP High Explosive Armor Piercing Same damage as HE, but adds armor divisor (10). For 20 mm, 40 mm and L72. Costs twice HE price. 7+ T Tracer Adds +1 to gun skill when firing at RoF 3+ with an automatic gun. For any kind of ammo. Price +10% Ammo Price and Weight Ammo Qty Weight Price Ammo Qty Weight Price .22 20 0.15 15 2 mm GN 20 0.2 2000 .30 20 0.35 35 4.7 mm 20 0.3 600 .357M 20 0.7 70 .223 / 5.56 mm 20 0.55 80 .38 Sp 20 0.65 65 .308 / 7.62 mm 20 1.1 110 .44M 20 1 100 9×39 mm 20 1 100 .45 20 1 100 .338 LM 20 1.8 200 .45 LC 20 1 100 SS 190 20 0.25 100 .454 Casull 20 1.1 120 .50 BMG 10 3.3 350 .50 AE 20 1.1 120 14.5 mm 10 4.5 450 9 mm 20 0.45 45 15.2 mm 10 3 3000 10 mm 20 0.45 45 20 mm 5 2.8 280 (usually Price=Weight(lbs)×100) SE Cell 1 0.5 300 12 Gauge 20 2.8 280 MF Cell 1 2 800 40 mm HE 2 1 500 MF Pack 1 20 10000 HE Rocket 1 3 1500 Flamer Pack 1 20 2000 EMP Rocket 1 4 4000

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Page 1: GURPS 4th - Fallout

AMMUNITIONS

Rifles Ammunitions TL Abr. Name Details

6+ HP Hollow Point

Improves damage type (i.e. pi becomes pi+) but ammo has Armor Divisor (0.5)

Not designed for weapons already inflicting pi++ damage. Ammo price unchanged.

7+ AP Armor Piercing Damage type degrades if caliber < 20mm, Armor divisor (2)

(pi- damage type unchanged), Ammo price ×2

8+ APDS Armor Piercing Discarding Sabot

Same as AP and range +50%, +1 damage per die Ammo price ×5

Shotguns Ammunitions TL Abr. Name Details 7+ F Flechette Armor divisor (2), range (75/160), Ammo price x2

7+ S Slug 5d pi++ damage, range (200/2000)

RoF x×9 becomes RoF x, Ammo price unchanged

7+ APS Armor Piercing

Slug 5d (2) pi+ damage, range (200/2000) RoF x×9 becomes RoF x, Ammo price ×2

8+ APDSS Armor Piercing Discarding Sabot

Slug

6d+1 (2) pi+ damage, range (300/3000) RoF x×9 becomes RoF x, Ammo price ×5

9+ EMPS Electromagnetic

Pulse Slug 5d (10) burn damage, range (200/2000), Surge

RoF x×9 becomes RoF x, Ammo price ×10

Other Ammunitions TL Abr. Name Details

7+ HE High Explosive Damage: dmg/2 cr, ex[dmg/4]

(dmg is the basic weapon damage) For all guns. Ammo price ×3

7+ HEAP High Explosive Armor Piercing

Same damage as HE, but adds armor divisor (10). For 20 mm, 40 mm and L72. Costs twice HE price.

7+ T Tracer Adds +1 to gun skill when firing at RoF 3+

with an automatic gun. For any kind of ammo. Price +10%

Ammo Price and Weight Ammo Qty Weight Price Ammo Qty Weight Price .22 20 0.15 15 2 mm GN 20 0.2 2000 .30 20 0.35 35 4.7 mm 20 0.3 600

.357M 20 0.7 70 .223 / 5.56 mm 20 0.55 80 .38 Sp 20 0.65 65 .308 / 7.62 mm 20 1.1 110 .44M 20 1 100 9×39 mm 20 1 100 .45 20 1 100 .338 LM 20 1.8 200

.45 LC 20 1 100 SS 190 20 0.25 100 .454 Casull 20 1.1 120 .50 BMG 10 3.3 350

.50 AE 20 1.1 120 14.5 mm 10 4.5 450 9 mm 20 0.45 45 15.2 mm 10 3 3000 10 mm 20 0.45 45 20 mm 5 2.8 280

(usually Price=Weight(lbs)×100)

SE Cell 1 0.5 300 12 Gauge 20 2.8 280 MF Cell 1 2 800 40 mm HE 2 1 500 MF Pack 1 20 10000 HE Rocket 1 3 1500

Flamer Pack 1 20 2000 EMP Rocket 1 4 4000

Page 2: GURPS 4th - Fallout

Some Handgun and SMG Ammunitions

.22 Short (5.7mm)

.38 Special (9×29mm)

.22 Long Rifle

(5.7×17mm)

.357 Magnum (9×32.5mm)

.30 Luger (7.62×22mm)

.40 S&W (10×21mm)

.30 Mauser (7.62×25mm)

10mm Auto (10×25mm)

.32 ACP (7.65×17mm)

.44 Magnum (10.92×33mm)

.380 ACP (9×17mm)

.45 ACP (11.43×23mm)

9mm Makarov (9×18mm)

.45 Long Colt (11.43×32mm)

9mm Luger/Parabe

llum (9×19mm)

.454Casull (11.53×35mm)

SS190 FN Herstal

(5.7x28mm)

.50 AE/Action Express

(12.7×33mm)

Some Shotgun Ammunitions types Buckshot (BS) - Buckshot consists of a number of lead balls that spread out as they travel. The combat buckshot shells in this game contain 9 (00) pellets. Flechette Shot (FS) - A cluster of sturdy steel needles replace the shot of the standard shotgun shell. These flechettes have tiny fins at their base to stabilize them in flight. Aerodynamics is greatly improved over shot, as is armour-piercing capability. Slug (SL) - Instead of a group of lead balls, the slug shell contains a single huge bullet with angled grooves cut into its side to spin it as it travels down the smooth

bore of a shotgun. The penetration of a slug is better than shot, but the wound channel is not as wide. Armor-piercing Slug (APS) - The discarding sabot slug possesses an aerodynamic shape that keeps it stable in flight even though it does not spin. It is smaller in diameter than a standard slug, and surrounded within the shell by a two-piece plastic sabot. After exiting the barrel, the sabot splits in half and falls away because of wind resistance. The narrow profile of this type provides even better penetration than the standard slug, but alternatively, it causes less damage. Notes: - H&K CAWS uses special 12-gauge ammunitions with belted case. (price: 200 for 20 shots)�

Page 3: GURPS 4th - Fallout

Some Rifle & BMG Ammo.

4.7mm caseless

.223 Remington (5.56×45mm)

SS190 FN Herstal

(5.7x28mm)

.308 Winchester 7.62 NATO (7.62×51mm)

.338 Lapua Magnum

.50 BMG (12.7mm×99)

14.5mm Russian

15.2mm Steyr APFSDS

20mm

Page 4: GURPS 4th - Fallout

Some Handgun, SMG and Rifle ammunition types Cl Abr Name

1 LRN Lead Round Noise

���������������������� �

1 FMJ Full Metal Jacket

1 - metal jacket

2 - lead

2 AP Armor Piercing

�������������� �

1 - metal jacket

2 - lead

3 - hardened steel core

1 JSP Jacketed Soft Point

1 - metal jacket

2 - lead

3 JHP Jacketed Hollow Point

1 - metal jacket

2 – lead

3 - expansive hole

2 SJ ESC

Semi-Jacketed Exposed Steel

Core

3 THV Très Haute Vitesse

1 SC Silent Cartidge

1 - metallic cartridge case 2 - powder charge 3 - piston & piston rod (initial position) 4 - bullet (same as 7.62mm M43) 5 - burning powder gases 6 - piston & piston rod(extended)

Class 1: Standard bullet Class 2: Armor Piercing Bullet Class 3: High Stopping Power Bullet

Page 5: GURPS 4th - Fallout

WASTELAND ARMORS

ARMORS GENERALITIES

Weight (Wgt.): The first number corresponds to the body armor weight the second one to the leggings or pants weight and the third one to the arms armor weight.

If there is a single weight, armor is always a full suit with an helmet.

Armor Special Properties

[1]: Split DR � first number for piercing and cutting damage, second for other damages. [2]: Split DR � first for a torso, skull or underfoot hit, second for other locations. [3]: DR applies only to burning damage (also protects from minor electrical damage). DR 6 against other damages. [4]: Provides the Sealed advantage (with H2 helmet only). Requires NBC Suit skill. [5]: Biomedical sensors for remote monitoring: +1 to Diagnosis skill when examining the

wearer. Armor Suit is also climate controlled. [6]: Gives +7 Lifting and Striking ST. (+10 for the Enclave Advanced Power Armor).

Provides the advantages: Doesn't Breathe (for 12 hours), Vacuum Support, Sealed and Protected Smell. Requires Battlesuit skill. Powered by a small micro-fusion reactor (TL 10 for the reactor), the suit will work for over 100 years. Armor provides FP 2 against radiations (and as it is sealed, it totally protects from fallouts). Don't count armor weight toward encumbrance.

[*]: Flexible armor.

Helmets Special Properties

[H1]: Provides the Protected Vision advantage. [H2]: Provides Filter Lungs, Protected Smell. [H3]: Provides Protected Hearing, Radio, Protected Vision, Infravision, Night Vision 9

and Telescopic Vision 1. [H4]: Gives Hyperspectral Vision. [H5]: Gives the No Peripheral Vision disadvantage.

HELMETS

TL Armor Location DR Wgt. Price Notes

1 Leather Helm skull, face 2 0.5 60

3 Greathelm skull, face, neck 6 10 150 [H5]

6 Steel Pot skull 4 3 250

6 Gas Mask eyes, face 2 4 500 [H2,H5]

7 Frag Helmet skull 5 3 300

7 + Visor eyes, face 1 + 1.5 +70 [H1]

8 Combat Helmet skull 12 3 700

8 + Visor eyes, face 10 +3 +250 [H1]

9 Combat Helmet Mk II skull 18 3 1500

9 + Visor eyes, face 15 +3 +500 [H1]

9 BOS Hardsuit Helmet head 18/12 5 5000 [2][H2,H3]

7 Reaver Helmet head 4 6 1000 [H2]

7 Reaver Helmet Mk II head 6 7 1200 [H2]

3 Super Mutant Helmet skull, face, neck 7 15 300 [H5]

Page 6: GURPS 4th - Fallout

STANDARD ARMORS

Leather Jacket

TL 1 [*]

DR 1

Wgt. 5/3/-

Price 250

Leather Armor

TL 1

DR 2

Wgt. 10/4/2

Price 700

Metal Armor

TL 3

DR 5

Wgt. 35/20/15

Price 1100

Combat Armor

TL 8 [1,*]

DR 12/5 5 Wgt. 9/5/3

Price 6500

Robe

TL 2 [*]

DR 1

Wgt. 5

Price 90

Raider Armor

TL 2

DR 3

Wgt. 15/8/6

Price 800

Combat Leather Jacket

TL 2 [*]

DR 2

Wgt. 7/4/-

Price 1000

Leather Armor Mk II

TL 2

DR 3

Wgt. 12/5/3

Price 1000

Metal Armor Mk II

TL 4

DR 6

Wgt. 35/20/15

Price 1900

Combat Armor Mk II

TL 8 [1,4,5,*]

DR 20/10

Wgt. 10/6/3

Price 8000

Tesla Armor

TL 9 [3]

DR 30

Wgt. 35

Price 4500

Enhanced Raider Armor

TL 3

DR 4

Wgt. 25/15/10

Price 1200

Page 7: GURPS 4th - Fallout

����������������������������������������������������������������������������

WARNING Any civilian caught wearing an

armor of the Brotherhood of Steel will be shot on sight.

BOS Leather Armor

TL 2

DR 2

Wgt. 8/3/2

Price 900

BOS Metal Armor

TL 4

DR 6

Wgt. 30/17/10

Price 1500

BOS NBC Armor

TL 8 [1,4,5] [H1,H2]

DR 12/5

Wgt. 45

Price 9000

BOS Combat Armor

TL 9 [1,*]

DR 30/15

Wgt. 8/5/2

Price 15000

BOS Power Armor

TL 9 [2,5,6] [H2,H3,H4]

DR 70/50

Wgt. 165

Price 80000

BOS Tesla Armor

TL 9 [3]

DR 40

Wgt. 35

Price 6000

BOS Leather Armor Mk II

TL 2

DR 3

Wgt. 10/4/2

Price 1100

BOS Metal Armor Mk II

TL 4

DR 7

Wgt. 30/17/10

Price 2100

BOS NBC Armor Mk II

TL 9 [1,4,5] [H1,H2]

DR 20/10

Wgt. 55

Price 10000

BOS Combat Hardsuit

TL 9 [2,4,5]

DR 50/30

Wgt. 15/9/6

Price 25000

BOS Power Armor Mk II

TL 9 [2,5,6] [H2,H3,H4]

DR 80/55

Wgt. 175

Price 100000

Page 8: GURPS 4th - Fallout

OTHER PEOPLE, OTHER ARMORS

Ghoul Armor

TL 2 [*]

DR 2

Wgt. 10/4/2

Price 750

Super Mutant Armor

TL 3

DR 5

Wgt. 50/30/15

Price 3000

Reaver Armor

TL 7 [1][H1,H2]

DR 8/4 3 Wgt. 15/10/6

Price 2000

Power Armor T51-b

TL 9 [2,5,6] [H2,H3]

DR 70/50

Wgt. 180

Price 90000

Enhanced Ghoul Armor

TL 3

DR 3

Wgt. 12/5/3

Price 1000

Super Mutant

Armor Mk II TL 4

DR 6

Wgt. 60/35/20

Price 4000

Reaver Armor Mk II

TL 7 [1][H1,H2]

DR 12/6 5 Wgt. 20/12/8

Price 3500

Advanced Power Armor

TL 10 [2,5,6] [H2,H3]

DR 100/75

Wgt. 165

Price 150000

Page 9: GURPS 4th - Fallout

WASTELAND CHEMICALS

TL Name Effect HT Ad D Form Wgt Price

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Page 10: GURPS 4th - Fallout

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Page 11: GURPS 4th - Fallout

HT Roll (HT): Make a HT roll modified by the given difficulty to reduce the drawbacks of the chemical occurring for its duration. On a success, halve the negative effects. On a critical success, ignore the drawbacks. This roll has no effect on the backlash and drawbacks occurring at the end of the duration.

Addiction (Ad): Many of the above chemicals are addictive. Make a HT roll modified by the addiction factor: on a success, there are no addiction effects. On a failure, the character suffers from withdrawal effects (GM's discretion) for (25-HT) hours. During that time, the character makes a Will roll with the same modifier if the chemical is avaible. A failure means the character will want to take another dose of the chemical (and the process restarts). On a critical failure on the HT or the Will roll, the character may gain the Addiction disadvantage (GM's discretion).

Duration (D): Short term (S): lasts (25-HT) minutes Medium term (M): lasts (25-HT)/4 hours Long term (L): lasts one day Very long term (V): lasts one week

Form: Pills: about 15 minutes before effect Injection: immediate effect Spray: immediate effect Drink or ingestion: about 1 min before effect.

Successive doses: Healing Powder No cumulative effects. (except for drawbacks)

Stimpak No cumulative effects. But successive doses will increase the duration. For each dose after the first within 24h, make a HT roll (-1 per dose*). Failure means heart attack.

Super Stimpack No cumulative effects. But successive doses will increase the duration. For each dose after the first within 24h, make a HT roll (-2 per dose*). Failure means heart attack.

Trauma Pack No cumulative effects. But successive doses will increase the duration. For each dose after the first within 24h, make a HT roll (-3 per dose*). Failure means heart attack.

Ultra Stimpack No cumulative effects. But successive doses will increase the duration. For each dose after the first within 24h, make a HT roll (-4 per dose*). Failure means heart attack.

Antidote Each doubling of the dose gives Resistance to Poison 2.

Rad-X Taking two pills gives a total PF10. No other cumulative effects.

Radaway No cumulative effects. But successive doses will increase the duration.

Voodoo No cumulative effects. But successive doses will increase the duration.

After Burner Gum No cumulative effects. But successive doses will increase the duration.

Buffout No cumulative effects. But successive doses will increase the duration.

Mentats No cumulative effects. But successive doses will increase the duration.

Psycho No cumulative effects. But successive doses will increase the duration.

Mutie No cumulative effects. But successive doses will increase the duration.

Jet No cumulative effects. But successive doses will increase the duration.

(*): If many stims are used within the day, the penalty to the HT roll is the sum of the penalties of the previous stims. (for example, if somebody has already taken two stimpacks and a trauma pack, roll HT-5 if taking any other stim)

Page 12: GURPS 4th - Fallout

WASTELAND CREATURES Notes:

Size corresponds to the most significant dimension of the creature i.e. height or length, without the tail (if any). Size and weight corresponds to the average of a healthy and fully-grown adult creature. In the wastes, not every creature will grow to those dimensions. ST and HP: Hit Points total, if different from ST, is noted as: STHP Traits: WA stands for Wild Animal and DA for Domestic animal.

Rats

Giant Rat

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

6 12 3 10 10 11 5.5 6 9 60cm 8kg -2 -

Skills: Brawling 14 Dmg Bite 1d-4 cut, Claw 1d-3 cr

Traits: WA, Combat Reflexes, Sharp teeth, Blunt claws

Molerat

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

9 11 4 12 10 9 5.75 5 8 90cm 40kg 0 1

Skills: Brawling 11 Dmg Bite 1d-3 cut, Claw 1d-2 cr

Traits: WA, Sharp teeth, Blunt claws

Greater Molerat

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

11 11 5 13 11 9 6 6 9 1.3m 120kg +1 2

Skills: Brawling 13 Dmg Bite 1d-1 cut, Claw 1d cr

Traits: WA, Sharp teeth, Blunt claws

Pigrat

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

11 12 4 13 11 12 6.25 7 10 1.2m 100kg +0 1

Skills: Brawling 14 Dmg Bite 1d-1 cut, Claw 1d cr

Traits: WA, Combat Reflexes, Sharp teeth, Blunt claws, Bad temper (12)

Greater Pigrat

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

15 12 4 14 12 12 6.5 8 10 1.8m 350kg +1 2

Skills: Brawling 14 Dmg Bite 1d+1 cut, Claw 1d+2 cr

Traits: WA, Combat Reflexes, Sharp teeth, Blunt claws, Bad temper (12)

Page 13: GURPS 4th - Fallout

Insects & Arachnids

Giant Cockroach

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

3 11 2 11 10 10 5.5 5 8 40cm 3.5kg -3 1

Skills: Brawling 12, Acid throwing 12 Dmg Bite 1d-6 cr, Acid 1d-3 cor

Traits: WA, Toxic attack (½D 15, max 15, Acc 3, RoF 1, Rcl 1)

Huge Cockroach

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

9 11 2 11 10 10 5.5 5 8 1m 40kg 0 2

Skills: Brawling 12, Acid throwing 12 Dmg Bite 1d-3 cr, Acid 1d-2 cor

Traits: WA, Toxic attack (½D 25, max 25, Acc 3, RoF 1, Rcl 1)

Giant Ant

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

11 11 2 11 12 10 5.5 10 8 1.5m 40kg 0 3

Skills: Brawling 12 Dmg Bite 1d-2 cut

Traits: WA, Lifting ST 5, Sharp teeth

Giant Mantis

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

9 12 2 12 12 10 6 8 10 1m 35kg -1 1

Skills: Brawling 14 Dmg Claw 1d cut

Traits: WA, Combat Reflexes, Sharp Claws

Radscorpion

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

7 12 2 12 10 12 6 7 10 50cm 8kg -1 2

Skills: Brawling 14 Dmg Claw 1d-3 cut/imp, Tail 1d-1 imp

Traits: WA, Combat Reflexes, Long Imp. Striker (Tail, Toxic attack), Claws: Talons

Greater Radscorpion

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

15 12 2 12 11 12 6 8 10 2m 300kg +1 3

Skills: Brawling 14 Dmg Claw 1d+2 cut/imp, Tail 1d+3 imp

Traits: WA, Combat Ref., Long Imp. Striker (Tail, Toxic attack), Claws: Long talons

Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d damage, repeating every 30 min, for 8 cycles.

Cockroach acid: see GURPS p428 if acid splashes on the face.

Page 14: GURPS 4th - Fallout

Mammals

Brahmin

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

2616 8 3 12 12 10 5 4 8 2.5m 800kg +2 2

Skills: Brawling 8 Dmg Horn 2d+2, Hoove 3d

Traits: DA, Enhanced move 1 (ground speed 8), Impaling striker (Horns)

Feral Dog

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

9 11 4 12 10 12 5.75 10 8 1m 35kg 0 -

Skills: Brawling 13, Tracking 13 Dmg Bite 1d-2 cut, Claw 1d-1 cr

Traits: WA, Discriminatory Smell, Sharp teeth, Blunt claws

Wolf

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

10 12 4 12 11 14 6 9 9 1.2m 60kg 0 1

Skills: Brawling 14, Tracking 14 Dmg Bite 1d-2 cut, Claw 1d-1 cr

Traits: WA, Disc. Smell, Temp. tolerance 1, Night Vision 2, Sharp teeth, Blunt claws

Mutants

Centaur

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

14 12 5 14 11 10 6.5 5 10 2m 200kg +1 2

Skills: Brawling 12 Dmg Bite 1d-1 cr (+toxic attack)

Traits: WA, Combat Reflexes, Toxic attack (bite)

Floater

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

914 12 4 14 11 10 7 6 11 90cm 35kg -1 3

Skills: Brawling 14 Dmg Bite 1d-2 cut (+toxic attack)

Traits: WA, DR 10 vs. non-energ dmg, Combat Ref, Tox. attack (bite), Sharp teeth

Mutant’s toxic attack: Inflicts 1 rad per point of damage, plus poison. Mutant’s poison: Follow up poison, no delay, HT-4 to resist.

Inflicts 2d toxic damage.

Wannamingos (Flayers)

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

1419 12 4 14 11 11 7 8 11 1.8m 100kg 0 3

Skills: Brawling 15 Dmg Bite 1d cut, Flail 1d+2 pi

Traits: WA, DR 10 vs. non-energ dmg, Combat Ref, Long Piercing Striker, Sharp teeth

Page 15: GURPS 4th - Fallout

Deatchclaws

Deathclaw

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

2025 13 7 13 12 13 7 9 11 3m 450kg +2 4

Skills: Brawling 15 Dmg Claw 2d+2 cut/imp, Bite 2d-1 cut

Traits: Combat Reflexes, Claws: Long talons, Sharp teeth, Striker (Horns 2d+2 imp)

Grey Tribe Deathclaw

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

1722 13 9 13 13 13 7 8 11 2.5m 250kg +1 3

Skills: Brawling 15 Dmg Claw 2d cut/imp, Bite 1d+2 cut

Traits: Combat Reflexes, Claws: Long talons, Sharp teeth, Striker (Horns 2d imp)

Eastern Deatchclaw

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

2025 13 8 13 11 13 7 9 11 3m 450kg +2 4

Skills: Brawling 15 Dmg Claw 2d+2 cut/imp, Bite 2d-1 cut

Traits: Temp. Tolerance, Combat Reflexes, Claws: Long talons, Sharp teeth

Geckos

Gecko

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

10 12 2 11 10 10 5.75 5 8 1.5m 60kg 0 1

Skills: Brawling 13 Dmg Claw 1d-2 cr, Bite 1d-3 cut

Traits: WA, Blunt claws, Sharp teeth

Golden Gecko

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

13 13 3 12 12 11 6.25 6 10 1.8m 100kg 0 3

Skills: Brawling 15 Dmg Claw 1d+1 cr, Bite 1d cut

Traits: WA, Combat Reflexes, Blunt claws, Sharp teeth

Fire Gecko

ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR

11 13 2 13 12 12 6.5 6 10 1.6m 75kg 0 4

Skills: Brawling 15 Dmg Claw 1d cr, Bite 1d-1 cut

Traits: WA, Combat Reflexes, Blunt claws, Sharp teeth, Fire attack

Fire Gecko fire jet: Jet attack, 2d burn damage, Range 10m, Rof 1/5.

Page 16: GURPS 4th - Fallout

WASTELAND EQUIPMENT TL Name Description Wgt Price 6 200

7 400

8

First Aid Kits

More than a simple bandage (or spray of plastiskin or whatever), here is a complete kit for treating wounds.

Gives +1 to First Aid skill.

5

600

6 300

7 600

8

Doctor's bags

Contains what is needed for treating serious wounds.

Gives +2 to First Aid skill. 10

900

3 Basic lockpicks. 1 75

5 Lockpicks

Complete set of lockpicks, Gives +1 to Lockpick skill. 2 150

7 Electronic Lockpick,

Gives +2 to pick electronic locks. 3 1500

8

Electronic lockpicks

Advanced Electronic Lockpick, Gives +3 to pick electronic locks. 5 2000

6 10 100

7 20 600

8

Tools

Basic tools, Tool Kit or Super Tool Kit, to repair almost anything you want.

20 1200

8 Motion Sensor

Linked to a Pip Boy or similar personal computer, this sensor allows you to detect and localize moving things.

Effective range: 50 yards.

4 750

7 Geiger counter

A Geiger counter, which can measure both environmental radiation and the accumulated radiation dose.

See Radiation – GURPS 4ed p435-436

3 550

8 Stealth Boy

Makes the wearer almost transparent. Gives +5 to Stealth skill,

And removes the penalty for hiding without natural hiding place.

3 5000

Page 17: GURPS 4th - Fallout

7 Radio

A classical hand radio for emission/reception.

Effective range: 5 miles. 2 250

10d cr ex 1 150 6 Dynamite

10d×2 cr ex 4 600 7d×2 cr ex 1 200

7 Explosives

Plastic

7d×4 cr ex 4 800

10 Fusion Cell

A portable fusion reactor. It may produce a huge amount of power. It is not radioactive while it is sealed.

20 35000

Food/Drinks: The average price for a meal is 10 coins/caps. Traveler’s food (and water) usually costs 15/day. Beer or Nuka Cola costs 5 per bottle. Strong alcohol costs 10. (For complete details on the price of food, drinks, and clothes see p 265-266)

Other goods: Item Weight Price Item Weight Price Item Weight Price

Cord (300lbs, 10yd) 1.5 5 Backpack (40 lbs) 3 60 Gun cleaning kit 1 25

Rope (1000lbs, 10yd) 5 25 Backpack (100 lbs) 10 100 Holster 0.5 25

Cable (4000lbs, 10yd) 18 100 Canteen 2 15 Silencer 1 250

Climbing gear 4 50 Lighter neg. 15 Laser sight 0.5 350

Shovel/Pick 8 30 Matches (���� neg. 10 Scope �� 1.5 1000

Entrenching tool 3 60 Survival Knife 1 40 Scope ×4, thermal imaging 4 6000

Petrol(1 litter) 0.7 50 Brahmin - 1500 Compass neg. 60

Flare 0.5 15 2-Brahmin Wagon - 500 Binoculars 2 400

Flashlight 0.5 25 Tent, 2 people 12 80 Night vision goggles 2 1800

Heavy flashlight 2 50 Tent, 4 people 30 150 Pip Boy 2000 5 2500

(For more details on firearms accessories, see Gurps 4ed p412)

Page 18: GURPS 4th - Fallout

Handguns TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

6 Colt M1911A1 2d pi+ 2 175 1700 2/0.6 3 7+1(3) 10 -2 3 350

7 S&W M4506 2d pi+ 2 175 1700 1.7/0.6 3 8+1(3) 10 -2 2 500

7 H&K USP Tactical 2d pi+ 2 175 1700 1.5/0.8 3 12+1(3) 10 -2 2 600 .45 ACP Pistol

6 Ruger P90 2d pi+ 2 175 1700 2/0.6 3 7+1(3) 10 -2 3 350

8 Glock 17 2d+2 pi 2 150 1850 1.2/0.8 3 17+1(3) 9 -2 2 700

7 Sig Sauer P220 2d+2 pi 2 150 1850 1.5/0.4 3 8+1(3) 9 -2 2 300

6 Browning HP 2d+2 pi 2 150 1850 2/0.5 3 13+1(3) 10 -2 2 400

7 Beretta M1951 / M 81 2d+2 pi 2 150 1850 1.5/0.5 3 12+1(3) 9 -2 2 350

9mm Pistol

6 Walter PPK 2d+2 pi 1 150 1850 1/0.4 3 8+1(3) 8 -1 2 600

.30 Pistol 6 Mauser C96 2d pi 2 120 1200 2.5/0.8 3 20+1(3) 10 -3 2 1000

8 Glock 20 2d pi+ 2 150 1900 2/0.7 3 15+1(3) 11 -2 2 600

7 Colt 6520 2d pi+ 2 150 1900 3/0.6 3 12+1(3) 11 -3 2 350 .40 / 10mm Pistol

8 H&K P7M10 2d pi+ 2 150 1900 2.5/0.5 3 10+1(3) 11 -2 2 450

SS 190 8 FN Five-Seven 3d+1 pi- 2 150 1500 1.2/0.3 3 20(3) 9 -1 2 1300

.357M Pistol 7 IMI Desert Eagle 3d-1 pi 2 185 2000 3.5/0.6 3 9+1(3) 10 -3 3 700

.44M Pistol 8 IMI Desert Eagle 3d pi+ 2 200 2500 3.5/0.6 3 8+1(3) 12 -3 3 1000

8 Automag V 3d+1 pi+ 2 180 1800 3/0.6 3 7+1(3) 11 -3 4 1200

8 IMI Desert Eagle 3d+2 pi+ 2 220 2400 3.5/0.7 3 8+1(3) 11 -3 4 1500 .50 AE Pistol

8 IMI Desert Eagle, 10" barrel 4d pi+ 3 220 2400 4.5/0.7 3 8+1(3) 12 -4 4 1600

7 Pistolet .223 4d+1 pi 2 400 3000 4/0.5 3 5+1(3) 13 -4 4 1800 .223 & 5.56 mm Pistol 8 Bushmaster Carbon 15 4d+1 pi 2 400 3000 2.5/0.5 3 10+1(3) 12 -4 4 2000

.50 BMG Pistol 8 Maadi-Griffin Pistol 8d-1 pi+ 3 440 3000 15/0.3 1/4 1(3i) 14 -6 3 2500

.22 LR Revolver 7 Taurus Model 941 1d+1 pi 2 75 900 1.5/0.25 3 8(3i) 8 -2 2 250

.36 Revolver 5 Confederate Navy 2d-1 pi 2 120 1100 2.5/0.24 3 6(3i) 9 -2 2 1000

.45 LC Revolver 5 Colt Peacemaker 2d-1 pi+ 2 100 1000 2.5/0.3 3 6(3i) 9 -2 2 1000

6 Colt Detective Special 1d+2 pi 1 120 1500 1.5/0.2 3 6(3i) 8 -1 3 250

6 S&W Chiefs Special 2d-1 pi 2 120 1500 1.5/0.2 3 5(3i) 8 -2 3 400 .38 Revolver

6 Ruger GP 100 2d-1 pi 2 120 1500 2/0.2 3 6(3i) 8 -2 3 400

7 Colt Python / King Cobra 3d-1 pi 2 185 2000 2.5/0.2 3 6(3i) 10 -2 3 500

7 MP412 REX 3d-1 pi 2 185 2000 2/0.2 3 6(3i) 10 -2 3 500 .357M Revolver

7 Manhurin MR-73 3d-1 pi 2 185 2000 2/0.2 3 6(3i) 10 -2 3 500

7 Colt Anaconda 3d pi+ 2 200 2000 3/0.3 3 6(3i) 11 -3 4 900 .44M Revolver

7 S&W model 29 3d pi+ 2 200 2000 3/0.3 3 6(3i) 11 -3 4 900

.454 Casull 7 Ruger Super Redhawk 3d+2 pi+ 2 200 2000 3/0.4 3 6(3i) 11 -3 4 1200

2 mm GN 10 PPK12 Gauss Pistol 4d(5) pi- 2 700 2900 3/0.4 4 20(3) 11 -3 2 10000

Needle 8 Needle Pistol 1d(0.2) pi- 2 30 100 3.5/0.5 1 8+1(3) 9 -3 2 1800 �

Page 19: GURPS 4th - Fallout

Handguns TL Weapon

6 Colt M1911A1

7 S&W M4506

7 H&K USP Tactical

.45 ACP Pistol

6 Ruger P90

8 Glock 17

7 Sig Sauer P220

9mm Pistol

6 Browning HP

Page 20: GURPS 4th - Fallout

7 Beretta M1951

6 Walter PPK

.30 Pistol 6 Mauser C96

8 Glock 20

8 Colt 6520

.40 / 10mm Pistol

8 H&K P7M10

SS 190 8 FN Five-Seven

Page 21: GURPS 4th - Fallout

.357M Pistol 7 IMI Desert Eagle

8 Automag V

.50 AE Pistol

8 IMI Desert Eagle, 10" barrel

8 Pistolet .223

.223 BMG

&5.56 mm Pistol

8 Bushmaster Carbon15

.50 BMG Pistol 8 Maadi-Griffin

.22 LR Revolver 7 Taurus Model 941

.45 LC Revolver 5 Colt Peacemaker

Page 22: GURPS 4th - Fallout

6 Colt Detective Special

6 S&W Chiefs Special

.38 Revolver

6 Ruger GP 100

7 Colt Python / King Cobra

7 MP412 REX

.357M Revolver

7 Manhurin MR-73

.44M Revolver 7 Colt Anaconda

Page 23: GURPS 4th - Fallout

7 S&W model 29

.454 Casull 7 Ruger Super Redhawk

4 mm GN 10 PPK12 Gauss Pistol

Needle 8 Needle Pistol

Page 24: GURPS 4th - Fallout

HEAVY AND ENERGY WEAPONS

Heavy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

4.7 mm Caseless 8 Minigun Vindicator 5d+1 pi 2 400 3000 30/15a 100! 1000(5) 14†M -7 2 7000

7 M249 Squad AutoWeapon 5d+1 pi 5 800 3500 15/7 12! 200(5) 12†B -6 2 3500

7 SA80 Light Support Weapon 5d+1 pi 5+1 800 3500 15/1 12! 30(3) 11†B -5 2 3500 5.56 mm

8 Minigun Rockwell CZ4000 5d pi 2 800 3500 30/25a 100! 1000(5) 15†M -7 2 6000

6 M60 7d pi 5 1000 4200 20/6 9! 100(5) 12†B -6 3 3000

6 FN MAG 7d pi 5 1000 4200 26/6 15! 100(5) 13†B -6 2 3500 7.62 mm

8 Gatling M134 7d pi 2 1000 4200 38/50a 100! 1000(5) 16†M -8 2 8000

.50 BMG 6 Browning M2 13d+1 pi+ 6 1800 7400 76+40/32 8! 100(5) 20†M -8 2 10000

40 mm 7 M79 Grenade launcher 4d

ex[2d] cr 2 150 440 5.5/0.5 1 1(3) 11 -3 2 3000

72 mm 8 Rockwell L72

Rocket Launcher 6d×3 ex cr 3+1 300 1000 15/3 1 1(4) 10† -6 1 2500

84 mm 8 M136 AT4 LAW 6d×6(10)

ex cr 3+2 330 2300 15 1 1(-) 10† -5 1 3500

Flamer Pack 6 Flambe 450 Flamethrower 3d burn - 50 50 70/20 jet 10 10† -8 - 2000

Energy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

9 Spasm Gun 1d-3

HT-4(2) burn b aff

3 40 80 2.2/0.5 3 20(3) 8 -2 1 2200

10 Wattz 1600 Laser Pistol 3d(2) burn 4 250 750 3/0.5 3 12(3) 10 -2 1 1400

10 Glock 86 Plasma Pistol 3d(5) burn 3 300 900 4/0.5 3 8(3) 11 -3 1 2800

11 Alien Blaster 6d(3) burn 4 100 200 1.5/0.5 4 10(3) 7 -2 1 15000

Small Energy Cell

10 YK32 Pulse Pistol 4d(10) burn b 2 75 150 3/0.5 4 15(3) 10 -3 1 12500

9 H&K 31415 Laser Carbine 5d(2) burn 6+1 700 2100 8/2.5 3 20(3) 9† -5 1 3500

10 Wattz 3120b Laser Rifle 6d(2) burn 8+3 1100 3300 15/2.5 3 20(3) 10† -6 1 5000

10 Winchester P94 Plasma Rifle 6d(5) burn 4 200 400 15/2.5 3 10(3) 10† -6 1 7000

10 Turbo Plasma Rifle 8d(5) burn 4 300 600 17/2.5 3 10(3) 10† -6 1 10000

Micro Fusion Cell

10 YK42b Pulse Rifle 8d(10) burn b 2 300 600 15/2.5 3 15(3) 10† -5 1 18000

10 Gatling Laser 6d(2) burn 2 700 2100 50/30 50! 500 15†M -8 1 7500 Micro Fusion Pack

10 Plasmathrower 8d(5) burn - 50 50 50/30 jet 30 12† -8 - 15000

Note: prices do not include ammunitions. (a): in order to fire, all miniguns require a Micro Fusion Cell in addition to standard ammunition.

(b): these damages have the surge damage modifier (Gurps 4ed. p105)��������������������� �������������������������

Page 25: GURPS 4th - Fallout

Heavy Weapons TL Weapon

4.7 mm Caseless 8 Minigun Vindicator

7 M249 Squad Auto Weapon

7 SA80 Light Support Weapon

5.56 mm

8 Rockwell CZ4000 Minigun

6 M60

6 FN MAG

7.62 mm

8 Gatling M134

Page 26: GURPS 4th - Fallout

.50 BMG 6 Browning M2

40 mm 7 M79 Grenade launcher

72 mm 8 Rockwell L72 Rocket Launcher

84 mm 8 M136 AT4 LAW

Flamer Pack 6 Flambe 450 Flamethrower

Energy Weapons TL Weapon

9 Spasm Gun

10 Wattz 1600 Laser Pistol

Small Energy Cell

10 Glock 86 Plasma Pistol

Page 27: GURPS 4th - Fallout

11 Alien Blaster

10 YK32 Pulse Pistol

9 H&K 31415 Laser Carbine

10 Wattz 3120b Laser Rifle

10 Winchester P94 Plasma Rifle

10 Turbo Plasma Rifle

Micro Fusion Cell

10 YK42b Pulse Rifle

10 Gatling Laser

Micro Fusion Pack

10 Plasmathrower

Page 28: GURPS 4th - Fallout

HEAVY AND ENERGY WEAPONS

Heavy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

4.7 mm Caseless 8 Minigun Vindicator 5d+1 pi 2 400 3000 30/15a 100! 1000(5) 14†M -7 2 7000

7 M249 Squad AutoWeapon 5d+1 pi 5 800 3500 15/7 12! 200(5) 12†B -6 2 3500

7 SA80 Light Support Weapon 5d+1 pi 5+1 800 3500 15/1 12! 30(3) 11†B -5 2 3500 5.56 mm

8 Minigun Rockwell CZ4000 5d pi 2 800 3500 30/25a 100! 1000(5) 15†M -7 2 6000

6 M60 7d pi 5 1000 4200 20/6 9! 100(5) 12†B -6 3 3000

6 FN MAG 7d pi 5 1000 4200 26/6 15! 100(5) 13†B -6 2 3500 7.62 mm

8 Gatling M134 7d pi 2 1000 4200 38/50a 100! 1000(5) 16†M -8 2 8000

.50 BMG 6 Browning M2 13d+1 pi+ 6 1800 7400 76+40/32 8! 100(5) 20†M -8 2 10000

40 mm 7 M79 Grenade launcher 4d

ex[2d] cr 2 150 440 5.5/0.5 1 1(3) 11 -3 2 3000

72 mm 8 Rockwell L72

Rocket Launcher 6d×3 ex cr 3+1 300 1000 15/3 1 1(4) 10† -6 1 2500

84 mm 8 M136 AT4 LAW 6d×6(10)

ex cr 3+2 330 2300 15 1 1(-) 10† -5 1 3500

Flamer Pack 6 Flambe 450 Flamethrower 3d burn - 50 50 70/20 jet 10 10† -8 - 2000

Energy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

9 Spasm Gun 1d-3

HT-4(2) burn b aff

3 40 80 2.2/0.5 3 20(3) 8 -2 1 2200

10 Wattz 1600 Laser Pistol 3d(2) burn 4 250 750 3/0.5 3 12(3) 10 -2 1 1400

10 Glock 86 Plasma Pistol 3d(5) burn 3 300 900 4/0.5 3 8(3) 11 -3 1 2800

11 Alien Blaster 6d(3) burn 4 100 200 1.5/0.5 4 10(3) 7 -2 1 15000

Small Energy Cell

10 YK32 Pulse Pistol 4d(10) burn b 2 75 150 3/0.5 4 15(3) 10 -3 1 12500

9 H&K 31415 Laser Carbine 5d(2) burn 6+1 700 2100 8/2.5 3 20(3) 9† -5 1 3500

10 Wattz 3120b Laser Rifle 6d(2) burn 8+3 1100 3300 15/2.5 3 20(3) 10† -6 1 5000

10 Winchester P94 Plasma Rifle 6d(5) burn 4 200 400 15/2.5 3 10(3) 10† -6 1 7000

10 Turbo Plasma Rifle 8d(5) burn 4 300 600 17/2.5 3 10(3) 10† -6 1 10000

Micro Fusion Cell

10 YK42b Pulse Rifle 8d(10) burn b 2 300 600 15/2.5 3 15(3) 10† -5 1 18000

10 Gatling Laser 6d(2) burn 2 700 2100 50/30 50! 500 15†M -8 1 7500 Micro Fusion Pack

10 Plasmathrower 8d(5) burn - 50 50 50/30 jet 30 12† -8 - 15000

Note: prices do not include ammunitions. (a): in order to fire, all miniguns require a Micro Fusion Cell in addition to standard ammunition.

(b): these damages have the surge damage modifier (Gurps 4ed. p105)��������������������� �������������������������

Page 29: GURPS 4th - Fallout

MELEE WEAPONS (Look at GURPS 4ed. p271 for more info on other melee weapons.)

TL Weapon Damage Reach Parry ST Notes Weight Price

8 Power Fist

thr+2 cr C 0 8 [1] [5]

1.25 1800

8 Mega Power Fist

thr+3 cr C 0 8 [1] [5]

1.5 2200

7 Cattle Prod

1d-3 burn HT-3(0.5)aff

1 0 7 [2] [5] [6]

4 600

7 Super Cattle Prod

1d-2 burn HT-4 aff

1 0 8 [2] [5] [6]

5 1200

8 Ripper

sw+1d cut C,1 -1 8 [3] 3 1500

8 Super Sledgehammer

sw+1d+2 cr 1,2* 0U 12� [4] 12 3750

For notes on reach, parry and ST, see GURPS 4ed p268-271. [1]: Use with Brawling, Boxe or Karate skill or DX. [2]: Use with Shortsword skill. [3]: Use with Knife skill. [4]: Use with Two Handed Axe/Mace skill. [5]: Requires a Small Energy Cell. A cell will provide 25 hits. [6]: If HT roll fails, victim is stunned 20-HT seconds (roll HT against the same difficulty to recover after that)��

Page 30: GURPS 4th - Fallout

RIFLES

Sniper Rifles TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost 7 Dragunov SVD 7d pi 6+3 1000 4500 8.5/0.9 3 10+1(3) 10† -6 3 2400 7 Walter WA2000 7d pi 5+3 1000 4500 14/0.5 3 6+1(3) 11†B -5 3 2200 7 Steyr Scout 7d pi 5+3 1000 4500 6.5/0.9 3 10+1(3) 8† -5 3 2500

7.62 mm Rifles

7 HK PSG1 7d pi 6+3 1000 4500 14/1.7 3 20+1(3) 11†B -6 3 2500 .338 Magnum 8 AI Arctic Warfare AWM 9d+1 pi 6+3 1500 5500 17.5/0.8 1 4+1(3) 11†B -6 3 4500

9x39 mm subsonic 8 VSS Silenced Sniper 5d+1 pi 5+2 300 1000 6/1.8 8 20+1(3) 9† -5 2 3000 8 AI Arctic Warfare .50 13d+1 pi+ 6+3 1800 7400 30/2 1 5+1(3) 13†B -7 4 7000 .50 BMG Rifles 8 Barett M90 13d+1 pi+ 6+3 1800 7400 20/2 1 5+1(3) 12†B -7 4 7000

14.5 mm Russian 8 Mechen NTW 20 16d pi+ 6+3 2300 8000 58/2 1 3(3) 15†B -8 5 12000 15.2 mm Steyr 8 Steyr AMR 17d+2 (2) pi 7+3 1500 6000 36/2 1 5+1(3) 13†B -7 5 25000

8 Mechen NTW 20(20x85mm) 15d+2 pi++ 6+3 1500 4000 52/2 1 3(3) 15†B -8 5 12000 20 mm 8 RT-20 (20x110mm) 18d+2 pi++ 5+3 1800 5000 40/2 1 1(3) 15†B -8 5 16000

Self-loading Rifles TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

.22 LR 6 Sport .22 Rifle 1d+1 pi 5 100 1200 5/0.2 3 8+1(3) 7† -4 2 300 .223 / 5.56 mm 6 223 Hunting Rifle 5d pi 5 500 3500 6/0.5 3 10+1(3) 8† -4 2 1000

6 FN49 7d pi 5 1000 4200 8.5/0.7 3 10+1(3) 10† -5 3 1300 6 M1 Garand 7d pi 5 1000 4200 8.5/0.6 3 8+1(3) 10† -5 3 1200 .30-06 / 7.62 mm 6 M1903 Sprinfield 7d pi 5 1000 4200 8/0.4 3 5+1(3) 10† -5 3 1100

2 mm GN 10 M72 Gauss Rifle 6d+2(5) pi- 7+2 1200 4800 8.5/0.4 4 20(3) 10† -4 2 25000

Assault Rifles TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost 4.7 mm Caseless 7 H&K G11 5d pi 4+2 400 3000 7/1 10 50(3) 9† -3 2a 2500

7 Steyr Aug 5d pi 5+2 500 3500 7.5/1 11 30+1(3) 9† -4 2 2000 7 FAMAS 4d+2 pi 4 400 3000 7.5/1 17 30+1(3) 9† -3 2 1500 7 AK 101 / 102 / 104 / 105 5d pi 5 500 3500 6/1 10 30+1(3) 9† -4 2 1500 7 M16A1 5d pi 5 500 3500 6/1 12 30+1(3) 9† -4 2 1500 8 Colt M4A1 4d+2 pi 5 400 3000 5/1 15 30+1(3) 9† -3 2 1700

5.56 mm

8 H&K XM8 4d+2 pi 4+2 400 3000 4/1 12 30+1(3) 9† -3 2 2000 5.56 mm & 20mm HE 8 H&K XM-29 SABR

4d+2 7d ex[3d]

pi cr

4+2 4+2

400 1000

3000 1000

11/2.5 12 1

30+1(3) 6(3i)

10† -5 2 4000

7 AK 47 5d+1 pi 5 1000 4200 8.5/2.5 10 30+1(3) 10† -5 3 1800 7.62 mm S (7.62x39 mm) 8 AK 103 5d+1 pi 5 1000 4200 6.5/2.5 10 30+1(3) 9† -5 3 2000

6 M14 7d pi 5 1000 4200 10/1.7 12 20+1(3) 11† -5 3 1800 7 FN Fal 7d pi 5 1000 4200 8.5/2.5 11 30+1(3) 10† -5 3 1800

7.62 NATO (7.62x51 mm)

7 IMI Galil 7d pi 5 1000 4200 8/2.2 11 25+1(3) 10† -5 3 1800 9x39 mm 7 OC-14 "Groza" 5d+1 pi 4 300 1000 6/1.8 12 20+1(3) 10† -3 2 2500

(a): Rcl 1 (recoilless) for 3 shots bursts �������������������� ������������������������

Page 31: GURPS 4th - Fallout

Sniper Rifles TL Weapon

7 Dragunov SVD

7 Walter WA2000

7 Steyr Scout

7.62 mm Rifles

7 Galil Sniper

.338 LM 7 Arctic Warfare Magnum

9x39 mm subsonic 8

VSS Silenced Sniper

8 AI Arctic Warfare .50

.50 BMG Rifles

8 Barett M90

14.5 mm Russian 8 NTW 20

Page 32: GURPS 4th - Fallout

15.2 mm Steyr 8 Steyr AMR

Self-loading

Rifles TL Weapon

.22 LR 6 Sport .22 Rifle

.223 / 5.56 mm 6 Hunting Rifle

6 FN49

6 M1 Garand

.30-06 / 7.62 mm

6 M1903 Sprinfield

4 mm GN 10 M72 Gauss Rifle

Page 33: GURPS 4th - Fallout

Assault Rifles

TL Weapon

4.7 mm Caseless 7 H&K G11

7 Steyr Aug

7 FAMAS

7 AK 101/102/104

7 M16A1

8 Colt M4A1

5.56 mm

8 H&K XM8

5.56 mm & 20mm HE 8 H&K XM-29 SABR

Page 34: GURPS 4th - Fallout

6 M14

7 FN Fal

7 AK 47

8 AK 103

7.62 mm

7 IMI Galil

9x39 mm 7 OC-14 "Groza"

Page 35: GURPS 4th - Fallout

SMGs & SHOTGUNS SMGs TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

7 Calico M960 3d-1 pi 4 160 1900 4.5/2.5 13 50 10† -4 2 1200

7 Scorpio VZ83 2d+2 pi 2 140 1700 2.5/1 14 20 12 -2 3 1200

7 H&K MP5 3d-1 pi 4 160 1900 5.5/1.5 13 30 10† -4 2 1200

7 Mini - Uzi 2d+2 pi 2 140 1700 5/1.1 15 25 12 -3 3 900

7 Walter PML 3d-1 pi 4 160 1900 6/1.5 9 32 10† -4 3 1200

SMG 9mm

6 H&K MP38 3d-1 pi 3 160 1900 8/1.5 8! 32 10† -4 2 700

6 Thomson "Tommy Gun" 2d+1 pi+ 3 190 1750 10/2.5 11 50 11† -4 3 1500

6 M3A1 "Grease Gun" 2d+1 pi+ 3 190 1750 8/1.5 8! 30 11† -4 3 1500 SMG .45 ACP

7 Ingram M10 2d pi+ 2 160 1500 6/1.5 18 30 13 -3 3 1300

SS190 8 FN P90 3d+2 pi- 3 200 1800 5/1.5 15 50 8† -3 2 2200

Shotguns TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

6 Winchester Sawed-off 1d+2 pi- 2 25 50 5/0.3 2×9 2 13 -4 1 300 Double shotgun

6 Beretta 470 Silverhawk 1d+1 pi- 3 50 125 6.5/0.3 2×9 2 10† -5 1 350

7 Benelli 1d+1 pi- 3 50 125 7/0.8 2×9 6* 10† -5 1 400

8 Beretta 1201FP Police 1d+1 pi- 3 50 125 5.7/0.8 2×9 6* 10† -5 1 400 Pump Shotgun

7 Mossberg 590 1d+1 pi- 3 50 125 6.5/1.2 2×9 9* 10† -5 1 450

8 Saiga 1d+1 pi- 3 50 125 7/1.2 3×9 8+1 10† -5 1 1000

8 H&K CAWS 1d+1 pi- 3 50 125 7.5/1.5 3×9 10+1 10† -5 1 1200

8 USAS 12 1d+1 pi- 3 50 125 11/3 4×9 20 11† -5 1 2000

8 Benelli M4 1d+1 pi- 3 50 125 7.5/0.8 3×9 6* 10† -5 1 1500

Semi-auto and Auto Shotguns

8 Jackhammer 1d+1 pi- 3 50 125 9/1.5 4×9 10 10† -5 1 1800

(*): Reduce shotgun capacity by 1 if using 12G Magnum ammo. �������������������� �������������������������

Page 36: GURPS 4th - Fallout

SMG TL Weapon

7 Calico M960

7 Scorpio VZ83

7 H&K MP5

7 Mini - Uzi

7 Walter PML

SMG 9mm

6 H&K MP38

6 Thomson "Tommy Gun"

6 M3A1 "Grease Gun"

SMG .45 ACP

7 Ingram M10

Page 37: GURPS 4th - Fallout

SMG SS190 8 FN P90

Shotguns TL Weapon

6 Winchester Sawed-off

Double shotgun

6 Beretta 470 Silverhawk

7 Benelli

8 Beretta 1201FP Police

Pump Shotgun

7 Mossberg 590

8 Saiga

8 H&K CAWS

8 USAS 12

8 Benelli M4

Semi-auto and Auto Shotguns

8 Jackhammer

Page 38: GURPS 4th - Fallout

Racial Templates

Super Mutant [23 pts]

Build Disavantages ST +4 [36] IQ -1 [-20] HT +1 [10] Size Modifier +1 [0] Basic Move +1 [5]

Advantages DR 2 [10] Fearlessness 4 [8] Longevity [2] Resistance Radiations: HT+8 [5] Poison: HT+3 [5] Disease: HT+3 [3]

Appearance (hideous) [-16] Reputation -3 (mutant, all but mutants) [-10] Social Stigma (mutant -3) [-15] Sterile [0]

Grey Tribe Deatchclaw [37 pts]

Build Disavantages ST +5 [45] DX +2 [40] IQ -1 [-20] HT +2 [20] HP +5 [9] Size Modifier +1 [0] Basic Move +1 [5] Basic Speed +0.5 [10] Perception +2 [10] Will +2 [10]

Advantages Claws: Long Talons [11] DR 3 [15] Night Vision 4 [4] Striker: Horns, impaling, cannot parry, limited arc [2] Teeth: Sharp [1]

Disturbing Voice [-10] Frightens Animals [-10] Ham-Fisted [-10] Low TL (TL 3) [-10] Poor [-15] Reputation -4 (mindless killer) [-20] Short Lifespan [-10] Sense of Duty (tribe) [-10] Social Stigma (mutated lizard -3) [-15] Status -3 (animal) [-15]

Ghoul [-14 pts]

Build Disavantages ST -1 [-10] Basic move -2 [-10] Perception +2 [10]

Advantages High TL (+2) [10] Immunity (radiations) [10] Resistance Poison: HT+3 [5] Disease: HT+3 [3] Reduced consumption 2 [4] Unaging [15]

Appearance (hideous) [-16] Increased life support (radioactive) [-10] Reputation -3 (mutant, all but mutants) [-10] Social Stigma (mutant -3) [-15] Sterile [0]

Page 39: GURPS 4th - Fallout

TECHNOLOGY LEVEL (see Gurps 4ed p512 for TL by field)

For most of the places in the Wastes, TL is supposed to be as in the following table. One should nevertheless consider that these are average TLs, and that they may vary in some specific places or due to specific individuals. The average TL of the world is 5. (It is GM’s choice to increase or lower this value, depending on when and where the campaign takes place)

This TL may also indicate what kind of stuff could commonly be found at these places.

TL Tribals Small Towns Towns Vaults BOS/Enclave

Transportation 3-4 4-5 5-6 7 Weapons 3 4-5 5-6 7-8 9+1 Power 3 4-5 5-6 8-9 8-9+1 Medicine 3 4-5 5-6 9 9+1 Computers 6+1 6+2-6+3 6+4 Divergent TL in the wastes:

Weapons: Blaster weapons appeared at TL 9+1. Armor suits (Ballistic and Tactical suit) are avaible at TL8.

Energy/science: At TL 9+1, almost no nanotechnology is known, and there is neither antimatter power nor antimatter weapons. Portable fusion power is known at TL 9+1.

Medicine: Cellular rejuvenation is known at TL9 but only for radiation healing.

Computers: In the Wastes, computers can be powerful and even become sentient (Artificial Intelligence or something like that), but they are usually bulky and very little user-friendly designed.

TL and Price of Starting Equipment:

Since prices are already designed for the average TL5 of the campaign, do not increase the price of starting equipment with an higher TL than the average TL5 of the campaign.

Page 40: GURPS 4th - Fallout

WEAPON GENERALITIES

Weapon malfunctions in the wastes In the wastes, weapons are often old and have been exposed to dust and other severe conditions. These weapons are more supposed to suffer a malfunction. So, Malf. value will usually be one or two points below the usual Malf. of the weapon. Thus Malf. will be usually 15 for TL 5 and 16 for TL6+. These weapons cost the listed price. Weapons with Malf. 14 at TL5 and 15 at TL 6+ will usually

cost half the listed price (well, if you find an honest merchant) However, new weapons (never used or just built) have the same Malf. than described in GURPS 4ed p279. They cost twice the price listed on the Fallout Weapons tables.

Ammunitions for energy weapons Energy weapons use a special kind of ammo. These are power cells. There are two major power cells: Small Energy Cells (SEC) and Micro Fusion Cells (MFC).

��Small Energy Cells are a kind of advanced fuel cells. Each cell weights half a pound and its size is about 2.5×5×5cm (1×2×2"). The recharging process is rarely known (except for Vaults or BOS for example). This process requires specific hardware (TL 9), 4 hours and an Electronics Repair roll (Power

Sources - TL9). Failure means the cell lost half his capacity, critical failure means the cell is destroyed (becomes useless).

��Micro Fusion Cells are ultra-powerful cells. They weigh about two and a half pound each, and their size is about 5×10×10cm (2×4×4"). The recharging process is even more difficult and dangerous. In addition of the specific hardware (TL 10), it requires 8 hours and an Electronics Repair roll (Power Sources

– TL10). Failure means the cell is destroyed (useless). Critical failure means the cell shatters (6d cr[ex]+6d burn) � Micro Fusion Pack is like a big MFC, designed to hold much more energy. It is designed to be recharged, and so, despite the need of specific hardware, the process is easy: Electronics Repair roll at +3 (Power Sources – TL10). � Used as ammo for energy weapons, each cell will provide with a number of shots depending on the power of the weapon. This number is listed in the description of each weapon. Note that some weapons (like miniguns), also require an energy cell in order to fire. (Gauss weapons clips already contains energy supply for firing the gauss needles)