Fallout Weapons

Rules Regarding Firearms that may be relevant:

Firearm attacks are resolved against AC unless loaded with AP rounds, then are resolved against touch AC within first range increment. AP Rounds vary vastly in price and availability from game to game. In general, Fallout AP rounds are normally considered to be pre-war ammunition rather than the scrap rounds PC's can manufacture for themselves, and has a corresponding rarity.

Any Character may add their Dexterity modifier to damage rolls with firearms by selecting the Gun Trained feat; which has a prerequisite of BaB +5; and functions as a Gunslinger's *Gun Training* class feature.

A character without the Rapid Reload feat, or any items / class abilities that augment reload speeds needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

## **Simple Firearms**

**BB Gun:** This pre war toy is a novelty, and rarely used by any sane person nowadays.

**Plasma Pistol**: A different type of small energy weapon that fires slow-moving bolts of plasma. If target is killed by a critical hit, their body is turned into a glowing goo pile; as per the *Disintegrate* spell. The target's equipment is unaffected.

**Laser Pistol:** This pre war weapon is more reliable than a regular pistol, but suffers when it comes to damage output. Due to it's reliable property; on a misfire the wielder can roll 1d20 as a free action. On a roll of 11 or higher; the gun doesn't misfire. In addition; If target is killed by a critical hit, their body is turned into a glowing ash pile; as per the *Disintegrate* spell. The target's equipment is unaffected.

**M3 Grease Gun**: A crude automatic weapon, popular amongst raiders and lower ranking troopers of the NCR. Cheap, easy to make, and is battle proven to work. This gun fires in full auto; and has no single fire option. Automatic weapons fire line attacks; making separate attacks against each target in a line at a -2 penalty, with a distance equal to the firearm's range. Each target takes damage from the attack individually. Doing so requires 10 rounds of ammunition to be expended.

**Browning Hi-Power**: The true popularization of the auto-loading handgun, the direct predecessor to the legendary M1911, a reliable firearm in a standard caliber for anyone looking for a firearm

**Pipe Pistol / Revolver:** This post-war pistol was likely hacked together in a garage or makeshift workbench. Due to it's fragile nature, it gains the broken condition after scoring a critical hit.

**Pipe SMG**: This post-war SMG was likely hacked together in a garage or makeshift workbench. Due to it's fragile nature, it gains the broken condition after scoring a critical hit. This gun fires in full auto; and has no single fire option. Automatic weapons fire line attacks; making separate attacks against each target in a line at a -2 penalty, with a distance equal to the firearm's range. Each target takes damage from the attack individually. Doing so requires 10 rounds of ammunition to be expended. In addition; due to the SMG's fragile nature, it gains the broken condition after scoring a critical hit.

**Pipe Rifle**: This post-war pistol was likely hacked together in a garage or makeshift workbench. Due to it's fragile nature, it gains the broken condition after scoring a critical hit.

**Black Powder Pistol**: This smoothbore flintlock pistol puts golf ball sized holes in people at close range. While devastating, it requires a long time to reload compared to other firearms; as it must be muzzle-loaded, and packed with a ramrod before each shot. The time to reload a black powder pistol is always a full-round action, and cannot be affected by other class abilities; alchemical cartridges, or magical items/enchantments.

**Sawed Off Shotgun**: This makeshift weapon is perfect for personal protection carry; provided you needn't shoot more than once. This weapon provokes no opportunity attacks when fired in melee. This shotgun can fire both slugs and buckshot; with the former eliminating the scatter property.

In addition, If both barrels are fired at once (As a standard action, the attack action), they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot

## **Martial Firearms**

**Markman's Rifle:** A rare pre-war rifle that few can reproduce in the wasteland, coveted for its consistency and customization and its light weight. This Firearm gains a +2 to critical confirmation rolls.

**Gatling Laser**: A favorite of the Brotherhood of Steel in the west, this model was much easier to make than the more modern version. It is a little less powerful than its ballistic counterpart, but it makes up for it with unerring accuracy and reliability. When this weapon misfires roll a d20, on a roll of 11 or higher the weapon doesn't misfire. If target is killed by a critical hit, their body turns into Ash; per *Disintegrate.* In addition; this gun fires in full auto; and has no single fire option. Automatic weapons fire line attacks; making separate attacks against each target in a line at a -2 penalty, with a line distance equal to the firearm's range. Each target in the line's area of effect takes damage from the attack individually. Doing so requires 10 rounds of ammunition to be expended.

In addition to standard automatic fire; As a full-round action the user can dump the magazine, covering a 15x15 area in a hail of bullets, dealing 1d4 for every 10 bullets shot. The DC for this effect is 10+ the Wielder's BaB.

**Mosin-Nagant:** A staple weapon from the USSR, sold cheap in bulk to the US after WWII, these beauties are everywhere in the Wasteland.

**M4A1:** A fully automatic rifle fit for military use, a pre-war design that has stuck around and remained popular amongst mercenary groups. This gun fires in both single fire; and full auto. Automatic weapons fire line attacks when used in full auto; making separate attacks against each target in a line at a -2 penalty, with a line distance equal to the firearm's range. Each target in the line's area of effect takes damage from the attack individually. Doing so requires 10 rounds of ammunition to be expended.

**.308 Colt Rangemaster:** One of the more iconic weapons in the wasteland, used by every type of person imaginable. A favorite of snipers, hunters, lawmen, and farmers alike this hunting rifle has proven its reliability and deadliness all across the capitol wasteland.

**Combat Shotgun**: A favorite amongst mercenary groups and raiders alike, the semi-automatic combat shotgun is one of the best tools for clearing a small room. This shotgun can fire both slugs and buckshot; with the former eliminating the scatter property. When firing bullets this gun has a base range increment of 15. This gun can be fired in melee without provoking attacks of opportunity.

**10MM Pistol:** This classic pre war pistol is the golden standard for wasteland protection.

**M1911:** The definition of a modern handgun and the original user of the now popular .45 ACP ammunition. Enemies slain by this weapon are hard to revive; as it's said to kill the soul alongside the body. Resurrecting a foe slain by a M1911 requires a caster level check with a DC = 10 + the creature's HD or the resurrection attempt fails. In addition due to it's reliable property; on a misfire the wielder can roll 1d20 as a free action. On a roll of 11 or higher; the gun doesn't misfire.

**Laser Rifle:** This pre war weapon is more reliable than a regular pistol, but suffers when it comes to damage output. Due to it's reliable property; on a misfire the wielder can roll 1d20 as a free action. On a roll of 11 or higher; the gun doesn't misfire. In addition; If target is killed by a critical hit, their body is turned into a glowing ash pile; as per the *Disintegrate* spell. The target's equipment is unaffected.

**Plasma Rifle:** A different type of small energy weapon that fires slow-moving bolts of plasma. If target is killed by a critical hit, their body is turned into a glowing goo pile; as per the *Disintegrate* spell. The target's equipment is unaffected.

**Multiplas Rifle:** This modified plasma rifle always shoots in a 20-foot cone, and unlike a normal ballistic shotgun has the chance hit things in that spread incredibly hard. Popular amongst the Enclave when they were still around; most people who have them now are mercenaries or eccentrics. This gun provokes no opportunity attacks when fired in melee.

**Black Powder Rifle**: This smoothbore flintlock rife puts golf ball sized holes in people at medium range. While devastating, it requires a long time to reload compared to other firearms; as it must be muzzle-loaded, and packed with a ramrod before each shot. The time to reload a black powder rifle is always a full-round action, and cannot be affected by other class abilities; alchemical cartridges, or magical items.

**Colt Single Action Army**: The golden standard for a western-style revolver. This gun is always masterwork; and this price is reflected in the item's base cost.

## **Exotic Firearms**

**Gauss Rifle:** On a successful hit, the target is pushed back 10 ft in a straight line unless something is blocking their path. On a critical hit the target is knocked prone and backwards 15ft in a straight line. This gun is always masterwork; and this price is reflected in the item's base cost.

**Gauss BB Gun:** Created by an NCR Contractor on the west coast; the Gauss BB Gun is a small railgun that flings steel ball bearings at lethal velocities, using a single fission battery as a permanent power source rather than consuming energy ammo.

**Desert Eagle .50**: Almost the textbook definition of a hand cannon, just flashing this magnificent piece will instill fear in even the most drug fueled raider. While holding this weapon it acts as an enhanced Intimidate Masterwork Tool, granting the wielder a +4 circumstance bonus to **Intimidate** checks. Always masterworked.

**Mauser C96 "Red 9"**: A classic handgun design, mostly form over function at this point. A weapon so complicated that only masters of their craft can still make them reliably. This weapon is always considered masterwork; and this is reflected in the item's base cost.

**M79 Thumper / China Lake / Missile Launcher:** These grenade launchers function as both firearms and splash weapons. The DC of any splash damage is 10 + the user's BaB, and offers a Reflex for 1/2 damage. The Missile Launcher however always targets a 10ft radius AoE; for full damage.

Unlike the grenade launchers; you can target both an empty square (AC 5) or a Creature with a Missile Launcher's touch attack to trigger the explosion; which deals full damage to all targets in the radius. Directly targeting a creature with a missile launcher causes them to take a -4 penalty on their reflex save; and negates the effects of any evasion they may possess.

The damage depends on the type of ammunition used; listed below. Crafting a 40mm grenade or Missile requires a proper workplace; 1 hour, and 1/2 the Grenade / Missile's cost in the form of caps; which are expended on raw materials. The Craft: (Weapons / Ammo) DC's are listed below. Failure doesn't cause an explosion and the check may be re-attempted; but any materials used in the attempt are lost. Critical failure however; causes an explosion.

**SAW:** A hacked together masterpiece forged by the Gun Runners in a time of need, the SAW is an exquisite weapon for fighting large groups of enemies. As a full-round action the user can dump some (or all) of their magazine, covering a 15x15 area in a hail of bullets, dealing 1d4 for every 10 bullets shot up to a maximum of 10d4. The DC for this effect is 10+ the Wielder's BaB. This weapon is always Masterwork; and this is reflected in the item's base cost. The SAW can also be fired as a normal automatic weapon. Automatic weapons fire line attacks when used in full auto; making separate attacks against each target in a line at a -2 penalty, with a line distance equal to the firearm's range. Each target in the line's area of effect takes damage from the attack individually. Doing so requires 10 rounds of ammunition to be expended.

**Broadsider**: A Naval swivel cannon; repurposed for use on land. The Broadsider shoots literal cannonballs.

**Railway Rifle**: This handmade post-war pneumatic rifle fires railway spikes. On a critical hit, the target is pinned to their square; and cannot escape without first removing the pin as a move-equivalent action; by succeeding a STR Check, DC 10 + Wielder's BaB. Creatures of huge size or larger are immune to this effect.

**PGM Hecate:** A favorite amongst elite NCR rangers, this rifle has an attached bipod. It takes a Standard action to set the bipod up on something sturdy to brace the weapon. Unless the rifle is one size smaller than the user it imparts a -4 penalty on attack rolls and the recoil will knock the wielder prone upon shooting if the bipod isn't employed. While using the bipod the user can only move up to 5 feet while still using the bipod. This weapon is always Masterwork; and this is reflected in the item's base cost.

The PGM Hecate also uses unique ammunition types; as it was designed as an anti-material rifle rather than just a sniper rifle. Consult the chart below for crafting and purchasing ammunition for the PGM Hecate.

Crafting a round for the PGM Hecate requires a proper workplace; 1 hour, and 1/2 the Round's cost in the form of caps; which are expended on raw materials. The Craft: (Weapons / Ammo) DC's are listed below. Failure doesn't cause an explosion and the check may be re-attempted; but any materials used in the attempt are lost. Critical failure however; causes an explosion.

PGM Hecate Ammo
 High Explosive
 Anti-Material
 Armor Piercing

**Heavy Flamer:** The heavy flamethrower fires only line attacks; making separate attacks against each target in a line at a -2 penalty, with a line distance equal to the firearm's range. Each target in the line's area of effect takes damage from the attack individually. Doing so requires 10 rounds of ammunition to be expended.

**The Dragon**: This tri-barreled smoothbore musket fills enemies with golf ball sized holes; provided they are close enough to hit with this fairly inaccurate weapon. This musket has three separate barrels; each barrel can be shot independently as separate attacks, or all three can be fired at once as a standard action (the attack action). If all three barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –6 penalty on each shot. Each barrel of a tri-barreled musket uses either a bullet and a single dose of black powder as ammunition. While devastating, it requires a long time to reload compared to other firearms; as each barrel must be muzzle-loaded, and packed with a ramrod before each shot. The time to reload one barrel of a Dragon is always a full-round action, and cannot be affected by other class abilities; alchemical cartridges, or magical items.

**.44 Magnum Revolver**: A massive handgun with huge recoil and a long, heavy barrel. This gun is always masterwork; and this price is reflected in the item's base cost.

## **Melee Weapons**

**Thermic Lance:** Each time a Thermic Lance strikes a creature with an armor bonus; that bonus is reduced by 1 until reduced to 1/2 it's total; at which point the creature's armor gains the broken condition until repaired. The Thermic lance functions as a lance for the purposes of mounted combat.

**Bayonet**: These simple plug bayonets can be affixed to a two handed firearm as a move-equivalent action. A firearm cannot be used conventionally until the Bayonet has been removed.

**Power Fist:** While loaded with energy ammunition; the Power Fist deals increased damage and uses augmented critical stats. It has a capacity of 6 Microfusion Cells; and a Misfire Chance of Zero. It is reloaded identically to a one-handed firearm; and can be selected for the purposes of the Rapid Reload feat.

**Ballistic Fist:** While loaded with shotgun ammunition; the Ballistic Fist deals increased damage and uses augmented critical stats. It has a capacity of two 12 GA Shotgun Shells; and a Misfire Chance of 1-2. It is reloaded identically to a one-handed firearm; and can be selected for the purposes of the Rapid Reload feat. This weapon has two parallel barrels; and both are always fired simultaneously.

**Super Sledge:** While loaded with energy ammunition; the Super Sledge deals increased damage and uses augmented critical stats. It has a capacity of 6 Microfusion Cells; and a Misfire Chance of Zero. It is reloaded identically to a two-handed firearm; and can be selected for the purposes of the Rapid Reload feat.

**Chainsaw:** This massive, pre-war timber saw makes a huge amount of noise while in use; requiring only a DC 5 Perception check to notice while within 60ft. It requires a move-equivalent action to rev-up, gaining it's augmented stats for use with ammunition. This effect persists until the Chainsaw's ammunition is depleted; or it's deactivated by the wielder (a free action). The Chainsaw runs on 12 Microfusion cells; and has a misfire chance of zero. It is reloaded identically to a two-handed firearm; and can be selected for the purposes of the Rapid Reload feat.