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Named Weapons and Armors

This subsection contains the set of rules necessary for creating a Named Weapon. For starters, a named weapon is one that is particularly special to its original owner or creator. Frequently, named weapons are experimental prototypes or experimental enhancements of older or more common-place weapon designs that have superior abilities to their predecessors, or have some minor drawback that stalled them from mass production before the war ended; this is especially true for energy weapons and big guns.

Creating a named weapon from a normal one is a fairly simple 3-step process, but requires at least some GM involvement.

Step 1: Pick your weapon – Choose a weapon or set of paired weapons that your wastelander already owns. This determines what type of weapon the named weapon will be. Any weapon is fair game except for single-use weapons like thrown explosives, or natural weapons such as horns, claws or hooves. Be aware that in the event that you choose to make a set of paired weapons into a named pair, if they are ever separated they will only function as the base weapons until reunited.

Step 2: Roll 1+1d4. Higher is better in this case. Players who take the trait “Named Weapon” get 5 points automatically, and don’t need to roll. Depending on the number you rolled, you have just obtained a set number of points that you can invest into making your weapon (or set of weapons) special.

Step 3: Invest points into your weapon! How to spend these points is outlined below, and varies depending on what type of weapon it is and how it deals damage.

If you find yourself lacking enough points to do what you really want with a weapon, you can get up to 3 points by decreasing a weapon’s stats instead –making it hold less ammunition, fire slower, be heavier, etc. – at the same conversion ratios used below. This principle extends to armor as well.

If your weapon or set of weapons are for close combat, you can spend points one at a time to:

- Increase the damage by 1 die (up to a maximum of two dice)

- Decrease the SATS cost by 5 AP (cannot go below 60% of its original cost)

- Decrease weight by one unit

- Increase critical hit damage multiplier by 0.5x

- If it does not already have a special weapon effect, you can add a special weapon effect (listed two sections previous) for two points. Timed, Placed, Silenced, Scoped, Concealable, and Disintegration effects cannot be added in this way. Bonus damage effects added in this way must be conditionally activated.

- If damage dealt does not already use d12s, you can spend two points per die type to increase the die type rolled for your weapon’s damage (from d4s to d6s, d6s to d8s, etc.)

If your weapon or set of weapons are ranged, non-AOE weapons (including bows, crossbows, flamethrowers and incinerators), you can spend points one at a time to:

- Increase the damage by 1 die (up to a maximum of two dice of extra damage)

- Increase the magazine size by one shot’s worth of ammunition

- Increase the range increment by five feet (can only do this once)



- Decrease the SATS cost by 5 AP (cannot go below 60% of its original cost)

- Decrease weight by one unit (overall, so a ½ point weight reduction in each weapon in the case of paired weapons)

- Increase its critical hit damage multiplier by 0.5x

- If it does not already have a special weapon effect, you can add a special weapon effect (listed two sections previous) for two points. Timed, Placed, Silenced, Scoped, Concealable, and Disintegration effects cannot be added in this way. Bonus damage effects added in this way must be conditionally activated.

- If damage dealt does not already use d12s, you can spend two points per die type to increase the die type rolled for your weapon’s damage (from d4s to d6s, d6s to d8s, etc.)

If your weapon is a ranged AOE weapon, you can spend points one at a time to:

- Increase the direct and 5’ radius damage by 1 die (up to a maximum of two dice of extra damage)

- Increase the magazine size by one shot’s worth of ammunition

- Increase the range increment by five feet (can only do this once)



- Decrease the SATS cost to fire it by 5 AP (cannot go below 60% of its original cost)

- Decrease weight by one unit

- If it does not already have a special weapon effect, you can add a special weapon effect (listed two sections previous) for two points. Timed, Placed, Silenced, Scoped, Concealable, and Disintegration effects cannot be added in this way. Bonus damage effects added in this way must be conditionally activated.


Step 4: Now that you’ve determined what makes your weapon special, you need to give it a name. For weapons that are essentially player-made, names that are puns are highly encouraged. The named rock-it-launcher “Filly Mays,” for example, is excellent for delivering just the product you need to the waiting consumer.

After you’ve given your weapon a name and finished the process, let your GM look it over, ask them if they’re willing to give it any special abilities. Most of the time, their answer should probably be ‘no,’ but in some cases special weapons might be granted different abilities based on their development history or backstory.

Named Armors are created similarly. When improving armor, including helmets, you get the same 1+1d4 points, which you can spend on a 1:1 basis to:


Date: 2015-12-11; view: 820


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