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Effects Listing – Unarmed Weapons

1 – Rock Special: Deals STR plus an additional 1d4 damage per 5 wt. SATS cost is equal to 5x the weight of the rock. Improvised close combat weapons should use the rock as their baseline.

2 – Can deal lethal or non-lethal damage.

3 – If attacking as part of a Charge, deals an additional 3d6 damage. Charges made with two horns (ala a minotaur or buffalo) deal 6d10+STR instead of 6d6+STR.

4 – Ignores 10 DT.

5 – Ignores 50 DT.

6 – Varying weight and value reflects the fact that bladed wings can either be cybernetic or sharpened armor.

7 – See the Armor Accessory description. Damage is based on the weight of the armor to which they are attached.

8 – Concealable (see Special Weapon Effects).

9 – Cannot be used by races without hands or claws.

10 – +5 damage versus machines, powered armor.

11 – Fires a shotgun blast on impact. The built-in shotgun fires 20-gauge shotgun shells, has a 10 round internal magazine, and must be reloaded and maintained accordingly. Under weapon degradation rules, these two weapons degrade and must be maintained separately. If empty, this weapon still deals 4d10+STR damage, and gains the option of dealing non-lethal damage.

12 – Knocks back enemies 10 feet on a successful hit. Enemies unable to be knocked back take an additional 1d20 damage for every 5’ they are unable to be moved.

13 – Electrical (see Special Weapon Effects).

14 – Starmetal weapons do not degrade and are only capable of dealing lethal damage.


Ammunition and Reloading

Wondering how much it’ll cost your wastelander to fill up their new gun? Check out the table below.

Table XX: Ammunition Values

Type Value (per bullet/unit)
Small Civilian Calibers (BB, .22, .32, 9mm, 20 Gauge, Nails, Darts)
Small Military Calibers (5.56, 10mm, 5mm), Gem Cells, Flamer Fuel (per unit)
Large Civilian Calibers (.44M, .357, 12 Gauge, Rail Spikes), Magical Energy Cells
Large Military Calibers (.308, .45-70), Magical Fusion Cells
.50 Caliber and 12.7mm Ammunition
40mm Grenades
Missiles, Rockets, 120mm Shells, HEAP 120mm Shells
Star Power Cells (SPC)
Revolver Speed-Loader (allows reloading a revolver as a single action)
Ammo Belt Links (for 100)
Extra Detachable Magazines – Not available for revolvers, which have speed-loaders instead. 1/10 of weapon price (Maximum 100)
RELOAD COSTS: SATS ACTIONS/Bullets loaded
DTM 1/Full Magazine
DTM+5 1/Full Magazine
Revolver 1/Full Magazine (assumes speed loader; else one action loads two bullets)
Internal 1/Half Magazine (small guns) or Full Magazine (for energy weapons)
Breech 1/1d4+1 Bullets

While we’re at it, you should also check out this box on the right – it’s a brief summary of the cost (in time, either AP for SATS or in actions) of reloading your fancy new popgun in combat. More information on reloading weapons can be found in Chapter 7 under the appropriate heading.



Making Ammunition

Bullets can be produced with the use of a bullet press as long as you have the necessary raw materials. Each bullet requires metal (such as scrap metal or lead), a brass (for standard munitions), hull (for shotgun shells) or shell casing, and a chemical or magical charge. To actually make bullets, you must have at least as many casings and magical or chemical propellant charges as you plan on making bullets, and metal of value equal to 1/3 the value of the bullets you plan on making (so 1 scrap metal would be required to make a single .308 round, for example). After you have the tools and the materials, it’s a simple MFD 1 repair roll to make your bullet or batch of bullets. Critical successes produce twice as many bullets, failures produce half the number of bullets (rounded down), and critical failures produce nothing.

Casings are easy to find around in the wasteland (they tend to sell for almost nothing on their own), and magical or chemical propellant charges can be created using a science roll MFD ¾ that produces 1d10 x 10 charges, requiring 1 unit of black powder and 1 unit of flux. The flux component can be replaced with 1 unit of crushed gemstone dust (listed as gem dust under the food section for use by cyborgs), 3 units of magical strain (for unicorns or alicorns), or 1 basic ingredient (for zebra). Non-magical races can also substitute in a few different types of industrial chemicals, such as a box of Abronco Cleaner, 10 units of flamethrower fuel, or a container of turpentine. Black powder can be either created at a science lab using charcoal and either a bag of fertilizer (Science roll MFD ¾) or a package of pre-war food (Science roll MFD ½), or purchased from wasteland merchants and chemists. Using either method requires equivalent weights of charcoal and whichever of the other reagents you choose, and produces 10 units of black powder for each unit of charcoal used (so 20 units of black powder per unit of weight). Failed rolls waste half of the materials, rounded up, critical failures produce nothing, and critical successes produce 10 extra units.

Those with the Junk Rounds perk can make bullets without the aid of a bullet-press so long as they have a workbench or adequate toolkit and a source of heat. They also create more bullets per unit of metal used than those without the perk, reflecting a better ability to work and shape the metal. Junk Rounds do not require brass casings, instead making a replacement casing out of the metal they’re using. They still require magical or chemical propellant and must make the MFD 1 repair roll.

Making magical energy weapons ammunition is more difficult, requiring a base of crushed gemstone dust in every single cell. A single unit of gemstone dust can power 5 gem cells, 3 magical energy cells, or 1 magical fission cell. The actual cells themselves are made out of metal just like bullets – the ratio of metal to bullet value is still 1:3. Actually shaping and reinforcing energy cell casings requires a bullet press and an MFD ¾ repair roll, even for those with the Junk Rounds perk. Star power cells, unlike most other energy weapons ammunition, cannot be made. They can only be created by non-player characters, and even then it takes extremely specialized equipment.

If you have depleted cells, you can simply use the proper amount of crushed gemstone to replenish their power supply with a repair roll MFD 1. You should roll repair at least once for every 50 units of ammunition you replenish in this way, declaring how many cells you’re replenishing ahead of time. Failures destroy half of the cells you were rolling to replenish (rounded up if the number was odd), wasting the appropriate amount of crushed gemstone, but replenish the other half. Critical failures yield nothing and destroy all the used components; critical successes only use half as much gemstone as the ammunition would otherwise have required.

Explosives ammunition, such as 40mm grenades, missiles, rockets, and similar projectiles, cannot be created without blueprints and advanced machinery. Very few places in the wasteland and surrounding territory have the technology required to produce these devices. Outside of Fillydelphia, one or two steel ranger facilities, and any surviving underground factories, don’t expect to find places able to pump these babies out. Fortunately the equestrian military stockpiled these sorts of things around the war, so they’re not too hard to find these days.

Flamethrower ammunition is most easily made via zebra alchemy, but it can also be created with a number of chemicals and ingredients and a sufficiently well supplied chemistry set or lab bench. With a Science roll MFD ½, any character can create 20 units of flamer fuel for every set of ingredients they possess. The required ingredients are a bottle of alcohol (vodka works best, granting a +5 bonus on the roll), and 1 box each of Sugar Apple Bombs and Abronco Detergent. Critical successes grant 30 units, and failures create something you wouldn’t want to eat; critical failures damage or destroy the equipment.



Date: 2015-12-11; view: 955


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