Okay game masters, here’s the deal with unique weapons, armors, and the like: make it up. No, really. Yes, I know we included rules on how to make them, but that’s really just for the players to look at. As a GM there’s no need to limit you beyond anything other than, “Do I want to allow something this powerful to possibly fall into the hands of my players?” Equestrian weapons manufacturers were trying some pretty crazy stuff towards the end of the war, so there’s no reason to feel you should be limited in the same ways we outlined earlier in the named weapons section. If you want to have a starting point, take a weapon from the list and modify it – make it larger, smaller, heavier, or lighter. Give it special abilities, like the ability to inform players about floor based traps or sneaking opponents. Increase or decrease the damage or the range. Have fun with it, and make it something memorable for your players! A laser rifle that apologizes every time it disintegrates an opponent or a bullet that sings Sapphire Shores’ biggest hit after embedding in an opponent are both hilarious, effective and memorable ideas. Don’t feel limited by technology in any way other than this: It has to be usable, and don’t give your players something that will make their lives too easy. No arms manufacturer would make a bullet than couldn’t be fired from any of their guns, nor would an armorer ever design a suit of combat armor for something he wasn’t concerned with protecting. Giving your characters an unstoppable weapon or an impregnable suit of armor won’t be interesting or fun for you or for them. The challenge makes the game (also, having to come up with monsters to fight an invincible party is frustrating as all hell).
While they can certainly be as outlandish as those two examples, named weapons and armor don’t need to be extravagantly different than their normal counterparts; more than 80% of the unique armor and weapons in both Fallout 3 and Fallout: New Vegas are just slightly better versions of more common guns and armor, modified to make them more desirable in one or two ways. Some of the unique variants were actually worse than their common counterparts in some ways; it all depends on how the item was created and what it was created to do.
Here are some examples of named weapons from the Fallout: Equestria Universe.
Big Guns - Direct Fire
Dmg/
Shots
Crit
SATS
Range Inc (ft)
Ammo
Mag Size
Reload
Wt
Filly Mays (Rock-It-Launcher)
6d12
X3
Junk
Breech
The Punchline (A-M Rifle) “mw” (not really)1
10d20
x2
.50 Cal
Breech
Spitfire’s Thunder (A-M Rifle)
12d20
x2
.50 Cal
DTM
Subtlety (A-M Rifle) (s)
10d20
x2
.50 Cal
DTM
1 – Attempting to mouth-wield the Punchline while firing deals 5d20 damage to the user’s head (before head location multipliers). If fastened to a battle saddle, firing will break the battle saddle and deal 3d20 damage to the wearer.
Big Guns – AOE
Direct Dmg
Splash
(≤5' Radius)
AOE - Inc.(-Dice/5')
Max Radius
SATS
Range Inc.
Ammo
Mag Size
Reload
Wt
Bunker Buster
(Grenade Launcher)
8d20
4d20
4d20
5’
40mm Grenades
Breech
Persuasion (Grenade Rifle)
8d20
6d20
3d20
10’
40mm Grenades
Breech-5
Tom (Missile Launcher)
12d20
12d20
4d20
15’
Missiles
Breech+5
Small Guns
Dmg/
Shots
Crit
SATS
Range Inc (ft)
Ammo
Mag Size
Reload
Wt
Boom Stick II: The Sluggening (Double Barrel Shotgun)
10d12+9
x2.5
.45-70
Internal
Duty and Sacrifice (Hunting Revolver)1
6d8
x2
.45-70
Revolver
Lil’ Macintosh (.44 Magnum)2
5d12
x2
.44 M
Revolver
Point and Click (Sniper Rifle)2
7d12
x5
.308 cal
DTM
Rarity’s Grace (.357 Pistol)3
4d10
x2
.357 cal
Revolver
Rail of Tears (Railpony Rifle)
6d10
x3
Rail Spikes
Internal
Taurus Rifle (H-P Hunting Rifle)2
6d12
x4
.308 cal
DTM
Vigilance (12.7mm Pistol)
6d12
x1
12.7mm
DTM
1 -- Duty and Sacrifice are special paired hunting revolvers. While they individually have lower damage per shot, when used together they allow the use of both weapons as a single action at no accuracy penalty.
2 – Scoped.
3 – Silenced.
Melee Weapons
Dmg/Hit
Crit
SATS
Degradation Rate
Wt
Dragon’s Claw (Combat Knife)1
5d6+STR
x3
Duct Tape’s Wrench (Lead Pipe)
3d8+STR
x3
Starmetal Officer's Sword2
5d10+STR
x3
N/A
1 – Dragon’s claw ignores 20 DT.
2 – Ignores all DT. Starmetal weapons do not degrade.