Post by Vault-Tec on Aug 10, 2019 19:06:01 GMT
Weapons
The following are a list of all weapons you can purchase. They are listed by weapon type, and cap cost. Each weapon takes up a single weapon slot, with the exception of heavy weapons. All weapons can be upgraded by spending extra caps to buy mods.
Pistols
Pistols
Pipe Pistol
Weapon Type: Pistol
Size: Small (Huge, Large, Medium, Small, Very Small)
Damage: Light (Very Light, Light, Medium, Heavy, Very Heavy, Devastating)
Ammo Capacity: Small (Very Small, Small, Medium, Large, Very Large, Huge)
Rate of Fire: Average (Very Slow, Slow, Average, Fast, Very Fast, Fastest)
Range: Short (Close, Short, Medium, Long, Very Long, Extreme)
Recoil: Very Light (Very Heavy, Heavy, Medium, Light, Very Light, None)
Description: The pipe pistol is a primitive pistol that fires .38 ammunition, and has a rusty appearance. They are incredibly cheap to purchase, and are quite common to find.
Weapon Type: Pistol
Size: Small (Huge, Large, Medium, Small, Very Small)
Damage: Light (Very Light, Light, Medium, Heavy, Very Heavy, Devastating)
Ammo Capacity: Small (Very Small, Small, Medium, Large, Very Large, Huge)
Rate of Fire: Average (Very Slow, Slow, Average, Fast, Very Fast, Fastest)
Range: Short (Close, Short, Medium, Long, Very Long, Extreme)
Recoil: Very Light (Very Heavy, Heavy, Medium, Light, Very Light, None)
Description: The pipe pistol is a primitive pistol that fires .38 ammunition, and has a rusty appearance. They are incredibly cheap to purchase, and are quite common to find.
9mm Pistol
Weapon Type: Pistol
Size: Small
Damage: Light
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Very Light
Description: The 9mm pistol is a fairly common pistol which was used before the Great War. Their ammunition is easy to find, but the gun itself is far more common in the east.
Weapon Type: Pistol
Size: Small
Damage: Light
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Very Light
Description: The 9mm pistol is a fairly common pistol which was used before the Great War. Their ammunition is easy to find, but the gun itself is far more common in the east.
10mm Pistol
Weapon Type: Pistol
Size: Small
Damage: Medium
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Light
Description: The 10mm pistol is a powerful pistol which was used before the Great War. Their ammunition is easy to find, though the gun is a bit uncommon compared to the 9mm pistol or pipe pistol.
Weapon Type: Pistol
Size: Small
Damage: Medium
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Light
Description: The 10mm pistol is a powerful pistol which was used before the Great War. Their ammunition is easy to find, though the gun is a bit uncommon compared to the 9mm pistol or pipe pistol.
Laser Pistol
Weapon Type: Pistol
Size: Small
Damage: Medium
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Light
Description: The Laser pistol is a powerful pistol which uses fusion cells for ammunition. Their ammunition is more difficult to find than other types, but these pistols are fairly easy to come across.
Weapon Type: Pistol
Size: Small
Damage: Medium
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Light
Description: The Laser pistol is a powerful pistol which uses fusion cells for ammunition. Their ammunition is more difficult to find than other types, but these pistols are fairly easy to come across.
Plasma Pistol
Weapon Type: Pistol
Size: Small
Damage: Heavy
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Medium
Description: The plasma pistol is one of the most uncommon weapons in the wasteland. Both the weapon itself and it's ammunition are notoriously expensive and hard to find.
Weapon Type: Pistol
Size: Small
Damage: Heavy
Ammo Capacity: Small
Rate of Fire: Average
Range: Short
Recoil: Medium
Description: The plasma pistol is one of the most uncommon weapons in the wasteland. Both the weapon itself and it's ammunition are notoriously expensive and hard to find.
Rifles
Pipe Rifle
Weapon Type: Rifle
Damage: 2d4 + Perception (To a maximum of +4)
Action Point Cost: 3
Weapon Condition: Unreliable (Pipe weapons are unreliable at hitting targets, they receive -2 to accuracy rolls)
Weapon Mods: Stabilized (Removes Unreliable Condition), Glow Sight (The maximum perception bonus becomes +8, Instead of +4), Hair Trigger(Once per thread, this weapon's action point cost becomes 2 for one turn.)
Weapon Cost: 300 Caps
Mod Costs: 100 Caps for Stabilized. 100 caps for Glow Sight. 250 Caps for Hair Trigger.
Weapon Type: Rifle
Damage: 2d4 + Perception (To a maximum of +4)
Action Point Cost: 3
Weapon Condition: Unreliable (Pipe weapons are unreliable at hitting targets, they receive -2 to accuracy rolls)
Weapon Mods: Stabilized (Removes Unreliable Condition), Glow Sight (The maximum perception bonus becomes +8, Instead of +4), Hair Trigger(Once per thread, this weapon's action point cost becomes 2 for one turn.)
Weapon Cost: 300 Caps
Mod Costs: 100 Caps for Stabilized. 100 caps for Glow Sight. 250 Caps for Hair Trigger.
Hunting Rifle
Weapon Type: Rifle
Damage: 2d4 + Perception (To a maximum of +8)
Action Point Cost: 3
Weapon Condition: Hunting Ammo (The hunting rifle uses ammo intended for game rather than war, they receive -2 to damage rolls against non-creature targets)
Weapon Mods: AP Rounds (Removes Hunting Ammo Condition. Count the target's AC and soak as 1 less when attacking with this rifle) OR Hollow Point Rounds (Removes Hunting Ammo Condition. The maximum perception bonus becomes +10, Instead of +8), Silencer (adds a silencer. Making an attack with this weapon does not end stealth. If an attack is made while in stealth, it instead has a 50% chance to end stealth), Sniper Rifle Upgrade (You can convert your hunting rifle into a sniper rifle. Change it's name to 'Sniper Rifle', it receives +2 to all accuracy rolls, it's action point cost becomes 4, and it's base damage becomes 4d6.)
Weapon Cost: 450 Caps
Mod Costs: 150 Caps for AP Rounds or Hollow Point Rounds (Cannot choose both). 600 Caps for Sniper Rifle Upgrade.
Weapon Type: Rifle
Damage: 2d4 + Perception (To a maximum of +8)
Action Point Cost: 3
Weapon Condition: Hunting Ammo (The hunting rifle uses ammo intended for game rather than war, they receive -2 to damage rolls against non-creature targets)
Weapon Mods: AP Rounds (Removes Hunting Ammo Condition. Count the target's AC and soak as 1 less when attacking with this rifle) OR Hollow Point Rounds (Removes Hunting Ammo Condition. The maximum perception bonus becomes +10, Instead of +8), Silencer (adds a silencer. Making an attack with this weapon does not end stealth. If an attack is made while in stealth, it instead has a 50% chance to end stealth), Sniper Rifle Upgrade (You can convert your hunting rifle into a sniper rifle. Change it's name to 'Sniper Rifle', it receives +2 to all accuracy rolls, it's action point cost becomes 4, and it's base damage becomes 4d6.)
Weapon Cost: 450 Caps
Mod Costs: 150 Caps for AP Rounds or Hollow Point Rounds (Cannot choose both). 600 Caps for Sniper Rifle Upgrade.
Double Barrel Shotgun
Weapon Type: Rifle
Damage: 3d6
Action Point Cost: 3
Weapon Condition: Duel-Shot (You may only make two attacks per turn with this weapon), Spread (when an attack with this weapon misses, the target still takes 3 points of damage that ignores soak)
Weapon Mods: Sawed-Off (Accuracy rolls with this weapon increase by +1, and it can hit one additional target [provided they are standing close by]) OR Long Barrel (Accuracy rolls with this weapon increase by +2), Boomstick (You change the stock of the weapon to where it can be held like a pistol. This requires the Sawed-Off mod to purchase. Change it's weapon type to pistol, reduce it's action point cost to 2, reduce it's damage to 3d4)
Weapon Cost: 450 Caps
Mod Costs: 200 Caps for Sawed-Off or Long Barrel. 300 Caps for Boomstick.
Weapon Type: Rifle
Damage: 3d6
Action Point Cost: 3
Weapon Condition: Duel-Shot (You may only make two attacks per turn with this weapon), Spread (when an attack with this weapon misses, the target still takes 3 points of damage that ignores soak)
Weapon Mods: Sawed-Off (Accuracy rolls with this weapon increase by +1, and it can hit one additional target [provided they are standing close by]) OR Long Barrel (Accuracy rolls with this weapon increase by +2), Boomstick (You change the stock of the weapon to where it can be held like a pistol. This requires the Sawed-Off mod to purchase. Change it's weapon type to pistol, reduce it's action point cost to 2, reduce it's damage to 3d4)
Weapon Cost: 450 Caps
Mod Costs: 200 Caps for Sawed-Off or Long Barrel. 300 Caps for Boomstick.
Combat Rifle
Weapon Type: Rifle
Damage: 2d6 + Perception (To a maximum of +5)
Action Point Cost: 3
Weapon Condition: Customization (This weapon has a -1 to accuracy rolls when it is not equipped with a mod)
Weapon Mods: Iron Sight (Increase accuracy rolls with this weapon by +1), Hardened Receiver (Increase damage rolls with this weapon by +1), Comfort Grip (Once per thread, this weapon can be shot for 0 action points), Hair Trigger (Once per thread, this weapon's action point cost becomes 2 for one turn.) Silencer (adds a silencer. Making an attack with this weapon does not end stealth. If an attack is made while in stealth, it instead has a 50% chance to end stealth), Combat Shotgun Upgrade (change this weapons damage to 3d6, when an attack with this weapon misses, the target still takes 3 points of damage that ignores soak.) OR Combat Sniper Rifle Upgrade (This weapon receives +2 to all accuracy rolls, it's action point cost becomes 4, and it's base damage becomes 4d6.)
Weapon Cost: 600 Caps
Mod Costs: 200 Caps for each mod, excluding Combat Shotgun Upgrade. 400 Caps for Combat Shotgun Upgrade or Combat Sniper Rifle Upgrade (Cannot chose both).
Weapon Type: Rifle
Damage: 2d6 + Perception (To a maximum of +5)
Action Point Cost: 3
Weapon Condition: Customization (This weapon has a -1 to accuracy rolls when it is not equipped with a mod)
Weapon Mods: Iron Sight (Increase accuracy rolls with this weapon by +1), Hardened Receiver (Increase damage rolls with this weapon by +1), Comfort Grip (Once per thread, this weapon can be shot for 0 action points), Hair Trigger (Once per thread, this weapon's action point cost becomes 2 for one turn.) Silencer (adds a silencer. Making an attack with this weapon does not end stealth. If an attack is made while in stealth, it instead has a 50% chance to end stealth), Combat Shotgun Upgrade (change this weapons damage to 3d6, when an attack with this weapon misses, the target still takes 3 points of damage that ignores soak.) OR Combat Sniper Rifle Upgrade (This weapon receives +2 to all accuracy rolls, it's action point cost becomes 4, and it's base damage becomes 4d6.)
Weapon Cost: 600 Caps
Mod Costs: 200 Caps for each mod, excluding Combat Shotgun Upgrade. 400 Caps for Combat Shotgun Upgrade or Combat Sniper Rifle Upgrade (Cannot chose both).
Laser Rifle
Weapon Type: Rifle
Damage: 1d12 + Perception (To a maximum of +6)
Action Point Cost: 3
Weapon Condition: Energy (Laser weapons have a harder time penetrating thick armor, all armors have +2 soak against their attacks.)
Weapon Mods: Precision Laser (Removes the Energy condition. Increase accuracy rolls with this weapon by +2), Fiery (adds a slight incendiary effect. Successful attacks have a 10% chance to inflict burned), Comfort Grip (Once per thread, this weapon can be shot for 0 action points)
Weapon Cost: 700 Caps
Mod Costs: 200 Caps for Precision Laser. 200 Caps for Fiery. 250 Caps for Comfort Grip.
Weapon Type: Rifle
Damage: 1d12 + Perception (To a maximum of +6)
Action Point Cost: 3
Weapon Condition: Energy (Laser weapons have a harder time penetrating thick armor, all armors have +2 soak against their attacks.)
Weapon Mods: Precision Laser (Removes the Energy condition. Increase accuracy rolls with this weapon by +2), Fiery (adds a slight incendiary effect. Successful attacks have a 10% chance to inflict burned), Comfort Grip (Once per thread, this weapon can be shot for 0 action points)
Weapon Cost: 700 Caps
Mod Costs: 200 Caps for Precision Laser. 200 Caps for Fiery. 250 Caps for Comfort Grip.
Plasma Rifle
Weapon Type: Rifle
Damage: 2d8 + Perception (To a maximum of +8)
Action Point Cost: 3
Weapon Condition: None.
Weapon Mods: Cold Plasma (adds a slight freezing effect. Successful attacks have a 20% chance to inflict frozen) OR Hot Plasma (adds a slight incendiary effect. Successful attacks have a 20% chance to inflict burned), Comfort Grip (Once per thread, this weapon can be shot for 0 action points)
Weapon Cost: 1000 Caps
Mod Costs: 275 Caps for Cold Plasma or Hot Plasma (cannot choose both). 300 Caps for Comfort Grip.
Weapon Type: Rifle
Damage: 2d8 + Perception (To a maximum of +8)
Action Point Cost: 3
Weapon Condition: None.
Weapon Mods: Cold Plasma (adds a slight freezing effect. Successful attacks have a 20% chance to inflict frozen) OR Hot Plasma (adds a slight incendiary effect. Successful attacks have a 20% chance to inflict burned), Comfort Grip (Once per thread, this weapon can be shot for 0 action points)
Weapon Cost: 1000 Caps
Mod Costs: 275 Caps for Cold Plasma or Hot Plasma (cannot choose both). 300 Caps for Comfort Grip.
Automatic Rifles
Automatic Pipe Rifle
Weapon Type: Automatic Rifle
Damage: 1d3 + Half Agility (To a maximum of +2)
Action Point Cost: 1
Weapon Condition: Unreliable (Pipe weapons are unreliable at hitting targets, they receive -2 to accuracy rolls)
Weapon Mods: Stabilized (Removes Unreliable Condition), Glow Sight (The maximum agility bonus becomes +4, Instead of +2), Empty Clip (Once per thread, if all attacks made with this weapon on your turn target one individual, you can have them ignore the target's soak)
Weapon Cost: 350 Caps
Mod Costs: 100 Caps for Stabilized. 100 caps for Glow Sight. 200 Caps for Comfort Grip.
Weapon Type: Automatic Rifle
Damage: 1d3 + Half Agility (To a maximum of +2)
Action Point Cost: 1
Weapon Condition: Unreliable (Pipe weapons are unreliable at hitting targets, they receive -2 to accuracy rolls)
Weapon Mods: Stabilized (Removes Unreliable Condition), Glow Sight (The maximum agility bonus becomes +4, Instead of +2), Empty Clip (Once per thread, if all attacks made with this weapon on your turn target one individual, you can have them ignore the target's soak)
Weapon Cost: 350 Caps
Mod Costs: 100 Caps for Stabilized. 100 caps for Glow Sight. 200 Caps for Comfort Grip.
Submachine Gun
Weapon Type: Automatic Rifle
Damage: 1d4 + Half Agility (To a maximum of +3)
Action Point Cost: 1
Weapon Condition: Heavy Recoil (After you've made 2 attacks with this weapon on a turn, attacks thereafter cost an additional action point.)
Weapon Mods: Recoil Compensating (Removes Heavy Recoil Condition), AP Rounds (Count the target's AC and soak as 1 less when attacking with this rifle), Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 550 Caps
Mod Costs: 200 Caps for Recoil Compensating. 200 Caps for AP Rounds. 150 Caps for Concentrating Fire.
Weapon Type: Automatic Rifle
Damage: 1d4 + Half Agility (To a maximum of +3)
Action Point Cost: 1
Weapon Condition: Heavy Recoil (After you've made 2 attacks with this weapon on a turn, attacks thereafter cost an additional action point.)
Weapon Mods: Recoil Compensating (Removes Heavy Recoil Condition), AP Rounds (Count the target's AC and soak as 1 less when attacking with this rifle), Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 550 Caps
Mod Costs: 200 Caps for Recoil Compensating. 200 Caps for AP Rounds. 150 Caps for Concentrating Fire.
Assult Rifle
Weapon Type: Automatic Rifle
Damage: 1d4 + Half Agility (To a maximum of +4)
Action Point Cost: 1
Weapon Condition: Heavy (Assult Rifles are significantly heavy, they receive -1 to accuracy rolls)
Weapon Mods: Light Receiver (Removes Heavy condition), Iron Sight (Increase accuracy rolls with this weapon by +1), Glow Sight (The maximum half agility bonus becomes +5, Instead of +4)
Weapon Cost: 600 Caps
Mod Costs: 200 Caps for each mod.
Weapon Type: Automatic Rifle
Damage: 1d4 + Half Agility (To a maximum of +4)
Action Point Cost: 1
Weapon Condition: Heavy (Assult Rifles are significantly heavy, they receive -1 to accuracy rolls)
Weapon Mods: Light Receiver (Removes Heavy condition), Iron Sight (Increase accuracy rolls with this weapon by +1), Glow Sight (The maximum half agility bonus becomes +5, Instead of +4)
Weapon Cost: 600 Caps
Mod Costs: 200 Caps for each mod.
Automatic Laser Rifle
Weapon Type: Automatic Rifle
Damage: 1d6 + Half Agility (To a maximum of +5)
Action Point Cost: 1
Weapon Condition: Energy (Laser weapons have a harder time penetrating thick armor, all armors have +2 soak against their attacks.)
Weapon Mods: Precision Laser (Removes the Energy condition. Increase accuracy rolls with this weapon by +1), Fiery (adds a slight incendiary effect. Successful attacks have a 10% chance to inflict burned), Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 700 Caps
Mod Costs: 200 Caps for Precision Laser. 200 Caps for Fiery. 150 Caps for Concentrating Fire.
Weapon Type: Automatic Rifle
Damage: 1d6 + Half Agility (To a maximum of +5)
Action Point Cost: 1
Weapon Condition: Energy (Laser weapons have a harder time penetrating thick armor, all armors have +2 soak against their attacks.)
Weapon Mods: Precision Laser (Removes the Energy condition. Increase accuracy rolls with this weapon by +1), Fiery (adds a slight incendiary effect. Successful attacks have a 10% chance to inflict burned), Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 700 Caps
Mod Costs: 200 Caps for Precision Laser. 200 Caps for Fiery. 150 Caps for Concentrating Fire.
Automatic Plasma Rifle
Weapon Type: Automatic Rifle
Damage: 1d3 + Agility (To a maximum of +8)
Action Point Cost: 1
Weapon Condition: None.
Weapon Mods: Cold Plasma (adds a slight freezing effect. Successful attacks have a 20% chance to inflict frozen) OR Hot Plasma (adds a slight incendiary effect. Successful attacks have a 20% chance to inflict burned), Glow Sight (The maximum agility bonus becomes +10, Instead of +8)
Weapon Cost: 1000 Caps
Mod Costs: 225 Caps for Cold Plasma or Hot Plasma (cannot choose both). 200 Caps for Glow Sight.
Weapon Type: Automatic Rifle
Damage: 1d3 + Agility (To a maximum of +8)
Action Point Cost: 1
Weapon Condition: None.
Weapon Mods: Cold Plasma (adds a slight freezing effect. Successful attacks have a 20% chance to inflict frozen) OR Hot Plasma (adds a slight incendiary effect. Successful attacks have a 20% chance to inflict burned), Glow Sight (The maximum agility bonus becomes +10, Instead of +8)
Weapon Cost: 1000 Caps
Mod Costs: 225 Caps for Cold Plasma or Hot Plasma (cannot choose both). 200 Caps for Glow Sight.
Heavy Weapons
Mini-Gun
Weapon Type: Heavy Weapon
Damage: 4d4
Action Point Cost: 2
Weapon Condition: Heavy (Miniguns are significantly heavy, they receive -1 to accuracy rolls), Bulk (Heavy weapons take up 2 weapon slots when brought into combat.)
Weapon Mods: Shortened Barrel (Removes Heavy Condition. When making an attack, choose one additional target for that attack [Provided the second target is standing near the first]), Iron Sight (Increase all accuracy rolls by +1), Tri-Barrel (Increases action point cost by 1, add your agility to this weapon's damage rolls)
Weapon Cost: 800 Caps
Mod Costs: 200 Caps for Shortened Barrel. 200 caps for Iron Sight. 200 Caps for Tri-Barrel.
Weapon Type: Heavy Weapon
Damage: 4d4
Action Point Cost: 2
Weapon Condition: Heavy (Miniguns are significantly heavy, they receive -1 to accuracy rolls), Bulk (Heavy weapons take up 2 weapon slots when brought into combat.)
Weapon Mods: Shortened Barrel (Removes Heavy Condition. When making an attack, choose one additional target for that attack [Provided the second target is standing near the first]), Iron Sight (Increase all accuracy rolls by +1), Tri-Barrel (Increases action point cost by 1, add your agility to this weapon's damage rolls)
Weapon Cost: 800 Caps
Mod Costs: 200 Caps for Shortened Barrel. 200 caps for Iron Sight. 200 Caps for Tri-Barrel.
Flamer
Weapon Type: Heavy Weapon
Damage: 4d6
Action Point Cost: 4
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Incendiary (Attacks made with this weapon automatically have a 50% chance to inflict the burned condition)
Weapon Mods: Burst Setting (Instead of a stream of fire, the flamer now shoots ranged fireballs. It's action point cost is reduced to 3, it's damage becomes 3d6 + Half agility.), Increased Heat (The flamer is capable of melting armor. Each successful attack with this weapon reduces a target's total soak by 1 for the duration of the thread. This can stack up to 5 times.)Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 1000 Caps
Mod Costs: 250 Caps for Burst Setting. 300 Caps for Increased Heat. 200 Caps for Concentrating Fire.
Weapon Type: Heavy Weapon
Damage: 4d6
Action Point Cost: 4
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Incendiary (Attacks made with this weapon automatically have a 50% chance to inflict the burned condition)
Weapon Mods: Burst Setting (Instead of a stream of fire, the flamer now shoots ranged fireballs. It's action point cost is reduced to 3, it's damage becomes 3d6 + Half agility.), Increased Heat (The flamer is capable of melting armor. Each successful attack with this weapon reduces a target's total soak by 1 for the duration of the thread. This can stack up to 5 times.)Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 1000 Caps
Mod Costs: 250 Caps for Burst Setting. 300 Caps for Increased Heat. 200 Caps for Concentrating Fire.
Cryolator
Weapon Type: Heavy Weapon
Damage: 2d8
Action Point Cost: 3
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Cryo (Attacks made with this weapon automatically have a 50% chance to inflict the frozen condition)
Weapon Mods: Burst Setting (Instead of a stream of cryogenic liquid, the cryolater now shoots deadly snowballs. It's action point cost is reduced to 2, it's damage becomes 2d6 + Half agility.), Colder Liquid (The cryolater is capable of freezing pieces of armor together. Each successful attack with this weapon reduces a target's total AC by 1 for the duration of the thread. This can stack up to 5 times.)Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 1000 Caps
Mod Costs: 250 Caps for Burst Setting. 300 Caps for Colder Liquid. 200 Caps for Concentrating Fire.
Weapon Type: Heavy Weapon
Damage: 2d8
Action Point Cost: 3
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Cryo (Attacks made with this weapon automatically have a 50% chance to inflict the frozen condition)
Weapon Mods: Burst Setting (Instead of a stream of cryogenic liquid, the cryolater now shoots deadly snowballs. It's action point cost is reduced to 2, it's damage becomes 2d6 + Half agility.), Colder Liquid (The cryolater is capable of freezing pieces of armor together. Each successful attack with this weapon reduces a target's total AC by 1 for the duration of the thread. This can stack up to 5 times.)Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 1000 Caps
Mod Costs: 250 Caps for Burst Setting. 300 Caps for Colder Liquid. 200 Caps for Concentrating Fire.
Junk Jet
Weapon Type: Heavy Weapon
Damage: 1d20 + Luck (to a maximum of +5)
Action Point Cost: 3
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.)
Weapon Mods: Heavier Junk (You always manage to load the weapon with heavier than normal objects, if the total damage you deal with an attack on this weapon is less than 10, it becomes 10.), Iron Sight (Increase accuracy rolls with this weapon by +1), Glow Sight (The maximum luck bonus becomes +10, Instead of +5)
Weapon Cost: 900 Caps
Mod Costs: 300 Caps for Heavier Junk. 200 Caps for Iron Sight. 200 Caps for Glow Sight.
Weapon Type: Heavy Weapon
Damage: 1d20 + Luck (to a maximum of +5)
Action Point Cost: 3
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.)
Weapon Mods: Heavier Junk (You always manage to load the weapon with heavier than normal objects, if the total damage you deal with an attack on this weapon is less than 10, it becomes 10.), Iron Sight (Increase accuracy rolls with this weapon by +1), Glow Sight (The maximum luck bonus becomes +10, Instead of +5)
Weapon Cost: 900 Caps
Mod Costs: 300 Caps for Heavier Junk. 200 Caps for Iron Sight. 200 Caps for Glow Sight.
Gatling Laser
Weapon Type: Heavy Weapon
Damage: 4d8
Action Point Cost: 3
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Fusion Weapon (This weapon requires a fusion core in a gear slot to use.)
Weapon Mods: Precision Laser (Removes the Energy condition. Increase accuracy rolls with this weapon by +1), Fiery (adds a slight incendiary effect. Successful attacks have a 10% chance to inflict burned), Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 1500 Caps
Mod Costs: 200 Caps for Precision Laser. 200 Caps for Fiery. 100 Caps for Concentrating Fire.
Weapon Type: Heavy Weapon
Damage: 4d8
Action Point Cost: 3
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Fusion Weapon (This weapon requires a fusion core in a gear slot to use.)
Weapon Mods: Precision Laser (Removes the Energy condition. Increase accuracy rolls with this weapon by +1), Fiery (adds a slight incendiary effect. Successful attacks have a 10% chance to inflict burned), Concentrating Fire (If all attacks made with this weapon target one opponent, count the target's soak as 1 less)
Weapon Cost: 1500 Caps
Mod Costs: 200 Caps for Precision Laser. 200 Caps for Fiery. 100 Caps for Concentrating Fire.
Missile Launcher
Weapon Type: Heavy Weapon
Damage: 4d10
Action Point Cost: 4
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Limited Ammo (This weapon can only be fired twice per thread.)
Weapon Mods: Targeting Computer (Increase accuracy rolls with this weapon by +3), Quad-Barrel (This weapon can now be fired 4 times per thread instead of only 2.)
Weapon Cost: 2000 Caps
Mod Costs: 200 Caps for Targeting Computer. 300 Caps for Quad-Barrel.
Weapon Type: Heavy Weapon
Damage: 4d10
Action Point Cost: 4
Weapon Condition: Bulk (Heavy weapons take up 2 weapon slots when brought into combat.), Limited Ammo (This weapon can only be fired twice per thread.)
Weapon Mods: Targeting Computer (Increase accuracy rolls with this weapon by +3), Quad-Barrel (This weapon can now be fired 4 times per thread instead of only 2.)
Weapon Cost: 2000 Caps
Mod Costs: 200 Caps for Targeting Computer. 300 Caps for Quad-Barrel.
Fatman
Weapon Type: Heavy Weapon
Size: Huge
Damage: Devastating
Ammo Capacity: Very Small
Rate of Fire: Slow
Range: Long
Recoil: Heavy
Description: The Fatman is a miniature nuclear launcher, famed for firing mini-nukes.
Weapon Type: Heavy Weapon
Size: Huge
Damage: Devastating
Ammo Capacity: Very Small
Rate of Fire: Slow
Range: Long
Recoil: Heavy
Description: The Fatman is a miniature nuclear launcher, famed for firing mini-nukes.