Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
INDEX:
TRAITS 2 Ammo 70
Ordinance 73
PERKS 9 Ammo Mods 74
Brotherhood Perks 21
Eastern Brotherhood Perks 21 ARMOR 77
Enclave Perks 22 Helmets 83
Western Brotherhood Perks 23
EQUIPMENT 85
WEAPONS 25 Chems 89
Unarmed 25
Melee 27
Primitive Missile 32
Small Guns 32
Pistols 33
Shotguns 38
Submachine Guns 40
Rifles 43
Assault Rifles 47
Big Guns 51
Machine Guns 51
Grenade Launchers and Mortars 54
Anti-Tank Weapons 55
Flamethrowers 56
Artillery 57
Energy Weapons 59
Pistols 59
Rifles 60
Big Energy Weapons 61
Artillery 62
Throwing 62
Traveller
You always loved to walk. This is more than
just a hobby- it's your lifestyle. You get +1 to
Endurance and a free Outdoorsman Tag skill,
but all skills except Outdoorsman suffer a -5%
penalty and you can choose only
Outdoorsman, and Random Encounters,
related perks.
Vat Skin
Other people find you hideous to behold and
disgusting to smell after your “dip” in the FEV
vats. The good news is that you gain a +10
bonus to your Armor Class thanks to your
extra-tough skin. The bad news is that
everyone within ten hexes of your location,
friend and foe, suffers a 1-point penalty to
Perception (you are naffected).
Only Mutants can choose this trait.
Deco-Filament Knife
Value: 2000 Value: 40
The deco-filament is an unusual weapon A basic knife for cutting things. Or critters. Or
favored by assassins and Yakuza. It is a people. See also Throwing Weapons. Knives
razor-sharp, super thin, extra-strong wire are about 15-25 cm long. The best are made
strung between two handles. The user can from metal alloys; the most primitive are
then whip the wire at a target, lopping off carved from pieces of rock such as flint.
flesh and limbs. It can be used as a garrote to Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 1
cleanly lop a head from a neck. AP S: 3 T: 4 B: N/A
Min. ST: 1 W: 1 lb. Dmg: (4d10) + MD Rng:
2 AP S: 3 T: 4 B: N/A Louisville Slugger
Value: 250
Drill Glove This all-American, hardwood baseball bat will
Value: 25,000 knock anything right out of the park. A true
A large "glove" it consists of a cone with no classic. Don’t settle for aluminum ripoffs.
points, but rather a hole you slip one hand into Min. ST: 4 W: 4 lbs. Dmg: (1d10+2) + MD
and firmly secure around your wrist. On the Rng: 2 AP S: 3 T: 4 B: N/A
other end is a 1,5 foot cone-shaped drill-bit.
The trigger to activate it is inside the Machete
handhole. The Drill Glove can pierce even the Value: 100
hardest materials. It is a rare and valuable find. Hack your way through all manner of flora
Min. ST: 6 W: 15 lbs. Dmg: (4d8+20) + MD and fauna with this handy gardening
Rng: 1 AP S: 4 T: 5 B: N/A implement. The weapon of choice for the
intrepid jungle explorer, or the novice
EMP prod. (R) backyard weedwhacker.
Value:700 Min. ST: 4 W: 1 lb. Dmg: (1d10+7) + MD
The prototype for this toy was cattle prod. Rng: 1 AP S: 4 T: 5 B: N/A
Instead an electricity it uses small flash-like
EMP generator at the end. Any robot hit with Metal Pipe
a EMP prod has a 50% chance of being Value: 10
knocked down. Each time an attack is made, Either iron or lead, this old section of
successful or not, the Prod uses one charge. plumbing makes a fine tool for breaking bones
The Cattle Prod holds 25 charges of Small and beating heads. Although heavy and
Energy Cell. somewhat awkward, a piece of pipe hurts just
Damages robots only. as badly as a club. Colonel Mustard agrees.
Min. ST: 4 W: 5 lbs. Dmg: (2d8+10) + MD Min. ST: 5 W: 10 lbs. Dmg: 1d10 + MD Rng:
Rng: 1 AP S: 4 T: 5 B: N/A 1 AP S: 5 T: 5 B: N/A
Sling PISTOLS
Value: 20 The smallest of the Small Arms weapons,
Not a bow, but a similar ancient weapon, pistols are generally hand-held, low damage
slings have been around almost as long. A weapons.
leather pouch attached to some long leather
cords, slings are designed to hurl rocks farther .22 Pistol
and more accurately than one can do by hand. Value: 300
The user spins the sling around in the air, Produced in the 20th Century as an
gathering momentum, and then flicks his or inexpensive solution to gun ownership, the
her wrist to release the rock at the target. tiny .22 pistol fires the relatively small .22
Note that slings do not require two hands to caliber slug. These guns simply don’t have the
use. Single shot only. Slings hold one rock. stopping power of larger pistols, and a shot
Min. ST: 5 W: 2 lbs. Dmg: 1d10 Rng: 10 S: 5 from one is more likely to upset the target
T: 6 B: N/A than cause massive amounts of damage. Single
shot only. The clip holds 10 rounds of .22
Wooden Bow caliber ammunition.
Value: 50 Min. ST: 3 W: 4 lbs. Dmg: +4 Rng: 12 AP S:
Made from a cut piece of wood, bent into a 5 T: 6 B: N/A
“C” shape, with a length of string or animal
sinew stretched between the ends to provide .223 Pistol
tension, bows are some of the simplest ranged Value: 3500
weapons to construct. They can be unwieldy, This pistol began its days as a .223 rifle and
however, and can hurt the inexperienced user. has since been modified. These are rather
Single shot only. Bows hold one arrow. unique, and are made with love and skill.
Min. ST: 5 W: 2 lbs. DMG: +3 Rng: 40 AP S: Single shot only. The magazine holds 5 shots
5 T: 6 B: N/A of .223 caliber ammunition.
Min. ST: 5 W: 7 lbs. Dmg: +20 Rng: 30 AP S:
Wooden Crossbow 5 T: 6 B: N/A
Value: 300
Intel Corp. ED-234 Electronic Counter “Swallow” ALRAAM (Advanced Long Range
Measures (ECM) Pod Air-Air Missile)
Value: 3000 An advanced long-range radar guided missile.
This complex electronic warfare system may In the first phase of flight, the missile is guided
be used for to jam any radar detector. The by the aircraft’s radar and then, just a few
ECM sends strong signals, so it’s very easy to miles away from the target the missile turns on
detect that something is coming, but it’s its own radar and homes in on the target.
almost impossible to determine the specific Requires target to be marked by firing craft
location of target and therefore make a “lock” radar.
on the target necessary for radar-guided Weight: 150 kg (331 lbs.) Dmg: 8d8 + 20 R:
missile firing. This system should only be used 95 km Velocity: 680 kts. (1259 km/h) in the
after the aircraft has been detected by radar. first phase, 1800 kts. (3333 km/h) in the final
phase AP: a few rounds of targeting. Warhead
M217 Super Hydra 70mm Rocket Launcher skill: 80%
Value: 1500
This is more advanced version of Hydra ENERGY WEAPONS SKILL WEAPONS
rocket currently used by US Army (e.g. by Energy weapons were developed in the early
AH64 Apache). It contains 42 unguided 21st century, and almost every major
rockets with AP warheads (no other types are government employed them in their armed
supplied). Rockets can be fired one at a time, forces at the time of the war. Pistols do not
in 6-rocket salvo or all at the same time. require two hands to use, all other energy
Min. ST: Vehicle weapon W: 300 lbs. Dmg: weapons do. There are two main kinds of
6d6 (each rocket), DR - 20 Rng: 800 yards energy weapons: laser and plasma. Lasers are
AP: computer-fired highly concentrated beams of light that melt
through pretty much anything. Plasma is
“Owl” ASRAAM (Advanced Short Range superheated, ionized gas that melts through
Air-Air Missile) pretty much anything. There are other kinds of
Value: 2600 energy weapons as well. Note that damage
An advanced short-range missile, equipped from energy weapons is weapon-dependant,
with 3 types of guidance systems: Infra Red, not ammodependant. Energy pistols are
Heat Seeker and Radar Guidance. Fire and onehanded weapons, but energy rifles and big
forget. energy weapons require two hands.
Weight: 50 kg (110 lbs.) Dmg: 8d10 R: 8 km
Velocity: 2700 kts. (5000 km/h) AP: a few
rounds of targeting Warhead skill: 100% PISTOLS
The simplest energy weapons, and usually the
“Raven” AMRAAM (Advanced Medium weakest, are pistols. They are however, good
Range Air-Air Missile) for concealing and scaring people who have
Value: 3000 not dealt with energy weapons before.
2mm EC 7.62mm
Value: 2000 Value: 300
HN Needler (Normal)
Arrow Value: 1500
Value: 5 AC: 0 DR: 0 Vol: 10 Dmg: 3d10
AC: 0 DR: 0 Vol: 5 Dmg: 1d4 HN Needler AP (Normal)
Value: 2000
BBs AC: 0 DR: 0 Ignores DT Vol: 10 Dmg: 2d8
Value: 100
AC: 0 DR: 0 Vol: 100 Dmg: 1d4
Dart
Value: 5
AC: 0 DR: 0 Vol: 5 Dmg: 1d3
Dart (Exploding) ORDINANCE (Ammunition for Grenade
Value: 500 Launchers, Mortars, Rockets, and Artillery
AC: 0 DR: 0 Vol: 5 Dmg: d10+1 Pieces)
T (Tracer)
Ammo: Any (e.g. APT –armour piercing
tracer or HET or HEAPT etc.)
Price: x1
Damage: glows in flight
Usually every 3rd or 4th bullet in each HMG
belt is a tracer in order to make aiming easier.
The drawback is that enemy can determine
where the weapon user is. +10% to hit.
Opponents get +10% to hit shooter in the
same round.
Antidote Jet
Value: 150 Value: 25
Made from a variety of distilled poisons and Jet is the new street drug of the postnuclear
antibodies, each dose of Antidote removes one world. No one knows exactly how it was
level of poisoning. Antidote tastes and looks made, except there are rumors that a mafia
like cough syrup, and comes in little bottles. boss had it manufactured to aid in controlling
There is no official Antidote company in the large numbers of people. Considering that Jet
wastes, and it is often something that country is addictive from the first dose, that is not
doctors and traveling quacks will sell for far difficult to imagine. Jet comes in an inhaler,
more than it’s worth. Not much like asthma medicine. After inhalation,
addictive. the user gains +2 Action Points (up to 13), +1
Strength, and +1 Perception for 1d10 hours.
Brotherhood of Steel Trauma Pack After this time, the character loses two Action
Value: 600 Points, 3 Strength, and 3 Perception. Jet is
A chemical concoction made by the 80% addictive, although it is rumored that an
Brotherhood for use in battle, Trauma Packs antidote exists for the addiction – somewhere.
send the cellular reproduction process into
overdrive, healing 6d10+60 hit points Mentats
instantly, but causing 2d10+30 points of Value: 280
damage after 1 hour. Not addictive. Mentats increase the user’s awareness for a
short period of time, but are dangerous
Buffout because of the intense aftereffects and high
Value: 200 addiction rate. An
Buffout is a kind of temporary steroid, experimental drug for the military at one time,
Ultra Stimpack
Value: 1000
The most powerful healing substance on the
planet, Ultra Stimpacks turn cellular
reproduction into a frenzy of activity, healing
10d10+50 HP immediately upon injection. In
1d10 hours, the user must make a roll against
Endurance. If that roll fails, they lose every hit
point the Ultra Stimpack healed; if the roll
succeeds, the user loses half of those hit
points. Ultra Stimpacks are only available in
technology-rich organizations like the
Brotherhood of Steel or the Enclave.
Voodoo
Value: 50
A tribal concoction made from parts of dead
critters (yummy!) Eating this powder makes
someone feel invincible. For 30 minutes,
Voodoo confers a +2 bonus to Agility, a +3
bonus to Luck, and a 20% bonus to Damage
Resistance for Normal attacks only. After a
half-hour, the user feels depressed and loses 2
Agility, 3 Luck, and all Damage Resistance
from Normal attacks. Voodoo is 20%
addictive.