Every good Wastelander needs a good Weapon to kill with, otherwise what's the point of the 2nd Amendment!? The world is FILLED with weapons to kill with and enhance your effectiveness in Combat! Though, I cannot say for most people, but I LOVE to use Spears and Tridents! There's just something that the reach says to your opponent can say to your enemy! Speaking of......
*Goes offscreen and STABS an attacker and his wife. Comes back drenched in blood.*
Ahhhhhhhhhh..... That's it. But, this isn't a comic book. You can't just suddenly MASTER a weapon right off the Bat! Hehe... Bat. You have to get used to the Weapon to gain Proficiency with it! It may take awhile, but you can gain Perks if you work at it! But..... Be careful. Choose your fights wisely, because just like my Grandfather used to say, 'Things don't last forever.' But Don't you fret! A couple of Engineering checks can fix your weapon RIGHT UP! And maybe, with the right stuff, you can even make it better!
The Use Of Force: Melee Weapons get additional from the BOD+Force number which is divided by a certain value as F/x, when dealing with fractions, you round UP.
Bullets: Bullets, save for those used in blackpowder weapons, are rare and expensive to make and buy. Save your bullets, use a melee weapon where-ever and when-ever you can.
Weapon Qualities:
-Angle Damage (Angle): Everything within the angle stated takes damage, both foe AND friend. Watch out!
-Armor Piercing: Armor Piercing weapons ignore Armor, obviously. Cutting through!
-Biometrically Encoded: This weapon is encoded to a specific genetic sequence. The difficulty is how difficult it will be to use AGI+Crafting and INT+Engineering rolls using an electronics toolkit or workshop to disengage or reprogram the lock. You're going to encounter this later.
-Blunt: These weapons are effective at reducing the protection of armor with the 'Massive' Quality. Or smashing in skulls.
-Camo (Difficulty): The weapon is disguised as something else, with the difficulty listed for an INS+Perception roll to realise what it truly is.
-Cloud (Radius, Amount Of Time): This weapon generates a thick cloud that covers a specific range for a set period of time, possibly shorted in heavy winds. Poisonous Smoke Bombs, anyone?
-Deviation (1D20): This weapon will go off-course slightly by rolling 1D20 to see how far it goes off course. (Used for Projectiles only.) This is for when the max range is over-reached.
-Double Barreled: This weapon has two barrels that can be fired simultaneously or independently. Firing both barrels deals double damage but takes 2 Rounds to reload fully.
-Entangling (Penalty): This weapon tangles the legs and limbs, imposing the set penalty to all movement-related actions.
-Explosive: This weapon or ammunition deals tapering damage in a wide area. BAM!
-Fatal: This weapon uses some manner of exotic ammunition or deadly energies. In any case if an attack is successful, it causes Trauma damage, not Flesh Wound damage. This damage is still reduced by armour, thankfully. Unless the weapon can Peirce more than your armor rating, then.... You're Fucked.
-Fragile: If at any time during an attack that a nat '1' is rolled, the weapon shatters. If the attack is successful, damage is still applied.
-Impact (Crits only): The weapon is heavy and unbalanced, requiring that a minimum number of Triggers are rolled to avoid becoming unbalanced, dazed, or Bloody for 1 round.
-Jamming (Projectile weapons only.): A true curse of any weapon. If more 1's than 6's are rolled in an attack, the weapon jams and must take 1 round to clear the jam.
-Muzzle Loader: This weapon requires shoving in blackpowder, then ramming home and tamping a lead bullet in a (generally) smoothbore barrel. It takes 2 rounds to reload a muzzle loader. Now imagine reloading a double-barreled muzzle loader...... Ugh......
-Muffled: This weapon is fairly quiet or is fitted with a Bygone silencer. It takes a INS+Perception roll to detect the shots. Silence was the way to go.
-Out Of Control (Difficulty): This weapon is just as dangerous to you as it is to the enemy. If the wielder fails a BOD+Melee or AGI+Porjectile roll against the difficulty listed, the damage is done to the wielder instead of the enemy, the weapon just flies out of the users hands, or you accidentally shred your BEST FRIENDS WIFE. So be careful with that chainsaw, yeah? I'm looking at you Steve!
-Piercing (Armor Rating): The weapon ignores armor up to the rating listed. If the rating attacked is higher, the remainder is subtracted from damage as normal, or deflected entirely depending on the weapon. Massive and Bulletproof both work on this quality.
-Salvo (Number Of Rounds): This weapon is capable of unleashing a hail of bullets at the enemy. The number listed is the number of bullets that can be fired in a single Action, with each bullet after the first adding +1D20 to Handling and +1 to Damage. If multiple targets are close together, the shooter can divide the bullets and dice between the targets, rolling for each one, and then divides the bonus damage by the number of targets, rounding fractions up. In other words, RATATATATATATATATATATATATATAT! Or my favorite one, DAKKADAKKADAKKADAKKADAKKADAKKA!
-Scatter: The weapon fires a cloud of projectiles in a rough cone. The damage listed is only for close range, any range over that causes the damage to be reduced by 4, but at least there's no range penalty, something is gonna hit one way or another. Just don't try to snipe with buckshot though... Learned that lesson the hard way.
-Sensitive: This weapon is made from fragile components or is carefully balanced. If attacked or the weapon is used to defend, should the enemy roll at least 1 Trigger, the weapon's handling is reduced by 1D permanently. It will require an AGI+Crafting roll against the Tech Level and damage taken to repair and if the repair roll fails, the Proficiency level is permanently reduced by one.
-Special Damage (Enemy Type, Damage): This weapon causes extra damage against certain types of opposition.
-Standard (Bonus): This weapon is a potent symbol, and anyone around the weapon gains the bonus listed due to its inspiring presence.
-Talisman (Bonus): The weapon is a symbol of faith or luck to a certain group or has great personal value. It grants it's bonus to any Faith/Willpower rolls made as long as it is in the wielder's possession. You may even get some bonus standing with your god....
-Terrifying (Difficulty): The weapon holds an aura of black malice, speaks it's readiness in a foreign tongue, and some parts glow with unholy, unearthly light.
-Thunderstrike: Every shot rattles teeth, causes dust to dance and shakes windows in their frames. Animals quail and flee, humans shiver and whimper. Both must make PSY+Faith/Willpower rolls or flee screaming from the assault.
[/hr]
Brawl Weapons(1d20+BOD+Brawl):
-Bite: Teeth are a weapon as ancient as the universe itself.
[spoiler=Stats]
Distance: 1
Damage: 1d4+Brawl
Magazine: N/A
Tech: 1
Slots: N/A
Value: You like eating solid food, yeah?
Kills Required for Mastery: 99
Durability: As much as you rest it.
[/spoiler]
-Kick: Many problems can be solved with a good, swift kick.
[spoiler=Stats]
Distance: 1
Damage: 1d2+Brawl
Weapon Qualities:
-Daze (F/2)
Tech: 1
Slots: N/A
Value: You like walking, yeah?
Kills Required for Mastery: 99
Durability: As much as you can rest it.
[/spoiler]
-Punch: The clenched fist, the earliest symbol of man.
[spoiler=Stats]
Distance: 1
Damage: 1d2+(F/2)
Weapon Crit Qualities:
-Daze (F/3)
Value: You like holding things, yeah?
[/spoiler]
-Brass Knuckles: Gives your punches some added...uh, punch.
[spoiler=Stats]
Distance: 1
Damage: 1d6+(F/2)
Weapon Crit Qualities:
-Blunting(Lower Armor Rating by 1.)
Tech Level: II
Mod Slots: 1
Value: 10
Kills Required for Mastery: 10
Durability: 30 days.
[/spoiler]
[/hr]
Armed Melee Weapons (1d20+BOD+Melee)
GM Note: Choose at least one item of Tech level I off this list, because you don't want to waste your bullets, do ya?
-Flail: A heavy length of metal or metal-shod wood attached by chain to a long pole. A farmer's tool for threshing grain.
[spoiler=Stats]
Distance: 2
Damage: 1d8+(F/3)
Qualities:
-Talisman (+1D2, Preacher Only)
Encumbrance: 2
Tech Level: I
Mod Slots: 1
Value: 5
Kills Required for Mastery: 17
Durability: eight days without repair.
[/spoiler]
-Butt Stock: Not all rifles can be used as a club, but sometimes you cannot draw your sword in time. And with some luck, you can attach this to some more Rifle parts.
[spoiler=Stats]
Distance: 1
Damage: 1D6+(Force/3)
Weapon Crit Qualities:
-Blunt (Reduce Armor Rating by 1.)
Encumbrance: N/A
Tech Level: III
Mod Slots: N/A
Value: N/A
Kills Required for Mastery: 11
Durability: 16 days without repair.
[/spoiler]
-Hand Axe: More often used for kindling than it is for combat. But it's easy to use.
[spoiler=Stats]
Distance: 1
Damage: 1d6+(Force/3)
Weapon Crit Qualities: N/A
Encumbrance: 1
Tech Level: II
Mod Slots: 1
Value: 50
Kills Required for Mastery: 12
Durability: Five days without repair.
[/spoiler]
-Club: Anything from a baseball bat to a piece of broken branch. Useful for Smacking a bitch.
[spoiler=Stats]
Distance: 1
Damage: 1d6+(F/2)
Weapon Crit Qualities:
-Blunt (Reduce Armor Rating by 1.)
Encumbrance: 3
Tech Level: I
Mod Slots: 2
Mods: Nails for Piercing Crit Quality, Chains for +1 to blunt quality, oil and fire for flaming Quality, etc.
Value: 20
Kills Required for Mastery: 15
Durability: Ten days without repair.
[/spoiler]
-Chain Of Blades: A length of chain with scavenged blades welded to it, wild and dangerous to everyone.
[spoiler=Stats]
Distance: 3
Damage: 2d4+(F/3)
-Penalties:
Out Of Control.
Crit Qualities: N/A
Encumbrance: 2
Tech Level: II
Mod Slots: 1
Mods: Chains for +1 Distance, wire for Piercing Crit Quality.
Value: 40
Kills Required for Mastery: 55
Durability: Three days without repair.
[/spoiler]
-Knife: Not the kind you use for dinner unless you're eating straight off the spit.
[spoiler=Stats]
Distance: 1
Damage: 1d8+(F/2)
Qualities:
-Piercing(Can cut through 1 level of Armor Rating.)
Encumbrance: 1
Tech Level: II
Mod Slots: 1
Mods: Whetstone for +1 Piercing Crit Quality.
Value: 40
Kills Required for Mastery: 20
Durability: Four days without repair.
[/spoiler]
-Pitchfork: In these dark days, locations farmers and Preachers come from are just as likely to spear bandits as spear straw with this.
[spoiler=Stats]
Distance: 2
Damage: 2d6+(F/3)
Qualities:
-Talisman (+1D2, Preacher Only)
Piercing (Cut through 1 level of armor Rating.)
Encumbrance: 2
Tech Level: I
Mod Slots: 1
Mods: Chains for +2 Distance, Knife for +1 to Piercing Quality.
Value: 5
Kills Required for Mastery: 35
Durability: Five days without repair.
[/spoiler]
-Morning Star: A mace head attached to a length of chain and a handle.
[spoiler=Stats]
Distance: 1
Damage: 1d8+(F/2)
Weapon Crit Qualities:
-Blunt (Reduces armor Quality by 2.)
Encumbrance: 2
Tech Level: II
Mod Slots: 2
Mods: Nails for Piercing Quality, Chain for +1 Distance.
Kills required for Mastery: 40
Durability: Four days.
Value: 400
[/spoiler]
-Riding Hoe: Technically a type of warhammer, this weapon is no farmer's tool.
[spoiler=Stats]
Distance: 1
Damage: 1d8+(F/2)
Weapon Crit Qualities:
Blunt (Reduces Armor Rating by 1.)
Encumbrance: 1
Tech Level: II
Mod Slots: 0
Value: 300
[/spoiler]
-Saber: A straight-backed or slightly curved single-edged sword used by warriors on horseback.
[spoiler=Stats]
Distance: 1
Damage: 1d6+(F/3)
Weapon Crit Qualities:
Piercing: (Bypass up to one Armor Quality.)
Encumbrance: 1
Tech Level: II
Mod Slots: 2
Mods: Pistol for Projectile Damage, Whetstone for +1 Piercing Quality.
Value: 600
[/spoiler]
-Shard Dagger: A piece of broken glass wrapped in cloth, or a broken bottle wielded in a tavern fight.
[spoiler=Stats]
Distance: 1
Damage: 1D8+(F/3)
Penalties:
-Fragile
Encumbrance: 1
Tech Level: I
Mod Slots: 0
Value: 5
Kills required for Mastery: 40
Durability: Four days.
[/spoiler]
-Battle Axe: Large, top-heavy, with a blade meant for splitting bodies than splitting trees.
[spoiler=Stats]
Distance: 2
Damage: 2d6+(F/2)
Qualities:
-Piercing (Bypass 1 Armor Rating)
Encumbrance: 3
Tech Level: II
Mod Slots: 0
Value: 750
Kills required for Mastery: 60
Durability: Seven days.
[/spoiler]
-Mace: The flanged sections are there for crushing armour, not cutting into people.
[spoiler=Stats]
Distance: 1
Damage: 2d6+(F/2)
Crit Qualities:
-Blunt (Reduce Armor Rating by 2)
Encumbrance: 2
Tech Level: II
Mod Slots: 0
Value: 350
[/spoiler]
-Sword: The truest friend you'll have is 36 inches of sharpened steel.
[spoiler=Stats]
Handling: N/A
Distance: 1
Damage: 1d10+(F/3)
Qualities: N/A
Encumbrance: 2
Tech Level: II
Mod Slots: 2
Value: 600
Mods: Nails for Piercing Quality, Chain for +1 Distance.
Kills required for Mastery: 40
Durability: Four days.
[/spoiler]
-Long Spade: Do not underestimate the damage a long-handled spade can do to you.
[spoiler=Stats]
Handling: N/A
Distance: 1
Damage: 2D4+(F/3)
Qualities:
-Talisman (+1D, Preacher only)
Encumbrance: 2
Tech Level: II
Mod Slots: 2
Value: 40
Mods: Nails for Piercing Quality, Chain for +1 Distance, Cross necklace for Preacher Bonus of 1D4 to become 1D6.
Kills required for Mastery: 50
Durability: Eight days.
[/spoiler]
-Spear: Whether fitted with steel or just fire-hardened wood sharpened to a tip or tied with stone and sheet metal, the spear has been around since the beginning.
[spoiler=Stats]
Handling: N/A
Distance: 2
Damage: 1d6+(F/3)
Qualities: N/A
Encumbrance: 2
Tech Level: I
Mod Slots: 1
Value: 50
Mods: Nails for Piercing Quality, Chain for +1 Distance.
Kills required for Mastery: 40
Durability: Four days.
[/spoiler]
-Pickaxe: Mostly used for cracking open rock, but they can split open a skull easily enough.
[spoiler=Stats]
Distance: 1
Damage: 1D10+Force
Qualities:
-Impact (3T)
Encumbrance: 4
Tech Level: II
Mod Slots: 1
Value: 450
[/spoiler]
-Stone Axe: Take a rock, tie it to a stick. Bash someone over the head. Rinse rock and repeat.
[spoiler=Stats]
Distance: 1
Damage: 1D6+(F/2)
Qualities:
-Blunt
Encumbrance: 3
Tech Level: I
Mod Slots: 0
Value: 120
[/spoiler]
-Stilleto: Not the ones you wear on your feet. Thin, sharp, and a perfect fit between someone's ribs.
[spoiler=Stats]
Hidden.
Range: 1
Damage: 1D4+(F/3)
Qualities:
-Piercing (Can bypass up to 1 Armor Rating.)
Encumbrance: 1
Tech Level: I
Mod Slots: 1
Value: 25
Mods: Wire for Piercing Quality.
Kills required for Mastery: 40
Durability: Four days.
[/spoiler]
-Sledgehammer: Good for breaking rocks or breaking skulls.
[spoiler=Stats]
Handling: -2D
Distance: 1
Damage: 2d6+Force
Crit Qualities:
-Blunt
-Impact (3T)
Encumbrance: 4
Tech Level: III
Mod Slots: 0
Value: 280
Kills required for Mastery: 60
Durability: Ten days.
[/spoiler]
[/hr]
Thrown Weapons (AGI+Projectiles): some of these are ballistic weapons before Ballistics were a thing
-Bola: Heavy weights attached to each end of a length of rope. It'll bring down anything with a neck, or legs.
[spoiler=Stats]
Distance (Short/Long): 3/10
Damage: 1d4+F/3
Quantity per purchase: 1
Crit Qualities:
-Entangled: (Tangles foes. DC to escape: 15 against AGI+Dex)
-Penalties
-Out Of Control
Encumbrance: 1
Tech Level: I
Mod Slots: 0
Value: 20[/spoiler]
-Harpoon: No-one's seen a whale in centuries. Good thing there's plenty of big prey to take down with this.
[spoiler=Stats]
Handling: N/A
Distance (Short/Long): 5/15
Damage: 1d8+Force
Quantity per purchase: 1
Qualities: None
Encumbrance: 2
Tech Level: II
Mod Slots: 0
Value: 50[/spoiler]
-Net: Strong cables linked together to catch living prey, or entangle it long enough to get in that fatal stab.
[spoiler=Stats]
Distance (Short/Long): 2/5
Damage: None
Quantity Per Purchase: 1
Qualities:
-Entangled (Tangles up foes. DC to escape: 19 against AGI+Dex.)
Encumbrance: 1
Tech Level: II
Mod Slots: 0
Value: 30
Mods: Nails for Piercing Quality, Chain for +1 Distance.
Kills required for Mastery: 49
[/spoiler]
-Sling: A man called David took down a giant Psycho known as Goliath with a sling, or so the story goes. I believe this is Bullshit.
[spoiler=Stats]
Ammo Type: Stones
Distance (Short/Long): 5/15
Damage: 1D4+(F/3)
Stone Quantity Per Purchase: 1
Magazine Capacity: 1
Qualities:
-Blunt
Encumbrance: 1
Tech Level: I
Mod Slots: 1
Mods: Nails for Piercing Quality.
Kills required for Mastery: 40
Durability: Four days.
Value: 5
[/spoiler]
-Atlatl: Or if you want to be more simplistic, a spear-thrower. Put your spear in the thrower, cock your arm, and swing. Your spear will go further, trust me.
[spoiler=Stats:]
Handling: -1D
Ammo Type: Spear
Distance (Short/Long): 10/30
Damage: 3+(F/2)
Quantity Per Purchase: 1
Magazine Capacity: 1
Qualities: None
Encumbrance: 2
Tech Level: I
Mod Slots: 1
Value: 50
Mods: To be Discovered.
Kills required for Mastery: 50
Durability: Reusable.
[/spoiler]
-Stones: You don't need to be without sin to cast the first stone.
[spoiler=Stats]
Distance (Short/Long): 5/30
Damage: 1d2+(F/2)
Qualities:
-Blunt(Reduce armor rating by 1.)
Value: Just pick them up off the ground.
[/spoiler]
-Throwing Axe: Any decently-balanced hatchet can serve as a throwing axe.
[spoiler=Stats]
Distance (Short/Long): 3/10
Damage: 1d3+(F/2)
Quantity Per Purchase: 1
Crit Qualities: Piercing(Bypass Armor Rating by 1.)
Encumbrance: 1
Tech Level: II
Value: 50
[/spoiler]
-Throwing Knife: These small daggers can fly like arrows in the right hands.
[spoiler=Stats]
Handling: N/A
Distance (Short/Long): 3/10
Damage: 1d4+(F/3)
Quantity Per Purchase: 3
Qualities: None
Encumbrance: 1
Tech Level: II
Value: 40
[/spoiler]
-Shuriken: No-one's quite sure where these came from, but they're annoying and people tend to coat them in poison.
[spoiler=Stats]
Distance (Short/Long): 3/10
Damage: 1d4+(F/2)
Quantity Per Purchase: 5
Qualities: None
Encumbrance: 1
Tech Level: I
Mod Slots: 0
Value: 20
Kills required for Mastery: 45
[/spoiler]
[/hr]
Rifles (AGI+Projectiles)
Hunting Rifle: The bolt-action rifles are everywhere and are the primary tool of hunting and civil defense for many communities.
[spoiler=Stats]
Ammo Type: .357
Distance (Short/Long): 30/120
Damage: 1d6+Projectiles
Magazine: 4
Qualities: None
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 400
[/spoiler]
Sniper Rifle: This is a military or police sniper rifle, still being used for it's intended purpose of long-range target elimination. Skilled hunters or expert marksmen are given this weapon and are lectured to preserve the delicate components.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Distance (Short/Long): 50/400
Damage: 1D10+Projectiles
Magazine: 6
Penalty:
-Sensitive
Crit Quality:
-AP Piercing (Bypass up to four points of Armor Rating.)
Encumbrance: 3
Tech Level: IV
Mod Slots: 2
Value: 3000
[/spoiler]
Hunting Shotgun: A break-action shotgun, usually double-barreled, chambered for 12-Gauge.
[spoiler=Stats]
Ammo Type: 12-Gauge Buckshot
Handling: N/A
Distance (Short/Long): 5/20
Damage: 1d12+Projectiles
Magazine: 2
Qualities:
-Double Barreled
-Scatter
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 1500
Kills to Master: 50
Durability: Six days without proper care.
[/spoiler]
Pump-action Shotgun: A military, police or personal defense shotgun. Carries more ammo and usually loaded with Slug shells.
[spoiler=Stats]
Ammo Type: 12-Gauge Slug
Distance (Short/Long): 5/40
Damage: 2d6
Magazine: 6
Qualities: None
Encumbrance: 2
Tech Level: IV
Mod Slots: 1
Value: 6000
KtM: 90
Durability: Four days without proper care.
[/spoiler]
Light Machinegun: This weapon comes in many forms, from dedicated belt-fed weapons to converted UEO Assault Rifles with modified receivers and magazine well adapters. Age has not been kind to them however, and jamming is a problem.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Distance (Short/Long): 30/80
Damage: 1d12
Magazine: Belt
Qualities:
-Salvos
Penalty
-Jamming
Encumbrance: 4
Tech Level: 4
Mod Slots: 2
Value: 4000
KtM: 60
Durability: Six days without proper care.
[/spoiler]
[/hr]
Heavy Weapons (AGI+Projectiles)
Grenade Launcher: A single-shot weapon typically designed to launch explosive or specialist payloads.
[spoiler=Stats]
Ammo Type: Grenades
Distance (Short/Long): 20/60
Damage: 20
Magazine: 1
Qualities:
Encumbrance: 2
Tech Level: IV
Mod Slots: 2
Value: 1900
KtM: 45
Durability: 8 days without proper care.
[/spoiler]
Rocket Launcher: Post-Eshaton Rocket Launchers are all hand-forged and are all unique. But their ammunition, which is loaded through the front, is based on two different types of Bygone-era rocket, one called 'Panzerfist' and another simply called 'RPG'.
[spoiler=Stats]
Ammo Type: Rocket
Distance (Short/Long): 20/60
Damage: 40
Qualities:
-Armor Piercing
-Explosive
Magazine: 1
Encumbrance: 4
Tech Level: IV
Mod Slots: 2
Value: 4200
KtM: 20
Durability: 3 days without proper care.
[/spoiler]
Heavy Machinegun: Technically these are General Purpose or Medium Machineguns, but who's going to care that much? Rumor has it that the UEO, UAO and whatever is beyond the Spore Wall or in the Savage East may have weapons that are worthy of the name.
[spoiler=Stats]
Ammo Type: 5.56x45mm
Distance (Short/Long): 50/2000
Damage: 2D12
Magazine: Belt
Qualities:
-Salvos (10 bullets)
-Jamming
Encumbrance: 6
Tech Level: IV
Mod Slots: 2
Value: 4000
KtM: 50
Durability: 6 days without proper care.
[/spoiler]
[/hr]
Explosives:
Black Powder: This stuff is pretty volatile, so be careful.
[spoiler=Stats]
Damage: 10
Qualities:
-Thunderstrike
-Explosive
Encumbrance: 1
Tech Level: II
Value: 100[/spoiler]
TNT: This powerful explosive can be transported safely, and is typically fitted with a fuse that is lit before throwing.
[spoiler=Stats]
Damage: 14
Qualities:
-Explosive
-Thunderstrike
Encumbrance: 1
Tech Level: III
Value: 300[/spoiler]
Now, these are only a few of the guns that you can find out there!