| A | B | C | D | E | F | G | H | I | J | |
|---|---|---|---|---|---|---|---|---|---|---|
1 | Effect | |||||||||
2 | Type | Pistol | "1 Handed" (for Perks, Griffons, etc.) | |||||||
3 | SMG | Automatic "1 Handed" weapon (for Perks, Griffons, etc.) | ||||||||
4 | Rifle | "2 Handed" (for Perks, Griffons, etc.) | ||||||||
5 | Automatic Rifle | Automatic "2 Handed" weapon (for Perks, Griffons, etc.) | ||||||||
6 | Shotgun | Deals half DAM (rounded down) after short range. (ie. a Lever-Action Shotgun normally dose 20+4d10 DAM this is reduced to 10+2d10 after short range) *Sawed-off is special, see its entry* | ||||||||
7 | Heavy | Designed for use with a Battle Saddle. Being 'saddled' reduces the Strength Requirement by 3 (instead of 2). Cost 20 AP to reload. | ||||||||
8 | ||||||||||
9 | Ranged | Anti-Matrix | See "Anti-Matrix Damage" Adds (25+++) AX damage for disabling PipBucks, cybernetics and magically-powered armor; (75+6d10) AX damage for disabling robots and turrets. | |||||||
10 | Anti-Matrix (light) | See "Anti-Matrix Damage" Adds (10++) AX damage for disabling PipBucks, cybernetics and magically-powered armor; (30++++) AX damage for disabling robots and turrets. | ||||||||
11 | AoE | Has an Area of Effect value. Targets within a number of feet equal to that value take full damage. For every full (AoE value) feet a target is away from the explosion, damage is reduced by 25%. (Any target more than four times the AoE value in feet from the explosion takes no damage.) | ||||||||
12 | Bolt/Lever/Pump-Action | AP cost are shown as (X/Y+Z). Players may fire the weapon for the 'Y' value, and chamber the next round for the 'Z' value. X is the total AP cost of doing both as a single action. Also used to determine cost for certain mods on the 'Alt. Mods' list. | ||||||||
13 | Burning | Sets opponent on fire, dealing 2d10 fire damage for 3 turns. | ||||||||
14 | Carbine | Does not suffer penalties at Point Blank range. This can also represent a weapon being a 'Bullpup'. | ||||||||
15 | Concealable | Can be easily hidden (Sneak +20). | ||||||||
16 | Double Barrel | May fire both barrels at once for +25 AP. Single roll to hit. | ||||||||
17 | Enchanted | The weapon has one of the following enchantments. The 'Flame' enchantment is the most common. | ||||||||
18 | Flame: | 2d10 fire damage for 3 turns. | ||||||||
19 | Diamond: | Additional -5 DT. | ||||||||
20 | Lightning: | -2d10 target AP (once per turn), exrta 2d10 DAM to robots and power armour. | ||||||||
21 | Cold: | 2d10 Ice Damage +1d10 Ap Cost for 3 turns. | ||||||||
22 | Poison: | 10 poison DAM for 5 turns. | ||||||||
23 | Wind: | -5 AP reload and unjam. | ||||||||
24 | Friendship: | Weapon will not cause alarm when worn. | ||||||||
25 | Gauss | Gauss weapons are both a firearm and MEW. As sutch they can use either the Firearms or Magic Energy Weapon skills. Critical hits do 2 times normal damage. | ||||||||
26 | Magic | Uses the Magical Energy Weapons skill. Critical hits do 3 times normal damage instead of 2 times. | ||||||||
27 | Rare | These items are not available for purchase without GM permission, regardless of Tier. | ||||||||
28 | Recharging Ammo | Recharges 2 shots per round. | ||||||||
29 | Revolver | 20 AP to reload without Speed Loader. Cannot jam. | ||||||||
30 | Silent | After EACH attack the wielder can make a Stealth check to remain hidden, target can make a PER check if it survives the round. | ||||||||
31 | Sniper | Does not suffer hit penalties due to range (except at Point Blank). Counts as both Long ranged and Unwieldy for Point Blank penalties (a total of -25 at PB). If the weapon's condition drops to Heavily Used or below then the weapon loses the benefits of the Sniper rule and counts as being Long ranged instead. | ||||||||
32 | Tube Loaded | 20 AP to reload. Can choose to reload only half the ammo capacity (rounded down) for half its normal reload cost. | ||||||||
33 | Unwieldy | Suffers -10 to hit at Point Blank range. All Battle Saddle weapons count as Unwieldy (if they didn't already). | ||||||||
34 | ||||||||||
35 | Melee | Agile | Uses Agility rather than Strength to determine damage. | |||||||
36 | Anti-Matrix | See "Anti-Matrix Damage" Adds (10++) AX damage for disabling PipBucks, cybernetics and magically-powered armor; (30+4d10) AX damage for disabling robots and turrets. | ||||||||
37 | Armor Piercing | Ignores half the target's DT (rounded down, minimum of 5) | ||||||||
38 | Armor Piercing (heavy) | Ignores the target's DT. | ||||||||
39 | Armor Piercing (light) | Ignores 5 of the target's DT. | ||||||||
40 | Burning | Sets opponent on fire, dealing 2d10 fire damage for 3 turns ignoring armor (unless environmentally sealed). | ||||||||
41 | Charging | Deals an extra 2d10 damage on a charge. | ||||||||
42 | Concealable | Can be easily hidden (Sneak +20). | ||||||||
43 | Crippling | Deals double damage to limbs for the purposes of crippling. (Extra damage does not reduce hit points.) | ||||||||
44 | Enchanted | The weapon has one of the following enchantments. The 'Flame' enchantment is the most common. | ||||||||
45 | Flame: | 2d10 fire damage for 3 turns. | ||||||||
46 | Diamond: | Additional -5 DT. | ||||||||
47 | Lightning: | -2d10 target AP (once per turn), exrta 2d10 DAM to robots and power armour. | ||||||||
48 | Cold: | 2d10 Ice Damage +1d10 Ap Cost for 3 turns. | ||||||||
49 | Wind: | Adds a another Special move for +20 AP. Acts as per Repulser. On a crit. Knocks the Target back as per a Slam. The target suffers a -3 on their STR check to resist the knockback. Size 3 targets can be effected on a critical, but are knocked back half as far. | ||||||||
50 | Friendship: | Weapon will not cause alarm when worn. | ||||||||
51 | Innoculous | Is not considered a "weapon" by members of societies and communities that restrict the carrying of weapons. | ||||||||
52 | Magic | Critical hits do triple damage rather than double. | ||||||||
53 | Poisoned | Attacks also inflict poison damage. This damage may be resisted with Poison Resistance. Requires poison. | ||||||||
54 | Powered | Requires power for each attack, consuming 1 'unit' of the listed power source for each attack, regardless if the attack hits or not. Attacks are never silent. 30 AP to reload. | ||||||||
55 | Reach | +10% bonus to parry. If an opponent closes into melee/point blank range, once per turn, you may immediately spend AP to make a single attack regardless of your initiative. | ||||||||
56 | Repulser | Knocks the target back as per a Slam | ||||||||
57 | Set | This weapon is always used as part of a set (usually two or four). You do not have to purchase each separately. Nor can multiple weapon fighting be applied. | ||||||||
58 | Special Attack | Each melee/unarmed weapon has a special attack. A character can not use this untill they have at least 60 in the associated skill | ||||||||
59 | Stunning | All damage is Stun damage. Ignores armor (but not magical shields). | ||||||||
60 | Thrown | Attacks count as armed attacks but use the Melee skill. | ||||||||
61 | Unarmed | Attacks count as unarmed attacks and fall under the Unarmed skill. | ||||||||
62 | Unlucky | -2 Luck for purposes of determining Critical Success and Critical Failure ranges | ||||||||
63 | Unwieldy | These weapons may not be 'dual wielded'. Also the have a minimum STR requirement of 7. For every STR a character is under this they recieve a -10 penalty to there to hit roll. | ||||||||
64 | ||||||||||
65 | Armor | Medium Armour | Reduces Movement by 1 (Sprinting by 2, etc.), Can not be choked if DT is 20 or above | |||||||
66 | Heavy Armour | Adds +5 Stun DT, Reduces Movement by 2 (Sprinting by 4, etc.); Cannot be choked (unless not wearing helmet) | ||||||||
67 | Power Armour | Requires Power Armour Training. Adds +10 Stun DT (this replaces any bonus from Heavy Armor). Gives +20 to the Battle Saddles skill and one effective level of the Rooted or Evasion perk (which stacks with any existing ranks of the perk). Helmet includes built-in EFS and SATS. Can administer one health potion/drug on self per turn for no AP cost. Double Wg if carried instead of worn. Includes a port for a peripheral. | ||||||||
68 | ALL Res | Gives Resistance to Radiation, Fire, and Poison | ||||||||
69 | Dazzle | Others gain a +2 bonus to Perception checks to spot the wearer. Grants 10 + (Luck * 5) percent chance to turn any successful attack to another specific body part into a shot to the torso. (In addition to Dazzle Camo Armour, this quality may be found on MoM Riot Gear, Enclave Power Armour or Experimental Griffin Power Armor. These armors are extremely rare and valued at 150% of the armour's normal cost.) | ||||||||
70 | Clothing and Armor | Clothing provides no benefit if being worn under/over Armour. Usually this would not be a problem as the character can simply change out of their Armour when they want to gain the bonus given by the Clothes (when about to Lockpick a door, for example.) However if time is of the essence (such as a party member bleeding out), then things are a bit too urgent for a costume change. This is to prevent Clothes effectively becoming a permanent stats bonus if the character has them in his/her inventory. The GM is free to use common sense to decide when/if an outfit change is required and how long it would take (if keeping track of the time is even important to their situation.) Characters can be assumed to change back into their Armour at the earliest convenient moment so they do not go without their protection for long. Clothing can also only have the 'Camoflauge' and 'Reinforcement Mod Kit'. | ||||||||
71 | Cloak | Stacks with Armour/Clothing | ||||||||
72 | Environmentally Sealed | The armour has a filtration mask that covers the face. The filters help protect the character from airborn threats, granting imunity to airborn threats such as poison gasses, noxious fumes, spores, Morning Glory's cooking, .etc. | ||||||||
73 | Glasses | Required to Benifit from the 'Four Eyes' Trait | ||||||||
74 | Layering Clothing | Certain clothing can be worn together, allowing the character to gain the benefits of both. Hats or Helmets can be worn with any clothing or light armor that is not environmentally sealed. A coat can be worn over other clothing. Bonuses to DT stack. However, if two articles of clothing give bonuses to the same skill (such as a nurse outfit and a doctor coat), only the highest bonus applies. | ||||||||
75 | Powered Tail Stinger | Causes +2d10 Unarmed Damage if tail is used and does not require 'Tail Trick' | ||||||||
76 | Race Notes | Since the vast majority of barding availiable in the wasteland was made for Earth Ponies/Unicorns, a Pegasus will usually need most barding modified to allow him or her to fly. Mechanics of 25 should be enough. | ||||||||
77 | Griffins would require heavier alterations, needing a Mechanics skill of 40. Starting equipment is (of course) already modified. A skilled party member can also make the alterations. | |||||||||
78 | Alicorns and Hellhounds (especially Hellhounds) are significantly different in stature to regular ponies (and have many special rules of their own.) | |||||||||
79 | Alicorns and Hellhounds need pony barding to be heavily modified so they can wear it (Mechanics 50), in addition they only get HALF the normal DT from worn armor and ignore any 'Effects' (except movement penalties for Medium/Heavy) | |||||||||
80 | ||||||||||
81 | Ammo | Crit Fail Chance | "+2% C.Fail Chance" means that a character is 2% more likely to suffer a Critical Failure when using that ammo type in their weapon. For example; a Luck 6 character using [.45 Auto +P] rounds (which have +1% C.Fail Chance) has an increased Critical Failure range of 97 to 100, instead of 98 to 100. | |||||||
82 | Ammo Scarcity | Special ammo types are usually limited by how hard it is to find rather than its cost. For example the GM might require a Luck check to see if a merchant has the kind of bullet a character is looking for, modifying the roll depending on the circumstances in game. A d6/d10 could then be used to see how many of that round is in stock. Merchants encountered later on or traders with access to military supplies would be much more likely to have special ammo types and would have them in greater quantities. All this is up to the GM of course. | ||||||||
83 | Anti-Matrix Damage | Anti-Matrix (AX) is special damage designed to shut down devices which rely on a spell matrix (such as robots, turrets, PipBucks, cybernetics and magically-powered armor). AX damage does not damage the target, but may cause the target's spell matrix to shut down. When attacking such a target with an anti-matrix weapon or ammo, and the attack successfully deals damage, add the bonus AX damage listed to the total attack. Should the amount of damage the target has taken including AX damage exceed the target's health, the spell matrix shuts down and will not restart unless it is rebooted. Rebooting a spell matrix requires special tools, a functional spell matrix to jumpstart the dead one, and a successful ordinary (+10) science check at moderate(50) skill requirement. Rebooting cybernetics also requires the cybersurgeon perk. AX damage taken in the same turn stacks. AX damage resets to zero at the beginning of each turn. | ||||||||
84 | ||||||||||
85 | Drugs | C = Cumulative | Each time an addicted individual takes the drug, roll for addiction to possibly gain another stacking level of this penalty when the drug wears off. | |||||||
86 | Ps = Psychological | Addicted characters must pass an Endurance roll to avoid taking the chem when it is available and useful. | ||||||||
87 |