ABCDEFGHIJ
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Effect
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TypePistol"1 Handed" (for Perks, Griffons, etc.)
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SMGAutomatic "1 Handed" weapon (for Perks, Griffons, etc.)
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Rifle"2 Handed" (for Perks, Griffons, etc.)
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Automatic RifleAutomatic "2 Handed" weapon (for Perks, Griffons, etc.)
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ShotgunDeals 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*
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HeavyDesigned for use with a Battle Saddle. Being 'saddled' reduces the Strength Requirement by 3 (instead of 2). Cost 20 AP to reload.
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Ranged Anti-MatrixSee "Anti-Matrix Damage" Adds (25+++) AX damage for disabling PipBucks, cybernetics and magically-powered armor; (75+6d10) AX damage for disabling robots and turrets.
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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.
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AoEHas 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.)
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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.
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BurningSets opponent on fire, dealing 2d10 fire damage for 3 turns.
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CarbineDoes not suffer penalties at Point Blank range. This can also represent a weapon being a 'Bullpup'.
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ConcealableCan be easily hidden (Sneak +20).
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Double BarrelMay fire both barrels at once for +25 AP. Single roll to hit.
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EnchantedThe weapon has one of the following enchantments. The 'Flame' enchantment is the most common.
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Flame:2d10 fire damage for 3 turns.
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Diamond: Additional -5 DT.
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Lightning: -2d10 target AP (once per turn), exrta 2d10 DAM to robots and power armour.
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Cold: 2d10 Ice Damage +1d10 Ap Cost for 3 turns.
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Poison: 10 poison DAM for 5 turns.
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Wind: -5 AP reload and unjam.
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Friendship: Weapon will not cause alarm when worn.
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GaussGauss 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.
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MagicUses the Magical Energy Weapons skill. Critical hits do 3 times normal damage instead of 2 times.
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RareThese items are not available for purchase without GM permission, regardless of Tier.
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Recharging AmmoRecharges 2 shots per round.
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Revolver20 AP to reload without Speed Loader. Cannot jam.
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SilentAfter EACH attack the wielder can make a Stealth check to remain hidden, target can make a PER check if it survives the round.
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SniperDoes 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.
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Tube Loaded20 AP to reload. Can choose to reload only half the ammo capacity (rounded down) for half its normal reload cost.
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UnwieldySuffers -10 to hit at Point Blank range. All Battle Saddle weapons count as Unwieldy (if they didn't already).
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Melee AgileUses Agility rather than Strength to determine damage.
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Anti-MatrixSee "Anti-Matrix Damage" Adds (10++) AX damage for disabling PipBucks, cybernetics and magically-powered armor; (30+4d10) AX damage for disabling robots and turrets.
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Armor PiercingIgnores half the target's DT (rounded down, minimum of 5)
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Armor Piercing (heavy)Ignores the target's DT.
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Armor Piercing (light)Ignores 5 of the target's DT.
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BurningSets opponent on fire, dealing 2d10 fire damage for 3 turns ignoring armor (unless environmentally sealed).
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ChargingDeals an extra 2d10 damage on a charge.
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ConcealableCan be easily hidden (Sneak +20).
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CripplingDeals double damage to limbs for the purposes of crippling. (Extra damage does not reduce hit points.)
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EnchantedThe weapon has one of the following enchantments. The 'Flame' enchantment is the most common.
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Flame:2d10 fire damage for 3 turns.
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Diamond: Additional -5 DT.
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Lightning: -2d10 target AP (once per turn), exrta 2d10 DAM to robots and power armour.
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Cold: 2d10 Ice Damage +1d10 Ap Cost for 3 turns.
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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.
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Friendship: Weapon will not cause alarm when worn.
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InnoculousIs not considered a "weapon" by members of societies and communities that restrict the carrying of weapons.
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MagicCritical hits do triple damage rather than double.
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PoisonedAttacks also inflict poison damage. This damage may be resisted with Poison Resistance. Requires poison.
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PoweredRequires 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.
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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.
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RepulserKnocks the target back as per a Slam
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SetThis 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.
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Special AttackEach melee/unarmed weapon has a special attack. A character can not use this untill they have at least 60 in the associated skill
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StunningAll damage is Stun damage. Ignores armor (but not magical shields).
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ThrownAttacks count as armed attacks but use the Melee skill.
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UnarmedAttacks count as unarmed attacks and fall under the Unarmed skill.
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Unlucky-2 Luck for purposes of determining Critical Success and Critical Failure ranges
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UnwieldyThese 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.
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Armor Medium ArmourReduces Movement by 1 (Sprinting by 2, etc.), Can not be choked if DT is 20 or above
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Heavy ArmourAdds +5 Stun DT, Reduces Movement by 2 (Sprinting by 4, etc.); Cannot be choked (unless not wearing helmet)
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Power ArmourRequires 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.
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ALL ResGives Resistance to Radiation, Fire, and Poison
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DazzleOthers 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.)
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Clothing and ArmorClothing 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'.
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CloakStacks with Armour/Clothing
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Environmentally SealedThe 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.
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GlassesRequired to Benifit from the 'Four Eyes' Trait
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Layering ClothingCertain 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.
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Powered Tail StingerCauses +2d10 Unarmed Damage if tail is used and does not require 'Tail Trick'
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Race NotesSince 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.
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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.
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Alicorns and Hellhounds (especially Hellhounds) are significantly different in stature to regular ponies (and have many special rules of their own.)
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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)
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AmmoCrit 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.
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Ammo ScarcitySpecial 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.
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Anti-Matrix DamageAnti-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.
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DrugsC = CumulativeEach time an addicted individual takes the drug, roll for addiction to possibly gain another stacking level of this penalty when the drug wears off.
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Ps = PsychologicalAddicted characters must pass an Endurance roll to avoid taking the chem when it is available and useful.
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