Fallout Equipment and Gear



Body Armor

Armor is piecemeal, and purchased for each body part (left arm, right arm, left leg, right leg, torso, head).

Entries are - <armor bonus>, <cost>, <weight>

 

 

NAME
ARMOR
MIN STR
WEIGHT (LBS)
COST
SPECIAL
Leather
+2
d6
2 / Location
20 / location
 
Raider / Junk
+3
d8
5 / Location
15 / Location
 
Metal
+4
d10
10 / Location
75 / Location
 
Combat Armor
+4
d8
4 / Location
300 / Location
 
HazMat Suit
+1
d4
8
1,000
+4 vs Radiation, sealed
Ballistic Weave Clothing
+1
d4
+2
+200
Ballistic Protection (-3 bullet ddamage)

 

Leather - Hardened, layered, leather armor pieces.
Improvised / Junk / Raider - Layers of scrap and junk transformed into armor pieces; bulky but effective and cheap.
Metal - Scrap metal, shaped and layered into strong, heavy armor pieces.
Combat Armor - American military grade body armor of steel and ceramic composite plates over a leather harness.
HazMat Suit - +4 to resist radiation and airborne hazards, full body, sealed. A yellow "space suit" for dealing with hazardous materials, especially radioactive or infectious materials.
Optional: Ballistic Weave Clothing - Modified clothing, same coverage as the clothes, can only be applied to clothing. Effective ballistic fabric woven into normal clothing to provide virtually undetectable body armor. This may not be available, talk to the Game Master.

 

Power Armor

Generally, power armor follows the rules for Power Armor in the Science Fiction Companion. A major difference is that the design of power armor provides +(Size) Strength die types for zero mod slots.
Different mod load-outs grant different model designations (T-45b, T-51e, etc.), though the Power and Strength systems were rarely altered. Advanced Power Armor is rare enough to not have a completely standardized build, but possesses the systems considered bare minimums before the Great War.

MicroFusion Power Plant (1): The TX-28 MicroFusion Pack, good for about 105 years of continuous operations (i.e 12 hours per day every day), generates 60 kilowatts to power the armor systems. A modular fuel cell can be replaced in a first echelon operation (operator maintenance) to recharge an expired power plant on an otherwise functional armor. These fuel cells are known as Power Cores and provide the fusing hydrogen required by the reactor. Mod 3.

NAME
SIZE
ARMOR
PACE
STRENGTH
WEIGHT
COST
T-45d
1
+10
8
+3 Steps
109
290,000
T-51b
2
+14
8 + d8
+3 Steps
223
790,000
T-60c
2
+12
6
+3 Steps
237
790,000
X-01 / Advanced
3
+18
6 + d8
+3 Steps
310
1,300,000
Raider T-45 1 +8 8 +1 Steps 115 150,000
Raider T-51 / T-60 2 +10 6 +2 Steps 250 350,000
Raider X-01 3 +12 4 +3 Steps 345 750,000

 

T-45d: Has the Command Pack, Sensor Suite, and Trauma System mods. Design Flaw: Replace MicroFusion Cell after 12 hours of operation. This does grant one additional mod slot.

T-51b: Has the MicroFusion Power Plant, and Trauma System mods.

T-60c: Has the MicroFusion Power Plant, Jump Pack (12" horizontal, 6" vertical), and Trauma System mods.

X-01/Advanced: Has the MicroFusion Power Plant mod. Capacity for five more power armor mods.

Raider: Scavenged metal is welded into improvised plating for a power armor frame. Same stats as the base frame, but is NOT Heavy Armor.

 

Melee Weapons

Most medieval weapons from Savage Worlds Deluxe.

Advanced melee weapons utilize power augmentation to enhance damage and armor penetration ability. This requires a power source, the ubiquitous Small Energy Cell, maintained by kinetic charging systems built into the weapon. Despite this, the energy cell can expire, especially under heavy combat loads. If a 1 is rolled on the Fighting die when using one of these weapons then the energy cell has burned out and needs to be replaced.

NAME
DAMAGE
AP
MIN STR
WEIGHT
COST
NOTES
Cattle Prod (SEC)
Str+d4
-
d4
3
300
Vigor (-2 with Raise) or Stunned
Power Fist (SEC)
Str+d6
4
d4
6
1,200
HW, Claws
Ripper (SEC)
Str+2d6
2
d6
6
900
HW
Super Sledge (SEC)
Str+d10+d6
-
d10
15
2,000
HW, +2 damage to Hardness, Two-Hands

 

Ranged Weapons

Use the Sci-Fi Companion for most weapons.

Fatman - A shoulder-mounted launcher for a miniature nuclear warhead, the Fatman is named after the second nuclear weapon used in combat and is very heavy, slow firing, surprisingly short range, fires an impractically heavy projectile, and is absurdly powerful. The Fatman irradiates the target area for 2d6x10 minutes. fires mini-nukes ($500, 4 lb., each).

Flame Weapons - Combat flame throwers aren't popular or efficient but they are effective and terrifying. The Incinerator variant is designed to lob balls of burning fuel that splash upon impact.

Gauss - A rifle-sized weapon that uses magnetic acceleration to propel a 2 millimeter diameter metal spike at hyper sonic speeds. Gauss weapons are rare, slow firing, use rare and expensive ammunition, and can make some of the best sniper weapons in the wasteland.

Grenades - A wide variety exist, from simple fragmentation (3d6, LBT) to smoke (LBT, obscure -4) to laser dispersing smoke (LBT, obscure -4, half damage from lasers passing through) to EMP or 'pulse' (disables unshielded electronics, 3d6 nonlethal to shielded electronic targets, ignores Armor, MBT) to incendiary (3d6, MBT, Fire) to plasma (4d6, LBT).

Lasers - The first directed energy weapons, laser have good range, good penetration, high damage, and very low recoil. They were the new standard weapon of the U.S. Army, though logistics issues kept them from universal issue.

Plasma - The most powerful directed energy weapons available, plasma weapons hit harder than most lasers, but have none of a laser weapon's other virtues. The earliest, and arguably most powerful, is the bulky plasma caster, which performs very differently.

 

Slug Throwers - The specific form (manufacturer, model, etc.) of a firearm is going to vary wildly. There were dozens of manufacturers, each producing scores of models, before the Great War, and that's not including the thousands of designs manufactured before the 21st century. Certain types and models are more common in some regions than in others. But performance and design fall into these categories. Note that pipe weapons were cobbled together by survivors, using scrap and basic crafting skills to create functional firearms.

Pistols are designed for one-handed use, rifle-sized weapons are designed for two hands, but submachine guns (SMG) are pretty varied. Some SMG are "machine pistols" designed to work as pistols, others are designed for two-handed use. This is why SMG note handedness but other slug throwers do not.

Weapon Mods

Numerous weapon attachments and modifications exist. The most common are optical scopes, laser sights, extended magazines, and suppressors. See the Adventure Edition core rules for details. Extended magazines increase Shots by 50% and typically cost $100. Suppressors, or silencers, make it less likely foes will notice a shot was fired or locate where the shot was fired from (Notice rolls to detect or locate shots are -2) for $200.

 

Weapon
Range
Damage
RoF
AP
Shots
Min Str
Weight Cost
Notes
Fatman (mini-nuke)
20/40/80
8d10
1
30
1
d10
30# 1500
HW, 10" Burst Template, see entry
Flamer (flamer fuel)
Cone
3d6
1
-
20
d6
15# 500
Cone template, Fire
- Incinerator (flamer fuel)
18"
3d6
1
-
30
d10
12# 700
MBT, Fire
Gauss Rifle (2mm EC)
30/60/120
2d8+3
1
8
3
d8
10# 2500
 
Grenade 5/10/20 varies 1 - 1 d4 1# 50 Grenade, HW,
Grenade, Improvised 4/8/16 2d6 1 - 1 d4 1# 35 Grenade, SBT
Laser Pistol (SEC)
15/30/60
2d6
1
2
50
d4
2# 250
Cauterize, Overcharge, No Recoil
Laser Rifle (MFC) 30/60/120 3d6 1 2 100 d6 6# 500 Cauterize, Overcharge, No Recoil
Laser Light Machine Gun (MFC) 30/60/120 3d6 3 2 100 d8 8# 700 Cauterize, Overcharge, No Recoil
Laser Sub Machine Gun (SEC) 15/30/60 2d6 4 2 100 d4 4# 500 Cauterize, Overcharge, No Recoil
Laser, Gatling (Power Core) 50/100/200 3d6+4 4 2 800 d10 20# 1500 HW, Cauterize, Overcharge, Minimum RoF 2
Plasma Caster (MFC) 24/48/96 3d10 1 2
12 d10 18# 1200 HW, strikes least armored location
Plasma Pistol (SEC) 12/24/48 2d6+2 1 2 100 d6 3# 300 HW
Plasma Rifle, Assault (MFC) 24/48/96 3d6+2 1 2 100 d8 8# 500 HW
Plasma Rifle, Automatic (MFC) 24/48/96 3d6+2 3 2 100 d10 12# 900 HW
Plasma Rifle, Sniper (MFC) 50/100/200 3d6+2 1 4 50 d8 10# 800 HW, Scope, Snapfire
Portable Missile Launcher (Missile) 50/100/200 4d8+2 1

10

1 d8 20# 1200 HW, SBT, Snapfire

 

Slug Throwers

Weapon
Range
Damage
RoF
AP
Shots
Min Str
Weight Cost Notes
Pistol, Light (9mm)
12/24/48
2d6
1
1
13
d4
3#
100  
Pistol, Medium (10mm or .45ACP)
12/24/48
2d6+1
1
1
12 or 7
d4
4#
250 suppressed variants exist
Pistol, Heavy (.44 or 12.7mm) 12/24/48 2d8 1 2 6 or 8 d6 8# 400  
Pistol, Pipe (.38ACP) 10/20/40 2d6 1 - 6 d4 4# 100  
SMG, Light (9mm) 12/24/48 2d6 3 1 30 d6 6# 300  
SMG, Medium (10mm) 12/24/48 2d6+1 3 1 30 d6 7# 400  
SMG, Heavy (12.7mm) 12/24/48 2d8 3 2 21 d8 12# 800 2-Handed
SMG, Pipe (.38ACP) 10/20/40 2d6 3 - 30 d6 8# 250 2-Handed
Rifle, Light (5.56mm) 24/48/96 2d8 1 2 10 d4 8# 250  
Rifle, Medium (7.62mm) 24/48/96 2d8+1 1 2 8 d6 10# 400  
Rifle, Heavy (.50BMG) 30/60/120 2d10 1 4 10 d8 20# 700 HW, Snapfire
Rifle, Pipe (.308) 20/40/80 2d8 1 2 5 d6 8# 200  
Rifle, Assault (5.56mm) 24/48/96 2d8 3 2 20 d6 9# 400  
Light Machine Gun (5.56mm) 24/48/96 2d8 4 2 200 d8 20# 700 Minimum RoF 2, Reload 2
Medium Machine Gun (7.62mm) 24/48/96 2d8+1 3 2 100 d10 28# 900 Minimum RoF 2, Reload 2
Shotgun, Single (12ga) 12/24/48 1-3d6 1 - 1 d4 6# 100 Shotgun
Shotgun, Double-Barrel (12ga) 12/24/48 1-3d6 1 - 2 d6 11# 150 Shotgun
Shotgun, Assault (12ga) 12/24/48 1-3d6 1 - 12 d6 12# 450 Shotgun
Shotgun, Automatic (12ga) 12/24/48 1-3d6 2 - 20 d8 16# 600 Shotgun
Minigun (5mm) 30/60/120 2d8+1 5 3 500 d10 28# 1000 HW, Minimum RoF 3, Reload 2

 

 

 

Ammunition

Bullets - projectile, propellant, and primer in one cartridge. Wide variety of costs, sizes, and load variants. Use the Sci-Fi Companion prices and weights.
2mm Electromagnetic Cartridge - containing projectile and power cell in one unit, it bridges the gap between firearm cartridges and energy cells. Only used by Gauss weapons. 10 rounds, 1 lb, $60.

Flamer Fuel - a container of sticky and volatile fluid for pressurized projectors. 10 shots, 1 lb, $40.
MicroFusion Cell - a fist-sized, self contained fusion reaction, the MFC is the standard power supply for energy weapons, capable of providing one very powerful charge or several smaller charges, depending upon the weapon system. It was also the standard civilian disposable power supply in the 2070's. 0.5 lb, $20.

Mini-Nuke - a nuclear warhead roughly the size of an American football, mini-nukes are usually launched by a "fatman" tactical nuclear catapult. 5 lb, $500.

Missile - a self-propelled projectile for the portable missile launcher, guided variants exist for double the cost and +2 to Shooting. EMP variants are rumored to exist. 3 lb, $100.
Power Core - a standardized fusion reactor breeder, power cores are used to "ignite" functioning fusion reactors, or can be used as a high capacity "battery" for exotic systems (especially heavy energy weapons). The most common post-War usage is running the reactors in power armor or robots. Manufacturing power cores is tricky, and they lose "charge" over time, becoming effectively useless by 220 years after manufacture. Facilities capable of manufacturing power cores do exist, but require skilled operators. 4 lb, $50.
Small Energy Cell - small, high capacity battery system, used for numerous energy sidearms (especially lasers), powered melee weapons, and electronic applications that can't handle the size or energy output of a microfusion cell. 0.25 lb, $20.

 

Chems

Most chems cost $50 per dose, but prices can vary wildly with supply, demand, or local restrictions; from $15 to $150 per dose.

Immediate effects: Upon use, this happens.
Lingering effects: These effects take place after a delay, that can range from a few rounds to a few days, and last for the indicated time.
Addiction: The penalty to rolls to resist becoming physically or psychologically addicted to the chem. Failure causes addiction, the Habit (Major) hindrance for the specific chem.
Withdrawal: Noteworthy withdrawal effects, as well as a description of in-world withdrawal symptoms.
Alcohol - Immediate: +1 Shaken, 3d10 minutes; Lingering:  after 1d10 minutes, Vigor, Fatigue level, lasts 4 hours; Addiction: Spirit -0; Withdrawal: anxiety, tremors, seizures, possible heart attack (can roll on Fear Table each 12 hours to see symptoms).
Buffout - Immediate: +2 Strength checks (including damage), +1 Toughness, +1 Pace, 1d3+1 hours; Lingering: after 6 hours, Vigor -2, Exhausted (success Fatigued, raise nothing), recover one level every 24 hours; Addiction: Vigor -0; Withdrawal: muscle spasms, cramping, irregular heartbeat.
Jet - Immediate: +2 Pace, +1 Action Card (stacks with edges), 1d6 minutes; Lingering: after 3d20 minutes, Vigor -0, heart attack / cerebral hemorrhage (see Heart Attack on Fear Table), immediate; Addiction: Vigor -4 and Spirit -4; Withdrawal: world seems to be moving too slowly, character is twitchy, -2 to Agility (and related skills) and Notice.
Med-X - Immediate: ignore 1 wound level and 1 fatigue level, 3d20 minutes; Lingering: after 2d12 hours, Vigor -0, Fatigue level, recover one level every 24 hours; Addiction: Vigor -2; Withdrawal: aches, anxiety, cramping, diarrhea, insomnia, nausea, seizures, irregular heartbeat.
Mentats - Immediate: +2 Smarts checks, +2 to Knowledge skill checks, +1 Charisma, 1d12+10 hours; Lingering: after 1 day, -1 Smarts and all related skills, 24 hours; Addiction: Vigor -0; Withdrawal: anxiety, difficulty focusing, tremors.
Psycho - Immediate: +2 Toughness, 1 on Fighting hits random adjacent character, 1d4 hours; Lingering: after 4 hours, -1 to all Agility rolls, -1 Pace, for 4 hours; Addiction: Spirit -1; Withdrawal: anger, paranoia, sadism, violent impulses.
RadAway - Immediate: reduce Radiation fatigue 1 level every 2 hours for 6 hours; Lingering: none (frequent urination); Addiction: 8 hours, Vigor +1; Withdrawal: headaches, stomach pain, hair loss.
Rad-X - Immediate: +4 resist Radiation, 8 hours; Lingering: after 1 day, Vigor -2, -2 resist Radiation for 1d3 days; Addiction: none; Withdrawal: none.
Stimpack - Immediate: removes Shaken, heals 1 Fatigue level; Lingering: none; Addiction: none; Withdrawal: none.
Super Stimpack - Immediate: Immediate natural healing roll (+2); Lingering: after 1d6 minutes, Vigor, Fatigue level, lasts 1 hour; Addiction: none; Withdrawal: none.

 

Cybernetics

Follows the rules for Cyberware in the Science Fiction Companion. Streetdocs are not available. Generally only available in or near major settlements with access to pre-War medical facilities and resources (some vaults, preserved old-world hospitals, etc.).
Available implants include:
Adrenal Surge, Armor (may take twice), Attribute Increase, Autodoc, Combat Specialty, Filters, Leg Enhancement, Mule*, Trait Bonus, and Vision Enhancement. Game Masters may make other choices available, at their discretion.

*The Mule cyberware treats the 'borg's Strength as one die type higher for Encumbrance and Minimum Strength. This stacks with Brawny and Soldier. Strain 1.

 

Index Savage Fallout