Ranged Weapons

Ballistic Weapons

Pipe Guns
Weapon Cost Damage Weight Ammo Properties Modifications
Simple Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
Basic Pipe Gun 20 caps 1d8 piercing 2 lb. .38 ammunition (range 40/120), reload (12 rounds) Long, Short Comfort Grip, Stock, Recoil Compensating Drum, Large Bayonet, Suppressor Automatic, Caliber Upgrade (.45), Hardened Electronic, Scope, Night Vision, Recon
Bolt-Action Pipe Gun 30 caps 1d10 piercing 3 lb. .308 ammunition (range 40/120), reload (6 rounds) Long, Short Comfort Grip, Stock, Recoil Compensating Bayonet, Suppressor Caliber Downgrade (.38), Caliber Upgrade (.50), Hardened Electronic, Scope, Night Vision, Recon
Pipe Revolver 25 caps 2d6 piercing 4 lb. .45 ammunition (range 40/120), slow reload (6 rounds) Long, Short Comfort Grip, Stock, Recoil Compensating Bayonet, Suppressor Caliber Downgrade (.38), Caliber Upgrade (.308), Hardened Electronic, Scope, Night Vision, Recon

Pistols
Weapon Cost Damage Weight Ammo Properties Modifications
Simple Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
.357 Magnum Revolver 110 caps 2d8 piercing 2.2 lb. .357 ammunition (range 40/120), slow reload (6 rounds), special Short Comfort Grip Hardened Electronic, Scope, Recon
.44 Magnum Revolver 99 caps 2d10 piercing 4.2 lb. .44 ammunition (range 40/120), slow reload (6 rounds) Short Comfort Grip Hardened Electronic, Scope, Recon
10mm Pistol 53 caps 2d6 piercing 3 lb. 10mm ammunition (range 50/150), reload (12 rounds) Short Comfort Grip Large Suppressor Automatic, Hardened Electronic, Recon
Flare Gun 50 caps 2d4 fire 2 lb. Flare ammunition (range 60/180), loading, special
Martial Ranged Weapons
Gauss Pistol 185 caps 4d4 piercing 4.4 lb. 2mm EC ammunition (range 60/180), reload (12 rounds) Short Comfort Grip Large Suppressor Electronic, Scope, Recon

Rifles
Weapon Cost Damage Weight Ammo Properties Modifications
Martial Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
Assault Rifle 144 caps 2d8 piercing 13.1 lb. 5.56mm ammunition (range 70/210), reload (30 rounds), two-handed Long Recoil Compensating Drum Suppressor Automatic, Hardened Electronic, Scope, Night Vision, Recon
Combat Rifle 117 caps 2d8 piercing 11.1 lb. .45 ammunition (range 60/180), reload (20 rounds), two-handed Long Recoil Compensating Drum, Large Bayonet, Suppressor Automatic, Caliber Downgrade (.38), Caliber Upgrade (.308), Hardened Electronic, Scope, Night Vision, Recon
Gauss Rifle 228 caps 4d6 piercing 15.8 lb. 2mm EC ammunition (range 90/270), reload (7 rounds), two-handed, special Long Recoil Compensating Full Capacitor Suppressor Electronic, Scope, Night Vision, Recon
Handmade Rifle 136 caps 4d4 piercing 12.8 lb. 7.62 ammunition (range 60/180), reload (10 rounds), two-handed Long Recoil Compensating Drum, Large Bayonet, Suppressor Automatic, Hardened Electronic, Scope, Night Vision, Recon
Hunting Rifle 55 caps 2d6 piercing 9.6 lb. .308 ammunition (range 80/240), reload (5 rounds), two-handed Long Large Bayonet, Suppressor Caliber Downgrade (.38), Caliber Upgrade (.50), Hardened Electronic, Scope, Night Vision
Lever-action Rifle 150 caps 2d10 piercing 9 lb. .45-70 ammunition (range 60/180), reload (5 rounds), two-handed Long Suppressor Hardened Electronic, Scope, Night Vision
Radium Rifle 110 caps 1d8 piercing, 2d4 radiation 11.1 lb. .45 ammunition (range 80/240), reload (5 rounds), two-handed
Railway Rifle 290 caps 3d10 piercing 14.4 lb. Rail Spike ammunition (range 60/180), reload (5 rounds), two-handed Long Recoil Compensating Bayonet Electronic, Scope, Night Vision, Recon
Submachine Gun 109 caps 2d6 piercing 12.7 lb. .45 ammunition (range 50/150), burst fire (10 rounds), reload (50 rounds), two-handed Recoil Compensating Drum Suppressor Hardened Electronic
Syringer 132 caps Special 6.2 lb. Syringer Ammo ammunition (range 60/180), loading, two-handed Recoil Compensating Electronic, Scope, Night Vision, Recon

Shotguns
Weapon Cost Damage Weight Ammo Properties Modifications
Simple Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
Shotgun 31 caps 4d4 piercing 7.5 lb. 12 gauge ammunition (range 30/90), loading, two-handed Long, Sawed-off Hardened Electronic
Double-barrel Shotgun 39 caps 4d4 piercing 9 lb. 12 gauge ammunition (range 30/90), reload (2 rounds), two-handed Long, Sawed-off Hardened Electronic
Martial Ranged Weapons
Combat Shotgun 87 caps 4d4 piercing 11.1 lb. 12 gauge ammunition (range 30/90), reload (8 rounds), two-handed Long Recoil Compensating Drum Bayonet, Suppressor Automatic, Hardened Electronic, Scope, Night Vision, Recon

Ballistic Weapon Special Properties

The special rules associated with certain ballistic weapons are listed below.

.357 Magnum Revolver. The .357 revolver will also accept .38 ammunition. It deals 2d6 damage when loaded with .38s.

Flare Gun. A flare emits bright light out to 20 feet and dim light for a further 20 feet. When it is fired, anyone within 20 feet of the flare’s landing point who is not adequately shielded from the light must make a DC 12 Dexterity saving throw or become blinded for 1ed4 rounds. An affected creature may repeat its saving throw at the end of each of its turns, ending the condition on a success.

When a flare is fired at a target location rather than a creature, an attack roll is made against a target DC of 15. When a flare misses its target (whether it be a creature or location), it lands in a randomly determined direction 5 feet away for every 1 by which the AC or DC was missed.

A flare can be ignited without firing it from a flare gun and either placed in position or thrown up to 60 feet. In such a case it deals no damage but the effect is otherwise the same.

Gauss Pistol. Due to the explosive force on impact, a target must make a DC 12 Strength saving throw or fall prone.

Gauss Rifle. Due to the explosive force on impact, a target must make a DC 12 Strength saving throw or fall prone.

Railway Rifle. On a hit when the target is adjacent to a wall or other barrier, they are pinned to the barrier and become grappled (escape DC 12).

Syringer. The syringer is a custom rifle that uses air pressure to propel custom-made syringes. On a hit, the target must make a DC 12 Constitution saving throw, suffering one of several effects depending on the type of syringe fired. Syringes only work on living (organic) creatures such as humans, ghouls, gen 3 synths, and mutants.

  • Berserk Syringe. On a failed saving throw the target flies into a mindless rage in which they want nothing more than to tear apart their enemies in melee combat. The target may repeat the saving throw at the end of each of their turns. While affected, the target must move as fast as possible towards any hostile creature unless it already has a hostile creature within reach of at least one of its melee attacks. If the target can choose between more than one hostile creature, it prioritises the one that most recently harmed it.

The target must attack one or more hostile creatures on its turn if it can, and cannot choose to make less attacks than it is capable of. If the target attacks a creature and takes any damage as a result of their own attack, reduce the DC for their next saving throw against berserk by 1 per 5 hit points taken.

The target may make ranged attacks only if they are natural weapons and it possesses no melee attack options. Otherwise, the target may only make melee attacks using any melee weapons they carry or can grab. If there are no melee weapons available they instead use improvised melee weapons (including their ranged weapons) or unarmed attacks. The berserk target prioritises attacks that deal the most damage. When attacking with a ranged weapon as an improvised melee weapon, a result of 1 on the attack roll results in the weapon being becoming too damaged to continue using either as a melee weapon or a ranged weapon until it can be repaired.

If a berserk creature runs out of hostile creatures to attack, it may turn on other creatures nearby to which it feels any level of animosity, moving on afterwards to creatures to whom its attitude is indifferent.
Bleedout Syringe. On a failed saving throw the target suffers 1d4 bleeding damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.

  • Bloatfly Larva Syringe. On a failed saving throw, an organic target incubates a bloatfly larva that erupts from their body immediately upon the target death.

If the target survives the encounter in which they became its host, the bloatfly larva continues to incubate painfully inside their body and will emerge after 48 hours if left untreated. When it emerges, the target takes 8d6 piercing damage immediately, and a further 1d6 piercing damage at the beginning of each subsequent turn. The target may make a DC 12 Constitution saving throw at the end of each turn to end this effect. The ongoing damage can be ended immediately if a creature spends their turn to properly bind the wound.

When the bloatfly emerges, it is hostile to all nearby creatures (including allies and opponents of the target), except for other bloatflies.

The larva can be removed by means of a DC 12 Intelligence (Treat Injury) check. Alternatively, the victim (or someone else on behalf of the victim) can willingly inflict a number of hit points equal to 10 or 1/4 of their hit point maximum, rounded up, whichever is less.

  • Lock Joint Syringe. On a failed saving throw, the target is paralysed until the end of your next turn.
  • Mind Cloud Syringe. On a failed saving throw, the target is blinded. It is also dazed, suffering disadvantage on any ability check that it doesn’t already automatically fail due to the need for sight. The target may repeat the saving throw at the end of each of their turns.
  • Pacifying Syringe. On a failed saving throw, the target is pacified, losing its aggression towards anyone as well as its inclination to move or take actions. The target still can move and take actions, but won’t do so unless there is a pressing reason such as clear danger to itself (as from a fire, poisonous gas, or other hazard). While pacified the target has disadvantage on Wisdom (Perception) checks. The target may repeat the saving throw at the end of each of their turns, and the effect automatically ends if the target suffers damage as a result of aggression from another creature.
  • Mutant Scorpion Venom Syringe. On a failed saving throw, the target suffers 1d8 poison damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.
  • Yellow Belly Syringe. On a failed saving throw, the target becomes frightened of all hostile creatures. The target may repeat the saving throw at the end of each of their turns.
  • Weakening Syringe. While endangerol is pumping through their veins, the target’s resistances are halved (they reduce damage to which they are resistant by a quarter, not half). The target may repeat the saving throw at the end of each of their turns.

Energy Weapons

Energy Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
Martial Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
Institute Laser 50 caps 2d6 energy 3.9 lb. Fusion Cell ammunition (range 60/180), reload (30 rounds) Automatic, Long Comfort Grip, Stock, Recoil Compensating Boosted Capacitor, Diminished Capacitor (1d8) Beam Splitter, Beam Focuser Beta Wave Tuner Electronic, Scope, Night Vision, Recon
Laser Gun 66 caps 2d8 energy 3.9 lb. Fusion Cell ammunition (range 60/180), reload (30 rounds) Automatic, Long Comfort Grip, Stock, Recoil Compensating Boosted Capacitor, Diminished Capacitor (1d10) Beam Splitter, Beam Focuser Beta Wave Tuner Electronic, Scope, Night Vision, Recon
Laser Musket 57 caps 2d4 energy 12.6 lb. Fusion Cell ammunition (range 80/240), loading, two-handed, special Long Recoil Compensating Three Crank Capacitor, Four Crank Capacitor, Five Crank Capacitor, Six Crank Capacitor Beam Splitter, Bean Focuser Electronic, Scope, Night Vision, Recon
Plasma Gun 123 caps 3d6 fire 3.9 lb. Plasma Cartridge ammunition (range 70/210), reload (30 rounds) Automatic, Flamer Comfort Grip, Stock, Recoil Compensating Beam Splitter Beta Wave Tuner, Boosted Capacitor Electronic, Scope, Night Vision, Recon
Pulse Pistol 346 caps 4d4 electrical 5 lb. Fusion Cell ammunition (range 40/120), reload (5 rounds) Electronic

Energy Weapon Special Properties

The special rules associated with certain energy weapons are listed below.

Laser Musket. A laser musket is a homemade laser rifle which grows more powerful for every crank of its handle, which costs your free object interaction or action. By default, it can be cranked twice, but it can be upgraded with an improved capacitor. A laser musket deals 2d4 damage per crank. Each crank consumes a fusion cell.

Heavy Weapons

Heavy Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
Martial Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
Cannon 245 caps 5d8 piercing 27.4 lb. Cannonball ammunition (range 80/240), slow loading, two-handed, special Long Recoil Compensating Drum Suppressor Automatic, Hardened Electronic, Scope, Night Vision, Recon
Flamer 137 caps 2d4 fire 9 lb. Flamer Fuel ammunition (range 45), reload (100 rounds), two-handed, special Huge Propellant Tank, Large Propellant Tank Compression Nozzle, Vaporization Nozzle
Gatling Laser 332 caps 6d4 piercing 19.3 lb. Fusion Cell ammunition (range 80/240), full auto (20 rounds), two-handed, reload (500 rounds) Boosted Capacitor Beam Focuser Beta Wave Tuner
Incinerator 500 caps 4d8 fire 15 lb. Flamer Fuel ammunition (range 90/270), reload (24 rounds), two-handed, special Huge Propellant Tank, Large Propellant Tank Compression Nozzle, Vaporization Nozzle
Junk Jet 200 caps 2d4 piercing, bludgeoning, or slashing 29.9 lb. Salvage ammunition (range 60/180), slow reload (variable), two-handed, special Long Electrification Module, Ignition Module, Radiation Module
Minigun 382 caps 8d4 piercing 27.4 lb. 5mm ammunition (range 80/240), full auto (20 rounds), two-handed, reload (500 rounds)
Missile Launcher 314 caps 10d6 fire (special) 21 lb. Missile ammunition (range 100/300), two-handed, loading, special
Nuke Launcher 512 caps 9d12 fire, 9d12 piercing (special) 30.7 lb. Mini Nuke ammunition (range 80/240), two-handed, loading, special

Heavy Weapon Special Properties

The special rules associated with certain heavy weapons are listed below.

Cannon. An 18th-century piece of artillery adapted for personal carriage and use. A target hit by a cannon is pushed back 10 feet in addition to taking damage, and must succeed at a DC 12 Strength or Dexterity saving throw or be knocked prone.

Flamer. When fired, the flamer consumes 10 flamer fuel to expel a line of fire out to its maximum range. All creatures within the line must make a DC 12 Dexterity saving throw, taking 2d4 fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Incinerator. When fired, the incinerator consumes 10 flamer fuel to launch what is essentially a glob of napalm at the target. On a hit, the target takes the weapon’s damage and are set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames. The napalm also splashes nearby creatures. All creatures adjacent to the target must make a a DC 12 Dexterity saving throw. On a failed save they take 2d8 fire damage.

Harpoon Gun. A ship-mounted weapon adapted for personal carriage and use. A target hit by a harpoon gun is pushed back 10 feet in addition to taking damage. If their movement ends adjacent to a wall or other barrier, they are pinned to it and become grappled (escape DC 12).

Junk Jet. The Junk Jet fires any junk item (such as a wrench, scalpel, clock, or anything else) loaded into its hopper. In effect, it allows a character to use any salvage they may have on their person as ammunition.
The junk jet can carry up to forty salvage in its hopper at any one time. However, when reloading an empty hopper, its wielder can only load two salvage per slow reload due to the time necessary to remove the miscellaneous junk items from their pack and load them into the hopper. The junk jet is therefore impractical to reload mid-combat or in other tense situations.

Because salvage is an abstraction, the player can choose what junk item is being fired by the junk jet. Accordingly, it deals their choice of piercing, bludgeoning, or slashing damage depending on the object fired.

Missile Launcher. When firing the missile launcher, the wielder chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC.

If the attack roll is lower than the DC, the missile lands 5 feet away from the original target for every 1 by which the attack result fell short, in a randomly determined direction (assign compass directions to a d8).

All creatures within 15 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 10d6 fire damage, or half that on a success. A missile launcher cannot score a critical hit.

Nuke Launcher. This weapon is a shoulder-mounted mini nuke launcher. When firing it, precision is therefore not required. The wielder chooses any space within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC.

If your attack roll is lower than the DC, the mini nuke lands 5 feet away from the original target for every 1 by which your result fell short of the DC, in a randomly determined direction (assign compass directions to a d8).

The mini-nuke’s explosion affects a 45-foot radius circle centered on the target. All creatures within the affected area make a DC 15 Dexterity saving throw. The damage dealt to a creature depends on where it is relative to the explosion’s ground zero, as shown in the table below. On a successful save, a creatures takes only half the listed damage. A nuke launcher cannot score a critical hit.

Nuke Damage By Area
Distance From Centre Damage
Ground Zero 9d12 fire and 9d12 radiation
10 ft. 7d12 fire and 7d12 radiation
20 ft. 5d12 fire and 5d12 radiation
30 ft. 3d12 fire and 3d12 radiation
40 ft. 1d12 fire and 1d12 radiation

Low-Tech Weapons

Low-Tech Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
Simple Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
Bow 10 caps 1d8 piercing 2 lb. Arrow ammunition (range 50/150), two-handed
Composite Bow 15 caps 1d8 piercing 3 lb. Arrow ammunition (range 60/180), two-handed
Crossbow 15 caps 1d10 piercing 5 lb. Bolt ammunition (range 50/150), two-handed, loading Electronic, Scope, Night Vision, Recon
Sling 3 caps 1d6 bludgeoning Stone ammunition (range 30/120)

Miscellaneous Weapons

Miscellaneous Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
Martial Ranged Weapons Barrel Grip Magazine Muzzle Receiver Sights
Alien Atomizer 2d8 energy 2 lb. Alien Blaster Round ammunition (range 60/180), reload (20 rounds) Fusion Long Comfort Grip Scope, Night Vision
Alien Disintegrator 4d6 energy 7 lb. Alien Power Module ammunition (range 40/120), reload (96 rounds) Fusion Long Scope, Night Vision, Recon
Alien Blaster 1551 caps 3d6 energy 2.5 lb. Alien Blaster Round ammunition (range 50/150), reload (42 rounds) Fusion Long Comfort Grip Scope, Night Vision
Cryolater 302 caps 4d6 cold 13.2 lb. Cryo Cell ammunition (range 40/120), reload (25 rounds), two-handed, special Crystallising Barrel Recoil Compensating Electronic
Drone Cannon 10d6 energy (special) 18 lb. Alien Power Module ammunition (range 60/180), reload (417 rounds)
Drone Cannon 10d6 energy (special) 18 lb. Alien Power Module ammunition (range 100/300), reload (417 rounds)
K9000 7500 caps 6d6 piercing 27 lb. .357 ammunition (range 80/240), full auto (10 rounds), reload (50 rounds), two-handed
Pulse Rifle 484 caps 5d4 electrical 9 lb. Fusion Cell ammunition (range 50/150), reload (10 rounds), two-handed Electronic
Tesla Rifle 90 caps 2d4 electrical 5 lb. Fusion Cell ammunition (range 50/150), reload (14 rounds), two-handed, special Automatic Electronic

Miscellaneous Weapon Special Properties

The special rules associated with certain miscellaneous weapons are listed below.

Cryolator. In addition to taking cold damage, the target of a cryolator must make a DC 12 Constitution saving throw or be restrained until the end of their next turn.

Drone Cannon. When firing the drone cannon, the wielder chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC.

If the attack roll is lower than the DC, the missile lands 5 feet away from the original target for every 1 by which the attack result fell short, in a randomly determined direction (assign compass directions to a d8).

All creatures within 10 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 10d6 energy damage, or half that on a success. A drone cannon cannot score a critical hit.

Drone Cannon Ex-B. As the drone cannon above.

K9000 Cyberdog Gun. This weapon is a machine gun that has been combined with a cyberdog’s brain in a jar. Two metallic dog ears atop the weapon and a “sniffer” attached to the jar allow the brain to compute sensory data. Using sense of smell and sound, the K9000 detects the presence of nearby enemies even through nearby walls. When a target is detected the gun growls, and its ears wiggle agitatedly when the gun is pointed in the right direction. While wielding the K9000 you have advantage on Wisdom (Perception) checks to detect hostile creatures, but you have disadvantage on your own Stealth checks to hide from hostile creatures.

Tesla Rifle. A tesla rifle fires an electrical discharge that arcs from the original target to any secondary target within 15 feet of the first. It can continue arcing from target to target, but never back to a target already hit. One fusion cell is consumed per target hit, up to a maximum of fifteen targets (depleting its clip capacity).

Ranged Weapon Modifications

See the Ranged Weapon Modifications page.

Ranged Weapon Ammunition

See the Ammunition page.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.