Equipment

The following text is adapted from the Savaged Fallout Wasteland Survival Guide and Savage Fallout v 4.1

Equipment Condition

Most equipment characters will be using in Savage Fallout World was manufactured over 200 years ago!  As a result, even hard wearing technology is often in need of repair.  Archaic armour and weapons (leather, bows, swords, spears and the like) don't have to worry about condition.

Damaged Weapons

At the end of each combat a player makes a repair roll for each weapon used to see if its condition has worsened. A success means the weapon’s condition has not worsened. The weapon drops one condition level on a failure or two on a natural one (regardless of the wild die).

Excellent +1 Damage
New No Effect
Good -1 Damage
Fair -2 Damage
Poor -3 Damage
Broken Unusable

Damaged Armour

Similar to weapons at the end of each combat where the character took damage, a player makes a repair roll for each weapon used to see if its condition has worsened. A success means the amour’s condition has not worsened. The armour drops one condition level on a failure or two on a natural one (regardless of the wild die). An armours protection can never drop below 0.

Excellent +1 Armour
New No Effect
Good -1 Armour
Fair -2 Armour
Poor -3 Armour
Broken Unusable

Repairing Damaged Equipment

A player can use the repair skill to fix damaged equipment. Each repair attempt takes one hour and consumes one batch of spare parts.  A success improves the item one condition level.  One or more raises improves the weapon two condition levels and it capable of improving the weapon to Excellent condition.  Without a Raise an item cannot be improved to Excellent condition.  Each repair attempt consumes one batch of spare parts.  Guns and armour from the modern era are repaired with mechanical parts.  Powered armour and energy weapons are repaired with electrical components.  Failing the repair roll still consumes the material. On a critical failure the item decreases one condition step and spare parts are still consumed.

Fighting Weapons

Name Range Damage RoF Cost Weight Shots Min. Str. Notes
Brass Knuckles - Str+1d4 - 35 0.5 - - Blunt
Spiked Knuckles - Str+1d4 - 45 0.5 - - Piercing
Baton - Str+1d4 - 45 3 - - Blunt
Crowbar - Str+1d4+1 - 70 4 - - Blunt
Throwing Knife 5/10/20 Str+1d4 1 95 1 - - Piercing
Spear 3/6/12 (Thrown) Str+1d6 - 75 6 - - Piercing, Parry +1, Reach 1, 2 Hands
Sledgehammer - Str+1d8 - 275 16 - d6 Blunt. AP 2, Parry -1, 2 Hands
Super Sledge - Str+1d10+2 - 800 16 - d6 Blunt, AP 2, Parry -1, 2 Hands, Knocks target back 1" for every success and raise on the attack roll.
Wattz Electric 'FBF' Cattle Prod (SEC) - 2d6+2 1 350 3 20 - Electrical
Ripper Vibroblade (SEC) - 2d6+4 - 450 2 30 - Cutting, AP 2, Natural 1 on the Fighting die hits the user instead.
BeatCo "Big Frigger" Power Fist (SEC) - Str+1d10 - 900 7 25 - Blunt, AP 2

Small Guns

Name Range Damage RoF Cost Weight Shots Min. Str. Notes
Colt 6520 10mm Pistol 12/24/48 2d6 1 250 3 12 - Semi Auto
S&W M29 .44 Magnum 10/20/40 2d6+1 1 350 3 6 - Revolver, 1 action to reload
Desert Eagle .44 12/24/48 2d6+1 1 400 4 8 - AP 2, Semi Auto
SIG-Sauer 14mm Auto Pistol 12/24/48 2d6+1 1 450 4 6 - AP2. Semi Auto
.223 Pistol 15/30/60 2d8 1 575 5 10 - AP 2, Semi Auto
PPK12 Gauss Pistol (2mm) 24/48/96 2d8 1 650 5 12 - AP 2. Semi Auto
Wattz 1000 Laser Pistol (SEC) 20/40/80 2d6+1 1 600 4 10 - AP 2
Glock 86 Plasma Pistol (SEC) 10/20/40 2d6+2 1 950 4 15 - AP 3, Can start fires, Disintegrates target
YK32 Pulse Pistol (SEC) 8/16/32 2d8+2 1 1700 5 5 - AP 5, Disintegrates target
Colt Rangemaster Hunting Rifle (.223mm) 24/48/96 2d8 1 450 9 10 d6 AP 2, Semi Auto
DKS-501 Sniper Rifle (.223mm) 50/100/200 2d10 1 750 12 10 d6 AP 2, Snapfire, Semi Auto
M72 Gauss Rifle (2mm) 30/60/120 2d10+1 1 1400 10 12 d6 AP 2, Semi Auto
MP9 Sub-Machine Gun (10mm) 12/24/48 2d6 3 400 5 30 - Automatic
H&K P90C (10mm) 15/30/60 2d6+1 3 650 5 18 - AP 1, Automatic
AK-112 Assault Rifle (5mm) 30/60/120 2d6+1 3 550 7 24 d6 AP 1, Selective Fire
FN FAL (7.62mm) 24/48/96 2d8 3 650 9 20 - AP 2, Selective Fire
H&K G11 (4.7mm) 24/48/96 2d8+1 2 850 8 50 - AP 2, Selective Fire
Winchester Widowmaker Double-Barrel Shotgun (12g) 10/20/40 1-3d6 1-2 400 5 2 - 1 action to reload, +2 to Small Guns roll
Winchester Widowmaker Sawed-Off Double-Barrel Shotgun (12g) 5/10/20 1-3d6 1-2 400 4 2 d6 1 action to reload, +2 to Small Guns roll, Can use one handed
Winchester City-Killer Combat Shotgun (12g) 12/24/48 1-3d6 2 850 10 12 - 1 action to reload, +2 to Small Guns roll, Automatic

Big Guns

Name Range Damage RoF Cost Weight Shots Min. Str. Notes
Wattz 2000 Laser Rifle (MFC) 30/60/120 2d10+1 1 975 17 10 d6 AP 2
Winchester P94 Plasma Rifle* (MFC) 12/24/48 2d10+2 1 1100 12 10 d6 AP 3, Can start fires, Disintegrates target
YK42B Pulse Rifle* (MFC) 15/30/60 3d8+2 1 2800 9 10 d6 AP 5, Disintegrates target
H&K L30 Gatling Laser* (MFC) 24/48/96 2d10 3 1450 24 30 d8 AP 2, Full Auto
M60 (7.62mm) 24/48/96 2d8 3 1000 23 50 d8 AP 2, Bipod*, Full Auto
Light Support Weapon (.223) 24/48/96 2d8+1 3 1175 20 30 d6 AP 2, Bipod*, Full Auto
Rockwell CZ53 Personal Minigun (5mm) 20/40/80 2d6 5 1000 28 120 d8 AP 2, 2 actions to reload, Full Auto
Flambe 450 Flamer Cone Template 2d10 1 750 28 5 d8 +2 to Big Guns roll, 3 actions to reload, Can start fires
Rockwell BigBazooka Rocket Launcher 24/48/96 4d8 1 800 15 1 d8 AP 6, Snapfire, 2 actions to reload, Medium Burst Template, Heavy Weapon
Fat Man Tactical Nuclear Catapult 20/40/60 4d8x10 1 1300 25 1 d10 AP 10, Snapfire, 2 actions to reload, Large Burst Template, Med. Radiation Damage, Heavy Weapon

* Advanced Energy Weapons: -4 to Repair roll
*Bipod: Autofire penalty reduced to -1 when using the internal bipod, takes 1 action to set up, moving in same round as firing negates the effect

Explosives

Name Range Damage Cost Weight Notes
Frag Grenade 8/16/32 2d10 150 1 Medium Burst Template
Plasma Grenade 8/16/32 3d10 300 1 Medium Burst Template, Can start fires
Pulse Grenade 8/16/32 4d10/ Stun 250 1 Medium Burst Template, Works as EMP against constructs and flashbang (Stun Power) against biological creatures
Nuka-Grenade 8/16/32 1d10+1 300 1 Medium Burst Template, Can start fires, Low Radiation Damage, -2 to Explosives roll
Molotov Cocktail 6/12/24 2d8 50 1 Medium Burst Template, Can start fires
Frag Mine - 2d10 150 1 Small Burst Template
Plasma Mine - 3d10 300 1 Small Burst Template, Can start fires
Pulse Mine - 4d10/ Stun 250 1 Small Burst Template, Works as EMP against constructs and flashbang (Stun Power) against biological creatures
Bottlecap Mine - 1-3d10+2 250 1 S/M/L Burst Template, -2 to Explosives roll
Dynamite - 2d10+2 500 5 Medium Burst Template, Timer detonated
Cordex Plastic Explosives - 3d10+2 1200 3 Large Burst Template, Timer or remote detonated, Heavy Weapon

Ammunition

Type Clip Size Cost Weight
.223 FMJ Clip 10 40 0.5
.223 LSW Clip 30 120 2
.44 Magnum Bullet 1 3 0.05
.44 Magnum Clip 8 25 0.5
2mm EC Clip 12 100 0.25
4.7mm Caseless Clip 50 600 1
5mm AP Belt 120 290 3
5mm AP Clip 24 60 0.5
7.62mm Belt 50 375 3
7.62mm Clip 20 150 1
10mm JHP Clip 12 35 0.5
10mm SMG Clip 30 95 1.25
14mm AP Clip 6 30 0.2
12 Gauge Shotgun Shell 1 11 0.05
12 Gauge Shotgun Clip 12 135 1
Flamethrower Fuel Tank 5 125 30
Microfusion Cell 10 200 1
Mini Nuke 1 1500 20
Rocket 1 300 3
Small Energy Cell 5 50 0.5

Armour

Name Armour Cost Weight Notes
Leather Jacket +0/ +1 125 5 +1 armour versus hand-to hand combat weapons only
Leather Armour +1 350 8 Covers torso, arms and legs
Metal Armour +2/ +3 550 35 +3 armour versus energy weapons only
Tesla Armour +1/ +9 2250 35 +9 armour versus energy weapons only
Combat Armour +4 3250 20 Covers entire body, +2 Rad Resistance
T-45d Power Armour +5 4775 0 (90) Covers entire body, +2 Rad Resistance, +1 die type Strength, -1 die type Agility, Runs on Small Energy Cells (1 charge/ hour)
T-51b Power Armour +5/ +6 6250 0 (85) Covers entire body, +4 Rad Resistance, +1 die type Strength, +6 Armour versus energy weapons only
Advanced Power Armour +7/ +8 10000 0 (45) Covers entire body, +8 Rad Resistance, +2 die type Strength, +8 Armour versus energy weapons only
Advanced Power Armour Mk II +8 12500 0 (50) Covers entire body, +9 Rad Resistance, +2 die type strength

Chems

Name Description Cost Notes
Buffout Highly advanced steroids.  While in effect, they increase strength and reflexes 200 +2 die type Strength, +2 die type Agility, +2 die type Vigor, lasts 6 hours, addictive
Jet Jet is a powerful methamphetamine that stimulates the central nervous system.  The user is filled with a rush of energy and strength for a few minutes 25 +1 die type Strength, +2 to Notice rolls, Action Boy Edge, lasts 5 minutes, highly addictive
Mentats A pillbox of mind-altering chems.  Increases memory related functions and speeds other mental processes 280 +2 die type Smarts, +2 to Notice rolls, +1 Charisma, lasts 24 hours, addictive
Psycho A unique delivery system; it is supposed to increase the combat potential of a soldier 400 +2 die type Agility, +3 Toughness, -2 die type Smarts, lasts 4 hours, addictive

Medical Aid

Name Description Cost Weight Notes
Antidote A bottle containing a home-brewed antidote for poison. A milky solution with floating pieces of Radscorpion flesh 50 1 Cures poisons and poison induced paralysis
Healing Powder A very powerful healing magic.  It though it will bring the feeling of sleep to your head 20 0.5 May make an immediate natural healing check at -2 to heal 1 Wound, gain 1 Fatigue level after 6 hours
Stimpak A healing chem. When injected, the chem provides immediate healing of minor wounds 175 0.5 Immediately heals 1 Wound on use
Super Stimpak An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to the powerful nature of the chemicals used 225 0.5 Immediately heals 2 Wounds on use, -1 die type Vigor after 1 hour for 12 hours
Med-X Powerful synthesized morphine 140 0.1 Ignore Wound penalties for 4 hours, addictive
Rad-X Anti-radiation chems to be taken prior to exposure.  No known side effects 300 0.1 +6 Rad Resistance for 24 hours
RadAway A chemical solution that binds to radiation particles and passes them through your system.  Takes time to work 500 0.1 -1 level Radiation Poisoning
First Aid Kit A small kit containing basic medical supplies: bandages, wraps, antiseptic spray and more 150 2.5 Contains all the basic supplies needed to have no penalties on a Medicine roll.  5 uses
Doctor's Bag This black bag contains instruments and chems used by doctors in the application of their trade 300 10 +1 to Medicine rolls

Support Items

Name Description Cost Weight Notes
Radiation Suit This protective suit shields the wearer from radioactive exposure, but offers no combat protection and hampers most actions 650 20 +3 Rad Resistance, -2 to all combat rolls
Box of Spare Parts Various assorted nuts and bolts, weapon parts, circuitry and more 150 5 Contains all the basic items needed to have no penalties on a Repair roll. 5 uses
Toolkit A compact metal box with various tools, wrenches, screwdrivers and more 300 10 +1 to Repair rolls

 

Equipment

Savage Fallout World Xanderathos Xanderathos