Thursday 27 July 2017

Burlow's Hardware Store

Today you get a bonus post! Part announcement, part preview.

I'm working on a free adventure set in the Fallout universe to share with you all at the conclusion of my series on hacking the 5e D&D game for Fallout.

I thought I'd share a work in progress map designed for the adventure: Burlow's Department Store. As with other maps shared on this blog, you can use freely use it for your own games, but for no other purpose.

Burlow's Hardware Store © RDD Wilkin / Spilled Ale Studios. Personal use permitted. Do not redistribute.

Wednesday 26 July 2017

5e: Hacking the Game—Fallout, Part VI

Fifth Edition Fallout

Since this series was completed, the reskins and rules discussed have been compiled into a single sourcebook I've called Fifth Edition Fallout, which also includes new additions conceived after the conclusion of the series, as well as a bestiary of wasteland creatures! You can find Fifth Edition Fallout, a starter adventure called A Date With the Queen, and several resources including a tailor-made character sheet over at the Fifth Edition Fallout hub page.
Thanks for joining me again for the latest in a series of articles hacking D&D 5e for play in the Fallout setting! For a little while now we've been going through the large subject of equipment, and we've reached the half-way point. Last week we wrapped up ranged weapons. This week, we're looking at melee weapons, explosives, and traps.

If you're new to this series, you can find an index of all previous entries in this series here.

Mister Handy Buzzblade (3D Model from Fallout 4 © Bethesda Softworks)

Melee Weapons

Weapon / Item
Cost
Damage
Weight
Properties
Modifications
Simple Melee Weapons
Hammer 6 caps   1d4 bludgeoning
 1 lb.
Finesse, Light  Spiked 
Hand Axe/Machete
20 caps
1d6 slashing
2 lb.
Light Serrated Blade
Baseball Bat/Mallet
15 caps
1d6 bludgeoning
3 lb.
Light Heavy, Spiked, Rocket
Switchblade
10 caps
1d4 piercing
1 lb.
Finesse, Light Serrated Blade
Throwing Knife
4 caps
1d4 piercing
0.4 lb.
Finesse, Light, Thrown (range 20/60)
Martial Melee Weapons
Assaultron Blade
50 caps
1d8 slashing
3 lb.
Versatile (d10) Electrified
Baton
15 caps
1d6 bludgeoning
2 lb.
Finesse, Light Electrified, Stun Pack
Chinese Officer's Sword/Revolutionary Sword
50 caps
1d8 piercing
3 lb.
Finesse Electrified, Electrified Serrated Blade, Serrated Blade
Combat Knife
35 caps
1d6 piercing
1 lb.
Finesse, Light Serrated Blade
Deathclaw Gauntlet
75 caps
1d12 slashing
10 lb.
Lead Pipe/Tire Iron/Pipe Wrench
25 caps
1d8 bludgeoning
3 lb.
Versatile (d10) Heavy, Hooked, Spiked
Mr. Handy Buzz Blade
130 caps
2d8 slashing
10 lb.
Two-handed Electrified
Pole Hook
30 caps
1d12 piercing
7 lb.
Two-handed Electrified
Power Fist
100 caps
3d4 bludgeoning
4 lb.
Heating Coil, Spiked
Ripper
50 caps
2d6 slashing
6 lb.
Electrified
Shishkebab
200 caps
1d6 slashing, 1d6 fire
3 lb.
Flame Jets
Sledgehammer
50 caps
2d4 bludgeoning
12 lb.
Two-handed Heavy, Rocket, Spiked
Super Sledge
180 caps
4d4 bludgeoning
20 lb.
Two-handed Stun Pack


Ripper (3D Model from Fallout 4 © Bethesda Softworks)

Melee Modifications

Item
Cost
Weight
Electrified
40 caps
+0.5 lb.
Electrified Serrated Blade
120 caps
+0.5 lb.
Heating Coil
180 caps
+0.5 lb.
Heavy
30 caps
+4 lb.
Hooked
30 caps
+0.4 lb.
Rocket
100 caps
+8 lb.
Serrated Blade
40 caps
+0 lb.
Spiked
30 caps
+0.5 lb.
Stun Pack
160 caps
+0.5 lb.


Shishkebab (3D Model from Fallout 4 © Bethesda Softworks)

Modification Properties

Electrified (Melee Modification).This modification adapts a weapon so it gives off an electrical discharge. The weapon deals an additional 1d4 lightning damage.

Electrified Serrated Blade (Melee Modification).This modification incorporates the properties of both the Electrified and Serrated Blade modifications.

Flame Jets (Melee Modification).This modification increases the fire damage of a shishkebab to 2d4.

Heating Coil (Melee Modification).This modification converts half of the weapon's damage dice to energy damage. If the weapon has an odd number of damage dice, the majority of its damage dice retain its original damage type (for instance, a power fist with a heating coil deals 2d4 bludgeoning and 1d4 energy damage).

Heavy (Melee Modification).This modification adapts a bludgeoning melee weapon by adding bulk, wrapping it with sturdy chain, or similar. The damage dice of the weapon are increased to the next highest size (for instance 1d6 becomes 1d8, or 2d6 becomes 2d8).

Hooked (Melee Modification).This modification adds a hook to the weapon, granting the wielder advantage on attempts to disarm an opponent.

Rocket (Melee Modification).This modification enhances a melee weapon with rocket propulsion, turning it into a weapon similar to a super sledge. A rocket-propelled melee weapon deals an additional die of damage.

Serrated Blade (Melee Modification).This modification adapts a bladed weapon. In addition to taking damage, the target must succeed at a DC 12 Constitution saving throw or take 1d4 damage of the same type as the weapon at the beginning of each of their turns. The target can repeat their saving throw at the end of every turn.

Spiked (Melee Modification).This modification adapts a bludgeoning melee weapon with nail studs, blades, or similar. The weapon deals an additional d4 piercing damage.

Stun Pack (Melee Modification). This modification has all the properties of the Electrified modification (above). In addition, the target must make a DC 12 Constitution saving throw or be restrained until the end of their next turn.

Baseball Grenade (3D Model from Fallout 4 © Bethesda Softworks)

Explosives

Item
Cost
Weight
Grenades
Baseball Grenade
40 caps
1 lb.
Cryogenic Grenade
50 caps
0.5 lb.
Fragmentation Grenade
50 caps
0.5 lb.
Hallucigenic Gas Grenade
35 caps
1 lb.
Molotov Cocktail
20 caps
0.5 lb.
Nuka Grenade
100 caps
0.5 lb.
Plasma Grenade
100 caps
0.5 lb.
Pulse Grenade
100 caps
0.5 lb.
Smoke Grenade
20 caps
0.5 lb.
Mines
Bottlecap Mine
75 caps
0.5 lb.
Cryo Mine
50 caps
0.5 lb.
Fragmentation Mine
50 caps
0.5 lb.
Nuke Mine
100 caps
0.5 lb.
Plasma Mine
100 caps
0.5 lb.
Pulse Mine
100 caps
0.5 lb.


HalluciGen Gas Grenade (3D Model from Fallout 4 © Bethesda Softworks)

Explosive Special Properties

Grenade, Baseball. A hollowed out ball filled with oil and fertiliser, these improvised explosives are relatively easy to make. The grenade can be thrown at a point up to 60 feet away. Each creature within 10 feet of the target point must make a DC 15 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much in damage if successful.

Grenade, Cryogenic Grenade. A variant grenade that releases freezing energy. Each creature within 10 feet of the target point must make a DC 15 Constitution saving throw, taking 3d6 cold damage on a failed save, or half as much in damage if successful. In addition, a creature that fails its saving throw has its movement speeds halved. It can make a DC 12 Strength saving throw at the end of each of its turns to end this effect.

Grenade, Fragmentation. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage and 3d6 fire damage on a failed save, or half as much in damage if successful.

Grenade, Hallucigenic Gas. The grenade can be thrown at a point up to 60 feet away. Each living creature within 10 feet of the target point must make a DC 15 Wisdom saving throw or have their mind be bombarded with delusions. The gas disperses at the beginning of your next turn. Anyone that enters the affected area before it disperses must also make a saving throw or be affected. An affected target must roll a d12 at the start of each of its turns to determine its behaviour for that turn.
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
7-8. The creature is dazed until the beginning of its next turn, suffering disadvantage on its attack rolls and ability checks.
9-10. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature instead makes a ranged attack against a randomly determined creature within range and line of sight. If there is no viable target, the creature does nothing this turn.
11-12.The creature can act and move normally.
An affected target may repeat the saving throw at the end of each of their turns.

Grenade, Molotov Cocktail. A homemade grenade comprised of a glass bottle containing a flammable liquid and an alcohol soaked rag for a wick. The grenade can be thrown at a point up to 60 feet away. Each creature within 5 feet of the target point must make a DC 15 Dexterity saving throw, taking 4d4 fire damage on a failed save, or half as much in damage 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 damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Grenade, Nuka. The nuka grenade is a very rare grenade capable of a nuclear detonation similar to a mini nuke. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 5d6 fire damage and 5d6 radiation damage on a failed save, or half as much in damage if successful.

Grenade, Plasma An advanced grenade that requires a great deal of technical know-how to construct, on explosion the plasma grenade releases super-heated plasma energy. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage and 8d6 fire damage on a failed save, or half as much in damage if successful.

Grenade, Pulse. This advanced grenade releases a powerful burst of energy. The grenade can be thrown at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 10d6 energy damage on a failed save, or half as much in damage if successful.

Grenade, Smoke. A smoke grenade can be thrown at a point up to 60 feet away. At the beginning of your next turn, the smoke grenade lands, it releases a cloud smoke that creates a heavily obscured area in a 20-foot radius around the target point. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds or a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise, the smoke disperses after 10 rounds.

Bottlecap Mine (3D Model from Fallout 4 © Bethesda Softworks)
Mine, Any Grenade Variant. A mine is a type of grenade that is triggered by proximity or pressure. It can be placed in a location of your choosing as an action. Without appropriate tools, it cannot be attached to a vertical surface. The trigger distance of the mine is determined at the time of its construction, and be any interval of 5 feet from 0 feet (a pressure-based mine) up to the maximum radius of the grenade the mine is based on. When a small or larger creature or object enters into the radius of the mine's trigger distance the mine explodes. The radius, damage, and saving throw DC of a mine is equal to that of the grenade upon which it is based.

The DC to spot a mine depends on how well it has been concealed.

Mine, Bottlecap. A bottlecap mine is a powerful device constructed from low-tech components, such as Vault-Tech lunchboxes. The bottlecaps it contains are propelled outward with great force. The bottlecap mine is triggered by proximity or pressure. It can be placed in a location of your choosing as an action. Without appropriate tools, it cannot be attached to a vertical surface. The trigger distance of the mine is determined at the time of its construction, and be any interval of 5 feet from 0 feet (a pressure-based mine) to 20 feet. When a small or larger creature or object enters into the radius of the mine's trigger distance the mine explodes. All creatures within a 20-foot radius from the mine's placement point must make a DC 15 Dexterity saving throw, taking 6d6 piercing damage and 4d6 fire damage on a failed save, or half as much damage if successful.

The DC to spot a mine depends on how well it has been concealed.

When constructing a bottlecap mine it is impossible to pay for all of its cost with salvage, because the mine itself requires caps in its construction. Fifty caps worth of a bottlecap mine's value must therefore be paid with caps.


Traps

Item
Cost
Weight
Bear Trap
20 caps
15 lb.
Caltrops
10 caps
2 lb.
Poisoned Caltrops
30 caps
2 lb.


Bear Trap (3D Model from Fallout 4 © Bethesda Softworks)

Trap Special Properties

Bear Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

The DC to spot a bear trap depends on how well it has been concealed.

Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

The DC to spot caltrops depends on how well they has been concealed.

Poisoned Caltrops. As caltrops (above), except that a creature that fails its saving throw takes 1d4 poisoning damage, and takes the same amount at the beginning of each of its subsequent turns. At the end of the creature's turn it may make a DC 12 Constitution saving throw to end the effect of the poison.

The DC to spot caltrops depends on how well they has been concealed.

Next Time

We're just about done listing all the ways a Fallout character has to kill or maim somebody. Next week—ways to protect yourself from being killed or maimed! In other words: armour.

Saturday 22 July 2017

An Isometric Map #1

While writing my recently published adventure, Ashes of Evensong, I was a little frustrated by the fact I didn't have a map tailor-made for the Temple of Vigilance featured in the adventure. I found a decent map on DM's Guild which fit my purposes, but was a little on the large side. That hamstrung me into finding a purpose for every room, and while empty rooms can and should be included to any dungeon (and another party of looters present provided a good excuse for that), you can only get away with so many without making the environment boring. I think I did a good job filling the rooms with interesting things that  matched the theme of the dungeon, a vault housing dangerous magical artefacts, but towards the end coming up with purposes for the rooms was a bit of a struggle.

In an ideal world, I would plan the necessary rooms for an adventure and their connections to each other with a flow chart, and then draw a map to suit it. My problem was that I didn't believe I was capable of making a map I'd be content to include in a published adventure.

Since I plan to write at least one sequel to Ashes of Evensong, and other unrelated adventures, I decided to test my belief that I was incapable of producing a map I liked. When I actually put my mind to it, I discovered I was pretty happy with the results!

This map was intended as a test but I will likely end up using it for something. In the meantime though, I figured I might as well share it with my readers! You are free to use the map below for your private campaigns, but not for any other purpose.

Dungeon Map © RDD Wilkin / Spilled Ale Studios. Personal use permitted. Do not redistribute.

Wednesday 19 July 2017

5e: Hacking the Game—Fallout, Part V

Fifth Edition Fallout

Since this series was completed, the reskins and rules discussed have been compiled into a single sourcebook I've called Fifth Edition Fallout, which also includes new additions conceived after the conclusion of the series, as well as a bestiary of wasteland creatures! You can find Fifth Edition Fallout, a starter adventure called A Date With the Queen, and several resources including a tailor-made character sheet over at the Fifth Edition Fallout hub page.
This week continues the series hacking the 5e game for play in the world of Fallout. We started our coverage of ranged weapon in Part IV of the series, last week. This week wraps up the various remaining categories of ranged weapon, lists the costs and properties of ranged weapon modifications, and the costs and relative rarity of ranged weapon ammunition types.

If you're new to this series, you can find an index of all previous entries in this series here.

Fair warning: this article has weapon tables in it, so depending on your monitor size I can't guarantee the tables will line up nicely with blogger's background template. Also, if you're reading this on mobile, I'd probably recommend waiting until you have access to a computer.

A brief aside

It's come to my attention that Modiphius are releasing a Fallout-themed tactical wargame. I don't know how popular such a game will be, but it's certainly an intriguing idea. Most interesting for our purposes is the possibility of using the miniatures from this wargame for tabletop roleplaying. I also wouldn't be surprised if Modiphius eventually announce an RPG line possibly using their 2d20 system, too (and maybe an Elder Scrolls RPG as well), but we won't let that dissuade us from our own 5e hacking efforts.

Now let's jump into those weapons entries:

Heavy Weapons

Modifications
Weapon
Cost
Damage
Weight
Ammo
Properties
Receiver
Muzzle
Magazine
Barrel
Grip
Sights
Martial Ranged Weapons
Fat Man
512 caps
9d12 fire, 9d8 radiation
30.7 lb.
Mini Nuke ammunition (range 80/240), loading, special
Flamer
137 caps
2d4 fire
9 lb.
Flamer Fuel ammunition (range 45), reload (100 rounds), special
Compression Nozzle, Vaporization Nozzle Huge Propellant Tank, Large Propellant Tank
Harpoon Gun
205 caps
5d8 piercing
16.3 lb.
Harpoon ammunition (range 80/240), slow loading, special
Scope
Junk Jet
200 caps
2d4 piercing, bludgeoning, or slashing
29.9 lb.
Salvage ammunition (range 60/180), slow reload (variable), special
Electrification Module, Ignition Module, Radiation Module Long
Minigun
382 caps
8d4 piercing
27.4 lb.
5mm ammunition (range 80/240), full auto (20 rounds), reload (500 rounds)
Missile Launcher
314 caps
10d6 fire (special)
21 lb.
Missile ammunition (range 100/300), loading, special
——
Cannon
245 caps
5d8 bludgeoning
27.4 lb. Cannonball
ammunition (range 80/240), slow loading, special
Electrification Module, Ignition Module, Radiation Module


The Junk Jet (3D Model from Fallout 4 © Bethesda Softworks)

Heavy Weapon Special Properties

Fat Man. The Fat Man 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. 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 (on a d8, 1=North, 2=North-East, 3=East, 4=South-East, 5=South, 6=South-West, 7=West, 8=North-West). Note that because the attack roll only determines whether a mini nuke lands on target, a Fat Man cannot score a critical hit.

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. On a success, whatever damage is dealt to them is halved.

The damage dealt to a creature depends on where it is relative to the explosion's ground zero, as shown in the table below:

Mini Nuke Explosion Damage

Distance From Ground Zero
Damage
Explosion's ground zero
9d12 fire and 9d12 radiation
10 ft. from ground zero
7d12 fire and 7d12 radiation
20 ft. from ground zero
5d12 fire and 5d12 radiation
30 ft. from ground zero
3d12 fire and 3d12 radiation
40 ft. from ground zero
1d12 fire and 1d12 radiation

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 damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

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 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 missile 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 (on a d8, 1=North, 2=North-East, 3=East, 4=South-East, 5=South, 6=South-West, 7=West, 8=North-West). Note that because the attack roll only determines whether a missile lands on target, a missile launcher can't score a critical hit.

The mssile launchers's explosion affects a 15-foot radius circle centered on the target. All creatures within the affected area make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 10d6 fire damage, or half that on a success.

The Missile Launcher (3D Model from Fallout 4 © Bethesda Softworks)

Energy Weapons

Modifications
Weapon
Cost
Damage
Weight
Ammo
Properties
Receiver
Muzzle
Magazine
Barrel
Grip
Sights
Martial Ranged Weapons
Institute Laser
50 caps
2d6 energy
3.9 lb.
Fusion Cell ammunition (range 60/180), reload (30 rounds) Beta Wave Tuner, Boosted Capacitor Beam Splitter, Beam Focuser
Automatic, Long Comfort, Stock, Recoil Compensating Electronic, Scope, Night Vision, Recon
Laser Musket
57 caps
2d4 energy
12.6 lb.
Fusion Cell ammunition (range 80/240), loading, special Three Crank Capacitor, Four Crank Capacitor, Five Crank Capacitor, Siz Crank Capacitor Beam Splitter, Beam Focuser
Long Recoil Compensating Scope, Night Vision, Recon
Laser Gun
66 caps
2d8 energy
3.9 lb.
Fusion Cell ammunition (range 60/180), reload (30 rounds) Beta Wave Tuner, Boosted Capacitor Beam Splitter, Beam Focuser
Automatic, Long Comfort, Stock, Recoil Compensating Electronic, Scope, Night Vision, Recon
Gatling Laser
332 caps
6d4 energy
19.3 lb.
Fusion Cell ammunition (range 80/260), full auto (20 rounds), reload (500 rounds) Beta Wave Tuner, Boosted Capacitor Beam Focuser
Electronic
Plasma Gun
123 caps
3d6 fire
3.9 lb.
Plasma Cartridge ammunition (range 70/210), reload (30 rounds) Beta Wave Tuner, Boosted Capacitor Beam Splitter
Automatic, Flamer Comfort Grip, Stock, Recoil Compensating Electronic, Scipe, Night Vision, Recon

The Laser Musket (3D Model from Fallout 4 © Bethesda Softworks)

Energy Rifle Special Properties

Laser Musket. A laser musket is a homemade laser rifle which grows more powerful for every crank of its handle. 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.

Miscellaneous Weapons

Modifications
Weapon / Item
Cost
Damage
Weight
Ammo
Properties
Receiver
Muzzle
Magazine
Barrel
Grip
Sights
Martial Ranged Weapons
Alien Blaster
1551 caps
3d6 energy
2.5 lb.
Alien Blaster Round ammunition (range 120/360), reload (42 rounds)
Fusion Long Comfort Grip Scope, Night Vision
Cryolator
302 caps
4d4 cold
13.2 lb.
Cryo Cell ammunition (range 40/120), reload (25 rounds), special
Crystallising Barrel Recoil Compensating Electronic
Tesla Rifle
90 caps
2d4 lightning
8.1 lb.
Fusion Cell ammunition (range 50/150), reload (15 rounds)
Automatic
Electronic

The Cryolator (3D Model from Fallout 4 © Bethesda Softworks)

Miscellaneous Weapon Special Properties

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.

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

Modification
Cost (Pipe)
Cost (Pistols)
Cost (Rifles and shotguns)
Cost (Heavy)
Cost (Energy and Plasma)
Cost (Miscellaneous)
Damage
Weight
Receiver Modifications
Automatic Receiver
10 caps
35 caps
40 caps
+0.4 lb.
Beta Wave Tuner
120 caps
60 caps
+0.3 lb.
Caliber Downgrade
20 caps
40 caps
+1.8 lb.
Caliber Upgrade
80 caps
180 caps
+1.8 lb.
Hardened Receiver
15 caps
30 caps
40 caps
+0.4 lb.
Muzzle Modifications
Bayonet
5 caps
10 caps
20 caps
10 caps
1d4/1d6
+0.2 lb.
Beam Focuser
20 caps
+0.6 lb.
Beam Splitter
80 caps
+0.5 lb.
Module, Electrification
120 caps
+0.5 lb.
Module, Ignition
120 caps
+0.5 lb.
Module, Radiation
150 caps
+0.5 lb.
Nozzle, Compression
80 caps
+1d4
-0.2 lb.
Nozzle, Vaporisation
200 caps
+2d4
+0 lb.
Supressor
15 caps
40 caps
100 caps
+0.4 lb.
Magazine Modifications
Drum Magazine
55 caps
230 caps
+0.6 lb.
Fusion Magazine
140 caps
+0 lbs.
Full Capacitor
70 caps
+0.4 lb.
Three Crank Capacitor
40 caps
+0.5 lb.
Four Crank Capacitor
100 caps
+0.5 lb.
Five Crank Capacitor
180 caps
+0.5 lb.
Six Crank Capacitor
280 caps
+0.5 lb.
Huge Propellant Tank
300 caps
+5.6 lb.
Large Magazine
15 caps
30 caps
+0.2 lb.
Large Propellant Tank
15 caps
30 caps
100 caps
+2.6 lb.
Barrel Modifications
Automatic Barrel
35 caps
+1.1 lb.
Crystallising Barrel
100 caps
+0.5 lb.
Flamer Barrel
60 caps
+0.3 lb.
Long Barrel
15 caps
20 caps
35 caps
20 caps
+1 lb.
Short Barrel
10 caps
25 caps
40 caps
30 caps
-0.5 lb.
Grip Modifications
Comfort Grip
30 caps
40 caps
40 caps
+0.1 lb.
Sawed-off
10 caps
Special
-1.5 lb.
Stock
40 caps
60 caps
+0.7 lb.
Stock, Recoil Compensating
80 caps
180 caps
180 caps
+0.8 lb.
Sights Modifications
Electronic Sights
30 caps
40 caps
70 caps
40 caps
+0.2 lb.
Scope
40 caps
100 caps
180 caps
100 caps
Special
+0.4 lb.
Scope, Night Vision
60 caps
140 caps
230 caps
140 caps
Special
+0.4 lb.
Scope, Recon
80 caps
180 caps
350 caps
180 caps
Special
+0.7 lb.

A Combat Shotgun with Drum Magazine and Recoil Compensating Stock (3D Model from Fallout 4 © Bethesda Softworks)

Modification Properties

Automatic Barrel (Barrel Modification). An energy weapon with this modification has its short and long range categories reduced by 10 feet and gains the burst fire property. If the weapon's unmodified clip capacity is divisible by 10, the weapon expends 10 fusion cells each time you use burst fire. If the weapon's unmodified clip capacity is divisible by 12, the weapon expends 12 bullets each time you use burst fire.

Automatic Receiver (Receiver Modification). A firearm with this modification has its short and long range categories reduced by 10 feet and gains the burst fire property. If the weapon's unmodified clip capacity is divisible by 10, the weapon expends 10 fusion cells each time you use burst fire. If the weapon's unmodified clip capacity is divisible by 12, the weapon expends 12 fusion cells each time you use burst fire.

Bayonet (Muzzle Modification). A firearm with a bayonet can be used as a piercing melee weapon. A pipe gun with a bayonet deals 1d4 piercing damage, or 1d6 piercing damage if it is also upgraded with a marksman's stock.

Beam Focuser (Muzzle Modification). An energy weapon with a beam focuser has its short and long range increased by 20 feet.

Beam Splitter (Muzzle Modification). An energy weapon with a beam splitter has its beam broken up, covering a wider area. The weapon's short and long range categories are halved, but it can target two creatures that are no more than 15 feet from each other. Make a separate attack roll against both creatures, but roll damage once and apply it to both.

Beta Wave Tuner (Receiver Modification). A firearm with a beta wave tuner has half its damage converted to fire damage (if the weapon, and the target must succeed at a DC 12 Dexterity saving throw or be set on fire. While ablaze, the target takes 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

A weapon that already deals fire damage still benefits from the ongoing fire feature of this modification.

Caliber Downgrade (Receiver Modification). This modification adapts a weapon to use a more common, but less powerful caliber of bullet. The damage dice of the weapon are reduced to the next lowest size (for instance 1d8 becomes 1d6, or 2d8 becomes 2d6).

Caliber Upgrade (Receiver Modification). This modification adapts a weapon to use a more powerful, though less common caliber of bullet. The damage dice of the weapon are increased to the next highest size (for instance 1d8 becomes 1d10, or 2d8 becomes 2d10).

Capacitor, Boosted (Magazine Modification).A laser equipped with a maximised capacitor has its damage dice increased to the next highest size (for instance 2d6 becomes 2d8).

Capacitor, Full (Magazine Modification). By default a gauss rifle is equipped with a half capacitor. When the magazine is upgraded to a full capacitor, the gauss rifle can be loaded with ten 2mm EC rounds instead of seven.

Capacitor, Three Crank (Magazine Modification). By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a three crank capacitor, the laser musket can be loaded with three fusion cells instead of two.

Capacitor, Four Crank (Magazine Modification).By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a four crank capacitor, the laser musket can be loaded with four fusion cells instead of two.

Capacitor, Five Crank (Magazine Modification).By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a five crank capacitor, the laser musket can be loaded with five fusion cells instead of two.

Capacitor, Six Crank (Magazine Modification).By default a laser musket is equipped with a two crank capacitor. When the magazine is upgraded to a six crank capacitor, the laser musket can be loaded with six fusion cells instead of two.

Comfort Grip (Grip Modification). While wielding a firearm with this modification, you receive a +1 bonus to attack rolls.

Crystallising Barrel (Barrel Modification). A cryolator with this modification fires cryogenic capsules, a more efficient delivery system which also increases the weapon's short and long ranges by 20 feet.

Drum Magazine (Magazine Modification).This modification quadruples a firearm's bullet capacity.

Electronic Sights (Sights Modification). This modification represents laser, reflex, or holographic sights.While wielding a firearm with this modification, you receive a +1 bonus to attack rolls.

Flamer (Barrel Modification).This modification turns a plasma gun into a flamer with a range of 40 ft. When fired, the flamer consumes 10 plasma cartrdiges 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 damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Fusion Magazine (Magazine Modification).This modification adapts the alien blaster pistol to work with conventional fusion cells rather than alien blaster round. The weapon's damage dice is reduced to 3d4, buts it clip capacity improves to 63.

Hardened Receiver (Receiver Modification). A firearm with this modification deals +1 damage per damage die rolled.

Huge Propellant Tank (Magazine Modification).This modification quadruples a flamethrower's fuel capacity.

Large Magazine (Magazine Modification).This modification doubles a firearm's bullet capacity.

Large Propellant Tank (Magazine Modification).This modification doubles a flamethrower's fuel capacity.

Long Barrel (Barrel Modification). A firearm with this modification has its short and long range categories increased by 20 feet.

Module, Electrification (Muzzle Modification). This modification converts half the weapon's damage dice to lightning.

Module, Ignition (Muzzle Modification). This modification converts half the weapon's damage dice to fire.

Module, Radiation (Muzzle Modification). This modification converts half the weapon's damage dice to radiation.

Nozzle, Compression (Muzzle Modification). A flamer with this modification deals one additional die of damage.

Nozzle, Vaporisation (Muzzle Modification). A flamer with this modification deals two additional dice of damage.

Sawed-off (Barrel Modification). A shotgun with this modification has its long range reduced by 20 feet. However, it deals one additional dice of damage to any target within short range, and you receive a +1 bonus to hit any target within short range. On a critical hit, you instead deal two additional dice of damage.

This modification cannot be removed.

Scope (Sights Modification). A firearm with this modification has its short range doubled, up to a maximum of its long range.

Additionally, a firearm with a scope deals an additional die of damage on a critical hit.

Scope, Night Vision (Sights Modification). This modification has all the properties of a Scope (see above). In addition, the wielder gains darkvision out to the weapon's long range while carrying the firearm in their hands. Due to the limited field of vision and the scope's magnification, the wielder cannot use this darkvision to help them explore; it is of benefit only during combat and for sighting distant objects and creatures while in the dark.

Scope, Recon (Sights Modification). This advanced modification has all the properties of a Scope (see above). In addition, if the wielder is wearing a pipboy or power armour with a working fusion core, they also gain the following benefit: Once they have targeted an enemy with an attack with the firearm they know where that enemy is, even when they are concealed or in cover, for as long as the enemy remains within the long range of the weapon.

Stock (Grip Modification). This modification can be applied to modular firearms like pipe guns or lasers to reconfigure the base pistol model into a rifle. A firearm with this modification has its short and long range categories increased by 30 feet and gains the two-handed property.

Stock, Recoil Compensating (Grip Modification). This modification has all the properties of a Stock (see above). Additionally, while wielding a firearm with this modification, you receive a +1 bonus to attack rolls.

Short Barrel (Barrel Modification). A firearm with this modification has its short and long range categories decreased by 20 feet, but the wielder receives a +1 bonus to attack rolls against opponents within short range.

Suppressor (Muzzle Modification). A firearm with this modification has its short range reduced by 10 feet and its long range reduced by 30 feet. A supressed firearm is still loud but the sound doesn't carry as far, and its muzzle flash is significantly reduced. While the firearm's wielder is in total concealment, as long as there are no hostile creatures within 60 feet when the weapon is fired, the wielder may roll a DC 15 Luck (Stealth) check to retain their concealment.

A Pistol with Suppressor (3D Model from Fallout 4 © Bethesda Softworks)

Ammunition

Ammunition
Cost
Per Round
Weight
(ordered from most common to most rare)
Salvage (1 round)
1 cap
0.4 lb.
.38 (50 rounds)
50 caps
1 cap
5mm (50 rounds)
50 caps
1 cap
10mm (50 rounds)
100 caps
2 caps
5.56mm (20 rounds)
40 caps
2 caps
.45 (20 rounds)
40 caps
2 caps
12 guage Shells (20 rounds)
60 caps
3 caps
.308 (20 rounds)
60 caps
3 caps
Fusion Cell (20 rounds)
60 caps
3 caps
.44 (20 rounds)
60 caps
3 caps
Plasma Cartridge (10 rounds)
30 caps
3 caps
.50 (10 rounds)
40 caps
4 caps
Railway Spike (1 round)
1 cap
0.2 lb.
Gamma Round (10 rounds)
100 caps
10 caps
Flamer Fuel (1 round)
10 caps
Harpoon (1 round)
1 cap
0.2 lb.
2mm Electromagnetic Cartridge (10 rounds)
100 caps
10 caps
Cryo Cell (1 round)
10 caps
Syringe, Bleed Out (1 round)
17 caps
0.1 lb.
Syringe, Bloatfly Larva (1 round)
10 caps
0.1 lb.
Syringe, Pax (1 round)
39 caps
0.1 lb.
Syringe, Lock Joint (1 round)
40 caps
0.1 lb.
Syringe, Berserk (1 round)
50 caps
0.1 lb.
Syringe, Radscorpion Venom (1 round)
65 caps
0.1 lb.
Syringe, Yellow Belly (1 round)
55 caps
0.1 lb.
Syringe, Endangerol (1 round)
60 caps
0.1 lb.
Syringe, Mind Cloud (1 round)
73 caps
0.1 lb.
Missile (1 round)
25 caps
7 lb.
Fusion Core (1 core providing 500 rounds)
200 caps
4 lb.
Mini Nuke (1 round)
100 caps
12 lb.
The prices listed in the cost column are for a full box of rounds. Merchants in the world of Fallout are happy to sell bullets individually—in fact, it's rare for them to even have a full box worth of bullets to sell. Refer to the Per Round column to purchase ammo on an individual basis.


Next Time

That's it for ranged weapons. Next time we're moving on to melee weapons, melee weapon modifications, explosives, and traps.