GURPS Fallout With Pics.
GURPS Fallout With Pics.
Rifles Ammunitions
TL Abr. Name Details
6+ HP Hollow Point
Improves damage type (i.e. pi becomes pi+)
but ammo has Armor Divisor (0.5)
Not designed for weapons already inflicting pi++ damage.
Ammo price unchanged.
7+ AP Armor Piercing
Damage type degrades if caliber < 20mm, Armor divisor (2)
(pi- damage type unchanged), Ammo price 2
8+ APDS
Armor Piercing
Discarding Sabot
Same as AP and range +50%, +1 damage per die
Ammo price 5
Shotguns Ammunitions
TL Abr. Name Details
7+ F Flechette Armor divisor (2), range (75/160), Ammo price x2
7+ S Slug
5d pi++ damage, range (200/2000)
RoF x9 becomes RoF x, Ammo price unchanged
7+ APS
Armor Piercing
Slug
5d (2) pi+ damage, range (200/2000)
RoF x9 becomes RoF x, Ammo price 2
8+ APDSS
Armor Piercing
Discarding Sabot
Slug
6d+1 (2) pi+ damage, range (300/3000)
RoF x9 becomes RoF x, Ammo price 5
9+ EMPS
Electromagnetic
Pulse Slug
5d (10) burn damage, range (200/2000), Surge
RoF x9 becomes RoF x, Ammo price 10
Other Ammunitions
TL Abr. Name Details
7+ HE High Explosive
Damage: dmg/2 cr, ex[dmg/4]
(dmg is the basic weapon damage)
For all guns. Ammo price 3
7+ HEAP
High Explosive
Armor Piercing
Same damage as HE, but adds armor divisor (10).
For 20 mm, 40 mm and L72. Costs twice HE price.
7+ T Tracer
Adds +1 to gun skill when firing at RoF 3+
with an automatic gun.
For any kind of ammo. Price +10%
Ammo Price and Weight
Ammo Qty Weight Price Ammo Qty Weight Price
.22 20 0.15 15 2 mm GN 20 0.2 2000
.30 20 0.35 35 4.7 mm 20 0.3 600
.357M 20 0.7 70 .223 / 5.56 mm 20 0.55 80
.38 Sp 20 0.65 65 .308 / 7.62 mm 20 1.1 110
.44M 20 1 100 939 mm 20 1 100
.45 20 1 100 .338 LM 20 1.8 200
.45 LC 20 1 100 SS 190 20 0.25 100
.454 Casull 20 1.1 120 .50 BMG 10 3.3 350
.50 AE 20 1.1 120 14.5 mm 10 4.5 450
9 mm 20 0.45 45 15.2 mm 10 3 3000
10 mm 20 0.45 45 20 mm 5 2.8 280
(usually Price=Weight(lbs)100)
SE Cell 1 0.5 300 12 Gauge 20 2.8 280
MF Cell 1 2 800 40 mm HE 2 1 500
MF Pack 1 20 10000 HE Rocket 1 3 1500
Flamer Pack 1 20 2000 EMP Rocket 1 4 4000
Some Handgun and SMG Ammunitions
.22 Short
(5.7mm)
.38 Special
(929mm)
.22 Long
Rifle
(5.717mm)
.357 Magnum
(932.5mm)
.30 Luger
(7.6222mm)
.40 S&W
(1021mm)
.30 Mauser
(7.6225mm)
10mm Auto
(1025mm)
.32 ACP
(7.6517mm)
.44 Magnum
(10.9233mm)
.380 ACP
(917mm)
.45 ACP
(11.4323mm)
9mm Makarov
(918mm)
.45 Long Colt
(11.4332mm)
9mm
Luger/Parabe
llum
(919mm)
.454Casull
(11.5335mm)
SS190 FN
Herstal
(5.7x28mm)
.50 AE/Action
Express
(12.733mm)
Some Shotgun Ammunitions types
Buckshot (BS) - Buckshot consists of a number of lead
balls that spread out as they travel. The combat buckshot
shells in this game contain 9 (00) pellets.
Flechette Shot (FS) - A cluster of sturdy steel needles
replace the shot of the standard shotgun shell. These
flechettes have tiny fins at their base to stabilize them
in flight. Aerodynamics is greatly improved over shot, as
is armour-piercing capability.
Slug (SL) - Instead of a group of lead balls, the slug
shell contains a single huge bullet with angled grooves
cut into its side to spin it as it travels down the smooth
bore of a shotgun. The penetration of a slug is better than shot, but the wound
channel is not as wide.
Armor-piercing Slug (APS) - The discarding sabot slug possesses an aerodynamic
shape that keeps it stable in flight even though it does not spin. It is smaller
in diameter than a standard slug, and surrounded within the shell by a two-piece
plastic sabot. After exiting the barrel, the sabot splits in half and falls away
because of wind resistance. The narrow profile of this type provides even better
penetration than the standard slug, but alternatively, it causes less damage.
Notes: - H&K CAWS uses special 12-gauge ammunitions with belted case.
(price: 200 for 20 shots)
Some Rifle & BMG Ammo.
4.7mm caseless
.223 Remington
(5.5645mm)
SS190 FN
Herstal
(5.7x28mm)
.308 Winchester
7.62 NATO
(7.6251mm)
.338 Lapua
Magnum
.50 BMG
(12.7mm99)
14.5mm Russian
15.2mm Steyr APFSDS
20mm
Some Handgun, SMG and Rifle ammunition types
Cl Abr Name
1 LRN Lead Round Noise
1 FMJ
Full Metal
Jacket
1 - metal jacket
2 - lead
2 AP Armor Piercing
1 - metal jacket
2 - lead
3 - hardened steel
core
1 JSP
Jacketed Soft
Point
1 - metal jacket
2 - lead
3 JHP
Jacketed Hollow
Point
1 - metal jacket
2 lead
3 - expansive hole
2
SJ
ESC
Semi-Jacketed
Exposed Steel
Core
3 THV
Trs Haute
Vitesse
1 SC Silent Cartidge
1 - metallic
cartridge case
2 - powder charge
3 - piston & piston
rod (initial
position)
4 - bullet (same as
7.62mm M43)
5 - burning powder
gases
6 - piston & piston
rod(extended)
Class 1: Standard bullet
Class 2: Armor Piercing Bullet
Class 3: High Stopping Power Bullet
WASTELAND ARMORS
ARMORS GENERALITIES
Weight (Wgt.): The first number corresponds to the body armor weight the second one to
the leggings or pants weight and the third one to the arms armor weight.
If there is a single weight, armor is always a full suit with an helmet.
Armor Special Properties
[1]: Split DR first number for piercing and cutting damage, second for other damages.
[2]: Split DR first for a torso, skull or underfoot hit, second for other locations.
[3]: DR applies only to burning damage (also protects from minor electrical damage).
DR 6 against other damages.
[4]: Provides the Sealed advantage (with H2 helmet only). Requires NBC Suit skill.
[5]: Biomedical sensors for remote monitoring: +1 to Diagnosis skill when examining the
wearer. Armor Suit is also climate controlled.
[6]: Gives +7 Lifting and Striking ST. (+10 for the Enclave Advanced Power Armor).
Provides the advantages: Doesn't Breathe (for 12 hours), Vacuum Support, Sealed and
Protected Smell. Requires Battlesuit skill. Powered by a small micro-fusion reactor
(TL 10 for the reactor), the suit will work for over 100 years. Armor provides FP 2
against radiations (and as it is sealed, it totally protects from fallouts). Don't
count armor weight toward encumbrance.
[*]: Flexible armor.
Helmets Special Properties
[H1]: Provides the Protected Vision advantage.
[H2]: Provides Filter Lungs, Protected Smell.
[H3]: Provides Protected Hearing, Radio, Protected Vision, Infravision, Night Vision 9
and Telescopic Vision 1.
[H4]: Gives Hyperspectral Vision.
[H5]: Gives the No Peripheral Vision disadvantage.
HELMETS
TL Armor Location DR Wgt. Price Notes
1 Leather Helm skull, face 2 0.5 60
3 Greathelm skull, face, neck 6 10 150 [H5]
6 Steel Pot skull 4 3 250
6 Gas Mask eyes, face 2 4 500 [H2,H5]
7 Frag Helmet skull 5 3 300
7 + Visor eyes, face 1 + 1.5 +70 [H1]
8 Combat Helmet skull 12 3 700
8 + Visor eyes, face 10 +3 +250 [H1]
9 Combat Helmet Mk II skull 18 3 1500
9 + Visor eyes, face 15 +3 +500 [H1]
9 BOS Hardsuit Helmet head 18/12 5 5000 [2][H2,H3]
7 Reaver Helmet head 4 6 1000 [H2]
7 Reaver Helmet Mk II head 6 7 1200 [H2]
3 Super Mutant Helmet skull, face, neck 7 15 300 [H5]
STANDARD ARMORS
Leather
Jacket
TL 1 [*]
DR 1
Wgt. 5/3/-
Price 250
Leather
Armor
TL 1
DR 2
Wgt. 10/4/2
Price 700
Metal Armor
TL 3
DR 5
Wgt. 35/20/15
Price 1100
Combat
Armor
TL 8 [1,*]
DR 12/5
5
Wgt. 9/5/3
Price 6500
Robe
TL 2 [*]
DR 1
Wgt. 5
Price 90
Raider
Armor
TL 2
DR 3
Wgt. 15/8/6
Price 800
Combat
Leather
Jacket
TL 2 [*]
DR 2
Wgt. 7/4/-
Price 1000
Leather
Armor Mk II
TL 2
DR 3
Wgt. 12/5/3
Price 1000
Metal Armor
Mk II
TL 4
DR 6
Wgt. 35/20/15
Price 1900
Combat
Armor Mk II
TL 8 [1,4,5,*]
DR 20/10
Wgt. 10/6/3
Price 8000
Tesla Armor
TL 9 [3]
DR 30
Wgt. 35
Price 4500
Enhanced
Raider
Armor
TL 3
DR 4
Wgt. 25/15/10
Price 1200
BROTHERHOOD OF 8TEEL BROTHERHOOD OF 8TEEL BROTHERHOOD OF 8TEEL BROTHERHOOD OF 8TEEL
WARNING
Any civilian caught wearing an
armor of the Brotherhood of Steel
will be shot on sight.
BOS Leather
Armor
TL 2
DR 2
Wgt. 8/3/2
Price 900
BOS Metal
Armor
TL 4
DR 6
Wgt. 30/17/10
Price 1500
BOS NBC
Armor
TL 8
[1,4,5]
[H1,H2]
DR 12/5
Wgt. 45
Price 9000
BOS Combat
Armor
TL 9 [1,*]
DR 30/15
Wgt. 8/5/2
Price 15000
BOS Power
Armor
TL 9
[2,5,6]
[H2,H3,H4]
DR 70/50
Wgt. 165
Price 80000
BOS Tesla
Armor
TL 9 [3]
DR 40
Wgt. 35
Price 6000
BOS Leather
Armor Mk II
TL 2
DR 3
Wgt. 10/4/2
Price 1100
BOS Metal
Armor Mk II
TL 4
DR 7
Wgt. 30/17/10
Price 2100
BOS NBC
Armor Mk II
TL 9
[1,4,5]
[H1,H2]
DR 20/10
Wgt. 55
Price 10000
BOS Combat
Hardsuit
TL 9 [2,4,5]
DR 50/30
Wgt. 15/9/6
Price 25000
BOS Power
Armor Mk II
TL 9
[2,5,6]
[H2,H3,H4]
DR 80/55
Wgt. 175
Price 100000
OTHER PEOPLE, OTHER ARMORS
Ghoul Armor
TL 2 [*]
DR 2
Wgt. 10/4/2
Price 750
Super
Mutant
Armor
TL 3
DR 5
Wgt. 50/30/15
Price 3000
Reaver
Armor
TL 7 [1][H1,H2]
DR 8/4
3
Wgt. 15/10/6
Price 2000
Power Armor
T51-b
TL 9
[2,5,6]
[H2,H3]
DR 70/50
Wgt. 180
Price 90000
Enhanced
Ghoul Armor
TL 3
DR 3
Wgt. 12/5/3
Price 1000
Super
Mutant
Armor Mk II
TL 4
DR 6
Wgt. 60/35/20
Price 4000
Reaver
Armor Mk II
TL 7 [1][H1,H2]
DR 12/6
5
Wgt. 20/12/8
Price 3500
Advanced
Power Armor
TL 10
[2,5,6]
[H2,H3]
DR 100/75
Wgt. 165
Price 150000
WASTELAND CHEMICALS
TL Name Effect HT Ad D Form Wgt Price
4 Healing Powder
Made Irom Broc Ilower and Xander root. Helps the healing process, and ease pain.
Gives Regeneration (1 HP/h)
Drawbacks: Perception -3 for the duration
-2 - L
powder
(ingestion)
0.5 50
9 Stimpak
The Stimpack increases thrombocytes (platelets) mitosis and helps enduring pain.
Restores 5 HP
1
immediately from painkillers and stim chems
Gives Regeneration (1 HP/min) and High Pain Threshold
Drawbacks: none
- - S injection 0.2 150
9 Super Stimpack
Fitted around the arm, the Super Stimpack is ready to inject chems into the soldier's body.
during combat. It highly increases platelets activity and helps negating pain.
Restores 15 HP
1
when activated
Gives Regeneration (1HP/min) and High Pain Threshold
Drawbacks: lost of 1 FP at the end of the duration.
- - M injection 0.5 500
10
Trauma Pack
(BOS only)
Developed by the Brotherhood OI Steel,
this is an advanced version oI the Super Stimpack.
Restores 25 HP
1
. Gives Regeneration (1 HP/min),
Hard to Kill 2, Hard to Subdue 2 and High Pain Threshold.
Drawbacks: lost of 1 FP at the end of the duration
and lost of 5 HP that cannot be healed except by natural recovery
- - M injection 1 750
10
Ultra Stimpack
(BOS or Enclave)
With these ultra powerIul chemicals, the soldier will Iight even iI seriously wounded.
Restores 20 HP
1
when activated. Gives Regeneration (1 HP/s) ,
Hard to Kill 3, Hard to Subdue 3 and High Pain Threshold.
Drawbacks: lost of 15 FP at the end of the duration
and lost of 5 HP that cannot be healed except by natural recovery
- - M injection 0.5 1000
8 Antidote
This antidote, coming in a bottle or a syringe, is usually made Irom distilled poisons and
antibodies. The exact Iormula (and eIIiciency) depends on who made the antidote.
Gives Resistant to Poison 4
Drawbacks: none
- - L
beverage
or
injection
1 150
9 Rad-X
Take these pills and you will maybe survive a while in a highly radioactive environment.
Gives PF 5
3
for all kind of irradiation (radiations, fallouts.)
Drawbacks: none
- - M pills - 300
9 Radaway
The injection oI this useIul drug takes an hour. It takes away the rads out oI your body.
Gives Regeneration (1 rad/min - only for rads coming from fallouts)
Also gives +3 to all HT rolls vs. radiations for 1 week
3
Drawbacks: none
- 3 M injection 0.5 1500
4 Voodoo
Voodoo is made by tribals to make their warriors Ieel invincible. Made Irom dead critters.
Gives +2 DX and +1 to Active Defenses.
Drawbacks: Cives Overconfidence for the duration
Also gives -2 DEX, -1 to Active Defenses
and Chronic Depression (12) at the end of the duration
2
- 3 S beverage 1 50
7 AIter Burner Gum
An amphetamine gum legalized beIore war.
"Its time to kick ass and chew bubble gum, and Im all outta gum'"
Gives +1 ST and +1 DX and High Pain Threshold
Drawbacks: Cives -1 S1 and -2 DX at the end of the duration
2
- 2 S gum - 350
8 BuIIout
This steroid increase cellular activity in muscles but impairs brain Iunction.
Gives +2 ST, +2 DX, Hard to Kill 2 and Hard to Subdue 2
Drawbacks: -3 IQ for the duration
Also gives -3 S1, -3 DX and -1H1 at the end of the duration
2
-3 2 M pills - 200
8 Mentats
A powerIul mind-aIIecting drug, with high aItereIIects.
Gives +2 IQ, +2 Perception and +1 Charisma
Drawbacks: -2 IQ, -2 Perception, -3 Charisma
and Absent Mindedness at the end of the duration
2
- -1 M pills - 250
8 Psycho
This is something like a mix between mentats and speedball.
Gives +2 DX and +1 Speed
Drawbacks: : -2 IQ and Hallucinations for the duration
Also gives -3 S1, -3 DX, Low Pain 1hreshold and Paranoia at the end of the duration
2
-3 0 M injection 0.5 400
9 Mutie
Mutie is a chemical that reproduces the eIIects oI the FEV Ior a short time.
Gives +4 ST and +4 Per
Drawbacks: -4 Charisma, -4 IQ for the duration
and lost of 1 HP that cannot be healed except by natural recovery
-3 3 L injection 0.5 700
8 Jet
Courtesy oI New Reno, here is the new street drug oI the wastelands. (aIter 2240)
Gives +2 Speed, +1 ST and +1 Per
Drawbacks: gives -2 Speed, -3 S1 and -3 Per at the end of the duration
- -3 M
spray
(inhaler)
- 25
Notes: - Infections require an easv First-Aid2(TL5) check in order to work properlv.
- (1). These HP are not permanentlv healed (this is fust the effects of the painkillers and of the stims). Thev are lost at the end of the duration.
- (2). These drawbacks last after the end of the duration the same time the chemical lasted.
-(3). See GURPS 4ed p434-435 for more details on radiation.
HT Roll (HT):
Make a HT roll modified by the given difficulty to reduce the drawbacks of the chemical occurring for its duration. On a
success, halve the negative effects. On a critical success, ignore the drawbacks.
This roll has no effect on the backlash and drawbacks occurring at the end of the duration.
Addiction (Ad):
Many of the above chemicals are addictive. Make a HT roll modified by the addiction factor: on a success, there are no
addiction effects. On a failure, the character suffers from withdrawal effects (GM's discretion) for (25-HT) hours.
During that time, the character makes a Will roll with the same modifier if the chemical is avaible. A failure means the
character will want to take another dose of the chemical (and the process restarts).
On a critical failure on the HT or the Will roll, the character may gain the Addiction disadvantage (GM's discretion).
Duration (D):
Short term (S): lasts (25-HT) minutes Medium term (M): lasts (25-HT)/4 hours
Long term (L): lasts one day Very long term (V): lasts one week
Form:
Pills: about 15 minutes before effect Injection: immediate effect
Spray: immediate effect Drink or ingestion: about 1 min before effect.
Successive doses:
Healing Powder No cumulative effects. (except for drawbacks)
Stimpak
No cumulative effects. But successive doses will increase the duration.
For each dose after the first within 24h, make a HT roll (-1 per dose*). Failure means heart attack.
Super Stimpack
No cumulative effects. But successive doses will increase the duration.
For each dose after the first within 24h, make a HT roll (-2 per dose*). Failure means heart attack.
Trauma Pack
No cumulative effects. But successive doses will increase the duration.
For each dose after the first within 24h, make a HT roll (-3 per dose*). Failure means heart attack.
Ultra Stimpack
No cumulative effects. But successive doses will increase the duration.
For each dose after the first within 24h, make a HT roll (-4 per dose*). Failure means heart attack.
Antidote Each doubling of the dose gives Resistance to Poison 2.
Rad-X Taking two pills gives a total PF10. No other cumulative effects.
Radaway No cumulative effects. But successive doses will increase the duration.
Voodoo No cumulative effects. But successive doses will increase the duration.
After Burner Gum No cumulative effects. But successive doses will increase the duration.
Buffout No cumulative effects. But successive doses will increase the duration.
Mentats No cumulative effects. But successive doses will increase the duration.
Psycho No cumulative effects. But successive doses will increase the duration.
Mutie No cumulative effects. But successive doses will increase the duration.
Jet No cumulative effects. But successive doses will increase the duration.
(*): If many stims are used within the day, the penalty to the HT roll is the sum of the penalties of the previous stims.
(for example, if somebody has already taken two stimpacks and a trauma pack, roll HT-5 if taking any other stim)
WASTELAND CREATURES
Notes:
Size corresponds to the most significant dimension of the creature
i.e. height or length, without the tail (if any).
Size and weight corresponds to the average of a healthy and fully-
grown adult creature. In the wastes, not every creature will grow to
those dimensions.
ST and HP: Hit Points total, if different from ST, is noted as: ST
HP
Traits: WA stands for Wild Animal and DA for Domestic animal.
Rats
Giant Rat
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
6 12 3 10 10 11 5.5 6 9 60cm 8kg -2 -
Skills: Brawling 14 Dmg Bite 1d-4 cut, Claw 1d-3 cr
Traits: WA, Combat Reflexes, Sharp teeth, Blunt claws
Molerat
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
9 11 4 12 10 9 5.75 5 8 90cm 40kg 0 1
Skills: Brawling 11 Dmg Bite 1d-3 cut, Claw 1d-2 cr
Traits: WA, Sharp teeth, Blunt claws
Greater Molerat
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
11 11 5 13 11 9 6 6 9 1.3m 120kg +1 2
Skills: Brawling 13 Dmg Bite 1d-1 cut, Claw 1d cr
Traits: WA, Sharp teeth, Blunt claws
Pigrat
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
11 12 4 13 11 12 6.25 7 10 1.2m 100kg +0 1
Skills: Brawling 14 Dmg Bite 1d-1 cut, Claw 1d cr
Traits: WA, Combat Reflexes, Sharp teeth, Blunt claws, Bad temper (12)
Greater Pigrat
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
15 12 4 14 12 12 6.5 8 10 1.8m 350kg +1 2
Skills: Brawling 14 Dmg Bite 1d+1 cut, Claw 1d+2 cr
Traits: WA, Combat Reflexes, Sharp teeth, Blunt claws, Bad temper (12)
Insects & Arachnids
Giant Cockroach
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
3 11 2 11 10 10 5.5 5 8 40cm 3.5kg -3 1
Skills: Brawling 12, Acid throwing 12 Dmg Bite 1d-6 cr, Acid 1d-3 cor
Traits: WA, Toxic attack (D 15, max 15, Acc 3, RoF 1, Rcl 1)
Huge Cockroach
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
9 11 2 11 10 10 5.5 5 8 1m 40kg 0 2
Skills: Brawling 12, Acid throwing 12 Dmg Bite 1d-3 cr, Acid 1d-2 cor
Traits: WA, Toxic attack (D 25, max 25, Acc 3, RoF 1, Rcl 1)
Giant Ant
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
11 11 2 11 12 10 5.5 10 8 1.5m 40kg 0 3
Skills: Brawling 12 Dmg Bite 1d-2 cut
Traits: WA, Lifting ST 5, Sharp teeth
Giant Mantis
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
9 12 2 12 12 10 6 8 10 1m 35kg -1 1
Skills: Brawling 14 Dmg Claw 1d cut
Traits: WA, Combat Reflexes, Sharp Claws
Radscorpion
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
7 12 2 12 10 12 6 7 10 50cm 8kg -1 2
Skills: Brawling 14 Dmg Claw 1d-3 cut/imp, Tail 1d-1 imp
Traits: WA, Combat Reflexes, Long Imp. Striker (Tail, Toxic attack), Claws: Talons
Greater Radscorpion
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
15 12 2 12 11 12 6 8 10 2m 300kg +1 3
Skills: Brawling 14 Dmg Claw 1d+2 cut/imp, Tail 1d+3 imp
Traits: WA, Combat Ref., Long Imp. Striker (Tail, Toxic attack), Claws: Long talons
Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to resist.
1d damage, repeating every 30 min, for 8 cycles.
Cockroach acid: see GURPS p428 if acid splashes on the face.
Mammals
Brahmin
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
26
16
8 3 12 12 10 5 4 8 2.5m 800kg +2 2
Skills: Brawling 8 Dmg Horn 2d+2, Hoove 3d
Traits: DA, Enhanced move 1 (ground speed 8), Impaling striker (Horns)
Feral Dog
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
9 11 4 12 10 12 5.75 10 8 1m 35kg 0 -
Skills: Brawling 13, Tracking 13 Dmg Bite 1d-2 cut, Claw 1d-1 cr
Traits: WA, Discriminatory Smell, Sharp teeth, Blunt claws
Wolf
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
10 12 4 12 11 14 6 9 9 1.2m 60kg 0 1
Skills: Brawling 14, Tracking 14 Dmg Bite 1d-2 cut, Claw 1d-1 cr
Traits: WA, Disc. Smell, Temp. tolerance 1, Night Vision 2, Sharp teeth, Blunt claws
Mutants
Centaur
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
14 12 5 14 11 10 6.5 5 10 2m 200kg +1 2
Skills: Brawling 12 Dmg Bite 1d-1 cr (+toxic attack)
Traits: WA, Combat Reflexes, Toxic attack (bite)
Floater
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
9
14
12 4 14 11 10 7 6 11 90cm 35kg -1 3
Skills: Brawling 14 Dmg Bite 1d-2 cut (+toxic attack)
Traits: WA, DR 10 vs. non-energ dmg, Combat Ref, Tox. attack (bite), Sharp teeth
Mutants toxic attack: Inflicts 1 rad per point of damage, plus poison.
Mutants poison: Follow up poison, no delay, HT-4 to resist.
Inflicts 2d toxic damage.
Wannamingos (Flayers)
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
14
19
12 4 14 11 11 7 8 11 1.8m 100kg 0 3
Skills: Brawling 15 Dmg Bite 1d cut, Flail 1d+2 pi
Traits: WA, DR 10 vs. non-energ dmg, Combat Ref, Long Piercing Striker, Sharp teeth
Deatchclaws
Deathclaw
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
20
25
13 7 13 12 13 7 9 11 3m 450kg +2 4
Skills: Brawling 15 Dmg Claw 2d+2 cut/imp, Bite 2d-1 cut
Traits: Combat Reflexes, Claws: Long talons, Sharp teeth, Striker (Horns 2d+2 imp)
Grey Tribe Deathclaw
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
17
22
13 9 13 13 13 7 8 11 2.5m 250kg +1 3
Skills: Brawling 15 Dmg Claw 2d cut/imp, Bite 1d+2 cut
Traits: Combat Reflexes, Claws: Long talons, Sharp teeth, Striker (Horns 2d imp)
Eastern Deatchclaw
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
20
25
13 8 13 11 13 7 9 11 3m 450kg +2 4
Skills: Brawling 15 Dmg Claw 2d+2 cut/imp, Bite 2d-1 cut
Traits: Temp. Tolerance, Combat Reflexes, Claws: Long talons, Sharp teeth
Geckos
Gecko
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
10 12 2 11 10 10 5.75 5 8 1.5m 60kg 0 1
Skills: Brawling 13 Dmg Claw 1d-2 cr, Bite 1d-3 cut
Traits: WA, Blunt claws, Sharp teeth
Golden Gecko
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
13 13 3 12 12 11 6.25 6 10 1.8m 100kg 0 3
Skills: Brawling 15 Dmg Claw 1d+1 cr, Bite 1d cut
Traits: WA, Combat Reflexes, Blunt claws, Sharp teeth
Fire Gecko
ST DX IQ HT Will Per Speed Move Dodge Size Weight SM DR
11 13 2 13 12 12 6.5 6 10 1.6m 75kg 0 4
Skills: Brawling 15 Dmg Claw 1d cr, Bite 1d-1 cut
Traits: WA, Combat Reflexes, Blunt claws, Sharp teeth, Fire attack
Fire Gecko fire jet: Jet attack, 2d burn damage, Range 10m, Rof 1/5.
WASTELAND EQUIPMENT
TL Name Description Wgt Price
6 200
7 400
8
First Aid Kits
More than a simple bandage (or spray of
plastiskin or whatever), here is a
complete kit for treating wounds.
Gives +1 to First Aid skill.
5
600
6 300
7 600
8
Doctor's bags
Contains what is needed for treating
serious wounds.
Gives +2 to First Aid skill.
10
900
3 Basic lockpicks. 1 75
5
Lockpicks
Complete set of lockpicks,
Gives +1 to Lockpick skill.
2 150
7
Electronic Lockpick,
Gives +2 to pick electronic locks.
3 1500
8
Electronic
lockpicks
Advanced Electronic Lockpick,
Gives +3 to pick electronic locks.
5 2000
6 10 100
7 20 600
8
Tools
Basic tools, Tool Kit or Super Tool Kit,
to repair almost anything you want.
20 1200
8 Motion Sensor
Linked to a Pip Boy or similar personal
computer, this sensor allows you to
detect and localize moving things.
Effective range: 50 yards.
4 750
7 Geiger counter
A Geiger counter, which can measure both
environmental radiation and the
accumulated radiation dose.
See Radiation GURPS 4ed p435-436
3 550
8 Stealth Boy
Makes the wearer almost transparent.
Gives +5 to Stealth skill,
And removes the penalty for hiding
without natural hiding place.
3 5000
7 Radio
A classical hand radio for
emission/reception.
Effective range: 5 miles.
2 250
10d cr ex 1 150
6 Dynamite
10d2 cr ex 4 600
7d2 cr ex 1 200
7
Explosives
Plastic
7d4 cr ex 4 800
10 Fusion Cell
A portable fusion reactor.
It may produce a huge amount of power.
It is not radioactive while it is sealed.
20 35000
Food/Drinks:
The average price for a meal is 10 coins/caps. Travelers food (and water) usually costs 15/day.
Beer or Nuka Cola costs 5 per bottle. Strong alcohol costs 10.
(For complete details on the price of food, drinks, and clothes see p 265-266)
Other goods:
Item Weight Price Item Weight Price Item Weight Price
Cord (300lbs, 10yd) 1.5 5 Backpack (40 lbs) 3 60 Gun cleaning kit 1 25
Rope (1000lbs, 10yd) 5 25 Backpack (100 lbs) 10 100 Holster 0.5 25
Cable (4000lbs, 10yd) 18 100 Canteen 2 15 Silencer 1 250
Climbing gear 4 50 Lighter neg. 15 Laser sight 0.5 350
Shovel/Pick 8 30 Matches (
neg. 10 Scope 1.5 1000
Entrenching tool 3 60 Survival Knife 1 40 Scope 4, thermal imaging 4 6000
Petrol(1 litter) 0.7 50 Brahmin - 1500 Compass neg. 60
Flare 0.5 15 2-Brahmin Wagon - 500 Binoculars 2 400
Flashlight 0.5 25 Tent, 2 people 12 80 Night vision goggles 2 1800
Heavy flashlight 2 50 Tent, 4 people 30 150 Pip Boy 2000 5 2500
(For more details on firearms accessories, see Gurps 4ed p412)
Handguns TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
6 Colt M1911A1 2d pi+ 2 175 1700 2/0.6 3 7+1(3) 10 -2 3 350
7 S&W M4506 2d pi+ 2 175 1700 1.7/0.6 3 8+1(3) 10 -2 2 500
7 H&K USP Tactical 2d pi+ 2 175 1700 1.5/0.8 3 12+1(3) 10 -2 2 600
.45 ACP Pistol
6 Ruger P90 2d pi+ 2 175 1700 2/0.6 3 7+1(3) 10 -2 3 350
8 Glock 17 2d+2 pi 2 150 1850 1.2/0.8 3 17+1(3) 9 -2 2 700
7 Sig Sauer P220 2d+2 pi 2 150 1850 1.5/0.4 3 8+1(3) 9 -2 2 300
6 Browning HP 2d+2 pi 2 150 1850 2/0.5 3 13+1(3) 10 -2 2 400
7 Beretta M1951 / M 81 2d+2 pi 2 150 1850 1.5/0.5 3 12+1(3) 9 -2 2 350
9mm Pistol
6 Walter PPK 2d+2 pi 1 150 1850 1/0.4 3 8+1(3) 8 -1 2 600
.30 Pistol 6 Mauser C96 2d pi 2 120 1200 2.5/0.8 3 20+1(3) 10 -3 2 1000
8 Glock 20 2d pi+ 2 150 1900 2/0.7 3 15+1(3) 11 -2 2 600
7 Colt 6520 2d pi+ 2 150 1900 3/0.6 3 12+1(3) 11 -3 2 350 .40 / 10mm Pistol
8 H&K P7M10 2d pi+ 2 150 1900 2.5/0.5 3 10+1(3) 11 -2 2 450
SS 190 8 FN Five-Seven 3d+1 pi- 2 150 1500 1.2/0.3 3 20(3) 9 -1 2 1300
.357M Pistol 7 IMI Desert Eagle 3d-1 pi 2 185 2000 3.5/0.6 3 9+1(3) 10 -3 3 700
.44M Pistol 8 IMI Desert Eagle 3d pi+ 2 200 2500 3.5/0.6 3 8+1(3) 12 -3 3 1000
8 Automag V 3d+1 pi+ 2 180 1800 3/0.6 3 7+1(3) 11 -3 4 1200
8 IMI Desert Eagle 3d+2 pi+ 2 220 2400 3.5/0.7 3 8+1(3) 11 -3 4 1500 .50 AE Pistol
8 IMI Desert Eagle, 10" barrel 4d pi+ 3 220 2400 4.5/0.7 3 8+1(3) 12 -4 4 1600
7 Pistolet .223 4d+1 pi 2 400 3000 4/0.5 3 5+1(3) 13 -4 4 1800
.223 & 5.56 mm
Pistol
8 Bushmaster Carbon 15 4d+1 pi 2 400 3000 2.5/0.5 3 10+1(3) 12 -4 4 2000
.50 BMG Pistol 8 Maadi-Griffin Pistol 8d-1 pi+ 3 440 3000 15/0.3 1/4 1(3i) 14 -6 3 2500
.22 LR Revolver 7 Taurus Model 941 1d+1 pi 2 75 900 1.5/0.25 3 8(3i) 8 -2 2 250
.36 Revolver 5 Confederate Navy 2d-1 pi 2 120 1100 2.5/0.24 3 6(3i) 9 -2 2 1000
.45 LC Revolver 5 Colt Peacemaker 2d-1 pi+ 2 100 1000 2.5/0.3 3 6(3i) 9 -2 2 1000
6 Colt Detective Special 1d+2 pi 1 120 1500 1.5/0.2 3 6(3i) 8 -1 3 250
6 S&W Chiefs Special 2d-1 pi 2 120 1500 1.5/0.2 3 5(3i) 8 -2 3 400 .38 Revolver
6 Ruger GP 100 2d-1 pi 2 120 1500 2/0.2 3 6(3i) 8 -2 3 400
7 Colt Python / King Cobra 3d-1 pi 2 185 2000 2.5/0.2 3 6(3i) 10 -2 3 500
7 MP412 REX 3d-1 pi 2 185 2000 2/0.2 3 6(3i) 10 -2 3 500 .357M Revolver
7 Manhurin MR-73 3d-1 pi 2 185 2000 2/0.2 3 6(3i) 10 -2 3 500
7 Colt Anaconda 3d pi+ 2 200 2000 3/0.3 3 6(3i) 11 -3 4 900
.44M Revolver
7 S&W model 29 3d pi+ 2 200 2000 3/0.3 3 6(3i) 11 -3 4 900
.454 Casull 7 Ruger Super Redhawk 3d+2 pi+ 2 200 2000 3/0.4 3 6(3i) 11 -3 4 1200
2 mm GN 10 PPK12 Gauss Pistol 4d(5) pi- 2 700 2900 3/0.4 4 20(3) 11 -3 2 10000
Needle 8 Needle Pistol 1d(0.2) pi- 2 30 100 3.5/0.5 1 8+1(3) 9 -3 2 1800
Handguns TL Weapon
6 Colt M1911A1
7 S&W M4506
7 H&K USP Tactical
.45 ACP Pistol
6 Ruger P90
8 Glock 17
7 Sig Sauer P220
9mm Pistol
6 Browning HP
7 Beretta M1951
6 Walter PPK
.30 Pistol 6 Mauser C96
8 Glock 20
8 Colt 6520
.40 / 10mm
Pistol
8 H&K P7M10
SS 190 8 FN Five-Seven
.357M Pistol 7 IMI Desert Eagle
8 Automag V
.50 AE Pistol
8
IMI Desert Eagle,
10" barrel
8 Pistolet .223
.223 BMG
&5.56 mm Pistol
8
Bushmaster
Carbon15
.50 BMG Pistol 8 Maadi-Griffin
.22 LR Revolver 7 Taurus Model 941
.45 LC Revolver 5 Colt Peacemaker
6
Colt
Detective Special
6 S&W Chiefs Special
.38 Revolver
6 Ruger GP 100
7
Colt Python /
King Cobra
7 MP412 REX
.357M Revolver
7 Manhurin MR-73
.44M Revolver 7 Colt Anaconda
7 S&W model 29
.454 Casull 7
Ruger
Super Redhawk
4 mm GN 10 PPK12 Gauss Pistol
Needle 8 Needle Pistol
HEAVY AND ENERGY WEAPONS
Heavy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
4.7 mm Caseless 8 Minigun Vindicator 5d+1 pi 2 400 3000 30/15
a
100! 1000(5) 14M -7 2 7000
7 M249 Squad AutoWeapon 5d+1 pi 5 800 3500 15/7 12! 200(5) 12B -6 2 3500
7 SA80 Light Support Weapon 5d+1 pi 5+1 800 3500 15/1 12! 30(3) 11B -5 2 3500 5.56 mm
8 Minigun Rockwell CZ4000 5d pi 2 800 3500 30/25
a
100! 1000(5) 15M -7 2 6000
6 M60 7d pi 5 1000 4200 20/6 9! 100(5) 12B -6 3 3000
6 FN MAG 7d pi 5 1000 4200 26/6 15! 100(5) 13B -6 2 3500 7.62 mm
8 Gatling M134 7d pi 2 1000 4200 38/50
a
100! 1000(5) 16M -8 2 8000
.50 BMG 6 Browning M2 13d+1 pi+ 6 1800 7400 76+40/32 8! 100(5) 20M -8 2 10000
40 mm 7 M79 Grenade launcher
4d
ex[2d]
cr 2 150 440 5.5/0.5 1 1(3) 11 -3 2 3000
72 mm 8
Rockwell L72
Rocket Launcher
6d3 ex cr 3+1 300 1000 15/3 1 1(4) 10 -6 1 2500
84 mm 8 M136 AT4 LAW
6d6(10)
ex
cr 3+2 330 2300 15 1 1(-) 10 -5 1 3500
Flamer Pack 6 Flambe 450 Flamethrower 3d burn - 50 50 70/20 jet 10 10 -8 - 2000
Energy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
9 Spasm Gun
1d-3
HT-4(2)
burn
b
aff
3 40 80 2.2/0.5 3 20(3) 8 -2 1 2200
10 Wattz 1600 Laser Pistol 3d(2) burn 4 250 750 3/0.5 3 12(3) 10 -2 1 1400
10 Glock 86 Plasma Pistol 3d(5) burn 3 300 900 4/0.5 3 8(3) 11 -3 1 2800
11 Alien Blaster 6d(3) burn 4 100 200 1.5/0.5 4 10(3) 7 -2 1 15000
Small Energy Cell
10 YK32 Pulse Pistol 4d(10) burn
b
2 75 150 3/0.5 4 15(3) 10 -3 1 12500
9 H&K 31415 Laser Carbine 5d(2) burn 6+1 700 2100 8/2.5 3 20(3) 9 -5 1 3500
10 Wattz 3120b Laser Rifle 6d(2) burn 8+3 1100 3300 15/2.5 3 20(3) 10 -6 1 5000
10 Winchester P94 Plasma Rifle 6d(5) burn 4 200 400 15/2.5 3 10(3) 10 -6 1 7000
10 Turbo Plasma Rifle 8d(5) burn 4 300 600 17/2.5 3 10(3) 10 -6 1 10000
Micro Fusion Cell
10 YK42b Pulse Rifle 8d(10) burn
b
2 300 600 15/2.5 3 15(3) 10 -5 1 18000
10 Gatling Laser 6d(2) burn 2 700 2100 50/30 50! 500 15M -8 1 7500
Micro Fusion Pack
10 Plasmathrower 8d(5) burn - 50 50 50/30 jet 30 12 -8 - 15000
Note: prices do not include ammunitions.
(
a
): in order to fire, all miniguns require a Micro Fusion Cell in addition to standard ammunition.
(
b
): these damages have the surge damage modifier (Gurps 4ed. p105)
For notes on RoF and ST, see GURPS 4ed p268-271
Heavy Weapons TL Weapon
4.7 mm
Caseless
8 Minigun Vindicator
7
M249
Squad Auto Weapon
7
SA80
Light Support Weapon
5.56 mm
8
Rockwell CZ4000
Minigun
6 M60
6 FN MAG
7.62 mm
8 Gatling M134
.50 BMG 6 Browning M2
40 mm 7
M79
Grenade launcher
72 mm 8
Rockwell L72
Rocket Launcher
84 mm 8 M136 AT4 LAW
Flamer Pack 6
Flambe 450
Flamethrower
Energy Weapons TL Weapon
9 Spasm Gun
10
Wattz 1600
Laser Pistol
Small Energy
Cell
10
Glock 86
Plasma Pistol
11 Alien Blaster
10 YK32 Pulse Pistol
9
H&K 31415
Laser Carbine
10
Wattz 3120b
Laser Rifle
10
Winchester P94
Plasma Rifle
10 Turbo Plasma Rifle
Micro Fusion
Cell
10 YK42b Pulse Rifle
10 Gatling Laser
Micro Fusion
Pack
10 Plasmathrower
HEAVY AND ENERGY WEAPONS
Heavy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
4.7 mm Caseless 8 Minigun Vindicator 5d+1 pi 2 400 3000 30/15
a
100! 1000(5) 14M -7 2 7000
7 M249 Squad AutoWeapon 5d+1 pi 5 800 3500 15/7 12! 200(5) 12B -6 2 3500
7 SA80 Light Support Weapon 5d+1 pi 5+1 800 3500 15/1 12! 30(3) 11B -5 2 3500 5.56 mm
8 Minigun Rockwell CZ4000 5d pi 2 800 3500 30/25
a
100! 1000(5) 15M -7 2 6000
6 M60 7d pi 5 1000 4200 20/6 9! 100(5) 12B -6 3 3000
6 FN MAG 7d pi 5 1000 4200 26/6 15! 100(5) 13B -6 2 3500 7.62 mm
8 Gatling M134 7d pi 2 1000 4200 38/50
a
100! 1000(5) 16M -8 2 8000
.50 BMG 6 Browning M2 13d+1 pi+ 6 1800 7400 76+40/32 8! 100(5) 20M -8 2 10000
40 mm 7 M79 Grenade launcher
4d
ex[2d]
cr 2 150 440 5.5/0.5 1 1(3) 11 -3 2 3000
72 mm 8
Rockwell L72
Rocket Launcher
6d3 ex cr 3+1 300 1000 15/3 1 1(4) 10 -6 1 2500
84 mm 8 M136 AT4 LAW
6d6(10)
ex
cr 3+2 330 2300 15 1 1(-) 10 -5 1 3500
Flamer Pack 6 Flambe 450 Flamethrower 3d burn - 50 50 70/20 jet 10 10 -8 - 2000
Energy Weapons TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
9 Spasm Gun
1d-3
HT-4(2)
burn
b
aff
3 40 80 2.2/0.5 3 20(3) 8 -2 1 2200
10 Wattz 1600 Laser Pistol 3d(2) burn 4 250 750 3/0.5 3 12(3) 10 -2 1 1400
10 Glock 86 Plasma Pistol 3d(5) burn 3 300 900 4/0.5 3 8(3) 11 -3 1 2800
11 Alien Blaster 6d(3) burn 4 100 200 1.5/0.5 4 10(3) 7 -2 1 15000
Small Energy Cell
10 YK32 Pulse Pistol 4d(10) burn
b
2 75 150 3/0.5 4 15(3) 10 -3 1 12500
9 H&K 31415 Laser Carbine 5d(2) burn 6+1 700 2100 8/2.5 3 20(3) 9 -5 1 3500
10 Wattz 3120b Laser Rifle 6d(2) burn 8+3 1100 3300 15/2.5 3 20(3) 10 -6 1 5000
10 Winchester P94 Plasma Rifle 6d(5) burn 4 200 400 15/2.5 3 10(3) 10 -6 1 7000
10 Turbo Plasma Rifle 8d(5) burn 4 300 600 17/2.5 3 10(3) 10 -6 1 10000
Micro Fusion Cell
10 YK42b Pulse Rifle 8d(10) burn
b
2 300 600 15/2.5 3 15(3) 10 -5 1 18000
10 Gatling Laser 6d(2) burn 2 700 2100 50/30 50! 500 15M -8 1 7500
Micro Fusion Pack
10 Plasmathrower 8d(5) burn - 50 50 50/30 jet 30 12 -8 - 15000
Note: prices do not include ammunitions.
(
a
): in order to fire, all miniguns require a Micro Fusion Cell in addition to standard ammunition.
(
b
): these damages have the surge damage modifier (Gurps 4ed. p105)
For notes on RoF and ST, see GURPS 4ed p268-271
MELEE WEAPONS
(Look at GURPS 4ed. p271 for more info on other melee weapons.)
TL Weapon Damage Reach Parry ST Notes Weight Price
8 Power Fist
thr+2 cr C 0 8
[1]
[5]
1.25 1800
8 Mega Power Fist
thr+3 cr C 0 8
[1]
[5]
1.5 2200
7 Cattle Prod
1d-3 burn
HT-3(0.5)aff
1 0 7
[2]
[5]
[6]
4 600
7 Super Cattle Prod
1d-2 burn
HT-4 aff
1 0 8
[2]
[5]
[6]
5 1200
8 Ripper
sw+1d cut C,1 -1 8 [3] 3 1500
8 Super Sledgehammer
sw+1d+2 cr 1,2* 0U 12 [4] 12 3750
For notes on reach, parry and ST, see GURPS 4ed p268-271.
[1]: Use with Brawling, Boxe or Karate skill or DX.
[2]: Use with Shortsword skill.
[3]: Use with Knife skill.
[4]: Use with Two Handed Axe/Mace skill.
[5]: Requires a Small Energy Cell. A cell will provide 25 hits.
[6]: If HT roll fails, victim is stunned 20-HT seconds (roll HT against the same difficulty to recover after that)
RIFLES
Sniper Rifles TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
7 Dragunov SVD 7d pi 6+3 1000 4500 8.5/0.9 3 10+1(3) 10 -6 3 2400
7 Walter WA2000 7d pi 5+3 1000 4500 14/0.5 3 6+1(3) 11B -5 3 2200
7 Steyr Scout 7d pi 5+3 1000 4500 6.5/0.9 3 10+1(3) 8 -5 3 2500
7.62 mm Rifles
7 HK PSG1 7d pi 6+3 1000 4500 14/1.7 3 20+1(3) 11B -6 3 2500
.338 Magnum 8 AI Arctic Warfare AWM 9d+1 pi 6+3 1500 5500 17.5/0.8 1 4+1(3) 11B -6 3 4500
9x39 mm subsonic 8 VSS Silenced Sniper 5d+1 pi 5+2 300 1000 6/1.8 8 20+1(3) 9 -5 2 3000
8 AI Arctic Warfare .50 13d+1 pi+ 6+3 1800 7400 30/2 1 5+1(3) 13B -7 4 7000
.50 BMG Rifles
8 Barett M90 13d+1 pi+ 6+3 1800 7400 20/2 1 5+1(3) 12B -7 4 7000
14.5 mm Russian 8 Mechen NTW 20 16d pi+ 6+3 2300 8000 58/2 1 3(3) 15B -8 5 12000
15.2 mm Steyr 8 Steyr AMR 17d+2 (2) pi 7+3 1500 6000 36/2 1 5+1(3) 13B -7 5 25000
8 Mechen NTW 20(20x85mm) 15d+2 pi++ 6+3 1500 4000 52/2 1 3(3) 15B -8 5 12000
20 mm
8 RT-20 (20x110mm) 18d+2 pi++ 5+3 1800 5000 40/2 1 1(3) 15B -8 5 16000
Self-loading Rifles TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
.22 LR 6 Sport .22 Rifle 1d+1 pi 5 100 1200 5/0.2 3 8+1(3) 7 -4 2 300
.223 / 5.56 mm 6 223 Hunting Rifle 5d pi 5 500 3500 6/0.5 3 10+1(3) 8 -4 2 1000
6 FN49 7d pi 5 1000 4200 8.5/0.7 3 10+1(3) 10 -5 3 1300
6 M1 Garand 7d pi 5 1000 4200 8.5/0.6 3 8+1(3) 10 -5 3 1200 .30-06 / 7.62 mm
6 M1903 Sprinfield 7d pi 5 1000 4200 8/0.4 3 5+1(3) 10 -5 3 1100
2 mm GN 10 M72 Gauss Rifle 6d+2(5) pi- 7+2 1200 4800 8.5/0.4 4 20(3) 10 -4 2 25000
Assault Rifles TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
4.7 mm Caseless 7 H&K G11 5d
pi
4+2 400 3000 7/1 10 50(3) 9 -3 2
a
2500
7 Steyr Aug 5d pi 5+2 500 3500 7.5/1 11 30+1(3) 9 -4 2 2000
7 FAMAS 4d+2 pi 4 400 3000 7.5/1 17 30+1(3) 9 -3 2 1500
7 AK 101 / 102 / 104 / 105 5d pi 5 500 3500 6/1 10 30+1(3) 9 -4 2 1500
7 M16A1 5d pi 5 500 3500 6/1 12 30+1(3) 9 -4 2 1500
8 Colt M4A1 4d+2 pi 5 400 3000 5/1 15 30+1(3) 9 -3 2 1700
5.56 mm
8 H&K XM8 4d+2 pi 4+2 400 3000 4/1 12 30+1(3) 9 -3 2 2000
5.56 mm
& 20mm HE
8 H&K XM-29 SABR
4d+2
7d ex[3d]
pi
cr
4+2
4+2
400
1000
3000
1000
11/2.5
12
1
30+1(3)
6(3i)
10 -5 2 4000
7 AK 47 5d+1 pi 5 1000 4200 8.5/2.5 10 30+1(3) 10 -5 3 1800 7.62 mm S
(7.62x39 mm) 8 AK 103 5d+1 pi 5 1000 4200 6.5/2.5 10 30+1(3) 9 -5 3 2000
6 M14 7d pi 5 1000 4200 10/1.7 12 20+1(3) 11 -5 3 1800
7 FN Fal 7d pi 5 1000 4200 8.5/2.5 11 30+1(3) 10 -5 3 1800
7.62 NATO
(7.62x51 mm)
7 IMI Galil 7d pi 5 1000 4200 8/2.2 11 25+1(3) 10 -5 3 1800
9x39 mm 7 OC-14 "Groza" 5d+1 pi 4 300 1000 6/1.8 12 20+1(3) 10 -3 2 2500
(
a
): Rcl 1 (recoilless) for 3 shots bursts
For notes on RoF and ST, see GURPS 4ed p268-271
Sniper Rifles TL Weapon
7 Dragunov SVD
7 Walter WA2000
7 Steyr Scout
7.62 mm
Rifles
7 Galil Sniper
.338 LM 7
Arctic Warfare
Magnum
9x39 mm
subsonic
8
VSS
Silenced Sniper
8
AI Arctic
Warfare .50
.50 BMG
Rifles
8 Barett M90
14.5 mm
Russian
8 NTW 20
15.2 mm Steyr 8 Steyr AMR
Self-loading
Rifles
TL Weapon
.22 LR 6 Sport .22 Rifle
.223 / 5.56
mm
6 Hunting Rifle
6 FN49
6 M1 Garand
.30-06 / 7.62
mm
6
M1903
Sprinfield
4 mm GN 10 M72 Gauss Rifle
Assault
Rifles
TL Weapon
4.7 mm
Caseless
7 H&K G11
7 Steyr Aug
7 FAMAS
7 AK 101/102/104
7 M16A1
8 Colt M4A1
5.56 mm
8 H&K XM8
5.56 mm
& 20mm HE
8 H&K XM-29 SABR
6 M14
7 FN Fal
7 AK 47
8 AK 103
7.62 mm
7 IMI Galil
9x39 mm 7 OC-14 "Groza"
SMGs & SHOTGUNS
SMGs TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
7 Calico M960 3d-1
pi
4 160 1900 4.5/2.5 13 50 10 -4 2 1200
7 Scorpio VZ83 2d+2
pi
2 140 1700 2.5/1 14 20 12 -2 3 1200
7 H&K MP5 3d-1
pi
4 160 1900 5.5/1.5 13 30 10 -4 2 1200
7 Mini - Uzi 2d+2
pi
2 140 1700 5/1.1 15 25 12 -3 3 900
7 Walter PML 3d-1
pi
4 160 1900 6/1.5 9 32 10 -4 3 1200
SMG 9mm
6 H&K MP38 3d-1
pi
3 160 1900 8/1.5 8! 32 10 -4 2 700
6 Thomson "Tommy Gun" 2d+1
pi+
3 190 1750 10/2.5 11 50 11 -4 3 1500
6 M3A1 "Grease Gun" 2d+1
pi+
3 190 1750 8/1.5 8! 30 11 -4 3 1500 SMG .45 ACP
7 Ingram M10 2d
pi+
2 160 1500 6/1.5 18 30 13 -3 3 1300
SS190 8 FN P90 3d+2
pi-
3 200 1800 5/1.5 15 50 8 -3 2 2200
Shotguns TL Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost
6 Winchester Sawed-off 1d+2
pi-
2 25 50 5/0.3 29 2 13 -4 1 300
Double shotgun
6 Beretta 470 Silverhawk 1d+1
pi-
3 50 125 6.5/0.3 29 2 10 -5 1 350
7 Benelli 1d+1
pi-
3 50 125 7/0.8 29 6* 10 -5 1 400
8 Beretta 1201FP Police 1d+1
pi-
3 50 125 5.7/0.8 29 6* 10 -5 1 400 Pump Shotgun
7 Mossberg 590 1d+1
pi-
3 50 125 6.5/1.2 29 9* 10 -5 1 450
8 Saiga 1d+1
pi-
3 50 125 7/1.2 39 8+1 10 -5 1 1000
8 H&K CAWS 1d+1
pi-
3 50 125 7.5/1.5 39 10+1 10 -5 1 1200
8 USAS 12 1d+1
pi-
3 50 125 11/3 49 20 11 -5 1 2000
8 Benelli M4 1d+1
pi-
3 50 125 7.5/0.8 39 6* 10 -5 1 1500
Semi-auto and
Auto Shotguns
8 Jackhammer 1d+1
pi-
3 50 125 9/1.5 49 10 10 -5 1 1800
(*): Reduce shotgun capacity by 1 if using 12G Magnum ammo.
For notes on RoF and ST, see GURPS 4ed p268-271
SMG TL Weapon
7 Calico M960
7 Scorpio VZ83
7 H&K MP5
7 Mini - Uzi
7 Walter PML
SMG 9mm
6 H&K MP38
6
Thomson
"Tommy Gun"
6 M3A1 "Grease Gun"
SMG .45 ACP
7 Ingram M10
SMG SS190 8 FN P90
Shotguns TL Weapon
6
Winchester
Sawed-off
Double
shotgun
6
Beretta 470
Silverhawk
7 Benelli
8
Beretta
1201FP Police
Pump Shotgun
7 Mossberg 590
8 Saiga
8 H&K CAWS
8 USAS 12
8 Benelli M4
Semi-auto and
Auto Shotguns
8 Jackhammer
Racial Templates
Super Mutant [23 pts]
Build Disavantages
ST +4 [36]
IQ -1 [-20]
HT +1 [10]
Size Modifier +1 [0]
Basic Move +1 [5]
Advantages
DR 2 [10]
Fearlessness 4 [8]
Longevity [2]
Resistance
Radiations: HT+8 [5]
Poison: HT+3 [5]
Disease: HT+3 [3]
Appearance (hideous) [-16]
Reputation -3 (mutant, all but mutants) [-10]
Social Stigma (mutant -3) [-15]
Sterile [0]
Grey Tribe Deatchclaw [37 pts]
Build Disavantages
ST +5 [45]
DX +2 [40]
IQ -1 [-20]
HT +2 [20]
HP +5 [9]
Size Modifier +1 [0]
Basic Move +1 [5]
Basic Speed +0.5 [10]
Perception +2 [10]
Will +2 [10]
Advantages
Claws: Long Talons [11]
DR 3 [15]
Night Vision 4 [4]
Striker: Horns, impaling,
cannot parry, limited arc [2]
Teeth: Sharp [1]
Disturbing Voice [-10]
Frightens Animals [-10]
Ham-Fisted [-10]
Low TL (TL 3) [-10]
Poor [-15]
Reputation -4 (mindless killer) [-20]
Short Lifespan [-10]
Sense of Duty (tribe) [-10]
Social Stigma (mutated lizard -3) [-15]
Status -3 (animal) [-15]
Ghoul [-14 pts]
Build Disavantages
ST -1 [-10]
Basic move -2 [-10]
Perception +2 [10]
Advantages
High TL (+2) [10]
Immunity (radiations) [10]
Resistance
Poison: HT+3 [5]
Disease: HT+3 [3]
Reduced consumption 2 [4]
Unaging [15]
Appearance (hideous) [-16]
Increased life support (radioactive) [-10]
Reputation -3 (mutant, all but mutants) [-10]
Social Stigma (mutant -3) [-15]
Sterile [0]
TECHNOLOGY LEVEL
(see Gurps 4ed p512 for TL by field)
For most of the places in the Wastes, TL is supposed to be as
in the following table. One should nevertheless consider that
these are average TLs, and that they may vary in some
specific places or due to specific individuals.
The average TL of the world is 5. (It is GMs choice to
increase or lower this value, depending on when and where the
campaign takes place)
This TL may also indicate what kind of stuff could commonly be found
at these places.
TL Tribals
Small
Towns
Towns Vaults BOS/Enclave
Transportation 3-4 4-5 5-6 7
Weapons 3 4-5 5-6 7-8 9+1
Power 3 4-5 5-6 8-9 8-9+1
Medicine 3 4-5 5-6 9 9+1
Computers 6+1 6+2-6+3 6+4
Divergent TL in the wastes:
Weapons: Blaster weapons appeared at TL 9+1.
Armor suits (Ballistic and Tactical suit) are avaible at TL8.
Energy/science: At TL 9+1, almost no nanotechnology is known, and
there is neither antimatter power nor antimatter weapons.
Portable fusion power is known at TL 9+1.
Medicine: Cellular rejuvenation is known at TL9 but only for
radiation healing.
Computers: In the Wastes, computers can be powerful and even become
sentient (Artificial Intelligence or something like that), but
they are usually bulky and very little user-friendly designed.
TL and Price of Starting Equipment:
Since prices are already designed for the average TL5 of the
campaign, do not increase the price of starting equipment with an
higher TL than the average TL5 of the campaign.
WEAPON GENERALITIES
Weapon malfunctions in the wastes
In the wastes, weapons are often old and have been exposed
to dust and other severe conditions. These weapons are
more supposed to suffer a malfunction.
So, Malf. value will usually be one or two points below
the usual Malf. of the weapon.
Thus Malf. will be usually 15 for TL 5 and 16 for TL6+.
These weapons cost the listed price.
Weapons with Malf. 14 at TL5 and 15 at TL 6+ will usually
cost half the listed price (well, if you find an honest merchant)
However, new weapons (never used or just built) have the same Malf.
than described in GURPS 4ed p279. They cost twice the price listed on
the Fallout Weapons tables.
Ammunitions for energy weapons
Energy weapons use a special kind of ammo. These are power cells.
There are two major power cells: Small Energy Cells (SEC) and Micro
Fusion Cells (MFC).
Small Energy Cells are a kind of advanced fuel cells.
Each cell weights half a pound and its size is about 2.555cm
(122"). The recharging process is rarely known (except for
Vaults or BOS for example). This process requires specific
hardware (TL 9), 4 hours and an Electronics Repair roll (Power
Sources - TL9). Failure means the cell lost half his capacity,
critical failure means the cell is destroyed (becomes useless).
Micro Fusion Cells are ultra-powerful cells. They weigh about
two and a half pound each, and their size is about 51010cm
(244"). The recharging process is even more difficult and
dangerous. In addition of the specific hardware (TL 10), it
requires 8 hours and an Electronics Repair roll (Power Sources
TL10). Failure means the cell is destroyed (useless). Critical
failure means the cell shatters (6d cr[ex]+6d burn)
Micro Fusion Pack is like a big MFC, designed to hold much more
energy. It is designed to be recharged, and so, despite the need of
specific hardware, the process is easy: Electronics Repair roll at +3
(Power Sources TL10).
Used as ammo for energy weapons, each cell will provide with a
number of shots depending on the power of the weapon. This number is
listed in the description of each weapon.
Note that some weapons (like miniguns), also require an energy cell in
order to fire. (Gauss weapons clips already contains energy supply for
firing the gauss needles)