Fallout Xpress Fanbook: Explosives, Mods & Ammunition

EXPLOSIVES

  • Acid Grenade: Damage: 13 over a 6 yard radius. Special: Armour -1, the cloud occupies the area for d6+1 turns.
  • Acid Mine: Damage: 30 over a 15 yard radius. Special: Armour -1, the cloud occupies the area for d6+2 turns.
  • Boom Bug: Damage: 4, -2 per yard radius. Special: Targets hit by boom bug damage must make a Resilience check at -1 or take an extra level of lethal damage.
  • Bottlecap Mine: Damage: 36 -2 per yard radius. Special: Armour +1, Crude -1 to deploy.
  • C4: Damage: 65, -2 per yard radius. Special: None.
  • Cryo Grenade/Mine: Damage: 1, 1 yard radius. Special: Freezes target for one turn, non-lethal damage.
  • Dynamite: Damage: 21, -2 per yard radius. Special: None.
  • Flash Grenade: Damage: 4, -2 per yard radius. Special: +1 stun/Ko.
  • Frag Grenade/Mine: Damage: 21, -2 per yard radius. Special: None.
  • Incendiary Grenade: Damage: 17 over a three yard radius, Special: Set on Fire.
  • Molotov Cocktail: Damage: 4, over a one yard radius. Special: Set on Fire.
  • Nuka Grenade: Damage: 21, over a three yard radius. Special: Set on fire, do damage as Rads.
  • Plasma Grenade/Mine: Damage: 32, -4 per yard radius, Special: 2/6 Goo-Kill.
  • Puffer: Damage: 0 over a three yard radius, Special: Breathing in the spores requires a Resilience check at -3 or the taking of 4 lethal damage, which cannot be reduced.
  • Pulse Grenade/Mine: Damage: 17, -2 per yard radius, Special: Robots do not get armour or resilience against pulse grenades.

MODS & AMMUNITION

  • Armour Piercing Bullets: -1 Armour, -1 damage (minimum 1).
  • Beam Splitter: Single shots from laser weapons become short bursts at -1 damage.
  • Brass Plating: Roll an extra dice for degradation, all three must hit the target.
  • Carbon Fibre Parts: As per brass plating and much lighter.
  • Custom Action: Faster reloading – RP only.
  • Drum Magazine: +30 clip size.
  • Extended Magazine: +50% clip size.
  • Focus Optics: Laser weapon gains +1 damage.
  • Heavy Duty Cylinder: Roll an extra dice for degradation.
  • Heavy Frame: Roll an extra dice for degradation.
  • Hollow Point Bullets: +1 damage, +1 Armour.
  • Laser Sight: Bonus dice to hit.
  • Long Barrel: +1 damage.
  • Nightsight: Offset darkness penalties by 1 dice.
  • Overcharge Energy: +1 damage, roll for degradation after gunfight.
  • Recoil Compensator: Bonus dice to hit.
  • Scope: Bonus dice to hit.
  • Shotgun Choke: +1 damage.
  • Silencer: -1 damage, offset stealth penalties for shooting by one.
  • Suppressor: -1 damage, offset stealth penalties for shooting by two.

Fallout Xpress Fanbook: Unusual Weapons

UNUSUAL WEAPONS

  • Alien Atomiser: Damage: 15, Skill: Energy Weapons, Range: Close, Magazine: 20, Special: 1/6 Ash-Kill.
  • Alien Blaster: Damage: 43, Skill: Energy Weapons, Range: Close, Magazine: 10, Special: 1/6 Ash-Kill.
  • Alien Disintegrator: Damage: 28, Skill: Energy Weapons, Range: Medium, Magazine: 100, Special: 1/6 Ash-Kill.
  • Dart Gun: Damage: 3, Skill: Guns, Range: Close, Magazine: 1, Special: Poison, targets that take damage must make a Resilience roll at -2 or take another level of lethal damage, Armour +1, Crude -1 to hit.
  • Deathclaw Gauntlet: Damage: Strength +6, Skill: Unarmed, Special: Armour -1, Crude -1 to hit.
  • Displacer Glove: Damage: Strength +21, Skill: Unarmed, Special: Knocks the target back a number of yards equal to the successes for the strike, whether it does damage or not.
  • Drone Cannon: Damage: 17 -2 per yard radius, Skill: Big Guns, Range: Close, Magazine: 1, Special: None.
  • Mesmetron: Damage: 1, Skill: Energy Weapons, Range: Point Blank, Magazine: 5 Special: Target must make a Resolve roll at -2 or be hypnotised for six hours.
  • Railway Rifle: Damage: 13, Skill: Guns, Range: Medium, Magazine:8, Special: Armour -1, Crude -1 to hit.
  • Rock-It Launcher: Damage: 21, Skill: Big Guns, Range: Medium, Magazine: 1, Special: Lethal or Non-lethal depending on whether items fired are soft or hard, Crude -1 to hit, Armour +1.
  • Shishkebab: Damage: Strength +22, Skill: Melee, Special: Set on fire
  • Shock Baton: Damage: 9, Skill: Melee, Special: +2 Stun/Ko.

Fallout Xpress Fanbook: Heavy Weapons

HEAVY WEAPONS

  • Fat Man – Damage: 69 -2 per yard of distance. Skill: Big Guns, Range: Long, Magazine: 1, Special: Does radiation equal to damage dealt.
  • Flamer: Damage: 7, Skill: Big Guns, Range: Short, Magazine: 60, Special: Autofire, Set on fire.
  • Gatling Laser: Damage: 3, Skill: Big Guns, Range: Medium, Magazine: 240, Special: Autofire without reduced accuracy.
  • Gauss Minigun: Damage: 25, Skill: Big Guns, Range: Medium, Magazine: 80, Special: Autofire.
  • Heavy Incinerator: Damage: 10 -2 per yard radius., Skill: Big Guns, Range: Short, Magazine: 24, Special: Set on fire.
  • Heavy Machinegun: Damage: 13, Skill: Big Guns, Range: Long, Magazine: 30, Special: Autofire.
  • Light Machine Gun: Damage: 9, Skill: Big Guns, Range: Long, Magazine: 90, Special: Autofire.
  • Minigun: Damage: 2, Skill: Big Guns, Range: Medium, Magazine: 240, Special: Autofire.
  • Tank Gun: Damage: 21 -2 per yard, Skill: Bug Guns, Range: Long, Magazine: 1, Special: None.
  • Tesla Cannon: Damage: 17, Skill: Big Guns, Range: Medium, Magazine: 1, Special: +2 Stun/KO, +2 damage against Robots.

Fallout Xpress Fanbook: Thrown Weapons

THROWN WEAPONS

  • Boomerang: Damage: Str, Skill: Thrown, Range: Thrown, Special: Non-lethal +1 Armour.
  • Chakram: Damage: Str-1, Skill: Thrown, Range: Thrown, Special: Non-lethal +1 Armour.
  • Dart: Damage: Str -2, Skill: Thrown, Range: Thrown, Special: +1 Armour.
  • Throwing Spear: Damage: Str+10, Skill: Thrown, Range: Thrown, Special: +1 Armour.
  • Throwing Knife: Damage: Str, Skill: Thrown, Range: Thrown, Special: +1 Armour.
  • Throwing Star: Damage: Str-1, Skill: Thrown, Range: Thrown, Special: +1 Armour.

Fallout Xpress Fanbook: Melee Weapons

MELEE WEAPONS

  • Auto-Axe – Damage: 15, Skill: Melee, Special: None.
  • Axe – Damage: Str+6, Skill: Melee, Special: Armour +1
  • Baseball Bat: Damage: Str+1, Skill: Melee, Special: Non-Lethal, +1 Armour.
  • Boxing Gloves: Damage: Str-1, Skill: Unarmed, Special: Non-Lethal, +1 Armour, you may add, or take away a level of non-lethal damage after damage resolution.
  • Boxing Tape: Damage: Str, Skill: Unarmed, Special: Non-Lethal, you may add, or take away a level of non-lethal damage after damage resolution, +1 Armour.
  • Brass Knuckles: Damage: Str, Skill: Unarmed, Special: Non-lethal, add +1 damage at the end of damage resolution, +1 Armour.
  • Broken Bottle: Damage: Str, Skill: Melee, Special: Lethal damage, +1 Armour.
  • Burning Gloves: Damage: Str+12, Skill: Unarmed, Special: Set on Fire. Must have fuel replenished after each combat.
  • Cattle Prod: Damage: 9, Skill: Melee, Special: +2 for stun/ko, non-lethal damage.
  • Chainsaw: Damage: 12, Skill: Melee, Special: None.
  • Cleaver: Damage: Str+3, Skill: Melee, Special: +1 Armour.
  • Crowbar: Damage: Str+1, Skill: Melee, Special: +1 Armour.
  • Deco-Filament: Str+1, Skill: Melee, Special: Armour -1.
  • Golf Club: Str+9, Skill: Melee, Special: Non-lethal, Armour +1.
  • Katana: Str+3, Skill: Melee, Special: None.
  • Knife: Damage: Str, Skill: Melee, Special: Armour +1
  • Lacerators: Damage: Str+1, Skill: Unarmed, Special: Non-lethal damage, but the first point of damage is lethal, +1 Armour.
  • Lead Pipe: Damage: Strength +1, Skill: Melee, Special: Non-lethal damage, +1 Armour.
  • Mace Glove: Damage: Strength +1, Skill: Unarmed, Special: Non-lethal damage, +1 Armour.
  • Machete: Damage: Damage: Strength +1, Skill: Melee, Special: None.
  • Mega Power Fist: Damage: Strength +16, Skill: Unarmed, Special: Unwieldy -1 to hit.
  • Micro Sledge: Damage: Strength+6, Skill: Melee, Special: Non-lethal damage, +1 Armour.
  • Nail Board: Damage: Strength, Skill: Melee, Special: Non-lethal damage, the first level of damage is lethal, +1 Armour.
  • Piston Spear: Damage: Strength+6, Skill: Melee, Special: Armour -1.
  • Plasma Saw: Damage: 86, Skill: Melee, Special: Armour -1.
  • Plated Boxing Gloves: Damage: Str, Skill: Unarmed, Special: Non-lethal damage, +1 damage at the end of damage resolution, +1 Armour.
  • Police Baton: Damage: Str, Skill: Melee, Special: Non-lethal damage, +1 damage at the end of damage resolution, +1 Armour.
  • Power Fist: Damage: Str+6, SkiShock Baton: ll: Unarmed, Special: None.
  • Punch Dagger: Damage: Str+3, Skill: Melee, Special: None.
  • Punch Gun: Damage: Str+9, Skill: Unarmed, Special: Uses a shotgun shell when it fires, does lethal damage.
  • Razor: Damage: Str, Skill: Melee, Special: +1 damage at the end of damage resolution, +1 Armour.
  • Razor Claws: Damage: Str+7, Skill: Unarmed, Special: +1 Armour.
  • Rebar Club: Damage: Str+9, Skill: Melee, Special: Non-lethal, Crude -1 penalty to hit, +1 Armour.
  • Ripper: Damage: 13, Skill: Melee, Special: None.
  • Sappers: Damage: Str, Skill: Unarmed, Special: +1 for KO/Stun, +1 Armour.
  • Scalpel: Damage: Str+1, Skill: Melee, Special: +1 Armour.
  • Shovel: Damage: Strength +2, Skill: Melee, Special: Crude -1 penalty to hit, +1 Armour.
  • Sledgehammer: Damage: Strength +6, Skill: Melee, Special: Non-lethal damage, Crude -1 penalty to hit, +1 Armour.
  • Spear: Damage: Strength +1, Skill: Melee, Special: +1 Armour, +1 to hit against enemies with shorter weapons.
  • Spiked Knuckles: Damage: Strength +1, Skill: Unarmed, Special: Non-lethal damage, the first level of damage done is lethal. +1 Armour.
  • Spiked Sledgehammer: Damage: Strength +18, Skill: Melee, Special: Non-lethal damage, the first level of damage done is lethal, Crude -1 to hit, +1 Armour.
  • Super Cattle Prod: Damage: 14, Skill: Melee, Special: Non-lethal damage, +2 for stun/ko.
  • Super Sledge: Damage: Strength +8, Skill: Melee, Special: Non-lethal damage, Crude -1 to hit, Armour +1.
  • Sword: Damage: Strength +1, Skill: Melee, Special: None.
  • Tesla Cleaver: Damage: 47, Skill: Melee, Special: Crude -1 to hit.
  • Turbo Super Sledge: Damage: 69, Skill: Melee, Special: Non-lethal damage, Crude -1 to hit, +1 Armour.
  • Wakizashi: Damage: Strength+2, Skill: Melee, Special: None.
  • Wasp Sting: Damage: Strength+3, Skill: Melee, Special: Crude -1 to hit, Armour +1, if it hits and does damage the target must make a Resilience roll at -2 or take an additional point of lethal damage from poison.
  • Zap Glove: Damage: Strength+12, Skill: Unarmed, Special: +1 to KO/Stun.

Fallout Xpress Fanbook: Rifles

RIFLES

  • .308 Hunting Rifle – Damage: 19, Skill: Guns, Range: Long, Magazine: 5, Special: None.
  • .32 Hunting Rifle – Damage: 11, Skill: Guns, Range: Long, Magazine: 5, Special: None.
  • Assault Rifle – Damage: 5, Skill: Guns, Range: Medium, Magazine: 24, Special: Autofire
  • Anti-Material Rifle – Damage: 49, Skill: Guns, Range: Extreme, Magazine: 8, Special: None.
  • BB Gun – Damage: 2, Skill: Guns, Range: Close, Magazine: 100, Special: Armour is increased by 1.
  • Combat Shotgun – Damage: 23, Skill: Guns, Range: Close, Magazine: 12, Special: Spread +1 dice to hit, +1 Armour.
  • Double-Barrel Shotgun – Damage: 30, Skill: Guns, Range: Medium, Magazine: 1 shot (both barrels), Special: Spread +1 dice to hit, +1 Armour.
  • Gauss Rifle – Damage: 43, Skill: Energy Weapons, Range: Long, Magazine: 1 shot, Special: None.
  • Grenade Rifle – Damage: 22, Skill: Guns, Range: Long, Magazine: 1 shot, Special: None.
  • Infiltrator Rifle – Damage: 3, Skill: Guns, Range: Long, Magazine: 24, Special: None.
  • Laser Rifle – Damage: 4, Skill: Energy Weapons, Range: Medium, Magazine: 24, Special: None.
  • Lever Action Rifle – Damage: 14, Skill: Guns, Range: Medium, Magazine: 7, Special: None.
  • Lever Action Shotgun – Damage: 21, Skill: Guns, Range: Short, Magazine: 5, Special: Spread +1 to hit, +1 Armour.
  • Pipe Rifle – Damage: 5, Skill: Guns, Range: Short, Magazine: 1, Special: Crude -1 to hit.
  • Plasma Rifle – Damage: 19, Skill: Energy Weapons, Range: Medium, Magazine: 12, Special: 1/6 Goo-Kill, Slow -1 to hit.
  • Pulse Rifle – Damage: 33, Skill: Energy Weapons, Range: Medium, Magazine: 10, Special: 2/6 Ash-Kill.
  • Pump Action Shotgun – Damage: 10, Skill: Guns, Range: Close, Magazine: 5, Special: Spread +1 to hit, +1 Armour.
  • Single Shotgun – Damage: 22, Skill: Guns, Range: Close, Magazine: 1, Special: Spread +1 to hit, +1 Armour.
  • Sniper Rifle – Damage: 23, Skill: Guns, Range: Extreme, Magazine: 5, Special: None.
  • Spasm Gun – Damage: 10, Skill: Energy Weapons, Range: Close, Magazine: 10, Special: +2 bonus for stun & Ko.
  • Speargun – Damage: 6, Skill: Guns, Range: Close, Magazine: 1, Special: None.
  • Tommygun – Damage: 9, Skill: Guns, Range: Medium, Magazine: 50, Special: Autofire.
  • Tri-Beam Laser Rifle – Damage: 32, Skill: Energy Weapons, Range: Medium, Magazine: 8 short bursts, Special: Automatic – short burst – every shot.
  • Varmint Rifle – Damage: 8, Skill: Guns, Range: Long, Magazine: 5, Special: None.
  • Water Gun – Damage: 11, Skill: Guns, Range: Point Blank, Magazine: 10, Special: 1/6 Goo-Kill.

Fallout Xpress Fanbook: SMGs


SMGS

  • .22 SMG – Damage: 5, Skill: Guns, Range: Close, Magazine: 180, Special: Autofire
  • 9mm SMG – Damage: 5, Skill: Guns, Range: Close, Magazine: 30, Special: Autofire
  • 10mm SMG – Damage: 3, Skill: Guns, Range: Close, Magazine: 30, Special: Autofire
  • 12.7mm SMG – Damage: 15, Skill: Guns, Range: Close, Magazine: 15, Special: Autofire
  • Assault Carbine – Damage: 5, Skill: Guns, Range: Medium, Magazine: 24, Special: Autofire
  • High Capacity SMG – Damage: 8, Skill: Guns, Range: Close, Magazine: 50, Special: Autofire
  • High Capacity Assault Carbine – Damage: 7, Skill: Guns, Range: Medium, Magazine: 50, Special: Autofire

Fallout Xpress Fanbook: Radiation, Quality, Pistols

QUALITY RULES
Weapons and items come in a variety of conditions:

  • MINT: +1 bonus dice to hit, +1 base damage. Mint condition items do not degrade to perfect until their second degredation.
  • PERFECT: +1 bonus dice to hit, +1 base damage. Junk-Crafted items can only be perfect, not Mint.
  • GOOD: No modifier.
  • USABLE: No modifier.
  • WORN: -1 dice to hit, -1 base damage (minimum 1).
  • BREAKING: -1 dice to hit, -1 base damage (minimum 1).
  • BROKEN: The weapon/item is no longer any use and has a 1/6 chance of being irrecoverably broken to the point where it cannot be fixed.

DEGRADATION RULES
Whenever a weapon is subject to trauma, submersion in water, horrible conditions, no maintenance for a weak, struck in combat, used for a non-intended purpose, it has a chance of degrading a level of condition – though it can be repaired. The chance of this happening is based on its current status. Roll two dice and if BOTH come up in the target range, the weapon degrades a level.

  • Mint/Perfect: Target 6
  • Good: Target 5
  • Usable: Target 4
  • Worn: Target 3
  • Breaking: Target 2

RADIATION RULES
You have a radiation track equal to five plus your Resilience and a Radiation level marker. EG: With Resilience 3 you would have:

[][][][][][][][]
O – Fine
O – Minor Radiation Poisoning
O – Advanced Radiation Poisoning: -1 Resilience penalty.
O – Critical Radiation Poisoning: -1 Resilience/Dexterity/Speed penalty.
O – Deadly Radiation Poisoning: -1 Resilience/Dexterity/Speed.
O – Dead (Roll double 6 on 2d6 to resurrect as a ghoul – human only).

Certain items can reduce radiation, you gain radiation points from imbibing radioactive water or food, exposure to radioactive areas in the wastes and other causes. Each week of living in a clean area reduces your radiation level by 1, radiation can also be removed by certain drugs, technological devices and foods.

WEAPON STATS
Weapon damage is roughly calculated on the basis of Fallout 3/New Vegas damage and should – approximately – relate to a similar amount of damage in play. 7 damage in Fallout is roughly equivalent to 3 damage in Xpress.

  • Damage: The base damage of the weapon.
  • Skill: What skill the weapon uses.
  • Range: A basic description of how far the weapon can shoot.
  • Magazine: The number of shots the weapon can hold.
  • Special: Any special capabilities the weapon has.

Example Specials

  • Set on fire – Sets them on fire as per the normal Xpress rules.
  • 1/6 Ash-Kill – If a target is killed with this weapon they have a 1/6 chance of being reduced to glowing ash.
  • 1/6 Goo-Kill – If a target is killed with this weapon they have a 1/6 chance of being reduced to glowing goo.

PISTOLS

  • .22 Automatic – Damage: 5, Skill: Guns, Range: Short, Magazine: 16, Special: None.
  • .223 Automatic – Damage: 8, Skills: Guns, Range: Short, Magazine: 5, Special: None.
  • .32 Revolver – Damage 3, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • .357 Magnum Revolver – Damage: 11, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • .44 Automatic – Damage: 15, Skill: Guns, Range: Short, Magazine: 8, Special: None.
  • .44 Magnum  Revolver – Damage: 15, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • .45 Automatic – Damage: 14, Skill: Guns, Range: Short, Magazine: 12, Special: None.
  • .454 Revolver – Damage: 15, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • 10mm Automatic – Damage: 4, Skill: Guns, Range: Short, Magazine: 12, Special: None.
  • 12.7mm Automatic – Damage: 17, Skill: Guns, Range: Short, Magazine: 7, Special: None.
  • 14mm Automatic – Damage: 19, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • 9mm Automatic – Damage: 7, SKill: Guns, Range: Short, Magazine: 13, Special: None.
  • Flamer Pistol – Damage: 19, Skill: Guns, Range: Point-Blank, Magazine: 3, Special: Set on fire.
  • Flaregun – Damage: 2, Skill: Guns, Range: Point-Blank, Magazine: 1, Special: 1/6 chance of Set on fire.
  • Gauss Pistol – Damage: 14, Skill: Energy Weapons, Range: Close, Magazine: 12, Special: None.
  • Grenade Pistol – Damage: 22 (-2 per yard), Skill: Guns, Range: Close, Magazine: 1, Special: None.
  • Laser Pistol – Damage: 9, Skill: Energy Weapons, Range: Close, Magazine: 30, Special: 1/6 Ash-kill.
  • Mauser-Style Pistol – Damage: 2, Skill: Guns, Range: Close, Magazine: 10, Special: None.
  • Needler Pistol – Damage: 10, Skill: Guns, Range: close, Magazine: 10, Special: None.
  • Plasma Pistol – Damage: 11, Skill: Energy Weapons, Range: Close, Magazine: 16, Special: 1/6 Goo-kill.
  • Pulse Pistol – Damage: 20, Skill: Energy Weapons, Range: Close, Magazine: 5, Special: Halve Armour.
  • Sawed-Off Shotgun – Damage: 21, Skill: Guns, Range: Point Blank, Magazine: 2, Special: Fire both Barrels for +1 damage, Increase Armour by 1, Spread +1 Bonus to hit.
  • Zip Gun – DamagE: 5, Skill: Guns, Range: Point Blank, Magazine: 1, Special: Crude -1 to hit.