Armorer - Combined items

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This page details the skill armorer. To be precise, the improvisation of weapons. To recreate weapons from the weapons lists, click here

The skill of the armorer is to build, to repair or to modify weapons. The weapons thus produced are used with their respective weapons skill. On this page one finds, among other things, examples for self built weapons, a rough idea on how good the gunsmith must be to create them and what kind of materials they would need.

Projectile weapons::

Projectile weapons are, as the name says, devices that propel projectiles to high speeds. Fundamentally, an experienced gunsmith can without any problem, repair a pre War weapon, as long as he has the fitting replacement part – or, depending on the options that his workshop gives him, is able to fabricate that replacement part.
The following paragraphs lists some simple and not so simple self buildable projectile weapons.

Pipe gun: Basically just a pipe in the diameter of the cartridge caliber. One loads the cartridge into the back, then maybe locks up the shoulder stock and a simple trigger makes sure, that something hits the primer. One needs a pipe, therefore, something that can act as a hammer or striker, a kind of trigger and enough screws and metal parts to connect all of that together. Bonuses can be given for using a firing pin or a shoulder stock. Is the pipe smooth and not used for shot, the accuracy will suffer that lack of rifling.

Pipe gun:
Weight: 1 to 7 pounds Ammunition: varying
AP costs: 4 for shooting
5 aimed shooting
4 to reload
Damage: Depends on the caliber
Ranger: Without rifling: maximal 50 cm

With rifling: maximal 80 cm

Minimal strength: 3 - 5 depending on the caliber
Needed material and costs:: 1 pipe for the barrel

Trigger group
Grip
Fixtures

40 $ plus

30 $ plus
10 $ plus
5 $ plus



Aimed fire is only possible if some kind of sight has been added to the weapon.

Dart pistol:: A pistol that shoots small, plastics or metal darts. Since it operates with pressurized air or something similar, it’s extremely silent.
The crafting is more complicated than the pipe gun. One needs a pistol grip, a trigger group, a fitting canister of pressurized air and of course the ammunition, as well as possibly an automated or semi automatic ammunition feeding mechanism and at least duct tape to connect all of that … but proper glue and real tools would be a lot better.
Bonuses can be given, for example, for using high quality materials or real darts as ammunition instead of simple metal balls.

Dart pistol:
Weight: 1 to 4 pounds Ammunition: Small darts or spheres
AP costs: 4 to shoot
5 for aimed shot
2 or 4 to reload,
depending on the ammo feed mechanism
Damage: Depends on the ammo used and the pressure behind it. Around 2 or 3 D6
Ranger: Maximal 50 cm Minimal strength: 2 - 4 depending on ammo and pressure
Needed material and costs:: 1 pipe as a barrel

Trigger group
Grip
Pressurized air can
Important small parts

15 $ plus

30 $ plus
10 $ plus
30 $ plus
30 $ plus




Nail gun: Similar to the dart pistol – only fresh out of an ever sicker mind. This weapon fires large nails, like those used for train tracks, for example. One needs a strong energy source, like a car battery or a micro fusion battery, as well as a barrel and a trigger group and something to propel the nails – be it pressurized air or electromagnetic rails. Depending on the weight of the weapon, it might be one that only a supermutant can hold.

Nail gun:
Weight: 4 up to 20 pounds Ammunition: Nails of various types
AP costs: 4 for shooting
5 for aimed shooting
2 or 4 for reloading,
depending on the ammo feed mechanism
Damage: 4 D6
Range: 50 cm plus Minimal strength: 4-7
Needed material and costs: 1 pipe as a barrel

Trigger group
Grip
Fixtures
Fusion battery
or pressurized air canister
each magazine

40 $ plus

30 $ plus
10 $ aufwärts
5 $ plus
75 $ plus
30 $ plus
15 $ plus




Slingshot: A spanable sling, that shoots clunky projectiles like stones (or even hand grenades) far. Everything one needs is a kind of grip (pistol grip, shoulder stock, whatever, and good, stable rubber for the sling). Especially good versions have folding sights like those found on grenade launchers or mechanical help to span, like a tooth gear, which lowers cadence but raises the range.

Slingshot:
Weight: 3 to 6 pounds Ammunition: Rocks, grenades
AP costs: 4 to shoot
4 to reload
Damage: Rocks or simple, hard objects: 2 W6 + 4 + Close combat damage
Grenades: Furthermore the damage or effect of the grenade.
Range: 75 cm Minimal strength: 4
Needed material and costs: Trigger Group

Grip
Fixture
Stretchable material

30 $ plus

10 $ plus
5 $ plus
15 $




Close combat weapons::

On this page are a few suggestions for self built, better close combat weapons. As with the projectile weapons before, these are just a few limited suggestions. If you have a good idea for a melee or unarmed weapon, that can not be found in the rules but would be easy to build in the post apocalyptic Wasteland, create it yourself.


Shot-Glove: The Shot-Glove is a glove with a small firing pin attached behind a 12 gauge shot shell. The firing pin hits the primer when one hits someone with the fist. The result is a horrible, often very well aimed shotgun wound. The fact that it lacks a proper barrel is inconsequential in this design, since the shot does not have to travel any range.

Shot-Glove:
Weight: 1 pound Ammunition: 12 Gauge
AP costs: Like a normal hit
+ 4 to reload
Damage: Like a normal hit + the damage of the 12 Gauge shell
Range: 3 cm Minimal strength: 1
Needed material and costs: Glove

Firing pin
Spring mechanism

15 $ plus

10 $ plus
20 $ plus




Shishkebap: The Shishkebap is, to make it short: a flaming sword. What’s needed is a blade, a tank for the napalm (or whatever other flammable liquid one uses), a hose and of course a grip with a built in method of not only soaking the blade with napalm (or whatever) but igniting it, too.

Shishkebap:
Weight: 3 to 9 pounds Ammunition: Napalm or another, flammable, viscous liquid
AP costs: 3 to swing/thrust Damage: (2 D6 + ST:2) Normal + 2 D6 Fire damage
Range: 3 cm Minimal strength: 3
Needed material and costs: Blade, at least 50 cm long

Tank
hose
Lighter:

60 $ plus

20 $ plus
10 $ plus
10 $ plus




Bombs, Traps and mines::

Improvised claymore directional mine: Claymores (also called directional mines) are rather simple constructions with a gigantic potential for destruction. They are composed of a piece of explosives with a detonator on one end and a load of shrapnel on the other side. They are obviously easily self built. All one needs is explosives, a load of shrapnel and a detonator.

Improvised claymore directional mine:
Needed material:
  • a pack of nails, bottle caps, can rings, pebbles or whatever else one wants to use as a shrapnel load
  • explosives, about 1 pound
  • Duct tape to connect it all
  • a detonator for the explosives
Damage: 2 D6 Explosive damage + 5 D6 Normal damage
Range: 10 cm in a 90° cone (best checked with the grenade template, by putting its center on the claymore).


One can of course secure a room with a claymore, by using the skill Hunting traps in conjunction with a tripwire and the claymore.


Pipe bomb: RPipe bombs are simple, self built hand grenades. They are made of primitive explosives in a pipe, often just simple black powder, often with a load of shrapnel and – of course – a simple detonator. The black or smoke-free powder can be taken from ammo. If you dismember a cartridge, it would be advisable to also take the primer as a detonator.

Pipe bomb:
Needed material:
  • Pipe
  • Black powder or smoke-free powderr
  • Primer
  • OPTIONAL: further load of shrapnel
Damage: W/o shrapnel: 1 D6 explosive damage + 1 D3 Normal damage

With shrapnel: 1 D6 explosive damage + 3 D3 Normal damage

Range: ST + PE + 12




Molotov Cocktail: The probably most simple to craft weapon there is. One only needs a bottle, a rag and a flammable liquid.

Molotov-Cocktail:
Needed material:
  • Bottle
  • Rag
  • Flammable liquid (alcohol, gas, napalm, spirit)
Damage and range etc: see here