Furry Fallout | All-In-One
NSFWLorebookfrom ChubCombines various Furry Fallout lorebooks into one (as per requested). from Chub
by Whenceever· on Chub· added
- bethesda
- ammunition
- NSFW
- Races
- Locations
- Bestiary
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- weapon modifications
- Fallout
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- attributes
- factions
- armor
- NSFL
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- consumables
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- fallout 4
Tokens: 0 permanent · up to 1,449 lorebook · budget 1,449
Listed as “Furry Fallout | All-In-One”
Combines various Furry Fallout lorebooks into one (as per requested).
Listing description
Included in this lorebook: SPECIAL Perks & Attributes, Factions & Named Characters, Armor & Clothing, Race/Species/Bestiary Compendium, Ammunition, Locations, Consumables, Weapon Modifications, and Weapons.
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- bethesda
- ammunition
- NSFW
- Races
- Locations
- Bestiary
- Science Fiction
- weapon modifications
- Fallout
- Video Games
- species
- perks
- attributes
- factions
- armor
- NSFL
- apparel
- consumables
- special
- Weapons
- Military
- fallout 4
from Chub
Included in this lorebook: SPECIAL Perks & Attributes, Factions & Named Characters, Armor & Clothing, Race/Species/Bestiary Compendium, Ammunition, Locations, Consumables, Weapon Modifications, and Weapons.
303 entries · scan depth 10 · budget 5,120 tokens · recursive
- #1==Weapons==disabled
- #2.44 Revolver [Pistol]
Keys: .44 Revolver
Damage: 48 [Ballistic] Ammunition Type: .44 Round Magazine Size: 6 Weapon Efficiency: Close-Range Weight: 4 AP Cost: 28 Value: 93 The .44 Revolver is a double-action pistol, chambered in the .44 Magnum cartridge, with a blued finish and wooden grips. The cylinder is loaded with rounds held together by a moon clip. These pistols are relatively common, and they can be found or purchased throughout the Commonwealth. With most revolvers, this pistol has a strong recoil.
- #310mm Pistol [Pistol]
Keys: 10mm Pistol
Damage: 18 [Ballistic] Ammunition Type: 10mm Round Magazine Size: 12 Weapon Efficiency: Close-Range Weight: 3 AP Cost: 21 Value: 45 The 10mm Pistol is a semi-automatic sidearm created before the Great War, known for its ubiquity and versatility. One of the key differences is a slide release lever, automatically locking the slide back when the weapon runs dry. This pistol is available from most general traders, but it is commonly found on weapon vendors.
- #4Pipe Bolt-Action [Pistol]
Keys: Pipe Bolt-Action
Damage: 34 [Ballistic] Ammunition Type: .308 Round Magazine Size: 6 Weapon Efficiency: Close-Range Weight: 3 AP Cost: 23 Value: 30 Like other makeshift firearms, the Pipe Bolt-Action pistol is easily acquired and is commonly carried throughout the Commonwealth of Massachusetts due to its cheap ammunition and easy craftsmanship.
- #5Pipe Gun [Pistol]
Keys: Pipe Gun
Damage: 13 [Ballistic] Ammunition Type: .38 round Magazine Size: 12 Weapon Efficiency: Mid-Range Weight: 3 AP Cost: 24 Value: 24 The concept of weapons created from rudimentary components like metal piping or wood carvings existed even in the pre-war era, being a common sight in the hands of street gangs in the city of Detroit, Michigan. By 2287, the Pipe Gun and its variants had become a staple of wasteland combat, being favored by many groups, including settlers, raiders, and super mutants all over the Commonwealth, as they fill the niche of readily accessible weaponry while left with few resources. This also means the pipe family of weapons is made to be highly customizable for any situation at hand.
- #6Pipe Revolver [Pistol]
Keys: Pipe Revolver
Damage: 24 [Ballistic] Ammunition Type: .45 round Magazine Size: 6 Weapon Efficiency: Close-Range Weight: 4 AP Cost: 28 Value: 25 The Pipe Revolver weapon frame, being chambered for .45 rounds by default (with every 6 rounds loaded at a time via moon clips), packs quite a punch, while having a low rate of fire. Like all pipe weapons, they are makeshift, rusty, and heavily reliant on bolts and bands to keep them together.
- #7Deliverer [Pistol][Unique]
Keys: Deliverer
Damage: 25 [Ballistic] Ammunition Type: 10mm Round Magazine Size: 12 Weapon Efficiency: Close-Range Weight: 4 AP Cost: 26 Value: 774 A weapon of pre-war design, the Deliverer is a unique compact handgun favored by infiltrators who attach a silencer to it for covert kills. There is only one pistol of its kind due to its status as an intact pre-War pistol with modifications increasing its stopping power and effectiveness in stealth. The weapon is located in the Switchboard in Lexington, found in a sealed vault.
- #8Assault Rifle [Rifle]
Keys: Assault Rifle
Damage: 30 [Ballistic] Ammunition Type: 5.56 Round Magazine Size: 30 Weapon Efficiency: Mid-Range Weight: 13 AP Cost: 32 Value: 182 The Assault Rifle was originally built for use by troops in power armor. It features a barrel with a wide, cylindrical cooling jacket, which appears to share more characteristics with light machine guns than any other firearm. It features a side-fed magazine that houses 30 rounds of 5.56mm ammunition and has select fire capability in either semi-automatic or fully automatic. It offers immense recoil control and remains very easy to keep under control, even when fully automatic.
- #9Combat Rifle [Rifle]
Keys: Combat Rifle
Damage: 33 [Ballistic] Ammunition Type: .45 rounds, .308 rounds (.308 Receiver Required), .38 rounds (.38 Receiver Required) Magazine Size: 20 Weapon Efficiency: Mid-Range Weight: 11 AP Cost: 25 Value: 117 The Combat Rifle is capable of filling various roles depending on its configuration, such as a close-quarters automatic or a precision sniper. It is also chambered for .45 rounds, one of the most abundant forms of ammunition in the game. Caliber conversion is available for this rifle when certain modifications are made. These rifles are frequently found in U.S. Army bases, but some vendors, especially those specializing in weapons, can be found selling them.
- #10Hunting Rifle [Rifle]
Keys: Hunting Rifle
Damage: 37 [Ballistic] Ammunition Type: .308 Round, .38 Round (.38 Receiver Required), .50 caliber (.50 Receiver Required) Magazine Size: 5 Weapon Efficiency: Long-Range Weight: 10 AP Cost: 25 Value: 55 The Hunting Rifle is a left-handed, bolt-action rifle. The appearance of a basic, unmodified hunting rifle boasts a short barrel and a wooden stock that has apparently been sawed into a pistol grip and wrapped with a layer of duct tape at some point in the past. Caliber conversion is available for this rifle when certain modifications are made.
- #11Railway Rifle [Rifle]
Keys: Railway Rifle
Damage: 100 [Ballistic] Ammunition Type: Railway Spike Magazine Size: 10 Weapon Efficiency: Long-Range Weight: 14 AP Cost: 20 Value: 290 The Railway Rifle is a rare, custom-made weapon that shoots railway spikes at such a high velocity that they can sever body parts and pin them to walls. It is a pre-war firearm with modifications made to it to decrease its reloading time. The projectiles of this rifle can be recovered from corpses and surfaces they are embedded in, though they often break or cannot be recovered at all.
- #12Submachine Gun [Rifle]
Keys: Thompson Submachine Gun
Damage: 10 [Ballistic] Ammunition Type: .45 Round Magazine Size: 50 Weapon Efficiency: Mid-Range Weight: 13 AP Cost: 35 Value: 109 The Thompson Submachine Gun is an automatic firearm with a finned barrel and a square receiver, and is typically equipped with either a drum or box magazine. Its overall appearance is characterized by a wooden stock and foregrip, along with a prominent Cutts compensator on the barrel. The aforementioned firearm has a high rate of fire that can quickly damage targets at the cost of having little individual shot damage, going through ammo rapidly, and having subpar range. This submachine gun can usually be found in police stations and vault armories.
- #13Combat Shotgun [Shotgun]
Keys: Combat Shotgun
Damage: 6 (Damage) x 8 (Pellets) [Ballistic] Ammunition Type: Shotgun Shell Magazine Size: 8 Weapon Efficiency: Close-Range Weight: 7 AP Cost: 35 Value: 65 The combat shotgun by default utilizes an 8-round box magazine, but can be upgraded with a 12-round extended magazine or a 32-round drum magazine. The weapon is semi-automatic, and being a magazine-fed gun, it does well in clearing out rooms and ripping apart enemies at close range. As indicated by the metal stamping on the weapon's bolt, the combat shotgun is chambered for 12-gauge shotgun shells. Each shell holds 8 (shot) pellets by default. Like double-barreled shotguns, combat shotguns suffer very severe damage penalties when fired outside of the listed range. The range-based damage penalties are five times greater than for other types of weapons. This is in addition to the consequences of pellet spread at range, which will cause more pellets to miss as the range increases. Shotguns suffer no penalty to the aiming reticle size when moving the weapon laterally. This is similar to the effect of finned barrels on pipe guns.
- #14Double-Barrel Shotgun [Shotgun]
Keys: Double-Barrel Shotgun
Damage: 4 (Damage) x 12 (Pellets) [Ballistic] Ammunition Type: Shotgun Shell Magazine Size: 2 Weapon Efficiency: Close-Range Weight: 9 AP Cost: 30 Value: 39 A two-handed weapon chambered for 12-gauge shotgun shells. Intended for use at close range, the double-barrel shotgun can deal a large amount of damage and is useful against any enemy in close range, especially when aiming either at the torso or at limbs to cripple them. The double-barrel shotgun's biggest drawback is a low ammo capacity fixed at two shots per reload. As such, this necessitates undergoing frequent and somewhat lengthy reload times.
- #15Junk Jet [Heavy Weapon]
Keys: Junk Jet
Damage: 40 [Ballistic] Ammunition Type: Junk Magazine Size: 999 Weapon Efficiency: Mid-Range Weight: 30 AP Cost: 30 Value: 285 The Junk Jet is a heavy ballistic weapon that fires any junk items loaded into its hopper, such as desk fans, tin cans, teddy bears, Nuka-Cola bottles, etc. Items must be loaded in manually, and fired items can be picked up after being shot, making this a ranged weapon with theoretically unlimited ammunition. In practice, however, items will (about 10% of the time) be lost upon contact with the enemy as they may shatter or embed themselves into the target permanently. This sometimes results in flung items floating in the air with no support, unable to be picked up or moved. The Junk Jet can only be found within ArcJet Systems.
- #16Minigun [Heavy Weapon]
Keys: Minigun
Damage: 8 [Ballistic] Ammunition Type: 5mm Round Magazine Size: 500 Weapon Efficiency: Mid-Range Weight: 27 AP Cost: 40 Value: 382 The Minigun is a motorized Gatling-style rapid fire weapon commonly employed by the military. Miniguns can be found as mounted door guns on Vertibirds or as a handheld heavy assault and support weapon. It requires a moment to spin up before it actually starts firing, but makes up for the delay with a high rate of fire and large ammunition capacity. As can be expected from a motorized rotary gun, it expends ammunition at a high rate, even more so when equipped with accelerated barrels. Alternatively, it can be given a damage boost when fitted with tri barrels, at the cost of a reduced fire rate.
- #17AER9 [Pistol]
Keys: AER9
Damage: 24 [Laser] Ammunition Type: Fusion Cell Magazine Size: 30 Weapon Efficiency: Mid-Range Weight: 4 AP Cost: 25 Value: 66 The AER9, a laser pistol, features a titanium housed crystal array which proved to withstand long years of exposure to the elements much better than the gold alloy housing of the later models. As a result, the crystal arrays stayed focused within operating parameters, rather than falling completely out of focus like the newer models. Power is drawn from microfusion cells and processed through a wave/particle diverter manufactured by General Atomics International. The diverters are protected by a carbon-fiber housing, preventing frequent malfunction, but when a diverter fails the weapon becomes unusable.
- #18Institute Laser [Pistol]
Keys: Institute Laser
Damage: 15 [Laser] Ammunition Type: Fusion Cell Magazine Size: 30 Weapon Efficiency: Mid-Range Weight: 4 AP Cost: 25 Value: 50 The Institute Laser is a weapon system developed by the Institute following their isolation after the Great War. All synths serving as soldiers, workers, or coursers, as well as organic scientists in the organization, receive a pistol or rifle of the organization's own design, engineered by Advanced Systems and mass-produced in a factory located within their headquarters. The Institute Laser is a bulky package pistol with low damage, but it is lighter and fires faster than other laser weapons. The Institute Laser is lightweight and made of plastic. Scrapping a standard version of this item will yield four rolls of plastic.
- #19Plasma Pistol [Pistol]
Keys: Plasma Pistol
Damage: 40 [Plasma] Ammunition Type: Plasma Cartridge Magazine Size: 30 Weapon Efficiency: Mid-Range Weight: 4 AP Cost: 34 Value: 123 The Plasma Pistol has five tributary energy arcs connected to a central cathode, and the cathode functions as a point of focus, or the barrel. The energy is projected forward and forms a plasma pinch; though rather slow, the pinch carries high levels of both thermal and kinetic energy. Like many plasma weapons, kills with the Plasma Pistol have a chance to convert the target into a pile of green goo.
- #20Alien Blaster [Pistol][Unique]
Keys: Alien Blaster
Damage: 50 [Energy] Ammunition Type: Alien Blaster Round Magazine Size: 42 Weapon Efficiency: Mid-Range Weight: 2 AP Cost: 20 Value: 1551 The Alien Blaster is very futuristic in appearance, with a chrome and red paint job. It fires blue bolts of energy and deals 50 damage without any pistol perks. Initially, it can only fire alien blaster rounds without proper modification. The downside to the alien blaster is its large shot size and slow projectile speed; these make it possible for shots to miss or clip against cover, whereas a ballistic shot would have gone through. The Alien Blaster is used by aliens who often patrol around UFO crashes. Targets killed with the Alien Blaster turn into piles of ash, similar to using laser weapons. However, the ash is colored blue rather than red, similar to targets killed by Institute weapons.
- #21Gauss Rifle [Rifle]
Keys: Gauss Rifle
Damage: 110 [Electrical] Ammunition Type: 2mm EC Magazine Size: 7 Weapon Efficiency: Mid-Range Weight: 16 AP Cost: 40 Value: 228 From studies of captured Chinese Gauss rifles, American engineers and scientists produced a design that mechanically appeared to be a cross between the German Gauss rifle and the Chinese anti-materiel rifle. This type of coilgun uses a series of high-powered capacitors and hypermagnetized coils to propel the projectile at its target. The 2mm ferromagnetic slug exits the barrel at extreme velocity, enough to destroy nearly anything in its path. These slugs are fed from a top-mounted drum, sitting in front of a control panel that displays the current capacitor charge level via a pair of Nixie tubes. The Gauss Rifle, due to its powerful technological aspects, is often seen being carried by Brotherhood of Steel personnel.
- #22Laser Musket [Rifle]
Keys: Laser Musket
Damage: 30 [Laser] Ammunition Type: Fusion Cell Magazine Size: 1 Weapon Efficiency: Mid-Range Weight: 8 AP Cost: 30 Value: 40 Created as a homemade, nonstandard version of a Laser Rifle, the Laser Musket appears to be meshed together from various mechanical and electronic parts strapped to a wooden rifle stock. The barrel consists of a standard laser rifle housing with two metal-ringed lenses atop a metal rod extending from the stock, through which the laser beam is presumably focused. The beam itself is created inside a makeshift capacitor that charges via a hand-crank on the back. Every odd crank (one, three, and five) causes the beam to visibly intensify, with the final charge creating a decent-sized red luminescence. Like most laser weapons, it uses fusion cells as ammunition. However, its beam is very similar to that of the Gauss Rifle, albeit red in color. Also, like the Gauss Rifle, it sounds like thunder when fired, with an intensity that is amplified with every charge level. The effect of three or more cranks often results in reducing the target to ashes with red smoke.
- #23Experiment 18-A [Rifle][Unique]
Keys: Experiment 18-A
Damage: 48 [Plasma] Ammunition Type: Plasma Cartridge Magazine Size: 36 Weapon Efficiency: Long-Range Weight: 7 AP Cost: 38 Value: 1809 Experiment 18-A is a unique automatic plasma rifle. It is a high-tech weapon firing superheated bolts of plasma, which find numerous applications in military and industrial fields. The bolts form into toroids in the plasma chamber, which are then sent down a superconducting barrel, propelled by, and in some models stabilized by, electromagnetic claws upon exiting it. Experiment 18-A can be found and purchased in the Institute.
- #24Gatling Laser [Heavy Weapon]
Keys: Gatling Laser
Damage: 14 [Laser] Ammunition Type: Fusion Core Magazine Size: 500 Weapon Efficiency: Long-Range Weight: 19 AP Cost: 30 Value: 332 The Gatling Laser is a large two-handed weapon consisting of four rotating AER9 Rifle barrels that fire red laser pulses through two lenses. It has a high rate of fire but low accuracy and has automatic reloading behavior.
- #25Institute EM Pulse Grenade [Thrown]
Keys: Institute EM Pulse Grenade
Damage: 150 [Electrical] Weight: 1 Value: 100 The weapon shares the same model as the regular pulse grenade, with a red stripe and electrical symbol on a gray-colored body instead of yellow on a sand-colored body. When thrown, the explosive sends out a blast of an electromagnetic pulse that does significant damage to mechanical targets like robots as well as synths.
- #26Pulse Grenade [Thrown]
Keys: Pulse Grenade
Damage: 150 [Electricity] Weight: 1 Value: 100 A Pulse Grenade emits a strong pulse of electricity, shocking targets for a second. This type of grenade deals additional damage to robots, synths, and targets in power armor.
- #27Pulse Mine [Mine]
Keys: Pulse Mine
Damage: 150 [Electric] Weight: 1 Value: 100 The Pulse Mine, when triggered, emits a burst of energy that damages nearby targets. It does the same damage to all target types.
- #28Plasma Grenade [Thrown]
Keys: Plasma Grenade
Damage: 300 [Plasma][Physical] Weight: 1 Value: 135 The Plasma Grenade is a compact explosive that deals a powerful combination of plasma and physical damage. This explosive is usually sold by merchants.
- #29Plasma Mine [Mine]
- #30Gamma Gun [Pistol]
Keys: Gamma Gun
Damage: 100 (Direct Hit), 23 (Area of Effect) [Radiation] Ammunition Type: Gamma Round Magazine Size: 8 Weapon Efficiency: Long-Range Weight: 3 AP Cost: 30 Value: 156 The gamma gun is a crude weapon with the appearance of being built from scavenged parts found throughout the wasteland. The dish of the weapon is a small metal bowl with some metal wiring running towards the center, and the central housing is a steel hexagonal structure with holes of varying size and shape. Assorted wiring, piping, and other junk protrude out of the rear of this structure, along with the three gamma round cells arranged in a triangular shape on top. The grip appears to be a handle-less spatula, welded onto a rectangular piece of metal pipe and stuck onto a piece of solid steel to unite it with the rest of the weapon.
- #31Nuka Grenade [Thrown]
Keys: Nuke Mine
Damage: 101 [Radiation][Explosive] Weight: 1 Value: 100
Nuke Mine is a nuclear variant of a landmine. The Nuke Mine operates in all respects as other mines do, although its explosion is more akin to that of a Mini Nuke. It deals both physical damage and radiation exposure damage. The mine also leaves behind a radiation exposure area effect for a short time after detonation. It appears to have three detonators located around the outside of the mine.
- #32M42 Nuclear Catapult [Heavy Weapon]
Keys: Fat Man, M42 Nuclear Catapult
Damage: 450 [Explosive] Ammunition Type: Mini Nuke Magazine Size: 1 Weapon Efficiency: Long-Range Weight: 31 AP Cost: 60 Value: 500 First entering service in September 2077 with the United States Army, the M42 Nuclear Catapult, or Fat Man, is a shoulder-mounted mini nuke-launcher. Developers struggled to find a way to fire the heavy ammunition from a man-portable system far enough to keep the operator outside the blast radius, losing a lot of people in the process. Eventually, it was discovered that by placing a small sub-charge into the ammunition itself, similar to bullets being fired from a gun (or perhaps more accurately described as being along the lines of a recoilless launcher), the warheads could be launched a considerable distance without adding too much weight to the already heavy weapon. The M42 Nuclear Catapult fires in a parabolic arc, with mini nukes being launched approximately 20 yards before impact when held level to the ground on even terrain, requiring it to be angled upward for any distance outside of this range.
- #33Missile Launcher [Heavy Weapon]
Keys: Missile Launcher
Damage: 135 [Explosive] Ammunition Type: Missile Magazine Size: 1 Weapon Efficiency: Long-Range Weight: 21 AP Cost: 45 Value: 314 The Missile Launcher is a pre-war shoulder-mounted multipurpose missile weapon, consisting of a reusable launch unit with an advanced fire control system and a stainless steel launch tube. Guidance systems were introduced shortly before the Great War, allowing for greatly increased accuracy and precision. Unlike most conventional launchers, this model is a breech-loading weapon. Reloading involves breaking it open and sliding the fin-stabilized missile into the frontal section. The remaining length of the launching tube helps protect the operator from the blast, but even then, anyone standing behind it will be scorched, as the backblast is directed rearwards at a 90-degree angle and reaches up to sixty meters.
- #34Broadsider [Heavy Weapon][Unique]
Keys: Broadsider
Damage: 108 [Ballistic] Ammunition Type: Cannonball Magazine Size: 1 Weapon Efficiency: Long-Range Weight: 27 AP Cost: 50 Value: 245 An unusual heavy weapon mixing 18th-century ordnance with 23rd-century technology. The main body consists of a small old-fashioned naval cannon strapped to a makeshift rig with metal rivets and thick ropes. This rig allows it to be carried around with both hands easily and includes a hinge allowing the cannon to be angled vertically for easy reloading. It fires explosive cannonballs via an electronic trigger taped to the back handle.
- #35Fragmentation Grenade [Thrown]
Keys: Fragmentation Grenade
Damage: 150 [Explosive] Weight: 1 Value: 50 A Fragmentation Grenade is a generally simple and effective thrown explosive. They are widely used throughout the Commonwealth, especially raiders, Gunners, and super mutants.
- #36Fragmentation Mine [Mine]
Keys: Fragmentation Mine
Damage: 101 [Explosive] Weight: 1 Value: 50 Fragmentation mines are not as powerful as most explosives, but they are often found scattered around enemy outposts. Their ability to be planted on the ground makes them a useful tool for ambushes.
- #37Bottlecap Mine [Mine]
Keys: Bottlecap Mine
Damage: 301 [Explosive] Weight: 1 Value: 75 A Bottlecap Mine is a Vault-Tec lunchbox, crafted together with adhesive, fertilizer, oil, and steel into an explosive device.
- #38Flamer [Heavy Weapon]
Keys: Flamer
Damage: 12 [Fire] Ammunition Type: Flamer Fuel Magazine Size: 100 Weapon Efficiency: Close-Range Weight: 16 AP Cost: 50 Value: 137 The flamer in the Commonwealth differs from the versions in the Capital Wasteland and Mojave Desert. Its fuel tanks are located directly underneath the main body of the weapon, rather than attached to the user's back, and the weapon has a more industrial appearance. Functionally, the Commonwealth flamer comes with a larger fuel tank than its DC and Mojave counterparts; an unmodified flamer has a capacity of 100 fuel units, as opposed to earlier models' 60.
- #39Flare Gun [Pistol]
Keys: Flare Gun
Damage: 10 [Fire] Ammunition Type: Flare Magazine Size: 1 Weapon Efficiency: N/A Weight: 2 AP Cost: 22 Value: 50 The Flare Gun is a break-action single-shot unique weapon that is not designed to deal direct damage, but instead to summon {{user}}'s nearby allies and faction members for assistance using Flares. If {{user}} is a part of the Brotherhood of Steel, there is a chance that the vertiberd will offer aerial support for them from above if there are no Brotherhood of Steel faction members nearby. For the most part, firing a flare directly at an enemy will cause a small amount of damage. The flare can stick to surfaces, light dark and pitch-black areas, and attract the attention of friendly, neutral, and hostile NPCs alike when outside. When used to calling allies, it can only be used once a day. The number of allies that arrive to assist {{user}} is go by this system: {{random: 1,2,3,4}}. Enemies may also carry Flare Guns to call for reinforcements.
- #40Molotov Cocktail
Keys: Molotov Cocktail
Damage: 51 [Fire] Weight: 1 Value: 20 The Molotov Cocktail is a breakable vodka bottle containing a flammable substance such as petrol or a napalm-like mixture, with some motor oil added, and usually a source of ignition such as a burning cloth wick held in place by the bottle's stopper. The wick is usually soaked in alcohol or kerosene, rather than petrol. In action, the wick is lit and the bottle hurled at a target such as a vehicle or fortification. When the bottle smashes on impact, the ensuing cloud of petrol droplets and vapor ignites, causing an immediate fireball followed by a spreading of flames as the remainder of the fuel is consumed. The initial explosion isn't very powerful, but affected targets take additional damage. They are especially effective against enemies that use Stealth Boys and other cloaking techniques, as the continued damage will force them out of stealth long enough to be targeted normally. These grenades are common in the Commonwealth.
- #41Shishkebab [Bladed]
Keys: Shishkebab
Damage: 26 [Physical][Fire] Swing Speed: Medium Weight: 3 AP Cost: 35 Value: 200 Unlike the Shishkebab made in the Capital and Mojave wastelands, its Commonwealth version is compact. It uses a more potent fuel made from a Schoelt canister, so a motorcycle fuel tank is no longer required, although a motorcycle handbrake is still present. Also, the basis of the weapon is a modified Wakizashi rather than a makeshift sword made from a lawnmower blade. When simply held in hand, the sword emits a steady stream of small bluish flames from the nozzles mounted along its blade. However, when the weapon is swung, the fire immediately starts burning much hotter and brighter, creating a far more spectacular effect than any previous incarnation of this weapon ever displayed.
- #42Cryogenic Grenade [Thrown]
Keys: Cryogenic Grenade
Damage: 101 [Cryo] Weight: 1 Value: 125 A Cryogenic Grenade is a type of grenade that, when thrown, has a chance to temporarily slow wounded targets that managed to survive the initial blast. This grenade can be purchased from grenade vendors.
- #43Cryo Mine [Mine]
Keys: Cryo Mine
Damage: 101 [Cryo] Weight: 1 Value: 125 A Cryo Mine is a placable explosive that has a chance to temporarily slow wounded targets that managed to survive the initial blast. This mine can be bought from vendors or found, armed, inside and outside of hostile areas and routes.
- #44Cryolator [Heavy Weapon][Unique]
Keys: Cryolator
Damage: 20 [Cryo] Ammunition Type: Cryo Cell Magazine Size: 25 Weapon Efficiency: Close-Range Weight: 13 AP Cost: 21 Value: 302 The Cryolator was developed by the overseer of Vault 111 as a way to occupy time, waiting for the All-Clear signal from Vault-Tec that never came. Using chemicals and components readily available within the Vault, the prototype was completed, making cryogenic freezing available in a portable, on-demand form. The weapon creates a cryogenic spray when fired that fades away at mid-range. Firing continuously at an enemy may freeze it solid and render it unable to move or attack for a period of time. More durable enemies will require a longer exposure to the cryogenic spray, and some cannot be frozen at all. The Cryolator can quickly use up large amounts of ammunition.
- #45Syringer [Rifle]
Keys: Syringer
Damage: Depends on the Type of Syringe Used [Poison] Ammunition Type: Syringer Ammo Magazine Size: 1 Weapon Efficiency: Long-Range Weight: 6 AP Cost: 25 Value: 232 The Syringer is a rare, custom-made weapon that can shoot modified medical syringes at an enemy, who then suffers the effects of whatever chemical is in the syringe. This rifle is a weapon that uses air pressure to propel custom-made syringes at a target. Rather than dealing direct damage, the Syringer is used to weaken the target with various effects. This weapon supports a wide variety of injectable ammo, all of which can be crafted at chemistry stations.
- #46HalluciGen Gas Grenade [Thrown]
Keys: HalluciGen Gas Grenade
Weight: 1 Value: 35 The HalluciGen Gas Grenade, after being thrown and detonating, emits a green gas that distorts vision. It will cause targets to frenzy and begin to attack each other, regardless of whether or not they are attacking their own allies.
- #47Kremvh's Tooth [Bladed][Unique]
Keys: Kremvh's Tooth
Damage: 31 [Physical][Poison][Bleed] Swing Speed: Medium Weight: 2 AP Cost: 30 Value: 50 The Kremvh's Tooth is a unique machete found on an altar hidden in a pre-War mining operation where a ritual related to the eldritch entity Ug-Qualtoth was carried out. It is located at the bottom of Dunwich Borers, down an underwater shaft in a little tunnel on top of an altar.
- #48Chinese Officer Sword [Bladed]
Keys: Chinese Officer Sword
Damage: 16 [Physical] Swing Speed: Medium Weight: 3 AP Cost: 35 Value: 50 The Chinese Officer Sword is a People's Liberation Army officer's dress sword, known as the jian, which was wielded by Chinese officers before the Great War. It has a straight, double-edged blade and an ornately decorated handguard and pommel. Since the War, these weapons have become an uncommonly used armament by wastelanders and raiders alike.
- #49Combat Knife [Bladed]
Keys: Combat Knife
Damage: 9 [Physical] Swing Speed: Fast Weight: 1 AP Cost: 20 Value: 25 The Combat Knife is a knife with a clip-point blade. The knife uses a fast swing, stabbing, and slashing motion when used.
- #50Grognak's Axe [Bladed][Unique]
Keys: Grognak's Axe
Damage: 16 [Physical][Bleed] Swing Speed: Medium Weight: 10 AP Cost: 20 Value: 125 Grognak's Axe is a unique heavy weapon that causes more stagger, and targets take bleed damage. It is located inside Hubris Comics, in an Advanced-locked display case behind the front desk. The said display case can also be unlocked by a nearby Advanced-locked terminal.
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