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Legend (Weapon) SG/EW/BG/ML/UA Effects

Assassin's All +Vicious +1 vs. any non-mutated human


Berserkers ML/UA +1D per point of torso armor worn below 6 (Max +5D)
Blazing ML If you "Defend" and melee attacker misses, inflict 4D Persistent (Fire) Dmg
Bloodied ML/UA +1D under full HP, +2D under 3/4, +3D under 1/2, +4D under 1/4
Cavalier's ML/UA If you "Defend" or "Sprint", gain +2 Physical DR until start of next turn
Charged ML If you "Defend" and melee attacker misses, inflict 4D Stun Energy Dmg
Crippling All Lower threshold to injure limbs by 1
Deadeye SG/EW/BG "Aim" reduces cost of any additional actions by -1 (non-cumulative)
Defiant SG/EW/BG If you use maximum FR, you may "Empty" for +2D, but must reload after
If you "Defend" and melee attacker misses, roll 1D.
Duelist's ML/UA
Effect = Disarm Enemy. Weapon lands in same zone but out of reach without move
Enraging All After damaging enemy, spend 1 LCK to Enrage them, they must always attack closest enemy
Each Effect rolled hits additional target within reach for 1/2 damage
Explosive SG
Does not stack with Arc or Burst effects
Exterminator's All +Vicious +1 vs. any Insect
Freezing All Spend one Luck to add the Freeze damage effect
Frigid ML If you "Defend" and melee attacker misses, inflict 4D Freeze Energy Dmg
Furious ML/UA Add +1D for each previous hit against this same opponent during this fight (cumulative)
Ghoul Slayer's All +Vicious +1 vs. any Ghoul
Hitman's SG/EW/BG "Aim" action adds +1D to damage, this is cumulative with Accurate
Hunter's All +Vicious +1 vs. any animal (mammal or lizard)
Incendiary SG +Persistent (Fire)
Instigating All +3D vs. a target at full HP
Irradiated All +Radioactive
Junkie's All +1D for each addiction you are currently suffering from
Kneecapper All Lower threshold to injure legs by 2
Lucky All If you spend luck on any re-roll with this weapon, roll 1D. Effect = regain spent luck point
Mighty ML/UA +2D
Mutant Slayer's All +Vicious +1 vs. any Super-Mutant
Nimble SG/EW/BG If you "Aim", you may also take a minor move action for free
Nocturnal All +Vicious +1 between sunset and sunrise
Penetrating All +Piercing +2
Plasma Infused SG +2D, damage becomes Physical/Energy
Poisoner's All +Persistent (Poison)
Powerful SG/EW/BG +2D
Quickdraw All Draw weapon as a free action
Rapid SG/EW/BG +3FR (can go above 6)
Relentless All If you Critical an enemy, Spend 1 Luck to regain all AP spent on that attack
Sentinel's ML/UA +2 Physical & Energy DR if you did not move this turn, +3 if weapon also has parry.
Staggering All +Stun
Stalker's SG/EW/BG If you take no action other than Aim, your 1st D20 count's as a '1' without rolling
Steadfast SG/EW/BG If you "Aim", you gain +2 Physical DR until the start of your next turn
Troubleshooter's All +Vicious +1 vs. any Robot or Turret
Two-Shot SG/EW/BG +Vicious, +2D, +Ammo-Hungry (2)
Violent SG +2D, Reduce Injury Threshold by 1, +Recoil(7) or add +1 to existing Recoil
Wounding All +Persistent (Bleed)

Legend (Armor) H/A/T/L Effect


Acrobat's L Half damage from falling, No damage if both legs worn
Assassin's All +2 Physical & Energy DR vs. Humans (non-mutated)
Auto-Stim T Once per scene, use any version of carried Stimpack on yourself at any time if below 1/4 HP
Bolstering T +2 Physical & Energy DR if below 1/2 HP, +3 DR if below 1/4 HP
Cavalier's A "Defend" or "Sprint" action give +2 Physical DR to all locations until the start of your next turn
Chameleon T +1 Difficulty to spot you if you are not moving
Champion A Once per scene, before rolling, count your 1st d20 on a Str or End roll as a '1'
Cloaking All Once per scene, when hit by a melee attack, you may become invisible per "Stealth Boy"
Cryogenic All Increase Enemy melee Complication range by +1, Complication inflicts +XD Freeze, X=Wpn Dmg
Cunning H/L Once per scene, before rolling, count your 1st d20 on a Pcn or Agl roll as a '1'
Duelist's All Increase Enemy melee Complication range by +1, Complication = Disarmed, weapon out or reach
Exterminator's All +2 Physical & Energy DR vs. Insects
Ghoul Slayer's All +2 Physical, Energy & Radiation DR vs. Ghouls
Hunter's All +2 Physical & Energy DR vs. Animals (mammals & lizards)
Incendiary All Increase Enemy melee Complication range by +1, Complication inflicts +XD Persistent(Fire), X=Wpn Dmg
Lucky All Once per day, when spending luck, re-roll automatically counts as a '1' or "effects"
Martyr's All If below 1/4 HP, all extra actions cost -1 AP (does not stack with other reducing effects)
Mutant Slayer's All +2 Physical & Energy DR vs. Super-Mutants
Poisoner's All +4 Poison DR
Powered H/A/L Add 1 AP to the pool at the start of each of your turns in combat
Punishing T/L Each Effect an enemy rolls against you in melee inflicts 1pt of the same damage back upon them, before DR
If you have any Rad damage, you may have the 1st d20 on a Str check count as '1' once per scene
Rad Powered All
Each full 5 Rad damage allows you to do this one additional time per scene
Safecracker's A Once per scene, 1st d20 rolled to pick a lock automatically counts as a '1'
Sentinel's A +3 Physical & Energy DR if you did not move in your previous turn
Sharp All Once per scene, 1st d20 rolled on a Chr or Int test automatically counts as a '1'
Sprinter's H/L Reduce AP cost to cross difficult terrain or obstacles by 1 (minimum of 0)
Troubleshooter's All +2 Physical & Energy DR vs. Robots & Turrets
Unyielding T If you are below 1/4 HP, gain a free re-roll on all d20 checks

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