CFS created by Molten (Clayton Mooney)
Crusader Fallout TTRPG D100 System
Introduction
Hello, this is the first version of Crusader Fallout TTRPG d100 System. This is built upon the idea that
the GM will be using it in a New Vegas-style of gameplay, taking place out west rather than out east. In
the coming chapters, there will be character creation, skills, stats, bonuses, factions, and equipment.
This was written by Molten (a.k.a. Clayton) any GMs/DMs are welcome to use this system, and its rules to
create your own fun game/version, all names, and stuff are owned by Bethesda. This is simply made for
friends to pass around and play for free, if anyone at any time tries to monetize this system, either by
selling it or forcing someone to pay to play, they will be violating the rights of Bethesda. This system
is free to use and is made as a fan creation.
Index
Introduction 1
Index 1
Character Creation 3
Classes 4
Races 4
Robots 5
SPECIAL 6
Strength (STR) 6
Endurance (END) 7
Agility (AGI) 8
Intelligence (INT) 8
Perception (PER) 9
Charisma (CHA) 10
Luck (LCK) 10
Health (WND) 11
Damage Threshold (DT) 11
Skills 11
Traits 14
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CFS created by Molten (Clayton Mooney) 16
Perks 31
31
Equipment 31
Headgear 31
Glasses 33
Hats 35
Helmets 35
Armor/Clothing 39
Clothing 42
Light armor 43
Medium armor 45
Heavy armor 45
Weapons 46
Pistols 47
Rifles 47
SMGs 48
Shotguns 48
Heavy Weapons 49
Energy Pistols 49
Energy Rifles 50
Energy heavy Weapons 50
Projectile Explosive 51
Thrown Explosives 52
Placed Explosives 53
Bladed Melee 53
Blunt Melee 54
Thrown Melee 55
Unarmed 55
Unique Weapons 55
Pistols 56
Rifles 56
SMGs 57
Shotguns 57
Heavy Weapons 57
Energy Pistols 57
Energy Rifles 58
Energy Heavy Weapons 58
Projectile Explosive
Bladed Melee 2
CFS created by Molten (Clayton Mooney)
Blunt Melee 59
Unarmed 59
Holdout Weapons 60
Misc. Equipment 60
Combat Rules 69
Wound Tables, and Rules 70
Light Wounds 70
Major Wounds 73
Misc. Rules, and tables. 78
Wild Wasteland Table 78
Body Table 80
Radiation 81
Exhaustion 81
Factions 82
Durability 83
Conditions 84
Dehydration 85
Character Creation
Character creation is a simple task. All SPECIAL stats start at 1, you have 40 points to spend on
those SPECIAL attributes. After that, you simply do the math to find the numbers that go in your Skills.
You need to pick two traits and your TAG skills. After that, you begin work on your character's background
with your DM, and fill out the rest of the sheet.
Roll 5d10x10 to determine the amount of Caps you start with, your DM could instead tell you a
decent amount based on your previous occupation.
Base starting of skills are determined by 2+(2xSTAT)+(LCK/2) for example if a character had 10
Charisma, and 3 Luck then Barter would be 2+(2x10)+(3/2) make sure to round anything, no decimals. The
total for our example character would be 24 starting Barter Skill. Any TAG Skills gain an immediate +15 to
their score.
Starting Gear: 1 Helmet or 1 Hat, and 1 Glasswear (No more than 300 Caps). 1 Clothing. 1 Light, or
Medium armor (no more than 400 Caps). 1 Primary Weapon (nothing worth more than 1k Caps), 1 Secondary
Weapon (nothing worth more than 500 Caps), 3 Misc. Equipment. (The specifics of what you’re allowed to have
are completely reliant on your DM, if they veto it, then have the DM help you pick gear).
Carry weight is determined by 25+(Strength*25)= Carry Weight Total.
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CFS created by Molten (Clayton Mooney)
When determining how the party met, have the players go around attaching a bond of sorts to players. Some
examples are:
I attacked you but decided to spare your life since you seemed to be useful.
You saved my life from a mutated animal.
We broke out of a slave camp together.
I was hired to kill you, and I still might, haven’t decided yet.
I was buried in a shallow grave, left for dead, but you dug me out.
Classes
In the CFS system, there are no classes. Instead, players are encouraged to use a framework to
make their own BACKSTORY. The backstory influences what skills, equipment, and relationships with factions
one might have. This also leaves the system vague enough where one can be anything, or do anything they
want. Included with any post of this should also be the CFS Character Sheet.
Races
In the CFS system, there are as many races as you can make yourself. The system has provided some
barebone races, Human, Ghoul, Robots, and Super Mutant, some of these races have subraces that give
bonuses, some do not. Feel free to Homebrew with your DM to make interesting races and subraces.
Base Human: +1 STR, +1 END, is a standard wastelander human.
BOS Human: +1 STR, +1 END, Gets PA Training, -1 CHA
Enclave Human: +1 INT, +1 STR, Gets PA Training, -2 END
Ghoul: Rad Immunity, +1 END, -3 CHA, Rad Healing (Can heal while sitting in radiation)
Old Ghoul: Rad Immunity, +1 INT, -3 CHA, Rad Healing (Can heal while sitting in radiation)
Generation 1 Super Mutant: +2 INT, -2 AGI, -1 LCK, Rad Immunity, -5 CHA
Generation 2 Super Mutant: -3 INT, +1 AGI, +5 STR, Rad Immunity, -6 CHA
East Coast Mutant: -5 INT, +2 AGI, +5 STR, Rad Immunity, -6 CHA
Robots
Mr. Handy: +1 INT, +1 AGI, -5 LCK, Rad Immunity, Hackable, -2 CHA
Mr. Handies has 360 degree vision, improved sensory systems that can detect smells, chemicals, and
radiation. They cannot use Chems, nor benefit from food, drink, or rest. You move by jet propulsion, and
are unaffected by difficult terrain. You cannot recover from Wounds by yourself, you must have someone
repair you. You only have 3 arm attachments that are listed below. If you select a weapon, you get 20
shots of ammo with that weapon.
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CFS created by Molten (Clayton Mooney)
Without a pincer you cannot manipulate objects, lockpick, repair, or use the throwing skills.
Attachment Effect
10mm Auto Pistol
Buzz Saw You can make ranged attacks using a 10mm auto pistol (see 10mm pistol stats)
Flamer without the need for durability.
Laser Emitter
Pincer You can cut objects, and make melee attacks with a circular saw! The saw
inflicts 12 Damage, and works off Unarmed Skill.
You can set objects alight, cook food, or make short ranged attacks like a
flamer (see flamer stats) without the need for durability.
Can cut objects, and make ranged attacks with the laser (see laser gun stats)
without the need for durability.
You can pick up objects with a single pincer that weighs no more than 40lbs and
manipulate objects in your environment. You can make unarmed attacks that deal
4 damage with it as well.
Eyebot: +2 AGI, +1 END, -2 LCK, Rad Immunity, Hackable, -1 CHA
Eyebots cannot do anything that would require hands of some kind. However eyebots have a few upgrades that
make them quite useful to have. Eyebots also cannot communicate except through binary morse code, old
radio clips, and previous recordings. Eyebots are walking crafting tables, can assist in making ammo,
gear, and even help to repair objects. Their only real weapon is a laser beam (laser Rifle stats). They
cannot repair themselves, but can repair other robots.
Upgrade Effect
Even better repair +2 Temporary Durability after repairing something
Did that come out of 30 Energy/Microfusion cell manufacture for free daily.
your…? Nevermind
Extra Padding Increased DT +2
Big Iron +5 to Laser Beam damage
Go for the Knee! +2 damage to Limb shots.
Protectron: +3 END, +1 PER, -2 AGI, -2 LCK, Rad Immunity, Hackable, -1 INT
Securitrons are slow, lumbering bots. They have a laser hand (laser RCW stats), and a machine gun (9mm smg
stats) in the other.
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CFS created by Molten (Clayton Mooney)
SPECIAL
SPECIAL in CFS (Crusaders Fallout System) are things you should be well acquainted with. This
section will go over all the attributes and explain them. All attributes are in a 1-10 system, 1 being the
lower end, and 10 being the upper.
Physical Attributes: Strength, Endurance, and Agility
Mental Attributes: Intelligence, Perception, and Charisma
MISC Attributes: Luck
Strength (STR)
Strength is the attribute that determines how hard your fists hit, how much you can carry, or how
much you can lift. It is the foundation of brawn that this stat represents. A character with high Strength
can do almost inhuman things.
Strength Score Description
1 Wet Noodle
2 Beached Jellyfish
3 Doughy Baby
4 Lightweight
5 Average Joe
6 Barrel Chested
7 Beach Bully
8 Circus Strongman
9 Doomsday Pecs
10 Hercules' Bigger Cousin
Endurance (END)
Endurance is the attribute that controls how sturdy an individual is. How likely a person is to get sick,
or be affected by poison, bad food, etc. is all determined by this attribute. This also determines how much
damage a person can take before they fall, a character with high Endurance could be shot a few times
before they finally collapse, while someone with low END could take only one shot before collapsing.
6
CFS created by Molten (Clayton Mooney) Description
Basically Dead
Endurance Score Crumbly
1 Do Not Bend
2 Handle With Care
3 Stain-Resistant
4 Hardy
5 Tough-as-nails
6 Flame Retardant
7 Bullet Proof
8 Unstoppable
9
10
Agility (AGI)
Agility is the attribute that determines how nimble, or how quickly someone moves. It affects your
ability to dodge incoming fire. While Strength determines how long (time-wise) a person can run, Agility
determines how quickly a person can run. A character with high Agility can cover a lot of ground in a
short amount of time, as well as having great reflexes, able to dodge a lot of enemy incoming fire.
Agility Score Description
1 Walking Disaster
2 Accident Prone
7
CFS created by Molten (Clayton Mooney) Oaf
Butterfingers
3 Under Control
4 Catlike
5 Knife Thrower
6
7 Knife Catcher
8 Acrobatic Marvel
9 Walks on Water
10
Intelligence (INT)
Intelligence is the attribute that determines how smart a person is. How quickly they can deduce
problems, find solutions, or how quickly they are at number crunching. Generally, a character with higher
Intelligence can figure out a logically complex problem, hacking complex systems, working with old, or
foreign technology.
Intelligence Score Description
1 Sub-Brick
2 Vegetable
3 Cretin
4 Knucklehead
5 Knowledgeable
6 Gifted
7 Smartypants
8 Know-It-All
9 Genius
10 Omniscient
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CFS created by Molten (Clayton Mooney)
Perception (PER)
Perception is the attribute that determines and controls how perceptive one is to their
surroundings. Characters with high Perception can notice changes out of the corner of their eyes, see
further distances, or notice minor details that are generally overlooked by most wastelanders. It also
affects how accurate one shoots.
Perception Score Description
1 Deaf Bat
2 Senile Mole
3 Squinting Newt
4 Unsuspecting Trout
5 Wary Trout
6 Alert Coyote
7 Big-Eyed Tiger
8 Monocled Falcon
9 Sniper Hawk
10 Eagle with Telescope
Charisma (CHA)
Charisma is the attribute that determines someone's ability to talk their way out of anything. A character
with high Charisma would be able to talk someone unfriendly to them into aiding their cause.
Charisma Score Description
1 Misanthrope
2 Old Hermit
9
CFS created by Molten (Clayton Mooney) Creepy Undertaker
Peevish Librarian
3 Substitute Teacher
4 Cheery Salesman
5 Diplomat
6 Movie Star
7 Casanova
8 Cult Leader
9
10 Luck (LCK)
Luck Score Description
1 13 Pitch-Black Cats
2 Broken Gypsy Mirror
3 Sickly Albatross
4
5 Spilled Salt
6 Coin Flip
7 Stacked Deck
8 Lucky 7
9 Leprechaun's Foot
10 21-Leaf Clover
Two-Headed Coin Flip
Health (WND)
Hitpoints are done via a wound system. If a weapon's damage overrides DT it will inflict a light
wound, if it goes over DT by 8 or more it will inflict a major wound. Wounds can be as simple as a few new
holes, to the loss of a limb. When calculating damage, take the number that’s over your DT, and subtract
your END Modifier from that number to give you your total. For example, Player A has a DT of 12, he is hit
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CFS created by Molten (Clayton Mooney)
by a weapon that deals 20 damage, his END modifier is +5, so he would take the 8 damage over DT, subtract 5
from it to get his new total of 3.
Damage Threshold (DT)
DT blocks physical attacks, when you are hit by a weapon, you take its damage, subtract your DT,
and anything left over is how bad a wound you get. Some armor may have DT, but be weak or resistant to
certain types of weapons. PA is weak to Lasers, while non-metal armours are weak to Plasma.f
Skills
Skills are based on a 01-100 scale, when attempting to make a skill check the player will roll a
1d100 if the number they rolled falls within the number of their skill (Example: You have 65 in Barter,
you are attempting to get a better price, you roll a 07 you pass, they roll an 82 they fail). Certain
Skill checks can be boosted by using a Skill Magazine temporarily for twenty seconds. A skill magazine
boosts the associated skill by 15. A skill book gives a permanent +1 to an associated skill, once a skill
book is used, the book is destroyed on use.
Base starting of skills are determined by 2+(2xSTAT)+(LCK/2) for example if a character had 10
Charisma, and 3 Luck then Barter would be 2+(2x10)+(3/2) make sure to round anything, no decimals. The
total for our example character would be 24 starting Barter Skill. Any TAG Skills gain an immediate +15 to
their score.
When making a skill check, you roll a d100 and add your LCK Mod on top of that.
Skill Description Associated stat Associated skill Associated skill
Barter magazine book
Proficiency at Charisma
Energy Weapon trading and Salesman Weekly Tales of a
haggling. Also Junktown Jerky
used to negotiate Vendor
better quest
rewards
Proficiency at Perception Future Weapons Nikola Tesla and
Today You
using energy-based
weapons
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CFS created by Molten (Clayton Mooney)
Explosives Proficiency at Perception Patriots Cookbook Duck and Cover!
using explosive
Guns weaponry,
Hacking disarming mines,
and crafting
Intimidation explosives
Lockpick Proficiency at Agility Milsurp Review Guns and Bullets
Medicine using weapons that
fire standard
Melee Weapons ammunition
Repair
One's ability to Intelligence Programmer's Personal Computers
break through Digest Yearly
security on
electronic
Personal
Computers.
Use your way with Charisma Guantanamo Bay C.I.A. Handbook
words to convince Delights
someone that if
they don’t help
you, they’ll
regret it.
Proficiency at Perception Locksmiths Reader Tumblers Today
picking locks.
Today's Physician D.C. Journal of
Proficiency at Intelligence Internal Medicine
using medical
tools, drugs, and
crafting
Chemicals.
Proficiency at Strength Tales of Chevalier Grognak the
using melee Barbarian
weapons.
Proficiency at Intelligence Fixin’ Things Dean’s Electronics
repairing items
and crafting items
and ammunition.
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CFS created by Molten (Clayton Mooney)
Research The likelihood of Intelligence American Science A Guide to Winning
one to come up Today! A Nobel Prize
with new ideas, or
to recreate old
world ideas.
Robotics How well versed Intelligence Robot Ladies in The Ins and Outs
Sneak one is in the field Nylon Socks of Robot CPUs
Etiquette of Robotics.
Guile Proficiency at Agility La Fantoma! Chinese Army:
remaining Special Ops
Survival undetected and Training Manual
stealing.
Unarmed
The ability to Charisma Meeting People Lying,
conduct oneself in Congressional
high society. Style
Generally used to
impress people in
the upper echelons
of society.
The ability to get Charisma Legends from the A Sly Guide to
in good with the Ghetto Everything
rough and tumble
of the wasteland.
Usually with
bandits or wasters
in general.
Proficiency at Endurance Lad’s Life The Wasteland
cooking, making Survival Guide
poisons and
crafting "natural"
equipment and
consumables. Also,
yields increased
benefits from food.
Proficiency at Endurance Boxing Times Pugilism
unarmed fighting. Illustrated
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CFS created by Molten (Clayton Mooney)
Traits
These are completely optional. By default, you should only have two at most Traits. These traits
have drawbacks, and bonuses that are appropriate based on their name. Some of these traits can be used to
enhance your backstory, and help build your basis.
Trait Benefit Penalty
Built to Destroy
Fast Shot +3 to hit chance. Weapons durability cut in half.
Four Eyes
Able to draw weapons as a bonus Guns and energy weapons you fire
Good Natured
action. get -5 to hit.
Heavy Handed
Kamikaze + 2 Perception when wearing - 1 Perception permanent
Loose Cannon glasses. The bonus does not apply reduction. A penalty will still
Small Frame when determining Perk apply when determining Perk
Trigger Discipline requirements. requirements.
Increases Etiquette, Medicine, Decreases Energy Weapons,
Repair, Research, Hacking, Explosives, Guns, Melee Weapons
Robotics, and Barter skills +5. and Unarmed skills -5.
Melee and unarmed do 10 more Melee and unarmed do no critical
damage. hit damage.
+1 Action per turn. -8 Damage Threshold.
Able to throw 2 thrown type Thrown weapons have less range.
weapons for 1 Action.
+1 Agility. Fragile limbs (All limb wound
effects are doubled)
Guns and energy weapons you fire Drawing guns and energy weapons
get +10 to hit. take a full turn.
Claustrophobia + 1 to SPECIAL attributes while - 1 to SPECIAL attributes while
Early Bird
Hoarder outdoors. indoors.
+ 2 to SPECIAL attributes from 6 - 1 to SPECIAL attributes from 6
am to 12 pm. pm to 6 am.
+ 25 lbs to total carry weight. - 1 to SPECIAL attributes while
current equipment weight is below
160 lbs.
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CFS created by Molten (Clayton Mooney)
Hot Blooded +15 to hit after sustaining two - 2 to Perception and Agility
heavy wounds. after sustaining two heavy
Logan’s Loophole wounds.
Skilled
Chems last twice as long and Locks the level cap at 30.
Arsonist
addiction rates are set to zero.
Beggar
Frumentarii Gain +5 points to every skill. Spend twice as many points to
Gladiator increase skills after character
NCR Medic creation.
Gambler
Vault Child +5 to Energy Weapons when using Start with a score of 20 Infamy
Mercenary Flamer, Incinerator, or Heavy for all Factions
Game Hunter Incinerator and +10 Fire
Scavenger Resistance
One in a Million
Gifted +10 Barter -1 Luck
+1 Perception, +5 Sneak, Start Start Shunned by the Followers of
Liked by Caesar's Legion the Apocalypse
+5 to melee, +1 to strength Start Shunned by Caesar’s Legion
+5 to Medicine and Guns Start Start Shunned by Caesar’s Legion
accepted by NCR
+1 Luck -1 Intelligence
+1 Intelligence, +5 Research, and Gain an additional 10 rads
Medicine whenever they are gained.
+5 Guns, and Barter Start Shunned by New Cannanites
+5 Guns, Survival -5 Speech
+1 Luck, +5 Barter -5 Speech, -5 Survival
Increase Crit damage by X5 Have to roll to confirm a critical
+1 all SPECIAL -5 all skills, -2 Skill Rate
Perks
At every advancement in level, you earn 2 Perk Points. These points can be spent on perks as long
as you meet the prerequisites.
Variant Rule: Perks are chosen at every even-numbered level a player advances. They get to choose 1 per
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CFS created by Molten (Clayton Mooney)
every two levels. Perks work similarly to Feats, by giving bonuses, and having prerequisites to attain
them.
Name Point Cost / Level Other Requirements Ranks Benefit
REQ
Power armor - Must be taught by 1 Able to wear Power
Training someone with Power armor.
armor Training
Black Widow 2 - 1 +5 damage to the
Lady Killer opposite sex and
advantage with
charisma based
checks against the
opposite sex.
Cherchez La Femme 2 - 1 +5 damage to the
Confirmed Bachelor same sex and
advantage with
charisma based
checks against the
same sex.
Friend of the 2 PER 6, Sneak 30 1 Your eyes adapt
Night quickly to
low-light
conditions.
Heave, Ho! 2 STR 5, Explosives 1 +50% thrown weapon
30 range
Hunter 2 Survival 30 1 In combat, you do
4x critical damage
against animals
and mutated
animals.
Intense Training 2 - 10 You can put a
single point into
any of your
SPECIAL
attributes.
Rapid Reload 2 AGI 5, Guns 30 1 All of your weapon
reloads are a free
action instead of
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CFS created by Molten (Clayton Mooney)
Retention 2 INT 5 1 a single action.
INT 4 3
Swift Learner 2 Skill magazines
last for 3
Cannibal 4 - 1 minutes.
Comprehension 4 INT 4 1 You gain an
additional perk
Educated 4 INT 4 1 point whenever
points are earned.
Entomologist 4 INT 4, Survival 45 1
You gain the
Rad Child 4 Survival 70 1 option to eat a
human corpse to
Run ‘n Gun 4 Guns 45 or Energy 1 heal Light wounds,
Travel Light 4 Weapons 45 1 but lose 10 Karma.
Survival 45 You gain one
additional skill
point for reading
books and double
the skill points
for reading
magazines.
You gain two more
skill points every
time you advance
in level.
You do an
additional 10
damage every time
you attack a
mutated insect.
Remove 2 light
wounds per hour
per 200 rads
accumulated.
Able to shoot guns
while dashing.
While wearing
light armor or no
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CFS created by Molten (Clayton Mooney)
Bloody Mess 6 -1 armor, gain 10ft
of movement.
Demolition Expert 6 Explosives 50 3
Ferocious Loyalty 6 CHA 6 1 All your enemies
explode in gore
Fortune Finder 6 LCK 5 1 when killed.
Gunslinger 6 Repair 70 1 +6 damage with
Hand Loader 6 1 explosives.
Lead Belly 6 END 5 1 When you take a
Guns 45 1 major wound,
Shotgun Surgeon 6 companions gain
+10 DT.
Considerably more
bottle caps will
be found in
stockpiles.
+5 to hit with
one-handed weapons
When using Guns,
you are twice as
likely to recover
cases and hulls.
You also have all
hand load recipes
unlocked at any
reloading benches.
-50% radiation is
taken from food
and water sources.
When using
shotguns,
regardless of
ammunition used,
you ignore an
additional 10
points of a
target's Damage
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CFS created by Molten (Clayton Mooney)
The Professional 6 Sneak 70 1 Threshold.
Toughness 6 END 5 2 Your sneak attack
Research 70 1 criticals with
Vigilant Recycler 6 revolvers, pistols
and submachine
Commando 8 -1 guns (guns and
Cowboy 8 Guns 45, Melee 45 1 energy weapons)
all inflict an
Living Anatomy 8 Medicine 70 1 additional 8
damage.
Pack Rat 8 INT 5, Barter 70 1
+3 DT permanently.
When using Energy
Weapons, you are
twice as likely to
recover drained
ammunition. You
also have more
efficient recycling
recipes available
at workbenches.
+5 to hit with
two-handed weapons
+5 damage done by
dynamite,
hatchets, knives,
revolvers, and
lever-action guns.
Able to make a
Medicine check to
determine how
close to death an
enemy is, as well
as how high their
DT is.
Items with a
weight of two
pounds or less now
weigh half as
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CFS created by Molten (Clayton Mooney)
Quick Draw 8 AGI 5, Fast Shot 1 much.
Trait
Able to draw/equip
Rad Resistance 8 END 5, Survival 40 1 weapons as a free
action.
Scrounger 8 LCK 5 1
+25% radiation
Stonewall 8 STR 6, END 6 1 resistance
permanently.
Strong Back 8 STR 5, END 5 1
Super Slam! 8 Considerably more
STR 6, Melee 45 1 ammunition in
stockpiles.
Terrifying 8 Intimidation 70 1
Presence +5 DT against
melee and unarmed
Here and Now 10 -1 attacks and cannot
Animal Friend 10 CHA 6, Survival 45 2 be knocked down
during combat.
+50 Carry Weight.
All melee (except
thrown) and
unarmed attacks
have a chance of
knocking your
target down. 15%
for Unarmed or
one-handed melee,
30% for two-handed
melee.
Can intimidate
foes through
dialogue; gives
advantage on
Intimidation
Checks.
You instantly
level up again.
On 1st rank,
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CFS created by Molten (Clayton Mooney)
Finesse 10 - 1 hostile animals
Hacking 70 1 become friendly.
Math Wrath 10 LCK 6 1 On 2nd rank, they
Miss Fortune 10 come to your aid
against enemies
Mister Sandman 10 Sneak 60 1 except against
other animals.
Mysterious 10 LCK 6 1
Stranger +1 to DT when
avoiding ranged
Nerd Rage! 10 INT 5, Research 1 attacks.
50, Hacking 50
Able to Hack as a
Night Person 10 -1 free action.
Energy Weapons 70 1
Plasma Spaz 10 10% chance that
Miss Fortune will
incapacitate a
target in a
surprise round.
Can instantly kill
a sleeping
non-player
character.
10% chance that
Mysterious
Stranger will
incapacitate a
target in a
surprise round.
+15 DT and
Strength increased
to 10 whenever
sustained 2 major
wounds.
+2 Intelligence
and +2 Perception
between 6:00 P.M.
and 6:00 A.M.
Reloading Energy
Weapons is a free
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CFS created by Molten (Clayton Mooney)
Fast Metabolism 12 -1 action.
Ghastly Scavenger 12
Cannibal Perk 1 Able to heal Major
wounds with five
Hit the Deck 12 Explosives 70 1 stimpacks
Life-Giver 12 END 6 1 You gain the
option to eat a
Long Haul 12 END 6, Barter 70 1 super mutant or
feral ghoul corpse
Piercing Strike 12 Unarmed 70 1 to heal major
wounds but lose 5
Pyromaniac 12 Explosives 60 1 Karma.
Robotics Expert 12 Robotics 50 1 +25 DT against
explosives.
Silent Running 12 AGI 6, Sneak 50 1
Able to reroll
once on the major
wound table once
per long rest.
Being
over-encumbered no
longer prevents
you from moving
normally.
All your unarmed
and melee attacks
negate 15 points
of DT.
+8 damage with
fire-based weapons.
+6 damage to
robots; can shut
down robots by
sneaking up on
them and
deactivating.
Able to move at
full speed while
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CFS created by Molten (Clayton Mooney)
Sniper 12 PER 6, AGI 6 1 sneaking.
Splash Damage 12 Explosives 70 1 Able to do
Targeted Attacks
Unstoppable Force 12 STR 7, Melee 90 1 with no added
difficulty
Adamantium 14 -1
Skeleton Explosive Damage
deals double
Center of Mass 14 Guns 70 1 damage.
Medicine 60 1
Chemist 14 Repair 90 1 x4 Crit damage
with melee and
Jury Rigging 14 unarmed attacks.
Light Step 14 PER 6, AGI 6 1 Limb Wound
modifiers reduced
Purifier 16 -1 by half (to a
minimum of one)
Can’t be knocked
down.
Chems last twice
as long.
Repair any item
using a roughly
similar item in
downtime. (DM
Discretion)
Floor traps or
mines will not be
set off. (By you)
You do 10 extra
damage with melee
and unarmed
weapons against
centaurs, night
stalkers, spore
plants, spore
carriers,
deathclaws and
super mutants.
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CFS created by Molten (Clayton Mooney)
Action Boy 16 AGI 6 2 +1 Action
Action Girl 16 PER 6, LCK 6 1
Double Critical
Better Criticals Damage on All
weapons
Chem Resistant 16 Medicine 60 1
Half as likely to
Meltdown 16 Energy Weapons 90 1 get addicted.
Tag! 16 -1 Foes killed by
your Energy
Weapon Handling 16 STR Less than 10 1 Weapons emit a
INT 7, Hacking 70 1 corona of harmful
Computer Whiz 18 energy. Dealing
Energy Weapons 60, 1 half damage to
Concentrated Fire 18 Guns 60 anyone in adjacent
squares.
Infiltrator 18 PER 7, Lockpicking 1
70 Fourth "tag"
skill: +15 points
Paralyzing Palm 18 Unarmed 70 1 to that skill.
+5 to all weapon
attacks.
Can make one extra
attempt to hack a
locked-down
terminal.
Gain an advantage
when making
multiple attacks
on a single
creature on your
turn.
Can make one more
attempt to pick a
broken lock.
Can paralyze an
enemy for 30
seconds with a
Critical Unarmed
24
CFS created by Molten (Clayton Mooney)
Explorer 20 -1 attack.
20 -1
Grim Reaper's Can never get
Sprint lost.
Ninja 20 Melee Weapons 80, 1 When you reduce a
Sneak 80 creature to 0,
gain an additional
Solar Powered 20 END 7 1 attack.
Laser Commander 22 Energy Weapons 90 1 Successful sneak
attacks that break
Nuka Chemist 22 Research 90 1 DT, count as
Critical.
Spray and Pray 22 -1
+2 Strength and
Slayer 24 STR 7, AGI 7, 1 remove 1 major
Unarmed 90 wound per hour
while outside,
Nerves of Steel 26 AGI 7 1 from 6:00 A.M. to
END 7 1 6:00 P.M.
Rad Absorption 28
You do an extra 5
damage with any
laser weapon.
Unlock special
Nuka-Cola recipes
at the workbench.
Your attacks do 15
less damage to
companions.
Able to make a
second attack
right after an
initial one using
Melee or unarmed.
Advantages of
resisting Fear.
-1 Rad every 1
hour.
25
CFS created by Molten (Clayton Mooney)
In Shining armor 2 Repair 20, 1 +5 DT against
energy weapons
Robotics/Research/ while wearing
metal armor, with
Hacking 70 a further +2 DT
while wearing
Junk Rounds 2 LCK 6, Repair 45 1 reflective eyewear
or helmets.
Light Touch 2 AGI 6, Repair 45 1
END 6, Survival 45 1 You can craft
Old World Gourmet 2 ammunition using
scrap metal and
And Stay Back 10 Guns 70 1 tin cans.
Heavyweight 12 STR 7 1 While wearing
light armor your
Hobbler 12 PER 7 1 DT is raised by 3
Grunt 8
Guns 45, 1 Can use old world
Explosives 20 booze to cure
light wounds in
place of
Stimpacks.
Shotguns have a
10% chance, per
attack, of
knocking an enemy
back.
Weapons with a
weight of more
than 10 are cut in
half. This does
not affect weapons
modded to under 10
pounds.
Your chance to hit
an opponent's legs
in V.A.T.S. is
increased by 2.
5 more damage with
9mm pistols and
SMGs, .45 pistols
26
CFS created by Molten (Clayton Mooney)
Home on the Range 8 Survival 70 1 and SMGs, service
rifles, assault and
Sneering 8 -1 Marksman carbines,
Imperialist light machine
guns, frag
Tribal Wisdom 8 Survival 70 1 grenades, grenade
rifles and
Fight the Power! 10 - 1 launchers and
combat knives.
Eye for Eye 20 - 1
END 6 1 Can’t be surprised
Atomic! 20 while camping
outside.
+5 Damage and +8
to hit tribal and
raider characters.
Able to eat Insect
corpses to cure
light wounds in
place of
stimpacks, and
gain poison
resistance.
+2 Damage
Threshold and +5
to hit anyone
wearing NCR,
Legion or
Brotherhood of
Steel armor.
For each wounded
limb you have, you
do an additional 2
damage.
In irradiated
areas, gain 15ft
movement +2 DT, +2
STR.
27
CFS created by Molten (Clayton Mooney)
Mile in Their 20 Survival 25 1 You have come to
Shoes understand night
stalkers.
Implant GRX 30 END 8 2 Consuming night
stalker squeezin's
Alertness 12 PER between 6 and 1 now grants bonuses
9 to Perception (+1
PER), Poison
Walker Instinct 18 Survival 50 1 Resistance (+5),
and Stealth (+5
Irradiated Beauty 22 END 8 1 Sneak) in addition
Voracious Reader 22 INT 7 1 to the normal
benefits.
Lessons Learned 26 INT 6 1
You gain a
subdermal stimpack
injector in your
skull. Allowing
you to heal one
major wound per
week. As an Action
+2 Perception when
crouched and
still.
+1 Perception and
Agility when
outside.
Sleep removes all
Rads.
Damaged books
become blank
magazines; can
copy existing
magazines into
blank magazines.
Check Downtime
Rules.
+2 skill per
level.
28
CFS created by Molten (Clayton Mooney)
Tunnel runner 26 AGI 8 1 +5ft of movement
when sneaking
Roughin’ It 28 Survival 100 1 while wearing no
armor, or light
Burden to Bear 30 STR 6, END 6 1 armor.
- 1
Broad Daylight 36 - 1 Sleeping outside
gives Well Rested
Certified Tech 40 benefit.
Ain’t Like That 50 Negative Karma 1 +50 carry weight.
Now
No Sneak penalty
Just Lucky I’m 50 Neutral Karma 1 for using a light.
Alive 50 Good Karma 1
+25% critical hit
Thought you Died chance against
robots, 85% chance
of finding an extra
crafting component
on destroyed
robots.
Karma reset to
Neutral. Immune to
Crits.
Karma remains the
same. +4 to LCK
Karma resets to
Neutral. Able to
take 5 Major
Wounds before
unlocking the
death table.
29
CFS created by Molten (Clayton Mooney)
Equipment
Headgear
Glasses
Name DT Weight Value Effect
Authority Glasses 0 0 6
0 8 PER +2 (With Four
Eyeglasses 0 1 40 Eyes)
0 12
Lucky Shades 0 0 8 PER +2 (With Four
0 12 Eyes)
Reading Glasses 0 0 8
LCK +1 PER +3
Sunglasses 0 (With Four Eyes)
Tinted Reading 0 PER +2 (With Four
Glasses 0 Eyes)
Tortoiseshell PER +2 (With Four
Glasses Eyes)
PER +2 (With Four
Eyes)
PER +2 (With Four
Eyes)
Name DT Hats Value Effect
1st Recon Beret 0 40 PER +1, To hit
Weight with Rifle +5
Ballcap with 0 1 30 PER +1
Glasses 1
30
CFS created by Molten (Clayton Mooney)
Boomers Cap 0 1 10 PER +1
1 8 PER +1
Boomers Helmet 1 8 15 PER +1
1 10 PER +1
Boomers Hat 0 .1 100 Intimidation +5
1 15 PER +1
Bandana 0
3 50 Repair +5
Beret 0 1 15 PER +1
1 15 PER +1
Cattleman Cowboy 1
Hat 1 15 Energy Weapons +5
1 15 PER +1
Construction Hat 2 1 30 Melee Weapons
Dapper Gambler Hat 0 0 Skill +5
1 10 Survival +2
Desperado Cowboy 1 300 PER +1, Survival
Hat 1
1 +5
Enclave Officer Hat 0 8 PER +1
1 8 PER +1
Fancy Gambler Hat 0 1
1 8 PER +1
Fedora 0 1 8 PER +1
1 30 Guns +5
Head Wrap 0 1 30 Guns +5
Park Ranger Hat 1 1 30 Guns +5
8 PER +1
Police Hate 0 8 PER +1
Pre-War Baseball 0 31
Cap
Per-War Bonnet 0
Pre-War Hat 0
Ranger Brown Hat 0
Ranger Gray Hat 0
Ranger Tan Hat 0
Rattan Cowboy Hat 1
Rawhide Cowboy Hat 1
CFS created by Molten (Clayton Mooney)
Roving Trader Hat 0 1 6 Barter +5
Sheriff's Hat 0 1 35 PER +1
Stormchaser Hat 0 1 6 PER +1
Stylish Gambler 0 1 8 PER +1
Hat
Suave Gambler Hat 0 1 8 PER +1
Starlet Wig 0 2 6 CHA +1
Tuxedo Hat 0 1 8 PER +1
Helmets Effect
Sneak Sight, PER
Name DT Weight Value +2
6 1000 STR +1
Advanced Riot Gear 5 Survival +2
Helmet 3 70 Survival +5
3 800
Centurion Helmet 5 3 1000 Survival +10
Combat Helmet 3 2.5 1500 PER +1, AGI +1
Combat Helmet, 4 3 2500 Sneak Sight,
Reinforced Intimidation +5,
6 1500 PER +2
Combat Helmet, 5 PER+1
Reinforced MK 2
PER +1
Desert Ranger 5
Combat Helmet 32
Elite Riot Gear 6
Helmet
Fiend Battle 1 16
Helmet 1 16
Fiend Helmet
CFS created by Molten (Clayton Mooney)
Fiend Warrior 1 1 6 PER +1
Helmet
10 Energy Weapons +2
Fire Helmet 2 1 50 Guns +2
2 3 8 Melee Weapons +5
Goggles Helmet 2 1
3 50 Guns +5
Great Khan Spike 2 3 800 Melee Weapons +3,
Helmet 3 3
3 END +1
MP Trooper Helmet 3 800 Melee Weapons +3,
2
Marked Beast Eyes 3 3 To hit Melee +2
Helmet 3 800 Energy Weapons +2,
1
Marked Beast Face 3 Energy Resistance
Helmet 3 +10
3 250 Melee Weapons +3,
Marked Beast 3 Unarmed +3
Helmet 200 -
3 280 -
Marked beast 4
Tribal Helmet 6-
110 Melee Weapons +5
Metal Helmet 3
80 Melee Weapons +2
Metal Helmet 4 20 Barter -5
Reinforced
20 Guns +5,
Motorcycle Helmet 2 Explosives +5,
Barter -5
Prime Decanus 2
Helmet 20 Barter -5
Prime Helmet 2 33
Raider Arclight 1
Helmet
Raider Blastmaster 1
Helmet
Raider Psycho-tic 1
helmet
CFS created by Molten (Clayton Mooney)
Raider Wastehound 1 3 20 Barter -5
helmet
6 800 Sneak Sight, PER
Riot Gear Helmet 4 +1
3 1000 PER +1, Guns +5
Ranger Helmet 4 3 40 +5 Sneak
3 90 Melee Weapons +1
Recon armor Helmet 2 -
3 70 -
Recruit Decanus 2 3 500 -
Helmet Guns +1
4 850 -
Recruit Helmet 2 Unarmed +5
3 50 Unarmed +2
Sierra Madre 4 3 30 Sneak +10
Helmet Repair +10
3 150
Sierra Madre 5 Effect
3 100 Repair +10
Helmet, Reinforced 3 250 Guns +10
3 20
Trooper Helmet 2 34
Vault Security 3
Helmet
Veteran Decanus 3
helmet
Veteran Helmet 3
Vexillarius helmet 1
Welding Helmet 2
Armor/Clothing
Clothing
Name DT Weight Value
Boomer Flightsuit 4 1 6
Boomer Jumpsuit 4 1 6
CFS created by Molten (Clayton Mooney)
Bounty Hunter 6 3 70 CHR +1, Guns +5
Duster
Brahmin-skin Outfit 0 2 6 AGI +1, END +1
2 6 Rad Res. +5
Bright Brotherhood 2
robe
Brotherhood scribe 2 2 6 INT +1
robe
Caravaneer Outfit 2 1.5 180 Barter +5
2 390 CHA +2
Chained Prostitute 0
Outfit
Civilian Engineer 0 1 6 Repair +6
Jumpsuit
Dapper Gambler 0 1 6 LCK +1
Outfit
Dirty Pre-war 0 2 8 Savoir-Faire +5
Businesswear
Dirty Pre-war 0 2 6 AGI +1
Casualwear
Dirty Pre-war park 0 10 5 AGI +1
stroller outfit
Dirty Pre-war 0 5 6 AGI +1
relaxed wear
Dirty Pre-war 0 2 5 AGI +1
spring outfit
Enclave Officer 1 3 8 Energy Weapons +5
Uniform
Exposed Prostitute 0 2 390 CHA +2
Outfit
Fancy Gambler suit 0 1 6 LCK +2
1.5 180 STR +1, END +1
Field hand outfit 2 2 8 Robotics +5
Followers Doctor 0
Coat
35
CFS created by Molten (Clayton Mooney)
Followers Lab Coat 0 2 16 Medicine +10,
Research +10
Formal Wear 0
1 120 CHA +1,
Grimy Pre-war 0 Savoir-Faire +10
businesswear
0 2 6 Savoir-Faire +5
Handyman Jumpsuit 2
1 1 6 Repair +5
Jailhouse Rocker 1 50 END +1
1 6 END +1, Melee
Kings Outfit
Weapons +5
Lab Tech Outfit 0 2 8 Hacking +5
Naughty Nightwear 0 1 200 Savoir-Faire +10,
NCR Engineer 0 LCK +1
Jumpsuit 1 6 Repair +5
Powder Gang plain 0 3 15 Explosives +1
outfit
3 15 Explosives +2
Powder gang simple 0
outfit 3 15 Explosives +5
Powder gang 0 2 8 AGI +1
soldier outfit 2 8 AGI +1
Pre-war Casualwear 0 2 8 AGI +1
Pre-war park 0 2 8 AGI +1
stroller outfit
1.5 180 LCK +1, PER +1
Pre-war relaxed 0 2 390 Guile +2
wear 1 100 Survival +5, Guns
Pre-war Spring 0 +5
outfit
Prospector Outfit 2
Prostitute Outfit 0
Ranger Casual 0
Outfit
36
CFS created by Molten (Clayton Mooney)
Ranger Red scarf 0 1 100 Survival +5,
outfit Intimidation +5
0
Ranger vest outfit 0 1 100 Intimidation +10
0
REPCONN jumpsuit 0 1 6 Repair +5
RobCo jumpsuit 2 1 6 Repair +5
0
Roving Trader 0 2 6 Barter +10
Outfit
0 1.5 180 END +1
Settler Outfit 0
0 1 6 CHA +1
Sexy Sleepwear 5
0 16-
Shabby Gambler
suit 0 3 35 CHA +1, Guns +5
0
Sheriff's duster 2 8 Research +5
Scientist outfit 1 0 LCK -5
Slave rags 3 40 Sneak +10
Trenchcoat 1 150 Intimidation +10,
Guns +5
US Army General
outfit 1 6 Research +5
Vault Lab uniform 1 6 Melee Weapons +2,
Savoir-Faire +2
Vault 11 jumpsuit
1 6 Melee Weapons +2,
Vault 19 jumpsuit 0 Savoir-Faire +2
Vault 21 jumpsuit 0 1 6 Melee Weapons +2,
Savoir-Faire +2
Vault 22 jumpsuit 0
1 6 Melee Weapons +2,
Vault 24 jumpsuit 0 Savoir-Faire +2
Vault 3 jumpsuit 0 1 6 Melee Weapons +2,
Savoir-Faire +2
1 6 Melee Weapons +2,
Savoir-Faire +2
37
CFS created by Molten (Clayton Mooney)
Vault 3 utility 0 1 10 Repair +5,
jumpsuit 0 16 Lockpick +5
26 Melee Weapons +2,
Vault 34 jumpsuit 26 Guile +2
2 30 Medicine +5
Wasteland Doctor 0 26
fatigues 26 AGI +1, END +2
26
Wasteland legend 2 AGI +1, Sneak +10
outfit Light armor
STR +1
Wasteland Scout 2
uniform Medicine +5
Wasteland settler 2 AGI +1
outfit
Effect
Wasteland surgeon 0 Rad. Res +40
outfit
Hacking +5
Wasteland wanderer 2 Research +5
outfit Robotics +5
LCK +2
Name DT Weight Value
7 100 Energy Weapons +5,
Advanced Radiation 6 2 1400 Guns +5
Suit Sneak +10
15 70 Sneak +5
All-Purpose 13 15 180
Science Suit 20 7500 38
20 500
Armored Vault 13 8
Jumpsuit 8
14
Armored Vault 21 12
Jumpsuit
Assassin Suit
Chinese Stealth
armor
CFS created by Molten (Clayton Mooney)
Courier Duster 13 3 1700 LCK +1, Poison
(BlackJack) Resistance +30
3
Courier Duster 13 3 1700 STR +1, +1 SA
(Fighting Chance) 13 3
13 1700 END +1, Carry
Courier Duster 3 weight +25
(The Great Bear) 13 3
8 15 1700 AGI +1, Rad.
Courier Duster 18 Resistance +30
(Old World
Justice) 15 1700 AGI +1, Barter +10
7
Courier Duster 7 50 Melee Weapons +2,
(Mojave Express) 7 Guns +2
7
Explorers Gear 10 500 Fire, Poison, Rad
12 Resistance +15
Gecko Backed 10 15
Leather armor 2000 Fire, Poison, Rad
Resistance +15
Gecko Backed 15
Leather armor, 160 AGI +1
Reinforced 100 Melee Weapons +5
Gladiator armor 12 100 Melee Weapons +1
Great Khan armored 8 100 Guns +2
Leather
100 Melee Weapons +2
Great Khan Simple 5
armor 120 Sneak +5
Great Khan Soldier 5 300 STR +1
armor
220 STR +2
Great Khan Suit 5
armor 39
Legion Explorer 4
armor
Legion Praetorian 12
armor
Legion Prime armor 8
CFS created by Molten (Clayton Mooney)
Legion Recruit 6 12 200 Survival +10
armor 16
15 300 Survival +20
Legion Veteran 10 15
armor 10 150 -
15 1200 -
Leather armor 6 8
8 160 Sneak +5
Leather armor 10 8
Reinforced 8 2500 Sneak +2, AGI +1
8 50 Melee Weapons +2,
Lightweight 8 8
leather armor 26 Guns +2
8 50 Melee Weapons +2,
Marked Scout armor 6 5
15 Guns +2
Merc Adventurer 1 15 50 Melee Weapons +2,
outfit 15
Guns +2
Merc Charmer outfit 1 50 Melee Weapons +2,
Merc Cruiser outfit 1 Guns +2
50 Melee Weapons +2,
Merc Grunt outfit 1
Guns +2
Merc Troublemaker 1 50 Melee Weapons +2,
Outfit
Guns +2
Merc Veteran outfit 1 300 -
NCR Trooper 2 100 Explosives +10
Fatigues
60 Rad. Res. +30
Powder Gang Guard 5 180 -
armor
180 -
Radiation Suit 4
180 -
Raider Badlands 4
armor 40
Raider Blastmaster 4
armor
Raider pain spike 4
CFS created by Molten (Clayton Mooney)
armor
Raider Sadist 4 15 180 -
armor
15 400 -
Sierra Madre armor 13 17 1000 -
Sierra Madre armor 14 3 70 CHA +1, Guns +5
reinforced 7 800 Rad. Res. +40
15 180 +5 to hit with
Regulator Duster 0 Melee, CHA +1
15 70 -
Spacesuit 10
Medium armor Effect
Tribal raiding 4 Explosives +10,
armor END +1
-
Vault security 13 -
armor
-
Name DT Weight Value
Advanced Riot Gear 16 25 8494 +20 Survival
25 6500
Combat armor 10 25 8000 +5 to hit with any
12 25 10000 weapon, Guns +10,
Combat armor, 13 30 8000 CHA +1
Reinforced 14 23 12500 STR +2, Melee
17 Weapons +10
Combat armor, CHA +3, Sneak +20
Reinforced MK2
41
Desert Ranger
Combat armor
Elite Riot Gear
Legion Centurion 13 35 800
armor
Legion Vexillarius 12 26 600
armor
CFS created by Molten (Clayton Mooney)
Lightweight Metal 12 20 460 AGI -1
armor 12 22 2900
8 20 2248 Energy Weapons +2,
Marked Patrol 10 26 2750 PER +1
armor 10 26 300 Guns +2, END +1
10 26 300
Marked Trooper 10 26 300 Melee Weapons +2,
armor 15 30 7500 STR +1
15 25 390 -
Marked Tribal 10 26 300
armor 12 20 7200 -
15 30 7994
NCR Bandoleer 13 25 8494 -
armor 11 25 6500
-
NCR face wrap Heavy armor
armor Survival +15
NCR Military -
Police armor Sneak +25
Guns +5, AGI +1
NCR Ranger combat Guns +3, Survival
armor +2
-
NCR Ranger patrol
armor Effect
+2 SA, +3 to hit
NCR trooper armor with any attack,
CHA +1
Recon armor
42
Riot gear
US Army combat
armor
Van Graff combat
armor
Name DT Weight Value
17 35 6500
Armor of the 87th
Tribe
CFS created by Molten (Clayton Mooney)
Brotherhood T-45d 17 45 4500 STR +2, AGI -2,
Power armor Rad. Res. +10
Requires: PA
Brotherhood T-51b 20 40 Training
Power armor 45
5200 STR +1, Rad. Res.
Enclave 30 +25 Requires: PA
Training
Shocktrooper armor
6000 STR +1, AGI -1,
Gecko-backed metal 17 33 Rad. Res. +15
armor Requires: PA
35 Training
Gecko-backed metal 20
armor, reinforced 30 2000 AGI -1, Fire,
30 Poison, Rad. Res.
Metal armor 12 40 +15
45
Metal armor, 16 5750 AGI -1, Fire,
reinforced 45 Poison, Rad. Res.
+15
NCR salvaged power 18
armor 1100 AGI -1
Remnants Power 23 3500 AGI -2
armor
3000 AGI -2
Remnants Tesla 20
Power armor 6500 STR +1, Rad. Res.
+15 Requires: PA
Scorched Sierra 19 40 Training
Power armor 17 45
8200 Energy Weapons
T-45d Power armor +10, Rad. Res +20
Requires: PA
Training
6500 Fire Res. +25, STR
+1
4500 STR +2, AGI -2,
Rad. Res. +10
Requires: PA
Training
43
CFS created by Molten (Clayton Mooney)
T-51b Power armor 20 40 5200 STR +1, Rad. Res.
+25 Requires: PA
Weapons Training
Pistols
Name Damage Ammo Type Ammo Count Value Weight Durability Req.
2 53
.357 13 .357 6 110
Magnum Magnum
revolver Round
.44 Magnum 18 .44 Magnum 6 2500 3.5 6 5
revolver Revolver 57 5
1.5 5 3
5.56mm 14 5.56mm 5 1200 35 4
pistol round 3.5 7 7
45 6
9mm Pistol 8 9mm round 13 100 35 4
10mm 11 10mm round 12 750
Pistol
12.7mm 20 12.7mm 7 4000
Pistol round 5 3500
6 1000
Hunting 29 .45-70
Revolver Gov’t 16 80
Police 15 .357
Pistol Magnum
Round
Silenced 5 341
.22 Pistol .22LR
Round
44
CFS created by Molten (Clayton Mooney)
Rifles
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 5600 per Attack
Anti-Material 55 .50 MG 8 20 5 81
Rifle
Assault 6 5mm Round 24 3950 6 19 34
Carbine
82
Automatic 20 .308 Round 20 4500 16 9
Rifle 61
11
Battle rifle 24 .308 Round 8 1500 9.5 8 61
BB 100 36 2 3 41
BB gun 2 .45-70 Gov’T 6 4900 5 8
.357 Magnum 7 800 5 6 61
Brush Gun 37 Round 84
.308 Round 5
Cowboy 16 5.56mm Round 90 42
repeater
21
Hunting Rifle 26 2200 6 8 61
5200 16 20 51
Light Machine 10
Gun 31
Marksman 12 5.56mm Round 20 5200 6 10
carbine
Service Rifle 9 5.56mm Round 20 540 8.5 10
5 4100 8 4
Sniper Rifle 23 .308 Round 8 3900 5.5 12
Trail Carbine 24 .44 Magnum 5
Round
Varmint Rifle 9 75 5.5 6
5.56mm Round
45
CFS created by Molten (Clayton Mooney)
SMGs
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 850 4 13 3 per Attack
2370 5 12 5 3
9mm SMG 7 9mm Round 30 5100 5 12 6 3
10mm SMG 10 5000 4 12 2
10mm 30 1850 8 18 2 3
Round
4
12.7mm 18 12.7mm 21
SMG Round 3
H&H Tools 5 Nails 90
nail gun
Silenced 5 .22LR 180
.22 SMG Round
Shotguns
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 675 per Attack
875 2
Caravan 22 20 Gauge 2 37 3 2
Shotgun 3800
2000 1
Sturdy 25 20 Gauge 2 5500 38 3 1
1950 1
Caravan 175 2
1
Shotgun
46
Hunting 35 12 Gauge 5 7.5 9 5
Shotgun 35 4
59 7
Lever-action 24 20 Gauge 5 44 4
shotgun 79 5
Riot shotgun 33 12 Gauge 12
Sawed-off 50 12 Gauge 2
shotgun
Single 25 20 Gauge 1
Shotgun
CFS created by Molten (Clayton Mooney)
Heavy Weapons
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count per Attack
5500
Minigun 6 5mm Round 240 7500 25 30 10 7
17 20 7
Shoulder 15 10mm 60 2
Mounted Round
machine
gun
Energy Pistols
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 175 per Attack
Laser 6 3000 39 1 1
Pistol SEC 30 200 1
2700 1
Plasma 19 SEC 32 25 1 1
Defender 8000
SEC 32 2
Plasma 16 38 2
Pistol Microfusi 20
on
Recharger 9 Breeder 78 2
Pistol Microfusi 10
on
MF 13 Breeder 7 20 2
Hyperbree
der
47
CFS created by Molten (Clayton Mooney)
Energy Rifles
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 3000 7 45 per Attack
Gauss 60 2150 4 10 4 1
Rifle MFC 5 (1 800 8 63
shot) 34 3
Laser RCW 7 43 1
ECP 60 45
Laser 11 1
Rifle MFC 24 34
1
Multiplas 52 MFC 30 (10 2500 7
Rifle shot) 1300 8 1
250 15
Plasma 24 MFC 24 (12 1
Rifle shot) 4800 9
Recharger 6 Microfusi 7
Rifle on
Breeder
Tri-beam 33
laser MFC 24 (8
rifle shot)
Energy heavy Weapons
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 2350 per Attack
6800 2
Flamer 8 (Sets Flamer 60 7200 15 9 7
on Fire) Fuel 1300 10
Gatling 5 ECP 240 18 37 8 1
Laser
1
Heavy 17 (sets Flamer 24 15 9 8
Incinerator on fire) Fuel
Incinerator 10 (sets Flamer 30 12 9 8
on fire) Fuel
48
CFS created by Molten (Clayton Mooney)
Plasma 33 MFC 10 7000 20 4 81
Caster 81
Tesla 40 ECP 20 8700 8 4
Cannon
Projectile Explosive
Name Damage Ammo Type Ammo Value Weight Durability Req Bullets fired
Count 4200 8 per Attack
25mm 26
Grenade 25mm 6 6000 8 51
APW 5200
Mini nuke 1 4200
Fat Man 500 25mm 30 3000 30 5 81
grenade 3900 15 9 81
Grenade 25 40mm 4 12 5 51
Machinegun grenade 65 31
40mm 1 15 3 61
Grenade 65 grenade
launcher Missile 1
Grenade 51
rifle
Missile 160
launcher
Thrown Explosives
Name Damage Ammo Type Ammo Count Value Weight Durability Req
Explosive - 25 0.3 -1
Dynamite 38 Fire - 200 0.5 -2
Fire Bomb 12 (sets Explosive - 150
on fire) Fire - 200
Frag grenade 63 Explosive - 25 0.5 - 2
0.5 - 2
Incendiary 25 (sets
grenade on fire)
Long-fuse 37 0.3 - 1
49
CFS created by Molten (Clayton Mooney)
dynamite
MFC grenade 37 Laser - 15 0.5 - 2
- 50 0.5 - 2
Nuka-grenade 175 Fire - 300 0.5 - 2
- 40 0.5 - 2
Plasma 113 Plasma
grenade - 25 0.5 - 2
Pulse 5 (robots Plasma
grenade take 55,
and are
stunned)
Tin grenade 50 Explosive
Placed Explosives
Name Damage Ammo Type Ammo Count Value Weight Durability Req
Explosive - 150 0.5 -1
Bottlecap 100
Mine
C-4 125 Explosive - 1000 0.5 - 1
Plastic
Explosive
Demolition 50 Explosive - 75 1.5 - 1
Charge
25 0.5 - 0
Detonator - Tool - 275 3.25 - 3
Nuclear - 75 0.5 - 1
Fat mine 225 Explosive - 100 5- 1
Gas - 110 0.5 - 2
Frag mine 50 Laser -
300 0.5 - 2
Gas bomb 40
25 0.5 - 1
MFC 225
cluster
Plasma 75 Plasma -
mine
Powder 38 Explosive -
charge
50