This document lists the various legendary weapon and armor effects in the game, providing bonuses to damage, defenses, abilities and more. Weapons can have effects like explosive, freezing or wounding damage over time, while armor includes bolstering defenses, radiation resistance, poison resistance and more beneficial effects.
This document lists the various legendary weapon and armor effects in the game, providing bonuses to damage, defenses, abilities and more. Weapons can have effects like explosive, freezing or wounding damage over time, while armor includes bolstering defenses, radiation resistance, poison resistance and more beneficial effects.
This document lists the various legendary weapon and armor effects in the game, providing bonuses to damage, defenses, abilities and more. Weapons can have effects like explosive, freezing or wounding damage over time, while armor includes bolstering defenses, radiation resistance, poison resistance and more beneficial effects.
This document lists the various legendary weapon and armor effects in the game, providing bonuses to damage, defenses, abilities and more. Weapons can have effects like explosive, freezing or wounding damage over time, while armor includes bolstering defenses, radiation resistance, poison resistance and more beneficial 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