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Ammunition

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Ammunition is the term used for expendable ordnance material used in charging firearms of all kinds; as powder, balls, shot, shells, percussion caps, rockets, missiles, energy, etc. The purpose of ammunition is to project force against a selected target or area. Ammunition is just as important as the firearm that fires it. What good is a gun without ammo? Besides making them utterly unusable, ammo actually decides most of the damge. There tends to be multiple variants of ammo, each with their own advantages and disadvantages.

Upon first inspection, a player may think to simply multiply their dice roll across the board. That would be very incorrect. Each of these modifiers effect a different aspect of the attack. The Damage Die Roll modifier is the most basic, so let's start with that one. You simply roll the number that is shown. Then, you add the gun's damage modifier. The damage modifier comes next. Altogether, the total number is the base damage. Next, we have to deal with subtracting the damage threshold and damage resistance, as with any attack. However, some weapons may actually multiply the Damage Threshold. Think of it this way, you want low Damage Threshold and high Damage Modifier.

Condition modifier and range modifier affect the attack itself. The basic condition modifier goes as followed: as long as a weapon has at most two boxes filled, it suffers no penalty. However, if it does have three or more condition boxes, the weapon is breaking and you usually suffer a -10% modifier. With the Condition Penalty modifier of a weapon, the condition modifier for attacks may increase or decrease. If a Condition Penalty modifier is x1.5, then whatever number you get from the -10% modifier is increased by x1.5. For example, let's say you get a total roll of 83, rounded it would be 80. The -10% condition modifier would normally subtract 8 but with the x1.5 condition penalty, it subtracts 12 instead. Range Modifier increases the weapon's base range. If a Range Modifier is x1.5 and a weapon's base range is 20, the range will increase to 30 from using the bullet. Remember, you want low Condition Penalty and High Range Modifier.

Ammo Type Damage Die Roll Damage Modifier Damage Threshold Modifier Condition Penalty Range Modifier Craftable Value
.22LR, standard 1d6 x1 x1 x1 x1 No
.22LR, junk 1d6 x0.75 x1 x1 x1 No
.22LR, plinking 1d6 x0.85 x1 x1 x1 No
.22LR, hollow point 1d6 x1.75 x3 x1.5 x1 No
.223, standard 1d10 x0.90 x0.80 x1 x1 No
.308, standard 1d10 x1 x1 x1 x1

Yes

.308, armor piercing 1d10 x.90 -15 x1 x1 Yes
.308, JSP 1d10 x1.30 x1 x1.5 x1 Yes
.308, hollow point 1d10 x1.75 x3 x1 x1 No
.357 magnum, standard 1d6 x1 x1 x1 x1 Yes
.357 magnum, JFP 1d6 x1.25 -3 x1 x0.80 Yes
.357 magnum, hollow point 1d6 x1.75 x3 x1 x1 No
.38, special 1d6 x0.75 x1 x0.75 x1 No
.44 magnum, standard 1d6 x1 x1 x1 x1 Yes 3
.44 magnum, special 1d6 x0.75 x1 x0.75 x1 No 7
.44 magnum, SWC 1d6 x1.20 -6 x1 x1 Yes 4
.44 magnum, hollow point 1d6 x1.75 x3 x1 x1 No 2
.45 Auto
.45-70 Gov't
.50 MG
20 gauge shotgun shell
12 gauge shotgun shell
5mm, standard 1d8 x1 -10 x1 x1 Yes
5mm, armor piercing 1d8 x0.95 -25 x1 x1 No
5mm, surplus 1d8 x1.15 -10 x3 x1.2 No
5mm, JSP 1d8 x1.30 -10 x1.5 x1 Yes
5mm, hollow point 1d8 x1.75 x2 x1 x1 No
5.56mm, standard 1d8 x1 x1 x1 x1 Yes
5.56mm, armor piercing 1d8 x0.95 -15 x1 x1 No
5.56mm, surplus  1d8 x1.15 x1 x3 x1 No
5.56mm, match 1d8 x1.15 x1 x1 x.50 Yes
5.56mm, hollow point 1d8 x1.75 x3 x1 x1 No
9mm, standard 1d4 x1.00 x1 x1 x1 Yes
BB 1d4 x1 x3 x1 x1 No 36

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