CZ53 Minigun
Current Condition: 9 (Good)
Ammo: 5mm
Base Damage: 4
Weight: 18lbs
Ammo Capacity: 250
Effective Range (Yards): 40/80/160/240/360
Trade Value: 1200 Caps
1000x 5mm JHP Ammo
Special Effect: None
Leather Armour
Current Condition: 9 (Good)
Damage Reduction: +3
Weight: 20 lbs
Special Effects: None
Value: 160 Caps
Repair Kit
Type: Consumable
Effect: Allows for use of the Repair Skill on objects, weapons and armour when Workbenches or spare parts are unavailable.
Value: 500 Caps
Your gold coins are still here. Not a surprise; only the NCR and surrounding regions are on the Gold Standard, not the Water-backed Cap used everywhere else.
Wattz 1000 Laser Pistol
Condition: 9 (Good)
Ammo Type: Small Energy Cells
Base Damage: 6
Weight: 3lbs
Ammo Capacity: 30
Effective Range (Yards): 6/18/30/42/54
Value: 200 Caps
3x Small Energy Cells
Special Effect: None
Vault Jumpsuit
Condition: 9 (Good)
Damage Reduction: +1
Weight: 1lb
Special Effect: +1 to two skills
Value: 8 Caps
Leather Armour
Condition: 9 (Good)
Damage Reduction: +3
Weight: 20 lbs
Special Effects: None
Value: 160 Caps
Knife
Condition: 9 (Good)
Base Damage: 4
Weight: 1lb
Effective Range: It's a melee weapon, don't bother trying to throw it.
Value: 40 Caps
Canteen
Effect: Relieves 1 Thirst a day. Carries enough water for 7 days.
Value: 20 Caps
Rations
Effect: Relieves 1 Hunger
Value: 30 Caps
100 NCR Gold Coins
Value: Largely worthless. Might be able to trade them for caps somewhere.
Trade Goods
Base Value: 1d10 x 5 Caps
2x Stimpacks
Effect: Heals Medicine x 2 HP per use.
Value: 25 Caps
Pipboy 3000
Effect: GM Plot Device. Cannot be stolen or run out of battery. Could be destroyed, but anything that can destroy it means you're dead anyway.
2x .38 Revolvers
Condition: 9 (Good)
Ammo: .38
Base Damage: 3
Weight: 2lb (each)
Ammo Capacity: 6
Effective Range (Yards): 6/18/30/42/54
Value (each): 90 Caps
.357 Revolver
Condition: 9 (Good)
Ammo: .357/9mm
Base Damage: 7
Weight: 2lb
Ammo Capacity: 6
Effective Range (Yards): 7/21/35/49/63
Value: 120 Caps
Modification: 9mm Conversion Cylinder (Allows firing of 9mm Ammunition)
Silver's 1911
Condition: 9 (Good)
Ammo: 10mm
Base Damage: 5
Weight: 1.5lb
Ammo Capacity: 7
Effective Range (Yards): 8/24/40/56/72
Value: 460 Caps
Knife
Condition: 9 (Good)
Base Damage: 4
Weight: 1lb
Effective Range: It's a melee weapon, don't bother trying to throw it.
Value: 40 Caps
Pre-War Tactical Vest
Condition: 9 (Good)
Damage Reduction: +2
Weight: 8lb
Special Effect: Critical Hits on 1 or 2
Value: 120 Caps
2x Stimpacks
Effect: Heals Medicine x 2 HP per use.
Value: 25 Caps
2x Hand Grenades
Base Damage: x8
Effective Range (Yards): 8/16/32/56/112
Value: 75 Caps
.38 Reloading Kit
Effect: Allows for crafting .38 Hand Load Ammo from 1 Scrap Metal, 2 Chemicals, 1 .38 Casing. 2 Scrap needed if a casing is unavailable.
Value: 120 Caps
120x .38 JHP Rounds
Special Effect: None
140x 10mm JHP Rounds
Special Effect: None
AE7 Laser Pistol
Condition: 9 (Good)
Ammo Type: Small Energy Cells
Base Damage: 6
Weight: 3lbs
Ammo Capacity: 30
Effective Range (Yards): 6/18/30/42/54
Value: 200 Caps
Leather Armour
Condition: 9 (Good)
Damage Reduction: +3
Weight: 20 lbs
Special Effects: None
Value: 160 Caps
Machete
Condition: 9 (Good)
Base Damage: 5
Weight: 1lb
Effective Range: It's a melee weapon, don't bother trying to throw it.
Value: 50 Caps
2x Stimpacks
Effect: Heals Medicine x 2 HP per use.
Value: 25 Caps
2x Hand Grenades
Base Damage: x8
Effective Range (Yards): 8/16/32/56/112
Value: 75 Caps
2x Radaway
Effect: Reduces Rads equal to Medicine Skill Value
Withdrawal Effect: -1 Perception, -1 Rad Resistance for 1 Hour
Value: 35 Caps
Spear
Condition: 9 (Good)
Base Damage: 5
Effective Range (Yards): 5/15/25/35/45
Weight: 4lb
Value: 40 Caps
10x Throwing Knives
Condition: 9 (Good)
Base Damage: 4
Effective Range (Yards): 5/15/25/35/45
Weight: 1lb per knife
Value: 10 Caps per knife
Leather Armour
Condition: 9 (Good)
Damage Reduction: +3
Weight: 20 lbs
Special Effects: None
Value: 160 Caps
Chains
Condition: 7 (Worn)
Base Damage: x2
Weight: 2lb
Effective Range: Melee
Value: 50 Caps
Combat Armour
Condition: 9 (Good)
Damage Reduction: +4
Weight: 25lb
Special Effects: None
Value: 390
5
x Stimpacks
Effect: Heals Medicine x 2 HP per use.
Value: 25 Caps
5x Buffout
Effect: +10 Max HP, +3 Endurance, +2 Strength
Duration: 4 Minutes/1 Combat Round
Withdrawal Effects: -1 Strength, Endurance for 5 minutes
Value: 15 Caps
5x Psycho
Effect: +25% Melee Damage
Duration: 1 Minute/1 Combat Round
Withdrawal Effects: -1 Perception, Endurance for 2 minutes
D'aaw
AE7 Laser Pistol
Condition: 9 (Good)
Ammo Type: Small Energy Cells
Base Damage: 6
Weight: 3lbs
Ammo Capacity: 30
Effective Range (Yards): 6/18/30/42/54
Value: 200 Caps
Leather Armour
Condition: 9 (Good)
Damage Reduction: +3
Weight: 20 lbs
Special Effects: None
Value: 160 Caps
Doctor's Bag
Effect: Restore 2x Medicine Skill Value in HP or completely restore a Crippled Limb, using up the bag unless resupplied.
Value: 25 Caps
5
x Stimpacks
Effect: Heals Medicine x 2 HP per use.
Value: 25 Caps
5x Radaway
Effect: Reduces Rads equal to Medicine Skill Value
Withdrawal Effect: -1 Perception, -1 Rad Resistance for 1 Hour
Value: 35 Caps
5x Med-X
Effect: +4 Damage Resistance for 4 minutes
Withdrawal Effect: -1 Agility, Intelligence for 6 minutes
10mm Pistol
Condition: 9 (Good)
Ammo: 10mm
Base Damage: 5
Weight: 3lb
Ammo Capacity: 12
Effective Range (Yards): 8/24/40/56/72
Value: 250 Caps
2x Hand Grenades
Base Damage: x8
Effective Range (Yards): 8/16/32/56/112
Value: 75 Caps
Leather Armour
Condition: 9 (Good)
Damage Reduction: +3
Weight: 20 lbs
Special Effects: None
Value: 160 Caps
Gas Mask
Condition: 9 (Good)
Damage Reduction: +1
Weight: 4 lb
Special Effect: +4 Poison Resist
Value: 120 Caps
Brahmin Jerky
Effect: -1 Hunger when eaten
Value: 5 Caps
2x Bottles Of Clean Water
Effect: 2 Bottles worth of water are required to reduce Thirst by 1.
Value: 5 Caps
4x Healing Powders
Effect: Heals HP equal to Medicine Skill, -2 Perception for 1 minute.
RobCo Urban Warfare Plasma Pistol (Fallout 3/4 plasma pistol)
Condition: 9 (Good)
Ammo Type: Small Energy Cell
Base Damage: 15
Weight: 3lb
Ammo Capacity: 32
Effective Range (yards): 6/18/30/42/54
Value: 300 Caps
4x Small Energy Cells
Effect: None
Leather Armour
Condition: 9 (Good)
Damage Reduction: +3
Weight: 20 lbs
Special Effects: None
Value: 160 Caps
Equipped and ready for war, it doesn't take long to notice that the ship has been quiet beyond the noise of the struggling engine and water rushing into the hold as Eod nods, "The Galley has a surface entrance, behind the bridge, at the far end of the room. We will have to fight our way to the stairs and out onto the deck. Once there, we will deal with any remaining raiders, in particular The Gunner."
"Don't forget The Cook in the Galley." Exeter rasps, "She uses a flamethrower, and The Slaver and Doctor will likely defend the Crew Quarters."
"Yes, my friend, you are right." Eod nods, "But we must not be reckless. The Cook has a flamethrower, but The Gunner has a fifty-caliber machinegun and the muscle to carry it." He smiles, grimly, "I doubt even supermutants and our bestial friends can withstand that kind of firepower for long." He cracks his knuckles, slipping on the spiked knuckles onto one meaty hand while grabbing a grenade, before indicating Ral and Jormungand, "Fellow warriors, we will take the vanguard and allow the others to get into position. The little Deathclaw-" He motions to Tyrex, "Will stay with the small ones and help protect them with his claws."
"The Cook is the priority, and perhaps the Jailer as well if he has not fled to the top deck," Exeter hissed, "The rest are dross and should fall easily."
"Indeed." Eod nods, "Make any final preparations and plans of your own, then let us begin the assault."
The Galley was usually a sight for fights amongst the crew for any manner of reasons, but now the tables were overturned in a properly defensive manner, as tattooed and ragged men and women gripped battered, poorly-maintained weapons in nervous hands. Behind them, a large fat man holding a weighted chain in his meaty hands looked around nervously, "Shit, what the fuck is going on? Did they double back to the engine rooms?"
"Stop pissing your pants, you pussy." A scarred woman in a grease and blood-stained apron and pants spat on the deck as she hefted a flamethrower tank onto her back, "This is the only way to the top deck. We'll stop 'em here, and then go find fresh meat closer to Jersey or somethin'."
"I know, I know." The fat man licked his lips, "I just don't like-"
The galley door was flung open and a grenade pitched into the middle of the raiders as the scarred woman shouted, "Grenade!"
And then there was smoke as the grenade detonated, the six unlucky raiders at the center of the blast reduced to a cloud of gore and body parts that painted every available surface in blood, viscera and shrapnel as the remaining five, the Cook and Jailer, were knocked down by a blast designed to knock down Chinese Powered Armour.
Into the fray stepped the escapees.