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Prices in Caps

Category:
other
Description:

Weapons

Melee Weapons

Simple Melee Weapons
Name Damage Critical Dam Type Range Increment Hands Weight Price
Brass Knuckles Lethal 20 B one hand 1 lb Cost
Knife 1d4 19-20 S / P 10 ft one hand 1 lb Cost
Club 1d6 20 Bludgeon 10 ft one hand 2 lb Cost
Sap 1d6 19-20 Subdual one hand 2 lb Cost
Straight Razor 1d4 18-20 Slashing one hand 0.5 lb Cost
Pistol Whip 1d4 20 Bludgeon one hand Cost
Rifle Butt 1d6 20 Bludgeon one hand Cost
Archaic Melee Weapons (Requires the Archaic Weapons Proficiency)
Name Damage Critical Dam Type Range Increment Hands Weight Price
SawBlade Axe 1d12 19-20 Slash two hand 6 lb 40 caps
Bayonet (fixed) 1d6 / 1d4 20 Pierce two hand 1 lb Cost
HandAxe 1d6 20 Slash 10 ft one hand 3 lb Cost
Longsword 1d8 19-20 S / P one hand 5 lb Cost
Shortsword 1d6 19-20 S / P one hand 3 lb Cost
Rapier 1d6 18-20 Pierce one hand 4 lb Cost
Spear 1d8 20 Pierce two hand 9 lb Cost
Exotic Melee Weapons (Requires the Exotic Weapon Proficiency Feat)
Name Damage Critical Dam Type Range Increment Hands Weight Price
Chain 1d6 / 1d6 20 Bludgeon 10 ft reach two hands 5 lbs Price
Chain saw 3d6 20 Slashing two hands 10 lbs Price

Energy Weapons (Requires Energy Weapons Proficiency)

  • Laser Rifle

Heavy Weapons

Ammo

Armor

Light Armor

Name Type Bonus Dex Bonus Armor Penalty Speed Weight Cost
Fire Resistant Suit Tactical +5 -4 Full 10 lbs 210 caps
NBC Suit Tactical +5 -4 Full 10 lbs 180 caps
Radiation Suit Tactical +5 -4 Full 15 lbs 225 caps
Sports Pads Impromptu +3 +4 -2 Full 7 lbs 60 caps
Reinforced Clothes Impromptu +1 +8 -0 Full 4 lbs Cost
Leather Armor Archaic +2 +6 -0 Full 15 lbs Cost
Light Undercover Shirt Concealable +2 +7 -0 Full 2 lbs Cost
Pull-Up Pouch Vest Concealable +2 +6 -1 Full 2 lbs Cost
Undercover Vest Concealable +3 +5 -2 Full 3 lbs Cost

Medium Armor

Name Type Bonus Dex Bonus Armor Penalty Speed Weight Cost
Enhanced Sports Pads Impromptu +5 +2 -5 2/3rds 15 lbs 80 caps
Concealable Vest Concealable +4 +4 -3 5/6ths 4 lbs Cost
Chainmail Shirt Archaic +5 +2 -5 2/3rds 40 lbs Cost
Light Duty Vest Tactical +5 +3 -4 5/6ths 8 lbs Cost
Tactical Vest Tactical +6 +2 -5 5/6ths 10 lbs Cost

Heavy Armor

Name Type Bonus Dex Bonus Armor Penalty Speed Weight Cost
Special Response Vest Tactical +7 +1 -6 2/3rds 15 lbs Cost
Plate Mail Archaic +8 +1 -6 2/3rds 50 lbs Cost
Forced Entry Unit Tactical +9 +0 -8 2/3rds 20 lbs Cost

Powered Armor

Shields

Name Type Bonus Dex Bonus Armor Penalty Speed Weight Cost
Improvised Shield Impromptu +2 -1 Full 7 lbs 30 caps

General Goods

Healing Items

  • Stimpack
Bio:

Bartering

Remember that barter is the usual form of commerce. Caps, while used as currency, are not required and each settlement has only a very limited number of caps. Usually you will trade services or goods directly for other services or goods, which is of course barter. Your barter skill is affected by you diplomacy.

Caps

Throughout the waste bottle caps are used as currency. Any bottle cap will act as a currency if it is in good enough condition. Whether it is from a Nuka Cola, a Sunset Saspirilla, a LoneStar Beer or the like does not matter. The Republic of New Texas controls a few bottleries which also act as mints, and are thus heavily guarded. To try to make your own caps, or your own bottling machinery, is infact a high-crime, the same as mass-counterfeiting today.

For Detailed Information

Items in this list are organized by general categories and only their weights and prices are given, this is so that people can quickly find the items they need and determine their prices and weights. For more detailed information, click on the link to be directed to the item’s entry.

Quick Price Table

Fallout New Texas: A Post-Apocalyptic Adventure in New Texas JeLovins77373