Fallen Earth Wiki
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Overview

Initially in characters are equipped with whatever they can find, such as pipes, sticks, and old tools. In the early stages of the game there are few "real" weapons. Instead people are armed with repurposed pick axes, homemade shivs, and whatever bits of scrap metal they can find. Real weapons will be a rarity.

As players progress through Fallen Earth, this generally gives way to better scavenged or scratch-built weapons, such as golf clubs, barbells, pool cues, spiked baseball bats, and knives. Towards the later stages of the game players will be using a mixture of high-quality weapons that are actually supposed to be weapons, like swords and kukris, and salvaged weapons with undeniable power, like a barbell with fifty pounds of weights on one end.

For the first story arc, players will work their way up from crossbows, zip guns, and pipes to assault rifles, submachine guns, and baseball bats wrapped in razorwire. So it's all man-portable for now with real world technology.

All the weapons of import are craftable by players. The more powerful weapons are obviously more difficult and expensive (it takes a lot more scrap iron to make a barbell and weights than it does to make a pipe).

Rifle and Pistol Subtypes

Crossbows and shotguns fall under the rifle skill. Shotguns are better for close combat than other rifles, doing more damage but having much shorter range. Their rate of fire is not so good and they still suffer the normal Evade penalty for rifles. Still, if you want high damage, shotguns are where it's at. Pistol users also get sawed-off shotguns and submachine guns.

Dual Wielding

Dual wielding will be an option. It's not a huge advantage, because you don't attack any faster; the main reason to dual wield comes from having two pistols full of ammunition before reloading, or swinging different damage types at your opponent (such as a rolling pin and a boot knife).

Ammunition

Ammunition will be moderately scarce. Ammunition correlates with the weapon used. The ranged weapon categories are Zip Guns, Crossbows, Pistols, Submachine Guns, Rifles, Shotguns, and Slug Guns (rifled shotguns that fire very large solid slugs). Zip guns use zip gun ammunition, which are small metal balls, and crossbows use crossbow bolts. Rifles, pistols, and submachine guns come in Light, Medium, and Heavy models, each requiring a different type of ammunition. Shotguns use Low-Gauge, Mid-Gauge, or High-Gauge shells, while slug guns use Low-Gauge, Mid-Gauge, and High-Gauge solid slugs. For example, Light Revolver Ammunition will work in the Black Magic .32, but you'll need Mid-Gauge Shotgun Ammunition for the Westfield 12 Gauge, and for that gorgeous STG-50 Mark II, you better find some Heavy Submachine Gun Ammunition.

To clarify, each firearm uses a specific class of ammo, such as the M-Croall X-8T Battle Rifle can only use Medium Rifle Ammo. It cannot use Light or Heavy Rifle Ammo.

Crafters can make all types of ammunition, but the more powerful the ammo is, the more components are required and the rarer some of those components are. Gun toting foes will drop ammunition, but that won't get you what you need most of the time considering the many types of ammunition available. Some larger towns will sell ammunition, but it won't be the best of what's available. In short, if you're using an exceptional gun, you're probably going to have to make your own bullets or buy them from another crafter. If you're using something less advanced or powerful, you can probably get what you need from merchants or by going after the right raider gangs. Ammunition does have a weight value assigned to it, so characters are unlikely to carry around more than few hundred rounds of ammunition. You don't want to walk into a camp full of Blade Dancers with an empty gun, so even dedicated sharpshooters would do well to put some APs in Melee and carry a backup weapon.

Sources

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