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Old 21 Oct 2009, 15:24   #2 (permalink)
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Default Re: FALLOUT - Rules of The Game

Weapons:

Critical Hits:
Any attack roll with a score of 05 or less indicates the possibility of a Critical Hit. If a 05 or less is rolled, make another attack roll with all the modifiers of the original attack. If this hits, then a Critical Hit has been scored. These attacks deal their maximum damage in addition to the damage rolled.
The chance of a Critical Hit can be increased with various modifiers. These increase the “threat range” of causing Criticals (for example, a character with +5% Criticals causes a “threat” on a roll of 10 or less).
Threat values are not modified, but the attack must be a “hit” roll for the Threat to occur. For example, if a character has a Threat range of 20 or less, but needs 15 or less to hit, then any roll of 16-20 is wasted.

Weapon Conditions:
Broken: As Poor. In addition, if a Critical Hit is inflicted, the weapon is destroyed in the process and is rendered totally useless!
Poor: Poor Quality weapons are Unreliable if a Ranged Weapon. If they are already Unreliable, they Jam on a failed hit roll. In addition, the weapon has a -10 penalty on all Attack Rolls.
Average: Standard quality – all listed gear is assumed Average quality.
Good: Ranged weapons gain the Reliable rule if they do not have it already.
Melee weapons receive a +5 modifier on Attack rolls.
Excellent: Ranged weapons of Excellent quality never jam – treat the result as a miss instead. In addition, Ranged weapons have a +5 modifier on Attack rolls.
Melee weapons receive a +10 modifier on Attack rolls and add 1 to the Damage they inflict.

Weapon Special Rules:
Accurate: +10 to hit when Aiming, in addition to normal Aim bonus.
Balanced: +10 modifier when attempting to Parry.
Defensive: +15 to Parry attempts, -10 to Attack rolls.
Primitive: Primitive weapons are extremely basic, ill designed for facing modern (or rather, pre-war) armour.
All Armour Values are doubled against Primitive weapons, unless the armour is also Primitive.
Reliable: If this weapon suffers a Jam, roll a D10. On a roll of 1-9, weapon has not jammed.
Scatter: At point-blank range, an additional hit is caused per two degrees of success. However, at long / extreme range target’s Armour is doubled.
Unbalanced: -10 modifier when attempting to Parry.
Unwieldy: Cannot Parry.

Weapon Categories:
Pistol indicates the Pistol skill is used to fire.
Basic indicates the Small Arms skill is used to fire.
Heavy indicates the Big Guns skill is used to fire.

All weapons are listed by the ammunition required to fire them.

Ranged Weapons:

.32 Calibre Weapons:
[table]
[tr][td]Name[/td][td]Class[/td][td]Range[/td][td]RoF[/td][td]Dam[/td][td]Pen[/td][td]Clip[/td][td]Rld[/td][td]Special[/td][td]Wt[/td][/tr]
[tr][td]Antique Pistol[/td][td]Pistol[/td][td]30m[/td][td]S/3/-[/td][td]1D10[/td][td]0[/td][td]10[/td][td]Full[/td][td]Primitive[/td][td]1kg[/td][/tr]
[tr][td]“Three-two” Pistol[/td][td]Pistol[/td][td]30m[/td][td]S/2/-[/td][td]1D10+1[/td][td]0[/td][td]8[/td][td]Full[/td][td]Accurate[/td][td]1kg[/td][/tr]
[tr][td]Antique Rifle[/td][td]Basic[/td][td]120m[/td][td]S/-/-[/td][td]1D10+2[/td][td]0[/td][td]6[/td][td]Full[/td][td]Primitive[/td][td]5kg[/td][/tr]
[tr][td]Hunting Rifle[/td][td]Basic[/td][td]150m[/td][td]S/-/-[/td][td]1D10+3[/td][td]0[/td][td]5[/td][td]Full[/td][td]Accurate[/td][td]5kg[/td][/tr]
[/table]

10mm Weapons:
[table]
[tr][td]Name[/td][td]Class[/td][td]Range[/td][td]RoF[/td][td]Dam[/td][td]Pen[/td][td]Clip[/td][td]Rld[/td][td]Special[/td][td]Wt[/td][/tr]
[tr][td]10mm Pistol[/td][td]Pistol[/td][td]30m[/td][td]S/3/-[/td][td]1D10+3[/td][td]0[/td][td]12[/td][td]Full[/td][td]---[/td][td]1.5kg[/td][/tr]
[tr][td]10mm SMG[/td][td]Pistol[/td][td]30m[/td][td]S/-/6[/td][td]1D10+2[/td][td]0[/td][td]30[/td][td]Full[/td][td]---[/td][td]2.5kg[/td][/tr]
[tr][td]Revolver[/td][td]Pistol[/td][td]30m[/td][td]S/-/-[/td][td]1D10+3[/td][td]0[/td][td]6[/td][td]2Full[/td][td]Reliable[/td][td]1kg[/td][/tr]
[tr][td]Lever-action Rifle[/td][td]Basic[/td][td]75m[/td][td]S/2/-[/td][td]1D10+5[/td][td]1[/td][td]10[/td][td]3Full[/td][td]---[/td][td]5kg[/td][/tr]
[tr][td]“Ultra-10” SMG[/td][td]Basic[/td][td]30m[/td][td]S/-/12[/td][td]1D10+3[/td][td]0[/td][td]60[/td][td]Full[/td][td]---[/td][td]3.5kg[/td][/tr]
[/table]

7mm Weapons:
[table]
[tr][td]Name[/td][td]Class[/td][td]Range[/td][td]RoF[/td][td]Dam[/td][td]Pen[/td][td]Clip[/td][td]Rld[/td][td]Special[/td][td]Wt[/td][/tr]
[tr][td]British Army Assault Rifle[/td][td]Basic[/td][td]90m[/td][td]S/3/10[/td][td]1D10+3[/td][td]2[/td][td]32[/td][td]Full[/td][td]---[/td][td]3.5kg[/td][/tr]
[/table]

Shotguns:
[table]
[tr][td]Name[/td][td]Class[/td][td]Range[/td][td]RoF[/td][td]Dam[/td][td]Pen[/td][td]Clip[/td][td]Rld[/td][td]Special[/td][td]Wt[/td][/tr]
[tr][td]Sawn-off[/td][td]Pistol[/td][td]10m[/td][td]S/-/-[/td][td]1D10+4[/td][td]0[/td][td]2[/td][td]Full[/td][td]Scatter[/td][td]3kg[/td][/tr]
[tr][td]Hunting[/td][td]Basic[/td][td]30m[/td][td]S/-/-[/td][td]1D10+4[/td][td]0[/td][td]2[/td][td]2Full[/td][td]Reliable, Scatter[/td][td]5kg[/td][/tr]
[tr][td]Winchester[/td][td]Basic[/td][td]30m[/td][td]S/-/-[/td][td]1D10+4[/td][td]0[/td][td]6[/td][td]2Full[/td][td]Scatter[/td][td]5kg[/td][/tr]
[tr][td]Combat[/td][td]Basic[/td][td]30m[/td][td]S/3/-[/td][td]1D10+4[/td][td]0[/td][td]12[/td][td]Full[/td][td]Scatter[/td][td]6.5kg[/td][/tr]
[tr][td]Boomstick[/td][td]Basic[/td][td]30m[/td][td]S/2/-[/td][td]1D10+4[/td][td]0[/td][td]2[/td][td]Full[/td][td]Reliable, Scatter, Tearing[/td][td]5kg[/td][/tr]
[/table]

Energy Weapons:
Note: Laser Weapons run off Energy Cells. Plasma weapons run of Microfusion Cells.
[table]
[tr][td]Name[/td][td]Class[/td][td]Range[/td][td]RoF[/td][td]Dam[/td][td]Pen[/td][td]Clip[/td][td]Rld[/td][td]Special[/td][td]Wt[/td][/tr]
[tr][td]Laser Pistol[/td][td]Pistol[/td][td]30m[/td][td]S/2/-[/td][td]1D10+4[/td][td]4[/td][td]12[/td][td]Full[/td][td]Accurate[/td][td]2kg[/td][/tr]
[tr][td]Plasma Pistol[/td][td]Pistol[/td][td]30m[/td][td]S/-/-[/td][td]1D10+6[/td][td]6[/td][td]6[/td][td]Full[/td][td]---[/td][td]3.5kg[/td][/tr]
[tr][td]Laser Rifle[/td][td]Basic[/td][td]90m[/td][td]S/3/-[/td][td]1D10+4[/td][td]4[/td][td]24[/td][td]Full[/td][td]Accurate[/td][td]4.5kg[/td][/tr]
[tr][td]Plasma Rifle[/td][td]Basic[/td][td]90m[/td][td]S/2/-[/td][td]1D10+6[/td][td]6[/td][td]12[/td][td]Full[/td][td]---[/td][td]7kg[/td][/tr]
[/table]
Note: Energy Weapons (of both types) roll 2D10 and pick the highest when rolling for damage.
The clip size for each weapon assumes the default clip. Laser Rifles can take Small (Pistol) Energy Cells, and Plasma Rifles can take Small (Pistol) Microfusion Cells. In this case, reduce the clip size to that of the Pistol.

Misc:
[table]
[tr][td]Name[/td][td]Class[/td][td]Range[/td][td]RoF[/td][td]Dam[/td][td]Pen[/td][td]Clip[/td][td]Rld[/td][td]Special[/td][td]Wt[/td][td]Ammo[/td][/tr]
[tr][td]BB Gun[/td][td]Basic[/td][td]20m[/td][td]S/-/-[/td][td]1D10-2[/td][td]0[/td][td]5[/td][td]Full[/td][td]Primitive[/td][td]2kg[/td][td]BBs[/td][/tr]
[/table]


Melee Weapons:
Melee Weapons with a Range can be thrown via the Melee Weapons skill.
[table]
[tr][td]Name[/td][td]Class[/td][td]Range[/td][td]Dam[/td][td]Pen[/td][td]Special[/td][td]Wt[/td][/tr]
[tr][td]Axe[/td][td]Melee[/td][td]-[/td][td]1D10+1[/td][td]0[/td][td]Primitive, Unbalanced[/td][td]4kg[/td][/tr]
[tr][td]Baseball Bat[/td][td]Melee[/td][td]-[/td][td]1D10-1[/td][td]0[/td][td]Primitive[/td][td]2kg[/td][/tr]
[tr][td]Brass Knuckles*[/td][td]Melee[/td][td]-[/td][td]1D5-1[/td][td]0[/td][td]Primitive[/td][td]0.5kg[/td][/tr]
[tr][td]Hammer[/td][td]Melee[/td][td]-[/td][td]1D10+1[/td][td]0[/td][td]Primitive, Unbalanced[/td][td]4kg[/td][/tr]
[tr][td]Improvised*[/td][td]Melee[/td][td]-[/td][td]1D10-2[/td][td]0[/td][td]Primitive, Unbalanced[/td][td]-[/td][/tr]
[tr][td]Knife[/td][td]Melee[/td][td]3m[/td][td]1D5[/td][td]0[/td][td]Primitive[/td][td]0.5kg[/td][/tr]
[tr][td]Nail Board**[/td][td]Melee[/td][td]-[/td][td]1D10+4[/td][td]0[/td][td]Primitive, Unwieldy[/td][td]6kg[/td][/tr]
[tr][td]Police Baton[/td][td]Melee[/td][td]-[/td][td]1D10[/td][td]0[/td][td]Primitive[/td][td]2kg[/td][/tr]
[/table]
* This weapon can be used as an 'Unarmed' attack.
** This weapon requires two hands to use.



Armour:

Armour Conditions:
Broken: -2 to AV, -10% Agility. Power Armour ceases to function, giving no bonuses of any kind (including helmet bonuses, regardless of helmet quality) and incurring an additional -10% Strength penalty due to the armour refusing to move.
Poor: -10% Agility.
Average: Standard quality – all listed gear is assumed Average quality.
Good: Superior quality. If the armour has any Agility penalty, it decreases by -5%.
Excellent Quality: Mint or near-mint condition. Excellent Armour gains the bonuses of Good armour. In addition, the AV is increased by 1.

Note that penalties do not stack – a character with Poor Armour only receives a single -10% Agility penalty, regardless of how many pieces of Poor Armour he has equipped.

Repairing Armour:
Repairing Armour requires a Repair Check, and parts to repair with (most likely another suit of armour). The Armour being repaired moves up one tier of quality if successful.
The following modifiers apply when attempting a repair, based on the quality of the armour being repaired.
Broken: +10%.
Poor: +0%.
Average: -15%
Good: -30%
Excellent Quality armour cannot be repaired – it’s as good as it’s ever going to get!

Power Armour & Power Helmets:
Power Helmets typically require a power source to function correctly, and draw power from their corresponding suits.
To represent this, Power Helmets count as one step lower in Quality if worn without Power Armour unless they are provided their own power source.
In addition, if fitted with a matching suit of Power Armour, certain Power Helmets grant additional bonuses.
Finally, Power Helmets with Rad Resistance only grant the Rad Resistance bonus if worn along with a suit of Power Armour. This need not be a matching suit.

Leather Armour:

Vault-Tec Jumpsuit:
Armour 1 (Body, Arms, Legs).
Charisma +10% when dealing with other Vault Dwellers.

Armoured Jumpsuit:
Armour 2 (Body, Arms, Legs).
Charisma +10% when dealing with other Vault Dwellers.

Soft Leather Armour:
Armour 1 (Body, Arms, Legs).

Hard Leather Armour:
Armour 2 (Body, Arms, Legs).

Mercenary Leathers:
Armour 3 (Body), Armour 2 (Arms, Legs).

Raider Armour:
All Raider Armour is cobbled together from whatever parts they can find. All Raider Armour has the Primitive Special Rule.
Anyone wearing Raider Armour suffers a -10% Charisma penalty when dealing with a non-Raider / non-Slaver character.

Raider Scarbrand Armour:
Armour Value: 2 (Body, Legs).
Raider Brawler Armour:
Armour Value: 2 (Body, Arms, Legs).
Raider Slayer Armour:
Armour Value: 3 (Body), 2 (Arms, Legs).
Raider Druglord Armour:
Armour Value: 3 (Body, Arms, Legs).
Ving Raider Armour:
Armour Value: 4 (Body), 2 (Arms, Legs).
Ving Lord Armour:
Armour Value: 4 (Body), 3 (Arms, Legs), 2 (Head).


Combat Armour:
Combat Armour [Private Issue]:
Armour: Armour Value: 5(Body).
Vambraces: Armour Value: 5 (Arms).
Greaves: Armour Value: 5 (Legs).
Helm: Armour Value: 4 (Head).

Combat Armour [Military Issue]:
Armour: Armour Value: 6 (Body).
Vambraces: Armour Value: 6 (Arms).
Greaves: Armour Value: 6 (Legs).
Helm: Armour Value: 5 (Head).

Knight Combat Armour:
Armour: Armour Value: 6 (Body, Arms, Legs).
Rad Resistance +5%.
Helm: Armour Value: 6 (Head).

Metal Armour:
If one or more pieces of Metal Armour (of any type) are worn, the wearer has -10% Agility.

Metal Armour:
Armour: Armour Value: 6 (Body).
Vambraces: Armour Value: 6 (Arms).
Greaves: Armour Value: 6 (Legs).
Helm: Armour Value: 3 (Head).

Gamma / Lead-Lined Armour:
Armour Value: 7 (Body).
Rad Resistance +10%.
Agility -5% (stacks with standard Metal Armour penalty).

Power Armour:
T-45d Power Armour:
Armour Value: 8 (Body, Arms, Legs).
Strength +20%
Agility – 20%
Rad Resistance +5%.

T-45d Power Helmet:
Armour Value: 7 (Head).
Rad Resistance +5%.*
When equipped along with T-45d, the following bonuses apply:
Good Quality Only: Ballistics: +5% to all shooting attacks (including throwing grenades).
Excellent Quality Only: Ballistics: +10% to all shooting attacks (including throwing grenades).

T-51b Power Armour:
Armour Value: 9 (Body, Arms, Legs).
Strength +10%.
Agility – 10%.
Rad Resistance +10%.

T-51b Power Helmet:
Armour Value: 8 (Head).
Rad Resistance +5%.*
When equipped along with T-51b, the following bonuses apply:
Average Quality Only: Ballistics: +5% to all shooting attacks (including throwing grenades).
Good / Excellent Quality: Ballistics: +10% to all shooting attacks (including throwing grenades).

BAPI-33 Power Armour:
Armour Value: 8 (Body), 7 (Arms, Legs).
Strength +10%
Agility – 10%
Rad Resistance +10%.

BAPI-33 Power Helmet:
Armour Value: 7 (Head).
Rad Resistance +5%.*
When equipped along with BAPI-33, the following bonuses apply:
Good Quality Only: Ballistics: +5% to all shooting attacks (including throwing grenades).
Excellent Quality Only: Ballistics: +10% to all shooting attacks (including throwing grenades).

Tribal Power Armour :
Armour Value: 7 [Body], 6 [Arms, Legs].
Strength +10%
Agility – 20%
Rad Resistance +10%.
Situational Charisma +10%.
Note: Due to its ramshackle design, Tribal Power Armour is (paradoxically) considered Primitive.
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