Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online


Warhammer 40K Forum

FALLOUT - Rules of The Game
Closed Thread
Old 21 Oct 2009, 11:47   #1 (permalink)
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default FALLOUT - Rules of The Game

This Thread will be updated as regularly as I think it needs to be. Be sure to keep an eye on it!

You are S.P.E.C.I.A.L.!
Yes, it’s true! Each stat alters how you will handle yourself in the wider world. How each stat works is listed below:

Strength (S): Determines how strong you are. High Strength allows you to carry more, and deal more damage in melee combat (armed and unarmed). You will also hit more often with melee weapons – tough guys know how to swing a club!
Skills: Melee Weapons.
Perception (P): Perception is how aware you are of your surroundings. High Perception helps you notice hidden things, or notice important details... like how long you should wait before throwing the grenade!
Skills: Explosives, Lockpick, Pistols.
Endurance (E): Endurance determines how hardy you are. High Endurance helps you avoid injury, resist radiation and insert your fist into someone’s face.
Skills: Big Guns, Unarmed.
Charisma (C): High Charisma is a must for the suave, the sophisticated, or the con-artist. Charisma is essential for getting along with people.
Skills: Barter, Speech.
Intelligence (I): Feeling smart? You will with high Intelligence! As well as increasing various skills, Intelligence increases the number of Skill Points you gain at each level.
Skills: Medicine, Repair, Science.
Agility (A): Agile players can duck, dodge, and plant a bullet in the eyeball of your choice from thirty paces.
Skills: Small Arms, Sneak.
Luck (L): Sometimes, you just have to leap off a cliff and hope there’s a lake at the bottom. With a high Luck skill, that might just be the case!
Luck does not have a specific skill as such. Instead, characters with higher Luck will get lucky more often. Luck also affects Deus Ex Machina.

The starting values of each SPECIAL stat is 2D10+20.

Hit Points:
All characters have, and need, Hit Points!

The starting number of Hit Points is 10 + 2x your Endurance Bonus. At each additional level, you gain 5 + your EB. Characters may also gain Hit Points through other means, but this is up to the GM.

Barter (BA): Your ability to haggle a deal. Barter not only affects buying and selling, but also bribery and other acts of convincing.
Big Guns (BG): Big Guns are anything big, bulky and capable of removing a small town in one shot.
Explosives (EX): Grenades, mines and anything else that goes Boom! comes under this heading.
Lockpick (LP): If it’s locked, you can unlock it!
Medicine (ME): Your skill at healing, as well as determining what’s wrong with others, and whether the sticky purple liquid you just drank was good for you or not.
Melee Weapons (MW): Everything from lead pipes to Super-Sledges. If you hit people over the head with it, stab them with it or otherwise assault them with it, this Skill is what it’s all about!
Pistols (PI): Any one-handed weapon that shoots bullets, energy bolts or anything else.
Repair (RP): If it ain’t broke, you don’t need this skill. If it is, you can fix it!
Science (SC): Science concerns how chemicals react, how particles collide, and (more usefully), how to hack into computers and make robots turn on their masters for you.
Small Arms (SA): Small Arms is almost anything that shoots; rifles, shotguns, lasers and many others all come under Small Arms. In other words, bigger than a pistol, smaller than a minigun.
Sneak (SN): If you don’t want to get caught doing whatever you are doing, Sneak is the skill for you!
Speech (SP) Need to reassure the masses? Need to inspire men to battle? Need to assure everyone you weren’t the one who stole their life savings? Speech is what you need!
Unarmed (UA): When in doubt, punch someone! Certain weapons, such as brass knuckles or Power Fists, also come under the Unarmed skill... for some reason.

The starting value for each skill is 20+ 2x the Stat Bonus of the relevant skill (see below), plus half your Luck Bonus (rounding up).
In addition, each player has three Tag skills. A Tag skill gains +15 Skill Points. Players are encouraged to use the GOAT (see below) to determine their TAG skills - PM the GM your answers to receive your TAG skills.

Stat Bonuses:
All Stats (SPECIAL) have a Stat Bonus. The Stat Bonus is equal to the first digit of your SPECIAL value. For example, if you have a Strength of 37, your Strength Bonus is 3. If your Agility is 41, your Agility Bonus is 4.

In addition to these, certain Stat Bonuses have special uses:

Strength Bonus adds to the amount of damage you cause when fighting in hand to hand combat.
Endurance Bonus is added to the player’s Hit Points.
Intelligence Bonus is added to the number of Skill Points you receive at each level.
Luck Bonus is how many times you can call upon Deus Ex Machina.

Using Luck:
There are two ways you can use Luck in fallout:

The first is to cause a re-roll. When a roll is made and you don't like the result, you may ask for it to be re-rolled. You may do this a number of times equal to your Luck Bonus (so a character with 30-39 Luck could use it 3 times, whilst a character with 40-49 can use it four times).

You must make a note of how many times you have requested re-rolls. The GMs will decide when the re-roll becomes available again, but generally they are returned to you when you A) level up, B) Achieve a suitably impressive feat, or C) a suitable length of time has passed since the last Re-roll was requested.

The second way to use Luck is to invoke Deus Ex Machina, also known as "Burning" Luck.

This can be used to achieve a far more impressive feat. Examples of Burning Luck include, but are not limited to, the list below:
  • Preventing a character from dying due to enemy attacks.
  • Preventing insanity or mutation.
  • Changing the outcome of a roll to whatever result the Player wants.

There are two important things to keep in mind when Burning Luck. The first is that the GM decides exactly how it plays out. For example, instead of the enemy attack killing you, it may instead stun you for the next round. Instead of your character suffering a mutation from Radiation exposure, he may instead suffer a minor illness for 1D10 days. In short, even claiming Deus Ex Machina won't always see you through without a scratch.
The second thing to keep in mind that Burning Luck applies a permanent -10 modifier to your Luck.

Levelling Up:
Levelling Up occurs when the GM says it does. This might sound unfair, but it also means players cannot 'farm' xp by just wandering off and shooting things at random. Instead, the GM will award XP to a party (or individual) based on their performance.

As a rule, players who complete a Quest-arc will be rewarded with a Level Up at the end of it. If a player did something suitably impressive during that quest arc, he may get bonus experience. Players who decide they don't want to go questing can still gain Level Ups providing their behaviour is in some way coherant - you won't get Level Ups for shooting everyone you meet, but you might if you take it upon yourself to hunt down and destroy an entire Raider Clan!

Upon Levelling Up, the following takes place:

At Every Level players receive Skill Points to spend on skills. This will typically be 10 + their Intelligence Bonus. The Players also receive a Perk. Perks are listed later.

At Odd Levels players receive an additional bonus; +5 Stat Points. These can be spent on Skills, and it means that characters can improve their base scores as they level up.


You are preparing to leave the Vault for the first time. What is the most important thing to take with you?
A) As much firepower as you can carry.
B) Radiation suits, Rad-Away and sterilised water.
C) Picks, shovels and other gear for removing obstacles.
D) Fission batteries and sensor modules to get things working again.

Oh no! You have encountered a ferocious pack of feral dogs! How do you diffuse the situation?
A) Find a stick and throw it to distract them.
B) Climb the nearest tree and hope they’ll go away.
C) Establish dominance by smacking the nearest dog.
D) Be calm, be assertive; dogs can sense fear.

You spot on the horizon a creature that resembles a zombie! What should you do?
A) Be friendly; Ghouls can’t help how they look.
B) Assess the situation, and approach if safe.
C) Look calm, but beat him over the head at the first opportunity.
D) Shoot first, ask questions later.

You come across a locked safe, potentially full of essential materials. What do you do?
A) Find a local trader and obtain a “lockpick” from his armoury.
B) Blow the lock off.
C) Use whatever is on hand to produce acid and melt the lock.
D) Bring the safe back to the Vault; the industrial lasers will make short work of it!

Look out! A horde of Raiders is coming! Fortunately, you have found an old armoury. What weapon do you grab to defend yourself?
A) Something big and heavy you can beat them down with.
B) A sniper rifle to maximise accuracy.
C) The weapon in the best condition possible.
D) None; I’d just run for it!

On your travels, you have found a wounded traveller. He begs you for help. What do you do?
A) Give him comfort and keep his spirits up as you head for the nearest settlement.
B) Bind his wounds and help him get home.
C) Hit him over the head, and see if he has anything worth stealing.
D) Shoot him in the head to end his suffering.

A miracle has occurred! You’ve discovered a Vault with a fully functional G.E.C.K.! Unfortunately, they do not wish to share this technology. What should you do?
A) Plead your case to the Overseer.
B) Blast down the doors, and slaughter everyone in your path!
C) Create a distraction, and steal the G.E.C.K. when nobody’s looking.
D) Point out the advantage of sharing the G.E.C.K. and emphasise the benefits of both G.E.C.K.s used together.

Oh no! You have contracted serious radiation poisoning! You are too far from the Vault to be treated! What should be done?
A) Embrace Gouldom, and develop a taste for human flesh.
B) Attempt to synthesise a cure from available compounds.
C) Shoot yourself; better die fast from a bullet than slow from radiation.
D) Break into nearby houses and see if there’s anything there to help you.
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 21 Oct 2009, 14:24   #2 (permalink)
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: FALLOUT - Rules of The Game


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:
[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]

10mm Weapons:
[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]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]

7mm Weapons:
[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]

[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]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]

Energy Weapons:
Note: Laser Weapons run off Energy Cells. Plasma weapons run of Microfusion Cells.
[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]
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.

[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]

Melee Weapons:
Melee Weapons with a Range can be thrown via the Melee Weapons skill.
[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]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]
* This weapon can be used as an 'Unarmed' attack.
** This weapon requires two hands to use.


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.
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 30 Oct 2009, 01:21   #3 (permalink)
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: FALLOUT - Rules of The Game

Below is the list of Perks available to players. The number shown in brackets indicates how many times the Perk can be taken.

Bar-room Brawler: (3)
As far as you’re concerned, hurling grenades and swinging swords is pretty much the same as throwing bottles and swinging chairs.
Requirements: Level 2.
+5 Explosives, +5 Melee Weapons.

Black Widow / Lady Killer: (1)
When it comes to the opposite sex, you know all their weaknesses... and where to stab where it won’t show.
Requirements: Level 2.
+1 Damage and +5% chance of a Critical Hit against members of the opposite sex.

Blades Akimbo: (1)
In battle, the guy with the most swords wins.
Requirements: Level 4, 40 Strength, 60 Melee Weapons OR 60 Unarmed.
With Blades Akimbo, characters can use two melee weapons at once in combat.

Brainbox: (3).
Someone has to be the smart guy in the group. Might as well be you!
Requirements: Level 2.
+5 Medicine, +5 Science.

Dakkafex: (1)
There's no way you're dying before the gun runs dry!
Requirements: Level 4, Endurance 40, Big Guns 50.
When firing a Big Gun, you gain an Armour Bonus until the player's next round. This is based on the weapon's Rate of Fire:
Semi-Auto gives +1 AV to all locations. Full-Auto gives +2 AV to all locations.

Gun Nut: (3)
You are obsessed with a wide variety of firearms.
Requirements: Level 2, Perception 30, Agility 30
+5 Pistols, +5 Small Arms.

Guns Akimbo: (1)
Because there's no such thing as too much firepower.
Requirements: Level 4, Agility 40 and Pistols 45 OR Small Arms 45.
With Guns Akimbo, you may use two ranged weapons at once. The weapon must be Pistol or Basic in type. Using a Basic weapon one-handed incurs a -20 penalty to hit.

Intensive Training: (U)
Even in post-apocalyptia, there’s always time to hit the gym.
Requirements: Level 2.
You immediately gain +5 to a S.P.E.C.I.A.L. stat of your choice.

Swift Learner: (3)
Because someone had to pay attention in class...
Requirements: Intelligence 35.
You gain +1 skill point per level.

Thief: (3)
What’s mine is mine, and what’s yours is mine!
Requirements: Level 2, Agility 30, Perception 30.
+5 Lockpick, +5 Sneak.

True Grit: (1)
Might makes right!
Requirements: Level 3, Str 40.
With True Grit, characters can use a two-handed melee weapon one-handed (with a -20 penalty). In addition, the penalty for using a Basic weapon one-handed is reduced to -10.
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 22 Nov 2009, 10:42   #4 (permalink)
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: FALLOUT - Rules of The Game


Below are a list of basic combat actions. The list is not exhaustive; if you feel there's something you should be able to do, odds are you can do it!

Move: Half round action.
You can make a move action in combat. you may move three metres per half-move action.
Run: Full round action.
You may run up to twelve metres.
Charge: Full round actoin.
You may make a charge move of up to nine metres against an enemy at least four metres away. The last four metres of the charge must be in a straight line. If you reach the enemy, you make an immediate Melee Attack at +10 to hit.
Note: Move, Run, Tactical Advance and Charge actions may have their maximum distance increased or decreased based on agility, weight of equipment carried, injuries, etc.

Standard Attack: Half round action.
A basic shooting attack. This is a single shot with any weapon you are armed with.
Semi-Auto: Full round action.
Semi-Auto weapons only. You gain +10 to hit. For every two degrees of success, you cause an additional hit on your target up to the maximum number of shots fired.
Full-Auto: Full round action.
Full-Auto weapons only. You gain +20 to hit. For every two degrees of success, you cause an additional hit on your target up to the maximum number of shots fired.
Point-Blank Shot: Full round action.
You may make a single shot at +30 to hit at one enemy within five feet.

Suppressing Fire: Full round action.
Semi / Full Auto weapons only. You suffer a -20 to hit. You produce a 45[sup]o[/sup] fire arc extending up to (but not including) your weapon's long range.

Quick-aim: Half round action.
+10 to your next shooting attack.
Full Aim: Full round action.
+20 to your next shooting attack.
Aim bonuses are lost if you lose sight of the target.


Degree of Success/Failure: A "degree of success" is essentially how much you pass the skill test by. For example; if you make a shooting attack needing 40 to hit, then a roll of 38, two lower than the minimum score, would be two degrees of success. A roll of 35 would be five degrees of success, and a roll of 41 would be one degree of failure.

Degrees of Success typically come into play with semi/full-auto weapons. For example, an SMG (Full Auto 6) needing a roll of 30 to hit a target would cause one hit on a roll of 29 or 30, two hits on a roll of 27 or 28, three on 25 or 26, etc. up to a maximum of 6 hits. Clearly, this makes such weapons extremely deadly in the hands of a skilled marksman!
Farewell, Kangaroo Joe, you shall not be forgotten.

Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Closed Thread


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

Similar Threads
Thread Thread Starter Forum Replies Last Post
Fallout vs. The Eldar Scrolls (split from: Fallout New Vegas) enderwiggin Other Games 49 15 Mar 2010 22:57
FALLOUT - Game Thread [Runcorn Region] Wargamer Multi-thread Serious Roleplay 150 09 Dec 2009 05:54
FALLOUT - Game Thread [Camelot Region] Wargamer Multi-thread Serious Roleplay 54 26 Nov 2009 23:10
FALLOUT - Game Thread [Vault 120 Region] Wargamer Multi-thread Serious Roleplay 127 30 Oct 2009 01:57
New Fallout game announced. Spiritbw Other Games 31 29 Apr 2009 17:07