What would a Fallout game be without weapons? Well, it would still be a role-playing game, but sometimes the role you want to play is the guy who shoots people in the face. Players and Overseers should be able to find just about everything they need to lay waste to the myriad hostile creatures of the wasteland. Weapons are divided up into seven categories: unarmed augmentation (increases punch damage), small melee, large melee, thrown, small firearm, large firearm, and traps. However, despite these distinctions, weapons sometimes can be used in multiple ways. For example, a combat shotgun can be used as a firearm (shooting) or a melee weapon (butt smash).
Damage is self explanatory, but always keep in mind of what type of damage a weapon does and its appropriate DT is. There are 5 types: Regular, Concussive, Heat, Chemical and EMP. All of which function slightly differently.
Rate of Fire Edit
Rate of Fire, or RoF represents how many shots an attacker can let loose per action. A higher RoF means a faster attacking weapon and more shots fired in a turn. If a player is using a weapon that has a RoF higher than 1, then they can attack either once or that number of time in the action phase. All the shots share one dice roll, and firing more then one round is known as a burst. However, more shots means diminishing accuracy. The second round in a burst suffers a -2 penalty and every round thereafter suffers a -4 penalty, or a 0/-2/-4 burst.
Example: A gun that has 6 RoF would fire off six rounds in the action, trying to hit a foe with an AC of 18. The player has a Firearms skill of 15 and rolls a 5, totaling 20. Resulting in a 20/18/16 burst, meaning the first and second round made their mark, and every round there after missed.
Spray attacks are typically used with "scatter" ammunition like buckshot, multi-projectile energy weapons or chemical throwers. Spray attacks act the same as regular attacks, but in addition to targeting a single foe they have a chance of hitting all other foes caught along heir line of fire (all based on one attack roll), dealing 50% less damage to the non targeted foes. The opponents are considered to have +5 Ac for the purpose of this attack.
Most guns can be used as a sort of bashing weapon in dire emergencies. You may opt to use your projectile weapon as a melee weapon if there is a foe within range. Pistol-Whippin', as it is called, causes 1d4+ST damage for a 1-handed weapons, and 1d4+(STx2) damage for 2-handed weapons. Bayonet weapon mods may be attached to weapons and have separate statistics, and using a weapon bayonet is still categorized a Pistol-Whip.
Weapon Durability and RepairEdit
When you loot a weapon, or buy one at a shop, determine the HP by rolling 1d10. For each point of Health missing from a weapon, it loses 5% of its value and suffers a -1 to hit on combat rolls and a -1 to damage (for melee weapons). At 0 HP a weapon is considered broken and unusable.
|Condition Penalty||0||-1||-2||-3||-4||-5||-6||-7||-8||-9||can't use|
Most weapons can be broken down into parts for repair. If you have a weapon of the exact same type (such as two Chainsaws or two .308 Bolt Rifles) you can directly add one weapon's HP to the other. This action is know as cannibalizing a weapon, as one tool is broken down to feed the other. Some weapons, such as clubs, are too simple to be cannibalized and must be repaired in other ways, such as a mechanic or repair materials. These weapons will state in their description if they are simple.
Firearms and Energy Weapons can also be taken apart and broken down into parts for use on later projects. This can only be done to weapons with 2 or more HP and results with two parts based on the weapons Ammo/Damage type (Plasma, .50cal, 9mm etc) and the gun's Base Type (Revolver, Machine-gun, Energy Rifle, Energy Pistol, etc). Other weapons can be broken down in this same mannor, but they produce 2 parts of the exact weapon type. Simple weapons cannot be broken down into parts. These sets of parts can be used to repair 1 HP per set to any weapon that could produce those parts.
Example: a .308 Bolt rifle can be cannibalized into one set of .308 Gun Parts and one set of Bolt rifle parts, which can be used to repair any other weapon that uses those parts.
There are some handymen out in the wastes, their prices can varry by faction or player they will repair 1 HP for 15% of the gun's max value.
Duct Tape and WonderglueEdit
If a weapon is categorized as "simple", it can regain HP by applying a roll of duct tape (+1 HP) or bottle of wonder glue industrial epoxy (+2 HP).
Egg Timer - Can delay a trap by up to 15 min
Alarm Clock - Can delay a trap by up to 24 hours
Tripwire - Can span up to 4 sq away from the trap to create an "activator zone"
- Damage 1d6+4 x 5 Concussive
- 3 Sq R
- Special: They are triggered by pressure on their SQ, set by the character for between 5 and 4000 lbs.
- Arm: 5
- Disarm: 10
Pulse Mine Edit
- Damage: 2d6+4 x 5 Energy Damage
- 3 Sq R
- Special: They are triggered by the presence within 10' of active electronics with a threshold of tiny, small, large, or great (creature size) set by the character. Multiple creatures can effectively count as a larger creature for purposes of setting a pulse mine off.
- Arm: 5
- Disarm: 10
- Damage: 1d12
- Special: Bear traps have 5 Security to set and disarm. They are triggered by pressure on their Sq, set by the character for between 5 and 4000 lbs. When a steel trap is sprung, it automatically hits and causes a crippled leg.
Time Bomb Edit
- A timed explosive attached to a tripwire
- Damage: 1d2+3 x 5 Concussive
- Area: 1 Sq, 1/2 Damage 2 Sq
- Arm: 10
- Disarm: 15
- Delay: 1 round to 24 hours
- A shotgun shell bored through a mousetrap, creating a deadly surprise
- A simple 3x3x2 ft pit filled with sharp spikes. when the victim walks on it, the concealed surface gives way.
- A large spike or series of spikes attached to a bent branch or other flexible arm. when activated the trap will violently swing at the victim stabbing or impaling them.
|Wageman's Fallout Tabletop|
|Rules||Play Materials | Character Creation | Traits | Skills | Perks | Lesser Perks | Survival | Combat and Actions | Reputation and Karma|
|Gear||Items | Chems and Consumables | Skill Books | Food and Water | Crafting|
|Armory||Armor | Ammo | Weapons | Firearms | Lasers and Plasma | One Handed Melee | Two Handed Melee | Fist Weapons | Hand Thrown | Launchers|
|Bestiary||Abominations | Animals | Ghouls | Insects | Robots | Super Mutants|