Game Guide Before Combat: Equipping Weapons and Armor Holding Weapons or Object

Game Guide Before Combat: Equipping Weapons and Armor Holding Weapons or Objects The character sheet has sections labeled "left hand" and "right hand." That is where a character can fill in the necessary information regarding their weapon(s). No more than two weapons can be equipped at the same time, one per hand. Some weapons require the use of both hands. Note that you can still hold two weapons and use a two-handed weapon in combat - that's what the straps are for. Characters usually start with only the basic weapons, although it is up to the Gamemaster. Objects to be used must be held in the hands as well. This means that a character cannot inject a healing chem, shoot a two-handed gun, and dig a hole all at the same time. Remember that a character is not limited to carrying just the two weapons in their hands; they can carry whatever they want in belts, holsters, backpacks, and so forth. Of course, guns are only effective if they have they kind of ammunition required to use them. Note that two kinds of ammunition that would work for the same gun - Armor Piercing and Jacketed Hollow Point (AP and JHP) for example - cannot be used in the same clip. If you find that your JHP bullets are ineffective, you must reload with AP rounds (see Reloading, below). Weapon Condition Weapons lose condition when attacks are made with them and the attack fails (see Attacks, below). Sometimes, doing something inordinately stupid, like using your rifle as a crowbar or accidentally dropping your gun down a sewer, will cause condition to be lost as well. When you lose weapon condition, it represents normal wear and tear; however, when weapon condition hits 0%, the weapon is either jammed or broken, and must be repaired or thrown away. Often when characters find or buy weapons, they are not in perfect shape and already have some condition lost. If 80% of the condition is lost, the user suffers a –10% penalty to their to-hit rolls with the weapon; the damage is beginning to interfere with its effectiveness. The GM may determine other situations where the weapon suffers damage, such as when the character accidentally drops his backpack in a vat of acid. Repairing Weapons When a gun jams or an ax breaks, it is a problem. If it happens in combat and you have no backup, it is a major problem. There is nothing to do but wait until combat is over and attempt to repair the item. Using Repair skill on a gun takes 1 hour. If the roll against Repair skill fails, the character is allowed to make a roll against the skill associated with that weapon - melee for the ax, small arms for the gun - to add 10% to the condition of the weapon (the weapon is not fixed, but it is usable for the time being). Successful use of the repair skill adds 20% to the condition. Repairing weapons is not necessarily limited to the time in which they break; a little preventative maintenance never hurts. Wearing Armor There is another section on the character sheet for armor. Note the Damage Threshold (DT) and Damage Resistance (DR) for each different type of damage, as well as the base AC (the character's Agility plus any other bonuses or penalties) and the AC (with the armor). Characters usually start with only the most basic kinds of armor. Some kinds of armor will add penalties for using certain skills, like Sneak. Those penalties are listed in the armor’s description. Helmets are often parts of other larger suits of armor, or can be worn alone (and taken off apart from a suit of armor). Helmets usually only confer a small bonus to armor class, but will reduce a chance of a targeted shot to the head resulting in a critical hit by 15%. Armor Condition Like weapons, armor also loses its effectiveness over time if not repaired. For every five successful hits that cause damage against a character wearing a set of armor, the armor loses 10% of condition. Armor eventually begins to lose its ability to protect and distribute damage as it wears thin and acquires more holes; these penalties are applied specifically to the Damage Threshold and Damage Resistance (DT and DR) values; a useless heap of power armor still affords the user some AC protection. To determine the modified values for DT and DR, first find the percentage of the modification (Mod) on the following chart: Condition % Modifier Value 100% - 70% None 60% 5% 50% 10% 40% 20% 30% 30% 20% 40% 10% 50% 0% 60% After the modifier is applied use the following formulas: DR – (DR x Mod) = Adjusted DR DT – (DT x Mod) = Adjusted DT Repairing Armor Repairing condition on armor works in much the same way repairing condition on weapons and vehicles does. The task takes 4 hours, and if a successful Repair skill roll is made, 20% is added to the armor condition. Combat Begins Combat officially begins when one critter or Character decides that enough is enough and s/he/it attacks someone or something else (sometimes, attacks can be made on inanimate objects such as doors, and in  this case the entire combat procedure is not necessary, unless combat is going on around the character attempting to break the door down). The critter or character that initiated combat gets the opportunity to use all of their Action Points (AP) before Sequence is determined. Combat Step One: Determine Combat Sequence Because the Sequence statistic does not change, this step needs to be preformed only once in combat, at the beginning. Who (or what) ever has the highest sequence gets to move first, with the next highest sequence moving second, and so on until the round is over. Ties in sequence should be determined by the tie-ers rolling 1d10 against each other; the highest roll goes first. This roll only needs to be done at the beginning of each combat, not each round. Once sequence is determined, a character has several choices about what to do with their Turn. Combat Step Two: Action Any action in combat requires the use of Action Points. The higher a character's agility, the more action points they get (see Character Creation: Secondary Statistics). A character's Turn is over when all AP are used, or they declare that they are going to defend, and they forfeit the rest of their AP (although not entirely, see Defending, below). The possibilities for action are: Movement This includes moving closer to a target, moving behind a tree or other cover, or bravely running away. It costs 1 movement point to move 1 hex. A hex is 1 meter across (this becomes much more important later, when determining range). Characters cannot occupy the same hex as another living character or critter, or large inanimate objects. Any object larger than a medium-sized shrub gets a hex all to itself. Dead bodies (no matter how massive!) do not get their own personal space; they are dead, it won't matter if you walk all over them. Terrain can have an effect on movement. This table can serve as a guide. The modifier is a number by which the character multiplies his normal movement rate; 2X would require that the character spend 2 times the normal AP amount to move. Characters who are prone or have broken limbs can take a long time to crawl over certain kinds of terrain. Terrain Type Modifier Open/Flat 1X Rough/Wet/Crouching 2X Torn/Mud/Swim 3x Prone 4x Using An Item If your Character is holding an item in her hand, she can use it in combat, provided it is an item that's use takes under 10 seconds (GM' discretion). Healing chems, Geiger counters, and a police whistle are all examples of items a player can use in combat. Note that an item MUST be in hand to use it; see Before Combat, above. Using an item takes 3 AP. Equipping Items If you run out of ammo for a gun and need to draw another, or if you want to grab that stimpak out of your pocket, you are Equipping an Item. Equipping Items takes 4 AP for each item equipped. Therefore, if you trade your hunting rifle in for a SMG and want to grab that healing chem in the same round, it will take 8 AP total. You can equip any item that is on your person (your pockets, backpack, and fanny pack count as "on your person"). Taking Items You can take an item on the ground, in a container, or off the bodies of your enemies. As with Equipping Items, this costs 4 AP per item, and your character must be standing in the same hex as the item (or on an adjacent hex if the item is in an immobile container). If you want to grab that Bozar and the ammo for it, uploads/Finance/ fallout-game-guide.pdf

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  • Publié le Jan 07, 2021
  • Catégorie Business / Finance
  • Langue French
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