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Armor – Clothes, Barding and Accessories 2 page

Powered Armor: Pony powered armor models usually come with an integrated heavy or four pronged battle saddle and corresponding autoloader unit or energy reserve; these units are included in the value of the armor. Griffin powered armors are less standardized, but will incorporate an autoloader if they possess weapon mounts. For incomplete armors being sold without these accessories, reduce the value accordingly. Powered armor requires specialized training not available to most characters.

Powered bardings all possess an integrated repair talisman. This talisman can be fed scrap metal and electronics, and each unit it is fed can repair 2 DT. More rules can be found in Armor and Weapon Degradation section.

Fallout: Equestria Barding List – Hats and Helmets Allows Accessories?
Name DT Wt. Value Effects (if any)
Bandana/Head Wrap (+1 PER) Yes
Baseball Helmet   Yes
Beret 0.1 (+1 PER) Yes
Construction Helmet   Yes
Cowboy Hat (Stetson or Otherwise) (+1 PER) Yes
Dashite Tesla Helmet (+5% Radiation resistance, -1 CHA), Powered armor training req’d No
Enclave Officer's Cap (+5 Energy Weapons) Yes
Enclave Powered Helmet (P-51f) (-1 CHA, +5% Radiation resistance). Powered armor training req’d No
Enclave Starfire Helmet (P-53a) (-1 CHA, +5% Radiation resistance, +3 DT vs. Fire). Powered armor training req’d No
Enclave Tesla Helmet (P-52f) (-1 CHA, +5% Radiation resistance). Powered armor training req’d No
Equestrian Army Combat Helmet   Yes
Equestrian Army Trooper Helmet   Yes
Equestrian Park Ranger Hat (+1 PER, +5 Survival) Yes
Equestrian Recon Armor Helmet   Yes
Fedora Neck-beard not included. Yes
Filtration Helmet (+10% Radiation Resistance) Gas Mask. No
Firepony's Helmet (+3 DT vs. Fire) Yes
Foal's Police Hat Requires Young or Pipsqueak to wear. Yes
Gambler's Hat   Yes
Ganger Helmet   Yes
Griffin Powered Helmet (+5% Radiation resistance), Gas Mask, Lamp, Powered armor Training Required No
Griffin High Reaches Powered Helmet (+5% Radiation resistance), Gas Mask, Low Light Optics, Powered armor training req’d No
Hood   Yes
Leather Flight Helmet (+1 PER) Yes
Lunar Guard Combat Helmet Low Light Optics, Optional Gas mask, and Royal Canterlot Voice Enchantment (Officer Models) Yes
Lunar Guard Powered Helmet (+2 PER), Low Light Optics, Optional Gas mask. Powered armor training req’d No
Metal Helmet   Yes
Metal Helmet, Reinforced   Yes
MoA Special Forces Helmet Lamp, Optional Gasmask. Pipbuck Interface Visor. Yes
MoM Counter Terrorist Strike Helmet Lamp, Low Light optics, and Optional Gasmask. No
Motor Scooter Helmet   Yes
Nurse’s Cap (+5 Medicine) Yes
Name DT Wt. Value Effects (if any) Allows Accessories?
Party Hat   Yes
Pinkiebot Helmet (+2 PER) Looks obnoxiously pink. No
Pint-Sized Slasher Mask (-1 PER, -1 CHA, +5 Melee) No
Pith Helmet (+1 PER) Yes
Police Hat (+1 PER) Yes
Pre-War Baseball Cap (+1 PER) Yes
Pre-War Hat (+1 PER) Yes
Raider Blastmaster Helmet (+5 Small Guns, +5 Explosives) No
Raider Helmet   Yes
Raider Supervisor Helmet (+5% Radiation Resistance), Gas Mask No
Ranger Desert Scout Helmet Lamp, Low Light optics, optional Gas Mask. No
Ranger Powered Helmet (P-45d) (+5% Radiation resistance), Lamp, Gas Mask. Powered armor training req’d No
Ranger Powered Helmet (P-51b) (+1 CHA, +10% Radiation resistance). Lamp, Gas Mask. Powered armor training req’d No
Roving Trader Hat (+5 Mercantile) Yes
Royal Guard Combat Helmet Lamp, Low Light optics, optional Gas Mask. No
Royal Guard Powered Helmet (+1 CHA, +5% Radiation resistance), Optional Gas Mask. Powered armor training req’d No
Salvaged Ranger Helmet Radio and flashlight are non-functional. No
Samurai Helmet   Yes
Security Helmet (Casino)   No
Security Helmet (Casino, Reinforced)   No
Security Helmet (Stable)   Yes
Sheriff's Hat (+1 PER) Yes
Slave Headscarf   Yes
Space Suit Helmet   No
Spritebot Helmet   No
Storm-chaser Hat (+1 PER) Yes
Stovepipe hat (+1 INT, +5 Speechcraft) Yes
SWAT Riot Helmet (+1 PER), Low-Light Optics and Gas Mask No
SWAT Riot Helmet (Advanced) (+1 PER), Low-Light Optics and Gas Mask No
SWAT Riot Helmet (Elite) (+2 PER, +5 Speechcraft), Low-Light Optics and Gas Mask No
Talon Combat Helmet   Yes
Tribal Fiend Helmet (+1 PER), +5 on intimidation rolls. Yes
Tribal Headdress (+5 Melee) Yes
Welder's Mask   No
Winterized Powered Helmet (P-51b) (+1 CHA, +10% Radiation resistance), Powered armor training req’d No
Zebra Commando Cap (+1 PER) Yes
Name DT Wt. Value Effects (if any) Allows Accessories?
Zebra I.P. Stealth Suit Helmet (+5 Sneak), Low Light Optics No
Zebra Legionnaire Centurion Helmet   Yes
Zebra Legionnaire Decanis Helmet   No
Zebra Legionnaire Legate Helmet Made out of a Dragon’s Skull. No
Zebra Legionnaire Veteran helmet   No
Zebra Legionnaire Vexillarius helmet   Yes
Zebra Legionary Commander's Hat (+1 PER, +20 Max AP) Yes
Zebra Tribal Mask (+5 Melee, Unarmed) No

* IFF tags are not always present, and are usually attached to a nametag, ID badge, or keycard that may not be part of the barding or clothing.



Low-light optics provide a bonus of +10 to perception rolls in dim conditions; their effects are similar to and stack with those of the Lunar Courtier perk. Stacking these effects can make a character actually see more clearly in the dark than in lit conditions. Helmet lamps provide illumination as per a mouth-held flashlight; its beam can illuminate as daylight a 5’ wide swath as far away as 20’ from the wielder. All powered armor helmets are equipped with a built-in radio.

Helmets that make allowances for a unicorn’s horn tend to be a bit rarer and as a result more valuable. Such helmets may have a value of 150-200% that listed above. Alternatively, with the exception of power helmets, helmets can be modified using a repair roll MFD ¾ to fit a unicorn’s horn. Be aware that in several cases this will render the helmet useless for its primary intended purpose, such as is the case with a space suit helmet.

Those helmets which allow accessories can be worn in tandem with other facial gear like gas masks, glasses, and some masks. Such items, along with other worn accessories that do not fit neatly into any of the sections listed above, are listed in the following table.

 

If worn as part of a complete set of powered armor (it must be all of the same type), powered helmets grant their wearer access to a limited version of both the Eyes Forward Sparkle (the pipbuck’s compass feature, which identifies active friendlies and hostiles within PERx10’) and Stable-Tec Assisted Targeting System (SATS). Both functions work identically to their pipbuck-borne counterparts, though the EFS in a powered armor helmet cannot track quests and objectives and does not have access to a mapping protocol unless a separate peripheral system (or a pipbuck) is installed in the armor. If the helmet’s visor is destroyed or the helmet or armor loses power or is otherwise deactivated, this functionality is lost.


 

Special Items –Armor Accessories and other Worn Items
Name DT Wt Value Effects (if any)
Armored Saddlebags/Backpack 5-25 8-32 50-1050 Protects gear inside from stray gunfire. Also available in heavier-duty armors up to 25 DT. Each additional 5 DT increases the cost by 250 caps and the weight by 6. Can be worn regardless of helmet, or over armor. Saddlebags have a 50% chance of being struck by damage applied to the torso.
Authority Glasses --  
Bandolier Great for keeping small items on hoof like healing potions, knives and grenades. Accessing these items is a free action. Can be worn under or over armor. Bandoliers have a 50% chance of being struck by damage applied to the head or neck.
Biker Goggles (+1 PER)
Bomb Collar Can be triggered to explode via remote or sensor, or has a 50% chance to explode when shot. Science MFD ½ to deactivate. See Miscellaneous Items entry.
Bomb Collar (Deactivated) Science and Repair MFD ¾ to reactivate.
Breathing Mask (Gas Mask) Filters out dust, airborne particulates, and most airborne poisons. Notably ineffective against pink cloud.
Cape DT (and cost) can be increased if made of sturdier materials, like leather. Generally bears emblems signifying allegiance.
Catcher/Umpire Mask (+3 Explosives)
Emergency Edible Boots Durable, yet edible! The price is for a set of two. Also listed in the food section.
Eyeglasses --  
Eye Patch -- +5 Speechcraft to intimidate.
Gas Mask See “Breathing Mask” above.
Ghoul Mask Can be worn in conjunction with any headwear. Will fool most feral ghouls into not attacking.
Glasses with Chain --  
Goggles (+1 PER)
Hockey Mask (+5 Unarmed)
Holster – Leg, Back, or Side mounted 10-50 Allows you to carry a weapon securely in the location it is worn. Leg holsters can only hold pistols or SMGs. Can be worn regardless of helmet, or over armor.
Hot Blooded Sunglasses -- (-1 PER, +1 Luck, +1 END), WHO THE HELL DO YOU THINK WE ARE?
Lucky Sunglasses -- (+1 PER, +1 Luck)
Magic Inhibitor Ring -- Worn on the horn, this prevents a unicorn (or alicorn) from casting spells. Every time magic is channeled to the horn, it sends it back as a shock that disrupts the cast and harms the would-be caster for 1d20 damage per strain expended. Often used by slavers.
Mirrored Sunglasses -- (+1 PER)
Necklace (+2 Speechcraft), A beautiful gem-inlaid gold necklace. Can be worn under or on top of other accessories and clothes, doesn’t count as an article of clothing for extreme heat/cold.
Name DT Wt Value Effects (if any)
Opera Mask (+5 Speechcraft)
Powdered Wig (-1 PER, +1 INT, +5 Barter, +10 Speech)
Quick Draw Holster – Leg, Back, or Side mounted 25-100 Allows you to carry a weapon securely in the location it is worn. Leg holsters can only hold pistols or SMGs. Quick draw holsters allow an agility roll (MFD ¾) to draw your weapon as a free action. Can be worn regardless of helmet (though some helmets may prevent use), or over armor.
Reading Glasses --  
Rebreather -- Allows underwater breathing indefinitely.
Rubber Boots Insulating rubber boots – great protection against water or mud, and insulated against electricity. Electrical and Shock effects and attacks deal 1 die less of damage to ponies with these equipped. Can be worn with all armors other than powered bardings. Incompatible with most unarmed weapons.
Saddlebags/Backpack Can be worn regardless of helmet, or over armor. Saddlebags have a 50% chance of being struck by damage applied to the torso.
Scarf Can be worn regardless of helmet, or over armor.
Shield Special ** ** Can be worn on any limb other than the head (limited to one per limb). DT and weight are dependent on what the shield is made out of – steel shields weigh more than wooden ones, but have significantly higher DT. Magical shields have the highest possible DT, but require a power source and are difficult to maintain. See the DT table in “Hitting the Deck – Taking Cover” in the combat chapter for more details. Bashing with a shield is an unarmed attack, and deals damage as would a Rock of the same weight.
Sleeping Mask Blocks out light. Prevents visual perception rolls while worn, making it excellent for use as a blindfold.
Spell Sight Goggles Allows the user to see any sustained magical auras and spell effects, notably invisibility spells.
Spikes (for armor) Allows you to use your armor as an unarmed weapon, dealing 1d4 damage for every 5 points of weight of the base armor. Applying armor spikes is a repair roll MFD ¾.
Sunglasses --  
Tinted Reading Glasses --  
Tortoiseshell Glasses -- Not made from actual tortoise shells.
Wig (+1 CHA) Made from real horsehair!
Wing Blades 2-3 Weight varies by race; blades for alicorns and griffins are heavier, pegasi blades are lighter. Can be worn regardless of helmet.
Wing Covers These are designed to protect the wings of a character in (specifically Enclave) powered armor, at the expense of a small amount of maneuverability. Wearers take a -5 on all flight rolls. They’re detachable and usable on their own.

Not listed in with armor and most other accessories are battle saddles. Battle saddles are a specialized armor accessory that does not provide DT, but allows a quadrupedal character to wield multiple weapons and dramatically increase their effectiveness in combat. Battle saddles are described in their own subsection immediately following due to their complexity. In terms of what can be worn and when, treat battle saddles as you would helmets – a character can only wear one battle saddle at a time.

 

Battle Saddles

Using a battle saddle in combat conveys a very distinct advantage – it allows you to wield and fire two weapons at once, both of which can potentially be larger than any weapons a pony could reasonably weild in their mouth. These weapons can be used individually as separate actions, or together for a single action at a 1 MFD step accuracy penalty. Operating a battle saddle is a single action, and in SATS it costs 10 points more than the highest cost weapon you’re wielding; four pronged battle saddles cost substantially more (see their description).

Battle Saddles and Accessories Value Wt.
Utility Battle Saddle
Light Battle Saddle
Medium Battle Saddle
Heavy Battle Saddle
Four-Pronged Battle Saddle
Energy Reserve (Basic)
Energy Reserve (Advanced) 10000 - 15000
Fuel Reserve – Small
Fuel Reserve – Medium
Fuel Reserve – Large
Munitions Case
Retractable Trigger Bit
Semi-Auto Loader System 500-1000
Auto Loader System 1000 - 4000

While wearing a battle saddle, it’s a free action to take the bit and prepare to fire. A character can release the bit at any point to pull out items from any leg pockets or bandoliers for immediate use, but the bit prevents them from easily accessing items in their saddle bags, making accessing items or weapons not held in a bandolier or in leg-pockets take 2 actions – one to get to the item, one to get it out (and a third action to use it). This can make reloading a weapon with the battle saddle still worn totally unfeasible.

Other than the penalties listed above and the fact that a pony in a battle saddle must physically turn to face any nearby opponents in order to get them in their line of fire, there’s no downsides: A battle saddle is a very effective way to increase a character’s firepower. Shown below is a listing of the different basic types of battle saddles seen throughout the Equestrian Wasteland and its surrounding territories. The price listings for battle saddles in the table below are without accessories. Some pieces sold separately!

Utility Battle Saddle –The lightest class of battle saddle; a foal could wear one of these comfortably for hours at a stretch. Designed as a backup harness for ponies working on elevated platforms as a safety precaution, these are little more than a harness with a small hard point on either side. They’re really more designed for supporting toolkits or automated tools (like auto axes or grapples) than weapons, though they’re still capable of mounting extremely light weapons (wt 3 or less unless the weapon is also specifically a tool). They’re not sturdy or large enough to support an energy reserve, autoloader, munitions case, or any but the smallest of fuel reserves.

Light Battle Saddle – Light, simple and durable. During the war, it was used for lightly armed and armored scouts. To reduce the cost, this model of battle saddle is generally not equipped with auto-loaders, making weapons mounted in one of these difficult to reload. Can equip weapons up to 10 units of weight without penalty, but does nothing to mitigate weight that would enable ponies to equip an individual weapon above their strength limit (2x STR), though it does allow a pony to equip two such weapons that they might not otherwise be able to wield. The combined weight of weapons on the battle saddle cannot exceed 3xSTR.

Medium Battle Saddle – This is the standard battle saddle for mercenaries, members of powerful gangs, and relatively successful slavers. Before the war it was standard issue for earth pony and zebra combatants on both sides. This middle-range device frequently comes with an attached auto-loader or fuel reserve for flamethrower weapons. Versions with an energy reserve are not unheard of, but are far less common. This battle saddle model can mitigate up to five points of a weapon’s weight towards a pony’s weight capacity to wield a given weapon (they can now wield weapons up to 2xSTR + 5 in weight; the battle saddle itself can support any two such weapons up to a combined weight of 4x STR).

Heavy Battle Saddle– Allows ponies to equip weapons that are much heavier than they could use otherwise (up to STR x4); most suits of powered armor, notably including the P-45d “Steel Ranger” and battle armor, come with one of these built in. A heavy battle saddle has no combined weapon weight limit.

Four-Pronged Battle Saddle– These strange, insectoid-looking devices are used almost exclusively by the Grand Pegasus Enclave and are generally seen affixed to older-issue models of the P-51f power armor, though they have seen use by some of the more adventurous slavers or gang members. They allow the wearer to fire all four weapons as a single action, albeit with a 2-step targeting penalty. The cost for using all four weapons in SATS is 40AP more than the AP cost of the slowest of the four weapons. The four-pronged battle saddle built into P-51f power armor can only mount energy weapons, and comes with a substantial energy reserve; stripped and repurposed models do not have such limitations.

Energy Reserve (for energy weapons) – This energy reserve is a sort of holder for surplus magical power that can be channeled into most devices arcane-technology. These power reservoirs come in multiple sizes and can be charged by any source of magical energy from spark batteries to a ship’s generator using a built-in retractable cable. They frequently function as a power source for powered armor as well as a source of extra ammunition for energy weapons. Only basic models are available outside of the Enclave, which can store up to 30 Energy Cells, 15 Magical-Fission cells, or 60 Gem Cells worth of energy. More advanced models can hold anywhere from 2 to 6 times this much. When hooked up to a reserve, energy weapons do not need to be reloaded until both their ammunition supplies and the energy reserve’s energy are depleted. Reserves can be filled with unicorn or alicorn spells, spark batteries (full ones are equivalent to 2d10 MF cells), or appropriate magical ammunition.

Fuel Reserve (for flamer weapons) –This particular addition generally appears as a modified set of pressurized gas tanks that can be fitted to a battle saddle above or beneath the hard points (the parts you attach the weapons to) on either side. They come in several sizes, each increasing size roughly doubling the capacity. Small fuel reserves hold about 60 units of flamer fuel (30 per tank). Medium reserves hold 120 units total (60 per tank), and large reserves hold a whopping 240 units of flamer fuel (120 per tank). Hoses from these reservoirs are designed to connect securely to a standard equestrian army flamethrower or incinerator’s tanks, greatly increasing the length of time they can be fielded before having to stop and reload (increasing the maximum ‘magazine size’). The fuel in the weapon’s built in tanks is always considered to be depleted fully before any of the fuel in the reserve tanks begins to be drained, and multiple fuel reserves can be linked together to fuel a single flamer weapon.


Date: 2015-12-11; view: 815


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