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Special Ammunitions

This is an optional rule set; those GMs not familiar with Fallout New Vegas’ system of special ammunition, or who simply wish to simplify their players’ inventories, may want to ignore these rules.

 

Not all bullets are created equal. Normal bullets, for example, ignore 5 points of a target’s DT. As technology in armors advanced further towards the peak of the war, armor piercing bullets capable of punching through up to 50 points of DT became prevalent, allowing weapons to penetrate defenses and totally bypass most infantry combat armors. There are dozens of types of special ammunitions out and about in the wasteland, and their effects when fired (both on your target and on your weapon) are outlined in the table below.

For reference, using this optional rule set, normal bullets (and energy weapons ammunitions excluding flamer fuel) ignore 5 points of DT. The cost multiplier is how much more special munitions are worth relative to their normal counterparts if your character is interested in buying or selling them.

Alternate Ammo Type – Conventional Ammunition Effect Downside Cost Multiplier
Armor Piercing (AP) Ignores up to 40 points of DT Deals half damage to targets not receiving DT bonuses from medium or heavy armor. 3x
Explosive Deals 1 die of extra damage. Adjacent targets also take damage (Damage dealt to all targets is AOE – divide by 2) Weapon degrades twice as fast. Jams or misfires will destroy the weapon. 5x
Incendiary +2d10 damage and grants the Fire effect. Jams or misfires will ignite other ammunition. 3x
Spark Ignores 10 DT, deals four additional dice of damage to machines, robots, computers, and powered armor. Deals ¼ damage to targets with less than 10 DT. 5x
Glue/Goo If targeted at an opponent’s limbs, can stick them to whatever they’re touching. Strength MFD ½ to break free. Can target the mouth to potentially suffocate an opponent. Cannot wound. 1.5x
Gel/Rubber/Beanbag Deals nonlethal damage. No effect on targets with more than 20 DT in the hit location. 1.5x
Paint Target becomes 1 MFD easier to spot and target, even in darkness. Cannot wound. 1x
Flechette (Shotguns) or Hollow Point Deals x4 damage against living targets and ghouls. All DT values count as triple their value. 3x
Slugs (Shotguns Only) Deals maximum damage at any range. 1 MFD step accuracy penalty. 2x
Dragon’s Breath (Shotguns Only) Deals damage as a flamethrower. Must be individually manually muzzle-loaded. Doubles reload time. 2x
Bulk Costs half as much as normal ammunition (round down) Deals 1 die less damage, weapon degrades twice as fast. ½x

 

Alternate Ammo Type – Magical Energy Weapons Effect Downside Cost Multiplier
Focused Ignores up to 50 points of DT Deals half damage to targets not wearing medium or heavy armor. 5x
Stun Deals non-lethal damage Has no effect on targets with more than 20 DT in the hit location. 2x
Overcharged Deals 1 die of extra damage Weapon degrades twice as fast, more expensive. 2x
Bulk Costs half as much as normal energy weapons ammunition (round down) Deals 1 die less damage, weapon degrades twice as fast. ½x
Home Made Costs half as much as normal energy weapons ammunition (round down) Weapon degrades four times as fast. ½x
Alternate Ammo Type – Explosive Ammunition* Effect Downside Cost Multiplier
Incendiary Adds Fire (see special weapon effects, above) to weapon damage. Weapon degrades twice as fast. 3x
High Explosive Ignore 30 points of DT Damage reduction due to distance from the explosion epicenter is doubled. 2x
Gas END MFD ½ every round within the maximum radius or be knocked unconscious. Deals no damage. Maximum radius is reduced by 5’. 3x
Smoke Creates a cloud of obscuring smoke. 1 MFD step accuracy penalty to target within or through. SATS negates. Deals no damage. Maximum radius is 10’, regardless of type. 5x
Paint Target becomes easier to spot, even in total darkness. Cannot wound. 1x
Beanbag Deals non-lethal damage. Has no effect on targets with more than 20 DT in the hit location. 1.5x
Cryo Weapon gains the Windigo Special effect, listed under Windigo Grenades. Deals no damage. Maximum radius is reduced by 5’. 5x
Spark Ignores 10 DT, deals four additional dice of damage to machines, robots, computers, and powered armor. Deals ¼ damage to targets with less than 20 DT. 5x
Glue/Goo STR MFD ½ to move through the affected radius. Deals no damage. 1.5x

*Using this optional rule set, fragmentation (‘frag’) ammunition is considered standard issue for weapons firing explosive ammunition. It performs as normal.




Date: 2015-12-11; view: 916


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