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Unique Weapons and Armor

Okay game masters, here’s the deal with unique weapons, armors, and the like: make it up. No, really. Yes, I know we included rules on how to make them, but that’s really just for the players to look at. As a GM there’s no need to limit you beyond anything other than, “Do I want to allow something this powerful to possibly fall into the hands of my players?” Equestrian weapons manufacturers were trying some pretty crazy stuff towards the end of the war, so there’s no reason to feel you should be limited in the same ways we outlined earlier in the named weapons section. If you want to have a starting point, take a weapon from the list and modify it – make it larger, smaller, heavier, or lighter. Give it special abilities, like the ability to inform players about floor based traps or sneaking opponents. Increase or decrease the damage or the range. Have fun with it, and make it something memorable for your players! A laser rifle that apologizes every time it disintegrates an opponent or a bullet that sings Sapphire Shores’ biggest hit after embedding in an opponent are both hilarious, effective and memorable ideas. Don’t feel limited by technology in any way other than this: It has to be usable, and don’t give your players something that will make their lives too easy. No arms manufacturer would make a bullet than couldn’t be fired from any of their guns, nor would an armorer ever design a suit of combat armor for something he wasn’t concerned with protecting. Giving your characters an unstoppable weapon or an impregnable suit of armor won’t be interesting or fun for you or for them. The challenge makes the game (also, having to come up with monsters to fight an invincible party is frustrating as all hell).

While they can certainly be as outlandish as those two examples, named weapons and armor don’t need to be extravagantly different than their normal counterparts; more than 80% of the unique armor and weapons in both Fallout 3 and Fallout: New Vegas are just slightly better versions of more common guns and armor, modified to make them more desirable in one or two ways. Some of the unique variants were actually worse than their common counterparts in some ways; it all depends on how the item was created and what it was created to do.

 

Here are some examples of named weapons from the Fallout: Equestria Universe.

 

Big Guns - Direct Fire Dmg/ Shots Crit SATS Range Inc (ft) Ammo Mag Size Reload Wt
Filly Mays (Rock-It-Launcher) 6d12 X3 Junk Breech
The Punchline (A-M Rifle) “mw” (not really)1 10d20 x2 .50 Cal Breech
Spitfire’s Thunder (A-M Rifle) 12d20 x2 .50 Cal DTM
Subtlety (A-M Rifle) (s) 10d20 x2 .50 Cal DTM

 

1 – Attempting to mouth-wield the Punchline while firing deals 5d20 damage to the user’s head (before head location multipliers). If fastened to a battle saddle, firing will break the battle saddle and deal 3d20 damage to the wearer.



 

Big Guns – AOE Direct Dmg Splash (≤5' Radius) AOE - Inc.(-Dice/5') Max Radius SATS Range Inc. Ammo Mag Size Reload Wt
Bunker Buster (Grenade Launcher) 8d20 4d20 4d20 5’ 40mm Grenades Breech
Persuasion (Grenade Rifle) 8d20 6d20 3d20 10’ 40mm Grenades Breech-5
Tom (Missile Launcher) 12d20 12d20 4d20 15’ Missiles Breech+5

 

Small Guns Dmg/ Shots Crit SATS Range Inc (ft) Ammo Mag Size Reload Wt
Boom Stick II: The Sluggening (Double Barrel Shotgun) 10d12+9 x2.5 .45-70 Internal
Duty and Sacrifice (Hunting Revolver)1 6d8 x2 .45-70 Revolver
Lil’ Macintosh (.44 Magnum)2 5d12 x2 .44 M Revolver
Point and Click (Sniper Rifle)2 7d12 x5 .308 cal DTM
Rarity’s Grace (.357 Pistol)3 4d10 x2 .357 cal Revolver
Rail of Tears (Railpony Rifle) 6d10 x3 Rail Spikes Internal
Taurus Rifle (H-P Hunting Rifle)2 6d12 x4 .308 cal DTM
Vigilance (12.7mm Pistol) 6d12 x1 12.7mm DTM

 

1 -- Duty and Sacrifice are special paired hunting revolvers. While they individually have lower damage per shot, when used together they allow the use of both weapons as a single action at no accuracy penalty.

2 – Scoped.

3 – Silenced.

 

Melee Weapons Dmg/Hit Crit SATS Degradation Rate Wt
Dragon’s Claw (Combat Knife)1 5d6+STR x3
Duct Tape’s Wrench (Lead Pipe) 3d8+STR x3
Starmetal Officer's Sword2 5d10+STR x3 N/A

 

1 – Dragon’s claw ignores 20 DT.

2 – Ignores all DT. Starmetal weapons do not degrade.

 

Unarmed Weapons Dmg/Hit Crit SATS Degrd. Rate Wt
The Rock of Destiny (Rock) 1d20+STR x5 N/A
Hoof of the Fourth Star (Bladed Hoof) 5d10+STR x2

 

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Date: 2015-12-11; view: 903


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