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Mega Weapons

In document Fallout Wastelands 1.2 (Page 61-65)

Mega Weapons are special weapons that fall under their own special Sub-Category. Every Mega Weapon is considered a unique weapon, so they're not listed with the regular weapons (you can find them in the Specialty Items section). A Mega Weapon uses the same skill as its base weapon category and often deals incredible amounts of damage (oftentimes causing you to roll at least 4 dice). Whenever you beat a target's Defense Score by 5 or more when attacking with a Mega Weapon, roll an additional damage die. There is a cost to the use of Mega Weapons, however. They take up two Heavy Slots, and each time you want to use one, you must spend a point of Karma.

Armor

Armor serves the incredibly important purpose of keeping characters alive by reducing the amount of damage he or she takes from weapons. Like weapons, armor comes in different categories, although for armor the categories are based off of weight. The four types of armor are Light, Medium, Heavy, and Power.

In addition to Damage Reduction, many pieces of armor provide minor boosts to Skills, often a result of how they are designed. For instance, Mercenary Adventurer gear is often covered in bandoleers, making it easier to retrieve ammunition and thus providing a +1 bonus on Guns (AGL) Tests and attack rolls made with Guns.

Lastly, there are different types of Headgear, which can be paired with any form of armor. Most provide a small bonus to a Skill or Attribute, although others –such as power armor helmets- can provide more potent benefits.

Armor Name Armor

Category

Damage Reduction

Other Effects

Courier's Duster Light 2 +1 Survival, 1 Additional Heavy Slot

Fieldwork Science Suit Light 2 +1 Medicine, +2 Science

Leather Armor Light 4 None

Light Combat Armor Light 4 None

Mercenary Adventurer Gear Light 3 +1 Guns, +1 Melee Weapons

Prospector's Clothes Light 1 +1 Barter, +1 Survival

Radiation Suit Light 2 +10 Endurance to Resist Radiation

Raider Armor Light 4 None

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Wasteland Surgical Scrubs Light 1 +2 Medicine, +1 Science

Combat Armor Medium 6 None

Legion Prime Armor Medium 6 Disguise as Caesar's Legion

Lightweight Metal Armor Medium 6 -1 Agility

NCR Combat Fatigues Medium 6 Disguise as NCR

Pre-War Riot Gear Medium 5 +1 Explosives, +1 Guns

Legion Centurion Armor Heavy 8 Disguise as Caesar's Legion

Metal Armor Heavy 8 -1 Agility

Reinforced Metal Armor Heavy 9 -1 Agility

Salvaged Power Armor Heavy 8 +1 Strength, -1 Agility

Tesla Armor Heavy 7 Half Damage from Energy Weapons

Enclave Power Armor Power 10 +5 Energy Weapons, +2 Strength, +1 Charisma, +5 Endurance to

Resist Radiation

Enclave Hellfire Armor Power 11 +10 Energy Weapons, +2 Strength, +1 Charisma, +10 Endurance to Resist Radiation, Half Damage from

Fire

T-45d Power Armor Power 9 +2 Strength, -2 Agility, +1

Charisma, +5 Endurance to Resist Radiation

T-51b Power Armor Power 10 +2 Strength, +1 Charisma, +10 Endurance to Resist Radiation

Bandanas, Hats, Scarves Headgear 1 +1 Perception

Brotherhood Power Armor Helmet

Headgear 2 +1 Charisma, +1 Endurance to

Resist Radiation

Combat Helmet Headgear 2 None

Enclave Power Armor Helmet

Headgear 3 -1 Charisma, +1 Endurance to Resist

Radiation

Metal Helmet Headgear 3 None

Power Armor

Power Armor is hard to come by, difficult to use, but an iconic part of Wasteland life. One doesn't think of the Brotherhood of Steel without thinking of its Paladins, clad in shining steel. Power Armor Training is required to use the armor successfully. Wearing the armor without the Trait means the character is fully encumbered, cannot act, and can barely move. Power armor can be disabled by an EMP just like a robot. When a character wearing power armor is hit with an EMP weapon he must pass a Hard Endurance Test or be unable to act for one turn.

A successfully worn suit of Power Armor grants all of the bonuses listed in the "Other Effects" column.

While weapons and armor are important, they are not the only items that a good Wasteland adventurer carries on them. Other tools, such as a Doctor's Bag or bobby pin, are also must- haves if one wants to survive in the Wasteland. There is a nearly limitless number of non- combat tools that a Wastelander could find out in the Wasteland, so rather than go over all of them, we're simply going to hit the major items that most wastelanders would want to buy or find out there.

Bobby Pins: A must for any would-be burglar. Bobby pins are needed if one wants to pick a lock. They usually come in packs of twenty, although you can often convince merchants to sell them individually if you so desire.

Chems: Whether it's something simple like beer or whiskey, or something a little more involved like Jet or Buffout, chems are a highly sought-after commodity amongst all sorts of folk. Most grant some sort of bonus, but at a cost. Each time you use a chem, you must pass an Endurance Test in order to resist becoming an addict. Each chem has an addiction rating, which the Overseer adds to their d12 roll to determine your chance of becoming addicted.

Alcohol: You get +1 to Strength and Charisma, but -1 to Intelligence for one hour. Addiction Rating: Easy (+0).

Buffout: You get +2 Strength and Endurance, which grants you two additional Health Slots for one hour. Addiction Rating: +10.

Hydra: You heal all of your Injured Health Slots at the end of each combat for the one hour. Addiction Rating: Hard (+10).

Jet: Taking Jet is a bonus action and allows you to take an extra action during your turn. Addiction Rating: Hard (+10).

Med-X: Increase your Damage Reduction by 2 for one hour. Addiction Rating: Normal (+5).

Mentats: You get +1 to Intelligence, and Perception for one hour. Addiction Rating: Easy (+0).

Psycho: You roll two extra damage dice on your next successful attack. Addiction Rating: Normal (+5).

Rocket: You gain three additional actions for your turn (effectively giving you two extra actions). You can use these actions to perform multiple attacks or moves if you desire. Addiction Rating: Very Hard (+15).

Slasher: Increase your Damage Reduction by 1 for one hour. Furthermore, each time you hit with an attack, roll an additional damage die. Addiction Rating: Very Hard (+15).

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If you become addicted to a chem, you suffer a -1 penalty to all Attributes unless you're under the influence of said chem. Furthermore, you only recover half of your Health Slots whenever you rest while suffering from withdrawal. A character with the "Day Tripper" doesn't run the risk of chem addiction.

Doctor's Bag: A doctor's bag comes chock-full of medical goodies ranging from antibiotics to anti-radiation pills, and painkillers to splints. A character with a doctor's bag can make a Medicine (INT) Test outside of combat to fully restore his own or another character's Health Levels. A doctor's bag has enough supplies to treat ten patients before it's empty.

Magazine: Magazines are full of useful information and in times of need may provide just the edge you need. By reading a magazine, you can grant yourself a +5 bonus to one Attribute or Skill Test roll. The magazine cannot be used for the same Test more than once, and will eventually run out of informative content. Most magazine have ten useful articles in them before they become useless.

RadAway: When you're sick from radiation poison, grab some RadAway! Using RadAway without a Medicine (INT) Test will recover one Radiation Level. A character can make a Medicine (INT) Test to recover two Radiation Levels instead (failure will result in only recovering one Radiation Level).

Rad-X: Rad-X is a chemical compound that bolsters the body's resistance against radiation. After taking a dose of Rad-X, a creature gains a +5 bonus on Endurance Tests to resist the effects of radiation for one day.

Stealth Boy: Designed before the war for special operations missions, Stealth Boys have the ability to render their user almost completely invisible to the naked eye. You get a +10 bonus on Stealth (Agility) Tests when using a Stealth Boy, and whenever you pass a Stealth (Agility) Test you become almost completely invisible, inflicting a -10 penalty on all other creatures' Investigation (PER) Tests they might make to try and find you. A Stealth Boy can be used ten times before it needs to be recharged.

Stimpack: Stimpacks are the mainstay of any adventurer's first-aid kit. They combine adrenaline with painkillers and a few other drugs to help ease away pain and jumpstart the body's healing process. Using a Stimpack without a Medicine (INT) Test will recover one Health Level. A character can make a Medicine (INT) Test to heal two Health Levels instead (failure will result in only recovering one Health Level).

Weapon Repair Kit: When your gun jams or the recycler on your laser pistol falls off you'll need a weapon repair kit to fix it up. Packed full of all sorts of odds and ends and spare parts, the weapon repair kit allows you to repair up to ten weapons without needing to scrap parts off of

another weapon. You must still make a successful Repair (INT) Test to fix your weapons while using a weapon repair kit.

In document Fallout Wastelands 1.2 (Page 61-65)

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