Fallout Roleplaying Forum set 250 years after the Great-War on the Post-Apocalyptic Hawaii. Will you be able to survive and endure the Hawaiian Wasteland? |
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| Item suggestion megathread | |
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Author | Message |
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Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Item suggestion megathread Sun Dec 03 2017, 12:37 | |
| Here is a thread to suggest items, be it weapons, armor, gadgets or even new ammo types or mods. The administrators will check these items from time to time and add those who they feel like they fit with the setting and have reasonable stats. In case an item is accepted and implemented the administrator will reward the user who suggested it with caps. To make things easier the item suggestion has to follow a small guide, just copy and paste the following codes and fill the blanks. Weapon implementation - Code:
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A description of the weapon, attempt to do 3 to 4 lines at least.
[center][img]the link of the image.[/img][/center]
[spoiler="Weapon Stats"] [list] [*]Weapon value: In caps Caps [*]Ammo Capacity: In bullets, bolt or any other munition type. [*]Time to reload: In turns, bigger and heavier weapons take more to load. [*]Cost of Ammo: The cost of each single bullet, bolt or any other munition type. [*]Cost to repair: In caps. It is usually around half of the weapon's cost, albeit it can vary. [*]Strength Required: Heavier weapons require more Strength to be raised and properly used. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double ) [/list] [/spoiler]
Automatic can have up to three shooting modes; single, semi and auto. In single mode the weapon shots only once and the player will have to do a 1d100, in semi it will do burst shots that can vary from weapon to weapon so the rolling can vary, for example it can be 5d100. Auto shoot will empty the clip all at once, so it will require to do a d100 dice roll depending on the remaining bullets. If at any time any of the dice rolls is a criticial fail [0-10], then the weapon will jam, so the following shots will be ignored. [spoiler="Weapon's Dice Roll Tables"] [list] [*]0-10: The weapon jams until the next turn. [*]11-25: The attack misses. [*]25-50: The attack scratches your objective. Doing X Hit Points. [*]51-75: The attack hits your objective. Doing X Hit Points. [*]76-99: Critical attack. Doing X Hit Points. [*]100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor. [/list][/spoiler]
Armor Implementation: - Code:
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A description of the armor, attempt to do 3 to 4 lines at least.
[center][img]link to a image of the armor[/img][/center]
• Protection against melee and unarmed weapons: X points of damage. • Protection against ballistic weapons: X points of damage. • Protection against energy weapons: X points of damage. • Protection against explosives: X points of damage. • Grants: +X to dice rolls of your choosing. • Value: In Caps. Item implementation: - Code:
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A description of the item, attempt to do 3 to 4 lines at least.
[center][img]link to a image of the item.[/img][/center] | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: 10mm Colt 6520 Sun Dec 03 2017, 13:06 | |
| To compete with the N99 civilian model of handgun, Colt firearms came up with an innovative design for their own 10mm to market to vault tech. The Colt 6520 10mm pistol, now referred to simply as the 10mm magnum, was a marvel of hand canon technology. Chambered in the abundant 10mm round, this weighty pistol is a tried and trusted sidearm to many a wastelander. The cylinder is large enough to hold 8 rounds, and will take 1 turn to reload Stats: Value- 900 caps Ammo capacity- 8 bullets Time to reload- 1 turn Cost of ammo- 25 caps per round Cost to repair- 250 caps Strength required- 4 (If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double) Weapon dice roll tables: 0-10 The weapon jams until next turn 11-30 The bullet misses 31-60 The bullet grazes the target, 35 damage 61-80 The bullet finds its mark, 80 damage 81-99 Dead on critical hit, 150 damage 100+ The round finds your target's neck, killing instantly unless they are wearing power armor.
Last edited by Rick Hughes on Mon Dec 04 2017, 10:27; edited 5 times in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: M60 LMG Sun Dec 03 2017, 13:31 | |
| In the great war's infancy, when T45-D was the standard issue power armor, many soldiers could not handle long combat engagements lugging around a minigun and thousands of 5mm rounds. The US military turned to a more classical design suppression weapon- the M60 light machine gun. This semi-bullpup beauty was first designed during the second world war, and widely used for centuries after. Chambered in 7.62 rifle rounds, and belt fed, the M60 is the favorite choice of pirate gun ships prowling the waters around Hawaii. This machine gun holds a total of 30 rounds, though extended belts were made, and takes 3 turns to reload. Weapon stats: Value- 12,000 caps Ammo capacity- 30 rounds Time to reload- 3 turns cost to repair-1,500 caps strength required- 6 ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double ) Since the weapon is automatic during your combat turn you can select to fire single shots and roll a 1d100 or do small bursts of 5 shots and roll a 5d100. Weapon's dice rolls: 0-25 The weapon jams until next turn 26-50 The rounds miss your target 51-80 The rounds scrape your target, doing 25 damage 81-90 The rounds find their target, doing 65 damage 91-95 The rounds find their target dead on critical, 120 damage 96-100 The round pierce the target's windpipe, killing instantly if they do are not wearing powerarmor
Last edited by Rick Hughes on Mon Dec 04 2017, 07:27; edited 4 times in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: The Grand Garand Sun Dec 03 2017, 14:09 | |
| When Ohana master gunsmiths were given a shipment of M1 Garands, and experimentation privilege, this is what they came up with. The iconic WWII era weapon has been chambered and barreled for .50 MG rounds. These rifles are awarded by Ohana generals to their elite marksmen. Few can handle the raw power these pieces of art hold, and none can stand in the path of their ammo. Some of the rarest, most sought after guns in Hawaii; the Grand Garand is a truly game changing find. Though it only holds four rounds and taking 2 turns to reload- half that with a speed strip- nearly no foe could singlehandedly empty the internal mag. Weapon stats: Value- cannot be purchased Ammo capacity- 4 rounds Time to reload- 2 turns Cost of ammo- 30 caps/round Cost to repair- 1,400 caps Requirements- 6 strength, Ballistic weapons perk rank 3 ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double ) Weapon's dice rolls: 0-50 The gun jams for a turn and dislocates your shoulder, crippling your dominant arm 51-70 The round misses its target 71-85 The round grazes the target, 70 damage 86-95 The round finds its mark, 200 damage 96-160 The round dead on hits its mark, critical, 400 damage 160+ The round obliterates your foe's skull, killing instantly. Power armor using opponents take 70 damage, the armor is destroyed.
Last edited by Rick Hughes on Wed Dec 06 2017, 04:48; edited 4 times in total | |
| | | Whatshouldthisbe?
Posts : 7 Join date : 2017-11-28
Character Screen Level: 1 Health Points: (100/100) Experience: (200/200)
| Subject: Re: Item suggestion megathread Sun Dec 03 2017, 22:19 | |
| I'd like to point out that a Magnum gun is not called a Magnum just because it's a revolver. A magnum gun is called a "magnum" because it fires magnum rounds. (.357 magnum has more of a punch than a regular .357) Although a 10mm magnum ammo variant isn't a half-bad idea.
Also, >a belt-fed LMG that only "holds" 30 7.62 rounds Those 30 rounds could be emptied from a M60 in a matter of 15 seconds. I'm not sure about you, but if I'm going to use an LMG, I'm going to want to shoot it for a lot longer before having to reload.
The Grand Garand sounds fucking amazing. I can only have so many wet dreams about such a weapon bruising my shoulders before I drown in my sleep. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Re: Item suggestion megathread Mon Dec 04 2017, 00:52 | |
| On the topic of the magnum- yes I realize. The attached a picture that isn't even a revolver. For simplicity's sake I used a cool sounding name for the big boy 10mm. M60- the gun was in fallout 2 and had a 30 round belt, it is mainly based around that And thanks, I figured people would like the big rifle | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Advanced Power Armor Mon Dec 04 2017, 05:32 | |
| A suit of standard issue Enclave power armor. A pre war prototype led the Enclave to design and produce the advanced power armor, or APA for short. Offering increased protection over even the best pre war model, t51b, the APA is a formidable suit of protection in its own right. The distinctive design will mark anyone as an Enclave soldier, and as an enemy of the Brotherhood of Steel. This suit features a TX-30 microfusion battery, and should remain operational at top performance for another 75 years. • Protection against melee and unarmed weapons: 120 points of damage. • Protection against ballistic weapons: 110 points of damage. • Protection against energy weapons: 100 points of damage. • Protection against explosives: 90 points of damage. • Grants: +17 to Attack rolls, -5 to diplomacy rolls. • Value: 30,000 caps.
Last edited by Rick Hughes on Sat Dec 23 2017, 16:37; edited 8 times in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Elite BoS Power Armor Mon Dec 04 2017, 05:46 | |
| Reverse engineered from captured enclave APA suits, this testament to wasteland ingenuity offers superb protection even by powered combat armor standards. First deployed among Brotherhood of Steel branches in the great plains, this suit of Brotherhood Elite power armor is fitted with polyceramic ballistic plating overtop a synthetic muscular system, comprised of carbon filaments. This Midwestern design is made from the ground up for long sorties into the wastes, and features a TX-35 microfusion battery, and enough energy to run for another century • Protection against melee and unarmed weapons: 135 points of damage. • Protection against ballistic weapons: 125 points of damage. • Protection against energy weapons: 120 points of damage. • Protection against explosives: 100 points of damage. • Grants: +25 to attack rolls, +1 STR. • Value: 38,000 caps.
Last edited by Rick Hughes on Wed Dec 06 2017, 09:53; edited 5 times in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: T51-B Powered Combat Armor Mon Dec 04 2017, 06:43 | |
| A true classic, the T51-B Power Armor has been a staple of wasteland combat since the bombs dropped. It was the most advanced power armor to ever see deployment before the great war, and has been used extensively by the Brotherhood of Steel ever since. The iconic armor is comprised of a hydraulic frame beneath heavy steel plating. A large polyceramic ballistic plate adorns the chest and shoulders. The suit is driven by a rear-mounted TX-28 microfusion pack, and patriotic spirit. • Protection against melee and unarmed weapons: 115 points of damage. • Protection against ballistic weapons: 100 points of damage. • Protection against energy weapons: 95 points of damage. • Protection against explosives: 85 points of damage. • Grants: +15 to attack rolls, +10 to diplomacy rolls. • Value: 27,000 caps.
Last edited by Rick Hughes on Wed Dec 06 2017, 04:43; edited 4 times in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: AK-112 Assault Rifle Mon Dec 04 2017, 10:02 | |
| A dated weapon, even pre war, the AK-112 is a soviet designed small-caliber assault rifle. Chambered in the relatively cheap 5mm, this select fire rifle was shipped to the rear echelons early into the great war in favor of its American made cousin- the r91. Since Hawaii wasn't a priority to defend during the war, the surplus rifles were sent here to be handed to grunts. There is nothing particularly remarkable about this rifle, offering a 24 round straight or 54 round banana mag and 1 round reload time. They can be found anywhere the military used to camp out, as the Enclave and Ohana have better alternatives. - Weapon Stats:
- Weapon value: 350 caps
- Ammo Capacity: 40 5mm rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 7 caps.
- Cost to repair: 150.
- Strength Required: 4. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
Can be fired in single, 6 round burst (roll 6d100), or full auto (Roll mag contents d100) - Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 15 Hit Points.
- 51-75: The attack hits your objective. Doing 55 Hit Points.
- 76-99: Critical attack. Doing 100 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Colt Rangemaster Hunting Rifle Mon Dec 04 2017, 15:35 | |
| Before the war hunting was more of a sport than a way if life, and this weapon was the choice of many prewar hunters. The Colt Rangemaster is a single shot, semi-automatic hunting rifle chambered in the widely produced .223 Remington rifle round. The high penetration power of the .223, and its relative abundance makes it the choice of many wasteland marksmen. The rangemaster comes standard with a six shot magazine, and takes a turn to reload. - Weapon Stats:
- Weapon value: 700 caps
- Ammo Capacity: 6 rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 10 caps per bullet.
- Cost to repair: 250 caps.
- Strength Required: 4. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 20 Hit Points.
- 51-75: The attack hits your objective. Doing 85 Hit Points.
- 76-99: Critical attack. Doing 150 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
Last edited by Rick Hughes on Tue Dec 05 2017, 16:38; edited 8 times in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Road Warrior Mail Tue Dec 05 2017, 09:19 | |
| Life in the wasteland is hard, what with everyone trying to shoot or stab you. This well made set of armor is the product of post-war survival instinct, and the desire to not be shot. Road Warrior Mail is sort of a step up from taping junk to yourself, a suit of hand made plate forged from the ashes of the old world. Commonly found on highwaymen, worn by well-off scavengers, and being sold by Hawaii's many traders. Though a little rough on the eyes, Road Warrior Mail can provide ample protection from small caliber rounds and melee weapons • Protection against melee and unarmed weapons: 7 points of damage. • Protection against ballistic weapons: 5 points of damage. • Protection against energy weapons: 3 points of damage. • Protection against explosives: 3 points of damage. • Grants: +7 to melee attack rolls, and shotgun attack rolls. • Value: 275. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: 14mm SIG-Sauer Tue Dec 05 2017, 11:18 | |
| Why the police needed these things, we may never know. This 14mm monster was developed before well before the war to be distributed to riot control officers. Eventually, the 14mm SIG became the standard issue sidearm of law enforcement across the country. This monster of a handcanon is more suited for taking down large game than it is for use against people. Nevertheless, the 14mm SIG-Sauer may be found in Hawaii's police stations, though rare as they do not last too long in the harsh conditions of the wastes. 14mm ammo has superb armor penetration potential, and can sometimes outright destroy medium armor. These pistols come standard with a 7 round magazine and take a turn to reload. - Weapon Stats:
- Weapon value: 1,800 caps
- Ammo Capacity: 7 rounds.
- Time to reload: 1 turn to reload.
- Cost of Ammo: 45.
- Cost to repair: 850 caps.
- Strength Required: 5. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-15: The weapon jams until the next turn.
- 16-30: The attack misses.
- 31-50: The attack scratches your objective. Doing 70 Hit Points.
- 51-75: The attack hits your objective. Doing 100 Hit Points.
- 76-99: Critical attack. Doing 180 Hit Points, ignoring ballistic resistance of light armor and half (round down) of medium armor's.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: H&K P90c Tue Dec 05 2017, 12:06 | |
| Put into production just before the war, Heckler & Koch designed this 10mm SMG to be used by US covert ops units. The H&K P90c has an innovative bullpup design, and a horizontal top mounted magazine. Capable of firing the common, and reasonably powerful 10mm round in rapid succession, this small machine gun is able to deliver high damage in the right hands. These things don't come cheap though, but they're a solid investment for any aspiring grunt or bank robber in need of a concealed bullet sprayer. The mag runs most the length of the weapon, and holds 24 rounds. - Weapon Stats:
- Weapon value: 900 caps
- Ammo Capacity: 24 rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 25 caps per bullet.
- Cost to repair: 450 caps.
- Strength Required: 4. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
As its automatic, the H&K P90c can fire single, 4 round burst(4d100), or empty the mag (rounds in mag d100). If you roll a critical fail at any point in a burst all subsequent rolls will be null as, the gun jammed. - Weapon's Dice Roll Tables:
- 0-20: The weapon jams until the next turn.
- 21-35: The attack misses.
- 36-50: The attack scratches your objective. Doing 35 Hit Points.
- 51-75: The attack hits your objective. Doing 60 Hit Points.
- 76-99: Critical attack. Doing 130 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Whatshouldthisbe?
Posts : 7 Join date : 2017-11-28
Character Screen Level: 1 Health Points: (100/100) Experience: (200/200)
| Subject: Home-made Pistol Tue Dec 05 2017, 20:15 | |
| These weapon's looks usually vary, but are all single shot, break-action handguns. The caliber is almost never the same, but there is a large number of .22 LRs. Not much to say about this weapon except that they're found almost everywhere and are never in "mint" condition. They're easily concealed. - Weapon Stats:
- Weapon value: 15 Caps
- Ammo Capacity: 1 bullet
- Time to reload: Nothing
- Cost of Ammo: 2 Caps
- Cost to repair: 7 Caps
- Strength Required: 2 ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing X Hit Points.
- 51-75: The attack hits your objective. Doing X Hit Points.
- 76-99: Critical attack. Doing X Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: M2045 Anti-Vehicle Rifle Wed Dec 06 2017, 04:18 | |
| Designed for marksmen in power armor, the M2045 is a high powered anti vehicle weapon chambered for .308 Winchester. This rather strange rifle features a break action, revolver mechanism behind almost a meter of barrel. An extremely unruly weapon to only be used by the strongest of people (or mutants), the M2045 will not let down her user. This rifle is capable of punching through light armored vehicles, so anything squishy being hit by this thing is gonna have a bad day. The Cylinder is large enough to hold eight .308 rounds, but legend tells of an early prototype chambered in .50 mg. - Weapon Stats:
- Weapon value: 2,800 caps.
- Ammo Capacity: 8 rounds.
- Time to reload: 2 turns.
- Cost of Ammo: 15 caps per round.
- Cost to repair: 1,200 caps.
- Strength Required: 10. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn, the user's dominant arm is crippled due to the recoil.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 60 Hit Points.
- 51-75: The attack hits your objective. Doing 130 Hit Points.
- 76-99: Critical attack. Doing 250 Hit Points.
- 100: Extremely critical attack. Killing automatically. This deals 60 damage to power armor users, and destroys the armor itself.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Pump-action Shotgun Wed Dec 06 2017, 07:26 | |
| Ah the shotgun, a waster's best friend. Though short range, the sheer power of a shotgun should never be looked down on. This pre war Ithaca model 37 hunting shotgun features a front pump grip, and internal tube magazine. Nothing fancy, but plenty powerful, the Pump-action Shotgun is a sturdy firearm that will see you through many a rough day in the wastes. The under mounted internal tube is long enough to hold five shots, but is somewhat slow to reload. - Weapon Stats:
- Weapon value: 500 caps
- Ammo Capacity: 5 shells.
- Time to reload: 2 turns.
- Cost of Ammo: 20 caps per shell.
- Cost to repair: 150 caps.
- Strength Required: 3. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 40 Hit Points.
- 51-75: The attack hits your objective. Doing 95 Hit Points.
- 76-99: Critical attack. Doing 165 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: T45-D Power Armor Wed Dec 06 2017, 09:01 | |
| A suit of standard issue, pre war T45-D power armor. This was the first model of powered combat armor to see battle, and was one of the deciding factors in the liberation of Anchorage Alaska mission. T45-D is comprised of a set of heavy steel plates atop a fusion driven hydraulic frame. Used extensively by the East Coast Brotherhood of Steel, even this outdated model of power armor has the potential to supply ample protection to any wastelander fortunate enough to come across a functioning unit. The T45-D comes standard with a TX-24 microfusion pack set in its rear panel, and should remain operational for the foreseeable future. Longer than any waster, anyway. • Protection against melee and unarmed weapons: 105 points of damage. • Protection against ballistic weapons: 95 points of damage. • Protection against energy weapons: 85 points of damage. • Protection against explosives: 75 points of damage. • Grants: +15 to all attack rolls. • Value: 23,000 caps. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Hand Made Sniper Rifle Wed Dec 06 2017, 12:48 | |
| With the severe lack of adequate long range weapons in the wasteland, a few marksmen and gunsmiths got together to create a new rifle to fill that void. The Hand Made Sniper Rifle is the product of years of study, design, work, and failure. Chambered in the common .223 Remington rifle round, this rifle is about the best thing you could hope to find in the wastes, or at least make with what you find. The overall design is based on old DKS-501 rifles, which have all but dropped off the face of the world since the bombs dropped. As such the Hand Made Sniper is a high powered, semi-auto weapon. The body is comprised of hand forged metal parts, and some salvage from other guns. These weapons come usually with an eight round magazine. - Weapon Stats:
- Weapon value: 1,000 caps
- Ammo Capacity: 8 rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 10 caps per bullet.
- Cost to repair: 500 caps.
- Strength Required: 4. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 45 Hit Points.
- 51-75: The attack hits your objective. Doing 95 Hit Points.
- 76-99: Critical attack. Doing 200 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Colt .45 Thu Dec 07 2017, 15:46 | |
| "By the rivers of Babylon, there we sat down, yea, we wept, when we remembered Zion." Truly a beautiful gun, this colt .45 ACP pistol can deliver a powerful blow to any opponent. Originally manufactured in 1911, this was the standard issue sidearm during both world wars. These handguns are a staple of combat around New Canaan and Zion Valley. Simple, elegant, durable, and deadly; a pistol like this will serve a wastelander well for many years. Most come stock with a seven round mag, more than enough to stop a foe in his tracks. - Weapon Stats:
- Weapon value: 900 caps
- Ammo Capacity: 7 rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 10 caps per round.
- Cost to repair: 400 caps.
- Strength Required: 3. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 30 Hit Points.
- 51-75: The attack hits your objective. Doing 90 Hit Points.
- 76-99: Critical attack. Doing 170 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Ballistic Vest Fri Dec 08 2017, 09:10 | |
| A pre war plate carrier, either military, police, or civilian. While rather rugged, and sometimes Kevlar, these vests were mainly made to store ammo and sometimes a large ballistic plate on your person. Even so, one of these is a very helpful find, as they come equipped with a plethora of pouches and pockets for your munitions. A vest like this might be found in pre war police stations, military checkpoints, or even some homes provided its previous occupant was a bit of a gun nut. • Protection against melee and unarmed weapons: 4 points of damage. • Protection against ballistic weapons: 1 points of damage. • Protection against energy weapons: 0 points of damage. • Protection against explosives: 0 points of damage. • Grants: +5 to attack rolls, and one inventory slot. • Value: 275 caps. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: That Gun Sat Dec 09 2017, 12:29 | |
| A 2018 model 5.56mm police special. This exceedingly large revolver uses rifle rounds instead of a more typical revolver caliber. Originally distributed to Las Angeles detectives, these impressive hand canons were designed as a concealable alternative to an assault rifle. The pistol itself is semi automatic, despite its revolver mechanism, and has internal recoil dampeners to save your arm from snapping in two. The cylinder is motorized, and will slide out at the touch of a button for fast reloads. Prototype models were chambered in .223 Remington, but those likely only exist back on the west coast. - Weapon Stats:
- Weapon value: 1,800 Caps
- Ammo Capacity: 5 rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 20 caps per round.
- Cost to repair: 700 caps.
- Strength Required: 2. ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 60 Hit Points.
- 51-75: The attack hits your objective. Doing 110 Hit Points.
- 76-99: Critical attack. Doing 185 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Uhane Sun Dec 10 2017, 11:00 | |
| Locations: 'O ka Make Jungle, Toxic Swampland, Spore Jungle in carrier form Sexual Differences: Females are larger, with elongated fangs Possible Mutations: All Uhane are vampires Description: Various reports tell of dogs, cats, and the occasional brahman being torn open and devoured- even totally carried off- during the night. Some of the more superstitious tribal wasters accredit the livestock deaths to the Uhane, old spirits of the dead seeking vengeance on those who destroyed the world. Now, we all know ghosts don't exist (right?), and the real perpetrator of the attacks are often creatures of the same name. The post war Uhane are Hawaiian Hoary bats that have grown to gargantuan proportions thanks to radiation and airborne FEV. These creatures tend to live in small colonies, and are largely nocturnal. They retain many of their features from the times before- leathery wings, thin fur, and an acute sense of hearing. Where there is one Uhane, there are many. Melee Attacks: 0-30 -- The Uhane screams at you, a warning 31-60 -- The Uhane's bite misses 61-80 -- The Uhane swipes at you with its clawed wing, -12 HP 81-90 -- The Uhane latches its maw to your arm, -35 HP, the creature heals 15 HP 91-100+ -- The Uhane clamps its fangs down on your neck and tears, -65 HP, and the bat heals 25 HP Health Points: 110 Loot: Animal meat, Mutated blood, Tough hide Height: Around 5 feet if erect Wingspan: 9 feet on average Weight: 75 pounds Hair: Grey or brown, thin and soft Eyes: White and luminous, like a cat Skin: Usually leathery and quite tough, suitable for armor Other details: The fangs of an Uhane can grow upwards of four inches long, and jut out of their closed mouthes Picture: Psychological description: Uhane are social creatures that live in large familial packs. A pack can contain up to six animals. The creatures themselves are fiercely territorial, and will attack most trespassers smaller than their wingspans. Uhane are nocturnal. Lifespan: Around 20 years, never over 25 Experience points: 120
Last edited by Rick Hughes on Sun Dec 10 2017, 15:15; edited 1 time in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Blindfold Sun Dec 10 2017, 11:55 | |
| A simple blindfold, made from a scrap of cloth or bit of hide. Now normally, being blind in the wasteland is a death sentence. That is, unless you're a wizard. For reasons unknown, a Psyker's powers are heightened when their sight is taken away. This was discovered when a group of raiders unknowingly kidnapped a Psyker, and got their blood literally boiled when they blindfolded him. Now, even if you have special powers, you're still blindfolded; weigh your options carefully if thinking about using one of these. • Protection against melee and unarmed weapons: 0 points of damage. • Protection against ballistic weapons: 0 points of damage. • Protection against energy weapons: 0 points of damage. • Protection against explosives: 0 points of damage. • Grants: -4 PER, +10 to Psyker power rolls. • Value: 110 caps. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Enclave Combat Armor Sun Dec 10 2017, 12:26 | |
| A set of medium weight, standard issue enclave combat fatigues. This armor was designed with the Brotherhood of Steel in mind, and as such boasts impressive energy weapon resistance. The Enclave produces their own armor and arms, but lack the resources for mass production. As such, this specialized armor is peppered thorough the Enclave ranks in Hawaii among sets of pre war combat armor. Anyone seen in these fatigues will be recognized as Enclave, and may even be able to slip by their defenses unnoticed. The armor itself is comprised of multiple ballistic plates under a heavy coat, with padded army clothes beneath. • Protection against melee and unarmed weapons: 12 points of damage. • Protection against ballistic weapons: 8 points of damage. • Protection against energy weapons: 18 points of damage. • Protection against explosives: 10 points of damage. • Grants: +5 to energy weapon attack rolls. • Value: 1,500 Caps. | |
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