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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Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Banshee Sun Dec 10 2017, 13:02 | |
| Locations: Anywhere on the island of Hawai'i, though sightings have been reported outside. Sexual Differences: Standard human differences- males have broad shoulders, females have wider hips, and so on Possible mutations: All Description: This is what happens when a Psyker is exposed to a large dose of FEV, such as a vat of the stuff. The first ever sighting of a Banshee was around 80 years after the bombs dropped, in the remnants of California near Mariposa Military Base. Most of the Banshee in Hawaii are the results of High Evolutionary experimentation. The body of the Psyker is somewhat preserved- more than a standard supermutant- while the mind is animalistic. These creatures are in constant agony, and can extend that pain to others with their otherworldly scream. It is best to leave a Banshee well alone, as engaging one is one of the most dangerous and stupid things a waster can do. Melee attacks: 0-30 -- The pathetic creature contorts and wails in agony 31-60 -- The Banshee swipes at you, but misses 61-80 -- The Banshee manages to open a gash on your arm, -15 HP 81-90 -- The Banshee knocks you back with its psychic blast, -70 HP 91-100+ -- The Banshee creates a small explosion directly in front of you, -150 HP (This is explosive damage) Ranged attacks: All Banshee ranged attacks are energy based damage 0-30 -- The creature attempts to crush your mind but ends up snapping its own neck. It dies instantly 31-60 -- The creature screams, giving you a mild migraine and nothing more 61-80 -- The Banshee's screams cause you intense pain in the stomach, -20 HP 81-90 -- The Banshee doubles over and wails, fracturing your ribcage. -80 HP 91-100+ -- The banshee falls silent. It points at you, and your blood begins to boil in your veins. -200 HP Health points: 120 Loot: Human meat, mutant blood, misc. loot Height: Between 5 and 7 feet tall Weight: Between 100 and 200 pounds Hair: Unique between them, if any at all. Human on the head, maybe animal in other places Eyes: Unique between them, If any at all. Often a combination of human and animal Skin: Often a human base, with growths or animal parts - Image:
Reproduction: Sterile Lifespan: No more than 10 years after FEV exposure Experience points: 1000
Last edited by Rick Hughes on Tue Dec 12 2017, 08:40; 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: ARTEMIS 15mm railgun Tue Dec 12 2017, 08:40 | |
| Prepare to be blinded by science! The ARTEMIS project was a pre-war collaboration between Poseidon Energy and the US military. Though no working prototypes were made, finished schematics were found in New Mexico by the Brotherhood of Steel. The weapon was later put into production at the Maxon Bunker in Colorado. The Hawaiian Brotherhood brought the weapons to the island, and have since put this armor eating beast into circulation. Firing 15mm long magnetite rods at speeds approaching light, the ARTEMIS railgun is a massive beast made specifically to destroy Enclave vertibirds and power armor. (Side note: this weapon for all intents and purposes would be an energy heavy weapon) - Weapon Stats:
- Weapon value: 2,800 caps
- Ammo Capacity: 4 rod internal mag.
- Time to reload: 2 turns.
- Cost of Ammo: 25 caps per round.
- Cost to repair: 1,300 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 from the recoil.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 75 Hit Points.
- 51-75: The attack hits your objective. Doing 140 Hit Points.
- 76-99: Critical attack. Doing 275 Hit Points.
- 100: Extremely critical attack. Killing automatically. If the target is in power armor, the armor is destroyed and the user takes 75 damage.
Last edited by Rick Hughes on Fri Dec 22 2017, 15:43; 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: Horse Tue Dec 12 2017, 14:05 | |
| HP: 150 (For simplicity's sake, this is a vehicle/Item. Not a creature.) In the mainland United states, horses are all but extinct. Thanks to Hawaii's general isolation, and the popularity of horseback hunting pre war, the islands are home to many horses. These creatures are popular means of transportation and companionship through the wasteland, but must be fed regularly. Usually when you buy or find a horse, it will already have a saddle and reins fixed, maybe saddle bags. Horses come in three flavors: normal, ghoulified, and FEV infected. Supermutants can only ride FEV horses, and robots cannot at all unless they are human shaped, like assaultrons. Value: 5,000 caps Crew: 1 rider is needed, that is all Attacks: The rider will have to use his or her own weaponry, with a -5 modifier to rolls if in motion | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Wattz 2000 laser rifle Mon Dec 18 2017, 11:45 | |
| A Wattz brand model 2000 laser rifle, sturdy and rugged. Wattz Electronics were a pre-war electronic components manufacturer that mostly produced lightbulbs and fuses. When tensions with china were on the rise, Wattz saw the opportunity to enter the arms manufacturing game. Their patented laser rifle design won multiple awards, as well as a short lived contract with the US military until the AER-9 laser rifle became the standard issue. Still, these weapons pack quite the punch even from long ranges, and can generate a beam strong enough to be felt through power armor. Perfect for a sniper with smarts and popular among the Sons of Konoloha. - Weapon Stats:
- Weapon value: 750 caps
- Ammo Capacity: 12 MF cells.
- Time to reload: 2 turn.
- Cost of Ammo: 12 caps per cell.
- Cost to repair: 400 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 25 Hit Points.
- 51-75: The attack hits your objective. Doing 85 Hit Points.
- 76-99: Critical attack. Doing 160 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
Last edited by Rick Hughes on Fri Dec 22 2017, 15:40; edited 1 time in total | |
| | | Murdock
Posts : 63 Join date : 2017-11-28 Age : 36 Location : East Coast
Character Screen Level: 1 Health Points: (335/335) Experience: (340/500)
| Subject: Re: Item suggestion megathread Wed Dec 20 2017, 03:02 | |
| Name: ULR Anti Materiel Rifle
Description: .50 caliber single shot bolt action rifle. Can effectively disable and/or destroy light armor at over 1 mile.
Stats
•Weapon value: 10,000
•Ammo Capacity: 1 .50 BMG
•Time to reload: 3 turns
•Cost of Ammo: 50
•Cost to repair: 2,500
•Strength Required: 8
Rolls
•0-10: Misfire. The round was improperly loaded. Takes twice as long to clear the jammed round and reload.
•11-25: Miss. A second roll will be required to see if you hit anything valuable.
•0-10: hit a team mate or bystander for 100 damage
•11-25: graze an innocent bystander, destroying something worth 100 caps.
•25-50: destroy something worth 50 caps.
•51-75: clean miss. Put a hole in the wall
•76-99: hit an enemy you weren’t aiming for for 25 damage
•100: quick reload. You knew you were going to miss so you pulled the bolt as the bullet left the barrel. -1 turn to reload.
•25-50: graze. Does 100 damage, and cripples a limb of the enemy.
•51-75: body shot. 250 damage. Enemy torso is crippled. Power armor is disabled, enemies in power armor take 75 damage.
•76-99: Critical Hit. 400 damage. If enemy is still alive, torso is crippled, and enemy is stunned for one turn. Power Armor is destroyed, and enemies in power armor take 300 damage.
•100: Bloody Mess. You have used your rifle like a hatchet and blown body parts clean off. Instant kill. Nearby enemies are cowed and any roll takes an additional 20 points to succeed for two turns. Power Armor is shattered beyond repair. Enemies in power armor take 500 damage, are crippled, and stunned for one turn. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: BoS Uniform Fri Dec 22 2017, 15:53 | |
| A combat ready Brotherhood of Steel flightsuit. These rugged uniforms are usually worn under power armor, but can provide marginal protection on their own. The suits are mainly comprised of thick padding and Kevlar. The Brotherhood discovered similar flight suits during their conception, and have manufactured more along the way based on the pre war designs. Of course, uniforms like these are very clearly brotherhood. Wearing one around anyone who dislikes the BoS could get you shot, or wearing one might get you into restricted brotherhood areas • Protection against melee and unarmed weapons: 4 points of damage. • Protection against ballistic weapons: 3 points of damage. • Protection against energy weapons: 3 points of damage. • Protection against explosives: 1 points of damage. • Grants: +5 to ballistic and energy attack rolls. • Value: 800 caps. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: BoS Casual Camo Fri Dec 22 2017, 16:04 | |
| Worn by Brotherhood agents walking among Ohana citizens, these special gear sets are coveted by would be spies across the wasteland. Though the looks vary, the set of equipment is standard from agent to agent. The casual clothes are worn over a thin Kevlar vest. The outfit itself is flame retardant and extremely durable. The soles of the shoes have been dampened to aid in on the fly active stealth missions. Lastly a small set of infiltration tools are housed in a pouch on the back of the under armor. Finding a set of gear like this will make any James Bond type happy as can be • Protection against melee and unarmed weapons: 5 points of damage. • Protection against ballistic weapons: 2 points of damage. • Protection against energy weapons: 3 points of damage. • Protection against explosives: 0 points of damage. • Grants: +5 to sneak and lockpick dice rolls. • Value: 1,000 caps. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: H&K G11 Rifle Sat Dec 23 2017, 09:28 | |
| A marvel of pre war engineering, the H&K G11 4.7mm caseless assault rifle is an odd weapon to be sure. These rifles are somewhat similar to Heckler & Koch's p90c in layout, but are much more durable and reliable. These assault weapons use the unique 4.7mm caseless round, and feature internals entirely unique from any other firearm found in Hawaii. The 4.7mm Caseless round is comprised of the bullet itself imbedded in a block of solid propellant, and the G11 assault rifles house special internals to ignite and fire these bullets. Due to the nature of the G11's internals, they are extremely durable guns that will last nearly forever as well as lighter than some pistols. The top mounted magazine is no bigger than a P90c's, but can house 50 rounds. - Weapon Stats:
- Weapon value: 1,400 caps
- Ammo Capacity: 50 rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 30 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 )
The G11 is automatic, and can be fired single, 5 round burst, or full mag - 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 75 Hit Points.
- 76-99: Critical attack. Doing 110 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: Geonox Riot Armor Sun Dec 24 2017, 09:36 | |
| Before the great war Hawaii was a place of great civil strife, as was much of the United States. Riots were commonplace in heavily populated areas, and as such many riot control officers were employed to crowd control. Over 200 years later, this rugged suit of Geonox brand riot armor has survived the harsh world of the wasteland. The suit is composed of a stab-proof undershirt with Kevlar padding woven in; quarter inch plaques of ballistic ceramic are fitted overtop the Kevlar for added protection. This suit in particular is almost entirely unmodified, and quite close to how it would have been worn pre war. As such, this the iconic heavy Kevlar duster and extra ceramic body armor are missing. • Protection against melee and unarmed weapons: 15 points of damage. • Protection against ballistic weapons: 8 points of damage. • Protection against energy weapons: 8 points of damage. • Protection against explosives: 6 points of damage.
Last edited by Rick Hughes on Mon Dec 25 2017, 13:15; edited 2 times in total | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Heavy Riot Armor Mon Dec 25 2017, 09:25 | |
| For those who like style and function in their armor. This set of Geonox Riot Armor has been lightly modified for better use in the wasteland. The already sturdy armor has been reinforced with bandoliers and thin metal plating, as well as a heavy leather duster. Not to be confused with NCR ranger armor from the west coast, Heavy Riot Armor is a wasteland creation often made by mercs and bandit gang leaders out of the Riot Armor stripped from Ohana soldiers. The leather coat and extra belts house plenty of storage for ammo and guns, and help push this armor above many others • Protection against melee and unarmed weapons: 18 points of damage. • Protection against ballistic weapons: 12 points of damage. • Protection against energy weapons: 10 points of damage. • Protection against explosives: 8 points of damage. • Allows the wearer to holster one additional pistol or revolver. • Value: 1,200 caps. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Elite Riot Armor Mon Dec 25 2017, 09:36 | |
| An armor that inspires dread in the wicked. This suit of Geonox Riot Armor has been heavily modified with military grade materials. The armor itself is fitted with 1/3 inch ceramic plating in stead of 1/4, and is adorned with a multitude of holsters and bandoliers. An extremely weighty Kevlar long coat has been draped over the riot armor for maximum protection, along with ballistic ceramic armoring around the arms, shoulders, and shins. This hulking suit of armor offers some of the best protection available in the wasteland. Unfortunately, the high grade military armoring needed to fully outfit a suit of Geonox is both extremely rare and extremely heavy. • Protection against melee and unarmed weapons: 22 points of damage. • Protection against ballistic weapons: 20 points of damage. • Protection against energy weapons: 20 points of damage. • Protection against explosives: 16 points of damage. • Grants: +10 to attack rolls, allows an extra pistol revolver or SMG to be holstered, -1AGI. • Value: 2,000. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: Path Of The Fathers Tue Dec 26 2017, 17:44 | |
| Hawai'i The ultimate test of a wastelander's resolve. During the bombing of Hawai'i, a multitude of nuclear payloads ended up falling off the coast of Hawai'1 without detonating. The Bombs eventually collected in and around an oceanic trench. Centuries of sitting has caused the payloads to decay to an extent, and some to detonate; evaporating much of the seawater around the trench to form a sort of new island. The great mushroom clouds could be seen from the other side of the Hawaiian archipelago. This new island is comprised of two raised bluffs and the canyon between them, filled with twisted and half melted pre war machines and bomb casings. The entire canyon is blanketed in a thick white ash, and cloaked in a never ending torrent of dust and sand. Radiation levels are off the charts, and visibility is almost zero. These cursed grounds have become home to the absolute biggest, most savage creatures in the entire archipelago. Many intrepid adventurers have made the trek to the Path of the Fathers, never to return. Nobody knows what secrets the path holds, if any at all. You had best bring your best gear and then some if you plan to take on the sins of our fathers.
- Population- Unknown, but nothing sane or safe
- Accepted Races- None
- Present Factions- The beasts of the land
- Actual Leader- Unknown
- Threat Level- EXTREME
- Dangers- Constant intense radiation, constant dust storm, structural instability of the canyon itself, the creatures of the land
- Creatures Found Here- Unknown; likely cazaclaws, Mutaligators, FEV rejects, Glowing ones, and unrecorded monsters.
- Resources Present- Nuclear material, scrap, old world treasure, tech, glass, sand
- Primary Activities- Trying not to die, looting
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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: Camp Longarm Fri Dec 29 2017, 16:36 | |
| On the very edge of the Path Of The Fathers lies the remains of Camp Longarm, an attempt by the Ohana and Hawaiian Enclave to crack open this big radioactive chest of stuff. The camp itself is halfway under the Path's ash, but a few ghoulified troops remain there, stranded. This camp may be an adventurers last sight of civilization before entering the Path. Maybe their last sight of it ever. Since the troops stationed at Longarm became mutated by the radiation of the Path, they have been shunned by the Enclave who deployed them. As such, they hold no qualms with any stupid enough to try and brave the sins of the fathers. In particular, head medic Shelby offers his services for no charge to any returning from the canyon. Its not much, but its home to the small number of sane beings living close to the path. Around the tents and makeshift shacks is a large fence made from scrap and razor wire. This wall, and the guards that patrol her, is the only real thing keeping the Path's radioactive fires from swallowing these people. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: The Mile Of Sins Fri Dec 29 2017, 17:16 | |
| The mouth of the Path is rather narrow, and filled with the half melted remains of a multitude of pre war items. The inhabitants of Camp Longarm have dubbed this stretch of the path "the mile of sins." The entire area is comprised of more junk than it is actual canyon. The wreckage of exploded nukes and vehicles from beneath the waves of the Pacific create a narrow tunnel into the main portion of the Canyon. A number of feral ghouls and Uhane call this stretch of the Path home, and will often attack any venturing into the canyon out of territorial instinct. Or hunger. The Mile of Sins serves as a gateway to the Path of the Fathers, as well as a warning. The mile tells of a past where humanity destroyed itself over little more than conflicting ideals. A homage to the lives and ways lost in the war, and to those who have to survive in this new wasteland of a world. Even the Path's maw is fit to kill. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: .223 Custom Pistol Sat Dec 30 2017, 04:15 | |
| A hand tooled pistol based off the 5.56mm police special. This covered cylinder revolver, chambered in the cheap and reliable .223 Remington, is a semi-common sidearm made for raiders, gangs, and scavengers. The chamber and firing pin from a Rangemaster hunting rifle has been converted to an oversized pistol, along with a body made mostly from scrap metal. This large revolver is fairly fragile thanks to its wasteland origins, and wont last particularly long. The high penetration power and abundance of .223 ammo makes this pistol a worthy sidearm until a better alternative arises. - Weapon Stats:
- Weapon value: 750 caps
- Ammo Capacity: 5 rounds.
- Time to reload: 1.
- Cost of Ammo: 10 caps per round.
- Cost to repair: 300 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 20 Hit Points.
- 51-75: The attack hits your objective. Doing 75 Hit Points.
- 76-99: Critical attack. Doing 125 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: Oppenheimer's Stretch. Sat Dec 30 2017, 08:50 | |
| The main breadth of the Path is known as Oppenheimer's stretch by the inhabitants of Camp Longarm. Named after Robert J Oppenheimer, famous for his work on the Manhattan project, this area makes up the largest area of any locations of the Path. Due to little cover, and direct contact with the warheads that created this god forsaken place, Oppenheimer's stretch is the most irradiated portion of the path by far. Little if any life can survive here besides the rotten; feral ghouls that have soaked up so much of the unique radiation present in the path that their bodies are contorted and melted in ways even a supermutant would find disgusting. Because of the lack of shelter present in Oppenheimer's stretch the duststorms that ravage the entire path are especially brutal here. The entire zone offers zero visibility, you'd be better off in a pitch black cave. Speaking of, the elements and creatures of the Path have dug a number of caverns and tunnels into the canyon walls that border Oppenheimer's stretch. One may be tempted to take shelter in these caverns, but would more often than not find themselves staring down a Cazaclaw. Worse yet, they could come across something new. | |
| | | Rick Hughes
Posts : 99 Join date : 2017-11-28
Character Screen Level: 2 Health Points: (110/110) Experience: (5/500)
| Subject: 14mm SMG Sun Dec 31 2017, 05:55 | |
| At some point you have to ask yourself "Is this overkill?" Yes, yes it is. In response to the growing riots plaguing the country, SIG-Sauer was commissioned to convert their 14mm pistol to fire automatic. Apparently some rebels in Utah got ahold of some power armor, and the police force needed more firepower. SIG used the basic design of H&K's P90c and overhauled the entire weapon to withstand use with 14mm AP rounds. These beastly submachine guns are enough to let most wastelanders take down a cazaclaw singlehandedly, and have enough power to smash advanced power armor no problem. Because of this, the Enclave owns most of the 14mm SMG's in Hawaii. - Weapon Stats:
- Weapon value: 3,200 caps
- Ammo Capacity: 21 rounds.
- Time to reload: 1 turn.
- Cost of Ammo: 45 caps.
- Cost to repair: 1,600 caps.
- Strength Required: 8. ( 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 )
The 14mm SMG can be fired single, 3 round burst, or full magazine. - 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 70 Hit Points.
- 51-75: The attack hits your objective. Doing 95 Hit Points.
- 76-99: Critical attack. Doing 175 Hit Points, ignores light armor and half of medium armor.
- 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: Light Support Weapon Mon Jan 01 2018, 12:31 | |
| A scoped light machine gun, chambered in .223 Remington. Before the great war these firearms were used to give infantry troops mid-range suppressing support on the battlefield, as well as to damage unarmored vehicles. These machine guns allow one to keep enemy combatants pinned behind cover for long periods without having to move or reload. While rather inaccurate, light support weapons make up for it with high capacity and rate of fire. It's always advisable to bring some form of suppression to a fire engagement, and the light support weapon can fill that role nicely. Ohana heavy gunners can often be seen with these machine guns, as .223 Remington is a cheap and common round to simply spray at the enemy. - Weapon Stats:
- Weapon value: 1,000 caps
- Ammo Capacity: 30 rounds.
- Time to reload: 2 turns.
- Cost of Ammo: 10 caps per bullet.
- Cost to repair: 500 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 )
The light support weapon is automatic, and can be fired single, five round burst, or full magazine - 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 80 Hit Points.
- 76-99: Critical attack. Doing 145 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: Bozar Mon Jan 01 2018, 13:07 | |
| The ultimate refinement of the sniper's art. A large rifle made by the wasteland and for the wasteland, capable of defeating large foes from ample range. The Bozar is what would happen if an anti-material rifle and LMG had a bastard child who really wanted to destroy the world. These rifles are built from the ground up for ease of mobility while using them, and cannot truly be used to their fullest by sharpshooters who stay in one spot. The body is made from lightweight polymer, and features a front angled grip made of wood. The Bozar rifle was originally made by the California gun runners, as a way to use up the common-there 5.56mm NATO rounds, and has made its way to Hawaii by means of BoS weapon shipments. These rifles are hard to find in working condition, but will serve any marksman well. So long as they can use her properly. - Weapon Stats:
- Weapon value: 3,800 caps
- Ammo Capacity: 30.
- Time to reload: 1 turn.
- Cost of Ammo: 20 caps per round.
- Cost to repair: 1,900 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 )
The Bozar is automatic, and can be fired single, five round burst, or full mag - 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 65 Hit Points.
- 51-75: The attack hits your objective. Doing 110 Hit Points.
- 76-99: Critical attack. Doing 175 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: Minigun Wed Jan 03 2018, 12:20 | |
| A bulky, unwieldy, and unreliable 5mm anti-infantry minigun. These weapons were likely useful before the war against unarmored Chinese combative personnel, and were at one point the standard issue heavy weapon for units in T-51B power armor. Because of the cheap 5mm ammo used by the minigun, its not hard to rip through an entire belt without spending too many caps. Any firearm is effective against unarmored opponents, but someone in power armor is unlikely to even notice a minigun is firing on him. A cheap to operate beginners big gun, but should be replaced as soon as possible. After all, these machine guns are prone to simply breaking. - Weapon Stats:
- Weapon value: 900 caps
- Ammo Capacity: 300 rounds.
- Time to reload: 3 turns to reload.
- Cost of Ammo: 2 caps per round.
- Cost to repair: 450 caps.
- Strength Required: 9. ( 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 )
The Minigun is automatic, but can only be fired in 10 round burst only - 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 5 Hit Points.
- 51-75: The attack hits your objective. Doing 7 Hit Points.
- 76-99: Critical attack. Doing 15 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
Last edited by Rick Hughes on Wed Jan 03 2018, 12:31; 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: Avenger Minigun Wed Jan 03 2018, 12:30 | |
| A large CZ-57 "Avenger" Minigun. These weapons were made as proof of concept prototypes before the war, and they never circulated to the troops fighting the red menace. A limited amount were produced in a few of Hawaii's arms plants, but manufacturing was cut short due to nuclear Armageddon. The CZ-57 model minigun was an almost 100% improvement over the basic models in use during the great war. The only downsides were an increased weight, and more costly ammo. These weapons use .223 Remington rounds instead of 5mm, and poses the power to take down larger targets in fewer shots. Furthermore, the internal motor has been restricted to allow greater fire control. One of these weapons can carry a wastelander far, but its best to always be upgrading. - Weapon Stats:
- Weapon value: 1,200 caps
- Ammo Capacity: 300 rounds.
- Time to reload: 2 turns.
- Cost of Ammo: 10 caps per round.
- Cost to repair: 500 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 )
The Avenger Minigun is automatic, and can be fired single or 10 round burst - 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 25 Hit Points.
- 76-99: Critical attack. Doing 40 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: Vindicator Minigun Wed Jan 03 2018, 12:42 | |
| A 10mm Minigun, used by power armor troops and well off mutants. These massive machine guns are mounted on the shoulder, instead of slung below the hip. The "Vindicator" is an Enclave design, produced exclusively post war. The Enclave in Hawaii required a weapon to strike fear in their opposition, and had no options besides make one. The pre war miniguns were too underpowered and the Avenger models were rare to say the least This shoulder mounted machine gun was created specially for Enclave APA heavy gunners to mow down civilians in crowd control events, and do their jobs rather well. The smaller design allows for greater fire control at the sacrifice of magazine space. - Weapon Stats:
- Weapon value: 1,200 caps
- Ammo Capacity: 100 rounds.
- Time to reload: 2 turns.
- Cost of Ammo: 7 caps per round.
- Cost to repair: 500.
- 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 )
Vindicator Miniguns are automatic, and can be fired single or 10 round burst. - 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 10 Hit Points.
- 51-75: The attack hits your objective. Doing 20 Hit Points.
- 76-99: Critical attack. Doing 30 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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