Friday, June 21, 2024

Fallout D6: Weapons and Armor (plus Encumbrance!)

 


Like with Perks and Traits, the Fallout games went from relatively small lists of weapons and gear to comprehensive arsenals (looking at you, New Vegas) of unique and whacky items.  I violated my idea to keep it “quick-and-dirty” for Fallout D6 with Perks and Traits in the last post, so I’m taking a more measured approach with equipment this time (i.e. just enough to get a campaign started – most regular arms, armor, and gear from the original Fallout game plus some items from later games.)  Some special or “late game” items, such as powered melee weapons and power armor will be covered as “treasure” in a separate post.  Besides, the D6 system is so easy to create for that a GM could write up things like Railway Rifles and Junk Jets for reward loot in an afternoon.


Encumbrance

D6, being a simple, “cinematic” system, pretty much ignores the concept of encumbrance.  However, I think that how much a character can carry is important to the Fallout games, where scrounging for the most valuable stuff and being able to get away (or fast travel) to safety is crucial, lest their bones end up bleaching in the Wasteland to Ron Pearlman’s grim narration.  So before we get into weapons and gear, here’s an easy-to-use encumbrance system.

Character’s have a number of encumbrance “slots” based on the sum of “pips” in either their Strength, or Endurance attribute, whichever is highest.  Each full die counts as three slots.  So, an average person with scores of 2D in Strength and Endurance would have six (6) slots.  A stronger, more robust character with die codes of 3D+2 in Strength and 3D in Endurance would have 11 slots (his Strength being highest.)

An item uses up a number of slots depending on how it is reasonably used (such as weapons) or carried (other items.)  Items used or carried with one hand takes up one (1) encumbrance slot, while items that needs two hands to use or carry are worth two (2) encumbrance slots.  Items that are small enough to hold multiples in one hand (ammo, caps, screws, etc) are one (1) encumbrance slot per type of item, with a maximum of 50 to a slot.  

For example, a vault-dweller with average Strength and Endurance (2D each; 6 slots) comes fresh off her Vault with a vault jumpsuit, 10mm pistol, stimpack, knife, and Vault Tec canteen.  Each one of these can be used or held with one hand (you can fold up clothing or lighter armor like the vault jumpsuit suit and reasonably carry it with one hand,) for a total of 5/6 encumbrance slots used.  She comes across a dead wastelander with a sawed-off shotgun, a box of 10 shotgun shells, metal armor, and a sledgehammer.  The shotgun is worth one (1) slot because it is typically used with one hand (a full-size shotgun would be two slots.)  The shotgun shells are also one (1) slot.   The metal armor and sledgehammer each need two hands to use or carry, so they’re two (2) slots each.  With only one encumbrance slot left, she will have to be judicious on what to take, especially once she hears a buzzing bloatfly nearby!

Becoming Encumbered

But what if our vault-dweller gets greedy and picks more stuff than she can carry?  A character that fills more encumbrance slots than their limit moves at half their Move score and suffers a -1D to all Agility-based actions.  A character can carry up to twice their number of slots (12, in the vault-dweller’s case) before they are completely weighed down and can barely go anywhere (effective Move of 1) let alone fight (-2D to Agility-based actions.)  Good thing our vault-dweller friend picked up the sawed-off shotgun and shells, because she’s not about to outrun that bloatfly!

Containers

But wait a minute!  Our vault-dweller also has a bright, blue-and-yellow Vault Tec backpack!  This takes up one (1) slot, completely filling up her encumbrance total of six (6.)  She can’t carry anything more without being slowed down…or can she?  Containers have bonus slots that increase a character’s carry total (due to better weight distribution, or whatever.)  In this example, the backpack gives her three (3) more slots, for a total of nine (9.)  She can stuff more items into her backpack and beat feet before the bloatfly arrives for lunch.

 

Is this system realistic?  Nope.  Is it functional, I think so, and it sort of mimics the unrealistic “realism” of inventory in the Fallout games.


Now, let’s get into arms and armor.  Booyah!

 

Armor

Violence is a way of life in the Wasteland, and many wastelanders opt for some form of protection from it.  Armor items may have different levels of protection expressed as a bonus to Endurance to resist damage.  “Physical” damage includes those from unarmed, melee weapons, and small guns attacks or explosions, while “energy” refers to energy weapons attacks, fire, and electricity.

Some armor items can be “stacked” with one other armor item as an underlayer.  These are noted with an asterisk (*) next to the name.  

The cost for these and other items below are in bottle caps (of course,) or their equivalent in barterable items.

Type

Physical

Energy

Cost

Rugged Outfit*

+1

-

35

Vault Jumpsuit*

-

+1

80

Leather Jacket

+2

+2

300

Leather Armor

+1D

+2

800

Metal Armor

+1D+1

+1D

1,100

Combat Armor

+1D+2

+1D+2

4,800

Combat Armor:  There are many surplus suits of Pre-War, military-issue combat armor in the Wasteland, but chances are those who have them are hardened professionals with the caps to afford them or Wasteland badassess that have either taken them from dangerous locations or the cold bodies of their enemies.  Those wearing combat armor, whether mercs, elite guards, Brotherhood of Steel, or Regulators in the ‘Lanta Wasteland, should not to be messed with.

Leather Armor: This reinforced cuirass of boiled brahmin or molerat hide attached to protective sports gear is common with many settlement or caravan guards (as well as the raiders that kill them.)  The hardened breastplate does a decent job at stopping the occasional knife slash or bullet graze, but not much else.  Still, it’s better than regular clothing (or nothing.)

Leather Jacket: The stylish leather jacket has been popular since before the Great War, and it has only grown in popularity and utility since then.  Not only does it provide protection against harsh, radioactive storms or cold, Wasteland nights, it may help you survive a scrape or two, especially if reinforced with metal bits, studs, or shoulder pads.  Plus, it’s hard not to look cool or intimidating with one on.  “Eey!”

Metal Armor: The next step up from leather armor for the serious guard captain or raider-lord is a breastplate of welded, scrap metal.  As with medieval knights out of the pages of Taeles of Chivalrie, metal armor not only provides better protection against physical attacks, but is also a clear indicator that you’re a seasoned warrior of the Wasteland, strong enough to carry such bulky armor (-1 to Agility-based totals when worn.)

Rugged Outfit: Many wanderers in the Wasteland wear multiple layers of scavenged clothing made up of tough fabric or leather that has managed to survive through centuries.  Others, like mercenaries, or members of the Brotherhood of Steel, tend to wear surplus military fatigues or power armor jumpsuits that provide a modicum of protection against cuts and scratches.

Vault Jumpsuit: The latest in standardized, form-fitting, Vault Tec wear sets you apart as one of the fortunate survivors of the apocalypse while at the same time erasing all sense of pesky individuality.  While it wasn’t made with combat protection in mind, the padded, lead-lined interior does provide less-than-advertized protection against radiation (+1 to Endurance to resist radiation damage), fire, and energy blasts.

Unarmed and Melee Weapons

Hand-to-hand weapons that “enhance one’s innate vigor” have once again become the basic standard for personal protection in the post-nuclear world.  Damage is added to a character’s Strength attribute.  Weapon using the unarmed skill are noted in the description.

Weapon

Damage

Difficulty

Cost

Brass Knuckles

+1

Easy

40

Spiked Knuckles

+1D

Easy

250

Knife

+1

Very Easy

40

Combat Knife

+1D

Easy

165

Club

+1

Very Easy

30

Metal club

+1D

Easy

65

Sledgehammer

+1D+1

Moderate

120

Spear

+1D

Moderate

80

Brass Knuckles: From the mean streets of Pre-War cities to the trenches of the Great War (the first one,) “knuckle-dusters” have added a little extra oomph to the swift jab or powerful swing.  Brass knuckles may have gained a better reputation in the post-apocalyptic world as self-defense tools, but they are not all that useful against gun-toting opponents or larger, mutated creatures.  This weapon uses the unarmed skill.

Club: Since the Stone Age, fallen branches, wooden truncheons, and billy clubs have served as the sturdy arms of the inventive primeval, violent thug, and desperate combatant alike.  When in doubt, club it!

Combat Knife: This improved weapon of war has a larger, more rugged blade than household or hardware varieties plus serrated edges or other tool-like features.  Folks carrying these tend to be more knowledgeable (and deadly) with their use.

Metal club: Maces of iron and steel were the next step in bludgeoning technology, which also served as sturdy and sometimes ornate symbols of authority.  Tools and hardware such a crowbars, tire irons, and lead pipes have come to serve a similar role for wastelanders, albeit not as classy.

Knife: The humble knife was ubiquitous in every Pre-War household, and continues to function as eating implement, tool, means of self-defense, or object of sadistic terror.  Many wastelanders carry some form of knife.

Sledgehammer: Another tool-turned-weapon in post-nuclear America.  It is the fond standard of many brawny wastelanders, raider leaders, and super mutants.  Because nothing makes a proper statement of dominance like a skull that suddenly bursts like a melon.

Spear: Stick good.  Knife good.  Put knife on stick.  More good!  Those were probably the words of an ingenious ancestor of man that created this versatile hunting tool and weapon.  Hundreds of tribals, raiders, and Wasteland settlers can’t be wrong!

Spiked Knuckles: At some point, some resourceful wastelander or sadistic raider thought:  “these brass knuckles would be better with welded nails or spikes on them!”  And so it was.  Bleeding punctures always complement a good pummeling, but they are little match for a better-armed enemy or a deathclaw’s sharp talons.  Also covers clawed varieties.  Meeeow!  This weapon uses the unarmed skill.



Small Guns

The issue of keeping and bearing firearms changed from controversial topic in Pre-War America to sad necessity in the Wasteland.  The damage die code represents the weapon’s primary mode of fire.  Mode(s) of fire are noted by a letter: single fire (S), semiautomatic (SA) and burst fire (B).  The weapon’s primary mode of fire is capitalized.  Modes of fire will be covered in a separate, combat rules post.  Ammo capacity includes the appropriate type in parentheses.

Type

Damage

Mode

Range

Ammo

Cost

Pipe pistol

3D+2

S

0-3/7/15

1 (.38)

150

Pipe Rifle

3D+2

S

3-5/10/20

1 (.38)

200

10mm Pistol

4D

SA

0-6/12/25

12 (10mm)

250

10mm SMG

4D+2

sa,B

0-6/12/25

30 (10mm)

1000

.44 Magnum revolver

5D

S

0-6/12/25

6 (.44 Magnum)

800

Hunting rifle

5D+1

S

3-11/22/45

10 (.223)

1000

Combat rifle

6D

sa,B

3-11/22/45

24 (5.56mm)

1300

Sniper rifle

7D

S

12/25/50

6 (.308)

2200

Shotgun

6D

S

0-3/7/14

2 (Shell)

800

Combat shotgun

6D+2

sa,B

0-5/11/22

12 (Shell)

2750

10mm Pistol:  By the end of the Great War, the 10mm semiautomatic was the standard sidearm of military, police, and security personnel, including Vault Tec security forces.  The pistol is fairly reliable and the 10mm round has good stopping power against anything from radrats to raiders.

10mm Submachinegun: the 10mm submachinegun was used by special forces operators, SWAT teams, and criminal organizations alike in Pre-War America.  This weapon can fire devastating bursts at short range, but has low ammo capacity.

.44 Magnum revolver: Do you feel lucky?!   The .44 magnum was the standard of tough, maverick cops and city vigilantes having to deal with civil unrest in the days before the bombs fell.  If taken care of, the .44 magnum is very reliable, and has superior stopping power, even against large, mutated creatures.

Combat rifle: many surplus combat rifles exist in the Wasteland, whether American military surplus, civilian models converted to full auto, or even Chinese models hidden by Communist partisans and sleeper agents.  However, these weapons tend to be in the hands of dangerous foes like mercenaries and super mutant leaders; scavenger beware!

Combat shotgun: This military-issue weapon takes the venerable “trench gun” and improves it to deliver multiple shells with jackhammer-like intensity.  Hope you weren’t looking to take prisoners!

Hunting rifle: Many sporting rifles were available in Pre-War America, which continue to be used by wastelanders for hunting and protection.  Super mutants have also learned the usefulness of hunting rifles to bag their daily meat.

Pipe Pistol/Rifle: Crafty wastelanders have been able to cobble serviceable firearms from scavenged parts and hardware.  These tend to be less accurate and more prone to jamming than the firearms whose parts they were made from, but beggars can’t be choosers.

Shotgun: the trusty weapon of both Pre-War and Wasteland farmers looking to protect themselves or their daughters.  The two-barrel model with walnut stock was commonly available to smart shoppers at most Super Duper Marts.  Made in America!

Sniper rifle: Military issue, high-powered sniper rifles are rare in the Wasteland, and usually in the hands of deadly professionals.  It’s OK, because you‘ll never see it before the lights go out, anyway.


Big Guns

Infantry-portable artillery weapons tend to be rare in the Wasteland, typically found in well-guarded, Pre-War military bases or in the hands of powerful groups like the Brotherhood of Steel and super mutant remnants of the Master’s army.  Good luck getting your hands on one before becoming ground brahmin!

Type

Damage

Mode

Range

Ammo

Cost

Minigun

9D+1

B

3-8/17/35

120 (5mm)

3800

Flamer

9D+1

B

0-1/2/5

5 (flamer fuel)

2000

Rocket launcher

9D+2

S

3-10/20/40

1 (rocket)

2300

Flamer: Flamethrowers have been in military service since before the Great War.  The 21st-century version employs a compact fuel source that doesn’t require a backpack.  Flamers are useful for cooking or smoking out enemies at close range and in tight spaces, but less useful the further away they are.  Targets hit by a flamer catch on fire on a Critical Success, and continue to burn at -1D to damage each round, until the fire burns itself out at 0D damage, or the target is reduced to cinders.  Who wants barbeque?!

Minigun: When you absolutely, positively have to kill every incestuous wastelander in the room!  This 21st-century equivalent of the Gatling gun requires at least a 3D in Strength to use without a tripod.  Folks who carry these don’t care how practical they are; minigun go ”brrr”!

Rocket Launcher: Probably the most powerful infantry weapon one can get short of a man-portable, tactical nuke.  It can fire high explosive or armor piercing rockets that can make short work of super mutants, power-armored Brotherhood knights, and even a vertibird or deathclaw!

 

Energy Weapons

Blast off into the cosmic age with these sleek beauties!  Energy weapons started to become standard issue for military and security forces towards the end of the Great War, and form a large part of the high-tech arsenals of groups like the Brotherhood of Steel. the Enclave, and the Institute post-war.  Energy weapons use either fusion cells (FC) or plasma cartridges (PC) for ammunition.

Type

Damage

Mode

Range

Ammo

Cost

Laser pistol

4D

S

0-8/17/35

12 (FC)

1400

Laser rifle

4D+2

S

3-11/22/45

12 (FC)

5000

Plasma pistol

5D

S

0-5/10/20

16 (PC)

2750

Plasma rifle

7D

S

3-6/12/25

10 (PC)

4000

Laser pistol/rifle: Laser weapons cause burning energy damage, which has been known to incinerate victims in the worst of cases.  Laser weapons can be very effective against robots and automated defense systems.

Plasma pistol/rifle: Plasma weapons cause damage from kinetic physical impact AND disintegrating energy.  As such, armor only provides the worst protection between physical and energy against plasma weapons, potentially leaving the victim as a pile of semi-organic goo.


Throwing Weapons

Fun fact: human beings are unique in the animal kingdom for being able to fling objects with power, speed, and accuracy.  Coupled with human ingenuity, thrown projectiles can be very destructive and/or deadly.  Play ball!

Some throwing weapons have a range dependent on the number of dice the character has in their Strength plus or minus modifiers (range of 1 minimum.)

Grenades have a blast radius of 3-5/8/12.  Victims at "ground zero" below Short range suffer full damage, while each increment in the blast radius reduces the grenade damage by 1D.

Type

Damage

Range

Cost

Rock

+1

STR-2/STR-1/STR

0

Throwing knife

+2

5/10/15

100

Spear

+1D

5/25/40

80

Molotov cocktail

4D+1

STR-3/STR-2/STR-1

50

Frag grenade

6D

STR-2/STR-1/STR

150

Plasma grenade

9D+1

STR-2/STR-1/STR

300

Pulse grenade

15D (2D)

STR-2/STR-1/STR

250

 Frag grenade: The good ‘ol pineapple of death has only become better with progress, dealing damage from both blast and metal fragments.  Grenades can also be found as part of makeshift traps.

Molotov cocktail: “Fight the power!”  These improvised weapons are good against mutated vermin, but only enough to get away from larger predators and human enemies.  A Molotov cocktail deals full damage the first round on direct impact, with targets catching on fire on a Critical Success.  It also deals -1D damage to targets one meter away from the impact area.  The fire continues to burn in the area of impact (3m radius) at -1D damage every round until extinguished at 0D damage.

Rock: It’s a rock.  It’s free and can hit hard, but don’t expect to live your David fantasies against a super mutant!  Nuff said.

Spear: This spear.  Can throw.  See above.

Throwing knife: The choice of circus performers and eccentric wastelanders alike.  These specially-balanced, aerodynamic blades are not meant to be used hand-to-hand, but can be (damage reduced to +1.)

Plasma grenade:  The same principle of other plasma weapons in a compact and throwable package.  The plasma blast causes both types of damage (physical plus energy) and armor only protects with the lowest value of the two.

Pulse grenade:  These high tech grenades deliver a short, EMP burst that is very effective against robots and power armor, but not much else (2D damage.)  While robots can be completely destroyed by the burst, power armor merely ceases to function, leaving the person inside unharmed, (but possibly at the mercy of their enemies.)







 








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Fallout D6: Weapons and Armor (plus Encumbrance!)

  Like with Perks and Traits, the Fallout games went from relatively small lists of weapons and gear to comprehensive arsenals (looking at y...