House Rules Armour: If DR is not a whole ten, round down to the nearest ten and add 1 to DT. When the target takes damage, subtract DT, then subract 1/10th of DR from the total for every full 10pts of damage. DT applies to each bullet or hit, DR applies to all damage taken in a round from a single attacker. Burst Fire: Roll D10 for each bullet and aim for 1/10 of the chance to hit. Round up if using burst-only weapon or firing 5 shots or less, otherwise round down. Roll D100 to check for a critical hit or fumble. Close Combat: Penalties for range and lighting, except for full or near-total darkness, do not apply to melee and unarmed attacks. Ranged Attacks: Firearms List CAWS, Combat Shotgun, Shotgun, Sawn-off Shotgun, Gauss Rifle, Gauss Pistol Base: 10 Multi: 8 14mm Pistol, Mauser, Alien Blaster, Solar Scorcher Base: 4 Multi: 8 .223 Pistol, Needler, Light Support Weapon Base: -10 Multi: 8 M60, H&K G11, FN-FAL Base: -11 Multi: 8 10mm Pistol, Plasma Pistol, Desert Eagle, Laser Pistol, 10mm SMG, BB Gun, Pulse Rifle, Pulse Pistol, Walther PPK, Sten Gun Base: -16 Multi: 8 Long Rifles: Sniper Rifle, Hunting Rifle Base: -26 Multi: 16 Short Rifles: Assault Rifle, Laser Rifle, Plasma Rifle, Red Ryder LE, Gatling Laser, Turbo PR, AK-47 Base: -32 Multi: 16 Scoped Hunting Rifle Base: -34 Multi: 20 Scope, rifles only. -8 to Base, +4 to Multi. At 7 hexes or closer the weapon bonus becomes Base: -30% Multi: 0. Each ranged weapon in fallout gives you a certain modifier to your skill. The amount of this modifier is determined by the type of weapon and by your perception. To calculate the modifier for a given weapon, look it up on the list above. Take the wielder's perception times the multiplier ('multi') and add the result to the base. Weapon bonus = Base + (Multi x Perception) Marksman Table Perception 7 8 9 10 Short Rifle - 64/0 72/+1 80/+1 Long Rifle 62/-1 70/0 78/+1 86/+2 Scoped Rifle 66/+4 70/+6 78/+8 86/+10 This table shows the special marksman bonuses for using rifles in combination with very high perception. The first number indicates the bonus to your skill to hit, the second is the bonus to your perception for the purposes of determining range. If using a bonus listed on this table, add the number after the slash from your perception and deduct that from the number of hexes to the target when working out range penalties, to a minimum of 0. A "-" indicates no special bonus, just use the base and multiplier to determine your bonus as above, and take range penalties as normal. Examples: Mari is using an assault rifle to hit a target 8 hexes away. Her Small Guns skill is 70%, and her perception is 7. She has no bonus on the table above, so we work out the weapon bonus as normal: Weapon bonus = Base + (Multi x Perception) Weapon bonus = -32 + (16 x 7) Weapon bonus = -32 + 112 80 = 112 - 32 So her bonus is 80. She already has this written on her character sheet by the weapon's description. Her total chance to hit is 150%, minus four times the number of hexes range. 8 x 4 = 32, so her chance to hit is still 118%. The maximum chance to hit is always 95%, so she can either roll on this or use her greater skill to try for an aimed shot. Later, Mari finds herself armed with a hunting rifle and trying to snipe an opponent 15 hexes away. She gets a bonus on the above table so there is no need to calculate it from the base and multiplier. Her bonus is only 62 and she has a -1 penalty to her perception for the purposes of calculating range, making it a 6. If the target were within 6 hexes the effective range would be 0 and she would have no penalties at all. Sadly it's not, but she still gets to deduct the 6 and reduce the effective range to 9. The range penalty is thus 4 x 9 = 36. Her total chance to hit is 70 + 62 - 36, or 96%. Again this is rounded to 95% unless some other factor (such as armour or aimed shots) reduces it. While this may look complicated, it is important to bear in mind that you do not have to calculate the weapon bonus every time you fire your gun. I've included the calculation in these examples to show you how it works; however, in practice Mari's player would have written down the bonus for each of her weapons on her character sheet when she first acquired them; this will not change unless her perception changes or she picks up a new weapon. I recommend noting down your modified skill with your main weapon next to your real skill, like so: Small Guns ..... 070% 132% As long as you have this number handy, all you have to do during combat is deduct the following: -Range penalty (4%/hex distance) -Armour Class (1% for each point of target's AC) -Darkness penalty, if any. (Partial darkness: -10%, medium darkness: -20%, full darkness: -40%) -Cover, if any. (More research needed, assume percentage of target covered) -Called shot penalty, if making a targeted shot. (Torso 0, Legs -20, Arms/Groin -30, Head -40, Eyes -50) Example: Mari is chasing a spy, and wants to shoot him in the leg so he can't get away. She's still using the hunting rifle and has her modified skill written on her sheet. The spy has an AC of 8 and is 11 hexes away. She deducts 6 from the distance for the rifle, so the effective range is 5, making the penalty 20%. A leg shot is another 20% penalty. Her final chance to hit, then, is: 132% -8 (target's AC) -20 (range) -20 (targeted shot) = 84% And that's all the calculation her player has to do. Provisional Critical Hit Table <00 - 00 150% 01 - 07 150% Knockdown on EN+1 08 - 15 150% Bypass armour, 16 - 20 150% Knockout on EN+3 21 - 25 150% Bypass armour, Knockdown on EN+3 26 - 30 150% Bypass armour, Knockout on EN+1 31 - 40 200% Knockdown on EN 41 - 50 200% Bypass armour 51 - 60 200% Knockout on EN+1 61 - 65 200% Bypass armour, Knockdown on EN 66 - 70 200% Bypass armour, Knockout on EN+1 71 - 76 300% Knockdown on EN-3 77 - 83 300% Bypass armour 84 - 90 300% Knockout on EN-1 91 - 95 300% Bypass armour, Knockdown on EN-3 96 - 100 300% Bypass armour, Knockout on EN-1 101 - 130 300% Bypass armour, Knockout on EN-1, Knockdown on EN-3, EN+1 for extra +150% damage. 131 - 160 300% Bypass armour, Knockout on EN-3, Knockdown on EN-5, EN for extra +200% damage. 161 - 190 300% Bypass armour, Knockout on EN-5, Knockdown on EN-5, EN-3 for extra +300% damage. 191+ 300% Bypass armour, Knockout on EN-5, Knockdown on EN-5, EN-5 for extra +300% damage.