GM Armadillephant's Fallout Extravaganza

Game Master Loup Blanc

Life in the Wastes is a constant struggle. Let's see if our heroes have what it takes to survive...
Current Map


Current Quest:

Vault of the Pre-War Man

Objectives


  • Investigate further into the Vault to discover why the Halls were killed.

Optional Objectives

  • Scavenge the Vault for whatever you can find.

GAME COUNTERS

Quests Completed:
People Killed: 3
Creatures Killed: 5
Locks Picked: 1
Computers Hacked:
Stimpaks Taken: 1
Rad-X Taken:
Rad-Away Taken:
Chems Taken:
Times Addicted:
Mines Disarmed:
Speech Successes: 2
Pockets Picked:
Pants Exploded:
Books Read:
Bobbleheads Collected:
Weapons Forged:
People Mezzed:
Captives Rescued:
Sandman Kills:
Paralyzing Punches:
Robots Disabled:
Contracts Completed:
Corpses Eaten:
Mysterious Stranger Visits:

Locations Discovered:

Gulchbottom
Vault 232

Open Quests:

Vault of the Pre-War Man

Game Information:

Weapon Info
Weapons and their costs
Weapon damage
Ammunition and costs

Armor Info
Armor information; please note that all DR values are HALVED (round down)
--Armor and clothing weighing less than 5 pounds DOES NOT COUNT as actual armor; although it does grant some DR, it also allows you to use the Defense Bonus]
--Armor and clothing weighing 5 pounds, up to 20 pounds, is light armor.
--Armor weighing equal to or greater than 20 pounds (except for Power Armor) is medium armor.
--Power Armor is heavy armor and requires special training from the Brotherhood of Steel to use.

The Defense Bonus: Note that the Ranger should actually be in column C.

Rules for Full Automatic Weapons:

Using Full-Auto in a Standard Action

When firing with a fully-automatic weapon in a standard action, you have the option to use a controlled burst. When you fire this burst, you may choose to make up to 3 attack rolls, which must all be made against the same opponent. If you choose to do this, the second attack roll takes a -4 penalty, and the third attack roll takes a -6 penalty. You expend one round of ammunition for every attack, as normal. Any abilities that require you to use a Standard Attack (e.g., Vital Strike) only apply to the first attack roll.

Using Full-Auto in a Full-Round Attack

When firing with a fully-automatic weapon in a full-round attack, you have three options:

  • Option 1: Rapid Firing
    This method works similarly to a standard attack with a full-auto weapon. You may make up to two additional attack rolls on your turn, which come after your second and third iterative attacks (assuming you have any; if you do not, these attack rolls come last). Starting with the second iterative attack (or the first extra attack roll), all attack rolls take a cumulative -2 penalty. You expend one round of ammunition for every attack, as normal. Possessing the Rapid Shot feat reduces this penalty to a cumulative -1.
    Example:Vince, a 2nd-level fighter, opens fire with his assault rifle in a full-round action against a yao guai. Because he has a +3 Dexterity modifier, Vince's first attack roll gets a +5 bonus. His first bonus attack from full-auto firing has a +3 bonus, and his third attack has a +1. He could also choose to make only two attacks, with a +5 and +3 bonus.
    Much later in his career, Vince is a 17th-level fighter, and he finds himself still using automatic fire with his trusty assault rifle. Now, Vince has 4 iterative attacks from his base attack bonus, and a +5 Dexterity modifier. Using full automatic fire with two extra attacks, Vince's attack bonuses are +22/+(17-2)/+(17-4)/+(12-6)/+(12-8)/+(7-10)/+(2-12), for a total of +22/+15/+13/+6/+4/-3/-10. He could also choose to fire only one extra bullet; in this case, his total attack bonuses would be +22/+15/+13/+6/-1/-8.

  • Option 2: Spray and Pray
    As a full-round action, you may unleash a hailstorm of bullets at the enemy. Make a single attack roll at a -8 penalty and use that roll against every enemy within a cone (the size of which is determined by the GM based on the weapon used). You gain no bonus precision damage, although you deal half damage on a miss (targets with evasion take no damage on a miss). Any other enemy that moves into this cone before your next turn is subject to the attack roll as well. While using Spray and Pray, you may take no other actions between turns that would require you to stop firing (for example, you could speak, but you couldn't take an attack of opportunity), or enemies are no longer subject to damage if they enter the area. Spray and pray requires a round of ammunition for every enemy subject to an attack roll (minimum five rounds).

  • Option 3: Suppressing Fire
    As a full-round action, you may lay down suppressing fire to distract and hinder your foes. This action turns a cone (the size of which is determined by the GM based on the weapon used) into difficult terrain until the beginning of your next turn. Any enemies who begin their turns in this area, or who move into the area on their turns, are subject to an attack roll at a -8 penalty which deals half damage on a hit (no precision damage). Enemies with the improved evasion ability are not subject to this attack roll. While using suppressing fire, you may not take any other actions between turns that would require you to stop firing (for example, you could speak, but you couldn't take an attack of opportunity). Suppresing fire requires a round of ammunition for every five feet of the cone's width, plus one for each enemy who begins their turn in the area or enters the area on their turn.