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Fallout Xpress Fanbook: Radiation, Quality, Pistols

QUALITY RULES
Weapons and items come in a variety of conditions:
  • MINT: +1 bonus dice to hit, +1 base damage. Mint condition items do not degrade to perfect until their second degredation.
  • PERFECT: +1 bonus dice to hit, +1 base damage. Junk-Crafted items can only be perfect, not Mint.
  • GOOD: No modifier.
  • USABLE: No modifier.
  • WORN: -1 dice to hit, -1 base damage (minimum 1).
  • BREAKING: -1 dice to hit, -1 base damage (minimum 1).
  • BROKEN: The weapon/item is no longer any use and has a 1/6 chance of being irrecoverably broken to the point where it cannot be fixed.

DEGRADATION RULES
Whenever a weapon is subject to trauma, submersion in water, horrible conditions, no maintenance for a weak, struck in combat, used for a non-intended purpose, it has a chance of degrading a level of condition - though it can be repaired. The chance of this happening is based on its current status. Roll two dice and if BOTH come up in the target range, the weapon degrades a level.
  • Mint/Perfect: Target 6
  • Good: Target 5
  • Usable: Target 4
  • Worn: Target 3
  • Breaking: Target 2
RADIATION RULES
You have a radiation track equal to five plus your Resilience and a Radiation level marker. EG: With Resilience 3 you would have:

[][][][][][][][]
O - Fine
O - Minor Radiation Poisoning
O - Advanced Radiation Poisoning: -1 Resilience penalty.
O - Critical Radiation Poisoning: -1 Resilience/Dexterity/Speed penalty.
O - Deadly Radiation Poisoning: -1 Resilience/Dexterity/Speed.
O - Dead (Roll double 6 on 2d6 to resurrect as a ghoul - human only).

Certain items can reduce radiation, you gain radiation points from imbibing radioactive water or food, exposure to radioactive areas in the wastes and other causes. Each week of living in a clean area reduces your radiation level by 1, radiation can also be removed by certain drugs, technological devices and foods.

WEAPON STATS
Weapon damage is roughly calculated on the basis of Fallout 3/New Vegas damage and should - approximately - relate to a similar amount of damage in play. 7 damage in Fallout is roughly equivalent to 3 damage in Xpress.
  • Damage: The base damage of the weapon.
  • Skill: What skill the weapon uses.
  • Range: A basic description of how far the weapon can shoot.
  • Magazine: The number of shots the weapon can hold.
  • Special: Any special capabilities the weapon has.
Example Specials
  • Set on fire - Sets them on fire as per the normal Xpress rules.
  • 1/6 Ash-Kill - If a target is killed with this weapon they have a 1/6 chance of being reduced to glowing ash.
  • 1/6 Goo-Kill - If a target is killed with this weapon they have a 1/6 chance of being reduced to glowing goo.
PISTOLS
  • .22 Automatic - Damage: 5, Skill: Guns, Range: Short, Magazine: 16, Special: None.
  • .223 Automatic - Damage: 8, Skills: Guns, Range: Short, Magazine: 5, Special: None.
  • .32 Revolver - Damage 3, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • .357 Magnum Revolver - Damage: 11, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • .44 Automatic - Damage: 15, Skill: Guns, Range: Short, Magazine: 8, Special: None.
  • .44 Magnum  Revolver - Damage: 15, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • .45 Automatic - Damage: 14, Skill: Guns, Range: Short, Magazine: 12, Special: None.
  • .454 Revolver - Damage: 15, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • 10mm Automatic - Damage: 4, Skill: Guns, Range: Short, Magazine: 12, Special: None.
  • 12.7mm Automatic - Damage: 17, Skill: Guns, Range: Short, Magazine: 7, Special: None.
  • 14mm Automatic - Damage: 19, Skill: Guns, Range: Short, Magazine: 6, Special: None.
  • 9mm Automatic - Damage: 7, SKill: Guns, Range: Short, Magazine: 13, Special: None.
  • Flamer Pistol - Damage: 19, Skill: Guns, Range: Point-Blank, Magazine: 3, Special: Set on fire.
  • Flaregun - Damage: 2, Skill: Guns, Range: Point-Blank, Magazine: 1, Special: 1/6 chance of Set on fire.
  • Gauss Pistol - Damage: 14, Skill: Energy Weapons, Range: Close, Magazine: 12, Special: None.
  • Grenade Pistol - Damage: 22 (-2 per yard), Skill: Guns, Range: Close, Magazine: 1, Special: None.
  • Laser Pistol - Damage: 9, Skill: Energy Weapons, Range: Close, Magazine: 30, Special: 1/6 Ash-kill.
  • Mauser-Style Pistol - Damage: 2, Skill: Guns, Range: Close, Magazine: 10, Special: None.
  • Needler Pistol - Damage: 10, Skill: Guns, Range: close, Magazine: 10, Special: None.
  • Plasma Pistol - Damage: 11, Skill: Energy Weapons, Range: Close, Magazine: 16, Special: 1/6 Goo-kill.
  • Pulse Pistol - Damage: 20, Skill: Energy Weapons, Range: Close, Magazine: 5, Special: Halve Armour.
  • Sawed-Off Shotgun - Damage: 21, Skill: Guns, Range: Point Blank, Magazine: 2, Special: Fire both Barrels for +1 damage, Increase Armour by 1, Spread +1 Bonus to hit.
  • Zip Gun - DamagE: 5, Skill: Guns, Range: Point Blank, Magazine: 1, Special: Crude -1 to hit.
Tags: fallout, fanboy, xpress
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