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Wednesday, 12 July 2017

5e: Hacking the Game—Fallout, Part IV

Fifth Edition Fallout

Since this series was completed, the reskins and rules discussed have been compiled into a single sourcebook I've called Fifth Edition Fallout, which also includes new additions conceived after the conclusion of the series, as well as a bestiary of wasteland creatures! You can find Fifth Edition Fallout, a starter adventure called A Date With the Queen, and several resources including a tailor-made character sheet over at the Fifth Edition Fallout hub page.
This week we're going to start thinking about equipment for our Fallout hack. More specifically we're going to discuss why I've come up with all new weapons tables, and start off with the tables and special properties of Pipe Guns and Ballistic Firearms. Because of my decision that weapons and armour are areas of our hack worth homebrewing instead of reskinning, equipment is going to take a few weeks to get through.

If you're new to this series, you can find an index of all previous entries in this series here.

Fair warning:
this article has weapon tables in it, so depending on your monitor size I can't guarantee the tables will line up nicely with blogger's template (it should be fine on 15" or above). Also, if you're reading this on mobile, I'd probably recommend waiting until you have access to a computer.

The Need for New Weapons

At the beginning of this series, I discussed how I planned to hack the game making as few changes as possible and building new things only when we need them. But sometimes, changes—even very big changes—are necessary not because they are required for the game to function but because they are essential for capturing the spirit of the world we're trying to build the rules of our hack to support.

If we were building an alternative fantasy setting that is in either a pre-gunpowder or renaissance age, then we might be able to use the existing weapons table in the Player's Handbook and the firearms from the Dungeon Master's Guide. But most of the weapons from the Player's Handbook won't be available in the setting we're building for except as historical curiousities looted from museums, and the firearms from the Dungeon Master's Guide are a disservice to the variety of ranged weaponry available in Fallout. Because it is an optional rule they've taken a generic, one size fits all approach where all automatic rifles are the same, for instance. That's okay for a game where firearms aren't a significant aspect of the game, but in a world where who has the biggest gun and the most bullets is often the only law I felt it would be a shame to not have more variety.

Even when it comes to melee weapons, which we'll cover in a few weeks, there are a variety of weapons in Fallout, not all of which map easily to the existing weapons table.

In the end, then, I believe weaponry is an area where we need to essentially start from scratch.

This approach will also allow me to build in a robust modifications system. Granted, modifications were only introduced to the Fallout series in the most recent game, but they are a cool and iconic feature, and also do a great deal to support the scavenger spirit and hodge-podge tinkering of the wasteland setting we're creating these rules for. I played a little with the idea of modifications not that long ago in my 5e firearms article but back then we were talking about early firearms, where only a few types of modification make much sense. Fallout 4, on the other hand, provided a great number of modifications with wide variety between weapon types. Just as I went through all of the available weapons on the Fallout wikia, I also went through all the possible modifications. It was quite a labour! Not all of them were a fit, because I couldn't think of a way to make their effects matter in the 5th edition rules. Others were simply ugraded versions of something I'd already made rules for, and the 5th edition rules don't really support that kind of gradual evolution that well because of the shift away from fiddly bonuses in the mechanics. A few times, I condensed multiple similar modifications with different names that applied to different weapons into a single entry. But in the end, I think the list of available modifications is extensive, interesting, and reminiscent of the system in the video game that inspired it.

A Hunting Rifle with a Scope Mod (3D Model from Fallout 4 © Bethesda Softworks)

Basic Assumptions

The following statements cover guidelines that I tried to abide by while working on equipment. In all cases, these were not hard and fast rules so exceptions do exist.
  • As mentioned, I wanted to embrace the weapon and armour modification system used in Fallout 4. This is a large part of why equipment has taken so long and has become so large a part of the series roadmap I shared last week, but I think the result is worth it! Even so the modifications list has been stripped down considerably, because it wasn't possible to come up with a way to support many of them within the 5e rules.
  • I tried to keep an item's price in caps either the same or similar to the item's caps value in Fallout 4. For the most part, the game's internal economy seems to have some sense, and this means I don't have to construct my own economy entirely from scratch. An area where I had to go off-book entirely was weapon modifications, since most of these had no values listed on the Fallout wikia. In the end, I went with values that felt right in my gut.
  • By the same token, I tried to keep in mind the differences between prices when balancing items against each other. If there are two roughly similar items where one is significantly more expensive than the other, hopefully there is at least one selling point for the more expensive item: better modification options, increased damage or range, etc.
  • Fallout measures items in pounds which is the same unit of measurement used in D&D, so I simply used the weight listed on the Fallout wikia.
  • Ranged weapon damage dice and range were decided with reference to the weapon statistics on the wikia, but without any strict conversion guideline. I felt it was more important to come up with values that would be functional in play.
  • The modern firearms from the Dungeon Master's Guide were used as a baseline. Pipe Guns are crude homemade weapons, and the only type of firearm relatively easy to manufacture after the fall of the nuclear bombs. Their damage was kept weaker than the DMG guns for this reason. Ballistic Guns were designed to be approximately similar, with more expensive and powerful options being correspondingly better than the base line. Once the pipe guns and most common ballistic weapons were created I used those as the basis for creating all other weapons.
  • Deliberate changes were made to distinguish weapons from each other a little more than their equivalents in the DMG. The point is to try to give each weapon at least one clear selling point compared to others that have similar damage. For instance, shotguns deal 4d4 damage, rather than 2d8.
  • Melee weapon damage dice were decided with reference to the Player's Handbook, but also with a view to keeping melee at least a bit competitive with the damage from ranged weaponry. They are still by no means equivalent, although there are a handful of powerful melee items such as the super sledge and shishkebab, and they can be improved with modifications. This is down to the issue of scarcity—we're expecting melee weapons to be "always on" while if the game is run with the correct spirit, characters may not always have enough ammunition for their best (or any) ranged weapon.

New and Updated Ranged Weapon Properties

The following new or updated weapon properties apply to some weapons in the world of Fallout, in addition to properties from the Player's Handbook and Dungeon Master's Guide. Note that some of these properties may not appear on weapons featured on the tables in today's article, but will appear on next week's tables.

New Weapon Property: Slow Loading

To reload a single piece of ammunition into a slow loading weapon, the wielder must spend one of the following combinations of actions and movements, uninterrupted, but in any order:
  • 1 full move (the character may not move any distance at all or make an object interaction), 1 action, and 1 bonus action.
  • 2 full moves (the character may not move any distance at all or make an object interaction on either turn) and 1 bonus action spanning the end of one turn and the beginning of the next.
  • 2 full moves (the character may not move any distance at all or make an object interaction on either turn) and 1 action spanning the end of one turn and the beginning of the next.

While reloading the weapon, taking a reaction interrupts the loading process and it must be started again.

New Weapon Property: Slow Reload

The Slow Reload property is possessed by manually loaded firearms with multiple chambers, such as revolvers. Like the Reload property (Dungeon Master's Guide pg. 267), a limited number of rounds can be made with a firearm that has the Slow Reload property. Once all bullets in the gun are expended, a character can continue to use the weapon as though it had the loading property (ie. they load a single chamber, then fire the bullet), or they can partially or fully reload the weapon's empty chambers. To reload the firearm's empty chambers, the wielder must spend some combination of the following actions and movements, in any order.
  • 1 full move reloads 2 bullets.
  • 1 action reloads 2 bullets.
  • 1 bonus action reloads 2 bullets.

The process of reloading a slow reload weapon can be interrupted prematurely without the process needing to start again from the beginning. Any bullets currently chambered at the time of the interruption remain so.

The .44 Revolver, a Slow Reload Weapon (3D Model from Fallout 4 © Bethesda Softworks)

New Weapon Property: Full Auto

A Full Auto weapon such as a minigun or laser minigun always uses burst fire. Due to their incredibly high rate of fire, miniguns and these weapons expend double the usual amount of ammunition each time burst fire is used.

Updated Weapon Property: Burst Fire

As Burst Fire (Dungeon Master's Guide pg. 267), with the following changes:
  • A target that is within the weapon’s long range has advantage on its saving throw. 
  • A weapon that has the burst fire property expends a number of bullets based on its clip size:
    • If the weapon's unmodified clip capacity is divisible by 8, the weapon expends 8 bullets each time you use burst fire.
    • If the weapon's unmodified clip capacity is divisible by 10, the weapon expends 10 bullets each time you use burst fire.
    • If the weapon's unmodified clip capacity is divisible by 12, the weapon expends 12 bullets each time you use burst fire.


The Minigun, an Autofire Weapon (3D Model from Fallout 4 © Bethesda Softworks)

Ranged Weapon Modifications

The weapon tables below include additional columns under the header modifications. Most weapons have at least one modification that can be equipped in each of the five slots. Only one modification can be equipped in any slot, though it is usually possible to remove an existing modification and replace it with a new one.

Sometimes, a weapon is available for sale with one or more modifications already made. If so, the cost of all its modifications is added to the weapon's base price. With GM approval, players can purchase modified weapons during character creation.

At all other times, a character must pay someone to make the modification for them (with a total cost equalling the cost of the modification plus the agreed service fee), or make the modification themselves using their engineering know-how and acquired salvage.

As discussed in the roadmap, the costs and weapon properties of ranged weapon modifications will appear in next week's article, so I suggest ignoring these columns for now and taking another look at these tables next week!

Ranged Weapon Tables and Properties: Pipe Guns and Ballistic Guns


Pipe Guns

Modifications
Weapon
Cost
Damage
Weight
Ammo
Properties
Receiver
Muzzle
Magazine
Barrel
Grip
Sights
Simple Ranged Weapons
Basic Pipe Gun
20 caps
1d8 piercing
2 lb.
.38 ammunition (range 40/120), reload (12 rounds) Automatic, Caliber Upgrade (.45), Hardened Bayonet, Suppressor Drum, Large Long, Short Comfort, Stock, Recoil Compensating Electronic, Scope, Night Vision, Recon
Bolt-Action Pipe Gun
30 caps
1d10 piercing
3 lb.
.308 ammunition (range 40/120), reload (6 rounds) Caliber Downgrade (.38), Caliber Upgrade (.50), Hardened Bayonet, Suppressor
Long, Short Comfort, Stock, Recoil Compensating Electronic, Scope, Night Vision, Recon
Pipe Revolver
25 caps
2d6 piercing
4 lb.
.45 ammunition (range 40/120), slow reload (6 rounds) Caliber Downgrade (.38), Caliber Upgrade (.308), Hardened Bayonet, Suppressor
Long, Short Comfort, Stock, Recoil Compensating Electronic, Scope, Night Vision, Recon


The Pipegun (3D Model from Fallout 4 © Bethesda Softworks)

Ballistic Pistols

Modifications
Weapon
Cost
Damage
Weight
Ammo
Properties
Receiver
Muzzle
Magazine
Barrel
Grip
Sights
Simple Ranged Weapons
.44 Revolver
99 caps
2d10 piercing
4.2 lb.
.44 ammunition (range 40/120), slow reload (6 rounds) Hardened
Short Comfort Electronic, Scope, Recon
10mm Pistol
53 caps
2d6 piercing
3 lb.
10mm ammunition (range 50/150), loading, reload (12 rounds) Automatic, Hardened Suppressor Large Short Comfort Electronic, Recon
Flare Gun
50 caps
2d4 fire
2 lb.
Flare ammunition (range 60/180), loading, special


The 10mm Pistol (3D Model from Fallout 4 © Bethesda Softworks)

Ballistic Rifles

Modifications
Weapon
Cost
Damage
Weight
Ammo
Properties
Receiver
Muzzle
Magazine
Barrel
Grip
Sights
Martial Ranged Weapons
Assault Rifle
144 caps
2d8 piercing
13.1 lb.
5.56mm ammunition (range 70/210), reload (30 rounds) Automatic, Hardened Suppressor Drum Long Recoil Compensating Electronic, Scope, Night Vision, Recon
Combat Rifle
117 caps
2d8 piercing
11.1 lb.
.45 ammunition (range 60/180), reload (20 rounds) Automatic, Caliber Downgrade (.38), Caliber Upgrade (.308), Hardened Bayonet, Suppressor Drum, Large Long Recoil Compensating Electronic, Scope, Night Vision, Recon
Gauss Rifle
228 caps
3d8 piercing
15.8 lb.
2mm EC ammunition (range 90/270), loading, reload (7 rounds), special
Suppressor Full Capacitor
Recoil Compensating Electronic, Scope, Night Vision, Recon
Handmade Rifle
136 caps
4d4 piercing
12.8 lb.
7.62 round ammunition (range 60/180), reload (10 rounds) Automatic, Hardened Bayonet, Suppressor Drum, Large Long Recoil Compensating Electronic, Scope, Night Vision, Recon
Hunting Rifle
55 caps
2d6 piercing
9.6 lb.
.308 ammunition (range 80/240), reload (5 rounds) Caliber Downgrade (.38), Caliber Upgrade (.50), Hardened Bayonet, Suppressor Large Long
Electronic, Scope, Night Vision, Recon
Lever-action Rifle
150 caps
2d10 piercing
9 lb.
.45-70 ammunition (range 60/180), reload (5 rounds) Hardened Suppressor
Long
Electronic, Scope, Night Vision
Radium Rifle
110 caps
1d8 piercing, 2d4 radiation
11.1 lb.
.45 ammunition (range 80/240), loading, reload (20 rounds)
Railway Rifle
290 caps
3d10 piercing
14.4 lb.
Rail spike ammunition (range 60/180), loading, reload (10 rounds)
Bayonet
Long Recoil Compensating Electronic, Scope, Night Vision, Recon
Submachine Gun
109 caps
2d6 piercing
12.7 lb.
.45 ammunition (range 50/150), burst fire (10 rounds), reload (50 rounds), Hardened Suppressor Drum
Recoil Compensating Electronic
Syringer
132 caps
Special
6.2 lb.
Syringer ammo ammunition (range 60/180), loading, reload (1 round)
Recoil Compensating Electronic, Scope, Night Vision, Recon


The Handmade Rifle (3D Model from Fallout 4 Nuka World DLC © Bethesda Softworks)


Ballistic Rifle Special Properties

Railway Rifle. On a hit when the target is adjacent to a wall or other barrier, they are pinned to the barrier and become grappled (escape DC 12).

Syringer. The syringer is a custom rifle that uses air pressure to propel custom-made syringes. On a hit, the target must make a DC 12 Constitution saving throw, suffering one of several effects depending on the type of syringe fired. Syringes only work on living (organic) creatures such as humans, ghouls, gen 3 synths, and mutants.
Berserk Syringe. On a failed saving throw the target flies into a mindless rage in which they want nothing more than to tear apart their enemies in melee combat. The target may repeat the saving throw at the end of each of their turns. While affected, the target must move as fast as possible towards any hostile creature unless it already has a hostile creature within reach of at least one of its melee attacks. If the target can choose between more than one hostile creature, it prioritises the one that most recently harmed it.

The target must attack one or more hostile creatures on its turn if it can, and cannot choose to make less attacks than it is capable of. If the target attacks a creature and takes any damage as a result of their own attack, reduce the DC for their next saving throw against berserk by 1 per 5 hit points taken.

The target may make ranged attacks only if they are natural weapons and it possesses no melee attack options. Otherwise, the target may only make melee attacks using any melee weapons they carry or can grab. If there are no melee weapons available they instead use improvised melee weapons (including their ranged weapons) or unarmed attacks. The berserk target prioritises attacks that deal the most damage. When attacking with a ranged weapon as an improvised melee weapon, a result of 1 on the attack roll results in the weapon being becoming too damaged to continue using either as a melee weapon or a ranged weapon until it can be repaired.

If a berserk creature runs out of hostile creatures to attack, it may turn on other creatures nearby to which it feels any level of animosity, moving on afterwards to creatures to whom its attitude is indifferent.

Bleedout Syringe. On a failed saving throw the target suffers 1d4 bleeding damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.

Bloatfly Larva Syringe. On a failed saving throw, an organic target incubates a bloatfly larva that erupts from their body upon their death. The bloatfly is hostile to all nearby creatures (including allies and opponents of the target), except for other bloatflies.

If the target survives the encounter, the bloatfly larva continues to incubate painfully inside their body and will emerge after 48 hours if left untreated. The larva can be removed by means of a DC 12 Intelligence (Treat Injury) check. Alternatively, the victim (or someone else on behalf of the victim) can willingly inflict a number of hit points equal to 10 or 1/4 of their hit point maximum, rounded up, whichever is less.

Endangerol Syringe. While endangerol is pumping through their veins, the target's resistances are halved (they reduce damage to which they are resistant by a quarter, not half). The target may repeat the saving throw at the end of each of their turns.

Lock Joint Syringe. On a failed saving throw, the target is paralysed until the end of your next turn.

Mind Cloud Syringe. On a failed saving throw, the target is blinded. It is also dazed, suffering disadvantage on any ability check that it doesn't already automatically fail due to the need for sight. The target may repeat the saving throw at the end of each of their turns.

Pax Syringe. On a failed saving throw, the target is pacified, losing its aggression towards anyone as well as its inclination to move or take actions. The target still can move and take actions, but won't do so unless there is a pressing reason such as clear danger to itself (as from a fire, poisonous gas, or other hazard). While pacified the target has disadvantage on Wisdom (Perception) checks. The target may repeat the saving throw at the end of each of their turns, and the effect automatically ends if the target suffers damage as a result of aggression from another creature.

Radscorpion Venom Syringe. On a failed saving throw, the target suffers 1d8 poison damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.

Yellow Belly Syringe. On a failed saving throw, the target becomes frightened of all hostile creatures. The target may repeat the saving throw at the end of each of their turns.

The Syringer (3D Model from Fallout 4 © Bethesda Softworks)

Ballistic Shotguns

Modifications
Weapon
Cost
Damage
Weight
Ammo
Properties
Receiver
Muzzle
Magazine
Barrel
Grip
Sights
Simple Ranged Weapons
Single-barrel shotgun
31 caps
4d4 piercing
7.5 lb.
12 guage Shell ammunition (range 30/90), loading Hardened
Long, Sawed-off
Electronic
Double-barrel shotgun
39 caps
4d4 piercing
9 lb.
12 guage Shell ammunition (range 30/90), reload (2 rounds) Hardened
Long, Sawed-off
Electronic
Martial Ranged Weapons
Combat shotgun
87 caps
4d4 piercing
11.1 lb.
12 guage Shell ammunition (range 30/90), reload (8 rounds) Automatic, Hardened Bayonet, Suppressor Drum Long Recoil Compensating Electronic, Scope, Night Vision, Recon

The Combat Shotgun (3D Model from Fallout 4 © Bethesda Softworks)


Next Time

Next week we'll wrap up ranged weapons with entries for heavy weapons, laser and plasma guns, and special weapons such as the cryolator and tesla rifle. Next week's entry will also include descriptions and costs for all the ranged weapon modifications listed in the tables above, as well as a table showing the cost and relative rarity of the various types of ammunition.

Over to You

I'm interested in your feedback. Do you like what I've done here? Would you have done anything differently? Which of these weapons would you carry with you in the wastes? Let me know in the comments!

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