Armoury Discussion

Lib.Spi't

Overlord of the Wasteland
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Feb 12, 2009
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Discuss Weapons and Armour Here.

Ok so my basic thinking for this thread is that we can discuss ways to simulate various weapons and armour from fallout, I already discussed my ideas for melee/guns Here, but I thought we could discuss specific types of weapons and armour.

Things to remember:
If it is not in standard bts or a mod comp I cannot do it.
These will not be 'Equipable', (too many issues for now) They will mostly be simulated by promotions that cannot be earned, but that the unit in questions starts with or by inherrent unit stats.
My theory at the moment will be that I will make Up armoured versions of earlier troops.
Spoiler :

So for example they will be a rifle armed unit and an assault rifle armed unit, then when you discover Metal Armour you will be able to build a Metal armour rifle unit, and a metal armour Assault rifle unit (unless the AR unit is better in every way to the R unit (to the point of being obsolete) Then I would just make a MA AR Unit, and in this sense it will simulate being equipable (I hope). The only problem will be when one unit has one 'armour promotion' and then the unit upgrades to another armour unit with a promotion, the computer won't automatically get rid of the obsolete armour, this is why as much as possible i want to try and stick to inherent unit traits rather than promos, as they will disappear when the unit upgrades.


Note these are not exact to what they are in game but it is a good basis for debate.
Note First strikes will not only represent the ability to hit first, but also the ability to absorb hits without being hurt. The way first strikes work is that they cancel each other out, so armour can reduce the number of first strikes a gun can make.

Weapons:
Spoiler :

Improvised Close Combat Weapon +1 str
Basic Close Combat Weapon +10 str
Heavy Close Combat Weapon +20 str
Power Weapon +30 str
Elite Skill +5 str +1 FS


Guns:
Spoiler :

Shotgun (Range: 0, +20% A Bonus in Woods/Jungle/City, +6 Melee Str)
Rifle (Range: 1, +50% D Bonus in City, +4 Melee Str, +8 Rng Str, MaxDmg: 80% +1-2 FS)
Assault Rifle (Range: 1, +20% D Bonus in City, +6 Melee Str, +12 Rng Str, MaxDmg: 75% +2-4 FS)
Machine Gun (Range: 1, +50% D Bonus in City, +10 Melee Str, +16 Rng Str, MaxDmg: 50%, Collateral Dmg: 50%, Targets: 2, +4-6 FS) (Cannot Attack without Power Armour or Super Mutant)
Laser Rifle (Range: 1, +50% Bonus Vs Armour, +6 Melee Str, +14 Rng Str, MaxDmg: 80%, +1-2 FS)
Plasma Gun (Range: 1, +50% Bonus Vs Armour, +8 Melee Str, +18 Rng Str, MaxDmg: 80%, +1-2 FS) (Requires Power Armour or Super Mutant)
Plasma Rifle (Range: 1, +50% Bonus Vs Armour, +10 Melee Str, +18 Rng Str, MaxDmg: 80%, +1-2 FS)
Minigun (Range: 1, +50% D Bonus in City, +20 Melee Str, +25 Rng Str, MaxDmg: 95%, Collateral Dmg: 75%, Targets: 4, +5-10 FS) (Cannot Attack without Power Armour or Super Mutant)
Gauss Minigun (Range: 1, +50% D Bonus in City, +25 Melee Str, +30 Rng Str, MaxDmg: 95%, Collateral Dmg: 85%, Targets: 4, +5-10 FS) (Cannot Attack without Power Armour or Super Mutant)
Sniper Rifle (Range: 2, Only 1 Melee Str, +12 Rng Str, MaxDmg: 100% 0 FS)
Gauss Sniper Rifle (Range: 3, Only 1 Melee Str, +20 Rng Str, MaxDmg: 100% 0 FS)
EMP Gun (Range: 1, +50% Bonus Vs Armour, +10 Melee Str, +30 Rng Str, MaxDmg: 75%, +1-2 FS, Combat limit: 75%)


Armours:
Spoiler :

Improvised (+2 Melee Strength)
Leather (Provides 25% A & D Bonus In Woods and Jungle,+1 First Strike +4 Melee Strength)
Metal (Provides +2 First Strike and +6 Melee Strength 25% vs Laser(if possible))
Combat (Provides +3 FS and +8 Melee Strength and 10% A & D in Woods/Jungle)
Power (Provides +4 FS and +20 Melee Strength and 10% A Hills, Ignores Terrain Movement costs)
Adv. Power (Provides +6 FS and +30 Melee Strength and 15% A Hills, Ignores Terrain Movement costs, Collateral Immune)
 
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