Fallout CFC RPG Development Thread

Gelion

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Wandering on CFC you stumbled upon a Fallout RPG development thread. You gain 10000 points. You gain a new level.


Yes that right. Me and Lozzy Ozzy are making a word RPG on Fallout to be played here on CFC. We need info from you to make the game better. Please do post comments, suggestions and other info you think can be useful.


falloutRPG.jpg
 
1st reserved post....
 
2nd reserved post......
 
3rd reserved post. you may now post :)
 
Armour stats:

Sorry about the text running across it, it is due to it being a free version of the PDF converter :(.
 

Attachments

Weapon Stats:
 

Attachments

Reserved #3.

That is all :).
 
Fallout: A Post Nuclear Role Playing Game

Set in the aftermath of a world-wide nuclear war, Fallout will challenge you to survive in an unknown and dangerous world. You will take the role of a Vault-dweller, a person who has grown up in a secluded, underground survival Vault. Circumstances arise that force you to go Outside -- to a strange world 80 years after the end of the modern civilization. A world of mutants, radiation, gangs and violence.

Your immediate task is to find a replacement for the broken water purification controller chip. Without that chip, your fellow Vault dwellers are doomed to dehydration or be forced to leave the safety of the Vault for the Outside.

The core of the game revolves around your character. When you start Fallout, you can choose or modify one of three pre-made characters, or create your own from scratch. The character creation system allows you to make a vibrant, unique character. We use a skill-based system to allow you to fine tune your character.

As you gain experience (roughly half from combat, the other half is from solving adventure seeds and non-combat based events), your character will grow as you determine. No classes here!

Combat in Fallout is tactical turn-based. You can take as much time as you need to make decisions. Choose from different types of attacks, with a variety of weapons and attack skills. Weapons include: shotguns, flamers, chain-guns, rocket launchers, sledgehammers, brass knuckles and more.


Fallout 2:

You are the Chosen One, the direct descendant of the Vault Dweller. The village elders have selected you to wear the sacred Vault-suit of your grandsire and, in time, to ascend to the leadership of your people. First you must prove your devotion to your people. Your tribe needs help.

If you are truly the Chosen One, then you alone are capable of claiming the heritage of the Vault Dweller, to take back your birthright. Among the many wonders described in hallowed yellow pages of the Vault Dweller's Survival Guide is the Garden of Eden Creation Kit. The GECKTM is said to have the power to turn the harsh Wastes into a fruitful paradise. The Vault Dweller's Survival Manual promises the redemption of the GECKTM to all Vault Dwellers.

Your tribe has survived over ten-years of drought but now their reserves are at an end. You must find Vault 13 and claim the technology that your tribe needs to survive. If you fail in this quest—your tribe will surely die. You must travel the perilous Wastes on a holy quest to find Vault 13. The same Vault that cruelly cast your grandsire out into the Wastes 80 years ago. The Vault owes you. The Vault owes your tribe. Now it's time to collect.

Will I find the vault? When I get there, will they give me what they denied my ancestor? Are there other Vaults that might help me? Who, or what, set up the Vaults in the first place? Is it possible that they're still out there? Watching, and waiting for some unknown event to show themselves? All of this runs through your head. As you turn your bare feet down the trail that leads away from the village, you wonder when, and if, you'll ever make it back. You wonder if you really are the Chosen One.


Equipment: (Fallout 1)
EQUIPMENT

Armor

COC Robe or Leather Jacket - What's the point of wearing armor if you cant look good? The leather jacket is a toned down version of Leather Armor providing minimal protection while not sacrificing any dodging capability. Stylish, too. Unfortunately, poor ventilation and the black leather make this a very hot armor to wear under the scorching desert sun.
Leather Armor - The original Leather Armor was designed for Motorcycle Football and other dangerous contact sports. It is likely that the simple construction techniques required to produce armor of this design will make it a popular choice following a nuclear disaster. It provides moderate protection, and the light construction makes it easier to dodge attacks while worn. Unfortunately, it provides little to no protection against explosions or plasma attacks.
Metal Armor - Metal armor is the first armor to provide protection from all types of attacks and improve in the amount of protection given, unfortunately at the same time limiting the amount of dodging capability.
Combat Armor - Combat Armor is advanced personal armor for the 22nd century police officer or military grunt. This is about the best armor a Vault Dweller is likely to see in their lifetime. Combat Armor is highly effective against most types of damage, is light weight (for it is protective value), and is, unfortunately, not available without special permit. Interested parties should contact the BADTFL office near them.
Power Armor - One of the most efficient armor's available (this is the armor shown on the front of the box.) The easiest way to get Power Armor is to talk to Talus on level one of the Brotherhood base, then rescuing the Brotherhood Initiate in Old Town (The Hub). Another way is to go to level 2, talk with the Brotherhood Initiates around the armor, tell them you'll fix it, then get the piece from Michael. To get it hardened, do a job for the chemist in Adytown, Bone yard.
Telsa Armor - As durable as standard Combat Armor, but has a huge increase in protection from energy weapons/electrical attacks. You can get the Tesla Armor in the locked strongbox on the top level of the Cathedral (you need to kill Morpheus and several Nightkin in order to get this.)

Ammo

.223 FMJ - Rifle caliber ammunition. The FMJ stands for Full-Metal Jacket, which describes the bullet that is used in the round of ammo. A FMJ bullet is very tough, and has pretty good penetration without sacrificing good expansion. In other words, it is an average round.
10mm AP - The 10mm caliber ammo is designed for pistol or submachinegun size firearms. The AP suffix denotes the round is Armor Piercing. AP rounds have excellent penetration, but poor expansion. They will not be as affected by armor as a normal round, but do less damage after armor to the target.
10mm JHP - This is another version of the 10mm, but is JHP or Jacketed Hollow Point. Hollow Point ammunition is designed to expand as large of a size as possible to translate the most energy to the target. Unfortunately, if the target is wearing armor, most of the energy is splatted against the armor and little of it will actually affect the target.

Containers

Backpack - A backpack will store items for you in one convenient location. Items have two features: size and weight. A backpack will store any number of items that total less than around 40 lbs., and have a combined size that will fit in the backpack. Several really large items (like suits of armor) will not fit in a normal backpack, but lots of small items (like ammo, or grenades) will fit just fine. Why use a backpack? To keep your inventory organized.

Chems

Radaway - If you have been exposed to large amounts of radiation, then use RadAway to remove the radiation from your system. It won't feel good, but better a headache and some stomach problems for a couple of days than the long term affects of nuclear radiation! RadAway takes a little while to work.
RAD-X - Rad-X is a Preventive medication. Take Rad-X before exposure to radiation, and the total amount of radiation you receive will be reduced. Rad-X bolsters your bodies own Radiation Resistance. The stronger you are to start with, the more effective Rad-X will be.
Stimpak - A stimpack (short for Stimulation Delivery Package) contains many healing Chems. A soup of healing medication, if you will. By injecting the Stimpak, you drastically increase your own recuperative functions and restore lost hit points almost instantly.
Super Stimpak - The Super Stimpack contains more drastic Chems, increasing the healing effect and the cost of eventual damage to the very tissue it heals! A larger cousin to the Stimpak, the Super Stim will heal more damage. It will however, cause a small amount of hit point lost after a period of time you should be aware of this function, and prepare for it. But nothing works like a Super Stim when time is short, and danger grave.

Explosives

Dynamite - An explosive. Use the dynamite to set the timer. After the timer expires, the dynamite will explode. Your Traps skill will determine if you set the timer properly. In Fallout, explosives are generally lower powered then you would expect. But don't stand next to a charge of dynamite when it goes off.
Frag Grenade - The fragmentation grenade is extremely useful as a defensive weapon. A small, but concentrated, explosive charge connected to a contact fuse will spread over 1,000 metal fragments over a 2.5 meter radius area. The small explosion area means that these grenades can be used at closer range then ever before, without possible harm to the user.
Plasma Grenade - Much more powerful grenade capable of doing more damage points in a wider range.

Guns

Colt 10mm Semi-Automatic Pistol - This is your basic ranged weapon. The 10mm round packs a goodly punch, and the Colt pistol is a fine example of workmanship and quality. It is a single shot weapon only meaning that every time you pull the trigger, you will fire one, and only one, round of ammunition. The 6520 has no problem feeding hollow point ammunition for small game hunting, or armor piercing rounds for larger, bipedal game.
Desert Eagle .44 Magnum Pistol - Hand gun capable of holding 8 bullets and doing 10-16 damage points giving it more of a punch then the standard pistol.
Sig-Sauer 338 14mm Caseless Semi-Automatic Pistol - Hand gun capable of holding 6 bullets and doing 12-22 damage points.
9mm Parabellum - Hand gun capable of holding 7 bullets and doing 7 points worth of damage.
Colt .233 Pistol - Much more stronger weapon holding 5 bullets and doing 20 - 30 points worth of damage.
H&K MP9 SMG (10mm variant) - One of the finest weapons in the world. The H&K MP9 is a solid sub machinegun, capable of single or burst mode attacks. The single shot is acceptable, comparable to the 6520 pistol, but the burst mode is spectacular! The MP9 is easy to control, and spews 10mm Death like no other firearm in its size category.
Hunting Riffle - Riffle capable of holding 10 bullets and doing 8 - 20 points worth of damage.
12 ga. Shotgun - Double barreled shotgun capable of holding 2 shots and doing 12 - 22 points worth of damage.
12 ga. Combat Shotgun - Single barreled shotgun capable of holding 12 shots with the clip and doing 15 - 25 points worth of damage.
Colt .223 AR-115 Semi-Automatic Rifle - A longer ranged, and more powerful, firearm. The Range master is your basic, solid rifle. It uses the .223 caliber rifle round a standard for over 110 years. The .223 combined with a 1:10" twist, gives good accuracy at range and solid knockdown capability.
Assault Rifle - A long ranged rifle.capable of doing more damage.
Flamb'e 450* Flame-thrower - Deadly weapon capable of doing damage before and after the attack
Rockwell CZ4000 Chain Gun - Fast revolving weapon shooting tons of rounds at a target.
Rocket Launcher - Very destructive weapon capable of doing some deadly damage.

Miscellaneous

Doctor's Bag - A Doctor's Bag includes all the items necessary to perform most tasks required by the Doctor skill. Using this item will automatically perform the Doctor skill task, but at a higher percentage chance of success (the proper tools help ensure a higher success rate). A Doctor's Bag does not contain unlimited supplies and will eventually run out.
First Aid Kit - Similar in nature to the Doctor's Bag, the first aid kit (FAK) has items for the use of the first aid skill. Using the FAK on a hurt subject will improve the successful chance of using the skill of First Aid. Also, like the bag, the FAK contains a limited amount of healing items, bandages, and so on. After multiple uses, it will be eliminated.
Flare - The flare can be used to create a field of light for a period of time. Only really usable during the night, or in darkness conditions, the flare can be a successful took in exploration. Light makes it easier to see people and things.
Geiger Counter - A Geiger counter is a device for the measurement of radiation. If you place the counter in one of your active items slot you will have advance warning about radiation actively using the counter ill give you important detailed information about your personal radiation count.
Lock picks - An unauthorized item for general vault personnel use. Lock picks are only to be used in emergencies requiring the opening of doors or locked containers when the proper key is unavailable the proper use of the Lock picks item will increase the successful chance of using the Lock picks skill.
Motion Sensor - When used in conduction with the PIPBoy 2000 AutoMap feature, the motion sensor will display living and moving critters on the map the motion sensor must be placed in an active item slot to function correctly. Use the motion sensor to scout the area ahead.
THT Tapes - THT Tapes can store an incredible amount of data, some can hold as much as 256k. The standard tape holds 64k, with the middle model holding an average of 128k (barring any bad itches of tape). THT tapes are based on Tape Holography technology storing their information safely for extended periods of time. Use the THT Tape to add it is information to a compatible reader, in your case - the PIPBoy 2000.

Other Weapons

Brass Knuckles - Brass Knuckles are a melee weapon that use your unarmed skill. They will help in hand-to-hand combat when punching. Besides giving your hands a little more protection, they will increase the amount of damage you do with a punch
Knife - Vault-Tec knives are formed from the hardest steel alloys known to man! The knife is a superb tool, capable of performing many mundane tasks, as well as being a good melee weapon. The knife point and edge will act as a force multiplier, increasing the amount of damage your Strength can do. Not as good as a gun, but better than most other small melee weapons. This knife is not balanced or designed for throwing, as some others are.
Crowbar - A great hand defense weapon used for hand-to-hand combat adding much more damage then a melee weapon.
Billy Club - This police baton will help subdue your opponents. You can swing or thrust it, as you desire. The baton will focus your strength, doing more damage than your own hands. Not much more, but more...
Sledgehammer - While many would consider a Sledgehammer to be an excellent tool, but a poor self-defense weapon, the latest designs are made with lightweight but extremely strong materials. The sledgehammer is a massive weapon, that in the hands of a strong wielder, can knock foes off their feet.
Metal Spear - A razor-tipped spear can be thrown for several meters (more depending on your strength), or used in hand-to-hand combat, making this a good balance between ranged and melee weapons. While it is not the best tactical sense to throw your only weapon at your opponent, if you keep a sidearm or other small weapon readily available, the spear can be a good first attack.

Source:
http://www.computerhope.com/fallout.htm
http://www.computerhope.com/fallout2.htm
 
Right, me and Gelion are working on a Fallout RPG for all of you nice people to play in :).

Please feel free to give us any suggestions, tips etc.

I will be converting everything into the GURPS sytem, but don't worry, you don't really need to know the rules, and I will soon post a link to the free, Lite version in one of my reserved posts :).

More coming soon.
 
Fallout (computer game)
From Wikipedia, the free encyclopedia.
Fallout
falloutgame.jpg


Fallout is a computer role-playing game produced by Tim Cain and published by Interplay in 1997. The game is sometimes considered to be an unofficial sequel to Wasteland, but it could not use that title as Electronic Arts held the rights to it, and, except for minor references, the games are set in separate universes. There were two role-playing titles in the series (Fallout and Fallout 2), one squad-based tactical combat spinoff (Fallout Tactics: Brotherhood of Steel) and one action dungeon-crawler for PlayStation 2 and Xbox (Fallout: Brotherhood of Steel). Fallout: BoS, referred to among Fallout gaming circles as Fallout: PoS (piece of ****), is considered a disgrace to the Fallout franchise. The spin-offs, Fallout Tactics and Fallout: BoS are not considered canon by the current developers of Fallout 3 at Bethesda Softworks, as well as former Fallout 3-developers at Black Isle Studios and most of the fan community, due to major contradictions to the role-playing games in the setting, plus the fact it's timeline in the Storyline is placed between Fallout 1 and Fallout 2, slightly after the first in time.

The background story of Fallout involves a "what-if" scenario in which the United States tries to devise fusion power resulting in a hegemonic United States that has less reliance on petroleum. However, this is not achieved until 2077, shortly after an oil drilling conflict off the Pacific Coast pits the United States against China. It ends with a nuclear exchange resulting in the post-apocalyptic world the game takes place in—although it is said in Fallout 2 that nobody knew who sent the first missile. In Fallout 2 one conversation train with the Skynet computer results in Skynet admitting that the war started because he grew bored with the world.

[edit]
Fallout
The protagonist of the first game is a descendant of those that managed to find solace in government contracted fallout shelters known as the Vaults. The year the game takes place is 2161, somewhere in Southern California in Vault 13. In it, the Vault's Water Chip, which controls the water recycling and pumping machinery for the vault, has malfunctioned. This results in the player character being selected to leave the vault with minimal supplies, a handgun and a small amount of ammunition to find a new water chip. A portable computerized notebook ("Pip-Boy") keeps track of mapmaking, instructions, and all the book-keeping of the RPG.

When the player character returns the chip on time, he will be told of a graver threat to not only the vault, but the rest of civilization, and be sent out on two additional quests. A mutant by the alias "The Master" (previously known as Richard Grey) has begun using a pre-war, genetically engineered virus to create a race of "super-mutants." The player can defeat either The Master or the supermutant base first. Regardless of his choice, when both are defeated, a cut-scene ensues in which the player automatically returns to Vault 13. There, he is told that he has changed too much, and that his return would damage the isolated Vault world. Thus he is rewarded only with exile into the desert.

Fallout 2

The second game takes place 80 years after the first, in 2241. It tells the story of the original hero's descendant and his or her quest to save their primitive tribe from starvation by finding an ancient environmental restoration machine known as the "Garden of Eden Creation Kit," or GECK.

The player does eventually acquire a GECK by finding Vault 13, less its former human inhabitants. He returns to find his village captured by the remnants of the United States government known as "The Enclave." The player, through a variety of means, boards an ancient oil tanker to The Enclave's main base, an offshore oil derrick.

It is revealed that the Vault 13-Dwellers were captured as well, to be used as test-subjects for FEV (Since they're untainted by radiation, it makes them perfect targets). The Enclave has created an airborne disease to destroy all living people on Earth, in order to allow Enclave citizens—the only people not mutated at all—to take over the planet.

The player frees both his Village (Arroyo) and the Vault 13 Dwellers from Enclave control, and destroys The Enclave's oil-rig entirely, as far we know it.

The fact that in both games the character is raised in an isolated community works nicely with the plot structure, allowing the character to be as ignorant about the game world as the player would be and explaining why the map you start with is almost completely unexplored.

Fallout 3

Fallout 3 (codenamed "Van Buren") was in production in 2003, but was cancelled by Interplay when Black Isle, the RPG unit was closed. The license to create 3 new Fallout games was acquired by Bethesda Softworks in 2004, and a new Fallout 3 project is currently in development. Interplay, however, kept the rights for a Fallout MMORPG.

Mutations And Their Causes
According to the "Fallout Bible" (a series of documents answering questions from players by designer Chris Avellone), it is interesting to note that most of the mutations in Fallout and Fallout 2 are not because of radioactive fallout. According to the Fallout plot, most of the mutations the player experiences are because of a pre-War biological serum, named the Forced Evolutionary Virus (FEV). Some players feel that this reliance on FEV paints the story with a genetic engineering theme that a 50s-viewpoint game should not have. Others, however, point to the fact that in the 1950's and early 1960's, radiation was viewed very similarly to the way that FEV was in Fallout and Fallout II. It is patently impossible for it to behave the way it does, and it is used as a catch-all to explain away the impossible.

Character System
When Fallout was first announced, one of its major selling points was its plan to use the popular GURPS ruleset created by Steve Jackson Games. GURPS is known for its point-based character-creation system which allows players great freedom in customizing their characters in any setting or genre, shying away from the class-and-level-based progressions and specific settings that characterized some of the competing rulesets of the time (Such as Advanced Dungeons and Dragons).

However, creative differences between the two companies led the developers of Fallout to abandon GURPS and develop their own proprietary character creation scheme, called the SPECIAL System. SPECIAL is an acronym representing the seven basic attributes that define Fallout characters: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. In addition to these attributes, characters could also develop Skills (statistics representing their chance to successfully perform specific tasks, such as firing a gun or picking a lock), and Perks (special abilities that allow characters to bend the rules of the game in their favor).

Attributes remain generally constant over the course of the game, and represent the player character's most basic identity. Skills, on the other hand, are improved as the player gains experience points and levels up. A new Perk is also chosen every third or fourth level depending on traits selected during character creation.

The character system was further enhanced by adding traits. During creation of a character up to two traits can be selected, although players can decide to select none at all. Most traits have both positive and negative effects on PC, the only exception to this rule being Bloody Mess, which appears only to affect the amount of blood and gore present on screen (though it may seldom cause NPCs to inadvertently explode).

[edit]
Storytelling Method
Much of the game of Fallout is spent traveling through the post-apocalyptic wasteland, visiting towns and other bastions of "civilization", and interacting with non-player characters.

Fallout stands out among other contemporary computer role-playing games, in part, because of its system of moral choices. While other games are fixed in a single moral-choice, Fallout is not. Most major locations in the game are characterized by a conflict between two or more competing factions. The player is offered the opportunity to work for any of the factions (usually subtly divided into good/evil, chaos or law) and to help them defeat their enemies, thus determining the ultimate fate of that location.

For example, in one early mission (although it is, inevitabely, of course, decided by the player to go there early, but it's relatively close to the place where the player starts, so it's usually early on) the player enters the place of Junktown. Junktown is officially controlled by the sheriff, Killian Darkwater, but a crime boss named Gizmo has also gathered a great deal of influence to himself. The player may initially be hired by Killian after helping him avoid an assasin, to collect evidence against Gizmo, but Gizmo will make a counteroffer, probably hiring the player to assassinate Killian, but it's all up to the player.

At this point, the player can give a recording of Gizmo's counteroffer to Killian, proving that Gizmo is a murderer, and eventually leading to his execution. Or the player can actually carry out the assassination, murdering Killian, and handing Junktown over to the crime boss.

After the end of the game, when the player has made many such decisions, a final epilogue plays, outlining the ultimate fate of each location that the player influenced. Because of the player's choices, the world of Fallout can either become increasingly peaceful and civilized... or increasingly savage and barbaric... or a mixture of both, by a favor of good in one place, but bad in another, accidently or purposely.

In Fallout 2 it is possible to continue playing after the finale. Although no major changes to the game world are made (i.e. the developments outlined in the final slide show sequence "haven't happened yet"), there are some new comments from NPCs as well as several new dialogue options in certain locations, mostly to herald and reward the player for the succsess. The player is also given an option to raise all of his/her PC skills (through "Fallout 2 Hintbook" or using one of the terminals in Vault City), but what is the point of that now, that the game is over?

Because the ending of the game is so variable, Fallout 2 had to take place primarily in different locations from the original game, to avoid violating the fiction created by the player the first time through, with few exceptions to Shady Sand's, Vault 13 and Vault 15. Similar challenges have "plagued" other video game series that featured variable storylines and moral choices, such as Deus Ex and Star Wars: Knights of the Old Republic.

[edit]
Combat
Combat in Fallout is turn-based, and depends on the use of Action Points. This is not unlike Board Games. Each character in the game has a specific number of Action Points per turn, a figure which is derived from their Agility score. Each action that can be taken in combat costs a certain number of Action Points to perform. Thus the strategy of the game involves the clever and efficient use of Action Points to maximize the player character's damage potential and safety during combat.

For example, if the player character has seven Action Points per turn, it may be wiser to wield a pistol that costs 3 Action Points to fire rather than a rifle that requires 4, because with the pistol the player character could attack twice every turn, rather than just once - thus doubling damage potential. After firing twice, the player character would also have 1 Action Point remaining, which could be used to step behind an obstacle and avoid a counterattack. There are exceptions to this rule, however - if the rifle that requires more AP does a lot more damage, then it's all up to the player to consider their moves thoughtfully.

During combat, the player may have AI-controlled allies - an example of this is "Ian," considered by many to be the first NPC one gets, in "Shady Sands." There are a lot of anecdotes about Ian shooting the player character in the back, which can be a source of frustration for many players. AI-controlled characters may also sometimes run directly into unreasonable danger, or will open fire with an automatic weapon when another ally or the player is within the area of the weapon's effect, with predictable results. Even worse, if an AI-controlled ally accidentally hits a member of a faction uninvolved in the current battle, the entire faction may take offense and join the battle against the player and their party.

One prominent feature of the combat in Fallout is the graphic depiction of violence (although, as in many computer games, the level of gore can be decreased via an options screen, should the player desire a less violent experience). Death animations, in particular, often show bodies being blown to pieces, humans being burned alive, and upper torsos being shredded by hails of automatic gunfire, leaving only a pair of legs behind.

One popular "trait" that is available at the beginning of the game is "Bloody Mess." This trait ensures that every time a character dies, the player will see the most gruesome possible depiction of their demise. Under normal conditions, the severity of the death animation depends on the amount and type of damage done to the character with the final, killing attack.

Source: Taken entirely from Wikipedia. I edited some uniteresting stuff out.
 
Name Weight Armor
Class
Normal
Laser
Fire
Plasma
Expl.

none - =
AG 0
0% 0
0% 0
0% 0
0% 0
0%

Robes 10 p +5 0
20% 0
25% 0
10% 0
10% 0
20%

Leather Jacket 5 p +8 0
20% 0
20% 0
10% 0
20% 0
20%

Combat Leather Jacket 7 p +18 2
30% 0
20% 2
25% 0
10% 0
20%

Leather Armor 8 p +15 2
25% 0
20% 0
20% 0
10% 0
20%

Leather Armor Mark II 10 p +20 3
25% 1
20% 1
25% 1
10% 1
25%

Metal Armor 35 p +15 4
30% 6
75% 4
10% 4
20% 4
25%

Metal Armor Mark II 35 p +15 4
35% 7
80% 4
15% 4
25% 4
30%

Tesla Armor 35 p +15 4
20% 19
90% 4
10% 10
80% 4
20%

Bridgekeeper's Robe 10 p +20 5
40% 8
60% 4
30% 4
50% 6
40%

Combat Armor 20 p +20 5
40% 8
60% 4
30% 4
50% 6
40%

Combat Armor Mark II 25 p +25 6
40% 9
65% 5
35% 5
50% 9
45%

Brotherhood Armor 25 p +20 8
40% 8
70 % 7
50% 7
60% 8
40%

Power Armor
ST +3 42 p +25 12
40% 18
80% 12
60% 10
40% 20
50%

Hardened Power Armor
ST +3 50 p +25 13
50% 19
90% 14
70% 13
50% 20
60%

Advanced Power Armor;
ST +4 45 p +30 15
55% 19
90% 16
70% 15
60% 20
70%

Advanced Power Armor MK II
ST +4 50 p +35 18
60% 19
90% 16
70% 18
60% 20
70%

Source:
http://www.angelfire.com/mb/jmorris/falloutframe.html
 
Here's a Weapons/Armor list for Fallout Tactics.

The list didn't mention the Gauss rotary cannon, which has about the same damage rating as the Gauss rifle, but fires 10-20 rounds a burst (yes, it is one mean weapon). It also doesn't mention that the 50 cal. also comes in Depleted Uranium rounds (I forget what it adds).
 
Hmmmm, the link is broken (try it).

:hmm:.
 
Sorry, my link is a Right-Click, Save Target As one, for IE at least. Works in Opera.

For those who don't want do download the .txt doccument, I'll copy & paste the whole thing, I'm too lazy to de-cramp it 'though.

THIS IS NOT A SPOILER It's just more tidy this way.
Spoiler :
Weapon/Armor List v1.0created by sfsuphysics@yahoo.com
please feel free to use this list, update it, email me corrections/other weapons, call me God.Just please at
least give me credit in your faq if you happen to use it.
*Notes: Please dont email me with nitpicks like "Oooh the Shotgun shouldn't belong in the rifle catagory"
*Also didn't do hand to hand weapons, I started too but then after a few (20) entries figured out that it's
based on strength and didn't feel like putting that much effort into it.
*Also(2) I didn't write down how many shots a "burst" is, as the burst damage is ALWAYS lower than single shot,
but you have a chance to hit more times, ie Avenger Minigun only does 7-10 damage, but shoots 30 rounds per
burst
*Also(3) I did this in microsoft excel, then converted it to text for gamefaqs.com so if this isn't very pretty,
I did my best to convert it.
DO NOT EMAIL ASKING WHERE TO FIND XXX, I WILL IGNORE ALL SUCH EMAILS
Pistols
Single Triple
NameRangeDamageRangeDamageWeightStr.ReqAmmoCapacity
Zip Gun226-12339mm6
9mm HSI Mauser286-14339mm7
Browning HP207-14167-14639mm12
9mm M9P5 Baretta228-15178-16339mm15
44 M29 Revolver1814-2164.44 mag6
Colt 452212-181712-1833.4512
Desert Eagle Mk XIX 442515-2344.44 mag8
Needler Pistol3012-2443Needle10
Laser Pistol3510-22*53SEC12
Plasma Pistol2015-35*43SEC16
YK Pulse Pistol2032-46*53SEC5
PPK12 Gauss Pistol5022-32*542mm EC12
* = -1 AP req.SEC=Small Energy Cell
Rifles
Single
NameRangeDamageWeightStr.ReqAmmoCapacity
Beretta 470 Silverhawk1412-225412gauge2
Pump-action Shotgun1414-245412gauge5
M1 Garand4012-149530.068
Hunting Rifle408-20957.6210
Sniper Rifle5014-361057.626
M79 Grenade Launcher3220-453540mm1
Sunbeam Laser Rifle4523-50125MFC12
Plasma Rifle3535-60126MFC10
YK Pulse Rifle3054-7896MFC12
M72 Gauss Rifle5060-80+962mm EC20
+=+1 AP req.MFC=Micro Fusion Cell

Auto Rifles
Single Burst
NameRangeDamageRangeDamageWeightStr.ReqAmmoCapacity
Uzi208-16167-14649mm25
Scorpio229-18188-16649mm32
MP5 H&K2510-20208-17549mm30
MP302012-241610-21849mm30
M-14 Rifle408-18327-1675.30320
M16A14210-22368-19755.5624
AK473512-252810-22757.6224
7.62 FN fal3524-362821-321057.6220
Neostead Combat SG2215-251713-2210612gauge12
H&K CAW53018-282416-2512612gauge10
Pancor Jackhammer3020-322417-2812512gauge10
Steyr2815-302413-26855.5640
Auto Big Guns
Burst
NameRangeDamageWeightStr.ReqAmmoCapacity
M603518-262377.6250
M246 Saw4020-302167.6230
Avenger Minigun357-102875.56120
Browning M24540-5045950 cal.90
Vindicator Minigun4516-252887.62100
Misc

NameRangeDamageWeightStr.ReqAmmoCapacity
Spear Gun253-1524Bolt1
Rocket Launcher4050-100186Rocket1
Flamer545-90186Fuel5
Molotov Cocktail189-2111
Grenade(Frag)1532-5214
Flash Grenade154-1014
Acid Grenade1531-6114
Grenade(Incendiary)1541-6114
Grenade(Plasma)1541-9114
Grenade(Pulse)15101-15114

Armor (Note #)ACNormalFireGasExplodeEnergyElecWeight
Leather Armour152/25%0/15%0/0%0/20%0/25%0/10%8
Leather Armour Mark II203/25%1/17%0/0%1/25%1/30%0/10%10
Metal Armour (1)104/30%4/15%0/0%4/25%3/37%0/10%35
Metal Armour Mark II(1)154/35%4/20%0/0%4/30%4/45%0/10%35
Environmental Armour(2)105/40%4/40%13/70%6/40%5/55%0/10%20
Environ. Armour II (3)106/40%5/42%20/90%9/45%6/60%0/10%25
Power Armour (4)3013/55%13/60%5/30%10/50%16/50%0/10%42
Adv. Power Armour (5)3518/60%15/65%7/45%10/50%17/55%0/10%50
Tesla Armour (6)154/35%7/45%0/0%4/30%15/85%0/10%40
Note 1: -25% Sneak
Note 2: -50% Sneak, -5% First Aid, Science, -10% Doctor, Lockpick, Steal, Repair,
+50% Poison Res, Radiation Res
Note 3: -50% Sneak, -7% First Aid, -11% Doctor, Lockpick, -10% Steal, Repair, -5% Science,
-2% Pilot, -1 Perception, +75% Poison Res, +85% Radiation Res
Note 4: +3 Strength, -75% Sneak, -10%, Doctor, First Aid, Lockpick, Steal, Science, Repair,
+15% Poison Res, +30% Radiation Res
Note 5: +4 Strength, -75% Sneak, -10%, Doctor, First Aid, Lockpick, Steal, Science, Repair,
+20% Poison Res, +40% Radiation Res
Note 6: -20% Sneak
 
Aha!

Thanks, that is great :).

I should be able to get to work on the stats tonight :).
 
Ready to start when you finish :)
 
you promise to not take anymore "HOLIDAYS" :)
 
FriendlyFire said:
you promise to not take anymore "HOLIDAYS" :)

Yes, I do.

And I would have continued that game, but everyone seemed to have lost interest.

I would be happy to get it going again, more than happy :).

Updated an earlier post with armour stats.
 
Ozzy, great work. I glanced at the stats they look good :)
 
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