Combat Mods

Combat Mods

Attribute Range Chart

Per or Str Range
1 1
2 3
3 5
4 7
5 9
6 11
7 13
8 15
9 17
10 19
+1 +2

Lighting Modifier

Condition Modifier
Great Light 0%
Good Light -10%
Average Light -20%
Bad Light -50%
Dim Light -80%
No Light -200%
Light Rain -30%
Medium Rain -40%
Heavy Rain -60%
Storm -80%

Specific Target Modifier

Target Modifier Critical Bonus Critical Effect
Torso 0% 0% X2 Dmg
Legs -20% +20% Crippled Legs
Arms -30% +10% Crippled Arms
Groin -30% +20% X2 Dmg, Uncon 1d4 turns
Head -40% +25% X3 Dmg
Eyes -60% +30% X3 Dmg, Blindness, (-200% to hit for 1d4 rounds)

Critical Hit Chart (Non-Targeted)

1d10 Effect
1 Crippled Arm
2 Crippled Leg
3 X3 Dmg
4 X2 Dmg
5 X1.5 Dmg
6 Uncon 1d4 turns
7 Bypass Armor (DT/DR)
8 Blindness (Per=1)
9 Knockdown
10 Instant Death (!)

(!) Victim is given an Endurance Check vs (Endurance)*(% of remaining Hp)), Failure = Instant Death

Weapon Condition:
If your weapon is ever at 8 or more Condition Boxes filled, it suffers a -10% mod to hit

Armor Condition:
Like Weapon Condition, Armor Degrades with condition using the following chart

# Boxes Filled Modifier
0 None
1 None
2 None
3 None
4 5%
5 10%
6 20%
7 30%
8 40%
9 50%
10 60%

Burst Weapons Rebalance:

Through play testing burst weapon have been found to be over powered in the fallout world, to adjust the balance to survivable rates the following changes have been made.

The first Hex in a burst applies no cover mods to hit.

The next hex, and every centre hex after imposes a 50% cover mod.

The Side Hexes Provide a 75% cover Mod.

Burst mods

Combat Mods

Fallout-PNP- Rules Taloswind Taloswind