Fallout-PNP- Rules
Combat Actions
Change Stances/Taking Cover
Changing Stances costs 2 Ap per shift, changing from standing to prone costs 4 ap.
Stance | AP Multiplier | Bonus Ac | Bonus Range Mod | Melee Penalty | Unarmed Penalty |
Standing | 1 per Hex | 0 | 0 | 0 | 0 |
Crouching | 2 per hex | 5 | 5 | -20 | -30 |
Prone | 4 per hex | 25 | 15 | -999 | -999 |
- Knocked Down is not considered Prone, when knocked down it costs 4 AP, and you return to your previous stance
If you were standing when you are knocked down you must pay 4 AP, and return to standing, if you want to change to prone after it costs you a total of 8 AP
Taking Cover
A player not wishing to change stance, can “Take Cover” for 2 Ap.
taking cover applies the cover bonus as if the player was behind the object.
It costs no AP to leave cover, and you cannot fire or attack while in cover.
This can be looked at as a player trying to minimise their visibility while maintaining a stance this action is only beneficial at the end of your turn
Running
While Running your Token Moves at 1.5 Hexes per Ap used. (so 3 Hexes for every 2), This value is floored, so any half points are wasted if unused.
While running a player cannot take any ranged attack action. Only Melee, or Unarmed weapons can be used.
Running Stacks with perks like Bonus Move
A Player with 10 AP Could Run 15 hexes, or, Run 10 Hexes (7 AP) and punch Someone. (3 AP)
Setting Traps
Setting up/Disarming a Trap Takes 6 Ap if equipped, (8 Ap if you are pulling it from your inventory)
You Roll a Traps Check when placing a trap. if Failed the trap triggers while setting it.
If Successful Place a Trap Token within 1 hex of your token.
Name the Token, based off the trap name, and include The Trap DC (Traps Skill-1d100).
This is how easy it is to detect.
(so a player Setting a Claymore Mine with 100 traps who rolls a 70, would call his trap token “Claymore Mine: 30”)
Also Set a Facing to your traps if they are motion Activated.
Players can Detect a trap within 1 hex of their token if their Traps Skill is equal to or higher then the Trap’s DC.
In addition for every 10 they beat the Trap by, They can notice the Trap 1 hex further away.
For instance If you had a Trap Skill of 80, you would see the above Trap 6 Hexes away from your token, and could warn others of its danger.
Traps always hit their targets upon activation, and can also be manually triggered by shooting them.
Rolling a Critical on your traps skill causes it to do Double Damage. Such Traps should be indicated in their names with a ! or prethisis
Explosive Trap:30! or Explosive Trap:30 (Critical)
Sneaking
Initiating Sneak, costs no AP, but can only be attempted once at the end of your turn, if there are no opponents aware of your general position.
Roll against Sneak, your Stealth Field = (Sneak Skill-1d100)
You are now Sneaking.
While sneaking you gain a bonus 10% to hit, and +40% Critical Chance
Attacking automatically reveals your location and poses a -100% cumulative penalty to your Sneak skill for the round.
(-50% if your using a silencer)
Burst weapons apply these penalties for every bullet fired
Detection
A players base detection score is (10 x Perception)
This value can be modified with perks and equipment
A player can attempt to Detect at the start of their turn for 0 AP.
Any additional attempts to Detect cost 4 AP
For each enemy sneaking they roll against their Modified Detection.
Your detection score is modified by current lighting conditions and your opponents Stealth field
(Detection x (100% / (Lighting + Stealth Field)))
for instance, detecting Someone with a stealth field of 80 in average light (-20%)
you would have to roll 1d100 against (Detection x (1))
but if that person was sneaking in total Darkness, or out of line of sight. they would have to roll against (Detection x (100% x (200+80)))
or
Detection x (36%) A difficult task but not impossible.
It is possible that someone sneaking can actually increase your detection chance against them
First Aid
First Aid can be used in in conjunction with other items to heal in combat.
First Aid costs 10 AP to preform and heals a base amount of 1d10 Hp.
Items and perks can increase amount of healing.
Doctor
Doctor is not useful inside of combat, as it takes an hour to perform.
Doctor Skill can be used at the end of combat to attempt to revive a player from recent death.
(within 1 hour)
Taking such an action takes an Hour to do, and is not always successful.
Roll against your skill, and heal target player 1 HP + an additional 1 HP for every 10% you pass your DC by.
For instance you have 80 doctor skill, and roll 23 on your 1d100, you would heal target player 6 hp.
Special items can increase the amount of healing done.