Melee Attack for sure does not include ranged weapons. Ranged is the opposite of melee. Being as its called Martial artist, I would assume it does include unarmed “weapons” as well. They are considered melee attacks as you need to be adjacent to perform them.
Quick question, what hit locations should I use for a number of enemies, such as Mirelurks, Sentry Bots, Eyebot, Turrets, and etc. I know there’s some for humanoid, robot, quadruped, and flying insects, but these don’t really apply to any of these?
That’s a good question. I don’t think there are any offical answers for turrets. In the video games the turrets only had two locations, the turret and the controller. I basically make it work where the controller is like a headshot, need a 1 or 2 to hit, otherwise it hits the outside of the turret. I make a controller crit increase its dificulty by 1 on all its attacks.
Mirelurks are essentially humanoid, they have a head, torso, and limbs, so normal hit locations work. If you specifically aim for the head, you hit the face which is a weak point with less resistance. If you hit the head through a random roll, this doesn’t apply though.
I don’t think an eyebot has hit locations, its all one location. It dies if you crit it anyway (thanks to the “little” trait) so it doesn’t matter.
Sentry bots are basically humnoid shaped but with tracks instead of legs, so I would just merge the two leg locations so that anything from 15-20 would be a track crit which would prevent it from moving.
why are vehicles less armored than people? I had ran my own homebrew vehicle rules before wanderer’s guide came out because our PCs managed to repair and armor an old van. I had the armor on the van work like power armor, with tis own HP for each location. I was shocked when wanderer’s guide came out, and there were military grade vehicles like APCs and vertibirds, that had less armor than a fully upgraded set of raider armor, much less power armor. IRL military helicopters are like flying tanks, with very tough armor. It makes little sense to me that vertibirds would be THAT fragile (basically with armor of a decently high level PC and double HP of a very high level PC). I thought they would either go the power armor model for thses vehicles or at least give them hgiher resistances than the typical PC could get and/or significantly more HP. My homebrewed DIY APC (an improvised armored van) had better protection than the guide’s APC
WOA 138/139 : TEAR GAS LAUNCHER, Ammunition: Tear Gas Canister
There is nowhere a recipe to craft or nowhere to get other tear gas canisters ?
In the Recommended Loot Table of Rust Devils, clothing called “Long Johns” is mentioned. I know what they are by the video game, but I couldn’t find them in the Core Rules. Are they from another supplement?
Searching the thread, I still do not see a min level for Size Matters.
Looking at the Wastelander’s Guide, there doesn’t seem to be data for the Cazador Stinger which drops on effect from the (surprise!) Cazador, and is used in the Cazadores (sp?) Sting recipe. I looked in (what I think is) the latest errata and did not find it there. I’m specifically looking for the basic data such as weight, cost, and rarity.
This has been a major pain point for me as well, as this seems like a foundational piece of information for robot players and a major game changer whatever the official answer may be.
After looking through all 3 main books, Core, wanderer and Settler. It seems to me that
Only Robobrains specifically have claws that are precise enough to use human weapons as they are the only ones who call that peculiarity out (twice!).
The other robots cannot carry human guns but as per Settlers guide (building robots) any arm can be fitted with virtually any human specific weapon in addition to the robot exclusive ones.
The loadout for one of the Protectrons even implies that 2 handed weapons still only use a single arm and ignore the 2h rule. (but i would consider restricting big guns to the sturdier robots like assaultrons, robo brains and Sentry Bots)
This leaves only 1 thing unclear, namely integrated weapons which which both protectrons and securitrons have, but are not mentioned in any other way as separate items or if you can integrate other weapons into claws as well. Smokeclaw begs to differ as its a standalone claw/weapon combo.
But i personally would allow robot characters (aside from robobrains) either shoot human weapons at +1 difficulty and maybe waive the penalty if an additional arm is used to hold the weapons. that is 2 hands for 1 handed weapons and 3 hands (only Mr Handy derivatives) for 2 handed weapons. Logistically it makes sense as 1 claw holds the front and aims, 1 claw holds the back, and one claw can pull the trigger (otherwise with only a pincer holding the gun would press the trigger automatially, or not reach it at all)
Same for ghouls. Ghouls are called out in the narrative description as being unable to contract most human diseases, and being more resistant to addiction. Rules-wise, however, nothing is given. I feel that the rule should be ghouls immediately reduce the disease duration by 1 when contracting a disease, and also roll one fewer CD when determining if they become addicted.
Can’t answer the first question for you but the meaning of “3 times each” means 3.3.3, for nine total rolls.
Settler’s, page 24, True Friends, Rank 2,
With a success, you can instead increase
the infinity by 2.
That should be “affinity” not “infinity”…
The errata log v3 only confirms it to have 2 ranks, without specifying levels for it.
Hi, i resently bought the settlers’ supplement and i notice that the sercuritron origin even have a new hit location table, but doesn’t have the character’s sheet for them in the book, It this correct? It will be one some day? (Sorry for my bad english, not my first language)
A couple more items bugging me as I dig through. They boil down to hit location irregularities and lack of certain injury effects.
Wing injuries (Core 28) state “as leg” - but most winged critters have legs, and a wing hit should not make them prone nor crawl; it should make them fall if flying, tho’.
The Wheel on the hit location for the Securitron (Settler 15), has no defined injury. I would assume leg, but it should state that.
Likewise, the sentry bot (Core 364-365, Settler 182) is 3 legged, and probably should have an alternate hit location table, and probably adding a location for the backpack-like mortar pods.
Machinegun Turrets (Core 377-379), Tessla Turret (Settler 186), shotgun turret (settler 187), Missile Turret (Settler 188), hit locations? (I suspect 1 each - but then what’s the Injury effect? Same as for the wall mount MG: slain by any injury?) Are they all supposed to be little?
Brahmin (Core 341), Radstag (core 352) hit locations should have two heads… but does that give it resistance to the Perception penalty?
Radscorpion (Core 351), Albino Radscorpion (Wanderer 145) looks like it should have a Telson hit location. (The post-metosoma segment with the stinger) (The stingwing, with a similar form, is little and so is 1 hit location)
Floater (Wanderer 154-155) Does it take normal head hit injury, or is a head it also a combust?
Gatorclaw (Wanderer 156) heavy-tailed humanoid…
Gecko (Wanderer 158) again, major tail… also, the HP are those of a level 4, but atts and label are level 2.
Scorchbeast (Wanderer 168) quadruped + wings… the classic “gargoyle form”
Grafton Monster (Wanderer 170) effects of injury to blow holes location. (blow holes replace head is in description)
So, basically, IMO, there should be a few more HP forms (see list below) or notations on which to use of the existing ones, and a better fitting wing injury effect.
- Sentrybot (Head, torso, 2 arms, 3 legs, maybe also missile launcher(s))
- Gargoyloform (head, torso, 2 arms, 2 legs, 2 wings)
- Lizard-form (head, torso, tail, 2 forelegs, 2 hindlegs)
- draconoform (head, torso, tail, 2 forelegs, 2 hindlegs, 2 wings)
- scorpionid form - (Head, Torso, 2 sets of legs, 2 pincers, tail and/or telson)
(And, due dilligence, I checked the errara log (v3 Q1 2025 and the thread.)
Hello. Where can i find the errata you said? (V3 Q1 2025)