That makes a huge difference given how at times ammo scarcity is a thing. During the playtest we always assumed it was like spending Momentum for extra melee damage and was done after a successful hit.
Good to know.
That makes a huge difference given how at times ammo scarcity is a thing. During the playtest we always assumed it was like spending Momentum for extra melee damage and was done after a successful hit.
Good to know.
You should declare to spend additional ammo before a test. When you pull the trigger you decide to shoot 1 bullet or 2 or 3 ( depends on the weapon fire rate), but you don’t know yet if you hit or not.
It was tested both ways during playtest (at least, my own tests), and choosing ammo spent after the roll made high RoF weapons (and gatling weapons especially) disproportionately effective if a failed attack only ‘wasted’ one ammo. The extra damage for high RoF weapons, especially ones with other damage effects like Spread or Burst where extra dice mean extra Effects rolled, means that adding extra dice is a powerful effect… so it needs to be somewhat counterbalanced by ammo scarcity and risk of wastage.
It definitely makes sense, just runs counter to how most things in 2d20 work with expending after a roll precisely so resources aren’t “wasted”
The HP on hit locations is for power armor.
but there is also HP boxes for Mr. Handys’. I have been guessing this was for HB/expansion/Alt rules for the future, I dont recall seeing any robot armour that gives limb HP
How stacking the opposite and multiple weapon and mod effects ?
I have a Combat Shotgun. It is Inaccurate.
Adding Short Scope (Accurate).
Will be neither Inaccurate nor Accurate?
Or remain Inaccurate as I have to remove Inaccurate first with an another mod ?
I have a Combat Shotgun. It is Inaccurate.
Adding Automatic Receiver. Gain Inaccurate (already have) and adding a Short Scope (Accurate)
Will be neither Inaccurate nor Accurate ?
Or still remaining Inaccurate as it have it twice ?
Or still remianing Inaccurate as first I have to remove Inaccurate with an other mod ?
Or shall I use 2 different mod to remove the two Inaccurate effects ?
I have a Combat Shotgun. It is Inaccurate.
Adding Automatic Receiver. Gain Inaccurate (already have) and adding a Short Scope (Accurate) and a Full Stock (Remove Inaccurate)
Will be neither Inaccurate nor Accurate ? (One Inaccurate removed by stock, one Inaccurate shout out by Accurate)
Or the stock remove both Inaccurate, and will be Accurate due by the scope ?
I have a Combat Shotgun. It is Inaccurate.
Automatic Receiver (Gain Inaccurate), Full Stock (Remove Inaccurate), Short Scope (Accurate), Compensator Muzzle (Remove Inaccurate). Shall be Accurate, right ?
Page 204, Random Weapon Table. Results for rolling 10 and 19 are missing. This results in two blank spaces at the end of the table as viewable on page 205.
Page 406, NPC stat block for Old Man Joseph. Tagged Small Guns skill should be 3 (plus 7 AGI gives a TN for his shotgun of 10). It is currently 1.
Shiwo these rules are explained on page 88 " Cancelling out qualities"
Woah ! Just reading this thread, I didn’t spotted so much mistakes in the book .
But here’s one more :
Page 71 : “Science” perk should be 4 ranks (not 3), exactly the same as the fix you did on the “Gun Nuts” perk. As an example, Science 4 is mentioned in the “Unique Gamma Gun Mods” table, page 104.
Blockquote
Shiwo these rules are explained on page 88 " Cancelling out qualities"
Indeed. Thanks. I tried to find it with different keywords but somehow avoid me…
I guess I rolled a failure on my investigation test…
On page 211, there is a table for the materials needed for a given complexity if no other recipe is stated. So, for a cooking station, complexity 2, it would require 3 common materials.
But what’s confusing is that the entry for the cooking station says “using the following recipe” and then there is no recipe to follow.
So I guess we just use that default table?
On page 211, there is a table for the materials needed for a given complexity if no other recipe is stated. So, for a cooking station, complexity 2, it would require 3 common materials.
But what’s confusing is that the entry for the cooking station says “using the following recipe” and then there is no recipe to follow.
So I guess we just use that default table?
On page 216 you will find the Cooking Station with several recipes.
In example if you want to create a Deathclaw Omelette will require a Blood Pack ×1 and a Deathclaw Egg ×1.
The table on pg. 211 used when there is no recipe. Technically you can use for Armors, Mods, Upgrades, Explosives
But Chems, Syringer Ammos, Foods and Drinks have unique recipes, you cannot use that table on pg. 211
But yeah, there is a “bug” here, should be corrected.
pg. 209 say : “Being relatively small and simple, a cooking station can be crafted basically anywhere, and a recipe for crafting a cooking station can be found on p.216.”
Okey , we have foor and drink recipes, but we want to create a cooking station.
On page 216 it seems the Materials missing and the other data are swapped.
Under the Material headline the 2 should be the Complexity. (So yes, creating a Cooking station probably needs 3 common materials).
Under Complexity headline the Survival shall be the Skill.
Under the Skill headline the Common shall be the Rarity.
Under the Rarity the - shall be under the Perks.
Hey all,
I have a question regarding the game that I hope people can answer. They may be in the book and i’ve not noticed, so page numbers would help.
What does the d6 symbol mean for scavaging. I know there’s a mini table for translations for what they mean for combat (hit, 2 hits, miss, miss, hit + effect, hit + effect) but this doesn’t translate to the scavenging table.
Cheers all.
you can find the answer above
so, when it say you find 3 + 2 CD items, you roll 2 Combat Dice…
1 = +1 item, 2 = +2 items, 3 & 4 = +0 item, 5 & 6 = +1 item
if you roll 2 (+2 items) and 5 (+1 item) with the two dice, you will find 3 + 2 + 1 = 6 items
it could be ammo, water, whatever…
Hey there,
Thanks for the clarification!
Is there a specific page that this is mentioned on?
Hey there,
Thanks for the clarification!
Is there a specific page that this is mentioned on?
On page 9 they said when you use combat dice/d6 dice in game check page 29 for results. So it’s not only for combat situations. When there is no effect triggered in the description of a roll, “5”, “6” roll counts as “1”
Bought the GM pack and was wondering if digital GM toolkit is available somewhere, or is it still being worked on?
Just to be sure. The 5 & 6 on the combat dice means “1 + effect”. So of course out of combat (loot table or the like), this just means 1.
But during combat, a weapon with vicious effect will give the results : 1, 2, 0, 0, 2, 2.
Am I right ?
ust to be sure. The 5 & 6 on the combat dice means “1 + effect”. So of course out of combat (loot table or the like), this just means 1.
But during combat, a weapon with vicious effect will give the results : 1, 2, 0, 0, 2, 2.
Am I right ?
Yes, the vicious effect is triggered when you roll an effect so each effect rolled gives 2 damage. Check page 30 “Damage effects”