Book Iii: Equipment
FALLOUT A POST-NUCLEAR RPG BOOK III: EQUIPMENT The trade value of each item is given, along with all Palm Strike - Effects: +7 Damage, +20% Critical chance, appropriate information for weapons, ammunition, and armor piercing, AP Cost: 6, Requires: Unarmed 115%, armor. The weapons are broken down by skill required, Agility 7, Strength 5 and then by type of weapon. Piercing Strike - Effects: +10 damage, +40% Critical chance, armor piercing, AP Cost: 8, Requires: Unarmed Weapons 130%, Agility 7, Strength 5 Abbreviations: Kicks Dmg = Damage (note that damage for guns is Strong Kick - Effects: +5 damage, AP Cost: 4, determined by the type of ammunition used, and any Requires: Unarmed 40%, Agility 6 modifiers the gun adds) Snap Kick - Effects: +7 Damage, AP Cost: 4, Requires: S = Single Unarmed 60%, Agility 6, Strength 6, Level 6 T = Targeted Power Kick - Effects: +9 Damage, +5% Critical chance, B = Burst AP Cost: 4, Requires: Unarmed 80%, Agility 6, Rng = Range in meters. In standard combat, one hex is Strength 6 1 meter in diameter. Numbers in ( ) indicate range with Hip Kick - Effects: +7 Damage, AP Cost: 7, Requires: a tripod where applicable. Unarmed 60%, Agility 7, Strength 6 W = Weight Hook Kick - Effects: +9 Damage, +10% critical chance, MD = Melee Damage armor piercing, AP Cost: 7, Requires: Unarmed 100%, Agility 7, Strength 6 Piercing Kick - Effects: +12 Damage, +50% Critical Unarmed Skill Weapons chance, armor piercing, AP Cost: 9, Requires: Unarmed This skill covers the good old fashioned method of 125%, Agility 8, Strength 6 beating people up with your bare fists, and weapons that compliment this method.
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