RL Weapon stats mod + Armor chnages

Ravager

Look, Ma! Two Heads!
I'm trying to come up with a mod which would bring a lot of weapons from Fallout closer to their real life counterparts (It's not about balancing ofc.). If you have any more accurate info or have testes these RL weapons yourself please correct me if I got something wrong or tell me what you think (the white colored numbers show the planned changes)

Here's what I came up with so far:

Rifles:
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Weapon 1:

Fallout 2: Enfield XL70E3


Enfieldv12.jpg


This was an experimental weapon at the time of the war. Manufactured, primarily, from high-strength polymers, the weapon is almost indestructible. It's light, fast firing, accurate, and can be broken down without the use of any tools.

Damage: 12 - 19 / 20 - 23
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 35/50)
Burst (AP: 6/5, R: 30/45)

Burst rounds: 8 / 10
Ammo type: 5.56mm
Ammo capacity: 20 / 30
Strength: 5/4
Hands req.: 2
Weight: 9 lbs / 10 lbs

Weapon Perk: Accurate


Real Life: Enfield L85A2


sa80-7d31a.jpg


Caliber: 5.56x45 NATO
Overall length: 780 mm (709 mm in Carbine variant)
Barrel length: 518 mm (442 mm in Carbine variant)
Weight: 4.13 kg (with SUSAT optical sight and no magazine); 5 kg with SUSAT and loaded with magazine with 30 rounds of ammunition
Magazine capacity: 30 rounds
Rate of fire: 650 rounds per minute
Muzzle velocity: 940 m/s
Effective range: 400/450/500 meters (I’ve heard a lot of version depending on the model A1/A2)

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Weapon 2 (+upgrades):

Fallout 2: AK-112/AK-112 (Exp. Mag.)/ AK-112 (Exp. Mag. & Scope)

AK112a.jpg


AK-112 assault rifle. An old military model, out of use around the time of the war. Can fire single-shot or burst, using the high velocity 5.56mm rounds.

AK112b.jpg


This AK-112 Assault Rifle has an extended, military sized, ammunition magazine. The expanded magazine capacity makes it more fun than ever to Spray-and-Pray.

AK112c.jpg


This AK-112 Assault Rifle has an extended, military sized, ammunition magazine and a scope for more accuracy. The expanded magazine capacity makes it more fun than ever to Spray-and-Pray.

Weapon Perk: Accurate

(Images made by NovaRain - drum taken from Oblivion Lost mod by Rainman and Gumych)

Damage: 8 – 16 / 17 - 21 / 18 - 22 for Scoped
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 45 / 50 for Scoped)
Burst (AP: 6/5, R: 38/40)

Burst rounds: 8 / 15
Ammo type: 5.56mm
Ammo capacity: 24 / 30, 100 for Exp. Mag.
Strength: 5
Hands req.: 2
Weight: 7 lbs / 8.5 lbs


Real life: AK-107/108

AK-107_with_grenade_launcher.jpg


Caliber: 5.45x39mm (5,56x45NATO for AK108)
Action: Gas operated, rotating bolt with 2 lugs, balanced bolt-carrier/bolt group to reduce recoil jumping
Length: 943 / 700 mm
Barrel length: 415 mm
Weight: 3.8 kg empty
Magazine capacity: 30 rounds
Rate of fire: 850 (900 for AK108) rounds per minute
Muzzle velocity: 910 m/s
Effective range: 450 meters

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Weapon 3:

Fallout 2: H&K G11/G11E

Hkg11.gif


The Heckler & Koch G11 revolutionized squad level support weapon design. Firing from a caseless cartridge, it has a very high magazine capacity, giving it awesome firepower and a very high 3 round burst on full auto.

Weapon Perk: Accurate

HKG11Ev3.gif


The Heckler & Koch G11 revolutionized squad level support weapon design. Firing from a caseless cartridge, it has a very high magazine capacity, giving it awesome firepower and a very high 3 round burst on full auto. The E variant come with a built in night vision scope.

Weapon Perk: Night Sight

Damage: 13 - 23 / 15 - 18
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 40/45)
Burst (AP: 6/5, R: 35/40)

Burst rounds: 7 / 24
Ammo type: 4.7mm caseless
Ammo capacity: 50
Strength: 6
Hands req.: 2
Weight: 8 lbs

Real Life: H&K G11

g11posterG.jpg


Caliber: 4.73x33mm caseless ammunition
Action: Gas operated rotary breech
Sights: Integrated optical sight
Feed system/Ammo: 45 or 50-round detachable box magazine
Rate of fire: 550-600 rounds/min full auto, 2200 rounds/min 3 round burst (theoretical)
Muzzle velocity: Approx. 930 m/s (3,050 ft/s)
Effective range: 400/450 meters

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Weapon 4:

Fallout 2: Colt Rangemaster HR

Huntingrifle.gif


A Colt Rangemaster semi-automatic rifle, in .223 caliber. Single-shot only.

Hrifle2.gif


Nothing's better than seeing that surprised look on your target's face. The Loophole x20 Scope on this Colt Rangemaster hunting rifle makes it easier than ever before. Accurate from first shot to last, no matter what kind of game you're gunning for.

Due to the lack of a RL counterpart this weapon has been nerfed because of it's weak ammunition which is the 223 FMJ - civilian ammunition (5.56 is military).

Damage: 8 - 20 / 13 - 17
Single: 4

All other stats remain the same.

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Weapon 5,6:
Fallout: DKS-501 .223 variant

Sniperrifle.gif


The DKS-501 Sniper Rifle is an excellent long range projectile weapon. Originally .308, versions chambered in other calibers are also common.

Due to the lack of a RL counterpart this weapon's range will be increased 80 hexes - 800 meters (I'm counting 10 hexes as 100 meters) like the Heckler & Koch PSG1.

The Damage shall also be nerfed: 24 - 27 Single: 4

All other stats remain the same.

Fallout: DKS-501 .308 variant

Sniperrifle2.gif


The DKS-501 Sniper Rifle is an excellent long range projectile weapon. This version is the original variant which uses .308 - 7.62mm ammunition.

Damage: 39 - 43
Damage type: Normal

Attack modes:
Single (AP: 4, R: 120)

Ammo type: 7.62mm
Ammo capacity: 6
Strength: 6
Hands req.: 2

The weapon above is similar to the Fallout Tactics, but with more damage and range like a real sniper rifle.

Both Variant Perks: Long Range

The scope on the new variant was made by:
notdefix
http://art.madbrahmin.cz/category/art/inventory_item

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Weapon 7:

Fallout 2: FN FAL/FN FAL (Laser Sight)/FN FAL HPFA (Laser Sight)

FAL1b.jpg


This rifle has been more widely used by armed forces than any other rifle in history. It's a reliable assault weapon for any terrain or tactical situation.

FAL2b.jpg


This rifle has been more widely used by armed forces than any other rifle in history. It's a reliable assault weapon for any terrain or tactical situation. This model has been equipped with a laser sight for greater night accuracy.

FAL3b.jpg


This rifle has been more widely used by armed forces than any other rifle in history. The more modern HPFA variant of the FN FAL rifle has been equipped with a built in holosight and laser sight for greater night accuracy as well as a larger magazine that can hold up to 30 rounds of ammunition.

Damage: 12 – 18 / 27 - 32 / HPFA: 31 - 35
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 35/65)
Burst (AP: 6/5, R: 30/50)

Attack modes HPFA:
Single (AP: 5/4, R: 35/80)
Burst (AP: 6/5, R: 30/65)

Burst rounds: 10
Ammo type: 7.62mm
Ammo capacity: 20 / 30 for HPFA
Strength: 5 / 6
Hands req.: 2
Weight: 9 lbs

Laser Sight Weapon Perk: Night Sight

Real Life: FN FAL

00-1000-016.jpg


Caliber : 7,62mm NATO (7.62x51)
Action: Gas operated, tilting breechblock, select-fire or semi-auto only
Length: 1100 mm (990 / 736 mm for "Para" model)
Barrel length: 533 mm (431 mm for "Para" model)
Weight: 4.45 kg empty (3.77 kg empty for "Para" models)
Magazine capacity: 20 rounds
Rate of fire: 650-700 rounds per minute
Muzzle velocity: 840 m/s (2,756 ft/s)
Effective range: 600 meters

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Weapon 8:

Fallout 2: M72 Gauss Rifle

M72GaussRifle.png


It is a weapon of German design. It uses an electromagnetic field to propel ammunition at high velocity. Its range, accuracy and penetrating power are almost unparalleled.

There is no suitable counterpart for this weapon yet judging by the size of the ammunition and stats it should have about 80 range (Like the .223 sniper rifle) which is the 3rd best range. It will also do less damage 32 - 37, but worry not since the ammunition will penetrate armor a lot better. -> chnaged to 180 range, Damage: 161 - 166 Single: 4

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Weapon 9:

Fallout 2: Enfield LSW

EnfieldLSW2.jpg


This squad-level support weapon has a bullpup design. The bullpup design makes it difficult to use while lying down. Because of this it was remanded to National Guard units. It, however, earned a reputation as a reliable weapon that packs a lot of punch for its size.

Large change in weapon description:

The (LSW) Light Support Weapon is the XL70E3 Enfield's bigger, meaner brother. It, earned a reputation as a reliable and accurate weapon that packs a lot of punch for its size.

Weapon Perk: Long Range


Damage: 17 - 21 / 25 - 29
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 80)
Burst (AP: 6/5, R: 40/60)

Burst rounds: 10 / 12
Ammo type: .223 FMJ / 5.56mm
Ammo capacity: 30
Strength: 6 / 5
Hands req.: 2
Weight: 20 lbs / 12lbs

Real Life: L86A2 LSW

lsw_410.jpg


Caliber: 5.56 mm
Weight: 6.58 kg (with loaded magazine and optical sight)
Length: 900 mm
Barrel length: 646 mm
Muzzle velocity: 970 m/s
Feed: 30-round magazine
Effective range: 800/1,000 m
Cyclic rate of fire: 610 - 775 rounds per minute

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The BB Gun Family

The BB guns will do no damage making them useless except for the Red Ryder LE BB Gun. Range will be approximately 5 for the normal ones and the LE BB will have 10. Damage 0 for the none LE BB and 5-7 for the LE BB (it will be found early in the game, very, very early).

As for the pipe rifle - it has been replaced by the M-14 rifle and switched places with the LE BB gun - you'll find it in Sierra.


M-14A2

M-14A2b.jpg


Weapon description:

The M-14A2 was produced shortly before the great war. The large 7.62mm ammunition it uses and it's full auto capability made it one of the most deadly and versatile rifles in the U.S. arsenal.

Weapon stats:

Damage: 33 - 39
Damage type: Normal

Attack modes:
Single (AP: 4, R: 100)
Burst (AP: 5, R: 80)

Burst rounds: 10
Ammo type: 7.62mm
Ammo capacity: 20
Strength: 6
Hands req.: 2
Weight: 12 lbs

Weapon Perk: Long Range

Another new weapon:


M-16

M16r.jpg


Weapon stats:

This weapon served the U.S. soldiers ever since the jungles of Vietnam and became the primary infantry rifle used by American soldiers. It's accurate and deadly, yet tends to be somewhat prone to jamming if not properly maintained.

Damage: 19 - 23
Damage type: Normal

Attack modes:
Single (AP: 4, R: 55)
Burst (AP: 5, R: 50)

Burst rounds: 15
Ammo type: .223
Ammo capacity: 30
Strength: 5
Hands req.: 2
Weight: 9 lbs

Weapon Perk: Accurate


And that's pretty much all regarding the rifle changes.

---Finished.
 
Looking good, although I for sure am fed up with realism in games.

You're planning to add new weapons I see. The scoped AK could be given to the various weapon upgraders in the game except Algernon, which would finally make those guys useful. Note that the AK by default has the Accurate perk, you'd have to remove that for the unscoped versions. Whichever way you decide to put it in the game it will require either script or map editing, make sure you get a hold of the source files from Killap's RP and the Megamod for compatibility, otherwise you might scare away two thirds of the community.

Changing the G11's to use the Rifle animation makes sense, the only gripe about it is that this makes Sulik unable to use them. Eh, he has the HK P90c anyway. The night sight on the upgraded one is also a good idea.

The item descriptions in the game are stored in one single file, so if you add items or change the descriptions of those in the game you will need to make versions of that file from the Megamod and RP.
 
Ravager said:
I'm trying to come up with a mod which would bring a lot of weapons from Fallout closer to their real life counterparts (It's not about balancing ofc.).

Not trying to discourage you or anything (it's your mod after all, you do what you want), but wouldn't it perhaps be better to try the opposite, i mean, there's already dozens upon dozens of non-rebalancing weapon mods, and IMHO, Fallout 2 weapons need to be further away from their real life counterparts and more into the Fallout 1 premise than they are now.

I do like the idea about new, various upgrades, though.
 
Magnus said:
Looking good, although I for sure am fed up with realism in games.

You're planning to add new weapons I see. The scoped AK could be given to the various weapon upgraders in the game except Algernon, which would finally make those guys useful. Note that the AK by default has the Accurate perk, you'd have to remove that for the unscoped versions. Whichever way you decide to put it in the game it will require either script or map editing, make sure you get a hold of the source files from Killap's RP and the Megamod for compatibility, otherwise you might scare away two thirds of the community.

Changing the G11's to use the Rifle animation makes sense, the only gripe about it is that this makes Sulik unable to use them. Eh, he has the HK P90c anyway. The night sight on the upgraded one is also a good idea.

The item descriptions in the game are stored in one single file, so if you add items or change the descriptions of those in the game you will need to make versions of that file from the Megamod and RP.

I'm editing this with a few tools I found. Of course I'm also using the RP 2.0 patch while editing/adding the weapons and scenery. So far I made a lot of new stuff, but I want it to be more unique. Like the Raiders leader who was attacking Vault City and had the FN FAL HPFA so that when someone avoids combat and stuff he won't be able to get the weapon. If I'll be able to Private Dobbs will also get a unique weapon. And believe me those firearms are quite deadly.

x'il said:
Not trying to discourage you or anything (it's your mod after all, you do what you want), but wouldn't it perhaps be better to try the opposite, i mean, there's already dozens upon dozens of non-rebalancing weapon mods, and IMHO, Fallout 2 weapons need to be further away from their real life counterparts and more into the Fallout 1 premise than they are now.

I do like the idea about new, various upgrades, though.

Would it make any sense if a simple pistol would be as powerful as an M60?

If you want balance more or less then having weapons based on the real thing is well actually pretty good.

Let's see.

Small guns are weaker, don't need too much strength, their ammunition is often pretty common like the P90c's. Their accuracy is very good and you don't even have to spend a lot of points on them thanks to Guns and Bullets.

Their already balanced.

And besides a RL P90 shoots threw railroad tracks when you have incendiary (AP) rounds. Even if you'd load it with a 10mm instead of 5,56mm then it would still obliterate people wearing heavy full body armor. Of course smaller rounds mean less range and damage, but hey it usually means a higher rate of fire and seeing how easy it is to handle the P90 you could waste a half of a 50 round mag without much of a problem.

So what isn't imbalanced? Laser weapons? I'm also changing them. Pulse weapons?
 
Heavy Weapons:
----------
Weapon 1:

Fallout 2: M60

M60.jpg


This relatively light machine gun was prized by militaries around for world for its high rate of fire. This reliable, battlefield-proven design, was used on vehicles and for squad level fire-support.

Damage: 18 - 26 / 35 - 41
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 110)
Burst (AP: 6/5, R: 35/80)

Burst rounds: 10
Ammo type: 7.62mm
Ammo capacity: 50 / 100
Strength: 7
Hands req.: 2
Weight: 23 lbs

Real Life: M60

m60-machine-gun.jpg


Cartridge: 7.62x51mm NATO
Caliber: 7.62 mm (0.308 in)
Action: Gas-operated, open bolt
Rate of fire: 600 rounds/min (rpm)
Muzzle velocity: 2,800 ft/s (853 m/s)
Effective range: 1,200 yd (1,100 m)
Feed system: Disintegrating belt with M13 Links[/img]

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Weapon 2:

Fallout 2: Bozar

Bozar.gif


The ultimate refinement of the sniper's art. Although somewhat finicky and prone to jamming if not kept scrupulously clean, the big weapon's accuracy more than makes up for its extra maintenance requirements.

Damage: 25-35 / 166 - 173
damage type: Normal

Attack modes:
Single (AP: 6/4, R: 180)

Ammo type: .223 FMJ / 14.0mm
Ammo capacity: 30 / 6
Strength: 6 / 7
Hands req.: 2
Weight: 20 lbs

Weapon Perk: Long Range

The Bozar went threw a lot of changes. It uses the heaviest ammunition in the Fallout games - 14,0 mm. So far it was used for one gun I was extremely disappointed with considering it's large caliber >similar to the Russian 14,5mm anti-tank round<. For the purpose of the game and realism I must say that no gun has ever used a 14,0 mm bullet similar to the Russian one.

14mmpistol.gif


In order to explain how this gun uses this type of ammunition I must say that the Commonwealth version of the bullet is slightly thinner then the 14,5 which would explain why the gun and rifle can hold up to 6 rounds of these massive rounds. By standard the 14,5 uses AP ammo. So imagine yourself a large bullet such as this:

http://www.conjay.com/2003 14.5mm Various.jpg
(This is a 1:1 scale)

Which gets heated up to a very high temperature and hits you after reaching the speed of about 853 m/s (2,799 ft/s). This also explains the big BOOM! that you hear when shooting the 14,0 mm gun.

Real Life: M82A1M

220px-DM-ST-86-07441.JPEG


Cartridge: .50 BMG (12.7x99mm NATO)
Action: Recoil-operated, rotating bolt
Muzzle velocity: 853 m/s (2,799 ft/s)
Effective range: 1,800 m (5,906 ft)
Feed system: 10-round detachable box magazine
Sights: Fixed front, adjustable rear sight; MIL-STD-1913 rail provided for optics

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Weapon 3:

Fallout 2: Rockwell BigBazooka/Rockwell BigBazooka (Laser Sight)


RLAUNCH.gif


RLAUNCH.gif


A Rockwell BigBazooka rocket launcher. With the deluxe 3 lb. trigger. Fires AP or Explosive Rockets.

Damage: 35 - 100 / 539-611 (might be adjusted)
Damage type: Explosion

Attack modes:
Single (AP: 6/5, R: 40/180)

Ammo type: Rocket
Ammo capacity: 1
Strength: 6 / 7
Hands req.: 2
Weight: 15 lbs

Weapon Perk for Laser Sight version: Accurate

Rocket Launchers like this one are usually made to destroy tanks. Long range, powerful and accurate with some additional technology. It's practically a God of War, but don't expect it to 1 shot a guy in Power Armor. A tank has no other choice but to take on the impact and blast while a guy in armor will get pushed back because of the explosion and if it it's a crit... well he'll probably die.

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Weapon 4:

Fallout 2: Flambe 450, Flambe 450 Firefly

Flamethrower.gif


A Flambe 450 model flamethrower, varmiter variation. Fires a short spray of extremely hot, flammable liquid. Requires specialized fuel to work properly.

IFLAMETH.gif


A upgraded Flambe 450 model flamethrower, varmiter variation. Fires a short spray of extremely hot, flammable liquid without wasting even microliter of the fuel.

The only changes here are the damage of the Flambe and Flambe 450 Firefly from 45 - 90 to 451 - 459 and AP's:5 and standard Flambe 431 - 439. The rest of the changes will affect the fuel rather then the flamethrower, Min. Strength: 6 / 7

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Weapon 5:

Fallout 2: CZ53 Personal Minigun

Minigun.gif


A Rockwell CZ53 Personal Minigun. A multi-barreled chaingun firing 5.56mm ammunition at over 60,000 RPM.

Damage: 7 - 11 / 15 - 22
Damage type: Normal

Attack modes:
Burst (AP: 6/5, R: 35/50)

Burst rounds: 40 / 25
Ammo type: 5mm / 5.56mm
Ammo capacity: 120 / 225
Strength: 7 / 8
Hands req.: 2
Weight: 28 lbs

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Weapon 6:
Fallout 2: Avenger Minigun

AMINIGUN.gif


Rockwell designed the Avenger as the replacement for their aging CZ53 Personal Minigun. The Avenger's design improvements include improved, gel-fin, cooling and chromium plated barrel-bores. This gives it a greater range and lethality.

Damage: 10 - 14 / 19 - 26
Damage type: Normal

Attack modes:
Burst (AP: 6/5, R: 40/55)

The other stats are just like the CZ53.

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Weapon 7:

Fallout 2: Vindicator Minigun

VMINIGUN.gif


The German Rheinmetall AG company created the ultimate minigun. The Vindicator throws over 90,000 caseless shells per minute down its six carbon-polymer barrels. As the pinnacle of Teutonic engineering skill, it is the ultimate hand-held weapon.

Damage: 14 - 19 / 13 - 19
Damage type: Normal

Attack modes:
Burst (AP: 6/5, R: 30/55)

Burst rounds: 25 / 35
Ammo type: 4.7mm Caseless
Ammo capacity: 100 / 350
Strength: 7
Hands req.: 2
Weight: 28 lbs / 27 lbs

The few miniguns carried by soldiers where only tested and didn't do too well due to their weight and pretty bad handling. Only a really strong person could probably wield them good enough which is why the strength requirement was set to 8 and even then such a strong person wouldn't be able to keep firing for long. There are also probably no such weapons chambered to the 5.56mm a lot lighter ammunition then the commonly used 7.62mm.

---Finished.
 
SMG's
----------

Weapon 1:

Fallout 2: Tommy Gun

TOMMYGUN.gif


This Thompson M1928 submachine gun is a sinister looking weapon; every time you hold it, you have an urge to put on a fedora hat and crack your knuckles. The Thompson is well-fed by a large 100 round drum magazine.

Damage: 3 - 20 / 10-13
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 32/6)
Burst (AP: 6/5, R: 16/5)

Burst rounds: 10 / 15
Ammo type: .45 Caliber
Ammo capacity: 50 / 100
Strength: 6 / 5
Hands req.: 2
Weight: 7 pounds

Looks like a rifle instead of a SMG although this is a SMG.

Real Life: Thompson submachine gun

300px-Submachine_gun_M1928_Thompson.jpg


Weight:
10.8 lb (4.9 kg) empty (M1928A1)
10.6 lb (4.8 kg) empty (M1A1)
Length:
33.5 in (851 mm) (M1928A1)
32 in (813 mm) (M1A1/M1)
barrel 10.5 in (267 mm)
barrel with optional Cutts Compensator 12 in (305 mm)
Cartridge: .45 ACP (11.43 × 23 mm)
Action: Blowback
Rate of fire: 600-1200 rpm, depending upon model
Muzzle velocity: 920 ft/s (280 m/s)
Effective range: 50 m
Feed system:
20-round stick/box magazine
30-round stick/box magazine
50-round drum magazine
100-round drum magazine
(M1 and M1A1 models do not accept drum magazines)

----------
Weapon 2:

Fallout 2: M3A1 "Grease Gun"

Greasegn.gif


This submachine gun filled National Guard arsenals after the Army replaced it with newer weapons. However, the "Grease Gun" was simple and cheap to manufacture so there are still quite a few still in use.

Damage: 10 - 20 / 11-14
Damage type: Normal

Attack modes:
Single (AP: 4/3, R: 20/9)
Burst (AP: 5/4, R: 15/8)

Burst rounds: 8
Ammo type: .45 Caliber
Ammo capacity: 30
Strength: 4 / 5
Hands req.: 1
Weight: 7 pounds

Real Life: United States Submachine Gun, Cal. .45, M3

300px-M3-SMG.jpg


Weight: M3: 8.00 lb (3.63 kg)
M3A1: 7.65 lb (3.47 kg)
Length: 29.8 in (756.9 mm) stock extended / 22.8 in (579.1 mm) stock collapsed
Barrel length: 8 in (203.2 mm)
Cartridge: .45 ACP 9x19mm Parabellum
Action: Blowback, open bolt
Rate of fire: 450 rounds/min cyclic
Muzzle velocity: 920 ft/s (280 m/s)
Effective range: Sights set to 100 yards (91 m) (9mm), 50 m[3] (.45 ACP)
Feed system: 30-round detachable box magazine
Sights: Fixed rear peep sight and blade foresight

----------
Weapon 3:

Fallout 2: H&K MP9

10mm.jpg


H&K MP9 Submachinegun (10mm variant). A medium-sized SMG, capable of single shot and burst mode

Damage: 5 - 12 / 12 - 15
Damage type: Normal

Attack modes:
Single (AP: 5/3, R: 25/15)
Burst (AP: 6/4, R: 20/14)

Burst rounds: 10
Ammo type: 10mm
Ammo capacity: 30
Strength: 5
Hands req.: 1
Weight: 5 pounds

Due to the lack of a RL counterpart I can't really change anything about this SMG except for the minimum/maximum damage and rage. It has a slightly smaller ammunition then the Thompson, but at the same time it's much newer and newer means better (well not always I know, some old rifles have more range then the new ones) which makes damage nearly the same.

----------
Weapon 4:

Fallout 2: H&K P90c


H%26KP90c.png


The Heckler & Koch P90c was just coming into use at the time of the war. The weapon's bullpup layout, and compact design, make it easy to control. The durable P90c is prized for its reliability, and high firepower in a ruggedly-compact package.

Damage: 12 - 16 / 14 - 16
Damage type: Normal

Attack modes:
Single (AP: 4/3, R: 30/20)
Burst (AP: 5/4, R: 25/15)

Burst rounds: 12 / 15
Ammo type: 10mm
Ammo capacity: 24 / 50
Strength: 4
Hands req.: 1 / 2
Weight: 8 pounds

Weapon Perk: Penetration

There is really no P90c model of this weapon I could compare it with. What's worse the P90 is being made by FN and not H&K. It has a higher mag capacity and uses ammunition just like the rifles so not the small gun 10mm ammunition. Yet in order to keep it realistic and yet at the same time true to the Fallout world my adjustments will be minor and it will still use the current requirement of AP due to it's easy handling and very compact size.

---Finished.
 
Large Energy Weapons

I've decided to dedicate the first large laser weapon to the best friend I ever had... my pet that died yesterday. Alucard. He was a great companion. Always friendly, loving... he used to lay on top of my monitor or upon my hand. We did spend a lot of time together. He was a really great cat. Not only very friendly towards me, but also very protective, territorial. He hunted rodents and large birds. His life ended due to a type of cancer - Sarcoma.

Weapon 1:
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Fallout2: H&K L30 "Alucard"


gatlinglz.jpg


An H&K L30 "Alucard" Gatling Laser was designed specifically for military use. These gatling lasers were in the prototype stage at the beginning of the War. Multiple barrels allow longer firing before overheating. The weapon is powered by Micro Fusion Cells.

Damage: 20 - 40 / 32 - 43
Damage type: Laser

Attack modes:
Burst (AP: 6/5, R: 40/55)

Burst rounds: 10 / 15
Ammo type: Micro Fusion Cell
Ammo capacity: 30 / 150
Strength: 6 / 7
Hands req.: 2
Weight: 24 lbs

Weapon 2:
----------

Fallout2: Wattz 2000, Wattz 2000 (Ext. Cap.)


LRIFLE.gif


A Wattz 2000 Laser Rifle. Uses micro fusion cells for more powerful lasers, and an extended barrel for additional range.

LRIFLE2.gif


This Wattz 2000 laser rifle has had its recharging system upgraded and a special recycling chip installed that reduces the drain on the micro fusion cell by 50%

Damage: 25 - 50 / 408 - 433
Damage type: Laser

Attack modes:
Single (AP: 5/4, R: 45/180)

Ammo type: Micro Fusion Cell
Ammo capacity: 12 / Exp. Mag.: 24
Strength: 6
Hands req.: 2
Weight: 12 lbs

Weapon 3:
----------

Fallout 2: Winchester P94, Winchester P94 Turbo

PLASMA.gif


A Winchester Model P94 Plasma Rifle. An industrial-grade energy weapon, firing superheated bolts of plasma down a superconducting barrel. Powered by Micro Fusion Cells.

PLAS2.gif


A modified winchester P94 plasma rifle. The plasma bolt chamber has been hotwired to improve the bolt formation process.

Damage: 30 - 65 / 521 - 556 - Turbo: 551 - 596
Damage type: Plasma

Attack modes:
Single (AP: 5/4, R: 25/65)

Ammo type: Micro Fusion Cell
Ammo capacity: 10
Strength: 6
Hands req.: 2
Weight: 14 lbs

Weapon 4:
----------

Fallout 2: YK42B Pulse Rifle

PULSERIF.gif


Damage: 54 - 78 / 202 - 247
Damage type: Electrical

Attack modes:
Single (AP: 5/4, R: 30/20)

Ammo type: Micro Fusion Cell
Ammo capacity: 10
Strength: 6
Hands req.: 2
Weight: 9 lbs

----Finished
 
Small Energy Weapons

Weapon 1:
----------

Fallout 2: Alien Blaster

UFOGUN.gif


A strange gun of obviously alien origin. It can support small energy cells, however.

Damage: 30 - 90 / 137 - 167
Damage type: Electrical

Attack modes: Single (AP: 4/3, R: 10/20)

Ammo type: Small Energy Cell
Ammo capacity: 30
Strength: 2
Hands req.: 1
Weight: 2 pounds

Weapon 2:
----------

Fallout 2: YK32 Pulse Pistol

PULSEPST.gif


The YK32 Pulse Pistol is an electrical pulse weapon that was developed by the Yuma Flats Energy Consortium. Though powerful, the YK32 was never considered a practical weapon due to its inefficient energy usage and bulky design. The YK42B Pulse Rifle is a similar, but more advanced weapon.

Damage: 32 - 46 / 78 - 106
Damage type: Electrical

Attack modes: Single (AP: 4/3, R: 15)

Ammo type: Small Energy Cell
Ammo capacity: 5
Strength: 3
Hands req.: 1
Weight: 5 pounds

Weapon 3:
----------

Fallout 2: Solar Scorcher

SolarScorcher.png


Without the sun's rays to charge this weapon's cpaciters this gun can't light a match. However, in full daylight, the experimental photo-electric cells that power the Scorcher allow it to turn almost anything into a crispy critter.

Damage: 20 - 60 / 124-131
Damage type: Laser

Attack modes: Single (AP: 4/3, R: 20/160)

Ammo type: Sunlight
Ammo capacity: 6 / 20
Strength: 3
Hands req.: 1
Weight: 5 pounds

Weapon Perk: Penetration

Weapon 4:
----------

Fallout 2: Wattz 1000 Laser Pistol, Wattz 1000 Magneto-Laser Pistol

lpis1-1.jpg


The Wattz 1000 Laser Pistol is a civilian model, with the wattage lower than police or military versions. The reason for this is that it uses a less powerful cell and a laser focusing diode instead of a crystal array. For security, it can be locked down for transport, with a proper arming sequence needed to render it operable again.

lpis2-1.jpg


This Wattz 1000 Laser Pistol has been upgraded with a magnetic field targeting system that tightens the laser emission giving this pistol extra penetrating power.

Weapon Perk: Penetration

Damage: 10 - 22 / 18 - 22 - Magneto: 51 - 56
Damage type: Laser

Attack modes: Single (AP: 5/3, R: 35 - Magneto: 40)

Ammo type: Small Energy Cell
Ammo capacity: 12
Strength: 3
Hands req.: 1
Weight: 4 pounds

Weapon 5:
----------

Fallout 2: Glock 86 Plasma Pistol, Glock 86 Plasma Pistol (Ext. Cap.)

GLOCK.gif


Glock 86 Plasma Pistol. Designed by the Gaston Glock artificial intelligence. Shoots a small bolt of superheated plasma. Powered by a small energy cell.

Plaspst2.gif


This Glock 86 plasma pistol has had its magnetic housing chamber realigned to reduce the drain on its energy cell. Its efficiency has doubled, allowing it to fire more shots before the battery is expended.

Damage: 15 - 35 / 202- 227
Damage type: Plasma

Attack modes:
Single (AP: 5/3, R: 20/25)

Ammo type: Small Energy Cell
Ammo capacity: 16 - (Ext. Cap.) - 32
Strength: 4 / 3
Hands req.: 1
Weight: 4 pounds

Weapon Perk for both: Accurate

----Finished
 
Grenades/Thrown:


I'll make this short. You can't throw anything at a long range. If 1 hex in my mod equals 0-10/10 meters then you'll only be able to throw objects to about 100 meters or less. That's about 10 hexes for the spear and pole. Grenades, rocks, knives will be thrown to 6 hexes, strength requirements will also need to be meant in order to throw this stuff accurately. STR required for throwing = 6/7 since you need to be strong like an athlete to throw like that + have a good technique (skill).

Action points have also been reduced. A normal throw with a spear and pole will be like a thrust same for aimed thrust/aimed throw.

Here are the damage changes:

Molotov Cocktail 35-88 Fire 1lbs
Grenade (Frag) 236-266 Explosion 1lbs
Grenade (Plasma) 711-741 Plasma 1lbs
Grenade (Pulse) 244-274 EMP 1lbs
Holy Hand Grenade 743-777 Explosion 1lbs

---------------

Rock 1-5 Normal 3lbs
Gold Nugget 2-6 Normal 4lbs
Uranium Ore 3-7 Normal 5lbs
Refined Uranium Ore 4-10 Normal 7lbs
Plant Spike 2-5 Normal 1lbs
Flare 0 Normal

---------------

Throwing Knife 4-9 Normal
Spear 7-12 Normal
Sharpened Spear 8-14 Normal
Sharpened Pole 5-10 Normal

Weight - when not mentioned remains the same.

----Finished
 
Shotguns
----------

Weapon 1:

Fallout 2: Pancor Jackhammer

Pancor.jpg


The Jackhammer, despite its name, is an easy to control shotgun even when fired on full automatic. The popular bullpup design, which places the magazine behind the trigger, makes the weapon well balanced and easy to control.

Damage: 18 - 29 / 64 - 93
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 35/20)
Burst (AP: 6/5, R: 25/19)

Burst rounds: 5
Ammo type: 12 Gauge
Ammo capacity: 10
Strength: 5
Hands req.: 2
Weight: 12 lbs

Real Life: Pancor Jackhammer

images


Type: gas-operated, select-fire
Gauge: 12
Length: 787 mm
Barrel length: 525 mm.
Weight unloaded : 4.57 kg
Capacity : 10 rounds in removable revolver-type drum magazine
Rate of fire: 240 rounds per minute

----------
Weapon 2:

Fallout 2: H&K CAWS

HKCAWSc.jpg


The Heckler & Koch HK CAWS (H&K CAWS) is a prototype automatic shotgun—designed as a combat shotgun—co-produced by Heckler & Koch and Winchester/Olin during the 1980s. It was Heckler & Koch's entry in to the U.S military's Close Assault Weapon System program.

Damage: 15 - 25 / 59 - 88
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 30/15)
Burst (AP: 6/5, R: 20/14)

Burst rounds: 5
Ammo type: 12 Gauge
Ammo capacity: 10
Strength: 6
Hands req.: 2
Weight: 6 pounds

Weapon Perk: Accurate

Real Life: H&K CAWS

images


Type: select-fire, recoil operated (patented system with gas assit subsystem)
Gauge: 12 (special ammunition with belted case, 19,5е76 mm)
Length: 762-988 mm
Barrel length: 457-685 mm
Weigth 3,7-3,86 kg
Magazine: 10 rounds detachable box magazine
Burst: 3 round

----------
Weapon 3:

Fallout 2: Winchester City-Killer

Combatshotgun.gif


A Winchester City-Killer 12 gauge combat shotgun, bullpup variant. In excellent condition, it has the optional DesertWarfare environmental sealant modification for extra reliability.

Damage: 15-25 / 58 - 87
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 22/15)
Burst (AP: 6/5, R: 18/14)

Burst rounds: 3/5
Ammo type: 12 Gauge
Ammo capacity: 12
Strength: 5
Hands req.: 2
Weight: 10 lbs

No real life counterpart.

----------
Weapon 4:

Fallout 2: Mossberg 500

pumpaction.jpg


The Mossberg 500 is a shotgun manufactured by O.F. Mossberg & Sons. This model was widely used by police officers and civilians before being replaced by semi and full-auto shotguns.

Damage: 28 - 49
Damage type: Normal

Attack modes:
Single (AP: 5/4, R: 4)

Ammo type: 12 Gauge
Ammo capacity: 8
Strength: 5
Hands req.: 2
Weight: 8 lbs

Real Life Mossberg 500

300px-Mossberg_500AL.jpg


Weight: 3.3 kg empty - varies loaded
Length: varies with model
Barrel length: 14 to 30 inches (350 to 762 mm)
Caliber: 12 gauge, 20 gauge, .410 bore
Action: pump-action
Effective range: 40 m
Feed system: 5 to 8 rounds; internal tube magazine

----------
Weapon 5:

Fallout 2: Winchester Widowmaker


Shotgun.gif


A Winchester Widowmaker double-barreled 12 gauge shotgun. A short barrel, with mahogany grip.

Damage: 12 - 22 / 21 - 42
Damage type: Normal

Attack modes:
Single Shot (AP: 5/3, R: 14/3)

Ammo type: 12 Gauge
Ammo capacity: 2
Strength: 4 / 5
Hands req.: 1
Weight: 5 lbs

Pretty much no real life counterpart I could find or at least I wasn't interested in finding.

Anyway the shotguns have low range but they can practically mop up anyone stupid enough who gets close to you. I might add some AP Ammunition to them too and make the current one deal lower damage on armored targets.

----Finished
 
The stats written in the throwing secion also apply to melee weapons: Throwing Knife, Rock, Gold Nugget etc. etc.

I've also decided to add a - Japanese Sword as a weapon that will compeate with the Super Sledge.

The only changes in this section will affect to damage/strength only.

All strength requirements for throwing and melee ST = 7/6 because you need to be quite athletic to use all the weapons properly.


Now for the stats:

Melee:

Super Sledge 36 - 48 | AP 4
Louisville Slugger 19 - 26 | AP 4
Sledgehammer 18 - 24 | AP 4

---

New:

Katanav.jpg

Japanese Sword 31 - 37 | AP 3

---

Wakizashi Blade 21 - 28 | AP 3

Combat Knife 6 - 11 | AP 3
Switchblade 5 - 10 | AP 3
Knife 3 - 7 | AP 3
Shiv 3 - 6 | AP 3

Crowbar 6 - 11 | AP 3
Club 4 - 8 | AP 3
Wrench 3 - 6 | AP 3

Powered Melee:

Ripper 55 - 65 | AP 3 | Weapon Perk: Penetration
Super Cattle Prod 39 - 45 | AP 3
Cattle Prod 7 - 10 | AP3

Unarmed:

Brass Knuckles 2 - 5 | AP 3
Spiked Knuckles 4 - 8 | AP 3
Boxing Gloves 1 - 1 AP | 3
Plated Boxing Gloves 2 - 5 | AP 3

Powered Unarmed:

Power Fist 34 - 43 | AP 3
Mega Power Fist 53 - 67 | AP 3 | Weapon Perk: Penetration

----Finished
 
Armors:

All Power armors are now 100% immune to any kind of standard ammunition - JHP except for the 7.62 and 5.56 mm.

Basically the Power Armors make you a real tank. Hard to kill without AP ammunition or 4.73 mm (which is practically treated by me as partially AP for balance purposes).

Changes:

PARMOR2.gif


Advanced Power Armor MK II

AC bonus: 5
Damage Type | Damage Resistance | Damage Threshold
Normal: | 100% | 23
Laser: 75% | 17
Fire: 100% | 23
Plasma: 80% | 18
Explode: 90% | 21
Electrical: 35% | 8
Effects: +4 ST (up to 10), +75 Radiation Resistance

Advanced Power Armor

AC bonus: 5
Damage Type | Damage Resistance | Damage Threshold
Normal: | 100% | 23
Laser: 75% | 17
Fire: 100% | 23
Plasma: 75% | 17
Explode: 85% | 20
Electrical: 25% | 6
Effects: +4 ST (up to 10), +75 Radiation Resistance

PWRARMOR.gif


Hardened T-51b Power Armor

AC bonus: 5
Damage Type | Damage Resistance | Damage Threshold
Normal: | 100% | 23
Laser: 90% | 21
Fire: 100% | 23
Plasma: 70% | 16
Explode: 90% | 21
Electrical: 30% | 7
Effects: +3 ST (up to 10), +30 Radiation Resistance

T-51b Power Armor

AC bonus: 5
Damage Type | Damage Resistance | Damage Threshold
Normal: | 100% | 21
Laser: 70% | 15
Fire: 100% | 21
Plasma: 70% | 15
Explode: 80% | 17
Electrical: 20% | 4
Effects: +3 ST (up to 10), +30 Radiation Resistance

COMBA2A.gif


Brotherhood Armor

AC bonus: 50
Damage Type | Damage Resistance | Damage Threshold
Normal: | 85% | 17
Laser: 70% | 14
Fire: 90% | 18
Plasma: 75% | 15
Explode: 80% | 16
Electrical: 50% | 10

Combat Armor Mk II

CBTARMR2.gif


AC bonus: 50
Damage Type | Damage Resistance | Damage Threshold
Normal: | 85% | 17
Laser: 70% | 14
Fire: 90% | 18
Plasma: 70% | 14
Explode: 80% | 16
Electrical: 55% | 11

Combat Armor/Bridgekeeper's Robes

CBTARMOR.gif


ROBEINV.gif


AC bonus: 45
Damage Type | Damage Resistance | Damage Threshold
Normal: | 80% | 15
Laser: 65% | 12
Fire: 80% | 15
Plasma: 65% | 12
Explode: 75% | 14
Electrical: 45% | 9

Tesla Armor

TESLA.gif


AC bonus: 35
Damage Type | Damage Resistance | Damage Threshold
Normal: | 80% | 15
Laser: 80% | 16
Fire: 80% | 16
Plasma: 80% | 16
Explode: 75% | 15
Electrical: 80% | 18

-----------------------------------------------

All of the end-game armors above are all useful now. Even the hardened T-51b if someone is feeling sentimental.

They all have some good sides and weaknesses.

For example:

Power Armors have a lot of electronics so their vulnerable to electrical attacks especially EMP grenades.

Tesla Armor is very good against all EMP and reflects laser quite well, it's also somewhat good vs high temperatures, yet it's quite vulnerable to AP ammunition.

Brotherhood/Combat is mediocre and possess nice resistances vs everything.

Also with the armor changes and ammo changes you'll find it much easier to dodge/get out of the line of fire of most ranged attacks since only Flamer's and Shotgun 12 Gauge make your target easier to hit. All other ammo has been stripped of that benefit.

Also if your planning to make a terminator type add 10% resistance from a 5% Toughness Perk and implants.


-----------------------------------------------

Other Armor Changes:

Metal armor Mk II


MTLARMR2.gif


AC bonus: 30
Damage Type | Damage Resistance | Damage Threshold
Normal: | 75% | 13
Laser: 40% | 7
Fire: 60% | 11
Plasma: 20% | 4
Explode: 55% | 10
Electrical: 0% | 0

Metal armor

MTLARMOR.gif


AC bonus: 20
Damage Type | Damage Resistance | Damage Threshold
Normal: | 40% | 6
Laser: 20% | 3
Fire: 30% | 5
Plasma: 10% | 2
Explode: 45% | 7
Electrical: 0% | 0

Leather Armor Mk II

LAMk2.gif


AC bonus: 40
Damage Type | Damage Resistance | Damage Threshold
Normal: | 35% | 5
Laser: 15% | 2
Fire: 25% | 3
Plasma: 5% | 1
Explode: 30% | 4
Electrical: 20% | 3

Leather Armor

LAMk1.gif


AC bonus: 40
Damage Type | Damage Resistance | Damage Threshold
Normal: | 30% | 4
Laser: 10% | 1
Fire: 20% | 2
Plasma: 0% | 0
Explode: 25% | 3
Electrical: 15% | 2

Combat Leather Jacket

SPLEATHR.gif


AC bonus: 45
Damage Type | Damage Resistance | Damage Threshold
Normal: | 35% | 5
Laser: 15% | 2
Fire: 25% | 3
Plasma: 5% | 1
Explode: 30% | 4
Electrical: 20% | 3

Leather Jacket

MAXINV.gif


AC bonus: 20
Damage Type | Damage Resistance | Damage Threshold
Normal: | 5% | 0
Laser: 0% | 0
Fire: 5% | 0
Plasma: 0% | 0
Explode: 0% | 0
Electrical: 10% | 1

Robe

ROBEINV.gif


AC bonus: 20
Damage Type | Damage Resistance | Damage Threshold
Normal: | 5% | 0
Laser: 0% | 0
Fire: 0% | 0
Plasma: 0% | 0
Explode: 0% | 0
Electrical: 10% | 1
 
Ammunition:

Changes in stats:

BB's

BBS.gif


Capacity: 20
AC modifier: 0%
DR modifier: 0%
Weight: 1 lbs

2mm EC

2MMEC.gif


Capacity: 50
AC modifier: -5%
DR modifier: -70%
Weight: 1 lbs

9mm Ball/Standard

9mmBall.png


9MM.gif


Capacity: 20
AC modifier: 0%
DR modifier: Ball: 0 Standard: +5%
Weight: 1 lbs

10mm JHP

10mmjhp.gif


Capacity: 25
AC modifier: 0
DR modifier: +50%
Damage modifier: 2/1
Weight: 1 lbs

10mm AP

10mmap.gif


Capacity: 25
AC modifier: 0
DR modifier: +10%
Weight: 1 lbs

.44 Magnum JHP

44jhp.gif


Capacity: 20
AC modifier: 0%
DR modifier: 0%
Weight: 1 lbs

.44 Magnum FMJ

44fmj.gif


Capacity: 20
AC modifier: 0%
DR modifier: -10%
Weight: 1 lbs

HN Needler Cartridge

HNNeedlerCartridge.png


Capacity: 30
AC modifier: 0%
DR modifier: 0%
Weight: 1 lbs

HN AP Needler Cartridge

HNAPNeedler_Cartridge.png


Capacity: 30
AC modifier: -20%
DR modifier: 0
Weight: 1 lbs

.45 Cal

45CAL.gif


Capacity: 10
AC modifier: 0%
DR modifier: 0%
Weight: 1 lbs

4.73mm Caseless

47ammo.gif


Capacity: 50
AC modifier: 0%
DR modifier: -25%
Weight: 1 lbs

5.56mm JHP

5mmjhp.gif


Capacity: 100
AC modifier: 0%
DR modifier: 0%
weight: 2 lbs

5.56mm AP

5mmap.gif


Capacity: 100
AC modifier: 0
DR modifier: -25%
Weight: 2 lbs

.223 Cal

223JHP.jpg


Capacity: 50
AC modifier: 0%
DR modifier: 0%
Weight: 1 lbs

.223 FMJ

223fmj.gif


Capacity: 50
AC modifier: 0%
DR modifier: -25%
Weight: 1 lbs

7.62mm IN

762mm.gif


Capacity: 50
AC modifier: 0%
DR modifier: -30%
Weight: 2 lbs

12 Gauge Shotgun Shells

12ga.gif


capacity: 20
AC modifier: -20%
DR modifier: 0
Weight: 1 lbs

Frag 12

apshell.jpg


capacity: 20
AC modifier: 0%
DR modifier: -35%
Weight: 1 lbs

14.0mm

140mm.jpg


Capacity: 30/6
AC modifier: 0%
DR modifier: -85%
Weight: 1 lbs

Rocket

Explosiverocket.gif


Capacity: 1
AC modifier: +5%
DR modifier: 0%
Weight: 3 lbs

Rocket AP

Rocketap.gif


Capacity: 1
AC modifier: +5%
DR modifier: -30%
Weight: 3 lbs

Flamethrower Napalm Tank

Flamethrowerfuel.gif


Capacity: 10
AC modifier: -25%
DR modifier: 0
Weight: 5 lbs

Flamethrower Pyrogel Tank

FLMFUEL2.gif


Capacity: 10
AC modifier: -25%
DR modifier: -30%
Weight: 5 lbs

-------

Perk changes:

Bonus move - Rank 1 (No rank 2)

Bonus Rate of Fire - Rank 0 (None, removed)

Scrounger lvl 9 LK 8 1 Doubles the amount of ammo found in random encounters - Rank 1 (Adding from Fallout 1)

Dodger lvl 9 AG 7 (changed from 6) Rank 1,2 (2 ranks instead of 1) each adds +10 to your Armor Class

Toughness - Rank 1 (No rank 2 and 3) +5% to damage resistance (instead of +10%)

Implants Perks - limited to the basic upgrades - 5% res


-------

Small Energy Cell

CCELLS.gif


Capacity: 40
AC modifier: -5%
DR modifier: 0%
Weight: 1 lbs

Microfusion Cell

DCELLS.gif


Capacity: 50
AC modifier: -5%
DR modifier: 0%
Weight: 2 lbs

---Finished.
 
Pistols:

----------
Weapon 1:
Fallout 2: .223 Pistol

223pistolbmp.jpg


A .223 rifle modified and cut down to a pistol that's capable of burst fire. This is a very rare firearm, obviously made with love and skill.

Damage: 20 - 30 / 19 - 23

Attack modes:
Single Shot (AP: 5/3, R: 30)

(sounds like a rifle)

No real life counterpart.

----------
Weapon 2:
Fallout 2: SIG-Sauer 14.0mm

14mm.jpg


A Sig-Sauer 14mm Auto Pistol. Large, single shot handgun. Excellent craftmanship.

Damage: 12-22 / 112-122
Damage type: Normal

Attack modes:
Single Shot (AP: 5/3, R: 30/25)
Aimed Shot (AP: 6/4, R: 30/25)

Ammo type: 14.0mm
Ammo capacity: 6
Strength: 5 / 7
Hands req.: 1
Weight: 4 / 7 lbs

No real life counterpart.

----------
Weapon 3:
Fallout 2: PPK12 Gauss Pistol

GAUSSPTL.gif


Praised for its range and stopping power, the PPK12 Gauss Pistol is of German design. The pistol uses an electromagnetic field to propel rounds at tremendous speed and punch through almost any armor.

Damage: 103 - 111
Range: 80
No other changes.

No real life counterpart.

----------
As for the rest of the weapons I'll be giving the changes on a short list because this is all just taking way too long.

Changes:

Needler Pistol - Range: 35, Damage: 27-31

(The ammo is filled with poison or chemicals and scientists would probably rather stay back so these pistols have a long range, but the bullets have a very poor armor penetration, but a good knockdown chance! - well there must be something in those bullets)

Weapon Perk: Knockdown

Desert Eagle - Range (200 meters) 20 hexes, Damage: 12 - 15

Magnum 44 - Range 21 hexes, Damage: 13 - 15

Colt 6520 10mm - Range 20 hexes, Damage: 10 - 13

Mauser M/96 (this one has no RL counterpart due to the larger caliber) - Range: 15 hexes, Damage: 7 - 10

----Finished
 
Ravager69 said:
I'd keep the old small energy cell. It is very stylish and fits perfectly.

I'm aware of the style and you can simply skip replacing it while manually installing the FRM's, but I'm just saying it would be very risky to use a leaking battery.

What about the other changes like a realistic 4.7 magazine with caseless ammunition and the rifles?
 
Change of weapons itself isn't that bad. Actally, i'm trying something similar in Fo:T. But there i ran into problem with engine limit of weapon range. Through i can set range to whatever i want, game seems to not use anything above 100 points.

Did you test new ranges? (At least 80-100 hexes)
 
Just checked it and it works, but there's a small problem. You see you have to set a high resolution to shoot properly since you get kinda blocked when trying to scroll too far away from your avatar, but at least it's hard to hit someone at a very long range from a M60 or LSW.
 
I'm thinking of replacing the pipe rifle with the M14. Since seriously... pipe rifle? Wtf? The hell would anyone make a pipe rifle? I don't even think we will ever see that weapon again so might as well replace it with a M14. Good, reliable and with a long range. It would be far from the modern weapons and hard to handle, but a decent starting weapon.

M14.gif


The image needs a bit of work I know, but well what do you think? And what about the other weapons?

+ I made a new better M60

m60-3.gif


This is still work in progress.
 
M14 as starting weapon, seriously? =))))
Well, if you want some decent replace for this, use something like P14 Enfield - quite accurate, through lacks damage and range. This would be indeed good starting weapon $)
 
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