Fallout: Boneyards (Chariots of Steel playtest / New Vegas Sequel Quest!)

CHARACTER SHEET
NAME: Xiuyuan "Alderesh" Yang
AGE: 41 | GENDER: Male
CURRENT STATUS: No injuries, 0 RPM, 7 STRESS

HARD​
KEEN​
CALM​
DARING​
-2​
+3​
+4​
-2​

MOVES
Breadwinner
Fen Yang: She's having a hard time at work/school and are unsure about their future​
(*)(*)( )​
[-1 Stress Per Routine!]
Bronwyn Yang (aka Browny): They're struggling with long-form Warflu and need expensive meds to kick it. Fortunately, you've managed to send some.​
(*) (*) ( )​
[-1 Stress Per Routine!]

Get It Done: Each Routine, hold 3. Spend that hold to get a partial hit on any check before rolling.
Old Reliable: The tank gains +2 Integrity, +4 Safety and +3 Reliability for ground vehicles, and removes Unreliable and gives +1 to Attack for a firearm.
Domestic Bliss: When you're at 0 stress, take +1 ongoing to all rolls outside of air combat. You're not in air combat. Haha. Holy shit. Really, Erika?

GEAR
Cortex Comrade, a miniaturized personal computer which uses a persistent heads-up display to help workers perform their tasks… or soldiers target the enemy.
A bandoleer with three smoke grenades.
A super stimpack, purchased with your own money. Just in case.

MASTERIES
Getaway Mastery: Passive (Every move you take adds +1 Handling in ground vehicles.)
Can't Miss: Reduce your Speed penalty to shooting by -3. When your vehicle attacks at Knife range, +1 AP. At Melee range, +2 AP.​

VICES
Cannabis
Reading
Music

TONK
A9 "Wander Home", M7 Oliver
Speed: 4 | Torque: +2 | Handling: 23
Armor: 4/2/1 | Integrity: 25 | Safety: 3
Reliability: 0 | Fuel Use: 7 | Stress: 1

SPECIALS
Festooned with Hatches: Every position on the tank counts as having a Hatch, and any member of the crew can leave from any side or fire personal weapons in any direction.​
Gun Stabilizer: The addition of a gun stabilizer reduces the movement penalty from the vehicle's own Speed by 2.​
Linked: All crew positions have an intercom.​


TANK CREW
Yang: Commander | Type: Closed | Visibility: +1 | Escape: +2
Drives-Fast: Driver | Type: Closed | Visibility: -1 | Escape: +2
Trudy: Main Gunner | Type: Closed | Visibility: -2 | Escape: +1 |
1 F. Cannon (AP/HE) | Hits: 1/6 | Range: Long/Extreme | Damage: 24/3 | AP: 4/0 | Specials (Both): Reload 1, Artillery, Heavy 4, Awkward -5 vs Planes. HE Shells gain burst​
Arcs: Fore, Rear, Left, Right​
1 WMG | Hits: 6 | Range: Long | Damage: 2 | AP: 1 | Special: Rapid Fire (always on rapid fire because there's no penalty while in a vehicle), Braced, Heavy 2​
Arcs: Fore, Rear, Left, Right​
Dora: Bow Gunner | Type: Closed | Visibility: -2 | Escape: +1 | Engine Access!
1 LMG | Hits: 4 | Range: Long | Damage: 2 | AP: 1 | | Special: Repaid Fire (see above), Braced​
Arcs: Fore​
Mask: Loader | Type: Closed | Visibility: -2 | Escape: +1 | Assists Cannon Shooting

TANK PLATOON

H2 "Mighty Mighty Man", M2 Dumont - Armed with an MG
Sergeant Baalaji: Commander/Gunner
Private Iron Moth: Driver

P9 "Lil' Mo Action", M2 Dumont - Armed with a Cannon
Corporal Aubrey Angel: Commander/Gunner
Private Caitlyn Smith: Driver

INFANTRY SUPPORT

Sergeant Christina Morales: Squad Leader

Corporal Arnold Brick: Second in Command

Lance Corporal Betty "Doc" Tracy: Medic

Private Gordon Xavier: LAW Man

Private Nosejob: LAW Man

Private Samantha Yeager: LAW Man

Private Michael Burnside: Sniper

Private Thomas Barker: Rifleman

Private William Barker: Rifleman

Private Gwendolyn Price: Rifleman

Lance Corporal Zǐhán Quin: Rifleman
 
Last edited:
Problem is dozer blade slows down the vehicle, and the Ollie is probably the slowest vehicle out of all the vehicles the group has already.

Having it on the M2 slows it down a bit, but probably not as much, and allows obstacle clearing capability on other vehicle for possibly flanking maneuver while the Ollie takes all the fire.
 
Hm, I'm kinda coming around on the Bazooka, so long as the ammo isn't going to be a major expense. It's just so powerful that it's hard to pass up.

If rockets are free it's no-brainer. Artillery is nicer than a sniper weapon any day for us.

How do other people feel about this? I would be switching out the three extra LAWs and the Sniper's Hecate for a BigBazooka. I'd probably also be giving one of the Rocketeer's LAWs to one of the Riflemen so that person can serve as a dedicated assistant loader and such.
 
If rockets are free it's no-brainer. Artillery is nicer than a sniper weapon any day for us.

They're not free, but this is the lead up to a huge battle, so there are huge stockpiles! ...to start with. Basically, it'll be more and more likely as the battle wears on that we'll slap a hard move on you that goes, "Shit, no more rockets" because EVERYONE is shooting them off as fast as they possibly can in the biggest tank battle in American history.
 
Hm, now I'm even more indecisive! This is fun.

I'll leave it up to the next person who has an opinion unless I change my mind last-minute again.

I assume whoever gets an AT rifle or marksman's rifle doesn't magically become imbued with Cool Narrative Sniper Powers, so as far as I can tell it's basically a choice between a worse weapon we can somewhat depend on vs a much better weapon that we can't on a mission to mission basis.
 
Last edited:
[X] Plan: Toys for Everyone

I'm satisfied with this. I supposed we don't really need a second sniper.
 
Adhoc vote count started by DragonCobolt on Nov 27, 2021 at 1:57 AM, finished with 21 posts and 4 votes.

  • [X] Plan: Toys for Everyone
    [x] Plan: Grunt Effort
    --[x] Dozer Blades & Wire Cutters (Reduces Speed, but makes it easier to cross obstacles and can be used to make cover for the tank, and clears barbed wire more completely.)
    --[x] Air Conditioner (Makes the heat in the tank more bearable, increasing endurance. Man, driving this tank makes you wish for a nuclear winter)
    --[x] Smokescreen Launcher (Single-shot smokescreen on demand)
    --[x] Pintle Mounted Machine Gun (Gives you a machine gun attached to your hatch)


Toys, toys toys!
 
0.4: The Short Straw
"Those...LAWs?" you ask, looking through the collection of men and women in there.

"Fuckin' A they are, they're handing them out like it's fucking candy," Brick said, shaking his head. "I remember when you normies came after us with miniguns and super-sledges. You know, proper Brotherhood tech, not this pre-war shit." He sticks a cigarette into his mouth, the cigarette looking tiny against his huge jaw.

"Yeah, yeah, and back then, one human could take on three dozen super mutants, single handed," you say. "And we're all weak pansies-"

"One human did take on three dozen super mutants single handed." he said, flicking out a lighter.

"This is where you-" You stop as Brick holds up his arm, showing you a thick furrow along his arm. He points at it.

"The Vault Dweller took this chunk outta me with a laser rifle."

"At a hundred paces!" The entire squad says, at the same time.

Brick points his finger at the squad, threateningly. You take stock as they laugh and shove at one another. You have a ten man squad - one medic with what looks like a sawed off shotgun tucked into her holster, and an M270. You frown seeing those. You had thought they had stopped handing out M270s after Necropolis. At Camp Edwards, they'd said that they were back to making M15's for everyone.

Apparently, Camp Edwards was still getting the Army News and not the Real News.

You...admit, it is a bit hard to look away from the medic. You could see why she had joked about not wanting to give up her tits - but every part of her was drop dead gorgeous in a way that shone through even two layers of regulation NCR gear and weeks of dirt.

The next three people you see are rocketeers: LAWs, M270s, hand grenades. The first of them is a tough bastard with a thick bushy beard, who is doing a pretty good Brick imitation. The second of them is a weasley little ghoul who is missing a good chunk of his nose and half of one of his ears. The last is a burly looking woman with a bald head and a big crossed sword pattern tattooed across her scalp. She's pale and has a pipboy, so she's either a Vaulter (unlikely, considering the hair) or a Brotherhood defector (even less likely, considering the Brotherhood.)

Across from them are four riflemen. These guys, fortunately, have their M15s. There are two twins, both of them blond, who are using their bayonets to mangle a jar of rations between one another, whispering under their breath, a girl who looks like she can't be more than eighteen - a thin, willowy thing with more freckles than hair and lips she keeps shut tight until the other woman next to her joggles a smile out of her with a joke. You see why she has her lips tight: She's still in braces. The woman next to her is an older one, maybe close to your age, Shi, with a big familiar red star sewn onto her helmet.

The last person is a long haired man with glasses that look so thin and delicate that they shouldn't have survived this long. He has a tiny screwdriver and he's using it on the matte black edge of a Hecate, and you notice he isn't carrying nearly as much as everyone else. They'd split his gear up among everyone else.

"We've got some good anti-tanks here," you say.

"Yeah…" Brick's voice is soft. "We've needed it. A quarter of them are new, fresh out of boot."

You nod. "What about you?"

Brick grins, then swings out a fucking Istvan. You had seen them, mostly brought over by merchants who had managed to survive the trek across the Big Empty and the Deserts. They told wild travelers tales of the east coast, most of which sounded like absolute bullshit. The idea that anyone would build a city around an undetonated nuclear bomb seemed like a bad joke.

They brought with them a range of energy weapons that rapidly became known as 'the kind that will get you killed' - scrap built, barely functional plasma rifles, laser pistols without fucking sights on them and the most ass backwards battery placement you've ever seen in your life - and...Istvans.

Istvans look like someone tried to take an old water cooled machine gun and turn it into an assault rifle with some...interesting design decisions. Like a side mounted magazine and rifle grip, despite it weighing as much as a fat baby. The rumour was they were supposed to be rifles for guys in power armour, which you supposed made some kind of sense, but the NCR used them as light machine guns.

They worked well enough. For… certain definitions of the word.

Raiders hopped up on buffout and psycho could use them like actual assault rifles, if they didn't mind ignoring the bruised shoulders they usually got, but normal humans needed bipods and friends to carry the drum magazines. In Brick's hands, though, it looked like an actual rifle, strangely, if an ugly, bulbous, bizarre one.

"Why the fuck do you carry that monstrosity?" you asked.

"It fires the same caliber Legion does for their stupid rifles," Brick said, cheerfully. "I keep killing, I can keep killing." He patted a shotgun slung off his hip - the standard M7, sawn off for close in combat. "I also got this. And this." He patted a bundle of dynamite hanging from his other belt.

"Arnie," you say.

"Yeah?"

"You're fucking insane."

***​

Drives Fast, for all that she has claws that look better used for ripping brahman apart, is a maistro with the spray paint. She adds little flowers and smiling faces around the WANDERING HOME logo she paints on, then puts a little semi-scroll pattern beneath it, before finally, cutting her own scaled skin with her claw. She daubs the blood into the pad of her finger, then draws a line of blood against the front edge of the tank - the curve of her claw means that a perfectly placed scrape into the paint cuts a line above the blood.

Seeing your look, she gives you a huge toothy smile.

"For good luck!" she said. "See, my people don't really have a religion. Unlike you guys, we know who our gods are, and they're dicks. Since, we're actually big chameleons that were made by the FEV virus, and then we got modified by the FEV virus even more by the Enclave, so, you know. Two gods, first, the West-Tech bozos, then the Enclave jerks. But we still practice religions and stuff, most of us adapted to the faith of the Arroyo people, after the Chosen One saved us from the Enclave. They're animists! So, by anointing the tank with my blood, I'm awakening and binding the tank to my spirit. The tank's spirit. The tank has a spirit, in animist philosophy. Which, even if you don't believe in actual spirits, it is kind of true, since, like, it's a huge complicated machine, with moods and fixtures and things that can go wrong and it can get sick and run out food. Except instead of food, it's fuel! Except the food is biofuel, so it is food." She winked at you, before scrambling into the tank head first.

"... cool," you responded, not really sure what else to say. "Anyone else got any good luck rituals?"

"Yes," Mask croaked.

"Luck is just a misunderstanding of statistics," Dora responded.

"Don't need luck," Trudy responded confidently.

You turn back to Mask. "What is it?"

"Can't," he says.

"You...can't do it?"

"Yes," he says.

"Why?" you ask.

"Cloud," he says, then gestures around himself, shaking his head.

"Well...if it rains, we'll tell you," you say.

"No," he says.

Fine.

"Oh! Oh! Oh! Oh!" Drives says from her driver seat. Somehow, she has wriggled around so her head is sticking up and out. She points with her nose. "Officer!"

You turn and see a jeep driving along. The private behind the seat looks nearly as straight edged and put together as the officer, and he drives like it to: You swear he's coming in at precisely fifteen MPH, not one iota more, not one iota less. He comes to a smooth stop and parks so gently that the radio antenna doesn't even wobble. You jog over to the officer, giving him a quick salute - he's Captain Maximilian Wu. You'd read his name in the transfer papers, but hadn't seen him in person till now.

He's the only man you've seen so far who is clean shaven.

"Lieutenant Yang," he said. "Ah. You have A9." Quietly. "Fuck, sorry 'bout that."

Your jaw tightens. "I have no complaints," you say, and try and not sound too frosty.

Wu shrugs. "Well, you drew another short stick - we need a patrol to secure a logistic route for the last prep. There's reports of enemy activity on the radio from our partisans, but SIGINT thinks it might just be a small scout party, possibly some wild techs."

"I wasn't aware there were any wild techs around here," you said. "I thought the Boneyards were damn well picked clean."

"You don't 'pick' a city the size of Los Angeles clean, not even in a century. It is possible, also, that the Legion might be deploying robotic forces…" He shakes his head. "Either way, we need the road cleared and we need it cleared now. Take your platoon out and get it done."

"Yes sir," you say, saluting, and the jeep smoothly drives off - fifteen MPH. No more. No less. You turn to your tank, and gesture. Morales, Brick, Baalaji and Angel all gather around as you use the front of your tank and your Cortex's ability to do some simple light projection to shine a map of the local area on the hood. Drives Fast oohs and awws, while Dora takes a step towards you, reaches out with her hands, then jerks them back.

You point out the logistic route. "Reports are we're looking at either some light Legion or wandering robots, maybe they got loose when a building no one's opened up in a century got blown open. They might be Legion bots."

"A good old clanker hunt," Brick said.

Dora sparked.

"No offense meant," Brick said. "Back in the day, I had a robobrain buddy, TX-9. Course, some clever human reprogrammed him to think of me as an exceptionally large rat and he shot me in the ass while I was on the john. But you can't get mad at clankers for their programming, right?"

"I dunno, some of them…" Angel spat. "Back in Vegas, bots were the fuzz, dig?"

"You were at Vegas?" Morales asked, sounding skeptical.

"I was born there, baby! Freeside for life. I'm in because the Army's the fastest way back home, way I see it." she explained.

Baalaji nods. "How are we doing this?"

"I take the lead, infantry in the back ready to deploy, you two alongside with Mighty Mighty Man in front - just in case we need to push something out of the way, I want you to be able to get to the front of the line easily," you say. "Rubble Maps on this region mark this as new pavement - NCR built it, and the Legion hasn't bombed it. Yet. But you never know what we might run into.."

"Got it, boss."

"No heroics today, alright? Play it safe."

They all nodded.

---​

The engine of Wandering Home roared to life with a snarl, like some ancient beast coming to life. You stood in the turret, your arms on the edges of the hatch, and felt the breeze in your hair as the treads began to creak and rattle and clank. You rest your hand on the pintle mounted, imported Chinese machine gun that is serving as the extra bit of firepower your turret had. It was faintly comforting, but not as comforting as the smoke launchers mounted along the sides.

Your headset was snugly fit on over your Cortex Comrade, and as you adjusted the muffs, you heard the sound of crackling, then Dora's voice.

"Lieutenant Yang, permission to ask a question that is pertinent to mission success and team morale?"

"Yes you may," you say. Polite of her.

"Are you currently being mind controlled and or indoctrinated into communist ideology by your Cortex Comrade?" she asked.

A few laughs came from the others.

"Why are you laughing?" Dora asked.

"Oh, shit, she's serious, I can see the serious light blinking on the back of her head," Trudy said.

"I am not aware of any such light," Dora said insistently.

You put your hand on your headset. "Uh, no, Dora. I'm not being mind controlled and or indoctrinated into communist ideology by my Cortex Comrade."

"That's exactly what it'd mind control him into saying!" Drives-Fast said, loudly. "I've read about this, there are ways to break mind control. Lieutenant! Do you have any family and or romantic partners that can slap you in the face and say…" Her voice shifted, to a shockingly good imitation of Dirk Hostedler, the star of a bunch of the new holo-thrillers. "Damn it, Yang! Snap out of it!" She imitated the sound of a hand striking flesh with amazing accuracy too. "Snap out of it, Yang!"

"It doesn't do mind control!" You said, as forcefully as you can. "It has maps, health readouts, blueprints, targeting information, it plays music. it's just a Pip Boy."

"I've seen intelligence reports indicating otherwise," Dora insisted.

"Would this report be sourced from the United States government, circa roughly 2077?" you ask.

"...no." Dora sounds evasive. You're honestly a bit surprised.

"Where, then?" Trudy asks, before you have to.

"Tales from the Front, issue 47, story three: The Alaska Candidate," Dora said.

"How can you be this big of a fucking nerd, you're goddamn robot," Trudy said.

"Easy," Mask gargles into the intercom.

"There is nothing nerdy about keeping up with the latest stories from the war effort," Dora insisted.

"The last one was printed two hundred years ago!" Trudy exclaimed.

"You do realize the war is over, right?" you asked.

"For now. It is important to stay vigilant. Communism never sleeps," Dora responded. "And neither do I."

"You do know that Brick is closer to being a communist than I am?" You ask. "He's a hardcore Unitist."

"That seems wrong," Dora said, hesitantly. "... The Legion are communists, since they wear red, but they are anti-mutant. It doesn't make sense."

"Communism isn't just things you don't like," you say. You weren't entirely sure what it was, different people back home had different ideas, but still.

"No, that sounds exactly like communism to me," Dora said, her voice huffy. "Communism is when a small oligarchy controls the means of production and enslave the masses by depriving them of resources unless they labor for them. Like the Legion!"

"You know? Sure," you said.

--​

"Uranium Fever, this is Wanderer 2-7, requesting Big Iron at grid three-niner-zero, danger close."

"Copy 2-7, Big Iron is two mikes out."

The radio chatter mumbles in the background of your hearing as you try and gauge when the time to button up is. On the one hand, buttoning up closed off your line of sight - but on the other, you'd left the NCR lines and were beginning your patrol on the road. The NCR built roads a lot like the old Americans did, with tarmac and bright paint. But the Americans never had to deal with dust like the NCR did - even a few months without steady traffic and repair,and the road was already beginning to show that the wastelands were trying to claim it again. Ruined buildings lined it - some heavily picked over, others still left for future teams.

It didn't help that the majority of actual traffic was carried on trains, both the old coal ones and the newly refurbished fission-powered ones. These roads were for rich assholes and the last mile goods, both of which had seen a heavy reduction in traffic since the war started and the NCR's limited biofuel production all got earmarked for the war. Indeed, at the side of the road was somebody's abandoned Highwayman, 2280 model. All red and chrome, at least before the sand started stripping it, like what your old boss drove.

"Oh, look at that… beautiful," Trudy said. "Shame to see it left out here."

"Think we can tow it home?" Drives-Fast asked, rubbernecking out the hatch to follow it as the tank passes. "It looks so quick!"

"Eyes up, everyone, there's no cars for anyone if some Legion asshole catches us off-guard," you pointed out. That was when you saw the glint of metal. You crouched just a bit lower in the turret, narrowing your eyes. Drives Faster gasps over the radio.

"I see something, sir! That thing! You told me to do, I'm saying something when I see something!"

You pull the binoculars from your pouch and glue them to your eyes. Zooming in and focusing you can see that the SIGINT guys were right: It was bots. Protectrons, arranged in a broad line about five hundred metres out, marching forward, their curved heads wobbling from side to side. It was then that you noticed that hammered out tower shields that had replaced their claw-crip left hands, painted red, with the symbol of the bull crudely daubed on them, and their heads emblazoned with the standard Legionnaire helmet motif of plumes that fanned above their heads.

Their right arms carry what look like assault rifles, strapped into their claw grips so they could crudely spray them over anything ahead of them. That was in addition to their face mounted laser-emitters.

There was a whole damn platoon of them. You counted, 18 total.

The pros and cons of the situation flashed through your mind.

Pros: They advanced at a slow waddle. They couldn't clear rubble. They were stupid as hell. They were bright and shiny - brand new, like they'd just rolled off a RobCo factory, been modified to look Legion, then marched out. They were also in a close formation.

Cons: A stupid asshole could still kill you. They had assault rifles, shields, and lasers, meaning that a frontal attack wouldn't be a great idea. They didn't have armor, but they were built sturdy enough that they'd still be hard as hell to finish off. They wouldn't stop until they were all dead.

"They're the waddlers!" Drives-Fast exclaims. "The beep boops! The...the thing! That...with the P!"

"Protectrons?" Dora asked.

"Yeah!" Drives-Fast said.

"Lucky bastards," Dora said, her voice sad. "Imagine, no sentience, just simple directive. Point A, Point B, no decisions…"

"Dora, we need to get you a psychiatrist someday," Trudy said.

"Why?" Dora asked.

---
What are your orders, Lieutenant? The Protectrons are currently about five hundred meters away (Long Range.) Their ARs are a threat to infantry and, if they all focus fire on a tank, could do some damage to fragile components. Their lasers are a threat to the light tanks or your side armour.

Your squad moves as one unit, your tanks each move independently.

This will be a bit of a shooting gallery, sure, but it will act as the tutorial for shooting.

This game runs a great deal like Flying Circus - where rather than breaking down your turn into discrete moves, you simply describe what you will do and the GM will string together the moves that represent that, calling for rolls and making hard and soft moves in response.

So in other words, don't worry about specific mechanics: just tell us what you do and what you order your squad and fellow tanks to do.


[ ] Write In
 
I'm thinking if they're stupid we can just set the tanks up next to the nearest piece of cover and let the infantry out to use them as cover and just go to town. Maybe the sniper can take a couple shots to lure them into our defensive position.

Alternatively, if they're far enough away, we just flank way around them and hit 'em from behind.

If only because even as dumb bots in a tutorial, you really shouldn't run head on into guns if you don't have to.
 
Looks like this would be a great time to open up with HE fire, get them to focus on us letting the lights get into hull down and add their own fire with the inf dismounting and setting up to engage when the bots get in closer
 
Well, simple enough.

[X] Plan Power of Heavy Metal
-Have Wander Home advance and fire on the Protectrons first to attract attention
-Mighty Might Man & Lil' Mo Action follows behind Wander Home and fire next
-Infantry follow behind the tank, taking cover and potshots at the bots when they are somewhat focused on the tank.
 
what I want to do is to just fuckin drive over em and listen to them go clang rattle rattle under the treads

but apparently these are super protectrons with actual weapons instead of pop gun head laser

How bad are the odds to hit things at Extreme range and how far do the tank guns reach?

thinking
[X] Plan Rope-A-Dope
-Wandering Home engages from long range and backs up as needed to maintain it.
-Light tanks fire a salvo if possible then fan out into side roads to make sure nobody's doing a flank using the centuritrons as a distraction.
-Infantry move back to extreme range and use bolt-actions and the Hecate to plink away.

These I think are in the awkward power-armour realm of being too tough for HE/MGs to reliably deal with but also too squishy to justify real AT

Thought about preparing an ambush, either using the tanks with infantry kiting or infantry with tank drawing them in but... these things don't have morale to break, are most dangerous at close range, are awkwardly tough, and are legitimately stupid enough to just walk head on like shooting gallery targets. Why take the risk.

Don't think it's necessary to advance on them - they'll probably shamble their way closer all on their own. As I read it this is mostly a bug hunt - holding ground doesn't matter.

As Dragon mentioned this is meant as a tutorial battle but IMO the biggest danger of these things is as a tanky distraction while less expendable forces move into position to do something funny. At least against heavy forces.
 
Last edited:
but apparently these are super protectrons with actual weapons instead of pop gun head laser

You have activated...Dragon Cobolt's Rant About Fallout Guns Mode!

So, in Fallout 1 and 2, Energy Weapons were an actual DISTINCTION from Small Guns. They were vanishingly rare and their ammo was even rarer in some cases, but they paid off by doing SHITTONS OF DAMAGE. A late gun character with a plasma rifle can just melt entire armies of enemies in normal armor. They were also, like...experimental military weapons that were just coming into vouge at the end of the Great War, not something you can BUY in a CORNER SHOP.

But then, Fallout 3 comes out and Betheda goes, "Oh, no, we can't have people put points into Energy Weapons and not give them an energy weapon! What if they want a laser right now!" so, not only do they redesign the weapons to look UGLY AS SHIT, they also make them basically just on par with small guns, but with brighter color effects!

WHAT!?

WHY!?

Why would you do that!? That's...that's just stupid, fuck you!

So, in this universe, Protectrons have Fallout 1 and 2 lasers, meaning they will cut you in half.
 
How bad are the odds to hit things at Extreme range and how far do the tank guns reach?
The game organizes range into range bands as such:

Melee - Knife - Close - Long - Extreme

Which corresponds roughly to

<1m - <10m - <100m - <500m - 500+

Each band past Knife gives a compounding -1 penalty to the 2d10 to shooting, and each band past the actual effective range of your gun gives and additional -1. So this stacks up pretty fast, but even at extreme range suppression works just as well. These robots can't be Suppressed, but they also never take Cover, which makes hitting them a hell of a lot easier (11+ instead of 16+).
 
If we're dealing lasers, shouldn't these defenses work?

[ ] Piles of Sandbags & Spare Tracks (Increases crew resistance to Suppression. -2 engine Reliability)

After all, while they offer neglible defense against penetrating shells, a laser relies on melting through stuff., in which case sand will be about as good as steel.
 
You have activated...Dragon Cobolt's Rant About Fallout Guns Mode!

So, in Fallout 1 and 2, Energy Weapons were an actual DISTINCTION from Small Guns. They were vanishingly rare and their ammo was even rarer in some cases, but they paid off by doing SHITTONS OF DAMAGE. A late gun character with a plasma rifle can just melt entire armies of enemies in normal armor. They were also, like...experimental military weapons that were just coming into vouge at the end of the Great War, not something you can BUY in a CORNER SHOP.

But then, Fallout 3 comes out and Betheda goes, "Oh, no, we can't have people put points into Energy Weapons and not give them an energy weapon! What if they want a laser right now!" so, not only do they redesign the weapons to look UGLY AS SHIT, they also make them basically just on par with small guns, but with brighter color effects!

WHAT!?

WHY!?

Why would you do that!? That's...that's just stupid, fuck you!

So, in this universe, Protectrons have Fallout 1 and 2 lasers, meaning they will cut you in half.
IIRC the laser pistol was explicitly civilian. I think it was extremely underwhelming - high listed damage, but anti-laser armour went up pretty fast if I remember right, especially by the point you get it.

Meanwhile if you know where to look you can get a plasma pistol in a Necropolis sewer that will melt anything you look at to goo (provided you've limped through the game with an energy weapons tag to this point).

The real sad laser gun is the gatling laser, which should be hilarious but gets utterly fucked over by DT. By the time you can get it without exploits, nothing worth shooting it at will care.

Minigun gets hit by the same bat - I don't think AP ammo does anything at all.
The game organizes range into range bands as such:

Melee - Knife - Close - Long - Extreme

Which corresponds roughly to

<1m - <10m - <100m - <500m - 500+

Each band past Knife gives a compounding -1 penalty to the 2d10 to shooting, and each band past the actual effective range of your gun gives and additional -1. So this stacks up pretty fast, but even at extreme range suppression works just as well. These robots can't be Suppressed, but they also never take Cover, which makes hitting them a hell of a lot easier (11+ instead of 16+).
So weapons can be used past their listed range band, it's just unreliable.

I'm guessing the intended gameplay given those odds is to use suppression to keep them from shooting back while someone with a flamethrower or pillowcase full of hand grenades wriggles close to do something that'll reliably hurt someone?

Does each 'hit' roll independently as a separate shot, possibly against a separate target?

What do 'rapid fire', 'reload', 'unreliable' and 'manual' do? I'm assuming rapid fire lets them use the parentheses number of hits in exchange for... something, and that unreliable means crit failures are possible.

More 'hits' = more suppression even if they don't actually hit the target?
 
Last edited:
The real sad laser gun is the gatling laser, which should be hilarious but gets utterly fucked over by DT. By the time you can get it without exploits, nothing worth shooting it at will care.

Minigun gets hit by the same bat - I don't think AP ammo does anything at all.

I mean, this is why you make a critfishing burst build and ignore DT and DR~
 
Also, thinking about the gear options.

it seemed a little odd that the automatic pistol cost $1, but the same price could get two service rifles. Is that because the pistols are limited issue while the rifles are 'standard issue' enough to be easy to get but there aren't quite enough for everyone, to incentivise building a 'proper' New Vegas NCR trooper with double the bolt-action's firepower but with an opportunity cost in other goodies?

Would Rifle Grenade Adapters be a squad-wide upgrade, or have just applied to one person? Would someone have been able to use both grenade satchels and rifle grenades?

What do bayonets do, exactly?

Do the anti-materiel and marksman rifles have any special accuracy boost at long ranges?

Not trying to relitigate, just curious.

Oh, also: I noticed it says each squad member can have 3 grenades, but the votes only specified one each. Does that mean they're running light, or just carrying 3 of what was chosen for them?
 
[X] Plan: Just Fucking Shoot Them (In The Back)
-[X] Wandering Home forts up now, wedging itself into cover so that the front armor is facing the enemy and there's no access to the sides, starts shelling the bots whenever it can
-[X] MMM and Mo get into position for enfilading fire just as soon as the bots get into range, preferably behind cover
-[X] Infantry gets sent all the long way round to come up and shoot them in the back while they're engaged with the tanks
 
it seemed a little odd that the automatic pistol cost $1, but the same price could get two service rifles. Is that because the pistols are limited issue while the rifles are 'standard issue' enough to be easy to get but there aren't quite enough for everyone, to incentivise building a 'proper' New Vegas NCR trooper with double the bolt-action's firepower but with an opportunity cost in other goodies?

It's cause the standard issue service rifles usually cost 3 in Flying Circus - but since they're being built en mass by the NCR, they're cheaper.

Would Rifle Grenade Adapters be a squad-wide upgrade, or have just applied to one person? Would someone have been able to use both grenade satchels and rifle grenades?

You can use your rifle grenade adapter (and it'd be for one person) to throw any grenade you have to close range rather than knife range.

What do bayonets do, exactly?

They stab people! They'll do 3 hits and 1 damage in your hands, 1 hit and 3 damage (1 ap) when at the end of a rifle.

Do the anti-materiel and marksman rifles have any special accuracy boost at long ranges?

They effectively do, since their ranges are very long, so they get less penalties.

Oh, also: I noticed it says each squad member can have 3 grenades, but the votes only specified one each. Does that mean they're running light, or just carrying 3 of what was chosen for them?

They all have 3 frag grenades.
 
As an ongoing thing, could we designate two of the rocketeers (and/or possibly the medic) as spotters/guards (and potentially loader for the LMG) for Brick and the Hecate operator whenever they're not doing work against tanks or in close quarters? The value they provide in meat-shielding assisting the two heavy weapons probably outweighs the usual value of their bolt-actions, assuming that spotting actually provides a benefit along the lines of Help. When something needs rockets or shotguns pointed at it they can do their own thing, but in a long-range shooting match they're probably better off helping others both mechanically and as a practical matter.

Do bayoneted rifles give the defensive bonuses in melee that spears do in Flying Circus? Definitely a very nice thing if they do.

Also, do the "half tracks" have their own dedicated crews, such that we can depend on their machine guns in addition to our other vehicle and personal weaponry?


[X] Plan: Just Fucking Shoot Them (In The Back)
-[X] Wandering Home forts up now, wedging itself into cover so that the front armor is facing the enemy and there's no access to the sides, starts shelling the bots whenever it can
-[X] MMM and Mo get into position for enfilading fire just as soon as the bots get into range, preferably behind cover
-[X] Infantry gets sent all the long way round to come up and shoot them in the back while they're engaged with the tanks

This comes with the caveat of uh, let's try not to be shooting at the protectrons when our allies are behind them. Definitely not the kind of crossfire we want to be doing.
 
Last edited:
Adhoc vote count started by DragonCobolt on Nov 27, 2021 at 10:21 PM, finished with 15 posts and 4 votes.

  • [X] Plan: Just Fucking Shoot Them (In The Back)
    -[X] Wandering Home forts up now, wedging itself into cover so that the front armor is facing the enemy and there's no access to the sides, starts shelling the bots whenever it can
    -[X] MMM and Mo get into position for enfilading fire just as soon as the bots get into range, preferably behind cover
    -[X] Infantry gets sent all the long way round to come up and shoot them in the back while they're engaged with the tanks
    [X] Plan Power of Heavy Metal
    [X] Plan Rope-A-Dope


Okay!

I need three rolls!

Roll 1: 6d20, +Hard to each, with a -2 penalty for range (The Home shelling)
Roll 2: 2d10 +Calm + 1 Torque (your two tank buddies driving along)
Roll 3: 2d10 +Daring (your infantry making a break for the flank.)
 
big boom? Also, can we fire the machine guns? three of those can probably do something.
Adastra threw 6 20-faced dice. Reason: Big Boom Total: 49
4 4 14 14 9 9 4 4 15 15 3 3
 
Back
Top