Combat

Defenders Threshold: When attacking you must determine your target’s threshold, which is the number of hits you need to hit. To calculate the threshold use the chart below.

Circumstance Threshold Modifier Notes
Short Range 1
Medium Range 2
Long Range 3
Extreme Range 4
Light Cover +1 Such as a shrub
Medium Cover +2 Such as a mid size wall
Heavy Cover +4 A wall covering most your body
Crouching +1 This confers a -1 instead if the attacker is melee. Crouching can also make cover more effective.
Target is Holding an Aim -1
Target is Tiny +2 Bloatfly
Target is small +1 Dog
Target is Large -1 Super Mutant
Target is Huge -2 Mirelurk Queen

Combat Actions & Cost There are a wide range of combat actions. A mostly comprehensive list is below along with the action cost.

Action Cost Notes
Using a stimpak Free Action Costs 3 MP if using on an ally
Using a drug Free Action Costs 3 MP if using on an ally
Talking Free Action
Blocking Immediate Action For 1 AP make a strength check + 1 for every level of reach. Add that on the threshold to hit you vs that attack. On a successful block you take no damage from that attack. If you block and the attacker misses the threshold by more than 3 points, you may make a riposte and power attack. If you decide to block you may choose to split your die pool to block future attacks during the same round.
Dodge Immediate Action For 1 AP you may make an agility check. Add the threshold to your defense vs that attack. On a successful dodge you tale no damage. You may also attempt to dodge an AOE attack. For every hit you take you reduce AOE damage by 2 hits. You may choose to split your die pool to dodge future attacks during the same round.
Shooting a grenade Immediate Action Targeting a Grenade can only be done with a VATS shot. It has a -8 modifier, but uses your full dice pool. On a success you harmlessly blow up the Grenade before it can harm you. Alternatively you could use it to prematurely detonate a Grenade near an enemy.
Moving while Aiming +1 MP/Hex
Moving while crouching +1 MP/Hex you may spend an additional +1 MP per hex to halve the stealth penalties for movement
Peering around cover 1 MP This action let’s you peer out of cover to make your attack. It does leave you partially exposed though and all cover threshold bonuses drop by 1 point
Moving one hex 1 MP
Sprinting 1MP and 1 AP You can sprint a number of hexes equal to your endurance hits +1
Crouching or Standing 2 MP
Drawing or stowing an item 2 MP
Changing Equipped Weapon 3 MP
Picking up an item on the ground 3 MP
Reloading 3 MP many weapons and clips can alter this time.
Aiming 3 MP That is a base, some scopes and weapons take longer or shorter.
Eating or drinking 3 MP Food, alchol, etc.
Standing from Knockdown 4 MP Can move directly into crouching or standing
Throwing a Grenade 4 MP You may only throw 1 Grenade a round
Attacking Standard Action Using your standard action you may make as many attacks as allowed, or fewer if desired.
Trading for MP Standard Action You may trade your standard action for an extra 5 MP
Entering or Exiting Power Armor Full Round Action

Attacker Modifier

Circumstance Dice Pool Modifier DV modifier Action Type AP Cost Notes
Melee Power Attack +1 +5 special (standard) 3 Power attacks slow your weapon speed by 1, fast to medium, medium to slow and slow remains slow, but also forfeits their immediate action. You may only make one power attack per round. Power attacks cannot be targeted shots. Power attacks have a +8% chance to stagger a target. They also ignore 1 point of threshold from a block
Crouching Ranged Attack +1 2 MP to crouch Also adds +1 to recoil
Better positioning (such as higher ground) +2
Aiming +1 Varies (usually 3MP) Aiming often provides other benefits based on the scope
Hold Breathe +1 per shot Part of Aiming 2 AP per shot Must already be aiming. Only possible with scoped weapons
VATS +1 per shot +1 per shot Standard 2 AP with pistols and fast weapons, 3 with rifles and medium weapons, 4 with heavy and slow weapons Cannot be combined with AIM
Darkness -2 Mostly Dark, including total darkness with a pip boy light. Penalty also applies to detection.
Total Darkness -4 Complete absence of light. Penalty also applies to detection.
Ranged attack while a melee attacker is within striking range -3 Usually adjacent but a target with reach still threatens
Targeting Legs -2 per shot All limbs have 25% of total HP pool.
Targeting Arms -4 per shot All limbs have 25% of total HP pool.
Targeting Head -6 per shot +3 All limbs have 25% of total HP pool.

For burst attacks, every shot after the first adds 1 to recoil, every shot adds 1 to DV, and every 5 shots reduces threshold by 1. When removing shots the opposite is true.

Burst Mode Base Actions per round Bullets Fired Recoil DV Threshold Notes
2 RB Usually 1 2 -1 +1 Only available to SA
3 RB Usually 1 3 -2 +2 Only available to SA
Short Burst Usually 2 3 -2 +2 Only available to Automatics
Long Burst 1 6 -5 +5 -1 Only available to automatics.
Full Auto Short Burst usually 2 5 -4 +4 -1 Only available to FA
Full Auto 1 10 -9 +9 -2 Only available to FA
Status Effects Effect
Knockdown You get knockdown. You are effectively crouched for purpose of threshold (+1 vs range and -1 vs melee).
Bleeding You bleed out for 2 rounds for the amount of bleed damage the attack deals. Multiple bleed hits add 1 additional round to the duration. If bleeds from more than one source hit, the bleed uses the damage from the highest DV source. Normal resistance does not protect from bleed, but certain Legendary armor do provide bleed resistance.
Disarmed You drop your equipped item you are holding in your hands. It flys 1d2 hexes in a random direction.
Irradiated You suffer from radiation poisoning.
Paralyzed You cannot move and lose all your actions, including free and inmediate.
Poisoned When poisoned you take the damage listed over 3 rounds, and if not split evenly over three rounds taking the higher damages first. If you take poison damage again, it adds onto the remaining damage and resets the rounds to 3. For instance, you are fighting a Radscorpion with poison 6. The first round you are hit and at the start of your next turn you take 2 poison damage and have 4 remaining in your poison pool. The following round you are hot for 6 more poison, bringing your total to 10. You take 4 poison on your next turn, and then take 3 each of the following 2 rounds! Fun! There is a special poison resistance that protects from poison damage.
Stagger You loose all 5 of your MPS for the round.
Stun You loose your standard action next round.
Frozen All actions cost twice as many actions. Melee and unarmed attacks have their speed reduced by 1 (fast→medium→slow) while firearms reduce the number of rounds they can get off by half, rounded down(minimum of 1). Moving costs twice as many MP and AP. If you sprint you can only move 2 spaces per MP rather than 5 per MP.
On Fire Being on fire lasts 3 rounds. You take a distraction penalty of -2 to all rolls. You also take 7 DV of fire damage each round, and which has an AP of -1/2. If you are already on fire, any exposure to more fire damage renews your rounds to 3 rounds.
Cripple Leg You are instantly knocked down. It takes 2 MP to move one space and you cannot sprint. If both legs are crippled it costs 5 MP to move one space.
Crippled Arm You instantly drop any one handed weapons you are holding in that hand. If using that arm for anything (firing a 2 handed weapon, hacking a console, etc.) you take a -2 distraction penalty. If your other arm gets crippled you automatically drop any 2 handed weapons that are held, take a -2 penalty with both arms, or a -4 penalty if both arms are needed.
Crippled Head You get a concussion and suffer a -2 distraction penalty to all rolls.

Action Types: Each round you have a standard, move, free and immediate action, detailed further below.

Full Round Action: There are a very few actions that are full round actions. These take all your move Action points and your standard action, but not your free or inmediate. Entering and exiting power armor are examples of full round actions.

Standard Action: You have one standard action per round. This action is generally used to make ones attacks, though it also carries other purposes. You may also turn in your standard action for an additional 5 MP (see above).

Move Action: You gain 5 points of Move Actions (MP’S) per round. These are generally used for things like moving and reloading.

Free Action: You gain one free action a round. This is used for actions like stimpaks or speaking.

Immediate Action: You have one immediate action per turn. An immediate action is usually an interrupt action such as blocking or shooting a grenade. An immediate action can be taken during another characters action phase.

Initiative: Initiative is a combined total of one’s perception+agility. At the start of combat you roll your combined dice pool. Those with the most hits go first. If there is a tie the one with the highest perception goes first. If they are still tied the one with the highest agility acts first. If they are still tied they have a roll off until one player wins.

Your Turn: At the start of your turn you recover any health you may be recovering. Then you get your actions. They can be taken in any order, and attacks may even be split. For instance, you can spend 1 MP and 1 AP to sprint. Then you can decide to use half your dice pool and fire a shot. You can sprint again(1 more MP), crouch(2 MP) and fire another shot (while using your free action to shoot up) using the rest of your dice pool, and reloading because you have quick hands and do it for 1 MP less. Then you declare your turn as finished so the next player knows to begin.

Attacks & Damage

Attacking: Attacking uses accuracy+perception+misc bonuses-mis penalties. You must get a number of hits equal to or greater than the threshold of your target to hit. For every hit over the threshold, you increase the DV of your damage by 1.

Splitting an Attack Pool: You may split a dice pool, usually 2 or 3 times. When doing so you take your total dice pool and split it up amongst each attack. Some bonuses and penalties apply only once to an accuracy pool, while others apply for each individual attack. For instance if you are crouching, you get a +1 to your total attack pool. If using VATS for each attack it adds +1 to each attack. You may split the dice pool in anyway you wish, but how much dice pool must be chosen for each attack before the attack is made. Each may be targeted to a new target, a new limb, etc.

Attacking with multiple weapons: Sometimes you may need to switch weapons in the middle of your turn for whatever reason. When this happens you take the dice pool with the lowest total for your total dice pool. For instance, you are attacking with your 10 MM which has a dice pool of 12. You realize after your first attack it isn’t doing any damage so you change to your laser pistol with a dice pool of 10. Your total dice pool for the round drops by 2, so if you used 5 for your first attack, you’d have 5 for your second attack.

Likewise, you must use the slowest attack speed. So if you take one shot with a SA 3 shot, and switch to a 2 shot SS, you would have one attack left to make.

Damage: Damage is usually going to be the DV of the weapon you are using+any bonuses+each hit over threshold while attacking. If a weapon does multiple damage types(physical, energy, radiation), bonuses are usually added to both damage types. Each hit does 1 point of damage, before defense.

Defense: Most PCS and NPC’S will have resistances, whether naturally or from armor, perks, etc. When an attack is successfully made against a target, they get to make a resistance check of the appropriate type-AP (armor piercing). For every hit you get of your resistance, you reduce the total damage taken by 1 for 1. For instance, If an attacker gets 5 hits of damage, and you get 2 hits of resistance, you take a total of 3 damage.

Fire Type: There are four base fire types as outlined below.

Single Shot(SS): Single Shot weapons fire slowly. They generally fire a maximum of once per round. Even if they get multiple shots, they cannot make burst fire attacks.

Semi-automatic(SA): Semi automatic weapons fire one shot each time the trigger is pulled, but fire relatively quickly. They have a base of 3 shots per round. They can make burst fire attacks.

Automatic(Auto): Automatic weapons fire 3 shots each time the trigger is pulled. At their base, the can be pulled twice in a round, for a total of 6 shots. They are always burst fire, and can burst for their full attack if desired, or each trigger pull can be it’s own attack.

Full Auto(FA): Full Auto weapons fire non stop when the trigger is pulled. Because of this they are always burst fire. They fire at least 3 shots for each trigger pull. They can fire a base maximum of 10 shots per round.

Holding an Aim If you are already aiming at the end of your turn(or even in the middle), you can declare you wish to hold your aim. If you hold your aim you do not have to spend MP to Aim the following round. If you hold an Aim you reduce your threshold by 1. You may as an immediate action stop holding an Aim, but if this is in retaliation to an attack, that attack still target’s your holding an aim threshold. After that attack you go back to your normal threshold for all remaining attacks.

Critical Hits: To get a critical hit you need to roll your attacks % dice under your total crit chance, which is luck+misc modifiers.

Critical hits automatically hit and they deal +5 DV. Many weapons, perks and other factors can increase this value even higher.

Shotguns and Flamers Oh My! Some weapons (like shotguns, flamers and the cryolater) attack in spreads. There are three settings of spread, which can be adjusted on some firearms through various mods. The spreads are defined below.

Narrow Spread: A narrow spread hits all enemies in a straight line. At short, medium and long ranges you reduce the threshold to hit by 1. The first target in a narrow spread gets -3 AP. Each consecutive target gets +3 AP (so -3, 0, +3, etc). If making a targeted shot it only target’s that location on the first target encountered.

Medium Spread allows you to make medium spread attacks. All hexes must be adjacent and must be grouped together. At short and medium ranges threshold is reduced by 1. At short range you spread 2 hexes, and target’s suffer -3 AP. At medium range you spread 4 hexes. At long range you spread 6 hexes and all targets gain a +3 AP. At extreme range you spread 9 hexes and all targets gain +6 AP. You cannot make targeted shots with a medium spread.

Wide Spread: A wide spread goes out in a cone (classic d&d). At short ranges threshold is reduced by 1. Short range has no modifiers. At medium range target’s gain a +4 AP, and weapons with a kicker (like a Flamer catching fire) are reduced by 1/4. At long range all targets have +8 AP, and if the weapon has a kicker the chance is reduced in half. At extreme range target’s have +12 AP and if the weapon has a kicker the chance is reduced to a quarter. You cannot make targeted shots with a wide spread.

Readying and Delaying Actions: Sometimes the prudent course of action is to wait and see what happens on the battlefield!

Readying: When you ready an action you are picking a specific circumstance to trigger a specific action. For instance, if an enemy steps into the open from those buildings over there I will shoot. A ready action interrupts the actions of others. For instance, if an enemy comes out in the area you specify you get the opportunity to take your ready action while it is still his turn. You do not have to use the ready action though, perhaps waiting for a different target. A ready action cannot be overly complicated, but it can use multiple action types. Additionally, on your turn you may use some of your actions. For instance, you could crouch and hold an aim, then ready your standard action to shoot if a target came out of cover over here. Readying an action does not change your position in initiative. If it gets back to your turn and you have not used your ready action it is lost.

Delay: Sometimes it may be better to delay your action. When you do so you must take no actions on your turn, and instead you delay. Whenever you like you may state you’d like to come out of delay, and at the end of whoever turn is going on you get your round. It does not interrupt an individual’s actions like a ready action. If you delay, your new initiative is where you came out of delay.

The way of the shadow warrior – Sneak attacks A sneak attack occurs when you get an attack on a target and they don’t know you are there. Generally this is done with a stealth roll opposed by a detection roll. If the enemy fails to notice you you get sneak attack damage, which is +4 DV for ranged and +8 DV for melee. Usually you enter combat after a sneak attack, as his allies will usually notice. However, sometimes lighting and distance can be such as to allow one to make multiple sneak attacks before anyone is on to you.

Star Light, Star Bright Lighting comes in three stages. The first is normal light. This grants enough light so no penalties are had to attacks. The second is mild darkness, such as a starry night. This light incurs a -2 penalty to accuracy dice pool and detection. Any source of light or Nightvision brings this up to normal light. The last is total darkness. This is a star less, moonless cloudy night. It incurs a -4 penalty to accuracy and detection. If the lighting level is increased once it becomes mild darkness. If it increases twice it becomes normal light.

Combat

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