Combat

Basic weapon and combat rules:
Subject to change and rebalance.

You can still use a weapon that exceeds your skill level, but it count as one difficulty tier up (aka, easy becomes medium, medium becomes hard, hard becomes very hard).

Dmg is pr attack (burst or single shot depends on weapon).

+3 dmg pr degree of success. (Subject to change)

IF dm< 1/4 DT => Dmg=0

Gun usage cost
easy – 4ap – reload 1ap
medium – 5ap – reload 1ap
hard – 6ap – reload 2ap
very hard – 7ap – reload 2ap

Small guns
BB gun – 1d4 – easy weapon – 10 guns-
Small pistol (10mm) – 2d6 dmg (10 rounds) – easy weapon – 25 guns
Large Pistol 3d6 (cannot dualwield) – medium weapon – 60 guns
Varmint rifle – 2d8 – easy weapon – 35 guns
Hunting rifle – 2d12 – medium weapon – 50 guns
Sniper rifle – 4d12 – medium weapon – 65 guns – Point blank penalty of -15 to hit
Anti-material rifle – 8d12 – ignore 10dt – hard weapon – 100 guns
Sawn off shotgun – 4d6 – far 2d4 – medium – 30 guns
Hunting shotgun – 4d8 – far 2d6 – hard – 65 guns
Combat shotgun – 4d6 – far 2d4 – easy – 50 guns
Assault rifle – 4d8 – medium – 50 guns
LMG – 6d8 – hard – 75 guns
10mm SMG – 4d6 – easy – 40 guns

AP-ammo – + ignore 5DT

Big guns
minigun – 12d4 – hard – 50 big guns
Flamer – in range 8d4 – edge of range 2d4 – burn 2d4 over 2 rounds (stackable?) – hard – 60 big guns
Incinerator – 6d4 – burst:1 3d4 – burn 2d6 over 2 rounds – hard – 60 big guns

Magical energy weapons
Taser – 2d4 dmg – Special: If Armour DT is < 7 => +1d4dmg – easy – 10 me weapons
Beam pistol – 2d6 dmg – Special: ignores 4dt – easy – 25 me weapons
Beam rifle – 2d8 dmg – ignore 4dt – medium – 50 me weapons
Disintegration pistol – 2d8 dmg – ignore 1dt – easy – 35 me weapons
Disintegration rifle – 2d12 – ignore 1dt – medium – 70 me weapons

Explosives
Frag grenade – imminent 5+4d6 – close 2d6 – far 1d6 – medium – 20 throw
Plasma grenade – imminent 5+4d6 – close 2d6 – far 1d6 – ignore 2dt – medium – 35 throw
Incendiary grenade – imminent 5+3d4 – close 2d4 – far 1d4 – Burn 2d6 over 2 rounds
Land Mine – imminent 5+4d6 – close 2d6 – far 1d6 – easy – 20 trap

Melee weapons
Comes in small, medium and large. Ap cost to begin attacking with melee weapons is 2, 3 and 4 respectively to size. +2dmg pr. DoS.

Knife – 2d4 – Light – 10 melee weapons
Sword – 2d8 – Medium – 35 melee weapons
Claymore – 4d8 – Large – 75 melee weapons

Light blunt – 1d4+EMD – Light – 10
Medium blunt – 1d8+EMD – Medium – 20
Large blunt – 2d4+EMD – Large – 50

condition penalties
75-100% – no penalty
50-75% – slight damage reduction (and jam chance?)
25-50% – damage reduction and jam chance
1-25% – heavy jam chance, half damage
0% – broken (beyond repair?)

Armor
Security barding 10 AC, DT 3
Leather armor 10 AC, DT 4
Combat armor 20 AC, DT 6
Metal armor 20 AC, -1 Agi, DT 8
Raider barding 10 AC
Clothing 5 AC
Clipboard armor 75 AC, DT 10
Power Armor 45 AC, DT 15, < 5 = 0dmg, +1 STR, -2 Agi
Tin Armour 20 AC DT 20, < 18 = dmg -2 Agi

Weapon stat spesifics

Weapon range class table

Quick reference sheet

Combat

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