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Silenced weapons fallout 3
Silenced weapons fallout 3












Melee damage comes from Fists, knives, and other weapons that lack range. Explosive damage is dealt by fragmentation devices. Energy damage is sourced from beams of super-heated plasma and lasers, as well as fire. Ballistic damage is that sourced from bullets.

silenced weapons fallout 3

  • Bolt-: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
  • If a creature comes within 5 feet of it after 6 seconds (the creature who placed its next turn) it makes an attack against them.
  • Silenced+: Attacking with this ranged weapon does not reveal one’s position.īurst (x): Each attack with this weapon uses x amount of ammunition.
  • Blast (x)+(Shotguns Only): Attacks every creature within x feet of the target.
  • Does not deal damage to constructs or creatures wearing power armor.
  • Poison: Deals four times as much damage to non-constructs.
  • Burning+(Energy Only): Deals half as much damage to constructs and creatures wearing power armor, and twice as much to creatures who are not.
  • Deals twice as much damage to constructs and creatures wearing power armor.

    silenced weapons fallout 3

  • Pulse+(Energy Only): Deals half as much damage to non-constructs.
  • EMP+(Energy Only): Deals four times as much damage to constructs and creatures wearing power armor.
  • Once you do so, your speed becomes and the first attack you make has no disadvantage on your attack roll from using its long range until the beginning of your next turn.
  • Scope+: If you have not moved since the end of your last turn, you can use a bonus action to aim down the scope of a firearm that has this trait at a specific target.
  • Automatic+: You can make an additional attack without adding your Dexterity modifier to the attack roll as a bonus action.
  • If your weapon is below Degraded condition, it requires an action and bonus action or reaction to reload.
  • Long Reload-: Reloading this weapon requires an action.
  • Properties with a - After its name can be removed from a weapon for 3/4 of the weapon’s price. Properties with a + after its name can be added to a weapon for half the weapon’s price. Reloading requires an action to attempt a DC 12 Arcana check.
  • Damaged: The weapon deals 2 less damage and its ranges are 10 feet less.
  • Poor: The weapon deals 1 less damage and its ranges are 5 feet less.
  • Degraded: The weapon’s ranges are decreased by 5 feet.
  • Pristine: The weapon functions perfectly normal.
  • silenced weapons fallout 3

    On a failure, their weapon degrades by 1 tier. At the end of combat or when their weapon is damaged, one must make a DC 12 Arcana check with the weapon they are using. If a player has two of the same weapon or otherwise substantial weapon parts, they may attempt a DC 15 Arcana check to repair their weapon, increasing its condition by 1 tier. There are 4 stages of condition that weapons can be in. In the wasteland, this is rarely the case.

    silenced weapons fallout 3

    The statistics below represent weapons in their peak condition.














    Silenced weapons fallout 3