Fallout Tactics: Brotherhood of Steel Alternate Rules Compendium v1.0 By {SotP}EntrappedMind EntrappedMind@aol.com Greetings, Fallout fans. I am very pleased to notice the amount of alternate rules everyone has been spitting out recently, so I decided to put what I could find (and get permission for) into one document for ease of reference. Many of you may know me as the author of the WW2 rules, and few of you may even have noticed I also wrote the Vietnam rules. Without any further ado, on to the stuff. Table of Contents: 0.1 Legal mumbo - jumbo 0.2 Updates 0.3 Thanks The Rules (organized by time period) 1.1 Outlaws 1.2 Gangsters (Mob War) 1.3 World War Two 1.4 Urban Hell 1.5 Vietnam 1.6 Street Gangs 1.7 Counter-Terrorism 1.8 Robotica 0.1 Legal mumbo - jumbo All information contained herein is the sole property of its author. You have the right to print, save, reproduce, hand out, link to all of this, but if you wish to copy any of it to your website you MUST get permission from the author first. 0.2 Updates v1.0 - First edition - Changed rules to fit v1.25 patch 0.3 Thanks TestPatternMIH_EH Spencerthomas@earthlink.net Matthew Aistrop PaladinHeart@hotmail.com [SB]Angel_of_Death Tinyhippopotomus@aol.com [SotP]Azuren Azuren@hotmail.com Clay Garner Jonathan Teng OB Cooke Satanic Demon Jason Cha Shadow Paladin Leto Atredies II Scott Rosenthal Interplay Microforte 14 Degrees East Black Isle Studios (for their previous Fallout work) 1.1 Outlaws ~OutLaws~ Version 1.0 By: TestPatternMIH_EH Spencerthomas@earthlink.net Kenobi26 *Weapons* - Zip Gun 20 Rounds Max - . 44 M29 Revolver 36 Rounds Max - Casull Revolver 36 Rounds Max - Hunting Rilfe* 30 Rounds Max - 470 Silverhawk 30 rounds Max, Normal (Red) Bullets - Molotovs 2 per squad Max - Dynamite 1 per squad Max - Bat - Shiv - Claw Hammer - Rocks - Broken Bottle - Spear - Serrated Spear - Axe Handle - Knife - Cleaver - Darts 12 Max - Throwing Knifes 6 Max - Throwing Stars** 16 Max *Drinks* - Ol' Flaky - Booze - Beer - XXXXX Beer * The Rifle is in place of the lever action rifles of the time period. 1 Rifle man Max ** Can use the stars only if you have an Eastern name, like Wong Fo, and have yellow skin. Chems: None Armor: None Kits: First Aid only 1 Kit per team. Point Limit: 1k / Char Races: Humans Only *Mode* Mostly TB only FF: 100% only AP Regen: 80%-110% LOS: Team or Squad *Maps* High Noon, Down Town, or Shellshocked *Missions* Bar Fight This is a slug fest. You meat up in the bar of High Noon and drink 3 Ol' Flaskeys or Boozes. You then have your guys hobble out to the center, or in the bar itself, and duke it out. One guy will have to bring a Bartender. The Bartender must be a 2k and have atleast 12 beers and a melee weapon. He will serve as the Host of the game. This is a 500 pt Max game. You will bring 1 maybe 2 guys to the fight. This is sorta like Fight Club but once the beer wears of go back to the bartender. He will liquor you up again. In this there is no Melee weapons, guns, or unarmed weapons except your fists. A melee bout can be set up. The Host, or someone else, can bring a medic to make the fighting longer :) This can be set up for a CTB or TB match. Its up to the players and the Host. 6 Man Brawl This is where each player brings 6 men in a 1k match. This can be a Melee, Fists, or Gun only fight. It depends on the players and host. There is no special rules to this just duke it out. This can go CTB or TB again its a player/host choice. High Noon or Down Town work the best of all the maps. Show Down This is a 500 pt Duel. It can be a 1 or 2 Char max. For real skilled players make it a 3 Char min. This is a pistol duel. No rifles or shotguns. No medics and no bombs. This a pistol duel like the famous tales of the Old West. High Noon is the best map for this. FFA A classic battle. No holds barred. Shotguns and rifles allowed. Go to town with this 2k match. The teams must be 6 Chars Min. Each team can have 1 rifle man max. And only 1 medic also. Good Luck in Tombstone! Side Note This is still in testing and we wish any input. Good luck and have fun in the Old West....Look out for John. Got any mission ideas? Got any maps you made? Send them to use and we'll post 'em with your name and the whole deal. 1.2 Gangsters (Mob War) Gangsters 30s Style Version 1.0 By: TestPatternMIH_EH Weapons: - Tommy Gun- 300 Rounds Max - Hunting Rifle*- 100 Rounds Max - Beretta 470 Silverhawk** 30 Shells Max - Colt 45 - 50 Rounds Max - 44 M29 Revolver*** - 36 Rounds Max - Browning HP**** - 50 Rounds Max - Punch Dagger - Brass Knuckles - Wrench - Pipe - Crowbar - Slugger - Shiv - Knife - Combat Knife - Axe Handle - Claw Hammer - Broken Bottle - Throwing Knife - Throwing Stars - Darts - Rocks - Molotov***** - Dynamite****** * The Hunting Rifle replaces the lever actions of the time. ** The Silverhawk can only use normal (Red) shotgun shells. *** The 44 can only use Ball ammo. **** The Browning can use only 9 mm Ball ammo. ***** A team, no matter the size, can only have 7 Molotovs ****** A team can only have 2 Dynamite Bundles. There use will be explained later Chems: None except the Booze Armor: Leather 1 only Kits: - Lockpicks ( No Electric ) - First Aid Kit only Drugs: None Suggested Point Level: 2k / char Races: Humans only...looking into 1 dog per team Mode: CTB or TB Friendly Fire: 100% AP Regen: 80%-110% LOS: Team or Squad Maps Used: All in Skirmish, All in Assault, Motor Sports and All Flags Belong.... *Now to the fighting* Brief: You are a new family with a limited pool of "employees". There is a rival gang moving in. Your turf has been violated. They have begun taking over your operations. The Don requests that you do some missions to ensure that they don't take all the business. *Mission Types* The Hit: Your squad consists of 5 men of your choice to kill the Rat the squealed to the other family. But...you have one also. The hit goes both ways. You must kill the Rat to win. The Rat cannot just hide in a box till its over. They are a lvl 5-7 and have a pistol of your choice. They should be in the fight or close to. You can retreat and regroup a little but once it starts chances its gonna end quickly. This will be a 1on1 match. There will be a neutral Host that oversees the hit. If you don't fallow the rules you are killed. The host is allowed to have 1 guy that's 10k and a gun that has selective fire but is very Very powerful...gauss rifle shoud do the trick. The host is allowed to bring in Power Armor as well. Maps that work good are the Junkyard, Industrial Disease, High Noon, Robotica, Motor Sports, and All Flags Belong... Assassination: This is the only match where you don't fill out your squad. You have 2 men. Your Assassin and the Rat. This match is a 10k strictly. Your Rat hides but DOES NOT camp. he must keep in mind the other Assassin. The Rat also Cannot sneak. This match will require 2 Host guards. They will have a Very High sneak and will follow, at a distance, the rat to insure there is no sneakage. The Assassin is allowed to and will. The assassin is limited to Hunting Rifle with 25 Rounds and one pistol with a fourth of the ammo limit for that gun. The Rat can wear no armor as well as the assassin. Bombing: This is for an assault map. The two best are the Uphill Battle and Lost Vault. Since there is two sides both need to be covered. This is also a 10k game. There is no need for a Host Guard in this mission. There can be one if there is an Odd number in the game. The game host has the choice in picking the Host Guard for that mission. Attackers: The Don has requested your special family touch at getting rid of the operation of that pesky family. You much bomb the target that is requested. In Uphill you will need to destroy the tanks of Hooch that the Family has stored away. This is there main stash and if you can destroy it they will be financially crippled beyond repair. In the Lost Vault the family is running a power operation to conserve money. You always wondered why they had so many light on 24/7 around the main base. If you get those nodes they will have to pay for the power or risk turning them off and letting your assassins in. You will need a Bomber for this mission. He carries 2 dynamite bundles and a pistol of his choice. Defenders: You must kill the family. Your family is the best around and the Don wont take kindly to you losing the operation. You should know from previous experience that if this does get destroyed your men best be dead or Don will see to that. In the Uphill Battle you have been volunteered to protect the hooch until the buy goes down. You have just received word from a rat that there is to be a full blow assault on the tanks. Guard the tanks with your life and gain favor in the Dons eyes. For the Vault that node is crucial. It keeps all the light running. The Don has always kept a powerful and elegant image. The people with power have lights. The Don has lots of lights and this node keeps the light on. These also guard against would-be assassins wishing to sneak in. Guard this and win the day and the Don will have generous gifts for your family. You have the luxury of picking any type of guys that you wish as long as the fallow the guild lines. Road Hit: We all know that the families drove around and mowed down the unsuspecting rivals. Well, now you get to. This is an all out assault. Bring your Tommies out for this one, its gonna get ugly. Man you better make St. Valentine's Day a small hit by the time this is done. There will be the host in this round. He is there to regulate if needed. He will be in full power armor again. He also packs a hefty gun with a selective firing...i.e. single shots. This style also allows multiple families into the brawl. Also this allows for Families to team together. This leads to great slaughtering. Make sure to bring the melees for when the ammo runs out! The best maps for this match is Motor Sports and All Flags Belong.... Confrontation: This is also a multiple family match. It can be a FFA or teams. The Host Guard will also be in this match. Its a 10k match. No real story...you just ran into the rival family and the Don had posted a notice. it read: " When you see 'em...Kill 'Em!" You know what to do from here. Map that work good are most of them. Robotica, Down Town, and All of the Skirmish maps. Family Showdown: This match can go from a 10k to a 20k but 20k is the Vary Max! There can be a Host Guard if needed and wanted. This is a full brawl. You know the time and the place. Its You vs. them. This is best done under a 1on1 but can be adapted to a 2v2 game. Its reached the breaking point. The Don has given the orders. the Family in question has encroached on you territory for to long. Rid them and become the right hand man of Don himself. In this map you should bring out your Boss. The head of you family should be a pretty rough guy who can hack a battle...how do you think he got there? Map for this include: High Noon, Junk Yard, Shellshocked, Down Town, Robotica, Motor Sports, and All Flags Belong..... Don Wars: This is the most heated of all battles. The Dons from Rival cities are having a full on war for control of the whole pizza pie. This is a 20k or a 50k. The Don should show up as well as your Boss. Keep in mind the Boss should not be different. All the Chars should be build for all the missions. The Boss should be not much higher than 7k. The rest of the gonnies should be lower than that. The Don is king of it all. The Don is around 20k and can triple all limits Exempt the Molotov limit. This should be an epic battle and there is no Host Guard. This can be a FFA if odd numbers occur otherwise do a 2v2 but nothing higher than a 3v3 match. Maps used should be: All Skirmishes, Down Town, Robotica, Motor Sports, and All Flags Belong.... *Special Chars* As you read the match styles above you see several special chars for each mission. In case you didn't know you Must Always fill out your squad. 6 chars is a must! Special chars can only be used in the match that requires them. Host Guard: This guy makes sure the game is being played right. Each person should make one for a 10k, 20k, and 50k match. They Must have a weapon with selective firing. Its OK if it has a Burst mode but also must have a single shot mode. Also They should wear Power Armor and MUST NOT EVER BE ON AGGRESSIVE! You cannot shoot without a reason. And you must also give a warning to the offense. The Host should also have a Very High Sneak! So that enemies on Aggressive cant shoot you. If you fall under fire...run to a safe distance but still observe the match. You should only be on Normal so you don't return fire accidentally. Bombers: These are normal guys that carry 2 dynamite bundles. They can Only use pistols though. The Rat: He is a snitch from the other family. You must protect him. He can be no higher than lvl 7. He can also only carry a pistol. I'd hate to be the Rat! Assassin: He is a sniper looking for the enemy Rat but must also guard the Rat that's working for him. He can only carry 25 rounds and 1 pistol with 1/4 the ammo limit it has. He also cannot wear armor at all. The Right Hand Man: (Optional) He is the assistant to the Boss. He should be up there like 5 or 6k-ish. Boss: He is you basically. He should be no higher than 7k and can use any gun that the rules allow. He can carry double the ammo limit for the gun. The Don: He's the man. The king of them all. He should be no higher than 15k so you can use him in a 20k Don War match. He also can use any weapon but can carry triple the ammo limit. *Side Note* I still want new ideas for missions like the Road Hit and such. If you have an idea e-mail me at Spencerthomas@earthlink.net I an also going to be changing the map suggestions when the editor comes out. If you make a map send it to me and I'll play it and if its good i will add it tot the list and mention your name as the creator...in Big Letter 1.3 World War Two WW2 Rules for FOT by EntrappedMind@aol.com *Points* 2k / char, 6 characters CTB usually *Maps* Shellshocked High Noon All your Flags Plains of Carnage Uphill Battle Downtown ---Items Allowed:--- *Armour* -Leather Armor Mk 1 (small change here due to the fact most people use leather Mk 1 anyway. Not to mention it looks like a military uniform.)(Host's decision, normal military fatigues do not have any protection incorporated; and to my knowledge only the Air Force and Commando units used Flak Jackets in the WW2 era, which could be [if the Host decides to use] substituted by Leather Armor, not Mk 2. - Thanks Clay Garner) *Drugs* -No drugs (Psycho, Stims, etc), Alcohol is allowed *Small Guns* -Mauser (Thanks Jonathan Teng) -Colt . 45 -. 44 M29 Revolver -Tommy Gun -MP38 -Sten Gun -M1 Garand* -Beretta 470 Silverhawk* -BAR (Browning Automatic Rifle) * [I do not allow the M-14 because it was not developed until late in the war, and not implemented until after the war ended.] *Big Guns* -(Note 1) Only 1 heavy gunner per team -Lewis MKII -Bren Gun* -Rocket Launcher (WW2 Rocket squads consisted of 2 men, one gunner and one loader. To represent this, I only allow one round of ammo for anyone who uses rocket launchers.) -Flamethrower (Host's decision whether or not to use; I do not allow it for Flamer users in WW2 were walking bombs and this is not portrayed accurately in FOT)(Thanks for the agreement, Clay Garner) (1)[This is highly in debate, but since the heavy guns mentioned usually consisted of a two man team (one loader, one gunner) only 1 heavy gunner is allowed per team] [If it wasn't obvious, I do not include the M2 Browning. Reasons? It's a 3 man weapon, mainly a fixed defense or vehicle weapon. One person alone can't even carry it; much less fire it. *Thrown* -Rock ;) -Molotov Cocktail (Max 6 per char) -Frag Grenade (Max 4 per char) * *Melee* -Knife -Machete -All 'generic' melee (broken bottle, etc)(Thanks OB Cooke) *Explosives* -Dynamite -T45SE Mine* -T13 Antipersonnel Mine AKA Bouncing Betty (http://www.minwara.org/history/history1.htm - Thanks Satanic Demon) -Grenade Trap *Kits* -First Aid Kit -Lockpicks (Both kinds, no Electronic) *Food* NONE - Food was being used as a substitute for Stimpacks, and this will not be tolerated *Ammunition* -All but EMP *Races Allowed* -Human -Dog (Thanks Shadow Paladin and Leto Atreides II) *Vehicles* If there are/will be (after editors are out) vehicles in Multiplayer, then the Raider Buggy makes a good substitute for Motorcycle w/ sidecar (Thanks Clay Garner). Possibility of using Tank as well, but doubtful. No APC (WW2 APCs were open-topped, mainly half-tracks - Thanks Scott Rosenthal) [Note, things marked with an * after the name are personal favorites... Expect to see them if you play me ;) ] Any problems or additions, please feel free to e-mail me at EntrappedMind@aol.com. 1.4 Urban Hell Urban Hell Rules By TestPatternMIH_EH Version 1.2 Hello...yes this might seem like a spin off from the World War II Rules but I would like to implement some other weapons and other modifications because since W.W.II there has been some interesting weapons produced and they need some use also. This rule system will also fallow the basic ideas. Its a primarily a small gun war. The Nrg weapons kinda kill the fell, to me at least. *Basics* No Drugs....no Stimps either. 10k with 4 to 6 Char Min (tweaks are up to the Host) Armor...I allow both leathers. (Host can allow Metal but beyond that isn't recommended.) *Small Guns* - Beretta - Browning HP - Casull Revolver - Colt 45 - Desert Eagle - SIG Sauer - Zip Gun* - Walther MPL - Uzi - Tommy Gun - Steyr - Sten Gun - Ruger AC556F - FN P90 - MP38 - M79 Grenade Launcher** - Calico Liberty 100 - Sniper Rifle*** - M16A1 - M-14 - M1 Garand - Hunting Rifle*** - 7.62 FN fal - BAR - AK47 - Beretta 470 Silverhawk - Pump-Action Shotgun * If you need to fill out your squad give a Lvl 1-3 guy this gun with 10 rounds....ie Cannon Fodder...but they flush our them sneakers good! :) ** The M79 can only have 5 rounds maximum *** There can be only 1 sniper in your squad *Big Guns* - Rocket Launcher** - Bren - SAW - M60 - Flamer*** * Concerning Big guns in a 4 Char Max try not to have more than 1 per squad. Now for a 6 man squad try to keep it at no more than 2 for that's around the ratio per soldier if not even higher. Mind you this is Host decision ** The Rocket Launcher should have no more that 1 rocket. This is primarily a 2 man weapon even today. Also only 1 of these guys is suggested. *** The Flamer is completely up to the Host. Now if you get that close....cudoes to you and you should be rewarded with a funny flaming dancer, personally. :) *Unarmed* - Brass Knuckles - Punch Dagger - Sappers *Melee* All BUT... - Snake Spear - Piston Spear - Festers Spear - Dynamite Spear - Cattle Prod - Ripper *Thrown* - Stars - Knifes - Rocks - Molotov - Incendiary - Frag - Flash Try to keep the grenades down to no more that 10-15 per 6 man squad and 5-7 for a 4 man. *Traps* - Explosive Trap - Claymore - T45SE - Dynamite Ammo: Rockets- Explosive, AP, and Sabot Shotgun - Any Except EMP *Kits* - Lockpick* - Doctors Bag - First Aid Kit - Field Medic * No Electric Lockpicks *Races* Humans Duh :) Dogs Ghouls* *Ghouls is still in testing. Due to how fragile they are they can use both of there armor at this time. But they are limited to 1 on a 4 man squad and 2 on a 6 man. *Maps* - Shellshocked - Junkyard - Industrial I use these because it allows for more realistic combat. Some say cheap combat but hey...are you gonna stand in the middle of the road while your under fire? No...so don't expect other to be so stupid...( Though its fun when they are. :) These maps are also best played in under 6 man. I find it best 1-on-1, 2v2, or a FFA. These are my preference and Host can modify to his/her liking. Now Host...plz keep it to a min so that players don't have to remake there Chars just to play in your game. And since this is a new style I'm still looking for input. Plz feel free to send me a comment or suggestion. Email is Spencerthomas@earthlink.net 1.5 Vietnam *Races Allowed* NVA - Humans US - Humans & Ghouls (1 Ghoul to represent South Vietnamese scout per squad) ---Items / Weapons NOT allowed--- *Note: As opposed to the WW2 rules, it is much simpler to write down what is not allowed for Vietnam games, rather than writing what is allowed. So take note, these weapons are NOT allowed. * - Desert Eagle - Needler Pistol - Laser Pistol - Plasma Pistol - PPK12 Gauss Pistol - Sunbeam Laser Rifle - Plasma Rifle - YK Pulse Rifle - M72 Gauss Rifle - Neostead Combat Shotgun - H&K CAWS - Pancor Jackhammer - Steyr AUG - M246 SAW - Avenger Minigun - Vindicator Minigun - Browning M2 (Was in the war, not allowed due to imbalance issues) - Flame Pistol - Acid Grenade - Pulse Grenade - Plasma Grenade - Plastique - Acid Mine - EMP Trap - EMP Shells *Items Allowed to one side only* *US* - Leather Armor MK2 - 9 mm Beretta - Browning HP - Sniper Rifle - M16A1 - M60 - Grenade Launcher - Spear Gun (SEALs used) - Incendiary Grenade - Flash Grenade - Claymore - Combat Knife - Remote Trap *South Vietnamese Scout* (These are allowed to others, but are the ONLY items they can use) - NO Armor - AK47 - Molotov Cocktail - Hunting Rifle - Knife - Remote Trap - Beretta 470 Silverhawk *NVA* - Leather Armor MK1 - AK47 These rules never really caught on (yet), so they are kind of untested. If any of you have suggestions, send them to me at EntrappedMind@aol.com 1.6 Street Gangs By [SB]Angel_of_Death tinyhippopotomus@aol.com -----------------------------------------STREET GANGS--------------------------------------- 3 Teams:::Bloods, Crips, and Latin Kings ********WEAPON LIST****** <> These first 3 guns are stronger then the rest so are divided amongst the 3 teams and are allowed only one per squad. Walther MPL- Latin kings only AK 47- Bloods only Ruger AC556F- Crips only Uzi Scorpio mp5 h&k MP38 ****PISTOLS***** 44m29 revolver p220sig Sauer desert eagle colt 45 Casull revolver browning HP 9 mm Beretta *****HtH**** sappers brass knuckles throwing knife monkey wrench pipe crowbar slugger Axe handle switchblade machete knife broken bottle cleaver ****OTHER WEAPONS**** Molotov cocktail hunting rifle---1 per squad pump action shotgun Beretta 470 Silverhawk *Standard leather armor MK1 *All alcohol *only Buffout-gang members were prolly on drugs at the time and buffout is the closest to a real drug *no stimps or anything like that...just med kits 1.7 Counter-Terrorism Counter-Terrorism ruleset version 1.0 by [SotP]Azuren Preface: Some general suggested settings: -One heavy gunner per squad. Heavy guns include the M249, M60, and M79 40 mm grenade launcher. -One sniper per squad. Snipers include the sniper rifle. -One medic per squad. Medical supplies include first aid kits, doctor's bags, field medic kits, and paramedic bags. -One trapper per squad. Traps include any traps or mines. -No food. -CTB, at least until the end combat bug is fixed. -No Frag or time limit. -2000 (2k) point limit. -Six man squads. -Humans only. Possible exception of a bomb [trap] sniffing dog. One per squad, no inventory items allowed. -Recommended maps: Industrial Disease, High Noon, and Downtown. Additional rules are up to the host. Generally, I like to play with 2v2 or 3v3. The terrorist squad picks a location to defend, and the CTs stay at their spawn points, not moving and non aggressive. Once the terrorists have selected their location, and have signaled their readiness, the CTs can move in. Equipment: -Pistols- Beretta M9FS 9 mm: Both. Browning Hi-Power 9 mm: Both. SIG Sauer P220 9 mm: Both. Colt . 45: CT only. IMI Desert Eagle . 44: T only. -Shotguns- Pump action shotgun 12ga: Both. -SMGs- HK MP5 9 mm: CT only. FN P90c 9mm: CT only. Scorpio 9 mm: T only. IMI Uzi 9 mm: T only. -Rifles- AK-47 7.62 mm: T only. FN FAL 7.62 mm: T only. M16A1 5.56 mm: CT only. Steyr AUG 5.56 mm: CT only. Sniper rifle 7.62 mm: Both. -Machine guns/heavy weapons- FN M249 7.62 mm: CT only. M60 7.62 mm: T only. M79 40 mm grenade launcher: Both. -Grenades- Fragmentation grenade: Both. Flash [flashbang] grenade: CT only. Incendiary grenade: T only. Molotov cocktail: T only. -Traps/explosives- Dynamite: T only. Plastique: CT only. Grenade trap: T only. Claymore: CT only. Remote detonation trap: Both. T45SE antipersonnel mine: Both. T45LE antivehicle: Both. T13 antipersonnel mine: Both. -Miscellaneous- Lockpicks: Both. Extended Lockpicks: Both. First aid kit: Both. Field medic kit: Both. Doctor's bag: CT only. Paramedic bag: CT only. -Pugilistic enhancement items- Beer: T only. Booze: T only. -Melee- Combat knife: Both. All generic melee weapons: T only. [i.e. no cattle prod, ripper, or power fist] -Armor- Leather mark I: Both. Leather mark II: Both. -Drugs- No drugs of any kind are allowed. This includes Stimpacks! -Ammunition limits- 9 mm: JHP, ball, and AP only. [all] . 44: JHP, ball, and AP only. [all] 12ga: Flechette, buckshot, and slug only. [no EMP] Rubber is allowed as well. ;P 40 mm: Limit three rounds only. This applies to your entire squad, so no extra ammo on other characters. Please send all comments, criticisms, suggestions, and flames to azuren@hotmail.com. Happy hostage taking! 1.8 Robotica Idea of Robotica The basic idea is that this takes place thousands of years in the future and humans are quite rare. Robots gradually replace humanity and old age weapons are nearly nonexistent. Equipment Allowed for Robotica A * indicates a futuristic weapon but these weapons are far too powerful and would offset the balance of the theme setting. A host can allow them if he/she so wishes but it is not advisable. Point Limit - 1k or 2k if the host so desires but 1k is recommended. ----Small Guns---- Spasm Gun FN P90c Calico Liberty 100 Needler Pistol 9 mm Calico M-950 ----Big Guns---- None allowed. ----Energy Weapons---- Laser Pistol ----Unarmed---- Power Fist ----Melee---- Micro Sledge Ripper ----Thrown---- Acid Grenade Grenade (Plasma) ----Traps---- T45SE Mine T13 Antipersonnel Mine T86 Acid Sprayer ----Ammo---- All ammo types can be used. ----Armor---- All humans must wear power armor. No exceptions. ----Food---- Donuts Happy Pie ----Chemicals---- None. Robots can't use them so why allow humans to? ----Kits---- All kits are allowed ----Characteristics Limits---- Robots have no limits and therefore can have stats as high as they want in any area. Any squad can have as many robots as they wish. BUT only one grenadier and one trapper is allowed per squad. Humans live in a robotic world now and therefore are limited. Only one human per party. Humans can only bring stats to the following limits: Strength - 4 (maximum) Perception - 8 (maximum) Endurance - 4 (maximum) Charisma - 5 (minimum) Intelligence - 8 (minimum) Agility - 8 (maximum) Luck - 5 (minimum) These values are Character creation stage only. If you can get them higher with perks and/or power armor that is allowed. Keep in mind that ALL humans must wear power armor. All other classes are not allowed. Radiation and mutagens didn't exist in this world so Ghouls and Super Mutants can't exist. All the animals died out so that takes care of doggies and death claws.