Thread: Weapons Listing (Under Construction)

Weapons Here is the listing of the various weapons found within the armory. These descriptions are here to help you understand the weapons better, and to know what exactly we have at our disposal. Other weapons may be added in the future, depending on the Research and Development teams, the Fallout content itself, and the members of the RP. Weapon Types Unarmed Weapons Melee Weapons Pistols Shotguns SMGs and MPs Assault Rifles Weapon Values The values represent usability for tactical purposes and are applied for guidance with role-playing. The following are only for weapons, the values for their ammo are explained with the Ammunition Types. Many current values are relative and conditional, they are also prone to revision. If you disagree with what's present, you may PM Millenium Joker or Sanoci with what you believe they should be, but you will be expected to show an understanding of the system as-is, given that said system has been the primary influence in the current values. The descriptive outline for a weapon may include as follows Weapon Name In Bold Damage The base damage output of this weapon, given first for single, then for alternative modes as labeled. Values in parenthesis show potential damage if all projectiles from a non-single firing mode hit a target. Damage Type Used mostly for energy weapons and explosives to show what damage types that specific weapon inflicts. Range This is essentially the weapon's maximum effective range given in Fallout's values. Firing Mode These are the modes of fire for a weapon. Single is single-shot, one pull of the trigger fires one round for shotguns this generally fires nine pellets, two of the laser weapons fire multiple beams. Double is for shotguns able to fire both barrels at the pull of a trigger. Burst x means this mode fires x number of bullets at the pull of a trigger. Auto y shows the fully automatic rate of fire as y number of rounds per second while the trigger remains pulled. Prolonged automatic fire essentially wastes ammunition and decreases control of a weapon firing in auto does not mean you cannot use controlled bursts. Weight The number of pounds this weapon weighs when unloaded, primarily important to avoid being weighed down. Strength Requirement This value shows how much strength is usually needed to properly control a weapon by hand from a standing position. There are ways to compensate for this, including a change of stance. Ammo Type This is the general type of ammunition the weapon uses. Many ballistic calibersprojectiles have multiple types available to different ranks. Capacity This is the number of rounds or charges that this weapon can hold at once. Keep in mind you will have to reload your weapon and that takes time during which you may be vulnerable. Description Summary of the functioning methodsmechanisms and possibly historical details for this weapon. Custom Weapon Requirements All weapons listed are taken from Fallout games. Any new or altered weapons which you wish to see available for your character's use are welcome. There are already Weapon Mods designed for this purpose, but other options are understood to exist. If you wish to create or modify a weapon, contact Millenium Joker or Sanoci and understand the requirements depending on your aim Personalization and customization of current Brotherhood-issue weapons is available through the above listed Weapon Mods. The options there are not the limits, especially for energy weapons. See the appropriate Councilor to discuss having these modifications to your weapon. Completely unique weapons that have drastically unique values or features will require a description of it provided to the appropriate councilor. This will require role played work for construction through maintenance departments, but may first need attention from the Research and Development department depending on complexity. PMed descriptions will generally be responded to with a listing-compatible description, a request for more information or instructions on what steps must be taken to see the weapon created. Approved custom weaponry may or may not be available to your character alone, you may request certain availability or leave it to the Councilor, who must make the final decision and thus needs your input. High-tech custom weapons that use technology in very different manners from existing items or that doesn't exist at all must first go through Research and Development, it will likely be put on the list with an appropriate designation once completed. This can be a very long process, and requires Role Playing the weapon's development.