Tripod: Difference between revisions

From NukaCola's Fallout Pen and Paper
Jump to navigation Jump to search
(Created page with "This page describes one of the quick exchangeable weapon tunings. <br><br> A tripod is used to keep the weapon rested and is usually attached to a heavy machine gun. Obviously, the tripod reduces the manageability when the weapon is not used rested. <br><br> <u>Requirement:</u> Mounting Rails on the <u>lower</u> side as well as one of the following heavy weapons:<br> * Browning M2<br> * Flak (Light Anti Air Gun)<br> *...")
 
No edit summary
 
Line 19: Line 19:
<br><br>
<br><br>
<u>Average price:</u> 150 $ upwards<br><br>
<u>Average price:</u> 150 $ upwards<br><br>
<u>Effect:</u> <br>
<u>Effect:</u>  
The burst handicap is reduced by 10 points.
The burst handicap is reduced by 10 points.
<br><br>
<br><br>
<u>Special rule:</u> Dismounting the tripod during costs 8 action points. If the character does not have 8 action points, he can start in one round and finish in the next, unless he is in close (melee or unarmed) combat.
<u>Special rule:</u> Dismounting the tripod during costs 8 action points. If the character does not have 8 action points, he can start in one round and finish in the next, unless he is in close (melee or unarmed) combat.

Latest revision as of 11:14, 25 July 2024

This page describes one of the quick exchangeable weapon tunings.

A tripod is used to keep the weapon rested and is usually attached to a heavy machine gun. Obviously, the tripod reduces the manageability when the weapon is not used rested.

Requirement: Mounting Rails on the lower side as well as one of the following heavy weapons:


Requirements for the tuner: To produce it: Workshop of class D or better.

crafting on at least 55.

No special skills are necessary to attach it.



Time:

  • To produce the tripod: 4 hours
  • to attach the tripod: 2 minutes



Average price: 150 $ upwards

Effect: The burst handicap is reduced by 10 points.

Special rule: Dismounting the tripod during costs 8 action points. If the character does not have 8 action points, he can start in one round and finish in the next, unless he is in close (melee or unarmed) combat.