| A | B | C | D | E | F | G | H | I | J | K
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1 |  | Tier | Change | Link |
2 | 26th Mar | Tier 1 | Upped .357 Revolver damage from 22+ to 25+ | https://docs.google.com/document/d/1R4iO_Jvsa7ip1E5QwVAPUr1j4NJMr_nhi2GqdrCZGTw/edit |
3 |  | Tier 1 | Removed DoT on Dart Gun, increased chance of cripple (-2 on the End check) |  |
4 |  | Tier 1 | Upped Varmint Rifle damage to 20+ to be closer to .357 damage. Remains lower due to Long Range. |  |
5 | 27th Mar | Tier 2 | Upped Cowboy Repeater damage to 28+ so it does a little more than the .357 in additon to being Long Range |  |
6 |  | Tier 2 | Upped .44 revolver damage from 30+ to 35+ | https://docs.google.com/document/d/1sUijwj3mg2RNNXts4E5zty4riYBOWaf1iYcDBOM7xaw/edit |
7 | 28th Mar | Tier 2 | Upped Cowboy Repeater damage to 30+ after comparing with .44 Revolver |  |
8 |  | Many | Changed the Cnd of weapons to make it easier to work out 25%/50%/75% condition |  |
9 | 1st April | Tier 2 | Upped Hunting Rifle damage and lowered AP cost, now much easier to fire twice per turn |  |
10 | 4th April | Tier 3 | Upped Battle Rifle damage to 45+ after comparing with Colt .45 |  |
11 |  | Tier 3 | Upped Zebra Rifle damage to compare with the Battle Rifle |  |
12 |  | Tier 3 | Added a special rule to the BAR so it only fires 2 round Bursts, Upped damage considerably to make up for it |  |
13 |  | Tier 2 | Lowered Light Machine Gun Value to 300 to make it more in line with other T2 weapons |  |
14 | 11th May | Various | Upped the Str Req for Heavy weapons (by 1) for use with the Heavy rule |  |
15 | 11th May | New Tab | Added Melee/Unarmed Weapons, thrown still to be added |  |
16 | 03rd June | New Tab | Added Weapon Mods for Tiers 0 to 2 |  |
17 | 11th July | New Tab | Added Armour List |  |
18 | 11th July | New Tab | Added Clothing List |  |
19 | 14th July | Weapon List Tab | Removed CnD column since it is not used |  |
20 | 14th July | Many | Significantly increased the damage of the slower shotguns, hopefully they should fill the role of very close range anti-DT |  |
21 |  | Many | Increased the AP on ALL Automatic weapons to balance the fact that Burst/Full Auto does not cost additional AP |  |
22 | 18th July | Weapon Mods | Added Tier 3 Weapon Mods |  |
23 | 18th July | Tier 4 | Finally got round to a balance pass of Tier 4 weapons. Most have improved in power. |  |
24 | 19th July | Various | Added some new Shotguns and changed their damage loss at range |  |
25 | 19th July | Various | Added "Scoped" and "Rare" to the Special Rules for ranged and added a Special Rules list for Melee/Unarmed |  |
26 | 19th July | Ammo | Altered non-magical ammo that ignores DT to match the levels of Armor Piercing in Special Rules for Melee/Unarmed |  |
27 | 19th July | Melee/Unarmed | Cleaned up Special Rules and added in a few new weapons. |  |
28 | 21st July | Various | Added sword, sickle and scythe. Clarified rules for melee weapons with reach. Added "cannot jam" to Revolver trait. |  |
29 | 21st July | Clothing | Added a few pieces of clothing, including a miner's helmet-style "lantern helmet". |  |
30 | 22nd July | Special Rule Tab | Reworded the Sniper rule to make it more clear. |  |
31 | 22nd July | Tier 3 | lowered the Zebra Rifle's damage by 2 (to 18+) to take into account its extra special rules. Also increased cost a bit. |  |
32 | 23rd July | Weapon Mods | Reworded the HD cylinder mods for .357 and .44 revolvers, since revolvers already cannot jam. Also reduced cost |  |
33 | 31st July | Armor | Reduced weight for leather and ragged cloaks. |  |
34 | 3rd August | Weapons | Added Body Spikes, Tier 0 natural attacks, Enclave Battle Tail |  |
35 | 7th August | Weapon Mods | Added the Battle Saddle mods from the Battle Saddles document |  |
36 | 12th August | Tier 2 | Increased 10mm SMG damage by 2 to make it more powerful than the 9mm SMG |  |
37 | 27th August | Tier 1 | Increased the bonus damage for the Single Shotgun and Caravan Shotgun by 1d10 (to 5d10 max, like other shotguns) |  |
38 | 31st August | Various | Significant changes to Shotguns. See link for details --> | https://docs.google.com/spreadsheet/ccc?key=0Ar_2-YbjBwHUdHFTWlhHdllEZFJJOWJMbVdmaTJ6ZHc#gid=0 |
39 | 18th September | Armor | Removed worn melee/unarmed weapons from the armor section. |  |
40 | 20th September | Tier 4 | Removed the Scope from the Ranger Sequoia since its based on the NV version which cannot get a scope |  |
41 | 20th September | Tier 3 | Magic Energy Repeater (Laser RCW) is now an Automatic Rifle (rather than an SMG) like its NV version |  |
42 | 6th October | Various | Modifications to Heavy Armors (clarifying effects on flight, some armors now Rare); Enchanted Crossbow cost fixed (was same as Crossbow cost) and given mods; Trigger Conversion special mod added for converting weapons between races. |  |
43 | 23rd October | Weapons | BAR strength requirement changed to 8 (as per New Vegas). |  |
44 | 4th November | Melee Weapons | Made it clearer when an unarmed weapon came as a set |  |
45 | 7th November | Special Rules | Moved the melee weapon special rule list so you scroll down instead of sideways to find it |  |
46 | 9th December | Special Rules | Clarified anti-matrix damage rules and added Anti-Matrix and Anti-Matrix (light) qualities. |  |
47 | 7th January | Weapons | Added Flare Pistol |  |
48 | 6th March | Weapons | Added BB Gun |  |
49 | 8th March | Ammo List | Rebalanced special ammo types, most give less bonus damage |  |
50 | 14th March | Special Rules | Added a 'Fragile' rule for weapons that had a very low Item HP in New Vegas. Modified the Sniper rule so it losses its benefits if condition drops too low. Added a 'Sharp' rule for certain melee/unarmed weapons |  |
51 | 14th March | Tier 0 | Added the .32 Rifle |  |
52 | 7th April | Melee Weapons | Adjusted Damage and AP cost for the Scythe. |  |
53 | 12th April | Melee Weapons | changed Innoculous to 'Inconspicuous' (apparently the first one wasn't a word :/ ) |  |
54 | 22nd May | Ammo List | AP ammo types now all have a standard -5 DAM since they all ignore the same amount of DT (1/2) |  |
55 | 14th June | Agile Rule | added a note about telekinetically wielding Agile weapons, they use VER+1 (max: 10, since it was pointed out that Spread Thin would make it too good) |  |
56 | 18th July | Special Rules | Added "Rads" ability and appled it to BEL and Balefire Eggs |  |
57 | 31st July | Armor | Added bonuses to Stun DT to certain armors and armor types. |  |
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