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TierChangeLink
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26th MarTier 1Upped .357 Revolver damage from 22+ to 25+ https://docs.google.com/document/d/1R4iO_Jvsa7ip1E5QwVAPUr1j4NJMr_nhi2GqdrCZGTw/edit
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Tier 1Removed DoT on Dart Gun, increased chance of cripple (-2 on the End check)
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Tier 1Upped Varmint Rifle damage to 20+ to be closer to .357 damage. Remains lower due to Long Range.
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27th MarTier 2Upped Cowboy Repeater damage to 28+ so it does a little more than the .357 in additon to being Long Range
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Tier 2Upped .44 revolver damage from 30+ to 35+https://docs.google.com/document/d/1sUijwj3mg2RNNXts4E5zty4riYBOWaf1iYcDBOM7xaw/edit
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28th MarTier 2Upped Cowboy Repeater damage to 30+ after comparing with .44 Revolver
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ManyChanged the Cnd of weapons to make it easier to work out 25%/50%/75% condition
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1st AprilTier 2Upped Hunting Rifle damage and lowered AP cost, now much easier to fire twice per turn
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4th AprilTier 3Upped Battle Rifle damage to 45+ after comparing with Colt .45
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Tier 3Upped Zebra Rifle damage to compare with the Battle Rifle
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Tier 3Added a special rule to the BAR so it only fires 2 round Bursts, Upped damage considerably to make up for it
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Tier 2Lowered Light Machine Gun Value to 300 to make it more in line with other T2 weapons
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11th MayVariousUpped the Str Req for Heavy weapons (by 1) for use with the Heavy rule
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11th MayNew TabAdded Melee/Unarmed Weapons, thrown still to be added
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03rd JuneNew TabAdded Weapon Mods for Tiers 0 to 2
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11th JulyNew TabAdded Armour List
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11th JulyNew TabAdded Clothing List
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14th JulyWeapon List TabRemoved CnD column since it is not used
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14th JulyManySignificantly increased the damage of the slower shotguns, hopefully they should fill the role of very close range anti-DT
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ManyIncreased the AP on ALL Automatic weapons to balance the fact that Burst/Full Auto does not cost additional AP
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18th JulyWeapon ModsAdded Tier 3 Weapon Mods
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18th JulyTier 4Finally got round to a balance pass of Tier 4 weapons. Most have improved in power.
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19th JulyVariousAdded some new Shotguns and changed their damage loss at range
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19th JulyVariousAdded "Scoped" and "Rare" to the Special Rules for ranged and added a Special Rules list for Melee/Unarmed
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19th JulyAmmoAltered non-magical ammo that ignores DT to match the levels of Armor Piercing in Special Rules for Melee/Unarmed
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19th JulyMelee/UnarmedCleaned up Special Rules and added in a few new weapons.
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21st JulyVariousAdded sword, sickle and scythe. Clarified rules for melee weapons with reach. Added "cannot jam" to Revolver trait.
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21st JulyClothingAdded a few pieces of clothing, including a miner's helmet-style "lantern helmet".
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22nd JulySpecial Rule TabReworded the Sniper rule to make it more clear.
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22nd JulyTier 3lowered the Zebra Rifle's damage by 2 (to 18+) to take into account its extra special rules. Also increased cost a bit.
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23rd JulyWeapon ModsReworded the HD cylinder mods for .357 and .44 revolvers, since revolvers already cannot jam. Also reduced cost
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31st JulyArmorReduced weight for leather and ragged cloaks.
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3rd AugustWeaponsAdded Body Spikes, Tier 0 natural attacks, Enclave Battle Tail
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7th AugustWeapon ModsAdded the Battle Saddle mods from the Battle Saddles document
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12th AugustTier 2Increased 10mm SMG damage by 2 to make it more powerful than the 9mm SMG
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27th AugustTier 1Increased the bonus damage for the Single Shotgun and Caravan Shotgun by 1d10 (to 5d10 max, like other shotguns)
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31st AugustVariousSignificant changes to Shotguns. See link for details -->https://docs.google.com/spreadsheet/ccc?key=0Ar_2-YbjBwHUdHFTWlhHdllEZFJJOWJMbVdmaTJ6ZHc#gid=0
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18th SeptemberArmorRemoved worn melee/unarmed weapons from the armor section.
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20th SeptemberTier 4Removed the Scope from the Ranger Sequoia since its based on the NV version which cannot get a scope
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20th SeptemberTier 3Magic Energy Repeater (Laser RCW) is now an Automatic Rifle (rather than an SMG) like its NV version
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6th OctoberVariousModifications 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.
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23rd OctoberWeaponsBAR strength requirement changed to 8 (as per New Vegas).
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4th NovemberMelee WeaponsMade it clearer when an unarmed weapon came as a set
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7th NovemberSpecial RulesMoved the melee weapon special rule list so you scroll down instead of sideways to find it
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9th DecemberSpecial RulesClarified anti-matrix damage rules and added Anti-Matrix and Anti-Matrix (light) qualities.
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7th JanuaryWeaponsAdded Flare Pistol
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6th MarchWeaponsAdded BB Gun
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8th MarchAmmo ListRebalanced special ammo types, most give less bonus damage
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14th MarchSpecial RulesAdded 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
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14th MarchTier 0Added the .32 Rifle
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7th AprilMelee WeaponsAdjusted Damage and AP cost for the Scythe.
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12th AprilMelee Weaponschanged Innoculous to 'Inconspicuous' (apparently the first one wasn't a word :/ )
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22nd MayAmmo ListAP ammo types now all have a standard -5 DAM since they all ignore the same amount of DT (1/2)
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14th JuneAgile Ruleadded 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)
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18th JulySpecial RulesAdded "Rads" ability and appled it to BEL and Balefire Eggs
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31st JulyArmorAdded bonuses to Stun DT to certain armors and armor types.
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