Weapon Conversion Notes

From Fallout to Hell On Earth


Notes on Weapons:

Much of the conversions were pretty straightforward. Basing my data on the few weapons that crossed over between Fallout and Hell On Earth (9mm, 10mm, etc.), I was able to estimate a rough conversion between the amount of damage done in each. As it happened, Fallout damage codes tended to be exactly one die less than what they would be in HOE, making a pretty rough shortcut. When it came to automatic fire, I simply the rate as close as I could, considering that a full third of the clip is burned in Fallout on the Burst setting. (The one notable exception that I came across was in the area of the Minigun, as there's a pretty sizable discrepancy between 12 shots per round and 40. But well, rather than try re-engineering Hell On Earth, I simply made the gun a tad bit less deadly.)

Similarly, ranges converted with a simplified rule of subtracting 10 and rounding down to the nearest range. Most things come out just fine as a result, save for the Flamer, which is an interesting thing in and of itself. For whatever reason, Pinnacle and Interplay view flamethrowers in utterly different fashions, so I figured that, rather than lose the flavor of the Fallout Flamer, I'd simply leave it as it were and not worry about it. It does a hellish amount of damage, but this is more than compensated for by the fact that it has a perfectly lousy range. (On the other hand, I left the stats for the shotguns the same, as there's no real point in second guessing which I like better. At least with the Flamer, I figured that there was a quantifiable difference.)

The only other weird conversion was in the area of the Red Ryder LE BB Gun, as I saw no real way to convert it over without being really weird. I figured that, since the average roll of 4d10 roughly equaled the set code of 25 hit points, I'd simply give it the same damage as the Sniper Rifle. The LE is still a lot faster, so everything's dandy on that count, I figure.

As you might note, the damage for the energy weapons borders on the insane, especially since there isn't anything remotely similar in the HOE books. (Hardly surprising, as there's not much in the way of advanced technology left in the HOE world.) However, since all the rest of the conversions worked across the board, these are how the weapons stand up. Of particular note are the Turbo Plasma Rifle (rather than muck about with some other system of showing how it's superior in damage to the regular Plasma Rifle, I just did what they did and added 5 to the end damage) and the Alien Blaster Pistol (which is deadly, any way that you look at it).


© 1998 tenandys@hotmail.com

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