Original postings
Here, http://www.gamesas.com/topic/1487537-fallout-esque-apocalypse-tabletop-rpg/, the original post outlying briefly my endeavors.
Here, http://www.gamesas.com/topic/1501197-vehicles-non-canon/, are my thoughts on what the players may find to lessen the distance between their Base of Operations and Wasteland settlements. A list of what I have created will soon be posted
Here, http://www.gamesas.com/topic/1503002-ammunition-energy-weapons-size/ , is my thoughts on the various Energy weapons ammunition size relevant to the players size.
For my Tabletop RPG and Fan Fiction writing I got to thinking on non-canon weaponry that may have survived since the Great War or are repairable for my RPG players and fiction characters to find in the wasteland. I have from the Core Wizard of the Coast source-books, several 3rd party Books & PDF's, and various other sources for my players to choose various standard weapons, i.e. 5.56mm rifles and some energy basesd ones, to purchase from various wasteland vendors/traders. But then I got to thinking of what the USA could have had in the R&D, Experimental, or Prototype stages when the bombs fell destroying much of the world. In New Vegas Bethesda gave us the whole variant ammunition choices for the weaponry, Mods for said weapons, and special one of a kind weapons found in certain locations...
1. For Ammunition variants I have both the book and stand alone list of ballistic ammunition variants for all standard weapons. With a little bit of tweaking I hope to have a workable list for Energy and Big Guns.
2. Weapon Mods are pretty straightforward in that they augment the weapons stats allowing for increased damage, magazine, range, and etcetera. My thoughts are they should be removable in a non-combat situation if desired by the player and gradually wear out overtime.
3. Special WeaponsI can tweak from the base stats of a similar weapon compensating for its effects of increased damage or other features... but thoughts are welcome.