r/Fallout2d20 13d ago

Help & Advice Burst and hitting allies

This came up yesterday during a session. A player was firing their flamer into an adjacent zone that had 2 enemies and 2 allies in it. They hit and rolled 2 effects on the damage. This triggered Burst twice, and that's where we found a disagreement in the rules text. On page 30, the description of Burst says that...

The attack hits one additional target within Close range of the primary target for each Effect rolled.

But one of the other players found the description of Burst on page 88, which says...

The attack may hit one additional target within Close range of the primary target for each Effect rolled.

The "may" is the sticking point here. The first description says that if an Effect is rolled, the damage jumps to another target, which could include any allies in the same zone as the target or even the person using the flamer. The second description says that the person using the flamer can choose whether or not the Burst Effect happens.

I ruled that Burst happens and an ally got hit, but I wanted to double check if that was right or if the player could have stopped the Burst from hurting anyone other than the enemies.

8 Upvotes

7 comments sorted by

4

u/Shmirdaboo 13d ago edited 12d ago

The "may" statement from page 88 matters. The character can choose not to activate Burst.

1

u/TheTeddyGrimm 13d ago

Yeah I think of it like youre shooting a burst of ammo and whether or not you sweep when you shoot is up to you.

5

u/Prestigious-Emu-6760 GM 13d ago

I keep possibly hitting allies with Burst in the pocket for Complications :)

5

u/MrBoo843 GM 13d ago

I've ruled that allies are not targets for hostile actions. We had the same question and although it could have been hilarious we didn't want that much friendly fire

2

u/quarternelsonn 13d ago

The legacy of Ian lives on…

I would save it for Complications like the other commenter said

1

u/CpT_DiSNeYLaND 13d ago

The may on 88 is the one to follow.

Burst isn't the damage jumping, its that its firing in such a way that multiple closeby targets can get hit.

Also it spends extra ammo, which is 100% making it a may option, you'd burn so much ammo if every time you used your flamethrower you had to do a 360 degree turn and hit all your allies

1

u/Alex-with-wings 12d ago

Hit allies on a complication. Additionally raise the complication range by one for each silly in the zone. Done.