You are on page 1of 74

Fallout Paper and Pencil: 6th Edition

Designed by Henry Schminke

Special Thanks to Jason Mical, for his work on Fallout PNP 3.0,
which served as the groundwork for this game.

Thank you to Obsidian Entertainment for their work on Fallout 1, 2


and New Vegas.
Part One: Background destruction it brought was
staggering and complete: more
energy was released in the early
moments of the war than in all
previous global conflicts combined.
The world that remained was harsh
and unforgiving. 90 years after
the Great War, humanity survived
but struggled to do so. Above
ground, small bands fought over
The World of Fallout the crumbling remains of once
great cities while mutants prowled
The Fallout world exists in an the irradiated wastes.
alternate timeline that diverged Underground, a fortunate few
from the real-world timeline after enjoyed the relative safety and
World War II. From this split until comfort of the Vaults. Some
the Great War in 2077, a stylized fought to keep the world out,
representation of 1950s American others to connect with and re-
culture (with more advanced populate it. Wherever humanity
technology) dominated the Fallout survived it was under constant
world. The science fiction anthology threat by psychotic mutants,
Worlds of Tomorrow, released rogue machines, vicious raiders,
during the Golden Age of Science and all manner of hostile mutant
Fiction in the 1950s, heavily creatures.
influenced this representation.
Glossary
Overview Combat: A sequence of events
Although the Fallout universe and that takes place on a hex-grid in
the real world share a common rounds of roughly 6 seconds each.
timeline until about 1945, the
Critter: A critter is generally
defining moment of the Fallout referring to a non-human NPC.
universe was the Great War of
2077. On October 23, 2077, the Experience (XP): A numerical
United States, China, and other measure of the character’s
nuclear-armed countries commenced collective experience in the Fallout
a brief but rapid exchange of universe. When enough experience
nuclear strikes. Although the points are earned, he or she goes
conflict lasted only two hours, the up a level.
Fallout: A series of games set in a Perk: A Perk is a special reward a
post-apocalyptic wasteland, also Character gains every few levels.
the radioactive dust particles Player: The Player is one of the
scattered following a nuclear blast.
human participants in the game,
Overseer: The Overseer is the more specifically, a human in
keeper of the Vault stories; the control of a Character, called the
Overseer is sort of a storyteller Player Character (PC).
and a judge. The job of the Player Character (PC): A Character
Overseer is to relay the story to
in the game universe controlled by
the players, telling them what
the player. Essentially the Players’
their characters are experiencing, “Alter Ego” in the Fallout
which allows the players to control universe.
their characters’ responses. The
Overseer does most of the dice Primary Statistics: Primary
rolls and controls all Non-Player statistics are the values from
Characters (NPC’s). The Overseers’ which all other statistics are
word in any situation is final and derived from, and include
overrides all rulebooks and source Strength, Perception, Endurance,
books. Charisma, Intelligence, Agility, and
Luck.
Karma: A measure of whether a
character has done more good Secondary Statistics: These stats
than evil, more evil than good, or are derived from the SPECIAL of a
a healthy balance of the two. Character, using various
mathematical formulas.
Level: A measure of the
Character’s “rank” in the Fallout
universe. When a Character gains a
level, it represents that they
have gained enough experience
from their actions that they have
acquired a better grasp of their
talents and of the world around
them.
Non-Player Character (NPC): A
Character in the Fallout universe
that is controlled solely by the
Overseer.
Part Two: Roleplaying The Overseer has many tasks, and
most important among these is
proper game management. The
Overseer will have to make an
enjoyable experience for the
Players, designing a game and
world that is fun and exciting to
explore. When this sandbox is
properly made, the resulting
experience is terrific.

Role of the Players


The Players and their characters
Role of the Overseer will step into a handcrafted world,
Who is indisputably the most (hopefully) ripe with interesting
important person in the Vault: and engaging experiences. The
He who shelters us from the Players’ main goal is to be their
harshness of the atomic character, to have fun, and to go
wasteland, and to whom we owe on to see what the great all-
everything we have, including our powerful Overseer has in store for
lives? them.
1. The Overseer When you design your character
(or pick from the recommended
2. The Overseer class list) you must design a
3. The Overseer backstory. Everybody has a past;
everyone comes from some past
4. The Overseer experiences and possesses unique
-Excerpt from the G.O.A.T. traits about them that makes
them stand out. When making your
character, start off with a classic
The Overseer plays arguably the archetype: The Champion who
most important role in a Vault, challenges evil at any chance, or
without the Overseer, the other The Thieving silver tongued devil
dwellers have no direction, cause who gets by with his words. This
or action. This follows true in the “role” will provide an outlet into
Fallout Pen and Paper game. other aspects of your character
such as their mannerisms, their Part 1: Character
appearance, or the things they Terminology
like to do when they aren’t saving
the wasteland from mutated There are seven primary
monstrosities. statistics. The acronym used is:
With a unique outlet into the world SPECIAL: Strength, Perception,
of Fallout, you will be able to step Endurance, Charisma, Intelligence,
into another existence, taking Agility, and Luck. These are the
place in your imagination, it can be characters’ strengths and
the most engaging gaming weaknesses and are the limits of
experience. which the other aspects of
character development are
Part Three: Creation determined. SPECIAL stats cannot
naturally go above or below the
Creating your Character racial minimums and maximums.
Skills: There are 15 skills available
to all characters. These are
learned and improved upon through
the experiences of the character.
There are 3 combat skills: Ranged
Weapons, Melee Weapons, and ,
Explosive Weapons. There are 4
Skills used for different aspects
of speech and diplomacy: Intimidate,
Persuade, Deception, and Barter.
Will your character be a gun-happy And finally, there are 8
sniper? A dune racer? A sneaky non-combat Skills for various
thief? A fast talker who can actions in the wasteland: Stealth,
manipulate others to his cause? Medicine, Security, Operate
The possibilities are endless. Now Vehicle, Survival, Experimental
might be a good time to have your Science, Mechanical Repair, and
character sheet on hand. Through Athletics.
character creation and through Traits: An optional part of a
this book, we will be using Howard, character. They are usually a
the Human Vault Dweller. double-edged sword, giving a bonus
as well as a penalty, making your
character unique.
Perks: Perks are special abilities a Human: The basic human. Two arms,
character gains every 3 levels, two legs, two eyes. Humans gain no
and occasionally just for doing bonuses or penalties
something extra neat in the game. to basic resistances
Perks can affect skills, statistics or statistics. Humans
or change entire aspects of the stand between 1.5 to
game, they will never penalize the 2 meters tall and
player. weigh anywhere from
Karma: As in the real world, the 100 to 250 lbs.
post-nuclear world of Fallout has a
system of morals. Performing
certain actions can raise and lower
a characters Karma. Rather than Stat STR PER END CHA INT AGL LCK
an abstract idea of morality, Min 1 1 1 1 1 1 1
punishment, and reward, Karma in Max 10 10 10 10 10 10 10
Fallout is a numerical value of how
many good or bad deeds a
character has done. Do good Ghoul: Ghouls are humans who have
things, word gets around, do changed from massive Radiation.
enough terrible things however, Ghouls’ skin
and people will know about it. sloughs off
across their
Secondary Statistics: The body and
category for all statistics which their hair is
are derived from a characters’ generally
SPECIAL. completely
Part 2: Race gone. Ghouls
possess a
Before going further, the player natural 50% Radiation Resistance,
must choose a race. Both races and a 25% Poison Resistance
are human, or once were human, bonus. Ghouls weigh 100-200 lbs.
but each have different
advantages and disadvantages. Stat STR PER END CHA INT AGL LCK
Both Races have a few very Min 1 3 1 1 3 1 3
defining Characteristics that Max 8 12 8 10 12 8 12
makes them unique.
Part 3: Traits Bruiser: A little slower, but a lot
bigger. You may not hit as often,
Traits are an optional part of the but when you do
character creation process. They they will feel it!
simply describe an aspect of the You gain +3 to
character’s personality or physical Melee Damage, but
description, and permanently your Move Speed
affect things like Skills, Primary is reduced by 1
Statistics, and Secondary point.
Statistics. A Character can pick up
to two Traits if they choose. Clean Living: Your voluntary
abstinence from drugs and alcohol
General Traits has benefitted your
Bad Natured: You have always health! All healing
gotten by doing things however items restore 50%
you wanted, never extra HP! But all
caring about what Chems provide no
others think. bonuses to you.
Your Combat Skills Fast Metabolism: Your metabolic
and Intimidate rate is much higher than normal.
start 10 points This means you are
higher, but other Speech Skills, less resistant to
Medicine, and Mechanical Repair radiation and poison.
Skills are reduced by 10 points. You get a +5 Bonus
This affects the Skill ranks. to Healing Rate, but
Bloody Mess: By some strange your Radiation and
twist of fate, people around you Poison Resistances reduce to 0.
die violently. Fast Shot: You don’t have time to
You always aim! Because you shoot faster
see the than normal!
worst way a All attacks
person can with Ranged
die. This does Weapons cost
not affect your ability to kill one less action
them, just how when they die, it point, but you
will be as violently dramatic as can’t perform
possible. Targeted Shots.
Precision: Your attacks show a lot Heavy Handed: You swing harder,
of finesse. You haven’t ever not better. Your attacks are
needed more brutal, but lack
than one shot Finesse. You
to get things receive +3 to
done. Your your Melee
base Critical Damage, but all
Chance is Critical Hits
increased by 5% but your total receive no
Action Points is reduced by 1. bonuses.
Gifted: You have always possessed Hoarder: You don’t let go of your
more innate ability to succeed possessions easily, even when
than others but they slow you
have never truly down. Your
developed your Carry weight
talents. With is increased
Gifted, you gain 7 by 30, but
SPECIAL points to your Move
distribute, but Speed is
receive no TAG Skills to start reduced by 1.
with. Jinxed: The good thing is that
Good Natured: You prefer your everyone around you has more
words instead of weapons and Critical Failures,
taking your time to the bad, however:
learn new things. You do too!
Persuade, Barter, Every time an
Medicine, and attack or skill
Mechanical Repair check is failed,
skills start 10 roll against luck
points higher, but all Combat Skills or your failure will
and Intimidate are reduced by 10 be upgraded to a Critical Failure.
points. This affects Skill ranks. This affects you and anyone who
targets you.
Kamikaze: By not paying attention Skilled: You are skilled at many
to any threats, you act much things; you can Tag six skills of
faster in a your choice!
turn. Due to The downside
not paying is that your
attention TAG bonuses
however, you are only 10
are easier to points
hit. Your Sequence is increased by instead of
+6 but your natural Armor Class is 20 because
reduced by 10. you divide your focus on your
talents so widely.
One Hander: You have never been
a fan of big weapons. You receive Small Frame: You are not as big as
+20 Accuracy everyone else, but that never
bonus with all slowed you down. You
One-Handed can’t carry as much
Weapons but but you are more agile.
receive a -20 You receive +2 Move
Accuracy Speed, but your carry
penalty when wielding any and all weight is reduced to
Two-Handed Weapons. 50 + (5 x Strength).
Sex Appeal: You got the “right” Trigger Discipline:
stuff. Members of the opposite Patience under pressure is where
sex are quite you shine. When making Targeted
attracted to Shots, all
you, but those accuracy
of the same sex penalties are
tend to be highly reduced by 20!
jealous. When Because you
talking to those pace your
of the opposite shots so much
sex, you receive however, you are unable to fire
a +20 bonus modifier to Speech using burst attacks ever.
Skills, but receive a -20 penalty
modifier on Speech Checks against
all with the same sex as yourself.
Wild Wasteland: The Wasteland Strength: A Measure
itself has mutated! With this Trait, of your character’s
your party will physical strength and
encounter muscle power.
unique and Strength affects
humorous Melee Damage, Carry
special Weight, and Action
encounters. Points.
Part 4: SPECIAL Perception: Perception is your
character’s awareness and
With your Character Concept, Race, instincts.
and Traits decided upon it is time Perceptive
to decide on your primary characters
statistics. The Total of these notice details
must equal 40 (unless modified by a that don’t fit a
Trait) and can only go above a “normal”
racial maximum through equipment picture. This
and item use. Naturally SPECIAL statistic
stat caps out its listed maximum. heavily governs Sequence and
Some Races have higher minimum affects Actions and many Skills.
required Statistics, while others
have lower maximums, make sure to Endurance: Endurance measures
distribute your SPECIAL in a the body’s constitution and overall
manner that allows for your health.
character to develop in the path Characters with
you want. A complete description high Endurance
of Primary Statistics is provided have great
below, along with a cover of the cardiovascular
Primary Statistics that they health and
govern. immune system.
Endurance
governs Base Hit Points, Radiation
and Poison Resistance, and
resisting Crippled Limbs.
Charisma: Charisma is primarily how Luck: The most ambiguous
adept your Characters are at statistic, Luck is everything and
knowing what to say nothing.
and do in social Characters with
situations. It also high Luck just
affects your tend to have
characters physical things go their
attractiveness. way, and
Charisma heavily Characters with
influences Speech Skills and is low Luck always
used for Speech Skill Failures. seem to be standing under the
scaffolding as a brick falls. Luck
Intelligence: A Character’s higher
directly affects Critical Chance.
reasoning power is determined by
their Luck rolls are also used to resist
Intelligence, Skill failures and Critical Failures.
Characters with Part 5: Secondary
high Intelligence Statistics: With Primary
are better at
Statistics decided, you can now
solving problems
calculate your Characters’
than those with
Secondary Statistics. Do not
low Intelligence.
Intelligence influences Skills and forget any Racial or Trait changes.
governs Skill Points per Level. Hit Points (HP): Perhaps the most
important statistic in the game,
Agility: Agility measures the speed
hit points determine your
of a character’s reactions. Agility
characters ability to take damage
describes how
and survive. When a Character’s
quickly a HP is reduced to 0, they fall
Character can
unconscious and will begin to bleed
move. Agility
out. The Character will have turns
affects
equal to their Endurance stat to
Move Speed,
Sequence, and bleed out before Death occurs. The
player may make one Luck Check at
Action Points.
the end of their END count to
survive an additional turn.
Characters can be stabilized with
Medicine or Stimpaks.
Base Hit Points is: 50 + 10 x END.
Action Points (AP): The second Sequence (SE): Sequence is equal
most important statistic, Action to: (2xPER)+AGL, and every
Points may mean the difference combat encounter, you roll 1d10
between reloading your gun and and add your SE to it. Descending
firing the final shot or staring at order goes first in combat.
your empty weapon as a rocket Critical Chance: This is the base
explodes in your chest. AP is used chance to cause a critical hit in
to make attacks, change position
combat. High weapon skills and
from crouching and standing, quality weapons can affect this
reload weapons, and use items. number later. If a to-hit roll is
Your available Action Point equals: successful, and low enough that it
5 + (STR+PER+AGL/6) Your AP may
falls within the Character’s Critical
be no lower than 5 base points.
Chance, the hit becomes critical.
Move Speed: Your movement speed Base Critical Chance is equal to a
is equal to: (3 + Agility/2) and Character’s Luck.
determines the number of hexes Healing Rate (HR): Life possesses
you may move in your turn. the remarkable ability to heal
Armor Class (AC): Armor Class is itself naturally. Your Healing Rate
your ability to completely avoid is the number of Hit Points healed
damage through dodging. Your base naturally in a day (24 hours) of
Armor Class is 20. Armor Class can activity, or in 8 hours of resting.
be changed with Armor, Perks, and Healing Rate is equal to Endurance
Cover, which is simply an increase divided by 2.
or penalty to Base AC. Armor
Radiation Resistance: In the Post
Class cannot fall below 0. Nuclear world, Radiation is always a
Carry Weight: How much equipment concern. Some Places are naturally
your character can carry on their radioactive. Radiation Resistance
person unencumbered. Carry weight simply buffers off a percentage of
is: (50 lbs + STR x 10). A character the radiation equal to your
with 5 STR can carry 100 lbs. Resistance. Radiation Resistance is
Melee Damage (MD): This is how equal to 2 x END.
much damage your character does Poison Resistance: Poison
with fist weapons and melee resistance is equal to 5 x END and
weapons. The more Melee Damage allows the player to roll against
your character has, the harder he the poison to completely nullify
or she hits. Base Melee Damage is the poison damage.
equal to your Strength stat.
Starting Money/Items: All items Tag Skills: Known as Talents and
have a set value; new Characters Gifts, these are the skills your
may select items up to a specific Character is gifted in. A Character
total value. Average characters can have 3 Tag skills, and each
will have $250 to use. Skill tagged receives a bonus of 20
(100 +CHAx20 +LCKx10) points separate from Skill Rank
calculations. Tagged Skills can
Damage Threshold: Represents the reach 120 for purpose of checks.
amount of damage a piece of armor
(Base 100 Max +20 TAG boost)
can stop. 5 points of DT reduces
incoming damage by 5. There are 5 Skill Points: Skill Points are
categories of damage, Normal, awarded at every new Experience
Laser, Fire, Plasma, and Explosive. Level. Every Skill Point invested
Karma: Karma is your moral balance into a Skill will increase its natural
in the world, and while it may not rank by 1 point. Skills can only
naturally reach 100 maximum from
manifest physically, it carries
weight in your presence. Karma investment. Skill Points earned per
acts not only to measure actions, Level is equal to 10 + Intelligence.
but to define your reputation in Skill Checks: When using your skills,
the wasteland. Base Karma is 0 you may have difficulty in being
and ranges from: -150 to 150. successful. When you attempt to
pick a lock, you will roll against a
Very Good: 126 and above.
Good Karma: 51 and above. Skill Check. Skill Checks apply a
Neutral Karma: -50 to 50. direct penalty to your skill to be
Evil Karma: -51 and below. rolled against. There are 5 levels
of challenge to check against.
Very Evil Karma: -126 and below.
Level Check Penalty
Part 6: Skills Easy -10
This section covers all the Skills. Normal -20
Skill rank is the natural value of Hard -30
the Skill derived from SPECIAL and Very Hard -40
Skill Points invested. There are 15 Impossible -50
Skills: 3 Combat Skills, 4 Speech
Skills, and 8 Non-Combat Skills. Combat Skills: These three skills
Skills rank from 0-100 naturally represent the methods of slinging
but can be boosted over this cap pain upon your foes. All weapons
through means such as TAGs. fall into these three categories.
Ranged Weapons: This skill covers Speech Skills: These
your use and proficiency with all skills represent the 4
ranged weapons, such as Guns and distinct types of
Energy Weapons. persuasion that can
be used to converse
with NPC’s.
Persuasion: This skill represents
your ability to
persuade to get
From a 10mm Pistol to the mighty their way, through
Gatling Laser. The higher your skill, appealing to the
the easier time you will have of subject they are
shooting your targets. persuading.
Melee Weapons: This Skill covers Deception: This skill represents
your use and proficiency with all your ability to
Punching and Melee Weapons. manipulate to
get their way,
through using
sarcasm, wit,
and deceiving
the subject.
From a set of Brass Knuckles to
the crushing Super Sledge. The Intimidation: This skill represents
higher your skill, the easier time your ability to coerce
you will have hitting your targets. to get their way,
through intimidation,
Explosives: This skill covers your threatening, or
use and proficiency with harming the subject.
everything that goes boom.
Barter: This skill represents your
ability to buy out to
get your way,
through bribery or
debating cost and
reward with the
From Frag Grenades to the subject. This skill
destructive Fat Man. Explosives also determines checks for buying
will give you an easier time blowing and selling items.
up your targets.
Non-Combat Skills: There are 8 Mechanical Repair: The know-how
Skills for general purposes and and handiwork to do it yourself.
functions: from crafting and This skill dictates
repairing, to finding clean water. your Character’s
These skills cover nearly ability to fix,
everything you can do in the repair, and
wasteland. construct things
of a mechanical
Athletics: The performance of
intensive physical challenges. nature, this
This skill ranges from
governs your repairing guns and armor to
creating a water purifier.
Character’s
ability to Medicine: The practice of Medical
perform skills in general. This skill affects
athletic a Characters
feats, such knowledge and
as climbing a rope, or swimming application of
through water. varying types of
Experimental Science: The medical treatment.
application of advanced technology Can be used to
and experimenting. stop Bleeding Out,
heal Crippled Limbs, and other
This Skill gauges
medical issues.
your Character’s
ability to tinker, Survival: The experience and
change, modify, intuition necessary to survive in
test, and develop the hostile
technologies. Wasteland.
This skill
affects your
success with
finding clean
water in the
desert and avoiding dangerous
foes.
Operate Vehicle: The nerves and Part 7: Formula Tables
reflexes to operate a vehicle
under Hit Points 50+ENDx10
pressure. Action Points 5+ST+PE+AG/6
This skill Move Speed 3+AGL/2
measures Carry Weight 50+STRx10
your Melee Damage STR
Character’s Sequence 2xPER+AGL
Critical Chance LCK
skill with Healing Rate END
Driving and Flying various vehicles RR and PR 2xEND, 5xEND
and methods of transportation in Starting $ CHAx25+LCKx10+50
the Wasteland.
Security: The fine motor control to Combat Skill Rank Table
pick locks and disarm alarms. This
skill shows your Ranged Weapons 3xAGL+2xPER
Character’s ability Melee Weapons 3xSTR+2xEND
to detect and Explosives 3xPER+2xEND
disarm traps and
alarms, and to Speech Skill Rank Table
open locked
containers and safes, and hack Persuasion 5xCHA
computer security systems. Deception 3xINT+2xCHA
Intimidation 3xSTR+2xCHA
Stealth: The talent of hiding, Barter 5xCHA
remaining unseen, and lightening
others’ pockets.
Stealth governs Non-Combat Skill Rank Table
your Character’s Athletics 3xEND+2xSTR
ability to move Ex. Science 5xINT
undetected, and Mech. Repair 3xPER+2xINT
to pick the Medicine 3xINT+2xPER
pockets of those Survival 3xPER+2xEND
around you. Operate Vehicle 3xAGL+2xPER
Security 5xPER
Stealth 5xAGL

With ALL Skills, add your Luck/2


stat to the final calculation.
Part 8: Backgrounds Mercenary: Bounty Hunter,
Caravan Guard, or Professional
For your character, you get to Hitman, a mercenary could have
choose from one of many available done any of these things. You
backgrounds. These backgrounds spent years as a gun for hire, and
exist to add flavor and build off can show your skills quite well, and
your characters’ backstory. Below have saved up money as well.
is a list of these options, each will (+10 Weapon Skill, +$: CHAx20)
also confer benefits to statistics,
items, or even reputations. Scientist: You have dedicated your
life to the research and
Caravaneer: You worked for years development of Science!
of your life working as a merchant Throughout the years you have
working with one or many different learned quite a lot and have
caravans in the wasteland. From become very well versed.
this experience working with (+10 Exp. Science, +3 Stimpaks)
traders, you have managed to pick
up some good bargaining skills, and Soldier: You spent several years
even managed to save some money. as a soldier for a military force in
(+10 Barter, +$: CHAx30) the wastes. During this time, you
may have seen lots of conflict, or
Farmer: You may have grown up on perhaps not. Regardless, your time
a farm, or at least spent plenty spent training with weapons shows.
of time living and working on one. (+10 to 1 Weapon Skill, Reputation:
It could have been livestock, Accepted one Faction)
agriculture, or water, all that
matters is you know a thing or Vault Dweller: You were raised and
two about living in the wastes. for most of your life, lived inside
(+10 Survival, start with 10 clean of a Vault Tec Vault, hidden away
food and 10 water) from the world. With this time
spent around Technology, it’s no
Gang Member/Raider: You spend a wonder you’ve picked up some
large portion of your life as a handy know how.
member of a Gang or band of
Raiders. In this time, you did some (+10 to Mech. Repair, Medicine)
rather dirty and cruel things to
get your way in the wastes at the
expense of others.
(+10 Intimidate, Karma: -10
Reputation: Accepted with Faction)
Part Four: Gameplay against an attribute, such as a
Perception check, you will roll 1d10
Playing the Game aiming for your score or lower.
When rolling a Skill Check, you roll
the % dice to try and hit your skill
after appropriate modifiers such
as difficulty check. For example:
Howard attempts to pick a Hard
lock: Howard has 50 Security Skill,
a Hard lock has a -30 penalty.
(50-30=20) Howard must roll a 20
or less to succeed at this skill
check.
Part 2: Combat
This is where Fallout turns from a
Post-Nuclear RPG into a lethal
Armed with your unique new 1000 ways to die simulator. Combat
character, you are ready to take in Fallout is lethal and concise. An
your first steps into the average encounter will take 3-4
wasteland! Before you do however, rounds. Combat is unforgiving in
you should know about how to Fallout and making poor choices will
survive, and even thrive in the likely result in your Characters’
wasteland! You should know how to Death. In a round of Combat your
play. Character will have several options
at hand, of them it is important to
Part 1: Narrative know how to approach a fight to
be effective as a team.
Outside of combat the experience
is very simple and narratively I am going to use Howard the Vault
based. When you want to have Dweller to show examples. Howard
your character do something, such has 7 AP available to him and is
as bartering with the water going to use a 10mm Pistol. He has
merchant, or picking a lock, you will a Ranged Weapons’ skill of 70.
announce that you wish to make an
action, at which point the
Overseer will tell you to roll
against your attempted action if
rolling is necessary. When rolling
Attack: Making an Attack will Critical Hits: A Critical Hit is
check your skill level against the achieved when you roll a number
targets AC to determine if you equal to your Critical Chance or
hit. Howard has 70 in his skill, so less and pass the Attack Roll.
he has 70 against his targets AC, Critical Hits add 50% to your
he is going to shoot at a Rat, damage rolled, then receive Bonus
which has an AC of 20, make sure Targeted Attack damage after.
to account for all modifiers such Sneak Attack: Always Critical Hit.
as light or cover. Ex. Groin: Damage Roll 40, Critical
70 (Skill) - 20(AC) = 50. Howard Dam Mult x 1.5 = 60, finally add 12
must roll a 50 or less on his dice Targeted Attack Damage. Total: 72
to hit his target. Attacking costs Targeted Critical Hits:
as many AP as the weapon lists.
Torso: Target Loses half AP
Targeted Attack: Making a
Targeted Shot consists of Leg: Target MS halved
designating a limb at a penalty to
your accuracy for the attack, Arm: Target Accuracy halved
Melee Attacks have half the Groin: Target loses next turn
Penalty that Ranged Attacks do.
When making a Targeted Attack will Head: Lose Next Turn
your Critical Chance range is Eyes: 100% Dice Damage Mult.
doubled, and your attack will deal
additional bonus damage. Burst Attack: Only available with
some Ranged weapons, you will fire
For damage calculations, if a hit is multiple rounds in a single action.
made Critical, the damage multiplier Every weapon lists the number of
from the Critical hit is applied to shots fired from a single burst,
the weapons’ damage roll first, and and always fire as many in a burst,
the bonus damage after. weapons have an accuracy penalty
Target Ranged / Melee Dam when Burst Firing.
Torso R: -10 / M: -5 +8 Retaliation: When shot at but
Leg R: -20 / M: -10 +8 missed, you may make a single
Arm R: -20 / M: -10 +8 untargeted reactionary shot at
Groin R: -30 / M: -15 +16 the attacker, at a penalty of -20
Head R: -50 / M: -25 +24 to your Chance to Hit. This can
Eyes R: -70 / M: -35 +32 only happen one time when
attacked by an enemy.
Cover: In combat, you may position Strength Req: This is a weapons’
your character to provide a requirement to effectively use the
defensive advantage, Cover can be weapon. Heavier weapons require
Partial or Full. Partial Cover could higher Strength. For every point
be hiding behind a pile of rubble below the Strength requirement,
and grants 20 bonus AC. Full Cover you incur a -10 to attack rolls.
obscures your position, and grants Melee Combat: When an attacker
40 bonus AC, it could be standing
wielding a Melee Weapon enters
off to the side of a doorway. You their attack range, Melee Combat
cannot take Cover and receive is engaged. In Melee Combat, the
Crouch or Prone bonuses. Cover is attacker will receive a free Attack
up to the Overseers’ discretion.
of Opportunity against an enemy
Sprinting: In your turn sequence, attempting to move in any way.
you can opt to increase your move (Moving position, crouching, going
speed to 150% (rounded down) at prone, or getting up). In addition,
the penalty of electing to use not if the defending character
a single Action Point in your turn. attempts to make a ranged attack
Sprinting allows you to cover at anyone but the melee attacker,
greater distance in movement. then a free Attack of Opportunity
Crouching and going Prone: For 1 will be provoked. A free Attack of
AP, your Character can Crouch, Opportunity will be provoked
if the defending character
going Prone costs 3 AP. While
attempts to fire at the melee
Crouched, you gain +10 on your
Chance to Hit with ranged weapons attacker unless a Pistol, Revolver,
and your Move Speed is reduced to SMG, or Shotgun is used.
2 MS/1 Hex. Getting up from a Explosives: Explosive Ordinance
crouch takes 2 AP. While Prone, Weapons deal massive damage, and
your Character gains +20 on not just to a single target.
Chance to Hit with ranged Smaller Explosives will affect the
weapons, and your movement is targeted area, as well as the
reduced to 3 MS/1 Hex. Getting up surrounding hexes. When targeted
requires 4 AP. by an explosive you may make an
Agility Check to move into an
Reload: Reloading most weapons
costs 5 AP, reloading weapons with adjacent Hex to reduce the
single rounds, such as shotguns or damage from the blast. For larger
Explosives, this will create a
revolvers, costs 3 AP/round.
similar effect, but with a 2-point
Agility penalty per additional hex.
Combat Options Targeted Shots Tables
Targeted Shot: Penalty on Target Ranged / Melee Dam
Chance to Hit, a bonus to Torso R: -10 / M: -5 +8
damage, and a 2x multiplier to Leg R: -20 / M: -10 +8
your Critical Chance. Arm R: -20 / M: -10 +8
Groin R: -30 / M: -15 +16
Retaliation: Return fire from Head R: -50 / M: -25 +24
opponents missed attack at Eyes R: -70 / M: -35 +32
penalty of -20 Accuracy. Targeted Critical Effects
Cover: Partial Cover grants 20 Torso: Target Loses half AP
AC, while Full Cover grants 40
to your AC, this is additive. Leg: Target MS halved
Crouch: Costs 1 AP, +10 Chance Arm: Target Accuracy halved
to Hit, reduces speed to 1/2, Groin: Target loses next turn
costs 2 AP to stand.
Head: Lose Next Turn
Prone: Costs 3 AP, +20 Chance
to Hit, reduces speed to 1/3, Eyes: 100% Dice Damage Mult.
costs 4 AP to stand.
Gameplay Effects
Reload: 5 AP to reload
weapons with a magazine, 3 Item Use: Using an Item in
AP/round for Revolvers and combat that is not assigned to
Shotguns. one of your item slots will cost
an additional 5 AP to use.
Melee Combat:
Free Attack of Opportunity: Strength Requirement: Accuracy
-10 penalty for every point less
-Defender tries to move. than Weapons’ listed Strength
(Crouch, Move, Prone, Stand) requirement.
-Ranged Defender attempts Limb Damage: When limb is hit by
to fire at a target other a Critical Targeted Shot, roll
than Melee Attacker. against END or receive a
-Ranged Defender attacks crippled limb.
Melee Attacker using a weapon Crippled Limb: Requires a
other than a Pistol, Revolver, Doctors Bag and Medicine Check.
SMG, or Shotgun. Healing takes 2d6 days -HR.
Part 4: Non-Combat Healing: There are 2 ways to heal a
Characters’ wounds: Naturally with
Non-Combat Gameplay their innate Healing Rate, or
Below are several mechanics of the quickly, with Chems, Medicine Skill
Game that are very important but Checks, or Doctors. Succeeding a
unrelated to Combat. These are Medicine Check with Bandages
for other aspects of the game. restores 1d6 HP.
These mechanics are essential for Limb Damage: Limb Damage does not
completing tasks and accomplishing heal on its’ own, and with medical
many goals in the Wasteland. supplies will take 9+1d6-HR days
Food and Water: Every day, you before the healing is finished. The
require 1 unit of both food and negative effect of the damaged
water, these are listed in the limb will persist until healing is
items section. If you fail to eat or finished. Attempting to fix Limb
drink your healing rate to reduce Damage without Medical supplies is
to 0 and every day you will receive a -100 Skill Check Penalty.
1d6 points of starvation and/or Fire: When your Character is hit
dehydration damage, every further with fire damage, they will be lit on
day roll an additional 1d6 damage. fire, and take 3d6 of fire damage
Radiation: Radiation is a horrifying that turn and every turn after
reality in the post-nuclear world until they extinguish the flames.
of Fallout. Radiation is measured in Barter: Barter effects the buying
RADs and every 200 RADs you and selling prices when interacting
acquire will lead to more significant with merchants. Attempting to
effect of Radiation Poisoning. Barter with a merchant will enact a
200 RADs -1 AP, -3 SE, -1 MS check penalty relative to the
400 RADs -2 AP, -6 SE, -2 MS amount you are attempting to
600 RADs -3 AP, -9 SE, -3 MS haggle over. The markup from a
800 RADs -4 AP, -12 SE, -4 MS merchant will be relevant to the
1000 RADs Death overall wealth of the location you
are currently in.
Poison: Every type of Poison will Skill Books: Skill Books exist for
deal a specific amount of damage, every skill and reading them will
some rapid, acting every turn. permanently grant 3 skill points to
Others are slower, afflicting your that skill. The Books are one use
Character over the course of items that are lost upon use.
several hours.
Skill Check Failure: In the event of Critical Failure: When attempting
failing a Skill Check for Security, ANY action, you will always have a
Mechanical Repair, Experimental small chance of failure, if you roll
Science, or other Non-Combat 96, 97, 98, 99 or 100 or your
Skills, you may roll against your percentile dice, you will
Luck Stat to be granted a second automatically fail the roll. At this
attempt at the same penalty. point you must roll against your
luck to avoid having your failure
Speech Check Failure: Like a Skill
Check Failure, in the event of a become a critical failure. A critical
failed Speech Check, one may roll failure is highly situational and will
against their Charisma Stat to result in a poor outcome.
avoid any ill effects of a failed Weapon and Armor Degradation:
Speech attempt and are then free Weapons will degrade only in the
to continue conversation at their event of a Critical Failure.
own discretion with no penalty. Armor will degrade as it is heavily
Traps: A Perception check allows damaged, if you are rendered
your Character to spot Traps, unconscious, your armor will now be
“damaged” by one or more tiers of
Alarms, Mines, etc. Otherwise you
must succeed a Security check to Condition. Weapons and Armor both
find a Trap before attempting to use the same 5 tiers of condition.
disarm it. After finding a Trap, you Once “Broken” the item is unusable
until fixed.
may attempt to disarm it using
your Security skill. Failing a Repairing Weapons and Armor:
Security Check will cause the Trap Weapons and armor can be repaired
to go off, but a successful Luck when damaged. You can use an
Check will prevent the trap from item of equal type to repair a
going off. When a Trap like a mine similar weapon. Whether you fail or
goes off you may roll against succeed, the item used for parts
agility to take only half damage. is gone. If you succeed, your
A Traps’ difficulty check will be repair will restore 1 tier of
relative to where it is found. condition to the damaged item.
Driving: Driving normally from place Inventory: Using items from your
to place does not require any skill inventory during combat costs 5
checks. Skill checks will need to be AP, this applies to Stimpaks and
made when in combat or intense Chems, or switching weapons. You
road conditions. A flat tire for can have 2 active item slots at
example will incur penalties. any time to use any item.
Gameplay Tables Critical Failure Effects
Food/Water: You require 1 unit Attack Roll Failure: 1d6 effects.
per day of each, failing to meet 1. Weapon damage: 1 Level.
this will reduce healing rate to 2. Weapon damage: 2 Levels
0 and you will take 1d6 damage a 3. Weapon damage: 3 Levels
day for both food, and water. 4. Weapon damage: 4 Levels
Every additional day adds 1d6. 5. Weapon damage: 5 Levels
Healing Rate: Natural regen, 6. Hurt Self: Full Damage.
restores your HP by HR every Speech Roll Failure: 1d6 effects.
24 hours, or 8 hours if resting. 1. Anger NPC, they attack you.
Limb Damage: After the 2. Anger NPC, they detest you.
appropriate difficulty check to 3. Anger NPC, they taunt you.
fix the “Limb”, the healing time 4. Anger NPC, New Reputation.
will be 9+1d6-HR until the “Limb” 5. No Effect
is fully functioning again. 6. Conversation End.
Fire Damage: 3d6 points of Skill Check Failure: 1d6 effects.
Damage per Turn. 1. Harm yourself, 3d6.
2. Completely break Item.
Inventory Use: 5 AP to access 3. Crippled Leg.
inventory and use an item. 4. Crippled Arm.
5. Unconscious: 1d10 minutes.
6. No Effect.
Weapon/Armor Condition
Radiation Effects
Item Qualities:
200 RADs -1 AP, -3 SE, -1 MS
1: Great: No Effect 400 RADs -2 AP, -6 SE, -2 MS
2: Average: No Effect 600 RADs -3 AP, -9 SE, -3 MS
800 RADs -4 AP, -12 SE, -4 MS
3: Poor: Weapons: -10 Accuracy, 1000 RADs Death
Armor: Reduce 1 Tier Karma Value and Title
4: Bad: Weapons: -20 Accuracy, Very Good Paragon: 126 to 150
Armor: Reduce 2 Tier Good Defender: 51 to 125
5: Terrible: Weapons: -30 Neutral Wanderer: -50 to 50
Accuracy, Armor: Reduce 3 Tier Evil Defiler: -51 to -126
Very Evil Fiend: -126 to -150
6: Broken: Unusable
Part Five: Levelling Level XP Required
1 0
2 1,000
3 3,000
4 6,000
5 10,000
6 15,000
7 21,000
8 28,000
9 36,000
Levelling Up 10 45,000
11 55,000
When your Character acquires 12 66,000
enough experience points through 13 78,000
questing and killing, they will 14 91,000
advance a Level. At each 15 105,000
experience Level, you will gain 5 16 120,000
bonus Hit Points, and Skill Points 17 136,000
equal to 10 plus your Intelligence, 18 153,000
to distribute how you please. 19 171,000
Every 3 experience levels you get 20 190,000
to choose a Perk. Perks are what 21 210,000
will truly make your character even
more unique and define you.
Listed on the table are the
experience point requirements for Skill Points and Ranks: At each
Experience Level, you gain Skill
advancing levels. At level 15 you
Points equal to: (10 + Intelligence).
will have reached the point where
you are considered a true paragon, Skill Points are spent on
and your scars will show it. At increasing the rank of your skills
Level 21 you will unlock the best from 0 to 100. Skills are naturally
perks possible and will have capped at 100. While Skill Points
reached your characters maximum cannot increase a Skill above 100,
potential. After level 21 you bonuses from TAGs, Perks, Traits,
cannot continue to gain any Items, and other means can.
Experience, Perks, or Skill Points
from levelling up.
Level 3 Perks Lucky: You cause more critical hits
in combat! Lucky will
Awareness: With Awareness, you grant you a +3%
can gain detailed information about chance to cause a
anything. In Combat Critical Hit.
you can gain exact
Hit Point knowledge, Req: Luck 4
weapon details, and Marathon: With
resistances and Marathon, your Move Speed
weaknesses. Your Perception now increases by 2 points! In
counts as 10 for PER checks. other words, you can
Req: Perception 4 move 2 additional hexes
each turn with this perk.
Brawler: When you hit, you hit
hard! With Brawler your base Melee Req: Athletics 60
Damage increases by Rapid Reload: You can
3 additional points! now Reload Weapons
Better start in for only 2 Action
swinging! Points instead of 5.
Req: Melee Weapons 60 Req: Ranged Weapons 60
Educated: Educated will add +3 skill Sleight of Hand: Fast to draw,
points when you gain a new fast to act! You are more likely to
experience level and move before your
increase the Skill opponents in combat,
Points earned from 2 since your Sequence
to 3 when reading Skill is +6 with this Perk.
Books! Nifty!
Req: Agility 4
Req: Intelligence 4
Spray and Pray: With Spray and
Intense Training: Overcoming Pray you and
adversity is the way to the top! your party
With the Intense members are
Training Perk, you unable to be
can put a point into hurt from
any SPECIAL stat! non-explosive friendly fire and can
Req: SPECIAL < 10 aim past each other penalty free.
Req: Charisma 4
Level 6 Perks Explorer: You are an adept
vagabond! When travelling on foot
Aggressive: Experience in melee your party no longer
combat has given you the edge. suffers from
With this Perk, exhaustion issues or
your Melee terrain and take half
Weapon Attack damage from
ranges are starvation and
increased by 1! dehydration.
This benefit affects Attacks of
Opportunity as well! Req: Survival 60
Req: Melee Weapons 80 Fast Actor: Nothing slows you
down! With this Perk, changes like
Danger Close: Your experience with crouching, prone or
things that go boom is deadly. All standing cost 0
your Explosive Action Points, and
Weapons now accessing your
deal full damage inventory costs 0
throughout the Action Points.
entire radius.
Req: Agility 6
Req: Explosive Weapons 80
Leadership: You inspire friends and
Deadeye: Your training in firearms followers. With this Perk, Party
and ranged weapons has made you Members with 3
deadlier in or more Charisma
ranged combat. gain +10 to their
With this Perk, Attack roll
Ranged Targeted Shot damage Accuracy. You
bonuses are increased by 50% receive this benefit as well.
Req: Raged Weapons 80 Req: Charisma 8
Dodger: You are less likely to be Lifegiver: You have been gifted
hit in combat if you have this the health of the
Perk. Your natural divine beings in the
base Armor Class is sky! With this Perk,
increased by 20! you gain an
Req: Agility 8 additional 25 Hit
Points.
Lone Wolf: You prefer to be on Level 9 Perks
your own. With this Perk, you
receive a +10 Accuracy Adamantium Skeleton: Your
bonus. Creates exemption skeleton has been infused with
from Leadership Perk fictional metals!
effect. You become immune
to all Limb Damage
Req: Charisma < 5 and Critical Hits
Superior Defender: With Superior deal no bonus
Defender, you can always take the damage to you.
best position in Req: Endurance 6
combat! You can
now benefit from Guardian Angel: When it looks like
Crouch or Prone you’re a goner, things turn around.
bonuses as well With Guardian Angel,
as Cover. you become immune to
enemies Critical Hits
Req: Intelligence 6 in Combat and can no
Tag!: Your skills have improved to longer Critically Fail!
the point where you can pick an Req: Luck 6
additional Tag
skill, granting a Chemist: With the Chemist perk,
bonus of 20 to you become immune to Chem
that Skill to be Addiction, and
applied on top of Stimpaks you use
the total Skill rank, you cannot (on yourself or
Tag a Skill that is already Tagged. friends) will heal
double HP.
Req: Skill is not already Tagged
Req: Medicine 80
Toughness: When you are tough,
you take less damage. This Perk Infiltrator: The Infiltrator perk
will add +20% to gives you unlimited attempts at
your general picking any lock or
damage resistance. hacking any
DR is factored terminal, and you
after DT. will never set off
any traps.
Req: Endurance 8
Req: Security 80
Mr. Fixit: Your technical skill with Level 12 Perks
machinery and electronics is
uncanny. With Mr. Fixit, Action Boy/Girl: You’re an action
you and your party hero! With Action Boy/Girl you gain
members’ weapons and an additional
armor cannot be Action Point to
damaged or broken! use as you please
every turn!
Req: Mech. Repair 80
Better Criticals: You’ll leave a trail
Ninja: The Ninja perk grants you bodies with the Better Criticals
the power of the fabled shadow perk, because
warriors. You must your Critical Hits
fail sneaking twice now deal an
while sneaking to be additional 50%
detected. damage. Let the
Additionally, your killing begin!
Melee Weapon Sneak
Attacks will ignore DT! Req: Luck 8
Req: Stealth 80 Hobbler: Upon successfully
attacking an enemy, you can
Nerves of Steel: Adrenaline is your choose to cripple
drug of choice. With Nerves of one limb or knock
Steel you regain them down. The
all spent Move enemy will be able
Speed points to roll against
upon killing a Endurance to resist.
foe in combat.
Rad Child: You have grown with the
Weapon Handling: You have Radiation! With
developed the ability to wield and Rad Child, you no
wear heavier longer suffer
equipment without from Radiation
a high amount of Sickness, and
Strength. This perk anytime you bask
reduces all in Radiation you receive 2
Strength Additional Action Points and +5 to
Requirements (Weapons and Armor) your Sequence.
for you by 3.
Req: Survival 80
Req: Strength < 10
Level 15 Perks Level 21 Perks
Diplomatic Icon: Your words can From Ashes: From the Flame of the
sway any who hear them. You can Fire, the Phoenix is Reborn. With
make a Speech From Ashes,
Check in any you may Change
circumstance, and every detail of
you will have much your character,
greater outcome from SPECIAL
possibilities from your influence. Stats, to
Every Skill
Req: Any Speech Skill 100
Point, and your other Perks.
Gladiator: Your practice at killing
has paid off, and now can kill much Grim Reapers’ Sprint: You have
faster! With become a mortal incarnation of
Gladiator, the Death itself!
With Grim
base AP Cost of
Melee Attacks is Reapers’ Sprint
reduced by 1! you regain all
your spent
Req: Melee Weapons 100 Action Points
Trigger Finger: Your practice at whenever you make a kill with
killing has paid off, and now can kill Ranged Weapons during your turn.
much faster! With Req: Ranged Weapons 100
Trigger Finger, the
AP Cost of all Slayer: The Slayer walks the earth!
Ranged Attacks is With Slayer, you regain all your
reduced by 1! spent Action
Points when
Req: Ranged Weapons 100 you make a kill
Thought You Died: From your with Melee
survival in the wastes you have Weapons during
learned how to your turn.
cheat death!
With this Perk, if
you die during Req: Melee Weapons 100
combat, you will
be revived with 1 HP at the end of
the encounter.
Part Six: Equipment Pistols
The trade value of each item is The smallest of the Ballistic
given, along with all appropriate Weapons, Pistols are fast, low
information. The next sections will cost, low damage, moderate range
cover Weapons, Armor, Ammo, weapons. All Pistols are one
Consumables, and Utility Items. handed Weapons.
Part 1: Weapons 9mm Pistol: $25
A low caliber semiautomatic
Abbreviations: handgun. Many models were
Dmg: Damage per attack. manufactured
S: AP cost of a Single Attack before the war.
T: AP cost of Targeted Attack They continue to
B: AP cost of a Burst Attack be produced in the
Rng: Range of a Weapon in post war world.
meters, 1 hex is roughly 5 feet Dmg: 1d6+24 AP S: 3 T: 4 B: /
in diameter. Rng: 5 W: 2 lbs Str: 2 Mag: 12
W: Item weight
Str: Strength Requirement 10mm Pistol: $75
Mag: Magazine capacity An out-loading pistol, one of the
simplest
Ranged Weapons semiautomatics
available. The
Listed ahead are the many types firearm was
of Ballistic Firearms, they are supplied to Vault-Tec.
listed by weapon type (Pistol,
Rifle) and ordered from lowest to Dmg: 1d6+29 AP S: 3 T: 4 B: /
highest quality. Energy Weapons Rng: 5 W: 3 lbs Str: 3 Mag: 10
will be covered after ballistic .40 Auto Pistol: $150
firearms, followed by Explosive
ordinance. A larger-caliber handgun, very
popular with Law Enforcement.
These handguns
have a lot of
stopping power.
Dmg: 1d6+34 AP S: 3 T: 4 B: /
Rng: 6 W: 3 lbs Str: 3 Mag: 10
.45 Auto Pistol: $300 Revolvers
This firearm has a rich history and Revolvers fire much larger
has seen service cartridges than pistols. Revolvers
in the major require each bullet to be reloaded
conflicts of the individually at a cost of 3 AP for
20th century. every 1 bullet.
Dmg: 1d6+39 AP S: 3 T: 4 B: / .38 Revolver: $50
Rng: 6 W: 3 lbs Str: 4 Mag: 8
A very common weapon among Law
Wasteland Hawk: $600 Enforcement, this weapon has seen
A very iconic handgun popularized a lot of glory on
by media such as action movies and old murder
comics before mystery
the war. Fires holotapes.
the large .44 Dam: 1d6+29 AP S: 3 T: 4 B: /
Magnum round. Rng: 4 W: 4 lbs Str: 3 Mag: 5
Dam: 1d6+44 AP S: 3 T: 4 B: /
Rng: 7 W: 4 lbs Str: 4 Mag: 8 5.56 Pistol: $150
12.7mm Pistol: $1200 A modified 5.56 Rifle cut down to a
Pistol. Features an automated
Bridging the gap between Handgun ejection port,
and Hand Cannon, the SIG-Sauer possesses
12.7mm Pistol significant
utilizes the stopping power.
most advanced
recoil system Dmg: 1d6+34 AP S: 3 T: 4 B: /
available. Rng: 4 W: 5 lbs Str: 4 Mag: 5
Dmg: 1d6+54 AP S: 3 T: 4 B: / .357 Magnum Revolver: $300
Rng: 8 W: 5 lbs Str: 5 Mag: 6 “The Gun That Won the West”, the
PPK12 Gauss Pistol: $4800 .357 Magnum possesses serious
stopping
The PPK12 represents the pinnacle power and a
of German firearm classic
engineering. Fires stylish look.
2mm EC.
Dam: 1d6+39 AP S: 3 T: 4 B: /
Dmg: 1d6+74 AP S: 3 T: 4 B: / Rng: 6 W: 5 lbs Str: 5 Mag: 6
Rng: 10 W: 8 lbs Str: 5 Mag: 12
.44 Magnum: $600 Submachine Guns
This is a .44 Magnum, the most Lightweight, compact, and capable
powerful handgun in the world, of full auto firing. SMGs can fire in
you've gotta ask yourself one 5-round bursts that will incur a
question: "Do -20 Accuracy Penalty. SMGs can
I feel lucky?" fire a “Double Burst” for one more
Well, do ya, Action Point and -20 Accuracy to
punk? a second adjacent target.
Dam: 1d6+44 AP S: 3 T: 4 B: / 9mm SMG: $125
Rng: 6 W: 5 lbs Str: 6 Mag: 6
The smallest caliber of SMG. These
.45-70 Revolver: $2400 guns are popular with criminals due
Existing to prove the insanity of to their ability
gun manufacturers. This large to spit lead.
Revolver carries all the power one
would expect from such a firearm.
Dam: 1d6+24 AP S: 4 T: / B: 5
Rng: 5 W: 6 lbs Str: 3 Mag: 20
10mm SMG: $375
The main armament of Vault-Tec
Dam: 1d6+69 AP S: 3 T: 4 B: / armories, these weapons are light
Rng: 8 W: 8 lbs Str: 7 Mag: 5 and highly
Mysterious Magnum: $10000 lethal with the
powerful 10mm
This may look like a normal .44
round.
Magnum, but for some odd reason,
whenever it Dam: 1d6+29 AP S: 4 T: / B: 5
is drawn from Rng: 5 W: 8 lbs Str: 4 Mag: 20
a holster, a .40 Auto SMG: $750
mysterious
guitar riff can be heard… The .40 caliber Submachine guns
Ignores DT. are extremely
lethal close
Dam: 1d6+94 AP S: 3 T: 4 B: / combat weapons.
Rng: 10 W: 3 lbs Str: 1 Mag: 6 Before the war
Dam: 1d6+34 AP S: 4 T: / B: 5
Rng: 6 W: 8 lbs Str: 4 Mag: 20
.45 Auto SMG: $1500 20 Gauge Shotgun: $100
A borderline Assault Rifle, these A basic over-and-under 20 Gauge
weapons fire massive .45 rounds at shotgun. These two shot terrors
a very high rate of fire, which is can take heads off, if you’re lucky
sure to shred anything in front of enough for all your pellets to hit.
the muzzle.

Dam: 3d6+37 AP S: 5 T: / B: 6
Rng: 4 W: 8 lbs Str: 4 Mag: 2
Dam: 1d6+39 AP S: 4 T: / B: 5 12 Gauge Shotgun: $300
Rng: 6 W: 10 lbs Str: 5 Mag: 20
The “Gold Standard” of Pre-war
12.7mm SMG: $6000 home security. A 12 Gauge double
The primary close combat weapon barrel shotgun is very reliable in
of the U.S. Mechanized Cavalry short-range circumstances.
from before the war. These
massive submachineguns will rip
through even the heaviest of
armor. Dam: 3d6+52 AP S: 5 T: / B: 6
Rng: 6 W: 12 lbs Str: 5 Mag: 2
12 Gauge Pump Shotgun: $600
This 12 Gauge shotgun is pump-
Dam: 1d6+54 AP S: 4 T: / B: 5 action, thus eliminating the need
Rng: 8 W: 12 lbs Str: 6 Mag: 20 to reload after just 2 shots, it
also has superior range due to the
Shotguns nature of its firing mechanism.
Representing the “Last Word” in
close quarters gunfighting,
shotguns bring huge damage to
the table at the cost of pathetic Dam: 3d6+52 AP S: 5 T: / B: /
Range. Shotguns must be reloaded Rng: 6 W: 12 lbs Str: 5 Mag: 5
1 shell at a time unless they use
magazines, at a cost of 3 AP/1
shell.
10 Gauge Shotgun: $1200 5.56 Rifle: $100
A large hunting lever-action A common rifle, semi-automatic or
shotgun, the buckshot this beast bolt-action. The 5.56 rifle is lethal
fires will tear through its target at most ranges. These rifles are
with ease. common and effective, requiring
little maintenance.

Dmg: 3d6+67 AP S: 5 T: / B: /
Rng: 8 W: 10 lbs Str: 7 Mag: 5 Dmg: 2d6+38 AP S: 5 T: 6 B: /
10 Gauge Combat Shotgun: $6000 Rng: 20 W: 8 lbs Str: 4 Mag: 8
This combat shotgun is extremely 7.62 Rifle: $300
powerful and is military grade. The These rifles are powerful,
combat shotgun reloads with a accurate, and deadly, as the large
drum magazine. This shotgun can 7.62mm round can punch through
fire a 3-round burst. most modern body armor.

Dam: 2d6+48 AP S: 5 T: 6 B: /
Dam: 3d6+67 AP S: 5 T: / B: 6 Rng: 25 W: 10 lbs Str: 5 Mag: 8
Rng: 8 W: 12 lbs Str: 7 Mag: 6
.300 Magnum Rifle: $600
Rifles This is a large caliber hunting rifle,
The Kings of long-range not kept in the best working
engagement, no squad is complete condition, but sports all the power
without at least one rifleman. of a big game rifle.
Rifles do unfortunately have an
effective range penalty at point
blank meaning if an enemy is Dam: 2d6+58 AP: 5 T: 6 B: /
adjacent you will suffer a -40 on Rng: 30 W: 12 lbs Str: 6 Mag: 5
chance to hit. Rifles will also
provoke Melee Attacks of
Opportunity when adjacent.
7.62 DMR: $4000 Repeaters
This is a military grade scout rifle. Repeaters are long range firearms,
The advanced recoil system allows built with a lever action, allowing
this rifle to be fired rapidly. for fast paced shooting.
Repeaters do not suffer a close
range penalty for firing.
.357 Repeater: $300
Dam: 2d6+48 AP: 4 T: 5 B: /
Rng: 30 W: 10 lbs Str: 5 Mag: 10 A classic lever-action rifle,
chambered in the .357 magnum
.50 Anti-Material Rifle: $8000 round. A familiar friend to many a
This weapon is supposed to be young cowboy.
used against vehicles, and other
heavily armored targets. But if
you feel like popping heads with
this rifle then more power to you! Dam: 2d6+43 AP S: 5 T: 6 B: /
Rng: 12 W: 8 lbs Str: 5 Mag: 4
.44 Repeater: $600
Dam: 2d6+138 AP: 5 T: 6 B: / This rifle has great power and is
Rng: 40 W: 30 lbs Str: 8 Mag: 8 accurate enough to shoot the
M72 Gauss Rifle: $25000 head off a quarter.

The M72 Gauss Rifle is the most


advanced Firearm ever
manufactured. Using magnetic Dam: 2d6+53 AP S: 5 T: 6 B: /
energy, this weapon can punch a Rng: 14 W: 10 lbs Str: 6 Mag: 6
hole through even the thickest
armor. Uses 2mm EC. .45-70 Rifle: $3000
These high caliber lever-action
rifles can drop targets like they
are tin cans.
Dam: 2d6+163 AP: 5 T: 6 B: /
Rng: 50 W: 30 lbs Str: 8 Mag: 5
Dam: 2d6+73 AP S: 5 T: 6 B: /
Rng: 16 W: 12 lbs Str: 7 Mag: 6
Assault Rifles 7.62 Battle Rifle: $3000
Assault Rifles form the perfect This heavy Battle Rifle can easily
balance of range, damage, and rate shred through most armor. The
of fire. Assault Rifles fire 3-round battle rifle possesses fantastic
Bursts at a cost of -10 Accuracy. range and lethality.
Assault Rifles can fire a “Double
Burst” at an adjacent target to
the first one at the cost of one
additional action point and an Dam: 2d6+48 AP S: 5 T: 6 B: 6
additional -10 Accuracy penalty. Rng: 16 W: 12 lbs Str: 6 Mag: 24
Assault Rifles suffer from a -20 7.62 SOCOM Rifle: $6000
Accuracy penalty when firing at an
adjacent target to yourself. A 7.62 Battle Rifle that has been
thoroughly upgraded with
5.56 Assault Rifle: $750 improvements across the board,
A standard caliber assault weapon. such as an increased rate of fire.
Being both precise and compact, it Can fire a 4-round burst.
is a favorite of mercenary groups.

Dam: 2d6+38 AP S: 5 T: 6 B: 6 Dam: 2d6+48 AP S: 5 T: 6 B: 6


Rng: 12 W: 8 lbs Str: 5 Mag 24 Rng: 18 W: 10 lbs Str: 5 Mag: 24
5.56 Carbine: $1500 Bozar: $12000
A modernized Assault Rifle with The single most accurate rapid-fire
major improvements across the weapon available. The Bozar spits
board, such as increased rate of out 5.56mm rounds at an obscene
fire. Can fire a 4-round burst. rate. Can fire a 10-round burst.

Dmg: 2d6+38 AP S: 5 T: 6 B: 6 Dmg: 2d6+38 AP S: 5 T: 6 B: 6


Rng: 14 W: 6 lbs Str: 4 Mag: 24 Rng: 20 W: 15 lbs Str: 7 Mag: 60
Heavy Guns 7.62 LMG: $6000
Heavy guns are large weapons for The most powerful Squad
meant for operation by infantry. Automatic Weapon in production.
Light Machine Guns fire 8 round These Machine Guns will rip apart
bursts and Miniguns fire 10 round even heavy infantry.
bursts. Heavy guns can fire a
“Double Burst” for an additional
AP and target another enemy that
is adjacent to the first. You Dam: 2d6+48 AP S: / T: / B: 7
cannot Crouch or go Prone with a Rng: 12 W: 30 lbs Str: 8 Mag: 40
Minigun equipped. 7.62 Minigun: $12000
5.56 LMG: $1000 Rockwell Firearms’ pride and joy.
This is the lightest machine gun The 7.62 Minigun has an obscene
available, even with the 5.56 rate of fire.
caliber bullets, this LMG can chew This Minigun
through most foes with its high brings some
rate of fire. serious
firepower.
Dam: 2d6+48 AP S: / T: / B: 7
Rng: 12 W: 60 lbs Str: 9 Mag: 50
Dam: 2d6+38 AP S: / T: / B: 7 .50 Minigun: $24000
Rng: 10 W: 20 lbs Str: 6 Mag: 40
The end all of Ballistic Weaponry.
5.56 Minigun: $3000 Six Spinning barrels unleash a
The smallest portable Minigun, this torrent of .50 caliber lead.
model is shoulder-mounted, and Ahnihiliation is defined by the
allows for a decent amount of firing of this Minigun.
mobility. The staggering fire rate
can easily annihilate most targets.

Dmg: 2d6+138 AP S: / T: / B: 7
Dam: 2d6+38 AP S: / T: / B: 7 Rng: 16 W: 80 lbs Str: 10 Mag: 50
Rng: 10 W: 40 lbs Str: 7 Mag: 50
Energy Weapons Wattz 1200 Laser Pistol: $1600
Flame weapons set targets on fire. Military grade Laser Pistol, the
Laser weapons sport the greatest Wattz 1200 was mass-produced
range. Plasma weapons are the before the
deadliest weapons available. war, and these
weapons are
Energy Pistols highly sought
Recharger Pistol: $50 after.

Recharger Pistols contain Dmg: 1d6+54 AP S: 3 T: 4 B: /


miniturized Energy reactors, Rng: 10 W: 4 lbs Str: 3 Mag: 10
removing the G86 Plasma Pistol: $3200
weapons need
The most popular Energy Pistol
for Energy Cells!
before the war, due to its insane
Dam: 1d6+24 AP S: 3 T: 4 B: / stopping power
Rng: 6 W: 6 lbs Str: 3 Mag: / and reliability.
AEP7 Laser Pistol: $100 The G86 is the
deadliest energy
The civilian model of Laser Pistol, pistol available.
these were made
to be highly Dam: 1d6+69 AP S: 3 T: 4 B: /
effective at Rng: 6 W: 4 lbs Str: 4 Mag: 6
cutting through Pulse Pistol: $5000
soft tissue. An extremely advanced piece of
Dmg: 1d6+29 AP S: 3 T: 4 B: / equipment, the Pulse Pistol fires a
Rng: 6 W: 3 lbs Str: 2 Mag: 10 powerful EMP
Plasma Pistol: $200 blast, that is
sure to destroy
This is the most basic of Plasma all electronics.
weapons. Capable of accurately Deals Normal Damage, ignores DT of
delivering Robots and Power Armor.
superheated
magnetized Dam: 1d6+34 AP S: 3 T: 4 B: N/A
Plasma over Rng: 6 W: 5 lbs Str: 2 Mag: 5
30 meters.
Dam: 1d6+34 AP S: 3 T: 4 B: /
Rng: 4 W: 3 lbs Str: 3 Mag: 6
Energy Rifles Wattz 2000 Laser Rifle: $4000
Recharger Rifle: $200 Military grade Laser Rifle. These
weapons can only be found in the
Recharger Rifles contain hands of the most high tech
miniturized Microfusion reactors, organizations.
removing the need for Microfusion
Cells! Neat!

Dam: 2d6+88 AP S: 5 T: 6 B: /
Rng: 30 W: 12 lbs Str: 5 Mag: 10
Dam: 2d6+38 AP S: 5 T: 6 B: /
Rng: 20 W: 12 lbs Str: 4 Mag: / P94 Plasma Rifle: $8000
AER9 Laser Rifle: $500 The Winchester P94 was originially
intended as an industrial grade
The civilian model of Laser Rifle, superconductor, as such it is
usually not found except at gun highly effective against armor.
shows due to its extreme lethality
and high market value.

Dam: 2d6+108 AP S: 5 T: 6 B: /
Dam: 2d6+48 AP S: 5 T: 6 B: / Rng: 12 W: 15 lbs Str: 6 Mag: 10
Rng: 24 W: 8 lbs Str: 3 Mag: 10
Pulse Rifle: $10000
Plasma Rifle: $1000
The big brother of the Pulse
These makeshift Plasma rifles are Pistol, this rifle is the ultimate
constructed from the parts of countermeasure to Robots and
salvaged Microfusion reactors, and Power Armor. Deals Normal Damage,
carry incredible power in a ignores DT of Robots and Power
relatively compact package. Armor.

Dam: 2d6+48 AP S: 5 T: 6 B: N/A


Rng: 18 W: 10 lbs Str: 4 Mag: 1
Dam: 2d6+58 AP S: 5 T: 6 B: /
Rng: 10 W: 10 lbs Str: 4 Mag: 10
Heavy Energy Weapons Incinerator MK II: $1200
Flamer: $500 The Heavy incinerator has an
increased propulsion of attacks,
A large heavy portable can fire a 3 round Burst.
firebreathing weapon. The Flamer
was used extensively during the
Battle of Anchorage.

Dam: 3d6+52 AP S: 5 T: / B: 6
Rng: 12 W: 30 lbs Str: 8 Mag: 15
L30 Gatling Laser: $20000
The pinnicle of mobile Laser
Dam: 3d6+37 AP S: 5 T: / B: /
Weaponry. The Gatling Laser
Rng: 6 W: 25 lbs Str: 5 Mag: 3
posseses increbile power, and can
Flamer MK II: $2000 fire a 5-round burst. Can Double
A simple upgrade to the standard Burst.
Flamer, this weapon propels the
gasoline at a much more rapid rate.
Can fire a 3 shot burst.

Dam: 2d6+88 AP S: / T: / B: 7
Rng: 20 W: 30 Str: 7 Mag: 30
M30 Blaster Launcher: $40000
Dam: 3d6+37 AP S: 5 T: / B: 6
Rng: 6 W: 30 lbs Str: 6 Mag: 9 The M30 supercharges Plasma to
completely ionize the target. This
Incinerator MK I: $900 is the most powerful energy
The Incinerator launches balls of weapon created by mankind.
fire, as opposed to just blasting.

Dam: 3d6+52 AP S: 5 T: / B: / Dam: 2d6+163 AP S: 6 T: 7 B: /


Rng: 12 W: 30 lbs Str: 7 Mag: 5 Rng: 10 W: 30 lbs Str: 8 Mag: 5
Energy Assault Rifles Misc. Energy Weapons
AER12 Laser Scattergun: $2000 Alien Blaster: $10000
A slight upgrade to the AER9, the An otherworldly piece of
scattergun was designed to unrealistic Technology, as such it
provide more close range capability possess
for Laser weapons, and thus a unrealistic
split beam does the job nicely. damage dealing
Can fire a 3-round burst. abilities.
Ignores DT.
Dam: 1d6+94 AP S: 3 T: 4 B: /
Rng: 10 W: 3 lbs Str: 1 Mag: 6
Dam: 2d6+48 AP S: 5 T: 6 B: 6 Tesla Cannon: $50000
Rng: 24 W: 12 lbs Str: 5 Mag: 12
What happens when you put a
Multiplas Rifle: $4000 Tesla Coil into a shoulder mounted
cannon? You get the most
This is a heavily modified Plasma powerful pulse weapon! Deals
Rifle, everything possible has been Normal Damage, ignores DT of
done to overclock it and power it Robots and Power Armor.
up to be deadlier, fires mulitple
blasts of Plasma with every pull.
Can fire a 3-round burst.

Dam: 2d6+88 AP S: 5 T: / B: /
Rng: 18 W: 30 lbs Str: 8 Mag: 1
Dam: 2d6+58 AP S: 5 T: 6 B: 6
Rng: 8 W: 15 lbs Str: 6 Mag: 10
Explosive Weapons Incendiary Grenade/Mine: $400
This section of weapons is all A Powerful Fire weapon loaded with
about the weapons that go boom. extremely dangerous compounds to
Explosives governs use of Thrown create an exceptionally deadly
and Launched Explosives. blast. Deals Fire damage.
Grenades and Mines
Grenades and mines deal full
damage to their Target Hex and 9 Dam: 5d6+120 AP S: 3 T: / B: /
surrounding hexes, and half Rng: Strx2 W: 1 Str: 1 Mag: /
damage after that. Plasma Grenade/Mine: $600
Molotov: $50 An extremely powerful explosive.
Molotovs are simple, but very The Plasma blast from these will
effective thrown explosives. A reduce anything in the blast radius
glass bottle filled into a puddle of human tissue and
with oil and a rag bio-material.
stuffed in the end
and lit on fire, then
thrown. Lights the
Target on fire.
Dam: 5d6+70 AP S: 3 T: / B: / Dam: 5d6+120 AP S: 3 T: / B: /
Rng: Strx2 W: 1 lbs Str: 1 Mag: / Rng: Strx2 W: 1 Str: 1 Mag: /
Frag Grenade/Mine: $200 Mini Nuke: $1200
Frag weapons deal damage with The Mini Nuke is meant as
high-grade explosions and ammuniton for the portable nuke
fragmentation. Fragmentation launcher:
weapons are light and deadly and the Fat Man.
deal Explosive damage. The Blast
Radius
covers 3
hexes out
from the center. Throwing this as
Dam: 5d6+120 AP S: 3 T: / : / if it were a grenade is a BAD IDEA.
Rng: Strx2 W: 1 lbs Str: 1 Mag: / Dam: 5d6+320 AP S: 3 T: / B: /
Rng: Str W: 10 lbs Str: 1 Mag: /
Launched Explosives M19 Grenade Machinegun: $4000
25mm Grenade Launcher: $500 A man portable rapid-fire grenade
launcher. The M19 spits out 40mm
The lightest infantry model of shells at an alarming rate. Can
grenade launcher. Perfect for fire a 3-round burst.
soldiers without a good arm for
throwing, or for taking out the
trash in style.

Dam: 5d6+120 AP S: 6 T: / B: 7
Dam: 5d6+70 AP S: 5 T: / B: / Rng: 16 W: 30 lbs Str: 8 Mag: 15
Rng: 12 W: 10 lbs Str: 4 Mag: 1
M235 Missile Launcher: $4000
40mm Grenade Launcher: $1000
A heavy duty Anti-Tank Weapon.
A beefier Grenade Launcher, 40mm Deals full damage at center and at
Shells are very powerful against a 3 hex diameter, as well as half
light infantry and will really put a damage surrounding that.
dent in most armor.

Dam: 5d6+120 AP S: 5 T: / B: / Dam: 5d6+220 AP S: 7 T: / B: /


Rng: 16 W: 15 lbs Str: 5 Mag: 1 Rng: 30 W: 30 lbs Str: 8 Mag: 1
40mm Grenade Rifle: $2000 Fat Man: $8000
A pump-action 40mm Grenade The Fat Man is the single most
Launcher, you may Reload 1 shell at powerful man-portable weapon.
a time for 2 AP. The Fat Man deals full damage in a
blast with a 5 hex diameter.

Dam: 5d6+120 AP S: 5 T: / B: /
Rng: 16 W: 15 lbs Str: 6 Mag: 4 Dam: 5d6+320 AP S: 7 T: / B: /
Rng: 30 W: 35 lbs Str: 10 Mag: 1
Melee Weapons “American Legend” Knife: $150
This section covers all Bladed, These massive Buck Knives make
Blunt, or Fist Weapons. every other blade look like a
toothpick, the blade is over a
One-Handed Melee Weapons foot long and 5 inches Wide.
These Melee Weapons are lighter
and faster. They don’t pack quite
as much punch as Two Handed.
Dam: 1d6+29 AP S: 3 T: 4 B: /
Improvised Weapon: $25 Rng: 1 W: 5 lbs Str: 3 Mag: /
This ranges from kitchen knives to Ripper: $750
lead pipes, and anything in
The Ripper is a sick combination of
between, these weapons are light,
chainsaw and knife, a favorite of
cheap, and plentiful.
raider groups
that enjoy
their targets
blood and
guts spilling
all over.
Dam: 1d6+19 AP S: 3 T: 4 B: / Dam: 1d6+39 AP S: 3 T: 4 B: /
Rng: 1 W: 3 lbs Str: 1 Mag: / Rng: 1 W: 8 lbs Str: 4 Mag: /
Combat Knife/Baton: $50 Proton 1h Axe: $1500
Combat Knives and Security A pre war handaxe produced for
Batons are highly lethal close those too lazy to try getting
quarters weapons. Security Batons 99 Woodcutting in real life. The
are standard issue for Vault Tec “blade” will open up any armor with
Security Officers. ease.

Dam: 1d6+24 AP S: 3 T: 4 B: /
Rng: 1 W: 3 lbs Str: 2 Mag: / Dam: 1d6+44 AP S: 3 T: 4 B: /
Rng: 1 W: 10 lbs Str: 5 Mag: /
Two-Handed Melee Weapons Katana: $1000
These are large Melee Weapons Sometimes, the threat of violence
that require the use of two hands. alone is a deterrent. Sometimes,
Melee Damage is increased to 150% by taking a life, others can be
when using Two-Handed Weapons. preserved. Find your Sensei.
Primitive/Improvised Weapon: $50
This covers any weapons that are
improvised, such as Sledgehammers,
or Crowbars. Dam: 2d6+48 AP S: 4 T: 5 B: /
Rng: 2 W: 16 lbs Str: 5 Mag: /
Super Sledge: $2000
This Sledgehammer is probably not
Dam: 2d6+23 AP S: 4 T: 5 B: / ideal for putting the paintings up
Rng: 2 W: 12 lbs Str: 4 Mag: / on the wall, unless you want to
buy a new wall for your house.
Fire Axe: $100
These Axes are intended for
breaching doors during rescue
operations, they
have extreme
weight in the
Head. Dam: 2d6+58 AP S: 4 T: 5 B: /
Dam: 2d6+28 AP S: 4 T: 5 B: / Rng: 2 W: 20 lbs Str: 8 Mag: /
Rng: 2 W: 16 lbs Str: 5 Mag: / Proton 2h Axe: $6000
Chainsaw: $500 A pre-war weapon created for no
If you feel like role-playing as a real purpose other than being cool,
mass murdering slasher psycho this massive axe
villain with would make even
a hockey the most beastly
mask, then barbarians
this is the weapon for you! jealous.
Dam: 2d6+38 AP S: 4 T: 5 B: / Dam: 2d6+68 AP S: 4 T: 5 B: /
Rng: 2 W: 20 lbs Str: 6 Mag: / Rng: 2 W: 30 lbs Str: 10 Mag: /
Fist Melee Weapons Mega Power Fist: $2000
These weapons are fitted upon What happens when you put a
ones fist, and can be used to cave Beatco Power Fist on a diet of
in skulls with every punch. Fist Buffout and
Melee Weapons have special heavy weights.
attributes related to them. This will reduce
your enemies
Brass Knuckles: $25 into paste.
Brass Knuckles are, well, large Dam: 1d6+39 AP S: 2 T: 3 B: /
brass knuckels. They are fitted Rng: 1 W: 10 lbs Str: 7 Mag: /
upon your hand and
can easily knock teeth Ballistic Fist: $4000
out. The genius idea of slapping a
Dam: 1d6+14 AP S: 2 T: 3 B: / shotgun on the end of a Power
Rng: 1 W: 2 lbs Str: 4 Mag: / Fist. This
weapons recoil
Spiked Knuckles: $50 can easily rip
These gross weapons will gouge your arm off.
and rip flesh, they are easily
concealable and a
favorite of Raider Dam: 1d6+44 AP S: 2 T: 3 B: /
groups. Inflicts Rng: 1 W: 12 lbs Str: 8 Mag: /
Bleeding effect. Hands of the Warrior: $0
Dam: 1d6+19 AP S: 2 T: 3 B: / When ones’ body has surpassed all
Rng: 1 W: 3 lbs Str: 5 Mag: / limits, it becomes the only weapon
Power Fist: $1000 one needs. By learning to use the
Hands of the
The “Big Frigger” Power Fist from Warrior, one
Beatco Arms. This humorus weapon must surrender
employs oneself to the
pneumatics to ultimate Zen.
pulverise your
opponents faces. Dam: 1d6+54 AP S: 2: T: 3 B: /
Rng: 1 W: 0 lbs Str: 10 Mag: /
Dam: 1d6+34 AP S: 2 T: 3 B: /
Rng: 1 W: 6 lbs Str: 6 Mag: /
Part 2: Armor Leather/Vault Security: $125
There are three classifications for The most basic protection
armor: Light, Medium, and Heavy. available, fairly weak to most
The Modifiers provided by armor incoming damage.
break down into two categories. This armor is
Armor Class (AC) is a flat modifier made from pieced
that acts as a penalty on enemies’ together pre
accuracy for avoiding all damage. war leather.
Damage Threshold (DT) is a Vault Security
reduction of damage taken by the armor is issued to Vault Security.
value. AC is always checked when W: 4 lbs AC: 0 Str: 2
under Attack, then if hit, DT will N: 7 L: 7 F: 10 P: 7 E: 12
be used to reduce incoming Damage.
The table will detail the statistics Hard Leather/Reinf. Vault: $250
for each type of Armor. Hard leather armor is made from
W: Armor weight in lbs the hide of mutated creatures and
AC: Armor Class Penalty treated to be
Str: Strength Requirement to tough. These
wear without Movement penalty Vault Suits
have reinforced
N: Normal Damage Threshold hard points,
L: Laser Damage Threshold with padding or
F: Fire Damage Threshold ballistic fortifications.
P: Plasma Damage Threshold
E: Explosive Damage Threshold W: 8 lbs AC: 0 Str: 2
N: 14 L: 14 F: 20 P: 14 E: 24
Failing to meet an Armors’
Strength Requirement will reduce Reinf. Leather/Vault Suit: $500
Move Speed by 1 point for every Leather or a Vault Suit that has
point under the requirement. been throuroughly upgraded with
Composites.
Light Armor Very light and
Light Armor provides the lowest effective, but
overall DT, but is completely utilizes many
unrestrictive. Light Armor does high grade
not inhibit Armor Class or apply Polymers.
penalties to skills. W: 12 lbs AC: 0 Str: 3
N: 21 L: 21 F: 30 P: 21 E: 36
Leather MK II/Recon Armor: $1500 Kevlar Vest: $250
Reinforced Leather utilizing plates A thick padded vest lined with
of Combat Armor instead of Kevlar Plates. This vest can be
Kevlar. The worn over most
Recon Suit is clothing, but not over
Combat Armor other armors. Kevlar is
that was dense and very
commissioned tolerant of heat.
for Spec Ops. Athletics, Stealth -20
W: 16 lbs AC: 0 Str: 3 W: 15 lbs AC: -10 Str: 3
N: 28 L: 28 F: 40 P: 28 E: 48 N: 10 L: 12 F: 12 P: 10 E: 20
Deathclaw Hide/Recon MKII: $3000 Kevlar Armor: $500
Deathclaw Hide is Armor fashioned A suit of Pre War Riot Gear. This
from the Hide of the most Armor has Thick Padding and
fearsome Shaped Kevlar covering
creature in the the entirety of the
Wasteland. The body. The Protection
Recon MKII is Provided by this armor
the epitome of is worth every penny.
stealth gear. Athletics, Stealth -20
W: 20 lbs AC: 0 Str: 4 W: 20 lbs AC: -10 Str: 4
N: 35 L: 35 F: 50 P: 35 E: 60 N: 20 L: 24 F: 24 P: 20 E: 40
Medium Armor Combat Suit: $1000
Medium Armor provides the highest The first version of Combat Armor
total DT. Medium armor is very ever mass-produced. This armor
resistant to Laser, Fire and lacks reinforcement in
Explosives and has no real several key points on
weakness, it also provides a the plating, but makes
moderate amount of AC. Medium up for it with an
Armor is extremely expensive, and advanced Polymer
is a favoite of many mercenary Bodysuit.
groups in the Wasteland. Medium Athletics, Stealth -20
Armor does impede several skills, W: 25 lbs AC: -10 Str: 5
such as Stealth. N: 30 L: 36 F: 36 P: 30 E: 60
Combat Armor: $3000 Heavy Armor
Standard issue to U.S. Soldiers Heavy Armor utilizes Heavy Metal
during the Anchorage War. This or Composite Plates. Heavy Armor
Armor is the best benefits from very good
example of why resistances to Normal, Laser, and
America suffered Explosive damage, but is quite
so few casualties weak to Fire and Plasma damage.
compared to other Heavy Armor also does not
nations during contribute to AC and gives
conflict. The sheer significant skill penalties. Heavy
resistance of this Armor is relatively inexpensive and
armor will stop most small arms highly durable, but, as its’ name
weapons, allowing soldiers to fight implies, is quite heavy.
without suffering serious injury
easily. Athletics, Stealth -20 Makeshift Metal Armor: $200
W: 30 lbs AC: -10 Str: 6 This Metal Armor is crafted from
N: 40 L: 48 F: 48 P: 40 E: 80 scrap metal and welded plates
pieced together.
Combat Armor MK II: $6000 This armor is a favorite
Combat Armor MK II was only of Raider groups due to
deployed for U.S. Shock Troopers its low maintenance.
to spearhead an Athletics, Stealth -50
assault alongside W: 30 lbs AC: -20 Str: 6
normal infantry. N: 12 L: 15 F: 7 P: 7 E: 25
It was retired
when the first Metal Armor: $400
model of Power By cutting out the junk and scrap
Armor proved metal, this armor is composed of
viable on the shaped Metal Plates and
frontlines. This a thick leather
armor is incredibly protective, undersuit. This armor
especially given its’ weight. covers the wearer quite
Athletics, Stealth -20 effectively in a heavy
W: 35 lbs AC: -10 Str: 7 suit of plates.
N: 50 L: 60 F: 60 P: 50 E: 100 Athletics, Stealth -50
W: 40 lbs AC: -20 Str: 7
N: 24 L: 30 F: 14 P: 14 E: 50
Reinforced Metal Armor: $800 Power Armor
Taking Metal Armor to the next Power Armor is the ultimate
level. This armor is Reinforced at protection available. Power Armor
its weak points with provides phenomenal resistances
Ballistic Mesh, and has against all damage types and
thicker, shaped steel immunity to Gasses. To use Power
covering all the main Armor effectively, you must have
sections of the body. Power Armor Training. Without
Spikes optional. Training your Action Points and
Athletics, Stealth -50 Move Speed will be reduced by 3.
W: 50 lbs AC: -20 Str: 8 Donning and removing Power Armor
N: 36 L: 45 F: 21 P: 21 E: 75 requires 1 full hour uninterrupted.
Plate Metal Armor: $2400 When wearing Power Armor:
The limit of Metal Armor as -Weapon Strength Req. removed.
protection in the Wastes. This is -Cover provides no AC bonus.
Metal that has not only -Melee Damage is increased by 50%
been shaped, the plates T45d Power Armor: $10000
interlock, covering the
joints and all previous Developed and manufactured by
weak points in the armor. West Tek, T45d Power Armor was
Athletics, Stealth -50 the first suit of Power Armor to
be succesfully
W: 60 lbs AC: -20 Str: 9 deployed in battle.
N: 48 L: 60 F: 28 P: 28 E: 100 This armor has
Salvaged Power Armor: $4800 powerful built in
Servo Motors that
A now-defunct suit of Power will allow the wearer
Armor. The Armor half of it still to carry and wield
functions just fine, but heavy weaponry while
the Power half does not. staying fairly mobile.
As such, wearing this
Armor will likely cause a -Increases Carry Weight to 180.
massive loss in mobility. -Provides 25 Radiation Resistance.
Athletics, Stealth -50 -Non Combat Skills: -100.
W: 70 lbs AC: -20 Str: 10 W: 120 lbs AC: -50 Str: 1
N: 60 L: 75 F: 75 P: 35 E: 125 N: 60 L: 75 F: 75 P: 35 E: 125
T51b Power Armor: $20000 Advanced Power Armor MKII: $40k
T51b powered Infantry armor or This armor represents the pinnicle
power armor represented the peak of The Enclave’s research into
of armored infantry Power Armor on the
technology before West Coast. The MK II
the Great War. Now, model pushes the
only the most thresholds of its
technologically materials to the limit.
advanced factions This armor would be
with ties to the exceptionally rare,
pre-Great War only acquired through
American military or federal The Enclave themselves. Advanced
government have access to this Power Armor MKII provides the
type of power armor. following bonuses.
-Increases Carry Weight to 200. -Increases Carry Weight to 240.
-Provides 50 Radiation Resistance. -Provides Radiation Immunity.
-Non Combat Skills: -100. -Non Combat Skills: -100.
W: 100 lbs AC: -50 Str: 1 W: 80 lbs AC: -50 Str: 1
N: 72 L: 90 F: 90 P: 42 E: 150 N: 90 L: 100 F: 100 P: 90 E: 150
Advanced Power Armor: $30000 Hellfire Armor: $50k
This armor was created by the Utilizing the most advanced
Enclave's skilled team of engineers technology available: Duraframe.
and scientists after Duraframe represents
the Great War, as a 10 giant steps forward
result of a research for armor plating
program initiated in technology. Duraframe
2198. It is composed of is not only much
lightweight metal alloys, sturdier than any
reinforced with ceramic other Composite
castings at key stress points. Polymer, it is also much lighter.
-Increases Carry Weight to 220. -Increases Carry Weight to 240.
-Provides 75 Radiation Resistance. -Provides Radiation Immunity.
-Non Combat Skills: -100. -Non Combat Skills: -100.
W: 80 lbs AC: -50 Str: 1 W: 70 lbs AC: -50 Str: 1
N: 80 L: 100 F: 100 P: 80 E: 150 N: 100 L: 100 F: 100 P: 100 E: 150
Part 3: Aid Items Stimpak, Expired: $25
This section covers in detail all This is a Stimpak that has passed
items such as drugs and medicine its expiration date. The Healing
that can be used for healing or properties of it are
boosting stats. Some of these significantly
items are addictive. Many Items can reduced as a result.
be crafted with specific Restores: 2d6+13 HP
components and a skill challenge Medicine Check: Add 1d6+4 HP
which will be listed on the side.
Stimpak, Homemade: $50
Healing Items This Stimpak is homemade by mixing
These items primary use is 2 Blue Chemicals.
restoring damage, these items are Making Stimpaks is a
non-addictive, they can be used to -20 Skill Check.
treat wounds. Use of Healing Items Homemade Stimpaks
will stop the effect of Bleeding. are very cost effective.
Healing Powder: $5 Restores: 2d6+18 HP
Medicine Check: Add 1d6+4 HP
This thick powder is made from a
Xander Root and a Broc Flower Stimpak: $150
mashed together, then This is a preserved Stimpak from
spread onto your open before the Great War. It has
wounds to facilitate obviously been kept
healing. in a cool place, which
Restores: 1d6+9 HP is a relative rarity
Time 1 Hr: SE -5 in the Wasteland.
Healing Poultice: $25 Restores: 2d6+23 HP
Medicine Check: Add 1d6+9 HP
The Healing Poultice is a much more
potent version of the Healing Super Stimpak: $750
Powder. You must mix This is an extreme version of a
Mutated Cave Fungus Stimpak, it rapidly
into a normal Healing accelerates the healing
Powder to make this. processes of the body.
Restores: 1d6+19 HP Restores: 2d6+88 HP
Time 1 Hr: SE -5 Time 1 Hr: Then reduce HP to half.
Doctors Bag: $1000 Compression Tourniquet: $20
This kit provides all the supplies This is a Torso Compression Band.
needed to fix any broken or This can be used on a damaged
damaged limbs. Torso to stop
The Doctors Bag Heavy Bleeding
can be used with a from continuing,
Medicine Check to and to allow the
restore ANY damaged Limb with no limb to begin healing. Attempting
penalty. Otherwise this is a -50 to fix limb damage without
skill check. Has enough supplies equipment is a -50 skill check.
for 5 uses. Provides 1 use.
W: 5 lbs W: 3 lbs
Sling: $10 Chems
This is a ready-to-go sling to be Chems range from basic compounds
used on a Broken Arm. If one of such as focus-boosting Mentats,
your Arms is down to the combat stimulant
damaged, you may Psycho. Chems can be crafted
use a Sling to Fix it using specific Chemicals, which will
up to avoid having be listed in each Chems’ description
any skill check penalty. Otherwise and in a collective table, after the
fixing limb damage is a -50 skill Chemicals section. Each Chem has
check. Provides 1 use. its own addiction percentage
W: 1 lbs chance and properties as well.
Splint: $10 Antivenom: $50
This is a ready-to-go splint for a Usually extracted from an actual
large limb, such as a leg. If one of poison source and diluted to help
your Legs is create antibodies.
damaged, you Antivenom will clear the
may use a blood of any and all
Splint to fix (except the deadliest) of
it up to avoid toxins. Antivenom is very easily
having any skill check penalty. made, requireing little more than
Otherwise, fixing limb damage is a heat and a poison source.
-50 skill check. Provides 1 use. W: 1 lbs Addiction: 0%
W: 4 lbs Remove *all* Poisons
Alcohol: $10 Hydra: $500
Alcohol includes the usuals such as A tribal Concoction mixing
Tequila, Whiskey, Rum, Vodka, Antivenom and Mutant Cave
Moonshine, Scotch, Fungus, Hydra is a powerful
etc. Hard Alcohol Chem, and will cause your
will easily limbs to heal just from
intoxicate most injesting this drug. 1 Dose will
anyone who consumes it, but restore ALL damaged limbs.
everybody becomes more Making Hydra is a -40 Skill Check.
personable when intoxicated.
W: 2 lbs Addiction: 30%
W: 1 lbs Addiction: 10% Restores ALL Limb Damage
Time 1h Speech Skills +10 Jet: $50
Beer: $5
A Post-War creation by one of the
The drink of choice for many a drug families in New Reno. Jet is
wanderer. Beer is easily distilled, an intense high, referred
and many wasters pride to as “flying” by its users.
themselves on their Jet is highly addictive, and
homebrews and microbrews. can be crafted from 1 Red
Beer is cheap and a good Chemical and a -30 Skill Check.
way to wet your whistle. W: 1 lbs Addiction: 50%
W: 1 lbs Addiction: 5% Time: 1 Min: AP: +2
Time 1h: Speech Skills +5 Med-X: $200
Buffout: $200 An extremely potent version of
Buffout is a highly advanced the Opiate derivative Morphine.
steroid that was popularized Med-X is a massive
before the Great War by painkiller, greatly
professional athletes and reducing incoming
their clandestine use of damage. Med-X can be
the drug. Can be crafted crafted using 2 Blue Chemicals and
with 1 Green Chemical and 2 Red 2 Yellow Chemicals alongside a -30
Chemicals, making Buffout is a -30 Skill Check.
Skill Check. W: 1 lbs Addiction: 20%
W: 1 lbs Addiction: 20% Time 1 Hr: DR: +20%
Time 8 Hr: HP: +25, MD: +5, MS: +2
Mentats: $200 Radaway: $200
A Pre-War drug used mainly by An anti radiation drug. Radaway is
students or people in power. injected through an IV and will run
Mentats improve through the body,
focus massively, clearing out all
boosting your ability radioactive damage to
to process information and speak. your cells and tissues. Radaway
Can be crafted from 2 Green can be crafted with 2 Blue
Chemicals and 1 Red Chemicals with Chemicals and 2 Yellow Chemicals
a -20 Skill Check. and a -20 Skill Check.
W: 1 lbs Addiction: 10% W: 1 lbs Addiction: 0%
Time 1Hr: +10 Misc Skills Time 4Hh: -25 RADs Per Hour
Psycho: $500 Medicine Check: +2 Hr Duration

Powerful Combat Stimulants Steady: $500


created for the military before A very powerful inhalent. Steady
the war. Psycho improves will relax your nerves and improve
reflexes, and combat motor-control. Steady
survivability. Psycho can can be crafted from 2
be crafted from 2 Green, Red, and 3 Yellow
and 3 Red Chemicals with a -40 Chemicals and a -40
Skill Check. Skill Check.
W: 1 lbs Addiction: 30% W: 2 lbs Addiction: 30%
Time 1 Hr: Accuracy: +10, SE: +5 Time 1 Min: Accuracy: +20
Rad-X: $200 Turbo: $500
The premier anti-radiation drug. A disgusting concoction. Turbo is
Rad-X boosts your resistance to arguably the most ravaging Chem
Radiation. Rad-X was in existence, and its effect
supplied to all Vaults, and is unbelievable. Turbo is
to the civilian population what happens when Jet is
before the great war. Can high on Jet. Turbo can be
be crafted with 2 Yellow Chemicals crafted with Jet, 3 Blue
with a -20 Skill Check. Chemicals, and 3 Red Chemicals and
W: 1 lbs Addiction: 0% a -50 Skill Check.
Time 8 Hr: RAD Resistance +25% W: 2 lbs Addiction: 50%
Time 1 Min: AP: +5
Crafting Chems Chem Crafting Table
Chems and Stimpaks can be crafted Antivenom: 1 Poison Source.
using requisite Chemicals and a
successful Skill Check. The Check Buffout: 1 Green, 2 Red Chems,
can be attempted using either -30 Skill Check
Experimental Science or Medicine. Hydra: 1 Antivenom, 1 Mutant
Addiction Cave Fungus, -40 Skill Check
Jet: 1 Red Chem
Chems are addictive, upon using a
-30 Skill Check
Chem, you must roll against the
addiction rate with your Endurance Med-X: 2 Blue, 1 Yellow Chems,
Stat subtracting from the -30 Skill Check
addiction rate of the Chem. Mentats: 2 Green, 1 Red Chems,
Ex. 20 Addiction Rate and 5 -20 Skill Check
Endurance means the Addiction Psycho: 2 Green, 3 Red Chems,
check is a failure at 86-100 (15) -40 Skill Check
If you become addicted to a Chem, Steady: 2 Red, 3 Yellow Chems,
you will suffer the Addiction -40 Skill Check
penalty listed until cured or under
the effect of your Chem again. Turbo: 1 Jet, 3 Blue, 3 Red
Chems, -50 Skill Check
Healing Items
Healing Powder: 1 Broc Flower, 1 Chem Addiction Table
Xander Root.
Alcohol: Speech Skills: -10
Healing Poultice: 1 Healing
Buffout: CW: -30, MS: -2
Powder, 1 Mutant Cave Fungus.
Hydra: -5 Healing Rate
Homemade Stimpak: 2 Blue
Chems, -20 Check. Jet: AP: -2
Radiation Drugs Med-X: SE: -5
Rad-X: 2 Yellow Chems Mentats: Misc Skills: -10
-20 Skill Check Psycho: Accuracy: -20, SE: -5
Radaway: 1 Blue, 2 Yellow Chems, Steady: Accuracy: -30
-20 Skill Check.
Turbo: AP: -5, MS: -3
Part 4: General Items Dirty Food: $2
This section details all other This is many different types of
items, such as Utility items like food, ranging from uncooked, raw
StealthBoys, or Flares. This meat, to pre-war packaged foods
section also covers items used for such as Salisbury Steak.
food and water needs, items used
for crafting, and items that can
be retrieved from killed enemies
(such as scrap metal from robots).
Part 5: Survival Needs W: 1 lbs FOD: -1 RADs: +10
Every day you will require 1 unit of Clean Food: $10
food and 1 unit of water. Failing to This is Food that has been
meet one or both of these two cultivated in the Wasteland, this
needs will cause your Heaing Rate food is free of Radiation, Cooked
to reduce to 0. Every day that Meat also fits into this category.
continues, you will suffer 1 point Clean Food is produced from
of damage for starvation, and 1 Farming and Hunting.
point of damage for dehydration.
Dirty Water: $2
This is a bottle of water that has
been filled with water from any
nearby stream, or latrine. W: 1 lbs FOD: -1
Dirty Water is Irradiated, Part 6: Crafting Items
but sometimes desperation
will take hold. These items will only be used for
crafting, such as for Chems.
W: 1 lbs H20: -1 RADs: +10
Chemicals: $25
Purified Water: $10
These are Chemicals, they come in
This is a bottle of water that has several colors, Red, Blue, Yellow,
been filled with pure, clean water. and Green. These can be used to
Purified Water is make Chems.
completely safe to drink,
and is a rarity in the
Wasteland.
W: 1 lbs H20: -1
Part 7: Utility Items Lockpick Set: $250
Utility Items are items that have a A Lockpick Set can be used to
function, these items can be used reduce the Challege of a Lockpick
to accomplish tasks. attempt by 25. Has 5 uses.
Flare: $10 W: 1 lbs
A chemical-packed stick that, when Tool Set: $100
ignited, will provide light for about A set of basic tools, such as small
an hour. wrenches, spanners, pliers,
W: 1 lb screwdrivers, and a hammer for
basic repairs. Required to use the
Lighter: $50 Mechanical Repair Skill.
When you need to light a Molotov W: 15 lbs
Cocktail, or burn a particular
bridge. Gas Mask: $50
W: 1 lb This mask provides against harmful
gasses, but not Radiation.
Flashlight: $50
W: 3 lbs
A flashlight that runs off of Small
Energy Cells. The flashlight will Electronic Lockpick: $1000
provide 24 hours of light. This rare device is required to
W: 2 lbs interface with electronic locks and
security systems, allowing you to
Rope: $50 hotwire the locks to open.
What role playing game would be W: 3 lbs
complete without a Rope?
Consider this to be about 10 First-aid Kit: $50
meters long. A basic first-aid kit with all the
W: 15 lbs supplies you need to perform basic
medical care. Restores 2d6+8 HP.
Shovel: $25 Provides 5 uses.
A basic shovel that is really just W: 3 lbs
used for…digging things out of the
ground.
W: 5 lbs
Bandages: $10 Trauma Kit: $300
A set of heavy cloth bandages. An advanced first-aid kit with the
Can be used to stop bleeding out supplies needed to mend heavier
when unconcious. Attempting to wounds, like those from front line
stop bleeding without supplies combat. Can be used to restore
carries a -50 Skill Check Penalty. 2d6+23 HP. Provides 5 uses.
Provides 1 use. W: 5 lbs
W: 0 lbs Super Tool Kit: $750
Geiger Counter: $1000 A rare Snap-On™ Super Tool Kit.
This device can be used to detect Using this with Mechanical Repair
Radiation around you. Without a confers a +10 bonus to your Skill
Geiger Counter, the Overseer will Check. Has unlimited uses.
not warn you about Radiation until W: 20 lbs
you begin to suffer from it. With
this the Overseer must warn you Stealth Boy: $2500
anytime you are near a Radiation The RobCo Stealth Boy 3001 is a
source. personal stealth device worn on
W: 5 lbs one's wrist. It generates a
modulating field that transmits
C4 Explosives: $1000 the reflected light from one side
A gummy like substance that can of an object to the other, making
be easily rigged to detonate. C4 a person much harder to notice
can be planted inconspicuosly and (but not completely invisible).
then remote detonated. C4 can be A Stealth Boy has enough charge
compounded on itself to make to last for 3 minutes of use, and
bigger bombs. C4 deals 4d6+126 can be recharged with 10 Small
damage in a 9 hex area and half Energy Cells per minute.
damage 1 hex out. Setting C4
W: 3 lbs
requires either a successful
Explosives or Security Skill. Failing
this check will cause the explosive
to detonate prematurely, or not
at all.
W: 2 lbs
Part 8: Ammo Special Ammo
Pistol/SMG Ammo AP Pistol Ammo: +$20 DT: -5
9mm Round: $20 W: 0.5 lbs Matchload Revolver: +$30 Rng: +5
10mm Round: $30 W: 0.5 lbs Shotgun Slug: +$30 Rng: +5
.40 Auto: $40 W: 0.5 lbs AP Rifle: +$40 DT: -5
.45 Auto: $50 W: 0.5 lbs .50 AP Round: +$80 DT: -15
12.7mm Round: $60 W: 1.0 lbs Laser/Plasma Ammo
Revolver Ammo Small Energy Cell: $80 W: 2.0 lbs
.32 Special: $30 W: 0.5 lbs Microfusion Cell: $120 W: 3.0 lbs
.38 Special: $40 W: 0.5 lbs Over Charged: $+50% Dam: +4 Dam
.357 Magnum: $50 W: 0.5 lbs Max Charged: $+100% Dam: +8 Dam
.44 Magnum: $60 W: 1.0 lbs Fire Weapon Ammo
.45-70 Gov’t Round: $90 W: 1.5 lbs Flamer Fuel: $100 W: 3.0 lbs
Shotgun Ammo Incinerator Fuel: $150 W: 3.0 lbs
20 Gauge: $40 W: 1.0 lbs Explosives Ammo
12 Gauge: $60 W: 1.0 lbs 25mm and 40mm shells will inflict full
10 Gauge: $80 W: 1.5 lbs damage to 1 surronding hex.
Missiles will inflict full damage
Rifle/Assault Rifle Ammo across a blast diameter of 3
hexes, and half damage for 2
5.56mm Round: $40 W: 1.0 lbs hexes around that. Mini Nukes will
30-06 Round: $50 W: 1.0 lbs inflict full damage in a 5 hex
diameter blast, and half damage
7.62 Round: $60 W: 1.0 lbs for an additional 3 hexes away.
.300 Round: $70 W: 1.0 lbs 25mm Shell: $25 W: 0.5 lbs
.45-70 Gov’t Round: $90 W: 1.5 lbs 40mm Shell: $50 W: 1.0 lbs
.50: $120 W: 2.0 lbs Missile: $150 W: 3.0 lbs
2mm EC: $200 W: 3.0 lbs Mini Nuke: $500 W: 10.0 lbs
Part 9: Equipment Mods Submachinegun Mods
Weapons and Armor can be modified Expanded Magazine: $ Base/3
to improve their stats. The This mod will increase your weapons
modificaation price is dependent on maximum ammo count by 100% so a
the weapon being modified.
15 round magazine can now hold 30.
Pistol Mods Suppressor: $ Base/3
Fast-Tracking Sights: $ Base/2 This mod will reduce the sound of
This mod will add Fast-Track sights your weapon, allowing you to stay
to your weapon, improving the aim hidden after firing your weapon.
of Non Targeted Shots by 10. Light Bolt: $ Base/2
Expanded Magazine: $ Base/3 This mod will increase the Burst
This mod will increase your weapons Attacks rate of fire to 10 bullets,
maximum ammo count by 100% so a instead of the usual 5/burst.
10 round magazine can now hold 20. Shotgun Mods
Suppressor: $ Base/3 Choke: $ Base/3
This mod will reduce the sound of This mod will add a choke to your
your weapon, allowing you to stay shotgun, reducing its spread and
hidden after firing your weapon. increasing range by 50% (8 to 12).
Revolver Mods Fast-Tracking Sights: $ Base/3
Long Barrel: $ Base/3 This mod will add Fast-Track sights
This mod will increase the range of to your weapon, improving the aim
your weapon by 50% granting of Non Targeted Shots by 10.
increased range to your weapon. Hair Trigger: $ Base/2
Speed Loader: $ Base/3 This mod will reduce your weapon
This mod will change your reload single shot AP cost by 1.
from 2 AP/Bullet to a full reload Rifle Mods
for 5 AP (before perks).
Suppressor: $ Base/3
Targeting Scope: $ Base/2
This mod will reduce the sound of
This mod will reduce the penalty
your weapon, allowing you to stay
for Targeted Shots by 10, making hidden after firing your weapon.
it easier to line up your shots.
High-Powered Scope: $ Base/2 Heavy Barrel: $ Base/3
This mod will reduce the penalty This mod will add improve the
for Targeted Shots by 10, making barrel stability of your weapon,
it easier to line up your shots. increasing range by 50% (12 to 18).
Expanded Magazine: $ Base/3 Heavy Gun Mods
This mod will increase your weapons Expanded Magazine: $ Base/3
maximum ammo count by 100% so a
10 round magazine can now hold 20. This mod will increase your weapons
maximum ammo count by 100% so a
Repeater Mods 50 round magazine can hold 100.
Fast Action: $ Base/2 Advanced Recoil System: $ Base/3
This mod will reduce your weapon This mod will dampen weapon recoil,
single shot AP cost by 1, allowing which in turn increases weapon
you to shoot faster. range by 50% (10 to 15).
Long Tube: $ Base/3 Machined Reciever: $ Base/2
This mod will increase your weapons This mod will tighten the firing
maximum ammo count by 50% so a 4 mechanism of the weapon,
round ammo count can now hold 6. increasing base damage by 5.
Long Sights: $ Base/3 Laser Weapon Mods
This mod will increase the effective High-Cap Terminal: $ Base/3
combat range of your weapon,
increasing range by 50% (12 to 18). This mod will increase the charge
capacity of the weapon, increasing
Assault Rifle Mods ammo capacity by 100% (10 to 20).
Machined Reciever: $ Base/3 HD Refraction Lens: $ Base/2
This mod will reduce the recoil of This mod is a pure lens for the
the weapon, removing all accuracy firing mechanism of a Laser
penalties from using Burst Fire. weapon, improving accuracy by 10.
Light Bolt: $ Base/2 Focused Emitter: $ Base/2
This mod will increase the Burst This mod improves the beam
Attacks rate of fire by 100% so a emitter of Lasers, increasing the
weapon that fired 3 can now fire 6. range of them by 50% (20 to 30).
Plasma Weapon Mods Light Armor Mods
High Speed Electrode: $ Base/2 Shadowed: $ Base x1.0
This mod will increase the This mod will confer a bonus of 10
projectile speed, improving your points to your Stealth Skill, and
ability to aim, +10 to accuracy. will allow you to move at normal
Move Speed while crouched.
Ionization Chamber: $ Base/2
This mod will ionize the plasma, Custom Fitted: $ Base x1.0
increasing the weapons Critical This mod will allow for improved
Chance by 5% before modifiers. maneuvarability in the armor.
Increases Move Speed by 1.
Plasma Stabilizer: $ Base/3
This mod will stabilize the plasma, Medium Armor Mods
increasing its effective range. Flexible: $ Base x 1.5
Increases range by 50% (8 to 12).
This mod will remove the Armor
Fire Weapon Mods Class penalty of Medium Armor,
Extra Tank: $ Base/3 increasing your Armor Class to 20
(before modifiers).
This mod will add another fuel tank
onto the weapon, increasing Unrestrictive: $ Base x 1.0
maximum ammo capacity by 100% This mod will remove skill check
Internal Coolant: $ Base/3 penalties from Medium Armor,
making it so you can move freely.
This mod will reduce excess heat
emissions, increasing the weapons Heavy Armor Mods
effective range by 50% Fortified: $ Base x 1.5
Improved Nozzle: $ Base/2 This mod will grant the wearer 10%
This mod will replace the standard bonus Damage Resistance to be
nozzle with a tighter one, applied after DT calculations.
improving the aim by +10. Shaped: $ Base x 1.0
Part 10: Armor Mods This mod will shape the armor to be
more compact, reducing its weight
The next section details all
modifications for Armor by type. by 50% at no cost to protection.
Power Armor Mods Part 11: Implants
Power Armor can only utilize one The body is capable of receiving
of two Mods per section. enhancements that permanently
Main: change the physiological makeup of
the recipiant. These Implants will
Hardening: $ Base grant bonuses to Primary Stats
This mod will fortify the integrity such as SPECIAL, or Secondary
of Power Armor, granting the Stats. These are considered
wearer 10% Damage Resistance. permanent changes and change the
core statistic. The recipiant can
Unrestictive build: $ Base receive a number of Implants equal
This mod will remove many of the to their Endurance Statistic. A
restictive penalties, lowering Skill character with average END can
Check penalties to 20 points. have 5 Implants. All Implants have
a set recovery time.
Hydraulics:
Hypertrophy Accelerator: $5000
Improved Servo-Motors: $ Base
+1 Strength, 2 Week Recovery
This mod improves Servo-Motors in
armor. Increases Carry Weight by Enhancement to amino acid
20 and Melee Damage by 2. synthesis rate and reduction in
muscular inhibition and protein
High-Speed Motors: $ Base breakdown processes.
This mod improves the efficiency of Optics Enhancer: $5000
the Servo-Motors. Increases the
wearers Move Speed by 1. +1 Perception, 3 Week Recovery
Optics: Corrected and optimized eyesight,
assisted by nanotechnology
Rangefinder: $ Base allowing for new layers of visual
This mod provides a high-tech aim depth and perception.
assist tool, this mod improves aim Nociception Regulator: $5000
of non Targeted Attacks by +10.
+1 Endurance, 1 Week Recovery
Marksmans’ Utility: $ Base
Downregulation of sensory
This mod improves the Precision feedback mechanisms in the body,
Targeting function of the allowing for greater pain tolerance
rangefinder, reducing Targeted and repair systems in the body.
Shot penalties by 10.
Empathy Synthesizer: $5000 Neural Capacitor: $2000
+1 Charisma, 1 Week Recovery +4 Sequence, 2 Week Recovery
Amygdala altering module that Neurological software inserted into
enhances interactive behaivors the CNS to rapidly improve
among humans, slight changes to reaction time and motion
voice, tone, and appearance bring processing systems of the brain.
a significan boost to reception.
Motion Controlled Servos: $2000
Logic Processor: $5000
+1 Move Speed, 2 Week Recovery
+1 Intelligence, 3 Week Recovery
Nanotechnology that allows
Hard rewiring of the brain greater power output for athletic
recognition systems, allowing tasks from the body.
greater yield of synapse and Cellular Filtration Pump: $2000
transmission of thoughts.
+10 Rad Res. +25 Poison Res.
Reflex Booster: $5000
Cardiac and Immune system
+1 Agility, 2 Week Recovery filtration system that allows the
Enhancement to muscle body to sort out damaged cells
coordination and nerve firing from and cleanse toxic material.
the Central Nervous System. NEMEAN Sub-Dermal Armor: $8000
Allows for rapid improvement to
motion and control. +10% Damage Resistance
Probability Calculator: $5000 Ceramic binding to skin tissues,
giving a boosted resistance to
+1 Luck, 1 Week Recovery
natual body toughness against all
Enhancement to the cortext forms of damage.
processing center of the brain,
Nanotech Reflex Matrix: $8000
stimulating input output
calculations rapidly. +10 Armor Class
Skeletal Fortifications: $2000 Protective mechanisms in the body
systems to improve situational
+20 Carry Weight, 2 Week Recovery awareness, granting greater
Enhanced joint support and sheer survivability in combat situations.
mobility structures of the skeletal
system allowing for greater
carrying capabilities.
Part 12: Skill Books Sports Illustrated: $300
Skill Books are conusumable one Athletics
use items that provide a Big Book of Science: $300
permanent boost to your skill.
There is a Skill Book for every Experimental Science
skill, and the boost they provide Fixin’ Things: $300
depends upon your skill rank when
using it. Using a Skill Book will Mechanical Repair
increase the relevant skill by 3 D.C. Journal of Medicine: $300
points permanently, and destroy
the book in the process. Medicine
Here is a list of the Skill Books Survival Guide: $300
for their relevant skill: Survival
Guns and Bullets: $300 Classic Cars: $300
Ranged Weapons Operate Vehicle
Future Weapons Today: $300 Alarming Disaming: $300
Ranged Weapons Security
Duck and Cover: $300 Secret Agents and Spies: $300
Explosive Weapons Stealth
Grognak The Barbarian: $300 Part 13: Vehicles
Melee Weapons This is a brief summary of vehicles
Meeting People: $300 in the Fallout Universe. It should
be noted that most vehicles have
Persuade been damaged, modified, or
Lying, Congressional Style: $300 otherwise changed in the time
since the Great War.
Deception
Vehicles are powered by Energy
Interrogation Manual: $300 Cells, which, when depleted, can be
Intimidate recharged using Small Energy Cells
or Microfusion Cells.
Salesmen Weekly: $300
Barter
Cars and Trucks 2 1/2 Ton Truck:
Corvega “Highwayman”: This is a much larger truck, used
for carrying troops and supplies
The Highwayman was the before the war. Can only travel on
combination sportscar and family roads or mostly flat terrain.
car that became the staple of These trucks have no weapons
American life in the years before mounted into them.
the war. It is flat and roomy and
can travel over most kinds of flat Chassis: 500 Engine: 250 Wheel: 125
terrain. DT: N: 40 L: 40 F: 0 P: 0 E: 0
Speed: 50 MPH Carry Weight: 80000
Chassis: 150 Engine: 100 Wheel: 50
DT: N: 25 L: 25 F: 0 P: 0 E: 25 Humvee:
Speed: 100 MPH Carry Weight: 500 A military jeep designed to carry
RoadRunner Muscle Car: small amounts of people over most
any terrain, and to engage light
In the late 1960s and early 1970s, infantry in combat.
muscle cars became very popular in
the United States. These cars had Chassis: 250 Engine: 200 Wheel: 100
enormous engines and were DT: N: 40 L: 40 F: 0 P: 0 E: 0
designed to drive fast and hard. Speed: 80 MPH Carry Weight: 2500
Almost every Muscle Car you will Motorcycles
find is a Custom Job tricked out.
Sport Hawg:
Chassis: 150 Engine: 75 Wheel: 50
DT: N: 25 L: 25 F: 0 P: 0 E: 0 A good all-around motorcycle,
Speed: 130 MPH Carry Weight: 300 offering comfort and utilitarian
speeds and range. These are by
1/2 Ton Truck: far the most common types of bike
This is a basic pickup truck, with a in the wasteland.
bed in the back for carrying people Chassis: 80 Engine: 40 Wheel: 20
and equipment. Can travel over DT: N: 25 L: 25 F: 0 P: 0 E: 0
most rough terrain. Trucks can
Speed: 150 MPH Carry Weight: 100
easily mount machineguns.
Chassis: 250 Engine: 150 Wheel: 75
DT: N: 30 L: 30 F: 0 P: 0 E: 0
Speed: 70 MPH Carry Weight: 1000
Chopper: Aircraft
Custom bikes with extra support in Blackhawk:
the handlebars and front
suspension. They tend to handle a The primary assault vehicle used
little better than smaller bikes, by the US army in the years
but are definently designed for before the war. Serviced for
larger people. years, these vehicles are reliable.
Chassis: 100 Engine: 50 Wheels: 25 Chassis: 200 Engine: 50 Prop: 25
DT: N: 25 L: 25 F: 0 P: 0 E: 0 DT: N: 20 L: 20 F: 10 P: 0 E: 0
Speed: 120 MPH Carry Weight: 150 Speed: 150 MPH
Carry Weight: 8000
Armored Vehicles CH-47 Chinook:
Bradley M2 APC: The primary air support vehicle for
The Bradley M2 is designed to the US for deploying and
protect a squad of soldiers in a transporting troops before the
combat zone. It is more than war. A rare vehicle that is not
capable of defending itself against commonly seen in the wasteland.
most small arms threats. Chassis: 100 Engine: 50 Prop: 25
Chassis: 300 Engine: 150 Wheels: 75 DT: N: 20 L: 20 F: 10 P: 0 E: 0
DT: N: 50 L: 25 F: 15 P: 0 E: 30 Speed: 150 MPH
Speed: 40 MPH Carry Weight: 10000 Carry Weight: 8000
M60A2 Main Battle Tank: VB-02 Vertibird:
The M60A2 was introduced into the Based on a Pre-War prototype,
American armed forces in the 1960s the VB-02 was not finished until
and remained in service up until after the war by the Enclave, who
Power Armor was deployed, which assembled quite a fleet of them to
essentially replaced Armored mobilize their ground operations.
Vehicles. Chassis: 200 Engine: 60 Prop: 30
Chassis: 500 Engine: 250 Tread: 125 DT: N: 40 L: 25 F: 25 P: 0 E: 30
DT: N: 35 L: 35 F: 35 P: 0 E: 50 Speed: 200 MPH
Speed: 40 MPH Carry Weight: 20000 Carry Weight: 15000
Part 7: Beastiary Dog: Level 1/4
A normal dog. Most survived the
The post-nuclear world of Fallout
apocalypse with little mutation.
is rife with dangerous mutated
creatures and relics of the old HP: 30 AP: 6 MS: 7 SE: 16 CC: 3%
world from before the war. This ATK: 50 / 3AP Bite: DAM: 1d6+14
section will break down statistics AC: 20 N: 0 L: 0 F: 0 P: 0 E: 0
for enemies that can be found. Savage Dog: Level 1/2
They will be listed by class or type
of enemy first, and then by level A mutated dog that has learned
or relative threat they pose. An its place well in the nuclear world.
enemy designated Level 15 could be HP: 45 AP: 6 MS: 7 SE: 18 CC: 3%
a threat for a single character at ATK: 50 / 3AP Bite: DAM: 1d6+19
Level 15 with equal items. Below is AC: 20 N: 0 L: 0 F: 0 P: 0 E: 0
a table that details the relevant
statistics for each. Nuke Pooch: Level 1
LVL: Designated Level A heavily mutated dog, taking on a
HP: Total Hit Points larger, more fearsome appearance.
AP: Total Action Points HP: 60 AP: 6 MS: 8 SE: 20 CC: 3%
MS: Move Speed of enemy ATK: 50 / 3AP Bite: DAM: 1d6+24
SE: Sequence of enemy AC: 20 N: 0 L: 0 F: 0 P: 0 E: 0
CC: Critical Chance Percent
ATK: Accuracy and Damage Brahmin: Level 1
DAM: Damage Dice and Base The evolution of the cow, Brahmin
AC: Armor Class have 2 heads and dark brown hide.
DT: Damage Threshold, broken
down in order of N/L/F/P/E HP: 80 AP: 6 MS: 5 SE: 12 CC: 3%
EXP: Experience Points Awarded ATK: 50 / 3AP Bash: DAM: 2d6+18
AC: 0 N: 0 L: 0 F: 0 P: 0 E: 0
Animals/Mutated Animals Brahmin Bull: Level 3
Some critters have survived the The larger, male Brahmin, with a
atomic age relatively unscathed, similar appearace to a longhorn.
while others suffered significant
change from the resulting HP: 120 AP: 6 MS: 6 SE: 14 CC: 3%
radiation. Many of these critters ATK: 60 / 3AP Bash: DAM: 2d6+33
are fairly passive, and wont just AC: 0 N: 0 L: 0 F: 0 P: 0 E: 0
attack unless threatened.
Mole Rat: Level 1/4 Yao Guai: Level 5
A dog sized naked mole rat, with 2 A large mutated bear, it has lost
big sharp buck teeth. most of its hair and grown in size.
HP: 40 AP: 6 MS: 6 SE: 12 CC: 3% HP: 180 AP: 7 MS: 7 SE: 20 CC: 3%
ATK: 50 / 3AP Bite: DAM: 1d6+19 ATK: 70 / 3AP Claw: DAM: 2d6+53
AC: 10 N: 0 L: 0 F: 0 P: 0 E: 0 AC: 0 N: 12 L: 12 F: 6 P: 6 E: 18
Big Mole Rat: Level 1/2 Spined Terror: Level 5
Like a normal mole rat, but nearly A massive mutant porcupine, it is
the size of a motorcycle. covered in razor sharp spines.
HP: 60 AP: 6 MS: 6 SE: 12 CC: 3% HP: 150 AP: 7 MS: 9 SE: 20 CC: 3%
ATK: 50 / 3AP Bite: DAM: 1d6+29 ATK: 70 / 3AP Bash: DAM: 2d6+53
AC: 10 N: 0 L: 0 F: 0 P: 0 E: 0 Melee Attackers take 25 Damage
Gecko: Level 1 AC: 10 N: 12 L: 12 F: 6 P: 6 E: 18

A mutated bipedal gecko, has a Rad Cat: Level 7


nasty bite and silver-grey skin. An apex predator of the wastes,
HP: 50 AP: 7 MS: 6 SE: 16 CC: 3% mutated from a mountain lion.
ATK: 50 / 3AP Bite: DAM: 1d6+24 HP: 150 AP: 9 MS: 10 SE: 24 CC: 3%
AC: 20 N: 0 L: 0 F: 0 P: 0 E: 0 ATK: 80 / 4AP Bite: DAM: 2d6+53
ATK: 80 / 6AP Lunge: DAM: 2d6+88
Golden Gecko: Level 3
AC: 30 N: 18 L: 18 F: 9 P: 9 E: 27
A rare breed of gecko, has a
golden skin and stands 5 feet tall. Mutated Insects
HP: 80 AP: 7 MS: 7 SE: 18 CC: 3% Arthropods have experienced some
ATK: 60 / 3AP Bite: DAM: 1d6+34 of the most radical mutations from
Bite will deal 50 RADs to Target radiation of all critters. Most have
AC: 20: N: 6 L: 6 F: 3 P: 3 E: 9 gained incredible attributes and
evolved with few drawbacks.
Fire Gecko: Level 5
Giant Ant: Level 1/2
A dangerous wasteland predator,
these geckos can breathe fire. Giant Ants are often encountered
in burrows of at least 2-3 dozen.
HP: 120 AP: 7 MS: 8 SE: 20 CC: 3%
ATK: 70 / 3AP Bite: DAM: 1d6+44 HP: 50 AP: 6 MS: 6 SE: 14 CC: 3%
ATK: 70 / 5AP Fire: DAM: 3d6+52 ATK: 50 / 3AP Bite: DAM: 1d6+19
AC: 20 N: 12 L: 12 F: 6 P: 6 E: 18 AC: 10 N: 0 L: 0 F: 0 P: 0 E: 0
Radscorpion: Level 3 Machines
Radscorpions are dark grey Many Pre-War robots still function,
mutated Emperor Scorpions. and military robots are extremely
HP: 80 AP: 6 MS: 6 SE: 16 CC: 3% dangerous in combat, many are
ATK: 60 / 3AP Sting: DAM: 2d6+33 repurposed by wastelanders.
Poison: 1d6+9 Damage for 2 turns Eyebot: Level 1
AC: 10 N: 14 L: 5 F: 5 P: 14 E: 25
Eyebots fly around, broadcasting
Giant Radscorpion: Level 7 radio stations they pick up.
A particularly large Radscorpion, HP: 60 AP: 7 MS: 6 SE: 15 CC: 1%
they can be larger than a car. ATK: 50 / 3AP Laser: DAM: 1d6+29
HP: 160 AP: 6 MS: 8 SE: 20 CC: 3% AC: 30 N: 12 L: 12 F: 15 P: 7 E: 25
ATK: 80 / 3AP Sting: DAM: 2d6+58 Protectron: Level 3
Poison: 1d6+19 Damage for 2 turns
AC: 10 N: 28 L: 10 F: 10 P: 28 E: 50 A very sturdy bipedal robot,
attacks with arm-mounted lasers.
Stingwing: Level 5
HP: 90 AP: 7 MS: 3 SE: 15 CC: 1%
A heavily mutated wasp, carrier of ATK: 60 / 3AP Laser: DAM: 1d6+39
a deadly virulent neurotoxin, they AC: 0 N: 12 L: 12 F: 15 P: 7 E: 25
are small targets that are very
hard to hit in combat. Robobrain: Level 5
HP: 80 AP: 6 MS: 10 SE: 24 CC: 3% The Robobrain has a biological brain
ATK: 70 / 3AP Sting: DAM: 1d6+24 that runs processes for combat.
Poison: 1d6+14 Damage for 3 turns HP: 120 AP: 7 MS: 4 SE: 18 CC: 1%
AC: 40 N: 5 L: 5 F: 0 P: 5 E: 5 ATK: 70 / 3AP Laser: DAM: 2d6+53
Cazador: Level 7 ATK: 70 / 4AP PSI Blast Lose Turn
AC: 0 N: 24 L: 24 F: 30 P: 14 E: 50
Hunters of the post nuclear
desert, they are fast and deadly Mister Gutsy: Level 9
and their sting will inflict the The military combat model of the
deadliest toxic venom. Mister Handy, has a Plasma cannon.
HP: 100 AP: 6 MS: 10 SE: 28 CC: 3% HP: 150 AP: 8 MS: 5 SE: 21 CC: 1%
ATK: 80 / 3AP Sting: DAM: 1d6+34 ATK: 90 / 4AP Plasma: DAM: 2d6+63
Poison: 1d6+14 Damage for 5 turns ATK: 90 / 4AP Flame: DAM: 3d6+62
AC: 40 N: 5 L: 5 F: 0 P: 5 E: 5 AC: 0 N: 36 L: 36 F: 45 P: 21 E: 75
Assaultron: Level 9 Feral Ghoul: Level 1
A close combat robot, possesses An unarmored ghoul, very weak and
incredible lethality, attacks with frail from years of slow decay.
claws and an eye mounted laser. HP: 70 AP: 6 MS: 6 SE: 12 CC: 5%
HP: 150 AP: 9 MS: 7 SE: 24 CC: 1% ATK: 50 / 3AP Swipe: DAM: 1d6+9
ATK: 90 / 3AP Blade: DAM: 2d6+58 AC: 20 N: 0 L: 0 F: 0 P: 0 E: 0
ATK: 90 / 6AP Laser: DAM: 2d6+88
Feral Ghoul Roamer: Level 3
AC: 20 N: 36 L: 36 F: 45 P: 21 E: 75
Feral Roamers are stronger,
Sentry Bot: Level 15 faster, and much more aggressive.
The Sentry Bot is a mobile
HP: 90 AP: 6 MS: 7 SE: 14 CC: 5%
weapons platform, built for war. ATK: 60 / 3AP Swipe: DAM: 1d6+19
HP: 300 AP: 10 MS: 6 SE: 24 CC: 1% AC: 20 N: 0 L: 0 F: 0 P: 0 E: 0
ATK: 100 / 5 Minigun: DAM: 2d6+48 Glowing One: Level 5
ATK: 100 / 5 Missile: DAM: 5d6+220
AC: 0 N: 60 L: 75 F: 75 P: 35 E: 125 Glowing Ones are a living conduit
of radiation, their skin glows.
MANTIS MKII: Level 21
HP: 110 AP: 6 MS: 8 SE: 16 CC: 5%
The Mobile Armored Nanotech ATK: 70 / 3AP Swipe: DAM: 1d6+29
Targeting Intelligence System is a
Characters 2 hexes away: 50 RADs
mechanical juggernaut, standing 18 AC: 20 N: 0 L: 0 F: 0 P: 0 E: 0
feet tall and weighing 50 tons, it
is armed with a gauss cannon. Super Mutants
HP: 500 AP: 10 MS: 8 SE: 24 CC: 1% Created from the mutation inducing
ATK: 100 / 5 Gauss: DAM: 2d6+168 FEV, Super Mutants are humans
ATK: 100 / 5 Fist: DAM: 2d6+188 who have been dipped in the
AC: 0 N: 72 L: 90 F: 90 P: 42 E: 150 Evolutionary Virus, and have
Feral Ghouls taken on incredible changes. Super
Mutants have a dark greenish grey
Heavily irradiated humans who skin, and stand nearly 10 feet tall
have lost their sanity and all and often weigh over 800 pounds.
traces of what kept them “human”. Super Mutants are incredibly
Feral Ghouls are aggressive, and resilient, and pose a powerful
completely animalistic in their threat to any adversaries.
behaviors now.
Super Mutant: Level 7 Young Deathclaw: Level 9
A Super Mutant is FEV mutated, A young Deathclaw, standing 6
and has incredible attributes. feet tall and heavily muscled.
HP: 240 AP: 8 MS: 6 SE: 12 CC: 5% HP: 200 AP: 9 MS: 10 SE: 30 CC: 3%
ATK: 80 / 7.62 BR: DAM: 2d6+48 ATK: 90 / 3AP Claw: DAM: 2d6+63
ATK: 80 / Axe: DAM: 2d6+63 ATK: 90 / 6AP Jump: DAM: 2d6+108
AC: 10 N: 24 L: 12 F: 30 P: 24 E: 40 AC: 30 N: 28 L: 28 F: 40 P: 28 E: 48
Super Mutant Warrior: Level 11 Deathclaw: Level 15
Mutant Warriors are armed with The Deathclaw is the true apex
high tech weaponry for war. predator of the wasteland.
HP: 300 AP: 8 MS: 6 SE: 16 CC: 5% HP: 350 AP: 10 MS: 12 SE: 33 CC: 3%
ATK: 100 / Wattz 2K: DAM: 2d6+88 ATK: 100 / 3AP Claw: DAM: 2d6+88
AC: 10 N: 36 L: 18 F: 45 P: 36 E: 60 ATK: 100 / 6AP Jump: DAM: 2d6+138
Super Mutant Master: Level 15 AC: 30 N: 35 L: 35 F: 50 P: 35 E: 60

Mutant Masters lead their squads Greater Deathclaw: Level 21


of Super Mutants with efficiency. An Alpha Male Deathclaw, or
HP: 360 AP: 8 MS: 6 SE: 20 CC: 5% Matriarch, has dark grey skin.
ATK: 100 / Minigun: DAM: 2d6+48 HP: 500 AP: 10 MS: 15 SE: 36 CC: 3%
AC: 10 N: 48 L: 24 F: 60 P: 48 E: 80 ATK: 100 / 3AP Claw: DAM: 2d6+113
ATK: 100 / 6AP Jump: DAM: 2d6+168
Super Mutant Overlord: Level 21
AC: 30 N: 42 L: 42 F: 60 P: 42 E: 75
The Super Mutant Overlord wears
a makeshift form of Power Armor.
HP: 420 AP: 10 MS: 8 SE: 24 CC: 5%
ATK: 100 / P94: DAM: 2d6+108
ATK: 100 / P. Fist: DAM: 2d6+68
AC: 10 N: 72 L: 90 F: 90 P: 72 E: 150
Deathclaws
The most fearsome wasteland
predator, standing 10-12 feet tall
on average, its fingers are tipped
with 12 inch long razor sharp claws.

You might also like