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Turn Sequence, Initiative, and Actions

-Turn Sequence: All characters roll initiative at start of their turns (d20+initiative bonus).
Mark down initiative values, in order. Every round, characters action in initiative order,
Fallout Roleplaying Game going down from highest to lowest initiative. At the end of turn, after everyone has gone,
restart initiative back to the top.
-Actions: When a character gets their turn, they gain a standard action, move action, and

Basic Rules Reference Sheet minor action every turn. Once all their actions are used, or they decide not to use them,
their turn is over.
-Standard Action: Used to make weapon attacks, manifest offensive powers, perform first
aid, etc. Can be sacrificed to perform an additional move or minor action.
Procedure for weapon attack -Move Action: Used to move your movement speed, shift your shift speed, or reload most
-1) Roll a d20 for an attack. Add your attack accuracy, +4 for every weapons. Can be sacrificed to perform an additional minor action.
attack beyond the first -Minor Action: Used to pull something off a belt, perform a combat augmentation, combat
-2) Compare the attack roll to the target’s defense. If the attack behavior, combat influence, fall prone, crouch behind cover, or any lesser action such as
equals or surpasses defense, it hits. pressing a button or opening a door.
-3) Determine how much the attack roll surpasses target’s defense.
This is the attack overage. The maximum attack overage you can
benefit from is equal to your Strength for melee, Perception for guns Combat Behaviors
and explosives, and intelligence for energy weapons One Combat Behavior can be used per turn. They are applied through using a minor action.
-4) Add the attack overage to the damage of the weapon attack. They last until start of next turn
-5) Reduce the target’s damage resistance by the attack’s -Aiming and Called Shots: While aiming, gains +2 accuracy with ranged attacks against the
penetration. target being aimed at. Some factors increase this bonus. Alternately, can sacrifice aim
-6) Compare the final attack damage to the target’s damage bonus to make called shots. Can instead suffer -4 to accuracy, to ensure crippling wounds
resistance. The target takes damage equal to the amount the final are dealt to the action, mobility, or core; can suffer -6 accuracy to ensure wounds are dealt
damage surpasses damage resistance (after penetration). to vital or critical.
-7) Afterwards, compare the final damage dealt to the target’s -Heavy Strikes: When using melee attacks, can only make a single strike. But the attack
damage threshold. If the attack has any rending, reduce the target’s gains +2 accuracy and +5 damage. The bonus increases to +10 attack and damage against
damage threshold by the rending value. tiny creatures within your own square.
-8) If the damage threshold surpasses the target’s damage threshold, -Bob and Weave: Gains +2 defense, and can perform evade actions.
they suffer a random crippling wound. They suffer an additional -Focusing: Gains +4 resolve and morale bonus, and Advantage on combat augmentations.
wound each time the damage surpasses the target’s damage Also gains +4 to psionic attack rolls.
threshold
-9) If the attack has Hailfire, multiple the final damage dealt by a
factor of 1+ the hailfire value (so x3 for Hailfire (2)). If the base Movement Basics
damage (before hailfire) deals a crippling wound, target receives extra -Basic Movement: Move a number of squares equal to 4+ ½ agility as a move action.
crippling wounds equal to hailfire multiplier. Provokes opportunity attacks if moving out of enemy’s threatened squares.
-Shift Movement: Move a number of squares equal to 1+ 1/5 agility as a move action. Does
Special Actions not provoke opportunity attacks.
-Action Move: Full-round action, moves normal movement speed +2, -Difficult Terrain: Hazardous terrain costs 2 squares for every 1 square of movement
can make their attack at any point on their movement that turn, -Limited Movement: Climbing, swimming, balancing, etc. Moves at half speed, and is
ranged attacks suffer -2 accuracy considered flat-footed.
-Charge: Uses move and standard action, moves normal movement -Sprinting: Full-round action, moves 4x move speed in straight line. Can only sprint 1 round
speed +3 in straight line, making a single melee attack or multiple every minute for every 2 points of fortitude, or gains fatigue.
ranged strikes against single target. All attacks gain +5 accuracy;
melee attacks also gain +10 damage. Charger suffers -2 defense and Crippling Wounds
cannot evade for 1 turn. You receive a crippling wound when damage surpasses damage threshold. Crippling
-Burst Fire: Instead of attacking normally with automatic weapon, can wounds accumulate with multiple wounds, and increases the ongoing penalty with
make a single attack with Burst (1) and Hailfire (1). Expends 10 additional wound points. Roll d20 to see which limb is wounded.
rounds. Fully automatic weapons can instead do Burst (2), but expend -Mobility (1-4): Target is knocked prone; suffers -1 speed, athletics, acrobatics, stealth and
20 rounds pilot per wound. On 5 wound points a limb, usually a leg, is severed.
-Focused Burst: Instead of attacking normally with automatic weapon, -Action (5-8): Drops one-handed item of attacker’s choice; suffers -1 to attack accuracy,
can make a single attack against a target with Hailfire (2). Expends 10 and all skill checks relating to using hands per wound. On 5 wound points, a limb, usually
round. Fully automatic weapons can also gain Advantage on attacks, an arm, is severed.
but expends 20 rounds -Core (9-12): Target takes +5 damage; loses 1 healing threshold until healed per wound.On
-Suppressing Fire: Instead of attacking normally with automatic 5 wound points, character is permanently killed.
weapon, can make a single attack versus the defense and resolve of -Vital (13-16): Target suffers 2 bleed; loses 1 damage resistance and regeneration per
all targets in a Burst (4) area. If defense is hit, target takes standard wound. On 5 wound points, character is permanently killed.
weapon damage. If resolve is hit, target must perform one of the -Critical (17-20): Target suffers +10 damage; -1 defense attacks, and skill checks per
following actions on their next turn: fall prone, move behind cover, wound. On 5 wound points, character is permanently killed.
move outside the area of the burst. Burst (4) area persists, and counts
as difficult terrain. Anyone ending their turn in the area suffers two Luck
opportunity attacks against them. Expends 20 rounds. Fully automatic -Heroic characters have a number of luck points equal to ½ their luck score.
weapons can do Burst (6), but expend 40 rounds. -Heroic characters have a luck bonus equal to their Luck SPECIAL plus ½ their mental
-Saturation Fire: Fully automatic only. Expends 10 rounds, but gains training
+10 accuracy. No burst area or hailfire. -Luck points can be used whenever a character rolls a check of any kind, or whenever
-Evading: In a turn where the character used Bob and Weave, can try someone rolls a check against them. e one. Luck is spent after the dice are rolled. If the
to dodge an attack with the Delay, Grenade, Rocket, or Missile trait. luck point is used against an enemy’s rolls against them, their check is reduced by your luck
Make acrobatics check against the attack roll. On success, characters bonus. If the luck point is used to bolster one of your dice, then you gain a bonus to the
makes a shift. If outside the area of the attack, take no damage. check equal to your luck bonus.
Otherwise, take half damage. Can only successfully evade once per -If you and an enemy both apply your luck points on a check, the bonus or penalty is the
turn difference between the luck bonuses.
-Emergency Evading: Identical to evading, but can be done when not -You regain a spent luck point whenever your roll a natural 20 on a check.
Bobbing and Weaving. Character takes -2 to acrobatics test, but is -All luck points are regained after resting for a day cycle.
prone after action, regardless of success or failure
Radiation

Fallout Roleplaying Game -Weapons and attacks that deal radiation damage functioning differently. Radiation damage
goes against radiation resistance instead of damage resistance. After being reduced by
radiation resistance, radiation damage goes against the character’s radiation score instead of
hit points. The more radiation a character suffers, the more debilitated they are.
Advanced Rules Radiation Effects
-This chart details the effects of radiation poisoning based on how much damage you have.
0-40 Radiation: No Penalties
Fatigue 41-60 Radiation: -10 maximum hit points, -1 current and maximum healing thresholds
-Fatigue comes from three sources: wear, famine, and thirst. All of
61-80 Radiation: -2 damage threshold
your fatigue totals together to a fatigue score. Higher your fatigue,
81-100 Radiation: increases to -25 maximum hit points, increases to -2 healing thresholds
larger your penalties are:
101-120 Radiation: Increases to -5 damage threshold
0-15 Fatigue: No penalties
121-140 Radiation: Increases to -50 maximum hit points, increases to -3 healing thresholds
16-40 Fatigue: -2 accuracy, skill checks, and defenses
141-160 Radiation: Increases to -10 damage threshold
41-60 Fatigue: -4 accuracy, skill checks, and defenses
161-180 Radiation: increases to -75 maximum hit points, increase to -5 healing thresholds
61-80 Fatigue: -6 accuracy skill checks, and defenses, recovers half as
181-200 Radiation: increases to -100 maximum hit points, character has 0 healing thresholds
many hit points whenever healing through use of a healing threshold
201-250 Radiation: Character is helpless and cannot stand or perform actions
81-90 Fatigue: -8 accuracy, skill checks, and defenses
251+ Radiation: Character is killed. Roll a d20. On a 106-16, the character returns to life as a
91-99 Fatigue: -10 accuracy, skill checks, and defenses, and the
feral ghoul. On a 17-20, they return to life as a regular ghoul.
character cannot regain hit points
-Any characters who have their maximum hit points reduced to or below 0 by radiation
100+ Fatigue: Death from exhaustion
effects count as having a radiation score of 251+, and thus die or turn into a ghoul.
-Famine Fatigue is removed from eating food (see Equipment chapter
Removing Radiation
for the restorative values of different food)
-Sleeping 1 day cycle in a safe spot removes 10 radiation
-Thirst Fatigue is removed from drinking fluids (see Equipment
-Sleeping 1 day cycle in a personal chamber removes 25 radiation
Chapter for the restorative values of different drinks)
-Using Radaway removes regeneration equal to the medicine skill check +25
-Wear Fatigue is removed by resting for 1 more day cycles (see
Surviving and Exploration chapter)
Combat Influence
-Combat influence can be used against sapient enemies to taunt, dismay, or manipulate your
Tactics Combat Augmentations enemies. Combat influence is done as a minor action and requires an influence skill check
-You can activate a tactics augmentation as a minor action. Tactics versus the target’s resolve. Combat influence requires the enemy to hear you and understand
last a number of rounds equal to intelligence. your language. The Game Master can rule that combat influence is ineffective against certain
-Make a tactics skill check. The DC is 15. You gain a larger bonus if adversaries or certain situations.
you score a 20 or 25. Combat Influence Types
Tactics Options -Demoralize: target suffers -1 penalty to all checks for ever 2 points you surpass their resolve
Precision Aim: +1 attack accuracy, +1 per additional success (max +3) (maximum -5 penalty). Lasts until start of your next turn. Targets enemy’s resolve +0.
Defensive Stance: +1 defense and toughness, +1 per additional -Taunt: target suffers a -5 penalty on attacks against all targets other than you. Lasts until
success (max +3) start of your next turn. Targets enemy’s resolve -5.
Fast March: +1 speed, +1 per additional success (max +3) -Terrorize: if possible, target flees the combat. Targets enemy’s resolve +10.
Long Shot: +2 attack range, +2 attack range per additional success -Demand Surrender: if possible the target drops their weapons and surrenders to you.
(max +6) Targets will not surrender if they think it will not save their life. Target’s enemy’s resolve +15.
Hardiness: +1 damage resistance, +1 damage resistance per
additional success (max +3)
Combat Modifiers
Concealment: Caused by partial lack of vision, causes -5 accurac
Leadership Combat Augmentations Total Concealment: caused by total lack of vision, causes -10 accuracy
-You can activate a leadership augmentation as a minor action. Cover: Caused by obstruction of line of fire (roughly 50%), gives +5 defense against ranged
Leadership lasts a number of rounds equal to charisma. Effects all attacks
allies within 15 squares that can hear or see the leader.. Improved Cover: Caused by greater obstruction of line of fire (roughly 80-95%), gives +10
-Make a leadership skill check. The DC is 15. You gain a larger bonus if defense against ranged attacks
you score a 20 or 25. Flat-Footed: Target is unable to dodge attacks, loses agility bonus to defense
Tactics Options Flanking: Target has an attacker on either side directly across from them, they are flat-footed
Rally: +2 temporary hit points, +2 per additional success (max +6) and attackers gain +2 accuracy
Coordinate: +1 attack and damage while flanking, +2 rending while Prone: Target is lying on the ground, +5 defense against ranged attacks, -5 defense against
flanking, bonuses double at DC 20; triple at DC 25 melee attacks
Strategic Interrupt: +2 accuracy with opportunity attacks, 1
Conditions
additional opportunity attack per round, bonuses double at DC 20;
Bleed: Suffers automatic damage every round that ignores damage resistance. Removed by
triple at DC 25
being healed
Defensive Formation: +1 defensive as long as there is an ally within 4
Blinde4d: Every has total concealment against you
squares, +1 defense per additional success (max +3)
Burning: Is set on fire and takes 30 damage every turn (5 pen). Suffers -5 penalty on attacks,
Efficiency: +2 skill checks, +2 to skill checks per additional success
skill checks, and defenses. Removed as a full-round action
(max +6)
Dying: Dying characters are helpless and cannot participate in battle. They require surgery to
be stabilized and survive. Surgery type is dependant on disfigurement injury
Sneaking Helpless: Character is prone, cannot act, does not get a turn, and can be executed by adjacent
-Can gain the sneaking condition by making a DC 15 sneak test while enemy as full-round action
not being observed. Immobilized: Cannot move or shift
-While sneaking, enemies do not know what square you occupy. They Slow: Requires twice as many squares to move
Staggered: Can only perform a standard action and is Slowed
suffer -5 accuracy against attacks versus your square
Stunned: Can perform no actions
-Enemies you attack while sneaking are flat-footed. Any attacks that
Tormented: Suffers disadvantage on all attacks and checks.
are not silenced reveal your location once used, but do not break the
sneak benefit
-While sneaking, you must move at half your speed, and cannot
sprint or charge.
-Spotter actions reveal sneaking enemies as a standard action.
Finding a sneaking enemy can be shared with allies as a move action.

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