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Errata Log Feb2023

The document provides the changelog for multiple errata updates made to the Fallout tabletop roleplaying game. The updates include corrections to page references, stat blocks, rules, and tables throughout the rulebook. Modifications include fixing typos, clarifying or expanding on rules, balancing enemy stats, adding new items and options to tables, and ensuring consistency across different parts of the book. Over 30 pages are referenced as having details updated in the various errata logs provided.

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Logan Rogers
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0% found this document useful (0 votes)
1K views8 pages

Errata Log Feb2023

The document provides the changelog for multiple errata updates made to the Fallout tabletop roleplaying game. The updates include corrections to page references, stat blocks, rules, and tables throughout the rulebook. Modifications include fixing typos, clarifying or expanding on rules, balancing enemy stats, adding new items and options to tables, and ensuring consistency across different parts of the book. Over 30 pages are referenced as having details updated in the various errata logs provided.

Uploaded by

Logan Rogers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FALLOUT: THE TABLETOP

ROLEPLAYING GAME
ERRATA LOG

Changes 8th April 2021:


• Missing page references completed throughout.
• p.60: “Each time you take this perk, the level requirement increases by 4.”
added to the Armorer perk text.
• p.65: The Gun Nut perk has 4 ranks, not 3.
• p.78: The Super Mutant Skirmisher can no longer choose a raider armor
head piece, as it does not exist.
• p.100: Shielded Barrel mod has been added to the Small Gun Mods table,
under Barrel Mods.
• p.100: Magazine mods have been added to the Small Gun Mods table.
• p.195: The page reference to randomly generating locations now correctly
references the Gamemaster’s Toolkit.
• p.216–217: The beverage items listed no longer repeat 3 times.
• p.255: The Room Encounters and Wacky Wasteland Tables now correctly
list “1d20 Result” in the header.
• p.342: The deathclaw’s health points have been increased to 31, and its
Defense lowered to 1.

Changes 6th April 2022:


• p.28: Added the following hit locations listings:
Hit Locations (Quadruped)
D20 Roll Hit Location
1-2 Head
3-8 Torso
9-11 Left Front Leg
12-14 Right Front Leg
15-17 Left Hind Leg
18-20 Right Hind Leg

Hit Locations (Flying Insect)


D20 Roll Hit Location
1-2 Head
3-8 Torso
9-11 Left Wing (as leg)
12-14 Right Wing (as leg)
15-17 Legs
18-20 Legs
• p.29: after the Increasing Damage section, add a new section with the header
“Random Quantities” and under it add the following body text: “Combat dice
are also used to randomly determine how many items you scavenge. Where it
is listed in the loot tables (p.200), roll the number of combat dice listed and add
the result to the static amount listed.”
• p.70: Change second sentence to “When you make a ranged attack, you may
spend 2 AP to increase the Fire Rate of your gun by +2 for that attack.”
• p.80: Change “wares: 3 rolls each...” bullet point to “Wares: Roll 3 times each
on the random ammunition table (p.200), random chem table (p.204), and
Random Oddities and Valuables table (p.207).”
• p.104: Science perk has 4 ranks, not 3.
• p.107: Add “Gun Nut 1” to the perk column of all Flamer mods, except Huge
Tank and Vaporization Nozzle, which have the requirement “Gun Nut 2”.
• p.136: Armour Upgrade Mods table incorrectly lists “Laminated”, “Resin”, and
“Microcarbon” options, and have been replaced by “Lighter Build”, “Pocketed”,
and “Deep Pocketed” and their respective effects.
• p.137: Weight and Cost columns for all power armor entries have been
swapped back correctly.
• p.204: Added the bottom row to the Random Ranged Weapons table, adding
Laser Rifle, Auto Pipe Rifle, and Combat Rifle.
• p.339: The bloodbug’s proboscis attack TN should be 7.
• p.341: The brahmin’s headbutt attack TN should be 7.
• p.342: The deathclaw’s slam attack TN should be 14
• p.342: Under the deathclaw’s ‘Weak Spot’ special ability, the effect doesn’t
apply to random hits to the torso, not head.
• p.345: The mirelurk hunter’s pincers attack TN should be 13.
• p.349: The mutant hound’s bite attack TN should be 12.
• p.351: Both the radscorpion’s attack TNs should be 12.
• p.356: The glowing one’s Unarmed attack TN should be 13.
• p.362: Mister Gutsy’s pincer attack TN should be 9.
• p.362: Mister Gutsy’s 10mm auto pistol attack TN should be 11.
• p.363: The protectron’s arm lasers attack should be BODY + Guns (TN 7)
• p.365: The sentry bot’s missile launcher attack should be BODY + Guns (TN
15)
• p.368: The super mutant behemoth’s missile launcher attack has been
removed.
• p.371: The super mutant suicider’s pipe bolt action rifle attack TN should be 9.
• p.382: The brotherhood elder’s long laser rifle attack should be PER +
Energy Weapons (TN 12)
• p.383: The brotherhood knight’s long laser rifle attack should be PER +
Energy Weapons (TN 10)
• p.384: The brotherhood paladin’s improved long laser rifle attack
should be PER + Energy Weapons (TN 14).
• p.385: The brotherhood scribe laser pistol attack should be PER +
Energy Weapons (TN 8).
• p.385: The brotherhood lancer long laser rifle attack should be PER
+ Energy Weapons (TN 9).
• p.388: The raider psycho’s Molotov cocktail attack TN should be 6.
• p.390: The raider veteran’s Molotov cocktail damage should be 4
combat dice.
• p.391: The children of atom’s gamma gun attack should be PER +
Energy Weapons (TN 8).
• p.392: The gunner’s laser gun attack should be PER + Energy
Weapons (TN 9).
• p.393: The mercenary’s double-barrelled shotgun attack TN should
be 9.
• p.393: The mercenary’s Molotov cocktail attack TN should be 6.
• p.394: The minute man’s laser musket attack should be PER +
Energy Weapons (TN 10).
• p.395: The Institute scientist’s Institute laser attack should be PER +
Energy Weapons (TN 10).
• p.396: The trader/caravan merchant’s Molotov cocktail attack TN
should be 6.
• p.396: The vault dweller’s unarmed strike attack TN should be 6.
• p.397: The wastelander’s unarmed strike attack TN should be 8.
• p.397: The wastelander’s machete attack TN should be 9.

Changes 6th September 2022


• p.44: Remove gauss weapons from both Big Guns and Energy
Weapons on the Skills Summary.
• p.77: Under the equipment for Mister Farmerhand, add “(1
uncommon material)” to one bag of fertilizer.
• p.78: Change the second piece of equipment for the Super Mutant
Skirmisher to ‘Pipe rifle (pipe gun with long barrel and full stock
mods), and 8 +4 D C rounds of .308 ammunition’.
• p.97-99: Change all instances of Standard Stock under the mods for
each Small Guns weapon to Full Stock.
• p.97: Tuned under Receiver mods for the Hunting Rifle should read
Hair Trigger.
• p.98: The Armor Piercing Receiver mod for the Submachine Gun has
been removed.
• p.98: Rapid under Receiver mods for the Submachine Gun should read
Hair Trigger.
• p.98: The Short Barrel mod for the Submachine Gun has been removed.
• p.98: The Stub Barrel mod for the Pipe Bolt-Action has been removed.
• p.99: The Stub Barrel mod for the Syringer has been removed.
• p.100: Add the following Capacitor Mods to the Small Guns Mods
table;

MOD Name Prefix Effects Weight Cost Perks


Gun Nut 3,
Full Capacitors High Capacity Gain Vicious - +37
Science! 2
Capacitor Maximum +1 D
C damage, Gun Nut 4,
+2 +82
Boosting Coil Capacity Gain Vicious Science! 3

• p.100: The Cost for the Large Magazine Mod should be +8.
• p.105: The Full Stock mod should give the Two-Handed quality..
• p.111: The Sledgehammer should have the Two-Handed quality.
• p.120: The Breaker damage effect for both the Nuka Grenade and
Nuke Mine should be the Breaking damage effect.
• p.120: The Thrown (M) Quality for the Nuke Mine, Plasma Mine and
Pulse Mine should be the Mine Quality.
• p.137: The following Power Armor pieces have corrected costs;
Armor Piece Cost
T-51 Leg 130
T-60 Helm 130
T-60 Chest Piece 250
T-60 Arm 170
T-60 Leg 170
X-01 Helm 140
X-01 Chest Piece 280
X-01 Arm 200
X-01 Leg 200

• p.183: The fertilizer produced by the Pack Brahmin should be


designated as an ‘(uncommon material)’.
• p.200: The second paragraph of the Modded Items boxout has been
moved underneath the list of nine item categories.
• p.202: Item 14 on the Random Food table should be Squirrel Bits.
• p.202: The Foraging table has been updated;

D20 Roll Food Found


1 Brain Fungus
2 Glowing Fungus
3-4 Carrot
5-6 Corn
7-8 Gourd
9-10 Melon
11-12 Mutfruit
13-14 Razorgrain
15-16 Silt Bean
17-18 Tato
19 Hubflower
20 Bloodleaf

• p.203: Items 15 and 27 on the Random Beverages should be Blood Pack.


• p.214: The materials for crafting Mentats are Uncommon Materials x3,
Rare Materials x2 and Brain Fungus x2.
• p.215: The materials for crafting Mind Cloud are Uncommon Materials x2,
Rare Materials x3, Asbestos x2 and Purified Water x1.
• p.222: The Magazine Mods listed below can now be crafted at Weapons
Workbenchs;

Weapons Item Complexity Perks Skill Rarity


Large Mag 4 Gun Nut 1 Repair Uncommon
Quick-Eject Mag 5 Gun Nut 1 Repair Uncommon
Large Quick-Eject Mag 5 Gun Nut 2 Repair Uncommon

p.335: The bracketed section for Caps now reads (this is listed as ‘Wealth’,
with a rating from 1-5, but some-times higher for cash-rich NPCs),
• p.339: A successful END + Survival test when butchering a bloodbug
should yield 1 portion of bloodbug meat and 1 blood sac.
• p.340: A successful END + Survival test when butchering a bloatfly
should yield 1 portion of bloatfly meat and 1 bloatfly gland.
• p.342: The deathclaw is a Mutated Lizard.
• p.345: The mirelurk gives 52 XP when defeated or overcome.
• p.346: The mirelurk queen’s acid spray attack now does 10D
C Piercing
Radioactive Poison damage.
• p.349: The mutant hound has Body 6 and Mind 4.
• p351: The radscorpion gives 52 XP when defeated or overcome.
• p.351: When butchering a radscorpion, a successful END +
Survival test also yields 1 radscorpion stinger if an Effect is rolled.
• p.352: Radstag has Body 6 and HP 11. The radstag’s antlers attack
TN should be 9.
• p.353: When butchering a stingwing, a successful END +
Survival test also yields 1 stingwing barb if an Effect is rolled.
• p.356: The glowing one should have HP 17.
• p.360: Mister Handy should have the following S.P.E.C.I.A.L.
attributes;

S P E C I A L
6 8 5 7 7 7 5

• Mister Handy’s Energy Weapons Tag Skill is replaced with the Big
Guns Tag Skill, rated at 3. Mister Handy has HP 16. Mister Handy
has Luck Points 3. Mister Handy’s pincer attack deals 2 D
C Physical
damage. Range C is removed from both the pincer and buzzsaw
attacks. Mister Handy’s flamer attack should be END + Big Guns
(TN 8).
• p.362: Mister Gutsy should have the following S.P.E.C.I.A.L.
attributes;

S P E C I A L
6 9 7 5 7 8 4

• Mister Gutsy’s Energy Weapons Tag Skill is replaced with the Big
Guns Tag Skill, rated at 4. Mister Gutsy has HP 18. Mister Gutsy
has Initiative 19. Mister Gutsy’s pincer attack deals 2 D
C Physical
damage. Range C is removed from the pincer attack. Mister Gutsy’s
flamer attack should be END + Big Guns (TN 11).
• p.365: The sentry bot has the self destruct attack;
• SELF DESTRUCT: BODY + Melee (TN 14), 6D
C Physical damage,
Blast
• p.365: The sentry bot has the Big special ability;
• BIG: The sentry bot is bigger than most characters, towering over
them. The robot receives an additional +1 health point per Level, but
its Defense decreases by 1, to a minimum of 1. Further, it only suffers
a Critical Hit if an attack inflicts 7+ damage (after damage resistance)
in a single hit, rather than the normal 5+.
• p.366: The super mutant’s pipe bolt-action rifle has the Unreliable
quality.
• p.368: The super mutant brute has Small Guns as a Tag Skill. The
super mutant brute has 2 (Head) Energy DR. The super mutant brute’s
pipe bolt-action rifle has the Unreliable quality.
• p.369-370: The super mutant master has Big Guns as a Tag Skill
with a rating of 4. Their Unarmed Skill has a rating of 4. They have
Repair 2 and Speech 2. They have Luck Points 3. Their Phys. DR is
4 (All). Their Energy DR is 2 (Head); 4 (Arms, Legs, Torso). Their
unarmed strike attack TN should be 14. Their minigun attack should
be END + Big Guns (TN 12). Their missile launcher attack should
be END + Big Guns (TN 12). Their inventory is;
• Minigun OR Missile Launcher, Assorted human bones (2 D C Junk
Items), Wealth 1, Army Helmet, Sturdy Raider Chest Piece, Sturdy
Raider Arms x2, Sturdy Raider Legs x2
• p.371: The super mutant suicider’s pipe bolt-action rifle has the
Unreliable quality. Chains have been removed from their Inventory.
Pipe bolt-action rifle has been added to their Inventory.
• p.373: The synth has Mind 4.
• p.373: The synth’s Institute Laser should read;
• INSTITUTE LASER : BODY + Guns (TN 8), 4D C Vicious Energy
damage, Burst, Fire Rate 3, Close Quarters, Inaccurate, Range C
• p.374: The synth courser’s Melee Weapons skill is not a tag skill.
• p.374: The synth courser’s Institute Laser should read;
• INSTITUTE LASER : PER + Energy Weapons (TN 12), 5 D C
Vicious Piercing 1 Energy damage, Burst, Fire Rate 3, Inaccurate,
Two-Handed, Range C
• p.375: The synth courser’s Institute Laser Rifle in their Inventory has
the Full Stock, Photon Agitator and Improved Barrel mods.
• p.375: The synth strider’s Institute Laser should read;
• INSTITUTE LASER : Body + Guns (TN 10), 4 D C Vicious
Energy damage, Burst, Fire Rate 3, Range M
• p.376: The synth strider’s Institute Laser Gun in their Inventory has
the Photon Agitator, Long Barrel and Short Scope mods.
• p.376: The synth trooper should have Phys. DR 3 (All) and Energy
DR 4 (All).
• p.376: The synth trooper’s Institute Laser should read;
• INSTITUTE LASER : Body + Guns (TN 15), 4 D C Vicious
Energy damage, Burst, Fire Rate 3, Range M
• p.376: The synth trooper’s Institute Laser Gun in their Inventory has
the Photon Agitator, Long Barrel and Short Scope mods.
• p.377: The machine gun turret mk I’s machine gun attack does not
have the Stun damage effect.
• p.378: The machine gun turret mk III’s machine gun attack does not
have the Stun damage effect.
• p.378: The machine gun turret mk V has Mind 6.
• p.382: The elder has Repair as a Tag Skill with a rating of 3. The
elder has a Melee Bonus of +1 D
C . Their unarmed strike attack
should deal 3 D
C Physical damage.
• p.383: The paladin has HP 20 (10 Arms, 10 Head, 10 Legs, 17
Torso).
• p.385: The scribe’s Lockpick Skill has a rating of 1.
• p.385: The lancer’s unarmed strike attack does 2 C Physical
D
damage, rather than 5 D
C Physical damage.
• p.386: The raider has 1 (Arms, Torso, Legs) for both Phys. DR and
Energy DR.
• p.387: The raider boss should have a rating of 3 for their Melee
Weapons Tag Skill. Their Big Guns Tag Skill should be rated 2. Their
Small Guns Tag Skill should be rated 4. Their Initiative is 21. Their
second attack should be FRAG GRENADE: PER + Explosives
(TN 11) and remaining text for this attack stays the same. The TN for
their hunting rifle attack is 12.
• p.389: The raider scavver gives 52 XP when defeated or
overcome.
• p.391: The children of atom has an L attribute of 4. Their HP is 12.
• p.392: The gunner’s unarmed strike attack does 2 C Physical
D
damage, rather than 4 D
C Physical damage.
• p.393: The minuteman has Energy Weapons as a Tag Skill.
The minuteman has Small Guns 2 and it is not a Tag Skill. The
minuteman has Survival 2 and it is a Tag Skill.
• p.396: The trader has a Double-Barrel Shotgun and a Molotov
Cocktail in their Inventory.
• p.396: The vault dweller should not have Survival as a Tag Skill.
• p.397: The wastelander should have the following S.P.E.C.I.A.L.
attributes;

S P E C I A L
6 5 7 4 5 5 4

• They have HP 9. They have Initiative 10. The wastelander’s unarmed


strike attack has TN 7. The wastelander’s machete attack has TN 8.
The wastelander’s double-barrelled shotgun attack has TN 7. In the
wastelander inventory, Wealth should have a value of 1.
• p.398: The zetan has HP 15. The zetan’s alien blaster attack does
not have the Blast quality.

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