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Fallout RPG Guide: Character & Gameplay

This document provides information about character creation in the Fallout universe, including choosing a background and race. The races described are human, ghoul, super mutant, and nightkin. Each race provides different bonuses and abilities. The section also discusses character attributes and gaining perks over time based on the chosen race.

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100% found this document useful (1 vote)
264 views150 pages

Fallout RPG Guide: Character & Gameplay

This document provides information about character creation in the Fallout universe, including choosing a background and race. The races described are human, ghoul, super mutant, and nightkin. Each race provides different bonuses and abilities. The section also discusses character attributes and gaining perks over time based on the chosen race.

Uploaded by

The Skog
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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1

Table of Contents
Chapter 1: The World of Fallout ............................................................................................................ 3
Chapter 2: Character Creation Section 1: Background and Race ................................... 5
Section 2: SPECIAL....................................................................................................................... 10
Section 3: Skills.......................................................................................................................... 18
Section 4: Traits ......................................................................................................................... 28
Chapter 3: Perks............................................................................................................................. 33
Chapter 4: Combat .......................................................................................................................... 40
Section 1: Basics ......................................................................................................................... 40
Section 2: Actions and Movement.................................................................................................... 42
Section 3: Specific Attacks........................................................................ 49
Section 4: Criticals and Death ......................................................................................................... 59
Chapter 5: Life in the Wasteland ......................................................................................................... 62
Section 1: Radiation .................................................................................................................... 62
Section 2: Mutation ..................................................................................................................... 65
Section 3: Bartering..................................................................................................................... 68
Section 4: Travelling and Survival ................................................................................................... 68
Section 5: Chems and Toxins.......................................................................................................... 79
Section 6: Traps and Explosives ...................................................................................................... 85
Chapter 6: Crafting, Modifications and Items .......................................................................................... 87
Section 1: Crafting ............................................................................. 87
Section 2: Modifications ................................................................................ 96
Section 3: Robotics ...................................................................................................................... 98
Section 4: Item Lists ...................................................................................................................101
Chapter 7: Vehicles.........................................................................................................................107
Section 1: Basics and Car Chases.....................................................................................................107
Section 2: Road Warfare ..............................................................................................................110
Section 3: Passenger Combat ........................................................................................................112
Section 4: Planes, Trains and Boats ................................................................................................114
Section 5: Vehicle Maintenance, Modification and List..........................................................................116
Chapter 8: Prospecting and Looting ....................................................................................................119
Chapter 9: Weapons and Armor .........................................................................................................122
Section 1: Armor........................................................................................................................122
Section 2: Weapons and Ammunition ..............................................................................................126

2
Chapter 1: The World of Fallout

War. War never changes.

The Romans waged war to gather slaves and wealth. Spain built an
empire from its lust for gold and territory. Hitler shaped a
battered Germany into an economic superpower.

But war never changes.

3
In the 21st century, war was still
waged over the resources that could
be acquired. Only this time, the
spoils of war were also its weapons:
Petroleum and Uranium. For these
resources, China would invade Alaska,
the US would annex Canada, and the
European Commonwealth would dissolve
into quarrelling, bickering nation-
states, bent on controlling the last
remaining resources on Earth.

In 2077, the storm of world war had


come again. The details are trivial
and pointless, the reasons, as
always, purely human ones. In two
brief hours, the Earth was nearly
wiped clean of life. A great
cleansing, an atomic spark struck by
human hands, quickly raged out of
control. Spears of nuclear fire
rained from the skies. Continents
were swallowed in flames and fell
beneath the boiling oceans. Humanity
was almost extinguished, their
spirits becoming part of the background radiation that blanketed the
earth.

A quiet darkness fell across the


planet, lasting many years. Few
survived the devastation. Some had
been fortunate enough to reach safety,
taking shelter in great underground
Vaults. When the great darkness
eventually passed, these vaults
opened, their inhabitants setting out
across ruins of the old world to build
new societies, establishing new
villages, forming tribes. From the
ashes of nuclear devastation, a new
form of civilization would struggle to
arise.

Welcome to the Wasteland.

4
Chapter 2: Character Creation
Section 1: Background and Race

Think about what your character will be like. Your character is your alter
ego in the Fallout universe. Will your character be a gun-happy sniper? A
Brahmin-Cart racer? A sneaky thief? A fast talker who can squeak past the
armed guards with a good excuse? A boxing champ, strong but slow? A
beautiful seductress who takes what she wants after the moment? The
possibilities are endless.

Before going any further, the player needs to choose a race. All are human,
or were once human, but each have different advantages and disadvantages.
Non-human races are usually campaign and world specific; this means that it
won’t always work with the plot for everyone to play a Super-Mutant.
Each race gains perks at a different rate; this can combine with various
traits that effect how fast a character gains perks (see Traits, below).
The player will want to note the rate at which his or her character gains
perks on the character sheet, in the appropriate section by the experience
points box. Some races have innate Radiation and Poison Resistances
bonuses. When calculating these secondary statistics add these numbers to
the character’s base resistances.

5
Human

Your basic human. Two arms, two legs, two eyes. You and me. Humans gain no
bonuses or penalties to their basic statistics. Humans gain a perk every 3
levels.

Human ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 1

Maximum 10 10 10 10 10 10 10

Ghoul

When the bombs hit, a small few people were irrevocably changed. Ghouls are
humans who have been exposed to massive amounts of radiation in a sudden
burst and were lucky (or unlucky) enough to remain alive, the radiation
having altered them at a cellular level. Ghouls enjoy an extremely slow
cellular mitosis rate, giving them a massively long lifespan. The radiation
also changed their outward appearance, forever marking them as outsiders.
Their skin hangs off their bones, sometimes in shreds, and sunken eyes peer
out from skulls twisted and burned by radiation, giving these unfortunate
people their name. Their skin can be anywhere from pale white to
dirt brown in colour, with green and yellow the most common. When they do
have hair remaining, it usually does not grow. Some ghouls were
inexplicably merged with plant species, and have shrubs and moss growing
out of various parts of their bodies.

6
Radiation might have twisted their bodies, but for a fortunate few, it did
not affect all of their minds, and they are forced to live as misshapen
outcasts, fully aware of the society they were once part of, but also aware
they can never rejoin it. The ones whose minds weren’t spared are known as
Feral Ghouls. Feral ghouls are mindless and will attack just about anything
that moves, except for their own non-feral counterparts who they, despite
their lack of intelligence, see as their own kin. Feral ghouls,
unfortunately so, give their intelligent counterparts even more prejudice,
as some humans see normal ghouls as ticking timebombs. For this reason,
many ghouls have formed settlements of their own, or live in settlements
with humans and mutants who do not mind their nature.

Unlike their mythic namesakes (and their feral counterparts) ghouls do not
eat human flesh. They do, however, require a certain amount of radiation to
survive (lest their corpse-like bodies begin to actually decay or they lose
their minds), and for this reason, one can often find a population of
ghouls around a leaky nuclear reactor or an impact crater from the war.
Ghouls age very slowly, and their lifespan is a whopping 300 years past
when they were exposed to the radiation. Their unnaturally long lifespan
does not mean that they can't be killed by other means, however, and ghouls
are just as vulnerable to disease, falls, and bullets as everyone else.
Ghouls cannot reproduce. Ghouls have an immunity to Radiation and a 30%
Poison Resistance. Ghouls gain a perk 1 level later than humans. Luckily,
Ghouls can wear any kind of armor that normal humans can wear.

Ghoul ST PE EN CH IN AG LK

Minimum 1 1 1 1 1 1 1

Maximum 6 10 10 8 10 7 12

7
Super-Mutant

Super Mutants (or just mutants, as they prefer to call themselves) can be
divided into two origin points, First Generation and Second Generation.
First Generation Super Mutants are not the product of "natural" after
effects from the war, but a race created by one person, an insane, inhuman
‘Master’ who wanted to create a superior race for the Wasteland. The Master
discovered ancient secrets from within an Old-World military installation,
secrets which mutated and deformed him beyond recognition. He adapted this
secret, this “Forced Evolutionary Virus (FEV)” and began performing
experiments on people. Many died before he achieved the desired results.
After "dipping" the person in a vat containing the FEV virus, they would
emerge and undergo an intense physiological change. They grew much stronger
and more intelligent, as well as growing in height and stature. Armies of
Super-Mutants were once servants to this Master (although to hear them tell
it, the Master was more of a Messiah than a tyrannical madman to them) and
his dream to "dip" every human on the planet and form his army of Unity,
but the Master was eventually killed and his mutant army scattered to the
Wastes by an itinerant hero.

Second Generation Super-Mutants originate from a large group of Wasteland


miners enslaved by the villainous Enclave for the purpose of excavating the
Old-World ruins where FEV and the Master’s Army were created. The miners
dug deeper into the remains of the base and were successful in their task,
but unfortunately were immediately exposed to raw, decayed FEV. Their
exposure was imprecise and unrefined, resulting in their mutation being
suitably imperfect. Whilst nearly all suffered impaired intelligence or
severe mental issues compared to their First-Generation brothers, they
still shared the same physical properties and as such turned on their
Enclave slavemasters, overthrowing them and setting off freely into the
Wastes.

First-Generation mutants are by far the less numerous of the two. Many of
them were killed in the Master’s campaign, so in times set after the
Master’s defeat First-Generation mutants should only be allowed in rare
cases.

8
Like ghouls, mutants age very slowly, but not as slowly as their cousins.
Mutants are generally huge, easily reaching 2.8 to 3 meters in height,
weigh up to 350 pounds, and come either male or female. Their skin is
usually a greenish yellow colour, and various bunions and growths cover
their bodies. They have hair in all the usual places, but it rarely grows
and if it does it usually grows slowly (a result of the slowed cellular
mitosis from the FEV virus). Super-Mutants are sterile as a result of the
FEV dipping process.

Unfortunately, like ghouls, mutants are largely outcast from human society.
Many of the First-Generation prefer it this way, looking on human society
as diseased or inferior because of the prejudice and corruption that still
exist. First-Generation Super Mutants were once part of what they see as an
attempt to finally unite humanity and overcome humankind's weaknesses, and
many still feel that the Master’s Unity was a noble cause. Unfortunately,
many societies in the Wasteland still live with the scarred memory of the
Unity’s attempts at total domination, and the countless that died as a
result. Second-Generation Super-Mutants care not for civilization or many
high ideals, preferring to live in simplistic roving bands of their fellow
mutants. Mutants enjoy an immunity to Radiation and a 20% Poison Resistance
bonus, and gain a perk every 4 levels. They gain an additional 2 hit points
per level. Mutants cannot easily use small arms; when using a weapon of
such a kind not designed specifically for Super-Mutants, they receive a -
15% chance to hit. Mutants gain a 20% bonus to their Damage Resistance for
all types of attacks, but also a -15 to their AC too. Mutants can easily
live 200 years beyond when they were "dipped." Mutants cannot wear armor
designed for humans; they just don't make it their size. Someone in that
vast wasteland might, however.

First Generation ST PE EN CH IN AG LK

Minimum 7 1 5 1 1 1 1

Maximum 12 10 10 6 10 10 10

Second Generation ST PE EN CH IN AG LK

Minimum 7 1 6 1 1 1 1

Maximum 12 10 10 4 5 8 10

9
Section 2: SPECIAL

The next thing to determine is your SPECIAL stats. These stats are a
measure of your character's natural abilities although they may
become modified to an unnatural state. They are Strength,
Perception, Endurance, Charisma, Intelligence, Agility and Luck.
Each stat and what each modify is explained below. Each stat begins
at 5, with additional modifiers depending on your race.

When you first create your character, all SPECIAL stats start at 5
and you are allotted an additional five to spend. When applying
points, you are also allowed to subtract any number of them from any
SPECIAL stat to add to another SPECIAL stat. Once your character is
complete the stats are fixed but be careful as you usually start to
experience detrimental effects once your stats drop below 5. No stat
can ever drop below 1 and although there may be effects that modify
your character's stats above 10, each of your character's base stats
can never be higher than 10 with the exception of people wearing
Power Armor and Super Mutants, both of whom have the potential for
superhuman Strength.

Stat Check: A stat check can occur whenever you attempt something
that does not automatically succeed and is also directly tied to one
of your SPECIAL stats. For example, if you were trying to walk
across a narrow chasm you might have to make an Agility check or if
you were trying to play high-stakes roulette you might have to make
a Luck checks. To make this check, the player must roll under their
relevant SPECIAL stat, rolling at or above is considered failure.
Stat checks are a large part of the Fallout game and all of your
SPECIAL stats will require checks at some point although some may be
used much more frequently than others. Some SPECIAL checks are more
easy or difficult than others and modifiers may be applied. For
example, a somewhat unusually difficult check may receive -1 or an
exceptionally difficult check may receive a -4.

Example: You are being held at gunpoint by a crazed Desert Raider.


Being out of options, you attempt to charm your way out of it. With
a Charisma 6, you make the roll. You rolled a 7, above your Charisma
score. This is considered a failure, and the Desert Raider slugs a
10mm round through your skull.

You lose. Welcome to the Wasteland.

10
Strength

Strength (STR)is a measure of your character's raw physical power.


This statistic is used in the secondary statistics Carry Weight,
Melee Damage and Hit Points. Strength checks are used for bashing in
doors, lifting heavy objects and anything else involving brute,
physical strength.

Strength Value Melee Damage Carry Weight


1 +1 25
2 +1 50
3 +1 75
4 +1 100
5 +1 125
6 +1 150
7 +2 175
8 +3 200
9 +4 225
10 +5 250
Modifier to DAM with Unarmed/Melee Weapons: Additional damage added
to Melee and Unarmed damage. (Strength – 5, minimum 1)

Carry Weight: The maximum amount of weight your character can carry
before they are considered over encumbered. The amount a person is
carrying can greatly affect their ability to move quickly when
needed.

*Weapon Strength Requirements: All weapons except grenades, mines


and unarmed ones, have a weapon strength requirement.
For each point below the requirement you get a -5% to your attack
roll. This is in addition to the modifiers listed above and also
applies to ranged weapons.

11
Perception

Perception (PER)is a measure of how quickly and accurately your


character sees, hears, or becomes aware of something through the
senses. Perceptive characters notice details better, like smells,
sounds, and sights that don’t fit a normal picture. Perceptive
characters tend to be able to read another person’s reactions, and
can even tell when another person is lying. They can also make long-
distance shots in combat that no-one else can make. Highly
perceptive characters are private investigators or snipers.
Characters with low Perception walk about in their own little world.
This statistic is used in the Sequence secondary statistic, and in several
skills such as Lockpick, Traps, First Aid, and Doctor. One of the uses of
this statistic is also to determine the maximum distance your
character can shoot a ranged weapon effectively. The better the
score, the farther you can accurately shoot. A high Perception is
imperative for a sniper. Perception is used when there is a little
detail the character has a chance of noticing, such as the glisten
off the scope of the sniper taking aim at their head.

Perception Value Range Modifier Sequence


1 -4 -4
2 -3 -3
3 -2 -2
4 -1 -1
5 +0 +0
6 +1 +1
7 +2 +2
8 +3 +3
9 +4 +4
10 +5 +5

Range Modifier: The amount of hexes added or subtracted from the


base range of your weapon.

Sequence Modifier: The order of attack during combat.

12
Endurance

ENDURANCE (EN) is a measure of the body’s constitution and overall


health. Characters with a high Endurance have great immune systems,
good cardiovascular fitness, and can outrun and outswim others.
Characters with high Endurance can swim across Lake Michigan.
Characters with low Endurance can drown in the kiddie pool.
The Hit Point, Poison Resistance, and Radiation Resistance
statistics are based on Endurance. Endurance is used to determine if
burst hits knock characters down, or even unconscious. Endurance
checks determine things like whether your character can hang on to
that rope over a canyon, or can resist the deadly cloud of bacteria
that renegade scientist just sprayed in his or her face.

Endurance Value Rad Resistance Poison Resistance


1 2% 5%
2 4% 10%
3 6% 15%
4 8% 20%
5 10% 25%
6 12% 30%
7 14% 35%
8 16% 40%
9 18% 45%
10 20% 50%

Health Points: Base HP = 15 + Strength + (2 x Endurance)


HP Per Level = Endurance/2 (rounded down) +2
HP restored per day = Endurance/3 (Min. 1 HP)

E.G a Vault Dweller with 5 Strength and 5 Endurance


has 30 Base HP, and receives an additional 4 HP

13
Charisma

Charisma (CHAR) is how physically attractive your character is, and


how adept they are at knowing exactly what to say and do in social
situations. Beauty as well as grace and leadership ability
contribute to Charisma. A Charismatic character will be the leader
of the pack, and everyone will follow his or her orders. John F.
Kennedy was charismatic; Dan Quayle was not. No secondary statistics
are based on Charisma barring your Follower Limit. It heavily
influences Barter and Speech skills. Rolls against Charisma are made
when a character is attempting to schmooze past some guards or
trying to pick someone up in a bar.

Charisma Value Number of Followers


1 0
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4
10 5
Number of NPC Followers: The amount of people in the Wasteland who
will join the party. The party must add their Charisma scores
together collectively, and then divide this number by 4 to discover
the amount of people who will willingly follow them. (CHAR/4 =
Follower Count). Beyond this number their incentive must be
exceptional or they must be following the party against their will.
Low Charisma: Below average Charisma has some detrimental effects:
4: People are sometimes nervous around you without knowing why.
There's just something about you.
3: People tend to stay away from you. They won't go running if you
approach them but they tend to be uncomfortable and feel a sense of
relief when you pass.
2: If you surprise someone chances are, they'll scream and run for
help. People tend to be openly hostile to you
and it can be difficult to start a conversation. Your companion's
interactions with others also suffer when people
see you associating together.
1: Downright unsociable. People really don't want to talk to you and
they frighten or anger easily around you.

14
Intelligence

Intelligence (INT) is a character's higher reasoning power.


Characters with high intelligence have better memories and are
better at solving problems than people with low intelligence. Albert
Einstein, Napoleon, and Alexander the Great had high intelligence.
General Custer, Forrest Gump, and the guy in "Sling Blade" did not.
No secondary statistics are based on intelligence. Numerous skills
use it for their base values, however. Intelligence also determines
the number of skills points your character gains each level.
Intelligence checks are made when characters are attempting to guess
a password or determine the sequence of electric charges running
through the pattern on the floor.

Intelligence Value Skill Points Per Level


1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
Modifier to Skill Points Per Level: Your skill points per level is
equivalent to 10 + INT

*Low Intelligence Detriments: With an INT of 3 or lower your character


cannot learn another language. With an INT of 2 or lower your character
cannot read or write beyond a few words.

15
Agility

AGILITY (AG) measures the speed of a character's reactions. More or


less, Agility describes how quickly an impulse is received by the
brain, is encoded into the appropriate message, travels through the
Central Nervous System, and reaches the character's arm, which
appropriately jerks out of the way right before a bullet hits it.
Characters with high Agility are jugglers and acrobats. Characters
with low Agility dance with two left feet. This statistic is the
basis for the Armor Class and Action Point secondary statistic. It
modifies the greatest number of skills as well, especially combat
skills. Agility checks are made when your character dodges a poison
dart trap or attempts to jerk his arm out of the sewer before a
mutated rat bites it off.

Agility Value Armor Class Modifier Action Points


1 -4 5
2 -3 6
3 -2 6
4 -1 7
5 +0 7
6 +1 8
7 +2 8
8 +3 9
9 +4 9
10 +5 10

Armor Class (AC): Your Agility dictates your natural Armor Class.
Armor Class determines how easy, or hard it is to attack you on a
percentile basis. Add this modifier to your Armor on Base. For
Armor and bonuses add them to the Total Armor Class.

Action Points (AP): The number of actions that the character can
take during one combat turn. 5+AG/2 (rounded down) e.g 5 AG = 7 AP

16
Luck

LUCK (LK), perhaps the most ambiguous statistic, Luck is everything


and nothing. Characters with a high amount of Luck just tend to have
things go their way, and characters with a low amount of Luck always
seem to be standing under the scaffolding just when someone drops
that brick. Luck directly affects the Critical Chance secondary
statistic as well as influences damage dealt by said critical and
Death Saves. Luck checks are made at the GM's discretion; Luck rolls
can determine if, when your character is out of ammo and lying half-
unconscious on the ground, he happens to find that loaded shotgun
lying concealed and forgotten in the dust.

Luck Value Death Chance Critical Chance


Modifier
1 5% 1%
2 10% 2%
3 15% 3%
4 20% 4%
5 25% 5%
6 30% 6%
7 35% 7%
8 40% 8%
9 45% 9%
10 50% 10%
Instant Death Save: When hit points are reduced to zero, a character
must make Death Saves. Roll d100 and subtract the Death Chance
Modifier, by default this is 25% but it is directly affected by
LUCK. The character must roll at or above their subtracted Death
Chance score on the d100. If this fails three times, the character
dies. If this succeeds three times, they are rendered comatose or
unconscious instead (Contextual). In cases of “High Lethality”, you
will only make one of these saves (i.e. falling off a bridge)

Critical Chance: Your Critical Chance is the same as your luck


score. Critical Fail is 90 + Luck on any d100 roll e.g a Vault
Dweller with 3 Luck scores a Critical when he rolls a 3 or below,
and suffers a Critical Failure when he rolls 93 or above

17
Section 3: Skills

Skills are learned abilities of your character. The skill level shows how
good your character is at that specific skill. There are a large variety of
different skills in the game and they can be increased by gaining skill
points from levelling up or reading educational material. Skills, when
rolled, can critically hit, if number of the dice is equal or under to the
character’s Luck statistic. A dice roll will normally critically fail if
the number is equal the character’s Critical Failure chance or up.

Tag Skills: Every character gets three tag skills to start out with. These
skills could best be described as the character’s gifted areas, or areas of
study in their youth and in life. Every character must take only three tag
skills, unless they get an extra tag skill due to a trait or a perk. Reach
tagged skill gains an increase to its base value by 20 points.

Skill Advancement: 10 + Intelligence = Skill Points per Level e.g A Vault


Dweller with 7 Intelligence has 17 Skill Points per level.

Skill Checks: Skill checks are used whenever you take an action
relating to one of your skills. To make a skill check, you must roll
a 1d100 (AKA 2d10). If your roll is at or below your level in the
relevant skill, it is a successful skill check. If it is above, it
is a failed skill check.

Not all skill-related actions are of equal difficulty, hacking into


a barkeep’s personal battery powered terminal isn’t as difficult as
cracking ICBM codes in an Old-World US Army Base. To reflect this,
difficulty modifiers may be applied.

Skill Check Difficulty Modifier Table

Hard = -25%

Very Hard = -50%


Nearly Impossible = -75%

18
Skill List:
Small Guns

This skill covers the use of any pistols, revolvers, small shotguns,
submachine guns, rifles and assault rifles chambered with
conventional ammo, such as 9mm, .45, .308 or 5mm. Small guns are
very easy to come by in the Wastes, standing next to melee weapons
as the most common instrument of violence. This skill converges with
Repair in governing weapon modification and general gunsmithing.
The starting Small Guns skill is equal to:(5 + Perception x 3)

Big Guns

This skill covers the use of explosive weapons from the humble
grenade rifle and missile launcher all the way up to mortars,
artillery and the ‘Fatman’ Mobile Nuclear Launcher and more
conventional big guns such as LMGs and miniguns. It also covers
Flamethrowers.
The starting Big Guns skill is equal to: (Strength + Perception)

19
Energy Weapons

The use of energy weapons is not very common in the post-nuclear


world. Energy-based weapons were just coming into actual warfare
before the world ended. Laser and Plasma weapons are generally
covered by the Energy Weapons skill. If your weapon uses a power
pack as ammunition you can bet it’s covered by this. Energy Weapons
ignore DT (but not DR).
The starting Energy Weapons skill is equal to: (Perception +
Intelligence)

Melee Weapons

Knives, bats and spears are widely used by raiders and tribals
alike. Basically, any weapon used to bash, bludgeon, stab and slash
is a melee weapon. There are odd curiosities that use ammunition or
fuel, but as they’re mainly used to bash, they’re still melee, baby.
The starting Melee Weapons skill is equal to: (10 + Strength +
Agility)

20
Unarmed

This is the skill of beating people up with your fists and feet,
from boxing to brawling to the martial arts. The better you are at
this skill, the more likely you are going to hit in combat. This
skill also covers the use of weapons that enhance the unarmed
combat, such as brass knuckles, spiked knuckles and even the
legendary power fist. At higher skill levels, you will learn new
techniques of fighting.
The starting Unarmed skill is equal to: (Strength + Agility)

Throwing

Quite simply, this covers your ability to throw things. It is a


measure of your accuracy while chucking things at people. This
includes rocks, knives, hatches, spears and grenades of various
kinds.
The starting Throwing skill is equal to: (Strength + Agility x 2)

21
Traps

This skill can be used to detect, set and disarm traps. The higher
your skill is the easier it is to properly lay or disarm a tripwire,
bear trap or time bomb successfully.
The starting Traps skill is equal to: (Intelligence + Agility)

Sneak

The skill of being able to move quietly or out of sight. When you
are sneaking, other people will be less likely to notice you at a
distance. If you get too close to a dangerous creature, no matter
how good your sneaking is, they will notice you. Of course, whether
someone notices you, or not, is based on what direction they’re
facing, the amount of light in the area, your cover, and a helluva
lotta luck. Such is the life of a thief. When sneaking your stance
has to be very quiet, therefore every movement action costs twice as
much.
The starting Sneak skill is equal to: (5 + Agility x 3)

22
Lockpicking

If you need to open locks without the proper key, you’re going to
need lockpicking. Use it to get what you want from locked safes and
behind locked doors. Having an actual lockpick will improve your
chances, and is often mandatory. Certain locks are, of course,
harder to pick than others and some absolutely do require the use of
a lockpick of some sort.
The starting Lockpick skill is equal to: (5 + Perception + Agility)

Survival

This is the skill of living in the Wasteland. It governs your


knowledge of outdoor living and survival in hostile environments.
Basically, what they teach in Boy Scouts and Girl Scouts, modified
for the post-nuclear world. It also represents how well versed you
are in the locations, local history and culture of the Wastes.
Survival has many uses, from finding food and water in the middle of
a vast wasteland to skinning a Gecko, crafting tribal recipes at a
campfire, or knowing what the hell those tribal warning charms
actually mean. It’s always good to have someone in the party who’s a
survivalist.
The starting Survival skill is equal to: (5 + Endurance +
Intelligence)

23
First Aid

First Aid is the skill of minor healing. You will be able to heal
minor wounds, cuts and bruises with this skill. The use of this
skill is limited to three attempts per patient, but usually requires
tools to properly perform. Without a kit of any kind, First Aid
heals 1d4 HP (at a maximum of 6 HP healed on one patient) with a
penalty of 25%. A First Aid Kit or Bandage Kit removes all penalties
for the use of the First Aid skill, but a successful use of the
skill removes one use of the kit. A use of this skill takes 1d10
minutes outside of combat and heals 1d10 hit points with a maximum
of 10 HP healed on patients for Bandage Kits.
The starting First Aid skill is equal to: (5 + Perception +
Intelligence)

Doctor

A more advanced form of healing. You can heal serious damage and
crippled limbs but not poison or radiation damage. Using this skill
takes a while to perform. Doctor skill, however, always requires the
use of a Doctor’s Bag for use, as it’s impossible to do major
healing without the proper equipment. A use of this skill takes
around 1 hour outside of combat and heals 2d10 hit points. Doctor
can also be used in the middle of battle to resuscitate an ally who
is near-death. This action takes a full round’s worth of AP to do
and brings them back with to only 1 Hit Point. Alive, but barely.
Your Doctor skill also determines the effectiveness of certain
chems.
The starting Doctor skill is equal to: (Perception + Intelligence)

24
Science

Science covers a variety of high-technology skills, such as


chemistry, biology, physics, and computing. Used in referring to
your character’s general knowledge and understanding of academic
scientific concepts, technologies and strange Old-World scientific
mysteries. It offers practical applications in that it is used to
craft medicine and other manufactured drugs and toxins. It is also
used when hacking computers or working with robotics. Similarly, it
is also used to determine the effectiveness of certain, unknown,
poisons and weird plants one might find.
The starting Science skill is equal to: (5 + Intelligence +
Intelligence)

Repair

Repair is the general knowledge of mechanics and the practical


application of being a handyman. As things are constantly breaking
in the wastes, and there aren’t customer service hotlines anymore, a
person with a high Repair skill is always good to have around.
Repair covers most forms of crafting items as well as fixing and
building all manner of mechanical things, from guns to vehicles, and
can also be used to intentionally sabotage or disable mechanical
things.
The starting Repair skill is equal to: (5+Perception + Intelligence)

25
Prospecting

The general knowledge and skill related to prospecting (read:


scavenging) Old World ruins. Those with a high prospecting skill
will find way more stuff than those utilizing straight-up luck.
Prospecting has its own special knacks to it, such as being able to
quickly, and accurately, evaluate the worth of what you find,
instead of wasting valuable time on something potentially very
worthless.
The starting Prospecting skill is equal to: (5 + Perception + Luck)

Pilot

The skill of operating various kinds of motor vehicles, from cars to


big-rigs to vertibirds. Though vehicles are very rare in the
Wasteland, it might pay off to know how to handle one if they come
along. Characters with high pilot skills can take vehicles places
that other characters couldn't, and just might avoid crashing that
Chryslus Highwayman in a high-speed chase.
The starting Pilot skill is equal to: (2 x Perception + Agility)

26
Barter

The skill of trading. In the post-nuclear world, currency is not


always commonly used, but for the most part some kind of replacement
for pre-war money is used. Barter will allow you to get more for
less when trading for equipment, weapons and other types of items. A
high Barter skill can lower the prices you pay for items you
purchase and increase the money you got for selling excess loot. A
good Barter skill isn’t important for killing people, but it is
certainly a valuable skill for the non-berserkers.
The starting Barter skill is equal to: (Charisma x 4)

Speech

The ability to communicate in a practical and efficient manner. The


skill of convincing others that your position is correct. The
ability to lie and not get caught. Whilst Charisma is used to
utilize your personality and charm others, the art of Speech is used
to create a sound or convincing line of argument.
The starting Speech skill is equal to: (5 + Charisma x 4)

27
Section 4: Traits

Traits are an optional part of the character creation process. They


simply describe an aspect of the character's personality or physical
description, and permanently affect things like Skills, Primary
Statistics, and Secondary Statistics. Some traits are not available
to every race. A character can pick two traits, one trait, or no
traits at all. A character can never have more than two traits.

Fast Metabolism
Your metabolic rate is twice normal.
This means that you are much less
resistant to radiation and poison, but
your body heals faster. You get a 2
point bonus to any healing, but your
Radiation and Poison Resistance start at
0%. Only Humans can choose this trait.

Bruiser
A little slower, but a little bigger.
You may not hit as often, but they will
feel it when you do! Your total action
points are lowered, but your Strength is
increased. You get a 2-point bonus to
Strength, but lose 2 Action Points.
Cannot be taken with Small Frame.

Small Frame
You are not quite as big as everyone
else, but that never slowed you down.
You can't carry as much, but you are
more agile. You get a 1-point bonus to
Agility, but your Carry Weight is
reduced to 15lbs x STR
Cannot be taken with Bruiser.

One Hander
One of your hands is very dominant. You
excel with single-handed weapons, but
two-handed weapons cause a problem. You
have a 40% penalty to hit with twohanded
weapons, but get a 20% bonus to
hit with weapons that only require one
hand.

28
Finesse
Your attacks show a lot of finesse. You
don't do as much damage, but you cause
more critical hits. All of your attacks
lose 30% of their damage but you gain
a 10% bonus to Critical Chance.
Cannot be taken with Built to Destroy

Kamikaze
By not paying attention to any threats,
You have +5 to your sequence but
your reckless nature in combat means
that your Armor Class is reduced by 3.

Heavy Handed
You swing harder, not better. Your
attacks are very brutal, but lack
finesse. You rarely cause a good
critical hit, but you always do more
melee damage. You get a 4-point bonus
to Melee Damage, but your critical
chance is halved and you receive a
-30% penalty on the Critical Table.

Fast Shot
You don't have time for a targeted
attack, because you attack faster than
normal people. It costs you one less
action point to use a weapon. You
cannot perform targeted shots,
Note that the Fast Shot trait has
no effect on HtH or Melee attacks.
Cannot be taken with Trigger Discipline

Trigger Discipline
While using any ranged weapons you gain
a +5% chance to hit (+15% for Targeted Shots)
but taking your time to aim means all attacks with
ranged weapons use 1 more AP than normal.
This doesn’t affect throwing weapons.
Cannot be taken with Fast Shot

Bloody Mess
By some strange twist of fate, people
around you die violently. You always
see the worst way a person can die.
This does not mean you kill them any
faster or slower, but when they do die,
it will be dramatic. Just how dramatic
is up to the Gamemaster.

29
Jinxed
The good thing is that everyone around
you has more critical failures in combat.
The bad thing is: so do you!
Critical Failure chance increased by 10%
for all party members and all NPCs. Effect
does not stack on NPCs and other PCs
if multiple characters take this trait.

Good Natured
You studied less-combative skills as you
were growing up. Your combat skills
start at a lower level, but First Aid,
Doctor, Speech, and Barter are
substantially improved. Those skills
get a 15% bonus. You get a 10% penalty
to starting combat skills (Small Guns,
Big Guns, Energy Weapons, Unarmed, and
Melee Weapons). This is a one-time
bonus.

Built to Destroy
The flamethrower that burns twice as
bright also burns half as long.
You receive +5% to Critical Chance, but
also a +5% to Critical Failure. Due to
your lifestyle, you also only gain END/2
HP per level. Cannot be taken with
Finesse.

Claustrophobia
You have a fear of enclosed spaces,
probably because of the mutants that
live there. All SPECIAL statistics for
the sake of checks are increased +1
while outdoors, and penalized -1
indoors.

Chem Reliant
You are more easily addicted to chems.
Your chance to be addicted (and the effects
of your addiction) is twice normal, but you
receive double the benefit.
Cannot be taken with Chem Resistant

Chem Resistant
Chems (and their withdrawal symptoms)
only have half the effect, but your
chance to be addicted is only half the normal
amount. Cannot be taken with Chem Reliant.

30
Night Person
As a night-time person, you are more
awake when the sun goes down. Your
Intelligence and Perception are improved
at night but are dulled during the day.
You get a 1-point penalty to these
Statistics from 0601 to 1800, and a 1
point bonus to these Stats from 1801 to
0600.Note that the bonus cannot take IN and
PE above the character’s racial maximum
or below the character’s racial minimum.

Skilled
You spend more time improving your skills
than a normal person, to compensate for having
less innate potential. You gain 5 extra skill points
when you level, the trade-off is that
it takes you an extra level to gain a perk. You cannot take this
with Gifted.

Gifted
You have more innate abilities than most, so you don’t spend as much
time honing your skills. You gain an additional 5 SPECIAL points to
allocate, but you receive a -10% to all Skills at creation
And you only receive 8 + INT/2 Skill Points per level. Cannot be
taken with Skilled.

Tech Wizard
You spent your formative years hunched
over a bench learning all about the way
things work. The trouble is that you’ve
ruined your eyes! You get a +10% bonus
to Science, Repair, and Lockpick skills, but
you lose 1 Perception.

Red Scare
Communists around every corner!
Your extreme paranoia has left you with +2
to Perception, but your perpetual need to
check your environment and unwillingness to
turn your back means that you lose 1
Charisma and have a -5% Penalty to hit
during Combat

Loose Cannon
You throw fast, not long. Thanks to your
speedy arm, Throwing Weapons cost 1 less AP,
but their throwing range is reduced to 75%
of its total.

31
Glowing One (Ghouls Only)
Extreme radiation exposure has left you
glowing in the dark. Your glow
eliminates modifiers from light in
combat for both you and your enemies.
In addition, you gain a +50% bonus to
Radiation Resistance, but everyone
around you takes 10 rads per hour (see
Radiation table).

Fear the Reaper (Ghouls Only)


You have cheated death! You gain perks
as if you were a human, but you are now
on death’s short list. Each month, you must
roll against your Luck. If you fail the roll,
Your Luck is reduced by 1. When you reach 1 Luck,
You must then roll against Luck once a month
to see if you instantly drop dead. Only Ghouls can
choose this trait.

Vat Skin (Super Mutants Only)


Perhaps you were dipped for too long in
the FEV vats, or maybe you just have a freak
genetic code. Either way, your skin is more
rubbery thick than your Super-Mutant comrades,
but has left you feeling more restricted in your
movement. +10% to Damage Resistance, all movement
costs an additional AP

Ham Fisted (Super Mutants Only)


Genetic engineering – or dumb luck – has
endowed you with huge hands. +20% Unarmed, +5 Melee Damage
-20% Small Guns, First Aid, Doctor, Repair, Science and Lockpick.

32
Chapter 3: Perks

Perks are gained every few levels, and represent knowledge acquired
travelling through the Wasteland or through quirk of their
character. Perks can affect stats, skills, secondary stats and
sometimes just do strange things. Some will require a little bit of
imagination to implement. Perks do have level and statistic
requirements at times. Some perks can have several ‘ranks; and
therefore, taken more than once (though no more than their rank).
Nearly all perks are included in the list below, however “special”
unique perks can be acquired through your adventures.

Name Level Stat Ranks Benefit


Req. Req.
Awareness 3 PER 5 1 You can see more detail of an
NPC upon inspection in combat.
AC, DR, Weapon + Ammo and HP
Cautious 3 PER 6 1 +3 to Perception (Sequence
Nature Bonus) for Random Encounters
Comprehension 3 INT 6 1 50% more Skill Points earned
from Skill Books and 10 more
Skill Points added with Skill
Magazines
Bonus HtH 3 STR 6 AGL 3 +2 to Melee Damage
Damage 6
Earlier 3 PER 6 3 +2 to Attack Sequence
Sequence
Healer 3 PER 7 IN 2 Additional 1d4 Hit Points healed
5, AGL 6, when using First Aid or Doctor
First Aid on a patient for each rank taken
40%

Better 3 END 6 1 +2 Hit Points when being healed


Healing
Night Vision 3 PER 6 1 20% removed from vision penalty
in darkness
Quick Pockets 3 AGL 5 1 Accessing inventory only costs 2
Action Points
Scout 3 PER 7, 1 Discovery range for Towns on the
Survival Wasteland Map increased, +10% to
40% Survival for navigation in
Travel
Smooth Talker 3 INT 4 3 +1 to Intelligence Checks during
character dialogue situations
Wasteland 3 INT 6, 1 +25% to Survival. Pick up small
Wanderer Survival amount of rumours in each town.
40%
Stonewall 3 END 6 1 Cannot be knocked down in
STR 6 combat.
Strong Back 3 STR 6 END 3 Carry and additional 50lbs
6

33
Survivalist 3 INT 6, END 1 +25% to Survival, +1 END for
6, Heat Stroke or Hypothermia
Survival checks during travel
40%
Thief 3 INT 4 1 +10% to Sneak, Traps, Lockpick
and
Toughness 3 END 6, LCK 1 +10% to Damage Resistance
6
Humans and
Ghouls
Only
Disengage! 3 AGL 7 1 You do not experience attacks of
opportunity in melee combat
Grappler 3 Unarmed 1 Grappling costs 2 AP, all
35% penalties removed for same size
opponents.
Boot-Licker 3 INT 4, CHR 1 +1 to Charisma Checks when
6 dealing with figures of
authority
Drunken 3 Unarmed 1 +20% to Unarmed when drunk on
Master 60% alcohol
Rad Child 3 END 6, 1 +5 to all healing when in an
Ghoul area that gives off radiation.
Rapid Reload 3 Agility 5, 1 Reloading costs half Action
Small Guns Points
30%
Ayyyyyyy! 3 Lockpick 1 After a failed Lockpick attempt,
50% loudly slamming the lock grants
Luck 6 an additional Lockpick Skill
Check
Local Guide 3 INT 6, 1 Advantage on any check related
Survival to Tribals
60%
Stat! 3 Doctor 75% 1 First Aid costs 2 AP and
Stabilization costs 4 AP during
First Aid combat
50%
Body Snatcher 3 PER 6, INT 1 Salvage costume fragments from
6 defeated foes to construct
disguise kits
Bonus Move 3 AGL 7 2 +2 AP that can be used for
movement only
Junk Merchant 6 LCK 8 1 Junk Items are worth triple
Prospectin
g 60%
Hunter 6 Survival 1 Critical Damage multiplied by
60% 75% against animals and mutated
animals.

Additionally, harvested animal


hides sell for twice the price.
Fox 6 Sneak 60% 1 +20% to Sneak whilst in darkness
Heave Ho! 6 STR < 9 1 +2 to Strength for determining
Throwing range
Bonus Ranged 6 AGL 6, PER 2 +2 to Ranged Damage
Damage 7
Educated 6 INT 6 3 +2 Skill Points Per Level
Bracing 6 STR 5 1 You receive +2 Strength for the
Big Guns purpose of handling Big Guns
80%
Flexible 6 Sneak 60% 1 It costs 1AP to change stance in
combat. It costs 2AP to go from
prone to standing.
Duck and 6 AGL 6 1 Explosion damage reduced by 50%
Cover! when you are in cover, prone or
knocked down
Steady Arm 6 STR 6 1 Burst Fire requires 1 less AP

34
Super
Mutant
Tribal Wisdom 6 Survival 1 +25% Poison Resistance
70% +15% Damage Resistance Against
Mutated Animals, Insects and
Humans normal Animals
Only
Tunnel Rat 6 AGL 6 1 Moving whilst prone or crouched
Sneak 60% costs normal AP
Rad 6 END 6 1 Radiation Resistance increased
Resistance INT 4 by 15%
Quick 6 AGL 5 1 Getting up from knockdown costs
Recovery 1 AP
Empathy 6 PER 7 1 You are warned whenever
INT 5 something you say will be taken
poorly, and Crit Fails in
dialogue are nullified.
Cunning 6 Sneak 80% 1 Intelligence added to damage
Bastard when performing a Sneak Attack
Snake Eater 6 END 3 1 +25% Poison Resistance
+3 AGL when climbing, if it’s a
ladder the Snake Eater theme
will play
Way of the 6 CHR 6 1 When you eat fresh fruit, you
Fruit gain +1 to AGL and PER checks
for 1 Hour
Sharpshooter 6 PER 7, 1 +10% to Targeted Shots
Small Guns
75%
Blaster 6 Small Guns 1 Shotguns deal full damage during
Master 80% Flush

STR 6
Dual Master 6 Small Guns 3 Each Rank of this Perk reduces
80% Dual Wielding penalty by 20%
Or
Melee
Weapons
80%
AGL 8
Bulk Trader 6 CHR 6 1 Pay less and sell for more (25%)
Barter 80% when bartering bulk Prospecting
Prospectin items
g 45%
Nerd Rage! 6 INT 5 1 STR increased to 10 during
Science combat when below 25% of Health
65%
Scout 6 PER 6 1 +15% to Survival
Mr./Mrs. 6 Repair 50% 1 +20% to Repair,
Fixit!
More 6 Luck 6 2 +3% to Critical Chance
Criticals
Salesman 6 CHR 5 +20% to Barter
Barter 50%
Magnetic 6 CHR 8 2 +2 NPC Followers to Party Limit
Personality
Road Warrior 6 Pilot 1 +25% to Pilot
Skill 30%

In Shining 6 Repair 20% 1 When wearing Metal Armor (or


Armor variant thereof) gain +5 DT
Science against Energy Weapons
70%
Demolition 6 Big Guns 1 +5% Critical Chance with
Expert 50% Explosives
Traps 50%

35
Any Penalty removed when dealing
with Explosives
Nuka Chemist 6 Science 1 Nuka-Cola is craftable with
90% Nevada Agave Fruit, Barrel
Cactus Fruit (Produce) and an
empty bottle
Light Step 9 AGL 5 LCK 1 50% chance that a triggered trap
5 won’t function.
Run N’ Gun 9 END 6 1 Aim Penalty halved after Full
AGL 9 Sprint for ranged weapons
Armor is for 9 END 10 1 If you aren’t wearing any armor,
Cowards! once per day you can declare
“Armor is for cowards!” and take
only half damage from a hit.
Better 9 PE 6 AG 4 1 +20% on the Critical Table
Criticals LCK 7
Ferocious 9 CHR 9 2 Rank 1: When under ½ HP due to
Loyalty enemy attacks, other party
members gain +3 DT

Rank 2: Bonus increased an


additional +2 DT
Charge! 9 END 6 1 If a full turn of AP is spent in
Full Sprint in a straight line
AGL 7 towards a single enemy, receive
a +30% Aim Bonus rather than
Melee penalty next turn. Melee/Unarmed
Weapons only
80%
OR
Unarmed
80%
Dodger 9 AGL 6 1 +5 to Armor Class
And Stay 9 Small Guns 2 Rank 1: Shotguns have a 15%
Back! 100% chance to Knockdown
Rank 2: Additional +15%
Knockdown chance
Heavyweight 9 STR 7 1 Weapons with weight over 10lbs
has their weight halved
Pyromaniac 9 Big Guns 1 +5 Damage to all flame weapons.
75% Deaths by fire are more
dramatic.
Mysterious 9 LCK 7 1 Chance of receiving help from a
Stranger mysterious yet legendary figure,
in and out of combat
Entomologist 9 INT 4 1 +50% of Initial Damage against
Survival Mutant Insects
80%
Fortune 9 LCK 8, 2 Rank 1: Double the amount of
Finder Prospectin ammunition found in looting
g 80%
Rank 2: Double the amount of
money found when looting
Weapons 9 AGL 5 1 +3 Strength for the sake of
Handling weapon requirements
Expert 9 Repair 70% 1 Gain Expertise in Gunsmithing
Gunsmith
Robotics 9 Science 1 Gain Expertise in Robotics
Expert 70%
Expert 9 Science 1 Gain Expertise in Chemistry
Chemist 70%
Expert 9 Repair 70% 1 Gain Expertise in Weaponsmithing
Weaponsmith
Expert 9 Repair 70% 1 Gain Armorer Expertise
Armorer
Retainer 9 Small Guns 1 Retain Aim boost whilst moving
80%

36
AGL 7
Plasma Spaz! 9 Energy 1 AP cost for Plasma Weapons
Weapons reduced by 1
70%
INT 6
Disintegrator 9 Energy 1 +5 Damage to Laser Weapons
Weapons
70% Laser Weapons deal 1.5x Crit
INT 6 damage on top of any other
bonuses

Mad Bomber 9 AGL 4 1 Full damage during Flush


Big Guns
90%
Explosive Damage +50%
Good 9 Energy 1 When enemies die on critical hit
Vibrations Weapons with a Plasma weapon, they
100% violently explode in 1d20 damage
with 1 Hex Radius

Cowboy 9 Small Guns 2 Rank 1: +10% Aim Bonus with


80% “Cowboy” Weapons

Survival +2 Damage with “Cowboy” Weapons


45%
Rank 2: Additional +3 Damage
with Cowboy Weapons

Grunt 9 Small Guns 2 Rank 1: Burst Fire Aim is


80% rounded up rather than down for
Infantry Rifles

STR 6 +2 Damage with Infantry Rifles

Rank 2: Only half a magazine is


expended during Suppressing Fire
with Infantry Rifles

+3 Damage with Infantry Rifles

Flower Child 9 END 6 1 Addiction Chance Halved,


Withdrawal Penalty Halved
Fight the 9 No 1 +8 Damage against NCR, Legion,
Power! positive Brotherhood of Steel or any
reputation “Governmental” forces t
with or
members of
the
faction in
the party
Sneering 9 No Tribals 1 +8 Damage against Tribals (Not
Imperialist in the counting Raiders)
Party
It Was Called 9 No Robots 1 +8 Damage against Robots
Retirement in the
Party
Spray N’ 9 Big Guns 2 Rank 1: Burst Fire Aim rounded
Pray! 100% up rather than down, including
Criticals for Big Guns
STR 7
Rank 2: Burst Fire Aim Penalty
halved for Big Guns, Suppressing
Fire only consumes half a
magazine

37
Dead Man’s 12 END 8 1 When you reach 0 HP, you receive
Hand a free opportunity to attack the
enemy that put you down with the
resulting damage doubled.
Eye for an 12 N/A 1 +10% damage for each crippled
Eye body part
Anywhere I 12 CHR 7 1 You garner a reputation for
Wander Survival being who you are. Wherever you
80% go, there’s a pretty good chance
someone has heard of you. People
may go out of their way to help
you, seek you out for jobs, or
it may have negative
consequence. You hear many
rumours upon entering a town.
Thought You 12 1 Idolized 1 All reputation reset. People
Died Reputation think you died a while back.

1 Vilified
Reputation
Vault 13’s 12 All 1 +5% Critical Chance against
Revenge SPECIAL Super Mutants and Enclave
above 5
If wearing an Armored Vault
Suit, gain an additional +8%
Critical Chance
Living 12 Doctor 75% 1 +10% to Doctor and +5 Damage to
Anatomy biological creatures
HtH Evade 12 Unarmed 1 Unused AP in a turn + 1/12th
75% Unarmed Skill added to AC at
turn end
Action Hero 12 AGL 5 3 Gain 1 AP for each Rank
In Your Face! 12 AGL 6, 1 Enemies receive -10% to hit with
Melee Ranged Weapons if you are within
Weapons 1 Hex of them, and cannot make
80% targeted shots, must be engaged
in melee combat
Authoritative 12 CHR 8 1 Make a Charisma -4 Check against
Presence Speech an NPC, if it succeeds then the
100% NPC must oblige to complete a
single request as long as it is
not suicidal, totally out of
character or the NPC is an
authority to you.
Intense 12 1 +1 to a SPECIAL Stat of your
Training choosing
Jury Rigging 12 Repair 90% 1 Crafting penalties removed,
quality parts and crafting
stations no longer required for
mechanical devices.
Lifegiver 12 Endurance 2 +5 HP
6
Tag! 12 Gain an additional Tag Skill
Twist of Fate 15 Luck 7 1 Once per session, re-roll a
check. The second roll MUST be
accepted.
Grim Reaper’s 15 Luck 8 1 After you kill something, you
Sprint receive an additional 4 AP on
that turn (Does not stack)
Apt Shot 15 STR 5 1 Targeted Shots are available
AGL 8 whilst dual wielding
Small Guns
100%
Team Player 15 CHR 10 1 Party receives +15% Skill Check
bonus when within ten hexes of
you outside of combat

38
Big Iron! 15 Small Guns 1 Allows Hip Fire for “Cowboy”
100% revolver weapons
AGL 6
PER 7 When in a duel, you always draw
Survival first.
80%
Sting Like A 15 Unarmed 1 +5% Critical Chance whilst using
Bee 100% Unarmed
AGL 6
Bonus HtH 15 AGL 6 1 HtH Attacks cost 1 AP Less
Attacks
Bonus Rate of 15 PER 6 1 Ranged Attacks cost 1 AP Less
Fire INT 6
AGL 7
Shock and Awe 15 AGL 10 1 Enemy still receives Melee
STR 10 Damage bonus on a miss
Melee
Weapons
100%
Centre of 15 Small Guns 1 +15% Damage when targeting torso
Mass 70%
Light Touch 15 Agility 6 Whilst wearing light Armor, you
Repair 45% receive a +5% to Critical Chance
Sneak 45% and your enemies receive +5% to
Critical Failure
Shotgun 15 Small Guns 1 Shotguns ignore DT
Surgeon 100%
Can make targeted shots whilst
using double-shot or burst fire
on a shotgun
Silent Death 15 AGL 10 1 A successful Melee Sneak attack
Sneak 80% deals 2x damage when hit from
Unarmed the back
80%
Piercing 15 Unarmed 1 Unarmed hits nullify 20% Damage
Strike 100% Resistance
Old World 18 Int 7 1 Difficulty penalties on any
Blues Prospectin check regarding Old World
g 100% technology removed
Sniper 18 PER 8 1 Player rolls against Luck. On
AGL 8 success hit is upgraded to a
critical.
Small Guns
100%

Slayer 18 STR 8 1 Player rolls against Luck, on


END 8 success the hit is upgraded to a
Melee critical
Weapons
100%
Monk 18 STR 8 1 Player rolls against Luck, on
AGL 8 success the hit is upgraded to a
Unarmed critical
100%

39
Chapter 4: Combat
Section 1: Basics

The Purpose of Combat


Combat officially begins when one (N)PC, decides that enough is
enough and they attack someone or something. Sometimes attacks can
be made on inanimate objects, such as doors, and in this case combat
procedure is not necessary, unless combat is going on around the
character trying to break the door, or attacking the door causes
someone to go hostile. Combat is not always the last solution as
dead bodies can do more than stink. Combat is a tool that can get
you out of trouble, or into more trouble, based on the choices the
players make.

Sequence
Regardless of who begins combat, all
participants must roll a 1d20 and add
their Sequence modifier to the result.
This determines the turn order for the
duration of the combat. Each combatant
receives one turn in the sequence,
which cycles from highest to lowest
until combat ends. Combat ends when all
aggressive targets surrender, are
killed, have fled or are unconscious.

Attacking

To make an attack, you must roll the


associated weapon skill using a 1d100.
When rolling a for anything, you are
trying to get a result at or below your
effective skill level. For almost every
case, rolling closer to 0 is better. If you were to roll from 1 to
your Critical Chance statistic, you’ll score a critical. If you roll
equal, or higher, to your Critical Failure.

40
Example: A Vault Dweller is attempting to fill a Desert Raider with
lead. His Small Guns skill is 80 and he rolls a 60. Since this
result is under his skill, which was 80, he scores a successful hit.

Importantly, Modifiers are added as to get the final result on a


roll. At minimum the AC modifier must be taken into account, as well
as Critical Success or Failure when relevant. Environmental and
Cover Modifiers appear, but aren’t a requirement.

Modifier 1: Critical Success or Failure


Modifier 2: Environmental Modifiers
Modifier 3: Opponent AC is subtracted from the player skill
Modifier 4: Cover Modifiers
Modifier 5: Targeted Shot/Burst Fire/Full Auto
Modifier 6: Bonuses

Example: A Vault Dweller with 50% Small Guns attacks a Desert Raider
wearing armor with 20 AC, this means the Vault Dweller’s chance to
hit is now 30%
Damage Resistance (DR) is also a core part of combat. All armor has
DR. When a successful hit is landed, the damage rolled must face the
DR of the armor. The DR percentage must be subtracted from the
overall damage taken by the target.
Example: A Vault Dweller is hit for 20 damage, but is wearing
Leather Armor with 20% DR. 80% of 20 is 16, (The DR value of damage
is subtracted) so the Vault Dweller takes 16 damage of the 20 that
was rolled by the attacker.

Damage Threshold (DT) is present in extremely powerful targets. It


is a flat damage reduction total that damage must pass before it can
be taken. If the damage total is less than that of the DT, no damage
is taken. This is ignored by the beams of Energy Weapons due to
their advanced nature.

41
Section 2: Actions and Movement

Action Points and the Turn


During combat, each player’s turn is broken down using Action
Points. Each character has a limited amount of Action Points.
(5+AGL/2, rounded down).

Movement
Movement includes moving closer to a target, moving behind a tree or
other cover, or bravely fleeing. Moving one hex in combat costs 1
Action Point. Characters cannot occupy the same hex as another
living character, or large inanimate objects. Any object larger than
a medium-sized shrub gets a hex all to itself. Dead bodies usually
do not get their own personal space, as they are dead. The dead do
not care if you walk all over them. Terrain can have an effect on
movement and acts as a modifier.

Open or Flat ground: 1x


Rough or Wet ground: 2x
Torn or Muddy ground: 3x

Sprinting in combat is entirely possible, granting movement up to 2


hexes per 1 action point, but doing so gives the character one or
two penalties. It is difficult to attack while sprinting, or
immediately after, which means after taking a sprinting action the
next attack gets a penalty a of -30%. Sprinting also leaves you a
bit exposed, as you’re not actively paying attention to what your
opponent is doing. Taking a sprinting movement reduces your AC by 10
for the rest of the combat round.

Inventory Management
Item management you need to do for the turn involves opening up the
inventory, or basically rummaging through your pouch, which takes 4
AP. You can use two sets of equipment as you please, drop items or
utilize fast disposables like Stimpaks or Jet. Inventory management
does not just apply to your own, personal, inventory. While it does
take 4 action points to open your inventory, you may use more than
two items by spending an additional 2 action points per item.
Pickpocketing, planting grenades, looting bodies, opening lockers,
and pretty much any form of item swapping, costs 4 AP. Picking up
dropped items from the floor, however, only costs 1 AP.

42
Taking Actions
Every possible action during combat uses a set amount of AP,
determined by the weapon or item used and the complexity of the
action, such as making a targeted shot instead of a regular shot or
burst fire. Some perks reduce the cost of specific actions and allow
free actions as well. Back and forth banter during combat is
considered a free action, but only for about 8,7 seconds of speech.
This does not include trying to influence allies or enemies with
speech actions, which do cost Action Points.

Changing Position
Crouching and going prone are great ways
to improve your accuracy, but the
downside is that it reduces your Armor
Class and increases movement costs.
Changing positions in battle costs 2 AP,
unless the character is going to or from
prone, or getting up after being knocked
down. Switching positions also makes you
a smaller target, which makes you harder
to hit from a large distance and
improves the effectiveness of any cover
you have.

Standing → Crouched / 2 AP
Standing → Prone / 4 AP
Crouched → Standing / 2 AP
Crouched → Prone / 2 AP
Prone → Crouched / 2 AP
Prone → Standing / 4 AP
Knockdown → Crouched / 2 AP
Knockdown → Standing / 4 AP
Knockdown → Prone / 1 AP

When you’re standing you have average rolls. When you’re crouching
you gain +10% to Small Guns, Big Guns, and Energy Weapons for
purposes of To Hit. AC, however, is reduced to 3. When prone you
gain +20% to Small Guns, Big Guns, and Energy Weapons for purposes
of To Hit. AC is reduced to 1. You cannot make unarmed or melee
attacks.

The stances do not affect on To-Hit rolls for MOUNTED Big Guns.

When knocked down, you cannot perform any actions and the
character’s AC is reduced to zero, no matter what it normally was.
To recover, the character must spend Action Points to recover to
another position instead.

Some special weapons do not get bonuses from being crouched or


prone. Ultimately it is up to the GM to make this decision, to
decide if it makes sense. Would firing a Fat Man from a prone
position be beneficial? Each space is 5 ft.

43
Attacking
Types of Description
Attacks

Single One attack made with a weapon. The costs depend on the
Attack weapon.

Targeted One attack focused on a specific part of the body. The


Attack costs is +1 of a Single Attack. Refer to the Critical
Table for more information.

Special Unique abilities limited to specific weapon types or


Move fighting styles.

Burst Fire Certain weapons are capable of controlled burst fire,


such as Assault Rifles, others can only fire in burst
mode such as submachine guns and heavy machine guns

Taking Cover
Generally, the cover deduction is based on how much of the character
is concealed behind cover. Partial Cover could mean something like
taking cover behind a burnt-out car, or dodging behind the doorway
of a wooden building. It’s either only concealing a portion of you
or it’s not going to withstand bullets that well. If you wish to
stabilize your aim utilizing crouching whilst in Partial Cover, your
AC is still reduced to 3 (and you still receive the +10% Aim Bonus)
but you also receive the 20% Cover Bonus, representing your
character exposing a portion of themselves to returning fire in
order to stop and aim, but still accounting for the provided cover.

Greater Cover could mean you’re hiding behind a burnt-out pre-war


truck, or standing behind a concrete pillar. Both of these assume
you are taking cover whilst participating in the heat of combat, and
as such are bobbing back and forth, allowing you to receive shots
but also make them. The crouch-fire rules also apply to Greater
Cover. You cannot receive nor make shots whilst in Total Cover.

If you take the action of Duck and Cover by spending a full turn of
AP, you can choose not to participate in the fight and hide for a
full round, resulting in your cover bonus doubling and immunity to
Critical Hits or the Flush ability. Characters in Power Armor due to
their size and role in combat, can only take Partial or Total Cover.

Cover Cover Bonus (Enemy Aim Penalty)

Total Cover 100%

Greater Cover 40%

Partial Cover 20%

44
AP Costs Cheat Sheet
The table below are the other options you have in combat. Use your
Action Points wisely.

Actions Description

Move One Space 1 AP (Standing), 2 AP (Crouching), and 4 AP


(Prone).

Full Sprint 1 AP per two Hexes, breaks Sneak and incurs a


-30% to hit on next attack (Penalty exists in
the same turn as the Sprint or the turn after if
no attack is made in that turn. Does not pass
beyond two turns.)

Change Stances 2 AP to switch (Costs 4 AP to go to or from


Prone/Standing).

Use Held Item 3 AP (Example: Use Stimpak in Hand).

Equipping Items 4 AP. You cannot equip armor mid combat.

Taking Items/ 8 AP (If the max AP they have ranges from 5 - 7.


Looting They must have all of their AP and the rest of
the cost will carry over to their next turn).

Reloading 2 AP for Small Guns and Energy Weapons. 3 AP for


Big Guns (Cannot combine clips).

Use Skill Depends on the skill (Depends on the skill.


Sneak costs 1AP but Science and First Aid costs
4AP).

Getting Up 4 AP (Only if knocked down or starting combat on


the ground. Have 0 AC) With 1 AP, you can turn
to be Prone.

Setting Traps All AP for the turn and a Successful Traps Roll

Tripod/Artillery Roll Big Guns skill till you get a success.


Setup

Dodging Add AP to AC for one turn.

Parrying Melee Weapons only. Same as Dodging, but AC is


doubled from AP spent. Only usable against Melee
or Unarmed attacks, however.

Vaulting 2 AP (Roll AGI -2d)

Climbing Roll STR to climb automatically, if you fail,


Roll END to hang on or else you land on your
ass. Costs 5 AP per two hexes. If there’s a
ladder, don't roll STR but it still costs 5 AP
per three hexes.

45
Diving Diving allows a character to move 4 hexes for 2
AP, regardless of terrain penalties. When they
reach the 4th hex, they are Prone. They must make
a roll against their AGL -1 if the roll is
failed, the character stumbles and lands 2 hexes
short, being put into knockdown. While diving,
the character gains +5% Critical Chance, due to
the rule of cool. This is applied to any shots
you make during and after performing the Diving
action, with a -30% hit chance penalty. Shooting
while Diving takes 1 additional AP, you cannot
shoot while diving with a Big Gun. You can only
dive once per turn.

Sliding Costs 1 AP to be able to Slide into a chosen


direction for 6 hexes. After sliding, you
automatically go into Prone position. You cannot
slide from a standing start; you need to move at
least two hexes in the direction before sliding.
Shooting while sliding applies a -30% Hit chance
penalty and takes 2 additional AP to fire a
single shot. 3 AP for Burst Fire and 4 AP for
Targeted Shots for the Head and Torso only. You
must roll AGL-1 or your slide stops halfway and
you end up on your ass in knockdown. You can
only slide once per turn.

Duck and Cover Can only be done whilst in cover. Costs an


entire turn worth of AP, doubles cover bonus and
renders user immune to Critical Hits and Flush
for one round.

Flush Shotguns and Explosives only. Costs 1 AP


additional to firing the weapon. When you are
within five hexes of an enemy in partial or
greater cover you receive a +20% Aim Bonus
against them, however damage is halved. Hit or
miss, the enemy target is pushed out of their
cover and must move 1 hex in any direction.

Explosives have normal range.

Overwatch Single Shot Weapons Only. Costs a full round of


AP to perform. Requires that enemy targets are
unaware of your presence (i.e. ambush scenario).
Creates a cone of fire, which if breached by an
enemy trigger an instant reaction shot.

Chance to hit is equal to 0.7 x your relevant


ranged skill. Damage is half of the weapon’s
maximum. Overwatch cone ends after the first
reaction shot.

46
Supressing Fire Burst Fire Weapons Only. Requires 45% Skill for
Small Guns and Big Guns

Costs a full round of AP and the entire magazine


of the relevant weapon. Any target within the
cone, on their turn, must either find cover
within one hex or within a usage of the Diving
or Sliding ability. If they do not, or if the
Dive/Slide fails, they automatically receive
half of the weapon’s maximum damage.
Every two hexes of movement (doubled when in
Full Sprint) within the cone incur this damage.

Big Guns have a wider cone and deal full damage


rather than half.

Hold Action Unlike Overwatch, Hold Action activates upon a


specific action that may occur during combat.
For example. You can hold your action on
flipping a switch till the mutant has been
pushed into its cage by the party. You must
have at least half your AP in order to hold your
action. If you have an odd number for AP, round
down. If you have 7 AP, you must have at least 3
AP to spare in order to hold your action. GM
Discretion.

Dual Wielding Dual Wielded weapons may both be fired at the


same time for the same AP cost. (If both weapons
are of different cost, count the highest AP) You
cannot make targeted shots and receive a -80%
Hit chance. You can only dually wield one-handed
weapons. This includes Super Mutants. If you
wish to do burst fire, you take a -25% but for
each shot after the first, add 5% for each shot.
The AP cost is equal to the highest single
attack.

For melee combat you get the hit chance penalty


but you can make targeted attacks. The AP cost
of a dual wielding attack is +1 of the highest
single attack. A targeted attack costs +2 AP of
the highest single attack. Targeted melee
attacks cannot target two different areas.

Hip Firing Semi-Automatic Handguns Only (Energy included).


Costs 2 additional AP to Single Shot and incurs
a -20% Aim Penalty. If the attack is a success,
for every 20% the attack roll is underneath the
margin of success, additional shots land.
All shots in Hip Fire are at the minimum damage
for the weapon. You cannot Aim, perform Targeted
Shots or score Criticals whilst hip firing.

47
Flank Advantage Flanking is highly situational but may offer
additional help in combat. Flanking is taken
into effect if your opponent hasn’t noticed you,
you have height advantage (Varies on positioning
and GMs approval), or when your melee attacking
a prone or knocked down enemy. When you have
Flank Advantage, you can roll twice for one
attack and take the lowest Hit Chance attack,
but only roll damage once. Advantage does not
stack.

Disadvantage Disadvantage occurs when someone is attempting


to perform an action such as shooting a two-
handed weapon with one hand (Unless you meet
certain requirements), or shooting a weapon with
a crippled hand, etc. This is highly situational
and should never be used for everything. If
something requires for you to roll at
disadvantage, using a Character Moment, or a
perk that allows gives advantage will cancel the
disadvantage, but you’ll only roll once and what
the result is, you must take it. You can’t
stack.

Attack of If an enemy is within your melee or unarmed


Opportunity range, be it 1 or 2 hexes, and they move away,
you can invoke an attack of opportunity. You
keep your AC but you get a -10% Hit Chance. The
enemy can do this too. If you wish to disengage,
from someone at melee, roll an Agility vs.
Agility. If the disengage wins, the Attack of
Opportunity is cancelled. If the attacker wins,
they’re able to attack. This does not apply if
the back is facing the attacker. If two or more
attackers surround you, you can’t roll Agility
to evade. You take both attacks of opportunity,
if they hit. Cannot be a Targeted Attack.

Overloading Energy Weapons Only. Costs full AP for a round.


For each round of overloading, the weapon will
effectively fire another charge of ammunition
during a single shot. Performing one round of
overloading costs twice as much ammunition as a
single shot would normally require.

Once the overload maximum has been reached, it


costs one shot worth of ammunition per round to
hold the overload (regardless of the number of
overloads that have been performed). A character
can then release the overload as a single shot.

48
Section 3: Specific Attacks

Burst Fire
Burst Fire refers to firing automatic weapons in a
fashion where the user is attempting to make a
controlled burst against a singular target. Burst Fire
typically costs 1 AP extra compared to Singe Shot,
unless the weapon is an SMG or certain type of Big Gun.
The greater the number of bullets fired in the burst,
the greater the penalty to hit chance is, as
demonstrated here:

Burst Penalty

1 0%

2 -5

3 -10%

4 -15%

5 -20%

6 -25%

7 -30%

8 -35%

9 -40%

10 -45%

When firing in Burst, the chance to hit must be rounded to the


nearest ten (e.g. a 73% would become 70, 57 would become 60), and
then the player rolls as many d10 as is necessary for the burst (5
shot burst = 5d10 etc. Critical Hits are also rounded down. For
instance, a character with a 15% Critical Chance would score a
Critical Hit in the above scenario if the dice landed on a 1
(representing 10%). By default, characters with Critical Chance
lower than 10% cannot critically hit during Burst Fire.

49
Suppressing Fire

Automatic weapons with Burst Fire capability can also be used to


indiscriminately open fire over a wide area, either in order to hit
multiple targets at once or control the battlefield. This is
sometimes known as “Spray N’ Pray”.
Suppressing Fire costs a full round of AP and the entire magazine of
the relevant weapon and lasts a full round. Any target within the
weapon’s cone of fire (30’ for Small Guns, 60’ for Big Guns) must,
on their turn, find cover. Cover must be within 1 Hex of movement or
within the range of Diving. If cover isn’t found, the target will
automatically take half of the weapon’s maximum damage.

Costs a full round of AP and the entire magazine of the relevant


weapon. Any target within the cone, on their turn, must either find
cover within one hex or within a usage of the Diving or Sliding
ability. If they do not, or if the Dive/Slide fails, they
automatically receive half of the weapon’s maximum damage.

Any movements or exposing actions taken by targets whilst inside the


cone will incur Supressing Damage. Every two hexes of movement
within the cone (Four hexes with Full Sprint) also incur damage.
When sliding, only the first two hexes spent in the run-up will
incur the damage.

Big Guns deal full damage during Suppressing Fire, rather than half.

Suppressing Fire can also be taken as a preparatory action in an


ambush scenario, similar to Overwatch wherein a full turn of AP is
pre-emptively spent and only triggered when an enemy enters the cone
of fire.

50
Dual Wielding Ranged

You have two hands, and on both hands, you have one gun. If the guns
you are wielding are similar enough, and carry the exact same Action
Point cost to shoot, you can fire both of the weapons at once, much
like taking a double shot. Accuracy takes a great penalty because of
this and taking Targeted Shots is impossible. When firing both
weapons at once you only deduct Action Points as if you were taking
a single shot. Damage is calculated separately. Both of the shots
when wielding guns Akimbo can critically hit and fail. The penalty
for firing whilst dual wielding is -80%. To successfully akimbo
fire, you must have high skill and good luck or dedicated perk
investment.

Dual Wielding Melee

It is possible to wield two melee weapons at once, one in both


hands, if your character has a high enough Strength statistic, and
the two weapons they are attempting to wield are nearly identical.
When dual wielding, you are attacking with both weapons at once,
which incurs a total penalty of -80% to hit. The damage of a
successful hit is calculated by adding the two damage numbers
together, or in the case of two identical weapons, by merely
doubling the final damage output. In order to properly dual-wield
weapons, you need to have a Strength statistic equal to 1.5x the
Minimum Strength requirement of the weapon(s), rounded up. You
cannot do targeted hits while Dual Wielding

51
Hip Firing

When shooting with fast firing semi-automatic handguns such as a .45


Auto Pistol or a Laser Pistol, it is possible to forego precision
for indiscriminate rapid fire from the hip. This is similar to
“fanning” in Old Westerns.
For an additional 2 AP and a -20% Aim Penalty, it is possible to
land multiple shots. If a hip fire attack is successful, for each
20% under the margin of success the attack roll is, an additional
shot lands with the weapon’s minimum damage. Regardless of a hit or
a miss, this attack expends 5 shots of ammo (potentially more if any
applicable bonuses allow you to hit beyond 5 shots). You cannot Aim
or negate the 20% penalty or critically hit whilst Hip Firing.
Trigger Discipline does not affect Hip Firing.
For example, a Vault Dweller Hip Firing a .45 Auto Pistol with 100%
Small Guns at a Desert Raider wearing Leather Armor (AC 15) has a
margin of success of 65%. This means that he could potentially land
4 shots in one attack. The Vault Dweller rolls 17 for his attack,
meaning he is 48% under the attack margin, resulting in the attack
landing 3 shots. The first for passing the margin, and the other two
for reaching 40% under. Thus dealing 21 damage in a single attack.

Taking Aim
A character may spend Action Points to take aim with
ranged weapons before they fire. Aiming is only
possible with standard weapon loadouts, and not when
one is going to dual wield guns. For every Action
Point a character spends aiming, they increase their
chance to hit by 3%. This bonus to hit is capped at
35% and is lost if the character takes any other
action, or their concentration is broken. They will
likely lose concentration if they are hit by an attack, even if they
don’t take damage, or they are sufficiently distracted.

Unlike most other effects, this Aim Bonus can be saved from a
previous round, but not any longer than that. The character may only
take a shot with the Aim Bonus at something on their line of sight
and it is lost if they would need to turn to fire at their target.
The aim bonus is also lost if the character switches stances.

52
Flush

Explosives and Shotgun users have the unique ability to act against
enemy targets in Partial or Greater Cover. When they are within 5
Hexes of an enemy in cover, they are granted a 20% aim bonus but any
damage dealt is halved. Whether or not the attack hits or misses,
the enemy is forced out of their cover and must move one hex in any
direction.

With 45% Throwing or Big Guns Skill, Explosive Weapons can do this
at their normal range.

Overwatch

Single Shot weapons can be set up prior to the beginning of a


combat, pre-emptively spending a full round of AP beforehand in
order to spring an ambush by creating a cone of fire. When an enemy
target enters this cone of fire, the shooter in Overwatch
automatically triggers a reflexive shot. Disregarding AC, the chance
to hit for the reflexive shot is calculated by the shooter’s weapon
skill x 0.7. Once the first shot is made, Overwatch is ended.

Theoretically it is possible to do this during combat, but it


requires for the enemy to remain unaware of the shooter’s existence
until Overwatch is triggered and is largely up to GM discretion.

53
Overloading

Energy Weapons have a unique ability to overload their battery


source through careful manipulation of their technology. Overloading
results in a focused blast with the power of multiple in a single
shot. Because of the dedicated application of an overload, it
requires a full round of AP to prepare. Each type of Energy Weapon
has different capacity for overload.

For each round of overloading, the weapon will effectively fire


another charge of ammunition during a single shot. Performing one
round of overloading costs twice as much ammunition as a single shot
would normally require. Once the overload maximum has been reached,
it costs one shot worth of ammunition per round to hold the overload
(regardless of the number of overloads that have been performed). A
character can then release the overload as a single shot

If an Overloaded shot fires on a Critical Fail, the weapon


automatically explodes.

Targeted Shot

Instead of simply pointing your gun and shooting, you can also do a
Targeted Shot. Targeting different parts of the body increases the
critical hit chance and usually costs more AP, since you’re trying
to line up your shot better. If a targeted shot becomes a Critical
Hit, you roll on the Hit Location Critical Table. Note that the
Attack, even as a Critical Hit, must do Damage in order to have an
effect. If a shot that is not a Targeted Shot becomes a Critical
Hit, you roll on the Generic Critical Hit Table instead, which has a
wide variety of effects.

54
The Head
The head is the most sensitive of all the body parts, and trashing
someone’s head usually makes sure that they’re dead.
Hit Effect Crippling Penalty
Penalty

40% Initial Perception & Intelligence reduced by 1.


Damage + 50% All Social Skills are penalized by 15%.

The Eyes
The basis of most actions, vision is very important in seeing,
aiming and hitting a target.
Hit Effect Crippling Penalty
Penalty

60% +100% of Initial Perception reduced by 1. Vision


Damage Penalty increased by 25%. These can
only be removed with a Critical
Critical Hits Success using the Doctor Skill, or
ignore all-Natural Cybernetic Replacements.
Resistance, but
not Armor.

The Torso
The torso is the largest of the body parts, and as such it is the
easiest to hit. There’s generally no positive side to targeting just
the torso, unless you are using a Pip-Boy or a Laser Sight.
Hit Effect Crippling Penalty
Penalty

None Carry Weight halved and All Skills reduced by


5%.

The Groin
We’re not going to discuss this one. Let’s just say that it’s very
painful to get hit here.
Hit Effect Crippling Penalty
Penalty

30% Initial Damage Movement Costs are doubled.


+30% Knockdown.

55
The Leg
Most humanoid targets have two of these, but some legs are different
than others, such as cyber-legs. For the sake of simplicity, the leg
described here is considered a normal humanoid ambulatory limb.
Hit Effect Crippling Penalty
Penalty

30% Initial Movement Costs increased by 1 Action Point.


Damage + If both Legs are crippled, the Victim is
30% forced to Crawl, costing 4 Action Points to
move one Hex.

The Arm
The arms are used to perform most actions, and while having one arm
can be a lifestyle a player can adjust to with some practice, having
two crippled arms can make things very difficult.
Hit Effect Crippling Penalty
Penalty

30% Initial Cannot use two handed weapons or items.


Damage Penalty of 15% on use of Skills and
+30% Disadvantage on all Melee and Unarmed
attacks. When both Arms are crippled, you
cannot use Skills

56
Melee Actions

With a high enough Unarmed, or Melee Weapons score, it’s


possible to execute certain moves during combat to subdue or
incapacitate enemies. These Melee Actions, excluding Grapple,
can be executed while wielding any melee or unarmed weapon.
Grapple can only be used while wielding no weapon at all, or
just an unarmed weapon, such as Brass Knuckles.

Grapple: 4 AP Cost
Against a similar-sized opponent an Unarmed roll is made with
a 40% penalty, with every point of Strength the opponent has
increasing this penalty by 10%. If your Strength is higher
than the Strength of the target, you reduce this penalty by
10% for each Strength point. This means that if your Strength
is at least twice as high as your target’s, you suffer no
Strength-based penalty for grappling them. When grappled, it’s
impossible to execute any other actions but struggle and try
and break free with a successful Strength roll, or attack with
one-handed attacks with a 40% penalty. It’s nearly impossible
to grapple larger-sized opponents. Grappled enemies, or player
characters, cannot execute special unarmed attacks.

Grappling also removes the penalty for performing other Melee


Actions on enemy targets, including the enemy being able to
make a knockdown resistance roll. It is also possible use
Grapple to wrestle an enemy from Partial Cover whilst in the
hex directly surrounding them, including directly in front of
their cover.

Grapple can only be attempted once per turn.

57
Push/Toss: 3 AP
To relocate an opponent, such as down a conveniently placed
hole or over the ledge, a successful Unarmed or Melee Weapons
roll at a penalty of 25% including their AC. An opponent can
resist this displacement with a successful “Knockdown
Resistance” (END roll) The number of hexes an opponent can be
pushed is equal to STR/4, with a minimum of 1.

Trip: 3 AP
A specific attack, such as a well-placed leg sweep, or a
sweeping attack with a Sledgehammer, can easily knock a n
opponent over. An Unarmed / Melee Weapons roll with a 35%
penalty must succeed in order to trip an opponent, thus
forcing them into a Knockdown state. A successful Knockdown
Resistance roll by the opponent negates this move.

Steal: 4 AP
Not pickpocketing, but openly grabbing the weapon your opponent is
holding in an attempt to disarm them. A Steal melee action requires
both hands free and an Unarmed roll with a penalty of 50%. If
successful, you have stolen your opponent’s weapon. This can be
attempted with one free hand, but in this case the penalty to the
roll is 100%. Every point of Strength the opponent has above the
thief increases this penalty by 5%, and conversely every point of
Strength the thief has above the target reduces this penalty by 5%.

58
Section 4: Criticals and Death

Critical Hit Table

59
Critical Failure Table
Number Result

1 Weapon jam - The gun does not fire, and the magazine must
be discarded. If melee attacking the attack misses.

2 Weapon Explodes - The weapon in your hand explodes and is


useless and deals 1d10 Explosive Damage. Melee weapons
shatter into pieces. If Unarmed you cripple the body part
you attacked with.

3 Hit Something Else - You didn't hit what you were aiming
for, but you nailed your nearest ally. If Unarmed re-roll

4 Lesser Weapon Condition – Requires 1 successful repair roll


to fix, 12-hour cooldown on failure. Can be repaired in
combat If Unarmed re-roll

5 Medium Weapon Condition – Requires 2 successful repair


rolls to fix. 24hr cooldown on failure. Two failures after
cooldown means complete break. If Unarmed, re-roll

6 Greater Weapon Condition – Requires 3 successful Repair


rolls to fix. One failure means complete break, must be
repaired by mechanic or gunsmith. If Unarmed, re-roll

7 Dropped Weapon - Your weapon flies out of your hands and


hits the ground. If un-armed, re-roll

8 Environmental hazard – a local environment hazard, a stray


rock or a bursting pipe, causes you 5 True Damage.

9 Lose Turn – In a moment of confusion, you forgot what you


were doing. You lose your next turn.

10 Knockdown - You slip and fall, your AC becomes zero on the


ground and you must spend AP to get back up.

60
Death Saves

When a character’s HP is reduced to zero, they begin to make Death


Saves. Each character starts off with 25% Death Save chance, and
this score is directly modified by Luck. The player must subtract
their Death Save Chance % from 100, and then roll a 1d100. If they
score at or above their subtracted number, they succeed. The player
must continue to make this roll until there have been three
successes or three failures. In the case of successes, they are
placed back at 1HP, but are downed and injured. They cannot move but
can attack, until they are ‘revived’ or combat ends. In the case of
failure, the Death Save fails and the character dies. In “Hyper-
Lethal” scenarios as determined by the GM, only a single roll is
made. Success means fluke survival; failure means instant death.
Welcome to the Wasteland.

61
Chapter 5: Life in the Wasteland
Section 1: Radiation

Centuries may have passed but the scars left by the War have not yet
healed, and the Earth has not forgotten. Across the Wasteland,
blasted craters, charred ruins and stretches of poisoned soil still
linger with radiation, and pose a constant threat to your character
as much as any bullet, knife or grenade. All characters barring
Ghouls (who start with 100) start with 0 Rads. Super Mutants and
Ghouls are immune to Radiation Poisoning (until it becomes lethal).
Your radiation resistance is subtracted from RADS taken on.

Radiation Rads Penalty


Severity

Minor 150 -1 AGL, -1 END, -5 HP Maximum


Character begins to feel weak and achy. Skin
itches slightly. Copper taste in the mouth. A
blotchy sunburn-like rash appears towards
moderate border as well as vomiting

Moderate 250 -1 STR -2 END -2 AGL, -30% to all skills.


-10 HP Maximum
Character feels physically weaker and faint.
Muscles and joints hurt. More vomiting. The skin
itches and small, open sores begin to develop.
Some hair begins to fall out. Even with RADAWAY,
general life expectancy has reduced.

Severe 450 -2 STR, -3 END -1 INT -3 AGL -50% to all skills.


-15 HP Maximum
Character begins to vomit with some blood in it
and experience diarrhoea (also bloody). Joints
and muscles still hurt, but that's the least of
their problems at this point. Large Open sores
appear across the skin, and hair falls out in
large clumps.

62
Critical 650 -5 STR, -5 END, -3 CHR -4 AGL -70% to all
skills, poison and toxin effect doubled, all
resistances halved, -20 HP Maximum
Character vomits mostly blood, as well as
experiences bloody diarrhoea. Hair is gone at
this point. The skin begins to get soft, and
hangs off in places. Death will occur in 72
hours after experiencing this amount of
radiation poisoning, unless treated. Post-
treatment, symptoms de-escalate 1 severity level
every three days.

Lethal 1000 -6 to all SPECIAL (except Luck), -100% to all


skills, -25 to HP Maximum
Victim is in constant extreme agony, unable to
move independently outside of basic gestures
(which cause them pain). Body is more open sore
than normal flesh at this point, extreme
emaciation and bloodied red eyes. All orifices
bleeding. 24-hour time limit to receive advanced
medical treatment or death. Just Rad-Away won’t
save them.

Humans must make Endurance checks to survive


throughout the 24 hours, the number of which is
10 minus their END score, minimum 1.

Insta- 1500 Humans die instantly. Forget the 24-hour time


Lethal limit; this level of radiation poisoning causes
unconsciousness a few minutes after exposure. A
few minutes after that, the character’s body
begins to shut down. One only experiences this
level of radiation in the aftermath of a nuclear
blast or the exposed core of a nuclear reactor.
Instant Death Roll. If you live, you come back
as a ghoul. If it fails, you die in horrible
pain. Make a new character.

Ultra- 5000 Humans instantly melt. Ghouls become


Lethal instantly feral and likely glowing ones,
Super Mutants die instantly,
Robots short-circuit.

Rads can only be monitored with equipment. Either a Pip-Boy or a


Geiger Counter. Pip-Boys are passive and will constantly monitor
rads, Geiger Counters must be specifically used to detect Rads.
Without any of this equipment, the GM will track player Rad intake
and only inform them of symptoms when they appear.

63
Radioactive Areas
Some areas of the Wasteland are still highly radioactive. There are
five basic levels of Radiation Intensity. Low, Medium, High,
Critical and Lethal. Whilst in zones of these intensities, character
take on Rads every 30 seconds they stay in the location.

Radiation Immediate Rads Per 30


Intensity Dose Seconds
Low 5 1d6
Medium 10 6+1d10
High 25 17+1d12
Critical 50 30+1d20
Lethal 100 60+1d100

Recovering from Radiation


Although in the wastes there are a few who survive even minor
radiation exposure due to the inability of the body to function
properly, some extremely expensive drugs, certain mysterious fruits
and fungus can all reduce the amount of
rads and radiation damage in an
individual’s body. Certain drugs and
consumables will have their own rules to
remove rads, but rest will also help.

64
Section 2: Mutation

Mutation as a result of being born amongst background radiation is


relatively common in the Wasteland, but for the vast majority this
genetic damage is completely imperceptible. For those unlucky few,
however, the effects of radioactivity perverting their DNA can have
significant impact. These mutations can range anywhere from being
benign, detrimental, double-edged, outright beneficial or anywhere
in between.
Situations that result in sudden onset mutation typically involve
heavy exposure without protection to Old World toxic waste, weird
unprocessed chemical goo or areas of particularly intense
radioactivity (e.g Critical or Lethal). This is not universal, and
largely up to Overseer discretion.
When in such a situation, a player must roll against their Radiation
Resistance. If the roll fails, they gain a Mutation. Upon becoming
mutated, they receive a permanent -5 Maximum HP to represent the
long-term damage done to their body. This reoccurs on any new
mutation. To determine the nature of the mutation, the player must
roll on the Mutation Table.

Roll Mutation Description


1d20
1 Gain Toe Gain 1d4 extra toes
2 Gain Finger Gain 1d4 extra fingers
3 Gain Genital Gain a duplicate genital adjacent to
the original. Can only occur once.
4 Lose Eye Bubbling flesh grows over one of your
eyes, making it disappear entirely.

Disadvantage on PER checks for the


first month.
5 Gain SPECIAL Gain a +1 to a random SPECIAL barring
Luck. Roll 1d6 to determine which.
6 Lose SPECIAL Lose -1 to a random SPECIAL barring
Luck. Roll 1d6 to determine.

65
7 Lumps You gain tumour-like lumps across your
body. Roll against Luck to see if
there’s any on your face. If so, you
lose -1 CHR
8 Bad Blood You become sickly and pale, receiving
a further -3 Maximum HP.

This -3 HP is temporarily restored with


the usage of a Blood Bag for the period
of one day.
9 Alopecia All of your bodily hair falls out, and
will not regrow

10 Hyper- Your skin becomes albino white and


Photosensitivity extremely sensitive to sunlight. If not
suitably covered by fabric, it causes
a severe burning sensation. This pain
causes a disadvantage on any checks
11 Genetic-Sheathing Your genetics were bombarded by
radiation, and came out all the
stronger. Somehow.

You receive +25% natural Rad Resistance


12 Lead-Belly Your stomach rumbles and growls with
strange new bodily fluids. Your breath
is extremely foul.

You can eat rotten or irradiated food


without any penalty or gaining any
Rads.
13 Premature Ageing Your physical appearance degrades, as
you become wrinkled and grey. You
appear decades older than your actual
age.
14 Dark Vision Your eyes take a pale grey colouration,
and are extremely sensitive to light.

You require suitable eyewear to see


when exposed to natural light and you
receive disadvantage on any PER check.

However, you receive no penalties in


darkness, and receive an advantage on
any PER check.

15 Contorted Muscles Your muscle fibres become tightened and


contorted. You are able to deal out
greater melee attacks like letting off
a loaded spring, but fine motor control
is more difficult

+5 Melee Damage
+1 AP cost on all Ranged Weapons
16 Adrenal- Your body pumps with fight-or-flight
Metabolic hormones, you have a very reddened and
Overreaction flush appearance, and your eyes are
often bloodshot. Your movements are
frantic.

No penalty for Sprinting and all


position changes cost half AP

Require double rations per day

66
17 Rubber Skin Your skin becomes thicker (literally).

All AP costs involving needles are


doubled.
+4 DT against bladed weapons
18 Toxic Shock Your body processes poisons and toxins
differently to others. When poisoned,
you collapse and are rendered paralyzed
for 1d4 rounds in a Knockdown state as
your mouth foams and oozes.

However, you receive no damage from


poison.
19 Hunchback Your back contorts into an arch, your
spine becomes rounded and visibly
protrudes under your skin.

Weight Capacity increased by 50 lbs


You cannot enter Full Sprint
20 Unstable Genetic Your mutating DNA has gone into free-
Cascade fall. Roll against Luck

If you succeed, you receive -2 Max HP


and no further mutation.

If you fail, Re-Roll on this table,


then roll again for a second mutation.

67
Section 3: Bartering

Bartering is a key part of the universe of Fallout, the markets of


the Wasteland aren’t cut and dry (even in places with more stable
currencies like NCR or Caesar’s Legion) and often rely on guts and
charisma to get a decent deal.

When a character begins to barter with a merchant, the Overseer must


make the following calculation(s):

Sale Value = Item Value x (0.45+(Barter Skill/100 x 0.45)) x100%


Buy Value = Item Value x (1.55 - (Barter Skill/100 x 0.45)) x100%

Section 4: Travelling and Survival

When the bombs fell, it didn’t just end the Old World, it created a
new one. A map of post-nuclear America would reveal a much different
landscape from the world that came before it: far reaching deserts
where once stood forests, great tall sand dunes where once stood
grassy plains and stretches of charred, twisted metal where once
stood communities. Settlements in the new world are often dozens, if
not hundreds, of miles apart. Your character and your party will
have to traverse the Wasteland as part of their adventure, wandering
between towns and exploring the depths of Old-World ruins.
Transport is sparse in the world of Fallout, only the most powerful
nations of the Wasteland have any forms of mechanized vehicles and
even then, they are rare and difficult to maintain. Walking (usually
accompanied by Pack Brahmin) is the primary mode of transport in the
Wastes. The Average Rate of Travel in the Wasteland is 13 Miles Per
Day. Mountainous or otherwise “difficult” terrain (e.g canyonlands)
increases what would usually take one day of travel, up to three. In
particularly confusing or excessively difficult terrain, the
“leader” of the party must make successful Survival checks or risk
getting the party lost and extending travel by a further day.

68
Heat & Cold
The human body can withstand some pretty extreme conditions, and
human innovation makes up for lack of natural fur. Humans do have a
cooling system in the form of sweating, but sometimes that isn’t
enough, as the wastes can be a cruel and unforgiving place. When
temperatures climb, characters must find a way to keep cool or
suffer the effects of heatstroke. When temperatures climb above 40
Celsius, about 104 American, characters must make Survival checks.
Upon failure, they must begin making Endurance checks. This check is
done at a Penalty of 2 if they’re doing anything other than resting.
Characters wearing Power Armor do not have to make these checks. If
a character is wearing leather armor, they add another -1 penalty to
their rolls. If they’re wearing metal armor, add a Penalty of 2.

Failing an Endurance check means a character suffers 1d4 points of


damage from heatstroke. Note that these Hit Points will not recover,
even with medical attention, not until the character can cool off
and get out of the heat. To recover, characters must make successful
Survival or First Aid checks. If they succeed, the suffering
character will be ready to travel after a single day of rest, but
upon failure the character must make the same check the following
day, with the same results on success or failure.

Cold works much in the same way: When temperatures fall below 5
Centigrade, about 36 American, characters must begin making
Endurance checks every ten minutes. Again, Power Armor and other
isolated environmental suits negate the need for this check, as well
as the proper kind of winter garb. If a character is engaged in some
kind of activity, the check gets a Bonus of 1. If the character is
wearing leather armor, they get an additional Bonus of 1. Metal
armor, because it retains cold as well as heat, means a Penalty of 1
to the Endurance check.
Failure of this roll means the character suffers 1d4 points of
damage from frostbite or hypothermia. If the character takes more
than 7 points of damage this way without first getting warm, then
that character suffers frostbite and loses a finger or a toe. For
every 3 damage beyond the initial digit loss, the character loses
another finger or toe. These digits must be amputated. Doing so
without medical knowledge can result in more HP loss, and allowing
dead digits to remain will result in diseases like gangrene. It’s
not a good idea to go tromping around in the cold for very long
without protection.

Like heat stroke, hypothermia and frostbite cannot be cured by time


or medical attention until the character is out of the cold.

69
Random Encounters
Much of the world has fallen into a state of complete disrepair in
the years since the War. Safe travel is never guaranteed in the
wastes. When travelling between locations, there is a chance for
random encounters. Random encounters can break up the monotony of
long travel, provide combat and experience points, loot, introduce
factions, friends or merchants and even serve as comic relief. In
general, random encounters are usually terrain-specific.

When travelling the


Wasteland, a party
typically has two
encounters per week of
travel. This is halved to
just one when travelling
on major Interstates or
Highways.

Parties that meet random


encounters will start at a
position 5 hexes,
multiplied by the party leader’s Perception from the middle of the
group, or object of interest, the party is encountering. This means
that if the leader’s Perception is 6, the party starts 30 hexes from
the centre of the encounter (the middle of a caravan, for example).
If the group the party encounters is big enough, this can still
plant them right in the middle of everything. Starting position in
random encounters doesn’t matter as much when encountering peaceful
things, but it matters a lot if you wandered into a radscorpion
nest.1

Swimming and Wading


It doesn’t happen very often, but every now and then the party may
find itself neck-deep in the wet-stuff. Whether it’s because their
boat capsized, or they are forced to cross a large river or lake
without a floatation device, swimming is a fairly simple concept.
Water presents some problems, however. The first is that most things
in the post-nuclear universe aren’t really designed to float,
including weapons, armours, food, and robots. The second is that
these things can weigh a character down or sink him in a matter of
seconds. A character can safely hold approximately 10 x STR worth of
their carry weight. In addition, the character must have at least
one hand free. If the character is weighed down any more, they begin
to sink along with their precious gear. Staying afloat requires a
Endurance check. Failing this check means dumping your inventory or
making Death Saves to avoid drowning. Swimming requires a roll
against Endurance every minute. Movement in the water restricted to
one hex for every 3 Action Points spent moving. This applies to any
amount of water knee-deep or above. You do not have to do Endurance
checks to wade through waist-deep water, as long as you can stand on
the bottom, unless it happens to be fast-moving water.

70
Food, Water & Rest
Human conflict and struggle have always centred around resources. In
the Old World, it was petroleum and uranium. In the Wasteland, it’s
food and water. Your character will require food, water and adequate
rest to be able to survive. You must find some food, any food, and
eat. Find a drink, any drink, and drink. It sounds simple, but in
the Wastes such simple necessities can be hard to come by. You may
encounter entire settlements and armies built by the fact that they
are the only ones with clean water or a stable source of food.

Hunger
Each character needs to consume food to survive, even Ghouls.
If you do not eat for a day, you’re only slightly famished, and on
the second day you’re really hungry. On the third day without food
your Strength and Endurance are penalized by 1 each. If your
Strength or Endurance drops below your Racial Minimum because of
this, you are paralyzed by hunger, and someone else must feed you.
If you are three days without food again, you die of hunger.
Sometimes you may need a bit more than one meal to replenish lost
energy, such as if you’re exerting yourself too much

71
Thirst

Water is much more precious in the Wasteland when compared to food.


If it's not scarce, it's irradiated. If it's not irritated, it's
being guarded. And if it's not being guarded, then you’d best hope
you can bottle up as much as you can before someone better armed
comes to claim it.

The average Wastelander can only go for about 3 days without water
before they die. On the first day without water your Maximum Hit
Points drop by 5. On the second day your Maximum Hit Points drop by
an additional 10, bringing the total to 15. On the third day without
water you die of thirst. Sometimes you might need more water to
survive the day, such as if you’re travelling through the desert.

Rest
Every single being in the Wasteland, except for Robots, require some
sleep. The average Wastelander can exert themselves for 12 hours
before they need some sort of downtime. This downtime is usually
about 2-6 hours, which can be used for menial work, crafting skills,
survival, cooking and so forth. At least 6 hours must be spent for
rest, or otherwise you’ll incur Fatigue. Fatigue penalizes all of
your Skills by 10%. Fatigue can stack up to two, and on the third
day you simply collapse from exhaustion and must sleep for at least
6 hours. You can be woken up during this time, but you’ll three
stages of Fatigue and you easily doze off if there is no-one to keep
you awake for longer. If you have four stages of Fatigue, you die of
exhaustion.

72
Well-Rested
If you sleep in a luxury manner, you gain 10% more Experience from
the next encounter. If it’s a big battle, you might be looking at a
big bounty of Experience.

Food and Water Items:


Organic foods

The term Organic in the fallout world does not carry the same
meaning as it does in real life. When a food item is Organic, it
means that it has been raised free of radiation and thus carries no
RADs when consumed. As decades, and then centuries, have passed the
average person can rely on local farming to produce relatively clean
meat and produce, but availability of water is always a problem. For
travellers and explorers of the Wasteland however, purchasing clean
and quality meals on the go can be somewhat pricey.

Hunting

Hunting wildlife is a part of survival in the Wasteland, and


provides an income for many hunters and trappers. When travelling a
Survival roll can be made to attempt to track nearby animals. When
an animal is killed, a further Survival roll can be made to harvest
meat from the creature.

Lbs of Meat Animal Harvest


Harvested Size Duration
1d4 Small 5 Minutes
1d20 Medium 15 Minutes
4d10 Large 30 Minutes

73
Meat

The are many different critters that can be eaten in fallout, but
not all beasts are created equal. some are better for eating then
others. There are six general varieties of meat that can be hunted
in the fallout world. Each listed here represents roughly 1lb of
cooked meat, equivalent to a good-sized burger patty, table steak or
dinner helping.

NOTE: Eating meat raw incurs a -1 STR penalty for the next 12 hours.

Domesticated

• Brahmin, Pigrats, Domesticated Bighorner, etc.


• This animal has been raised and fattened. Typically, some of
the best and safest meat you can get. Though the flavour and
quality may vary region to region, its one purpose stays the
same: it goes down, stays down, and won't have you sitting on
the john for two hours when it bids farewell.
• Rads, 0
• 5 Caps a lb

Game

• Wild Bighorner, Mirelurk, Gecko, Fish (Clean), Rabbit, Etc


• A typical game animal, not as juicy as a brahmin steak, but
cooked and cleaned this will be more than enough. These are
animals you would expect to hunt.
• Rads 2
• 4 Caps a lb

Alternate Game

• Dogs, Squirrels, Iguanas, Crows, Giant Insects etc.


• These are animals that are more for protein than for enjoying.
Though not as desirable, it is palatable when your belly is
rumbling.
• Rads 3
• 3 Caps a lb

74
Mutated Animal

• Greater Molerats, Deathclaws, Wanamingos, etc


• These animals are a bit tougher (both to eat and to kill) but
much meatier. The trade-off for the protein rich meal is that
due to the very nature of their existence (mutation through
radiation) the meat of these animals it slightly more
irradiated. Not tasty, but It will keep you going strong.
• Rads 10
• 2 Caps a lb

Cannibalism

• People, Ghouls, Super Mutants


• Hey, it’s a tough world out there, sometimes you gotta' do
what you gotta' do. If you eat this meat you drop one point of
END for 12 hours due to the body having to digest Human flesh.
• -1 END for 12 hours, 10 RADS
• 15 Caps a lb (why would you?)

Produce

This represents either one apple sized fruit, or one fist sized
helping of berries or veggies. Any type of edible plant can apply.

Produce

• Fruits and Veggies; a carrot or apple, a pear (prickly


included), Mutfruit (crunchy included), agave fruit, a few
chunks of melon, a fist-full of peas or berries, various
peppers.
• RAD 0
• 5 Caps a lb

Dry Produce

• Honey Mesquite, Nuts, Beans, Maize, Dried Fruit, Mushrooms


ETC.
• RAD 0
• 3 Caps a lb

75
Man Made

This simply covers items such as bread, cooked meals, and preserved
goods. 1 serving.

Hearty Meal

• Rich soup, a steak and potato dinner, chili or stew, MRE,


quality dinner, etc.
• RADS 0
• 9 Caps

Average Meal

• Gecko or Coyote Steak, Molerat casserole, Bread, etc


• RADS 1
• 6 Caps

Meager Meal

• Iguana-On-A-Stick, gruel/slop etc.


• RADS 4
• 3 Caps

Old World Food Item

• Pork n' Beans, Salisbury Steak, Instamash, Blam-Co. Mac &


Cheese etc.
• RADS 10
• 10 Caps

Old World Snacks

• Fancy Lad Snack Cakes, Sugar Bombs, Potato crisps, Dandy Boy
Apples, Gumdrops, Etc.
• Though these don't fill you up very much, they are EXTREMELY
delicious and highly sought after by many Old-World snack
cravers.
• RADS 2
• 40 Caps

76
Cram!

• Rads 20
• Essentially an odd assortment of pre-war animal cuts packed
into a tin, this meat-stuff is so infused with preservatives
that it tastes almost the same as the day it was sealed. It is
salty, fatty and delicious- but most of all, highly sought
after.
• 75 Caps

Trail Rations

This covers rations used by travellers of the Wasteland, mostly


Caravaners and Mercenaries, to keep themselves fed and supplied on
the long trails. They act as a combination of water and food
supplies. Each is a day’s worth of food and drink.

Clean Trail Ration


Typically used by the biggest and wealthiest Caravan Companies such
as Crimson Caravan or the New Canaanites.

• Brahmin Meat, Maize, Purified Water, etc.


• RADS 0 (0 RADs per week on the trail consumed)
• 25 Caps (175 per Week on the trail)

Average Trail Ration


Used by the majority of normal Caravan Companies or travelling
groups, such as Happy Trails or the Snake River Traders.

• Gecko Meat, Mutfruit, Unfiltered Water, etc.


• RADS 2 (14 RADs per week on the trail consumed,)
• 18 Caps (126 per week)

Cheap Trail Ration


Used by Raiders, the impoverished or Prospectors down on their luck

• Squirrel Chunks, gruel, dirty water etc.


• RADS 6 (42 RADs per week on the trail consumed)
• 7 Caps

77
Drink
A water bottle, a beer bottle or a Nuka-Cola are all pints. All
containers should be multiples of pints. Each pint of water restores
5 H2O to hydration.

Container Pints

Pint, Nuka-Cola, Beer, Water Bottle, Drinking


1
Glass

Quart, Fifth of Booze, Canteen 2

Gallon, Milk Jug, Average Bucket, Camel Pack 8

Drum, Industrial Barrel, Bathtub 336

Types of water
Since the bombs have fallen, all but the most remote water supplies
have been contaminated by fallout. Drink at your own risk, for
chances are your beverage is irradiated. The following is the
typical price for water at most given merchants. However, local
supply and demand can alter this.

Price per Price Per


Water RADS per RADS per Gal. Bottle
Purity Pint/Bottle Gallon
(8 Pints)

Pure 0 0 160 caps 20

Unfiltered 2 16 80 caps 10

Dirty 6 48 40 caps 5

Irradiated 15 120 24 caps 3

78
Section 5: Chems and Toxins

Chems:
The Wasteland is a rough place, why not lighten things up a little?
Chems are an integral part of life in the Wastes Whether you’re
using, selling or facing a fellow user running at you, teeth
chattering, spear in hand.
Stats cannot exceed past the racial max even with buffs. Upon each
use of an addictive chem, you roll 1d100. Your Endurance helps you
protect against addiction. Your Endurance is multiplied by 2 then
subtracted from the addiction percentage. In this case, you need to
roll outside of the addiction range.

If you have 10 Endurance, your resistance is 20. If the addiction


rate is 80%, you subtract by 20 and you have a 60% chance of being
addicted.

If you’re addicted, you take the withdrawal effects till you break
your habit on your own or a doctor fixes you up. Addiction debuffs
are cumulative so don’t overdo it.

Upon use of any drug that has an addiction chance, you need at least
an hour to get back to your senses.

Drug benefits from the same drug don’t stack, but Debuff Effects do
stack and go as low as your minimum.

In order to kick the habit, you need to roll against Endurance every
day for 16 Days minus your Endurance score. Successful usage of the
Doctor skill in conjunction with his can allow for an additional +1
to the Endurance roll.

E.G A Vault Dweller with 7 Endurance trying to buck their Jet


addiction must pass 9 Endurance checks over a period of 9 days.

Using the same chem during this period puts you back at the start.

79
Poison, Venom and Toxins:
Poison, when crafted, can be applied to bladed weapons. Outside of
combat, for a poison to not be immediately detectable by its target
it also must be crafted in the same fashion. When a target is
poisoned, they make a roll against their Poison Resistance. If they
succeed, the poison is ineffective and they take no damage. When
poison is applied outside of combat (and the target has failed their
Poison Resistance roll), if it is a poison ( Bleak Venom, Annoyance
Itch, Silver Sting) the target has hours equal to their END until they
are rendered comatose, if they do not receive treatment using the
Doctor skill or cure from Anti-Venom, they must make an Instant
Death Save.
If it is applied out of combat and it is a toxin (Old World Kiss,
Mother Darkness, Cazadore Venom) the target has END/2 hours until
comatose state and then death, but can only be cured by the
application of Anti-Toxin or Serum, both of which require usage of
the Doctor skill.

Chem List:

Healing Cost Weight Duration Details Addiction


Chem
Blood Pack 5 1 Instant Restores 1 N/A
Hit Point
Med-X 20 1 4 Minutes Damage 25% Rate
Threshold +2
(+Doctor Agility -1
Skill/50) -10% to
Skills
Intelligence
-1
Bandage Kit 25 1 Instant Allows usage N/A
of First Aid
Skill
Anti-Venom 35 0.5 Instant Cures Poison N/A
up to Silver
Sting
Healing 45 1 Instant Restores N/A
Powder 1d10 Hit
Points -1 Perception
for 1 Hour
after usage
Rad-X 300 0.25 1d6 Hours Radiation N/A
Resistance
+25% per
dose,
(+Doctor
Skill/4)

Does not
stack.
Fixer 50 0.5 1 Day Alleviates N/A
Addiction
for Duration

80
(+ Doctor/50
Days)
Healing 80 3 1+1d6 Rounds Restores 2 N/A
Powder HP per round -1 Perception
Pouch for 1 Hour
Expired or 100 0.25 Instant Restores N/A
Homemade 1d6+6 Hit
Stimpak Points
Anti-Toxin 100 0.5 Instant Cures N/A
Poisons up
to Cazadore
Venom

Requires
Doctor to
use.
Stimpak 175 0.25 Instant Restores N/A
1d8+11 Hit
Points
First-Aid Kit 150 3 Instant Requires N/A
First Aid

Restores
1d10+10 Hit
Points

5 Uses
Super Stimpak 225 1 Instant Restores N/A
3d6+8 Hit
Points Strength -1
Endurance – 1
For 1 Hour
After usage
Doctor’s Bag 300 5 Instant Requires N/A
Doctor

Restores
2d10+10 Hit
Points and
heals
Crippled
Limbs
Ultra-Stimpak 400 1 Instant Restores N/A
3d6+12 Hit
Points Strength -1
Endurance -1
Intelligence
-1

For 1 Hour
after usage
Serum 400 1 Instant Cures all N/A
Poison and
Toxins

Requires
usage of
Doctor skill
Rad-Away 425 1 Instant Reduces N/A
Radiation
level by 150

81
(+Doctor
Skill) Rads

Party Cost Weight Duration Details Addiction


Chems
Jet 25 0.5 5 Minutes +2 Action 60% Addiction
Points Rate

+1Perception Strength -1
+1 Strength Agility -1
Action Points
General -1
euphoria,
passage of Can’t be
time seems cured by
slowed. Doctors
outside of
Burst of NCR.
physical
energy. Can be bucked
“cold turkey”
Ghouls
unaffected
After Burner 50 0.25 10 Minutes +1 Strength 40% Addiction
Gum +1 Rate
Perception
Strength -1
Hyper- Perception -2
Alertness,
feeling of
total
infallibilit
y

Ghouls
Unaffected
Mentats 280 1 1 Day Perception 60% Addiction
+2 Rate
Charisma +1
Intelligence Perception -2
+2 Intelligence
-1
Feeling of Charisma -1
hyper-
awareness
and
necessity to
work/focus
on something
Psycho 50 1 4 Hours +25% Damage 45% Addiction
Rate
+25% Damage
Resistance -10% Damage
Resistance
Intelligence
-3 -5 HP

82
Feeling of
extreme Intelligence
anger/rage -2

Ghouls
Unaffected
Buffout 200 1 6 Hours Strength +3 35% Addiction
Rate
Endurance +2
Strength -2
Intelligence Endurance -2
-1 Agility -2

Feeling of
strength/vig
or
Ant Nectar 75 1 1 Hour +4 Melee 40% Addiction
(Tribal) Damage Rate

Strength -2
Agility -2
Similar to Charisma -2
Psycho
Hydra 125 1 4 Hours Ignores 25% Addiction
Crippled rate
Limbs
Endurance -2
Total Strength -2
numbness
Blood Shield 50 1 1 Hour +50% Poison N/A
(Tribal) Resistance

Acidic
burning/itch
Underneath
skin

Burned Hands 100 1.5 30 Minutes +2 DT 50%


Brew (Tribal) +4 Melee Strength -3
Damage -15% Damage
Resistance
Hecate’s Gift 400 3 30 Minutes Luck +3 20%
(Tribal) Strength +3 -20% Critical
Critical Chance
Chance +20% -10% DR
+10% DR
Devilthorn 666 6 1d6 Rounds +3 Strength N/A
(Tribal) +60% DR

Toxins Cost Weight Duration Details Addiction


Bleak Venom 80 0.25 2+1d4 Rounds +2 Damage N/A
Per Round

Annoyance 165 0.25 2+1d8 Rounds +1 Damage N/A


Itch Per Round
Silver Sting 320 0.25 1+1d4 Rounds +4 Damage N/A
Per Round

83
Old World 350 0.25 1+1d4 Rounds +5 Damage N/A
Kiss Per Round
Mother 365 0.25 1+1d4 Rounds +6 Damage N/A
Darkness Per Round
Cazadore 420 0.25 1+1d6 Rounds +8 Damage N/A
Venom Per Round
(Potent)

Drinks Cost Weight Duration Details Addiction


Beer 8 1 1 Hour +1 Charisma 5%
-1 Strength -2
Intelligence Intelligence
+2 Rads -2
Scotch 40 1 1 Hour +2 Charisma 20%
-2
Intelligence Charisma -3
+2 Rads
Whiskey 40 1 1 Hour +2 Charisma 25%
-2 Charisma -3
Intelligence
+2 Rads
Vodka 100 1 1 Hour +1 Strength 20%
+1 Charisma Strength -3
+2 Rads
Moonshine 80 1 1 Hour +2 Charisma 25%
-3 Strength -2
Intelligence Charisma -2
+1 Strength Endurance -1
+2 Rads
Rotgut 120 1 1 Hour Strength +1 40%
+10% DR -10% DR
+2 Rads Poison
Resistance -
25%
Cactus Water 15 1 N/A +2 Rads N/A
+2 HP
Nuka-Cola 5 1 N/A +1d4 HP N/A
+4 Rads
Pure Water 60 1 N/A +4 HP N/A
Dirty Water 8 1 N/A +3 HP N/A
+5 Rads
Brahmin Milk 40 1 N/A +2 HP N/A
+1 Rads
Sunset 9 1 N/A +1d4 HP N/A
Sarsaparilla +3 Rads
Black Coffee 50 1 1 Hour +2 N/A
Perception
+1 AP
Rum&Nuka-Cola 45 1 1 Hour +1d4 HP 15%
+6 Rads -2 Charisma
+2 Charisma -1 Endurance
-2
Intelligence
Nuka-Cola 200 1 1 Hour +6 HP
Victory +8 Rads
+2 AP

84
Section 6: Traps and Explosives

Noticing, Setting, Disarming, and Setting Off Traps


Traps are a basic part of life in the wastes. Tribals use them to
keep animals and raiders at bay, evil genius’ use them to keep
intrepid adventurers out of their compounds, and clever people can
use them to get the drop on an enemy.
When walking into an area with traps, the GM should make a secret
roll against each character’s Perception statistic. Those who
succeed, notice the traps. Those who don’t are going to run into
some problems.
Remember that the characters can only see traps (or mines, see
below) that are within their line of sight. If a character has no
way of seeing a tripwire, the roll against Perception isn’t going to
matter. However, if another part of the trap’s mechanism is
visible, they character could detect the trap from that. For more
information on detecting mines, see Mines, below.
After a character has seen a trap, he or she can attempt to disarm
it. This requires another roll against the Traps skill. If the
roll fails, then the trap goes off in the character’s face. It
takes approximately 1 turn of combat (10 seconds) to disarm a trap.
Wily characters can also use their Trap skill to set a trap or a
snare. If they are attempting to set up a complicated mechanism,
such as a shotgun that fires when someone walks across a pressure
plate, they need a little bit of time. At the end of that time, the
GM makes a secret roll against Traps. Success means that the
character has set the trap correctly. Failure means that the
character messed up somehow, and the trap will either misfire or not
go off at all. The character will always assume he or she set the
trap correctly.
If a character does not notice a trap and walks into the area, he or
she is allowed to roll against Agility to avoid setting it off.
Unfortunately, if a character fails the roll against Agility, it
means the trap was sprung that that character and anyone else in the
trap’s range is subject to the trap’s nasty effects, be that damage,
poison, or worse.

85
Setting and Disarming Explosives
Explosives are a lot like traps, except that the use a timer and are
usually much more destructive. Setting explosives can be very
useful: you can open doors, destroy or heavily damage vehicles, and
even plant them on unsuspecting people.
Setting an explosive device takes 1 round (10 seconds). It requires
a roll against the Traps skill. Before the roll is made, the
character should declare how he or she is going to set the timer –
in other words, when they want the bomb to go off. Should the roll
fail, the explosives are still set, but will not detonate when the
character thinks they will detonate. It is up to the GM to
determine if the explosives are going to go off early, late, or not
at all. If the roll against Traps critically fails then the
explosives go off in the character’s face. Oops.
Disarming explosives works the same way that disarming a trap does.
It takes 10 seconds, but if the character fails, the explosive
doesn’t necessarily go off right away. Like setting an explosive,
only a critical failure will make the bomb explode. A disarmed
explosive device can still be used, if the character finds another
timer for it. Characters who are hit by an explosive device are
going to take damage; there is no roll against Agility to try to
move out of the way.

Detecting, Laying, and Disarming Mines


Mines are a cowardly way to fight a battle, but have become quite
common in the wastes both as a weapon of fear and a practical way to
defend an area when manpower is low. Detecting mines works in
exactly the same way as detecting a trap, except that the character
can only see mines in a hex-radius equal to half of their
Perception. Once the Traps roll is made, if successful all mines
within the radius are revealed/marked to the character. Perceptive
characters had better tell their friends about mines as quickly as
possible.
Laying mines counts as setting explosives, except that the mine has
no timer, and therefore will not go off improperly – it just won’t
function correctly (or it will hurt the minelayer). The same goes
for disarming mines – but the character needs to know if a mine is
there in the first place. Unfortunately, unless a character is
looking for mines, that usually means someone will have to walk over
one first. A defused mine is useless and cannot be reused.
When a mine detonates, it damages everything in a certain radius,
depending on the device. In addition, any other mine within the
blast radius has a 80% chance of detonating. Intelligent raiders
have been known to rig elaborate – and devastating - traps with
mines.

86
Chapter 6: Crafting, Modifications and Items
Section 1: Crafting

Basics of Crafting
In Pre-War America, most goods and products were produced en-masse
by large companies or the government, and often the process was
automated. All for the convenience of the average citizen. In the
Wasteland, things are a little different and many things produced
before the War can no longer be replicated and those that can must
be repaired or made from scratch.
To construct, or “craft”, an item, you must have:

• Resources
• Relevant Skill and/or Expert Training
• Tools or a Workstation
• Recipe or Blueprint

Expertise
In the Wasteland, education is rare and those skilled in practical
trades and professions are of high value. Gunsmiths, Weaponsmiths,
Armorers, Chemists, Roboticists and Demolitions Experts are
oftentimes high-ranking or valued members of their respective
communities or groups. Expertise, when learnt, allows a character to
craft using Advanced workstations in their respective field, as well
as halving existing crafting penalties (Barring Roboticists).
Advanced Workstations remove all crafting penalties. To learn an
Expertise, a character must either take the relevant Perk or find a
willing and trained Expert. To study under an Expert, they must be
paid to teach and typically learning takes anywhere from 1-4 weeks.

Expertise Training Value Study Time


Gunsmith 3000 2 Weeks
Armorer 3000 1 Week
Weaponsmith 3000 1 Week
Chemist 3000 3 Weeks
Demolitions Expert 3000 2 Weeks
Roboticist 3000 4 Weeks

87
Instructions
Recipes or Blueprints are the instructions for how to construct
various goods, and are a prerequisite for crafting items in the
fields of Gunsmithing (barring ammunition), Armory, Weaponsmithing
and Chemistry. They can be bought, taught by somebody else or learnt
independently. To learn instructions independently, you must have an
already existing quantity of an item. For weapons and armor you must
then deconstruct using a relevant workstation and Skills, for
Gunsmithing this is Small Guns, for Weaponsmithing and Armor this is
Repair. If this roll fails, you have successfully deconstructed the
item however upon reconstruction it is non-functional.
After this is complete, you must study the item. For Chems this is
Science and for Armor and Weapons this is Repair. If this is
successful, you have learnt how to construct the item without being
taught or purchasing instructions of any type.

Chems, Medicine and Poisons


Chemical goods have an important role in the Wasteland, from healing
to poisoning or just getting high. Medical textbooks still exist in
the wastes, although they are quite rare, which has made it possible
for intelligent Wastelanders to manufacture their own chems with the
right resources. However, long after the bombs fell due to the loss
of culture and industrial practices, some people turned to herbalism
to create medicine and get their fix. Most practitioners of
herbalism that one can find around the wastes are, in-fact, Tribals,
but there are more than a few that practice it in more civilized
settlements.

Certain types of Chem require certain levels of workstation. Simpler


recipes can be prepared at more complex stations (For instance, a
Campfire recipe can be performed and an Advanced Lab, but an
Advanced Lab recipe cannot be performed at a Campfire.). All types
of Chems require a Container to craft, such as a hypodermic syringe
or a bottle.

88
Campfire
The most common form of workstation, found basically everywhere in
the Wasteland. If you’re travelling the desert, you’ve most likely
got a campfire.

Chem Amount Skill Container Ingredients Penalty Recipe


Price
Blood Pack 1 First Aid Empty Blood Anything with 25% N/A
/ Doctor Pack Human Blood
Bandage 1 Survival N/A Any clothes or 0% N/A
Kit suitable fabric
Anti-Venom 1 Survival Empty Any Poison 0% 70
Bottle Source + Tribal
Herb
Healing 1 Survival/ N/A Xander Root + 0% 90
Powder First Aid Broc Flower
Blood 1 Survival Empty Datura Root + 30% 100
Shield Bottle Cave Fungus
Burned 1 Survival Empty Black Isle Stem 55% N/A
Hands Brew Bottle +
Psycho + Med-X
Hecate’s 1 Survival Empty Black Isle Stem 80% N/A
Gift Bottle + Xander Root +
Broc Flower +
Datura Root +
Blood Pack
Devilthorn 1 Survival Empty Devilthorn Herb 90% N/A
Bottle + 4x Psycho
Bleak 1 Survival Empty Radscorpion 25% 160
Venom Bottle Tail + Xander
Root
Annoyance 1 Survival Empty Radscorpion 15% N/A
Itch Bottle Tail
Silver 1 Survival Empty 2x Radscorpion 40% 640
Sting Bottle Tail + Datura
Root

89
Basic Lab
A workstation with some chemistry equipment and a few materials.
Somewhat uncommon in the Wasteland. Typically used by town Doctors
or Chem cooks.

Chem Amount Skill Container Ingredients Penalty Recipe


Price
Homemade 1 Science Syringe Broc Flower + 25% 250
Stimpak Xander Root +
Blood Pack
After 1 Science N/A Bubble Gum + 25% 100
Burner Gum Tribal Herbs
Psycho 3 Science Syringe 2 x Chemical 35% 100
Components
Homemade 1 Science Empty Nevada Agave 0% Perk
Nuka-Cola Bottle Fruit + Barrel
Cactus Fruit
Homemade 1 Survival Empty Maize + Barrel 25% N/A
Moonshine Bottle Cactus Fruit +
Vodka + Fission
Battery
Old World 1 Science Empty 2 x Abraxo 45% 700
Kiss Bottle Cleaner +
Turpentine + 2
x Chemical
Components
Mother 1 Survival Empty 3 x Radscorpion 50% 730
Darkness Bottle Tail + Black
Isle Stem
Cazadore 1 Survival Empty Cazadore Poison 65% 840
Venom Bottle + Datura Root
Jet 10 Science Empty Jet Brahmin Dung + 30% 1000
Inhaler 2x Chemical
Components

90
Advanced Lab
A highly advanced scientific workstation equipped with the best
technology of the 21st Century, usually takes up an entire room.
Extremely rare. Found only within well-preserved advanced Old-World
ruins or amongst technologically advanced groups such as the
Brotherhood of Steel, the Enclave or the New California Republic.

Chem Amount Skill Container Ingredients Penalty Recipe


Price
Super- 1 Doctor Syringe Stimpak + N/A 500
Stimpak 2 x Bio-Med Gel
+ x 5 Chemical
Components
First Aid 1 Doctor N/A 3 x Bandage Kit N/A 1000
Kit + Bio-Med Gel +
Chemical
Components +
Blood Bag
Doctor’s 1 Doctor N/A First Aid Kit + N/A N/A
Bag 2 x Bio-Med Gel
+ 5 x Chemical
Components
Power 1 Science Applied to T-51b Power N/A 1500
Armor suit of Armor + 15x
Hardening T-51b Chemical
Formula Components

91
Basic Workshop
A workstation with basic worker’s tools and some raw materials.
Somewhat uncommon, typically found in well-equipped general stores.

Item Amount Skill Expertise Ingredients Penalty Recipe


Price
Leather 1 Repair Armorer Leather Armor + 30% 600
Armor, Fibers + Tanned
Reinforced Golden Gecko
Hide
Metal 1 Repair Armorer Metal Armor + 15% 650
Armor, Fibers +
Heavy 5 x Metal Parts
Metal 1 Repair Armorer Metal Armor + 30% 750
Armor, Fibers + 2 x
Reinforced Good Quality
Metal Parts
Plated 1 Repair Armorer Leather Armor, 35% 900
Leather Reinforced +
Armor Fibers + 2 x
Good Quality
Metal Parts
Handmade 1 Repair Gunsmith 3 x Metal Parts 25% 50
Pistol 1 x Good
Quality Metal
Parts
Tin 1 Traps Demolitions 1 x Cherry Bomb Requires Perk
Grenade Expert + 50 x Pistol Demolition
Powder + 1 x Expert
Tin Can

Sawed-Off 1 Repair Gunsmith Double- 15% N/A


Shotgun Barrelled
Shotgun
Spear 1 Repair Weaponsmith 2x Wood + 15% N/A
Fibers +
1 x Metal Parts
Sharpened 1 Repair Weaponsmith Spear + 1 x 15% N/A
Spear Metal Parts +
Flint
Knife 1 Repair Weaponsmith 1x Wood + 0% N/A
Fibers + Metal
Parts
Combat 1 Repair Weaponsmith Knife + 3 x 25% 50
Knife Good Quality
Metal Parts
Spiked 1 Repair Weaponsmith Brass Knuckles 10% N/A
Knuckles + Good Quality
Metal Parts
Bladed 1 Repair Weaponsmith Brass Knuckles 30% N/A
Gauntlet + Blade (Giant
Mantis, Sword
etc) + 2 x
Fibers

92
Advanced Workshop
An advanced workstation that holds functional industrial machinery
and tools. Typically takes up a whole room, if not building. Only
found with technologically advanced groups or those who lucked out
enough to get an old-world facility of similar calibre, such as the
Brotherhood of Steel, the Enclave or the Gun Runners.

Item Amount Skill Expertise Ingredients Penalty Blueprint


Price
9mm Pistol 1 Repair Gunsmith Good Quality N/A 1500
Metal Parts + 3
x Metal Parts +
1 x Wood
10mm 1 Repair Gunsmith 2 x Good N/A 2000
Pistol Quality Metal
Parts + 3 x
Metal Parts
1911 1 Repair Gunsmith 2 x Good N/A 3000
Quality Metal
Parts + 5 x
Metal Parts + 1
x Wood
Hunting 1 Repair Gunsmith 1 x Wood + 3 x N/A 2250
Rifle Metal Parts + 4
Good Quality
Metal Parts
Double- 1 Repair Gunsmith 1 x Wood + 5 x N/A 1650
Barrelled Metal Parts
Shotgun
Service 1 Repair Gunsmith 2 x Wood + 5 x N/A 1500
Rifle Metal Parts + 1
x Good Quality
Metal Parts
Super 1 Repair Weaponsmith 3 x Good N/A 7000
Sledge Quality Metal
Parts +
Electronic
Parts +
Sledgehammer
Displacer 1 Repair Weaponsmith Power Fist + 2 N/A 5000
Glove x Electronic
Parts + 2 x
Good Quality
Metal Parts
Spiked 1 Repair Weaponsmith 3 X Good N/A 2000
Tesla Quality Metal
Knuckles Parts
2 x Electronic
Parts
Rad 1 Repair Armorer 3 x Electronic N/A 1250
Scrubbers Parts

93
Overdrive 1 Repair Armorer 3 x Electronic N/A 2500
Leg Servos Parts + 3 x
Good Quality
Metal Parts
Motion 1 Repair Armorer 3 x Electronic N/A 2200
Assist Parts + 3 Good
Servos Quality Metal
Parts + 5 Metal
Parts
Targeting 1 Repair Armorer 4 x Electronic N/A 2500
HUD Parts
Sensor 1 Repair Armorer 2 x Electronics N/A 2000
Array Parts
Tesla 1 Repair Armorer 5 x Electronic N/A 5000
Coils Parts, 3 x Good
Quality Metal
Parts

Reloading Bench:
A workstation used for recycling and chambering ammunition.
Typically found in most decent quality gun stores or armed camps. In
constructing ammunition, you need to be a trained Gunsmith and you
must have the correct Casing, Lead, Powder and Primer. In order to
breakdown or construct Ammunition, you must make either a Repair
roll or a Small Guns roll.

Ammo Breakdown Table:

Ammunition Casing Primer Lead Powder


.223 .223 Primer, Small 9 Rifle, 3
Rifle
.308 .308 Primer, Large 15 Rifle, 4
Rifle
.32 .32 Primer, Small 3 Pistol,3
Pistol
.357 .357 Primer, Large 14 Pistol,6
Pistol
.44 .44 Primer, Large 27 Pistol, 8
Pistol
.22lr (3) .22lr (3) Primer, Small 2 Pistol, 3
Pistol
.45 .45 Primer, Large 16 Pistol, 8
Pistol
.45-70 Gov’t .45-70 Gov’t Primer, Large 27 Rifle, 3
Rifle
.50 .50 Primer, .50 MG 64 Rifle, 20
5mm 5mm Primer, Small 11 Rifle, 4
Rifle
5.56 5.56 Primer, Small 10 Rifle, 3
Rifle
7.62 7.62 Primer, Large 16 Rifle, 4
Rifle
9mm 9mm Primer, Small 11 Pistol, 5
Pistol

94
10mm 10mm Primer, Large 15 Pistol, 7
Pistol
12.7mm 12.7mm Primer, Large 28 Pistol, 10
Pistol
12 Gauge 12 Gauge Primer, 37 Pistol, 26
Shotshell
20 Gauge 20 Gauge Primer, 26 Pistol, 18
Shotshell

Ammo Production Table:

Ammunition Casing Primer Lead Powder


.223 .223 Primer, Small 11 Rifle, 4
Rifle
.308 .308 Primer, Large 17 Rifle, 5
Rifle
.32 .32 Primer, Small 5 Pistol,4
Pistol
.357 .357 Primer, Large 16 Pistol,8
Pistol
.44 .44 Primer, Large 30 Pistol, 10
Pistol
.22lr (3) .22lr (3) Primer, Small 6 Pistol, 4
Pistol
.45 .45 Primer, Large 16 Pistol, 8
Pistol
.45-70 Gov’t .45-70 Gov’t Primer, Large 30 Rifle, 4
Rifle
.50 .50 Primer, .50 MG 70 Rifle, 22
5mm 5mm Primer, Small 13 Rifle, 5
Rifle
5.56 5.56 Primer, Small 12 Rifle, 4
Rifle
7.62 7.62 Primer, Large 18 Rifle, 5
Rifle
9mm 9mm Primer, Small 13 Pistol, 6
Pistol
10mm 10mm Primer, Large 17 Pistol, 9
Pistol
12.7mm 12.7mm Primer, Large 31 Pistol, 12
Pistol
12 Gauge 12 Gauge Primer, 40 Pistol, 30
Shotshell
20 Gauge 20 Gauge Primer, 30 Pistol, 20
Shotshell

95
Section 2: Modifications

Weapon Modification:
With access to a workbench, a character must have a weapon and a
compatible mod.

Weapon Cost Weight Bonus Weapon


Mods Type
Lead Weights 50 12 Incurs -3 on enemy Heavy Blunt
knockdown Melee
resistance
Barbed Wire 75 1 +3 Damage Blunt Melee
Foregrip 100 1 -1 Min STR Assault Rifles
Requirement
Ammo Rack 160 2 Reload AP Cost Shotguns
reduced by 1
Bipod 180 2 -2 Min STR Small Guns
+20% to aim whilst Rifles
Prone or Crouched
Under-Barrel 150 1 Reduces darkness Small Guns
Flashlight penalty by 10% Energy Weapons
Big Guns
Extended 250 1 +50% Magazine Small Guns and
Magazine Capacity Big Guns
Sawblades 175 2 +6 Damage Blunt Melee
Weapons
Tripod 280 3 -2 STR requirement Rifle-Grip Big
when Prone Guns
+30% to aim when
Prone
Long Barrel 190 1 +3 Damage, +5% Aim Revolvers
Advanced 250 1 Magazine Capacity Energy Weapons
Calibration +50%
Silencer 220 1 Silences Weapon. Handgun and
-5 Damage lower calibre
rifles
Spiked Tesla 600 2 +4 Melee Damage Power Fists
Knuckles
Tesla Coil 500 2 +5 Damage Energy Weapons
Amplifiers
Fuzzy Dice 420 1 +7% Critical Big Guns
Chance
Scope 450 1 +5% Aim, +5 Range All Rifles

96
Advanced 550 1 Overwatch Aim is x Sniper Rifles
Sniper Scope 1 rather than 0.7
and +10% to
Targeted Shots
Prone only.
Duckbill 800 1 +5 Damage Shotguns
Laser Sights 1000 1 +10% Aim Bonus Small Guns
+10% to Targeted Energy Weapons
Shots
+3% Critical
Chance

Power Armor Modification:


With access to an Advanced Workshop and Power Armor Training, suits
of Power Armor can be modified.

Power Cost Weight Bonus Power


Armor Mods Armor Type
Rad Scrubbers 1250 3 +20% Radiation All
Resistance
Overdrive Leg 2500 8 + 4 Hexes of free All
Servos movement
Motion Assist 2200 10 +2 Strength, +1 AP All
Servos
Targeting HUD 2500 3 +10% Aim Bonus T-51b and APA
Sensor Array 2000 3 +2 Perception T-51b and APA
Tesla Coils 5000 3 Re-enables DT T-51b and APA
against Energy
Weapons, when hit
by Melee or
Unarmed, Attacker
receives +3 Damage
Hardened 1500 N/A +5% DR T-51b
Power Armor +2 DT
Formula

97
Section 3: Robotics

Robotics
The Old World before the Great War was flush with scientific
wonders, alongside nuclear fusion and next-generation weaponry,
robotics flourished. Robots had been constructed by Pre-War society
to fill all niches and occupations. From general-purpose utility
droids to full-fledged military battle machines, robots could be
found in almost any environment and function. In the Wasteland,
these robots can be found as either non-functional relics or
purposeless remnants performing their old tasks. A scarce few in the
Wasteland have learnt to utilize and salvage this mostly lost
technology, reverse engineering and repairing it for their own
purposes, and even creating their own robots. This task is arduous,
requiring heavy amounts of knowledge and technology, it is not
possible to create robots from rudimentary parts such as dinner
plates and scrap metal. To build a Robot, you must be a trained
Roboticist.

To participate in Robotics, you must possess:

• Science Skill
• Repair Skill
• Robot Frame
• Robot Innards
• Robotic Workshop
• A Computer

First, the robot itself must be constructed by using the Robot


Frame, Robot Innards. The quality of the final product is dependent
on the quality of the parts used to create it. The model of the
robot is usually determined by the Frame used for it. It is not
possible to create a Sentry Bot using the frame of an Eyebots, but
it is possible to stick Eyebot Electronics into a Sentry Bot.

98
Constructing the Robot
A roll against Repair, with varying difficulty, is required when
assembling the frame, taking up to 6 hours.

• Eyebot (40% Penalty)


• Protectron (50% Penalty)
• Mr. Handy (50% Penalty)
• Robobrain (80% Penalty)
• Sentry Bot (100% Penalty)

Assembling the electronics of the Robot requires a Science roll and


takes up an additional 4 hours. The same penalties as with Repair
apply to the Science rolls as well, increasing in difficulty with
more advanced electronics. If all rolls are successful, it’s now
possible to program the Robot using a computer and an additional
Science roll, taking up to 2 hours. Additional penalties may be
applied to this, explained below. If all rolls are successful, you
have created a functioning Robot with functional innards and
programming.

If you fail one roll during the construction of the robot, you must
roll a 1d4 for consequence.

1- Delay setback, construction takes an additional day


2- Undetectable failure – You believe you have completed the
stage successfully, and are only made aware of the fault
upon completion. You must rebuild the Robot entirely
3- Damaged part, you must make a Repair (Or
4- Science in case of Programming Stage) roll to repair the
damaged section, if it fails then it is scrapped.
5- Critical failure – the component in the stage is
destroyed entirely and is rendered unusable.

If you fail a second roll, you are unable to construct the Robot.
The components can still be disassembled for scrap.

Robot Component Value Weight


Eyebot Frame 20 5
Eyebot Innards 250 20
Protectron Frame 350 225
Protectron Innards 700 50
Mr Handy Frame 275 80
Mr Handy Innards 550 30
Robobrain Frame 450 N/A
Robobrain Innards 1000 50
Sentry Bot Frame 1500 N/A
Sentry Bot Innards 600 100

99
Skills
The creator of the Robot can decide the three Tag Skills that the
Robot has, giving it 20% in those allotted skills. In order to
allocate extra Skill Points, the creator of the Robot can apply
Penalties to their Roll for better results.

• Simple Programming (0% Penalty, 0


Extra Skill Points)
• Fine-Tuned Programming (40%
Penalty, 50 Extra Skill Points)
• Advanced Programming (80% Penalty,
100 Extra Skill Points)
• Esoteric Programming (90% Penalty,
150 Extra Skill Points)

Robots do not gain experience and can


only be modified by changing their
programming with a Science roll.

For hacking friendly Robots, their level


of Programming, and other safety
measures, work as a penalty towards any
potential hacker. A Robot with Esoteric
Programming is much more difficult to
crack into when compared to a Robot with Simple Programming.

100
Section 4: Item Lists

Resource Cost Weight Effect Uses


Bubble Gum 1 1 Pre-War candy, used for 1
crafting.
Brahmin Dung 0 2 This is…obviously, Brahmin crap 1
Flint 7 2 Rock, used for crafting 1
Broc Flower 10 1 Tribal Herb used for crafting 1
Xander Root 10 1 Tribal Herb used for crafting 1
Abraxo Cleaner 15 3 Box of Pre-War Detergent, used 1
for cleaning clothes and poison
Nevada Agave 3 1 Desert fruit, used for crafting 1
Fruit and eating
Barrel Cactus 5 1 Desert fruit, used for crafting 1
Fruit and eating
Maize 5 1 Vegetable, used for crafting 1
and eating
Fibres 40 1 Assorted pre-war fibres used 1
for crafting
Metal Parts 80 5 Assorted Pre-War metallic 1
components and parts. Used for
crafting
Good Quality 113 8 Assorted high quality Pre-War 1
Metal Parts metallic components and parts.
Used for crafting
Wood 9 3 It’s wood. Used for crafting 1
Empty Bottle 3 1 Used for crafting
Bio-Med Gel 250 1 Pre-War medical resource 1
Chemical 57 1 Assorted Pre-War chemical 1
Components components
Electronic 40 1 Assorted Pre-War electrical
Parts scrap
Radscorpion 10 20 Tail from a Radscorpion, used 1
Tail for sale or poison crafting.
Silver Gecko 50 2 Hide taken from a Silver Gecko. 1
Hide Used for sale or tanning.
Tanned Silver 80 2 Tanned Silver Gecko hide. Used 1
Gecko Hide for sale or armouring.
Brahmin Hide 80 5 Leather from a Brahmin 1
Tanned Brahmin 160 5 Tanned Brahmin leather
Hide
Datura Root 15 1 Tribal Herb used for crafting 1

101
Black Isle Stem 25 3 Tribal Herb, used for crafting 1
Golden Gecko 175 5 Hide taken from Golden Gecko, 1
Hide used for sale or tanning.
Tanned Golden 250 5 Used for sale or crafting.
Gecko hide
Turpentine 20 5 Used for poison 1
Syringe 3 N/A Used for medical treatments, 1
chems and crafting
Deathclaw Hide 400 12 Used for sale
Pack of 30 1 Pack of 10 Syringes 1
Syringes

Misc. Items Cost Weight Effect Uses


Empty Blood 1 0.25 Can be filled with Blood 1
Pack
Bobby Pin 1 N/A Lockpick +5% when used with 1
Screwdriver
Screwdriver 1 N/A Lockpick +5% when used with ∞
Bobby Pin
Cherry Bomb 5 N/A Used for explosives 1
Magazine or 5 N/A Pre-War pulp fiction 1
Comic Book
Vault-Tec 15 2 Can be used to store your 1
Lunchbox Lunch! Also used for making
bombs.
Flare 10 1 Reduces darkness penalty by 20% 1 Hour
within a 2 Hex radius
Lighter 10 N/A Reduces darkness penalty by 10% N/A
within a 1 Hex radius
Flashlight 15 1 Reduces darkness penalty by 30% 1 Day
in a 10 Hex radius
Rope 25 10 10 meters long. 3
Duct Tape 28 1 Can be used to stick stuff 10
Roll together. Useful for repair.
Wasteland 50 N/A Increases weight capacity by 20 ∞
Backpack lbs
Shopping Cart 100 15 Increases weight capacity by 50 ∞
Backpack lbs. Requires 6 STR
Pin Trigger 45 N/A Can be used for traps and 1
explosives
Remote 55 2 Can be used to detonate ∞
Detonator explosives from up to 20 hexes
away. Uses 1 Small Energy Cell
Rubber Boots 65 3 Can walk in hazardous areas 30
safely Mins
Climbing Kit 95 15 AGL +2 when climbing ∞
Fission 80 5 Can be jury rigged to provide 5
Battery power to small items/systems
Electronic 85 N/A Can be used to set timed 1
Timer explosives
Wasteland 95 8 Can used to play music! ∞
Instrument

102
Remote 120 2 Can be used in conjunction with ∞
Trigger the Remote Detonator and
Plastic Explosives
Scalpel 140 1 +10% Doctor, can be used as a ∞
melee weapon
Radio 350 1 Requires 2 Small Energy Cells 72
Can be used to tune to the Hours
radio
Proximity 300 3 Turns regular explosives into 1
Trigger proximity mines
Tragic the 50 3 A card game played in the ∞
Gathering Wasteland, though not often.
Card Set
Poker Set 50 3 Gambling game often played in ∞
the Wasteland
Bedroll 25 3 Basic bedroll for sleeping in ∞
the Wasteland
Camping Kit 300 22 Full tent and camping set used ∞
for camping in the Wasteland
Big Book of 400 5 Increases Science Skill (100 - 1
Science Skill, divided by 10)
Guns and 425 2 Increases Small Guns Skill 1
Bullets (100 – Skill, divided by 10)
First Aid 175 2 Increases First Aid Skill 1
Book (100 – Skill, divided by 10)
Dean’s 130 2 Increases Repair Skill 1
Electronics (100 – Skill, divided by 10)
Scout 200 3 Increase Survival Skill 1
Handbook (100 – Skill, divided by 10)
Skill 20 1 Increases relevant skill by 10 1
Magazine for one check. Expires after an
hour.
Preserved 2000 7 Perfectly preserved pre-war ∞
Pre-War instrument. Typically used by
Instrument collectors and esoteric
musicians.

Tools Cost Weight Effect Uses


Pip-Boy 200 4 When installed on a functional ∞
Medical Pip-Boy, provides +10% to
Enhancer Doctor
Pip-Boy 200 4 When installed on a functional ∞
Diplomatic Pip-Boy, provides assistance in
Translator translating foreign language
and ciphers/code. Also provides
+10% Speech
Pip-Boy 200 4 When installed on a functional
Mechanic’s Pip-Boy, provides +10% to
Assistant Repair
Garrotte Wire 300 1 Cam be used to silently ∞
assassinate targets with a
successful Sneak Attack.
Requires Sneak, Melee and
Strength checks.

103
Geiger 650 5 Detects Radiation on 1 Hour
Counter activation. Requires 1 Small
Energy Cell
Pip-Boy 800 7 When installed on a functional ∞
Motion Sensor Pip-Boy, allows detection of
nearby moving lifeforms.

+20% Sneak
Stealth-Boy 1800 1 +40% Sneak 1
Usage/
Powered by Small Energy Cells Cell

Pip-Boy 2000 2250 N/A Holotape player ∞


Science +5%,
Basic Map System (Reduces
mountain and tribal territory
travel time by 1 day per
square.)
Can of 7000 12 Fuel for several uses. 5
Gasoline
Pip-Boy 3000 6000 N/A Geiger Counter ∞
Radio
Flashlight
+10% Science
+10% for Targeted Shots
Map System (Reduces Mountain
and Tribal Territory time by 1
day per square)
Repair Tool 250 7 +20% to Repair ∞
Super Tool 1000 12 Highly sought after by ∞
Kit mechanics.
+40% to Repair
Lockpicking 250 1 Lockpick +20% 5
Kit
Safecracking 300 5 +50% Lockpicking when opening 1
Kit safes
Electronic 375 2 +50% Lockpick against 5
Lockpicks Electronic Doors
Expanded 450 2 +40% Lockpicking 5
Lockpicking
Kit
Chemistry 600 12 +20% Science during Crafting 1
Supplies
Gunsmithing 800 12 Allows user to modify guns ∞
Kit without a weapon bench
Disguise Kit 350 5 Allows user to construct ∞
disguises using collected items
Bomb Disposal 2000 12 Traps +25% when disarming bombs 5
Kit
Portable Lab 2280 15 Acts as a Basic Lab 5
Robotic 3200 18 +20% Repair, +20% Science when 5
Diagnostic performing robotics
Kit

104
Explosives Cost Weight Damage (Used by remote Radius
or timed trigger)
Blasting 300 3 3d6 2
Powder
Can also be lit with Lighter
Shaped Charge 400 3 2d6 1
More effective for breaking
down obstacles and architecture
Plastic 1200 4 5d12 3
Explosives
Requires remote detonation
Gas-Explosive 2400 8 N/A, produces Sleep or Poison 10
Gas
Gasoline Bomb 2800 6 4d10, bonus 3d6 damage from 3
Fire
Jury Rigged 20k 15 IMMEDIATE IMPACT: +650 Rads Death
Mini-Nuke 40 + 4d20 Damage Save
Radius:
Outer Impact +250 Rads, 40+d20 3 Hexes
Damage
Immediat
e
Impact:
10 Hexes

Outer
Impact:
30 Hexes
Jury-Rigged N/A 250 Instant Death Too big
Nuclear Bomb

Traps:
Traps can be crafted, set and disarmed all using the Traps skill.
Traps are almost universally used outside of active combat
scenarios. Some Traps are more difficult to handle than others, and
as such have Difficulty Penalties that are applied for each stage of
the process regarding the device. If you are Demolitions Expert,
these penalties are halved. To craft explosives, you need a Basic
Workshop.

Traps Cost Weight Details and Damage Difficulty


Penalty
Tripwire 40 N/A N/A SET: 0%
DISARM: 0%
Spool of wire used for
tripwire traps.
Snare 66 2 N/A SET: 0%
DISARM:0%

Snare used for Snare traps


Takes

105
Pressure 75 3 A pressure plate that can SET: 0%
Plate be used for Pressure- DISARM: 0%
activated traps

Coyote Trap 200 6 1d12+3 SET: 10%


DISARM: 15%
Sharp trap that snaps shut
on anyone who steps on it.
Requires successful
Strength or Traps roll to
pry off.

Bear Trap 350 8 1d12+12 SET: 15%


DISARM: 20%
Snaps shut anyone who steps
on it, requires a
successful Strength/Traps
roll to pry off.

Deathclaw 1500 25 2d12+16 SET:25%


Trap DISARM: 30%
Huge, intricate metal death
trap that snaps shut
anything that steps on it.
Requires successful
Strength/Traps check to pry
off. Cripples limb
affected, ignores 10% DR

Gas Trap 2000 10 Can be filled with any type SET: 50%
of gas. DISARM: 55%

Explosive N/A N/A Combination of a Tripwire CRAFT:20%


Tripwire or Snare, Trigger mechanism SET: 10%
and any set Explosive DISARM: 15%

Landmine N/A N/A A combination of a Pressure CRAFT:30%


Plate, trigger mechanism SET: 10%
and any set Explosive. DISARM: 15%

1 Hour to create
Box Bomb N/A N/A Combination of a Radio or CRAFT: 70%
Lunchbox, a trigger SET: 30%
mechanism and any set DISARM: 40%
explosive. Explodes when
interacted with.

1 Hour to create
Time Bomb N/A N/A Combination of a Timed CRAFT: 60%
Trigger and any set SET: 35%
Explosive DISARM: 40%

1 Hour to create

106
Chapter 7: Vehicles
Section 1: Basics and Car Chases

Basics of Vehicles:
In the Old World, vehicles were once very common. Though some
difficult advances were made in powering them through fusion
technology, the vast majority ran on petroleum. After all, fuel was
cheap and plentiful, so why worry?

In the Wasteland, vehicles are mostly useless hulks of rusted metal


gathering dust. The remaining working vehicles are those that
function on fusion power and as such are very rare. They’re
treasured relics, and to have one is to hold a symbol of power.

Basic operation of vehicles outside of combat is governed by the


Pilot Skill. Vehicles require a particular threshold level of Pilot
skill just to operate competently, else they face a disadvantage on
any Pilot rolls made. For vehicles such as cars, trains and boats
this is 25%. For aircraft, this is 80%.

Terrain Penalties:
• Open Terrain: 0% Pilot Skill Penalty
• Rough Terrain: -20% Pilot Skill Penalty
• Extreme Terrain: -30% Pilot Skill Penalty

107
Vehicle Anatomy:
There are in effect two Primary Statistics for vehicles relevant to
their driving that are ranked on an escalating basis of 1-5:

• Speed: Max Speed (1:50MPH 2:70MPH 3:90 MPH 4:110MPH 5:130 MPH)
• Bulk: Size and raw power

Vehicles also have the Secondary Statistics of Hit Points, Armor


Class, and Damage Threshold much like normal combatants. With the
exception that Damage Threshold is not ignored by Energy Weapons,
but is ignored by explosive weapons (Throwing or Big Gun).

Car Chases:
The backbone of road warfare is the chase. In this scenario, the
Target always acts before the Pursuer. If there are multiple in
either group, initiative within the groups is decided by 1d10+Speed.
It is important for the distance during a chase to be continually
monitored in some fashion, the easiest method is to use a hex-grid
and minis, however paper will also work. If there are multiple
pursuers or targets, there will be multiple distances.
There are five simplified Ranges that cars can be at during a
pursuit in relation to the target vehicle (who remains stationary on
a hex-grid):

• Close (0 Distance)
• Short (-5 Distance)
• Long (-10 Distance)
• Extreme (-15 Distance, beyond -15 the Car Chase ends)
The distance between each Range is marked by a number of negative
increments of 5 Distance (AKA hexes) with relation to the target
vehicle, which is at zero. As an example, a pursuing car at long
range would be marked as -10 in terms of its distance away from its
target. It is the objective of the pursuer to bring the Distance
Score to zero, and the objective of the target to bring the score as
far as possible away from zero, which would result in Road Warfare.

108
At the beginning of each round, the target must roll against Pilot
in order to escape their pursuer. Upon success, the target vehicle’s
Speed is subtracted from the Pursuer’s distance. Upon critical
success, this number doubles. Upon failure, the target vehicle fails
to gain any ground. Upon critical failure, they add their own speed
to the Distance Points.
At the beginning of each round, after the target, the pursuer must
also roll against Pilot in order to catch-up to their target. Upon
success, the pursuer adds their vehicle’s Speed to the Distance
Score. Upon critical success, they double this number. Upon failure,
they do not gain any ground. Upon critical failure, they subtract
their own speed from the Distance Score.
Example: A Vault Dweller in a sluggish Big-Rig (Speed 1, Pilot 60%)
is being pursued by a Motorcycle Raider (Speed 3, Pilot 60%) and a
Dune-Buggy Raider (Speed 2, Pilot 60%) at Short Range (Distance: -5)
First, the Vault Dweller rolls Pilot and succeeds, subtracting their
Speed (1) from the total Distance, turning it from -5 to -6 for both
Raiders. As such, they have gained ground in the chase
Next, the Motorcycle Raider rolls Pilot and succeeds, adding their
Speed (3) to their Distance, bringing their distance to -3 from -6
After that, the Dune-Buggy Raider rolls Pilot and succeeds, adding
their Speed (2) to their Distance, bringing theirs to -4 from -6 and
ending the round.
Generally speaking, in cases where there is a large disparity in
vehicle speed on open terrain, the fastest vehicles will inevitably
catch-up with the slower. As such it’s left to Overseer (and player)
discretion whether to roll for the entire pursuit prior to Road War
in these cases.

Intense Chases:
In certain scenarios such as racing through narrow canyons or
crumbling city streets with many obstacles, chases might have
countless context-dependant variables that could change the outcome
of a race. To represent this potential, when in particularly intense
and chaotic car chases, an additional Distance point should be added
for every 20% a Pilot roll lands beneath its success margin.

109
Section 2: Road Warfare

The Driver:
Road Warfare begins when two or more opposing vehicles exist in
Close Range, and is waged by the drivers of the vehicles. In Road
Warfare (and Highway Combat in general) there are no action points,
only single actions for each individual per turn. The Driver must
continue to make Chase rolls at the beginning of each round;
however, they do not count towards their action. The Driver has a
number of manoeuvres they can choose from to make once per turn.
To perform a manoeuvre, the Driver must make a Pilot roll. If the
move is an attack, they must subtract the opponent vehicle’s AC from
their roll. Upon failure, there was some complication, such as
opponent evasion.

Manoeuvre Description Damage/Effect

Side- Attempting to sweep your vehicle against Bulk+


Sweep another in order to damage it. Target difference in
and Attacker receive same damage unless Speed x 5
the Attacker has Ram Gear

Full Same as above, with greater force. Bulk +


Ramming difference in
Speed x 10

Head-On Deliberately colliding your vehicle Target Bulk +


Collision head-on into another that is oncoming. Attack Bulk +
Both vehicles receive the same damage Target Speed +
and Crash. Attack Speed x
20

Bootleg Vehicle comes to an immediate stop N/A


Stop facing the other direction. Requires
Pilot Roll with -30% Penalty, failure
results in losing control

Evade Vehicle makes evasive manoeuvres +10 AC till


next round

Hit and Ramming the vehicle into an individual Target rolls


Run AGL to avoid

Target Bulk +
Speed x 20

110
Losing Control:
If two vehicles collide in any fashion, the vehicle with smaller
Bulk must roll 1d4 for how their car loses control. If they are
equal, both roll. Each difference of Bulk adds to the roll. The
penalty only effects the next action.
1. Minor Skid: –5% on any rolls made by passenger or driver
2. Minor Fishtail: -10% on any rolls made by passenger or driver
3. Major Skid: -15% on any rolls made by passenger or driver
4. Major Fishtail: -20% on any rolls made by passenger or driver
5. Spin-Out: Roll Pilot. Target car stops, Pursuer moves to
Extreme distance. Fail means Roll.
6. Roll: Full Crash

Crashing:
Crashing is the most destructive way a vehicle can stop, either from
a head-on collision, a roll or some other calamity. A crash result
is 1d10 for each 10 MPH the car was travelling for both the
passengers and the vehicle. Similarly, for each 40 MPH the car was
travelling the players receive 1 Crippled Limb. To determine which,
they must Roll 1d8:
1. Head
2. Eyes
3. Chest
4. Right Leg
5. Left Leg
6. Right Arm
7. Left Arm
8. Groin

If a vehicle is reduced to ¼ of its Max HP it reaches its Shutdown


Threshold, where the vehicle ceases functionality and stops dead. If
the vehicle is reduced to 0 HP, it explodes. Any passengers still
inside must roll Instant Death Saves

111
Section 3: Passenger Combat

In the Wasteland, the term “Riding Shotgun” is literal. Passengers


can be a vital part of vehicular combat. Much like the Driver,
during vehicular combat there’s no action points, only single
actions taken per individual per turn. There are three types of
passenger in the car: Gunners, Grease Monkey and Hijackers
By default, all combatants have no AC granted by their armor during
highway combat, only what is granted by the vehicles. Exposed refers
to those clambering around on vehicles or those on vehicles with no
protection such as bikes. Partial Cover refers to being sat inside
the vehicles with some covering, but no active attempts to hide.
Greater Cover refers to highly protected positions, or trying to lie
on the car-seats.

Cover:
• Exposed: 0 AC
• Partial: 20 AC
• Greater: 60 AC

Gunners:
By default, due to the frantic nature of vehicular combat, all
combat rolls receive a -10% penalty unless using a mounted weapon.
The effective range of weapons is largely up to Overseer discretion
– if the narrative context allows it you might have a melee duel
across motorcycles. As a rule of thumb, the penalty doubles with
each Range tier.
Ranged Gunners or Melee Hijackers can make Targeted Shots against
vehicles:

Area Effect Aim Penalty

Wheels Damage x2 -40%

Vitals Damage -30%


x1.5

112
Grease Monkey:
The mechanic. Using a Tool or higher quality equipment, the Grease
Monkey on Bulk 3 or higher vehicles can spend 1d4 turns making
emergency repairs. If they pass a Repair check at the end of the
rounds, the vehicle is restored 3d6 HP. However, due to the fact
that the Grease Monkey is likely clambering over the vehicle, Grease
Monkeys have 0 AC whilst they are doing their work.

The Hijacker:
The Hijacker is the daring passenger who jumps from vehicle to
vehicle in order to bring the fight to the enemy. Hijackers can only
leap to vehicles larger than Bulk 1. Hijackers must roll against
Agility to make the leap. However, some vehicles are harder to leap
onto than others.
Bulk 2: -3 AGL
Bulk 3: -2 AGL
Bulk 4: -1 AGL
Bulk 5: N/A Penalty
Hijackers must take a full turn to make any movements clambering on
the vehicle, and experience no AC penalty when attacking opponents
on the same vehicle. For Hijackers, the Aim Penalties on Targeted
Shots against Vehicles are halved.
Hijackers can throw drivers out of their vehicle by making a
successful Grapple roll.
If a Hijacker fails a leap, they must roll the same as if they were
in a crash.

The Driver:
The Driver can also attack whilst driving, taking their action,
however they can only utilize one-handed weapons and must take an
additional Pilot roll. If this roll fails, they must roll on losing
control.

113
Section 4: Planes, Trains and Boats

In the vast, wild wasteland there’s more ways of getting around


outside of cars or hoofing it. Whether it be sailboats fishing along
murky irradiated seas, fledgling railways or sailing the air in
wondrous flying machines.

Chases:
Chases across all vehicle types operate in fundamentally the same
fashion as that of cars, however context and the nature of the
vehicles will affect the mechanics of the chase.

Trains:
With the nature of trains, train-combat is rather simple. If the
combat is entirely contained on the train, it should play out as
normal, non-vehicular combat, however if the train is being pursued
by other vehicles, it plays out like car-combat with the train as a
very large fixed-speed vehicle. Speed and approach up to Overseer
discretion. `

Aircraft:
Due to the esoteric nature of aircraft in the Fallout setting, it is
more likely you’ll be receiving fire from the ground than engaging
in dogfights. When exactly during your flight you’re capable of
being shot down, or how, is up to the contextual discretion of the
Overseer.
When an aircraft loses half of its health, a Pilot roll must be
made. If this fails, the pilot begins to lose control of the
aircraft and will crash. A further pilot roll with a -50% penalty
will determine if this crash is controlled (Same rules as car crash)
or completely out of control (All passengers make Instant Death
Saves).
The same roll must be repeated when a further quarter of the
aircraft’s health is lost.

114
Boats:
Boats operate on the same fundamental chase rules as cars, however
the scale of time in the chase is a lot slower.
When ships are in immediate range of each other, the attacking ship
may need to make a Pilot roll to bring the ship within boarding
range, failure results in the target ship getting the slip. Some
ships will require boarding equipment to successfully board, namely
a climbing kit. The party must then each make Throwing rolls, a
majority success means the ship has been grappled and boarding
begins. Combat on a boarded boat plays out much like normal non-
vehicular combat.
When a boat reaches 0 HP, it begins to sink. The number of rounds
before sinkage is equivalent to that of its Bulk level.

115
Section 5: Vehicle Maintenance, Modification and List

In the Old World, vehicles were mass-produced to specification by


factories and personal maintenance was an economic choice rather
than an absolute necessity. In the Wasteland, if you’re driving a
machine you best know how to keep its guts chugging.
Functioning vehicles in the Wasteland are those scarce few fusion-
powered created prior to the Great War, and as such rely on
Microfusion Cells for fuel.

Making Repairs:
When attempting to repair a vehicle, a character must have a Repair
tool and then make a Repair roll to determine if repair is viable.
If so, and then roll 3d10 for how many HP is restored on the
vehicle. For each 10 HP restored, x1 Good Quality Metal Parts is
required. If the Repair roll fails, then the vehicle must be
repaired by a garage or with the usage of a Super Tool Kit. The
check is bypassed if the character is already in possession of one.
A repair takes 8 hours
If the vehicle reached Shutdown Threshold during combat, then a
vital component has failed and must be replaced entirely with the
assistance of a Super Tool Kit. The vehicle will remain inoperable
until then.

Customization and Equipment:


To modify your vehicle, you either need a Super Tool Kit or take the
vehicle to an appropriate garage. The exact nature and the capacity
for the vehicle to take these modifications is up to Overseer
discretion. The capacity for modifications is equivalent to the Bulk
of the vehicle. However, the exact nature of modification and
capacity are also up to Overseer discretion.

116
Resource requirements are multiplied by the Bulk of the vehicle.

Mod Resource Requirements Effect


Fuel Cell N/A (Old World Reduces the charge rate from one
Regulator technology) full MFC cell to halve in all
cases.
Ram Prow x 8 Metal Parts Halves the damage of ramming and
head-on collisions for the
attacker
Armored X 5 Metal Parts Tires cannot be punctured or
Tires X 4 Fibres targeted
Extra Armor, X 10 Metal Parts +3 Damage Threshold
Light
Extra Armor, x 15 Metal Parts + 8 Damage Threshold
Medium -1 Speed
Bulk 3 or Higher Vehicle
Extra Armor, X 20 Metal Parts +15 Damage Threshold
Heavy
Bulk 4 or Higher Vehicle -1 Speed (Min. 1)

Mounted X 8 Metal Parts Removes any penalty whilst


Weapon X 4 Fibres firing said weapon during combat
Suitable Big Gun
Fusion N/A (Old World Increases Speed by 1
Efficiency Technology)
Charger

Land Vehicles:
Name Bulk Speed Health AC DT Shutdown Total
Threshold Charge
Per MFC

Motorcycle 1 2 60 35 0 15 100%

Chopper 1 2 75 25 2 18 100%

Dune-Buggy 2 2 150 20 2 37 75%

Sedan 2 2 120 15 4 30 50%

Highwayman 3 3 220 15 8 55 50%

Truck 3 2 220 10 10 55 40%

Bus 4 1 280 5 15 70 25%

Hauler 4 1 320 0 15 80 25%

Big-Rig 5 1 350 0 20 87 25%

117
Sea Vessels:
Name Bulk Speed Health AC DT Shutdown Total
Threshold Charge
Per MFC

Catboat 1 1 30 10 0 N/A N/A

Catamaran 2 2 80 20 0 N/A N/A

Cutter 2 3 120 15 0 N/A N/A

Schooner 2 3 150 15 0 N/A N/A

Trawler 5 3 250 0 20 N/A 25%

Patrol Boat 3 3 200 5 15 N/A 25%

Aircraft:
Name Bulk Speed Health AC DT Crash Total
Threshold Charge
Per MFC

Old World 5 4 500 35 25 250 10%


Bomber

Vertibird 4 5 400 45 25 200 10%

118
Chapter 8: Prospecting and Looting

The Great War destroyed human civilization, but it didn’t wipe away
all traces. The Wasteland exists upon the carcass of the Old World,
and many in it live as vultures picking away at whatever is left. To
some they are salvagers or scroungers. They, however, prefer to call
themselves Prospectors.

When in an area that you believe may have items you can loot, ask
your Overseer if you can take a look around. Provided your hunch was
somewhat correct, you’ll be able to roll your Prospecting Skill.
In the case of a failure, turns out you were wrong and the area is
derelict. In the case of Prospecting Skill success, you have found
something to loot. Depending on the area, this could be a 1d4 or
1d20 roll for the amount of Junk Items you have discovered. Your
Luck modifier is subtracted or added to your Junk roll. Some items
from the Junk List might be of actual value, but the majority is
useless Junk universally worth 3 Caps.

119
Salvage Prospecting

In certain key areas of the Wasteland, namely in certain spots


within the ruins of large Pre-War cities or locations of specific
value, there exists “Hotspots” of valuable salvage (such as Robotic
Parts or Medical Supplies) that can be Prospected in bulk. Often
times in the Wasteland you will find entire crews and companies of
Prospectors establishing claims and making a living picking apart
these “Hotspots”. This bulk salvage can either be sold as such to
willing buyers, or picked apart for useful items.

To participate in Salvage Prospecting, you must first find a Salvage


Hotspot, typically this information is learnt from other
Wastelanders, identified from Prospector Claims or a usage of the
Prospecting Skill with the intention of locating one whilst looking
at something such as a city map. A further usage of the Prospecting
Skill identifies the type of salvage and its potential value. You
must then spend a large amount of time, typically a day or over,
Prospecting the spot. A Prospecting Skill roll is made, and if it is
successful, you will receive bulk salvage. Some salvage is harder to
safely recover or more difficult to find and as such will incur
difficulty penalties that are subtracted from your Prospecting
Skill.

Transportation is necessary for bulk salvage, there are three types


of Bulk Salvage weight:

Light – Takes up 50% of individual carry capacity

Medium – Takes up 75% of individual carry capacity

Heavy – Too heavy for an individual to carry, requires outside


transportation

Heavy transportation can come in various contextual forms from


reinforced shopping carts, mine carts, Pack Brahmin or even refitted
trains.

120
Salvage Bulk Weight Salvage
Value Difficulty
Remains 250 Light 0%
Junk refuse 500 Light 5%
Wood 650 Light 10%
Quality Scrap 800 Medium 20%
Light 1000 Medium 25%
Mechanical
Medium 1300 Medium 35%
Mechanical
Heavy 1900 Heavy 40%
Mechanical
Medium 2200 Medium 50%
Electronic
Scrap
Heavy 3000 Heavy 60%
Electronic
Scrap
Robotic Parts 3500 Medium 75%
Military 4500 Medium 85%
Scrap
Medical 6000 Medium 90%
Supplies
Enclave Scrap 9000 Medium 95%

121
Chapter 9: Weapons and Armor
Section 1: Armor

Name Regular Clothes Robes Tribal Clothes Vault-Tec Jumpsuit

Value 10 90 15 100

Armor Class 5 5 5 5

Weight 3 5 3 3

Armor 0% 0% 10% 10%

Name Army Anti- Tribal Armor Leather Jacket


Jumpsuit Rad
Suit

Value 200 500 90 90

Armor 5 5 10 10
Class

Weight 10 20 7 5

Armor 10% 10% 13% 15%

+40% RR Can be worn over Can be worn over


clothes and clothes and
jumpsuits jumpsuits

122
Name Legionary Prime Decanus Centurion
Recruit Armor Legionary Legionary Legionary Armor
Armor Armor

Value 200 220 300 800

Armor 15 20 20 25
Class

Weight 7 10 12 20

Armor 15% 25% 30% 35%

Name Leather Armor Leather Armor, Soldier


Reinforced Armor

Value 160 300 280

Armor 15 20 15
Class

Weight 8 10 7

Armor 20% DR 25% 25%

Can be worn over clothes


and jumpsuits to make
“Armored” variant

123
Name Plated Leather Metal Metal Armor, Metal Armor,
Armor Armor Reinforced Heavy

Value 380 450 550 545

Armor 18 10 15 10
Class

Weight 15 30 35 40

Armor 30% 30% 35% 40%

-20% -20% Sneak -25% Sneak


Sneak +5% EDR +10% EDR

+5% EDR

Name Mutant Rag Armor Mutant Plate Armor Unity Armor

Value 100 2000 3500

Armor Class 20 35 35

Weight 15 40 23

Armor 10% 20% 30%


Super Mutant Only Super Mutant Only Super Mutant Only
+5% EDR

124
Name Combat Armor Advanced Combat Armor Desert Ranger Armor

Value 670 750 1250

Armor Class 20 25 35

Weight 20 25 20

Armor 35% 40% 35%


+5% ER 4 DT
3 DT Gas Immune
RR 15%

Name Salvaged T-45d T-51b Power Advanced Power


Power Power Armor Armor Armor
Armor

Value 2150 3500 5200 6500

Armor 15 35 40 45
Class

Weight 80 50 42 40

Armor 50% 50% 55% 60%


6 DT +10% ER +10% ER +10% ER
+5%ER 8 DT 10 DT 12 DT
-50% Sneak Gas Immune Gas Immune Gas Immune
STR+2 STR+3 STR+4
RR 20% AGL -2 RR 45% CHR -1
-45% Sneak RR 50%

RR 30%

125
Section 2: Weapons and Ammunition

Unarmed Weapons

When Unarmed reaches certain Skill thresholds, it provides


additional bonuses to existing Melee Damage:

Unarmed 55% - +3 MD
Unarmed 75%, Level 3 - +5 MD
Unarmed 100%, Level 6 - +7 MD

Name W Value Min. Dmg Rng S T B Description


ST

Fist and N/A N/A 1 Melee 1 3 3 N/A Normal


Feet Damage Damage.

Brass 1 40 2 1d4+MD 1 3 3 N/A Normal


Knuckles (1-4) Damage.

Spiked 1 60 2 1d6+4+MD 1 3 3 N/A Normal


Knuckles (5-10) Damage.

Boxing 5 10 1 MD/2 (Min 1 3 3 N/A Normal


Gloves 1) Damage.

Power Fist 7 1500 5 10+2d6+MD 1 3 4 N/A Normal


Damage.
(12-22)

Displacer 12 2200 6 20+1d20+MD 1 4 5 N/A Normal


Glove (21-40) Damage.

126
Melee Weapons

Special moves that don’t specify a targeted area can do


targeted attacks but cost 1 AP more.
Non-Targeted Special Moves cost the same as a Targeted Attack.

Some Melee Weapons have “Knockback”, with these weapons for


every 5 points of damage dealt the target is pushed back 1
Hex.

Name W Valu Min Dmg Rn S T B Descripti


e . g on
ST

Police Baton (can be 3 10 3 1d6+MD 1 4 4 N/ Type:


non-lethal for K/O) A Bludgeon
(1-6) Normal
(Knockback) Damage.

Knife 2 10 1 1d6+MD 1 4 4 N/ Type:


(1-6) A Dagger
Normal
Damage.

Shovel 8 15 5 1d4+2+M 1 4 4 N/ Type:


D A Bludgeon
SM: Dig
(3-6) Your Own
Grave!-
20%
Chance to
knockdown
when
targeting
the head.
Normal
Damage.

Combat Knife 2 80 2 1d8+2+M 1 4 3 N/ Type:


D A Dagger
(3-10) Normal
Damage.

Crowbar 5 25 5 1d8+4+M 1 4 5 N/ Type:


D A Bludgeon
(Knockback) SM: Bird
(5-12) Down-
When
hitting a
prone

127
target,
+25%
Critical
Hit
Chance.
Normal
Damage.

Baseball Bat 4 50 4 1d8+6+ 2 3 4 N/ Type: Bat


(Knockback) MD A Normal
(7-14) Damage.

Spear 4 35 4 1d8+4+M 2 4 5 N/ Type:


D A Spear
(5-12) Normal
Damage.

Axe 7 200 5 1d6+10+ 2 4 4 N/ Type: Axe


MD A Normal
(11-16) Damage.

Knife-Spear 4 70 4 1d10+6+ 2 4 4 N/ Type:


MD A Spear
(7-16) Normal
Damage.

Machete 3 50 4 1d12+2+ 1 4 4 N/ Type:


MD A Sword
Normal
(3-14) Damage.

Sledgehammer 12 120 6 1d6+3+M 2 4 5 N/ Type:


D A Bludgeon
(Knockback)
(4-9) Normal
Damage.

Wakizashi Blade 2 180 2 1d12+4+ 1 3 4 N/ Type:


MD A Sword
Normal
(5-16) Damage.

Machete Gladius 4 200 4 1d12+8+ 1 4 5 N/ Type:


MD A Sword
Normal
(9-20) Damage.

Brotherhood Blade 3 225 2 1d12+8+ 1 4 4 N/ Type:


MD A Sword
(9-20) SM:
Stealth
Slash -
When
sneak
attacking
, get a -
10% Hit
Chance
and a

128
Critical
Chance
+15%.
Normal
Damage.

Stun-Tec Super Taser! 8 500 4 1d4+8+M 1 2 3 N/ Type:


D A Electrici
(9-12) ty

Cattle Prod 3 230 4 2d6+8+M 1 4 4 N/ Type:


D A Bludgeon
Biologica
(10-20) l
critters
hit have
a 30%
chance of
being
knocked
unconscio
us. Hit
or miss
it uses
an Energy
Cell

Normal
Damage.

Super Cattle Prod 3 800 4 4d4+16+ 1 4 4 N/ Type:


MD A Bludgeon
Biologica
(20-32) l
critters
hit have
a 50%
chance of
being
knocked
unconscio
us. Hit
or miss
it uses
an Energy
Cell.
Two
Handed.
Normal
Damage.

Ripper 2 700 4 2d10+12 1 4 4 N/ Type:


+ MD A Dagger
30
(14-32) charges
of Energy
Cells.
Normal
Damage.

129
Katana 5 500 3 4d6+6+M 1 4 4 N/ Type:
D A Sword
(10-30) Normal
Damage.

Two
handed

Louisville Slugger 4 650 4 2d10+10 1 3 4 N/ Type:


+ MD A Bludgeon
(Knockback) SM:
(12-30) Homerun!-
When
targeting
only for
the head,
get a
+30%
Critical
Chance
Bonus.
Hardwood.
Rarely
found as
steel or
another
metal
alloy.
Normal
Damage.

Chainsaw 15 700 6 3d10+10 1 4 N/ N/ Type: Axe


+ MD A A Normal
chainsaws
(13-40) require
ethanol
and has
to be
scrounge
up. A
tank can
last you
20
attacks.
Electrica
l
chainsaws
have a
rechargea
ble
battery
that
holds 25
charges
of Energ
y Cell.
Two
Handed.
Normal
Damage.

130
Bumper Sword 14 650 10 4d6+10+ 2 5 6 N/ Type:
MD A Sword
A massive
(14-34) two ended
blade
from a
bumper,
flattened
and
sharpened
with a
bumper
stick on
the side.
Perfect
for your
battle
ready
Super
Mutant.
Two
Handed.
Normal
Damage.

Super Sledge 12 800 6 3d6+15+ 2 3 4 N/ Type:


MD A Bludgeon
(Knockback)
(18-36) Normal
Damage.

Verti-Claymore 14 1450 10 6d6+15+ 2 5 6 N/ Type:


MD A Sword
Two
(21-51) Handed.
Normal
Damage.

Bows/Pistols/ SMG N/ 1d6+MD 1 3 4 N/ Type:


A A Bludgeon
(1-6) Normal
Damage.

Rifle/Assault N/ N/A N/A 1d8+MD 1 4 5 N/ Type:


Rifle/Shotgun/ Grenade A (1-8) A Bludgeon
Launcher/Laser/Plasma/S Normal
pecial Weapons Damage.

LMG/Minigun/ Rocket N/ N/A N/A 1d10+MD 1 5 6 N/ Type:


Launcher/ Anti-Tank A A Bludgeon
Rifle/Flame Weapons (1-10) Normal
Damage.

131
Throwing Weapons

When a thrown weapon misses, it travels 1d10 Hexes in a random


direction.

The target of a thrown explosive (or anyone within full damage


range) can make an AGL-3 roll in order to evasively manoeuvre
and only take half damage, however in doing so is forced to
move one hex in a random direction away from the explosion. If
the roll fails, they take the full damage but they also do not
move.

The thrower can negate this by taking an extra moment to


“cook” the explosive before throwing, costing an additional
AP. However, if this action is taken and then Critically
Fails, the explosive goes off in the throwers hand for full
damage, crippling the user’s arm.

Name W Value Min. Dmg Rng S T B Description


ST

Rock 1 N/A 1 1d4+MD 10 4 5 N/A Normal


(1-4) Damage.

Bola 5 50 4 N/A 20+STR 6 N/A N/A When hit, the


target rolls
AGL.

If they fail,
they are put
into a
knockdown
state and
must roll STR
to break free
and destroy
the Bola.

Throwing 1 35 3 1d4+2+MD ST*2 5 6 N/A Normal


Knife (3-6) Damage.

Throwing 4 20 4 1d8+2+MD ST+8 5 6 N/A Normal


Spear (3-10) Damage.

Throwing 1 70 3 1d10+3+ ST+8 5 6 N/A Normal


Knife-Spear MD Damage.
(4-13)

132
Tin Grenade 1 25 3 1d10+10 ST+12 4 N/A N/A Normal
(11-20) Damage.

Everyone
within 1 Hex
takes half
damage.

Molotov 1 50 3 4d4+4 ST+12 5 N/A N/A Fire Damage.


Cocktail (8-20) Everyone
within 1 Hex
1d6 Fire takes half
Damage in damage and
following full Fire
turn Damage

Flash Grenade 1 100 4 N/A ST+15 4 N/A N/A Anyone facing


a flash
grenade who
doesn’t know
to look away
will suffer
blindness for
1d4 rounds
after it
explodes.
Anything
within two
spaces is
also subject
to 1d6 of
concussion
damage.
No Damage.

Smoke Grenade 1 100 4 N/A ST+15 4 N/A N/A In a radius


of 5 spaces,
a smoke
causes
choking,
coughing and
blindness for
1d4 rounds to
any
biological
creature
within it.

Dynamite 1 150 4 1d20+15 ST+15 4 N/A N/A Everyone


(16-35) within 1 Hex
takes full
Damage

Everyone
within 4
Hexes takes
1d6
concussive
damage

133
Fragmentation 3 400 1 1d10+26 ST+15 4 N/A N/A Anything
Grenade within 2
(27-36) Hexes of the
explosion
suffers half
damage.

Anything
within 4
Hexes takes
1d6
fragmentation
damage

Incendiary 1 500 4 1d10+28 ST+15 4 N/A N/A Anything


Grenade within two
(29-38) hexes
adjacent to
1d6 Fire the explosion
Damage is subject to
following full damage,
turn. and anything
within 2
spaces after
that suffers
half damage.

Pulse Grenade 1 700 4 1d10+50 ST+15 4 N/A N/A ONLY NON-


BIOLOGICALS
(51-60) TAKE DAMAGE

Any non-
biological
critters
within 5
hexes of the
explosion are
affected by
the blast.

Power Armor
is shut down
for 1 turn by
this.

Plasma 1 1000 4 3d10+27 ST+15 4 N/A N/A Anything


Grenade within two
(30-57) hexes takes
full damage.
Ignores Anything
DT within four
Hexes takes
half.

134
Small Guns
Pistols

Name W Value Min. Dmg Rng S T B Description


ST

Light Crossbow 5 50 5 1d6 30 4 4 N/A Magazine Size: 1


(1-6) Ammo: Bolt

Handmade 5 70 3 1d4 15 3 4 N/A Magazine Size: 1


Pistol (1-4) Ammo: .32

9mm Pistol 3 100 3 1d4+4 25 4 5 N/A Magazine Size:


(5-8) 12
Ammo: 9mm

10mm Pistol 4 250 3 2d4+4 20 5 6 N/A Magazine Size:


(6-12) 12
Ammo: 10mm

.32 Snub Nose 4 200 3 1d10+3 10 4 5 N/A Magazine Size: 6


Revolver (4-13) Ammo: .32

Walther PPK 4 400 2 1d6+9 20 4 5 N/A Magazine Size: 9


(Silenced) (10-15) Ammo: 9mm

.45 Auto 4 400 3 1d8+6 17 4 5 N/A Magazine Size: 7


Pistol (7-14) Ammo: .45

.357 Revolver 6 300 5 1d12+4 19 4 5 N/A Magazine Size: 6


(5-16) Ammo: .357
“Cowboy Gun”

.44 Magnum 5 450 5 1d12+8 15 5 6 N/A Magazine Size: 6


(9-20) Ammo: .44
“Cowboy Gun”

.44 Desert 9 1500 5 1d12+6 19 4 5 N/A Magazine Size: 8


Eagle (7-18) Ammo: .44

Chinese Pistol 3 400 3 1d4+7 22 3 4 N/A Magazine Size: 7


(8-11) Ammo: 9mm

12.7mm Pistol 10 1100 5 2d8+12 24 5 6 N/A Magazine Size: 6


(14-28) Ammo: 12.7mm

Needler Pistol 4 500 3 1d4+3 24 3 4 N/A Magazine Size:


(4-7) 10
Ammo: HN Needler

.223 LAPD 5 700 5 1d10+20 30 5 6 N/A Magazine Size: 5


Blaster (21-30) Ammo: .223

135
Rifles

Name W Value Min. Dmg Rng S T B Description


ST

BB Gun 5 50 1 +0 22 4 5 N/A Magazine Size: 100


Ammo: BB

Varmint 10 75 5 1d4+6 20 4 5 N/A Magazine Size: 5


Rifle (7-10) Ammo: 22lr

Heavy 8 100 6 1d8 50 4 5 N/A Magazine Size: 1


Crossbow (1-8) Ammo: Bolt

Hunting 6 400 4 1d12+7 30 5 6 N/A Magazine Size: 8


Rifle (8-19) Ammo: .223

Service 7 350 4 1d8+7 25 5 6 N/A Magazine Size: 20


Rifle (8-15) Ammo: 5.56
“Infantry Rifle”

No Burst, but can


utilize Suppressing
Fire

Trail 9 450 5 2d8+6 40 5 6 N/A Magazine Size: 5


Carbine (8-22) Ammo: .44
“Cowboy Gun”

M1 Battle 8 600 5 1d8+15 35 5 6 N/A Magazine Size: 8


Rifle (16-23) Ammo: .308
“Infantry Rifle”

M16 9 500 6 1d10+4 20 5 6 6 Magazine Size: 20


Marksman (5-14) Ammo:5.56
Carbine 3 Shot Burst
“Infantry Rifle”
(Burst)

Spear Gun 10 1400 4 3d4+2 15 5 6 N/A Magazine Size: 1


(5-14) Ammo: Spear

Brush Gun 10 800 5 1d12+20 35 5 6 N/A Magazine Size: 10


(21-32) Ammo: .45-70 Gov’t
“Cowboy Gun”

Sniper 12 1000 5 2d12+10 50 6 7 N/A Magazine Size: 6


Rifle (12-34) Ammo: .223

136
Anti- 20 2500 7 4d8+16 120 6 7 N/A Magazine Size: 5
Materiel (20-48) Ammo: .50 MG
Rifle IGNORES DT
Requires 30% Big
Guns or Bipod and
prone stance to use

Gauss Rifle 13 2600 5 1d10+33 50 5 6 N/A Magazine Size: 10


Ammo: 2mm EC
(34-43)

AK-112 10 1500 5 1d12+6 30 4 5 6 Magazine Size: 24


Assault 8 (7-18) Ammo: 5mm
cv Rifle 4 Shot Burst
(Burst) “Infantry Rifle”

R91 Combat 8 2250 6 2d8+8 35 5 6 6 Magazine Size: 24


Rifle (10-24) Ammo: 7.62
(Burst) 5 Shot Burst
“Infantry Rifle”

Railway 8 4500 5 1d20 35 5 6 N/A Magazine Size: 10


Rifle Ammo:
Railway Spike
Ignores DT and 20%
DR except for Power
Armor.

137
Shotguns

Name W Value Min. Dmg Rng S T B Description


ST

Double-Barrelled 5 180 4 2d6+2 10 5 6 6 Magazine


Shotgun Size: 2
(4-14) Ammo: 20
Gauge

Double Blast

Sawed-off Shotgun 4 315 4 2d6+6 5 4 5 6 Magazine


Size: 2
(8-18) Ammo: 20
Gauge

Double Blast

Hunting Shotgun 4 500 5 2d6+10 20 5 6 N/A Magazine


(12-22) Size: 5
Ammo: 12
Gauge

6 2000 6 1d10+15 15 5 6 6 Magazine


‘City Killer’ Size: 6
Combat Shotgun (16-25) Ammo: 12
(Burst Fire) Gauge
3 Shot Bust

138
Submachine Guns

Name W Value Min. ST Dmg Rng S T B Description

9mm SMG 5 400 4 1d4+2 15 - - 5 Magazine Size: 20


(3-6) Ammo: 9mm
Burst Only 4 Shot

10mm SMG 5 600 5 2d4+2 15 - - 5 Magazine Size: 30


(4-10) Ammo: 10mm
Burst Only 4 Shot

Thompson SMG 7 750 6 1d10+3 15 - - 5 Magazine Size: 40


(4-13) Ammo: .45
Two Handed.
Burst Only 4 Shot

12.7mm SMG 5 1200 5 2d8+2 20 - - 5 Magazine Size: 30


(4-18) Ammo: 12.7mm
Burst Only 5 Shot

139
Big Guns

Anti-Tank Rifles

Name W Value Min. Dmg Rng S T B Description


ST

Elephant Gun 30 3250 6 2d10+28 60 5 6 N/A Magazine Size: 10


Ammo: .50
(30-48) Can only be fired
while prone.

IGNORES DT
-10% DR

Costs 2 AP to set
up.

Gobi Campaign 30 5500 7 1d20+45 80 5 6 N/A Magazine Size: 5


Power-Rifle Ammo: .50
(46-65) Can only be fired
while prone.

IGNORES DT
-20% DR

Costs 2AP to set


up

140
Light Machine Gun

Name W Value Min. Dmg Rng S T B Description


ST

Light Support 30 850 7 3d4+4 10 5 6 6 Magazine Size: 30


Weapon (7-16) Ammo: 7.62
Minimum 3 Shot
Burst

Browning 30 950 7 2d4+8 10 5 6 6 Magazine Size: 50


Automatic (10-16) Ammo: .308
Rifle Minimum 4 Shot
Burst

Bozar 20 5250 6 1d10+24 70 5 6 6 Magazine Size: 30


Ammo: .223
(25-34) Can do up to a
five-round burst.

141
Flame Weapons

Name W Value Min. Dmg Rng S T B Description


ST

Flamer 10 650 4 1d10+4 5 5 N/A N/A Magazine Size:


Pistol (5-14) 3
Ammo: Fuel
1d4 damage Canister
for an Can be used as
additional a Small
turn Gun/Energy
Weapons.
One Handed.

Flamer 18 2000 6 3d10+10 10 6 N/A N/A Magazine Size:


5
(13-40) Ammo: Fuel
Canister
1d6 for an Fires into a
additional cone that at
turn the tip is 3
hexes wide.

Suppressing
Fire

Heavy 19 3000 7 1d20+30 10 6 N/A N/A Magazine Size:


Incinerator 5
(31-50) Ammo: Fuel
Canister
1d8 for an Upon impact,
additional everyone and
turn everything one
hex from the
center of the
splash of fire
takes fire
damage. The
flames last for
a turn and
anyone that
steps through
or ends their
turn on the
fire suffers
1d8 Fire
Damage.

142
Grenade Launchers

Name W Value Min. Dmg Rng S T B Description


ST

Grenade 5 450 4 1d12+4 12 5 N/A N/A Magazine Size: 1


Pistol (5-16) Ammo: 40mm
One Handed.
Adjacent
hexes
take half
damage

Grenade 12 650 5 1d12+9 20 5 N/A N/A Magazine Size: 1


Rifle (10-21) Ammo: 40mm
One Handed.
Adjacent
hexes
take half
damage

Mounted 70 850 7 1d20+20 25 6 N/A N/A Magazine Size: 5


Grenade Ammo: 40mm
Launcher (21-40) Take a turn to
setup with a
Adjacent successful Big
hexes Guns roll. When
take half setup your range
damage increases to
110.

Grenade 75 2000 6 3d12+4 20 6 N/A 4 Magazine Size:


Machinegun (7-40) 30
Ammo: 25mm
Adjacent Grenades
hexes
take half Suppressing Fire
damage

143
Miniguns (Two Handed)

Name W Value Min. Dmg Rng S T B Description


ST

Rockwell 28 800 7 2d6+5 35 N/A N/A 6 Magazine Size: 120


Minigun Ammo: 5mm
(7-17)
Minimum Burst: 6
Maximum Burst: 10

When setup your


range increases to
70.

80 950 10 1d12+12 45 N/A N/A 6 Magazine Size: 100


Mounted Ammo: .50
Turret (13-24)
Minimum Burst: 5
Maximum Burst: 8

When setup your


range increases to
90.

Shoulder 12 5500 7 2d6+9 40 N/A N/A 6 Magazine Size: 60


Mounted Ammo: 10mm
Machine (11-21)
Gun Minimum Burst: 6
Maximum Burst: 10

Avenger 28 15250 7 2d6+13 30 N/A N/A 6 Magazine Size: 100


Minigun Ammo: 5mm
(15-25)
Minimum Burst: 6
Maximum Burst 10

When setup your


range increases to
60.

144
Mortars (Two Handed)

Name W Value Min. Dmg Rng S T B Description


ST

Portable 40 930 5 1d20+19 150 5 N/A N/A Magazine Size: 1


Mortar Ammo: 60mm
(20-39)
The explosion
radius is 15
hexes from the
centre and
everyone at 13
or 14 hexes can
roll an AGI-2 to
avoid full
damage.
Can only be
fired on the
ground.

Heavy Duty 50 1000 6 1d20+22 175 5 N/A N/A Magazine Size: 1


Mortar Ammo: 81mm
(23-42)
The explosion
radius is 18
hexes from the
centre and
everyone at 16
or 17 hexes can
roll an AGI-2 to
avoid full
damage.
Can only be
fired on the
ground.

Blastmaster 60 1500 7 1d20+39 200 5 N/A N/A Magazine Size: 1


Mortar Ammo: 107mm
(40-59)
The explosion
radius is 20
hexes from the
centre and
everyone at 18
or 19 hexes can
roll an AGI-2 to
avoid full
damage.

145
Rocket Launcher (Two Handed)

Name W Value Min. Dmg Rng S T B Description


ST

RPG 15 950 6 1d6+22 40 6 N/A N/A Magazine Size: 1


Ammo: RPG Ammo
(23-28) Enemy rolls AG -1.
If you succeed to
take half damage.
If you fail you
take full damage.

Rockwell 15 2300 6 1d6+45 40 6 N/A N/A Magazine Size: 1


Rocket Ammo: Rocket
Launcher (46-51) Enemy rolls AG -1.
If you succeed to
take half damage.
If you fail you
take full damage.

Red Glare 15 5000 6 3d8+20 40 6 N/A 7 Magazine Size: 1


(Burst Ammo: Rocket
Fire) (23-44) Enemy rolls AG -1.
If you succeed to
take half damage.
If you fail you
take full damage.

6 Shot Burst

‘Fatman’ 25 9500 6 1d20+280 50 6 N/A N/A Magazine Size: 1


Mobile Ammo: Mini Nuke
Nuclear (281- The mini nuke hits
Launcher 300) everything within
30 hexes of the
explosion. At 29
hexes must roll
AGI-2 in order to
evade. The blast
gives off 50 rads
an hour.

146
Energy Weapons
Laser

Name W Value Min. Dmg Rng S T B Description


ST

AEP7 4 250 3 2d8 35 5 6 N/A Magazine Size:


Laser 12
Sidearm (2-16) Ammo: EC

Wattz Laser 4 950 3 1d12+9 45 5 6 N/A Magazine Size:


Pistol 15
(10- Ammo: EC
21)

Laser Rapid 7 700 4 3d4 40 N/A N/A 5 Magazine Size:


Capacitor 60
Weapon (3-12) Ammo: EC
(Burst) Burst Fire Only
(4 Round Burst)
Two Handed.

AER9 Laser 11 800 5 3d8 35 5 6 N/A Magazine Size:


Carbine (3-24) 20
Ammo: MFC
Two Handed.

Wattz Laser 12 2200 6 5d6+20 45 5 6 N/A Magazine Size:


Rifle (25- 10
50) Ammo: MFC
Two Handed.

Gatling 24 5000 6 3d8 40 N/A N/A 6 Magazine Size:


Laser (3-24) 50
(Burst) Ammo: MFC
Requires 25% in
Big Guns to use
Two Handed.

Wattz 13 4000 6 4d6 25 N/A N/A 5 Magazine Size:


Tri-Beam (4-24) 25
Laser Rifle Ammo: MFC
(Burst) Three Round
Burst Only

147
Spread
Two Handed.

Tesla Cannon 20 8000 8 10d6 50 6 N/A N/A Magazine Size: 1


(10- Ammo: EPC
60) Requires a 75%
in Big Guns to
use.

Plasma

Name W Value Min. Dmg Rng S T B Description


ST

Plasma 4 350 4 3d6+2 15 5 6 N/A Magazine Size: 16


Pistol (5-20) Ammo: EC

Plasma 4 1200 4 1d20+10 20 5 6 N/A Magazine Size: 12


Defender (11-30) Ammo: EC

Plasma 12 900 5 4d8 20 5 6 N/A Magazine Size: 10


Rifle (4-30) Ammo: MFC
Two Handed.

Plasma 14 4000 6 4d10+26 25 5 5 N/A Magazine Size: 10


Caster (30- Ammo: MFC
67) Two Handed.

148
Ammunition Value Weight
.223 4 0.05
.308 4 0.05
.32 1 0.05
.357 2 0.05
.44 3 0.05
.22lr 1 0.05
.45 3 0.05
.45-70 Gov’t 5 0.05
.50 7 0.05
5mm 1 0.05
5.56 2 0.05
7.62 4 0.05
9mm 1 0.05
10mm 2 0.05
12.7mm 5 0.05
HN Needler 10 0.5
Fuel Cannister 250 10
Small Energy Cell 150 0.5
Electron Charge 600 1
Pack
Microfusion Cell 220 1
2mm Electromagnetic 400 0.5
Cartridge
40mm Grenade 12 3
Rocket 400 5
60mm Shell 400 3
81mm Shell 400 3
107mm Shell 500 3
Mini Nuke 50000 10
12 Gauge 2 0.05
20 Gauge 1 0.05
BB 1 0.05
Bolt 3 0.1
Railway Spike 2 0.5

149
150

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