Ammunition: Ammunition:
.45 Rounds .45 Rounds
8+4 .45 Rounds 8+4 .45 Rounds
Weight <1, Value 3, Rarity 2 Weight <1, Value 3, Rarity 2
★★ Wanderers ★★ Wanderers
Ammunition: Ammunition:
Fusion Cells Fusion Cells
14+7 Fusion Cells 14+7 Fusion Cells
Weight <1, Value 3, Rarity 2 Weight <1, Value 3, Rarity 2
★★ Wanderers ★★ Wanderers
Ammunition: Ammunition:
.44 Magnum Rounds .44 Magnum Rounds
4+2 .44 Magnum Rounds 4+2 .44 Magnum Rounds
Weight <1, Value 3, Rarity 2 Weight <1, Value 3, Rarity 2
★★ Wanderers ★★ Wanderers
Ammunition: Armor:
.44 Magnum Rounds Sturdy Combat Arm Armor
4+2 .44 Magnum Rounds Arm covered.
Weight <1, Value 3, Rarity 2 3 Physical DR, 3 Energy DR
Weight 5, Value 105, Rarity 3
★★ Wanderers ★★★ Wanderers
Armor: Armor:
Sturdy Combat Chest Piece Sturdy Combat Helmet
Torso covered. Head covered.
3 Physical DR, 3 Energy DR 3 Physical DR, 3 Energy DR
Weight 12, Value 140, Rarity 3 Weight 5, Value 105, Rarity 3
★★★ Wanderers ★★★ Wanderers
Armor: Armor:
Sturdy Combat Leg Armor Heavy Leather Arm
Leg covered Covers Arm (roll Hit Location Die to determine left or right)
3 Physical DR, 3 Energy DR 3 Physical DR, 4 Energy DR
Weight 5, Value 105, Rarity 3 Weight 7, Value 28, Rarity 3
★★★ Wanderers ★★★ Wanderers
Armor: Armor:
Heavy Leather Chest Piece Heavy Leather Leg
Torso covered. Covers Leg (roll Hit Location Die to determine left or right)
3 Physical DR, 4 Energy DR 3 Physical DR, 4 Energy DR
Weight 15, Value 75, Rarity 3 Weight 7, Value 30, Rarity 3
★★★ Wanderers ★★★ Wanderers
Beverages: Beverages:
Purified Water Purified Water
Restores 3 HP when consumed outside of combat Restores 3 HP when consumed outside of combat
Weight <1, Value 20, Rarity 1 Weight <1, Value 20, Rarity 1
★ Wanderers ★ Wanderers
Beverages: Beverages:
Brahmin Milk Brahmin Milk
Restores 1 HP when consumed outside of combat. Restores 1 HP when consumed outside of combat.
Heal 2 Radiation damage Heal 2 Radiation damage
Weight <1, Value 15, Rarity 2 Weight <1, Value 15, Rarity 2
★★ Wanderers ★★ Wanderers
Beverages: Beverages:
Moonshine Nuka-Cherry
+2 Max HP until end of scene. Addictive 2. Until end of scene, Restores 3 HP and gain +2 AP when consumed outside of combat.
reroll up to 1d20 on STR and CHA tests. Increase the difficulty Gain 1 Cap, Roll 1 and take 1 radiation damage on an effect.
difficulty of INT tests by +1. Weight 1, Value 30, Rarity 3 Weight 1, Value 40, Rarity 3
★★★ Wanderers ★★★ Wanderers
Beverages: Chems:
Nuka-Cherry Med-X
Restores 3 HP and gain +2 AP when consumed outside of combat. +3 Physical DR
Gain 1 Cap, Roll 1 and take 1 radiation damage on an effect. Lasting duration, Addictive 2.
Weight 1, Value 40, Rarity 3 Weight <1, Value 50, Rarity 2
★★★ Wanderers ★★ Wanderers
Chems: Chems:
Med-X Mentats
+3 Physical DR Re-roll 1d20 on PER and INT tests
Lasting duration, Addictive 2. Lasting duration, Addictive 3.
Weight <1, Value 50, Rarity 2 Weight <1, Value 50, Rarity 2
★★ Wanderers ★★ Wanderers
Chems: Clothing:
Mentats Army Helmet
Re-roll 1d20 on PER and INT tests Head covered.
Lasting duration, Addictive 3. 2 Physical DR
Weight <1, Value 50, Rarity 2 Weight 3, Value 20, Rarity 1
★★ Wanderers ★ Wanderers
Clothing: Clothing:
Army Helmet Lab Coat
Head covered. Outfit. Arms, Legs, Torso covered.
2 Physical DR Re-roll one d20 on one INT test each scene
Weight 3, Value 20, Rarity 1 Weight 2, Value 10, Rarity 1
★ Wanderers ★ Wanderers
Clothing: Clothing:
Lab Coat Military Fatigues
Outfit. Arms, Legs, Torso covered. 1 Energy DR
Re-roll one d20 on one INT test each scene Arms, Legs, Torso covered.
Weight 2, Value 10, Rarity 1 Weight 3, Value 12, Rarity 1
★ Wanderers ★ Wanderers
Clothing: Food:
Military Fatigues Salisbury Steak
1 Energy DR Restores 5 HP when consumed outside of combat
Arms, Legs, Torso covered. Roll 1 and take 1 radiation damage on an effect.
Weight 3, Value 12, Rarity 1 Weight <1, Value 20, Rarity 0
★ Wanderers Wanderers
Food: Food:
Salisbury Steak Sugar Bomb
Restores 4 HP when consumed outside of combat,
Restores 5 HP when consumed outside of combat Roll 1 and take 1 radiation damage on an effect,
Roll 1 and take 1 radiation damage on an effect. Gain +1 AP at the start of the next scene.
Weight <1, Value 20, Rarity 0 Weight <1, Value 11, Rarity 0
Wanderers Wanderers
Food: Food:
Sugar Bomb Sugar Bomb
Restores 4 HP when consumed outside of combat, Restores 4 HP when consumed outside of combat,
Roll 1 and take 1 radiation damage on an effect, Roll 1 and take 1 radiation damage on an effect,
Gain +1 AP at the start of the next scene. Gain +1 AP at the start of the next scene.
Weight <1, Value 11, Rarity 0 Weight <1, Value 11, Rarity 0
Wanderers Wanderers
Food: Food:
Grilled Radroach Grilled Radroach
Restores 5 HP when consumed outside of combat Restores 5 HP when consumed outside of combat
Weight <1, Value 7, Rarity 1 Weight <1, Value 7, Rarity 1
★ Wanderers ★ Wanderers
Food: Food:
Grilled Radroach Ribeye Steak
Restores 5 HP when consumed outside of combat Restores 10 HP when consumed outside of combat
Weight <1, Value 7, Rarity 1 Weight 1, Value 40, Rarity 2
★ Wanderers ★★ Wanderers
Food: Food:
Ribeye Steak Radscorpion Steak
Restores 10 HP when consumed outside of combat Restores 12 HP when consumed outside of combat,
Weight 1, Value 40, Rarity 2 +2 Energy DR until the end of next scene.
Weight 1, Value 65, Rarity 3
★★ Wanderers ★★★ Wanderers
Food: Food:
Radscorpion Steak Deathclaw Steak
Restores 12 HP when consumed outside of combat, Restores 14 HP when consumed outside of combat,
+2 Energy DR until the end of next scene. May re-roll 1d20 on all STR tests until end of the next scene
Weight 1, Value 65, Rarity 3 Weight <1, Value 80, Rarity 4
★★★ Wanderers ★★★★ Wanderers
Junk: Junk:
Junk Pile Junk Pile
Contains 5 + 5 Junk Contains 5 + 5 Junk
(Amount found may be doubled by spending a Luck Point) (Amount found may be doubled by spending a Luck Point)
Weight 2, Value 2, Rarity 0 Weight 2, Value 2, Rarity 0
Wanderers Wanderers
Legendary Armor: Melee Weapons:
Devastator's Armor Combat Knife
(Punishing Heavy Metal Armor Chest Piece)
If you are hit by an attack, each Effect rolled on the damage
roll inflicts 1 damage of that damage type to the attacker. Melee Weapons, 3 Piercing Physical damage
Torso covered. 5 Physical DR, 4 Energy DR. Weight 1, Value 25, Rarity 1
Weight 23, Value 950, Rarity 5
★★★★★ Wanderers ★ Wanderers
Melee Weapons: Melee Weapons:
Combat Knife Combat Knife
Melee Weapons, 3 Piercing Physical damage Melee Weapons, 3 Piercing Physical damage
Weight 1, Value 25, Rarity 1 Weight 1, Value 25, Rarity 1
★ Wanderers ★ Wanderers
Melee Weapons: Melee Weapons:
Power Fist Power Fist
Unarmed, 4 Stun Physical damage Unarmed, 4 Stun Physical damage
Weight 4, Value 100, Rarity 2 Weight 4, Value 100, Rarity 2
★★ Wanderers ★★ Wanderers
Melee Weapons: Melee Weapons:
Ripper Ripper
Melee Weapons, 4 Vicious Physical damage Melee Weapons, 4 Vicious Physical damage
Weight 6, Value 50, Rarity 2 Weight 6, Value 50, Rarity 2
★★ Wanderers ★★ Wanderers
Oddities and Valuables: Oddities and Valuables:
Caps Stash Caps Stash
Contains 5d20 Caps Contains 5d20 Caps
(Amount found may be doubled by spending a Luck Point) (Amount found may be doubled by spending a Luck Point)
Wanderers Wanderers
Oddities and Valuables: Oddities and Valuables:
Pack Brahmin Tales of a Junktown Jerky Vendor
When you succeed or fail at a Barter test to haggle
Carries up to 500lbs of weight. on the price of a trade, you may spend 1 Luck Point
AGI + Survival (diff 1) to produce 1 Brahmin Milk per day to shift the price 10%.
Value 200, Rarity 3 Weight <1, Value 100, Rarity 3
★★★ Wanderers ★★★ Wanderers
Ranged Weapons: Ranged Weapons:
.44 Pistol .44 Pistol
Small Guns, 6 Vicious Physical damage Small Guns, 6 Vicious Physical damage
Fire Rate 1, Range C, Close Quarters, Reliable Fire Rate 1, Range C, Close Quarters, Reliable
.44 Rounds, Weight 4, Value 99, Rarity 2 .44 Rounds, Weight 4, Value 99, Rarity 2
★★ Wanderers ★★ Wanderers
Ranged Weapons: Ranged Weapons:
.44 Pistol Combat Rifle
Small Guns, 6 Vicious Physical damage Small Guns, 5 Physical damage
Fire Rate 1, Range C, Close Quarters, Reliable Fire Rate 2, Range M, Two-Handed
.44 Rounds, Weight 4, Value 99, Rarity 2 .45 Rounds, Weight 11, Value 117, Rarity 2
★★ Wanderers ★★ Wanderers
Ranged Weapons: Ranged Weapons:
Combat Rifle Auto Bayoneted Tactical Combat Rifle
Small Guns, 4 Burst Physical damage
Small Guns, 5 Physical damage Fire Rate 4, Range M, Bayonet, Two-Handed,
Fire Rate 2, Range M, Two-Handed You may re-roll the hit location die.
.45 Rounds, Weight 11, Value 117, Rarity 2 .45 Rounds, Weight 12, Value 161, Rarity 3
★★ Wanderers ★★★ Wanderers
Ranged Weapons: Ranged Weapons:
Auto Bayoneted Tactical Combat Rifle Laser Rifle
Small Guns, 4 Burst Physical damage
Fire Rate 4, Range M, Bayonet, Two-Handed, Energy Weapons, 5 Piercing Energy damage
You may re-roll the hit location die. Fire Rate 1, Range M, Two-Handed
.45 Rounds, Weight 12, Value 161, Rarity 3 Fusion Cells, Weight 7, Value 134, Rarity 2
★★★ Wanderers ★★ Wanderers
Ranged Weapons: Thrown/Explosive Weapons:
Laser Rifle 2+1 Frag Grenades
Energy Weapons, 5 Piercing Energy damage Explosive, 6 Physical damage
Fire Rate 1, Range M, Two-Handed Blast, Thrown (M)
Fusion Cells, Weight 7, Value 134, Rarity 2 Weight <1, Value 50, Rarity 2
★★ Wanderers ★★ Wanderers
Thrown/Explosive Weapons: Thrown/Explosive Weapons:
2+1 Frag Grenades Frag Mine
Explosive, 6 Physical damage Explosive, 6 Physical damage
Blast, Thrown (M) Blast, Mine
Weight <1, Value 50, Rarity 2 Weight 1, Value 50, Rarity 2
★★ Wanderers ★★ Wanderers
Thrown/Explosive Weapons: Thrown/Explosive Weapons:
Frag Mine Frag Mine
Explosive, 6 Physical damage Explosive, 6 Physical damage
Blast, Mine Blast, Mine
Weight 1, Value 50, Rarity 2 Weight 1, Value 50, Rarity 2
★★ Wanderers ★★ Wanderers