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®

Lead Designers Chief Creative Officer With Thanks to


Nathan Dowdell and Sam Webb Chris Birch David Evans, the whole team at
Bethesda Softworks, and all the
Additional Design by Chief Operations Officer
Fallout fans and playtesters
Virginia Page Rita Birch
Modiphius Entertainment Ltd.
Writers Managing Director
2nd Floor, 39 Harwood Rd,
Nathan Dowdell and Sam Webb Cameron Dicks
London SW6 4QP, United Kingdom
Editor Financial Controller
[email protected]
Carol Darnell Luc Wolfenden
www.modiphius.com
Graphic Designers Head of Product
Michal E Cross, Tom Hutchings, Sam Webb
Federico Sohns, and Stephanie Toro
Head of Creative Services
Layout Jon Webb
Tom Hutchings
Head of Retail
and Michal E. Cross
Will Sobel
Art Directors
Logistics Manager
James Barry, Federico Sohns,
Peter Grochulski
and Katya Thomas
Video Content Producer
Proofreader
Steve Daldry
Carol Darnell
Photographer
Project Managers
Rocío Martín Pérez
James Barry and Virginia Page
Customer Service
Production Managers
Lloyd Gyan
Peter Grochulski and Sam Webb
Office Manager
Bethesda Artwork and Staff
Shaun Hocking
Michael Kochis, Laura Martson,
Emil Pagliarulo, Spencer Weisser, Webstore Manager
Jessica Williams, and Calvin Yang Kyle Shepard

Data Analyst
Benn Graybeaton

Bookkeeper
Valya Mkrtchyan

© 2021 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the
U.S and/or other countries.
The Modiphius Entertainment logo is a trademark of Modiphius Entertainment. All Rights Reserved to their respective owners.
The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2015-2021. All 2d20 system text is copyright Modiphius
Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement
is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except
for those people and events described in an historical context.
CONTENTS
 Chapter One   Chapter Two 
GAMEMASTER EQUIPMENT
OPTIONS TABLES
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . 4 Ammunition . . . . . . . . . . . . . . . . . . . . . . . . 25
Travel and Terrain . . . . . . . . . . . . . . . . . . . . . 9 Small Guns . . . . . . . . . . . . . . . . . . . . . . . . . 26
Navigating the Wasteland . . . . . . . . . . . . . . 15 Energy Weapons . . . . . . . . . . . . . . . . . . . . . 28
Creating Scavenging Locations . . . . . . . . . . . 17 Big Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . 34
Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Throwing Weapons . . . . . . . . . . . . . . . . . . . 39
Apparel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Power Armor . . . . . . . . . . . . . . . . . . . . . . . . 46
Robot Armor . . . . . . . . . . . . . . . . . . . . . . . . 53
Robot Modules . . . . . . . . . . . . . . . . . . . . . . . 55
Loot Tables . . . . . . . . . . . . . . . . . . . . . . . . . 56
Chapter One

GAMEMASTER
OPTIONS
OPTIONAL RULES
There are several tools, not in the Core Rules chapter, test represents a problem that requires much greater
which do build upon them to provide optional modes effort to resolve. They can be tests that last a whole
of play or enhance your game. They can be a little session, or even a whole quest, and often provide
more complex, or require more bookkeeping, but mounting tension or pacing for a key objective.
provide you with ways to represent key experiences in
the world of Fallout. Extended tests use the same mechanics as characters
taking damage and injuries in combat, except these
injuries are called breakthroughs, and represent

EXTENDED TESTS actions that will take an uncertain amount of time and
effort to complete. To track an extended test, decide
how much effort it needs by assigning it a value of
Extended tests can provide a greater challenge for
health, between 5 and 20 points, just like you might
player characters than normal skill tests. While tests
an NPC. Then decide how many breakthroughs the
represent a single problem to overcome, an extended
players need to achieve to complete the extended task

4 FALLOUT  The Roleplaying Game


between one and five, representing the milestones they If the extended test’s effort is already at 0, and any
need to complete. When the characters have achieved damage is scored, then the player achieves two
enough breakthroughs, they’ve passed the extended breakthroughs.
test. You can think of extended tests like the health of
the problem, and its breakthroughs the critical injuries. ADDED RESISTANCE
The players must score enough critical injuries to fully
You can add some damage resistance to extended tests,
achieve your intended outcome of the extended test.
just like armor, to make them harder to accomplish.
Most extended tests should have a resistance of 0, but
RESOLVING EXTENDED TESTS you may want to give the extended test a resistance
Ask the players involved to roll skill tests to work on of 1 or 2, limiting how much damage the characters
the extended test like they normally would, with a inflict with each test they make.
difficulty you decide based on the circumstances, but
each time they succeed ask them to roll some combat USING ACTION POINTS IN
dice ( C
D) to reduce the extended test’s points of effort, EXTENDED TESTS
just like they would if they’d hit an enemy in combat.
You can offer the players some of the same Action
They roll a number of C
D equal to 2 + the skill rank
Point spending options, to influence their results and
they are using, reducing the extended test’s health by
deal more damage.
that much.

ƒ Buy d20s (1–6 AP): Buy bonus d20s for a test. The first
ACHIEVING BREAKTHROUGHS die costs 1 AP, the second costs 2, and the third costs 3.
If the C
D score is 5 or more, or the test’s points reduce
ƒ Reduce Time (2 AP): Halve the amount of time a
to 0, then one or more breakthroughs are made. It’s
test takes to attempt.
possible that a player can reduce an extended test’s
health to 0 and score 5 or more damage at once, and ƒ Make an Additional Test (2 AP): Make one addi-
therefore score two breakthroughs in a single roll. tional skill test immediately. They can only choose
this option once during an extended test.

Example: In order to track an Institute courser, Nora must ƒ Extra Damage: Players can spend up to 3 AP to
triangulate its signal—doing so is an extended test, and it increase your dice pool by up to 3 C
D. Each AP spent
looks like this: adds 1 C
D to their damage roll.

ƒ Effort: 20
ƒ Breakthroughs:  OPTIONAL BENEFITS
If you want to help the players, or if the circumstances
She travels to the C.I.T. ruins north of Diamond City, tunes of the scene make sense, breakthroughs can have one
her Pip-Boy’s radio to the frequency and moves around the of the following effects, at your discretion.
ruins. She succeeds her INT + Science test and then rolls
5C
D, scoring a total of 6 damage. This reduces the extended ƒ Difficulty Reduction: Any remaining skill tests
test’s effort by 6, down to 14, and because Nora scored 5 or made to overcome the problem have their difficulty
more damage at once, she also achieved a breakthrough! reduced by 1.
One of the three breakthroughs is checked off, and she
ƒ Resistance Reduction: The stress track’s resistance
begins to follow the signal east to Greenetech Genetics.
reduces by 2.

ƒ Effort: 20 14 ƒ Challenge Dice Increase: From now on, Challenge


ƒ Breakthroughs:  Dice roll made against the problem gains +1 C
D.

Once Nora achieves all three breakthroughs,


she finds the courser.

GM Toolkit  GAMEMASTER OPTIONS 5


TIMED TESTS
Example Extended Test:
The extended test can be on a timer and exceeding
the time limit either makes further progress impos- Scavenging the Ruins
sible or is catastrophic for the quest. You choose how The player characters are looking for a specific component
much time the characters have, and how long each or item in a single location with the item hidden inside.
attempted skill test takes. Players can then spend AP Searching for it isn’t as simple as a single test, and so this
to reduce this time, and complications can increase it. extended test gives a framework for handling the longer
process of singling out an important piece of loot.
As a rule of thumb, the players should have just
ƒ Effort: 20
enough time to complete the extended task equal to
ƒ Breakthroughs Required: 4
the number of breakthroughs. If each skill test takes
ƒ Resistance: 2
five minutes, and the players need to achieve three
ƒ Base Test Difficulty: 2
breakthroughs, then a good time limit is fifteen min-
utes. Increasing or reducing this time limit makes it The ruins cover a large area, so narrowing down the loca-
easier or harder for the group. tion of this item will take a lot of work, represented by the
20 health of effort. There are four large sections to cover,
represented by the four breakthroughs. The whole area is a

VARIABLE INITIATIVE mess of glass, brick, and concrete, and so the work is harder
to accomplish, represented by the 2 damage resistance.

If you’d like a more traditional approach to the turn


Each breakthrough achieved represents having homed in on
order in combat, you can use this method to generate
the location of the item or having searched one area of the
a random order.
ruins and come up empty.

At the start of a combat encounter, each character rolls


Possible Skills
Combat Dice equal to their Initiative value, and you
ƒ PER + Survival: The player characters use their
note down the totals rolled. If one side or the other
perception to look through the ruins and recognize
has a significant advantage, such as an ambush, then
scavengable items.
they may add an additional +1 to each of their results
for each Effect they roll. ƒ INT + Science: The player characters use the ruins’
computers to discover information about life there pre-
The player who rolls the highest total takes the first war, to deduce where the item might be.
turn, followed by the next-highest, and so on until
ƒ STR + Repair: The player characters try to mend some
every character has taken their turn. Then, a new
of the ruins to get into inaccessible areas. If they achieve
round begins repeating that order. When the results
a breakthrough this way, the resistance reduces to 0
are in and the order has been determined, a player
for C
D rolls.
can choose to have a lower total than they rolled. This
remains the case for the duration of the combat scene.

If a player character and an NPC have the same total,


then the player character goes first out of the two. FACTION REPUTATION
If two player characters, or two NPCs have the same
total, they may act in whichever order they choose Groups of people the player characters have a con-
amongst themselves. nection to are called factions. Factions represent
significant groups of people joined by a collective
need or vision, from militaristic technophiles the
Brotherhood of Steel, to a local group of survivors just
trying to shelter from the harshness of the wastes.

6 FALLOUT  The Roleplaying Game


Character Faction Reputation
REPUTATION RANK INFLUENCE

A hostile faction will not help you and most likely attack on sight. Or, if they do help you, it’s
0 (Hostile) only to sell you out, and they wouldn’t expect any better from you. They won’t be willing to
trade and will probably try to forcibly take whatever resources you have.

This faction is careful around you, and possibly has an issue with your previous actions or
another reputation you’ve cultivated. They’ll only help you if they can gain a real windfall
1 (Cautious)
from it, they’ll charge you extortionately for supplies, and most likely won’t give you shelter if
you ask for it.

Neither of you expect anything from the other without proper compensation, but it’s possible
2 (Neutral) you can get help from this faction if they have something to gain. This faction may have been
impressed by their first interactions with you, or you have a complicated history with them.

You are friendly with this faction, and they may help you from time to time if the request
3 (Friendly) is simple enough. They’re open to trading gear and supplies and help you if it aligns with
their goals.

This faction trusts you, and you can rely on them for help from time to time. They readily
4 (Trusting) trade gear and supplies with you and sometimes offer you rare equipment or discounted
supplies. They help you if you request it or reach out to you for help if they think you can.

You get on well with this faction, trust each other implicitly, are helpful to one another, and
5 (Allied) you’ve both worked hard to keep it that way. This faction can provide you equipment and
shelter, sometimes for free. This faction will come to you for aid or help you if they can.

You can provide guidance about the scope and scale knows you by reputation, you may use your reputation
of each faction the player characters are connected to rank instead of a skill rank to create your target num-
in descriptive terms—a gang in downtown Boston has ber, rolling using your ATTRIBUTE + Reputation
less power than the Brotherhood of Steel, but the street rank, as you allow your renown to speak for you.
gang is much more pertinent to daily life in Boston
than the appearance of the Prydwen out by Boston air- IMPROVING FACTION REPUTATION
port. And it’s up to you how the different factions act,
Reputation and influence change over time, improved
what resources they have, and what their objectives are.
by helping a faction or worsened by working against
them and attacking its members. At the end of a
A faction can provide assistance, and also serve as a
quest, consider its outcomes, the decisions the player
source of quests, but remember, rather than dealing
characters took, and choose which factors may
with a single person, you’re dealing with a group of
influence a character’s reputation. You are the final
people and the politics that comes with that.
arbiter of whether an action has a positive or negative
influence on a character’s reputation with a faction,
FACTION REPUTATION but the simplest method is a list of simple yes or no
Each player character has a reputation rank between 0 questions. You can add questions as you see fit, and
and 5 with each faction they’re in contact with. Their published quests may include additional questions
reputation rank measures their standing with that fac- specific to its conclusion.
tion and how well-regarded they are by its members.
Positive Influences:
A player character begins with a reputation rank of 1
ƒ Did you complete the faction’s objectives of the quest?
with each faction they encounter.
ƒ Did you abide by the faction’s tenets or rules?
ƒ Did you kill a faction’s enemy?
When you attempt a task to convince, persuade, or
ƒ Did you complete a faction’s objective for free?
otherwise interact with someone in the faction who
ƒ Did you give the faction gear or supplies?

GM Toolkit  GAMEMASTER OPTIONS 7


Negative Influences:

ƒ Was your quest a failure?


ƒ Did you go against the faction’s tenets or beliefs?
ƒ Did you side with the faction’s enemies?
ƒ Did you kill, or allow the killing of, any of the
faction’s members or allies?
ƒ Did you give or sell the faction’s enemies gear or supplies?
ƒ Did you steal from this faction?
ƒ Did you ignore a promise you made to this faction?

Once the questions have been asked, and any positive DECREASING FACTION REPUTATION
and negative influences have been counted out, you
If the total amount of negative influences outweighs
make a reputation test. Resolve this with a skill test;
the positive influences when making a reputation test,
though it doesn’t use the character’s normal attributes.
each Complication generated reduces the player char-
acter’s reputation with the faction by one.
ƒ Determine Target Number: Your target number
for this roll is your CHA + your reputation rank.
SEEKING ASSISTANCE FROM FACTIONS
ƒ Set Difficulty: The difficulty of this roll is equal to
You can go to a faction for assistance, either so they
the number of negative influences you have.
provide a companion for your quest, or will help
ƒ Assemble Dice Pool: Roll a number of d20s equal you in another way. The base difficulty of the CHA
to the number of positive influences you have. + Speech test to gain their help is equal to 5 - your
reputation rank. If you do not offer the faction any-
ƒ Check for Successes: Each d20 that rolls equal or
thing in return, the difficulty increases by 2. You may
less than your target number generates one success.
succeed at cost, by foregoing a reputation test with
Any d20 that rolls equal or less than your reputa-
this faction after the current quest, instead reducing
tion rating will generate two successes. Any d20
your reputation with them by one. If the test diffi-
that rolls a 20 generates a complication and could
culty is 0, their assistance is automatic, and you do
mean your reputation decreases.
not need to roll.
ƒ Compare to Difficulty: If the number of successes
rolled equals or beats the difficulty of the repu- REQUESTING SUPPLIES
tation test, then you have passed, and increase
You can ask a faction for supplies, gear, or the use
your reputation with the faction by one rank. If
of their resources like a vehicle or powerful device.
the number of successes scored is less than the
The base difficulty of the CHA + Barter test to gain
difficulty, you have failed and do not increase your
those supplies is equal to 5 - your reputation rank.
reputation with the faction.
If you do not offer the faction anything in return, the
difficulty increases by 2. You may succeed at cost, by
Handling Faction Reputations foregoing a reputation test with this faction after the
current quest, instead reducing your reputation with
There can be several factions involved in a quest, and it’s
them by 1. If the test difficulty is 0, their assistance is
up to you whether a reputation roll is needed for each
automatic, and you do not need to roll.
faction involved. If the faction paid little interest to what
the player characters were doing, then you may decide
the players do not need to make reputation rolls, but if ASSISTANCE REQUESTED
the quest was given by the faction or other factions paid When a faction requests your help, and you refuse, your
keen interest to the outcome, then the players should reputation reduces by one. If your reputation would fall
absolutely make reputation rolls for the interested parties. below two (Neutral), the faction may become hostile
towards you, attack you, or see you as a threat.

8 FALLOUT  The Roleplaying Game


TRAVEL AND TERRAIN
Getting from place to place in the wasteland might
seem straightforward enough, but it produces enough Fatigue
problems and perils that it shouldn’t be done without a When you have Fatigue, it is harder to generate Action
good reason and an awareness of what could go wrong. Points, and you lose Health Points.

In clear terrain—open fields and plains, ash wastes, ƒ Whenever you gain Action Points, you reduce the
deserts, the ruins of cities, and similar—you can amount you would gain by 1 for each point of Fatigue
cross a few miles every hour, or a few hundred yards you have, to a minimum of 0.
every ten minutes, depending on your AGI, and you
ƒ Whenever you begin a scene with Fatigue, you lose 1 HP
can comfortably walk for a number of hours each day
for every 2 Fatigue you have. This is not reduced by any
equal to your END +2. These are approximate values,
form of damage resistance.
but they serve as a useful baseline for how far and how
fast you can travel outside of combat.

Character Travel Speed However, the wasteland is not a flat, featureless plain.
AGI SCORE MILES PER HOUR YARDS PER MINUTE Where you’re travelling is just as important as how
fast and how long you’re travelling. Broadly, there
4-5 2 60
are three categories of terrain which you’re likely to
6-8 3 90
encounter in the wasteland: open, rough, and hard.
9+ 4 120
ƒ Open terrain is clearer and easier to travel than
You can move more quickly than this for short periods most. Roads and commonly trod paths are the best
of time, perhaps if you’re in danger or trying to reach examples of this, along with cleared and settled
somewhere in a hurry. This faster pace is twice your areas. You can travel at one and a half times normal
normal speed, but you can only maintain it for an speed in open terrain.
hour without wearing yourself out: each additional
ƒ Rough terrain is difficult going, with many obsta-
hour in any given day you move at this hurried pace
cles to cross or bypass. You travel at three-quarters
gives you 1 Fatigue.
normal speed in rough terrain.

Similarly, you can push yourself to travel for longer, ƒ Hard terrain is extremely difficult to traverse,
but each extra hour you walk for in any given day often involving shifting or unstable ground, steep
gives you 1 Fatigue. slopes, and/or dense mazes of obstacles. You travel
at half normal speed in hard terrain.

Travelling Speed Through Different Terrain Types


OPEN TERRAIN NORMAL SPEED ROUGH TERRAIN HARD TERRAIN
AGI
SCORE MILES PER YARDS PER MILES PER YARDS PER MILES PER YARDS PER MILES PER YARDS PER
HOUR MINUTE HOUR MINUTE HOUR MINUTE HOUR MINUTE

4-5 3 90 2 60 1½ 45 1 30

6-8 4½ 135 3 90 2¼ 68 1½ 45

9+ 6 180 4 120 3 90 2 60

GM Toolkit  GAMEMASTER OPTIONS 9


Terrain also affects visibility, with some dense terrain
such as forested areas, winding canyons, or rugged Forest Fires!
hills limiting the distance at which you can see. This During the height of summer, many dense forests burn.
makes it harder to navigate, as you may lose sight of This can be a mixture of dry foliage catching light from a
landmarks, and it also means that enemies can get campfire’s sparks, through natural conditions, or because of
closer to you before you notice them (and vice versa). a strain of exploding mutant plants.

Naturally, having access to a vehicle can make travel Forest fires add an extra hazard to a fight. Areas containing
easier—perhaps allowing you to travel more quickly, dry undergrowth can ignite if hit by an energy weapon (as a
but always allowing you to travel with less effort— result of a complication, or a deliberate shot into the under-
though some vehicles may not be able to travel growth), inflicting 3 C
D Persistent (Energy) damage to anyone in
through some types of terrain. a burning zone at the start of their turn. The fire spreads to
one adjacent zone of foliage at the end of each turn.
The following sections cover the most common types
of terrain you’ll encounter, and how they are repre- Fires like this also produce a lot of smoke: any zone adjacent
sented in rules terms during travel and combat. to a fire which has been burning for at least one full round
is filled with smoke, which functions in the same way as mist
and fog, but also inflicts 2 C
D Poison damage from inhalation
FORESTS AND WOODLANDS to anyone in a smoke-filled zone at the start of their turn.

Putting out a forest fire is tricky, and normally beyond the


Forested areas are, naturally, areas dominated by large
means of small groups of survivors.
trees, whether alive or dead.

Forests are considered rough terrain due to the trees


and the dense undergrowth (roots, vines, smaller In combat, forested areas provide ample cover (2 C
D)
plants) beneath them, though they may have game from the trees, difficult terrain from undergrowth (1 AP
trails or other natural paths which allow normal to cross) and obstacles in the form of fallen trees, and
movement. Forests also have poor visibility, adding may result in poor lighting (+1 difficulty to PER tests and
+1 to the difficulty of PER tests to spot ambushers or ranged attacks) as little light reaches the ground through
other dangers. the canopy. Zones in a forest should be small and numer-
ous, with occasional larger zones to represent clearings,
or long, thin zones to represent sections of path.

10 FALLOUT  The Roleplaying Game


MARSHLAND Quicksand!
A common peril for the heroes of pre-War adventure stories,
Marshland—taking the form of drier moorland and
quicksand is dangerous mainly because it is unexpected.
watery swamplands—is a mixture of bogs and foliage,
Patches of quicksand are areas of deep mud or wet sand
often bordering lakes.
which appears solid and stable until stepped in.

Shallow bog describes areas of deep mud or standing


A character walking at a normal pace can normally spot a
water about a foot deep, while a deep bog normally
patch of quicksand with a PER + Survival test (difficulty 1)
contains standing water several feet deep. The foliage is
before they step in it. A character moving at a hurried pace
a mixture of bushes and tall grasses which often form
(or sprinting, in combat) has no such chance, and quickly
a dense tangle and conceal the ground below. Shallow
find themselves stuck and sinking. It takes a STR + Athletics
bog and foliage are regarded as rough terrain, while
test (difficulty 3) as a major action to keep from sinking, and
deep bog makes for hard terrain. The damp air of a
2 AP spent after a successful test allows the character to pull
marshland means they’re often accompanied by mist
themselves to the edge and clamber out. Other characters
or fog, reducing visibility: this adds +1 to the difficulty
may assist if they have rope, a long branch, or some similar
of PER tests to spot ambushers or other dangers.
tool to help retrieve their ally. Failure means the character
sinks deeper; three successive failures means the character
The water in these areas tends to be stagnant and is
vanishes beneath the surface and begins to drown.
normally dirty and radioactive. Each minute wading
through bog water inflicts 1 C
D radiation damage to a
randomly determined leg (roll 1d20: odd numbers are
left leg, even numbers are right leg).
In combat, a hill should normally be divided up into
In combat, marshland areas provide a little cover multiple zones, with one for the top of the hill, and
(1 C
D ) from hedgerows and tangled bushes, difficult two or more for the slopes around it. Moving up a
terrain from the same (1 AP to cross), with more severe steep slope or short cliff is tough (2 or 3 AP to cross).
difficult terrain (2 AP and 3 AP, respectively) from Any character who falls prone (such as from a com-
shallow and deep bog areas, with fog (+1 difficulty plication) while on a slope falls, slipping downwards
to PER tests and ranged attacks from Medium and (3 C
D Stun physical damage).
longer range) as a continual problem. Solid ground in
a marshland should be represented by numerous small

MOUNTAINS
zones, with scattered zones for boggy ground.

Far steeper and harder terrain than hillsides, moun-


HILLS tains can be difficult to cross at the best of times.
Mountainous terrain is a mixture of slopes, cliffs,
A hill can exist alongside most other types of terrain, chasms, along with loose rock and gravel that can
but hills can also dominate the landscape by them- make movement treacherous.
selves. They often occur in between flat terrain like
plains and more mountainous regions. Attempting to travel through a mountainous region
normally involves a mixture of rough and hard terrain
Gentle hills don’t meaningfully affect movement, but and may include some areas which are entirely impas-
visibility is less obstructed at the top of a hill, making sible without some manner of climbing gear to scale
them ideal for taking stock of your surroundings or sheer cliffs and rock walls or cross chasms. Mountains
looking out for trouble (PER tests reduce in difficulty may also contain entrances to natural caves which can
by 1, minimum 0, when at the top of a hill). Rugged serve as shelter or as home to something dangerous
hills may include steep slopes that are hard terrain and territorial. Travelling too high up a mountain can
when ascending or rough terrain when descending. be dangerous for other reasons—thin air at higher

GM Toolkit  GAMEMASTER OPTIONS 11


DESERT
altitudes inflicts 1 Fatigue for every hour of travel to
anyone not used to the thin mountain air, and cold
weather is common at higher altitudes.
Desert terrain is characterized by large arid expanses.
Rocky and sandy deserts are the kinds most com-
In combat, mountains are tricky and dangerous. Steep
monly found across what used to be the United States,
slopes and cliffs (2 or 3 AP to move upwards, 1 or 2 AP
but vast stretches of frozen ground called tundra
to move down) create natural divides between zones,
exists in much colder places.
areas strewn with rubble (1 AP to cross) slow down
advances, while chasms and sheer cliffs create impas-
Large open spaces and limited plant life make deserts
sible barriers.
relatively easy to cross, so long as you’ve got enough
water to make the trip—water sources are few and far
Avalanche! between in deserts. Areas of rocky, broken ground and
dense rubble are rough terrain, slowing down travel.
Heavy snowfall, or loose rocks and soil can become
In sandy or ash deserts, large dunes are similar to
dislodged in many mountainous areas, slipping down the
hills, with a gentle slope on one side and a steep slope
slopes at tremendous speed. An avalanche is noisy, fast, and
on the other, which shift over time as the winds carry
destructive, and while easy to spot once they’re right on top
sand and ash across the desert: the gentle slope of a
of you, they aren’t always easy to avoid.
dune follows the direction of the wind. Cliffs, rock
formations, and towering mesas may force you to find
Noticing an avalanche in plenty of time requires a PER +
other routes around them. Deserts tend to have clear
Survival test with a difficulty of 2. Failing to notice it soon
lines of sight in all directions, but hot deserts often
enough means you only notice it when it’s much closer,
have a heat haze which makes spotting threats or
which adds +1 to the difficulty of tests to get out of the way.
landmarks difficult at longer distances.
Getting out of the path of the avalanche requires a STR or
AGI + Athletics test with a difficulty of 1.
In combat, deserts should be represented by large
zones, interspersed with smaller zones for notable
ƒ Failure means you suffer 10 C
D Vicious physical damage,
features such as dunes, heaps of rocks and rubble,
are buried in snow and debris and require help to free
and the few hardy desert plants.
yourself.

ƒ Success means you’re caught in the edge of the debris


field, suffer 4 C
D physical damage, and may be partly bur- Sandstorm!
ied (STR + Athletics test with difficulty equal to number Strong winds and loose sand (or ash) in a desert can result
of Effects rolled). Each AP you spend after this successful in sandstorms. A character in a sandstorm cannot see
test reduces the damage by 2 C
D before you roll. or hear beyond Close range, and suffers 2 C
D Spread,
Piercing 1 physical damage at the start of each round. The
damage can be avoided if the character takes shelter—in a
cave or building or similar—and the sandstorm dissipates at
the end of the current scene.

Rarely, a sandstorm lasts for hours, days or even longer.


These are long-term hazards beyond the immediate scope
of this sidebar.

12 FALLOUT  The Roleplaying Game


PLAINS hazard more than a source of life or trade—but the
settlements of the wasteland are built upon the bones
of old cities built alongside rivers, lakes, and coast-
Large open grassy areas cover a lot of the landscape,
lines, and that’s before considering flooded regions
particularly in regions of the wasteland which were
which can result from rising water levels, or pre-War
pre-War farmland. Plains, especially old farmlands, are
dams that have burst.
an ideal location to scavenge for resources (see Fallout:
The Roleplaying Game, p.195).
Crossing water is always hard terrain, as you’ll need to
swim unless you’ve got some kind of boat. In addition,
While much of a plain is flat and open enough to
you can only swim for half as long as walking before
allow normal movement, crops (or the wild descen-
suffering Fatigue (hours equal to half your Endurance,
dants of old crops), tall grasses, bushes, and other
rounded down, +1). Finally, exposure to irradiated
plants can make for areas of rough terrain slowing
water inflicts Radiation damage: 1 C
D for every full
movement unless an alternative route is found.
half hour submerged in water, with the Persistent
damage effect (total up the number of dice for the
In combat, dense concentrations of plants can provide
whole swim and roll them together).
limited cover (1 C
D ) and provide somewhere to hide
(reduce difficulty of Sneak tests by 1), while irrigation
In combat, zones containing bodies of water (ponds,
ditches and other trenches can provide more sub-
swimming pools, lakes, rivers, the sea) are difficult
stantial cover (2 C
D vs attacks from anyone outside
terrain (costing 1 AP to cross, or 2 AP if the water has a
the trench, but 1 AP to climb out of the trench).
strong current). Further, any complication suffered while
Hedgerows, fences, and the like serve as natural divi-
in may (GM’s discretion) cause you to suffer 1 Radiation
sions between zones (and cost 1 AP to cross).
damage from a mixture of exposure and irradiated water
getting into your eyes, mouth, etc., during your actions.
Being submerged in water provides cover 2 C
D) against
WATER ranged attacks. Most bodies of water are either cloudy
with contaminants or glowing from radiation, or both,
Bodies of water have long been major features in how so visibility underwater is extremely difficult (+2 diffi-
people travel and settle within the world. The War culty on PER tests to spot threats underwater), which
changed that in significant ways—the radiation and suits aquatic creatures like Mirelurks just fine.
contamination in most bodies of water makes it a

GM Toolkit  GAMEMASTER OPTIONS 13


RUINS can provide a better vantage over the surroundings
(reduce difficulty of PER tests from the top of a tall
building), if you can find a way up to the top safely.
The ruined remains of old towns and cities are as
much a part of the wilderness as more natural terrain.
In combat, streets, walls, piles of rubble, and wrecked
Some of these places have been partially reclaimed,
cars all provide plenty of dividers between zones and
with bombed-out buildings now home to raiders,
offer decent cover (2 C
D or 3 C
D from sturdy walls),
super mutants, or packs of feral ghouls, or used as
though at a risk. Wrecked cars often contain a fusion
secure camps and settlements by other groups. Ruins,
power supply which can still detonate if breached,
especially ones that are more abandoned than ruined,
so a complication on a ranged attack through a zone
are an ideal location to scavenge for resources (see
containing cars (or a blast weapon simply hitting
Fallout: The Roleplaying Game, p.195).
that zone) can result in a car’s power supply becom-
ing unstable and then detonating after a round (8 C
D
Most ruined areas allow travel at normal speed through
Radioactive Energy damage everyone in the zone,
them, through the more intact sections of road
characters may attempt an AGI + Athletics test, dif-
connecting between ruins are open terrain instead.
ficulty 2, to duck and cover to only take half damage).
Similarly, areas with a higher number of collapsed and
Similarly, unstable old ruins may contain risk of falling
destroyed buildings, or piles of wrecked old cars and
debris, or of unstable floors which can leave an unsus-
trucks, or pre-War military blockades can turn a ruin
pecting survivor plummeting to the unknown below.
into rough terrain. Visibility on street level is limited
by the walls and buildings around, but tall buildings

14 FALLOUT  The Roleplaying Game


NAVIGATING THE WASTELAND
Of course, few people travel into the wasteland with- ƒ If you know the destination well, having made this
out a sense of where they’re going or what they’re journey more than once in the past, all later tests
looking for. Aimlessly wandering the wilderness is an to navigate have their difficulty reduced by 2, to a
easy way to shorten your lifespan, so it’s probably best minimum of 0.
to only venture out when you have a reason to.
ƒ If you’ve been to your destination once before, but
don’t really know the route that well, or if you have
Whenever you travel, you should first select a destina-
accurate directions or a reasonably accurate map,
tion. You should know roughly where this destination
then you reduce the difficulty of tests to navigate
is, but how accurate this knowledge is affects how
by 1, to a minimum of 0.
reliably you can make the journey.
ƒ If you’ve been given vague directions or a rough
Second, determine how long that journey would take, map, and have never been to your destination
using the guidance earlier in this chapter on travel before, then tests to navigate are unaffected.
speed. If the journey is too long to cover in a single
ƒ If you’ve heard of the location from a reliable
day’s travel, you’ll probably want to plan to make stops
source, but don’t know for certain where it is, tests
to make camp and rest in order. If there are multiple
to navigate suffer +1 difficulty.
ways of getting there, you’ll want to plan ahead and
choose one: an easier route may take less time and be ƒ If you’ve only heard of the location by rumor,
easier to follow, but you may have enemies using those hearsay, or speculation, tests to navigate suffer +2
same routes. difficulty.

Once you’ve set off, you’ll need to check every so

CHOOSING A PATH
often to see that you don’t get lost. Visible landmarks
and terrain features like roads and rivers, as well as
tools like compasses, make this easier. Dense terrain
Once you know where you’re going, you’ll need to
and limited visibility can make this harder. If you get
determine how you’re going to get there. If you have a
lost, you may end up somewhere other than where
map, this is a relatively straightforward process: look
you intended.
at the map and determine a path between where you
are and where you’re going, accounting for terrain
Along the path, you may cross paths with other travel-
along the way.
ers or find interesting (and/or dangerous) things along
your route. These encounters can be valuable opportu-
If you don’t have a map, the GM will provide you with
nities, or they can be dangers; and you’ll face more of
some routes based on what you can figure out of the
them the longer you travel.
nearby terrain, and any directions you’ve been given.
If you’ve traveled to your destination before, then you
already know routes already taken. You may attempt
DESTINATION an INT + Survival test, with a difficulty of 2 (modified
by how well you know the destination, as discussed in
Where you’re going is a vital part of travel. Going the previous section) to determine how many routes
somewhere without a destination in mind isn’t the the GM provides: you receive one known route on a
best or most useful approach. The more accurate success, plus one per AP spent, but each complication
your knowledge of the destination, the better—going produces an additional route containing some kind
somewhere that you only vaguely know is a recipe for of hidden problem or hazard (the GM doesn’t have
getting lost—but sometimes inaccurate knowledge is to tell you which route is which). Failure means you
the best you’ve got. succeed at a cost.

GM Toolkit  GAMEMASTER OPTIONS 15


For each route, determine the time it will take, based Large landmarks make for easy navigation as they’re
on how long it is and how fast you can travel through normally visible over longer distances. Reduced visi-
the terrain along that route. If necessary, split this bility interferes with that somewhat but being able to
into days of travel, as each day is resolved separately. rely on a large and obvious feature in the landscape,
Travel speed and how long you can travel before tiring navigation isn’t too hard.
is covered on p.XXX. This value is only an estimate,
however: setbacks may slow you down, and you may Small landmarks are harder to spot, but still useful to
find shortcuts and other areas that allow you to make work with. Navigating by them does require being able
better time and cross the distance more quickly. to reliably move from sight of one landmark to sight
of the next, so getting lost can be quite troublesome if
you’re relying on small landmarks.

STAYING THE COURSE A known direction is better than nothing. Knowing


that your destination is directly southwest of you (and
Once you begin your journey, choose a single charac-
having some way to tell which direction is southwest)
ter to lead the group; they are the one making tests
at least means you won’t be travelling the wrong way,
to navigate and keep the group on the right course.
but it doesn’t help you navigate around obstacles in
Other characters in the group can take other tasks,
your path.
such as keeping watch for trouble, foraging for sup-
plies, or other activities. You can change these assign-
If all else fails, go with a gut feeling. It might not
ments up at the start of each day of travel, but it does
help you travel in the right direction very often, but at
nobody any good to change who is navigating half-way
least you’ll be wrong with confidence. If you’re relying
through a day’s journey.
on gut feeling, you may roll LCK + Survival instead,
without needing to spend any Luck points.
For each day of travel, roll a PER + Survival test to
navigate your way along the path chosen. The diffi-
A successful test allows you to travel along that route
culty of this is influenced by some factors, described
in the right direction and remain on your desired
below. Also remember that any factors affecting visi-
course. If you have AP (either saved, or newly gener-
bility (such as fog, poor lighting, or terrain, described
ated from the test), you can spend it on the benefits in
on p.XXX) affect the difficulty too.
the table opposite.

Navigation Difficulties
Failure, however, means that you have gotten lost.
NAVIGATION CONDITIONS BASE DIFFICULTY

Clear Trail 1 When you’re lost, your next test to navigate increases
in difficulty by 1. This is cumulative—the more lost
Large Landmarks 2
you get, the harder it is to get back on course, and
Small Landmarks 3
you cannot complete your journey while you are lost.
Known Direction 4 Once you succeed at a test to navigate, all difficulty
Gut Feeling 5 increases for being lost are removed.

A clear trail is any long stretch of terrain which leads In addition, any complications suffered on a test to
in the right direction and which you can follow easily. navigate has one of two effects (chosen by the GM):
This might be a road, a stream or river, a game trail or for each complication, the journey has a greater
similar natural path, or something similar. Navigating chance of random encounters (+1 C
D rolled), or the
is easy, as long as you follow that path, and don’t journey takes half as long again to cross that distance.
choose the wrong side when the path forks.

16 FALLOUT  The Roleplaying Game


Navigation Action Point Spends
EFFECT AP COST BENEFIT

You complete the journey (or this part of the journey) in half the time, as you
Making Good Progress 2
find shortcuts and maintain a steady pace within few stops or setbacks.

Uneventful 1+
One C
D rolled to determine if a random encounter occurs may be ignored.
You may spend multiple AP on this.

You find something a little way off the path which could be useful or
Discovery 2
valuable. The GM determines the details.

You find old road signs or similar along your path which give you a better
Guidance 2 sense of your heading. The next test to navigate you make reduces the
difficulty by 1 (minimum 0).

You find an area which provides decent shelter, visibility, or both, which
Ideal Place to Stop 2
makes for an ideal place to set up camp.

CREATING SCAVENGING LOCATIONS


The Scavenging rules on p.195 of the Fallout: The Obviously, this requires a little effort on the part of
Roleplaying Game rulebook provide a way to you, the GM, to devise these locations and populate
structure searching places for treasures and useful them with difficulties for the players to overcome.
resources, helping to determine what obstacles or This section provides you with additional tools and
hazards need to be overcome and what kinds of loot guidance for using the scavenging rules.
can be found afterwards.
Creating a Location can be done in a short series of steps:

1. What is the location? Decide on a basic concept


for what the Location represents. This basic con-
cept will help shape several decisions later, but for
the moment, the main choice to make is the loca-
tion’s Scale and categories, which will determine
how many items are there and what kinds.

2. How much has it been searched? Select a basic


Degree for the location, based on the degree to
which the location has been searched in the past.
This increases the difficulty of searching the location
and reduces the minimum number of items found.

3. What is the risk and reward? At this point, you


should determine the Location’s level. Level will
dictate how difficult or dangerous any hazards or
occupants are to overcome, but it will also affect
the quality of the loot found within the location—
risk and reward go hand-in-hand.

4. What problems are there? Determine if the loca-


tion is occupied, if there are any hazards present,
and/or if there are obstacles that make it harder to
access the location.

GM Toolkit  GAMEMASTER OPTIONS 17


WHAT IS THE LOCATION?
* The numbers in the table are for a Tiny location.
Multiply them by 2 for a Small location, by 3 for an
Average location, and by 4 for a Large location. These
First, decide on what the Location is. Is it a house in numbers represent the maximum of each item category
an abandoned suburb, or the office of a major newspa- characters can find. Minimums will be determined later.
per in a ruined city? Is it a military facility, or an old
medical clinic? In each case, where you see ‘Other’ listed, roll on
the following table to determine which category the
The first way this is reflected in the rules is by the player characters have found:
scale of the Location. Select a Scale from those on the
table below: Tiny, Small, Average, or Large, though ‘Other’ Found Items
Tiny is rarely used for a location by itself (it may D20 ROLL ITEM CATEGORY
be used for a location within a larger location, as
1-3 Ammunition
described in the Fallout: The Roleplaying Game
4-5 Armor
rulebook, p.36). The Scale chosen determines the
number of item rolls a location contains. 6-8 Clothing

9-11 Food
Location Scale
12-14 Beverages
SCALE EXAMPLE TOTAL ITEMS 15-16 Chems
Tiny A safe 6 17-18 Weapons
Small A room 12 19-20 Oddities
A small shop or home,
Average 18
or several rooms

Large
A large multi-story building,
or several shops or homes
24 HOW MUCH HAS IT BEEN SEARCHED?
Next, determine the location’s Degree, which repre-
Next, choose one of the following Categories for the
sents how much others have searched it previously.
location. These Categories affect the categories of
This makes searching the location more difficult and
items the location contains, and how many of each
reduce the minimum number of items found.
type are provided.

Degree of Search
Location Category
SEARCH ITEM MINIMUMS
CATEGORY ITEM CATEGORIES* DEGREE
DIFFICULTY REDUCED*
Clothing (1), Food (1), Untouched 0 2
Residential
Beverages (1), Junk (2),
(homes and gardens) Partly Searched 1 3
Other (1)
Commercial Food (1), Beverages (1), Mostly Searched 2 4
(shops, restaurants, etc.) Junk (2), Other (2) Heavily Searched 3 5
Clothing (1), Armor (1),
Industry
Beverages (1), Junk (2), * As before, the number of items reduced are for a Tiny
(factories, garages)
Other (1) location. Multiply them by 2 for a Small location, by 3
Medical (hospitals, Clothing (1), Chems (2), for an Average location, and by 4 for a Large location.
clinics, ambulances) Junk (2), Other (1)
Food (3), Beverages (1), For each point of Item Minimums Reduced, choose one
Agriculture
Junk (1), Other (1) item category the location contains, and reduce the min-
Ammunition (1), Armor (1), imum number of items from that category by 1, to a min-
Military Clothing (1), Weapons (1), imum of 0. If the minimum number of items is 0, reduce
Other (2) the maximum number instead, to a minimum of 1.

18 FALLOUT  The Roleplaying Game


WHAT PROBLEMS ARE THERE?
Example: Sam is creating a location for his players
to search. It’s a Small Industry area—a garage—and
contains the following items: Clothing x2, Armor x2,
If you have decided that the location contains a
Beverages x2, Junk x4, Weapons x1, Ammunition x1. He’s
problem, you should determine the nature of that
decided that it’s been Mostly Searched, and thus reduces
problem now.
8 item categories (4, x2 because the location is Small).
He splits up those points and ends up with the following
ƒ An Obstacle requires a skill test to overcome. The
minimums and maximums for each category: Clothing
difficulty of this test is 1, +1 if location is 6th level
1-2, Armor 0-2, Beverages 0-2, Junk 3-4, Weapons 0-1,
or higher, and +1 for every 5 levels beyond that
Ammunition 0-1.
(11th, 16th, 21st, etc.), to a maximum of 5.

ƒ A Hazard inflicts damage. If the hazard is ongo-


ing, it inflicts 1 C
D damage per ten minutes spent
WHAT IS THE RISK AND REWARD? within the location, or 1 C
D damage per minute if the
location’s level is eleven or higher. If the hazard is
Next, choose the location’s Level.
occasional, each instance of the damage inflicts 3 C
D
damage, +1 C
D for every four levels the location has;
Level affects the rolls on the item tables, with a high-
if the hazard is a deliberate trap, you may choose
er-level location increasing the likelihood of rarer and
a weapon which inflicts similar damage for this
more useful items being found.
purpose.

However, level also affects the nature of any problems ƒ A location with Inhabitants will have a number of
with the location which the PCs must overcome. A inhabitants present equal to the number of PCs, of
location with a high level but no problems is a wind- a level equal to that of the location. You may reduce
fall for the players—good loot with no risk or conse- the level of the inhabitants further to increase their
quences—and should occur only rarely. numbers, adding +1 normal NPC per level reduced.
You may reduce the total number of NPCs present
You can choose to create your location as you see fit, by two to include a leader; this leader will be a
or you can roll to determine the location’s level. Note Notable NPC or Mighty creature and have a level
that a location can have a level of 0 or less, though no up to two higher than the location.
NPC or PC has a level of less than 1; if a location’s level
is under 1, it cannot have occupants as there are no Having followed these steps, you should now have a
NPCs of a low enough level. location ready for characters to search. If the location
has inhabitants, you may wish to prepare a simple
Take a number of C
D equal to the PCs’ levels, and map and note down which NPCs are present, if com-
add a number of additional C
D equal to the difficulty bat is likely.
associated with the chosen Degree (i.e., if the location’s
Degree is Mostly Searched, add +2 C
D ), and roll those
OTHER OPTIONS
dice. The total rolled is the level of the location.

If the location has any problems—obstacles to over-


You are, of course, welcome to disregard these tools
come, occupants to deal with, or hazards to avoid—
and create locations as you see fit, customizing them
then each Effect rolled on those C
D adds +1 to the
to your tastes and creating unique and evocative
total rolled, making it more likely that locations with
locales for the player characters to search. If you’re
such problems are higher level.
using an area taken from one of the Fallout games or
basing your wasteland on a real place you know.

Even if you’re not ignoring all the guidelines, feel free


to adjust the numbers as you need; perhaps increasing

GM Toolkit  GAMEMASTER OPTIONS 19


or decreasing the number of items of a specific cate- random encounter table below to determine the kind
gory to represent a specific type of location, such as of encounter. There are two options here: one set for if
adding more weapons and ammo to an old gun shop. you and your group are on the move, and one set for if
you and your group have stopped somewhere.
A useful option is to split locations up into smaller
pieces. An old shopping mall might be one large loca- While some random encounters are more likely to lead
tion, or it might be several small ones. An old service to combat than others, there is no requirement that any
station might be split into the convenience store at of them result in a fight, if the PCs are clever or quick.
the front and the garage at the back. There might be
a smaller locked location inside a larger one, such as Random Encounter Type
a safe behind the counter of a restaurant, or a sealed D20 ROLL ENCOUNTER TYPE
quarantine area of a hospital full of ghouls. With
1–7 Ordinary
‘nested’ locations in particular, where there’s a secured
8–12 Object
small location inside a bigger one, it’s OK to increase
the level of the smaller location by two or three or 13-16 Campsite
giving it a more favorable degree (a locked safe in 17–19 Choke Point
a mostly-searched building might be completely
20 Animosity
untouched), as it serves as a nice reward for players,
and reflects the computer games nicely.
RANDOM ENCOUNTER TABLES
As a piece of advice, however: don’t plan too much in The random encounter tables are suggestions and com-
advance. Part of the fun of scavenging through the mon examples, but you can adjust these as you see fit, or
ruins is the discovery, of finding that rare thing you even create your own encounters. There are five tables:
wanted or needed in the place you least expected.
Leave some of scavenging up to the dice, so that it ƒ Ordinary: A static encounter occurring in a spe-
isn’t just you handing out pre-planned rewards to the cific location, which the players have chanced upon
players on your schedule. as they travel.

ƒ Object: Typically strange objects, containers, or


otherwise static encounters found throughout the
RANDOM ENCOUNTERS Wasteland.

ƒ Campsite: Typically groups of people found at


There are a variety of unusual things you can see
campsites. These are rarely likely to turn into combat
during your travels through the wasteland. These
unless the PCs are particularly aggressive or threaten-
encounters can’t be predicted or planned for, and
ing, and each also contains a cooking station (a camp-
they’re equally likely to be hostile or benign.
fire) where PCs can craft food and beverage items.

When the player characters are away from a friendly or ƒ Choke Point: Foes waiting at points in the terrain
neutral settlement—any location which allows them where there are few options to go around, such
to rest safely and securely, and which is defended from as bridges, mountain passes, and similar. These
wandering wildlife and most aggressors—you or one of encounters have the potential to turn hostile, but
the other players can roll 1 C
D every so often. This may they do not automatically become fights.
be once per day, once during each watch while camped
ƒ Animosity: These encounters all have one thing
out at night, every few hours of travel and exploration,
in common: they represent a clash between two
or at some other interval. If an Effect is rolled, then a
opposed factions. The PCs can get involved, or leave
random encounter occurs somewhere nearby.
well alone, at their discretion. For these encoun-
ters, roll 2d20 on the table, re-rolling any matching
If an Effect is rolled on this die, then a random
results if necessary.
encounter occurs somewhere nearby: roll on the

20 FALLOUT  The Roleplaying Game


Random Ordinary Encounters
D20 ROLL ORDINARY ENCOUNTER

DEAD WASTELANDER: The PCs encounter a recently dead body, of a settler or scavenger. The body may
1-3 have a few items (a couple of junk items, maybe a weapon, 2d20 caps), and a note. The note can be
anything but may contain details of a treasure (a scavenging location) or serve as the start of a new quest.

RAIDERS VS SETTLERS: The PCs hear gunfire, and find a group of raiders attacking a small group of
4
settlers—farmers, traders, etc. It’s up to the PCs if they intervene, and who they help.

WOUNDED DOG: A wounded mongrel dog is encountered. Hurt, it is wary of the PCs and will fight or
flee if it thinks they’re hostile, but if well-treated and its wounds are healed, it may reappear in a future
5
combat scene to assist them. If any PC wishes to keep the dog as a permanent companion, suggest
they take the Dogmeat perk when they next level up.

MOLE RAT AMBUSH: An especially aggressive group of mole rats burst from the ground nearby to
6
attack the PCs.

DEAD MEAT: The PCs find a brahmin, radstag, yao guai, or another large carcass. The body hasn’t
7
been looted or butchered.

8 WILD DOGS: The PCs come across a hungry pack of wild dogs.

SUPER MUTANTS: The PCs find a group of Super Mutants with a captive. They’ve stopped to rest for a
9
bit and can be ambushed. If freed, their captive may help the PCs in some way.

DUELING DEATHCLAWS: A pair of deathclaws are fighting over territory, a kill, or something else; the
10 losing deathclaw may retreat if hurt badly enough. Neither deathclaw will notice the PCs while the
fight continues, but if the PCs want to avoid this, they should leave quickly.

VICIOUS DOGS AND FARMER: A group of wild dogs are attacking a farmer or other settler who is
11
ill-equipped to fend them off. If saved, the farmer offers the PCs a reward.

TRAVELLING MERCHANT: The PCs meet a merchant and their guard, headed to another trading post,
12 a settlement, or even a vault. The merchant may have things to sell and will reveal the location they’re
headed to.

COMBATIVE CRITTERS: Two groups of wild animals are fighting over prey, territory, or just because
13 they’re belligerent. This might be two groups of smaller animals, two big animals, or one large animal
(like a yao guai or radscorpion) fighting a group of smaller ones (a swarm of stingwings).

VERTIBIRD DEPLOYMENT: A Brotherhood of Steel aircraft flies by overhead, and then descends
14 nearby, dropping off some Brotherhood personnel. This might be a group of soldiers, or a couple of
soldiers escorting some scribes. Either way, they clearly have business nearby.

FERAL GHOUL AMBUSH: A group of feral ghouls have made a crude ambush near the remains of a
15
dead farmer and his brahmin. They’ll pounce on anyone who gets too close.

WANDERING EYEBOT: An eyebot floats around, putting out advertisements for pre-War companies, or
16
even for post-War businesses who’ve managed to reprogram one of these little robots.

DEAD MEAT AND FRIENDS: The PCs find a brahmin, radstag, yao guai, or other large carcass.
17 The body hasn’t been looted or butchered, but it is currently being fed on by a swarm of bloatflies,
bloodbugs, radroaches, or other insects.

MISTER GUTSY ON PATROL: The PCs encounter a Mister Gutsy unit, patrolling the area looking
18 for Chinese infiltrators. It may become hostile if it doesn’t get adequate proof that the PCs aren’t
infiltrators… and these old robots often have a very odd sense of what counts as proof.

TRAVELLING MERCHANT: The PCs meet a merchant and their guard, headed to another trading post,
19 a settlement, or even a vault. The merchant may have things to sell and will reveal the location they’re
headed to.

WANDERING IMPOSTER: The PCs meet someone claiming to be a person they already know,
20 searching for donations or recruits for that person’s faction or group.They’ll flee if they believe that
their ruse has been seen through.

GM Toolkit  GAMEMASTER OPTIONS 21


Random Object Encounters
D20 ROLL OBJECT ENCOUNTERS

LOCKED FRIDGE: A scavenger is trying to get into a locked refrigerator which is sat in the middle of
the wasteland. Wary of people trying to steal from them, the scavenger assumes everyone they see is
1-3 a thief unless convinced otherwise.
The fridge is locked, requiring a difficulty 3 PER + Lockpick test to unlock. Within is one random gun
(see the Weapons (Ranged) loot table, p.60), 1d20 ammo for that weapon, and 3d20 Caps.

THE HATCH: The PCs find a heavy metal hatch in the ground, and a scavenger nearby who claims
that the hatch belongs to them. The hatch leads to an old bomb shelter, but the door won’t without,
ironically, a bomb. The scavenger is working to build one powerful enough.
4-5
A mini-nuke, or three grenades or mines wired together (a difficulty 2 INT + Explosives test), will
suffice to blow the door, so long as the charge is placed correctly (a difficulty 3 PER + Explosives test).
If the door is blasted open, the shelter contains a skeleton, 3 junk items, and 2 random food items.

SAFE LANDING: The PCs come across a small crater in the ground, containing a dented but still intact safe.
6-9 Picking the lock of the safe requires a PER + Lockpick test with a difficulty set by the GM. The safe
contains Xd20 caps, where X is the difficulty needed to pick the lock.

POP-UP BAR: The PCs encounter a makeshift stall marked “Bar”, and the wastelander who owns it.
10-11 They sell a variety of alcoholic drinks and can provide news and rumors from the local area. The
bartender has 3d20 caps but isn’t inclined to buy anything.

MINEFIELD: The area is littered with 3+3 C


D fragmentation mines. They’re armed, but with caution
and care, they can be disarmed and collected. If any Effects are rolled, then there’s something in the
middle of the minefield—the corpse of an animal or a person, untouched due to the deadly explosives
12-14
scattered around.
Disarming a live mine requires a PER + Explosives test with a difficulty of 2. Failure causes the mine to
detonate, while success means the mine is disarmed and can be collected.

CRASHED VERTIBIRD: The PCs come across the wreckage of a recently crashed Brotherhood of Steel
aircraft. The bodies of two Brotherhood knights are still intact enough to loot, and the Vertibird’s
15
storage compartments hold the following: 1 random weapon, 1 random armor piece, 1 random chem
(for these rolls, the encounter’s Level is equal to the PCs’ level +2).

RADIOACTIVE BARRELS: The PCs find several barrels of radioactive waste. There are 3+3 C D barrels
there in total, and each contains 1 unit of radioactive materials, but retrieving those materials takes
one minute per barrel, and being near the barrels inflicts 2 C
D radiation damage every minute (if there
16
for several minutes, add up the dice and inflict the damage all at once).
If one or more Effects are rolled, there’s a creature there, which will attack on sight—a Mighty version
of an animal of your choice, with the Feral and Glowing special rules.

PILE OF BURNING TIRES: A large heap of tires, currently ablaze. It could be a valuable source of
rubber to trade or use in crafting, if it wasn’t on fire. There are 3d20 tires in the heap (minimum 10),
each of which can be salvaged to produce 3 Rubber, but attempting to grab an unburned tire from the
17-18 blaze requires an AGI + Athletics test with a difficulty of 2, suffering 3 C
D Persistent energy damage and
failing to retrieve the tire on a failed test.
Putting out the fire will require large amounts of sand or dirt to smother the flames—a difficult prospect
without heavy machinery.

WRECKED CAR: A pre-War car, wrecked and no longer functional. Most of what remains of the
car can be turned into scrap metal (1+1 C
D Steel for ten minutes of work). Roll 1 C
D when the car is
encountered:
19-20 ƒ On a 1 or 2, the car is being stripped for parts by a scavenger.
ƒ On an Effect, the car seems abandoned, but there are several Feral Ghouls (equal to number PCs
+1) laying in ambush nearby.
ƒ On any other result, the car is abandoned.

22 FALLOUT  The Roleplaying Game


Random Campsite Encounters
D20 ROLL CAMPSITE ENCOUNTERS
WALKING WOUNDED: The PCs find a travelling doctor patching another wastelander’s injuries. The
1-3
doctor will happily buy and sell chems and medical supplies and has 4d20 caps.
FRIENDLY ARGUMENT: The PCs come across a pair of wastelanders in the midst of a heated debate.
It won’t turn violent, but each feels passionately that they are correct, and they’ll try and drag the
4-7
PCs into the discussion. The subject of the discussion is some unanswerable philosophical question or
nonsense hypothetical, such as what does or does not count as a sandwich.
PARENT AND CHILD: The PCs meet a lone parent and their child, who are travelling to somewhere
safe. That might be in the same direction as the PCs, or somewhere else. The conversation is fairly
8-10
pleasant for the most part, and each PC regains one spent Luck point at the end of the encounter from
a general sense of wellbeing.
MINOR DISTRESS: The PCs meet a wastelander who ate something that disagreed with them. At
11-14 your discretion, the wastelander may inform the PCs where they got the tainted food, which could be
directions to a scavenging location or even the start of a quest.
ITINERANT BARTENDER: A merchant, sat in the company of one or two other scavengers, is sat at
the fire, and conversation seems lively. The merchant and is headed to open up their own bar at
15-17
another settlement. They’re willing to sell beverages to help pay for this endeavor, and they have
6d20 caps on hand.
VIOLENT TRADE: A merchant dealing in weapons and ammunition and accompanied by a pair of
18-20 heavily armed mercenaries is resting at the campfire. They’re willing to trade (the merchant has 5d20
caps), but the mercenaries are watching for any signs of trouble.

Random Choke Point Encounters


D20 ROLL CHOKE POINT ENCOUNTERS

NONE SHALL PASS: The PCs come across a trio of raiders demanding a toll to pass the area. The toll
costs 50 caps multiplied by the level of the highest-level raider.
1-4 Refusal to pay means they turn hostile and attack. They can be haggled down with a CHA + Barter
or CHA + Speech test opposed by the raider leader’s roll. Success reduces the toll to 40 caps x the
raider’s level, while failure means they refuse to change the price and will not haggle any more.

ROBOTIC IMPERATIVE: A military robot of some kind, often a Mister Gutsy, is in the area, under strict
orders not to let anyone pass. Attempting to pass anyway will result in the robot becoming hostile. The
5-8 robot might be persuaded to allow passage if it can be convinced that you have a legitimate reason,
but what a given robot regards as legitimate depends on its programming and any behavioral quirks
it has developed.

DISPUTE: A trio of raiders are attempting to shake down a pair of farmers moving through the area.
As the area is a choke point, there’s no way around this, but violence hasn’t broken out yet… but the
9-12
raiders might respond with hostility if they spot the PCs approaching. If the farmers are saved, they’ll
reward the PCs with 2d20 caps.

NERVOUS SETTLERS: The choke point is the path to a nearby settlement, and there are a small group
13-16 of settlers out here on guard. They’ll allow people to pass so long as they holster their weapons and
show no ill-intent. They’re reluctant to fight, but they will do so against anyone who doesn’t comply.

MINEFIELD: The area is littered with 3+3 C


D fragmentation mines. They’re armed, but with caution and
care, they can be disarmed and collected. As this is a chokepoint, there’s no easy way around the
minefield—the PCs will need to disarm or destroy the mines to get past.
17-20
Disarming a live mine requires a PER + Explosives test with a difficulty of 2. Failure causes the mine to
detonate, while success means the mine is disarmed and can be collected. Any explosives going off in
the minefield will set off one mine per Effect rolled on the explosives’ damage roll.

GM Toolkit  GAMEMASTER OPTIONS 23


Random Factions for Animosity Encounters
D20 ROLL FACTIONS FOR ANIMOSITY ENCOUNTERS

ANIMALS: A pack of dangerous wild animals is part of the fight. These will be something powerful,
1-3 like deathclaws, yao guai, or radscorpions. You don’t have to re-roll duplicates for this result, but each
side should be a different type of animal.

FERAL GHOULS: A large pack of feral ghouls, possibly accompanied by one or two glowing ones, is
4-6
part of the fight.

RAIDERS: A band of fighters from one of the local raider warbands is part of this fight. You don’t have
7-9
to re-roll duplicates for this result, but each side should be from a different local raider warband.

CHILDREN OF ATOM: the radiation-worshipping zealots of the Church of the Children of Atom are
10
part of this fight. They fare very poorly against any foe that is resistant or immune to radiation.

THE BROTHERHOOD OF STEEL: often deployed by Vertibird, Brotherhood forces are involved in this
fight. This might be a group of field scribes trying to make a fighting retreat or hold off foes until
11-12
reinforcements arrive, or it may be a group of knights led by a paladin in Power Armor striking back
against the dangers of the wasteland.

ROBOTS: A group of protectrons, Mister Gutsy units, assaultrons, or even malfunctioning domestic
13-14
robots are part of this fight. In the Commonwealth, this could also refer to a group of Institute synths.

SUPER MUTANTS: A group of super mutants are part of this fight. The group might consist only of
15-17
super mutants, or it may contain a few mutant hounds as well.

18-19 MIRELURKS: A wandering group of mirelurks are part of this fight.

MASSIVE MONSTERS! An especially massive or deadly creature, such as a behemoth, a mirelurk queen,
20
an albino or chameleon deathclaw, or other dangerous creature makes up one side of this fight.

24 FALLOUT  The Roleplaying Game


Chapter Two

EQUIPMENT TABLES
AMMUNITION
Ammunition Availability and Rarity
AMMUNITION QUANTITY AMMUNITION QUANTITY
WEIGHT COST RARITY WEIGHT COST RARITY
TYPE FOUND TYPE FOUND

.38 10+5 C
D <1 1 0 Syringer Ammo 4+2 C
D <1 Varies 2

10mm 8+4 C
D <1 2 0 .44 Magnum 4+2 C
D <1 3 3

.308 6+3 C
D <1 3 1 .50 4+2 C
D <1 4 3

Flare 2+1 C
D <1 1 1 5.56mm 8+4 C
D <1 2 3

Shotgun Shell 6+3 C


D <1 3 1 5mm 10x 12+6 C
D <1 1 3

.45 8+4 C
D <1 3 2 Fusion Core 1 4 200 3

Flamer Fuel 12+6 C


D <1 1 2 Missile 2+1 C
D 7 25 3

Fusion Cell 14+7 C


D <1 3 2 Plasma Cartridge 10+5 C
D <1 5 4

Gamma Round 4+2 C


D <1 10 2 2mm EC 6+3 C
D <1 10 5

Railway Spike 6+3 C


D <1 1 2 Mini-Nuke 1+1 C
D 12 100 6

GM Toolkit  EQUPMENT TABLES 25


SMALL GUNS
WEAPON DAMAGE DAMAGE DAMAGE FIRE
SMALL GUN RANGE QUALITIES WEIGHT COST RARITY
TYPE RATING EFFECTS TYPE RATE

Small Close
.44 Pistol 6C
D Vicious Physical 1 C 4 99 2
Guns Quarters

Close
Small
10mm Pistol 4C
D – Physical 2 C Quarters, 4 50 1
Guns
Reliable

Small
Flare Gun 3C
D – Physical 0 M Reliable 2 50 1
Guns

Small
Assault Rifle 5C
D Burst Physical 2 M Two-Handed 13 144 2
Guns

Small
Combat Rifle 5C
D – Physical 2 M Two-Handed 11 117 2
Guns

Small
Gauss Rifle 10 C
D Piercing 1 Physical 1 L Two-Handed 16 228 4
Guns

Small
Hunting Rifle 6C
D Piercing 1 Physical 0 M Two-Handed 10 55 2
Guns

Small Inaccurate,
Submachine Gun 3C
D Burst Physical 3 C 12 109 1
Guns Two-Handed

Small Inaccurate,
Combat Shotgun 5C
D Spread Physical 2 C 11 87 2
Guns Two-Handed

Double-Barrel Small Spread, Inaccurate,


5C
D Physical 0 C 9 39 1
Shotgun Guns Vicious Two-Handed

Small
Pipe Bolt-Action 5C
D Piercing 1 Physical 0 C Unreliable 3 30 0
Guns

Close
Small
Pipe Gun 3C
D – Physical 2 C Quarters, 2 30 0
Guns
Unreliable

Close
Small
Pipe Revolver 4C
D – Physical 1 C Quarters, 4 25 0
Guns
Unreliable

Debilitating,
Small
Railway Rifle 10 C
D Breaking Physical 0 M Two-Handed, 14 290 4
Guns
Unreliable

Small
Syringer 3C
D – Physical 0 M Two-Handed 6 132 2
Guns

26 FALLOUT  The Roleplaying Game


SMALL GUNS MODS
The following mods are available to the Small Guns, above. All Small Guns mods are installed with the Repair
skill, but you may only install a mod if you possess the listed perks (if any).

Small Gun Mods


MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

RECEIVER MODS

Hardened Hardened +1 C
D damage – +20 –

Powerful Powerful +2 C
D damage +1 +25 Gun Nut 1

Advanced Advanced +3 C
D damage, +1 Fire Rate +2 +35 Gun Nut 2

Calibrated Calibrated Gain Vicious – +25 –

-1 C
D damage, +2 Fire Rate,
Automatic Auto +1 +30 Gun Nut 1
Gain Burst, Gain Inaccurate

Hair Trigger Hair Trigger +1 Fire Rate – +20 Gun Nut 2

Change Damage to 4 C
D,
.38 Receiver .38 +3 +20 Gun Nut 4
Ammo changes to .38

Change damage to 7 C
D,
.308 Receiver .308 +4 +40 Gun Nut 4
Ammo changes to .308

Change damage to 4 C
D,
.45 Receiver .45 +2 +19 Gun Nut 2
+1 Fire Rate, Ammo changes to .45

Change damage to 8 C
D,
.50 Receiver .50 +4 +30 Gun Nut 4
Gain Vicious, Ammo changes to .50

Automatic Piston Automatic +2 Fire Rate, Reduce Range by 1 step +2 +75 Gun Nut 2

BARREL MODS

Snubnose Snub-noses Gain Inaccurate -1 – –

Bull Barrel Bull Barrel Gain Reliable – +10 Gun Nut 3

Long Long Increase Range by 1 step +1 +20 Gun Nut 1

Ported Ported Increase Range by 1 step, +1 Fire Rate +1 +35 Gun Nut 4

Increase Range by 1 step, +1 Fire Rate,


Vented Vented +1 +36 Gun Nut 4
Gain Reliable

Sawed-Off Sawed Off Remove Two-Handed, Gain Close Quarters –2 +3 –

Gun Nut 3,
Shielded Barrel Shielded +1 C
D damage – +37
Repair

Finned Finned +1 C
D damage, Increase Range by 1 step +2 +15 Gun Nut 2

MAGAZINE MODS

Large
High Capacity +1 Fire Rate, Unreliable 1 -3 Gun Nut 2
Magazine

Quick-Eject
Quick Gain Reliable – +8 Gun Nut 1
Mag

Large Quick- Quick high


+1 Fire Rate 1 +23 Gun Nut 2
Eject Mag capacity

GM Toolkit  EQUPMENT TABLES 27


MOD NAME PREFIX EFFECTS WEIGHT COST PERKS
GRIP MODS
Comfort Grip Comfort Remove Inaccurate – +6 –
Sharpshooter’s
Sharpshooter’s Remove Inaccurate, Add Piercing 1 – +10 Gun Nut 1
Grip
STOCK MODS
Full Stock – Gain Two-Handed, Remove Inaccurate +1 +10 –
Marksman’s Gain Two-Handed, Remove Inaccurate,
Marksman’s +2 +20 Gun Nut 2
Stock Gain Accurate
Recoil
Recoil Gain Two-Handed, Remove Inaccurate,
Compensating +2 +3 Gun Nut 3
Compensated +1 Fire Rate
Stock
SIGHT MODS

Reflex Sight Tactical May re-roll hit location die – +14 –

Short Scope Scoped Gain Accurate +1 +11 –

Long Scope Scoped Gain Accurate, Increase Range by 1 step +1 +29 Science! 2

Short Night
Night Vision Gain Accurate, Gain Night Vision +1 +38 Science! 2
Vision Scope

Long Night Gain Accurate, Gain Night Vision,


Night Vision +1 +50 Science! 3
Vision Scope Increase Range by 1 step

Recon Scope Recon Gain Accurate, Gain Recon +1 +59 Science! 3

MUZZLE MODS

Melee weapon, deals 4 C


D Piercing 1
Bayonet Bayoneted +2 +10 –
physical damage

Compensator Compensated Remove Inaccurate +1 +15 Gun Nut 1

Muzzle Break Muzzled Remove Inaccurate, +1 Fire Rate +1 +30 Gun Nut 1

Suppressor Suppressed Gain Suppressed +2 +45 Gun Nut 2

ENERGY WEAPONS
ENERGY WEAPON DAMAGE DAMAGE DAMAGE FIRE
RANGE QUALITIES WEIGHT COST RARITY
WEAPON TYPE RATING EFFECTS TYPE RATE

Close
Energy
Institute Laser 3C
D Burst Energy 3 C Quarters, 4 50 2
Weapon
Inaccurate

Energy
Laser Musket 5C
D Piercing 1 Energy 0 M Two-Handed 13 57 1
Weapon

Energy Close
Laser Gun 4C
D Piercing 1 Energy 2 C 4 69 2
Weapon Quarters

Energy Physical/ Close


Plasma Gun 6C
D – 1 C 4 123 3
Weapon Energy Quarters

Energy Piercing 1, Blast,


Gamma Gun 3C
D Radiation 1 M 3 156 5
Weapon Stun Inaccurate

28 FALLOUT  The Roleplaying Game


ENERGY WEAPONS MODS
The following mods are available to Energy Weapons, above. All Energy Weapons mods are installed with the
Science skill, but you may only install a mod if you possess the listed perks (if any).

Energy Weapons Mods


MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

CAPACITOR MODS

Beta Wave Tuner Incendiary Gain Persistent – +30 –

Boosted Capacitor Boosted +1 C


D , -1 Fire Rate – +35 –

Photon Exciter Excited Gain Vicious – +30 Science! 1

Photon Agitator Agitated +1 C


D , Gain Vicious +1 +35 Science! 2

BARREL MODS

Bracketed
– Allows the weapon to take a Muzzle mod — +6 –
Short Barrel

Remove Close-Quarters,
Long Barrel Long +2 +20 –
Increase Range by 1 step

Splitter Scattergun -1 C
D , Gain Spread, Gain Inaccurate +1 +31 –

-1 C
D , Remove Close-Quarters,
Automatic Barrel Automatic +1 +24 Science! 1
Increase Range by 1 step, +1 Fire Rate

Remove Close Quarters,


Bracketed
– Increase Range by 1 step, +2 +25 Science! 1
Long Barrel
Allows the weapon to take a Muzzle mod

Improved Barrel Improved +1 C


D +1 +26 Science! 1

+2 C
D , Remove Close Quarters,
Sniper Barrel Sniper +2 +30 Science! 1
increase Range by 1 step, -1 Fire Rate

-2 C
D , +2 Fire Rate, Gain Burst,
Flamer Barrel Thrower Gain Spread, Reduce range by 1 step, +1 +35 Science! 2
Gain Inaccurate

GRIP MODS

Sharpshooter’s Remove Inaccurate,


Sharpshooter’s – +10 Gun Nut 1
Grip Add Piercing 1

STOCK MODS

Gain Two-Handed, Remove Inaccurate,


Standard Stock – +1 +10 –
Remove Close Quarters

Full Stock – Gain Piercing 1, Remove Close Quarters +1 +15 –

Marksman’s Gain Two-Handed, Remove Inaccurate,


Marksman’s +2 +20 Gun Nut 2
Stock Gain Accurate, Remove Close Quarters

Recoil
Recoil Gain Two-Handed, Remove Inaccurate,
Compensating +2 +3 Gun Nut 3
Compensated +1 Fire Rate, Remove Close Quarters
Stock

Long Night Gain Accurate, Gain Night Vision,


Night Vision +1 +50 Science! 3
Vision Scope Increase Range by 1 step

Recon Scope Recon Gain Accurate, Gain Recon +1 +59 Science! 3

GM Toolkit  EQUPMENT TABLES 29


MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

SIGHT MODS

Reflex Sight Tactical May re-roll hit location die – +14 –

Short Scope Scoped Gain Accurate +1 +11 –

Long Scope Scoped Gain Accurate, Increase Range by 1 step +1 +29 Science! 2

Short Night
Night Vision Gain Accurate, Gain Night Vision +1 +38 Science! 2
Vision Scope

Long Night Gain Accurate, Gain Night Vision,


Night Vision +1 +50 Science! 3
Vision Scope Increase Range by 1 step

Recon Scope Recon Gain Accurate, Gain Recon +1 +59 Science! 3

MUZZLE MODS

-1 C
D , Gain Spread, -1 Fire Rate,
Beam Splitter Scattered +1 +15 Science! 1
Gain Inaccurate, Reduce Range by 1 step

Beam Focuser Focused Increase Range by 1 Step +1 +20 Science! 1

Gyro Compensating
Targeting +1 Fire Rate, Remove Inaccurate +1 +25 Science! 1
Lens

Unique Laser Musket Capacitor Mods


The Capacitor mods for the Laser Musket are unique to Laser Muskets.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Three-crank
Three-crank +1 C
D , consumes 3 shots per attack – +4 –
capacitor

Four-crank
Four-crank +2 C
D , consumes 4 shots per attack +1 +8 Science! 1
capacitor

Five-crank
Five-crank +3 C
D , consumes 5 shots per attack +1 +12 Science! 2
capacitor

Six-crank
Six-crank +4 C
D , consumes 6 shots per attack +2 +16 Science! 3
capacitor

Unique Gamma Gun Mods


A Gamma Gun can accept one each of the following mods, which are unique to the Gamma Gun.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

DISH MODS

Deep Dish Long +1 C


D , Increase Range by 1 step +2 +72 Science! 4

MUZZLE MODS

Change damage to 7 C
D,
Electric Signal
Electrified Change damage type to Energy, – +30 Science! 3
Carrier Antennae
Gain Radioactive

Signal Repeater Automatic +2 Fire Rate, Gain Burst, Remove Blast – +60 Science! 4

30 FALLOUT  The Roleplaying Game


BIG GUNS
WEAPON DAMAGE DAMAGE DAMAGE FIRE
BIG GUN RANGE QUALITIES WEIGHT COST RARITY
TYPE RATING EFFECTS TYPE RATE

Breaking, Blast,
Big
Fat Man 21 C
D Radioactive, Physical 0 M Inaccurate, 31 512 4
Guns
Vicious Two-Handed

Burst, Debilitating,
Big
Flamer 3C
D Persistent, Energy 4 C Inaccurate, 16 137 3
Guns
Spread Two-Handed

Gatling,
Big Burst,
Gatling Laser 3C
D Energy 6 M Inaccurate, 19 804 3
Guns Piercing 1
Two-Handed

Burst,
Big Debilitating,
Heavy Incinerator 5C
D Persistent, Energy 3 M 20 350 4
Guns Two-Handed
Spread

Big
Junk Jet 6C
D – Physical 1 M Two-Handed 30 285 3
Guns

Gatling,
Big Burst,
Minigun 3C
D Physical 5 M Inaccurate, 27 382 2
Guns Spread
Two-Handed

Big Blast,
Missile Launcher 11 C
D – Physical 0 L 21 314 4
Guns Two-Handed

BIG GUNS MODS


The weapons in this section which can accept modifications only accept a small number of mods which are distinct
for each weapon. Each mod listed also notes which skill is required to install the mod, and if any perks are needed
to do so.

Unique Flamer Mods


A Flamer can accept one each of the following mods, which are unique to Flamers and installed with the Repair skill.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

FUEL MOD

Napalm Napalmer +1 C
D +7 +59 –

BARREL MOD

Long Barrel Long Remove Inaccurate 2 +28 –

PROPELLANT TANK MODS

Large Tank High Capacity +1 Fire Rate +3 28 –

Huge Tank Max. Capacity +2 Fire Rate +6 34 –

NOZZLE MODS

Compression Nozzle Compressed +1 C


D – +22 –

Vaporization Nozzle Vaporizing +1 C


D , Vicious – +47 –

GM Toolkit  EQUPMENT TABLES 31


Unique Gatling Laser Mods
A gatling laser can accept one each of the following mods which are installed with the Science skill. These resemble
some common Energy Weapon mods, but somewhat larger and slightly different in effect due to the gatling laser’s size.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


CAPACITOR MODS
Photon Exciter Excited Gain Vicious +1 +19 Science! 3
Beta Wave Tuner Incendiary Gain Persistent +1 +57 –
Boosted Capacitor Boosted +1 C
D +1 +94 –
Photon Agitator Agitated +1 C
D , Gain Vicious +3 +132 Science! 3
BARREL MOD
+4 C
D , -3 Fire Rate,
Charging barrels Charging +10 +357 Science! 4
Increase Range by 1 step
SIGHT MOD
Reflex Sight Tactical Remove Inaccurate +1 +169 Science! 4
NOZZLE MOD
Gain Piercing 1,
Beam Focuser Focused – +22 –
Increase Range by 1 step

Unique Junk Jet Mods


A Junk Jet can accept one each of the following mods, which are distinct to the Junk Jet and installed with the
Repair skill.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


BARREL MOD
Long Barrel Long Increase Range by 1 step +2 +20 Gun Nut 1
STOCK MOD
Recoil Compensating Recoil
+1 Fire Rate +2 +40 –
Stock Compensated
SIGHT MODS
Gunner Sight Tactical May re-roll hit location die +1 +5 –
MUZZLE MODS

Gain Vicious, Gun Nut 2,


Electrification Module Electrified +1 +70
Change damage type to Energy Science! 1

Gun Nut 3,
Ignition Module Flaming Gain Persistent (Energy) +1 +130
Science! 1

32 FALLOUT  The Roleplaying Game


Unique Minigun Mods
A minigun can accept one each of the following mods, which are unique to the minigun and installed with the
Repair skill.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


BARREL MODS
+1 C
D , +1 Fire Rate,
Accelerated Barrel High-Speed +5 +45 Gun Nut 3
Reduce Range by 1 step
Tri-Barrel High-Powered +2 C
D , -2 Fire Rate +3 +75 Gun Nut 4
SIGHTS MOD
Gunner Sight Tactical Remove Inaccurate +1 +68 –
MUZZLE MOD
Bayoneted Melee weapon, Deals C
D of physical
Shredder +5 +5 Gun Nut 2
Shredding damage equal to Fire Rate

Unique Missile Launcher Mods


A Missile Launcher can accept one each of the following mods, which are unique to the Missile Launcher and
installed with the Repair skill.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


BARREL MODS
Triple Barrel Triple Barrel +1 Fire Rate +16 +143 Gun Nut 2
Quad Barrel Quad Barrel +2 Fire Rate +20 +218 Gun Nut 3
SIGHTS MOD
Scope Scoped Gain Accurate +6 +143 Gun Nut 2
Gain Accurate, Gun Nut 4,
Night Vision Scope Night-vision +6 +248
Gain Night Vision Science! 1
When you Aim at a target, the
target does not benefit from being
Gun Nut 2,
Targeting Computer Targeting in cover, and the bonus for aiming +7 +293
Science! 2
applies to the next attack on any
subsequent turn during the scene
MUZZLE MOD
Bayoneted Melee weapon, deals 4C
D Piercing
Bayonet +1 +30 –
Shredding 1 physical damage
Stabilizer Muzzled Gain Piercing 1 +2 +60 Gun Nut 2

GM Toolkit  EQUPMENT TABLES 33


MELEE WEAPONS
DAMAGE DAMAGE DAMAGE
MELEE WEAPON WEAPON TYPE QUALITIES WEIGHT COST RARITY
RATING EFFECTS TYPE
Unarmed Strike Unarmed 2C
D – Physical – – – –
Handy Rock Unarmed 2C
D Vicious Physical Thrown (C) 1 – –
Gun Bash (1H) Melee Weapon 2C
D Stun Physical ————— As Gun —————
Gun Bash Melee Weapon 3C
D Stun Physical —— As Two-Handed Gun ——
Sword Melee Weapon 4C
D Piercing 1 Physical Parry 3 50 2
Combat Knife Melee Weapon 3C
D Piercing 1 Physical – 1 25 1
Machete Melee Weapon 3C
D Piercing 1 Physical – 2 25 1
Ripper Melee Weapon 4C
D Vicious Physical – 6 50 2
Shishkebab Melee Weapon 5C
D Piercing 1 Energy Parry 3 200 3
Switchblade Melee Weapon 2C
D Piercing 1 Physical Concealed 1 20 0
Baseball Bat Melee Weapon 4C
D – Physical Two-Handed 3 25 1
Aluminum
Melee Weapon 5C
D – Physical Two-Handed 2 32 2
Baseball Bat
Board Melee Weapon 4C
D – Physical Two-Handed 3 20 0
Lead Pipe Melee Weapon 3C
D – Physical – 3 15 0
Pipe Wrench Melee Weapon 3C
D – Physical – 2 30 1
Pool cue Melee Weapon 3C
D – Physical Two-Handed 1 10 0
Rolling Pin Melee Weapon 3C
D – Physical – 1 10 0
Baton Melee Weapon 3C
D – Physical – 2 15 1
Sledgehammer Melee Weapon 5C
D – Physical – 12 40 2
Super Sledge Melee Weapon 6C
D Breaking Physical Two-Handed 20 180 3
Tire Iron Melee Weapon 3C
D – Physical – 2 25 1
Walking Cane Melee Weapon 3C
D – Physical – 2 10 0
Boxing Glove Unarmed 3C
D Stun Physical – 1 10 1
Deathclaw Gauntlet Unarmed 5C
D Piercing 1 Physical – 10 75 3
Knuckles Unarmed 3C
D – Physical Concealed <1 10 1
Power Fist Unarmed 4C
D Stun Physical – 4 100 2

MELEE WEAPON MODS


The following melee weapon mods are installed with the Repair skill.

Unique Combat Knife Mods


Combat Knives can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Serrated Blade Serrated +1 C


D , Gain Persistent – +12 Blacksmith 1

+1 C
D , Gain Persistent,
Stealth Blade Stealth – +18 Blacksmith 2
+2 C
D on Sneak Attacks

34 FALLOUT  The Roleplaying Game


Unique Sword Mods
Swords can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


Serrated Blade Serrated Gain Persistent – +25 Blacksmith 2
+1 C
D , Damage type becomes Blacksmith 2,
Electrified Blade Electrified – +50
Energy Science! 1
Electrified Serrated Electrified +1 C
D , Damage type becomes Blacksmith 3,
– +75
Blade Serrated Energy, gain Persistent (Physical) Science! 1
+2 C
D , Damage type becomes Blacksmith 3,
Stun Pack Stunning – +100
Energy, gain Stun Science! 1

Unique Machete Mod


Machetes can accept the following mod.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


Serrated Blade Serrated +2 C
D , Gain Persistent – +12 Blacksmith 2

Unique Ripper Mods


Rippers can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


+1 C
D , On successful attack,
Curved Blade Curved spend 2 AP to disarm opponent, +1 +15 –
knocking one held weapon away
Extended Blade Extended +1 C
D , Gain Persistent +3 +25 Blacksmith 3

Unique Shishkebab Mod


A shishkebab can accept the following mod.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


Extra Flame Jets Searing +1 C
D , Gain Persistent +1 +100 Blacksmith 3

Unique Baseball Bat Mods


A Baseball Bat can accept one of the following mods. You may only apply mods to an Aluminum Baseball Bat if you
have the Blacksmith 1 perk.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


Barbed Barbed Gain Piercing 1 – +5 –
Spiked Spiked +1 C
D , Gain Piercing 1 +1 +7 –
Sharp Sharp +1 C
D , Gain Persistent +1 +7 –
Chain-Wrapped Chain-Wrapped +2 C
D +1 +10 Blacksmith 1
Bladed Bladed +2 C
D , Gain Persistent +2 +12 Blacksmith 2

GM Toolkit  EQUPMENT TABLES 35


Unique Switchblade Mods
Switchblades can accept the following mod.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS


Serrated Blade Serrated +1 C
D , Gain Persistent – +10 Blacksmith 1

Unique Board Mods


A Board can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Spiked Spiked +1 C
D , Gain Piercing 1 +1 +6 –

Puncturing Puncturing +2 C
D +1 +9 Blacksmith 1

Bladed Bladed +2 C
D , Gain Persistent +2 +10 Blacksmith 1

Unique Lead Pipe Mods


A Lead Pipe can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Spiked Spiked +1 C
D , Gain Piercing 1 +1 +4 –

Heavy Heavy +2 C
D +2 +11 Blacksmith 2

Unique Pipe Wrench Mods


A Pipe Wrench can accept one of the following mods. Reduce the difficulty of any test to install a mod onto a pipe
wrench by 1.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

+1 C
D , On successful attack,
Hooked Hooked spend 2 AP to disarm opponent, – +9 –
knocking one held weapon away

Heavy Weighted +2 C
D +7 +12 Blacksmith 1

Puncturing Puncturing +2 C
D , Gain Piercing 1 +1 +13 Blacksmith 1

Extra Heavy Heavy +3 C


D +2 +22 Blacksmith 2

Unique Pool Cue Mods


A Pool Cue can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Barbed Barbed +1 C
D , Gain Piercing 1 – +2 –

Sharp Sharp +1 C
D , Gain Persistent – +3 –

Unique Rolling Pin Mods


A Rolling Pin can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Spiked Barbed +1 C
D , Gain Piercing 1 – +3 –

Sharp Sharp +1 C
D , Gain Persistent – +3 –

36 FALLOUT  The Roleplaying Game


Unique Baton Mods
A baton can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

+2 C
D, Blacksmith 2,
Electrified Shock – +15
Change Damage Type to Energy Science! 1

+3 C
D , Gain Stun, Blacksmith 2,
Stun Pack Stun – +30
Change Damage Type to Energy Science! 1

Unique Sledgehammer Mods


A Sledgehammer can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Puncturing Puncturing +1 C
D . Gain Piercing 1 +5 +18 Blacksmith 2

Heavy Heavy +2 C
D +9 +30 Blacksmith 2

Unique Super Sledge Mods


A Super Sledgehammer can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

+1 C
D , Change Damage Type to
Heating Coil Heated – +180 Blacksmith 2
Energy

+2 C
D , Gain Stun, Blacksmith 3,
Stun Pack Stunning – +360
Change Damage Type to Energy Science! 1

Unique Tire Iron Mod


A Tire Iron can accept the following mod.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Bladed Bladed +1 C
D , gain Persistent +1 +12 Blacksmith 2

Unique Walking Cane Mods


A Walking Cane can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Barbed Barbed +1 C
D . Gain Piercing 1 – +3 –

Spiked Spiked +1 C
D , Gain Piercing 1 – +3 –

Unique Boxing Glove Mods


A Boxing Glove can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Spiked Spiked Gain Piercing 1 – +3 –

Puncturing Puncturing +1 C
D , Piercing 1 – +4 Blacksmith 1

Lead lining Lead-lined +2 C


D +1 +7 Blacksmith 1

GM Toolkit  EQUPMENT TABLES 37


Unique Deathclaw Gauntlet Mod
A Deathclaw Gauntlet can accept the following mod.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

+1 C
D . On successful attack,
Extra Claw Large spend 2 AP to disarm opponent, +2 +22 –
knocking one held weapon away

Unique Knuckles Mods


Knuckles can accept one of the following mods.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Sharp Sharp Gain Persistent – +3 –

Spiked Spiked Gain Piercing 1 – +3 –

Puncturing Puncturing +1 C
D , Gain Piercing 1 – +4 Blacksmith 1

Bladed Bladed +1 C
D , Gain Persistent – +5 Blacksmith 1

Unique Power Fist Mods


A Power Fist can accept the following mod.

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

Puncturing Puncturing +2 C
D . Gain Piercing 1 +1 +45 Blacksmith 2

+2 C
D,
Heating Coil Heated – +100 Blacksmith 3
Change Damage Type to Energy

EXPLOSIVES
WEAPON DAMAGE DAMAGE DAMAGE
EXPLOSIVE QUALITIES WEIGHT COST RARITY
TYPE RATING EFFECTS TYPE

Baseball Grenade Explosive 5C


D – Physical Blast, Thrown (M) 1 40 1

Frag Grenade Explosive 6C


D – Physical Blast, Thrown (M) <1 50 2

Molotov Cocktail Explosive 4C


D Persistent Energy Blast, Thrown (M) 1 20 1

Breaker,
Nuka Grenade Explosive 9C
D Radioactive, Energy Blast, Thrown (M) 1 100 4
Vicious

Plasma Grenade Explosive 9C


D – Energy Blast, Thrown (M) <1 135 3

Pulse Grenade Explosive 6C


D Stun Energy Blast, Thrown (M) <1 100 3

Bottlecap Mine Explosive 6C


D – Physical Blast, Mine 1 75 2

Frag Mine Explosive 6C


D – Physical Blast, Mine 1 50 2

Breaker,
Nuke Mine Explosive 9C
D Radioactive, Energy Blast, Thrown (M) 1 100 4
Vicious

Plasma Mine Explosive 9C


D – Energy Blast, Thrown (M) <1 135 3

Pulse Mine Explosive 6C


D Stun Energy Blast, Thrown (M) <1 100 3

38 FALLOUT  The Roleplaying Game


THROWING WEAPONS
THROWING WEAPON DAMAGE DAMAGE DAMAGE
QUALITIES WEIGHT COST RARITY
WEAPON TYPE RATING EFFECTS TYPE

Concealed,
Throwing Knives Throwing 3C
D Piercing 1 Physical <1 10 1
Suppressed, Thrown (C)

Tomahawk Throwing 4C
D Piercing 1 Physical Suppressed, Thrown (C) <1 15 2

Javelin Throwing 4C
D Piercing 1 Physical Suppressed, Thrown (M) 4 10 1

APPAREL
Clothing, Outfit, and Headgear Types
Clothing provides little protection by itself but may The only mod most items of clothing can accept is
often provide small bonuses when combined with ballistic weave lining, which improves the protection
armor worn over the top. Outfits generally grant more provided by the clothing without meaningfully
protection or larger bonuses, at the cost of being unable changing its appearance. However, the knowledge of
to combine them with armor. making this ballistic weave is scarce and highly prized.

DAMAGE RESISTANCES
ITEM LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
CLOTHING
Brotherhood of
1 1 1 Arms, Legs, Torso 2 20 2
Steel Uniform
Casual Clothing 0 0 0 Arms, Legs, Torso 2 20 1
Harness 0 0 0 Arms, Legs, Torso 1 5 0
Military Fatigues 0 1 0 Arms, Legs, Torso 3 12 1
Road Leathers 1 1 0 Arms, Legs, Torso 1 5 1
Tough Clothing 1 1 0 Arms, Legs, Torso 3 20 1
Vault Jumpsuit 0 1 2 Arms, Legs, Torso 1 20 2
OUTFITS
Brotherhood of
2 2 2 Arms, Legs, Torso 4 20 3
Steel Fatigues
Brotherhood
1 2 2 Arms, Legs, Torso 4 20 2
Scribe’s Armor
Cage Armor 3 4 0 Head, Arms, Legs, Torso 33 110 3
Drifter Outfit 1 2 0 Arms, Legs, Torso 10 35 1
Engineer’s Armor 1 1 0 Arms, Legs, Torso 2 15 1
Formal Clothing 0 0 0 Arms, Legs, Torso 2 30 2
Hazmat Suit 0 0 Immune Head, Arms, Legs, Torso 5 85 3
Heavy Coat 1 1 1 Arms, Legs, Torso 2 20 1
Hides 1 0 0 Arms, Legs, Torso 4 13 0
Lab Coat 0 0 0 Arms, Legs, Torso 2 10 1

GM Toolkit  EQUPMENT TABLES 39


DAMAGE RESISTANCES
ITEM LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
Spike Armor 2 2 0 Head, Arms, Legs, Torso 17 65 2
Utility Coveralls 2 0 0 Arms, Legs, Torso 2 12 1

HEADGEAR

Army Helmet 2 0 0 Head 3 20 1

Brotherhood of
0 1 0 Head <1 12 2
Steel Hood

Brotherhood
0 2 0 Head <1 8 2
Scribe’s Hat

Casual Hat 0 0 0 Head <1 15 1

Formal Hat 0 0 0 Head <1 15 2

Gas Mask 1 0 3 Head 3 10 2

Hard Hat 2 0 0 Head <1 15 1

Hood or Cowl 1 0 1 Head 2 5 1

Sack Hood 0 0 2 Head 1 5 0

Welder’s Visor 2 2 0 Head 4 20 2

Ballistic Weave
Ballistic polymer weave is an armor mod which improves the defensive abilities of some clothing items. A layer of this tough
artificial fabric can be used as a lining in a variety of garments, giving them a limited ability to resist impacts, bullets, and
energy blasts.

Knowledge of this recipe is possessed only by a few, and they share these secrets only occasionally. All ballistic weave mods are
installed with the Repair skill.

Armor Ballistic Weave Mods


BALLISTIC MOD EFFECTS WEIGHT COST PERKS

Ballistic Weave +2 Physical Damage Resistance, +2 Energy Damage Resistance – +20 –

Ballistic Weave Mk II +3 Physical Damage Resistance, +3 Energy Damage Resistance – +30 Armorer 1

Ballistic Weave Mk III +4 Physical Damage Resistance, +4 Energy Damage Resistance – +40 Armorer 2

Ballistic Weave Mk IV +5 Physical Damage Resistance, +5 Energy Damage Resistance – +50 Armorer 3

Ballistic Weave Mk V +6 Physical Damage Resistance, +6 Energy Damage Resistance – +60 Armorer 4

40 FALLOUT  The Roleplaying Game


Vault Jumpsuit Mods
A Vault Jumpsuit can be modified with an additional protective lining, taking one of the mods below. All Vault
Jumpsuit mods are installed with the Repair skill.

JUMPSUIT MOD EFFECTS WEIGHT COST PERKS

Insulated Lining +1 Energy damage resistance – +10 –

Treated Lining +1 Energy damage resistance, +1 Radiation damage resistance +1 +20 Armorer 2

Resistant Lining +2 Energy damage resistance, +1 Radiation damage resistance +1 +30 Armorer 3

Armorer 4,
Protective Lining +2 Energy damage resistance, +2 Radiation damage resistance +1 +40
Science! 2

Armorer 4,
Shielded Lining +3 Energy damage resistance, +3 Radiation damage resistance +1 +50
Science! 4

ARMOR
Most armor found or made in the wastelands is
piecemeal, consisting of individual parts covering a
single section of the body. Most who wear armor tend
to mix-and-match parts to suit their needs, often only
protecting part of their body or wearing lighter pieces
in to avoid weighing themselves down.

Armor can be worn over clothing, but not outfits. If


wearing armor over clothing which provides damage
resistance, use the highest damage resistance of each
type from clothing or armor.

Sturdy and Heavy versions of most types of armor


are also listed, providing greater protection but being
rarer, more expensive, and heavier.

Raider Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION

Raider Chest Piece 1 1 0 Torso 7 18 0

Raider Leg 1 1 0 Leg 3 8 0

Raider Arm 1 1 0 Arm 3 6 0

Sturdy Raider Chest Piece 2 2 0 Torso 12 33 1

Sturdy Raider Leg 2 2 0 Leg 7 13 1

Sturdy Raider Arm 2 2 0 Arm 7 8 1

Heavy Raider Chest Piece 3 3 0 Torso 17 48 2

Heavy Raider Leg 3 3 0 Leg 10 18 2

Heavy Raider Arm 3 3 0 Arm 10 15 2

GM Toolkit  EQUPMENT TABLES 41


Leather Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
Leather Chest Piece 1 2 0 Torso 5 25 1
Leather Leg 1 2 0 Leg 2 10 1
Leather Arm 1 2 0 Arm 2 8 1
Sturdy Leather Chest Piece 2 3 0 Torso 10 50 2
Sturdy Leather Leg 2 3 0 Leg 5 20 2
Sturdy Leather Arm 2 3 0 Arm 5 18 2
Heavy Leather Chest Piece 3 4 0 Torso 15 75 3
Heavy Leather Leg 3 4 0 Leg 7 30 3
Heavy Leather Arm 3 4 0 Arm 7 28 3

Metal Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
Metal Helmet 2 1 0 Head 3 15 1
Metal Chest Piece 2 1 0 Torso 6 40 1
Metal Leg 2 1 0 Leg 3 15 1
Metal Arm 2 1 0 Arm 3 15 1
Sturdy Metal Helmet 3 2 0 Head 8 65 2
Sturdy Metal Chest Piece 3 2 0 Torso 16 115 2
Sturdy Metal Leg 3 2 0 Leg 8 65 2
Sturdy Metal Arm 3 2 0 Arm 8 65 2
Heavy Metal Helmet 4 3 0 Head 12 115 3
Heavy Metal Chest Piece 4 3 0 Torso 23 190 3
Heavy Metal Leg 4 3 0 Leg 12 115 3
Heavy Metal Arm 4 3 0 Arm 12 115 3

Combat Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION
Combat Helmet 2 2 0 Head 4 25 2
Combat Chest Piece 2 2 0 Torso 8 60 2
Combat Leg 2 2 0 Leg 2 25 2
Combat Arm 2 2 0 Arm 2 25 2
Sturdy Combat Helmet 3 3 0 Head 5 105 3
Sturdy Combat Chest Piece 3 3 0 Torso 12 140 3
Sturdy Combat Leg 3 3 0 Leg 5 105 3
Sturdy Combat Arm 3 3 0 Arm 5 105 3
Heavy Combat Helmet 4 4 0 Head 7 185 4
Heavy Combat Chest Piece 4 4 0 Torso 16 220 4
Heavy Combat Leg 4 4 0 Leg 7 185 4
Heavy Combat Arm 4 4 0 Arm 7 145 4

42 FALLOUT  The Roleplaying Game


Synth Armor
DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION

Synth Helmet 2 3 0 Head 3 33 3

Synth Chest Piece 2 3 0 Torso 7 75 3

Synth Leg 2 3 0 Leg 3 30 3

Synth Arm 2 3 0 Arm 3 30 4

Sturdy Synth Helmet 3 4 0 Head 7 70 4

Sturdy Synth Chest Piece 3 4 0 Torso 12 125 4

Sturdy Synth Leg 3 4 0 Leg 7 80 4

Sturdy Synth Arm 3 4 0 Arm 7 70 4

Heavy Synth Helmet 4 5 0 Head 10 110 5

Heavy Synth Chest Piece 4 5 0 Torso 17 175 5

Heavy Synth Leg 4 5 0 Leg 10 130 5

Heavy Synth Arm 4 5 0 Arm 10 110 5

Vault-Tec Security Armor


DAMAGE RESISTANCES
ARMOR PIECE LOCATIONS COVERED WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION

Vault-Tec Security Helmet 2 0 0 Head 2 20 1

Vault-Tec Security Armor 2 0 2 Arms, Legs, Torso 8 16 1

ARMOR MATERIAL MODS


All Armor Material mods are installed with the Repair skill.

Unique Raider Armor Material Mods


Each piece of raider armor can accept two mods, one of which is a Material, the other of which is an Upgrade.

DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION

Welded +1 +1 – – +1 +3 –

Tempered +2 +2 – – +1 +6 –

Hardened +3 +3 – – +2 +9 Armorer 1

Buttressed +4 +4 – – +3 +12 Armorer 1

GM Toolkit  EQUPMENT TABLES 43


Unique Leather Armor Material Mods
Each piece of Leather armor can accept two mods, one of which is a Material, the other of which is an Upgrade.

DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Boiled Leather +1 +1 – – +1 +5 –
Girded Leather +2 +2 – – +1 +10 –
Treated Leather +3 +3 – – +1 +15 Armorer 1
Shadowed Leather +3 +3 – Shadowed (see sidebar) +1 +20 Armorer 1
Studded Leather +4 +4 – – +2 +25 Armorer 1

Unique Metal Armor Material Mods


Each piece of Metal armor other than helmets can accept two mods, one of which is a Material, the other of which is
an Upgrade.

DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Painted Metal +1 +1 – – +1 +10 –
Enameled Metal +2 +2 – – +2 +20 Armorer 1
Shadowed
Shadowed Metal +2 +2 – +2 +25 Armorer 1
(see sidebar)
Alloyed Metal +3 +3 – – +3 +30 Armorer 1
Polished Metal +4 +4 – – +4 +40 Armorer 2

Unique Combat Armor Material Mods


Each piece of Combat armor other than helmets can accept two mods, one of which is a Material, the other of which
is an Upgrade.

DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Reinforced +1 +1 – – +1 +15 –
Shadowed
Shadowed +1 +1 – +1 +15 Armorer 1
(see sidebar)
Fiberglass +2 +2 – – +1 +30 Armorer 1
Polymer +3 +3 – – +2 +45 Armorer 1

Unique Synth Armor Material Mods


Each piece of Synth armor other than helmets can accept two mods, one of which is a Material, the other of which is
an Upgrade.

DAMAGE RESISTANCES
MATERIAL MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION
Laminated +1 +1 – – +1 +5 –
Resin +2 +2 – – +1 +10 Armorer 1
Microcarbon +3 +3 – – +2 +15 Armorer 1
Nanofilament +4 +4 – – +3 +20 Armorer 1

44 FALLOUT  The Roleplaying Game


ARMOR UPGRADES
Armor Upgrades apply to all the types of armor listed above (except for Vault-Tec Security armor) and are collected
here to avoid repetition.

Armor Upgrade Mods


DAMAGE RESISTANCES
UPGRADE MOD OTHER EFFECTS WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION

ALL LOCATIONS

Laminated +1 +1 – – +1 +5 –

Resin +2 +2 – – +1 +10 Armorer 1

Microcarbon +3 +3 – – +2 +15 Armorer 1

TORSO ONLY UPGRADES

+2 to all Damage Resistances


Padded – – – +4 +1 –
vs Blast weapons

Ignore Energy damage from the


Asbestos Lining – +3 – +4 +3 Armorer 1
Persistent damage effect

+4 to all Damage
Dense – – – +4 +7 Armorer 3
Resistances vs Blast weapons

Chems last twice as long


Armorer 4,
BioCommMesh – – – (see Fallout: The Roleplaying +2 +9
Science! 2
Game, p.195)

Stun damage effect requires


Pneumatic – – – +2 +9 Armorer 4
2+ Effects to be rolled to affect you

ARMS ONLY UPGRADES

Unarmed attacks inflict


Brawling – – – +1 +1 Armorer 1
+1 C
D damage
+2 to all Damage Resistances
Braced – – – +1 +1 Armorer 1
vs melee attacks.

When you aim and make a ranged


Stabilized – – – +1 +1 Armorer 2
attack, +1 C
D to the attack’s damage
May spend up to 4 AP on bonus
Aerodynamic – – – – +1 Armorer 3
damage for melee attacks

Melee and Unarmed attacks


Weighted – – – +1 +3 Armorer 4
gain Piercing 1

LEGS ONLY UPGRADES

+2 to Physical Damage Resistance


Cushioned – – – – +1 Armorer 1
vs falling damage

Muffled – – – Re-roll 1d20 on Stealth tests – +2 Armorer 2

GM Toolkit  EQUPMENT TABLES 45


POWER ARMOR
DAMAGE RESISTANCES HIT LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION POINTS COVERED

Armor Frame – – – – All 4500 150 4


Raider Helm 6 4 7 7 Head 50 14 2
Raider Chest Piece 8 6 9 10 Torso 100 22 2
Raider Arm 4 3 7 7 Arm 75 16 2
Raider Leg 4 3 7 7 Leg 75 17 2
T-45 Helm 6 4 7 7 Head 60 12 2
T-45 Chest Piece 8 7 9 14 Torso 140 20 2
T-45 Arm 4 3 7 7 Arm 100 15 2
T-45 Leg 4 3 7 7 Leg 100 15 2
T-51 Helm 6 5 7 9 Head 80 12 3
T-51 Chest Piece 8 7 9 18 Torso 180 20 3
T-51 Arm 5 4 7 9 Arm 130 15 3
T-51 Leg 5 4 7 9 Leg 10 15 3
T-60 Helm 7 6 7 10 Head 650 12 4
T-60 Chest Piece 9 8 9 21 Torso 750 20 4
T-60 Arm 6 5 7 10 Arm 700 15 4
T-60 Leg 6 5 7 10 Leg 700 15 4
X-01 Helm 8 7 7 12 Head 60 12 5
X-01 Chest Piece 10 8 9 24 Torso 140 20 5
X-01 Arm 7 6 7 12 Arm 100 15 5
X-01 Leg 7 6 7 12 Leg 100 15 5

ARMOR FRAME
The standard armor frame is a West Tek powered ƒ Impact Landing: A character wearing Power
exoskeleton. It draws power from a back-mounted Armor suffers no damage for falling or jumping
TX-28 micro-fusion reactor, which is compatible with down any height. In fact, landing from any height
standard fusion cores (Fallout: The Roleplaying Game, higher than a single-story building inflicts 3 C
D
p.130). An armor frame cannot be modded. damage to any creatures (or other damageable
objects) within Reach of you when you land. This
ƒ Operation: Entering or leaving an armor frame applies even if the armor is unpowered.
requires a major action. The armor consumes a sin-
ƒ Enhanced Strength: A character wearing Power
gle charge from its fusion core at the end of each
Armor uses the armor frame’s STR of 11 instead of their
scene it is used in. If this would reduce the fusion
own, for all purposes (such as skill tests, carry weight,
core to 0 charges, then the frame becomes unpow-
and melee damage bonus). In addition, the weight
ered. Complications on Athletics tests made while
of the armor frame and any attached armor pieces is
operating the Power Armor may result (at the GM’s
not counted towards the wearer’s carry weight. These
discretion) in extra charges being used, as strenu-
benefits are lost if the armor is unpowered.
ous activity consumes power more quickly.

46 FALLOUT  The Roleplaying Game


ƒ Sealed Environment: So long as the armor is sealed
(it has components for each location, and none
of those components are damaged), it provides a
breathable atmosphere, allowing the wearer to survive
underwater, in toxic gas, or similar inhospitable con-
ditions. This benefit is lost if the armor is unpowered.

ƒ Ablative Resilience: When a character in Power


Armor is attacked or otherwise suffers damage, then
the damage is reduced by the damage resistances of
the armor piece on that location, and any remaining
damage marks off the armor piece’s Hit Points. If an
armor piece would suffer a critical hit (5+ damage in
one hit), or is reduced to 0 HP, then it is damaged.
Damaged armor pieces no longer provide protec-
tion—hits to that location strike the wearer instead—
using the wearer’s damage resistances and HP.

ƒ Technological: Armor pieces do not regain HP nat-


urally, and cannot be restored using Stimpaks or the
Medicine skill. They must be repaired, in the same
way as robots (Fallout: The Roleplaying Game,
p.34). Power Armor is affected by any effect which
targets or affects machines or robots.

POWER ARMOR MODS


Unique Raider Power Armor Upgrade Mods
Makeshift armor pieces made from scrap metal and salvaged Power Armor parts too damaged to undergo proper
repair. Due to the improvised nature of its design, raider Power Armor is relatively weak compared to its fully
functional counterparts.

Each piece of raider power armor can accept two mods: an upgrade mod and a system mod which are installed with
the Repair Skill.

DAMAGE RESISTANCES HIT


UPGRADE MOD LOCATION WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION POINTS

Raider II Helm +1 – – +3 Head +1 +5 Armorer 1


Raider II Chest Piece +1 – – +4 Torso +2 +10 Armorer 1
Raider II Arm +1 – – +3 Arm +2 +7 Armorer 1
Raider II Leg +1 – – +3 Leg +2 +7 Armorer 1

Unique Raider Power Armor System Mod


Raider Power Armor can make use of all the normal system mods (p.48) except for Tesla Arms, and may also use the
following system mod which is installed with the Repair Skill.

SYSTEM MOD EFFECTS LOCATION WEIGHT COST PERKS


Enemies who attack you with a melee or unarmed
Welded Rebar Torso +2 +25 Armorer 1
attack and suffer a complication suffer 2 C
D damage

GM Toolkit  EQUPMENT TABLES 47


Unique T-45 Power Armor Upgrade Mods
Each piece of T-45 Power Armor can accept three mods: an upgrade mod, one plating mod, and a system mod. These
are installed with the Repair Skill.

DAMAGE RESISTANCES HIT


UPGRADE MOD LOCATION WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION POINTS

T-45b Helm – – – +1 Head +1 +3 Armorer 1

T-45b Chest Piece – – – +1 Torso +1 +7 Armorer 1

T-45b Arm +1 +1 – +1 Arm +1 +7 Armorer 1

T-45b Leg +1 +1 – +1 Leg +1 +7 Armorer 1

T-45c Helm +1 +1 – +2 Head +1 +6 Armorer 2

T-45c Chest Piece – – – +4 Torso +2 +14 Armorer 2

T-45c Arm +2 +2 – +2 Arm +2 +10 Armorer 2

T-45c Leg +2 +2 – +2 Leg +2 +10 Armorer 2

T-45d Helm +1 +1 – +3 Head +2 +9 Armorer 2, Science! 1

T-45d Chest Piece +1 +1 – +5 Torso +3 +21 Armorer 2, Science! 1

T-45d Arm +2 +3 – +3 Arm +2 +15 Armorer 2, Science! 1

T-45d Leg +2 +3 – +3 Leg +2 +15 Armorer 2, Science! 1

T-45e Helm +1 +2 – +3 Head +2 +12 Armorer 3, Science! 1

T-45e Chest Piece +1 +1 – +7 Torso +4 +28 Armorer 3, Science! 1

T-45e Arm +3 +3 – +3 Arm +3 +20 Armorer 3, Science! 1

T-45e Leg +3 +3 – +3 Leg +3 +20 Armorer 3, Science! 1

T-45f Helm +2 +2 – +4 Head +3 +15 Armorer 3, Science! 2

T-45f Chest Piece +1 +1 – +8 Torso +5 +35 Armorer 3, Science! 2

T-45f Arm +3 +4 – +4 Arm +4 +25 Armorer 3, Science! 2

T-45f Leg +3 +4 – +4 Leg +4 +25 Armorer 3, Science! 2

Unique T-51 Power Armor Upgrade Mods


Each piece of T-51 Power Armor can accept three mods: an upgrade mod, one plating mod, and a system. All Unique
T-51 Power Armor Upgrade Mods are installed with the Repair Skill.

DAMAGE RESISTANCES HIT


UPGRADE MOD LOCATION WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION POINTS

T-51b Helm – – – +1 Head +1 +4 Armorer 1

T-51b Chest Piece +1 – – +1 Torso +1 +9 Armorer 1

T-51b Arm – – – +1 Arm +1 +6 Armorer 1

T-51b Leg – – – +1 Leg +1 +6 Armorer 1

T-51c Helm – +1 – +1 Head +1 +8 Armorer 2

T-51c Chest Piece +1 +1 – +3 Torso +2 +18 Armorer 2

T-51c Arm +1 +1 – +1 Arm +2 +13 Armorer 2

T-51c Leg +1 +1 – +1 Leg +2 +13 Armorer 2

T-51d Helm +1 +1 – +2 Head +2 +12 Armorer 2, Science! 1

48 FALLOUT  The Roleplaying Game


DAMAGE RESISTANCES HIT
UPGRADE MOD LOCATION WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION POINTS

T-51d Chest Piece +1 +1 – +4 Torso +3 +27 Armorer 2, Science! 1

T-51d Arm +1 +1 – +2 Arm +2 +19 Armorer 2, Science! 1

T-51d Leg +1 +1 – +2 Leg +2 +19 Armorer 2, Science! 1

T-51e Helm +1 +1 – +3 Head +2 +16 Armorer 3, Science! 1

T-51e Chest Piece +2 +1 – +6 Torso +4 +36 Armorer 3, Science! 1

T-51e Arm +1 +2 – +3 Arm +3 +26 Armorer 3, Science! 1

T-51e Leg +1 +2 – +3 Leg +3 +26 Armorer 3, Science! 1

T-51f Helm +1 +2 – +3 Head +3 +20 Armorer 3, Science! 2

T-51f Chest Piece +2 +2 – +7 Torso +5 +45 Armorer 3, Science! 2

T-51f Arm +2 +2 – +3 Arm +4 +32 Armorer 3, Science! 2

T-51f Leg +2 +2 – +3 Leg +4 +32 Armorer 3, Science! 2

Unique T-60 Power Armor Upgrade Mods


Each piece of T-60 Power Armor can accept three mods: an upgrade mod, one plating mod, and a system.
All Unique T-60 Power Armor Upgrade Mods are installed with the Repair Skill.

DAMAGE RESISTANCES HIT


UPGRADE MOD LOCATION WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION POINTS

T-60b Helm +1 +1 – +1 Head +1 +32 –

T-60b Chest Piece – – – +2 Torso +1 +37 –

T-60b Arm +1 +1 – +1 Arm +1 +35 –

T-60b Leg +1 +1 – +1 Leg +1 +35 –

T-60c Helm +1 +1 – +2 Head +3 +64 Armorer 1, Science! 1

T-60c Chest Piece +1 – – +3 Torso +2 +74 Armorer 1, Science! 1

T-60c Arm +1 +1 – +2 Arm +2 +70 Armorer 1, Science! 1

T-60c Leg +1 +1 – +2 Leg +2 +70 Armorer 1, Science! 1

T-60d Helm +1 +2 – +2 Head +2 +96 Armorer 2, Science! 1

T-60d Chest Piece +1 +1 – +5 Torso +3 +111 Armorer 2, Science! 1

T-60d Arm +1 +2 – +2 Arm +2 +105 Armorer 2, Science! 1

T-60d Leg +1 +2 – +2 Leg +2 +105 Armorer 2, Science! 1

T-60e Helm +2 +2 – +3 Head +2 +128 Armorer 3, Science! 1

T-60e Chest Piece +1 +1 – +7 Torso +4 +148 Armorer 3, Science! 1

T-60e Arm +2 +2 – +3 Arm +3 +140 Armorer 3, Science! 1

T-60e Leg +2 +2 – +3 Leg +3 +140 Armorer 3, Science! 1

T-60f Helm +2 +3 – +4 Head +3 +160 Armorer 3, Science! 2

T-60f Chest Piece +2 +1 – +8 Torso +5 +185 Armorer 3, Science! 2

T-60f Arm +2 +3 – +4 Arm +4 +175 Armorer 3, Science! 2

T-60f Leg +2 +3 – +4 Leg +4 +175 Armorer 3, Science! 2

GM Toolkit  EQUPMENT TABLES 49


Unique X-01 Power Armor Upgrade Mods
Each piece of X-01 Power Armor can accept three mods: an upgrade mod, one plating mod, and a system. All Unique
X-01 Power Armor Upgrade Mods are installed with the Repair Skill.

DAMAGE RESISTANCES HIT


UPGRADE MOD LOCATION WEIGHT COST PERKS
PHYSICAL ENERGY RADIATION POINTS

Mk II Helm – – – +1 Head +1 +7 –

Mk II Chest Piece – – – +1 Torso +1 +14 –

Mk II Arm +1 +1 – – Arm +1 +10 –

Mk II Leg +1 +1 – – Leg +1 +10 –

Mk III Helm +1 – – +1 Head +1 +14 Armorer 1, Science! 1

Mk III Chest Piece – +1 – +2 Torso +2 +28 Armorer 1, Science! 1

Mk III Arm +1 +1 – +1 Arm +2 +20 Armorer 1, Science! 1

Mk III Leg +1 +1 – +1 Leg +2 +20 Armorer 1, Science! 1

Mk IV Helm +1 +1 – +2 Head +2 +21 Armorer 2. Science! 1

Mk IV Chest
+1 +1 – +3 Torso +3 +42 Armorer 2. Science! 1
Piece

Mk IV Arm +1 +1 – +2 Arm +2 +30 Armorer 2. Science! 1

Mk IV Leg +1 +1 – +2 Leg +2 +30 Armorer 2. Science! 1

Mk V Helm +2 +1 – +2 Head +2 +28 Armorer 3. Science! 1

Mk V Chest Piece +1 +2 – +4 Torso +4 +56 Armorer 3. Science! 1

Mk V Arm +2 +2 – +2 Arm +3 +40 Armorer 3. Science! 1

Mk V Leg +2 +2 – +2 Leg +3 +40 Armorer 3. Science! 1

Mk VI Helm +2 +2 – +3 Head +3 +35 Armorer 3. Science! 2

Mk VI Chest
+2 +2 – +5 Torso +5 +70 Armorer 3. Science! 2
Piece

Mk VI Arm +2 +3 – +4 Arm +4 +50 Armorer 3. Science! 2

Mk VI Leg +2 +3 – +4 Leg +4 +50 Armorer 3. Science! 2

Unique X-01 Power Armor Plating Mod


X-01 Power Armor can make use of all the normal system mods and all the normal plating mods apart from
Winterized, and may also use the following plating mod, which is installed with the Repair skill:

PLATING MOD EFFECTS LOCATION WEIGHT COST PERKS

EMP Shielding +2 Energy Damage Resistance Any +1 +20 Armorer 1

Power Armor System and Plating Mods


Power Armor mods apply to all the types of armor listed and are collected here to avoid repetition. There are two
main kinds of Power Armor mod: systems, that provide additional features to the armor, and plating, which alters
the outer surface of the armor.

Plating can be applied separately to any individual piece of Power Armor. However, due to size differences, the cost
and weight of a plating mod applied to a chest piece is doubled. Raider Power Armor cannot take a plating mod,
due to its makeshift nature. Each mod is listed with the skill required to install it.

50 FALLOUT  The Roleplaying Game


MOD EFFECT LOCATION WEIGHT COST PERKS SKILL

SYSTEM MODS

Ignore radiation from Irradiated food or


Rad Scrubber Head +1 +100 Science! 2 Science
drink consumed while armor is powered

Re-roll 1d20 on all PER tests while armor


Sensor Array Head +1 +100 Science! 3 Science
is powered

When you take the Aim minor action, you


Targeting
may take a second minor action for 0 AP Head +1 +100 Science! 3 Science
HUD
while armor is powered

Internal Re-roll 1d20 on all INT tests while armor


Head +1 +100 Science! 2 Science
Database is powered

Welded Enemies who attack you with a melee or


Rebar unarmed attack and suffer a complication Torso +2 +25 Armorer 1 Repair
(Raider only) suffer 2 C
D damage
While armor is powered, if you begin your
Core
turn and there is no AP in the group pool, Torso +2 +100 Science! 3 Science
Assembly
add +1 AP

Blood Re-roll addiction roll for addictive chems


Torso +2 +100 Science! 1 Science
Cleanser while armor is powered

While armor is powered, if your current HP


Emergency
is below 1/4 of your maximum, add +1 to Torso +2 +100 Science! 4 Science
Protocols
Defense and +3 to all Damage Resistances

Motion-Assist Increase STR of armor frame to 13 while


Torso +2 +100 Science! 3 Science
Servos armor is powered

While armor is powered, when you suffer


Kinetic
any damage (after reductions for damage Torso +2 +100 Science! 4 Science
Dynamo
resistances), add +1 to the group AP pool

While armor is powered, when your


HP are reduced to below 1/2 of your
Medic Pump Torso +2 +100 Science! 4 Science
maximum, you immediately use a Stimpak,
regaining 3 HP or treating one Injury.

While armor is powered, when you suffer


Reactive damage from a melee or unarmed attack,
Torso +2 +100 Armorer 4 Repair
Plates you inflict Physical damage back to the
attacker equal to half the damage total rolled

While armor is powered, whenever an


Tesla Coils enemy makes a melee attack against you, Torso +2 +100 Science! 3 Science
they suffer 4 C
D Energy damage
You may activate a Stealth Boy (Fallout:
Stealth Boy The Roleplaying Game, p.171) once per Torso +1 +100 Science! 4 Science
scene by spending 1 charge

When you move you may activate a


jetpack by spending 1 charge; this
Armorer 4,
Jetpack allows you to move one additional zone Torso +1 +500 Repair
Science! 4
(horizontally or vertically) or gain enough
height for an impact landing

GM Toolkit  EQUPMENT TABLES 51


MOD EFFECT LOCATION WEIGHT COST PERKS SKILL

Rusty Your unarmed attacks gain the Persistent


Arm +1 +50 Blacksmith 1 Repair
Knuckles damage effect

Hydraulic While armor is powered, your unarmed


Arm +1 +100 Blacksmith 3 Repair
Bracers attacks inflict +2 C
D damage
Optimized While armor is powered, you may spend up
Arm +1 +100 Blacksmith 1 Repair
Bracers to 4 AP on bonus damage for melee attacks

While armor is powered, your unarmed


Blacksmith 3,
Tesla Bracers attacks inflict +2 C
D damage and now inflict Arm +1 +150 Repair
Science! 1
Energy damage

Calibrated
Your carry weight is increased by +50 Leg +1 +100 Science! 2 Science
Shocks

While the armor is powered, when you


Explosive land from a height, you inflict 4 C
D damage Leg +1 +100 Science! 3 Science
Vent to all creatures and damageable objects
within Close range

While armor is powered, when you


Overdrive
Sprint, you may spend +2AP to move one Leg +1 +100 Science! 3 Science
Servos
additional zone

PLATING MODS

Titanium
+1HP to Armor Piece (+2 to Torso) Any 1 10 Armorer 3 Repair
Plating

Lead Plating +2 Radiation damage resistance Any 2 10 Armorer 1 Repair

Photovoltaic +1 AP at the start of a scene if in direct


Any 1 10 Science! 3 Science
Plating sunlight (only applies once)

Winterized
Coating +1 Energy damage resistance Any 1 10 Armorer 1 Repair
(not on X-01)

Prism
+3 Energy damage resistance Any 2 10 Science! 2 Science
Shielding

Explosive +2 to all Damage resistances vs


Any 1 10 Science! 1 Science
Shielding Blast weapons.

52 FALLOUT  The Roleplaying Game


ROBOT ARMOR
For protection and useful effects, robots such as the Mister Handy line rely on their construction and materials of
their plating. Mister Handy robots have different hit locations to a humanoid character: Optics, Main Body, Arms
(1-3), and Thruster. In addition to providing damage resistances, robot armor may modify the Carry Weight of the
robot they are fitted to. All Robot Armor except Plating is installed with the Repair skill.

DAMAGE RESISTANCE
ARMOR TYPE LOCATION CARRY WEIGHT COST PERKS
PHYSICAL ENERGY

Standard Plating 2 0 All – – –

Mister Gutsy Plating 2 2 All -10 – –

Factory Armor +1 +1 Optics – 10 –

Factory Armor +1 +1 Main Body – 20 –

Factory Armor +1 +1 Arms – 10 –

Factory Armor +1 +1 Thruster – 10 –

Factory Storage Armor +1 +1 Main Body +20 25 Armorer 1

Primal Plate +2 – Optics -10 10 –

Primal Plate +2 – Main Body -20 20 –

Primal Plate +2 – Arms -10 10 –

Primal Plate +2 – Thruster -10 10 –

Serrated Plate +2 – Optics -10 15 Armorer 1

Serrated Plate +2 – Main Body -20 30 Armorer 1

Serrated Plate +2 – Arms -10 15 Armorer 1

Serrated Plate +2 – Thruster -10 15 Armorer 1

Noxious Plate +2 – Optics -10 15 Armorer 1

Noxious Plate +2 – Main Body -20 30 Armorer 1

Noxious Plate +2 – Arms -10 15 Armorer 1

Noxious Plate +2 – Thruster -10 15 Armorer 1

Toxic Plate +2 – Optics -10 15 Armorer 3

Toxic Plate +2 – Main Body -20 30 Armorer 3

Toxic Plate +2 – Arms -10 15 Armorer 3

Toxic Plate +2 – Thruster -10 15 Armorer 3

Actuated Frame +1 +1 Optics +10 15 –

Actuated Frame +1 +1 Main Body +20 30 –

Actuated Frame +1 +1 Arms +10 15 –

Actuated Frame +1 +1 Thruster +10 15 –

Voltaic Frame +2 +2 Optics +10 20 Armorer 2

Voltaic Frame +2 +2 Main Body +20 40 Armorer 2

Voltaic Frame +2 +2 Arms +10 20 Armorer 2

Voltaic Frame +2 +2 Thruster +10 20 Armorer 2

GM Toolkit  EQUPMENT TABLES 53


DAMAGE RESISTANCE
ARMOR TYPE LOCATION CARRY WEIGHT COST PERKS
PHYSICAL ENERGY

Hydraulic Frame +3 +3 Optics +5 30 Armorer 3

Hydraulic Frame +3 +3 Main Body +10 60 Armorer 3

Hydraulic Frame +3 +3 Arms +5 30 Armorer 3

Hydraulic Frame +3 +3 Thruster +5 30 Armorer 3

SERRATED PLATE HYDRAULIC FRAME


When a melee attack is made against a location Melee attacks made from arms fitted with a
fitted with serrated plate, and the attacker suffers a hydraulic frame inflict +1 C
D damage and gain the
complication, then the attacker suffers 2 C
D Persistent Stun damage effect.
(Physical) damage. In addition, melee attacks
made using arms fitted with serrated plate gain the
Persistent (Physical) damage effect.

NOXIOUS PLATE
When a melee attack is made against a location fitted
with noxious plate, and the attacker suffers a compli-
cation, then the attacker suffers 2 C
D Persistent (Poison)
damage. In addition, melee attacks made using arms
fitted with serrated plate gain the Persistent (Poison)
damage effect.

TOXIC PLATE
When a melee attack is made against a location fitted
with toxic plate, and the attacker suffers a complica-
tion, then the attacker suffers 2 C
D Radiation damage. In
addition, melee attacks made using arms fitted with
serrated plate gain the Radioactive damage effect.

ACTUATED FRAME
Melee attacks made from arms fitted with
an actuated frame inflict +1 C
D damage. If the
robot’s Thruster is fitted with an actuated
frame, it may make both a Move minor action
and a Sprint major action in the same turn.

VOLTAIC FRAME
nflict +1 C
D if the robot is fitted with any Voltaic Frame
armor. This bonus increases by +1 C
D for every two addi-
tional locations fitted with Voltaic Frame (so +2 C
D for 3
pieces, or +3 C
D for 5 or more pieces)

54 FALLOUT  The Roleplaying Game


ROBOT MODULES
A Mister Handy robot may install up to three of these mods. Mods may be removed to make room for different
modules. Perks listed are those required to successfully install a module, which also requires an INT + Science skill
test with a difficulty of 2 and an hour’s work.

MOD EFFECTS WEIGHT COST RARITY PERKS

Behavioral
Reduce the difficulty of Speech tests by 1 (min. 0) – 50 3 Robotics Expert 1
Analysis Mod

Diagnosis Mod Reduce the difficulty of Medicine tests by 1 (min. 0) – 50 3 Robotics Expert 1

Reduces the difficulty of Science tests to hack into


Hacking Module – 25 2 –
locked computer systems by 1 (min. 0)

Hazard Reduce the difficulty of Survival tests to detect and


– 25 2 –
Detection Mod disable traps and similar hazards by 1 (min. 0)

Once per scene out of combat, turn 2 dirty


Integral Boiler Mod -10 15 1 –
water into 1 purified water in ten minutes

Reduce the difficulty of Lockpick tests by 1


Lockpick Module (min. 0), Does not need bobby pins or other -5 25 2 –
lockpicking tools

Can turn on or off at the start of a turn.


Radiation Coils While on, all creatures within Reach suffer 3 C
D -10 50 3 Robotics Expert 1
radiation damage at the end of the robot’s turn

Reduce difficulty of tests to detect hidden


opponents by 1 (min. 0), Enemies visible to you
Recon Sensors -5 50 3 Robotics Expert 1
who attempt to hide add +1 to the difficulty of
their Sneak tests

Outside of combat, allies regain 2 HP at the start Robotics Expert 2,


Regeneration Field -25 125 5
of each scene you are present within Science! 2

Allies within Close range receive +2 Physical Robotics Expert 1,


Resistance Field -20 75 4
damage resistance Science! 1

Re-roll 1d20 on all PER tests, May attempt PER


Sensor Array tests to detect things which cannot normally be -15 50 3 Robotics Expert 1
detected by the naked eye, such as radiation

Allies within Close range may re-roll 1d20 on


Stealth Field -20 50 3 Robotics Expert 1
Stealth tests

Can turn on or off at the start of a turn, While


on, all enemies within Reach suffer 4 C
D Piercing Robotics Expert 2,
Tesla Coils -25 100 5
1, Stun energy damage at the end of the Science! 1
robot’s turn

GM Toolkit  EQUPMENT TABLES 55


LOOT TABLES
There are numerous categories of items, and the loca- For each item category found, roll on the relevant
tion you are searching lists which categories of items table, below. After rolling, you may spend 1 Luck point
can be found there. A successful search yields a mini- to add or subtract an amount up to the location’s level
mum number of items of some of those categories, and to or from the roll: that is, if you’re searching a Level 6
each item is determined by rolling on the tables below. location, you may increase or reduce your roll by up to
6 after rolling, by spending 1 Luck point.
Item categories are as follows:

ƒ
ƒ
Ammunition
Armor
ƒ
ƒ
Oddities and Valuables
Junk
Modded Items
A few items appear in the loot tables with existing mods.
ƒ Clothing ƒ Weapons
These are most often the most basic forms of mods, such as
ƒ Food (split into Ranged,
turning a laser gun into a laser rifle or providing the auto-
ƒ Beverages Melee, and Thrown/
matic version of a 10mm pistol.
ƒ Chems Explosives)

AMMUNITION
Ammunition details are on p.56.

Random Ammunition
2D20 2D20 2D20
AMMO (QUANTITY) AMMO (QUANTITY) AMMO (QUANTITY)
ROLL ROLL ROLL

2 2mm EC (6+3 C
D) 15 Flamer Fuel (12+6 C
D) 28 Fusion Cell (14+7 C
D)
3 2mm EC (6+3 C
D) 16 Flamer Fuel (12+6 C
D) 29 Railway Spike (6+3 C
D)
4 2mm EC (6+3 C
D) 17 .45 Rounds (9+4 C
D) 30 Railway Spike (6+3 C
D)
5 Plasma Cartridge (10+5 C
D) 18 .45 Rounds (9+4 C
D) 31 .44 Magnum (4+2 C
D)
6 Missile (2+1 C
D )* 19 10mm (8+4 C
D) 32 .44 Magnum (4+2 C
D)
7 Fusion Core (1)** 20 10mm (8+4 C
D) 33 5.56mm (8+4 C
D)
8 5mm (12+6 C
D ×10) 21 .38 Ammo (10+5 C
D) 34 5.56mm (8+4 C
D)
9 5mm (12+6 C
D ×10) 22 .38 Ammo (10+5 C
D) 35 Missile (2+1 C
D )*
10 .50 ammo (4+2 C
D) 23 Flare (2+1 C
D) 36 Fusion Core (1)**

11 .50 ammo (4+2 C


D) 24 .308 ammo (6+3 C
D) 37 Plasma Cartridge (10+5 C
D)
12 Syringer Ammo (4+2 C
D) 25 Shotgun Shells (6+3 C
D) 38 Mini-Nuke (1+1 C
D )**
13 Syringer Ammo (4+2 C
D) 26 Shotgun Shells (6+3 C
D) 39 Mini-Nuke (1+1 C
D )**
14 Gamma Round (4+2 C
D) 27 Fusion Cell (14+7 C
D) 40 Mini-Nuke (1+1 C
D )**

* Characters with the Scavenger perk receive only +1 C


D per rank additional Missiles.
** Characters with the Scavenger perk do not receive any additional Fusion Cores or Mini-Nukes.

56 FALLOUT  The Roleplaying Game


ARMOR
Armor is listed on p.130 of the Fallout: The Roleplaying Some entries may ask for a roll for location. This
Game rulebook. means to roll on the hit location table (Fallout: The
Roleplaying Game, p.28) to determine which location
Power Armor Frames do not come with a fusion core. that piece of armor covers, re-rolling any inapplicable
results (head results for Raider leather armor, as there
is no corresponding helmet).
Random Armor
2D20 2D20 2D20
ARMOR ARMOR ARMOR
ROLL ROLL ROLL
2 X-01 Power Armor Piece 15 Sturdy Metal Armor 28 Heavy Leather Armor
3 X-01 Power Armor Piece 16 Heavy Raider Armor 29 Synth Armor
4 X-01 Power Armor Piece 17 Vault-Tec Armor 30 T-51 Power Armor Piece
5 Power Armor Frame 18 Sturdy Raider Armor 31 Heavy Combat Armor
6 Power Armor Frame 19 Leather Armor 32 Heavy Combat Armor
7 T-60 Power Armor Piece 20 Sturdy Raider Armor 33 Sturdy Synth Armor
8 T-60 Power Armor Piece 21 Raider Armor 34 Sturdy Synth Armor
9 Heavy Dog Armor 22 Sturdy Raider Armor 35 Sturdy Raider Armor
10 Heavy Dog Armor 23 Metal Armor 36 Power Armor Frame
11 Sturdy Combat Armor 24 Light Dog Armor 37 Power Armor Frame
12 Heavy Metal Armor 25 Sturdy Leather Armor 38 Heavy Synth Armor
13 Raider Power Armor Piece 26 Combat Armor 39 Heavy Synth Armor
14 Medium Dog Armor 27 T-45 Power Armor Piece 40 Heavy Synth Armor

CLOTHING
Clothing and outfits are listed on p.124 of the Fallout: The Roleplaying Game rulebook.

Random Clothing
2D20 2D20 2D20
CLOTHING CLOTHING CLOTHING
ROLL ROLL ROLL
2 Brotherhood of Steel Fatigues 15 Road Leathers 28 Heavy Coat
3 Welder’s Visor 16 Casual Clothing 29 Heavy Coat
4 Brotherhood Scribe’s Hat 17 Casual Clothing 30 Utility Overalls
5 Brotherhood of Steel Hood 18 Hides 31 Utility Overalls
6 Brotherhood Scribe’s Armor 19 Hides 32 Casual Hat
7 Brotherhood of Steel Uniform 20 Harness 33 Hood or Cowl
8 Hard Hat 21 Harness 34 Vault Jumpsuit
9 Army Helmet 22 Sack Hood 35 Formal Clothing
10 Lab Coat 23 Sack Hood 36 Formal Clothing
11 Lab Coat 24 Military Fatigues 37 Formal Hat
12 Engineer’s Armor 25 Military Fatigues 38 Gas Mask
13 Engineer’s Armor 26 Tough Clothing 39 Cage Armor
14 Road Leathers 27 Tough Clothing 40 Hazmat Suit

GM Toolkit  EQUPMENT TABLES 57


FOOD
Food items are listed on p.149 of the Fallout: The Many Food items listed in the Equipment chapter
Roleplaying Game rulebook. are not listed on the tables below. They can only be
obtained through cooking, described in the Crafting
There is one additional table here separate from the section later in this chapter, or butchering the bodies
rarity tables: Foraging. The Foraging table contains food of dead creatures.
items which can be found by foraging in the wilderness.

Random Food
2D20 2D20 2D20
FOOD FOOD FOOD
ROLL ROLL ROLL

BlamCo Brand Mac and


2 Tarberry 15 28 Brain Fungus
Cheese

3 Perfectly Preserved Pie 16 Sugar Bombs 29 Corn

4 Melon (non-irradiated) 17 Potted Meat 30 Gourd

5 Carrot (non-irradiated) 18 Pork ‘n’ Beans 31 Melon

6 Institute Food Packet 19 InstaMash 32 Silt Bean

7 Sugar Bombs (preserved) 20 Dandy Boy Apples 33 Tato

8 Mutfruit (non-irradiated) 21 Canned Dog Food 34 InstaMash (preserved)

Fancy Lads Snack Cakes


9 22 Fancy Lads Snack Cakes 35 Salisbury Steak (preserved)
(preserved)

10 Sweet Roll 23 Gum Drops 36 Food Paste

11 Razorgrain 24 Mutfruit 37 Noodle Cup

12 Iguana Bits 25 Potato Crisps 38 Corn (non-irradiated)

BlamCo Brand Mac and


13 Cram 26 Salisbury Steak 39
Cheese (preserved)

14 Carrot 27 Yum-Yum Deviled Eggs 40 Tarberry

The Foraging table, below, is used for gathering food Foraging


from wild plants while in the wasteland. An hour’s D20 ROLL FOOD FOUND
foraging and a PER + Survival test with a difficulty
1-2 Brain Fungus
of 1 finds a number of items this table equal to your
3-4 Carrot
Survival score, +1 item per AP spent. Roll once to
determine which item is found. 5-6 Corn

7-8 Gourd

9-10 Melon

11-13 Mutfruit

14-15 Razorgrain

16-17 Silt Bean

18-20 Tato

58 FALLOUT  The Roleplaying Game


BEVERAGES
Beverages are listed on p.160 of the Fallout: The
Roleplaying Game rulebook.
Some Beverage items listed in the Equipment chapter
There is one additional table here separate from the are not listed on the tables below. They can only be
rarity tables: Nuka-Cola. This is used specifically when obtained through cooking, described in the Crafting
searching Nuka-Cola Machines. section later in this chapter.

Random Beverages
2D20 2D20 2D20
BEVERAGE BEVERAGE BEVERAGE
ROLL ROLL ROLL

2 Wine 15 Beer 28 Brahmin Milk

3 Wine 16 Beer 29 Brahmin Milk

4 Whiskey 17 Beer 30 Brahmin Milk

5 Whiskey 18 Beer 31 Rum

6 Nuka-Cherry 19 Dirty Water 32 Rum

7 Nuka-Cherry 20 Dirty Water 33 Rum

8 Nuka-Cherry 21 Dirty Water 34 Moonshine

9 Nuka-Cola 22 Dirty Water 35 Moonshine

10 Nuka-Cola 23 Dirty Water 36 Moonshine

11 Nuka-Cola 24 Purified Water 37 Vodka

12 Bourbon 25 Purified Water 38 Vodka

13 Bourbon 26 Purified Water 39 Wine

14 Bourbon 27 Purified Water 40 Wine

The Nuka-Cola table, below, is used when a Nuka- Nuka-Cola


Cola machine is found while scavenging. Roll twice to D20 ROLL ITEM
determine the machine’s contents.
1-8 Empty

1+2 C
D glass bottles (junk, scavenge for
9-12
2 common materials each)

13-15 1 Nuka-Cola

16-17 2 Nuka-Cola

18 1 Nuka-Cola, 1 Nuka-Cherry

19 2 Nuka-Cola, 1 Nuka-Cherry

20 1 Nuka-Cola Quantum

GM Toolkit  EQUPMENT TABLES 59


CHEMS
Chems are listed on p.164 of the Fallout: Many Chems items listed in the Equipment chapter
The Roleplaying Game rulebook. are not listed on the tables below. They can only be
obtained through crafting, described in the Crafting
section later in this chapter.

Random Chems
2D20 2D20 2D20
CHEM CHEM CHEM
ROLL ROLL ROLL

2 Super Stimpak 15 Daddy-O 28 Buffout

3 Calmex 16 Rad-X (diluted) 29 Jet

4 Day Tripper 17 Rad-X (diluted) 30 Jet

5 Addictol 18 Healing Salve 31 Mentats

6 Stimpak 19 Healing Salve 32 Mentats

7 Stimpak 20 Dirty Water 33 Rad-X

8 RadAway 21 Dirty Water 34 Rad-X

9 RadAway 22 Dirty Water 35 Stimpak

10 Psycho 23 Stimpak (diluted) 36 Stimpak

11 Psycho 24 Stimpak (diluted) 37 Antibiotics

12 Med-X 25 RadAway (diluted) 38 Overdrive

13 Med-X 26 RadAway (diluted) 39 Fury

14 Daddy-O 27 Buffout 40 X-Cell

WEAPONS (RANGED)
Ranged Weapons are listed on p.95 of the Fallout: Any found Ranged weapons come with a standard
The Roleplaying Game rulebook. quantity of their ammunition.

Random Ranged Weapons


2D20 2D20 2D20
RANGED WEAPON RANGED WEAPON RANGED WEAPON
ROLL ROLL ROLL

Institute Laser Rifle (Long Pipe Rifle (Long Barrel,


2 Fat Man 11 20
Barrel, Standard Stock) Standard Stock)

3 Fat Man 12 Syringer 21 Pipe Gun

Auto Pipe Gun (Automatic


4 Missile Launcher 13 Hunting Rifle 22
Receiver)

5 Missile Launcher 14 Assault Rifle 23 Pipe Revolver

Pipe Bolt Action Rifle (Long


6 Railway Rifle 15 Laser Musket 24
Barrel, Standard Stock)

10mm Auto Pistol


7 Junk Jet 16 Submachine Gun 25
(Automatic Receiver)

8 Flamer 17 10mm Pistol 26 Double-Barreled Shotgun

9 Plasma Pistol 18 Pipe Bolt Action 27 .44 Pistol

60 FALLOUT  The Roleplaying Game


2D20 2D20 2D20
RANGED WEAPON RANGED WEAPON RANGED WEAPON
ROLL ROLL ROLL

28 Combat Rifle 33 Minigun 38 Heavy Incinerator

Scoped Hunting Rifle Plasma Rifle (Long Barrel,


29 34 39 Gamma Gun
(Long Barrel, Short Scope) Standard Stock)

30 Combat Shotgun 35 Gatling Laser 40 Gamma Gun

31 Institute Laser Pistol 36 Gauss Rifle

32 Laser Pistol 37 Heavy Incinerator

WEAPONS (MELEE)
Melee Weapons are listed on p.111 of the Fallout: The Roleplaying Game rulebook.

Random Melee Weapons


2D20 2D20 2D20
MELEE WEAPON MELEE WEAPON MELEE WEAPON
ROLL ROLL ROLL

2 Deathclaw Gauntlet 15 Walking Cane 28 Pipe Wrench

3 Shishkebab 16 Walking Cane 29 Knuckles

4 Shishkebab 17 Pool Cue 30 Knuckles

5 Sledgehammer 18 Pool Cue 31 Tire Iron

6 Sledgehammer 19 Switchblade 32 Tire Iron

7 Ripper 20 Switchblade 33 Sword

8 Ripper 21 Board 34 Sword

9 Boxing Glove 22 Board 35 Aluminum Baseball Bat

10 Boxing Glove 23 Lead Pipe 36 Aluminum Baseball Bat

11 Baton 24 Lead Pipe 37 Power Fist

12 Baton 25 Rolling Pin 38 Power Fist

13 Machete 26 Rolling Pin 39 Super Sledge

14 Machete 27 Pipe Wrench 40 Super Sledge

GM Toolkit  EQUPMENT TABLES 61


WEAPONS (THROWN/EXPLOSIVES)
Thrown Weapons are listed on p.119 of the Fallout: The Roleplaying Game rulebook, while Explosives are on p.120.

Items are found in the quantity listed.

Random Thrown and Explosive Weapons


2D20 THROWN/EXPLOSIVE 2D20 THROWN/EXPLOSIVE 2D20 THROWN/EXPLOSIVE
ROLL WEAPON ROLL WEAPON ROLL WEAPON

2 1 Nuka Grenade 15 2+1 C


D Javelins 28 2+1 C
D Molotov Cocktails
3 1 Pulse Mine 16 2+1 C
D Javelins 29 2+1 C
D Molotov Cocktails
4 1 Pulse Mine 17 2+1 C
D Javelins 30 2+1 C
D Tomahawks
5 1 Plasma Mine 18 2+1 C
D Javelins 31 2+1 C
D Tomahawks
6 1 Plasma Mine 19 2+1 C
D Javelins 32 2+1 C
D Tomahawks
7 1 Bottlecap Mine 20 4+2 C
D Throwing Knives 33 1 Frag Mine

8 1 Bottlecap Mine 21 4+2 C


D Throwing Knives 34 1 Frag Mine

9 1 Bottlecap Mine 22 4+2 C


D Throwing Knives 35 1 Frag Mine

10 2+1 C
D Frag Grenades 23 2+1 C
D Baseball Grenades 36 1 Plasma Grenade

11 2+1 C
D Frag Grenades 24 2+1 C
D Baseball Grenades 37 1 Plasma Grenade

12 2+1 C
D Frag Grenades 25 2+1 C
D Baseball Grenades 38 1 Pulse Grenade

13 2+1 C
D Molotov Cocktails 26 2+1 C
D Baseball Grenades 39 1 Pulse Grenade

14 2+1 C
D Molotov Cocktails 27 2+1 C
D Baseball Grenades 40 1 Nuke Mine

62 FALLOUT  The Roleplaying Game


ODDITIES AND VALUABLES
These tables cover a variety of different items not covered in other lists. Unlike the other loot tables, this table
requires rolling 3d20 rather than 2d20.

Random Oddities and Valuables


3D20 3D20 3D20
ODDITY/VALUABLE ODDITY/VALUABLE ODDITY/VALUABLE
ROLL ROLL ROLL
3 Regeneration Field 12 Diagnosis Mod 21 Lock Pick Set
4 Regeneration Field 13 Geiger Counter 22 Holotape Player
Pre-War Money worth
5 14 Doctor’s Bag 23 Large Backpack
5d20 Caps
Pre-War Money worth Magazine (see Fallout: The Pre-War Money worth
6 15 24
5d20 Caps Roleplaying Game, p.172) 3d20 Caps
Pre-War Money worth
7 5d20 Caps 16 25 3d20 Caps
4d20 Caps
8 5d20 Caps 17 4d20 Caps 26 Integral Boiler Mod
9 5d20 Caps 18 Container 27 1+2 C
D Signal Flares
Pre-War Money worth
10 Stealth Field 19 Hazard Detection Mod 28
2d20 Caps
11 Recon Sensors 20 Radio 29 2d20 Caps
30 2+1 C
D Bobby Pins 41 Multi-Tool 52 Key
31 1d20 Caps 42 Hacking Module 53 Key
Pre-War Money worth
32 43 Lockpick Module 54 Key
1d20 Caps
33 4+2 C
D Bobby Pins 44 Container, Locked 55 10+5 C
D Bobby Pins
34 Small Backpack 45 8+4 C
D Bobby Pins 56 10+5 C
D Bobby Pins
35 Torch 46 Stealth Boy 57 10+5 C
D Bobby Pins
36 Note or Holotape 47 Deluxe Toolkit 58 Stimpak Diffuser
37 6+3 C
D Bobby Pins 48 Flashlight 59 Stimpak Diffuser
38 Robot Repair Kit 49 Behavioral Analysis Mod 60 Tesla Coils
39 First Aid Kit 50 Radiation Coils
40 Lantern 51 Sensor Array

GM Toolkit  EQUPMENT TABLES 63


Unusual Items
A small number of items appear on the Oddity table which survivor in the area and aren’t part of the normal items
are not described elsewhere. found in that location. The GM chooses an item category:
the container holds an item rolled from that category’s table
Note or Holotape at the rarity of the container.
This is one or more pieces of paper, or a single holotape
recording, from someone who was in this location previously. Container, Locked
They may be relics from before the Great War, or journals Ammo boxes, foot lockers, locked toolboxes, and similar.
kept by other survivors who passed through years or even Someone took the time to secure this container, so there must
decades earlier. They have no inherent value, but they can be something good inside. A successful PER + Lockpick
often provide useful information. The GM determines what test with a difficulty equal to the container’s rarity opens the
information is found in a note or on a holotape, which could lock, and within are two items from categories determined
include directions to a previously-unknown location, clues by the GM, of a rarity equal to that of the container.
towards a secret to uncover, a rare crafting recipe, some-
thing which inspires a new question, or simply a bit of extra Key
worldbuilding information about the wasteland. A key or a note containing a password for a computer sys-
tem. For the sake of the game, each key opens a lock with a
Container difficulty of the key’s rarity or lower (or unlocks a computer
A large duffel bag, a cooler or picnic hamper, or some system of that difficulty if it’s a password). This can be used
other kind of unsecured container. Normally portable, these in the same location, or it can be used in a later location.
containers are likely to have been dropped by a previous

JUNK ƒ Salvaging items takes 10 minutes per item being


salvaged and requires an INT + Repair test with a
Junk items have little immediate benefit, beyond
difficulty of 0. Roll 1 C
D for each junk item sal-
amusement or nostalgia, but they’re still potentially
vaged: you receive common materials equal to the
valuable for the materials they’re made from.
total rolled. You may roll +1 C
D for every AP spent
after succeeding on this test, as you salvage more
Junk items have no rules effect on their own. Their
efficiently and secure more materials.
only effect is to be found and broken down into useful
materials, which can be used for crafting and repairing ƒ If you have the Scrapper perk, you also receive
other items. one uncommon material for each effect rolled.
If you have two ranks in the Scrapper perk,
When you find junk while scavenging, roll 2d20. you’ll also receive one rare material for every two
That is the quantity of junk items you scavenge. Junk Effects rolled.
items have a weight of 2 and are worth 2 caps each
ƒ Consumable items cannot be salvaged: you can-
in trade. You may spend 1 Luck point to increase the
not unmix chems, nor uncook meat.
number of junk items scavenged by an amount equal
to your LCK score. ƒ You cannot salvage ammunition: the means to do
so requires tools that are nearly impossible to find
You can salvage materials from junk items and from in the wasteland.
other items you wish to dispose of to use them later
for repairs and for crafting. Salvage requires that Common materials include wood, steel, plastic,
you have appropriate tools or facilities, such as a rubber, cloth, concrete, bone, and ceramics; substances
workbench. that are easy to find and easy to salvage. A single unit of
common materials has a cost of 1 cap, and a weight of 1.

64 FALLOUT  The Roleplaying Game


Uncommon materials are rarer and harder to salvage, Rare materials are the rarest and most difficult to
and include copper, aluminum, lead, silver, as well salvage. Asbestos, ballistic fiber, circuitry, fiber optics,
as cork, glass, fertilizer, fiberglass, and small compo- corrosive and antiseptic chemicals, and even nuclear
nents such as gears, springs, and screws. A single unit material are found in many items, but are difficult to
of uncommon materials has a cost of 3 caps, and a salvage. A single unit of rare materials has a cost of 5
weight of 1. caps and a weight of 1.

GM Toolkit  EQUPMENT TABLES 65


THE ROLEPLAYING GAME
RULES SUMMARY
ROLLING THE DICE
1. CHOOSE ATTRIBUTE + SKILL: The gamemaster CRITICAL SUCCESSES
chooses which attribute and skill from your character Each d20 that rolls a 1 generates two successes instead of
sheet are appropriate for your test. Add together the one. If you are using a tag skill, each d20 that rolls equal to
attribute and the skill chosen: this is your target number
or less than your rating in that skill it generates two suc-
for each d20. You can suggest which attribute + skill might
cesses instead of one.
apply, but the GM has the final say.

ƒ Your target number is the number each d20 must roll


equal or under to generate one success.
COMPLICATIONS
Each d20 that rolls a 20 causes a complication, introducing
2. SET THE DIFFICULTY: The gamemaster sets the a new problem to a scene or making subsequent tests more
difficulty for the test, normally between 1 and 5. The difficult. If the GM increases the complication range of the
difficulty is the number of successes you must generate test, a complication is generated on the listed d20 results in
with your d20s to pass. the complications range table.

3. ROLL THE DICE POOL: Assemble your dice pool. You Complication Range Table
start with two d20s, but you can buy up to 3 more d20s by COMPLICATION COMPLICATIONS
DESCRIPTION
spending Action Points (see p.18). After you’ve added any RANGE GENERATED ON A….
extra dice from spending Action Points, roll the entire 1 20 Normal
dice pool.
2 19–20 Risky

3 18–20 Perilous
4. CHECK FOR SUCCESSES: Each d20 that rolls equal to
or less than your target number scores one success. Any 4 17–20 Precarious
d20 that rolls a 1 is a critical success, which is worth 5 16–20 Treacherous
two successes.

ƒ If the skill you’re using is a Tag Skill (see p.14), then ASSISTANCE
you score a critical success for each die which rolls
When someone else is attempting a test, you can assist them
equal to or less than your skill rating.
if your GM allows it. Using your own attribute + skill combi-
ƒ Each d20 that rolls a 20 generates a complication nation, roll 1d20 and add any successes you generate to your
(see p.15). ally, providing they score at least 1 success themselves.

5. CHECK SUCCESSES AGAINST THE DIFFICULTY: If the You can’t buy additional d20s if
number of successes you scored equals or beats the diffi- you are assisting and you score
culty of the test, then you have passed. If the number of critical successes or compli-
successes scored is less than the difficulty, you have failed. cations as normal.
ƒ Each success above the difficulty becomes an Action
Point, (see p.14).

6. GET THE RESULT: The gamemaster describes the out-


come, and if the test was successful you can spend Action
Points to improve the result further. After that, the GM
introduces any complications.
ACTION POINTS
Each success generated above the difficulty becomes an Action ƒ Take Additional Major Action (2 AP): Take one addi-
Point (AP). You can spend Action Points to do the following: tional major action on your turn. Any skill test you must
attempt is increased in difficulty by +1. You can only take
ƒ Buy d20s (1–6 AP): Buy bonus d20s for a test. The cost a total of two major actions in a single round.
increases for each die purchased. No more than three
ƒ Add Extra Damage (1-3 AP): On a successful melee attack
bonus d20s may be rolled for a single test, including any
or thrown weapon attack you can spend AP to add 1 C
D
d20s from perks or traits.
per AP spent, up to a maximum of +3 C
D for 3 AP.
Bonus d20 Costs
SAVING ACTION POINTS
DICE POOL BONUS D20S AP COST
You can save up to a total of 6 AP as a group, and anyone can
2d20 – 0
use the Action Points in the group pool.
3d20 +1d20 1

4d20 +2d20 3

5d20 +3d20 6
Buying Dice
ƒ Obtain Information (1 AP): Ask the gamemaster a ques- Without Action Points
tion based on your test. The GM will answer truthfully, but If you don’t have any Action Points to buy d20s, you may instead
the answer might not be complete. generate AP for the gamemaster. For each AP you want to spend in
this way, the GM adds 1 AP to their pool, which they can use later
ƒ Reduce Time (2 AP): Halve the amount of time the test
on their NPC’s actions and tests. You may only give the GM action
takes to attempt.
points to buy d20s; you can’t do this for other uses of AP.
ƒ Take Additional Minor Action (1 AP): Take one addi-
tional minor action in your turn. You can only take a
total of 2 minor actions in a single round.

LUCK
You start each quest with a number of Luck points equal to STACKED DECK
your Luck attribute. You can spend Luck points to do one of Spend 1 point of Luck to use LCK instead of the default
the following options: Attribute used for that test to determine your target number.

Luck Options Summary


LUCK SPEND DESCRIPTION LUCKY TIMING
Luck of the Draw Add a detail to a scene At the start of a round, or immediately after another character
has acted, you may spend 1 Luck to interrupt the normal ini-
Stacked Deck Use your LCK attribute for a skill test
tiative order and take your turn for this round immediately.
Interrupt the normal turn order to take
Lucky Timing You cannot do it if you have already taken a turn this round.
your turn now

Miss Fortune Re-roll 1d20 or 3 C


D per Luck point spent
MISS FORTUNE
LUCK OF THE DRAW Re-roll one d20, or up to three C
D s per Luck point spent.
Each die may only be re-rolled once. You must accept the
Introduce a helpful fact or detail about the situation you are
re-rolled result, even if it is worse than the original roll.
in. The gamemaster may prompt you with an opportunity to
do this, or you may suggest when it could happen, may veto

your suggestion, or ask you to spend multiple Luck points to
make it happen.
© 2021 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
THE ROLEPLAYING GAME
WEAPON RULES
WEAPON TYPE ƒ Piercing X: Ignore X points of the target’s damage reduc-
Each weapon’s type corresponds to the skill used to make tion for each Effect rolled, where X is the rating of this
attacks with the weapon: damage effect.

ƒ Radioactive: For every Effect rolled, the target also suf-


ƒ Big Guns ƒ Small Guns fers 1 point of Radiation damage. This Radiation damage
ƒ Energy Weapons ƒ Throwing is totaled and applied separately, after a character has
ƒ Explosives ƒ Unarmed suffered the normal damage from the attack.
ƒ Melee Weapons
ƒ Spread: For each Effect rolled, your attack inflicts one
additional hit on the target. Each additional hit inflicts
DAMAGE RATING half the rolled damage (round down) and hits a random
Damage rating is the number of Combat Dice you roll to location even if a specific location was targeted for the
determine how much damage you inflict upon your target. initial attack.

ƒ Stun: If one or more Effects are rolled, the target loses


DAMAGE EFFECTS their normal actions in their next turn. A stunned char-
When you roll one or more Effects on combat dice, all your acter or creature may still spend AP to take additional
weapon’s damage effects are triggered. Some damage effects actions as normal.
are based on the number of C
D symbols which appear in
ƒ Vicious: The attack inflicts +1 damage for each Effect rolled.
your result, as described in each entry.

Each weapon lists its damage effects immediately after its


DAMAGE TYPE
damage rating. Damage type describes the type of damage inflicted by
a weapon:
ƒ Burst: The attack may hit one additional target within Close
range of the primary target for each Effect rolled. Each ƒ Physical damage is most often inflicted by unarmed
additional target costs 1 additional shot from the weapon. strikes, blunt or sharp objects, bullets, and the concussive
force and shrapnel of explosions.
ƒ Breaking: For each Effect rolled, reduce the number of
Cover Dice a piece of cover provides by 1, permanently. ƒ Energy damage is commonly inflicted by fire, lasers,
If the target is not in cover, instead reduce the Damage and plasma.
Resistance on the location struck by 1, according to the
ƒ Radiation damage comes from exposure to radiation,
damage type of the weapon (i.e., physical damage reduces
such as from nuclear or irradiated weaponry.
Physical Damage Resistance, energy damage reduces
Energy Damage Resistance). ƒ Poison damage comes from toxic substances and
animal venoms.
ƒ Persistent: If one or more Effects are rolled, the target
suffers the weapon’s damage again at the end of their
next and subsequent turns, for a number of rounds equal FIRE RATE
to the number of Effects rolled. A character may spend When you make an attack with a gun, you spend one shot
a major action to make a test to stop Persistent damage of ammunition simply to make the attack. You may spend
early; the difficulty is equal to the number of Effects additional shots of ammunition to increase the damage you
rolled, and the attribute + skill used are chosen by the inflict, adding +1 C
D to the weapon’s damage rating (for that
GM. Some Persistent weapons may inflict a different type attack only) for each extra shot you spend. A weapon’s Fire
of damage to the weapon, and where this is the case, it is Rate is the maximum number of additional shots you may
noted in brackets; for example, Persistent (Poison). spend to increase damage in this way.
RANGE ƒ Gatling: Ammunition is spent at ten times the normal
Ranged weapons have a listed ideal range. A weapon’s ideal rate by Gatling weapons: whenever you would spend one
range is one of the following: shot of ammunition, a Gatling weapon instead spends
a burst of 10 shots. Whenever you spend ammunition

Close (C): The weapon is most effective against targets to increase this weapon’s damage, add +2 C
D per ten-
ƒ
shot burst (to a maximum number of bursts equal to the
within the same zone.
weapon’s Fire Rate), rather than +1 C
D per shot.
ƒ Medium (M): The weapon is most effective against tar-
ƒ Inaccurate: When making an attack with an Inaccurate
gets in an adjacent zone.
weapon, you gain no benefit from the Aim minor action.
ƒ Long (L): The weapon is most effective against targets A weapon may not be both Accurate and Inaccurate.
two zones away.
ƒ Mine: When a Mine is placed onto a surface and primed,
ƒ Extreme (X): The weapon is most effective against tar- it becomes a dangerous object, inflicting its damage
gets three or more zones away. upon anyone who comes within Reach of it (and upon
additional characters, if it has the Blast quality).
An attack’s difficulty is increased by 1 for each range band
ƒ Night Vision: The sights of a weapon with Night Vision
outside its ideal range. You can only attack with melee weap-
have been made to allow you to see more clearly in the dark.
ons while in Reach of a target.
When you aim with a Night Vision weapon, you ignore
any increase in the difficulty of an attack due to darkness.
QUALITIES
ƒ Parry: When an enemy attempts a melee attack against
Qualities are rules which describe how a weapon operates,
you, and you are wielding a Parry weapon, you may spend
and how it differs from other weapons.
1 AP to add +1 to your Defense against that attack.

ƒ Accurate: If you take the Aim minor action before ƒ Recon: When you aim with a Recon weapon, you may
attacking with an Accurate weapon, you may spend up to mark the target you aimed at. The next ally to attack that
3 AP to add +1 C
D per AP spent to the attack’s damage. target may re-roll one d20 on their attack.
If you gain damage in this way, you may not spend
ƒ Reliable: During each combat encounter, a Reliable weapon
ammunition for extra damage. A weapon cannot be both
ignores the first complication you roll on a test to use that
Accurate and Inaccurate.
weapon. A weapon may not be both Reliable and Unreliable.
ƒ Blast: When you make an attack with a Blast weapon, you
ƒ Suppressed: If an enemy is not aware of you when you
do not target a single opponent. Instead, select a single
attack with a Suppressed weapon, they do not notice the
zone you can see, and make the appropriate skill test
attack unless they are the target or they pass a PER +
to attack, with a basic difficulty of 2 (adjusted for range
Survival test with a difficulty of 2.
as normal). If you succeed, every creature (and other
damageable target) in that zone suffers the weapon’s ƒ Thrown: A Thrown (C) weapon can be thrown, as a ranged
damage. If you fail, your misplaced attack is less effective: attack with an ideal range of Close. A Thrown (M) weapon
roll only half the weapon’s C
D to determine the damage can be thrown, as a ranged attack with an ideal range of
inflicted to creatures in the target zone and ignore the Medium. You make an AGI + Throwing test to attack with
weapon’s normal damage effects. the weapon, depending on the type of weapon.

ƒ Close Quarters: A Close Quarters weapon is easy to use ƒ Two-Handed: A Two-Handed weapon must be held in
up-close, and suffers no difficulty increase for being used two hands to be used effectively; attempting to attack
when within Reach of an enemy. with a Two-Handed weapon in one hand increases the
difficulty by +2.
ƒ Concealed: A Concealed weapon is small, or otherwise
easy to hide on your person. Enemies do not spot a ƒ Unreliable: When you make an attack with an Unreliable
Concealed weapon unless you’re wielding it, or if they weapon, increase the complication range of the attack by
make a thorough search and succeed at a PER + Survival 1. A weapon may not be both Reliable and Unreliable.
test with a difficulty of 2.

ƒ Debilitating: The difficulty of any skill test to treat


injuries inflicted by a Debilitating weapon increase by +1. © 2021 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
THE ROLEPLAYING GAME
RULES SUMMARY
ROLLING THE DICE
1. CHOOSE ATTRIBUTE + SKILL: The gamemaster CRITICAL SUCCESSES
chooses which attribute and skill from your character Each d20 that rolls a 1 generates two successes instead of
sheet are appropriate for your test. Add together the one. If you are using a tag skill, each d20 that rolls equal to
attribute and the skill chosen: this is your target number
or less than your rating in that skill it generates two suc-
for each d20. You can suggest which attribute + skill might
cesses instead of one.
apply, but the GM has the final say.

ƒ Your target number is the number each d20 must roll


equal or under to generate one success.
COMPLICATIONS
Each d20 that rolls a 20 causes a complication, introducing
2. SET THE DIFFICULTY: The gamemaster sets the a new problem to a scene or making subsequent tests more
difficulty for the test, normally between 1 and 5. The difficult. If the GM increases the complication range of the
difficulty is the number of successes you must generate test, a complication is generated on the listed d20 results in
with your d20s to pass. the complications range table.

3. ROLL THE DICE POOL: Assemble your dice pool. You Complication Range Table
start with two d20s, but you can buy up to 3 more d20s by COMPLICATION COMPLICATIONS
DESCRIPTION
spending Action Points (see p.18). After you’ve added any RANGE GENERATED ON A….
extra dice from spending Action Points, roll the entire 1 20 Normal
dice pool.
2 19–20 Risky

3 18–20 Perilous
4. CHECK FOR SUCCESSES: Each d20 that rolls equal to
or less than your target number scores one success. Any 4 17–20 Precarious
d20 that rolls a 1 is a critical success, which is worth 5 16–20 Treacherous
two successes.

ƒ If the skill you’re using is a Tag Skill (see p.14), then ASSISTANCE
you score a critical success for each die which rolls
When someone else is attempting a test, you can assist them
equal to or less than your skill rating.
if your GM allows it. Using your own attribute + skill combi-
ƒ Each d20 that rolls a 20 generates a complication nation, roll 1d20 and add any successes you generate to your
(see p.15). ally, providing they score at least 1 success themselves.

5. CHECK SUCCESSES AGAINST THE DIFFICULTY: If the You can’t buy additional d20s if
number of successes you scored equals or beats the diffi- you are assisting and you score
culty of the test, then you have passed. If the number of critical successes or compli-
successes scored is less than the difficulty, you have failed. cations as normal.
ƒ Each success above the difficulty becomes an Action
Point, (see p.14).

6. GET THE RESULT: The gamemaster describes the out-


come, and if the test was successful you can spend Action
Points to improve the result further. After that, the GM
introduces any complications.
ACTION POINTS
Each success generated above the difficulty becomes an Action ƒ Take Additional Major Action (2 AP): Take one addi-
Point (AP). You can spend Action Points to do the following: tional major action on your turn. Any skill test you must
attempt is increased in difficulty by +1. You can only take
ƒ Buy d20s (1–6 AP): Buy bonus d20s for a test. The cost a total of two major actions in a single round.
increases for each die purchased. No more than three
ƒ Add Extra Damage (1-3 AP): On a successful melee attack
bonus d20s may be rolled for a single test, including any
or thrown weapon attack you can spend AP to add 1 C
D
d20s from perks or traits.
per AP spent, up to a maximum of +3 C
D for 3 AP.
Bonus d20 Costs
SAVING ACTION POINTS
DICE POOL BONUS D20S AP COST
You can save up to a total of 6 AP as a group, and anyone can
2d20 – 0
use the Action Points in the group pool.
3d20 +1d20 1

4d20 +2d20 3

5d20 +3d20 6
Buying Dice
ƒ Obtain Information (1 AP): Ask the gamemaster a ques- Without Action Points
tion based on your test. The GM will answer truthfully, but If you don’t have any Action Points to buy d20s, you may instead
the answer might not be complete. generate AP for the gamemaster. For each AP you want to spend in
this way, the GM adds 1 AP to their pool, which they can use later
ƒ Reduce Time (2 AP): Halve the amount of time the test
on their NPC’s actions and tests. You may only give the GM action
takes to attempt.
points to buy d20s; you can’t do this for other uses of AP.
ƒ Take Additional Minor Action (1 AP): Take one addi-
tional minor action in your turn. You can only take a
total of 2 minor actions in a single round.

LUCK
You start each quest with a number of Luck points equal to STACKED DECK
your Luck attribute. You can spend Luck points to do one of Spend 1 point of Luck to use LCK instead of the default
the following options: Attribute used for that test to determine your target number.

Luck Options Summary


LUCK SPEND DESCRIPTION LUCKY TIMING
Luck of the Draw Add a detail to a scene At the start of a round, or immediately after another character
has acted, you may spend 1 Luck to interrupt the normal ini-
Stacked Deck Use your LCK attribute for a skill test
tiative order and take your turn for this round immediately.
Interrupt the normal turn order to take
Lucky Timing You cannot do it if you have already taken a turn this round.
your turn now

Miss Fortune Re-roll 1d20 or 3 C


D per Luck point spent
MISS FORTUNE
LUCK OF THE DRAW Re-roll one d20, or up to three C
D s per Luck point spent.
Each die may only be re-rolled once. You must accept the
Introduce a helpful fact or detail about the situation you are
re-rolled result, even if it is worse than the original roll.
in. The gamemaster may prompt you with an opportunity to
do this, or you may suggest when it could happen, may veto

your suggestion, or ask you to spend multiple Luck points to
make it happen.
© 2021 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
THE ROLEPLAYING GAME
WEAPON RULES
WEAPON TYPE ƒ Piercing X: Ignore X points of the target’s damage reduc-
Each weapon’s type corresponds to the skill used to make tion for each Effect rolled, where X is the rating of this
attacks with the weapon: damage effect.

ƒ Radioactive: For every Effect rolled, the target also suf-


ƒ Big Guns ƒ Small Guns fers 1 point of Radiation damage. This Radiation damage
ƒ Energy Weapons ƒ Throwing is totaled and applied separately, after a character has
ƒ Explosives ƒ Unarmed suffered the normal damage from the attack.
ƒ Melee Weapons
ƒ Spread: For each Effect rolled, your attack inflicts one
additional hit on the target. Each additional hit inflicts
DAMAGE RATING half the rolled damage (round down) and hits a random
Damage rating is the number of Combat Dice you roll to location even if a specific location was targeted for the
determine how much damage you inflict upon your target. initial attack.

ƒ Stun: If one or more Effects are rolled, the target loses


DAMAGE EFFECTS their normal actions in their next turn. A stunned char-
When you roll one or more Effects on combat dice, all your acter or creature may still spend AP to take additional
weapon’s damage effects are triggered. Some damage effects actions as normal.
are based on the number of C
D symbols which appear in
ƒ Vicious: The attack inflicts +1 damage for each Effect rolled.
your result, as described in each entry.

Each weapon lists its damage effects immediately after its


DAMAGE TYPE
damage rating. Damage type describes the type of damage inflicted by
a weapon:
ƒ Burst: The attack may hit one additional target within Close
range of the primary target for each Effect rolled. Each ƒ Physical damage is most often inflicted by unarmed
additional target costs 1 additional shot from the weapon. strikes, blunt or sharp objects, bullets, and the concussive
force and shrapnel of explosions.
ƒ Breaking: For each Effect rolled, reduce the number of
Cover Dice a piece of cover provides by 1, permanently. ƒ Energy damage is commonly inflicted by fire, lasers,
If the target is not in cover, instead reduce the Damage and plasma.
Resistance on the location struck by 1, according to the
ƒ Radiation damage comes from exposure to radiation,
damage type of the weapon (i.e., physical damage reduces
such as from nuclear or irradiated weaponry.
Physical Damage Resistance, energy damage reduces
Energy Damage Resistance). ƒ Poison damage comes from toxic substances and
animal venoms.
ƒ Persistent: If one or more Effects are rolled, the target
suffers the weapon’s damage again at the end of their
next and subsequent turns, for a number of rounds equal FIRE RATE
to the number of Effects rolled. A character may spend When you make an attack with a gun, you spend one shot
a major action to make a test to stop Persistent damage of ammunition simply to make the attack. You may spend
early; the difficulty is equal to the number of Effects additional shots of ammunition to increase the damage you
rolled, and the attribute + skill used are chosen by the inflict, adding +1 C
D to the weapon’s damage rating (for that
GM. Some Persistent weapons may inflict a different type attack only) for each extra shot you spend. A weapon’s Fire
of damage to the weapon, and where this is the case, it is Rate is the maximum number of additional shots you may
noted in brackets; for example, Persistent (Poison). spend to increase damage in this way.
RANGE ƒ Gatling: Ammunition is spent at ten times the normal
Ranged weapons have a listed ideal range. A weapon’s ideal rate by Gatling weapons: whenever you would spend one
range is one of the following: shot of ammunition, a Gatling weapon instead spends
a burst of 10 shots. Whenever you spend ammunition

Close (C): The weapon is most effective against targets to increase this weapon’s damage, add +2 C
D per ten-
ƒ
shot burst (to a maximum number of bursts equal to the
within the same zone.
weapon’s Fire Rate), rather than +1 C
D per shot.
ƒ Medium (M): The weapon is most effective against tar-
ƒ Inaccurate: When making an attack with an Inaccurate
gets in an adjacent zone.
weapon, you gain no benefit from the Aim minor action.
ƒ Long (L): The weapon is most effective against targets A weapon may not be both Accurate and Inaccurate.
two zones away.
ƒ Mine: When a Mine is placed onto a surface and primed,
ƒ Extreme (X): The weapon is most effective against tar- it becomes a dangerous object, inflicting its damage
gets three or more zones away. upon anyone who comes within Reach of it (and upon
additional characters, if it has the Blast quality).
An attack’s difficulty is increased by 1 for each range band
ƒ Night Vision: The sights of a weapon with Night Vision
outside its ideal range. You can only attack with melee weap-
have been made to allow you to see more clearly in the dark.
ons while in Reach of a target.
When you aim with a Night Vision weapon, you ignore
any increase in the difficulty of an attack due to darkness.
QUALITIES
ƒ Parry: When an enemy attempts a melee attack against
Qualities are rules which describe how a weapon operates,
you, and you are wielding a Parry weapon, you may spend
and how it differs from other weapons.
1 AP to add +1 to your Defense against that attack.

ƒ Accurate: If you take the Aim minor action before ƒ Recon: When you aim with a Recon weapon, you may
attacking with an Accurate weapon, you may spend up to mark the target you aimed at. The next ally to attack that
3 AP to add +1 C
D per AP spent to the attack’s damage. target may re-roll one d20 on their attack.
If you gain damage in this way, you may not spend
ƒ Reliable: During each combat encounter, a Reliable weapon
ammunition for extra damage. A weapon cannot be both
ignores the first complication you roll on a test to use that
Accurate and Inaccurate.
weapon. A weapon may not be both Reliable and Unreliable.
ƒ Blast: When you make an attack with a Blast weapon, you
ƒ Suppressed: If an enemy is not aware of you when you
do not target a single opponent. Instead, select a single
attack with a Suppressed weapon, they do not notice the
zone you can see, and make the appropriate skill test
attack unless they are the target or they pass a PER +
to attack, with a basic difficulty of 2 (adjusted for range
Survival test with a difficulty of 2.
as normal). If you succeed, every creature (and other
damageable target) in that zone suffers the weapon’s ƒ Thrown: A Thrown (C) weapon can be thrown, as a ranged
damage. If you fail, your misplaced attack is less effective: attack with an ideal range of Close. A Thrown (M) weapon
roll only half the weapon’s C
D to determine the damage can be thrown, as a ranged attack with an ideal range of
inflicted to creatures in the target zone and ignore the Medium. You make an AGI + Throwing test to attack with
weapon’s normal damage effects. the weapon, depending on the type of weapon.

ƒ Close Quarters: A Close Quarters weapon is easy to use ƒ Two-Handed: A Two-Handed weapon must be held in
up-close, and suffers no difficulty increase for being used two hands to be used effectively; attempting to attack
when within Reach of an enemy. with a Two-Handed weapon in one hand increases the
difficulty by +2.
ƒ Concealed: A Concealed weapon is small, or otherwise
easy to hide on your person. Enemies do not spot a ƒ Unreliable: When you make an attack with an Unreliable
Concealed weapon unless you’re wielding it, or if they weapon, increase the complication range of the attack by
make a thorough search and succeed at a PER + Survival 1. A weapon may not be both Reliable and Unreliable.
test with a difficulty of 2.

ƒ Debilitating: The difficulty of any skill test to treat


injuries inflicted by a Debilitating weapon increase by +1. © 2021 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
THE ROLEPLAYING GAME

BOSTON CITY SKYLINE ©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved.
BOSTON CITY ENVIRONS THE ROLEPLAYING GAME
Y o u r O w n !
e m a s t e r ’ s W o r k s h o p
Ga m
develop your
Use this gamemaster’s toolkit to
LAYING GAME
FALLOUT™: THE TABLETOP ROLEP tains:
at your gaming table. This kit con

LEVEL
XP EARNED
CHARACTER NAME XP TO NEXT LEVEL

ORIGIN

NG GAME LUCK
THE ROLEPLAYI AGILITY
INTELLIGE NCE
CHARISMA
ENDURAN CE
PERCEPTI ON
STRENGTH EFFECT
& TRAITS
PERKS RANK

NAME
LUCK POINTS
CAPS
COMBAT
INITIATIVE
SKILLS DEFENSE
AMM O QUANTITY TAG RANK MELEE DAMAGE
NAME HEALTH
CALIBER Athletics [STR] Maximum HP

A pad of character sheets


HEAD (1-2)
Current HP
Barter [CHA] Rad. DR
POISON DR Phys. DR
Big Guns [END] HP
En. DR
[PER]
Energy Weapons
RIGHT ARM (12-14)
Explosives [PER] Rad. DR
LEFT ARM (9-11) Phys. DR
Lockpick [PER] HP
Rad. DR En. DR
Phys. DR
Medicine [INT]
HP
[STR] En. DR
Melee Weapons
TORSO (3-8)
Pilot [PER]
Rad. DR
Repair [INT] Phys. DR
HP
Science [INT] LBS. En. DR
GEAR
Small Guns [AGI] RIGHT LEG (18-20)
ITEM Rad. DR
Sneak [AGI] LEFT LEG (15-17) Phys. DR
Rad. DR HP
Speech [CHA] Phys. DR En. DR
HP
Survival [END] En. DR
Throwing [AGI]
Unarmed [STR]
AMMO WEIGHT
RANGE QUALITIES
TYPE RATE
WEAPONS EFFECTS
TN TAG DAMAGE
SKILL
NAME

©2021 Bethesda
Softworks, a ZeniMax
Media company.
All Rights Reserved.
Permission granted
to reproduce for
personal use only.

A booklet of GM rules and tools, and


additional weapon reference tables so
use only.
e for personal
to reproduc
n granted
. Permissio
Reserved
. All Rights
HT Media company
WEIG
CARRY s, a ZeniMax
CURRENT
Softwork
Bethesda
©2021

WEIGHT
CARRY

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MAXIMUM

GAME
THE ROLEPLAYING

Nuka cola cap punch board tokens

A map of Boston and


RULES SUMMARY
the Commonwealth
GAME
THE ROLEPLAYING ACTION POINTS
ROLLING THE DICE Each success generated above the
Point (AP). You can spend Action
difficulty becomes an Action
Points CRITICAL SUCCESSES ƒ Take Additional Major Action (2 AP): Take one
addi- ©2021 Bethesda Softworks,
a ZeniMax Media company .
All Rights Reserved .

to do the following: tional major action


+ SKILL: The gamemaster generates two successes
on your
instead of turn. Any skill
test you must
1. CHOOSE ATTRIBUTE Each d20 that rolls a 1
from your character attempt is increased to by +1.
chooses which attribute Buyskill
ƒ and d20s (1–6 AP): Buy bonus d20s for a test. using a tag skill, each d20 that rollsinequal
difficulty You can only take
Add together the Theare
one. If you cost a total of two major two
for your test. for suc-in a single round.
it generates actions
sheet are appropriate increases each die purchased. No more than your rating in that skill E
BOSTON CITY SKYLIN
number or less than
three
chosen: this is your target
attribute and the skill bonus d20s may be rolled for a single test, including of one. ƒ Add Extra Damage (1-3 AP): On a successful
attribute + skill might cesses insteadany melee attack
for each d20. You can d20swhich
suggest from perks or traits. or thrown weapon attack you can
the final say. spend AP to add 1 C D
apply, but the GM has per AP spent, up to a maximum
Bonus d20 Costs d20 must roll of +3 C
D for 3 AP.
is the number each COMPLICATI ONS
ƒ Your target number DICE success. introducing
one
POOL causes a complication,
that rolls a 20 SAVING ACTION POINTS
equal or under to generate BONUS D20S EachAPd20
COST tests more
2d20 to a scene or making subsequent
a new problem You can save up to a totalrange
the – 0 of the
the complication of 6 AP as a group, and anyone can
The gamemaster sets difficult. If the GM increases
2. SET THE DIFFICULTY: 3d20 +1d20
5. The use the Action Points ind20theresults in
group pool.
normally between 1 and 1 generated on the listed
difficulty for the test, 4d20 generate test, a complication is
of successes you must +2d20 3 range table.
difficulty is the number the complications
5d20
with your d20s to pass. +3d20 6
Complication Range Table Buying Dice

ts
How to play reference shee
Without Action Points
WEAPON RULES
ƒ Obtain your dice
Information
Assemble pool. You
POOL: (1 AP): Ask the gamemaster a ques-
3. ROLL THE DICE to 3 more d20s by COMPLICATION COMPLICATIONS DESCRIPTION
tion based
you buy
canon up test.
your GENERATED ON A….
start with two d20s, but The GM will answer truthfully,
RANGEbut
the answer
(see p.18). After
might you’ve added any If you don’t have any Action
Normal
Points to buy d20s, you may instead
spending Action Points not be complete. 1 20

extra dice from spending


Action Points, roll the
entire generate AP for the gamemaster.
19–20
Risky For each AP you want to spend
in
THE ROLEPLAYING GAME is spent at ten times
the normal
ƒ Reduce Time (2 AP): Halve the amount of time 2 this way, the GM adds 1 AP to their ƒ Gatling: Ammunition whenever you would spend one
the test
dice pool. Perilous pool, which they can use later
takes to attempt.
3 18–20
on their NPC’s actions and tests. You may rate by Gatling weapons: instead spends
equal to Precarious
only give the
GM action WEAPON TYPE RANGE A weapon’s ideal , a Gatling weapon
ƒ Take Additional that rolls
Each d20Minor points
17–20
to buy d20s; you can’t do this for listed ideal range. shot of ammunition ammunition
4. CHECK FOR SUCCESSES: Action (1 AP): Take one 4 other uses of AP. weapons have a ƒ Piercing X: Ignore X points of theWhenever you spend
one success. Any addi- Ranged
Each weapon’s type corresponds tofollowing: tion for each Effaect burst of 10 shots. target’s damage reduc- D per ten-
tional
or less than your target minorscores
number action in your turn. You can only 16–20 Treacherous
is one of the
the skill used to make rolled, where X is thedamage, add +2 C
take a5 attacks with therange this weapon’s rating of this
critical success, which is worth weapon: damage effect. to increase equal to the
d20 that rolls a 1 is atotal of 2 minor actions in a single round. number of bursts
effective against
targets shot burst (to a maximum
two successes. weapon is most
Rate), rather than
+1 C D per shot.
then ASSISTANCE ƒ Big Guns ƒ Close (C): The Small ƒ Radioactive: Forweapon’s every EffFire ect rolled, the target
is a Tag Skill (see p.14), can assist them
ƒ
same zone. Guns also suf-
LUCK
ƒ If the skill you’re using
you score a critical success
for each die which rolls When someone else is
attempting a test, you
GM allows it. Using your
own attribute + skill combi-
ƒ Energy Weapons within the ƒ Throwing
ƒ Explosives ƒ Medium (M): The weapon is most
effective against
fers 1 point of Radiation damage.
tar-
ƒ Inaccurate:
is totaled and applied
When This
separately, after
making
Radiation
no abenefi
an attack
t from
character
damage
with an Inaccurate
the Aim minor action.
skill rating. if your
generate to your ƒ Unarmed weapon, you gain has
equal to or less than your add any successes you ƒ Melee Weapons gets in an adjacent zone. suffered the normal damage from thebe both Accurate and
Inaccurate.
You start each quest with a number nation, roll 1d20 and A weapon may not
attack.
rolls a 20 generates a
complication of Luck points equal to STACKED
score at least 1 success themselves. against targets
ƒ Each d20 that your Luck attribute. You can spend Luck ally, providing they DECK The weapon is most effective ƒ Spread: For each Effect rolled, your is placed onto a surface and primed,
points to do one of
DAMAGE RATING ƒ Long (L): Mine: When a Mine
ƒ the
attack inflicts one
icting its damage
(see p.15). the following options: Spend 1 point of Luck to use LCK additional hit on target. Each additional object, infl
d20s if instead of the default two zones away. it becomes a dangerous hit inflReach icts
If the You can’t buy additional
Attribute used for that test to determine halftar-the rolled damage of it (and upon
AGAINST THE DIFFICULTY: your target number.
Damage rating is the number of
Combat
The Dice
weapon most effective against
youisroll
(round down) comes
upon anyone who
and hits within
a random
5. CHECK SUCCESSES Luck Options score (X): to
Summary the diffi- you are assisting and you determine how much ƒ Extreme location even if a specifi c location was targeted if it has the Blast quality).
scored equals or beats damage you infl away.target. additional characters, for the
number of successes you critical successes or compli- gets three or more
ict upon
zonesyour initial attack.
LUCK SPEND
you have passed. If the number of Night Vision
culty of the test, then
DESCRIPTION LUCKY TIMING of a weapon with
culty, you have failed. cations as normal. for each range band ƒ Night Vision: The sights in the dark.
than
Luck of the
successes scored is less Drawthe diffi
Add a detail to a scene DAMAGE EFFECTS is increased by 1 ƒ Stun: If one or more Effects are rolled, you tolosessee more clearly
At the start of a round, or immediately An attack’s difficulty attack with melee
weap- been made to allow
the target
after another character their normal actionshave weapon, you ignore
Stacked Deck Usebecomes
the difficulty
an Action When you roll one or more Eff ideal range. You can only in their next Night Vision
withAastunned
you aimturn.
ƒ Each success above
your LCK attribute for a skill test has acted, you may spend 1 Luck
to interrupt the normal ini- outside itsects on combat dice, all your acter or creature mayWhen
char-
due to darkness.
weapon’s damage effects are of a target. still spend AP culty of an attack
diffiadditional
p.14). tiative order and take your turn for ons while in Reach
triggered. increase in to thetake
Point, (seeLucky Timing
Interrupt the normal turn order
to take this round immediately. Some damage effects actions as normal. any
are based on the number of C attack against
your turn now You cannot do it if you have already D symbols which appear in attempts a melee
the out- taken a turn this round. When an enemy you may spend
6. GET THE RESULT:
The gamemaster describes
Miss Fortune
your result, as described in each
S
entry. ƒ Vicious: The attackƒinflParry: icts +1 damage a Parry weapon,
Re-roll 1d20spend
or 3 C
D Luck point spent
Action
per QUALITIE you, and you forwielding
are each Eff ect rolled.
successful you can a weapon operates, that attack.
come, and if the test was which describe how your Defense against
result further. After that,
the GM MISS FORTUNE Qualities are rules
Each weapon lists its damage 1 AP to add +1 to
Points to improve the
LUCK OF THE DRAW effects immediately
it diff ers from other weapons.
after its DAMAGE TYPE a Recon weapon, you may
Re-roll one d20, or up to three damage rating. and how When you aim with
introduces any complications. Damage type describes ƒtheRecon: ally to attack that

Weapon rules sheet


C
D s per Luck point spent. type of damageyou aimed at. The next
Introduce a helpful fact or detail Each die may only be re-rolled once. minor action before mark the target inflicted by
about the situation you are You must accept the If you take the Aim a weapon:
spend up to attack.
in. The gamemaster may prompt ƒ Burst: The attack mayƒhitAccurate: weapon, you may one d20 on their
you with an opportunity to re-rolled result, even if it is worse one additional target Accurate target may re-roll
than the original roll. attacking with an within Close weapon
do this, or you may suggest when
it could happen, may veto range of the primary target for each EffD AP spent to the attack’s damage. encounter, a Reliable
AP to add +1 C ect per
rolled. Each ƒ Physical damage is most During each combat
your suggestion, or ask you to spend additional target costs 1 3additional may not spend ƒ Reliable:
often infl icted by unarmed you roll on a test to use that
multiple Luck points to shot from in this way, you the first complication
make it happen.
™ If you gain damage the weapon.weapon cannot strikes,bebluntbothor sharp objects,
ignoresbullets, and the concussive and Unreliable.
A be both Reliable
ƒ Breaking: For each Effectammunition
rolled, reduce for extra damage. force and shrapnel of explosions. weapon. A weapon may not
the number of you
aware of you when
© 2021 Bethesda Softworks LLC,
a ZeniMax Media company. All Rights Cover Dice a piece of cover and Inaccurate.
Accurate
provides If an enemy is not
Reserved.
by 1, permanently. Energy
ƒBlast you is commonly
weapon,damage ƒ Suppressed:
inflicted by fire, lasers, not notice the
If the target is not in cover, instead
reduce
you make an attack with a
the Damage weapon, they do
Resistance on the location ƒ Blast: When and plasma.
select a single attack with a Suppressed they pass a PER
+
struck by 1, accordingopponent. Instead, are the target or
damage type of the weapon do not target a single to the skill test attack unless they
(i.e., physical and make the appropriate
ƒ Radiation damage comes from a diffi culty of 2.
zone you can damage
see, reduces exposure with
Survival test to radiation,
for range
Physical Damage Resistance, energy damagebasic difficulty of 2 (adjusted such as from nuclear or irradiated weaponry. thrown, as a ranged
to attack, with a reduces (and other (C) weapon can be
Energy Damage Resistance).
as normal). If you
succeed, every creature ƒ Thrown: A Thrown Thrown (M) weapon
ƒ Poison damage comes from
suffers the weapon’s toxic with an idealand
substances range of Close. A
ƒ Persistent: If one or more damageable target) in that zone attack an ideal range of
Effects are rolled, the target animal effective:
attack is lessvenoms. a ranged attack with
suffers the weapon’s damagedamage. you fail, your misplaced can be thrown, as test to attack with
If damage an AGI + Throwing
again at the end of their
half the weapon’s
D to determine the
C Medium. You make
next and subsequent turns, for rollaonly
number of rounds equal FIRE ignore the
andRATE on the type of weapon.
to the number of Effects rolled. creatures in the target zone the weapon, depending
to
icted
inflA character may spend must be held in
a major action to make a test weapon’s normal damage
effects. When you make an attack with a gun,
you spend Two-Handed weapon
d: A one
to stop Persistent damage ƒ Two-Hande shot to attack
of ammunition
is easy to use to make
simply the to bemayused effectively; attempting
early; the difficulty is equal to the
number of Eff Close Quarters weapon
A ects twoattack.
hands You spend increases the
rolled, and the attribute + ƒ Close Quarters: additional shots beingofused
ammunition to increase weapon in one hand
culty increase for with a Two-Handed
the damage you
skill used areand suffers
chosen thediffi
by no inflict, adding +1 C
GM. Some Persistent weaponsup-close, may infl of an enemy. D to the weapon’s damage
difficulty +2. (for that
by rating
ict aReach
within different type attack only) for each extra shot you
of damage to the weapon, and when spend. A weapon’s make an attack with
Fire
an Unreliable
where this is the case, it is is small, or otherwise Unreliable: When
you by
noted in brackets; for example,Concealed: A Concealed weapon Rate is the maximum spot a number of ƒ additional shots you may
complication range of the attack
ƒ Persistent (Poison). person. Enemies spend dotonotincrease damage in this way. weapon, increase
the
easy to hide on your and Unreliable.
it, or if they not be both Reliable
unless you’re wielding 1. A weapon may
Concealed weapon at a PER + Survival
search and succeed ™
make a thorough
of 2.
test with a difficulty All Rights Reserved.
any skill test to treat Softworks LLC, a
ZeniMax Media company.
The difficulty of © 2021 Bethesda
ƒ Debilitating: weapon increase
by +1.
icted by a Debilitating
injuries infl

ISBN 978-1-912743-69-8

9 781912 743698
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