Fallout gmx27s Toolkit Booklet

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 CONTE
 CONTEN
NTS 
 Chapte On     Chapte Tw  
GAMEMASTER EQUIPMENT

Opt ional Ru
OPTIONS
Rules . . . . . . . . . . . . . . . . . . . . . . . . 4
TABLES
Ammunition.........................25
 Travel and
a nd Terrain
Terra in . . . . . . . . . . . . . . . . . . . . . 9 Small Gu
G uns . . . . . . . . . . . . . . . . . . . . . . . . . . 26
26
Na
Navi
viggatin
atingg th
thee Waste
astelaland..
nd.. . . . . . . . . . . . . .15 Energy Weapons . . . . . . . . . . . . . . . . . . . . . . 2 8
Crea
Creatiting
ng Scav
Scavenengi
ging
ng Loca
Locatition
onss . . . . . . . . . . .17 Big Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
31
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . 3 4
Explosives ..........................38
 Throwing
 Throw ing Weap
Weapons ons . . . . . . . . . . . . . . . . . . . . 39
Apparel ............................39
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
41
Power A rmor . . . . . . . . . . . . . . . . . . . . . . . . 46 46
Robot Armor. . . . . . . . . . . . . . . . . . . . . . . . . 53 53
Robot Modules . . . . . . . . . . . . . . . . . . . . . . . 55
Loot Tables..........................56
 

Chapte On 

 GAMEM
 GAMEMAS
ASTER 
TER 

OPTIONS 
OPTIONAL
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
the world of with ways to represent key experiences in
Fallout. Extended tests use the same mechanics as characters
taking damage and injuries in combat, except these
injuries are called breakt hroughss, and represent
 breakthrough
actions that will take an uncertain amount of time and
EXTENDED TESTS 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
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   Th Rplaying Gam 


 

 between one
 between one and five, representi
representing
ng tthe
he milestone
milestoness they
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.
 breakthrou ghs.
test. You can think of extended tests like the health of
the problem, and its breakthroughs the critical injuries.  ADDE
 AD DED
D RESI
RE SISTA
STANC
NCEE
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
reduce the extended test’s
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.

   Buy d20s (1–6 AP): Buy bonus d20s for a test. The first
 ACHI
 AC HIEV
EVIN
ING
G BR
BREA
EAKT
KTHR
HROU
OUGH
GHSS die costs 1 AP, the second costs 2, and the third costs 3.
D score is 5 or more, or the test’s points reduce
If the C
to 0, then one or more breakthroughs are made. It’s
   Reduce Time (2 AP): Halve the amount of time a
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    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    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.

   Effort: 20
   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
 test and then rolls
5 C
D, scoring a total of 6 damage. This reduces the extended    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!
breakthrough! reduced by 1.
One of the three breakthroughs is checked off, and she
 Resistance Reduction: The stress track’s resistance
begins to follow the signal east to Greenetech Genetics.
reduces by 2.

   Effort:
Effort:   20 14    Challenge Dice Increase: From now on, Challenge
   Breakthroughs:
Breakthroughs:   Dice roll made against the problem gains +1 C
D.

Once Nora achieves all three breakthroughs,


she finds the courser.

GM Tolkit     GAMEMASTER OPTIONS 5


 

TIMED TESTS
The extended test can be on a timer and exceeding
 E
 Example
xample Extende
Extendedd Test:
Test:
the time limit either makes further progress impos-  Scavengng
 Scavengng the Runs 
Runs 
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
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
enough time to complete the extended task equal to
  Effort: 20
the number of breakthroughs. If each skill test takes
  Breakthroughs Required: 4
five minutes, and the players need to achieve three
  Resistance: 2
 breakthroughs,
 breakthrou ghs, then a good
good time limit
limit is fifteen min-
  Base Test Difficulty: 2
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
mess of glass, brick, and concrete, and so the work is harder
 VARIA
 VAR IABL
BLEE INI
INITT IAT IVE
IV E 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,


encounter, each character rolls Possible Skills
Combat Dice equal to their Initiative
Initiative value, and you
note down the totals rolled. If one side or the other
  PER + Survival: The player characters use their
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.   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
th e item might
migh t be.
turn, followed by the next-highest, and so on until
every character has taken their turn. Then, a new
  STR + Repair: The player characters try to mend some
round begins repeating that order. When the results of the ruins to get into inaccessible areas. If they achieve
a breakthrough this way, the resistance reduces to 0
are in and the order has been determined, a player
for DC  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
technophiles the
Brotherhood of Steel, to a local group of survivors just
trying to shelter from the harshness of the wastes.

6 FALLOUT   Th Rplaying Gam 


 

Character Faction Reputation 


REPUTA
REPUTATION
TION RANK INFLUENCE
INFLUENCE

 A hostile
hostil e faction will not help
h elp you and most likely attack
a ttack on sight. Or, if they do help you,
yo u, 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.
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
as k for it.
Neither of you expect anything from the other without proper compensation, but it’ it’ss possible
2 (Neutral)  you can get help from
f rom this faction if they have something to gain. This faction
fac tion may have been
impressed by their first interactions with you, or you have a complicated history with them.
 You
 You are friendly
f riendly with this fa
faction,
ction, and
a nd they ma
mayy help you from time to time if the request
reque st
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.
c an.
 You
 You get on
o n well with this faction,
fact ion, trust
trus t each other
ot her implic
implicitly,
itly, are helpful
helpfu l to one another,
a nother, and
5 (Allied)  you’ve both
b oth worked hard to keep it that way. This faction
factio n can provide
pr ovide you
yo u equipment
equipme nt and
shelter,, sometimes for free. This faction will come to you for aid or help you if they can.
shelter

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
rolling using
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
Bo ston
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
helping a faction or worsened by working
working against
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
with a single person, you’re dealing with a group of characters took, and choose which factors may
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 REPUTA
R EPUTATION
TION  but the simplest
simplest method is a list of simple
simple yes or no
no
Each player character has a reputation rank between 0 questions. You
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
with each faction they encounter.
   Did you complete the faction’s objectives of the quest?
   Did you abide by the faction’s tenets or rules?

When you attempt a task to convince, persuade, or   Did you kill a faction’s enemy?
otherwise interact with someone in the faction who
   Did you complete a faction’s objective for free?
 Did you give the faction gear or supplies?

GM Tolkit     GAMEMASTER OPTIONS 7


 

Negative Influences:

   Was your quest a failure?


   Did you go against the faction’s tenets or beliefs?
   Did you side with the faction’s enemies?
   Did you kill, or allow the killing of, any of the
faction’s members or allies?
  Did you give or sell the faction’s enemies gear or supplies?

  Did you steal from this faction?


  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.
   Determine Target Number: Your target number
for this roll is your CHA + your reputation rank .
SEEKING ASSISTANCE FROM FACTIONS
   et 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

  Assemble Dice Pool: Roll a number of d20s equal


to the number of positive influences you have. you in another
+ peech test toway.
gainThe base
their difficulty
help is equaloftothe
5 -CHA
your
reputation rank. If you do not offer the faction any-
   Check for uccesses: Each d20 that rolls equal or thing in return, the difficulty
d ifficulty 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.
   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
the number of successes scored is less than the of
Thetheir
baseresources
difficultylike a vehicle
of the CHA +orBarter
powerful
test device.
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
Handlng Fact Reputats  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  ASSI
 AS SISTAN
STANCE
CE REQU
RE QUES
ESTE
TED
D
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),
(Neutral), the faction
faction may become hostile
hostile
towards you, attack you, or see you as a threat.

8 FALLOUT   Th Rplaying Gam 


 

TRAVEL AND TERRAIN 


Getting from place to place in the wasteland might
seem straightforward enough, but it produces enough  Fatgue 
 Fatgue 
problems and perils that it shouldn’t be done without a  When you have
h ave Fatigue, it is har
harder
der to genera
generate
te Action
good reason and an
a n awareness of what could go wrong. Points, and you lose Health Points.

In clear terrain—open fields and plains, ash wastes,     Whenever you


y ou gain Action
Acti on 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 minim
minimum
um of 0.
every ten minutes, depending on your AGI, and you
can comfortably walk for a number of hours each day
    Whenever you
y ou begin a scene
s cene with Fat
Fatigue,
igue, you lose 1 HP
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
serve as a useful baseline for how far and
and how
fast you can travel outside of combat.

Character Travel Speed  However, the wasteland is not a flat, featureless plain.
AG
AGII SC
SCOR
OREE MILE
MILESS PE
PER
R HO
HOUR
UR YAR
ARDS
DS PE
PER
R MI
MINU
NUTE
TE 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
9+ 4 12 0 encounter in the wasteland: open, rough, and hard.
   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
hour in any given day you move at this hurried pace
   Rough terrain is difficult going, with many obsta-
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,    Hard terrain is extremely difficult to traverse,
 but each extra
extra hour you
you walk for in any given
given day
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 


O P EN T E R R A I N N O R M A L S P E ED RO UG H TE RRA IN 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 13 5 3 90 2¼ 68 1½ 45
9+ 6 18 0 4 1 20 3 90 2 60

GM Tolkit     GAMEMASTER OPTIONS 9


 

Terrain also affects visibility, with some dense terrain


such as forested areas, winding canyons, or rugged  Foest Fies! 
 Foest Fies! 
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
always allowing
allowing you to travel
travel with
with less eff
effort—
ort— result of a complication, or a deliberate shot into the under-
though some vehicles may not be able to travel
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
D Poison damage from inhalation
and fog, but also inflicts 2 C
to anyone in a smoke-filled zone at the start of their turn.
FORESTS AND WOODLANDS
Putting out a forest fire is tricky, and normally beyond the
Forested areas are,
trees, whether alivenaturally,
or dead. areas dominated by large means of small groups of survivors.
sur vivors.

Forests are considered rough terrain due to the trees


and the dense undergrowth
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   Th Rplaying Gam 


 

MARSHLAND  Qucksand! 
 Qucksand! 
 A common peril
per il for the heroes of pre-War adventure stories,
s tories,
Marshland—taking the form of drier moorland and
Marshland—taking
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 unti
untill stepped in
in..

Shallow bog describes areas of deep mud or standing


 A character walking at a normal pace
p ace can norm
normally
ally spot a
water about a foot deep, while a deep bog normally
contains standing water several feet deep. The foliage is patch of quicksand with a PER + Survival test (difficulty 1)
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
foliage are
are regarded
regarded as rough terrain,
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
benea th the surface
sur face and begi
begins
ns to drown.
drow n.
normally dirty and radioactive.
radioactive. Each minute wading
D  radiation damage to a
through bog water inflicts 1  C

randomly determined
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
hedgerows and tangled
tangled bushes,
bushes, difficult
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
zones, with scattered zones for boggy ground.
MOUNTAINS
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
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
PER tests reduce in difficulty may also contain entrances to natural caves which can
 by 1, minimum
minimum 0, when
when at the top
top of a hill). Ru
Rugged
gged 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
dangerous for other
other reasons—thin
reasons—thin air at higher
higher

GM Tolkit     GAMEMASTER OPTIONS 11


 

altitudes inflicts 1 Fatigue for every hour of travel to


anyone not used to the thin mountain air, and cold DESERT
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
stretches of frozen ground
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 inin deserts. Areas of rocky,
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
enough means you only notice it when it’s much closer, lines of sight in all directions, but hot deserts often
have a heat haze which makes spotting threats or
 which adds +1 to the difficult
difficultyy of tests
test s to get out
o ut of the way.
landmarks difficult at longer distances.
Getting out of the path of the avalanche requires a STR  or  or
 AGI + Athletics  test with a difficulty of 1.
In combat, deserts should be represent
representeded by large
zones, interspersed with smaller zones for notable
   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.

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


field, suffer 4 C


D physical damage, and may be partly bur-  Sandstom! 
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  CD  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   Th Rplaying Gam 


 

hazard more than a source of life or trade—but the


PLAINS 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
considering flooded regions
particularly in regions of the wasteland which were
which can result from rising water levels, or pre-War
pre-War
pre-W ar farmland. Plains,
Pla ins, especially old farmlands, are
dams that have burst.
an ideal location to scavenge
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-
sufferingg Fatigue (hours equal to half your Endurance,
sufferin
dants of old crops), tall grasses, bushes, and other
rounded down, +1). Finally,
Finally, exposure to irradiated
plants can make for areas of rough terrain slowing
water inflicts Radiation damage: 1 CD  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
limited cover (1 C
D ) and provide
provide somewhere
somewhere to hide whole swim and roll them together).
(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
(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
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
contaminati on in most bodies of water makes it a

GM Tolkit     GAMEMASTER OPTIONS 13


 

can provide a better vantage over the surroundings


RUINS (reduce difficulty of PER tests from the top of a tall
 building), if  you
 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,
   
super mutants, or packs of feral ghouls, or used as offer decent cover (2 CD  orcars
3CDoften
 from sturdy walls),
though at a risk. Wrecked 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
Similarly, unstable old ruins may contain risk of falling
destroyed buildings,
buildings, or piles of wrecked
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.
intothe
 by rough
wallsterrain.
walls Visibility
and buildings
buildin on street
gs around, butlevel is limited
tall buildings

FALLOUT   Th Rplaying Gam 


14

 NA
 NAVI
VI GATI
GATINN G TH
THEE WA
WASTE
STELA
LANND
Of course, few people travel into the wasteland with-    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
l ater 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.
   If you’ve been to your destination once before, but
Whenever you travel, you should first select a destina- don’t really know the route that well, or if you have
accurate directions
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
minimum of 0.
reliably you can make the journey.
   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
navigate are
are unaffected.
unaffected.
speed. If the journey is too long to cover in a single
day’s travel, you’ll probably want to plan to make stops
   If you’ve heard of the location from a reliable
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,
there, you’ll want to plan ahead and
choose one: an easier route may take less time and be    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


often to see that you don’t get lost. Visible landmarks
and terrain features like roads and rivers, as well as
CHOOSING A PATH
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 + urvival test, with a difficulty of 2 (modified
 by how well you know
know the destination,
destination, as discussed
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
useful approach.
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 Tolkit  GAMEMASTER OPTIONS


GM Tolkit     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
interferes with
with that somewhat
somewhat but being
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.XX
p.XXX.X. This value is only an estimate,
however: setbacks may slow you down, and you may mall 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


the distance more
more quickly.
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
doesn’t help you
you navigate
navigate around obstacles
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 + urvival instead,
without needing to spend any Luck points.
For each day of travel, roll a PER + urvival 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
 below affecting visi-
course. If you have AP (either saved, or newly gener-
 bility (such as fog, poor lighting,
lighting, or terrain, described
described
ated from the test), you can spend it on the benefits in
on p.XX
p.XXX)
X) affect the difficulty too.
the table opposite.
Navigation Difficulties 
Failure, however, means that you have gotten lost.
NAVI
NAVIGA
GATI
TION
ON CO
COND
NDIT
ITIO
IONS
NS BASE
BASE DI
DIFF
FFIC
ICUL
ULTY
TY

Clear Trail 1 When you’re lost, your next test to navigate increases
L a r g e L a n d ma r k s 2 in difficulty by 1. This is cumulative—the more lost
you get, the harder it is to get back on course, and
S ma l l L a n d ma r k s 3 you cannot complete your journey while you are lost.
Known Direction 4 Once you succeed at a test to navigate, all difficulty
Gu t F e e l i n g 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   Th Rplaying Gam 

Navigation Action Point Spends 


EFFECT AP C O ST BE N E F I T

 You
 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.
One CD rolled to determine if a random encounter occurs may be ignored.
Uneventful 1+
 You
 You may spend multiple
mu ltiple AP on this.
 You
 You find something a little way
wa y off the path which could
cou ld be useful
us eful or
Di s c o v e r y 2
 valuable.
 valuabl e. The GM determines the details.
detail s.
 You
 You find old road
roa d signs or similar
simil ar along
alon g your path which give you a better
Gu i d a n c e 2 sense of your heading. The next test to navigate you make reduces the
difficulty by 1 (minimum 0).
 You
 You find an area which pro
provides
vides decent
dec ent shelter
shelte r, visibility, or both,
bo th, which
I d ea l P l a c e t o S t o p 2
makes for an ideal place to set up camp.

 CR
 CREATI
EATIN
N G S CAV
CAVEE N G I N G LOCATI
LOCATIOO N S 
The Scavenging
Scavenging rules on p.195 of the Fallout: The Obviously, this requires a little effort on the part of
Roleplaying Game  rulebook
 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.

reward? At this point, you


3. What is the risk and reward?
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.

aree there? Determine if the loca-


4. What problems ar
tion is occupied, if there are any hazards present,
and/or if there are obstacles that make it harder to
access the location.
GM Tolkit     GAMEMASTER OPTIONS 17

* The numbers in the table are for a Tiny location.


WHAT IS THE 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
categor y
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
within a larger
larger location, as
1- 3 Ammunition
described in the Fallout: The Roleplaying Game  
rulebook, p.36 ). The Scale chosen
chosen determines
determines the 4- 5 Armor  
number of item rolls a location contains. 6- 8 Cl o th in g
9 -1 1 Fo o d
Location Scale 
1 2- 14 Beverages
S C A LE E XAM PL E TOTAL ITEMS 1 5- 16 Ch em s
Tiny A saf e 6 1 7- 18 Weapons
S ma l l A room 12
 A small
smal l shop or home, 1 9- 20 Oddities
 Average 18
or several rooms
 A large multi-story building,
Large
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), Mo s t l y S ea r c h ed 2 4
(shops, restaurants, etc.)  Junk (2),
(2) , Other (2
(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),
(2) , Other (1
(1))
Food (3), Beverages (1), For each point of Item Minimums Reduced, choose one
 Agriculture
 Agricul ture
 Junk (1),
(1) , Other (1
(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   Th Rplaying Gam 

Example: Sam is creating a location for his players


to search. It’s a Small Industry area—a garage—and
WHAT PROBLEMS ARE THERE?
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
minimums and maximums for each category: Clothing
   An Obstacle requires a skill test to overcome. The
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.

   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? D damage per minute if the
within the location, or 1 C
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 CD  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
with the location which the PCs must overcome. A   Ainhabitants
location with Inhabitants will have a number of
present equal to the number of PCs, of
present
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
to include a leader;
leader; this leader will
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
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 tthose
hose
dice. The total rolled is the level of the location.
OTHER OPTIONS
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
 games or
 basing your
your wasteland on a real place you
you know.
know.

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


to adjust the numbers as you need; perhaps increasing
GM Tolkit     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,
restaurant, or a sealed D20 ROLL E N C O UN TE R TYPE
quarantine area of a hospital full of ghouls. With
1– 7 O r d in a r y  
‘nested’ locations in particular, where there’s a secured
small location inside a bigger one, it’s OK to increase 8– 1 2 O b j ec t  
the level of the smaller location by two or three or 1 3- 16 C a mp s i t e
giving it a more favorable degree (a locked safe in 1 7– 19 Choke Point  
a mostly-searched building might be completely 20 A n i mo s i t y  
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    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.

 Object: Typically strange objects, containers, or


otherwise static encounters found throughout the
RANDOM ENCOUNTERS Wasteland.

There are a variety of unusual things you can see


   Campsite: Typically groups of people found at
campsites. These are rarely likely to turn into combat
during your travels through the wasteland. These
encounters can’t be predicted or planned for, and unless the PCs are particularly aggressive or threaten-
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    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 CD  every so often. This may they do not automatically
automatically become fights.
 be once
once per day,
day, once during
during each
each wat
watch
ch while
while ccamped
amped
out at night, every few hours of travel and exploration,
   Animosity: These encounters all have one thing
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
matching
If an Effect is rolled on this die, then a random
results if necessary.
encounter occurs somewhere
somewhere nearby: roll on the
20 FALLOUT   Th Rplaying Gam 

Random Ordinary Encounters 


D20 ROLL ORDINAR
ORDINARY
Y ENCOU
ENCOUNTER
NTER

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
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
war y of the PCs and will fight or
5 flee if it thinks they’re hostile, but if well-treated and its wounds are healed, it may reappear in a future
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.
MEAT: The PCs find a brahmin, radstag, yao guai, or another large carcass. The body hasn’t
DEAD MEAT:

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.
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, territterritory,
ory, or just because
13 they’re belligerent.
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
nearby
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
 WANDERING
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.
PATROL:  The PCs encounter a Mister Gutsy unit, patrolling the area looking
MISTER GUTSY ON PATROL:
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
 WANDERING IMPOSTER:  The PCs meet someone claiming to be a person they already know,
20 searching for donations or recruits for that person’s
person’s faction or group.They’ll flee if they believe that
their ruse has been seen through.
GM Tolkit     GAMEMASTER OPTIONS 21

Random Object Encounters 


D20 ROLL OBJECTT ENCOUN
OBJEC ENCOUNTERS
TERS

LOCKED FRIDGE: A scavenger is trying to get into a locked refrigerator which is sat in the middle of
the wasteland. Wary
Wary of people tr ying 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
 test to unlock. Within is one random gun
(see the Weapons (Ranged) 
(Ran ged)  loot
 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,
shelter, but the door won’t without,
ironically, a bomb. The scavenger is working to build one powerful enough.
ironically,
4-5
 A mini-nuke,
mini-nuk e, or thre
threee grenades
grenad es or mine
miness wired together
to gether (a difficulty
difficu lty 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
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
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 CD  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
attempting to grab an unburned tire from the
17-18 suf fering 3 C
blaze requires an AGI + Athletics test with a difficulty of 2, suffering 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
s mother the flames—a difficult prospect
 without heavy
hea vy machinery.
machin ery.
 WRECKED CAR:  A pre-War car, wrecked
wrecked and no longer functional. Most of what remains of the
C  Steel for ten minutes of work). Roll 1  C
car can be turned into scrap metal (1+1  D D  when the car is
encountered:
19-20    On a 1 or 2, the car is being stripped for parts by a scavenger.
scavenger.
   On an Effect, the car seems abandoned, but there are several Feral Ghouls (equal to number PCs
+1) laying in ambush nearby
nearby..
  On any other result, the car is abandoned.
22 FALLOUT   Th Rplaying Gam 

Random Campsite Encounters 


D20 ROLL CAMPSITE
CAMPSITE ENCOUN
ENCOUNTERS
TERS
 WALKING WOUNDED:  The PCs find a travelling doctor patching another wastelander’s
 WALKING wastelander’s injuries. The
1-3
doctor will happily buy and sell chems and medical supplies and has 4d20 caps.
ARGUM ENT:: The PCs come across a pair of wastelanders in the midst of a heated debate.
FRIENDLY ARGUMENT
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
s pent 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,
dis cretion, the wastelander
wastela nder may inform th
thee PCs wher
wheree they got the tainted food, which
wh ich could
cou ld 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,
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 ENCOU
ENCOUNTERS
NTERS

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
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
leader’s roll. Success reduces the toll to 40 caps x the
raider’ss level, while failure means they refuse to change the price and will not haggle any more.
raider’
ROBOTIC IMPERATIVE: A military robot of some kind, often a Mister Gutsy, is in the area, under sstrict
trict
orders not to let anyone pass. Attempting to pass anyway will result in the robot becoming hostile. The

5-8 robot might


but what be persuaded
a given to allow
robot regards passage ifdepends
as legitimate it can beonconvinced that you and
its programming haveany
a legitimate
behavioralreason,
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
ar ea is a choke point,
po int, there’s no way around
a round this,
th is, but violence
v iolence hasn’t
h asn’t broken
brok en out yet…
ye t… 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’
there’ss 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 Tolkit     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
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 par partt of this fight. You
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

11-12 fight. This might be a group of field scribes


s cribes trying to make a fighting retreat or hold of
offf foes until
reinforcements arrive, or it may be a group of knights led by a paladin in Power Armor striking back
reinforcements
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   Th Rplaying Gam 

Chapte Tw 

 EQUIP
 EQUIPMEN
MENT
T TAB
TABL
LES 

 AM
 A M M U N ITIO
ITION 

 Ammunit
 Amm unition
ion Availabil
Avail ability
ity and Rarity 
Rar ity 
AMMUNITION QUANTITY AMMUNITION QUANTITY
  WE
WEIG
IGHT
HT COST
COST RARI
RARITY
TY   WE
WEIG
IGHT
HT COST
COST RARI
RARITY
TY
TYPE FOUND TYPE FOUND

.3 8 10+5 C
D  <1 1 0 Syringer A
Am
m mo 4+2 C
D  <1 Varies 2
10 m m D 
8+4 C <1 2 0 .4 4 M a g n u m D 
4+2 C <1 3 3
.3 0 8 D 
6+3 C <1 3 1 .5 0 D 
4+2 C <1 4 3
Fl a r e D 
2+1 C <1 1 1 5. 56 m m D 
8+4 C <1 2 3
Shotgun Shell 6+3 C
D  <1 3 1 5m m 10x 12+6 C
D  <1 1 3
.4 5 D 
8+4 C <1 3 2 Fu s i o n C o r e 1 4 20 0 3
Fl a m er Fu el 12+6 C
D  <1 1 2 Mis s il e D 
2+1 C 7 25 3
Fusion Cell 14+7 C
D
    <1 3 2 Plas
Plasma
ma Ca
Cart
rtri
ridg 10+5 C
dgee 10+5 D  <1 5 4
G a m ma R
Ro
ound D 
4+2 C <1 10 2 2m m E C 6+3 C
D  <1 10 5
R a i l w a y S p i ke D 
6+3 C <1 1 2 Mini-Nuke D 
1+1 C 12 10 0 6
GM Tolkit     EQUPMENT TABLES 25

 S
 SMA
MALL
LL GU
GUNN S 
  WEAPON DAMAGE DAMAGE DAMAGE FIRE
SMALL GUN   RAN
RANGE
GE QUAL
QUALIT
ITIE
IESS WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
TYPE RATING EFFECTS TYPE RATE

Small Close
.44 Pistol 6 C
D   Vicious Physical
Physica l 1 C 4 99 2
Guns Quarters
Close
Small
10mm Pistol 4 C
D  – Physical 2 C Quarters, 4 50 1
Guns Reliable
Small
Flare Gun 3 C
D  – Physical 0 M R el i a b l e 2 50 1
Guns
Small
 Assaultt Rifle
 Assaul 5 C
D  B ur st Physical 2 M Two-Handed 13 14 4 2
Guns
Small
Combat Rifle 5 C
D  – Physical 2 M Two-Handed 11 11 7 2
Guns
Small
Gauss Rifle 10 C
D  Piercing 1 Physical 1 L Two-Handed 16 22 8 4
Guns
Small
Hunting Rifle D 
6 C Piercing 1 Physical 0 M Two-Handed 10 55 2
Guns
Small Inaccurate,
Submachine Gun Guns D 
3 C B ur st Physical 3 C Two-Handed 12 10 9 1
Small Inaccurate,
Combat Shotgun 5 C
D  Spread Physical 2 C 11 87 2
Guns Two-Handed
Double-Barrel Small Spread, Inaccurate,
5 C
D  Physical 0 C 9 39 1
Shotgun Guns  Vicious Two-Handed
Small
Pipe Bolt-Action D 
5 C Piercing 1 Physical 0 C Unreliable 3 30 0
Guns
Close
Small
Pipe Gun D 
3 C – Physical 2 C Quarters, 2 30 0
Guns
Unreliable
Close
Small
Pipe Revolver  4    – Physical 1 C Quarters, 4 25 0
Guns C
D Unreliable
Debilitating,
Small
Railway Rifle D 
10 C Br e a k i n g Physical 0 M Two-Handed, 14 29 0 4
Guns
Unreliable
Small
Syringer  D 
3 C – Physical 0 M Two-Handed 6 13 2 2
Guns
26 FALLOUT   Th Rplaying Gam 

SMALL GUNS MODS


The following
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 


MO D N AME PREFIX EFFECTS W EI G H T COST PE RK S
PE

RECEIVER MODS 
H a r d en ed H a r d en ed +1 C
D  da
 damage – + 20 –
Powerful P o w e r fu l D  da
+2 C  damage +1 + 25 Gu n N u t 1
 Advanced Advanced D  da
+3 C  damage, +1 Fire Rate +2 + 35 Gu n N u t 2
Ca l ib r a te d C a l i b r a t ed Ga i n V i c i o u s – + 25 –
D  damage, +2 Fire Rate,
-1 C
 Automatic Auto +1 + 30 Gu n N u t 1
Gain Burst, Gain Inaccurate
Hair Trigger Hair Trigger +1 F i r e R a t e – + 20 Gu n N u t 2
Change Damage to 4 C D,
.3 8 R e c e i v e r .3 8 +3 + 20 Gu n N u t 4
 Ammo changes
cha nges to .38
. 38
Change damage to 7  C
D,
.3 08 R e c e i v e r .3 08 +4 + 40 Gu n N u t 4
 Ammo changes
cha nges to .308
. 308
Change damage to 4 C D,
.4 5 R e c e i v e r .4 5 +2 + 19 Gu n N u t 2
+1 Fire Rate, Ammo changes to .45
D,
Change damage to 8 C
.5 0 R e c e i v e r .5 0 +4 + 30 Gu n N u t 4
Gain Vicious, Ammo changes to .50
 Automatic Piston Automatic +2 Fire Rate,
Ra te, Reduce
Reduc e Range b
byy 1 step +2 +75 Gun Nut 2
BARREL MODS 
Snubnose Snub-noses Ga i n I n a c c u r a t e -1 – –
Bu l l Ba r r e l B u l l B a r r el Ga i n R e l i a b l e – + 10 Gu n N u t 3
Lo n g Long In c r e a s e R a n g e b y 1 s t e p +1 + 20 Gu n N u t 1
Por ted P o r t ed In c r e a s e R a n g e b y 1 s t e p , + 1 F i r e R a t e +1 + 35 Gu n N u t 4

 Vented Vented Increase Range by 1 step, +1 Fire Rate, +1 + 36 Gu n N u t 4


Gain Reliable
Sawed-Off S a wed O f f Remove Two-Handed, Gain Close Quarters –2 +3 –
Gun Nut 3,
Shielded Barrel S h i el d ed D  da
+1 C  damage – + 37  
Repair 
Fi n n ed Fi n n ed +1 C
D  da
 damage, Increase Range by 1 step +2 + 15 Gu n N u t 2
MAGAZINE MODS 
Large
Hig h Ca p a c ity +1 F i r e R a t e , U n r e l i a b l e 1 -3 Gu n N u t 2
Magazine
Quick-Eject
Q u ick Ga i n R e l i a b l e – +8 Gu n N u t 1
Mag

Large Quick-
Eject Mag Quick high
capacity  +1 F i r e R a t e 1 + 23 Gu n N u t 2
GM Tolkit     EQUPMENT TABLES 27

MO D N A ME P R E F I X EF F E C T S W EI G H T COST PE RK S
PE

GRIP MODS 
Comfort Grip C o mf o r t 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 
R efl ex S i g h t Tactical May re-roll hit location die – + 14 –
Short Scope S c o p ed Ga i n A c c u r a t e +1 + 11 –
Lo n g S co p e S c o p ed Ga i n A c c u r a t e , I n c r e a s e R a n g e b y 1 s t e p +1 + 29 Science! 2
Short Night
Night Vision Ga i n A c c u r a t e , G a i n N i g h t V i s i o n +1 + 38 Science! 2
 Vision Scope
Sc ope

Long Night Night Vision Gain Accurate, Gain Night Vision, +1 + 50 Science! 3
 Vision Scope
Sc ope Increase Range by 1 step
Recon Scope R ec o n Ga i n A c c u r a t e , G a i n R e c o n +1 + 59 Science! 3
MUZZLE MODS 
Melee weapon, deals 4 C
D  Piercing 1
Ba y o n e t Ba y o n e t e d +2 + 10 –
physical damage
C o mp e n s a t o r Compensated Remove Inaccurate +1 + 15 Gun Nut 1
M u z z l e Br e a k Mu z z l ed Remove Inaccurate, +1 Fire Rate +1 + 30 Gun Nut 1
Suppressor Suppressed Gain Suppressed +2 + 45 Gun Nut 2

 E N ER
 EN ERGY
GY WE
WEAA PO
PONN S 
ENERGY WEAPON DAMAGE DAMAGE DAMAGE FIRE
  RAN
RANGE
GE QUAL
QUALIT
ITIE
IESS WEIG
WEIGHT
HT COST
COST RARIT
RARITY
Y
WEAPON TYPE RATING EFFECTS TYPE RATE

Close
Energy
Institute Laser  3 C
D  Burst Energy 3 C Quarters, 4 50 2
 Weapon
Inaccurate
Energy
Laser Musket  D 
5 C P ie r cin g 1 Energy 0 M Two-Handed 13 57 1
 Weapon
Energy Close
Laser Gun 4 C
D  P ie r cin g 1 Energy 2 C 4 69 2
 Weapon Quarters
Energy Physical/ Close
Plasma Gun 6 C
D  – 1 C 4 1 23 3
 Weapon Energy  Quarters
Energy Piercing 1, Blast,
Gamma Gun 3 C
D  Radiation 1 M 3 1 56 5
 Weapon Stun Inaccurate
28 FALLOUT   Th Rplaying Gam 

ENERGY WEAPONS MODS


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

Energy Weapons Mods 


MO D N A M E PRE F IX EF F E C T S WE IG H T CO ST P ER K S

CAPACITOR MODS 
CAPACITOR
Beta Wave Tuner I n c en d i a r y Gain Persistent – +3 0 –
Boosted Capacitor Bo o s t e d +1 C
D , - 1 F ir e Ra te – +3 5 –
Photon Exciter Ex c i t e d Gain Vicious – +3 0 S c i en c e! 1
Photon Agitator Ag ita te d D , G a in V ici o u s
+1 C +1 +3 5 S c i en c e! 2
BARREL MODS 
Bracketed
– Allows the weapon to take a Muzzle mod — +6 –
Short Barrel
Remove Close-Quarters,
Long Barrel Lo n g +2 +2 0 –
Increase Range by 1 step
Splitter Scattergun -1 C
D , G a i n S p r e a d , G a i n In a c c u r a t e +1 +3 1 –

 Automatic Barrel Automatic -1 C


D , Remove Close-Quarters, +1 +2 4 S c i en c e! 1
Increase Range by 1 step, +1 Fire Rate
Remove Close Quarters,
Bracketed
– Increase Range by 1 step, +2 +2 5 S c i en c e! 1
Long Barrel
 Allows the weapon to take a Muzzle mod
mo d
Improved Barrel I mp r o v e d +1 C
D  +1 +2 6 S c i en c e! 1
+2 C
D , Remove Close Quarters,
Sniper Barrel Sniper   +2 +3 0 S c i en c e! 1
increase Range by 1 step, -1 Fire Rate
-2 C
D , +2 Fire Rate, Gain Burst,
Fl a m er B a r r el Thrower   Gain Spread, Reduce range by 1 step, +1 +3 5 S c i en c e! 2
Gain Inaccurate
GRIP MODS 
Sharpshooter’s Remove Inaccurate,
Sharpshooter’s – +1 0 Gun Nut 1
Grip  Add Piercing
Pier cing 1
STOCK MODS 
Gain Two-Handed, Remove Inaccurate,
Standard Stock – +1 +1 0 –
Remove Close Quarters
Full Stock – Gain Piercing 1, Remove Close Quarters +1 +1 5 –
Marksman’s Gain Two-Handed, Remove Inaccurate,
Marksman’s +2 +2 0 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 Night Vision Gain Accurate, Gain Night Vision, +1 + 50 S c i en c e! 3


 Vision Scope
Sc ope Increase Range by 1 step
R ec o n S c o p e Re co n Ga i n A c c u r a t e , G a i n R e c o n +1 + 59 S c i en c e! 3
GM Tolkit     EQUPMENT TABLES 29

MO D N A M E PRE F IX EF F E C T S WE IG H T CO ST P ER K S

SIGHT MODS 
R efl ex S i g h t Tactical May re-roll hit location die – + 14 –
Short Scope Scoped Ga i n A c c u r a t e +1 + 11 –
Lo n g S co p e Scoped G a i n A c c u r a t e , In c r e a s e R a n g e b y 1 s t e p +1 + 29 S c i en c e! 2
Short Night
Night Vision Gain Accurate, Gain Night Vision +1 + 38 S c i en c e! 2
 Vision Scope
Sc ope
Long Night Gain Accurate, Gain Night Vision,
Night Vision +1 + 50 S c i en c e! 3
 Vision Scope
Sc ope Increase Range by 1 step
Recon Scope Re co n Ga i n A c c u r a t e , Ga i n R e c o n +1 + 59 S c i en c e! 3
MUZZLE MODS 
-1 C
D , Gain Spread, -1 Fire Rate,
Be a m S p l i t t e r S c a t t er e d +1 +1 5 S c i en c e! 1
Gain Inaccurate, Reduce Range by 1 step
Be a m F o c u s e r Fo c u s e d Increase Range by 1 Step +1 +2 0 S c i en c e! 1
Gyro Compensating
Targeting +1 Fire Rate, Remove Inaccurate +1 +2 5 S c i en c e! 1
Lens

Unique Laser Musket Capacitor Mods 


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

MO D N A M E PRE F IX EF F E C T S W EI G H T CO ST P ER K S

Three-crank
T h r ee- c r a n k +1 C
D , consumes 3 shots per attack – +4 –
capacitor 
Four-crank
Four-crank +2 C
D , consumes 4 shots per attack +1 +8 S c i en c e! 1
capacitor 
Five-crank
Five-crank +3 C
D , consumes 5 shots per attack +1 +1 2 S c i en c e! 2
capacitor 
Six-crank
S i x- c r a n k +4 C
D , consumes 6 shots per attack +2 +1 6 S c i en c e! 3
capacitor 

Unique Gamma Gun Mods 


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

MO D N A ME P R E F I X EF F E C T S W EI G H T CO ST P ER K S

DISH MODS 
De e p Di s h Long D , I n c r ea s e R a n g e b y 1 s t ep
+1 C +2 +7 2 S c i en c e! 4
MUZZLE MODS 
Change damage to 7  C
D,
Electric Signal
Electrified Change damage type to Energy, – +3 0 S c i en c e! 3
Carrier Antennae
Gain Radioactive
Signal Repeater Au to m a tic +2 F i r e R a t e , G a i n B u r s t , R e m o v e B l a s t – +6 0 S c i en c e! 4
30 FALLOUT   Th Rplaying Gam 

 B
 BII G GU
GUNN S 
  WEAPON DAMAGE DAMAGE DAMAGE FIRE
BIG GUN   RANG
RANGEE QUAL
QUALIT
ITIE
IESS WEIG
WEIGHT
HT COS
COSTT RA
RARI
RITY
TY
TYPE RATING EFFECTS TYPE RATE

Breaking, Blast,
Big
Fat Man 21 C
D  Radioactive, Physical 0 M Inaccurate, 31 51 2 4
Guns
 Vicious Two-Handed
Burst, Debilitating,
Flamer  Big
Guns 3 C
D  Persistent, En e r g y 4 C Inaccurate, 16 13 7 3
Spread Two-Handed
Gatling,
Big Burst,
Gatling Laser  3 C
D  En e r g y 6 M Inaccurate, 19 80 4 3
Guns Piercing 1
Two-Handed
Burst,
Big Debilitating,
Heavy Incinerator  5 C
D  Persistent, En e r g y 3 M 20 35 0 4
Guns Two-Handed
Spread
Big
 Junk Jet  6 C
D  – Physical 1 M Two-Handed 30 28 5 3
Guns
Gatling,
Big Burst,
Minigun 3 C
D  Physical 5 M Inaccurate, 27 38 2 2
Guns Spread
Two-Handed
Big Blast,
Missile Launcher  11 C
D  – Physical 0 L   21 31 4 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
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.
MO D N A M E PRE F IX E F F EC T S W E I GH T COST P ER K S

FUEL MOD 
Napalm N a p a l me r D 
+1 C +7 +59 –
BARREL MOD 
Long Barrel Lo n g R e m o v e In a c c u r a t e 2 +28 –
PROPELLANT TANK MODS 
Large Tank Hig h Ca p a c i ty +1 Fire Rate +3 28 –
Huge Tank M a x. C a p a c i t y +2 Fire Rate +6 34 –
NOZZLE MODS 

C o mp r e s s i o n N
No
ozzle C o mp r e s s e d D 
+1 C – +22 –
 Vaporization Nozzle Noz zle Vaporizing D , V icio u s
+1 C – +47 –
GM Tolkit     EQUPMENT TABLES 31

Unique Gatling Laser Mods 


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

MO D N A M E P R EF I X EFFECTS WEIGHT CO ST P ER K S

CAPACITOR
CAPACITOR MODS 
Photon Exciter E xc i t e d G a in V ici o u s +1 +1 9 S c i en c e! 3
Beta Wave Tuner In c e n d i a r y Gain Persistent +1 +5 7 –
Bo o s t e d C a p a c i t o r Bo o s t e d +1 C
D  +1 +9 4 –
Photon Agitator A g i t a t ed +1 C
D , Gain Vicious +3 + 13 2 S c i en c e! 3
BARREL MOD 
D , -3 Fire Rate,
+4 C
Ch a r g i n g b a r r el s Charging +10 + 35 7 S c i en c e! 4
Increase Range by 1 step
SIGHT MOD 
R efl ex S i g h t Tactical R e m o v e In a c c u r a t e +1 + 16 9 S c i en c e! 4
NOZZLE MOD 
Gain Piercing 1,
Be a m F o c u s e r Fo c u s e d – +2 2 –
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.

MO D N A M E P R EF I X EFFECTS WEIGHT CO ST P ER K S

BARREL MOD 
Long Barrel Lo n g I n c r ea s e R a n g e b y 1 s t ep +2 +2 0 G un Nut 1
STOCK MOD 
Recoil Compensating Recoil
+ 1 Fi r e R a t e +2 +4 0 –
Stock  Compensated
SIGHT MODS 
Gu n n e r S i g h t Tactical May re-roll hit location die +1 +5 –
MUZZLE MODS 

Gain Vicious, Gun Nut 2,


Elec
Electr
trifi
ifica
cati
tion
on Modu
Module
le Elec
Electr
trifi
ified
ed +1 +7 0
Change damage type to Energy  Science! 1
Gun Nut 3,
Ignition Module Flaming Gain Persistent (Energy) +1 + 13 0
Science! 1
32 FALLOUT   Th Rplaying Gam 

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.

MO D N A M E PRE F IX E F F EC T S W E I GH T COST P ER K S
BARREL MODS 
+1 C
D , +1 Fire Rate,
 Accelerated
 Accelera ted Barrel
Barr el High-Speed +5 +45 Gun Nut 3
Reduce Range by 1 step

Tri-Barrel High-Powered D , - 2 Fi r e R a t e
+2 C +3 +75 Gun Nut 4
SIGHTS MOD 
Gu n n e r S i g h t Tactical R e m o v e In a c c u r a t e +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.

MO D N A M E PRE F IX E F F EC T S W E I GH T COST P ER K S

BARREL MODS 
Triple Barrel Triple Barrel +1 Fire Rate + 16 + 14 3 Gun Nut 2
Quad Barrel Quad Barrel +2 Fire Rate + 20 + 21 8 Gun Nut 3
SIGHTS MOD 
Scope Scoped Gain Accurate +6 + 14 3 Gun Nut 2
Gain Accurate, Gun Nut 4,
Night Vision Sc
Scope Night-vision +6 + 24 8
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 + 29 3
Science! 2
applies to the next attack on any
subsequent turn during the scene
MUZZLE MOD 
Bayoneted Melee weapon, deals 4D
C
   Piercing
Bayonet  +1 +30 –
Shredding 1 physical damage
Stabilizer Mu z z l ed G a in P ie r cin g 1 +2 +60 Gun Nut 2
GM Tolkit     EQUPMENT TABLES 33

 M E LE
 ME LEEE WE
WEAA PO
PONN S 
  DAMAGE DAMAGE DAMAGE
MEL
ELEEE W EAP
EAPON
ON W EAP
EAPO
ON TYP
YPEE   QUA
UALLIT IES
IES WEI
EIG
G HT
HT COST
COST RAR
ARIIT Y
RATING EFFECTS TYPE

Unarmed Strike U n a r m ed 2 C


D  – P h y sica l – – – –
Ha n d y Ro ck U n a r m ed 2 C
D   Vicious Physica
Physicall Thrown (C)
( C) 1 – –
G u n Ba s h ( 1H ) Melee Weapon 2 C
D  S tu n P h y sica l ————— As Gun —————
 
G u n Ba s h Melee Weapon 3CD   S tu n P h y sica l —— As Two-Handed Gun ——
S wo r d Melee Weapon 4 C
D  P i er c i n g 1 P h y sica l Parr y 3 50 2
Combat Knife Melee Weapon 3 D
C P i er c i n g 1 P h y sica l – 1 25 1
Ma c h et e Melee Weapon 3 D
C P i er c i n g 1 P h y sica l – 2 25 1
Rip p e r Melee Weapon 4 D
C  Vicious Physica
Physicall – 6 50 2
Shishkebab Melee Weapon 5 D
C P i er c i n g 1 Energy Parr y 3 20 0 3
S witc h b l a d e Melee Weapon 2 D
C P i er c i n g 1 P h y sica l Co n c ea l ed 1 20 0
B a s e b a l l Ba t Melee Weapon D
4 C – P h y sica l Two-Handed 3 25 1
 Aluminum
Melee Weapon 5 D
C – P h y sica l Two-Handed 2 32 2
Baseball Bat 
Board Melee Weapon 4 D
C – P h y sica l Two-Handed 3 20 0

Le a d P ip e Melee Weapon 3 D


C – P h y sica l – 3 15 0
Pipe Wrench Melee Weapon 3 D
C – P h y sica l – 2 30 1
P ool cue Melee Weapon 3 D
C – P h y sica l Two-Handed 1 10 0
Ro l l in g P in Melee Weapon 3 D
C – P h y sica l – 1 10 0
B a to n Melee Weapon 3 D
C – P h y sica l – 2 15 1
S l e d g e h a mm e r Melee Weapon 5 D
C – P h y sica l – 12 40 2
S u p er S l ed g e Melee Weapon 6 D
C Br e a k i n g P h y sica l Two-Handed 20 18 0 3
Tire Iron Melee Weapon 3 D
C – P h y sica l – 2 25 1
 Walking Cane Melee Weapon 3 D
C – P h y sica l – 2 10 0
Boxing Glove U n a r m ed 3 D
C S tu n P h y sica l – 1 10 1
De a t h c l a w G a u n t l e t U n a r m ed 5 D
C P i er c i n g 1 P h y sica l – 10 75 3
K n u c kl e s U n a r m ed 3 D
C – P h y sica l Co n c ea l ed <1 10 1
P o w er Fi s t U n a r m ed 4 D
C S tu n P h y sica l – 4 10 0 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.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

S e r r a t e d Bl a d e S er r a t ed D , G a i n P er s i s t en t
+1 C – + 12 B l a c ks m i t h 1
D , Gain Persistent,
+1 C
S t e a l t h Bl a d e S te a l th – + 18 B l a c ks m i t h 2
+2 C
D  on Sneak Attacks
34 FALLOUT   Th Rplaying Gam 

Unique Sword Mods 


Swords can accept one of the following mods.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S
S e r r a t e d Bl a d e Serrated G a i n P er s i s t en t – + 25 B l a c ks m i t h 2
D , Damage type becomes
+1 C Blacksmith 2,
El e c t r i fi e d B l a d e El e c t r i fi e d – + 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,
S tu n P a ck S tu n n in g – +1 00
Energy, gain Stun Science! 1

Unique Machete Mod 


Machetes can accept the following mod.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S
S e r r a t e d Bl a d e Serrated +2 C
D , G a i n P er s i s t en t – + 12 B l a c ks m i t h 2

Unique Ripper Mods 


Rippers can accept one of the following mods.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S
+1 C
D , On successful attack,
Cu r ved B l a d e Cu r ve d spend 2 AP to disarm opponent, +1 + 15 –
knocking one held weapon away 
Ex t e n d e d B l a d e Ex t e n d e d D , G a i n P er s i s t en t
+1 C +3 + 25 B l a c ks m i t h 3

Unique Shishkebab Mod 


A shishkebab can accept the following mod.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S
Ex t r a F l a m e J e t s Searing +1 C
D , G a i n P er s i s t en t +1 +1 00 B l a c ks m i t h 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.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S
Ba r b e d Ba r b e d G a in P ie r cin g 1 – +5 –
S p i ke d S p i ke d D , Gain Piercing 1
+1 C +1 +7 –
Sharp Sharp D , G a i n P er s i s t en t
+1 C +1 +7 –
Chain-Wrapped Chain-Wrapped +2 C
D  +1 + 10 B l a c ks m i t h 1
Bl a d e d B l a d ed +2 C
D , G a i n P er s i s t en t +2 + 12 B l a c ks m i t h 2
GM Tolkit     EQUPMENT TABLES 35

Unique Switchblade Mods 


Switchblades can accept the following mod.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S
S e r r a t e d Bl a d e S er r a t ed D , G a i n P er s i s t en t
+1 C – + 10 B l a c ks m i t h 1

Unique Board Mods 


A Board can accept one of the following mods.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

S p i ke d S p i k ed +1 C
D , Gain Piercing 1 +1 +6 –
Puncturing P u n ctu r in g +2 C
D  +1 +9 B l a c ks m i t h 1
B l a d ed B l a d ed +2 C
D , G a i n P er s i s t en t +2 + 10 B l a c ks m i t h 1

Unique Lead Pipe Mods 


A Lead Pipe can accept one of the following mods.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

S p i ke d S p i k ed +1 C
D , Gain Piercing 1 +1 +4 –
H ea v y H ea vy +2 C
D  +2 + 11 B l a c ks m i t h 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.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

D , On successful attack,
+1 C
H o o ke d Ho o k ed spend 2 AP to disarm opponent, – +9 –
knocking one held weapon away 
H ea v y Weighted +2 C
D  +7 + 12 B l a c ks m i t h 1
Puncturing P u n ctu r in g +2 C
D , Gain Piercing 1 +1 + 13 B l a c ks m i t h 1
E xt r a H ea v y H ea vy D 
+3 C +2 + 22 B l a c ks m i t h 2

Unique Pool Cue Mods 


A Pool Cue can accept one of the following mods.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

Barbed Ba r b e d +1 C
D , Gain Piercing 1 – +2 –
Sharp Sharp D , G a i n P er s i s t en t
+1 C – +3 –

Unique Rolling Pin Mods 


A Rolling Pin can accept one of the following mods.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

S p i ke d Ba r b e d D , Gain Piercing 1
+1 C – +3 –
Sharp Sharp D , G a i n P er s i s t en t
+1 C – +3 –
36 FALLOUT   Th Rplaying Gam 

Unique Baton Mods 


A baton can accept one of the following mods.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S

D,
+2 C Blacksmith 2,
El e c t r i fi e d S h ock   – + 15
Change Damage Type to Energy  Science! 1
+3 C
D , Gain Stun, Blacksmith 2,
S tu n P a ck Stun – + 30
Change Damage Type to Energy  Science! 1

Unique Sledgehammer Mods 


A Sledgehammer can accept one of
o f the following mods.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S

Puncturing P u n ctu r in g +1 C


D . Gain Piercing 1 +5 + 18 B l a c ks m i t h 2
H ea v y H ea vy +2 C
D  +9 + 30 B l a c ks m i t h 2

Unique Super Sledge Mods 


A Super Sledgehammer can accept one of the following mods.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S

D , Change Damage Type to


+1 C
H ea t i n g Co i l H ea t ed – +1 80 B l a c ks m i t h 2
Energy 
+2 C
D , Gain Stun, Blacksmith 3,
S tu n P a ck S tu n n in g – +3 60
Change Damage Type to Energy  Science! 1

Unique Tire Iron Mod 


A Tire Iron can accept the following mod.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S

Bl a d e d B l a d ed +1 C
D , gain Persistent +1 + 12 B l a c ks m i t h 2

Unique Walking Cane Mods 


A Walking Cane can accept one of the following mods.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S

Ba r b e d Ba r b e d +1 C
D . Gain Piercing 1 – +3 –
S p i ke d S p i ke d +1 C
D , Gain Piercing 1 – +3 –

Unique Boxing Glove Mods 


A Boxing Glove can accept one of the following mods.

MO D N A M E P R EF I X E F F EC T S WE IG H T CO ST PE RK S

S p i ke d S p i ke d G a in P ie r cin g 1 – +3 –
Puncturing P u n ctu r in g D , Piercing 1
+1 C – +4 B l a c ks m i t h 1
L ea d l i n i n g L ea d - l i n ed D 
+2 C +1 +7 B l a c ks m i t h 1
GM Tolkit     EQUPMENT TABLES 37

Unique Deathclaw Gauntlet Mod 


A Deathclaw Gauntlet can accept the following mod.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

D . On successful attack,
+1 C
E xt r a C l a w 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.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S

Sharp Sharp Gain Persistent – +3 –


S p i ke d S p i k ed G a in P ie r cin g 1 – +3 –
Puncturing P u n ctu r in g D , Gain Piercing 1
+1 C – +4 B l a c ks m i t h 1
B l a d ed B l a d ed +1 C
D , G a i n P er s i s t en t – +5 B l a c ks m i t h 1

Unique Power Fist Mods 


A Power Fist can accept the following mod.

MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S
Puncturing P u n ctu r in g +2 C
D . Gain Piercing 1 +1 + 45 B l a c ks m i t h 2
+2 C
D,
H ea t i n g Co i l H ea t ed – +1 00 B l a c ks m i t h 3
Change Damage Type to Energy 

 EXPLOS
 EX PLOS IV
IVEE S 
  WEAPON DAMAGE DAMAGE DAMAGE
EXPLOSIVE   QU AL
ALITIES WE IG H T CO ST R A RITY
TYPE RATING EFFECTS TYPE

B a s e b a l l Gr e n a d e E xp l o s i v e 5 C
D  – Physical B l a s t , T h r o wn ( M) 1 40 1

F r a g Gr e n a d e E xp l o s i v e D 
6 C – Physical B l a s t , T h r o wn ( M) <1 50 2
Mo l o t o v Co c k t a il E xp l o s i v e 4 C
D  Persistent E n er g y B l a s t , T h r o wn ( M) 1 20 1
Breaker,
N u ka Gr e n a d e E xp l o s i v e 9 C
D  Radioactive, E n er g y B l a s t , T h r o wn ( M) 1 10 0 4
 Vicious
Plasma Grenade E xp l o s i v e D 
9 C – E n er g y B l a s t , T h r o wn ( M) <1 13 5 3
P u l s e Gr e n a d e E xp l o s i v e D 
6 C S tu n E n er g y B l a s t, T h r o wn ( M) <1 10 0 3
Bottlecap Mi
Mine E xp l o s i v e D 
6 C – Physical Bl a s t , M i n e 1 75 2
Fr a g Mi n e E xp l o s i v e D 
6 C – Physical Bl a s t , M i n e 1 50 2
Breaker,
Nuke Mine E xp l o s i v e D 
9 C Radioactive, E n er g y B l a s t , T h r o wn ( M) 1 10 0 4
 Vicious
Plasma Mine E xp l o s i v e D 
9 C – E n er g y B l a s t , T h r o wn ( M) <1 13 5 3
P u l s e Min e E xp l o s i v e 6 C
D  S tu n E n er g y B l a s t, T h r o wn ( M) <1 10 0 3
38 FALLOUT   Th Rplaying Gam 

THR
THROWIN
OWINGG WEAPONS 
THROWING WEAPON DAMAGE DAMAGE DAMAGE
  QUALITIES WE IG H T CO ST R A RITY
WEAPON TYPE RATING EFFECTS TYPE

Concealed,
Throwing Knives Throwing 3 C
D  P i er c i n g 1 P h y sica l <1 10 1
Suppressed, Thrown (C)
Tomahawk Th r o win g 4 C
D  P i er c i n g 1 Physical Suppressed, Thrown (C) <1 15 2
 Javelin Throwing 4  P i er c i n g 1 Physical Suppressed, Thrown (M) 4 10 1

C

 APPAR
 A PPARE
EL
Clothing, Outfit, and Headgear Types 
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
 ballistic weav
weavee lining,
lining, which
which improves
improves the protec
protection
tion
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 L OCA
OCATTION
ONSS COV
OVEER ED
ED W EI
EI GHT
GHT COST
COST RAR
ARII TY
TY
PHYS
PHYSIC
ICAL
AL ENER
ENERGY
GY RADI
RADIA
ATI
TION
ON

CLOTHING 
Brotherhood of
1 1 1 Arms, Legs, Torso 2 20 2
Steel Uniform
Ca s u a l Cl o th in g 0 0 0 Arms, Legs, Torso 2 20 1
Ha r n es s 0 0 0 Arms, Legs, Torso 1 5 0
Mi l i t a r y Fa t i g u es 0 1 0 Arms, Legs, Torso 3 12 1
R o a d L ea t h er s 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, Le
Legs,
gs, 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 
Ca g e Ar m o r 3 4 0 Head, Arms, Legs, Torso 33 1 10 3
Dr i f t e r O u t fi t 1 2 0 Arms, Legs, Torso 10 35 1
Engineer’s Armor 1 1 0 Arms, Legs, Torso 2 15 1
Fo r m a l C l o t h i n g 0 0 0 Arms, Legs, Torso 2 30 2
H a z ma t S u i t 0 0 Immune Head, Arms, Legs, Torso 5 85 3
H ea v y Co a t 1 1 1 Arms, Legs, Torso 2 20 1
H i d es 1 0 0 Arms, Legs, Torso 4 13 0
La b Co a t 0 0 0 Arms, Legs, Torso 2 10 1
GM Tolkit     EQUPMENT TABLES 39

DAMAGE RESISTANCES
ITEM LOCA
LOCATI
TION
ONSS CO
COVE
VERE
RED
D WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
PHYS
PHYSIC
ICAL
AL ENER
ENERGY
GY RADI
RADIA
ATI
TION
ON
S p i ke A r mo r 2 2 0 Head, Arms, Legs, Torso 17 65 2
U t i l i t y Co v er a l l s 2 0 0 Arms, Legs, Torso 2 12 1
HEADGEAR 
 Army Helmet
Hel met 2 0 0 Head 3 20 1
Brotherhood of
Steel Hood 0 1 0 He a d <1 12 2
Brotherhood
0 2 0 He a d <1 8 2
Scribe’s Hat 
Ca s u a l Ha t 0 0 0 He a d <1 15 1
Fo r m a l H a t 0 0 0 He a d <1 15 2
Ga s M a s k 1 0 3 He a d 3 10 2
Ha r d H a t 2 0 0 He a d <1 15 1
Ho o d o r Co wl 1 0 1 He a d 2 5 1
S a ck Ho o d 0 0 2 He a d 1 5 0
 Welder’ss Visor
 Welder’ 2 2 0 Head 4 20 2

Ballstc 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
 Arm or Ballist
Ball istic
ic Weave Mods 
B A LL I S T I C MO D EFFECTS W EI G H T COST PE RK S

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


Ballistic Weave Mk II +3 Physical Damage Resistance, +3 Energy Damage Resistance – + 30 A r mo r e r 1
Ba
Balllliistic
stic Weav
avee Mk II
IIII +4 Phy
hysi
sica
call Dam
amag
agee Resist
sista
anc
ncee, +4 Energ
rgyy Damag
agee Re
Resi
sist
stan
ance
ce – +40
+40 Ar
Armo
more
rerr 2
Ballistic Weave Mk IV  +5 Physical Damage Resistance, +5 Energy Damage Resistance – + 50 A r mo r e r 3
Balli
list
stiic We
Weave
ave M
Mkk V +6 Ph
Physical Da
Damage R
Reesistance, +
+6
6 En
Energy D
Da
amage R
Reesistance – +6
+60
0 Ar
Arm
morer
orer 4
40 FALLOUT   Th Rplaying Gam 

 
 

Vault Jumpsuit Mods 


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

J U MP S U I T MO D EFFECTS WE IG H T CO ST PE RK S

Insulated Lining +1 Energy damage resistance – + 10 –


Treated Lining +1 Energy damage resistance, +1 Radiation damage resistance +1 + 20 A r mo r e r 2
R es i s t a n t L i n i n g +2 Energy damage resistance, +1 Radiation damage resistance +1 + 30 Armo
rmorer 3
 Armorer 4,
Pr
Pro
otect
tectiive Lining
ning +2 EEn
nergy d
da
amage re
resistance, +
+2
2RRa
adiation d
da
amage rreesistance +1 +4
+40
0
Science! 2
 Armorer 4,
Shielded Lining +3 Energy damage resistance, +3 Radiation damage resistance +1 + 50
Science! 4

 A RMOR 
 ARM OR 
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 LOCA
LOCATI
TION
ONSS CO
COVE
VERE
RED
D WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
PHY
HYSI
SICA
CALL ENER
ENERG
GY R AD
ADIAT ION
ION

R a i d er Ch es t P i e c e 1 1 0 Torso 7 18 0
R a i d er L e g 1 1 0 L eg 3 8 0
R a i d er A r m 1 1 0 Ar m 3 6 0
Sturdy Raider Chest Piece 2 2 0 Torso 12 33 1
S t u r d y R a i d er L eg 2 2 0 L eg 7 13 1
S t u r d y R a i d er A r m 2 2 0 Ar m 7 8 1
Heavy Raider Chest Piece 3 3 0 Torso 17 48 2
H ea v y R a i d er L eg 3 3 0 L eg 10 18 2
H ea v y R a i d er A r m 3 3 0 Ar m 10 15 2
GM Tolkit     EQUPMENT TABLES 41

Leather Armor 
DAMAGE RESISTANCES
ARMOR PIECE LOCA
LOCATI
TION
ONSS CO
COVE
VERE
RED
D WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
P HYS
HYSIICA
CALL EN ER
ERG Y R AD
ADIAT ION
ION
Leather Chest Piece 1 2 0 Torso 5 25 1
Leather Leg 1 2 0 Le g 2 10 1
Leather Arm 1 2 0 Ar m 2 8 1
Sturdy Leather Chest Piece 2 3 0 Torso 10 50 2

S t u r d y L ea t h er L eg 2 3 0 Le g 5 20 2
S t u r d y L ea t h er A r m 2 3 0 Ar m 5 18 2
Heavy Leather Chest Piece 3 4 0 Torso 15 75 3
H ea v y L ea t h er L eg 3 4 0 Le g 7 30 3
H ea v y L ea t h er A r m 3 4 0 Ar m 7 28 3

Metal Armor 
DAMAGE RESISTANCES
ARMOR PIECE LOCA
LOCATI
TION
ONSS CO
COVE
VERE
RED
D WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
P HYS
HYSIICA
CALL EN ER
ERG Y R AD
ADIAT ION
ION
M e t a l H e l me t 2 1 0 Hea d 3 15 1
Metal Chest Piece 2 1 0 Torso 6 40 1
Me t a l L eg 2 1 0 Le g 3 15 1
Me t a l A r m 2 1 0 Ar m 3 15 1
S t u r d y M et a l H el m et 3 2 0 Hea d 8 65 2
S t u r d y M et a l Ch es t P i ec e 3 2 0 Torso 16 115 2
S t u r d y M et a l L eg 3 2 0 Le g 8 65 2
S t u r d y M et a l A r m 3 2 0 Ar m 8 65 2
H ea v y M et a l H el m et 4 3 0 Hea d 12 115 3
H ea v y M et a l Ch es t P i ec e 4 3 0 Torso 23 190 3
H ea v y M et a l L eg 4 3 0 Le g 12 115 3
H ea v y M et a l A r m 4 3 0 Ar m 12 115 3

Combat Armor 
DAMAGE RESISTANCES
ARMOR PIECE LOCA
LOCATI
TION
ONSS CO
COVE
VERE
RED
D WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
P HYS
HYSIICA
CALL EN ER
ERG Y R AD
ADIAT ION
ION
Co m b a t H el m et 2 2 0 Hea d 4 25 2
Combat Chest Piece 2 2 0 Torso 8 60 2
Co m b a t L eg 2 2 0 Le g 2 25 2
Co m b a t A r m 2 2 0 Ar m 2 25 2
S t u r d y C o mb a t H e l m e t 3 3 0 Hea d 5 105 3
Sturdy Combat Chest Piece 3 3 0 Torso 12 140 3
S t u r d y C o mb a t L e g 3 3 0 Le g 5 105 3
S t u r d y C o mb a t A r m 3 3 0 Ar m 5 105 3
H e a v y C o mb a t H e l m e t 4 4 0 Hea d 7 185 4
Heavy Combat Chest Piece 4 4 0 Torso 16 220 4
H e a v y C o mb a t L e g 4 4 0 Le g 7 185 4
H e a v y C o mb a t A r m 4 4 0 Ar m 7 145 4
42 FALLOUT   Th Rplaying Gam 

Synth Armor 
DAMAGE RESISTANCES
ARMOR PIECE LOCA
LOCATI
TION
ONSS CO
COVE
VERE
RED
D WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
PHY
HYSI
SICA
CALL ENER
ENERG
GY R AD
ADIAT ION
ION

Synth Helmet 2 3 0 H ea d 3 33 3
Synth Chest Piece 2 3 0 Torso 7 75 3
Synth Leg 2 3 0 L eg 3 30 3
Synth Arm 2 3 0 Ar m 3 30 4
S t u r d y S y n t h H e l me t 3 4 0 H ea d 7 70 4
Sturdy Synth Chest Piece 3 4 0 Torso 12 1 25 4
S t u r d y S y n t h L eg 3 4 0 L eg 7 80 4
S tu r d y S y n th Ar m 3 4 0 Ar m 7 70 4
H e a v y S y n t h H e l me t 4 5 0 H ea d 10 1 10 5
Heavy Synth Chest Piece 4 5 0 Torso 17 1 75 5
H ea v y S y n t h L eg 4 5 0 L eg 10 1 30 5
H ea v y S y n t h A r m 4 5 0 Ar m 10 1 10 5

Vault-Tec Security Armor 


DAMAGE RESISTANCES
ARMOR PIECE LOCA
LOCATI
TION
ONSS CO
COVE
VERE
RED
D WEIG
WEIGHT
HT COST
COST RARI
RARITY
TY
PHY
HYSI
SICA
CALL ENER
ENERG
GY R AD
ADIAT ION
ION

 Vault-Tec
 Vault-Tec Security
Secur ity Helmet 2 0 0 Head 2 20 1
 Vault-Tec
 Vault-Tec Security
Secur ity Armor
Armo r 2 0 2 Arms, Legs,
Le gs, 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 RESIST
RESISTANCES
ANCES
MATERIAL MOD O T H ER E F F EC T S W E I GH T COST P ER K S
PHY
HYSI
SIC
CAL ENER
ENERG
GY RAD
ADIIATI ON
ON

 Welded +1 +1 – – +1 +3 –
Tempered +2 +2 – – +1 +6 –
Ha r d en ed +3 +3 – – +2 +9 A r mo r e r 1
Bu t t r e s s e d +4 +4 – – +3 +12 A r mo r e r 1
GM Tolkit     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 O T H E R E F F EC T S W E I GH T CO ST P ER K S
PHY
HYSI
SIC
CAL ENER
ENERG
GY RAD
ADIIATI ON
ON
Boiled Leather +1 +1 – – +1 +5 –
Girded Leather +2 +2 – – +1 +1 0 –
Treated Leather +3 +3 – – +1 +1 5 A r mo r e r 1
Shadowed Leather +3 +3 –   Shadowed  (see
 (see sidebar) +1 +2 0 A r mo r e r 1
Studded Leather +4 +4 – – +2 +2 5 A r mo r e r 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 O T H E R E F F EC T S W E I GH T CO ST P ER K S
PHY
HYSI
SIC
CAL ENER
ENERG
GY RAD
ADIIATI ON
ON
P a i n t ed Met a l +1 +1 – – +1 +1 0 –
Enameled Metal +2 +2 – – +2 +2 0 A r mo r e r 1

Shadowed Metal +2 +2 –   Shadowed   +2 +2 5 A r mo r e r 1


(see sidebar)
 Alloyed Metal +3 +3 – – +3 +30 Armorer 1
Polished Metal +4 +4 – – +4 +4 0 A r mo r e r 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 O T H E R E F F EC T S W E I GH T CO ST P ER K S
PHY
HYSI
SIC
CAL ENER
ENERG
GY RAD
ADIIATI ON
ON
Reinforced +1 +1 – – +1 +1 5 –

Shadowed +1 +1 –   Shadowed   +1 +1 5 A r mo r e r 1
(see sidebar)
Fi b er g l a s s +2 +2 – – +1 +3 0 A r mo r e r 1
P o l y me r +3 +3 – – +2 +4 5 A r mo r e r 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 O T H E R E F F EC T S W E I GH T CO ST P ER K S
PHY
HYSI
SIC
CAL ENER
ENERG
GY RAD
ADIIATI ON
ON

L a m i n a t ed +1 +1 – – +1 +5 –

R es i n +2 +2 –   –  +1 +1 0 A r mo r e r 1
Microcarbon +3 +3 – – +2 +1 5 A r mo r e r 1
Nanofilament +4 +4 – – +3 +2 0 A r mo r e r 1
44 FALLOUT   Th Rplaying Gam 

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
 Arm or Upgrade
Upgr ade Mods 
DAMAGE RESISTANCES
UPGRADE MOD O T H ER E F F EC T S W EI G H T COST P ER K S
PHYSICAL
PHYSICAL ENERGY
ENERGY RADI
RADIAT
ATION
ION
 AL
 ALLL LO
LOCATI
CATI ONS 
ON S 
Laminated +1 +1 – – +1 +5 –
R es i n +2 +2 –   –  +1 + 10 A r mo r e r 1
Mic r o c a r b o n +3 +3 – – +2 + 15 A r mo r e r 1
TORSO ONLY UPGRADES 
+2 to all Damage Resistances
P a d d ed – – – +4 +1 –
 vs Blast weapons
Ignore Energy damage from the
 Asbestoss Lining
 Asbesto – +3 – +4 +3 A r mo r e r 1
Persistent damage effect 
+4 to all Damage
Dense – – – +4 +7 A r mo r e r 3
Resistances vs Blast weapons
Chems last twice as long
 Armorer 4,
Bi o C o mm M e s h – – – (see Fallout: The Roleplaying +2 +9
Science! 2
Game , p.195)
Stun damage effect requires
Pneumatic – – – +2 +9 A r mo r e r 4
2+ Effects to be rolled to affect you
 ARMS
 AR MS ON
ONLY
LY UPG RA
RADE
DES 

Unarmed attacks inflict
Br a w l i n g – – – +1 +1 A r mo r e r 1
C  damage
+1 D
+2 to all Damage Resistances
Br a c e d – – – +1 +1 A r mo r e r 1
 vs melee attacks.
a ttacks.
 When you aim and make a ranged
Stabilized – – – D  to the attack’s damage
attack, +1 C +1 +1 A r mo r e r 2
May spend up to 4 AP on bonus
 Aerodynamic
 Aerodyn amic – – – – +1 A r mo r e r 3
damage for melee attacks
Melee and Unarmed attacks
 Weighted – – – +1 +3 A r mo r e r 4
gain Piercing 1
LEGS ONLY UPGRADES 
+2 to Physical Damage Resistance
Cu s h i o n ed – – – – +1 A r mo r e r 1
 vs falling
fall ing dama
damage
ge
Mu f fl ed – – – R e - r o l l 1d 2 0 o n S t e a l t h t e s t s – +2 A r mo r e r 2
GM Tolkit     EQUPMENT TABLES 45

 PO WER
 POWE R A RM
RMOR 
OR 
DAMAGE RESISTANCES HIT LOCATIONS
ARMOR PIECE   WEI
EIG
GHT COS
OSTT RAR
ARIITY
PHYS
PHYSIC
ICAL
AL ENER
ENERGY
GY RADI
RADIA
ATI
TION
ON POINTS COVERED

 Armor Frame
F rame – – – – All 4500 150 4
Ra id e r He l m 6 4 7 7 Hea d 50 14 2
R a i d e r Ch es t P i e c e 8 6 9 10 Torso 1 00 22 2
Ra id e r Ar m 4 3 7 7 Ar m 75 16 2
Ra id e r Le g 4 3 7 7 Le g 75 17 2
T-45 Helm 6 4 7 7 Hea d 60 12 2
T-45 Chest Piece 8 7 9 14 Torso 1 40 20 2
T-45 Arm 4 3 7 7 Ar m 1 00 15 2
T-45 Leg 4 3 7 7 Le g 1 00 15 2
T-51 Helm 6 5 7 9 Hea d 80 12 3
T-51 Chest Piece 8 7 9 18 Torso 1 80 20 3
T-51 Arm 5 4 7 9 Ar m 1 30 15 3
T-51 Leg 5 4 7 9 Le g 10 15 3
T-60 Helm 7 6 7 10 Hea d 6 50 12 4
T-60 Chest Piece 9 8 9 21 Torso 7 50 20 4
T-60 Arm 6 5 7 10 Ar m 7 00 15 4
T-60 Leg 6 5 7 10 Le g 7 00 15 4
X - 01 H e l m 8 7 7 12 Hea d 60 12 5
X-01 Chest Piece 10 8 9 24 Torso 1 40 20 5
X - 01 A r m 7 6 7 12 Ar m 1 00 15 5
X - 01 L e g 7 6 7 12 Le g 1 00 15 5

ARMOR FRAME
The standard armor frame is a West Tek powered    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:
Fallout: The Roleplaying Game , single-story building inflicts 3  C
higher than a single-story 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
   Operation: Entering or leaving an armor frame applies even if the armor is unpowered.
requires a major action. The armor consumes a sin-
requires
gle charge from its fusion core at the end of each
   Enhanced trength: A character wearing Power
Armor uses the armor frame’s SR 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
lost if the armor
armor is unpowered.
unpowered.
ous activity consumes power more quickly.
46 FALLOUT   Th Rplaying Gam 

  ealed Environment: So long as the armor is sealed


(it has components for each location, and none
of those components are damaged), it provides a
 breathab
 brea thable
le atmos
atmosphe
phere,
re, allo
allowin
wingg the
the weare
wearerr to
to surviv
survivee
underwater, in toxic gas, or similar inhospitable con-
ditions. This benefit is lost if the armor is unpowered.

   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.

  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:
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 kill.


DAMAGE RESISTANCES HIT
UPGRADE MOD   LOCATION WE IG H T CO ST PE RK S
PHYSIC
PHYSICAL
AL ENERGY
ENERGY RADIA
RADIATI
TION
ON POINTS

R a i d er I I H el m +1 – – +3 H ea d +1 +5 A r mo r e r 1
R a i d er I I Ch es t P i ec e +1 – – +4 Torso +2 +1 0 A r mo r e r 1
R a i d er I I A r m +1 – – +3 A rm +2 +7 A r mo r e r 1
R a i d er I I L eg +1 – – +3 Le g +2 +7 A r mo r e r 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 kill.

S Y S T E M MO D EFFECTS LOCATION WE IG H T CO ST P ER K S

Enemies who attack you with a melee or unarmed


 Welded Rebar  Torso +2 +2 5 A r m o r er 1
D  damage
attack and suffer a complication suffer 2  C
GM Tolkit     EQUPMENT TABLES 47

Unique T-45
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 kill.

DAMAGE RESIST
RESISTANCES
ANCES HIT
UPGRADE MOD   LOCATION W E I GH T CO ST PE RK S
PHYSIC
PHYSICAL
AL ENERG
ENERGY
Y RADIA
RADIATIO
TION
N POINTS

T-45b Helm – – – +1 H ea d +1 +3 Armorer 1


T-45b Chest Piece – – – +1 Torso +1 +7 Armorer 1
T-45b Arm +1 +1 – +1 Ar m +1 +7 Armorer 1
T-45b Leg +1 +1 – +1 Le g +1 +7 Armorer 1
T-45c Helm +1 +1 – +2 H ea d +1 +6 Armorer 2
T-45c Chest Piece – – – +4 Torso +2 +1 4 Armorer 2
T-45c Arm +2 +2 – +2 Ar m +2 +1 0 Armorer 2
T-45c Leg +2 +2 – +2 Le g +2 +1 0 Armorer 2
T-45d Helm +1 +1 – +3 H ea d +2 +9 Armorer 2, Science! 1
T-45d Chest Piece +1 +1 – +5 Torso +3 +2 1 Armorer 2, Science! 1
T-45d Arm +2 +3 – +3 Ar m +2 +1 5 Armorer 2, Science! 1
T-45d Leg +2 +3 – +3 Le g +2 +1 5 Armorer 2, Science! 1

T-45e Helm +1 +2 – +3 H ea d +2 +1 2 Armorer 3, Science! 1


T-45e Chest Piece +1 +1 – +7 Torso +4 +2 8 Armorer 3, Science! 1
T-45e Arm +3 +3 – +3 Ar m +3 +2 0 Armorer 3, Science! 1
T-45e Leg +3 +3 – +3 Le g +3 +2 0 Armorer 3, Science! 1
T-45f Helm +2 +2 – +4 H ea d +3 +1 5 Armorer 3, Science! 2
T-45f Chest Piece +1 +1 – +8 Torso +5 +3 5 Armorer 3, Science! 2
T-45f Arm +3 +4 – +4 Ar m +4 +2 5 Armorer 3, Science! 2
T-45f Leg +3 +4 – +4 Le g +4 +2 5 Armorer 3, Science! 2

Unique T-51
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 kill.

DAMAGE RESIST
RESISTANCES
ANCES HIT
UPGRADE MOD   LOCATION W E I GH T CO ST PE RK S
PHYSIC
PHYSICAL
AL ENERG
ENERGY
Y RADIA
RADIATIO
TION
N POINTS

T-51b Helm – – – +1 H ea d +1 +4 Armorer 1


T-51b Chest Piece +1 – – +1 Torso +1 +9 Armorer 1
T-51b Arm – – – +1 Ar m +1 +6 Armorer 1
T-51b Leg – – – +1 Le g +1 +6 Armorer 1
T-51c Helm – +1 – +1 H ea d +1 +8 Armorer 2
T-51c Chest Piece +1 +1 – +3 Torso +2 +1 8 Armorer 2
T-51c Arm +1 +1 – +1 Ar m +2 +1 3 Armorer 2

T-51c Leg +1 +1 – +1 Le g +2 +1 3 Armorer 2


T-51d Helm +1 +1 – +2 H ea d +2 +1 2 Armorer 2, Science! 1
48 FALLOUT   Th Rplaying Gam 

DAMAGE RESIST
RESISTANCES
ANCES HIT
UPGRADE MOD   LOCATION W E I GH T COST PE RK S
PHYSIC
PHYSICAL
AL ENERG
ENERGY
Y RADIA
RADIATIO
TION
N POINTS

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


T-51d Arm +1 +1 – +2 Ar m +2 + 19 Armorer 2, Science! 1
T-51d Leg +1 +1 – +2 L eg +2 + 19 Armorer 2, Science! 1
T-51e Helm +1 +1 – +3 H ea d +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 Ar m +3 + 26 Armorer 3, Science! 1
T-51e Leg +1 +2 – +3 L eg +3 + 26 Armorer 3, Science! 1
T-51f Helm +1 +2 – +3 H ea d +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 Ar m +4 + 32 Armorer 3, Science! 2
T-51f Leg +2 +2 – +3 L eg +4 + 32 Armorer 3, Science! 2

Unique T-60
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 kill.

DAMAGE RESIST
RESISTANCES
ANCES HIT
UPGRADE MOD   LOCATION W E I GH T COST PE RK S
PHYSIC
PHYSICAL
AL ENE
ENERG
RGY
Y RAD
RADIA
IATIO
TION
N POINTS

T-60b Helm +1 +1 – +1 H ea d +1 + 32 –
T-60b Chest Piece – – – +2 Torso +1 + 37 –
T-60b Arm +1 +1 – +1 Ar m +1 + 35 –
T-60b Leg +1 +1 – +1 L eg +1 + 35 –
T-60c Helm +1 +1 – +2 H ea d +3 + 64 A r m o r e r 1, S c i e n c e ! 1
T-60c Chest Piece +1 – – +3 Torso +2 + 74 A r m o r e r 1, S c i e n c e ! 1
T-60c Arm +1 +1 – +2 Ar m +2 + 70 A r m o r e r 1, S c i e n c e ! 1
T-60c Leg +1 +1 – +2 L eg +2 + 70 A r m o r e r 1, S c i e n c e ! 1
T-60d Helm +1 +2 – +2 H ea d +2 + 96 A r m o r e r 2, S c i e n c e ! 1
T-60d Chest Piece +1 +1 – +5 Torso +3 + 11 1 A r m o r e r 2, S c i e n c e ! 1
T-60d Arm +1 +2 – +2 Ar m +2 + 10 5 A r m o r e r 2, S c i e n c e ! 1
T-60d Leg +1 +2 – +2 L eg +2 + 10 5 A r m o r e r 2, S c i e n c e ! 1
T-60e Helm +2 +2 – +3 H ea d +2 + 12 8 A r m o r e r 3, S c i e n c e ! 1
T-60e Chest Piece +1 +1 – +7 Torso +4 + 14 8 A r m o r e r 3, S c i e n c e ! 1
T-60e Arm +2 +2 – +3 Ar m +3 + 14 0 A r m o r e r 3, S c i e n c e ! 1
T-60e Leg +2 +2 – +3 L eg +3 + 14 0 A r m o r e r 3, S c i e n c e ! 1
T-60f Helm +2 +3 – +4 H ea d +3 + 16 0 A r m o r e r 3, S c i e n c e ! 2
T-60f Chest Piece +2 +1 – +8 Torso +5 + 18 5 A r m o r e r 3, S c i e n c e ! 2
T-60f Arm +2 +3 – +4 Ar m +4 + 17 5 A r m o r e r 3, S c i e n c e ! 2
T-60f Leg +2 +3 – +4 L eg +4 + 17 5 Armorer 3, Science! 2
GM Tolkit     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 kill.

DAMAGE RESIST
RESISTANCES
ANCES HIT
UPGRADE MOD   LOCATION W E I GH T CO ST PE RK S
PHYSIC
PHYSICAL
AL ENERG
ENERGY
Y RADIA
RADIATIO
TION
N POINTS

Mk I I H el m – – – +1 H ea d +1 +7 –
Mk II Chest Piece – – – +1 Torso +1 +1 4 –
Mk I I A r m +1 +1 – – Ar m +1 +1 0 –
Mk I I L eg +1 +1 – – Le g +1 +1 0 –
Mk I I I He l m +1 – – +1 H ea d +1 +1 4 Armorer 1, Science! 1
M k I II C h e s t P i e c e – +1 – +2 Torso +2 +2 8 Armorer 1, Science! 1
Mk I I I A r m +1 +1 – +1 Ar m +2 +2 0 Armorer 1, Science! 1
Mk I I I Le g +1 +1 – +1 Le g +2 +2 0 Armorer 1, Science! 1
Mk I V H el m +1 +1 – +2 H ea d +2 +2 1 Armorer 2. Science! 1
Mk IV Chest
+1 +1 – +3 Torso +3 +4 2 Armorer 2. Science! 1
Piece
Mk I V A r m +1 +1 – +2 Ar m +2 +3 0 Armorer 2. Science! 1

Mk I V L eg +1 +1 – +2 Le g +2 +3 0 Armorer 2. Science! 1
Mk V Hel m +2 +1 – +2 H ea d +2 +2 8 Armorer 3. Science! 1
Mk V Ch es t P i ec e +1 +2 – +4 Torso +4 +5 6 Armorer 3. Science! 1
Mk V A r m +2 +2 – +2 Ar m +3 +4 0 Armorer 3. Science! 1
Mk V L eg +2 +2 – +2 Le g +3 +4 0 Armorer 3. Science! 1
Mk V I H el m +2 +2 – +3 H ea d +3 +3 5 Armorer 3. Science! 2
Mk VI Chest
+2 +2 – +5 Torso +5 +7 0 Armorer 3. Science! 2
Piece
Mk V I A r m +2 +3 – +4 Ar m +4 +5 0 Armorer 3. Science! 2
Mk V I L eg +2 +3 – +4 Le g +4 +5 0 Armorer 3. Science! 2

Unique X-01 Power Armor Plating Mod 


X-01 Power
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:

PLATIN G MOD EFFECTS LOCATION WE IG H T CO ST P ER K S

E MP S h i el d i n g +2 Energy Damage Resistance An y +1 +2 0 A r mo r e r 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.
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
makeshift nature. Each mod is listed with the skill required to install it .
50 FALLOUT   Th Rplaying Gam 

MO D EF F E C T LOCATION W E I GH T CO ST PE RK S S K I LL
SK

SYSTEM MODS 
Ignore radiation from Irradiated food or
Rad Scrubber  He a d +1 + 10 0 Science! 2 S c i en c e
drink consumed while armor is powered
Re-roll 1d20 on all PER  tests
 tests while armor
Sensor Array  He a d +1 + 10 0 Science! 3 S c i en c e
is powered
 When you take the Aim
A im minor action,
a ction, yo
youu
Targeting
HUD may take a second minor action for 0 AP He a d +1 + 10 0 Science! 3 S c i en c e
 while armor
arm or is po
powered
wered
Internal Re-roll 1d20 on all INT tests while armor
He a d +1 + 10 0 Science! 2 S c i en c e
Database is powered
 Welded Enemies who attack you with a melee or
Rebar unarmed attack and suffer a complication Torso +2 +2 5 A r m o r er 1 R ep a i r  
(Raider only) suffer 2 C
D  damage
 While armor
arm or is po
powered,
wered, if you
y ou begin your
Core
turn and there is no AP in the group pool, Torso +2 + 10 0 Science! 3 S c i en c e
 Assembly 
add +1 AP
Blood Re-roll addiction roll for addictive chems
Torso +2 + 10 0 Science! 1 S c i en c e
Cleanser   while armor
arm or is po
powered
wered

Emergency  While armor


arm or is po
powered,
wered, if your
y our current
cur rent HP
is below 1/4 of your maximum, add +1 to Torso +2 + 10 0 Science! 4 S c i en c e
Protocols
Defense and +3 to all Damage Resistances
Motion-Assist Increase STR  of
 of armor frame to 13 while
Torso +2 + 10 0 Science! 3 S c i en c e
Servos armor is powered
 While armor
arm or is po
powered,
wered, when you suf
suffer
fer
Kinetic
any damage (after reductions for damage Torso +2 + 10 0 Science! 4 S c i en c e
Dynamo
resistances), add +1 to the group AP pool
 While armor
arm or is po
powered,
wered, when your
HP are reduced to below 1/2 of your
Medic Pump Torso +2 + 10 0 Science! 4 S c i en c e
maximum, you immediately use a Stimpak,
regaining 3 HP or treating one Injury.

 While armor
arm or is po
powered,
wered, when you suf
suffer
fer
Reactive damage from a melee or unarmed attack,
Torso +2 + 10 0 A r m o r er 4 R ep a i r  
Plates  you inflict
inflic t Physic
Physical
al damage
dama ge back to the
attacker equal to half the damage total rolled
 While armor
arm or is po
powered,
wered, whenever
when ever an
Tesla Coils enemy makes a melee attack against you, Torso +2 + 10 0 Science! 3 S c i en c e
they suffer 4 C
D  Energy damage
 Y
 You
ou may activate a Stealth Boy
B oy ( Fallout:
Stealth Boy  The Roleplaying Game , p.171) once per Torso +1 + 10 0 Science! 4 S c i en c e
scene by spending 1 charge
 When you move you may activate
ac tivate a
jetpack by spending 1 charge; this
 Armorerr 4,
 Armore
 Jetpack  allows you to move one additional zone Torso +1 + 50 0 Repair 
(horizontally or vertically) or gain enough Science! 4
height for an impact landing
GM Tolkit     EQUPMENT TABLES 51

MO D EFFECT LOCATION W E I GH T CO ST PE RK S S K I LL
SK

Rusty  Y
 Your
our unarmed
una rmed atta
attacks
cks gain
ga in the Persistent
Pers istent
 Arm +1 +50 Blacksmith
Blacks mith 1 Repair 
Knuckles damage effect 
Hydraulic  While armor
ar mor is powered,
po wered, yo
your
ur unarmed
unar med
 Arm +1 +100 Blacksmith
Blacks mith 3 Repair 
Bracers attacks inflict +2 C
D  damage
Optimized  While armor is powered, you may spend up
 Arm +1 +100 Blacksmith
Blacks mith 1 Repair 
Bracers to 4 AP on bonus damage for melee attacks

 While armor
ar mor is powered,
po wered, yo
your
ur unarmed
unar med Blacksmith 3,
Tesla Bracers D
attacks inflict +2 C  damage and now inflict  Arm +1 +150 Repair 
Science! 1
Energy damage
Calibrated
 Y
 Your
our carry
ca rry weight is increased
in creased by +50 Leg +1 +100 Science! 2 Science
Shocks
 While the armor
a rmor is powered, when you
Explosive land from a height, you inflict 4  C
D damage L eg +1 + 10 0 Science! 3 S c i en c e
 Vent 
 Vent  to all creatures and damageable objects
 within Close
Clos e range
 While armor
ar mor is powered,
po wered, when you
Overdrive
Sprint, you may spend +2AP to move one L eg +1 + 10 0 Science! 3 S c i en c e
Servos
additional zone

PLATING MO DS 
PLATING
Titanium
+1HP to Armor Piece (+2 to Torso) An y 1 10 A r m o r er 3 R ep a i r  
Plating
L ea d P l a t i n g +2 Radiation damage resistance An y 2 10 A r m o r er 1 R ep a i r  
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 E n e r g y d a m a g e r e s i s t a n c e An y 1 10 A r m o r er 1 R ep a i r  
(not on X-01)
Prism
+3 E n e r g y d a m a g e r e s i s t a n c e An y 2 10 Science! 2 S c i en c e
Shielding
Explosive +2 to all Damage resistances vs
Shielding Blast weapons.  Any 1 10 Science! 1 Science
52 FALLOUT   Th Rplaying Gam 

 RO
 ROBOT
BOT A R MO
MOR 

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
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 PH YS IC A L E N E R GY LOCATION CARRY WEIGHT CO ST PE RK S

Standard Plating 2 0 Al l – – –
M i s t e r Gu t s y P l a t i n g 2 2 Al l -1 0 – –
Factor y Armor +1 +1 O p tics – 10 –
Factor y Armor +1 +1 M a i n Bo d y – 20 –
Factor y Armor +1 +1 Ar m s – 10 –
Factor y Armor +1 +1 Thruster – 10 –
Factor y Storage Armor +1 +1 M a i n Bo d y + 20 25 A r mo r e r 1
P r i ma l P l a t e +2 – O p tics -1 0 10 –
P r i ma l P l a t e +2 – M a i n Bo d y -2 0 20 –

P r i ma l P l a t e +2 – Ar m s -1 0 10 –
P r i ma l P l a t e +2 – Thruster -1 0 10 –
S er r a t ed P l a t e +2 – O p tics -1 0 15 A r mo r e r 1
S er r a t ed P l a t e +2 – M a i n Bo d y -2 0 30 A r mo r e r 1
S er r a t ed P l a t e +2 – Ar m s -1 0 15 A r mo r e r 1
S er r a t ed P l a t e +2 – Thruster -1 0 15 A r mo r e r 1
N o xi o u s P l a t e +2 – O p tics -1 0 15 A r mo r e r 1
N o xi o u s P l a t e +2 – M a i n Bo d y -2 0 30 A r mo r e r 1
N o xi o u s P l a t e +2 – Ar m s -1 0 15 A r mo r e r 1
N o xi o u s P l a t e +2 – Thruster -1 0 15 A r mo r e r 1
Toxic Plate +2 – O p tics -1 0 15 A r mo r e r 3
Toxic Plate +2 – M a i n Bo d y -2 0 30 A r mo r e r 3
Toxic Plate +2 – Ar m s -1 0 15 A r mo r e r 3
Toxic Plate +2 – Thruster -1 0 15 A r mo r e r 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
Armore r 2
 Voltaic Frame +2 +2 Main Body +20 40 Armorer
Armore r 2
 Voltaic Frame +2 +2 Arms +10 20 Armorer
Armore r 2
 Voltaic Frame +2 +2 Thruster +10 20 Armorer
Armore r 2
GM Tolkit     EQUPMENT TABLES 53

DAMAGE RESISTANCE
ARMOR TYPE LOCATION CARRY WEIGHT CO ST PE RK S
PH YS IC A L E N E RG Y

H y d r a u l i c Fr a m e +3 +3 O p tics +5 30 Armorer 3
H y d r a u l i c Fr a m e +3 +3 M a i n Bo d y + 10 60 Armorer 3
H y d r a u l i c Fr a m e +3 +3 Ar m s +5 30 Armorer 3
H y d r a u l i c Fr a m e +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 D  damage and gain the
hydraulic frame inflict +1 C
D  Persistent
complication, then the attacker suffers 2  C 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-
D Persistent (Poison)
cation, then the attacker suffers 2 C
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-
D Radiation damage. In
tion, then the attacker suffers 2 C
addition, melee attacks made using arms fitted with
serrated plate gain the Radioactive damage effect.

 ACTU
 AC TUATED
ATED FR
FRAM
AMEE
Melee attacks made from arms fitted with
D  damage. If the
an actuated frame inflict +1  C
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.

 VOLTAI
 VO LTAIC
C FR
FRAM
AMEE
D if the robot is fitted with any Voltaic Frame
nflict +1 C
armor. This bonus increases by +1  C
D for every two addi-
D for 3
tional locations fitted with Voltaic Frame (so +2  C
pieces, or +3 D
C  for 5 or more pieces)
54 FALLOUT   Th Rplaying Gam 

 RO
 ROBOT
BOT M O DU
DULE
LES 

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 + cience skill
test with a difficulty of 2 and an hour’s work.

MO D E F F EC T S WE IG H T CO ST RA RI TY PE RK S

Behavioral
 Analysis
 Analys is Mod Reduce the difficulty of Speech tests by 1 (min. 0) – 50 3 R o b o t i c s Ex p e r t 1

Diagnosis Mod Reduce the difficulty of Medicine tests by 1 (min. 0) – 50 3 R o b o t i c s Ex p e r t 1


Reduces the difficulty of Science tests to hack into
Hacking Module – 25
25 2 –
locked computer systems by 1 (min. 0)
Hazard Reduce the difficulty of Survival tests to detect and
– 25
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
purifie d 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 crea
creatures uffer 3  C
tures within Reach ssuffer D  -10 50 3 R o b o t i c s Ex p e r t 1
radiation damage at the end of the robot’s
robot’s turn
Reduce difficulty of tests to detect hidden
opponents by 1 (min. 0), Enemies visible to you
Recon Sensors -5 50 3 R o b o t i c s Ex p e r t 1
 who attempt
attemp t to hide add
a dd +1 to the difficulty
diffi culty o
off
their Sneak tests
Outside of combat, allies regain 2 HP at the start Robotics Expert 2,
Regeneration Field - 25 12 5 5
of each scene you are present within Science! 2
 Allies within Close
Clos e range receive
r eceive +2 Physical
P hysical Robotics Expert 1,
Resistance Field - 20 75 4
damage resistance Science! 1
Re-roll 1d20 on all PER  tests,
 tests, May attempt PER  

Sensor Array  tests to detect


detected by thethings
nakedwhich
eye, cannot
such asnormally
radiationbe - 15 50 3 R o b o t i c s Ex p e r t 1

 Allies within Close


Clos e range may
m ay re-roll
re-ro ll 1d20 on
on
Stealth Field - 20 50 3 R o b o t i c s Ex p e r t 1
Stealth tests
Can turn on or off at the start of a turn, While
on, all enemies within Reach suffer 4 CD Piercing Robotics Expert 2,
Tesla Coils - 25 10 0 5
1, Stun energy damage at the end of the Science! 1
robot’s turn
GM Tolkit     EQUPMENT TABLES 55

 LOOT TA B LE
LES 

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
increase or reduce your roll by up to

Item categories are as follows: 6 after rolling, by spending 1 Luck point.


  Ammunition
  Armor


  Oddities and Valuables
   Junk
 Mdded Items 
 A few items
item s appear in the loot ttables
ables with existing mods.
mod s.
   Clothing    Weapons These are most often the most basic forms of mods, such as
   Food (split into Ranged,
turning a laser gun into a laser rifle or providing the auto-
   Beverages Melee, and Thrown/
matic version of a 10mm pistol.
   Chems Explosives)

 AMMU
 AM MUNI
NITI
TION
ON
Ammunition
Ammunition details are on p.56.

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

2 D)
2mm EC (6+3 C 15 D)
Flamer Fuel (12+6 C 28 D
Fusion Cell (14+7 C
  )
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 D )*
Missile (2+1 C 19 10mm (8+4 C
D) 32 D)
.44 Magnum (4+2 C
7 F u s i o n C o r e ( 1) * * 20 D)
10mm (8+4 C 33 5.56mm (8+4 C
D)
8 5mm (12+6 C
D  ×1
 ×10) 21 .38 Ammo (10+5 C
D) 34 5.56mm (8+4 C
D)
9 5mm (12+6 C
D  ×1
 ×10) 22 D)
.38 Ammo (10+5 C 35 D )*
Missile (2+1 C
10 D)
.50 ammo (4+2 C 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 )**

D  per rank additional Missiles.


* Characters with the Scavenger perk receive only +1  C

** Characters with the Scavenger perk do not receive any additional Fusion Cores or Mini-Nukes.
56 FALLOUT   Th Rplaying Gam 

 ARMO
 AR MOR 

Armor is listed on p.130 of the Fallout: The Roleplaying Some entries may ask for a roll for location. This
Game  rulebook.
 rulebook. means to roll on the hit location table ( Fallout:
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 H e a v y R a i d e r A r mo r 29 S y n t h A r mo r  
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 H e a v y C o m b a t A r mo r  
6 Power Armor Frame 19 Leather Armor 32 H e a v y C o m b a t A r mo r  
7 T-60 Power Armor Piece 20 Sturdy Raider Armor 33 Sturdy Synth Armor  
8 T-60 Power Armor Piece 21 R a i d er A r m o r 34 Sturdy Synth Armor  
9 H e a v y Do g A r m o r 22 Sturdy Raider Armor 35 S t u r d y R a i d er A r m o r  
10 H e a v y Do g A r m o r 23 M e t a l A r mo r 36 P o w e r A r mo r F r a me
11 S t u r d y C o mb a t A r mo r 24 L i g h t Do g A r m o r 37 P o w e r A r mo r F r a me
12 H e a v y M e t a l A r mo r 25 Sturdy Leather Armor 38 Heavy Synth Armor  
13 R a i d e r P o wer A r m o r P i e c e 26 C o mb a t A r mo r 39 Heavy Synth Armor  
14 M e d i u m D o g A r mo r 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.
 rulebook.

Random Clothing 
2D20   2D20   2D20
  CLOTHING   CLOTHING   CLOTHING
ROLL ROLL ROLL

2 Brotherhood
Brotherhood of Steel Fatigues 15 R o a d L ea t h er s 28 H ea vy Co a t  
3 Welder’s Visor 16 Ca s u a l Cl o th in g 29 H ea vy Co a t  
4 Brotherhood Scribe’s Hat 17 Ca s u a l Cl o th in g 30 Utility Overalls
5 Brotherhood of Steel Hood 18 Hi d es 31 Utility Overalls
6 Brotherhood Scribe’s Armor 19 Hi d es 32 C asual H at  
7  Brotherhood
Brotherhood of Steel Uniform 20 Ha r n es s 33 Hood or Cowl
8 Ha r d Ha t 21 Ha r n es s 34 Vault Jumpsuit  
9 A r my H e l m e t 22 Sack Hood 35 Formal Clothing
10 La b Co a t 23 Sack Hood 36 Formal Clothing
11 La b Co a t 24 Mi l i t a r y Fa t i g u es 37 F o r m a l Ha t  
12 Engineer’s Armor 25 Mi l i t a r y Fa t i g u es 38 G a s Ma s k  
13 Engineer’s Armor 26 Tough Clothing 39 Cage Armor  
14 Road Leathers 27 Tough Clothing 40 Hazmat Suit  
GM Tolkit     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.
 rulebook. are not listed on the tables below
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
butchering the bodies
rarity tables: Foraging. The Foraging table contains food of dead creatures.
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 Tarberr y 15 28 Brain Fungus
Cheese
3 Per fectly Preser ved Pie 16 Sugar Bombs 29 C orn
4 Melon (non-irradiated) 17 P o t t ed Me a t 30 G ourd
5 Carrot (non-irradiated) 18 Pork ‘n’ Beans 31 M el o n
6 I n s t i t u t e Fo o d P a c k et 19 InstaMash 32 S i l t B ea n
7 S u g a r B o mb s ( p r e s e r v e d ) 20 Da n d y Bo y A p p l e s 33 Tato
8 Mutfruit (non-irradiated) 21 Ca n n ed D o g F o o d 34 I n s t a M a s h ( p r es e r ve d )
Fancy Lads Snack Cakes
9 22 Fancy Lads Snack Cakes 35 Salisbur y Steak (preser ved)
(preserved)
10 S wee t R o l l 23 Gu m D r o p s 36 F o o d P a ste
11 Ra z o r g r a in 24 Mu t f r u it 37 N o o d l e Cu p
12 I g u a n a B its 25 P o ta to Cr is p s 38 C o r n ( n o n -i r r a d i a t e d )
BlamCo Brand Mac and
13 Cram 26 S a l i s b u r y S t ea k 39
Cheese (preserved)
14 Carrot 27 Yum-Yum Deviled Eggs 40 Tarberr y  

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 + urvival test with a difficulty
1- 2 Brain Fungus
of 1 finds a number of items this table equal to your
3- 4 Ca r r o t  
Survival score, +1 item per AP spent. Roll once to
determine which item is found. 5- 6 Co r n
7- 8 Go u r d
9 - 10 Melon
1 1- 13 Mu t f r u it  
1 4- 15 Razorgrain
1 6- 17 S i l t B ea n
1 8- 20 Tato
58 FALLOUT   Th Rplaying Gam 

BEVERAGES
Beverages are listed on p.160 of the Fallout: The
Roleplaying Game  rulebook.
 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
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 W in e 15 Be e r 28 B r a h mi n M i l k  
3 W in e 16 Be e r 29 B r a h mi n M i l k  
4 Whiskey 17 Be e r 30 B r a h mi n M i l k  
5 Whiskey 18 Be e r 31 Rum
6 N u ka - C h e r r y 19 Dir ty Water 32 Rum
7 N u ka - C h e r r y 20 Dir ty Water 33 Rum
8 N u ka - C h e r r y 21 Dir ty Water 34 Moonshine

9 N u ka - C o l a 22 Dir ty Water 35 Moonshine


10 N u ka - C o l a 23 Dir ty Water 36 Moonshine
11 N u ka - C o l a 24 Purified Water 37 Vodka
12 Bourbon 25 Purified Water 38 Vodka
13 Bourbon 26 Purified Water 39 W in e
14 Bourbon 27 Purified Water 40 W in e

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


Cola machine is found while scavenging. Roll twice to D20 ROLL I T EM
determine the machine’s contents.
1- 8 Em p t y  
1+2 C
D glass bottles (junk, scavenge for
9-12 2 common materials each)
1 3- 15 1 N u ka - C o l a
1 6- 17 2 N u ka - C o l a
18 1 N u ka - C o l a , 1 N u k a -C h e r r y  
19 2 N u ka - C o l a , 1 N u k a -C h e r r y  
20 1 Nuka-Cola Quantum
GM Tolkit     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.
 rulebook. are not listed on the tables below
below.. They can only be
obtained through crafting, described in the Crafting
section later in this chapter.
Random Chems 
2D20   2D20   2D20
ROLL   CHEM ROLL   CHEM ROLL   CHEM
2 Super Stimpak 15 Da d d y - O 28 B uf f out  
3 Calmex 16 R a d - X ( d i l u t ed ) 29 J et  
4 Day Tripper 17 R a d - X ( d i l u t ed ) 30 J et  
5 Ad d i cto l 18 Healing Salve 31 M en t a t s
6 S tim p a k 19 Healing Salve 32 M en t a t s
7 S tim p a k 20 Dirty Water 33 R a d -X
8 RadAway 21 Dirty Water 34 R a d -X
9 RadAway 22 Dirty Water 35 S t i mp a k  
10 P sych o 23 Stimpak (diluted) 36 S t i mp a k  

11 P sych o 24 Stimpak (diluted) 37 Antibiotics


12 M e d -X 25 RadAway (diluted) 38 O v er d r i ve
13 M e d -X 26 RadAway (diluted) 39 F ur y  
14 D a d d y -O 27 Bu f f o u t 40 X -C e l l

 WEAP
 WE APON
ONSS (RAN
(R ANGE
GED)
D)
Ranged Weapons are listed on p.95 of the Fallout: Any found Ranged weapons come with a standard
The Roleplaying Game  rulebook.
 rulebook. quantity of their ammuniti
ammunition.
on.

Random Ranged Weapons 


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

Institute Laser Rifle (Long Pipe Rifle (Long Barrel,


2 F at M an 11 20
Barrel, Standard Stock) Standard Stock)
3 F at M an 12 Syringer 21 P ip e G u n
 Auto Pipe
Pip e Gun (Automatic
(A utomatic
4 M i s s i l e L a u n c h er 13 Hu n tin g R ifl e 22
Receiver)
5 M i s s i l e L a u n c h er 14 Assa u l t Rifl e 23 P i p e R e vo l ve r  
Pipe Bolt Action Rifle (Long
6 Ra i l wa y Ri fl e 15 L a s e r Mu s k et 24
Barrel, Standard Stock)
10mm Auto Pistol
7 J u n k Je t 16 S u b ma c h i n e G u n 25
(Automatic Receiver)

8 F l a me r 17 10mm Pistol 26 D o u b l e - Ba r r e l e d S h o t g u n
9 P l a sm a P ist o l 18 P i p e Bo l t A c t i o n 27 . 4 4 P isto l
60 FALLOUT   Th Rplaying Gam 

2D20   2D20   2D20


  RANGED WEAPON   RANGED WEAPON   RANGED WEAPON
ROLL ROLL ROLL

28 Co m b a t R ifl e 33 Min ig u n 38 Heavy Incinerator  


Scoped Hunting Rifle Plasma Rifle (Long Barrel,
29 34 39 G a mm a G u n
(Long Barrel, Short Scope) Standard Stock)
30 Combat Shotgun 35 Gatling Laser 40 G a mm a G u n
31 Institute Laser Pistol 36 Ga u s s R i fl e
32 L a s er P i s t o l 37 H ea v y I n c i n er a t o r  

 WEAP
 WE APON
ONSS (M
(MEL
ELEE
EE))
Melee Weapons
Weapons are listed on p.111 of the Fallout: The Roleplaying Game  rulebook.
 rulebook.

Random Melee Weapons 


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

2 D e a t h c l a w Ga u n t l e t 15 Walking Cane 28 Pipe Wrench


3 S h i s h ke b a b 16 Walking Cane 29 K n u c k l es

4 S h i s h ke b a b 17 Pool Cue 30 K n u c k l es
5 S l e d g e h a m me r 18 Pool Cue 31 Tire Iron
6 S l e d g e h a m me r 19 Switchblade 32 Tire Iron
7 Rip p e r 20 Switchblade 33 S wo r d
8 Rip p e r 21 Bo a r d 34 S wo r d
9 B o xi n g G l o ve 22 Bo a r d 35 Aluminum Baseball Bat  
10 B o xi n g G l o ve 23 L ea d P i p e 36 Aluminum Baseball Bat  
11 B a to n 24 L ea d P i p e 37 P o w e r Fi s t  
12 B a to n 25 Ro l l in g P in 38 P o w e r Fi s t  
13 Machete 26 Ro l l in g P in 39 S u p er S l ed g e
14 Machete 27 Pipe Wrench 40 S u p er S l ed g e
GM Tolkit     EQUPMENT TABLES 61

 WEAP
 WE APON
ONSS (THR
(T HROW
OWN/
N/EX
EXPL
PLOS
OSIV
IVES
ES))
Thrown Weapons are listed on p.119 of the Fallout: The Roleplaying Game  rulebook,
 rulebook, while Explosives are on p.120.

Items are found in the quantity listed.

Random Thrown and Explosive Weapons 


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

2 1 N u k a G r en a d e 15 2+1 C
D  Ja
 Javelins 28 C  Molotov Cocktails
2+1 D
3 1 Pulse Mine 16 2+1 C
D  Ja
 Javelins 29 C  Molotov Cocktails
2+1 D
4 1 Pulse Mine 17 2+1 C
D  Ja
 Javelins 30 2+1 D
C  Tomahawks
5 1 P l a sm a M in e 18 2+1 C
D  Ja
 Javelins 31 C  Tomahawks
2+1 D
6 1 P l a sm a M in e 19 2+1 C
D  Ja
 Javelins 32 C  Tomahawks
2+1 D
7 1 B o ttl e ca p M in e 20 4+2 C
D  Th
 T hrowing Knives 33 1 Fr a g M i n e
8 1 B o ttl e ca p M in e 21 D  Th
4+2 C  T hrowing Knives 34 1 Fr a g M i n e
9 1 B o ttl e ca p M in e 22 D  Th
4+2 C  T hrowing Knives 35 1 Fr a g M i n e
10 2+1 C
D  F
 Frrag Grenades 23 2+1 C
D  Ba
 Baseball Grenades 36 1 Plasma Grenade
11 2+1 C
D  F
 Frrag Grenades 24 D  Ba
2+1 C  Baseball Grenades 37 1 Plasma Grenade
12 2+1 C
D  F
 Frrag Grenades 25 2+1 C
D  B
 Baaseball Grenades 38 1 Pu
Pulse Grenade
13 2+1 C
D  Mo
 Molotov Cocktails 26 D  B
2+1 C  Baaseball Grenades 39 1 Pu
Pulse Grenade
14 2+1 C
D  Mo
 Molotov Cocktails 27 2+1 C
D  Ba
 Baseball Grenades 40 1 Nuke Mine
62 FALLOUT   Th Rplaying Gam 

ODDITIES AND VALUABLES


These tables cover a variety of different items not covered
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 R e g en er a t i o n F i el d 12 Di a g n o s i s M o d 21 L o c k P i c k S et  
4 R e g en er a t i o n F i el d 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 5 d 20 C a p s 16 25 3 d 20 C a p s
4d20 Caps
8 5 d 20 C a p s 17 4d 2 0 C a p s 26 I n t e g r a l Bo i l e r M o d
9 5 d 20 C a p s 18 Co n t a i n er 27 1+2 C
D  Signal Flares
Pre-War Money worth
10 S t ea l t h Fi e l d 19 Ha z a r d D et e c t i o n M o d 28 2d20 Caps
11 R e c o n S en s o r s 20 Ra d io 29 2 d 20 C a p s
30 2+1 C
D   Bo b b y P i n s 41 Multi-Tool 52 Ke y  
31 1 d 20 C a p s 42 Ha c k in g Mo d u l e 53 Ke y  
Pre-War Money worth
32 43 Lo c k p ic k Mo d u l e 54 Ke y  
1d20 Caps
33 4+2 C
D  B
 Boo b b y P in s 44 Container, Locked 55 10+5 C
D  Bobby Pins
34 S ma l l B a c kp a c k 45 8+4 C
D  Bo
 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  B
 Bo
o b b y P in s 48 Fl a s h l i g h t 59 Stimpak Diffuser  
38 R o b o t R ep a i r K i t 49 Behavioral Analysis Mod 60 Tesla Coils
39 F ir st Aid K it 50 R a d ia tio n Co il s
40 La n te r n 51 Sensor Array  
GM Tolkit     EQUPMENT TABLES 63

Unusual Items 
 A small number
n umber of items
it ems appear on the Oddity
Oddit y table which
wh ich 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,
lockers , locked toolboxes,
to olboxes, 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 determine
determinedd
include directions to a previously-unk
previously-unknown
nown 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
 worldbuildi ng information
inform ation about the wasteland.
wastela nd.  A key or a note contai
containing
ning a pass
password
word for a computer sys-
s ys-
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
du ffel 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 
 JU NK     Salvaging items takes 10 minutes per item being
salvaged and requires an INT + Repair test with a
 Junk items have little
little immediate
immediate benefit, beyond
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 nono rules effect on their own.
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
other items.   If
oneyou have the Scrapper
uncommon materialperk, you also
 for each effectreceive
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
in trade. You may spend 1 Luck point to increase the
   Consumable items cannot be salvaged: you can-
not unmix chems, nor uncook meat.
number of junk items scavenged by an amount equal
to your LCK score.    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   Th Rplaying Gam 

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,
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 Tolkit     EQUPMENT TABLES 65

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