Fallout gmx27s Toolkit Booklet
Fallout gmx27s Toolkit Booklet
Fallout gmx27s Toolkit Booklet
®
Data Analyst
Benn Graybeaton
Bookkeeper
Valya Mkrtchyan
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
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.
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- Scavengng
Scavengng the Runs
Runs
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.
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?
Negative Influences:
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
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.
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
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.
MARSHLAND Qucksand!
Qucksand!
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..
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
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.
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.
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
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 Rplaying Gam
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:
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.
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.
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 Rplaying Gam
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:
7
been looted or butchered.
8 WILD DOGS: The PCs come across a hungry pack of wild dogs.
SUPER MUTANTS: The PCs find a group of Super Mutants with a captive. They’ve stopped to rest for a
9
bit and can be ambushed. If freed, their captive may help the PCs in some way.
DUELING DEATHCLAWS: A pair of deathclaws are fighting over territory, a kill, or something else; the
10 losing deathclaw may retreat if hurt badly enough. Neither deathclaw will notice the PCs while the
fight continues, but if the PCs want to avoid this, they should leave quickly.
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
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 Rplaying Gam
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
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
Chapte Tw
EQUIP
EQUIPMEN
MENT
T TAB
TABL
LES
AM
A M M U N ITIO
ITION
N
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 Rplaying Gam
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
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 Rplaying Gam
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 –
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
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
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 Rplaying 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
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
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
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
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
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
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 Rplaying Gam
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
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
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
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
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
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
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
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
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
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 –
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 Rplaying Gam
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
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
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
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
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 –
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
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
MO D N A M E P R EF I X EFFECTS W EI G H T CO ST PE RK S
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 Rplaying 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
D
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
Ballstc 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
J U MP S U I T MO D EFFECTS WE IG H T CO ST PE RK S
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.
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 Rplaying 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
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
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
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
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
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
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 Rplaying 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
S
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 Rplaying Gam
Each piece of raider power armor can accept two mods: an upgrade mod and a system mod which are installed with
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
S Y S T E M MO D EFFECTS LOCATION WE IG H T CO ST P ER K S
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
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
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
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
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
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 Rplaying 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
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 Rplaying Gam
RO
ROBOT
BOT A R MO
MOR
R
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
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 Rplaying Gam
RO
ROBOT
BOT M O DU
DULE
LES
S
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
LOOT TA B LE
LES
S
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
Ammunition
Armor
Oddities and Valuables
Junk
Mdded 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 )**
** Characters with the Scavenger perk do not receive any additional Fusion Cores or Mini-Nukes.
56 FALLOUT Th Rplaying Gam
ARMO
AR MOR
R
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
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
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
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.
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 Rplaying Gam
WEAP
WE APON
ONSS (M
(MEL
ELEE
EE))
Melee Weapons
Weapons are listed on p.111 of the Fallout: The Roleplaying Game rulebook.
rulebook.
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.
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 Rplaying Gam
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 Rplaying 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