Fallout Compendioum
Fallout Compendioum
FallOut
A Comprehensive Guide to the Fallout World
Table Of Contents
Chapter 1:
Welcome to the Wastelands
● Introduction
General Advice
● Karma: Two Sides of the Same World
● Religion in the Wasteland
Chapter 2:
The Battle for Wasteland Supremacy
● V.A.T.S. & C.E.M. running & Gunning
● Weapon Types
● Common Traps
Going on Maneuvers
● Sneaking & the Stealth Boy
● Stealing
● Hostile Settlements
● Pickpocketing
● Scavenging
● Vault-Tech
Chapter 3:
Aiding & Abetting the Common Wastelander
● Trading, Healing, & Repairing
● Tinkering at a Work Bench
● Sleeping
● Armor & Clothing
● Health & Chems
● Schematics: Creating a Custom Weapon
● Collectibles
● Weapons
● Armor & Apparel
● Comestibles & Chems
● Professional Equipment
● Alien Technology
Chapter 4:
Factions & Bestiary
Part 1: Wasteland Factions
● Aliens: The Meezox and Mezox
● The Brotherhood of Steel
● The Brotherhood Outcast
● The Enclave
● Raiders
● Regulators
● Slavers
● Talon Mercenary Company
● Super Mutants
Part 2: The Bestiary- Human foes with Higher Functions
● Aliens
● Brotherhood of Steel
● Brotherhood Outcast
● Enclave
● Raider
● Regulators
● Slaver
● Talon Merc
● Wastelander/ Non-Feral Ghoul
In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war
were also its weapons, Petroleum, and uranium. For these resources, China would invade Alaska, the US would annex
Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the
last remaining resources on Earth. In the year 2077, after millennium of armed conflicts, the destructive nature of man could
sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation. But it was not, as some had
predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human
history. For man had succeeded in destroying the world. In two brief hours, most of the planet was reduced to cinders. The
earth was nearly wiped clean of life, a great cleansing. An atomic spark struck by human hands, quickly raged out of
control. Spears of nuclear fire rained from the skies. Continents were swallowed in flames, and fell beneath the boiling
oceans. Humanity was almost extinguished, their spirits becoming part of the background radiation that blanketed the earth.
A quiet darkness fell across the planet, lasting many years. And from the ashes of nuclear devastation, a new civilization
would struggle to arise. The few that survived the devastation were able to reach the relative safety of the large underground
Vaults. Imprisoned safely behind the large Vault door, under a mountain of stone, a generation has lived without knowledge
of the outside world. When the great darkness passed these vaults opened and the inhabitants emerged to begin their lives
again. But when they did emerged, they had only the hell of the wastes to greet them.
History:
The advancement in Artificial Intelligence over the last 200 years is amazing. With the second-generation models
like the Mr. Handy, and the Protectron, hitting the market just before the Great War of 2077. The advancement of
technology seemed to come to a screeching halt due to the severity of the war. Third generation Androids still seem to be a
myth to most people.
Culture:
Non-existent as there is not enough known to have escaped the Common Wealth to develop their own society.
Psychology:
All 3rd Generation Android player characters thus far have been escapees from the Common Wealth. All those
whom have escaped seem to hold their freedom, and independence above all other things. Most have their minds erased
and replaced with the mind of someone else to assist in their escape. When surrounded by Humans they tend to be treated
more as a piece of equipment or personal property than as a sentient life form.
Abilities Scores:
Androids, although they may look Human, remain to be mostly robotic, all be it highly advanced robots. But robots
the same, and since all Androids are manufactured by the same company in the Common Wealth. Their ability scores are
nearly all the same, save a few rare prototypes.
Game Data:
STR 8 – 18 INT 8 – 18 PL 8 Good processor 10 Memory Slots
DEX 4 – 16 WIL 4 – 14 Chassis Material: Ultra Light Metal Alloy
CON 8 – 18 PER 4 – 14 Casting Material: Dermalite Carbon Fiber (Ordinary durability)
Propulsion: Legs
Chassis Size: 1.7m-2.7m Manipulators: Arms & Hands pair
Actuators: Servomotors Standard Data Ports: NI Jack, Uplink, Wireless
Standard Sensors: Video, Range finder, Pickup/ Voice box, Infra-red
Primary Power source: Micro Fission Battery
Backup Power source: Micro Fission Battery
Additional Programming: V.A.T.S. (Vault-Tech, Assisted, Targeting, System)
3 Laws Programming:
Special Abilities:
By the nature of their construction Androids live extraordinary long lives on average 800 to 1000 years if they are
properly maintained. Their durability is also considered to be of Ordinary rating due to the materials used during their
construction. Their micro-processors are most always a PL 8 Good processor and the V.A.T.S. Program.
Racial Flaws:
Due to there unique physiology, Androids do not react to modern medicine like a human patient. First off Drugs
like Jet, Alcohol, and Stimpacks, have no effect on them, thus they can not become addicted to them. Secondly There are no
physical Flaws, not so much as a blemish so they tend to stick out. They obviously do not heal like humans so if heavily
damaged its a dead give away that their not human. Third and this is the most important Flaw; An Android can not kill a
Human of its own accord. They have a been programed with the 3 Laws program. If an Android attempts to Kill a Human
with out proper clearance then their Positronic Matrix will self destruct destroying all the circuitry in the Android.
3 Laws Program:
1. Android can not terminate a Human Life. (See program 1a.)
2. Android must make every attempt to preserve Human Life. (See program 1b.)
3. Android must follow all orders given to it from its master.
1a. Law 1 may be overridden by Common Wealth Commander
1b. Law 2 may be overridden by Common Wealth Commander, and please note that Ghouls and Trogs are not
considered to be humans.
Exmpl: An Android may be allowed to terminate a Human Life under the orders of a Common Wealth
Commander. This order will allow the Android to terminate only the individual or individuals directed to it by the Common
Wealth Commander and no others.
Ghouls:
Wretched creatures that got the worst of the self-righteous calamity bite. They were exposed to radiation for long
periods of time and it horribly mutated them. The best way to describe their appearance would be to compare them to
"zombies". Their body has become so used to the radiation that instead of harming them like normal humans, it actually has
healing properties on ghouls. Skin and flesh fall apart, yet they continue to prosper - they even have a massively prolonged
lifespan. And is often shot and killed on sight before they can identify them selves as not being feral. Still, most of them are
humans at heart. They may look like monsters, but they're still intelligent, they speak and they're a part of the post-nuclear
society.
History:
Not much on the history of the Ghouls is known. What we do know is that they are typically far older than most
humans. They tend to live for several hundred years; most can even recall events before the bombs fell in 2077. However
they also claim to have been children at the time.
Culture/ Society:
The Ghoul culture is not unlike Human society. They have leaders, followers and merchants. The Ghouls
themselves are however looked upon by humans to be a bunch of "brain eating shufflers", and are hated and shunned
because of their appearance. In return the Ghoul nation has adopted a, predigest against "smooth skin" humans in
retribution. It is unknown if Ghouls can reproduce or if they simply are the last of the pre-war survivors. However there has
never been a recorded account of any Ghoul birthing a child, which leads scientist to believe that the Ghouls are sterile.
Ghoul settlements are almost always in areas that have a higher level of radiation than normal wasteland
settlements, or are located deep in or around the remains of larger pre-war cities. Their settlements are often built from the
ruins of these cities, and many times contain marvels of ancient technological devices, which are jury-rigged to work or just
lying around waiting to be repaired or used to repair other devices. In ghoul society, the leader is usually the eldest among
the inhabitants, or the individual with the greatest technical aptitude and greatest skill at repairing old pre-war devices.
Ghouls themselves are under constant threat of Genocide. The Enclave, Brotherhood of Steel, and other groups of radicals,
have set their sites on cleansing the planet of those who’s genetic code isn’t pure enough. Their mortal enemies often dare
to seek them out and attack them unprovoked. They do however sometimes find allies in the wastelands that often prefer to
share their settlements rather than get into a bitter feud of bloodshed and violence. However this is ever so rare and unlikely.
In the summer of 2083 the city of Necropolis founded by the Ghoul survivors of Vault 12, and the Ghoul survivors
of Bakersfield California that forced their way into Vault 12. It is the largest known Ghoul society in the North American
wastelands.
Psychology:
Most Ghouls are bitter and depressed that they are in-fact Ghouls. These cold bitter interactions with anyone whom
is not a Ghoul, farther fuels the beliefs and rumors that surrounds them as a race. Farther more Ghouls highly value their
independence (many are taken to become slaves or worse), and solitude. As a whole the Ghoul nation would much rather to
stay out of sight and out of mind to live their lives peacefully.
Ability Scores:
The Ghouls, although they may not look like it, remain to be mostly human, all be it highly mutated humans. But
humans the same, therefore their ability scores will remain the same as an average human.
Game Data:
STR 4 – 14 INT 4 – 14
DEX 4 – 14 WIL 4 – 14
CON 4 – 14 PER 4 – 14
Special Abilities:
By their nature the Ghouls live extraordinary long lives on average 400 to 800 years; And Their body have become
so used to radiation, that instead of harming them like normal humans, it actually has healing properties on ghouls.
100 – 200 Rads +D4 to heal per action
200 – 400 Rads +D6 to heal per action
400 – 600 Rads +D8 to heal per action
600 – 800 Rads +D10 to heal per action/ But seem to effect their minds
800 – 1000 Rads +D12 to heal per action/ Farther effects their minds and can turn them feral
However anything over 1000 Rads may kill a Ghoul (see radiation poisoning PHG), or it could mutate them farther it is
uncertain.
Racial Flaws:
Due to there unique physiology, Ghouls do not react to modern medicine like a human patient. First off Drugs like
Jet, Alcohol, and Stimpacks, barely make an impact on them. Decreasing their effects by half but not decreasing their
addicting effects. Secondly There are the physical Flaws, They obviously smell of rotting flesh is strong enough to be
smelled up to 1000 meters away with a good wind. They’re grotesque to look at, and it takes most humans mental resolve
check just to bare the sight of one.
Wasteland Human:
These are the decedents of those unfortunate souls whom just happened to survive the nuclear war of 2077. Left to
survive in the irradiated waste of the world. Their bodies slightly altered by the ambient radiation of the world, but not to an
extent that would be noticeable to any on lookers.
History:
After the horrible nightmare of an apocalyptic war of the 21st century had ended with the fall of the world. Those
poor souls not fortunate enough to have escaped the devastation of war via Vaults; were forced to continue their lives out in
the wastelands of the world. Factions were formed; small tribes rose, and grew into small cities. To date no society or
nations exist outside of small tribes or small cities.
Culture/ Society:
As always Human cultures have always varied greatly. Even after the War of 2077, this still has not changed.
Human settlements are located all over the wasteland in a variety of places. Some of them in strategic places, some are not,
and yet some find themselves located next to a live nuclear bomb. Regardless of their location, Humans seem to make the
best of their homes.
Psychology:
Most humans of the wastelands are simply out for themselves. Many become Raiders or Slavers just to survive.
Few however attempt to rebuild society and live some kind of civil life.
Special Abilities:
Due to prolonged exposure to the residual amount of radiation; over the course of centuries the wasteland humans
have developed a slight mutation. The extent of their mutation is very minor, (x1ordinary mutation/ or mutant draw back)
and could be an asset or a hindrance. This is a 50/50 draw, GM should determine how this will be decided as well as which
mutation will a hero will have (a random roll is suggested).
Some of society was able to reach the relative safety of the large underground Vaults or Military Bunkers. Your
family was part of the group that entered these Vaults/ Bunkers. Imprisoned safely behind the large Vault door, under a
mountain of stone, generations have lived without knowledge of the outside world and managed to keep them selves safe
from the radiation above.
History:
Life inside the safety a Vault is not a life of luxury. Everything is rationed, food, water, and even the ability to
reproduce. A small price to pay for the safety and security a Vault can provide. Every member of a Vault is given their first
responsibilities at the age of 10 when they also receive their Pip-Boy.
Culture/ Society:
The life of a Vault dweller is a well-structured one. Each Vault has an Overseer whom runs the Vault. Much like a
Mayor or a Military Commander. There are rules and laws, and even punishments each varies ever so slightly from Vault to
Vault. At the age of 10 every Vault member is given their first responsibilities, as well as their Pip-Boy. Then on there 16th
birthday they are given there Generalized Occupational Aptitude Test or (G.O.A.T.) to determine what their job and
responsibility with in the Vault.
Psychology:
Most Pure Humans look upon the wanders of the waste as impure, not much better than the beasts that live there,
just a step above Ghouls and Mutants. They regard themselves as the last and best hope for humanity, well those that leave
the safety of their Vaults at least.
Special Abilities:
Members of a Vault community receive a Pip-Boy upon their 10th birthday. The Pip-Boy allows heroes to utilize
V.A.T.S. (see Vault-Tec).
Trog is the common name for mutants that use to be human, but after the Great War slowly developed into
scampering little Troglodytes. Trogs are similar to Ghouls in the fact that some retain some of their humanity while others
become more animalistic. Trogs are often hunted down and killed on sight due to their possible link to the ever growing
Super Mutant hoard. Trogs can come in a seemingly unlimited array of shapes and sizes and often have a wide variety of
mutations. Their mutations are their only means of survival out in the Wastelands, and sadly it is also their death warrant.
Recently Trogs have been spotted the Wastelands, and while not in growing numbers they seem to have a steady supply to
add to their ranks .
History:
Before the Great War, they were hillbillies. These people lived far away from civilized folk and fended for
themselves in the wooded mountains. During the war, a lot of hillbillies decided it might be a good idea to head for the
nearest caves and wait out the fiery mushrooms. Since the hillbillies were far removed from a lot of the nuclear blasts and
subsequent fallout, especially being holed up in caves, the hillbillies fared pretty well. In fact, the hillbillies took to cave
dwelling so well, they made caves their permanent home. Over the course of a couple of centuries, the isolation from the
light, combined with ever so slight radiation that drifted over the world and managed to seep into caves, caused the
hillbillies to change a bit. The radiation was unsympathetic and calmed the lives of countless hillbillies. Many whom
survived the blast found themselves dying from radiation poisoning. Those whom did not succumb to the radiation would
find that their bodies were now horribly mutated. Smarter folks who saw the hillbillies started referring to them as
Troglodytes, but since most people of the wasteland were more ignorant, the term "Trog" became more accepted. Even the
hillbillies referred to themselves as Trogs.
Culture/ Society:
No living human has ever documented or reported that Mutants even live in a society, or have and maintain any
kind of villages. Thus it is believed that they are nomadic in nature, and keep them selves to small family tribes. However
there is rumor that there is a village of Trogs living in the remnants of Hoover Dam.
Psychology:
Those rare times when Trogs that move into towns or villages, and have made aware to society that they are in-fact
a Mutant have been shot or killed, or even worse. So if they do exist in a society or town, then they certainly do not
advertise that they are such. They likely wouldn’t even utilize their mutant abilities often, and would keep them a close
guarded secret.
Special Abilities:
Trogs receive 12 Mutant points to select their mutant abilities, however it is highly suggested that heroes wanting
to play a Troglodyte have their mutations randomly selected.
Suggested Careers, Professions & Skills Packages for
Wastelanders
Typical Careers of Fallout:
A career expresses the sum of a hero's talents and training in a one or two word label. Careers are usually synonymous with
a hero's dramatic occupation. There are four basic professions: Combat Spec, Diplomat, Free Agent, and Tech Op. I’ll
explain each below.
Combat Spec:
Combat Specs rely on physical power and endurance to supplement their training in battle techniques. These warriors are
walking arsenals that employ both technology and their own bodies as weapons in the pursuit of their chosen profession.
Diplomat:
Diplomats are negotiators political figures; managers, deal makers, and any other who use interaction skills and personal
resolve to accomplish their jobs. They specialize in getting things done through bargaining, heated discussion, and even
guile.
Free Agent:
Free Agents are troubleshooters or field operatives who rely on agility, intuition, and their natural resolve to get a job done.
They may have ties to a specific government or organization, but they work better alone or in small groups than they do as
units in a large force.
Tech OP:
Tech Ops are operatives accomplished in the use of high-tech equipment or specialists trained to create or maintain high-
tech equipment. They rely on natural genius, agility, and expert training, as well as the benefits of their technological
devices.
Combat Spec:
● Vault Security Specialist:
This character works in a Vault; he/she handles all of the security concerns of that Vault, from securing property to
protecting the Overseer and staff of his/her respected Vault.
Signature Equipment:
10mm pistol, Vault Tech Security uniform.
Skills Package:
Modern Ranged Weapons- pistols 2, Knowledge- deduce, Security- security devices, System Operation- defenses, and
sensors.
● Law Enforcer:
A law enforcer is trained in the methods of crime prevention detection, and has the authority to maintain the peace, safety,
and order in a community. Most Law Enforcers in the wastelands are town sheriffs.
Signature Equipment:
Nightstick, .38 revolver pistol, Assault rifle, Regulator Dustor
Skill package:
Melee Weapons- bludgeon, Modern Ranged Weapon- pistol, and rifle 2, Law, Investigate- interrogate,
● Mercenary:
A mercenary is a professional soldier who sells his/her services to the highest bidder or to a cause he/she believes in. A
mercenary is an individualist who knows how to work well as a part of a unit-and usually knows how to lead that unit.
Signature Equipment:
9mm pistol, Assault Rifle, Mercenary Armor
Skills Package:
Armor Operation-combat, Modern Ranged Weapons- pistol, and rifle 2, Interaction-bargain, intimidate
Skills Package:
Armor Operation – powered, Modern Ranged Weapons – pistol, rifle, Heavy Weapons
● Enclave Initiate:
A soldier in a militant organization that sees it as the remainder of the rightful U.S. Government, Trained to fight, follow
orders, and be loyal to the cause. The Enclave Initiate is in their own mind the cure to the abominations that run wild
throughout the wastelands.
Signature Equipment:
Tesla Powered Armor or T-55D Hellfire Powered Armor, Plasma Rifle, Plasma Pistol, Plasma Grenade
Skills Package:
Armor Operation – powered, Modern Ranged Weapons – pistol, rifle, Heavy Weapons
● Wasteland Raider:
Many groups of survivors formed small tribal societies more commonly known as Wasteland Raiders. These tribes would
raid any near by civilization or wanders whom happen to be unlucky enough to run a cross them, for food, medical supplies,
or to enslave their victims. They are extremely hostile and see people outside of their tribes as either potential slaves, or just
plain cannon fodder. They usually travel in packs of two to three members, and their bases usually consist of not more than
20 or 30 members. They’ll occupy a wide variety of habitations to include but not excluding; abandon diners, gas stations,
and destroyed homes in what use to be the suburbs.
Signature Equipment:
Hunting Rifle, Fragmentation Grenades, Raider Armor, .38 pistols
Skills Package:
Modern Ranged Weapons – pistol 2, rifle 2, Stealth – hide, sneak, Survival – survival training
Diplomat:
● Cleric:
A Cleric is an official representative of a specific religion. They are Teachers, Healers and a religious leader. They mainly
actively preach and attempt to convert the masses.
Signature Equipment:
Holy Item, Holy Text,
Skills Package:
Knowledge – first aid 2, religious doctrine, Resolve – mental, Teach, Culture – etiquette, Leadership – inspire
● Wasteland Entertainer:
An Entertainer is either on his/ her way up or has already reached the top of his/ her field. They are actors, musicians,
comedians, or singers. They travel the wasteland performing for their fans, trying to make a bigger name for their selves.
Signature Equipment:
Performing costume, Musical Instrument or other prop
Skills Package:
Awareness – Intuition 2, Deception – bluff, Entertainment – act 2, musical instrument, Interaction – charm, seduce 2
● Wasteland Trader:
A Trader is one of the independent merchants operating in the wastelands. Some barely make out a living while others seem
to turn everything they touch into gold. A Trader usually has some debt they are working off, they look for the score that
will pay off big, or they are a smuggler of some sort.
Signature Equipment:
9mm pistol, Leather Armor, Pack Brahmin
Skill Package:
Modern Ranged Weapons – pistol, Business – small, Interaction – bargain 2,
Free Agents
● Regulator:
A Regulator is a Bounty Hunter, they’ve been given the authority to enter and peruse villains across a multitude of lands and
towns across the wastelands. They have their orders to take their targets either living or dead. Sometimes their contracts will
specify which is preferred.
Signature Equipment:
10mm SMG, Regulator Duster, Data pad
Skills Package:
Modern Ranged Weapons – SMG, pistol, Stealth – shadow, Investigate – track, Interaction – interview
● Wasteland Explorer
An Explorer wants to see new things, discover new places, and generally visit locations that no one else has ever been to.
They are adventurers – for – hire, a person driven by wanderlust and curiosity, or a dreamer in search of some mythological
place. They typically never settle down, preferring to keep moving to see what lies behind the next hill. A Wasteland
Explorer can also serve as a scout or guide.
Signature Equipment:
Leather Armor/ or Mercenary Armor, Hunting Rifle, Pack Brahmin
Skills Package:
Modern Ranged Weapons – rifle, Movement – trailblazing, Survival – survival training, Navigation – surface
● Wasteland Slaver:
In this post apocalyptic world many people have gone back to the ways of the past and started selling humans. They
sometimes work with the raiders to get more slaves and thereby more caps. Slaves are in high demand in the wasteland and
the Slavers are the ones to supply this demand. Most Slavers are shrewd Businessmen/ women. Being a Slaver is a
dangerous but lucrative career, and Slavers are often targeted by Regulators whom have been hired to either get back
someone’s loved one, or simply to kill a specific Slaver who’s taken a loved one from a powerful or influential individual.
Signature Equipment:
Slave Collars, Assault Rifle, Fragmentation Grenades, 9mm Pistol, or Combat Shotgun, Mercenary Armor
Skills Package:
Modern Ranged Weapons – rifle, Navigation – surface, Business – small, Interaction – bargain 2
● Wasteland Scavenger:
The Wasteland Scavenger is one part Explorer and one part Trader. The Wasteland Scavenger searches the wastelands in
search of technology and high value items that are in great demand. They then return to sell these items to whoever has the
caps to buy them.
Signature Equipment:
Hunting Rifle, Combat Knife, Leather Armor
Skills Package:
Modern Ranged Weapons – rifle, Survival – survival training, Navigation – surface, Business – small, Interaction – bargain
2
● Wasteland Hunter:
The Hunter is a professional hunter; they go out into the waste and bring back food. Exactly what they are hunting is
unknown; they simply call it strange meat. However this strange meat is in high demand, thus the Hunters are doing well for
themselves. Some Hunters Specialize in hunting specific game like Milurks, or Yao-Guai.
Signature Equipment:
Hunting Rifle, 10 mm Pistol, Leather Armor
Skills Package:
Modern Ranged Weapons – rifle, pistol, Survival – survival training, Navigation – surface, Stealth – hide, sneak,
Knowledge - specific
Tech Op
● Wasteland Computer Technician:
A Computer Technician, or “CompTech”, is a computer operator or engineer who’s an expert in programming, hardware, or
software operation of pre-war computers. A comptech knows computers inside and out – he/ she can fix them or modify
them or even build them from scratch if that’s where his training lies.
Signature Equipment:
Microcomputer (M), x2 (M) programs, x1 (O) program
Skills Package:
Computer Science – hacking, hardware 2, programming, Technical Science – repair, technical knowledge
● Wasteland Doctor:
The Wasteland Doctor heals wounds, cures illness, and otherwise provides medical aid when it’s needed. Every adventuring
group needs a doctor eventually. A Wasteland Doctor tries to use the technology and science available to him/ her to
diagnose, treat, or cure whatever ails someone else.
Signature Equipment:
Surgical Kit, First aid kit,
Skills Package:
Medical Science – medical knowledge, surgery 2, treatment 2
• Scientist
A Scientist is a field researcher, and inventor, or a specialist in a particular field of study. Scientist accompanies adventuring
teams to conduct research, test theories and new inventions, or to provide expert knowledge to the group when such help is
needed.
Signature Equipment:
Microcomputer, Instrument Pack
Skills Package:
Knowledge – computer operation, deduce, Physical Science – astronomy, chemistry 2, physics 2, System Operation –
communications, Investigate.
Heavy Weapons: This skill determines your effectiveness with over sized weapons like the Fat man, flamethrowers,
missile launchers, mini guns and the devastating Gatlin laser. It also affects your skill with the handmade Rock-It Launcher.
Ignore this skill and your aiming and damage done with Big Guns will suffer dramatically.
Demolitions: The Explosive skill determines the power of your explosive devices, the chance of spotting hostile
mines, ability to disarm said hostile mines, and it also affects your skill with the handmade Bottle-Cap Mine and Nuka
Grenades.
Manipulation: If you are trying to open a locked crate, and such items. These are the skills you'll require. You'll
also have a screwdriver, which is a weightless item always with you, and a bobby pin, which will also be a weightless item,
that you collect through out your journey. Every time you fail to pick a lock you will lose the bobby pin you were using.
First Aid: The First Aid skill determines how many Durability Points you'll replenish upon using a Stimpack, and
the effectiveness of Rad-X and RadAway. Don't use certain medicine all the time because you can become addicted.
Melee Weapons: With high enough points in this skill, melee weapons can be just as effective as guns. These range
from lead pipes and batons, all the way to the high-tech Super Sledge, a powerful futuristic sledgehammer. The Melee
Combat skill also affects your skill with the handmade Shishkebob.
Technical Science: Throughout your travels, your weapons and armor (helmets, apparel etc.) will reduce in quality,
lowering their defense/attack stats. Use your Repair skill to fix them. Also the invention skill means that you can create a
new weapon, it's starting stats will be higher the higher your skill.
Computer Science: The Computer Science skill represents your combined scientific knowledge in computers and
is primarily used to hack restricted computer terminals.
Modern Ranged Weapons: A basic skill that determines your skills with regular weapons like hunting rifles,
assault rifles, 10mm pistols, .44 magnums, and shotguns, BB gun, and with the handmade Railway Rifle and Dart gun.
Stealth: The higher your stealth skills, the easier it is to remain undetected, steal an item, or pick someone's pocket.
Successfully attacking while undetected grants an automatic critical hit.
Charm: The Charm skill governs how much you can influence someone through dialog, and gain access to
information they might otherwise not want to share. Can open new options in dialog with NPCs.
Unarmed Attack: The Unarmed Attack skill is used for fighting without a weapon, or with the few weapons
specifically designed for hand-to-hand combat, such as Brass Knuckles or the Power fist, a deadly fist-mounted piston you
can use to punch enemies' heads clean off.
You're S.P.E.C.I.A.L
Primary Statistics
S.P.E.C.I.A.L. is an acronym that stands for your seven Primary Statistics: Strength, Perception, Endurance,
Charisma, Intelligence, Agility, and Luck. These Primary Statistics/ Attributes serve as the foundation of all character's from
your own adventurer to the people inhabiting the Wasteland and even Creatures. Each hero starts out with 65 pts to
distribute.
Fallout uses S.P.E.C.I.A.L. to identify their main attributes. Alternity has only six main attributes that I’ve modified
for Fallout without compromising the statistical structure of Alternity’s gaming.
STRENGTH: (STRENGTH)
Is a measure of your Hero's raw physical power. Modifies: How much you can carry, and determines the
effectiveness of all unarmed, and melee attacks.
PERCEPTION: (WILLPOWER)
Represents how well a Hero uses their Five senses, mental fortitude, and intuitive capacity. Modifies: Will along
with Constitution determines the number of actions a hero can perform in a single action. Affects the Hero's ability to see,
hear, feel, taste, and sense unusual objects, environment, and situations.
ENDURANCE: (CONSTATUTION)
Represents physical stamina and toughness. Modifies: Constitution along with Will-Power determine the number
of actions a hero can perform in a single round. This score also indicates how many durability points the hero will have.
Also determines hero's poison & radiation resistance, recovery rate from wounds, poison, and radiation.
CHARISMA: (PERSONALITY)
Represents player visual appearance and charm, which effects how people will treat you, whether it be with a smile
and discount prices, or disgust and absolute revulsion. Modifies: NPC reactions, Barter, and Speech. Also determines the
number of last resort points.
INTELLIGENCE: (INTELLIGENCE)
Represents Hero's knowledge and wisdom. Modifies: the number of broad skills a hero starts out with, how many
points they receive with to purchase those skills. Intelligence along with Dexterity determines a hero's action check.
AGILITY: (DEXTERITY)
Represents player coordination, Agility and ability move and react quickly. Modifies: Dexterity along with
Intelligence affects the hero's action check scores. Dexterity along with Strength determines a hero's combat movement rate.
Dexterity also determines the number of Action Points available for V.A.T.S. if applicable, equal to their Dexterity score.
LUCK:
Represents Fate, Karma, an extremely high or low Luck will affect the character - somehow. Events and situations
will be changed by how lucky (or unlucky) your character is. In Fallout, Luck primarily affects your chances in the game; a
high luck means you're more likely to succeed in a roll, while the opposite is also true. Luck also affects the chance to score
a critical hit on an enemy, with the standard being that your Critical Chance is equal to your luck (keep in mind, standard
means without perks, traits, or aimed shots). It also determines the initial level of your Gambling skill. Your Luck can affect
your Action Check rolls by modifying your margin of success.
Luck Score AC modifier
1-4 +1 step Penalty
5-8 N/A
8-12 - 1 step Bonus
13-14 - 2 step Bonus
Derived Statistics
Derived Statistics are a Second, related set of values determined automatically, based on the Primary Statistics
( S.P.E.C.I.A.L.) and that you can allocate points to, or certain perks. there are different ways to increase ( and decrease)
these Derived Statistics; they aren't just affected by your Primary Statistics.
For example, imagine that you want to modify your ability to carry weight. this is affected by the following.
● You could increase or decrease your Strength,
● Or, you could take the Strong Back perk.
Here are all the Derived Statistics and what they do:
Action Points
As the name might suggest, the higher the number, the more actions you can accomplish before another entity (be it friend
or foe) reacts back. Your total number of Action points (APs) is equal to their Agility Score doubled. However not every
character archetype can utilize their action points. Only characters utilizing a Pip-boy or chemically induced V.A.T.S. mode
can use these points.
So, why not use action points all the time?
Because utilizing V.A.T.S. or chems to access these points will deplete your Action Points, and it takes 24 hours of rest to
fully recover all your Action Points.
What about using Chems to gain more Action Points?
Using Chemicals/ Drugs to increase your Action Points is a temporary fix. They grant the user use of their Action Points,
and even some extra. But these drugs are highly addictive and should be used wisely.
The Hero can use Action Points to queue up shots (the number of which is limited by his available action points) on
specific enemies and specific enemy target zones - such as head, limbs, body, and even their weapons. Allowing the hero to
perform a more precise shot. The hero may then purchase with their Action Points a bonus for their called shot.
Bonus to die roll: Bonus Actions:
-1 Step: 2 AP 1 Extra Action: 5 AP
-2 Step: 4 AP 2 Extra Action: 10 AP
-3 Step: 8 AP 3 Extra Action: 12 AP
-4 Step: 16 AP
Note: The extra actions can only be used for combat actions, I.E. extra shots, reloading, maneuvers.
Durability Points
The Durability section of each character template provides a means for keeping track of any damage your hero might
sustain over the course of an adventure. Heroes lead challenging and sometimes dangerous lives. Eventually, your hero is
going to suffer damage. As indicated on the character templates, damage comes in four forms: Stun, Wound, Fatigue, and
Mortal.
Stun Damage:
Stun Damage is the lightest type of damage your hero can sustain. It represents shocks, bruises, and cuts that rattle
a hero but don't result in lasting injuries. Stun Damage is determined by your Endurance Score, and is equal to that score.
● Knockout: When all of a hero's Stun boxes are marked, your hero is knocked out and can preform no actions until
they recover
Stun Recovery:
Stun Damage automatically disappears at the end of a scene. Use of Medical Science-treatment or Knowledge-first
aid can remove Stun Damage during a scene and can also return consciousness to a knocked out character.
Success brings consciousness, and the degree of success determines a number of Stun Points Recovered: Ordinary,
2 Stun; Good, 4 Stun; Amazing, 6 Stun. Heroes can not take any action in the same round they recover.
Wound Damage:
Wound Damage is more serious than Stun Damage. It represents punctures, burns, serious cuts/ slashes, fractures,
and wide spread systematic injuries that can cause lasting harm to the body. Wound Damage is determined by your
Endurance Score, and is equal to that score.
● Secondary Damage: (Optional Rule for Game Masters to decide) Wound Damage causes secondary Stun Damage.
For every 2 points of Wound Damage inflicted on your hero in a single attack. They'll also receive 1 point of Stun
Damage (Always Round Down).
● Knockout: When all of a hero's Wound boxes are marked, your hero is knocked out and can preform no actions
until they recover.
Wound Recovery:
Unlike Stun Damage, Wound Damage does not disappear at the end of a scene; it last until a hero receives medical
treatment or has a chance to heal naturally over days or weeks.
Medical Science-treatment and surgery can heal wound damage. Without medical treatment, wounds take time to
heal. Each, week the hero is allowed to make a Resolve-physical resolve check. A number of points are recovered based on
the Skill result: Critical Failure, condition worsens and 1 additional Wound is suffered; Marginal, 1 Wound recovered;
Ordinary, 2 Wounds; Good, 3 Wounds; Amazing, 4 Wounds.
Fatigue Damage:
Fatigue Damage represents exhaustion. It may be caused by marches and overload movement, heavy labor lasing
longer than an 10 minutes, exposure to certain harsh environments, or suffering Wound or Mortal Damage during a combat
scene. When a Hero engages in a Fatigue-causing activity, a Stamina-endurance check is rolled. A critical Failure resul
indicates that the character suffers 2 points of Fatigue; Failure indicates 1 point of Fatigue damage. Any success indicates
that no fatigue damage is suffered as a result. Fatigue Damage is determined by your Endurance Score, and is equal to 1/2
that score.
● Knockout: When a hero exhausts their fatigue points, they must make a Resolve-physical resolve check to avoid
falling unconscious. Each point of Fatigue Damage causes a +1 penalty to all actions or checks (including Stamina-
endurance checks). This is cumulative with the penalties for excessive stun, wound and mortal damage.
Fatigue Recovery:
Recovery from Fatigue Damage can only begin after a cessation of Fatigue-causing activity or exposure. While a
character is at rest, they can make a Resolve-physical resolve check every hour. the result of the check determines the
number of Fatigue points recovered: Critical Failure, or Failure, 0 points; Ordinary, 1 point; Good, 2 points; Amazing, 3
points.
● At the Game Masters discretion, you may assume complete recovery with a day's rest or a dramatic interlude of
sufficient time.
Mortal Damage:
Mortal Damage is the most severe form of damage. It represents massive injuries to vital body parts, a knife in the
kidneys, a bullet in the chest, third-degree burns, and other nasty stuff. A character or creature suffering from Mortal
Damage is considered to be dying. Mortal Damage is determined by your Endurance Score, and is equal to 1/2 that score.
● Secondary Damage: (Optional Rule for Game Masters to decide) Mortal damage cause secondary Stun Damage
and Wound Damage. For every 2 points of Mortal Damage inflicted on your hero, they also receive 1 point of
Wound and 1 point of Stun Damage (round down).
● Dazed: Mortal Damage takes a toll on a hero immediately. For every Mortal box marked, your hero receives a +1
step situation penalty to any actions they attempt.
● Death: When all of your hero's mortal boxes are marked off, they die.
Mortal Recovery:
Mortal Damage doesn't naturally heal; it can only be healed by the use of a medical skill. Successful use of
Knowledge-first aid or Medical Science-treatment can stabilize the dying character and reduce the need for a Stamina
checks to once every day. Medical Science-surgery is required to actually improve the dying character's condition and heal
Mortal Damage.
Black Widow or Lady Killer (depending on the Heroes gender) is a Fallout 3 Perk.
In combat, you do an extra +3 damage against (opposite sex) opponents. Outside of combat, you'll sometimes have access to
unique dialog options when dealing with the opposite sex (the latter is much like the Sex Appeal Trait).
Cost: 5
Daddy's Boy or Daddy's Girl (depending on the heroes gender) is a Fallout 3 Perk.
Just like dear old Dad, you’ve devoted your time to intellectual pursuits. You gain both the Technical Science and Medical
Science Broad skill.
Cost: 5
Gun Nut
Thief
Swift Learner
Child at Heart
Comprehension
Educated
Educated is a Fallout Perk.
With the Educated Perk you will gain an additional 10 skill points/ achievement points each time you gain a new experience
level.
Cost: 5
Entomologist
Scoundrel
Lead Belly
Fortune Finder
Gunslinger
Gunslinger is a Fallout 3 perk.
While using a pistol (or similar one-handed weapon), your chance to hit in V.A.T.S. is increased by a -1 Step bonus. As with
all perks that increase your chance to hit in V.A.T.S., this bonus is multiplicative, not additive.
Cost: 5
Demolition Expert
Commando
Rad Resistance
Rad Resistance is a Fallout perk.
Rad Resistance allows you to -- what else? -- Resist radiation. This perk grants an additional 25% to Radiation Resistance.
Cost: 2
Scrounger
Size Matters
Finesse
Pyromaniac
Robotics Expert
Sniper
Chemist
Cyborg
Adamantium Skeleton
Better Criticals
Chem Resistant
Infiltrator
Computer Whiz
Computer Whiz is a Fallout 3 Perk.
Fail a hack attempt and get locked out of a computer? Not if you’re a Computer Whiz! With this perk, you can attempt to re-
hack any computer you were previously locked out of.
Cost: 3
Concentrated Fire
Deep Sleep
Rad Tolerance
Ant Might
Barkskin
Hematophage
Wired Reflexes
Ghoul Ecology
Xenotech Expert
General Advice
Karma: Two Sides of the Same World
Overview:
Your Karma is another vital part of your adventuring, as it measures how pleasant or unpleasant you're being, based
on previous actions. In short, it's how "good" or "evil" you're being. Karma affects a variety of elements, from how you're
treated by others, to the very opportunities available to you.
Although you can't see it, you begin your adventure with a "value" of zero. This value increases with positive
actions, and decreases with negative ones, on a sliding scale. Karma can range from -1,000 (true evil) to +1,000 (an absolute
saint). Here's how you're judged, based on your Karma value.
Note: The Game Master Keeps track of the heroes Karma points and should only provide the heroes with the type of
Karma they have, not their specific value.
How to Raise & Lower Your Karma
Your actions throughout the course of your adventuring allow you an infinite number of choices, and may have a
karmic element to them. However their are several specific actions that greatly affect your Karma Directly.
C.E.M.
(Chemical Enhancement Mode) Is a state of mind that a hero enters while utilizing certain drugs. While in this state
of mind (similar to V.A.T.S.) everything seems to slow down to the hero. While in this warm, fuzzy, & calm condition the
hero experiences no fear. The Hero can queue up shots (the number of which is limited by his available action points) on
specific enemies and specific enemy target zones - such as head, limbs, body, and even their weapons. Allowing the hero to
perform a more precise shot. The heroes Dex times 2 determine a heroes Action Points. The hero may then purchase with
their action points a bonus for their called shot.
Called shots
Head Shots: Hard +2 Step Penalty
Damage is usually upgraded one step (Wound becomes Mortal) unless that opponent is wearing armor. Targeting
this area is usually more effective, unless the fie is extra-tough. In which case your better off aiming for an arm or leg and
crippling them.
Weapon Types
Big Guns:
Just relying on Big Guns may be stretching your scavenging and combat skills to the limit, but the amusement and
devastation these weapons bring makes up for any shortcomings. However, it's always best to leave your Fat Man at home
when trudging through narrow interiors; Mini-guns and Flamers are a much better bet. Also remember that Missiles take
time to strike when your missile arrives, not where your opponent is at the moment.
Energy Weapons:
The technology of tomorrow, here today! Energy Weapons allow you to dispatch your foes into a pile of dust.
These are very expensive to keep in ammunition. Aside from the unique variants, most Energy Weapons are more accurate
than old-fashion guns. Which still fortunately yields highly impressive and damaging power.
Grenades or Mines:
Lobbing Grenades as a back-up for your small arms fire is an effective combat strategy. Don't forget to pack Pulse
varieties, because they dispatch robot adversaries in seconds. Setting up ambushes using mines (for any kind) is always
entertaining.
Melee Weapons:
Guns for show; knives for a pro. Take your pick, and test them out on Mole Rats as some of these hand-carried
weapons and blades have a slower swing than others but most are reasonably effective. Try it out until you can churn body
parts with the Ripper, or graduate to something heavy like the Super Sledge. Don't bother attempting a surprise attack from
any kind of distance, you'll just be wading into a barrage of fire.
Small Arms:
A wide variety of Small Arms Guns present copious take down opportunities for every occasion. Begin with
Pistols, before graduating to Submachine guns, a stalwart piece only superseded by Assault Rifles. If out in the Wasteland
Plains, bring your Hunting Rifle; it's a great long-distance shot. You'll find a Combat Shotgun to be a treasure in mid- to
close-range, and to be a monster of a weapon.
Unarmed Weapons:
Due to the its very nature using Unarmed Combat can be challenging. Although it is easier to hit in V.A.T.S.,
providing you can wade through the enemy gunfire. Employ Sneaking to ensure that your attacks land with additional and
sometimes critical force.
Common Traps
You haven't lived until you've almost died being bombarded by baseballs, or receiving a Brahmin-skull-on a-chain
to the happy sack. Throughout the Wastelands, the more enterprising (and psychotic) of enemies have left a variety of Traps
waiting for you. Most can be disarmed if you have a decent disarm skill- yet another reason to raise your indirect combat
skills.
Radiation:
Take a Rad-X before you go wading into any water, or investigating any craters, and you'll shrug off the light
radiation. Visiting a wider radiation zone? Then pack a Radiation Suit.
Mines:
If you find your self in a Minefield, tread slowly and lightly. Yet another reason to advance your indirect combat
skills. Once disarmed the Mine is added to your inventory. If your the sneaky type, use them to unleash hell upon your foes
by initiating an ambush with one, two, or even more.
Chain Traps:
Most closely resembles a battering ram of old. These Traps are made from anything heavy, from steel beams to
engine blocks, and are usually activated utilizing a trip wire, finding the trip wire can be quite difficult.
Rigged Shotguns:
These Are activated in numerous ways but most commonly by trip wire or pressure plate. Avoid them if you can.
These traps are rigged in many different locations; it could be over a doorway, around a corner, or even inside a tool chest.
Grenade Bouquets:
Although vicious, the Grenades take a few seconds to detonate, giving you time to flee. Either disarm the trip wire,
or look up and disarm the Grenade cluster. Or you could always shoot them from a safe distance.
Rigged Terminals:
Always take extra time to inspect terminals, especially ones with a small antenna on the back, used to detonate a
frag Grenade hidden in the unit itself. This only happens when you try to use the terminal, so approach with caution.
Bear Traps:
An ancient form of crippling, Bear Traps are nasty and quick to snap, although you can disarm them relatively
easily too. Bear Traps are easily set and quite effectively in crippling a foe if employed correctly.
Gas Leaks:
Prevalent in underground tunnels, these are extremely problematic if you employ Energy Weapons. Gas Leaks
build up pressure in enclosed areas and have quite a bit of devastating power, not to mention burning. Its best to avoid these
areas completely or risk injury.
Baby Carriages:
Baby carriages are perhaps the scariest Trap of all. A frightening robot head is encased inside, rigged to explode.
Although passable to disarm these traps are extremely well designed proximity mines. As soon as you hear the baby cry
either disarm it quickly or run like hell.
Baseball Pitchers:
Step up to the plate ( in this case pressure plate, although trip wires are also common), and expect a dozen baseballs
in your gut. These are more of a nuisance than a threat; so either disarm or grab a Baseball Bat!
Going on Maneuvers
One of the most Important aspect of staying a live in the Wastelands is to employ a wide variety of tactics: many
offensive, some defensive, and all cunning.
Stealth Boy:
The Stealth Boy, is a device you pick up that when activated , turns you almost invisible for a limited amount of
time. It makes the perfect companion to Sneaking, as it allow temporary invisibility. However, you're still audible!
The Stealth Boy is an unpredictable device. Operating only once before it overloads and burns up its circuitry. The
duration of how long a Stealth Boy last is also unpredictable. It could last between 1 to 30 minutes, or not work completely.
When a hero activates the Stealth Boy, they should roll an Action Check to determine how well the Stealth Boy is
working. When the Stealth boy is working properly it will grant the user a -3 step bonus to all stealth actions preformed.
Action Check Result: Stealth Boy Effect:
Critical Failure Stealth Boy emits a high-pitched wine and explodes causing D4s
Failure Stealth Boy dose not operate
Marginal Stealth Boy operates for D4-1 rounds (combat) & 2 minutes (non-combat)
Ordinary Stealth Boy operates for D4 rounds (combat) & 10 minutes (non-combat)
Good Stealth Boy operates for D4+1 rounds (combat) & 15 minutes (non-combat)
Amazing Stealth Boy operates for D4+2 rounds (combat) & 30 minutes (non-combat)
Stealing
This may lower your Karma slightly, but Stealing items is a way to add to your inventory. However, it's also a great
way to get kicked out of town! With this in mind, you might wish to combine Stealing with Sneaking or a Stealth Boy for
really important items. It's only considered Stealing in places where a person or group "owns" the property you have your
eye on. Usually you can get away with opening a cabinet and closing it again while being watched, as long as you don't take
anything . Otherwise, Steal only if no one is looking.
Hostile Settlements
If matters start to get out of hand while you're Stealing, or you bring weapons out and begin to take out residents in
a settlement, expect a full-on battle, and a massive loss in Karma. If you manage to survive, and flee the area, wait three
weeks. This is usually how long it take for the residents to forget your description and allow you back into the town. The
only Difference is if you slay a town official ( like the sheriff, or Mayor). If you do you'll never end up on friendly terms
with the inhabitants of that place. They will constantly attack you and even hire people to hunt you down; until every last
one is wiped out.
Pick Pocketing
Whether you're planning on becoming a Psychotic Prankster, or you just want to take a valuable item (usually a
key) without killing the individual, Pickpocketing is the way to go. Start Hidden, so aren't making a fool of yourself, and
approach from behind for best results. The Value of the item affects the chances of discovery. Don't try to pickpocket
expensive stuff unless you are highly skilled. if you really need to pick a pocket or tow, and your sneak skill isn't so great,
use a Stealth Boy.
NOTE: That some enemies have to "give" you their preferred items that are equipped, like their guns or cloths.
Scavenging
The Wastelands are full of detritus, objects rusting in the irradiated winds, and odd little trinkets. the valuable ones
are known as collectibles. (and are listed later in this chapter). The rest of them vary in their usefulness. As there are
hundreds of items.
Vault-Tech Equipment
PIP-BOY:
Pip-Boy:
The Pip-Boy is the universal tool for the post-nuclear man/woman given by Vault-tec at age 10, and it is Clamped
on by rivets, indicating it does not come off usually. It offers a variety of useful features, such a Geiger Counter, Radio
receiver, Holodisc reader and a handy mono-color display for its multitude of functions. The standard modles will be listed
although there are specialty models for career specific Vault personnel. The Pip-Boy comes in several stylish and form-
fitting versions and will be the envy of your fellow vault dwellers! The Pip-Boy display screen is available in colors like
green, blue, amber and more!
Additional models: Combat Spec, Diplomatic, Tec-Op, and standard models are now available.
Pip-Boy 1500:
The Pip-Boy 1500 is the pioneer model for all Vault personnel. This First generation model has a 60g hard drive,
Vault-Tec Mk-1 processor, custom mono-color display, analog touch pad. Allowing the Pip-Boy 1500 to surpass the best
computer gauntlets on the market. Coming complete with a lensetic compass for land navigation, Geiger counter for
detecting radiation, Radio receiver, Flashlight, X3D Holodisk reader, and USB Interface Jack. The Pip-Boy 1500 will serve
you well after you've left the protection of the Vault.
Pip-Boy 2000:
The Pip-Boy 2000 is the more advanced model for all Vault personnel. This Second generation model has a 120g
hard drive, Vault-Tec Mk-2 processor, custom mono-color display, analog touch pad. Allowing the Pip-Boy 2000 to surpass
even the most advanced computer gauntlets on the market. Coming complete with a lensetic compass for land navigation,
Global Positioning System (GPS) with auto mapping program, Geiger counter for detecting radiation, Radio receiver &
transmitter, Flashlight with high and low beams, X3D Holodisk reader & writer, and USB Interface Jack. The Pip-Boy 2000
will serve you well after you've left the protection of the Vault.
Pip-Boy 3000:
The Pip-Boy 3000 is the most advanced model Vault personnel can receive. This third generation model has a 240g
hard drive, Vault-Tec Mk-2.5 processor, custom LED-color display, touch sensitive screen. Allowing the Pip-Boy 3000 to
surpass even our expectations for a computer gauntlet. Coming complete with a lensetic compass for land navigation,
Global Positioning System (GPS) with auto mapping program, Geiger counter for detecting radiation, Radio receiver &
transmiter, Flashlight with high and low beams, Infrared Laser pointer & detector, X3D Holodisk reader & writer, and
wireless Interface Jack. The Pip-Boy 3000 will serve you well after you've left the protection of the Vault.
Chapter 3
Aiding & Abetting
the
Common Wastelander
Trading, Healing, & Repairing
Now you've collected a pocket-full of Cherry Bombs, and don't want the tart after-taste and radiation poising, what
are you going to do with them? Well, certain objects are used to create Custom Weapons. Others net you more Caps if sold
to a specific Wasteland Resident. But most of the time, you'll be trading items with merchants in settlements, dotted around
the landscape as scavengers, or wandering in caravans. Certain traders also have rare or unique items to purchase: Or steal!
Your Barter skill reduces the number of Caps an item cost, and increases the Caps an item sells for. If trading is a
major part of your campaigning, plan on specializing in it. Because prices change depending on your skill and the condition
of the item. That will be shown at the end of this section.
Almost every trader can also repair your items up to about 60%. This may sound like a great plan, but this is
something you should (and can) do yourself. It's much more cost-effective if you're repairing your own equipment;
especially if the nearest trader is miles away from your current location. Some Wastelanders may be able to repair items but
not interested in trading.
If you're crippled, unhealthy, suffering from radiation poisoning, or addicted to Chems, it's time to seed a doctor.
Almost every large settlement has one, and they'll help you out, for the correct (Bartered) price. Or you can do it yourself:
with the right skills and drugs. Unfortunately, only a doctor can cure your addiction to Chems.
Items condition: Percent of Items Worth Random Condition Roll D12 Step Bonus / Penalty
Extremely Poor 10% 10-12 +3 Penalty
Poor 25% 7-9 +2 Penalty
Fair 35% 5-6 +1 Penalty
Good 50% 3-4 N/A
Very Good 75% 2 N/A
Extremely Good (mint) 100% 1 N/A
Sleeping
Why Sleep? Because depending on how long you Sleep you gain vital Stun damage and Wound damage, and
Fatigue damage back. Though it will quickly add hours to your day. This could be important if you're wanting to travel
across the Wasteland during daylight or night time hours. Also characters staying awake longer than 24 hours start fatiguing
faster than that of a well rested character. If a character owns their own house/ bed they will receive the benefits of 8 hours
of sleep no matter how long they sleep.
Addiction:
You ingest a Chem by either injection or orally, and the effects are usually immediate. As soon as you become
addicted, you should seek a doctor to cure you of your dependency. If you don't, you'll suffer attribute penalties from
withdrawal unless you take more of that Chem. Each time you ingest a Chem, it builds up in your system, increasing the
chance of addiction. Every Chem has its own detox times for the chem to flush out of your system. Then you can take it
again safely. But if your messing around with Chems you should make your self familiar with the nearest doctor, and only
use then when the situation arises.
Stacking:
Although addiction may put you off employing Chems, the "stacking" nature of Chems should let you see the
benefits. If you take two Buffouts, for example, the effects last twice as long. Chems don't "stack" with each other, but they
do stack with other items.
Schematics:
Creating a Custom Weapon
Your tinkering in the Wasteland shouldn't be limited to fixing your weapon. There are awesome (not to mention
Crazy) weapons available if you have the skills necessary to create them. To do this, you'll require the Schematic, a Work
Bench, and all the proper listed components for that weapon.
Anyone can create a Custom Weapon. However, you want one that doesn't fall apart after an embarrassingly short
amount of time. The weapon's condition is based on your repair skill, and how many copies of that weapon's Schematic you
have acquired: All Schematics cost 800 Caps.
● 1 Schematic: Condition is one step below your repair skill roll.
● 2 Schematics: Condition is equal to your repair skill roll.
● 3 Schematics: Condition is one step better than your repair skill roll.
Note: On the result of a critical failure the weapon & its components are rendered useless. On the result of a failure the
weapon doesn't work but may be dissembled and attempted to reassemble.
BottleCap Mine
A mixture of Cap shrapnel and explosive power makes this quite deadly. Like other land mines this must be armed
and placed, however this mine works most like and extremely powerful proximity mine, detonating whenever some one gets
close enough.
Components:
Lunch Box, Sensor Module, x4 Cherry Bombs, x10 Bottle Caps
Statistics:
Availability: Rare
Cost: 75
Mass: 2 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: N/A
Damage Type: HE/ G
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 4/ 8/ 16
Hide: N/A (+1 when set)
Clip/ Cost: N/A
Note: With second schematic increase damage by +5, with third schematic you may now build two for the price of one.
Cryo-Grenade/ Mine
The product of liquid helium and high explosive power makes this weapon highly versatile. Like other grenades
this weapon must be armed and typically thrown at its intended target. Once detonated the liquid helium instantly freezes
anything within its kill radius and severely damages anything outside of that range.
Components:
Ten Can/Metal Cooking Pan, Cherry Bomb, Cryo-Coolant Cell, Pilot light
Statistics:
Availability: Rare
Cost: 75
Mass: 1 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: N/A
Damage Type: EN/ G
Damage: D4w/ D4+2w/ D6+2w
Range: 2/ 4/ 8 (Per Str for distance thrown)
Hide: +1
Clip/ Cost: N/A
Note: With second schematic increase damage by +2, with third schematic you may now build two for the price of one. Also
for non-biological targets (like a door) the grenade decreases its durability by 2 steps. (exmpl: good becomes marginal)
Cryolator
The Cryolator is an ingenious weapon designed to freeze your intended targets solid. Operating much like a Flamer
the Cryolator fires a mist of liquid helium to instantly freeze the intended target.
Components:
Crutch, Cryo-Canister, Motorcycle Hand Brake,
Statistics:
Availability: Rare
Cost: 500
Mass: 40 LBS
Ammunition: Liquid Helium Cryo-Canister
Accuracy: 0
Actions: 2
Mode: F
Damage Type: EN/ O
Damage: D6w/ D6+3w/ D8+3w
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 12/ 200
Note: With second schematic increase damage by +2, with third schematic you may now build two for the price of one. Also
for non-biological targets (like a door) the grenade decreases its durability by 2 steps. (exmpl: good becomes marginal)
Dart Gun
Incredibly powerful and great when facing a fast and strong foe. The Dart Gun poisons the unlucky soul that gets
hit with its darts. Injecting into its victims a powerful neurotoxin venom taken from the Rad-Scorpion.
Components:
Paint Gun, Toy Car, Rad-Scorpion Poison Gland, Surgical Tubing
Statistics:
Availability: Rare
Cost: 500
Mass: 3 LBS
Ammunition: Darts
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4-1w/ D4w/ D4m upon impact (See poisoning for Poison damage)
Range: 6/ 12/ 40
Hide: +2
Clip/ Cost: 1/ 1
Note: With second schematic increase damage by +2, with third schematic you may now build two for the price of one. The
neurotoxins don't damage a target until the round after they are introduced, but during the remainder of the current round
they provide a +1 penalty to all actions attempted by the target during that time. Refer to page 222 of PHG.
DeathClaw Gauntlet
This is the most powerful unarmed weapon their is. Punching straight through armor and inflicting massive
amounts of damage, this a must for the Unarmed aficionado. It is actually far superior against armored foes due to its armor
piercing ability and +1 step bonus to attacks. This means that it can tear Power-Armored enemy soldiers apart as easily as it
can kill unprotected enemies.
Components:
Wonderglue, Leather Belt, Medical Brace, DeathClaw Hand
Statistics:
Availability: Rare
Cost: 150
Mass: 10 LBS
Ammunition: N/A
Accuracy: -1
Actions: 4
Mode: N/A
Damage Type: LI/ A
Damage: D6+1w/ D6+2w/ D4+1m
Range: Personal
Hide: N/A
Clip/ Cost: N/A
Note: With second schematic increase damage by +5, with third schematic you may now build two for the price of one.
Theres nothing spectacular about this mine. In fact it is its pure simplicity that makes it a versicle weapon. For less
than 10 Caps one could construct a destructive device of modest means. Its likely the same reason why so many Wasteland
Wanders utilize this weapon the most.
Components:
Glass Jar/ Pitcher, Cigarette, x4 Chery Bombs, Rail Road Spikes
Statistics:
Availability: Rare
Cost: 8
Mass: 2 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: N/A
Damage Type: HE/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 4/ 8/ 16
Hide: N/A (+1 when set)
Clip/ Cost: N/A
Note: With second schematic increase damage by +5, with third schematic you may now build two for the price of one.
Nuka-Grenade
A potent cocktail of carbonation and detonation, the Nuka Grenade makes plasma look like a bubble bath.
Quantums aren't just for sipping; fashion them into a grenade with tremendous damage and area of effect.
Components:
Nuka-Cola Quantum (1), Turpentine, Tin Can, Abraxo Cleaner
Statistics:
Availability: Rare
Cost: 50
Mass: 1 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: N/A
Damage Type: HE/ A
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 40/ 80/ 160 (Per Str to determine distance thrown)
Hide: N/A (+1 when set)
Clip/ Cost: N/A
Note: With second schematic increase damage by +5, with third schematic you may now build two for the price of one.
RailWay Rifle
This weapon is tough, crude, and one bad dude. Aside from dealing an impressive amount of damage, this weapon
can pin a hapless foe (or a body part) to a nearby surface. After each shot a steam whistle can be heard amusement is
guaranteed! This weapon is one of the best crippling weapons in the Wastelands.
Components:
Crutch, Fission Battery, Steam Gage Assembly, Pressure Cooker
Statistics:
Availability: Rare
Cost: 200
Mass: 9 LBS
Ammunition: Railroad Spikes
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D4+2w/ D4+3w/ D4+2m
Range: 10/ 20/ 75
Hide: N/A
Clip/ Cost: 8/ 2
Note: With second schematic increase damage by +3, with third schematic you may now build two for the price of one. Also
remember that any thing shot with this weapon is either pined to a nearby wall or knocked down.
Rock-It-Launcher
The main feature with this weapon is its ammunition versatility, when you've run out of ammunition, use whatever
is lying around as projectiles, you can even pick them up and reuse them.
Components:
Vacuum Cleaner, Fire hose Nozzle, Leaf Blower, Conductor
Statistics:
Availability: Rare
Cost: 200
Mass: 8 LBS
Ammunition: Anything
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D4+3w/ D4+3w/ D4+2m
Range: 60/ 120/ 300
Hide: N/A
Clip/ Cost: 12/ Varies
Note: With second schematic increase damage by +2, with third schematic you may now build two for the price of one.
Shishkebab
If slicing body parts off you roe isn't enough, how about setting them on fire as you do it? This weapon is another
vicious close-range beast of a blade.
Components:
Motorcycle Gas Tank, Motorcycle Handbrake, Lawnmower Blade, Pilot Light
Statistics:
Availability: Rare
Skill: Melee-Blade
Cost: 200
Mass: 3 LBS/ 1
Ammunition: N/A (any kind of flammable liquid, usually liquor)
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4+1s/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
Note: With second schematic increase damage by +2, with third schematic you may now build two for the price of one. Also
remember that the sword deals D4 fire damage every round on top of each attack, & that once on fire the target will not burn
any faster due to more subsequent hits, but may burn longer.
Wasteland Flamer
The Wasteland Flamer is an ingenious weapon designed to burn your intended targets to a cinder. Operating much
like a Flamer the Wasteland Flamer fires a mist of Flamer Fuel to instantly scorch the intended target.
Components:
Crutch, Motorcycle Handbrake, Motorcycle Gas Tank, Fire Hose Nozzle
Statistics:
Availability: Rare
Cost: 200
Mass: 40 LBS
Ammunition: Flamer Fuel
Accuracy: 0
Actions: 2
Mode: F
Damage Type: EN/ O
Damage: D6w/ D6+3w/ D8+3w (+D4 each round)
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 12/ 200
Note: With second schematic increase damage by +2, with third schematic you may now build two for the price of one.
Also remember that the Wasteland Flamer deals D4 fire damage every round on top of each attack, & that once on fire the
target will not burn any faster due to more subsequent hits, but may burn longer.
Wasteland Pistol
Quite passably the most common firearm in the Wastelands, designed to fire any sized ammunition. What this
weapon lacks in firepower it makes up for with its abundance.
Components:
Lead Pipe, Tin Can, Pen, Wonder Glue
Statistics:
Availability: Rare
Cost: 75
Mass: 3 LBS
Ammunition: Any Ammunition
Accuracy: +1
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4-1w/ D4w/ D4m
Range: 6/ 12/ 40
Hide: +2
Clip/ Cost: 6/ 1
Note: With second schematic increase damage by +2, with third schematic you may now build two for the price of one.
Wasteland Rifle
This is the second most common firearm in the Wastelands second to the Wasteland Pistol. Also designed to fire
any sized round, this weapon is slightly more accurate and slightly more powerful. Also quite abundant.
Components:
x2 Lead Pipe, Tin Can, Pen, Wonder Glue
Statistics:
Availability: Rare
Cost: 100
Mass: 5 LBS
Ammunition: Any Ammunition
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4w/ D4+1w/ D4m
Range: 12/ 24/ 80
Hide: N/A
Clip/ Cost: 6/ 1
Note: With second schematic increase damage by +3, with third schematic you may now build two for the price of one.
This garage-special Laser Pistol is far less accurate than the real deal, but energy blast do more damage than
bullets. So if you must tell you friends you have a "laser", go for it. But you would be better served to save your Caps for
the real deal.
Components:
Bone Saw, Conductor, Opthmalascope, Wonder Glue
Statistics:
Availability: Uncommon
Cost: 150
Mass: 8LBS
Ammunition: Electronic Charge Packs (E.C. Pack)
Accuracy: +2
Actions: 4
Mode: F
Damage Type: EN/ O
Damage: D4w/ D4+1w/ D4m
Range: 20/ 40/ 200
Hide: +3
Clip/ Cost: 10/ 50
Note: With second schematic increase damage by +3, with third schematic you may now build two for the price of one.
This is a poor excuse for an energy weapon. This garage-rate rifle has terrible accuracy and slow rate of fire.
Utilizing a ray-gun style of shot it burns through its targets well enough though. But an energy weapon is better than no
energy weapon at all.
Components:
Crutch, x2 Conductor, x2 Opthmalascope, Wonder Glue
Statistics:
Availability: Uncommon
Cost: 180
Mass: 16 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: +1
Actions: 2
Mode: F
Damage Type: EN/ O
Damage: D6w/ D6w/ D4m
Range: 100/ 400/ 1000
Hide: N/A
Clip/ Cost: 12/ 50
Note: With second schematic increase damage by +3, with third schematic you may now build two for the price of one.
Wasteland Frag
An amateur attempt at a bomb, using cleaning materials and old wiring. Its a weak explosive, but still high enough
to be effective.
Components:
Lead Pipe, Abraxo Cleaner, Turpentine, x2 Cherry Bomb
Statistics:
Availability: Uncommon
Cost: 18
Mass: 1 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/ O
Damage: D4w/ D4+2w/ D6+2w
Range: 2/ 4/ 10 (Per Str to determine how far thrown)
Hide: +1
Clip/ Cost: N/A
Note: With second schematic increase damage by +3, with third schematic you may now build two for the price of one.
This is a decent attempt at fabricating a way to fire rockets found out in the Wastelands. Its crude, yet effective, but
offers little in accuracy. But your firing rockets all you need is to get close.
Components:
Large Lead Pipe/ Drainage Pipe, Baseball Glove, Wonder Glue
Statistics:
Availability: Uncommon
Cost: 200
Mass: 16LBS
Ammunition: Any size Rocket
Accuracy: +1
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 400/ 800/ 1600
Hide: N/A
Clip/ Cost: 1/ 1000
Note: With second schematic increase damage by +3, with third schematic you may now build two for the price of one.
Collectibles
Collectibles are an optional rule for Game Masters to employ. They are items scattered about the Wastelands. These
give you an instant bonus to a statistic or a skill, can be returned to a specific character in return for Caps, or provide an
impressive combat potential. These items are sole up to the Game Master to create, but are a big and fun part of the Fallout
games. So I seen fit to mention a few here.
BobbleHeads:
Limited Edition Vault-Tech Bobbleheads have been secreted away in some interesting and out-of-the-way
locations, and it's up to you to find them. Seven of them add a point to each of your Primary Statistics. The other 13 add 1
level to each of the suggested skills listed earlier.
Skill Books:
Skill Books are by far the most plentiful of all the collectibles in the Wastelands. Scattered from one corner of the
tundra-scape to the other. The exact number is up to the Game Master. Each Skill Book grants 1 level to the books specific
skill.
The M-249 Wolverine was first developed by the FN Corporation in Germany in the early 1980s. In 1982 it was
commissioned by the late U.S. Army and received the new name: M249 Squad Automatic Weapon, or 'SAW' for short.
Among the variations of the M249, the Para model was developed for easy mobility, but less firepower and range, with a
shortened barrel length but an increased overall length. This weapon is very heavy.
Availability: Uncommon
Cost: 990
Mass: 14 LBS
Ammunition: 5.56x45mm
Accuracy: +1
Actions: 4
Mode: B/A
Damage Type: HI/O
Damage: D6+1w/ D6+3w/ D4+1m
Range: 150/ 300/ 800
Hide: N/A
Clip/ Cost: -50/ 8
M-240B
The M-240B was selected by the US Army to replace the venerable M-60 Machine gun. The M-240B is a version of FN's
MAG 58 general-purpose machine gun. It is chambered to fire the 7.62mm NATO round and is very reliable, with en
estimated 26,000 Mean Rounds Between Failure (MRBF). Advantages of this weapon include its popularity with other
nation's forces and hi modularity and number of configurations. In the event of a helicopter crash, the pintel-mounted
M-240d could have the butt stock and bi pod of the M-240b added; allowing the weapon to be used for self-defense by
surviving crew members.
Availability: Common
Cost: 880
Mass: 27LBS
Ammunition: 7.62x51mm
Accuracy: +1
Actions: 4
Mode: B/A
Damage Type: HI/O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 300/ 600/ 1100
Hide: N/A
Clip/ Cost: -50/ 9
M-60 PIG
The US Army veteran M-60 Machine gun is a general-purpose machine gun. It is chambered to fire the 7.62mm NATO
round and is very reliable, with en estimated 20,000 Mean Rounds Between Failure (MRBF). Advantages of this weapon
include its popularity with other nation's forces. In the event of a helicopter crash, the pintel-mounted M-60HWP could have
the butt stock and bi pod of the M-60 added; allowing the weapon to be used for self-defense by surviving crew members.
Availability: Common
Cost: 880
Mass: 20LBS
Ammunition: 7.62x51mm
Accuracy: +1
Actions: 4
Mode: A
Damage Type: HI/O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 250/ 500/ 1000
Hide: N/A
Clip/ Cost: -50/ 9
M-72A L.A.W.
The M-72A Light Anti-Tank Weapon, consists of a rocket packed inside of a launcher made up of two tubes, one inside the
other. The rocket propels the 66 mm warhead forward without significant recoil. As the warhead emerges from the launcher,
6 fins spring out from the base of the rocket tube, stabilizing the warhead's flight. Once fired the launcher is no longer useful
and may be discarded. However with proper skill one could reload this weapon. This weapon is mainly used primarily
against enemy bunker systems.
Availability: Uncommon
Cost: 300
Mass: 16LBS
Ammunition: 66m Rocket
Accuracy: 0
Actions: 4
Mode: F
Damage Type: HI/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 400/ 800/ 1600
Hide: 0 when collapsed/ N/A when extended
Clip/ Cost: 1/ 1000
AT-4
The AT-4 is a portable one-shot anti-tank weapon. It is intended to give infantry units a means to destroy or disable armored
vehicles and fortifications. There are several different projectiles for the AT-4. Note that since the AT-4 is a one-shot
weapon, these projectiles are preloaded into the launcher tubes. By a professional, though a successful skill check can
accomplish the same feat. The H.E.A.T. (or High Explosive Anti Tank) round can penetrate up to 420mm of RHA. The
H.E.D.P. (High Explosive Dual Purpose) round is used against bunkers and buildings. The projectile can be set to detonate
on impact or with a delayed detonation. The H.P. (High Penetration) round has extra high penetration abilities, up to 600mm
of RHA.
Availability: Uncommon
Cost: 600
Mass: 14LBS
Ammunition: 84mm H.E.A.T, H.E.D.P., & H.P. Rockets
Accuracy: 0
Actions: 4
Mode: F
Damage Type: HI/ G
Damage: D8w/ 2D4+4w/ D4+3m
Range: 400/ 800/ 1600
Hide: N/A
Clip/ Cost: 1/ 1200
Flamer
The Flamer is a pre-war military weapon. The napalm-gasoline fuel was propelled by a gas system of pressurized nitrogen,
flow rate controlled by the rear hand grip. Leaving the nozzle the fuel was spark-lit by a battery-powered pyrotechnic
ignition system controlled by the trigger in the front hand grip. These destructive weapons remained somewhat common in
military engagements. This weapon is Ideal for close quarters combat and heavily armored opponents with small vulnerable
spots. Using a similar combustible material as found in some robots, Flamer Fuel is plentiful in the wasteland and an
extremely useful weapon in a Wastelander’s arsenal.
Availability: Common
Cost: 500
Mass: 44 LBS
Ammunition: Flamer Fuel
Accuracy: 0
Actions: 2
Mode: F
Damage Type: EN/ O
Damage: D6w/ D6+3w/ D8+3w
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 12/ 200
XM-214
The XM-214 was primarily designed as a vehicle-mounted weapon, although it's highly adjustable fire rate allowed it to be
set slow enough to control when firing by hand. The Mini-gun appears to be designed primarily as a man-portable weapon,
that is, it is designed to be fired in the hands of it's user, not as a mounted weapon. It is very light weight for such a weapon,
most belt-fed light machine guns weigh at least 20 pounds unloaded and the XM-214 Mini-gun from which it is similar
weighs 25.5 pounds by itself, and 36 pounds with the drive motor and the side stripping feed mechanism not to mention the
weight of the ammo
Availability: Common
Cost: 1000
Mass: 18 LBS
Ammunition: 5mm
Accuracy: +2
Actions: 4
Mode: F/B/A
Damage Type: HI/G
Damage: D6+1w/ D6+3w/ D4+1m
Range: 300/ 600/ 900
Hide: N/A
Clip/ Cost: -50/ 8
M-134 Vulcan
The M-134 Vulcan Mini-gun is a 7.62 mm, multi-barrel machine gun with a high rate of fire (2000RPM), employing
Gatling-style rotating barrels with an external battery power source. Although not highly publicized the M-134 seen action
in every major conflict after 2006, when its devastating effects were well documented on the war against terrorism.
Availability: Uncommon
Cost: 1200
Mass: 60LBS
Ammunition: 7.62mm
Accuracy: +3
Actions: 4
Mode: B/A
Damage Type: HI/ G
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 400/ 800/ 1600
Hide: N/A
Clip/ Cost: -50/ 10
M-134L
The M-134L Gatlin Laser, multi-barrel high energy output machine gun with an extremely high rate of fire (4000RPM),
employing The Gatling Laser is actually not a Gatling weapon as the barrels do not rotate when it fires. Instead, the barrels
fire in a rotating order. However, the animation for this firing makes it appear very random and haphazard. Although it was
still in the prototype stage when the Great War began it did find its self some service time, and was feared by all, due to its
extremely high rate of fire, accuracy, and seemingly endless burst. The weapon could fire for 10 minutes nonstop without
over heating.
Availability: Rare
Cost: 8000
Mass: 18 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: +1
Actions: 4
Mode: B/A
Damage Type: EN/ G
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 400/ 800/ 1600
Hide: N/A
Clip/ Cost: -50/ 50
Rocket launcher or missile launcher is a common name for a shoulder-launched missile weapon, the wider international
term for any weapon that fires a rocket-propelled projectile at a target, yet is small enough to be carried by a single person,
and fired while held on one's shoulder. Not much is known of this variant but it is the most widely used Missile Launcher in
the Wastelands.
Availability: Common
Cost: 500
Mass: 14 LBS
Ammunition: 80mm Rockets
Accuracy: 0
Actions: 4
Mode: F
Damage Type: HI/ G
Damage: D8w/ 2D4+4w/ D4+3m
Range: 400/ 800/ 1600
Hide: N/A
Clip/ Cost: 1/ 1200
Fat Man
Named after the first atomic bomb dropped on Nagasaki, Japan in 1945, this is a shoulder-mounted catapult designed to
launch small atomic "bombs" at short ranges, and should be used with caution, as their large explosive radius can be
hazardous to careless allies. After they have detonated, there will be residual radiation.
Availability: Rare
Cost: 2800
Mass: 20 LBS
Ammunition: Mini Nuke
Accuracy: 0
Actions: 2
Mode: F
Damage Type: EN/ A
Damage: D6+1w/ 2D4+1w/ D4+1m (see radiation poisoning PHG)
Range: 400/ 800/ 1600
Hide: N/A
Clip/ Cost: 1/ 1500
M.I.R.V.
Tesla Cannon
The Tesla Cannon is a shoulder-mounted, recoilless energy weapon that fires powerful blasts of electricity. It is powered by
Electron Charge Packs. It is likely based on designs confiscated by the US Government after the death of Nikola Tesla.
Availability: Common
Cost: 500
Mass: 14 LBS
Ammunition: Electron Charge Pack (E.C. Pack)
Accuracy: 0
Actions: 4
Mode: F
Damage Type: EN/ A
Damage: D8w/ 2D4+4w/ D4+3m
Range: 400/ 800/ 1600
Hide: N/A
Clip/ Cost: 1/ 50
Energy Weapons
Pistol:
All weapons listed below require the user to have the Modern Ranged Weapons-pistol skill.
Wattz 1000 Laser Pistol
The latest example of Light Amplification Technology in the late 21st century, the Laser Pistol was an amazing breakthrough
in electrical mechanical technology. Utilizing Light Amplification technology and an electrical charge to raise a chemical
mass to brilliant fluoresce. This light is then focused through precisely machined artificial crystals and expelled from the
weapon as a hot red beam of light. Because of the necessity to keep the intricate glass and mirror apparatus within the
casing perfectly aligned (to within the nanometer specifications located on the rear of the body), the Laser Pistol is only
available in a semi-automatic firing mode.
Availability: Uncommon
Cost: 200
Mass: 2LBS
Ammunition: Electronic Charge Packs (E.C. Pack)
Accuracy: 0
Actions: 4
Mode: F
Damage Type: EN/ O
Damage: D4w/ D4+1w/ D4m
Range: 20/ 40/ 200
Hide: +3
Clip/ Cost: 10/ 50
The AEP5 boast a redesigned focusing crystal pattern and an improved photonic focusing chamber and a selectable laser
focus. In addition, it was lighter and less bulky than its predecessor (although still fairly cumbersome compared to the Wattz
1000) and was perceived as a step toward replacing it with a laser weapon as the standard issue sidearm for military forces.
It earned a reputation for overheating at the most inconvenient times.
Availability: Uncommon
Cost: 300
Mass: 4LBS
Ammunition: Electronic Charge Packs (E.C. Pack)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ O
Damage: D4+1w/ D6+1w/ D4m
Range: 20/ 40/ 200
Hide: +3
Clip/ Cost: 20/ 50
The AEP7 Laser Pistol was put into service to replace the AEP5 model. With a generous battery size, tight shot grouping at
range, resilience to extended use, and fairly decent damage output, it is a very good choice for a sidearm and is used
extensively in this role.
Availability: Common
Cost: 320
Mass: 4 LBS
Ammunition: Electronic Charge Packs (E.C. Pack)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ O
Damage: D4+1w/ D6+1w/ D4m
Range: 20/ 40/ 200
Hide: +3
Clip/ Cost: 30/ 50
Glock P-68
The Gaston Glock AI designed the Glock P-68 Plasma Pistol in 2068. The Glock P-68 shoots a small bolt of superheated
plasma at amazingly high velocities. Powered by a small energy cell, its extremely efficient and accurate. Though not highly
popular during the Great War, due to it’s cost and weight. It was still an effective weapon.
Availability: Uncommon
Cost: 200
Mass: 4LBS
Ammunition: Electronic Charge Packs (E.C. Pack)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ G
Damage: D4+1w/ D6+1w/ D4m
Range: 20/ 40/ 200
Hide: +1
Clip/ Cost: 10/ 50
Plasma Pistol
The Plasma Pistol fires superheated bolts of green plasma. The plasma pistol uses a semi-automatic firing action along with
sixteen shots from an Energy Cell. Despite its good damage, the plasma pistol suffers from the problems of it being a near
impossibility of finding spare pistols to repair with.
Availability: Rare
Cost: 360
Mass: 4 LBS
Ammunition: Electronic Charge Packs (E.C. Pack)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ G
Damage: D4+1w/ D6+1w/ D4m
Range: 20/ 40/ 200
Hide: +1
Clip/ Cost: 16/ 50
MPLX Novasurge
The weapon acts very similarly to the Plasma Pistol it formed the basis for, barring several prototype features. First and
foremost, this weapon does more than double the damage as the regular Plasma Pistol. However, it uses twice as much
power with each shot, and weighs twice as much as the normal.
Availability: Very Rare
Cost: 600
Mass: 8 LBS
Ammunition: Electronic Charge Packs (E.C. Pack)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ G
Damage: 2D4+2w/ 2D6+2w/ 2D4+1m
Range: 20/ 40/ 200
Hide: +1
Clip/ Cost: 8/ 50
Rifle:
All weapons listed below require the user to have the Modern Ranged Weapons-Rifle skill.
Wattz 2000 Laser Rifle
The Wattz 2000 having a very long range and acute accuracy, the laser rifle can be effectively used in long distance combat.
However, many enemies have good resistance to laser weapons, and as such the laser weapons are rendered much weaker
against more formidable adversaries.
Availability: Uncommon
Cost: 280
Mass: 6 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ O
Damage: D6w/ D6w/ D4m
Range: 100/ 400/ 1000
Hide: N/A
Clip/ Cost: 12/ 50
The AER7 Laser Rifle is a larger, heavier, improved version of the AEP5 Laser Pistol – every bit as accurate as the smaller
weapon, and able to hit a target from as far away as a full kilometer. Operating on a similar concept to its smaller
counterpart, the Laser rifle uses Micro fusion cells to produce a far more powerful beam than the Laser Pistol. The increased
"barrel" length allows for the shot to be focused and directed at an even faster speed than the pistol.
Availability: Uncommon
Cost: 500
Mass: 4 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ O
Damage: D6+1w/ D6+2w/ D4+1m
Range: 100/ 400/ 1000
Hide: N/A
Clip/ Cost: 12/ 50
AER 9 Laser Rifle
The AER9 was not considered cutting-edge technology before the war, being an older model than the state-of-the-art AER
12 (which is nearly impossible to find), used in a handful of specialty units. The redeeming feature of the AER9 was its
reliability - the focusing crystal array was housed in a titanium casing, rather than the gold alloys used in later models,
which allowed it to withstand years of exposure to the environment without loss in array focus.
Availability: Rare
Cost: 700
Mass: 4 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: EN/ O
Damage: D6+1w/ D6+3w/ D4+1m
Range: 100/ 400/ 1000
Hide: N/A
Clip/ Cost: 20/ 50
Plasma Rifle
The plasma rifle fires projectiles that inflict potentially heavy damage at a fairly quick semi-automatic rate of fire. The
plasma bolts moves at sub-sonic speeds, giving enemies the chance to dodge the plasma bolts. Because of this, the Plasma
Rifle is most effective in close to medium range combat, as opposed to the Laser Rifle, which is better suited to long range.
Availability: Rare
Cost: 1800
Mass: 8 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: 0
Actions: 3
Mode: F/B
Damage Type: EN/ G
Damage: D6+1w/ D6+3w/ D4+1m
Range: 100/ 400/ 1000
Hide: N/A
Clip/ Cost: 12/ 50
The M-72 Gauss Rifle is of German design. It uses an electromagnetic field to propel highly condensed balls of energetic
rounds at tremendous speed... and pierce almost any obstacle. Its range, accuracy and stopping power is almost unparalleled
and was considered top secret during the Great War. Thus its exact potential has been lost over the ages.
Availability: Very Rare
Cost: 500
Mass: 26 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: -3
Actions: 2
Mode: F
Damage Type: EN/ G
Damage: D6+2w/ 2D4+2w/ D6+1m
Range: 600/ 1100/ 2200
Hide: N/A
Clip/ Cost: 11/ 50
The AER9T Laser Rifle is a smaller, heavier, improved version of the AEP9 Laser Rifle – Sacrificing its high accuracy to
dish out a good deal more damage. Operating on a similar concept to a Shotgun, the Tri-Beam Laser rifle uses three times
the Micro fusion cells to produce a far more powerful beam than any other Laser Weapon. The decreased "barrel" length
allows for the shot to spread across a small area and engage more targets.
Availability: Very Rare
Cost: 1000
Mass: 9 LBS
Ammunition: Micro Fusion Cells (M.F. Cell)
Accuracy: 0
Actions: 3
Mode: F
Damage Type: EN/ O
Damage: D8w/ D8+1w/ D6+1m
Range: 75/ 150/ 300
Hide: N/A
Clip/ Cost: 12/ 50
Grenade or Mine
All weapons listed below require the user to throw them, their range is determined by the throwers Personal
Strength and accuracy is determined by their Athletics-throw skill.
The Frag Grenade is virtually unchanged in its design since its conception, and is a standard grenade creating an explosive
blast and dealing significant damage, with a high chance to cripple limbs. It seems to have a good blast radius. Raiders,
Wastlander, and Super Mutants alike commonly use them when they are out of melee range.
Availability: Common
Cost: 10
Mass: 1 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/ G
Damage: D4w/ D4+2w/ D6+2w
Range: 2/ 4/ 10 (Per Str to determine how far thrown)
Hide: +1
Clip/ Cost: N/A
Fragmentation Mine
The Fragmentation Mine looks like a tan shaped disk with a black gear and red button on top. The tan paint is most likely
used to camouflage the mine out in the desert covered Wasteland. The Fragmentation Mine has a proximity sensor and will
begin beeping when a target comes within a short distance to it until it is disarmed or it detonates. The time until detonation
depends on the Explosives skill of the person setting it off.
Availability: Common
Cost: 25
Mass: 3 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/ G
Damage: D4w/ D4+2w/ D6+2w
Range: 4/ 8/ 20
Hide: +1
Clip/ Cost: N/A
Pulse Grenade
A Pulse Grenade is an electromagnetic weapon that creates a large, crackling blue spherical pulse, dealing only minor
damage to biological creatures, but far more major damage to mechanical targets such as Robots and Automated Turrets. In
addition, most robots are disabled for a few seconds by the burst, leaving them open to attack.
Availability: Uncommon
Cost: 40
Mass: 3 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/ G (Amazing damage to Robots & Computers)
Damage: D4s/ D4+2s/ D6+2s (D4w/ D4+2w/ D6+2w to Robots & Computers)
Range: 2/ 4/ 10 (Per Str to determine how far thrown)
Hide: +1
Clip/ Cost: N/A
Pulse Mine
The Pulse Mine consists of a proximity fuse and miniaturized EMP device enclosed in a gray metal casing screwed to the
base. Armed status is indicated by four red diodes situated on top of the cover. The Pulse Mine will begin beeping when a
target comes within a short distance to it until it is disarmed or it detonates. Both soft and armored/robot targets will activate
the fuse. On detonation, the Pulse Mine creates an electromagnetic field affecting any functioning robots and turrets;
initiating the charge causes little damage to soft tissue targets in close proximity to the detonating device.
Availability: Uncommon
Cost: 40
Mass: 4 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/ G (Amazing damage to Robots & Computers)
Damage: D4s/ D4+2s/ D6+2s (D4w/ D4+2w/ D6+2w to Robots & Computers)
Range: 4/ 8/ 20
Hide: +1
Clip/ Cost: N/A
Plasma Grenade
The Plasma Grenade is a magnetically sealed plasma delivery unit, with detonating explosives, creating a fiery blast of
green superheated plasma on detonation, with a high chance to cripple limbs. A critical hit will reduce the target to green
goo. It seems to have the same blast radius as its less powerful variant, the Frag Grenade.
Availability: Rare
Cost: 50
Mass: 1 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: F
Damage Type: En/ G
Damage: D4+2w/ D6+2w/ D4m
Range: 2/ 4/ 10 (Per Str to determine how far thrown)
Hide: +1
Clip/ Cost: N/A
Plasma Mine
The Plasma Mine is similar to a Frag Mine (only more powerful) and erupts into a fiery cloud of green plasma when it
explodes. It is almost never found in the Wasteland armed.
Availability: Rare
Cost: 50
Mass: 3 LBS
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: F
Damage Type: EN/ G
Damage: D4w/ D4+2w/ D6+2w
Range: 4/ 8/ 20
Hide: +1
Clip/ Cost: N/A
Melee Weapon
All weapons listed below require the user to have the Melee Combat-bladed, bludgeon, or powered skills.
Melee Weapon
Auto Axe
The Auto Axe appears to be a modified industrial tool, strongly resembling a concrete saw or chainsaw. The original blade
seems to have been removed and replaced with a blade of a different kind.
Availability: Any
Skill: Melee-Powered
Cost: 200
Mass: 20 LBS/ 10
Ammunition: N/A
Accuracy: 0
Actions: 2
Mode: N/A
Damage Type: HI/O
Damage: D6w/ D6+1w/ D4+1m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Axe
The Axe is a Pre-War tool used in a variety of applications, its primary use is to chop. It is now mainly used as a weapon
and is quite common to find in the Wastelands of Fallout.
Availability: Any
Skill: Melee-Blade
Cost: 60
Mass: 6 LBS/ 3
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D6w/ D6+1w/ D4m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Baseball Bat
The Baseball Bat was originally designed for use of Pre-War sports. It is a commonly found Melee Weapon found in the
wasteland. The United States was stereotyped a patriotic country, so its very logical to find them everywhere. Being made of
wood, they are useful for close combat.
Availability: Any
Skill: Melee-Bludgeon
Cost: 55
Mass: 5 LBS/ 2
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: LI/O
Damage: D4w/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
The Chinese Officer's Sword is a melee weapon found in the Wastelands of Fallout. These weapons, encountered in the
Wasteland are quite possibly a leftover from the United States' war with China, an event that triggered the Great War.
Availability: Any
Skill: Melee-Blade
Cost: 100
Mass: 3 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4+1s/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
Combat Knife
A deadly variant of the common knife specifically designed for combat purposes. The Combat Knife is commonly found in
the Wastelands of Fallout.
Availability: Any
Skill: Melee-Blade
Cost: 50
Mass: 1 LBS/ N/A
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4w/ D4+1w/ D4+2w
Range: personal
Hide: -2 Step Bonus
Clip/ Cost: N/A
Knife
The Knife is a melee weapon commonly found in the Wastelands of Fallout, there are many variants. This is the basic
model.
Availability: Any
Skill: Melee-Blade
Cost: 75
Mass: 1 LBS/ N/A
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: LI/O
Damage: D4w/ D4+1w/ D4+2w
Range: personal
Hide: -2 Step Bonus
Clip/ Cost: N/A
Lead Pipe
The Lead Pipe is a cheap melee weapon that is commonly found in the Wastelands of Fallout.
Availability: Any
Skill: Melee-Bludgeon
Cost: 45
Mass: 3 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: LI/O
Damage: D4+1s/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
Nail Board
The Nail Board is a common melee weapon found in the Wastelands of Fallout, it is a simple weapon consisting of a
wooden board with nails driven through one end.
Availability: Any
Skill: Melee-Bludgeon
Cost: 50
Mass: 6 LBS/ 3
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4w/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
Police Baton
The Police Baton is a melee weapon found in the Wastelands of Fallout, consisting of a straight, expendable club.
Availability: Any
Skill: Melee-Bludgeon
Cost: 50
Mass: 3 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: LI/O
Damage: D4+1s/ D4+1w/ D4+2w
Range: personal
Hide: -1 Step Bonus
Clip/ Cost: N/A
A Pool Cue Stick is a common weapon found throughout the Wastelands of Fallout, formerly used as a means of
entertainment.
Availability: Any
Skill: Melee-Bludgeon
Cost: 50
Mass: 3 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: LI/O
Damage: D4+1s/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
Ripper
The ripper is a hand held circulating chain bladed weapon powered by a small energy cell. Much like a chainsaw, the chain
blade rips into its intended victims. It is a rare weapon to find in the Wastelands of Fallout.
Availability: Any
Skill: Melee-Powered
Cost: 100
Mass: 6 LBS/ 3
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: EN/O
Damage: D6w/ D6+1w/ D4+1m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Rolling Pin
The Samurai Sword is ancient technology sword of old. Its amazing that its even lasted this long, yet it is still durable and
very lethal.
Availability: Any
Skill: Melee-Blade
Cost: 100
Mass: 3 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D6w/ D6+1w/ D4m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Shovel
The shovel is a Pre-War construction and gardening tool, now widely used as a weapon, commonly found in the Wastelands
of Fallout.
Availability: Any
Skill: Melee-Bludgeon
Cost: 130
Mass: 12 LBS/ 6
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: LI/O
Damage: D4+1w/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
Sledgehammer
The Sledgehammer is a Pre-War Construction tool widely used as a weapon and is commonly found in the Wastelands of
Fallout.
Availability: Any
Skill: Melee-Bludgeon
Cost: 130
Mass: 12 LBS/ 6
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: LI/O
Damage: D4+1w/ D4+1w/ D4m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Super Sledgehammer
The Super Sledgehammer is a powerful melee weapon that includes a kinetic energy storage device to increase knockback.
The basic version of the Super Sledge manufactured by using the finest weapon technology available.
Availability: Any
Skill: Melee-Powered
Cost: 180
Mass: 20 LBS/ 10
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: EN/G
Damage: D4w/ D4+1w/ D4+1m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Switchblade
The Switchblade is a melee weapon that is commonly found in the Wastelands of Fallout.
Availability: Any
Skill: Melee-Blade
Cost: 35
Mass: 1 LBS/ N/A
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4w/ D4+1w/ D4+2w
Range: personal
Hide: -4 Step Bonus
Clip/ Cost: N/A
Tire Iron
The Tire Iron is a Pre-War automotive tool that is widely used as a melee weapon and commonly found in the Wastelands of
Fallout.
Availability: Any
Skill: Melee-Bludgeon
Cost: 40
Mass: 3 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4s/ D4+1w/ D4+2w
Range: personal
Hide: N/A
Clip/ Cost: N/A
Small Arms
All weapons listed below require the user to have the Modern Ranged Weapons-pistol, rifle, or smg skill.
Pistol: Revolvers
All weapons listed below require the user to have the Modern Ranged Weapons-pistol skill.
.32 Revolver
The .32 Pistol is compact and light, but short ranged, having marginal stopping power makes this a almost useless gun (But
still more effective and reliable than the Wasteland pistol). Commonly found on Wasteland Raiders (often in bad condition),
these Pistols are a reliable sidearm and are relatively easy to find parts for their upkeep.
Availability: Common
Cost: 110
Mass: 1 LBS
Ammunition: .32 cal
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4w/ D4+1w/ D4m
Range: 6/ 12/ 40
Hide: +2
Clip/ Cost: 6/ 1
This is a more powerful version of the standard a .32 revolver. It can accept either .357 magnum or .38 ammunition. It’s
heavy enough to do serious damage, yet light enough for the average user to handle.
Availability: Common
Cost: 250
Mass: 1LBS
Ammunition: .357 Magnum
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D4+1w/ D4+2w/ D4+1m
Range: 6/ 12/ 50
Hide: +2
Clip/ Cost: 6/ 2
.44 Ruger Red Hawk
The Ruger Red Hawk .44 Magnum, is a powerful hand held weapon. Although it certainly an intimidating weapon, with its
distinctive recoil, muzzle flash, and extremely loud firing. It was mostly designed to be a hunting, or tournament weapon.
Availability: Uncommon
Cost: 250
Mass: 2 LBS
Ammunition: .44 Magnum
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D4+3w/ D4+3w/ D4+2m
Range: 6/ 12/ 50
Hide: +1
Clip/ Cost: 6/ 2
The scoped .44 magnum can be found randomly from weapons dealers. Other than the scope it’s no different from a
normal .44 cal.
Availability: Rare
Cost: 300
Mass: 3 LBS
Ammunition: .44 Magnum
Accuracy: -1
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D4+2w/ D4+3w/ D4+2m
Range: 10/ 20/ 75
Hide: +1
Clip/ Cost: 6/ 2
.44 Magnum Black Hawk
The Black Hawk is an upgraded version of the scoped .44 magnum, the Black Hawk is bigger, meaner, and nastier.
Availability: Very Rare
Cost: 500
Mass: 3 LBS
Ammunition: .44 Magnum
Accuracy: -1
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D4+3w/ D6+1w/ D4+3w
Range: 10/ 20/ 75
Hide: +1
Clip/ Cost: 6/ 2
The .454 Casull nicknamed The Raging Bull. Is an expensive Revolver that fires cut-down rifle shells. It represents one of
the best examples of large-caliber hunting weapons and is often used as a backup weapon when hunting large game.
Availability: Very Rare
Cost: 800
Mass: 3 LBS
Ammunition: .454 Casull
Accuracy: -1
Actions: 2
Mode: F
Damage Type: HI/ O
Damage: D6w/ D6+1w/ D6m
Range: 8/ 14/ 70
Hide: +1
Clip/ Cost: 6/ 5
Pistol: Semi-Automatic
All weapons listed below require the user to have the Modern Ranged Weapons-pistol skill
.32 Semi-Automatic
The .32 Semi-Automatic Pistol is compact and light, but short ranged, having marginal stopping power makes this an almost
useless gun. Sometimes found on Wasteland Raiders (often in bad condition), these Pistols are somewhat reliable sidearm
and are relatively easy to find parts for their upkeep.
Availability: Common
Cost: 120
Mass: 1LBS
Ammunition: .32 ACP / 7.65 mm
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4w/ D4+1w/ D4m
Range: 6/ 12/ 40
Hide: +4
Clip/ Cost: 7/ 1
9mm Mauser
9mm Mauser. A Mauser M/96, in 9x19mm Parabellum. In excellent condition, this is a compromise between the need for
conceal-ability and the desire for stopping power.
Availability: Common
Cost: 130
Mass: 1LBS
Ammunition: 9mm
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4m
Range: 6/ 12/ 40
Hide: +3
Clip/ Cost: 8/ 1
9mm Semi-Automatic
This was the standard service weapon issued to field agents around the pre-war world. It has a rugged frame, its reliable,
and its action is as smooth as silk.
Availability: Common
Cost: 130
Mass: 1LBS
Ammunition: 9mm
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4m
Range: 6/ 12/ 40
Hide: +3
Clip/ Cost: 15/ 1
A Colt 6520 10mm pistol, Standard issue 10mm Pistol. It may be small, but it is still effective against common wasteland
inhabitants. This weapon is the middle ground between the 9mm, that some claims have inferior stopping power, and larger
caliber pistols.
Availability: Rare
Cost: 190
Mass: 1LBS
Ammunition: 10mm
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4+1m
Range: 6/ 12/ 40
Hide: +2
Clip/ Cost: 9/ 2
N-99 10mm Semi-Automatic
The 10mm N99 sidearm was standard issue military gear following the phase out of the Colt 6520 in 2051. The N99 was
known for its ability to survive in the harshest of conditions and in many tests, as the weapon could reliably be restored to
working condition after an extended period of time exposed to hard elements and without maintenance.
Availability: Common
Cost: 225
Mass: 3 LBS
Ammunition: 10mm
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4+1m
Range: 6/ 12/ 40
Hide: +2
Clip/ Cost: 9/ 2
The M-93 Chinese Pistol is a relic of the United States' war with China, an event that triggered the Great War, that can still
be found in the Wasteland. The M-93 was the Chinese variant of the U.S. 10mm pistol. The standard sidearm of the Pre-war
Chinese army; Like its American counterpart, the Chinese Pistol is useful only in a pinch when no other weapons are
available, however it is still far better than being left with nothing more than your melee attacks. Generally used by
Wasteland Raiders, they have marginal stopping power, low recoil and are lightweight and compact. With a top loaded
magazine that makes this weapon inferior to its western version.
Availability: Common
Cost: 190
Mass: 2LBS
Ammunition: 10mm
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4+1m
Range: 6/ 12/ 40
Hide: +2
Clip/ Cost: 9/ 2
M-1911A1 Colt .45
This is one of the most famous pistol designs ever. Adopted by the U.S. Army in 1911, it saw some modifications that led to
the M-1911A1. It was originally developed due to a requirement for a .45 caliber; cause the .38 simply couldn’t penetrate
the underbrush of jungle & woodland warfare.
Availability: Uncommon
Cost: 800
Mass: 2 LBS
Ammunition: .45 cal
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D6w/ D6+1w/ D6m
Range: 6/ 12/ 60
Hide: +1
Clip/ Cost: 8/ 4
Desert Eagle .50, an ancient Desert Eagle pistol, .50 cal. Interest in the late 20th century films made this one of the most
popular handguns of all time. Firing a shell half-an-inch in diameter, this weapon is meant for hunting large game. This is
the “BFG” of handguns.
Availability: Very Rare
Cost: 900
Mass: 2 LBS
Ammunition: .50 cal
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D6w/ D6+1w/ D6m
Range: 6/ 12/ 60
Hide: +1
Clip/ Cost: 8/ 4
Desert Eagle .50 cal V2
Desert Eagle V2 .50, an upgraded version of the ancient Desert Eagle pistol, .50 cal. Interest in the late 20th century films
made this one of the most popular handguns of all time. Firing a shell half-an-inch in diameter, this weapon is meant for
hunting large game. Enhanced with a holographic sight and a tactical flashlight, and high volume magazine, makes this
weapon more accurate. The “BFG” of handguns just got meaner.
Availability: Very Rare
Cost: 1000
Mass: 2 LBS
Ammunition: .50 cal
Accuracy: -1
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D6w/ D6+1w/ D6m
Range: 6/ 12/ 60
Hide: +1
Clip/ Cost: 10/ 4
Shotgun
All weapons listed below require the user to have the Modern Ranged Weapons-rifle skill.
There is no more devastating a weapon at close range than a shotgun, and the Double Barrel shotgun is no different. With
the capability of firing both rounds at once, instantly doubling its already high damage potential. However in a combat
environment this weapon is unpractical, and is manly used by farmers, hunters and swamp folk for home protection and
hunting.
Availability: Common
Cost: 400
Mass: 4 LBS
Ammunition: 12 gage
Accuracy: 0
Actions: 2
Mode: F/ DBL. B. F.
Damage Type: HI/O
Damage: D4w/ D6w/ D4m
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 2/ 5
Sawed-Off Double Barrel Shotgun
The “sawed-off” shotgun is not an uncommon sight among criminal elements and troops who are of ten engaged in close
quarters combat. Essentially, either the shooter purchases a short-barrel weapon or actually saws off the barrel himself.
Availability: Common
Cost: 190
Mass: 6 LBS
Ammunition: 12 gage
Accuracy: +1
Actions: 2
Mode: F/ DBL. B. F.
Damage Type: HI/O
Damage: D4w/ D6w/ D4m
Range: 6/ 12/ 30
Hide: +1
Clip/ Cost: 2/ 5
Pump-Action Shotgun
The pump-action shotgun is a standard weapon used by law enforcement officers, (Regulators) throughout the Wastelands.
A simple, reliable weapon, it serves as added firepower for officers when situations call for something heavier than a side
arm.
Availability: Common
Cost: 500
Mass: 7 LBS
Ammunition: 12 gage
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/O
Damage: D4w/ D6w/ D4m
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 8/ 5
Sawed-Off Pump-Action Shotgun
The “sawed-off” pump-action shotgun is a weapon used by law enforcement officers, (Regulators) and criminals alike
throughout the Wastelands. A simple, reliable weapon, it serves as added firepower for anyone when situations call for
something heavier than a side arm.
Availability: Common
Cost: 200
Mass: 4 LBS
Ammunition: 12 gage
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/O
Damage: D4w/ D6w/ D4m
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 4/ 5
Combat Shotgun
The Combat Shotgun combines a large magazine with devastating close-range damage. The only drawback is the weapon's
poor reliability, as the Combat Shotgun deteriorates quickly. However, considering it is commonly used by human
opponents, and its use in traps, you can usually find enough to keep at least one in fully working order.
Availability: Uncommon
Cost: 400
Mass: 7 LBS
Ammunition: 12 gage
Accuracy: 0
Actions: 3
Mode: F
Damage Type: HI/O
Damage: D4w/ D6w/ D4m
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 28/ 5
USAS-12 Combat Shotgun
The USAS-12 (Combat Shotgun) closely resembles a conventional assault rifle. Designed to provide military units with
more effective close quarters firepower, it has more than met with success in that market.
Availability: Uncommon
Cost: 450
Mass: 5 LBS
Ammunition: 12 gage
Accuracy: 0
Actions: 3
Mode: F/B/A
Damage Type: HI/O
Damage: D4w/ D6w/ D4m
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 28/ 5
Rifle
All weapons listed below require the user to have the Modern Ranged Weapons-rifle skill.
The Red Ryder BB Gun, its a classic. A not so common pre-war weapon meant for children. Ammo is easily bought from
vendors in the hundreds.
Availability: Uncommon
Cost: 70
Mass: 5 LBS
Ammunition: .05mm BB
Accuracy: 0
Actions: 5
Mode: F
Damage Type: LI/O
Damage: D4s/ D4+1s/ D4w
Range: 6/ 12/ 30
Hide: N/A
Clip/ Cost: 50/ .50
Henry Repeating Lever-Action Rifle
The Henry Repeater is a line of rim fire lever action rifles with black or brass colored frames. These are accurate, well made
rifles. More recently Henry introduced their Big Boy .44 Magnum center fire rifle. This very striking and somewhat
expensive rifle features a solid brass frame, butt plate, and barrel band. The remainder of the metal parts are, steel, including
the octagon barrel, and finished in a polished blue. The stock is American walnut. The Big Boy looks something like the
"Golden Boy" rifle of 1866 and it is made entirely in the USA. It is a very striking rifle.
Availability: Uncommon
Cost: 200
Mass: 7 LBS
Ammunition: .44 Magnum
Accuracy: -1
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D4+3w/ D4+3w/ D4+2m
Range: 60/ 120/ 300
Hide: N/A
Clip/ Cost: 7/ 2
The Black Water lever action replica rifle, These are expensive and extremely well made replicas of early Henry and
Winchester rifles. It is an excellent replica and very well finished. In our experience they are also extremely accurate rifles,
although they must be used with their supplied iron sights as there is no provision for scope mounting. The smoothness and
reliability of the basic Henry/Winchester action upon which these rifles are based simply cannot be beaten. They are
chambered for various revolver cartridges, usually .44-40 and .45 Long Colt.
Availability: Rare
Cost: 300
Mass: 7 LBS
Ammunition: .44 Magnum
Accuracy: -1
Actions: 4
Mode: F
Damage Type: HI/ O
Damage: D4+3w/ D4+3w/ D4+2m
Range: 80/ 160/ 350
Hide: N/A
Clip/ Cost: 8/ 2
Ruger M-196/44
Sturm, Ruger & Company has introduced a lever action center fire rifle. This is their Model 96/44, chambered for the .44
Mag. revolver cartridges. With its chunky, one-piece "American hardwood" stock, complete with barrel band, it looks a
great deal like their popular 10/22 auto loading rim fire rifle.
Availability: Uncommon
Cost: 200
Mass: 7 LBS
Ammunition: .44 Magnum
Accuracy: -1
Actions: 4
Mode: F
Damage Type: HI/ O
Damage: D4+3w/ D4+3w/ D4+2m
Range: 60/ 120/ 300
Hide: N/A
Clip/ Cost: 6/ 2
The Browning A-Bolt 2, once a hunting tool, the Hunting Rifle makes an efficient medium-long range firearm. The Hunting
Rifle is a semi-automatic bolt-action .32 caliber rifle. Fairly accurate, this rifle has become a mainstay of most wasteland
inhabitants when Assault Rifles are either unavailable or unsuited for the job.
Availability: Common
Cost: 150
Mass: 6 LBS
Ammunition: .30-06 (7.62mm)
Accuracy: 0
Actions: 2
Mode: F
Damage Type: HI/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 150/ 300/ 600
Hide: N/A
Clip/ Cost: 4/ 3
M-14
The M-14 types sold new are available as semi-automatic rifles only. The caliber of this firearm is .308 Win or 7.62mm
NATO, depending on the chamber specifications, and will safely fire both. This weapon was once the second longest
serving weapon in the pre-war United States Military arsenal.
Availability: Common
Cost: 400
Mass: 6 LBS
Ammunition: .30-06 (7.62mm)
Accuracy: -1
Actions: 4
Mode: F
Damage Type: HI/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 150/ 300/ 600
Hide: N/A
Clip/ Cost: 10/ 3
Assault Rifle
All weapons listed below require the user to have the Modern Ranged Weapons-rifle skill.
AK-112
An AK-112 Assault Rifle, Is an old military model out of use around the time of the war. Can fire single-shot or burst, using
the high velocity 5.45x39mm rounds.
Availability: Common
Cost: 300
Mass: 5 LBS
Ammunition: 5.45x39mm
Accuracy: 0
Actions: 3
Mode: F/B/A
Damage Type: HI/O
Damage: D6+1w/ D6+3w/ D4+1m
Range: 70/ 140/ 350
Hide: N/A
Clip/ Cost: 30/ 6
M-16
The M-16 rapidly became the most popular weapon in the late pre-war world; nearly all the then NATO countries adopted
the 5.56mm round.
Availability: Common
Cost: 400
Mass: 4 LBS
Ammunition: 5.56x45mm
Accuracy: 0
Actions: 4
Mode: F/B/A
Damage Type: HI/O
Damage: D6+1w/ D6+3w/ D4+1m
Range: 60/ 120/ 300
Hide: N/A
Clip/ Cost: 30/ 8
M-4
The M-4 Carbine is the most popular variant of the M-16 family. With collapsible but stock, shorter barrel, and reflexive
sight. This is a must for close quarters combat.
Availability: Common
Cost: 300
Mass: 4 LBS
Ammunition: 5.56x45mm
Accuracy: -1
Actions: 4
Mode: F/B/A
Damage Type: HI/O
Damage: D6+1w/ D6+3w/ D4+1m
Range: 60/ 120/ 300
Hide: N/A
Clip/ Cost: 30/ 8
AK-47
Michail Kalashnikov - engineer of the Soviet Union, developed AK-47 assault rifle in 1946. Kalashnikov's assault rifle is
one of the best examples of the basic individual infantry weapon for last 255 years and it was unsurpassed till late pre-war
days.
Availability: Common
Cost: 500
Mass: 5 LBS
Ammunition: 7.62x45mm
Accuracy: 0
Actions: 3
Mode: F/B/A
Damage Type: HI/O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 70/ 140/ 350
Hide: N/A
Clip/ Cost: 30/ 8
H&K G-3
The H&K G3 Battle Assault Rifle has been used around the world in almost every country, and is still in service today. It's a
proven, battle-tested and powerful choice when it comes to a military-style assault rifle. Parts are easily obtained, and many
accessories are available.
Availability: Common
Cost: 1350
Mass: 4 LBS
Ammunition: 7.62x51mm
Accuracy: 0
Actions: 3
Mode: F/B/A
Damage Type: HI/O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 70/ 140/ 350
Hide: N/A
Clip/ Cost: 20/ 9
Sniper Rifle
All weapons listed below require the user to have the Modern Ranged Weapons-rifle skill.
DKS-501
This Sniper Rifle is an older model of the famed DKS-502. Still chambered for .308 ammunition, it's also extremely fragile
and requires regular repair and maintenance to keep it in working condition.
Availability: Common
Cost: 300
Mass: 10 LBS
Ammunition: .30-06 (7.62mm)
Accuracy: -3
Actions: 2
Mode: F
Damage Type: HI/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 250/ 500/ 1000
Hide: N/A
Clip/ Cost: 5/ 3
M-24 SWS
Introduced in 1988 as the Army's designated sniper weapon system, the M24 SWS the first bolt action rifle to see dedicated
service with the US Army since the .30-06 caliber Springfield Model 1903. With the withdrawal of the Springfield 03
during the Second World War, all army sniping activities have been carried out, more or less, with either scoped regular-
issue rifles.
Availability: Uncommon
Cost: 450
Mass: 7 LBS
Ammunition: .30-06 (7.62mm)
Accuracy: -2
Actions: 2
Mode: F
Damage Type: HI/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 200/ 400/ 800
Hide: N/A
Clip/ Cost: 5/ 3
DKS-502
Using .308 ammunition, this pre-war Sniper Rifle is capable of very high muzzle velocity, resulting in a far longer effective
range than standard civilian rifles. Outfitted with a scope to facilitate such ranges.
Availability: Uncommon
Cost: 550
Mass: 7 LBS
Ammunition: .30-06 (7.62mm)
Accuracy: -3
Actions: 3
Mode: F
Damage Type: HI/ O
Damage: D6+1w/ 2D4+1w/ D4+1m
Range: 250/ 500/ 1000
Hide: N/A
Clip/ Cost: 5/ 3
M-82 Barrett
The Barrett M82 .50 caliber sniper rifle was the hardest hitting pre-war sniper rifle in the world. Firing a half-inch diameter
bullet, its heavy, its loud, but it gets the job done. Originally designed to penetrate light vehicle armor, this weapon has
found service in every conflict up to the Great War.
Availability: Rare
Cost: 600
Mass: 26 LBS
Ammunition: .50 cal
Accuracy: -3
Actions: 2
Mode: F
Damage Type: HI/ O
Damage: D6+2w/ 2D4+2w/ D6+1m
Range: 300/ 600/ 1200
Hide: N/A
Clip/ Cost: 11/ 15
Submachine-Gun
All weapons listed below require the user to have the Modern Ranged Weapons-smg skill.
9mm Uzi
Made originally in Israel for use by its armed forces, the Uzi was replaced by an assault rifle. The Uzi was designed to be a
simple, durable, and cheap weapon.
Availability: Uncommon
Cost: 300
Mass: 3 LBS
Ammunition: 9mm
Accuracy: 0 (+1)
Actions: 3
Mode: F/B/A
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4m
Range: 10/ 20/ 80
Hide: N/A
Clip/ Cost: 20/ 1
9mm M-3
The M3 submachine gun, also known as Grease gun, was developed as a cheaper wartime alternative to famous Thompson.
M3A1 "Grease Gun" SMG. This submachine gun filled National Guard arsenals after the army replaced it with newer
weapons. However, the "Grease Gun" was simple and cheap to manufacture so there are still quite a few still in use.
Availability: Uncommon
Cost: 500
Mass: 3 LBS
Ammunition: 9mm
Accuracy: 0 (+1)
Actions: 3
Mode: F/B/A
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4m
Range: 10/ 20/ 80
Hide: N/A
Clip/ Cost: 30/ 1
H&K MP-5
H&K MP5 Submachine gun (10mm variant), A medium-sized SMG, capable of single shot and burst mode. A small sub-
machine gun with a very high rate of fire: Extremely effective at short to medium range especially on smaller creatures.
Availability: Common
Cost: 330
Mass: 4 LBS
Ammunition: 10mm
Accuracy: 0 (+1)
Actions: 3
Mode: F/B/A
Damage Type: HI/O
Damage: D4+1w/ D4+2w/ D4+1m
Range: 10/ 20/ 80
Hide: N/A
Clip/ Cost: 30/ 2
Thompson Submachine-Gun
The Thompson submachine gun was used by law enforcement, most prominently by the FBI, and the U.S. Military, it was
declared obsolete, and all Thompson’s in government possession were destroyed, except for a few token museum pieces and
training models. Owing to both its gangster and WWII connections, Thompson’s are highly sought after collector's items.
Availability: Rare
Cost: 1400
Mass: 7 LBS
Ammunition: .45 cal
Accuracy: +1
Actions: 3
Mode: B/A
Damage Type: HI/O
Damage: D6w/ D6+1w/ D6m
Range: 10/ 20/ 90
Hide: N/A
Clip/ Cost: 50 (30) stick / 4
Unarmed Weapon
All weapons listed below require the user to have the Unarmed Combat-brawl or power martial-arts skill.
Brass Knuckles
Brass Knuckles are a form of simple weapon used in hand-to-hand combat. Developed in antiquity, this weapon is
nevertheless quite prevalent in the post-Great War wastelands.
Despite the colorful name, "brass" knuckles are typically made from stainless steel, and take the form of four linked rings in
a shallow convex formation with a bumper attached to the concave face. The rings are slipped over a combatant's fingers
with the bumper pressed into the palm of the hand. When a punch is thrown, the brass knuckles take the majority of the
impact impulse, transferring much of the punch's kinetic energy to the target by way of the harder, smaller impacting surface
of the metal knuckles. This drastically increases the likelihood of serious tissue disruption and bone damage.
Realistically, while properly fitted brass knuckles can prove quite an asset in a brawl, improperly fitting brass knuckles can
easily break the user's fingers or cause severe bruising and edema in the fingers and palm. In terms of a wasteland weapon,
however, a set of brass knuckles, while little better than nothing, can nevertheless provide a combat edge.
Availability: Any
Skill: Unarmed-Brawl
Cost: 20
Mass: 1 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4s/ D4w/ D4+1w
Range: personal
Hide: +4
Clip/ Cost: N/A
Spiked Knuckles
The Spiked Knuckles are an easy replacement for Brass Knuckles in the Wastelands, being not much harder to find.
Essentially just Brass Knuckles with spikes welded on to the impact plate, they deal slightly more damage as well.
Availability: Any
Skill: Unarmed-Brawl
Cost: 25
Mass: 1 LBS/ 1
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: LI/O
Damage: D4+1s/ D4+1w/ D4+2w
Range: personal
Hide: +4
Clip/ Cost: N/A
Power Fist
Power Fist is a large metal glove, with a pneumatic piston built in above the wearer's fist. The piston shoots forward with
every punch, dealing more damage than most unarmed weapons.
Availability: Any
Skill: Unarmed-Brawl
Cost: 100
Mass: 6 LBS/ 3
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: EN/O
Damage: D4w/ D4+1w/ D4m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Power Fist Shocker Variant
The Shocker is a unique variant of the Power Fist. It’s a large metal glove, with a pneumatic piston built in above the
wearer's fist. The piston shoots forward with every punch, dealing more damage than most unarmed weapons as well as
delivering an electric shock. This shock doubles the damage to robots.
Availability: Any
Skill: Unarmed-Brawl
Cost: 100
Mass: 6 LBS/ 3
Ammunition: N/A
Accuracy: 0
Actions: 3
Mode: N/A
Damage Type: EN/O
Damage: D4w/ D4+1w/ D4m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Vault-Tech Armor & Apparel
Vault Jumpsuit
The Vault Jumpsuit is the standard clothing given to the inhabitants of a Vault. Children receive the Vault Child’s Jumpsuit
instead.
Requirements: N/A
Effects: Unique Dialogue reactions
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D4-2 EN
Hide: +3
Weight/Mass: 1 LBS/ 1
Rarity: Common
Value: 6
The Vault Lab Uniform is a Vault Jumpsuit combined with a Scientist Outfit.
Requirements: N/A
Effects: +2 bonus to Medical, Life, & Physical Science action checks.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4 LI/ D4 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Common
Value: 10
The Vault 101 Utility Jumpsuit is a modified version of the standard Vault 101 Jumpsuit designed for manual labor and
routine repair. The top section is unzipped and the gauntlets are removed. It has no sash on the left shoulder and breast,
possibly to indicate that the maintenance division is the lowest rank in the Vault. The outfit features high-top, converse-like,
red shoes, which is a contrast to its generally grubby appearance.
Requirements: N/A
Effects: +2 bonus to Technical Science & Manipulation action checks.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4 LI/ D4 HI/ D6-4 EN
Hide: +3
Weight/Mass: 1 LBS/ 1
Rarity: Common
Value: 6
The Tunnel Snake Outfit is a Vault-Tec Uniform with a Leather Jacket worn on top. The Leather Jacket has a snake emblem
on the back.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4+1 LI/ D4 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 8 LBS/ 4
Rarity: Common
Value: 25
The Vault Security Armor & Security Helmet is the Uniforms warn by Vault-Tech Security Officers. It consists of a riot
helmet with a Plexiglas visor (hinged) and a padded stab-proof vest. Although this armor has a relatively low Damage
Resistance rating, the Vault Security Armor has little or no movement penalties, allowing heroes to move quicker than other,
bulkier variants.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4+2 LI/ D4 HI/ D6-2 EN
Hide: N/A
Weight/Mass: 8 LBS/ 4
Rarity: Common
Value: 50
Wasteland Apparel
Wasteland Outfits are common outfits for Waste Landers. Crudely made, they provide only the most basic protection and
are easy to come by as they can be bought from several traders, can be found on many corpses or inside several homes
throughout the Wasteland.
Brahmin-Skin Outfit
A dirty off-white in color (gray for the coveralls), the Brahmin-Skin Outfit consists of a crudely stitched pair of coverall
trousers and a patched shirt. They appear to have received only the most rudimentary treatment in tanning and tailoring. It is
used by the richest of Wastelanders.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-2 LI/ D4-2 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Common
Value: 6
Wasteland Settler Outfit
The Wasteland Settler Outfit consists of a green shirt and a pair of grey-brown trousers. It is used by the poorest of
wastelanders.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-3 LI/ D4-3 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Common
Value: 4
The Wasteland Wanderer Outfit is plain clothing with a hood. It is a unisex outfit; the male version looks exactly like the
female. The “middle class” wastelanders use it.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Common
Value: 10
Wasteland Fatigues
The Wasteland Fatigues consist of a white sleeveless shirt, a small bag and dark green trousers. This outfit bears no blood
splatters while a normal wastelander wears it.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Any
Value: 10
The Wasteland Doctor Fatigues consist of a white sleeveless shirt, a small bag and dark green trousers. This outfit bears
blood splatters while a doctor wears it.
Requirements: N/A
Effects: +2 step bonus to Medical Science
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Any
Value: 10
The Wasteland Surgeon Outfit is a more blood splattered version of the Wasteland Doctor Fatigues. The Wasteland Doctor
Fatigues consist of a white sleeveless shirt, a small bag and dark green trousers. This outfit bears no blood splatters while a
man wears it.
Requirements: N/A
Effects: +3 step bonus to Medical Science
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Any
Value: 10
Pre-War Outfits
Grimy Pre-war Business wear
It’s a light gray, pinstriped business suit that also happens to be a bit dirty.
Requirements: N/A
Effects: +1 step bonus to Interaction Skills
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 6 LBS/ 3
Rarity: Common
Value: 8
Used before the Great War it can still be found out in the Waste.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 5 LBS/ 2
Rarity: Any
Value: 5
Used before the Great War it can still be found out in the Waste.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 2
Rarity: Any
Value: 6
Used before the Great War it can still be found out in the Waste.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 2
Rarity: Any
Value: 6
Pre-War Headgear
Pre-War Baseball Hat
Used before the Great War it can still be found out in the Waste. A red baseball cap, the kind you would wear on those hot
summer days before the Great War.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 1 LBS/ N/A
Rarity: Any
Value: 8
Pre-War Bonnet
Used before the Great War it can still be found out in the Waste. The pre-war women's bonnet, it appears the same
regardless of the gender of the lone wanderer.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 1 LBS/ N/A
Rarity: Any
Value: 8
Used before the Great War it can still be found out in the Waste. The Pre-War Hat is similar to a modern fedora.
Requirements: N/A
Effects: N/A (+3 step bonus to Stealth)
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 1 LBS/ N/A
Rarity: Any
Value: 8 (40)
Used before the Great War it can still be found out in the Waste. The Scientist Outfit has a generic "lab gear look".
Requirements: N/A
Effects: +1 step bonus to Science Skills
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 2
Rarity: Any
Value: 6
Used before the Great War it can still be found out in the Waste. The Pre-War Zoot Suit is most commonly acossiated with
the gangs from the 1950’s or even pre-war pimps.
Requirements: N/A
Effects: +3 step bonus to Interaction Skills, +2 step bonus to Mod. Rng. Wepns.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 3 LBS/ 1
Rarity: Rare
Value: 8
Tenpenny Suit
The suit has a rare look to it, being the only type of suit made from, apparently, red suede for the actual jacket (there's bound
to be some silk and/or velvet in there for the rest of the outfit), apart from the Zoot Suit, something understandably
uncommon in the Wasteland.
Requirements: N/A
Effects: +3 step bonus to Interaction Skills, +2 step bonus to Mod. Rng. Wepns.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 3 LBS/ 1
Rarity: Rare
Value: 8
The Roving Trader Outfit appears to be a highly customized variant of the Wasteland Wonderers outfit. With the Wasteland
Wonderers Outfit lying underneath a highly customized Leather Long Coat with many different pockets, for holding
numerous items. It would seem that the Roving Trader’s Outfit would always keep the right item with in arms reach.
Requirements: N/A
Effects: +2 step bonus to Bartering Skill while warn
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 1
Rarity: Common
Value: 10
Sexy Sleep Wear
There are 2 versions of the Sexy Sleepwear, one for females and one for males. They are basically the same item, though
they look different depending on the gender of the character wearing it. For females the sexy sleepwear is a pink nightgown;
for the males it is a pink pajama. Interestingly enough, the male variation has an unzipped fly.
Requirements: N/A
Effects: +2 step bonus to Interaction Skills
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 1 LBS/ N/A
Rarity: Uncommon
Value: 30
Used before the Great War it can still be found out in the Waste. The Naught Night Wear is a set of leopard skin pajamas.
Requirements: N/A
Effects: +3 step bonus to Interaction Skills
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 1 LBS/ N/A
Rarity: Uncommon
Value: 300
The Brotherhood Scribe Robe appears to be a modifide leather Duster. The Brotherhood Scribe's Robe is a unique piece of
clothing/ armor in the fact that it is a modifide Carbon Fiber Duster.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: +3
Durability: Ordinary
Damage Resistance: D4+1 LI/ D4+1 HI/ D6-2 EN
Hide: N/A
Weight/Mass: 3 LBS/ 1
Rarity: Common
Value: 75
Enclave Scientist Outfit
The Enclave Scientist Outfit has a similar look to the Radiation Suit, but white with an orange-tinted Plexiglas helmet. It is
worn only by Enclave Scientists.
Requirements: N/A
Effects: +3 step bonus to Science Skills, +15% Rad Resistance
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 2 LBS/ 2
Rarity: Any
Value: 6
The Enclave Officer Uniform is actually composed of two garments, a jet-black uniform and tan jacket and pants that are
worn over it. The outer layer is made of a sturdy material designed to withstand the harsh conditions of the wasteland. The
uniform comes with a pair of knee-length boots, black gloves, a utility belt and an integrated communications device,
located over the wearer's right breast. All in all, it provides adequate protection from the elements... this is not the case with
bullets or other lethal projectiles, though.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4+1 LI/ D4 HI/ D6-4 EN
Hide: N/A
Weight/Mass: 3 LBS/ 1.5
Rarity: Uncommon
Value: 10
Wasteland Armor
Leather Armor
The original Leather Armor was designed for Motorcycle Football and other dangerous contact sports. It is likely that the
simple construction techniques required to produce armor of this design made it a popular choice following a nuclear
disaster. It provides moderate protection, and the light construction makes it easier to dodge attacks while worn.
Unfortunately, it provides little to no protection against explosions or plasma attack.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-2 LI/ D6-4 HI/ D6-4 EN
Hide: +2
Weight/Mass: 16 LBS/ 7
Rarity: Any
Value: 100
Wasteland Wanderer’s Armor
An upgrade from the original Leather Armor, the Wanderer’s Leather Armor was more specifically designed for combat not
full contact sports.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4+1 LI/ D4 HI/ D6-2 EN
Hide: +2
Weight/Mass: 16 LBS/ 7
Rarity: Common
Value: 160
Recon Armor
Recon Armor is an attractive option for stealth and sniper mercantile-based characters that seek an alternative to Combat or
Talon Combat Armor. Its good damage resistance and its Sneak bonus make it an attractive choice for heroes whom like to
keep their distance from the main battle. The Rcon Armor is also the inside liner to Powered Armor Suits, they'll not work
without them.
Requirements: N/A
Effects: -2 step bonus to stealth.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4+1 LI/ D4 HI/ D6-2 EN
Hide: +2
Weight/Mass: 20 LBS/ 10
Rarity: Common
Value: 150
Metal Armor
The Metal Armor appears to be taken from a variety of scrap pieces; the upper torso piece on the Female variant looks
somewhat like a flattened out and reshaped motorcycle fuel tank, for instance. The Metal Helmet's looks like a white closed
faced, armor-plated motorcycle helmet for males and like a metallic, open faced, topless (showing hair) armor-plated helmet
for females.
Requirements: Combat Armor Training
Effect: N/A
Action Penalty: +3
Durability: Ordinary
Damage Resistance: D6+1 LI/ D6 HI/ D6-2 EN
Hide: N/A
Weight/Mass: 30 LBS/ 15
Rarity: Common
Value: 460
Regulator Duster
The Regulator Duster appears to be just a plain leather Duster, however upon closer examination it reveals its true self. This
Duster is a unique piece of clothing/ armor in the fact that it is the only known Carbon Fiber armor in the Wastelands. It
cannot be purchased and the only known supplier is the Regulator Central Command, and they’re not telling where they’re
getting it or how they’re making it.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: +3
Durability: Ordinary
Damage Resistance: D4+1 LI/ D4+1 HI/ D6-2 EN
Hide: N/A
Weight/Mass: 3 LBS/ 1
Rarity: Common
Value: 75
Sheriff’s Duster & Hat
The Sheriff's Duster and Sheriff's Hat are pieces of clothing/armor. As a unique variant of the Regulator Duster, the outfit
bears resemblance to a trench coat, adorned with a silver sheriff's badge on the chest. The duster provides better damage
resistance than the Regulator Duster as well as bonuses to Charisma.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: +3
Durability: Ordinary
Damage Resistance: D6 LI/ D6 HI/ D6-1 EN
Hide: N/A
Weight/Mass: 3 LBS/ 1
Rarity: Common
Value: 125
Hockey Mask
Used before the Great War as a sports accessory, the Hockey Mask is a piece of headwear covering the face, they are white
with red and black stripes on it and have a worn appearance.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D4-2 EN
Hide: N/A
Weight/Mass: 1 LBS/ N/A
Rarity: Any
Value: 10
Welder’s Mask
Used before the Great War it can still be found out in the waste.
Requirements: N/A
Effect: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4 LI/ D4-1 HI/ D4-2 EN
Hide: +2
Weight/Mass: 3 LBS/ 1
Rarity: Any
Value: 15
Motorcycle Helmet
Used before the Great War it can still be found out in the waste. The motorcycle helmet is good for protecting against wide
variety of punches, baseball bats, and similar objects. Though it wasn't made to stop bullets, it will do in a pinch.
Requirements: N/A
Effect: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4 LI/ D4-1 HI/ D4-2 EN
Hide: +2
Weight/Mass: 1 LBS/ 1
Rarity: Any
Value: 8
EyeBot Helmet
The Eyebot Helmet is a metal helmet made from the shell of an Enclave Eyebot.
Effect: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4 LI/ D4-1 HI/ D4-2 EN
Hide: +2
Weight/Mass: 1 LBS/ 1
Rarity: Any
Value: 8
Combat Armor
Security Uniforms
Security Uniforms are a variant of Combat Armor coming in two versions with different appearances but identical stats. The
two Security Uniforms have the lowest damage resistance out of all Combat Armor variants, offering slightly less protection
than even the Talon Combat Armor. Nonetheless, they provide better protection than most clothing worn in the wasteland,
including Merc Outfits and Raider Armors, and convey a small bonus.
Requirements: Combat Armor Training
Effect: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4+1 LI/ D4+1 HI/ D4-1 EN
Hide: N/A
Weight/Mass: 20 LBS/ 10
Rarity: Common
Value: 330
Talon Combat Armor
The Talon Combat Armor is the Combat Armor issued to all of the mercenaries who work for Talon Company. The
matching Talon Combat Helmet and Armor is a black-colored variation of the traditional Combat Armor. The suit bears the
Talon Company logo in white on the left breast.
Requirements: Combat Armor Training
Effect: This Armor carries a bad reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6 LI/ D6 HI/ D6-2 EN
Hide: N/A
Weight/Mass: 25 LBS/ 12
Rarity: Common
Value: 390
Combat Armor
Combat Armor has the fifth highest armor rating for non-power armors, all the Combat Armor available in the Wasteland is
short-sleeved, having only the shoulder pads and chest plates covering the torso, as well as the forearm guards. The helmet
is olive drab colored and its shape resembles the current day Kevlar helmets. Combat armor was designed to sheath the
human body as completely as possible in high durability armor. The primary skin of combat armor is composed of complex
polymers and ceramics. This hard armor was manufactured as specific plates. The plates were manufactured with a matte-
finish white coloring suitable for winter camouflage. These plates are affixed to a flexible body suit woven from projectile-
and energy-resistant fire-retardant materials.
Requirements: Combat Armor Training
Effect: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6 LI/ D6 HI/ D6-2 EN
Hide: N/A
Weight/Mass: 25 LBS/ 12
Rarity: Common
Value: 390
The 41-90MPW Ranger Battle Armor is a variant of combat armor; it was designed to sheath the human body as completely
as possible in high durability armor. The primary skin of combat armor is composed of complex polymers and ceramics.
This hard armor was manufactured as specific plates. The plates were manufactured with a matte-finish white coloring
suitable for winter camouflage. These plates are affixed to a flexible body suit woven from projectile- and energy-resistant
fire-retardant materials.
Requirements: Combat Armor Training
Effect: +1 Luck
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6+1 LI/ D6+1 HI/ D6-1 EN
Hide: N/A
Weight/Mass: 25 LBS/ 12
Rarity: Common
Value: 490
Winterized Combat Armor
The Winterized Combat Armor is a variant of the regular Combat Armor used by the United States Army and is one of two
armors worn by US troops (the other being Winterized T-51b Power Armor) during the Anchorage Reclamation campaign in
Alaska. The helmet of this variant features a balaclava and a pair of combat goggles that protect from snow glare, the armor
also has sleeves added.
Like all versions of combat armor, it was designed to sheath the human body as completely as possible in high durability
armor. The primary skin of combat armor is composed of complex polymers and ceramics. This hard armor was
manufactured as specific plates. The plates were manufactured with a matte-finish white coloring suitable for winter
camouflage. These plates are affixed to a flexible body suit woven from projectile- and energy-resistant fire-retardant
materials. Like the Winterized T-51b Power Armor, it has a very high item armor rating.
Requirements: Combat Armor Training
Effect: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6+1 LI/ D6+1 HI/ D6-1 EN
Hide: N/A
Weight/Mass: 25 LBS/ 12
Rarity: Common
Value: 390
Samurai Armor
The appearance of the male variant is a large black vest with a red long sleeved undershirt and black trousers. While the
female variant is the same though it is short sleeved and exposes the midriff. Looking closely at the collar of the male
variant, you can see three teeth strung across it. It is typical outfit for mercenary adventurers.
Requirements: N/A
Effects: +1 step bonus to Mod. Rng. Wepn.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-2 LI/ D6-4 HI/ D6-4 EN
Hide: +2
Weight/Mass: 8 LBS/ 4
Rarity: Any
Value: 50
The Merc Cruiser outfit comprises a long leather coat with the arms removed, worn over a white t-shirt (male) or a white
muscle shirt (female). The lower part of the armor consists of a pair of stitched and reinforced pants with chains around the
ankles and a pair of army boots. The pants look like they may have been sewn together by different pieces of fabric. This
outfit is worn by a number of slavers.
Requirements: N/A
Effects: +2 step bonus to Melee
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-1 LI/ D6-1 HI/ D6-4 EN
Hide: +2
Weight/Mass: 8 LBS/ 4
Rarity: Any
Value: 50
Merc Grunt Outfit
The outfit consists of a dirty white T-shirt (white tank top for female) and brown cargo pants, tucked into shin-high army
boots.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-2 LI/ D6-4 HI/ D6-4 EN
Hide: +2
Weight/Mass: 8 LBS/ 4
Rarity: Any
Value: 30
A bulky black and dark blue leather jacket tucked into black gloves with blue trousers and black knee-high boots. On the
male version there are two bandoliers strapped diagonally around the torso. The female version does away with the belted
ammo and instead has several leather cartridge carrying belts around the waist.
Requirements: N/A
Effects: +2 step bonus to Melee, & Mod. Rng. Wepn.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6 LI/ D6-1 HI/ D6-4 EN
Hide: +2
Weight/Mass: 8 LBS/ 4
Rarity: Any
Value: 60
Very similar to the Merc Cruiser outfit, but in faded/blued black and a dust mask is worn around the neck. The male version
adds thick mesh around the wrists and shoulders, three medals on the chest and a scarf and facemask. Merc Veteran Outfits
can be found on many slavers.
Requirements: N/A
Effects: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-1 LI/ D6-1 HI/ D6-4 EN
Hide: +2
Weight/Mass: 8 LBS/ 4
Rarity: Any
Value: 70
Raider Armor
Raider Badlands Armor
A bandolier is draped across the front of the apparently leather over shirt (vaguely resembling a tank top), and on the left
knee there appears to be some sort of colander being used as a kneepad. The outfit also includes shorts made from either
leather or some variety of canvas-like material. A screwdriver secured near one boot, presumably to be used as a makeshift
boot knife; despite the fact its only function is for aesthetic value. It's also feasible that it is the screwdriver used by the
player when picking a lock.
Requirements: N/A
Effect: N/A
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-2 LI/ D6-4 HI/ D6-4 EN
Hide: +2
Weight/Mass: 15 LBS/ 7
Rarity: Any
Value: 150
Two severed hands are on the waist of the armor. It appears to be made out of stiff leather, and lacks any sort of shirt.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-1 LI/ D6-2 HI/ D6-4 EN
Hide: +2
Weight/Mass: 15 LBS/ 7
Rarity: Any
Value: 150
The Raider Blastmaster Helmet is the headwear component of Raider Blastmaster Armor.
Comprised of a Fireman's Helmet worn on top of a Gas Mask and possibly a fire-retardant covering.
Requirements: N/A
Effect: -1 step bonus to fire related actions
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4 LI/ D4-1 HI/ D4-2 EN
Hide: +2
Weight/Mass: 3 LBS/ 1
Rarity: Any
Value: 20
The Raider Psycho-Tic Helmet could be described as a leather skullcap with goggles and handlebars jutting out of the sides
of the head.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D4-2 EN
Hide: +2
Weight/Mass: 3 LBS/ 1
Rarity: Any
Value: 5
Raider Wastehound Helm
The Raider Wastehound Helmet appears to be constructed of several pieces of heavy burlap crudely stitched together. It also
includes eye protection and tufts of hair.
There is some visual differences between gender versions of the item, as the female version's hair patches go in a straight
line down the middle of the skull, similar to a Mohawk, whereas the male version consists of three tufts; two on the sides
and one on top.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D4-1 LI/ D4-1 HI/ D4-2 EN
Hide: +2
Weight/Mass: 3 LBS/ 1
Rarity: Any
Value: 8
Raider Paingiver Armor is a variant of the Raider Armor. It is lighter than most other Raider Armors and provides little
damage resistance.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-1 LI/ D6-2 HI/ D6-4 EN
Hide: +2
Weight/Mass: 15 LBS/ 7
Rarity: Any
Value: 150
Raider Throwdown Armor is a variant of the Raider Armor. It provides far better damage resistance than any other Raider
Armor to date.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6 LI/ D6 HI/ D6-2 EN
Hide: +2
Weight/Mass: 15 LBS/ 7
Rarity: Any
Value: 150
Raider Commando Armor is a variant of the Raider Armor. It resembles a trimmed-down Leather Armor and provides a
little better damage resistance than any other Raider Armor to date.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6-1 LI/ D6-2 HI/ D6-4 EN
Hide: +2
Weight/Mass: 15 LBS/ 7
Rarity: Any
Value: 150
Raider Iconoclast Armor
Raider Iconoclast Armor is a variant of the Raider Armor. Its appearance is that of a worn-out Radiation Suit armored with
several patches and a shoulder strap.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6 LI/ D6-1 HI/ D6-2 EN
Hide: +2
Weight/Mass: 15 LBS/ 7
Rarity: Any
Value: 150
Power Armor
The Powered Infantry Armor is the peak of armored infantry technology, initially developed in the West Tek
Research Facility laboratories. Now, only the most technologically advanced factions with ties to pre-War military or
government, such as the Brotherhood of Steel or the Enclave, have access to those, and only the latter possesses the
technology required to manufacture new Power Armor models, such as the Advanced Power Armor and Advanced Power
Armor Mk II.
The first version of Power Armor successfully deployed in combat was the T-45d model, which originally ran on Small
Energy Cells, burning through them at an alarming rate. In response, later versions were manufactured with built-in
MicroFusion Packs.
The most advanced pre-war model, T-51b Power Armor is fitted with a back-mounted TX-28 MicroFusion Pack
which generates 60,000 Watts to power the HiFlo hydraulic systems built into the frame of the suit. Made of the poly-
laminate composite, the T-51b shell is lightweight and capable of absorbing over 2500 Joules of kinetic impact. The 10
micron silver ablative coating can reflect laser and radiation emissions without damage to the composite subsurface.
T-51b Power Armor and later models also include a complete waste recycling system. Basically, you can urinate in the
armor and it recycles everything.
Starting in August 2065: The need for increased mobility among the units of the US Army Mechanized Cavalry
leads the American government's defense contractors to focus their research on the development of a man-based tank - the
ultimate result is Powered Infantry Armor.
From 2065 - 2067: Research and development into Power Armor intensifies among the different firms involved in
the project and several prototypes are developed, many of which prove to be unworkable once they are deployed in the
field. These prototypes pave the way for several major future advances in materials science, robotics, and nuclear fusion
technology in the decade before the outbreak of the Great War.
In the summer 2066: The first crude nuclear microfusion cell is unveiled, one of the civilian technological spin-offs
of the Power Armor project. The new technology is soon incorporated into a wide variety of consumer goods, including
robots and automobiles. It begins to alleviate the terrible energy shortages plaguing the United States, but was unable to
fully alleviate the world's energy problems before the outbreak of the Great War in 2077 made the problem moot. Ironically,
had the fusion microcell technology had more time to disseminate across the globe from the United States, it would have
solved most of the world's energy problems, thus ending the need for the armed conflicts that ultimately lead to the downfall
of human civilization.
By 2067: The first suit of T-45d Power Armor is deployed for combat duty among American infantrymen fighting
the Chinese occupation of Alaska. While lacking the full mobility of future versions of the armor, this early suit of Power
Armor is incredibly effective against conventional Chinese tanks and infantry. Its ability to allow a single infantryman to
carry heavy ordinance becomes key in various localized conflicts during the Sino-American War, and it has the power to
destroy entire towns without endangering the wearer from attacks by conventional firearms or even missile launchers. The
Chinese People's Liberation Army rushes to create its own versions, but the Chinese are many years behind the United
States' work on the project.
In 2074: Contrary to the United States' claim of waging a defensive war that seeks only to retake Alaska from the
Chinese, entire mechanized infantry divisions outfitted with Power Armor are deployed in an American invasion of China,
but they become bogged down during intense combat on the Chinese mainland, putting a further drain on American
resources and supply lines in the Sino-American War.
June 2076: The T-51b Power Armor prototype is finally completed, ringing in a new era to combat all together.
This suit represents the pinnacle of Power Armor technology before the outbreak of the Great War ends all technological
progress for many decades. Many of these units are sent by the American military to the front in China, and they begin to
carve a swath through the Chinese forces defending their nation, ending the stalemate that had defined the Chinese front of
the war in the two years since the start of the American invasion. Chinese resources are strained to the breaking point by the
new American offensive using the T-51b armor, and the supply lines from the nations China has annexed in East and
Southeast Asia begin to break down.
On January 22, 2077: Power Armor is used for the first time for domestic purposes within the United States by
U.S. Army units deployed within American cities for crowd and quarantine control duties related to the growing resource
shortages and outbreaks of epidemic disease. Units originally serving in China and on the Anchorage Front Line find
themselves fighting fellow Americans at home as the disorders grow worse across the course of this year. Food riots
increase, and many civilians are killed in fights with the military and police. A growing number of soldiers desert from the
American military both in Canada and the United States. These deserters are captured when possible by military policemen
and are sent to various military prisons across the United States. Some of these prisoners are later used by American military
scientists in illegal human experiments at the Mariposa Military Base in California where the Forced Evolutionary Virus is
first tested.
T-45D Power Armor
The T-45d Power Armor was the first version of Power Armor to be successfully deployed in battle by the United States in
2067 during the Sino-American War.
Originally developed and manufactured for the United States Army by American defense contractor West Tek, it is currently
employed by several factions, including the Brotherhood of Steel and the Brotherhood Outcasts. Each of these factions has
their own variants of Power Armor. Small Energy Cells power the T-45d Power Armor and it burns through them at an
alarming rate. Using riveted steel plates instead of plastic composite materials in its construction, various electronic and
mechanical subsystems of the armor are exposed on the outside of its casing. Making it far more susceptible to damage. In
addition, a specialized body suit is required to be worn underneath the T-45d's armored shell in order to facilitate linking the
armor's servos to the wearer's own motions and to make the armor more bearable because of its heat dissipation problems.
Requirements: Power Armor Training
Effect: 15% Rad Resistance, -2 Dex
Action Penalty: +2
Durability: Good
Damage Resistance: D6+1 LI/ D6+2 HI/ D6 EN
Hide: N/A
Weight/Mass: 450 LBS/ 225
Rarity: Very Rare
Value: 1,740
Note: Has a limited operating time of 8hrs, and a recharge time of 4hrs.
Or needs complete battery replacement, aprox. Time 20 min.
T-45D Power Armor B.O.S. Variant
The T-45d lacks the mobility of later Power Armor models (such as the T-51b Power Armor) because of its less advanced
servo design; as a result it limits the wearer's agility. Retrofitted by either the US Army or the B.O.S. with built-in
microfusion packs, a technology that was developed by West Tek.
While the T-45d armor is similar in its overall shape to the more advanced T-51b Power Armor, it is significantly less
advanced than its later counterpart, and uses riveted steel plates instead of plastic composite materials in its construction.
Various electronic and mechanical subsystems of the armor are exposed on the outside of its casing rather than sealed within
as in the T-51b, making it far more susceptible to damage. In addition, a specialized body suit is required to be worn
underneath the T-45d's armored shell in order to facilitate linking the armor's servos to the wearer's own motions and to
make the armor more bearable because of its heat dissipation problems.
Requirements: Power Armor Training
Effect: 15% Rad Resistance, -2 Dex
Action Penalty: +2
Durability: Good
Damage Resistance: D6+1 LI/ D6+2 HI/ D6 EN
Hide: N/A
Weight/Mass: 450 LBS/ 225
Rarity: Very Rare
Value: 1,740
Note: Has a limited operating time of 16hrs, and a recharge time of 4hrs.
Or needs complete battery replacement, aprox. Time 20 min.
T-47D Power Armor
The T-47d has better mobility than earlier Power Armor models (such as the T-45b Power Armor); and because of a design
flaw in its new servomotors; it limits the wearer's agility. The new motors were added for a later upgrade to its armor.
Retrofitted by the US Army with built-in microfusion packs, a technology that was neither cheap nor bountiful.
While the T-47d armor is similar in its overall shape to the other Power Armor variants, it is significantly less advanced than
its later counterparts, and uses both the riveted steel plates; and bolted on steel plates in its up armored variants construction.
The various electronic and mechanical subsystems of the T-45d’s are now generally covered. In addition, a specialized body
suit is required to be worn underneath the T-45d's armored shell in order to facilitate linking the armor's servos to the
wearer's own motions and to make the armor more bearable because of its heat dissipation problems.
Requirements: Power Armor Training
Effect: 30% Rad Resistance, -2 Dex
Action Penalty: +2
Durability: Good
Damage Resistance: D6+1 LI/ D8+1 HI/ D6 EN
Hide: N/A
Weight/Mass: 450 LBS/ 225
Rarity: Very Rare
Value: 2,000
Note: Has a limited operating time of 24hrs, and a recharge time of 8hrs.
Or needs complete battery replacement, aprox. Time 40 min.
T-47D Power Armor Up Armored Variant
The T-47d UA has equal mobility to the T-47D Power Armor models; and because of a design flaw in its new servomotors;
it limits the wearer's agility. The new servomotors were added for the later upgrade to its armor. Retrofitted by the US Army
with built-in microfusion packs, a technology that was neither cheap nor bountiful.
While the T-47d UA armor is similar in its overall shape to the other Power Armor variants, it is significantly more heavily
armored than its counterparts, and uses both the riveted steel plates; and bolted on steel plates. The various electronic and
mechanical subsystems of the T-45d’s are now generally covered. The extra armor did come with its own particular
drawbacks; although the servomotors were upgraded to counter act the weight. The extra armor severely limits the wearer’s
agility. In addition, a specialized body suit is required to be worn underneath the T-45d's armored shell in order to facilitate
linking the armor's servos to the wearer's own motions and to make the armor more bearable because of its heat dissipation
problems.
Requirements: Power Armor Training
Effect: 30% Rad Resistance, -2 Dex, +2 Str
Action Penalty: +2
Durability: Good
Damage Resistance: 2 D4 LI/ 2 D4 HI/ D6+2 EN
Hide: N/A
Weight/Mass: 850 LBS/ 425
Rarity: Extremely Rare
Value: 2,740
Note: Has a limited operating time of 16hrs, and a recharge time of 8hrs.
Or needs complete battery replacement, aprox. Time 40 min
T-47D Tribal Power Armor Variant
Through years of misuse, makeshift repairs with whatever materials available and constant use, it is a rusty, highly stylized
suit of power armor. The left arm of the suit was replaced with the sleeve and glove of the Raider Iconoclast Armor, a
brahmin skull substituted for the left pauldron and various bits and pieces of metal were used to patch holes in the structure
of it.
Requirements: Power Armor Training
Effect: 30% Rad Resistance, -1 Dex,
Action Penalty: +2
Durability: Good
Damage Resistance: D6+1 LI/ D6+1 HI/ D6 EN
Hide: N/A
Weight/Mass: 400 LBS/ 200
Rarity: Very Rare
Value: 1,200
Note: Has a limited operating time of 16hrs, and a recharge time of 8hrs.
Or needs complete battery replacement, aprox. Time 40 min
MP-47 A Prototype Medic Power Armor
The MP-47/A Prototype Medic Power Armor is a U.S. Army variant of T-45d Power Armor. It was designed to administer
medical attention to the user as necessary during combat. Notably, it is the only armor capable of speech. The Prototype
Medic Power Armor has the ability to administer Med-X, the game's version of morphine, which it will do if the player's
health drops below 33% or if a limb's health drops below 25%.
In addition to the Med-X dispensing system, the armor features an on board voice that resembles Mister Gutsy in terms of
sound and personality. The voice, similar to a follower, will sound alerts if it detects an enemy presence.
Requirements: Power Armor Training
Effect: Automatically dispenses Med-X, scans and for nearby enemy and alerts you
Action Penalty: 0
Durability: Good
Damage Resistance: D6+1 LI/ D6+2 HI/ D6 EN
Hide: N/A
Weight/Mass: 450 LBS/ 225
Rarity: Extremely Rare
Value: 2,100
Note: Has a limited operating time of 16hrs, and a recharge time of 4hrs.
Or needs complete battery replacement, aprox. Time 20 min.
The Special Winterized Variant of the T-51B Power Armor; It’s Identical to the T-51B armor in every way save one. The
Winterized Variant can withstand and operate in temperatures well below 0 degrees.
Requirements: Power Armor Training
Effect: 25% Rad Resistance, Can operate in freezing temperatures below –50 degrees.
Action Penalty: 0
Durability: Good
Damage Resistance: 2 D4+1 LI/ 2 D4+1 HI/ 2 D4 EN
Hide: N/A
Weight/Mass: 450 LBS/ 225
Rarity: Very Rare
Value: 2,400
Note: Has a limited operating time of 24hrs, and a recharge time of 4hrs.
Or needs complete battery replacement, aprox. Time 20 min.
Tesla Power Armor
By the dawn of 2198: The Enclave's scientists develop various new technologies, including the first new viable
Power Armor variations since the Great War. None of these suits are much of an improvement over the original versions of
Power Armor developed before 2077, and some are actually worse when used in actual combat. In 2215 Under Presidential
Order, the Enclave's scientists and engineers begin to work on an upgraded version of Power Armor that exceeds the
performance of the T-51b model. Many prototypes are developed and tested. October 2220 the Enclave scientists finally
develop a reliable version of what they call Advanced Power Armor. The prototype's capabilities (and the various accidents/
explosions/deaths involved in its creation) are classified by order of the Enclave's President Dick Richardson for the sake of
the morale of the Enclave's personnel.
The Tesla Power Armor, or more often referred to as Tesla Armor by Enclave Soldiers, is a type of Power Armor deployed
by the Enclave in the Capital Wasteland in 2277. Unlike the pre-Great War Tesla Armor, constructed from plans drawn up
by the famed Serbian-American scientist Nikola Tesla and confiscated by the American government upon his death in 1943,
it is a variant of the Enclave's Advanced Power Armor Mk II jury-rigged with a Tesla device that is capable of dispersing a
large percentage of the damage done by directed-energy attacks.
Requirements: Power Armor Training
Effect: 20% Rad Resistance, 10% resistance to energy weapons.
Action Penalty: 0
Durability: Good
Damage Resistance: D6+1 LI/ D6+2 HI/ D6 EN
Hide: N/A
Weight/Mass: 450 LBS/ 225
Rarity: Very Rare
Value: 1,240
Note: Has a limited operating time of 8hrs, and a recharge time of 4hrs.
Or needs complete battery replacement, aprox. Time 20 min.
Enclave Hellfire Power Armor
The Enclave’s Hell Fire Armor, composed of lightweight metal alloys, reinforced with ceramic castings at key stress points.
The motion-assist servomotors used in the armor appear to be high quality models as well, enhancing the wearer's strength
more substantially than the T-51b. It was issued primarily to Enclave troops operating on the United States mainland.
Hellfire Power Armor resembles a combination of the T-45d and Enclave Tesla Armor designs. The Enclave was either
inspired by the older T-45d design and incorporated it into the new model, or was restricted to less advanced manufacturing
techniques which forced designers to abandon the aesthetics of previous Enclave armors in favor of more utilitarian
approaches.
Enclave Hellfire Armor is a heat-resistant type of Power Armor worn by the specialized Enclave Hellfire Troopers,
deployed by the Enclave in 2277. The technology behind Hellfire Armor is supposedly more advanced than that of the Tesla
Power Armor used by the Enclave Soldiers.
Requirements: Power Armor Training
Effect: +1 Str, 30% resistance to fire, 15% Rad resistance
Action Penalty: 0
Durability: Good
Damage Resistance: 2 D4+1 LI/ 2 D4+1 HI/ 2 D4 EN
Hide: N/A
Weight/Mass: 450 LBS/ 225
Rarity: Very Rare
Value: 2,000
Note: Has a limited operating time of 24hrs, and a recharge time of 4hrs
Or needs complete battery replacement, aprox. Time 20 min.
Enclave “Advanced Power Armor MKII” Shocktrooper Armor
Like its older brother, the Hell Fire Armor version is matte black with a menacing appearance, but with a few significant
differences - it appears to be composed entirely of lightweight ceramic composites rather than the usual combination of
metal and ceramic plates. Early versions (used by the Enclave in the 2240s), while composed of different materials, used the
same design as the earlier Advanced Power Armor. By 2277, the Enclave redesigned its appearance while keeping the
ceramic composition and the "Advanced Power Armor Mk II" designation. It was later nicknamed the Enclaves Shock
Trooper Armor by the Enclave enlisted.
Requirements: Power Armor Training
Effect: 25% Rad Resistance, 15% resistance to energy weapons, +2 Str
Action Penalty: 0
Durability: Good
Damage Resistance: 2 D4+1 LI/ 2 D4+1 HI/ 2 D4 EN
Hide: N/A
Weight/Mass: 350 LBS/ 125
Rarity: Very Rare
Value: 2,400
Note: Has a limited operating time of 24hrs, and a recharge time of 4hrs.
Or needs complete battery replacement, aprox. Time 20 min.
Specialized Armor
AntAgonizer Soldier Ant Armor
After some kind of exile from Canterbury Commons in the Capitol Wastelands, the AntAgonizer moved west. Eventually
rebuilding her Fire Ant army now including humans. The armor was redesigned using actual Giant Fire Ant Parts and mass-
produced to supply her now growing army.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6 LI/ D6 HI/ D6-2 EN
Hide: N/A
Weight/Mass: 15 LBS/ 7
Rarity: Any
Value: 120
AntAgonizer Queen Ant Variant
The Queen Ant Variant of the AntAgonizer’s Armor is infused with Queen Ant Pheromones to allow the wearer to control
any worker or soldier ants within 200 feet. Any commands given to the ants will be followed until the completion of the
task, upon that the ants will return to seek farther guidance.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: D6 LI/ D6 HI/ D6 EN
Hide: N/A
Weight/Mass: 15 LBS/ 7
Rarity: Rare
Value: 700
Mechanistic Armor
After some kind of exile from Canterbury Commons in the Capitol Wastelands, the Mechanist moved west. Eventually
rebuilding His robot army now including humans. The armor was redesigned, and mass-produced to supply his now
growing army of machine and man.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: +2
Durability: Ordinary
Damage Resistance: D6+1 LI/ D6 HI/ D6-1 EN
Hide: N/A
Weight/Mass: 60 LBS/ 30
Rarity: Rare
Value: 190
Utilizing parts from destroyed T-47D Power Armor and incorporating it into his own armor. This armor also houses a
unique device designed to take command of any robots within 200 feet of the wearer. When the device is activated it
reprograms the robot to follow the commands of the wearer.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Action Penalty: 0
Durability: Good
Damage Resistance: D6+1 LI/ D6 HI/ D6-1 EN
Hide: N/A
Weight/Mass: 350 LBS/ 150
Rarity: Rare
Value: 999
Ghoul Mask
The Ghoul Mask is a unique piece of head wear. It is a mask, which completely covers the face and appears to consist of
multiple patches of Feral Ghoul skin sewn together.
Requirements: N/A
Effect: This Armor carries a reputation; Heroes wearing it will be treated as such.
Also Feral Ghouls will not attack the wearer.
Action Penalty: 0
Durability: Ordinary
Damage Resistance: N/A
Hide: N/A
Weight/Mass: 1 LBS/ 1
Rarity: Extremely Rare
Value: 50
The Hei Gui Chinese Stealth Armor is an armor suit originally worn by the elite Chinese Crimson Dragoon troops, as well
as the Black Ghost counter-insurgency/terror units before and during the Great War.
The armor has active camouflage systems that, when the wearer is crouched, generate a modulating field that transmits the
reflected light from one side of an object to the other, making a person much harder to notice (but not completely invisible).
The technology was the basis for the unstable "Stealth Boy" wrist units developed in the U.S.
Requirements: N/A
Effect: +5 step bonus to Stealth Skills, Stealth Field (think of the predator movie).
Action Penalty: N/A
Durability: Ordinary
Damage Resistance: D6+1 LI/ D6 HI/ D6-1 EN
Hide: +1
Weight/Mass: 10 LBS/ 5
Rarity: Extremely Rare
Value: 500
Developed and used during the Great War. The Neural Interface Suit was designed for Agents to enter and attack enemy
computers through the Internet, while inside the Grid the wearer can perform many different things.
Requirements: N/A
Effect: Allows user to interface with computers and robots. +5 step bonus to Computers
Action Penalty: N/A
Durability: Ordinary
Damage Resistance: N/A
Hide: +2
Weight/Mass: 10 LBS/ 5
Rarity: Extremely Rare
Value: 180
Aqua Pura
Bubble Gum
Name: Bubblegum
Description: Its gum, and it come with a stick on pirate tattoo
Effect: +1 stun, +2 fatigue
Side Effects: N/A
Value: 1
Addiction Level: Non-Addictive
Rarity: Rare
Bowl of Noodles
Cave Fungus
Name: Cave Fungus
Description: According to the residents of a Little Lamplight in the Capitol Wasteland, it's history the funguses
somewhat connected to human flesh, hence why it "likes" strange Meat. The original Fungus grown out of
the water where the first little lamplighters dumped the bodies of he first mungos.
Effect: -10 Rads, +3 stun, +2 wound
Side Effects: N/A
Value: 50
Addiction Level: Non-Addictive
Rarity: Rare
Cram
Name: Cram
Description: Unknown canned food meat or meat substitute
Effect: +2 stun, +1 wound
Side Effects: +3 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Crunchy MutFruit
Fresh Foods
Name: Fresh Foods
Description: Fruits & Vegetables that are grown from purified water sources
Effect: +5 stun, +5 wound, +5 fatigue
Side Effects:
Value: 10
Addiction Level:
Rarity: Very Rare
Gum Drops
Human Flesh
Iguana on a Stick
Name: Iguana on a Stick
Description: It’s an Iguana that’s been cooked in its own skin on a stick
Effect: +2 stun, +1 wound
Side Effects: +2 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Insta-Mash
Name: Insta-Mash
Description: Most likely the contents are a powder and require water to swell, similar to instant mashed potatoes,
though the bottom tag could indicate that the powder is somewhat synthetic.
Effect: +3 stun, +2 wound
Side Effects: +2 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Mirelurk Meat
Nukalurk Meat
Name: Nukalurk Meat
Description: NukaLurk Meat comes from the blue glowing Mirelurks that have made their home under the Nuka-Cola
Plants throughout Wastelands. They glow the same blue as the Nuka-Cola Quantum bottles, likely not a
coincidence! However, the meat itself looks no different from normal Mirelurk Meat.
Effect: +6 stun, +6 wound, +3 fatigue, +3 mortal, +10 AP
Side Effects: +4 Rads
Value: 10
Addiction Level: Non-Addictive
Mirelurk Cakes
MutFruit
Name: Mutfruit
Description: Unknown Mutated fruit of some sort, Mutfruit is easily recognizable by it luminous vivid color, even in
dark conditions. With blue splotches at the end of the fruit and purple going towards the stalk, you can't
miss it
Effect: +3 stun, +2 wound
Side Effects: +2 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Purified Water
Dirty Water
Salisbury Steak
Name: Salisbury Steak
Description: Salisbury Steak is packaged in a small, red box. The packaging proudly states that the enclosed food item
is "Now With Gravy!"
Effect: +3 stun, +2 wound
Side Effects: +2 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Slop
Name: Slop
Description: Slop consists of Trog meat and irradiated water. Also its implied that slop is very disgusting, but that it is
better to eat it than to risk starvation.
Effect: +3 stun, +3 wound, +1 fatigue, +1 mortal
Side Effects: +25 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Squirrel on a Stick
Squirrel Stew
Name: Squirrel Stew
Description: Squirrel meat in a Stew
Effect: +4 stun, +3 wound
Side Effects: +2 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Strange Meat
Sugar Bombs
Name: Sugar Bombs
Description: Sugar Bombs are packaged in a white and blue box with a red ovoid logo at the top. They are fully labeled
as "Sugar Bombs Breakfast Cereal."
Effect: +3 stun, +2 wound, 3 fatigue
Side Effects: +2 Rads
Value: 5
Addiction Level: Non-Addictive
Rarity: Common
Sweet Roll
Nuka-Cola
Name: Nuka-Cola
Description: Your Pre-Apocalyptic soft drink of choice. Nuka-Cola was the most popular flavored soft drink in the
United States before the Great War. After the War, Nuka-Cola remains the most popular soft drink of the
post-nuclear world, as much of it was preserved in a fairly pristine state, although it tends to be warm and
flat.
Effect: +5 stun, +2 wound, +1 bottle cap, +3 fatigue
Side Effects: +3 Rads
Value: 20
Addiction Level: Non-Addictive
Rarity: Common
Note: When chilled becomes an Ice Cold Nuka-Cola.
Cherry Nuka-Cola
Name: Cherry Nuka-Cola
Description: This is a variation of regular Nuka-Cola. After it was introduced, it turned out that nobody liked the taste.
This resulted in a marketing disaster for the company, which quickly attempted to save the brand by
introducing the Classic Nuka-Cola, tasting exactly like the original but in a new bottle.
Effect: +5 stun, +2 wound, +1 bottle cap, +3 fatigue
Side Effects: +5 Rads, and a very nasty taste in your mouth
Value: 20
Addiction Level: Non-Addictive
Rarity: Rare
Note: When chilled effects are the same as an Ice Cold Nuka-Cola +3s/ +2w/ +2f.
Nuka-Cola Classic
Name: Nuka-Cola
Description: Classic Nuka-Cola tastes exactly like the original Nuka-Cola but comes in a rare hard to find but highly
collectable bottle. It was an attempt at saving the brand after the marketing disaster that was Cherry Nuka-
Cola.
Effect: +5 stun, +2 wound, +1 bottle cap, +3 fatigue
Side Effects: +3 Rads
Value: 30
Addiction Level: Non-Addictive
Rarity: Common
Note: When chilled has the same effects as an Ice Cold Nuka-Cola +3s/ +2w/ +2f.
Nuka-Cola Quantum
Nuka-Cola Clear
Nuka-Cola Fusion
Alcohol
Beer
Name: Beer
Description: The common Wastelander’s favorite drink
Effect: -1 Interaction, +1 STR
Side Effects: -1 INT, 10% chance of addiction
Value: 2
Addiction Level: Addictive
Rarity: Common
Scotch
Name: Scotch
Description: The sophisticated Wastelander’s drink
Effect: -1 step penalty to interaction skills, +1 STR
Side Effects: -1 INT, 10% chance of addiction
Value: 12
Addiction Level: Addictive
Rarity: Common
Vodka
Name: Vodka
Description: A common yet Strong Wastelander’s drink
Effect: -1 interaction, +1 STR
Side Effects: -1 INT, 10% chance of addiction
Value: 10
Addiction Level: Addictive
Rarity: Common
Whiskey
Name: Whisky
Description: The common Wastelander’s hard hitting drink
Effect: - 1 Interaction, +1 STR
Side Effects: -1 INT, 10% chance of addiction
Value: 8
Addiction Level: Addictive
Rarity: Common
Wine
Name: Wine
Description: A common drink among the Wastelands upper society.
Effect: -1 interaction, +1 STR
Side Effects: -1 INT, 10% chance of addiction
Value: 10
Addiction Level: Addictive
Rarity: Uncommon
Moonshine
Name: Moonshine
Description: A common drink among the Wastelands upper society.
Effect: -2 interaction, +2 STR
Side Effects: -2 INT, 15% chance of addiction
Value: 6
Addiction Level: Addictive
Rarity: Uncommon
Note: Moonshine is made from Fission Batteries, Yeast and Wild or Refined Punga Fruits.
Chem
Blood Pack
BuffOut
Name: BuffOut
Description: A drug to make you buff. Buffout is designed specifically to increase a person's deadliness in hand-to-
hand combat. Unfortunately, the drawback of Buffout is its high addiction rate. Anyone taking more than a
single dose at a time is running a severe risk of addiction and its attendant penalties. A person going
through Buffout withdrawal is in no condition to fight hand-to-hand.
Duration: D4-1 hours
Effect: Immediate: +5 STR, +5 DEX, +2 Con
Side Effects: loss of 2 stuns when it wears off, & 10% chance of addiction
Value: 20
Addiction Level: Addictive After 4 hours: -4 STR, -4 DEX, -1 CON
After 8 hours: -2 STR, -2 DEX
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction.
Rarity: common
Bug Nectar
Crush
Name: Crush
Description: Is a chemical produced by Jack Hagan, its relatively rare and has a amazing combat applications. Crush
turns the everyday Wastelander into a veracious hulking brute.
Duration: Immediate: no longer than 10 min
Effect: +5 STR, +5 Agl, +5 Int, +5 Per, 25% Rad Resistance, -2 step bonus to meele & unarmed attacks.
Side Effects: -4 stun,(when wears off), 75% chance of addiction
Value: 250
Addiction Level: Very Addictive After 4 hours: -2 STR, -2 DEX, -3 INT, -1 LUK
After 8 hours: -3 STR, -3 DEX, -4 INT
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction
Rarity: Rare
Note: 1 Buffout, 1 Mentats, 1 Rad-x, 1 Box of Detergent
Edge
Name: Edge
Description: Is a chemical produced by Jack Hagan, its relatively rare and has a amazing combat applications. Edge
turns the everyday Wastelander into a veracious hulking brute.
Duration: Immediate: no longer than 10 min
Effect: +5 STR, +5 Agl, +30 AP, +D6 Damage, -3 step bonus on resist pain.
Side Effects: -4 stun,(when wears off), 75% chance of addiction
Value: 200
Addiction Level: Very Addictive After 4 hours: -2 STR, -2 DEX, -3 INT
After 8 hours: -3 STR, -3 DEX, -4 INT
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction
Rarity: Rare
Note: 1 Jet, 1 Psycho, 1 Med-x, 1 Buffout
Name: Ting
Description: Is a drink produced by Jack Hagan, its relatively rare and has a amazing healing applications.
Duration: Immediate: to 20 min
Effect: +5 stun, +5 wound, +3 fatigue, +2 INT, +2 PER
Side Effects: 5% chance of addiction
Value: 50
Addiction Level: Very Addictive After 4 hours: -2 STR, -2 DEX, -3 INT
After 8 hours: -3 STR, -3 DEX, -4 INT
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction
Rarity: Rare
Note: Ting is made from 2 dirty water, 1 turpentine, 1 mentats, 1 pressure cooker
Berry Ting
Name: Ting
Description: Is a drink produced by Jack Hagan, its relatively rare and has a amazing healing applications.
Duration: Immediate: to 20 min
Effect: +5 stun, +5 wound, +3 fatigue, +3 INT
Side Effects: 5% chance of addiction
Value: 50
Addiction Level: Very Addictive After 4 hours: -2 STR, -2 DEX, -3 INT
After 8 hours: -3 STR, -3 DEX, -4 INT
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction
Rarity: Rare
Note: Ting is made from 2 dirty water, 1 turpentine, 1 Berry mentats, 1 pressure cooker
Grape Ting
Name: Ting
Description: Is a drink produced by Jack Hagan, its relatively rare and has a amazing healing applications.
Duration: Immediate: to 20 min
Effect: +5 stun, +5 wound, +3 fatigue, -3 step to all Interaction skills
Side Effects: 5% chance of addiction
Value: 50
Addiction Level: Very Addictive After 4 hours: -2 STR, -2 DEX, -3 INT
After 8 hours: -3 STR, -3 DEX, -4 INT
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction
Rarity: Rare
Note: Ting is made from 2 dirty water, 1 turpentine, 1 Grape mentats, 1 pressure cooker
Orange Ting
Name: Ting
Description: Is a drink produced by Jack Hagan, its relatively rare and has a amazing healing applications.
Duration: Immediate: to 20 min
Effect: +5 stun, +5 wound, +3 fatigue, +2 PER
Side Effects: 5% chance of addiction
Value: 50
Addiction Level: Very Addictive After 4 hours: -2 STR, -2 DEX, -3 INT
After 8 hours: -3 STR, -3 DEX, -4 INT
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction
Rarity: Rare
Note: Ting is made from 2 dirty water, 1 Orange turpentine, 1 mentats, 1 pressure cooker
Jet
Name: Jet
Description: Jet is a powerful meth-amphetamine that stimulates the central nervous system. The initial euphoric rush
rarely lasts more than a few minutes, but during that time, the user is filled with a rush of energy &
strength. Boost AP & allows all to use AP
Duration: Immediate: no longer than 5 minutes
Effect: +30 AP
Side Effects: 25% chance of addiction
Value: 20
Addiction Level: Addictive After 4 hours: -4 STR, -4 DEX, -1 WIL
After 8 hours: -2 STR, -2 DEX
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction.
Rarity: common
Ultra Jet
Mentats
Name: Mentats
Description: This pre-war chem was created by Med-Tek. They were designed to increase memory related functions
and speed up other mental processes. These little red pill’s, were a popular party drug widely appreciated
for their effect on the users creative skills. Used to increase focus for technical skills.
Duration: D8 hours
Effect: +5 INT, +5 Will
Side Effects: 5% Chance of addiction
Value: 10
Addiction Level: Addictive After 1 Day: -4 INT, -4 WIL, -1 PER
After 2 Days: -2 INT, -2 WIL
After 4 Days: -1 INT, -1 WIL
After 1 week of non-use: no more physical effects just the addiction
Rarity: Common
Mentats, Berry
Mentats, Grape
Mentats, Orange
Name: Med-X
Description: Is a highly potent painkiller, which appears in the Wasteland. When injected, it makes the user impervious
to pain. Used as a mild pain killer.
Duration: Immediate: no longer than 5 minutes
Effect: Heals 5 stun, 5 wound, 2 fatigue, -3 step bonus to resist pain
Side Effects: 5% Chance of addiction
Value: 20
Addiction Level: Addictive After 4 hours: -4 STR, -4 DEX, -1 WIL
After 8 hours: -2 STR, -2 DEX
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction.
Rarity: Common
Psycho
Name: Psycho
Description: Psycho appears to be a form of injected drug composed of strange, unknown chemicals of military origin
that comes with its own unique delivery system. One canister contains a mixture of speed and heroin; the
other is unknown. It was designed at the orders of General Constantine Chase and is supposed to increase
the combat potential of a soldier, whilst dampening higher mental functions, making for fearless, but
uncontrollable troops.
Duration: D4 hours
Effect: -2 step bonus to all attacks, +D6 extra damage dealt on attacks.
Side Effects: -3 INT, 25% Chance of addiction
Value: 20
Addiction Level: Addictive After 4 hours: -4 STR, -4 DEX, -1 INT
After 8 hours: -2 STR, -2 DEX
After 16 hours: -1 STR, -1 DEX
After 48 hours of non-use: no more physical effects just the addiction.
Rarity: Rare
Rad Away
Name: Rad-Away
Description: It’s an intravenous chemical solution that bonds with radiation particles and passes them through your
system. It takes time to work, and is also a potent diuretic. It cannot be used to keep away radiation when
entering radioactive areas like Rad-X, but instead is used after receiving radiation to rid you of some of it.
It has several adverse effects, most notably headaches and stomach pains
Duration: Immediate: no longer than 15 minutes
Effect: -25% Rads
Side Effects: Headaches and Stomach pains.
Value: 20
Addiction Level: Non-Addictive
Rarity: Common
Rad-X
Name: Rad-X
Description: Anti-Radiation chems to be taken before exposure. Temporarily increases radiation resistance.
Duration: D4 hours
Effect: +25% Rad Resistance
Side Effects:
Value: 50
Addiction Level: Non-Addictive
Rarity: Common
Stimpack
Name: Stimpack
Description: A pre-war designed concoction of chemical substances that greatly enhance the bodies’ ability to
regenerate and heal itself (with proper medical knowledge, stimpacks can even heal crippled limbs). This
item consists of a syringe for containing and delivering the medication and a gauge for measuring the
status of the stimpak's contents. When the medicine is injected, it provides immediate healing of the
body's minor wounds. Superior versions are Super Stimpak and Ultra Stimpak.
Health Dispensers manufactured by Lee Rapid Pharmaceuticals, have an identical delivery method, which
hints that Stimpaks are also a product of the company.
Duration: Immediate: no longer than 5 minutes
Effect: +10 wound, +10 stun, +5 Fatigue, +5 Mortal
Side Effects: N/A
Value: 100
Addiction Level: Non-Addictive
Rarity: Common
Super Stimpack
Name: Stimpack
Description: As with the regular Stimpak, the Super version comes in a hypodermic, but with an additional vial
containing more powerful drugs than the basic model and a leather belt to strap the needle to your limb.
When injected, a Super Stimpak heals immediately, but the powerful nature of drugs used in the process
will cause an adverse reaction from the organism, resulting in after two minutes.
Duration: Immediate: no longer than 5 minutes
Effect: +14 wound, +14 stun, +7 Fatigue, +7 Mortal
Side Effects: -4 stun after two minutes
Value: 225
Addiction Level: Non-Addictive
Rarity: Rare
Note: Sometimes, chemistry geniuses can whip up a Super Stim, which case one could create one from 1
stimpak, 1 Nuka-cola, 1 mutfruit, and 1 leather belt.
Ultra Stimpack
Name: Stimpack
Description: Ultra Stimpak is an advanced version of Super Stimpak and a highly powerful healing chem. Ultrastims
will cause damage after a period of time due to the very powerful nature of the chemicals used.
Duration: Immediate: no longer than 5 minutes
Effect: +18 wound, +18 stun, +9 Fatigue, +9 Mortal
Side Effects: -8 stun after two minutes
Value: 450
Addiction Level: Non-Addictive
Rarity: Very Rare
Note: The construction of the Ultra Stimpak is made up of 2 regular stimpaks, with 1 stimpak connected to a
wrist via leather belt for immediate injection, and 1 connected to an intravenous bag of blood for
regulating a prolonged dose of chems over a period of time.
Professional Equipment
Vault-Tech: Pip-Boy's
Pip-Boy 1500
Pip-Boy 3000
Stealth Boy:
The Shock Baton is an Alien Weapon used in a variety of applications, its primary use is much like a cattle prod. It is
mainly used like a Police Baton with an electric effect and is becoming quite common to find in the Wastelands of Fallout.
Availability: Uncommon
Skill: Melee-Powered
Cost: 70
Mass: 6 LBS/ 3
Ammunition: N/A
Accuracy: 0
Actions: 4
Mode: N/A
Damage Type: EN/O
Damage: D6w/ D6+1w/ D4m
Range: personal
Hide: N/A
Clip/ Cost: N/A
Alien Blaster
The Alien Blaster is an Alien Weapon of unknown origin. It is an extremely rare find in the Wastelands of Fallout.
Availability: Extremely Rare
Skill: Modern Ranged Weapons-pistol
Cost: 500
Mass: 2 LBS/ 1
Ammunition: Alien Power Cells
Accuracy: -1
Actions: 4
Mode: N/A
Damage Type: EN/G
Damage: D6+2w/ 2D4+2w/ D6+1m
Range: personal
Hide: N/A
Clip/ Cost: 10/ 75
Alien Atomizer
The Alien Atomizer is a Meezox Weapon of pistol design. It is an extremely rare find in the Wastelands of Fallout.
Availability: Extremely Rare
Skill: Modern Ranged Weapons-pistol
Cost: 500
Mass: 2 LBS/ 1
Ammunition: Alien Power Cells
Accuracy: N/A
Actions: 4
Mode: N/A
Damage Type: EN/O
Damage: D4+2w/ D4+3w/ D4+2m
Range: personal
Hide: N/A
Clip/ Cost: 20/ 75
Alien Disintegrator
The Alien Atomizer is a Meezox Weapon of rifle design. It is an extremely rare find in the Wastelands of Fallout.
Availability: Extremely Rare
Skill: Modern Ranged Weapons-pistol
Cost: 500
Mass: 2 LBS/ 1
Ammunition: Alien Power Cells
Accuracy: N/A
Actions: 4
Mode: N/A
Damage Type: EN/G
Damage: D4+2w/ D4+3w/ D4+2m
Range: personal
Hide: N/A
Clip/ Cost: 20/ 75
Ablative Shield
The Ablative Shield is a Meezox device used as a shield. This is an extremely rare find in the Wastelands of Fallout. The
Ablative Shield encircles the operators body with a shield of pure energy which can deflect projectiles and energy blast
alike.
Requirements: N/A
Effect: This armor is attached directly to the users body via Biological induction, once attached it can not
be removed from its user and still be operational.
Action Penalty: N/A
Durability: Good
Damage Resistance: D6+1 LI/ D6 HI/ D6-1 EN
Hide: N/A
Weight/Mass: 6 LBS/ 3
Rarity: Extremely Rare
Value: 1000
Chapter 4
Factions
&
Bestiary
Part 1: Wasteland Factions
Aliens: The Meezox and Mezox:
While there always was some evidence of the existence of alien life, it is very scarce, and until the events that
occurred with the Wasteland Wonder there was no record of direct contact between humanity and the creatures. Despite
other accounts the evidence that the Vault Dweller of Vault 101 had brought back with him suggest that the aliens have quite
possible been watching earth and humanity evolve for nearly a thousand years. The aliens encountered on that legendary
event were known as the Meezox.
The Meezox: are small greenish humanoid, malevolent creatures that seem to view humanity with contempt and
will gladly vivisect their captures or keep them in cryogenic storage after torturing them for scientific pursuits. They have
large heads that is seemingly unprotected. They are very skinny, implying reliance on technology, without which they are
easily defeated. The aliens have no visible teeth, possibly limiting food sources. While their hands lack thumbs completely,
the fingers are so long they can easily wrap around objects, potentially eliminating the need for thumbs. Their basic features
are reminiscent of the iconic Martians from old 50s movies or the typical grays description. Their feet however appear to be
similar in shape to human feet. The Aliens themselves seem to have their own language that can not be understood by
common wastelanders. The Aliens Speak with clicks, high-pitched squeaks and wails. The sound sounds strange and almost
incomprehensible, but patterns may be detected in their language.
The Mezox: are physically similar to the Meezox in every way. However they seem to be more of a cousin species
to the Meezox, with slight genetic differences. Possibly conquered and forced into servitude to the Meezox. The Mezox tend
to be technicians, workers and the like. While the Meezox are often soldiers and officers commanding the Mezox around.
Most every encounter with the Mezox and humans have been non-violent, and is presumed that they bear no ill will to
humanity.
1. To scour the ruins of Washington D.C., once the nation’s capital, and recover any and all advanced technology. After all,
D.C. was the home of the Pentagon, the very headquarters of the United States Department of Defense. Who knows what
secrets – or equipment – they left behind?
2. To investigate the reports of Super Mutant activity in the area. Could these creatures be somehow related to those that
fled eastward after the Master’s destruction (as depicted at the end of Fallout 1). Or were these Super Mutants something
else entirely?
And so a small but hardened contingent of Brotherhood of Steel soldiers, led by an idealistic Paladin named Owyn
Lyons (and accompanied by his friend and technological advisor Scribe Rothchild, as well as his seven year-old daughter
Sarah) set out from the Lost Hills Bunker in California, and began the long trek east to what was once Washington D.C.
The Enclave:
The Enclave sees itself as the remainder of the rightful US Government. That was evacuated to an oil rig off the
coast of California. Little is know about what happened o these forces, although the country has a new commander-in-chief:
President John Henry Eden. Recent reports and chatter have noted the resurgence of the Enclave, and they are not to be
taken lightly. The shadowy, enigmatic Enclave is seen hosting the most technologically superior weapons, armor and
hardware alike. They are another big player in the Waste, sporting advanced technology that most considered lost -
sometimes even possessing technology that surpasses that from before the fateful events of 2077. The Enclave particularly
boasts the pre-war aircraft ' Vertibird', which looks similar to the U.S. Marines tilt rotor V-22 OSPREY, their Advanced
Power Armor MK II, and their Plasma Rifles, pairing up as the "Vertibird Assault team". They even go so fare as to creating
a propaganda-spewing series of Eyebots sent to roam the Wastelands, spreading hope.
Eden's promises to the return of pre-war America of legend; a land of white picket fences, baseball, apple pie, and
good, old-fashioned American global supremacy, have built them quite a following. Even with their secret plan exposed; to
rule over an America of the "pure," free of any mutations. The Enclave have actually increased their ranks and managed to
insight a slew of destruction. A new "Witch Hunt" or "Inquisition", some have even called it the next "Crusade".
Encouraging citizens to rise up and combat the mutant abominations, and have left a trail of destruction across the Waste.
Raiders:
There are many groups of raiders that operate in and around the Wastelands. Generally armed, but with lower
technology weapons than that of the BoS or the Enclave. Treat as hostile, as they believe only in chaos and anarchy and see
you only as slave fodder or just regular fodder, and there is no way of yielding them, though it's not impossible to join or
even start up a Raider gang. In all Raiders are nothing more than a small group of people scraping out a living by preying on
anything weaker than themselves. The larges know concentration of Raiders consisted of 20-30 members. Their bases
usually include abandoned diners, gas stations, old semi-truck trailers and are dotted across the wastes. But they will,of
course, have more guards in the bases so be ready for a fight to the death. Raiders have no drive, no purpose, or goals, other
than to live to see tomorrow and to raise as much hell as they can today.
Slavers:
Many people have gone back to the ways of the past and started selling humans. They sometimes work with the
raiders to get more slaves and thereby more caps. Slavery has nothing to do with race, and everything to do with subjugation
of the weak for profit. Many residents in the Wastelands employ the use of slaves, and due to this the Slavers thrive.
The Regulators:
The Regulators are a relatively new group in the Wasteland, having appeared only in the last 10 years or so. They
are an organization of vigilantes who wear long overcoats. They will hunt you down if you're a trouble making wastelander,
and will attempt to apprehend, or kill you. You can join the Regulators by choosing the 'Lawbringer' perk, they send you out
to kill the evil scum of the wastes, like raiders, slavers and Enclave, and collect their fingers as proof of their deportation to
the fiery depths of hell, the fingers sell for a nice 10 caps each, but the price will grow as you sell them more fingers. The
Regulators are led by Tom Wolf, Eugene Ram, and John Heart. Forming the Wolf, Ram, & Heart Regulator services and
they work hand in hand with all local law enforcement.
The AntAgonizer's:
After some kind of exile from Canterbury Commons in the Capitol Wastelands, and no longer the AntAgonizer,
Tanya Christoff moved west. She wondered for years. Eventually she happened across a small village terrorized by Fire
Ants. She intervened and stopped a major attack on the village. The townsmen convinced her to put an end to these attacks.
After some investigating she returns to the village to inform then that their village's farm is directly above the Fire Ants
nursing chamber. The town wanted the Fire Ants destroyed, but she had other plans. She taught the villagers to coexist with
the Fire Ants and the Fire Ants helped protect the village. The villagers made her their new leader, changed the name of
their village and began to rebuild the AntAgonizer Fire Ant army now including humans. To date the village now known as
The Hive is doing quite well for themselves.
The Mechanist's:
After some kind of exile from Canterbury Commons in the Capitol Wastelands, and no longer the Mechanist, Scott
moved west. He wondered throughout the Wastelands for years. Eventually he came across a desolated Robco facility.
Rebuilding this factory he started to reproduce various robots sometimes improving upon their designs. Trade caravans and
Wasteland wanders began to filter in. The Mechanist was happy to obliged them. His Facility grew into a small town, and
with his robot army now protecting this town he began including humans into his army. To date the town now know as The
Forge is well developed and thriving.
Part 2: The Bestiary
Human foes
with
Higher Functions
Aliens
The
Meezox & Mezox
Meezox Soldier:
Weapons:
Shock Baton, Alien Blaster, Alien Disintegrator
Armor:
Carbon Fiber Space suit
Meezox Officer:
Weapons:
Shock Baton, Alien Blaster, Alien Disintegrator
Armor:
Carbon Fiber Space suit with Ablative shield
Meezox Senior Officer:
Weapons:
Shock Baton, Alien Blaster, Alien Disintegrator
Armor:
Carbon Fiber Space suit with Ablative shield
Mezox Worker:
Weapons:
Shock Baton
Armor:
Carbon Fiber Space suit
Alien Abomination:
Brotherhood of Steel
Brotherhood of Steel Initiate:
Weapons:
AER-9 Laser Rifle
Armor:
T-45D Power Armor & Helm
Brotherhood Outcast
Brotherhood Outcast Knight:
Raider Leader:
Regulator
Regulator:
Profession: Free Agent Career: Law-Bringer
Ability: Score: Untrained: Res. Mod.:
Strength 11 5 +1 Perk:
Perception 10 5 -1 Danger Sense (-2 on all Awareness - intuition checks)
Endurance 13 6 N/A Reflexes (applied)
Charisma 7 3 N/A Reputation (situational checks)
Intelligence 6 3 -1 Flaw:
Agility 8 4 +1 Code of Honor
Luck 5 - N/A Spineless #1 (-1 penalty on Per res. mod., applied)
Action Check Score: Actions per Round: 2 Action Check Mod.
Marginal: 11 Ordinary: 10 Good: 5 Amazing: 2 +D0
Durability: Combat Movement Rates:
Stun: 13 Wound: 13 Sprint: 18 Run: 12 Walk: 4
Fatigue: 7 Mortal: 7 Swim: 4 Easy Swim: 2
Skills: Rank: Score: Skill: Rank: Score:
Strength Agility
Armor_Operation 11/ 5/ 2 Ranged Weapons Mod. 8/ 4/ 2
Combat_armor Rank 2 13/ 6/ 3 Pistol Rank 1 9/ 4/ 2
Athletics 11/ 5/ 2 Rifle Rank 1 9/ 4/ 2
Climb Rank 1 12/ 6/ 3 Stealth 8/ 4/ 2
Jump Rank 1 12/ 6/ 3 Hide Rank 1 9/ 4/ 2
Throw Rank 1 12/ 6/ 3 Sneak Rank 1 9/ 4/ 2
Heavy_Weapons 11/ 5/ 2 Vehicle_Operation 8/ 4/ 2
Direct_fire Rank 1 12/ 6/ 3 Land_vehicle Rank 1 9/ 4/ 2
Indirect_fire Rank 1 12/ 6/ 3 Intelligence
Melee_Weapons 11/ 5/ 2 Demolitions 6/ 3/ 1
Unarmed_Attack 11/ 5/ 2 Knowledge 6/ 3/ 1
Brawl Rank 1 12/ 6/ 3 Computer_operations Rank 1 7/ 3/ 1
Endurance First_aid Rank 2 8/ 4/ 2
Movement 13/ 6/ 3 * Law 6/ 3/ 1
Race Rank 1 14/ 7/ 3 Law_Wasteland Rank 1 7/ 3/ 1
Swim Rank 1 14/ 7/ 3 Navigation 6/ 3/ 1
Stamina 13/ 6/ 3 Navigation_surface Rank 1 7/ 3/ 1
Endurance Rank 1 14/ 7/ 3 Tactics 6/ 3/ 1
Resist_pain Rank 1 14/ 7/ 3 Infantry_tactics Rank 1 7/ 3/ 1
Survival 13/ 6/ 3 Charisma
Wasteland_training_1 Rank 1 14/ 7/ 3 Deception 7/ 3/ 1 *
Perception Bluff Rank 1 8/ 4/ 2
Awareness 10/ 5/ 2 * Bribe Rank 1 8/ 4/ 2
Gamble Rank 1 8/ 4/ 2
Weapons: Interaction 7/ 3/ 1
Laser Pistol/ Hunting Rifle/ Assault Rifle Bargain Rank 1 8/ 4/ 2
Armor: Charm Rank 1 8/ 4/ 2
Regulator Duster Intimidate Rank 1 8/ 4/ 2
Culture 7/ 3/ 1
Regulator Marshal:
Slaver
Slaver:
Slaver Leader:
Armor:
Exoskeleton: D4 LI/ D4-1 HI/ D4-2 EN
Giant Ant Soldier:
Armor:
Exoskeleton: D4 LI/ D4-1 HI/ D4-2 EN
Armor:
Exoskeleton: D4 LI/ D4-1 HI/ D4-2 EN
Bloat-fly
An over-sized insect, the Bloat-fly used to be no larger than an ordinary fly, but now hunts humans for prey.
However, they also can only breed with a human host for their young, which they shoot at you to inject into your body. Stay
at long range from this creature and you should be okay.
Bloat-fly:
Radroach:
Armor:
Radscorpion
Imagine a Scorpion, only 60-100 times as big. Their stingers are highly poisonous, but an antidote can fix that right
up. They also have large pincers so that if their stinger doesn't kill you, their pincers will. Their armored exo-skeleton makes
their torso all but bullet-proof against less powerful weapons Try not to get close, or you'll get chopped in half. Weak
against mines. They are most likely mutation of the Emperor Scorpion, which were popular pets in the US during the climax
of the 2066-2077 war.
Radscorpion:
Armor:
Exoskeleton: D6 LI/ D6-1 HI/ D6-2 EN
Note: The neurotoxins don't damage a target until the round after they are introduced, but during the remainder of the
current round they provide a +1 penalty to all actions attempted by the target during that time. Refer to page 222 of PHG.
Giant Radscorpion:
Armor:
Exoskeleton: D6 LI/ D6-1 HI/ D6-2 EN
Note: The neurotoxins don't damage a target until the round after they are introduced, but during the remainder of the
current round they provide a +1 penalty to all actions attempted by the target during that time. Refer to page 222 of PHG.
Mutated Animals
Brahmin
The lovable two-headed bovine of the post-nuclear world. Stories of mutant one-headed Brahmin surface from
time to time and are always good for a story in bar rooms around the wasteland. Everyone knows that's crazy talk, though.
They may seem peaceful at first, but if disturbed they won't hesitate to gore and mangle your lifeless body with four of their
sharp horns.
Brahmin:
Mirelurk
These vicious crablike opponents have a hard shell, but their face is highly vulnerable. You can take their eggs if
you want to, but if you do, chances are they will viciously attack you and attempt to rip your intestines from your insides
and eat you. The Mirelurk Hunter is the middle class of Mirelurek society they look like a normal Mirelurk but some what
bigger and stronger and take a hell of a lot of damage. You can find them beneath deep in to Mirelurk areas. They have large
pincers on the end of each arm. At the top of the Mirelurk class is the Mirelurk King, they look like humans with gills and
webbed arms and takes a hell of a lot of damage (think of Creatures of The Black Lagoon). You can find them beneath deep
in to Mirelurk areas. They don't like heat. They are rather annoying, but you will be able to take them down, with an
Ordinary Combat shotgun. But be careful they have a ranged attack that is pretty weak but can catch you off guard if your
low on health. Finally there is the ever so rare Nukalurk, A Mirelurk who's taken a particular liking to Quantum Nuka Cola.
They are a bit tougher than normal Mirelurks, and a bit bigger. They have a pulsing blueish-purple glow coming from the
cracks in their shells. They are only found in Nuka Cola factories.
Mirelurk:
Armor:
Exoskeleton: D8 LI/ D6+2 HI/ D6+1 EN
Mirelurk Hunter:
Armor:
Exoskeleton: D8+1 LI/ D6+3 HI/ D6+2 EN
Mirelurk King:
Armor:
Exoskeleton: D4 LI/ D4-1 HI/ D4-2 EN
Swamplurk Queen:
Armor:
Exoskeleton: D4 LI/ D4-1 HI/ D4-2 EN
Swamplurk
Armor:
Exoskeleton: D8+1 LI/ D6+3 HI/ D6+2 EN
Nukalurk:
Armor:
Exoskeleton: D8+1 LI/ D6+3 HI/ D6+2 EN
Mole Rat
An overgrown, mutated form of rat with no fur. It weighs about 50 pounds and has one nasty pair of chompers, so
try not to get close and personal with this creature or you'll probably get bitten and catch a large dose of radiation poisoning.
The Mole Rats have been known to burrow down to vaults and actually dig their way in. once in they can breed quickly and
over populate. Mole Rats can bite through steel as easily as a human through a Fancy Cake, there for their bite attack is
armor piercing.
Mole Rat:
Armor:
Yao Guai
A descendant of the common black bear, or brown bear. Either way, if you thought bears were dangerous before,
you haven't seen anything yet. These monsters' claws have grown to tremendous sizes, and if you know what their jaws look
like, you probably don't have long to live. These monsters are mean, and fast meaning your not going to out-run one; so
either out smart them or fight them to the bitter end. The Grand Yao Guai are the descendants of the grizzly bear, bigger
stronger and meaner than your typical Yao Guai. It's best to just avoid this breed if possible.
Yao Guai:
Armor:
Grand Yao Gaui:
Armor:
Abonminations
Centaur
A creature mutated beyond recognition by FEV. They are four-legged with hands instead of feet, with no arms and
multiple tongues protruding from their mouths as whips to attack enemies; and is capable of spitting a highly radioactive
poison. With their very own entrails dragged along the ground, they are certainly a terrifying sight. Some used to be pets of
"The Master" who was killed by the Vault Dweller many years ago. They are slow moving, but can attack at range by
spitting black venom. Commonly kept by Super Mutants as "watchdogs" of sorts.
Centaur:
Armor:
Exoskeleton: D4 LI/ D4-1 HI/ D4-2 EN
Deathclaw
Deathclaws are an enormously large, agile, and strong species of mutant reptiles created through genetic
engineering. Genetic descendants of the lizard, and arguably the fiercest creature to roam the wasteland. They are
substantially larger than a human, and have large and dangerous claws. They were originally created before the Great War
by the United States military, in order to replace humans during high-risk close-combat search-and-destroy missions. They
were Jackson's Chameleons genetically modified with DNA of various other species. Later have mind control devices
placed on their head by the Enclave. Deathclaws have exceptional durability (durability of Good) and all damage is to be
adjusted.
Deathclaw:
Armor:
Dermal Plating: D4+1LI/ D4+1HI/ D4 En
Feral Ghouls
Unlucky creatures, their brains got the worst of the radiation, also known as “mindless zombies”,”ghoul crazies”,
or “feral necrotic post-humans”, or just plain “zombies”. They became feral mutated by radiation now more animal than
human. They have lost their ability to reason and become aggressive insane predators, and putting them out of their misery
could be considered a good deed by some, or a bit of sport by others. They are found in and around Metro tunnels and other
dark places.
Feral Ghoul:
Armor:
Armor:
Heavily Damaged Combat Armor
Armor:
Heavily Damaged Metal Armor
Armor:
Armor:
Armor:
Leather Armored Skin (equal to leather Armor)
Trogs (Troglodytes)
Trog is the common name for mutants that use to be human, but after the Great War slowly developed into
scampering little Troglodytes. Trogs are similar to Ghouls in the fact that some retain some of their humanity while others
become more animalistic. Trogs are often hunted down and killed on sight due to their possible link to the ever growing
Super Mutant hoard. Trogs can come in a seemingly unlimited array of shapes and sizes and often have a wide variety of
mutations.
Trog Fledgling
Trog Fledglings are the smallest and the weakest of the Trog family. Usually found in their teen years while their
mutant ability's are underdeveloped. The Trog Fledglings are still quite fast and can overwhelm a party of heroes if their not
careful.
Trog Fledgling:
Armor:
Trog
Regular Trogs are larger than Fledgling Trogs but are still vulnerable to high powered weapons. In terms of damage
and health their on par with normal wastelanders.
Trog:
Armor:
Trog Brute
The Trog Brute is the tank of all Trogs. Their mutations tend to make them highly damage resistant and with over
sized muscles they tend to pack a hell of a punch. Its easy to get overwhelmed in a battle with a Trog Brute due to the fact
that they look nowhere near as powerful as they truly are.
Trog Brute
Trog Savage
Trog Savages are the most powerful variants of all Trogs. Their mutations are highly developed and make them
extremely efficient killers. Although they may not be as tough and durable as the Trog Brutes the Trog Savage is an
extremely veracious killer.
Trog Savage:
Armor:
Dermal Plating: D4+1LI/ D4+1HI/ D4 En
Super Mutants
Super Mutants are perhaps the biggest threat to human existence, as they are scattered throughout the wastelands,
and are as violent as they are ugly. Super Mutants were once humans that were exposed to large, pure quantities of the
Forced Evolutionary Virus. They resemble huge, yellowish green, hulking brutes. Sadly, the process that provided them with
superior physique usually resulted in a reduction of mental abilities - in other words: most Super Mutants are quite simple
minded. There are those however, who have both superior physique and cognitive abilities similar or even higher to normal
humans. These are found around the deeper more City-like, wastelands near the once larger cities. The Behemoth seems to
be a new, stronger form of Super Mutant. They are better off killed by the crippling of the legs so they cannot reach you
before you are dry and out of ammo. It takes many bullets of different kinds to kill a behemoth but one little special gun that
is custom made could kill them almost instantly. Their military ranks seem to be based on their age, with the normal mutants
being the younger, and masters/behemoths being ancient. Super Mutants have exceptional durability (durability of Good or
Amazing) and all damage is to be adjusted.
Super Mutant:
Animals
Dogs
A wild, hungry, and most likely hostile dogs. Armed only with their claws and jaws, they make a formidable enemy
when found in packs and are very fast moving. However these dogs are very weak in comparison to most irradiated animals
and should not pose much of a threat, and minimally affected by radiation.
Armor:
Robots
Protectron:
RoboBrain
Created before the Great War, Robobrains are multipurpose robots whos memory and progams are stored inside an
organic brain. Their organic brains are stored in a balistic glass container on the top of their bodies. Robobrains were created
by General Atomics International for the U.S. Military and are considered to be superior to most robots due to their human
brain. Note: they can pick up weapons lying close to them on the battlefield.
RoboBrain:
Mr. Handy
The Mr. Handy series of robots was the first brought to market in 2037 as a general construction and maintenance
unit by General Atomics International. Primarily used in the civilian sector as personal butlers.
Mr. Handy:
Mr. Gutsy
The Mister Gutsy model of robot was commissioned by the U.S. Army just before the atomic apocalypse of 2077.
It is similar to the Mr. Handy model, but has a different accent, paint and equipment. Created by General Atomics
International, and is functionally a dedicated combat robot.
Mr. Gutsy:
Sentry Bot
Sentry Bots are a military robot created by General Atomics International, and are solely used in militant aspects.
Sentry Bots are extremely durable, possessing a great deal of both armor and weaponry. Despite its seeming bulk, the
Sentry Bot is unusually fast, but has a very slow turning rate.
Sentry Bot: