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1
longer any distinction between old and not absolutely necessary. Every
young, rich and poor, Atheist or character can provide their own
Believer, liberal or conservative. miniature figure to use on the hex
Imagine a world where every person was sheet, and the Gamemaster may want to
equal regardless of skin color or ethnic think about getting a few generic
background. critter figures and some scenery (trees
and ruined buildings, walls, etc),
The United States and Russia have over although these are not necessary either.
30,000 nuclear devices in their arsenals
as of January 2000. It would take 800 Glossary of Terms in the Fallout
such devices to end most of human life Universe
on this planet. In the half-hour
between the launch of the Combat: A sequence of events that takes
missiles and the detonation place on a hex-grid in rounds of
of the last bomb, it would approximately 10 seconds each. Resolves
not be difficult to imagine with all parties that intend each other
a world where racial, harm either fleeing or dead.
religious, class, and
national distinctions no Critter: A critter generally refers to a
longer mattered. In the non-human NPC.
days and weeks after the
bombs, the remaining people Death: Death occurs when a character's
would struggle to survive hit points drop below 0 and no medical
in a vastly different environment. The treatment is readily available. Death
Earth as well as humankind would bear is final in the Fallout universe.
the scars of that wound for hundreds if
not thousands of years. Experience (XP): A numerical measure of
the Character's collective experiences
Fallout is a post-nuclear RPG set in the Fallout universe. When a
sometime after a great nuclear conflict Character has enough Experience points,
in the year 2077. 99% of humanity and a she goes up a Level.
good deal of other life perished in the
nuclear war. Of course, millions still Fallout: A series of games from
survived, although some were altered Interplay Productions, sequels to their
beyond imagination. One can play popular Wasteland RPG, set in a post-
Fallout either as a campaign-oriented nuclear universe; the same universe in
RPG, with a series of smaller adventures which this open-ended RPG is set. Also,
in a larger story, or as a single-story the radioactive dust particles scattered
game with a minimum of involvement in after a nuclear device detonates.
the larger workings of the world. It
can be played on a single Saturday night Gamemaster (GM): The Gamemaster is sort
with two or three friends or in a group of a storyteller and judge rolled into
of 7 or 8 two or three times a week for one. The GM relates the story to the
months on end. The only limits are players, telling them what their
scheduling and the bounds of characters are experiencing, and they
imagination. have a chance to control their
character's responses. The GM does the
Equipment majority of the dice rolls and controls
all Non-Player Characters. The GM's
E ach player
percentile-dice
needs
(Two
a set
two-digit
word in any situation is final, and
overrides even this rulebook.
all, it is the Gamemaster's world.
Being Gamemaster requires a
imagination and a normal set of dice
After
little
number). The Gamemaster needs a set of (1d4, 1d6, 1d8, 2d10, 1d12, 1d20).
normal RPG dice as well (d4, d6, d8,
d10, d12, d20). Each player also needs Karma: A measure of whether a character
a character sheet (provided in the back has done more good than evil, more evil
of this book), a pencil, and a bit of than good, or a healthy balance of the
imagination. The Gamemaster needs this two.
book and a little more imagination. A
single hex-sheet is helpful, although
2
Level: A measure of the Character's Primary Statistics, Equipment, and so
"rank" in the Fallout universe. When a forth.
Character gains a Level, it represents
that they have gained enough Experience Skills: A numerical measure of how good
from their actions that they have a your Character is at different skills in
better grasp of the world around them. the Fallout universe. If you have the
right skill, you can do anything.
Non-Player Character (NPC): A Character
in the Fallout universe that is not To Hit: After all the modifiers, To Hit
controlled by a Player; these Characters is the number you need to roll against
are controlled by the GM. in combat to have your weapon connect
with a critter and do harm to it.
Perk: A Perk is a special reward a
character gains every few levels. Trait: Traits are bred-in abilities that
make characters more unique. Most are
Player: The Player is one of the human often double-edged swords, and cannot
participants in the game, more change throughout the game.
specifically a human in control of a
character, called the Player Character. Turn: A turn in combat consists of one
critter or character performing their
Player Character (PC): A Character in actions. A turn lasts for 10 seconds of
the game universe controlled by a game time; however, all turns happen
Player. The Player's "Alter Ego" in the "simultaneously" within the 10-second
Fallout universe. combat round.
a
G
part.
ameplay
creation.
begins with character
If everyone already has
a character, go ahead and skip this
in the
will be
Your
character is your alter-
Fallout
would have saved her life. Some rolls
are made by the GM, without the universe. Will your
characters knowing the result. character be a gun-happy
sniper? A dune-buggy
Round: A round of combat is generally racer? A sneaky thief?
about 10 seconds long and lasts until A fast talker who can squeak past the
all critters in combat have their turn. armed guards with a good excuse? A
boxing champ, strong but slow? A
Secondary Statistics (Derived beautiful seductress who takes what she
Statistics): These statistics are wants after the moment? The
derived from mathematical formulae using possibilities are endless. It might be
numbers from various sources, such as a good time to familiarize yourself with
3
the character sheets at this time, and skills, or will make gameplay more
learn a few terms. interesting. Perks never penalize the
character, they just do good things.
Throughout the character creation For a list of perks, see Advancement:
process and a good deal of the game Perks in Part III: The Game.
explanation, we will be following the
examples of Jack and Jane, our Karma
unassuming and politically correct
friends. Just like in the real world, the post-
nuclear world has a system of morals.
Character Terminology Performing certain actions can raise and
lower a person's karma. Rather than an
Primary Statistics abstract idea of morality, punishment,
and reward, karma in Fallout is a
There are 7 Primary Statistics, or Stats numerical value of how many good or bad
that describe various attributes of a things a character has done. Karma also
character: Strength, Perception, connotes a person's reputation among the
Endurance, Charisma, Intelligence, other inhabitants of the wastes. Do
Agility, and Luck. These are the enough good things, and word gets
character's strengths and weaknesses, around. Do enough bad things, people
and are the limits by which other know about it. Really good people tend
aspects of a character are determined. not to associate with really bad people,
In general, Primary Statistics are not and vice-versa. If a character is
altered after the game begins. For more really good or really bad, or performs
information on what specific Statistics an action that heavily affects their
mean to the game, see below, Character karma one way or another, they can
Creation Part Four - Statistics. sometimes get a karmic perk. Most of
the time, these just describe a usually
Skills well-known aspect of a character, but
can sometimes give bonuses for being
There are 19 skills a character knows. especially good (or evil). Maybe there
These are the skills a character learns is something to this karma stuff after
as he or she travels the highways of all. In addition to normal karmic
life. Not all of them are covered in perks, there are special karmic perks
the Boy Scout Handbook, either. They that a character can pick up along the
are: Small Guns, Big Guns, Energy way, and you can bet that they will have
Weapons, Unarmed, Melee Weapons, some kind of major impact on the
Throwing, First Aid, Doctor, Driving, character's life. A beginning player's
Sneak, Lockpick, Steal, Traps, Science, karma is always zero.
Repair, Speech, Barter, Gambling, and
Outdoorsman. Skills can go up all the Secondary Statistics
time, and can sometimes go down. For
more information on what specific Skills This is a catchall category for many of
mean, see Character Creation Part Five- the other parts of a character that do
Skills below. not fall under any of the previous
slots. Many of these do not change all
Traits that often, except for those related to
armor. Secondary Stats include Armor
Traits are an optional part of a Class, Radiation Resistance, Poison
character. They are usually double- Resistance, Healing Rate, Unarmed
edged swords, giving a bonus as well as Damage, Action Points, Carry Weight,
a penalty for making your character Damage Resistance, Sequence, and
unique. See Character Creation Part Critical Chance. For more information
Three - Traits below for a list of on these statistics, see Character
Traits and their effects. Creation Part Four - Statistics.
Perks
Mutants gain two points to their Fast Metabolism - Your metabolic rate is
Strength, one point to their Endurance, twice normal. This means that you are
and one point to their Intelligence. much less resistant to radiation and
They lose one point of Agility and one poison, but your body heals faster. You
point of Charisma. They enjoy a 75% get a 2 point bonus to healing rate, but
Radiation Resistance bonus and a 50% your radiation and poison resistance
Poison Resistance bonus. They gain a 1 start at 0%. Mutants and ghouls who
point Healing Rate bonus as well. choose this Trait only get a 20% bonus
Mutants cannot easily use small arms; to radiation and poison instead of the
when using a weapon that requires a roll normal bonus. Halfies are treated like
on the small guns skill, mutants make normal humans; 0%.
the roll as if their Perception were two
points lower. Mutants gain a 25% bonus Bruiser - A little slower, but a little
to their Damage Resistance for all types bigger. You may not hit as often, but
of attacks, too. Mutants can easily they will feel it when you do! Your
live 200 years beyond when they were total action points are lowered, but
"dipped." Mutants born of a mutant- your Strength is increased. You get a 2
mutant union mature at the same rate a point bonus to Strength, but loose 2
human does, and generally live around Action Points.
250 years. Mutants cannot wear armor
designed for humans; they just don't Small Frame - You are not quite as big
make it their size. Someone in that as everyone else, but that never slowed
vast wasteland might, however. you down. You can't carry as much, but
you are more agile. You get a 1 point
Half-Mutant bonus to Agility, but your Carry Weight
is only 15 lbs X Strength.
Where there is a will, there is a way.
Half-mutants (or halfies) are the One Hander - One of your hands is very
product of a union between mutant and dominant. You excel with single-handed
undipped human. They do not enjoy as weapons, but two-handed weapons cause a
many of the abilities as full mutants, problem. You have a 40% penalty to hit
but neither are they as outcast; many of with two-handed weapons, but get a 20%
them can pass for tall, ugly humans.
6
bonus to hit with weapons that only any number of bad things. Failures are
require one hand. 50% more likely to become critical
failures around the character or anyone
Finesse - Your attacks show a lot of else in combat.
finesse. You don't do as much damage,
but you cause more critical hits. All Good Natured - You studied less-
of your attacks lose 30% of their damage combative skills as you were growing up.
(gives all opponents a 30% Damage Your combat skills start at a lower
Resistance bonus to all types of attack) level, but First Aid, Doctor, Speech,
but you gain a 10% bonus to Critical and Barter are substantially improved.
Chance. Those skills get a 20% bonus. You get a
10% penalty to starting combat skills
Kamikaze - By not paying attention to (Small Guns, Big Guns, Energy Weapons,
any threats, you can act a lot faster in Unarmed, and Melee Weapons). This is a
a turn. This lowers your Armor Class to one-time bonus.
just what you are wearing, but you
sequence much faster in a combat turn. Chem Reliant - You are more easily
You have no natural Armor Class (Armor addicted to chems. Your chance to be
Class is therefore 0 regardless of addicted is twice as normal, but you
Agility). You must wear armor to get an recover in half the time from their ill
Armor Class. Your sequence gets a 5 effects.
point bonus.
Chem Resistant - Chems only effect you
Heavy Handed - You swing harder, not half as long as normal, but your chance
better. Your attacks are very brutal, to be addicted is only 50% the normal
but lack finesse. You rarely cause a amount.
good critical hit, but you always do
more melee damage. You get a 4 point Night Person - As a night-time person,
bonus to Melee Damage, but your critical you are more awake when the sun goes
hits do 30% less damage, and are 30% down. Your Intelligence and Perception
less likely to cripple a limb or cause are improved at night but are dulled
unconsciousness. during the day. You get a 1 point
penalty to these Statistics from 0601 to
Fast Shot - You don't have time for a 1800, and a 1 point bonus to these Stats
targeted attack, because you attack from 1801 to 0600.
faster than normal people. It costs you
one less action point to use a weapon. Skilled - Since you spend more time
You cannot perform targeted shots, but improving your skills than a normal
all weapons take one less action point person, you gain more skill points. The
to use. tradeoff is that you do not gain as many
extra abilities. You will gain a perk
Bloody Mess - By some strange twist of every four levels instead of every
fate, people around you die violently. three. You will get an additional 5
You always see the worst way a person skill points per new experience level.
can die. This does not mean you kill
them any faster or slower, but when they Gifted - You have more innate abilities
do die, it will be dramatic. Just how than most, so you have not spent as much
dramatic is up to the Gamemaster. time honing your skills. Your
statistics are better than the average
Jinxed - The good thing is that everyone person, but your skills are lacking.
around you has more critical failures in All Stats get a 1 point bonus, but all
combat. The bad thing is: so do you! skills get a 10% penalty and you receive
If you, a member of your party, or a 5 less Skill Points per level.
non-player character have a failure in
combat, there is a greater likelihood Sex Appeal - This trait increases your
the failure will be chances of having a good reaction with
upgraded (downgraded?) to a members of the opposite sex.
critical failure. Critical Unfortunately, this trait tends to annoy
failures are bad: weapons members of your sex. Jealous twits.
explode, you may hit the When interacting with members of the
wrong target, you could opposite sex, you gain a 1 point bonus
lose part of your turn, or to Charisma for reactions only. When
7
making Speech and Barter rolls, you gain Jack decides his character doesn't need
a 40% bonus for each. When interacting to be all that attractive, but could
with members of the same sex, you have a stand to be a little more lucky. He
1 point penalty to Charisma for takes a point from CH and adds it to LK:
reactions only and have a 40% penalty to
both Speech and Barter rolls. STR 7 PE 5 EN 5 CH 4 IN 5 AG 8 LK 6.
When you have picked your traits, be Jack's character is well on his way to
sure and note their effects on your becoming a post-nuclear ninja.
statistics and skills on a sheet of
scratch paper, as well as their other Jane wants to make a character that can
effects on your character sheet. fast-talk her way out of any situation.
She begins by allocating 2 points to CH
Character Creation Part Four to make her character more likable, 2
points to IN to give her character a
– Statistics better grasp of the world, and 1 point
to PE so her character is more aware:
“The measure of man is the measure of
all things.” STR 5 PE 6 EN 5 CH 7 IN 7 AG 5 LK 5.
- Pythagoras
Jane decides a character that relies on
Primary Statistics her wit doesn't need to be strong, so
she takes one point away from STR and
A
decide
fter making a character concept,
choosing a race, and picking a
trait or two, the player must
Statistics.
on a character's
Primary
Primary
Statistics
one from EN.
to luck.
She then allocates these
STR 4 PE 6 EN 4 CH 7 IN 7 AG 5 LK 7.
influence the Secondary Statistics (see She now has a post-nuclear version of a
below), and are sometimes rolled against lawyer.
to determine different effects
(Perception to notice a thief filching Primary Statistics: Descriptions
your wallet, etc). All characters start
life "average" -- that is, they have 5 A complete description of Primary
in every Primary Statistic. The player Statistics, with their use, is provided
then has 5 "character points" to below.
distribute as he or she sees fit among
the Statistics. In addition, Statistics STRENGTH (STR) A measure of your
may be subtracted from if the player character's physical strength and muscle
wants to add to another Statistic. This power. Characters with a high Strength
can be done so long as points are not probably spent a lot of time in the gym
"lost" (i.e., if a point is subtracted in high school. Characters with low
it must be added somewhere else), Strength probably got beat up on a good
Statistics never drop below 1 or go deal by the characters with high
above 10, and all the 5 points are Strength. This statistic is used in the
distributed. secondary statistics Carry Weight, Melee
Damage, and Hit Points. All weapons
Examples: Primary Statistics have a minimum Strength requirement as
well. Rolls against Strength are used
Jack wants to make a hand-to-hand when characters try to break doors down,
fighting character. He begins with: bend the bars on their prison cell, and
do other feats that require sheer muscle
STR 5 PE 5 EN 5 CH 5 IN 5 AG 5 LK 5 power.
Jane's smooth talker earned himself the ACTION POINTS (AP): This is perhaps the
name "Maverick." third most important statistic in the
game, as it may mean the difference
Secondary Statistics between reloading your gun and firing
that final shot, or staring at your
Every
character must take three tag skills,
Unarmed - This is the skill of beating
people up with your fists and feet. The
better you are at this skill, the more
likely you are going to hit them in
and only three, no more, no less. Each combat. This skill also covers the use
tag skill gets an immediate 20% bonus, of weapons that enhance unarmed combat
and a tag skill grows twice as fast as a such as brass knuckles, spiked knuckles,
normal skill. When you spend skill and the legendary Power Fist. At very
points on a tag skill, it grows by 2% high skill points, you can succeed at
instead of 1%. targeted shots easier, inflicting
terrible damage. At even higher skill
Skill List levels, you will learn new techniques of
fighting. Everyone
T
is
his is a complete description of
skills, and how one finds the base
skill percentage.
figured before ANY
Base percentage
other
adjustments are made - from tag skill
skill
starts with a good
Unarmed
since the
skill,
basic
concept is pretty
simple. Initial
adjustments, to traits, to addition of level: Starting
skill points. Skill points are added Unarmed skill is
only after a character goes up a level equal to 40% + (1%
(see Advancement in Part III). For the X the average of
sake of our examples, an "average" your Agility and
character has a 5 for each Statistic. Strength). Average
characters will have a 45% in Unarmed
Small Guns - This skill covers the use Combat.
of bows, pistols, sub-machine guns,
rifles, and shotguns. The higher your Special Unarmed Attacks
Small Guns skill, the easier it will be
for you to hit your target, and the These attacks only become available to
longer the effective range you will have the true student of the unarmed arts.
in combat. Initial level: Starting The requirement for each attack is
Small Guns skill is equal to 35% + (1% X listed, along with a description of the
Agility). Average starting characters attack and the damage incurred.
will have a 40%.
12
Primary Punch Attacks Secondary Kick Attacks
13
Doctor - A more advanced form of skill for you. Use it to get what you
healing. You can heal serious damage want, but other people don't want you to
and crippled limbs but not poison or have. Having an actual lockpick will
radiation damage. Using this skill improve your chances, but it is not
takes a while to perform. Every necessary. There are two types of locks
crippled limb will add to the time in the Fallout world: normal and
required to use the Doctor skill. You electronic. Lockpicks work against
can play Doctor with yourself (except if normal locks, but to even attempt an
you are Blind), or any other person / electronic lock, you need an electronic
critter you choose to be kind to. lockpick. Certain locks can be harder
Initial Level: Starting Doctor skill is to pick than others, and certain locks
equal to 15% + (1% X the average of your require that the picker has a lockpick.
Perception and Intelligence). Initial Level: Starting Lockpick skill
Average characters will have a 20% is equal to 20% + (1% X the average of
skill. your Perception and Agility). Average
characters will have a 25% skill.
Driving –
The skill Steal - This is the art of removing
of things from a person or an object
operating without being noticed. Even if you
various succeed, there is a chance that the
kinds of critter might notice you. Larger
motor objects are more difficult to steal than
vehicles, smaller objects. The more objects you
from cars try to steal, the more likely you are to
to tanks get noticed. You cannot steal objects a
to jeeps. person is using (guns they are holding
Characters in their hands, armor they are wearing
with high on their body, etc). If you try to
driving skills can take vehicles places steal from a person, it might be a good
that other characters couldn't, and just idea to stand behind them so they can't
might avoid rolling that Highwayman when see you as well. Initial Level: 20% +
they hit that pothole. Initial (1% X Agility). The average character
Level: Starting Driving skill is equal will have a 25% Steal skill.
to 2% X the average of Agility and
Perception. Average characters will Traps – Not only does the Traps skill
start with a 10% skill. involve setting and disarming devices
that cause harm to others, but it also
Sneak - The skill of being able to move covers setting, timing, and handling
quietly or out of sight. When you are explosives. The higher your Traps
sneaking, other people will be less skill, the less likely that bomb is to
likely to notice you - at a distance. blow up in your face, that huge rock is
If you get too close to a dangerous to crush your party, and that timer you
creature, now matter how good you are at just set will go off when you want it
sneaking, they will notice you. Of to. Initial Level: Starting Traps skill
course, whether someone notices you is is equal to 10% + (PE + AG). Average
based on what direction they are facing, characters will start with a 20% Traps
the amount of light in the area, the skill.
amount of cover you have, and a hell of
a lot of luck. Such is the life of a Science - Science is the skill of
thief. Successfully sneaking up on a working with electronic devices such as
person means you get a bonus should you computers. It also covers how intuitive
want to try to steal from them. Your a character is. Characters with a high
sneak skill is rolled when you start Science skill will notice things that
sneaking, and once a minute while still others might miss, and characters who
sneaking. Initial Level: Starting Sneak actively apply their Science skill to
skill is equal to 25% +(1% X Agility). tasks can intuit answers to problems.
Average characters will have a 30% Science skills are used when rolling to
Sneak. use (or break into) computers, determine
what part a vehicle might need to run
Lockpick - If you need to open locks properly again, or to notice a vein of
without the proper key, this is the silver in an otherwise unremarkable
14
rock. Initial Level: Starting Science Outdoorsman has many uses, from finding
skill is equal to 0% + (4 X food and water in the middle of a vast
Intelligence). Average characters will wasteland to avoiding hostile creatures
start with a 20% Science skill. to knowledge about what plants and
animals will help you or kill you. It's
Repair - Repair is the practical always good to have someone in the party
application of the Science skill. As who's an avid outdoorsman. Initial
things are constantly breaking in the Level: 0% + (2 X (EN + IN)). Average
wastes, and there aren't customer Characters will start with a 20%
service hotlines anymore, a person with Outdoorsman skill.
a high Repair skill is always good to
have around. Repair covers fixing all Examples: Assigning Tag Skills and
manner of mechanical things, from guns Calculating Skills
to vehicles, and can also be used to
intentionally sabotage or disable Jack and Jane first of all assign Harry
mechanical things. Initial Level: and Maverick three tag skills. Jack
Starting Repair skill is equal to 0% + decides that Harry will be extra-skilled
(3 X Intelligence). Average characters in Unarmed Combat and Throwing. Jack
will start with a 15% Repair skill. considers that Harry might get into some
long-ranged combat situations, so he
Speech - This is the skill of dialogue. gives Harry some Big Guns skills.
The better your Speech skill, the more Jane's diplomat needs Speech and Barter,
likely you will be able to get your way and she decides that Maverick will be a
when talking to people. When there is a good Gambler, too, so she tags that
chance that an NPC might take your word, skill as well.
believe your lie, or just follow your
word, this is the skill that is used. When the skills were all calculated,
Initial Level: Starting Speech skill is this is how the characters measured up
equal to 25% + (2% X Charisma). Average to each other.
characters will have a 35% skill.
Harry - Small Guns 37%, Big Guns (tag)
Barter - The skill of trading. In the 36%, Energy Weapons 16%, Unarmed Combat
post-nuclear world, currency is not (tag) 84%(!), Melee Weapons 54%,
commonly used. Barter will allow you to Throwing (tag) 52%, Speech 20%, Barter
get more for less when trading 16%, Gambling 30%, Outdoorsman 24%,
equipment, weapons, and other items. A Sneak 27%, Lockpick 23%, Steal 24%,
high Barter skill will lower the prices Traps 23%, First Aid 26%, Doctor 16%,
you pay for items you purchase, and Science 24%, Repair 18%.
increase the money you get for selling
excess equipment. A good Barter skill Maverick - Small Guns 25%, Big Guns 10%,
isn't important if you're killing Energy Weapons 10%, Unarmed Combat 48%,
everyone, but it certainly is a valuable Melee Weapons 38%, Throwing 20%, Speech
skill for the non-berserkers out there. (tag) 55%, Barter (tag) 48%, Gambling
Initial Level: Starting Barter skill is (tag) 55%, Outdoorsman 22%, Sneak 20%,
equal to 20% + (2% X Charisma). Average Lockpick 21%, Steal 15%, Traps 21%,
characters will have a 30% skill. First Aid 26%, Doctor 24%, Science 28%,
Repair 21%.
Gambling – The Gambling skill covers a
knowledge of and adeptness at games of Character Creation Part Six: Karma and
chance. Someone with a high Gambling Finishing Touches
skill tends to win these games more
often, or might notice if the game is
dirty or
(5 X LK).
rigged. Initial Level:
Starting Gambling skill is equal to 0% +
The average character will
start with a 25% Gambling skill.
A starting character's
always 0 (zero).
karma is
The Gamemaster
will inform characters when their
actions have resulted in a change of
karma.
Weapon Condition
17
Repair skill roll is made, one condition Creation: Secondary Statistics). A
box is cleared. character's Turn is over when all AP are
used, or they declare that they are
Mortal Combat going to defend, and they forfeit the
rest of their AP (although not entirely,
see Defending, below). The
Movement
the bigger gun, and who can use them This includes moving closer to a target,
better. Combat is a series of 10-second moving behind a tree or other cover, or
Rounds where every participant gets a bravely running away. It costs 1
Turn (an opportunity to act) that movement point to move 1 hex. A hex is 1
resolves when all parties hostile to meter across (this becomes much more
each other are either incapacitated, important later, when determining
fled, or dead. range). Characters cannot occupy the
same hex as another living character or
critter, or large inanimate objects.
Combat Begins Any object larger than a medium-sized
shrub gets a hex all to itself. Dead
Combat Step Two: Action You can take an item on the ground, such
as an old knife you've discovered, or
Guns use up ammunition. When you gun is Some weapons gain bonuses if they are
empty, partially empty, or jammed, you used with a tripod; some weapons can
can reload it by spending two Action only be used with a tripod (and some
Points. If you have enough ammo, this come with a tripod built in). In order
will completely fill the clip. If not, to use these weapons in combat, the
you can place as many bullets as you character must spend time setting them
have in the clip. It's generally a good up. When setting a weapon on a tripod,
idea to head into combat with fully roll against the Big Guns skill. If the
loaded guns, so you aren't prancing roll succeeds, the character set up the
around trying to get those rounds in weapon on the tripod and can use it
while the baddies are shooting. Note normally next round. If not, the
that a gun can only be loaded with the character did not get the tripod set up.
kind of ammunition it is supposed to In order to set up the tripod, they must
use, and that two different ammunition keep rolling until they succeed, or give
types - AP and JHP - cannot be combined up. Even if the roll fails, attempting
in one clip. Note that mortars, to set up a tripod takes ALL action
artillery pieces, and vehicle weapons points for that round. Artillery pieces
other than machine guns take one full work the same way, except that they are
round to reload, using all of a much larger than small mortars.
character’s Action Points for that turn.
Attacking
Using Skills
The fourth modifier is cover. Base minus Range minus Light minus Armor
Generally, this deduction is based on minus Cover minus or plus Extra bonus'
how much of the person's/critter's body (or minus penalties) minus Targeted Shot
is concealed by the cover. For (if applicable).
instance, if there is a crate between
Harry and the scav he is trying to take Canceling the Shot and Rolling
out, and that crate conceals the scav's
legs up to the knees, about 15% of the At this time, if the chance to hit is
scav's body is concealed, so the attack less than 0%, the attacker has the
will suffer a -15% penalty. Notice that option of canceling the shot. The shot
cover does not come into play in unarmed is just beyond the attacker's skill;
and melee attacks, because there can be there is no way to make it, ever.
nothing between the attacker and the Period.
target to make these attacks in the
first place! If the attacker doesn't cancel the shot,
now is the time to roll the dice.
Weapons Status Modifier
A Note On Rolling: Burst Mode and Cone
The fifth modifier is open for any of Fire
bonuses or penalties the character might
receive for having a good weapon, or a Guns fired in burst mode roll a to hit
modified weapon. If a character's spear for each individual bullet. Bullets
is extra-sharp, or if they have a laser that do not strike the initial target
sight or scope, add those bonuses now. have a possibility of hitting any other
If the character's STR is below the targets in the cone of fire. The cone
minimum required to fire that weapon, of fire extends one hex immediately in
deduct that now. the direction the gun is being fired,
and continues with the addition of one
Targeted Shots hex on either side. For example, if
Harry is "H" and he fires a minigun, his
The sixth modifier is only for targeted cone of fire looks like this:
shots. Shots may be targeted in 8
different areas: The Head or a like * * * * * * * *
area, the eyes or a like area, The Torso H * * * * * * * *
(main body), The Groin or like area, the * * * * * * * *
arms, and the legs. A robot that
doesn't have legs may be targeted in the Example of Determining and Rolling To
hover apparatus, and a scorpion with no Hit
visible groin could be targeted in the
tail. Targeted shots have an increased Harry and Maverick are exploring a cave
chance of dealing a critical hit to the that supposedly houses some prewar
area targeted, either crippling in the technology. Unbeknownst to them, a pack
case of limbs, causing blindness in the of 4 mutated rats lives in one of the
case of an eye, or causing extra damage. grottos of the cave.
See Attack Step Three: Roll for
Criticals below. Mutant Rat: HP: 10/10 AP: 8 MD: 1d4+1
(Claw – Swing 4 AP) AC: 0 DT: 0
DR: 10% Unarmed / Melee: 75%
21
The rats do not like intruders and move same penalties apply for Maverick: -10%
to attack when they get a whiff of the for light, but his small guns skill is
two characters. One rat, because it only 25%. The rat again does not have
initiated combat (maybe it smelled them any armor class bonus, nor is it
first), gets to move before all the concealed, and Maverick is not taking a
others. It moves closer to Harry and targeted shot, so his chance to hit is
Maverick, who are standing side by side only 15%. Both characters pull the
near the mouth of the cave. Next, trigger..
everyone determines sequence. Maverick
easily wins with 13, and Harry is next Double-Shot Weapons
with 11. The rats all sequence at 7, so
they will move separately. Maverick and Some shotguns are double-shot weapons.
Harry both decide to stand their ground This means that they have two barrels,
and let the rats come to them. Their with two shells, and two triggers, that
armor class increases while defending by can be fired either simultaneously or
8 in Harry's case and by 5 for Maverick, independently. If a shotgun is
due to their unused AP. The rats use discharged in a double-shot, only one
this opportunity to move in, two on the to-hit roll needs to be made; both shots
west side of Harry, two on the east side are going the same place. However, two
of Maverick. See diagram: damage rolls should be made. See Attack
Step Two: Damage below.
R R
H M After the Roll
R R
Once the chance to hit is determined,
The round ends and since neither side is the player makes a roll against that
dead, unconscious, or has run away, and number. Rolling that dice is the same
the next round begins. Maverick and as pulling the trigger; if the character
Harry sequence first. They both decide snuck up on an unsuspecting person, they
that guns are the way to go. had up until that point to stop and
suffer no consequences. Once the roll
Because they are fighting near the mouth is made, however, there is no turning
of the cave, there is a good deal of back.
light. Harry is armed with a Minigun
(D: 1d4+6/shot, R:35, Ammo 20/120, W 31 If a character makes an attack with a
lbs, STR 7, S:n/a, T:n/a, B:6). In weapon and misses, that weapon loses one
addition, he has a grenade in his hand box on its condition bar. If the box is
just in case (D: 1d12+22, R:15, STR 3). the last box, then the weapon has either
Maverick is armed with a Desert Eagle jammed, busted, or fallen apart. For
.44 (D: 1d6+9, R:25, Ammo 2/8, W 5 lbs, more information, see Weapon Condition,
STR 4, S:5, T:6, B:n/a). Maverick has a above.
crowbar in his other hand in case things
get ugly (D: 1d12+3, R:1, Swing 4, It is possible to screw up an attack so
T/Swing 5). Harry takes aim at a rat badly that something bad happens to the
with his minigun. Harry's base Big Guns attacker. This is called a critical
skill is 36%. The GM decides the light failure and can be slightly comedic, if
level gives Harry a 10% penalty to hit. not downright hilarious, in a weird sort
The rat is not wearing armor and is not of way. If an attack fails by a roll of
very dexterous, so there is no armor 97-100%, it is a Critical Failure, and
class adjustment. The rat is not hiding the GM rolls on the following table
behind anything (in fact, it is standing (1d10).
directly in front of an 8 foot mutant
wielding a minigun!). Harry gains no
bonuses or penalties, and a targeted
shot with a bullet-spewing nightmare
like a minigun is impossible, so his
chance to hit is 26%. Not great, but
even if 1 out of 4 shots hit, he still
turns the rat into mincemeat.
3:
cleaned your gun out!
Loss of AP - D'oh!
The weapon
will take 1 turn to unjam, and the
ammo inside must be discarded.
The attacker
looses all remaining AP for that
T he best part about combat is when
your opponent actually takes some
damage. Each weapon has a certain
amount of damage that it does, usually
expressed like 2d12 + 8. The exceptions
round. are firearms, where the type of ammo
4: Dropped weapon - something does a certain amount of damage. The
slipped, and the weapon flew out gun itself can add a bonus to that
of your hands and hit the ground. amount, but otherwise damage is
5: Weapon Explodes - Something nasty calculated from the type of ammunition
that happens only with explosive used. The damage done by energy weapons
or energy weapons. Deals 3d10+7 is not based on ammunition type,
Damage to anyone within 2 hexes of however, but the method in which the
the weapon. OUCH! weapon concentrates the energy.
6: Hit Something Else - You didn't Remember that some shotguns, when both
hit what you were aiming for, but barrels are fired, require that two
you nailed the next closest damage rolls be made for one successful
target. Hope it wasn't your hit. Damage is the one part of Fallout
buddy.. where dice other than 10-sided dice come
7: Damage Self - You cut yourself on into play. However, just because
your knife, or shot yourself in something got hit
the foot. Half the weapon's doesn't mean that
normal damage is dealt to YOU it will take the
instead. maximum amount of
8: You slip and fall - it takes 3 AP damage. Armor
to get up, and that has to be done has two numbers
next turn. While down, you lose that reduce
all Agility modifiers to AC. damage: Damage
9: Weapon breaks - the weapon breaks Threshold and
beyond repair. Time for a new Damage
one. Oops. Resistance.
10: Anvil - A miniature anvil falls Damage Threshold is how much damage the
out of the sky and strikes you on armor actually absorbs from the attack,
the head for 1d10 points of and Damage Resistance is the armor's (or
damage. No chance to dodge, and the thick, scaly hide of some critters)
DT and DR are disregarded for this ability to spread the damage out and
strange, magical attack. reduce some of the nasty effects. DT is
a flat number, DR is a % of the total
GMs are encouraged to make up other attack. So when determining damage, the
Critical Failures. These are just formula looks like this:
examples.
Damage Formula
Hitting With Melee Weapons
(Initial Damage - Threshold) - ((ID -
Characters or critters hit with melee DT) X DR, round down).
weapons not only are going to take
damage, but have a chance to be knocked The player rolls the damage necessary
flat on their rear ends. The chance for (one roll per bullet in a burst attack)
a character or critter to get knocked and then applies it to the formula
flat is equal to the actual number that above. If that seems confusing, let's
the attacker rolled. For instance, if rejoin our friends in the cave.
Harry attacked a rat with a
sledgehammer, and rolled a 23, which was
good enough for a hit, the rat had a 23%
chance of getting knocked down. The GM
23
Example: Calculating Damage damage effects are noted in the
Ammunition section.
Harry's rolls were pretty unlucky; only
3 out of 20 shots from his minigun Flamethrowers - Although flamethrowers
actually hit the rat. The initial aren’t the most widely used weapons in
damage is 1d4+6 (7-10 HP) per bullet. the wastes, they can be one of the
Jack rolls for damage and gets a 1, a 2, deadliest in the right hands. When
and another 2. One bullet deals 7 HP of someone uses a flamethrower, it acts
damage, and the other two deal 8 each. much like a thrown knife or grenade –
That's a total of 23 damage, more than even if it doesn’t hit, it has to end up
enough to turn the rat into hamburger. somewhere. The GM should decide, based
However, the rat does get a chance to on how close the user was to connecting,
repel some of that damage. Although it just how close to the target the flame
does not have a damage threshold (they burst hit. The GM should then draw a
don't make armor for rats, strangely line between the user and the hex where
enough), the rat has developed a natural the flames hit; everything in the
damage resistance due to its thicker connecting hexes suffers the full
hide. The rat's damage resistance is effects of the firestream. Note that
10%. From Harry's initial 23 points of flamethrowers, like other non-
damage, nothing is subtracted for DT, conventional weapons, can be adapted to
but 2 HP (10%) is subtracted for DR. shoot things other than fire. These
That still isn't enough to save the rat, things are generally very, very
however, and it crumples in a heap on unpleasant.
the floor.
Attack Step Three: Chance for
Damage From Non-Conventional Weapons Criticals
There are several types of weapons in
the Fallout universe that are not the
simple melee weapon or gun. These
weapons have slightly different rules
for damage, mostly based upon their
E very successful attack means the
attacker has a chance for
critical hit. If the to hit roll
fell within the range from 1% to 1% plus
the character's Critical Chance, then
a
24
Damage below for details on crippled Two rats converge on Maverick.
limbs). Targeted Shots to the torso Maverick's Armor Class is 5, and he
that become critical instantly deal two didn't have any action points left. The
times the damage, and Targeted Shots to two rats lose 10% from the light, so
the head that become critical deal three their chance to hit is 60% (75% minus 5%
times the damage. Ouch. A Targeted for AC and 10% for light). The first
Shot to the groin that results in a rat attacks and manages to miss twice.
critical hit renders the target The other rat hits both times. The rat
unconscious. rolls a 1 and a 3 for damage, so
Maverick has an attack for 2 and an
Example: Chance for Criticals attack for 4 coming. He has no Damage
Resistance or Threshold (no armor) so he
Returning to the example, Harry's rolls loses 6 hit points. His hit points are
were good, but none fell within the down to 22.
range of 1-7% (Range for critical hits
1% - (1% plus Harry's 6% Critical Chance The round is over, and neither side is
= 7%)). Better luck next time. dead or incapacitated, so the combat
continues.
Attack Step Four: Continuing and
Ending Combat Harry, again, sequences first. He
signals Maverick that he wants to chuck
his grenade and spends his 8 APs moving
damage
in
is
the wastes
results in hurt people.
taken
inevitably
from
situations with hostile critters and
Most
combat
Type G - The worst kind of poison. 400: Character feels weaker. Muscles
These are generally only made in and joints hurt. The skin itches and
laboratories, although there may be some small, open sores begin to develop.
species out there that carry them. Some hair begins to fall out. Normal
Causes death 5 minutes after exposure, humans generally cannot reproduce (or
unless Antidote is administered. have very mutated children) at about
this level of radiation poisoning.
27
600: Character begins to vomit and skill (for information on the Doctor
experience diarrhea. Joints and muscles skill, see Healing below). Note that a
still hurt, but that's the least of blind character cannot play doctor with
their problems at this point. Open themselves; someone else must cure them
sores cover the skin, and hair falls out (the blind can't cure the blind in the
in large clumps. They develop a nice Fallout universe). Successfully treated
glow at night. limbs and eyes still take 48 hours to
return to close to normal status, with
800: Character vomits blood, as well as rest.
experiences bloody diarrhea. Hair is
gone at this point. The skin begins to Chems and Addiction
get soft, and hangs off in places.
Death will occur in 72 hours after
experiencing this amount of radiation
poisoning, unless treated.
Crippled Limbs and Blindness Chemical dependencies are fine (in most
cases) so long as the character keeps
of
rudimentary gold coins for slot machines
Some chems heal a character quickly. A and gambling. Otherwise, bartering for
character should beware, however, goods is done on a value-per-value
because some healing chems carry the system. Notice that the items at the
risk of addiction with them. In end of this book have different values.
addition, doctors can patch up lost hit If a character wanted to buy a gun worth
points, but be prepared to pay. 1000, and had a pistol worth 600 and
some ammo worth 500, the merchant would
The First Aid and Doctor skills offer be glad to make the deal – the merchant
alternatives to the slow rate of healing is getting the better part of the
and high prices charged at clinics. The bargain. But the merchant might just
First Aid skill can only be used three throw in that knife worth 100 to even
times in a 24 hour period, successfully out the deal, or add 100 gold coins to
or not. Each use of First Aid heals make things right.
1d10 hit points, if successful. Each
use also takes 30 minutes to perform. Sounds easy, right? Not really. A
character's Barter skill influences what
Doctor skill works in much the same way. he or she can buy something for, or get
Doctor skill can heal 2d10 hit points if for something. Barter skill works like
successful, but can only be used twice this: the character compares his or her
in the same day. In addition, a Barter skill to the merchant's. Whoever
character can use the Doctor skill to has the higher Barter skill has the
heal crippled limbs (See Crippled Limbs advantage. Take the higher skill number
and Blindness, above). and deduct the lower skill, and then add
that percentage to the value of all that
Death person's goods. If the character has a
Barter skill of 50%, and is dealing with
and luck.
around takes a certain
amount of concentration, planning,
When a character wants
to sneak, he or she should announce
their intentions. The Gamemaster should
looking. Of course, taking out a city then roll the character's sneak skill,
of a million is damn near impossible (a and re-roll every minute thereafter.
GM that would allow that ought to have The interesting thing about sneaking is
their head examined, in addition to the that the character always thinks he or
combat taking over a year), but people she is successful at it, whether or not
will still hear about the person who they truly are successful (more
exterminated a village of 100 tribals. accurately, the character hopes that
they are successful). Only the GM knows
Childkiller for sure if the character is
A character earns this perk after they successfully keeping to
slay their first child. Whether a the shadows. Sometimes a
person is the purest good or the darkest character will be tipped
evil, they realize that children are the off to an unsuccessful
most important thing in the wastes, as sneak when an NPC gives
they represent the final hope for human them a funny look and
survival. Characters who kill children asks them what they are
are almost instantly recognized (word doing. Things like amount
manages to get out fast) and hated. of cover, light, and
Storekeepers won't deal with Perception of people or
Childkillers, and they can only find critters around the
solace in the most evil or insane of sneaker effect the chances to sneak, at
places, because other people tend to the Gamemaster's discretion. Characters
spit on them, throw things at them, or who are sneaking successfully get a +40%
attack them on sight. bonus to their Steal skill while
sneaking, and always get to attack first
Prizefighter in combat (and sometimes can avoid
The character becomes known by combat by getting the drop on an enemy
reputation as a boxer, and a good boxer and killing him outright).
too. After a certain number of wins in
the boxing ring, the character earns the Stealing
Prizefighter perk. People who respect
boxers will treat the character better;
people who disdain boxing will treat the
character will a little contempt.
Slaver
H umans have lived on the Earth for
about three million years. For
290,000 of those years, we lived in
relative harmony, without war and crime.
About 10,000 years ago, someone got the
A character earns this perk after bright idea to begin taking food and
voluntarily joining the Slaver's Guild. locking it up. As soon as one human
Since the bombs fell, slavery has become began to deny other humans access to
a profitable enterprise in lesser things, the art of stealing was born.
civilized (and sometimes the "most In the Fallout universe, there are still
civilized") parts of the wastes. In the many people keeping things under lock
100 years since the War, a kind of and key. Therefore, it sometimes
coalition grew among slavers. They becomes necessary to relieve them of
identify themselves with a tattoo that their items. Characters can attempt to
covers most of the face. Of course, steal from anyone or anything with
that makes their profession obvious to goods, from people to stores. Sneaking
anyone looking at them. Characters with successfully can increase the chances
the Slaver tattoo will be treated well
30
that a character successfully steals an Advancement
object. If a character fails a roll to
steal, it isn't necessarily obvious.
The character still may get the item
(GM's discretion) but the target will
notice. Whether or not the target rips
the character's throat out depends on
A fter killing enough critters and
doing enough tasks, characters will
advance in levels.
advancement is shown below.
The table for
31
Action Boy (or Girl) cost to use a HtH or Melee attack is
Your character knows how to make the reduced by 1. Ranks: 1
most out of every moment. For each rank Requirements: Agility 6, Level 15
of this perk, the character gets an
additional Action Point each combat Bonus HtH Damage
turn. You have learned a special technique to
Ranks: 2 deal more damage with your fists and
Requirements: Agility 5, Level 12 melee weapons. Your character gains a
+2 bonus to Melee Damage for each level
Adrenaline Rush of this perk.
You have a fear of death that allows you Ranks: 3
to fight harder when you are wounded. Requirements: Agility 6, Strength 6,
When your character's HP drop below 50% Level 3
of their maximum, your character gains a
+1 Strength bonus, to a maximum of 10. Bonus Move
Ranks: 1 You have learned to take longer strides
Requirements: Strength 1-9, Level 6 in combat. For each level of this perk,
your character can move 2 more hexes in
Animal Friend combat. The first two hexes a character
Your character spends a lot of time with moves do no cost any APs.
animals. A LOT of time. Animals will Ranks: 2
not attack one of their friends, unless Requirements: Agility 5, Level 6
the animal is threatened or attacked
first. Exactly what an animal is in Bonus Ranged Damage
this world is open to debate. You know just where to hit to make it
Ranks: 1 hurt more. Your character does +2
Requirements: 5 Intelligence, 25% points of damage per round fired for
Outdoorsman, Level 9 each level of this perk.
Ranks: 2
Awareness Requirements: Agility 6, Luck 6, Level 6
You know exactly what is going on in
combat. This perk gives you more Bonus Rate of Fire
information when you examine a critter. Your trigger finger is a little faster
You can see their exact number of hit than normal. Each ranged weapon attack
points and the weapon they are armed costs one less AP to perform.
with, if any. Ranks: 1
Ranks: 1 Requirements: Agility 7, Intelligence 6,
Requirements: Perception 5, Level 3 Perception 6, Level 15
35
Salesman Snakeater
Your character becomes a This perk adds +25% to Poison
better salesman with this Resistance.
perk. +40 skill points Ranks: 1
to the Barter skill. Requirements: Endurance 3, Level 6
Ranks: 1
Requirements: Barter 50%, Sniper
Level 6 Your character will do a critical hit
with a ranged weapon with successful
Scout roll against Luck and this perk.
Your character can see further in the Ranks: 1
wilderness. Maps are easier to read. Requirements: Agility 8, Perception 8,
It is up to the GM to determine exactly Small Guns 80%, Level 24
how this works. Special encounters and
items are a little easier to find with Speaker
this skill as well. This perk gives a one-time bonus of 40%
Ranks: 1 to the Speech skill.
Requirements: Perception 7, Level 3 Ranks: 1
Requirements: Speech 50%, Level 9
Sharpshooter
With each rank of this perk, Perception Stonewall
increases by +2 for the purposes of If your character is about to be knocked
determining the modifiers for range in down in combat, he can roll a percentile
combat. dice and has a 50% chance to avoid that
Ranks: 1 fate.
Requirements: Perception 7, Intelligence Ranks: 1
6, Level 9 Requirements: Strength6, Level 3
44
70 cm to almost 2 meters in length, and everywhere, although they are usually in
incorporate the best (worst?) of the two enclosures. Some areas have vast
species. Their legs are overly large, Brahmin ranches, rivaling the huge Texas
although short, and they are ranches of pre-War times. Brahmin are
exceptionally meaty around the also used as pack animals, hauling
midsection. In fact, pigrats would make wagons for caravans. They are hardy
exceptional livestock, if they weren't animals and can survive on very little
so dangerous. They are amazingly food. They are tolerant of extreme
resilient, and can be found almost environmental conditions, weathering the
anywhere. They travel in packs of ten extreme heat of a summer's day as well
or more and generally attack only to as the bitter cold of the desert winter
protect their young or defend their nights. Brahmin are easily
territory. If they are hungry, however, distinguishable by their two heads,
they become very aggressive. although rumors of herds of one-headed
Brahmin far in the east occasionally
Lesser Pigrat make their rounds. Most people don't
subscribe to that hogwash, however.
HP: 20 Brahmin are almost always docile unless
SQ: 7 attacked directly; then, the herd will
AP: 7 attempt to defend themselves.
XP: 200
Brahmin
AC: 10 DR DT
Normal: 1 5% HP: 40
Laser: 0 0 SQ: 6
Fire: 0 0 AP: 6
Plasma: 0 0 XP: 50
Explosion: 1 5%
AC: 5 DR DT
Attacks: Claw (75%, 3 AP, D:2d4, none); Normal: 2 10%
Bite (75%, 3 AP, D:2d4, Poison Laser: 0 0
Type A) Fire: 0 0
Plasma: 0 0
Greater Pigrat Explosion: 2 10%
HP: 20 HP: 15
SQ: 6 SQ: 6
AP: 6 AP: 6
XP: 100 XP: 50
AC: 3 DR DT AC: 2 DR DT
Normal: 0 0 Normal: 0 0
Laser: 0 0 Laser: 0 0
Fire: 0 0 Fire: 0 0
Plasma: 0 0 Plasma: 0 0
Explosion: 0 0 Explosion: 0 0
Attacks: Bite (70%, 3 AP, D:1d8, none) Attacks: Mandibles (60%, 3 AP, D:1d6,
Poison Type A)
Dog
Deathclaws
Who wouldn't want a large, slobbering,
smelly beast as a companion? They are Originally thought to be mindless
intensely loyal and love you monsters, deathclaws are actually a
unconditionally, and can do many useful highly intelligent, upright walking,
things like fetching items from mutated lizard. They stand almost 275
radioactive areas and leading blind cm tall, and have large arms that end in
people around. Dogs can be found wickedly sharp claws that give the
anywhere there are humans. They come in creatures their name. Their skin is
all sizes and colors, and will not reptilian and ranges in color from light
attack anyone unless they perceive that brown to almost black. Deathclaws have
person as a threat to their house, their own language and some have even
territory, or master. learned to imitate human speech in order
to communicate with people, although
HP: 20 this is more like a parrot's
SQ: 6 reproduction rather than actually
AP: 6 "speaking." Deathclaws have been known
XP: 100 to don large cloaks and walk among
humans, passing for mutants or half-
AC: 5 DR DT mutants, in order to learn about our
Normal: 0 0 society. There doesn't seem to be any
Laser: 0 0 large structure to the deathclaw world,
Fire: 0 0 and they prefer to live in small tribes
Plasma: 0 0 of 20 to 200. Deathclaws almost always
Explosion: 0 0 travel in groups of 10 or more, unless
they are scouts, and then they always
Attacks: Bite (80%, 3 AP, D:2d6, roll travel in pairs. Deathclaws will not
against dex. to avoid knockdown) immediately attack humans, but many of
them have grown to mistrust people, and
Giant Ants rightly so, since it wasn't even clear
that deathclaws were intelligent until
Giant Ants, or GiAnts, are simply recently, and many humans still view
overgrown insects. Somewhere along the them as monsters, if they are aware of
way, fate saw fit to dump some the deathclaw's true nature at all.
radioactive material near and anthill
and create this large, mutant creature.
GiAnts are black ants about 70
centimeters in length. Huge colonies of
49
Deathclaws Geckos
HP: 70 A mutation of the smaller pre-War
SQ: 10 lizard, Geckos are large desert-dwelling
AP: 10 reptiles that walk on their hind legs
XP: 800 and attack with their front, which have
developed sharp claws for tearing.
AC: 25 DR DT Highly prized for their strong pelts,
Normal: 4 40% Geckos are routinely hunted in some
Laser: 0 0 places, although a pack of them can
Fire: 4 40% easily kill one or two inexperienced
Plasma: 0 0 hunters. Geckos stand about 150 cm
Explosion: 4 40% tall, and the larger, more dangerous
Golden Gecko is about 180 cm tall. They
Attacks: Claw (90%, 3 AP, D:3d8, none) travel in packs of anywhere from 4 to 20
animals.
Spitting Plant
Gecko
Not exactly Seymour, but this species of
plant is certainly a nasty customer. It HP: 30
grows almost anywhere, but is usually SQ: 7
found among other plants so it can blend AP: 7
in and ambush its prey. It stands about XP: 150
2 meters tall and has a "flower" like a
Venus flytrap, a plant which it probably AC: 5 DR DT
mutated from. When it senses movement Normal: 1 10%
and heat, it will "shoot" a sharp thorn Laser: 0 0
from its "flower." When it senses that Fire: 0 0
the creature it shot at is no longer Plasma: 0 0
moving, it will then proceed to "eat" it Explosion: 0 0
with its flower. Although this sounds
humorous, meeting five or six of these Attacks: Claw (75%, 3 AP, D:1d8, none)
plants is no laughing matter. They Bite (70%, 4 AP, D:2d6, none)
usually grow together, as several are
always more dangerous than one, and at Golden Gecko
least one of them is guaranteed a meal.
Spitting plants attack anything that is HP: 50
warm and moves. Note that spitting SQ: 9
plants cannot move - they are, AP: 9
literally, planted. Their spikes do 1d6 XP: 400
points of damage and have an effective
range of 8 meters. AC: 10 DR DT
Normal: 5 50%
Spitting Plant Laser: 0 0
Fire: 5 50%
HP: 50 Plasma: 0 0
SQ: 8 Explosion: 2 10%
AP: 8
XP: 100 Attacks: Claw (90%, 3 AP, D:1d12, none)
Bite (85%, 4 AP, D:1d20, none)
AC: 5 DR DT
Normal: 0 0
Laser: 0 0
Weapons, Ammunition,
Fire: 0 0 Armor, and Equipment,
Plasma: 0 0
Explosion: 0 0 Including Chems and
Vehicles
Attacks: Thorn (75%, 4 AP, D:1d6, none)
Power Fist
Unarmed Skill Weapons Value: 1800
The "Big Frigger" Power Fist from
51
Rock Knife
Value: N/A Value: 40
Your basic, run of the mill rock. There A basic knife for cutting things. Or
are only several trillion of them lying critters. Or people. See also Throwing
around the wastes. See also Throwing Weapons. Knives are about 15-25 cm
Weapons. long. The best are made from metal
Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: 1 alloys; the most primitive are carved
AP S: 3 T: 4 B: N/A from pieces of rock such as flint.
Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 1
Sap AP S: 3 T: 4 B: N/A
Value: 1
A sap is a simple weapon designed to Ax
knock someone unconscious. It is Value: 45
usually just a rock or some packed sand This is a basic hatchet. Good for
inside of an old tube of cloth, like a breaking down wooden doors, or sinking
sock. Saps do not actually damage a into that nuke pooch. Another common
target, and are only effective when weapon that can be constructed from a
targeting someone’s head (treat this as piece of wood and any hunk of sharp
a targeted shot to the eyes). A metal or rock, axes are anywhere from 50
successful hit causes the target to lose cm to 90 cm in length.
consciousness for 1d10 rounds. Min. ST: 3 W: 2 lbs. Dmg: 1d8+MD Rng: 1
Min ST: 5 W: 1 lb. Dmg: None Rng: 1 AP AP S: 3 T: 4 B: N/A
S: N/A T: 5 B: N/A
Switchblade
Shiv Value: 50
Value: 2 The blade of this small knife is held by
A homemade knife that resembles an ice a spring. When a button on the handle
pick. A shiv is undetectable if your is pressed, the blade shoots out with a
character is holding it; however, it satisfying "Sssshk" sound. Constructing
does not get a bonus for melee damage. one of these takes some skill with both
Shivs can be constructed from the metalworking and machinery, and they are
simplest of materials, are often used as usually found in the possession of gangs
basic assassination weapons, as they can in larger cities.
be jabbed into an ear of an unsuspecting Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD Rng: 1
target to cause nearly instant death. AP S: 3 T: 4 B: N/A
Min. ST: 1 W: 1 lb Dmg: 1d4 Rng: 1 AP S:
3 T: 4 B: N/A Wrench
Value: 65
Sharpened Pole This is probably far more useful for
Value: 5 repairing things, unless you are Col.
A basic piece of wood with a sharpened Mustard and happen to be standing in the
end, about 2 meters long. See also Dining Room. Wrenches are pieces of
Throwing Weapons. solid metal that can double as clubs.
Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD The wrenches that are effective in
Rng: 2 AP S: 3 T: 4 B: N/A combat are anywhere from 40 to 80 cm in
length. See also Equipment.
Club Min. ST: 3 W: 4 lbs. Dmg: (1d6+2) + MD
Value: 30 Rng: 1 AP S: 4 T: 5 B: N/A
A police-issue club used for subduing
criminals. Or making sure they never Crowbar
commit a crime again. This weapon is Value: 65
about 70 cm long and made out of a rod A very solid and heavy piece of metal
of metal, with a handle perpendicular to specially designed to exert leverage.
the shaft, allowing the vibrations from Or pound heads. Crowbars are fashioned
contact to diffuse before they travel up from a piece of solid metal, twisted so
the user’s arm. A relatively easy that the user can exert force on an
weapon to make from pieces of scrap object and pry it upwards. They are
metal. usually about 35 cm in length.
Min. ST: 3 W: 3 lbs. Dmg: 1d10 + MD Rng: Min. ST: 5 W: 5 lbs. Dmg: (1d12+3) + MD
1 AP S: 3 T: 4 B: N/A Rng: 1 AP S: 4 T: 5 B: N/A
52
Spear little like an overgrown tuning fork,
Value: 80 except that an arc of electricity passes
Your basic polearm. A wooden pole with between the prongs on the end whenever
a sharpened piece of metal on the end. the user presses the button. Any
See also Throwing Weapons. Spears are a biological critter hit with a cattle
very simple weapon to construct, being a prod has a 50% chance of being knocked
long (2 meter) wooden pole with some unconscious. The cattle prod holds 25
kind of metal or stone head tied to one charges of Small Energy Cell.
end. Min. ST: 4 W: 5 lbs. Dmg: (2d6+10) + MD
Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD Rng: 1 AP S: 4 T: 5 B: N/A
Rng: 2 AP S: 4 T: 5 B: N/A
Loiusville Slugger
Sledgehammer Value: 800
Value: 120 This all-American, hardwood baseball bat
A pole with a heavy metal chunk on the will knock anything right out of the
end, designed to crumble bones and park. A true classic.
damage vital organs. Sledgehammers are Min. ST: 4 W: 4 lbs. Dmg: (3d10+10) + MD
about 70 cm long, and require two hands Rng: 1 AP S: 3 T: 4 B: N/A
to use properly..
Min. ST: 6 W: 12 lbs. Dmg: 3d4 + MD Rng: Ripper
2 AP S: 4 T: 5 B: N/A Value: 1000
Basically a knife-sized chainsaw,
Combat Knife without the noisy motor. Rippers were
Value: 165 common among gangs and thugs before the
A military-issued knife designed for war, and are common among criminals and
melee combat. The serrated edges tend lowlifes after the war. It's called a
to tear instead of cut, and are a lot ripper for a reason; it tears flesh and
more painful than a normal knife. See organs to pieces. The Ripper holds 25
also Throwing Weapons. Combat knives charges of Small Energy Cell.
were constructed from a carbon-based Min. ST: 4 W: 5 lbs. Dmg: (1d10+15) + MD
compound instead of a metal, making them Rng: 1 S: 4 T: 5 B: N/A
more durable, less prone to dulling, and
lighter than a normal knife. They are Super Cattle Prod
usually 15 to 25 cm long. Value: 1800
Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD An upgraded cattle prod. Any biological
Rng: 1 AP S: 3 T: 4 B: N/A critter hit with this tool has a 75%
chance of being knocked unconscious.
Wakizashi Blade The Super Cattle Prod requires two hands
Value: 200 to use. This weapon holds 25 charges of
A futuristic RPG would not be complete Small Energy Cell.
without the Yakuza (Japanese mafia) and Min. ST: 4 W: 5 lbs Dmg: (2d8+20) + MD
the Fallout universe is no exception. Rng: 1 AP S: 4 T: 5 B: N/A
In fact, the only way a non-Yakuza
member will get one of these swords is Chainsaw
to take it off the body of a Yakuza. The Value: 3000
Wakizashi looks like a smaller Katana. A leftover from the pre-War days, a
Because these blades are so difficult to chainsaw is probably the ultimate melee
make, it is highly doubtful that anyone weapon. Although it runs on gasoline,
makes these weapons in the wastes, and surely there must be a tank or two of
they are most likely tourist-store ethanol left in the wastes somewhere. A
ripoffs from pre-War times. Of course, character could graft one of these to an
there are always exceptions. The arm for some added fun.
Wakizashi is about 90 cm long, and Min. ST: 4 W: 10 lbs. Dmg (3d10+20) + MD
slightly curved. Rng: 1 AP S: 5 T: N/A B: N/A
Min ST: 2 W: 2 lbs. Dmg: (1d12+4) + MD
Rng: 1 AP S: 3 T: 4 B: N/A Proton Ax
Value: 3500
Cattle Prod The proton ax is a nasty little tool. A
Value: 600 double-bladed ax, much like what Gimli
Since this weapon is designed to knock a the Dwarf would be wielding, covered
cow unconscious, imagine what it can do with depleted Uranium, allowing it to
to a human. The cattle prod looks a pass through almost anything. Proton
53
Axes are made exclusively by the simplest ranged weapons to construct.
Guardians, and are very rare. They are They can be unwieldy, however, and can
about 150 cm from handle to tip and the hurt the inexperienced user. Single
axhead is 50 cm long and almost 80 cm shot only. Bows hold one arrow.
across. Min. ST: 5 W: 2 lbs. DMG: +3 Rng: 40 AP
Min. ST: 5 W: 15 lbs. Dmg: (3d10+10) + S: 5 T: 6 B N/A
MD Rng: 1 AP S: 4 T: 5 B: N/A
Wooden Crossbow
Super Sledgehammer Value: 300
Value: 3750 Crossbows were part of every army on
The Super Sledgehammer is manufactured earth from their invention in the late
exclusively by the Brotherhood of Steel middle ages until the First World War.
using the finest weapons technology After that, they became popular hunting
available. At first glance, this nifty weapons. Crossbows are wooden bows laid
little tool is indistinguishable from a across a plank or flat surface, or even
regular sledgehammer, except for the the stock of a rifle. They have a wheel
small bundle of machinery at the base of that winds the string tight, and a
the head. It includes a kinetic energy trigger mechanism that releases tension
storage device to increase knock back. on the string, shooting the bolt at high
The Super Sledge is a two-handed weapon. velocity. Because the tension on the
Min. ST: 5 W: 12 lbs Dmg: (3d10+15) + MD string is no longer limited by human
Rng: 2 AP S: 4 T: 5 B: N/A strength, crossbows can shoot
projectiles much farther, and with a far
Small Guns Skill Weapons greater degree of accuracy, than a bow.
Single shot only. Crossbows hold one
Bows bolt.
Min. ST: 4 W: 10 lbs. DMG: +4 Rng: 50 AP
S: 4 T: 5 B: N/A
Wooden Bow
Value: 50
Made from a cut piece of wood, bent into
T he smallest of the Small Arms
weapons, pistols
54
firearm until the magazine is empty. .44 Magnum Revolver
One of the simplest and most inexpensive Value: 600
semiautomatics available. Single shot Being that this is the most powerful
only. The clip holds 12 shots of 10mm handgun in the world, you've got to ask
ammunition. yourself one question: Do I feel lucky?
Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 19 AP Well, do 'ya, punk? Single shot only.
S: 5 T: 6 B: N/A The revolver chamber holds 6 shots of
.44 Magnum ammunition.
.38 Special Snubnose Revolver Min. ST: 5 W: 6 lbs. Dmg: +11 Rng: 6 AP
Value: 375 S: 4 T: 5 B: N/A
The .38 Special was the longtime
favorite of police forces until the Desert Eagle 44
advent of newer automatic weapons. It Value: 800
has existed in one form or another since The Israeli-made Desert Eagle pistol
the early 20th century, and although became popular near the end of the 20th
different companies manufactured it, the Century, due largely to its portrayal in
.38 Special is one of the most universal movies of the time. Plus, it looks
guns available. The short barrel length really cool when your character plugs
makes it ineffective except for very someone with it gangsta' style. Single
close range combat. Single shot only. shot only. The clip holds 8 shots of
The revolver chamber holds six shots of .44 Magnum ammunition.
.38 caliber ammunition. Min. ST: 4 W: 5 lbs. Dmg: +10 Rng: 19 AP
Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 10 AP S: 5 T: 6 B: N/A
S: 4 T: 5 B: N/A
Sig-Sauer 14mm Pistol
VP91Z 9mm Pistol Value: 1100
Value: 400 The Sig-Sauer 14mm automatic pistol
A good semiautomatic pistol for hunting fires the large 14mm slug. These
wabbits and other things. The VP91Z was pistols are known for their excellent
a standard-issue military sidearm, and craftsmanship, although ammo is fairly
is one of the two guns issued to Desert scarce. Single shot only. The magazine
Rangers. Single shot only. The clip holds 6 shots of 14mm ammunition.
holds 18 shots of 9mm ammunition. Min. ST: 4 W: 5 lbs. Dmg: +12 Rng: 18 AP
Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 17 AP S: 5 T: 6 B: N/A
S: 5 T: 6 B: N/A
9mm Mauser
M1911A1 Pistol Value: 1500
Value: 425 The Mauser is an oldie but goodie, the
A rather unique pistol, as it uses the favorite handgun of outlaws and gangster
.45 caliber ammunition. The M1911A1 is bosses. This weapon does not use the
the other standard-issue Desert Ranger traditional 9mm ammunition, but instead
weapon. Single shot only. The clip fires nasty 9mm balls. Single shot
holds 7 shots of .45 caliber ammunition. only. The magazine holds 8 shots of 9mm
Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 17 AP Ball ammunition.
S: 5 T: 6 B: N/A Min. ST: 3 W: 5 lbs Dmg: +4 Rng: 17 AP
S: 5 T: 6 B: N/A
.357 Magnum Revolver
Value: 450 Needler Pistol
Although not as powerful as its big Value: 2200
brother, the .357 sports a longer barrel One of the most interesting pieces of
and is therefore more accurate at longer prewar tech, the Needler pistol actually
ranges. One of the oldest revolvers, fires small hypodermic needles into the
Smith and Wesson made the first .357 target, which inject a serum that causes
Magnums in the late 1800s, although the a severe reaction in the surrounding
name “Magnum” (Latin for “Big”) was skin. Of course, there may very well be
around for at least 10 years before. slugs that inject all sorts of nasty
Single shot only. The revolver chamber things out there. Single shot only.
holds 6 shots of .357 caliber Magnum The chamber holds 8 shots of HN Needler
ammunition. ammunition.
Min. ST: 5 W: 6 lbs Dmg: +8 Rng: 19 AP Min. ST: 3 W: 5 lbs. Dmg: +0 Rng: 24 AP
S: 4 T: 5 B: N/A S: 4 T: 5 B: N/A
55
Walther PPK shotgun’s range by 5 meters. Although
Value: 3000 shotguns can be fired with one hand,
The weapon of a true spy. The Walther they are usually two-handed weapons.
PPK (Polizei Pistolen Kiminal) was
originally made for plainclothes and Winchester 12-Guage Shotgun
undercover police officers. It since Value: 800
became the favorite weapon of spies. The Winchester "Widowmaker" double-
The PPK is most effective with a barrelled shotgun. Has a short barrel
silencer. Single shot only. The with a mahogany grip. Considering these
magazine holds 8 shots of 7.65mm were mass-produced and sold at discount
ammunition. stores all over the United States before
Min. ST: 2 W: 4 lbs. Dmg: +8 Rng: 20 AP the war, they are quite common. Single
S: 3 T: 4 B: N/A or double shot. The chamber holds 2
rounds of 12-gauge ammunition.
.223 Pistol Min ST: 4 W: 5 Dmg: +12 Rng: 14 AP S: 5
Value: 3500 T: 6 B: N/A
This pistol began its days as a .223
rifle and has since been modified. Winchester Sawed-Off Shotgun
These are rather unique, and are made Value: 800
with love and skill. Single shot only. A sawed off version of the "Widowmaker."
The magazine holds 5 shots of .223 Not exactly designed for sniping, but
caliber ammunition. will turn someone to ground round at
Min. ST: 5 W: 7 lbs. Dmg: +20 Rng: 30 AP short range. Single or double shot.
S: 5 T: 6 B: N/A The chamber holds 2 rounds of 12-guage
ammunition.
PPK-12 Gauss Pistol Min. ST: 4 W: 5 Dmg: +14 Rng: 7 AP S: 5
Value: 5250 T: 6 B: N/A
Praised for its range and stopping
power, the PPK-12 Gauss Pistol is of Winchester Combat Shotgun
German design. This "Lil' Railgun" uses Value: 2750
an electromagnetic field to propel slugs The Winchester 12-guage Combat Shotgun
at tremendous speed and power through a with a bullpup variant. Combat shotguns
target, any armor, and just about are all-metal weapons designed to
everything else. The PPK-12 looks like deliver the stopping power of a shotgun
a normal automatic pistol, except for without the inconvenience of having to
the unusual electromagnetic fins along reload every two shots. These include
the barrel. When fired, the Gauss the Desert Warfare environmental sealant
Pistol leaves an unmistakable spiral modification for extra durability.
trail of ionized particles through the Thanks to their pump-action mechanism,
air. Single shot only. The magazine Combat Shotguns fire single shots and a
holds 12 shots of 2mm EC. 3-shot burst. The magazine holds 12
Min. ST: 4 W: 5 Dmg: +22 Rng: 50 AP S: 4 rounds of 12-guage shotgun shells.
T: 5 B: N/A Min. ST: 5 W: 11 lbs. Dmg: +15 Rng: 22
AP S: 5 T: 6 B: 6
56
Pancor "Jackhammer" to a 5 shot burst. The magazine holds
Value: 5500 30 shots of 9mm ammunition.
The Jackhammer, despite its name, is an Min. ST: 3 W: 5 lbs. Dmg: +7 Rng: 30 AP
easy to control shotgun, even when fired S: 4 T: 5 B: 5
on full automatic. The popular bullpup
design, which places the magazine behind Uzi Mark 27 SMG
the trigger, makes the weapon well Value: 1200
balanced and easy to control. Fires Originally designed for the Israeli
single shots or up to a 5-shot burst. armies, Uzis found their way into the
The magazine holds 10 12-guage shotgun hands of many terrorist organizations.
shells. The Uzi has a larger magazine than other
Min. ST: 5 W: 12 lbs. Dmg: +19 Rng: 35 submachine guns, and therefore makes a
AP S: 5 T: 6 B: 6 good weapon for the ammo-conscious. The
Uzi fires single shots or up to a 10
Submachine Guns shot burst. The clip holds 40 rounds of
9mm ammunition.
Min. ST: 4 W: 7 lbs. Dmg: +5 Rng: 20 AP
58
G3 Battle Rifle Min. ST: 5 W: 8 lbs. Dmg: +8 Rng: 45 AP
Value: 2600 S: 5 T: 6 B: 6
American soldiers trained on these in
basic for nearly half a century. The G3 FN FAL
is a perfect mixture between rifle and Value: 1500
assault rifle, capable of firing a short The FN FAL has been more widely used by
burst without sacrificing accuracy. armed forces than any other rifle in
Fires single shots or up to a 5 shot history. It’s a reliable weapon for any
burst. The clip holds 20 shots of terrain or situation. Fires a single
7.62mm ammunition. shot or up to a 10 shot burst. The
Min. ST: 6 W: 13 lbs. Dmg: 2d10+5 Rng: magazine holds 20 shots of 7.62mm
45 AP S: 5 T: 6 B: 6 ammunition.
Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP
Red Ryder LE BB Gun S: 5 T: 6 B: 6
Value: 3500
The ultimate name in BB guns, there are AK-74
only a few Red Ryders left in existence. Value: 1600
Rumor has it that Red Ryder himself A tweak on the Soviet-era AK series, the
protects children armed with this gun. AK-74 is also known as the “terrorist’s
Of course, that could just be a myth. hot dog” because every terrorist
Single shot only. The chamber holds 100 organization in the late 20th Century and
little stinging BBs. early 21st Century seemed to own a
Min. ST: 5 W: 15 lbs Dmg: +25 Rng: 32 AP version of these guns, regardless of
S: 5 T: 6 B: N/A where they came from and what the gun
was made of. Fires a single shot or up
M72 Gauss Rifle to a 5 shot burst. The clip holds 30
Value: 8250 shots of 5.45mm ammunition.
The final product of endless research in Min. ST: 5 W: 14 lbs. Dmg: +10 Rng: 45
railgun technology, the M72 Gauss Rifle AP S: 5 T: 6 B: 6
comes from the laboratories of old
Germany. It uses an electromagnetic M16A2
field to propel rounds at tremendous Value: 1700
speed. A shot can go through just about An oldie but goodie, the M16A2 is a
any material, including flesh. Stone, modified version of a gun used in
concrete, rock and thick metal are just Vietnam-era America. Its value mainly
about the only things that can stop a comes from its rarity. Fires a single
shot from this gun. There is a telltale shot or a 3 shot burst. The magazine
spiral trail of ionized particles holds 18 shots of 5.56mm ammunition.
visible for a couple seconds after this Min. ST: 6 W: 15 lbs. Dmg: +6 Rng: 40 AP
gun is fired. Single shot only. The S: 6 T: 7 B: 7
magazine holds 20 shots of 2mm EC
ammunition. XL70E3
Min ST: 6 W: 10 lbs Dmg: +33 Rng: 50 AP Value: 3000
S: 5 T: 6 B: N/A This was an experimental weapon before
the war, and is pretty rare. Rumors are
Assault Rifles that it was widely issued to the Royal
Canadian Mounted Police. Fires single
Machine Guns
bursts only, and its ammo belt holds 30
shots of .223 ammunition.
Min. ST: 6 W: 22 lbs. Dmg: +20 Rng: 40
(130) AP S: N/A T: N/A B: 6
60
M2HB short distance. Single shot only. The
Value: 7500 M203 holds 1 40mm grenade.
The M2HB is perhaps the most powerful Min. ST: 5 W: 16 lbs. Dmg: Varies Rng:
infantry weapon available. It uses the 20 AP S: 5 T: N/A B: N/A
unique .50 BMG ammunition; bullets
designed to pierce the armor of tanks MK-1 Grenade Launcher
and to down helicopters. It can only be Value: 2100
fired from a tripod because of its Although slightly smaller than the M203,
extreme kickback. The M2HB is not the MK-1 looks more like a large shotgun
designed to be a mobile weapon; instead, than a grenade launcher. Single shot
it is often found in a semi-permanent only. The MK-1 holds 2 40mm grenades.
machinegun nest or attached to a Min. ST: 5 W: 10 lbs. Dmg: Varies Rng:
vehicle. The M2HB fires a 25 shot burst 15 AP S: 5 T: N/A B: N/A
only. The ammo belt holds 100 shots of
.50 BMG ammunition. BG-1 Personal Artillery Device
Min. ST: 6 W: 60 lbs. Dmg: +20 Rng: N/A Value: 7000
(140) AP S: N/A T: N/A B: 7 The BG-1 is a tripod-mounted grenade
launcher designed to throw explosives
Vindicator Minigun accurately over long distances. A small
Value: 15250 computer helps compensate for wind,
The German Rheinmetal AG Company created terrain, and other factors. Single shot
the Vindicator, the ultimate minigun. only. The BG-1 holds 1 40mm grenade.
The Vindicator throws 90,000 caseless Min. ST: 5 W: 25 lbs. Dmg: Varies Rng:
shells per minute down its 6 carbon- (140) AP S: 6 T: N/A B: N/A
polymer barrels. As the pinnacle of
Teutonic engineering, it is the ultimate
AGS-17 Grenade Launcher
hand-held weapon. 25 shot burst only.
Value: 10500
The Vindicator’s magazine holds 100
The AGS-17 is an improved version of the
4.7mm caseless bullets.
BG-1, with a better computer for
Min. ST: 7 W: 30 lbs. Dmg: +14 Rng: 30
increased accuracy. Again, a tripod-
AP S: N/A T: N/A B: 6
mounted device. Single shot only. The
AGS-17 holds 5 40mm grenades.
Grenade Launchers and Mortars
Min. ST: 5 W: 30 lbs. Dmg: Varies Rng:
(170) AP S: 6 T: N/A B: N/A
G
fire
renade
explosive
launchers
rounds at
sling
a
Often, they look a good deal like
rifles, or even machineguns.
explosive ordinance over
small
target.
Mortars
much
M2 60mm Portable Mortar
Value: 14000
The M2 was widely used by UN forces in
the Gulf War, and is one of the most
longer ranges. They are usually just common portable artillery devices.
tubes with a firing mechanism attached. Although it has nowhere near the range
Mortars aren’t suitable for close-range of a tank or howitzer, its primary use
combat, as the often explode over a wide was to bombard infantry with artillery,
area, and are primarily used for long- demoralizing them. It can also fire
range (.5 KM or more) combat between different kinds of chemical warefare,
squads and light vehicles. There are but we know the US would never do that.
several types of grenades and mortar The M2 holds one 60mm mortar, and must
ordinance available to shoot; for more be set up on a tripod, on the ground
details, see the Ammunition section. (not on the back of a vehicle).
Note that grenades and mortars cannot be Min. ST: 5 W: 40 lbs. Dmg: Varies Rng:
targeted. Ranges for mortars are given .7 KM AP S: 5 T: N/A B: N/A
in KM, and damage is discussed under the
different kinds of Ammunition for these PS-22 51mm Mortar
devices in that section. Value: 15000
An older model mortar, the PS-22 was
M203 used heavily in operations in Vietnam
Value: 2000 and Colombia (the “drug wars”). The PS-
The M203 is a basic grenade launcher, 22 uses the unusual 51mm shells, and
essentially a modified M16A1 rifle ammunition can be difficult to find.
fitted with a device to sling grenades a Its range and accuracy is slightly less
than the M2.
61
Min. ST: 5 W: 45 lbs. Dmg: Varies Rng: they can shoot things other than fire.
.5 KM AP S: 5 T: N/A B: N/A Very, very nasty things.
Anti-Tank Weapons
M9E1-7 Flamethrower
F
at
lamethrowers
targets to
are
damage
fairly
explanatory; they fire a high-
said
self-
62
holds 12 charges, and uses the Small Rifles
Energy Cell to recharge.
Min. ST: 3 W: 7 lbs. Dmg: 1d12+10 Rng:
35 AP S: 5 T: 6 B: N/A
Solar Scorcher
Value: 2000
T he weapons of the elite military at
the time of the war, these rifles
are the backbone of the energy
arsenal.
The Solar Scorcher is not named because H&K 31415 Laser Carbine
it can actually damage the sun, but Value: 3500
instead of ammo uses the sun’s rays to A laser rifle with a shorter barrel and
recharge. Unfortunately, this makes its limited range, this weapon is about
use in caves, buildings, and at night halfway between a laser pistol and laser
somewhat limited. It recharges in about rifle. Not widely distributed, these
30 seconds, but must be in direct weapons are fairly rare. Single shot
sunlight to do so. Single shot only. only. The Laser Carbine holds 20
The Solar Scorcher holds 6 charges, and charges and uses Micro Fusion Cells to
uses direct sunlight to recharge. recharge.
Min. ST: 4 W: 10 lbs. Dmg: 4d10+20 Rng: Min. ST: 6 W: 13 lbs. Dmg: 2d12+18 Rng:
20 AP S: 4 T: 5 B: N/A 20 AP S: 5 T: 6 B: N/A
Glock 86 Plasma Pistol Winchester Model P94 Plasma Rifle
Value: 2750 Value: 4000
Designed by the Gaston Glock An industrial-grade energy weapon that
Laboratories, this small gun shoots a fires superheated bolts of plasma down a
small bolt of superheated plasma. superconducting barrel. Single shot
Single shot only. The Plasma Pistol only. The Plasma Rifle holds 10 charges
holds 16 charges, and uses the Small and uses Micro Fusion Cells to recharge.
Energy Cell to recharge. Min. ST: 6 W: 17 lbs. Dmg: 2d20+25 Rng:
Min. ST: 4 W: 8 lbs. Dmg: 1d20+10 Rng: 25 AP S: 5 T: 6 B: N/A
20 AP S: 5 T: 6 B: N/A
Wattz 3120b Laser Rifle
Alien Blaster Value: 5000
Value: 10000 The Laser Rifle is a refinement of the
No one is sure where this weapon comes pistol, with a longer barrel for
from, and there have been several increased accuracy as well as the space
unconfirmed reports from nomads that for a larger, hotter energy beam.
they fell from the skies inside of large Single shot only. The Laser Rifle holds
metal disks; disks that also contained 20 charges, and uses the Micro Fusion
the bodies of something not human. Cell to recharge.
Single shot only. The Alien Blaster Min. ST: 4 W: 7 lbs. Dmg: 2d12+23 Rng:
holds 10 charges, and uses the Small 25 AP S: 5 T: 6 B: N/A
Energy Cell to recharge.
Min. ST: 3 W: 29 lbs. Dmg: 5d10+30 Rng: YK42b Pulse Rifle
10 AP S: 4 T: 5 B: N/A Value: 17500
This is a version of the Pulse Pistol,
YK32 Pulse Pistol in rifle form, meaning longer range and
Value: 12500 more damage. What more could you ask
A weapon that fires high energy pulses for from a weapon? Single shot only.
of light and sound at an opponent, The Pulse Rifle holds 15 charges, and
causing them to begin to disintegrate at uses the Micro Fusion Cell to recharge.
the molecular level. Fun and Min. ST: 3 W: 14 lbs. Dmg: 2d12+54 Rng:
educational for the kiddies. It looks a 30 AP S: 5 T: 6 B: N/A
little like a Buck Rogers gun. Single
shot only. The Pulse Pistol holds 10 Big Energy Weapons
charged, and uses the Small Energy Cell
to recharge.
Min. ST: 3 W: 5 lbs. Dmg: 1d12+32 Rng:
15 AP S: 4 T: 5 B: N/A
T
rare.
hese weapons were mostly in the
developmental stage at the
beginning of the war, and are very
These are, without a doubt, the
most valuable weapons in the wastes.
63
Gatling Laser the weapon. Note that grenades and
Value: 7500 other thrown explosives cannot be
The H&K L30 Gatling Laser is the only targeted.
energy weapon capable of firing in burst
mode. Designed specifically for Rock
military use, these were in the Value: N/A
prototype stage at the beginning of the Your basic, run of the mill rock. There
war. Multiple barrels allow longer are only several trillion of them lying
firing before overheating. The Gatling around the wastes. See also Melee
Laser only fires a 10-shot burst. The Weapons.
Gatling Laser holds 30 charges, and uses Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng:
Micro Fusion Cells to recharge. 10 AP S: 4 T: 5 B: N/A
Min. ST: 6 W: 29 lbs. Dmg: 1d20+20 Rng:
40 AP S: N/A T: N/A B: 6 Sharpened Pole
Value: 5
Ion Beamer A basic piece of wood with a sharpened
Value: 14000 end. See also Melee Weapons.
This was an experimental weapon at the Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD
beginning of the war. Kind of awkward, Rng: 10 AP S: 4 T: 5 B: N/A
as it looks a good deal like the
Ghostbusters’ proton packs, the Ion Bola
Beamer is a subatomic particle-spewing Value: 10
hose attached to a backpack with a Originally designed by ranchers in South
nuclear accelerator. The Ion Beamer America, a bola is a rope with two or
showers a target with skin-damaging three rocks tied to the ends. One uses
ionized gas. The ions cause the atoms a bola by swinging it over their head
in the target’s body to start losing or and tossing it at the target; if
gaining electrons, eventually leading to successful, the bola will wrap around
the target’s disintegration. Note that the target, knocking it off its feet and
the Ion Beamer cannot be targeted. rendering it immobile. Bolas do not
Single shot only. The Ion Beamer holds actually do damage, but are a favorite
20 charges, and uses Micro Fusion Cells weapon of slavers who do not wish their
to recharge. goods harmed. Anything hit with a bola
Min. ST: 5 W: 30 lbs. Dmg: 3d12+60 Rng: is automatically knocked down and
30 AP S: 5 T: N/A B: N/A immobile until freed; a successful roll
against Strength allows the target to
MESON Cannon break out.
Value: 16000 Min ST: 4 W: 5 lbs. Dmg: None Rng: 30 S:
Another experimental weapon, the MESON 4 T: N/A B: N/A
Cannon is a shoulder-fired weapon of
incredible destructive power. It shoots Boomerang
MESONs, which are made up of two quarks Value: 15
– a quark and an antiquark. Since Although boomerangs are commonly
normal protons are made up of three associated with Australian aborigines,
quarks, the addition of a MESON into a similar devices have been found among
normal proton causes the atom to begin indigenous peoples the world over.
exploding at close to the speed of Contrary to popular belief, hunting
light, leaving nothing but quarks. Note boomerangs (the kind that hurt) do not
that the MESON Cannon cannot be return to the user. They are a cleverly
targeted. Single shot only. The MESON designed wooden airfoil with a handle on
Cannon holds 10 charges, and uses Micro one end, and can cause a surprising
Fusion Cells to recharge. amount of damage for their relative
Min. ST: 6 W: 30 lbs. Dmg: 5d10+100 Rng: size.
50 AP S: 6 T: N/A B: N/A Min ST: 5 W: 1 lb. Dmg: 2d10 + MD Rng:
20 AP S: 4 T: 5 B: N/A
Throwing Skill Weapons
Knife
Value: 40
64
Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 5 explosion is subject to 1/3 of the
AP S: 4 T: 5 B: N/A damage from the plasma. Anything within
two hexes of the explosion is subject to
Molotov Cocktail 1d6 of concussion damage.
Value: 50 Min. ST: 4 W: 1 lb. Dmg: 5d10+40 Rng: 15
The simplest grenade, a molotov cocktail AP S: 5 T: N/A B: N/A
is a bottle full of gasoline, oil, or
some other flammable substance, with an Pulse Grenade
oil-soaked rag as a fuse. Any target Value: 300
hit with a molotov cocktail is subject This grenade does not explode, but
to fire damage. rather emits a neutron burst that
Min. ST: 3 W: 1 lb. Dmg: 1d12+8 Rng: 12 heavily damages electronic equipment.
AP S: 5 T: N/A B: N/A Useful against tanks, cyborgs, robots,
and rooms full of computers. Does not
Spear affect biological critters.
Value: 80 Min. ST: 4 W: 1 lb. Dmg: 5d10+100 Rng:
Your basic polearm. A wooden pole with 15 AP S: 5 T: N/A B: N/A
a sharpened piece of metal on the end.
See also Melee Weapons. Weapon Enhancements
Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD
Rng: 5 AP S: 5 T: 6 B: N/A
Throwing Knife
Value: 100
A knife specifically designed for
T his section details some of the
various weapon enhancements one can
encounter in the wastes. Some of
these are custom jobs, and the only
place you can get them is from a
throwing. It has a hole cut out of the
knowledgeable weaponsmith. Others, like
middle of it to make it hurt more when
the night sight, can be bought or sold.
removed from flesh.
Min. ST: 2 W: 1 lb. Dmg: 1d6+MD Rng:
Silencer
ST*2 AP S: 4 T: 5 B: N/A
Value: 500
One of the simplest modifications, a
Fragmentation Grenade
silencer fits over the end of the barrel
Value: 150
of almost any weapon. Guns are loud
A small explosive device that one throws
because of the air that is suddenly
and then explodes at the base of a
pushed out of the way when a bullet
target. Frag grenades are designed to
fires, and silencers help the air escape
shatter upon impact, peppering anything
as the bullet leaves the gun,
nearby with small fragments of metal.
effectively reducing or eliminating the
Anything in a hex adjacent to the
loud “bang.” Good for sneaking up on
grenade’s point of explosion is subject
people, or when you are shooting and
to 1d6 points of frag damage. Anything
don’t want everyone in town to know
within two hexes of the explosion
about it.
suffers 1d6 points of concussion damage.
Min. ST: 3 W: 1 lb. Dmg: 1d12+22 Rng: 15
Night Sight
AP S: 5 T: N/A B: N/A
Value: 2000
This is a scope attached to the top of
Combat Knife
the gun that shows the world in
Value: 165
heatwaves (thermal) rather than normal
A military-issued knife designed for
light. When a weapon has a night sight,
melee combat. The serrated edges tend
darkness modifiers are ignored.
to tear instead of cut, and are a lot
more painful than a normal knife. See
Sniper’s Scope
also Melee Weapons.
Value: 3000
Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD
The sniper’s scope allows a person to
Rng: 7 AP S: 4 T: 5 B: N/A
easily examine a target and effectively
increases the range of the gun. Note
Plasma Grenade
that sniper rifles are already assumed
Value: 300
to have sniper scopes. A scope
The plasma grenade explodes and propels
increases the range of the weapon by 20
a large amount of superheated plasma
meters, but all rolls to hit must be
into the surrounding area. Anything in
made as if the shooter were making a
a hex adjacent to the grenade’s point of
65
targeted attack, whether the shooter is Bolt
or not. Value: 5
AC: 0 DR: 0 Vol: 5 Dmg: 1d6
Laser Sight
Value: 3000 .223 FMJ
A small device that attaches directly Value: 400
under the barrel of a gun, the laser AC: 0 DR: -10 Vol: 20 Dmg: 1d10
sight allows you to target areas of the
body without taking penalties. Targeted .223 AP
rolls are made as a normal, single roll, Value: 400
and there are no penalties for targeting AC: -15 DR: 0 Ignores DT Vol: 20 Dmg:
smaller body parts. 1d6
.45 Caliber
Abbreviations:
Value: 150
AC: 0 DR: -5 Vol: 50 Dmg: 1d6
.50 BMG
Value: 1000
AC = Armor Class Modifier (Modifies the
AC: -10 DR: -20 Vol: 100 Dmg: 1d6
target’s AC)
DR = Damage Resistance Modifier
12 Gauge Shotgun Shells (Buckshot)
(Modifies the target’s DR under the
Value: 150
“normal” category)
AC: 0 DR: 0 Vol: 20 Dmg: 1d10
Vol = Volume. How many rounds come in a
box
12 Gauge Shotgun Shells (Slugs)
FMJ: Full Metal Jacket
Value: 150
AP = Armor Piercing
AC: 0 DR: 0 Vol: 20 Dmg: 1d8
JHP = Jacketed Hollow Point (also known
as “cop killer” bullets)
2mm EC
Dmg = How much base damage the ammo type
Value: 2000
does
AC: -20 DR: -20 Vol: 20 Dmg: 1d10
Ammunition for Guns 4.7mm Caseless
Value: 1000
BBs AC: -10 DR: -10 Vol: 20 Dmg: 1d10
Value: 100
AC: 0 DR: 0 Vol: 100 Dmg: 1d4 5mm
Value: 500
Arrow AC: 0 DR: 0 Vol: 50 Dmg: 1d8
Value: 5
AC: 0 DR: 0 Vol: 5 Dmg: 1d4 5.56mm
Value: 600
AC: 0 DR: -20 Vol: 50 Dmg: 1d8
66
7.62mm Ordinance (Ammunition for Grenade
Value: 300 Launchers, Mortars, Rockets, and
AC: 0 DR: 0 Vol: 50 Dmg: 1d6 Artillery Pieces)
67
TOW-II Rocket Combat Leather Jacket
Value: 5000 Value: 1000
AC: -20 DR: -20 Ignores DT Vol: 5 This leather jacket has been padded and
reinforced for better protection. You
Flamer Fire Pack (10 shots) just can’t find anything more
Value: 2000 fashionable in the post-nuclear world.
AC: 0 DR: -10 Vol: 10 Dmg: 3d8 plus fire W: 7 lbs. AC: 20 N: 2/30 L: 0/20 F: 2/25
P:0/10 E: 0/20
Flamer Plasma Pack
Value: 3000 Leather Armor MK II
AC: -10 DR: -10 Vol: 10 Dmg: 5d10+40 Value: 1000
Reinforced leather armor that covers the
Flamer Poison Gas Pack arms and groin as well as the torso.
Value: 5000 W: 10 lbs. AC: 20 N: 3/25 L: 1/20 F:
AC: N/A DR: N/A Vol: 5 Dmg: Poison Type 1/25 P: 1/10 E: 1/25
F to all non-protected critters in 4
hexes of stream Metal Armor
Value: 1100
Cells for Energy Weapon A jacket of armor made from pieces of
scrap metal welded together.
Small Energy Cell W: 35 lbs. AC: 10 N: 4/30 L: 6/75 F:
Value: 2000 4/10 P: 4/20 E: 4/25
AC: N/A DR: N/A Vol: 20
Metal Armor MK II
Micro Fusion Cell Value: 1900
Value: 2000 This is a truly fine suit of armor,
AC: N/A DR: N/A Vol: 20 crafted by a skilled metalworker.
Usually only found in highly populated
areas.
Armor W: 35 lbs. AC: 15 N: 4/35 L: 7/80 F:
4/15 P: 4/25 E: 4/30
T
are
his section deals with the various
methods of protecting oneself in
the wastes.
Damage
Resistance.
The divided modifiers
Threshold / Damage
Tesla Armor
Value: 4500
This metal suit of armor is enhanced
with electromagnetic coils to aid in
protection against energy attacks.
Abbreviations: Usually found only in high-tech areas.
W = Weight W: 35 lbs. AC: 15 N: 4/20 L: 19/90 F:
AC = Armor Class Modifier 4/10 P: 10/80 E: 4/20
N = Normal Damage Modifier
L = Laser Damage Modifier Brotherhood of Steel Armor
F = Fire Damage Modifier Value: 4800
P = Plasma Damage Modifier This suit of body armor is worn by
E = Explosion Damage Modifier initiates in the secret order of the
Brotherhood of Steel. This is an
Leather Jacket advanced version of the Combat Armor,
Value: 250 and can occasionally be found for sale
A snappy addition to any ensemble, the in large cities.
leather jacket is the most basic W: 25 lbs. AC: 20 N: 8/40 L: 8/70 F:
protection you can use. And it looks 7/50 P: 7/60 E: 8/40
pretty badass, too.
W: 5 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10 Radiation Suit
P: 0/10 E: 0/20 Value: 5000
A radiation suit is necessary if someone
Leather Armor is going to do any prolonged activity in
Value: 700 an irradiated area. While wearing a
A shirt made of leather and padded for radiation suit, a person is protected
extra protection. from all the harmful effects of
W: 8 lbs. AC: 15 N: 2/25 L: 0/20 F: 0/20 radioactivity and radioactive materials.
P: 0/10 E: 0/20 W: 20 lbs. AC: 15 N: 4/30 L: 0/30 F:
10/60 P: 0/20 E: 4/40
68
Combat Armor extremely rare and can only be found in
Value: 6500 organizations that can trace their roots
The standard military-issue armor for back to the American Armed Services,
ground troops before the war, there are such as the Enclave. This armor
still quite a few suits of combat armor enhances the Strength of the wearer by 4
lying around. Most are used by police points.
forces in large cities, or by gangsters W: 30 AC: 30 N: 15/55 L: 19/90 F: 16/70
with lots of money. P: 15/60 E: 20/65
W: 20 lbs. AC: 20 N: 5/40 L: 8/60 F:
4/30 P: 4/50 E: 6/40 Equipment
Combat Armor MK II
Value: 8000
An advanced version of the Combat Armor,
this offers far better protection.
Originally issued to soldiers in the
E quipment is any item that is not a
weapon, ammunition,
weapon enhancement.
armor, or
These are
common (or semi-common), useful items in
the wastes.
advanced stages of the war.
W: 20 lbs. AC: 25 N: 6/40 L: 6/65 F:
Flare
5/35 P: 5/50 E: 9/45
Value: 10
A chemical-packed stick that, when
Pseudo-Chitin Armor
ignited, will provide light for about an
Value: 10000
hour.
This experimental armor was made using
W: 1 lb.
genetic engineering. Basically, this
armor affords its wearer a complete
Lighter
biological exoskeleton, protecting
Value: 10
against a good deal of normal attacks.
When you need to get that molotov
W: 20 lbs. AC: 30 N: 10/50 L: 4/20 F:
cocktail going, or burn that particular
10/60 P: 4/20 E: 5/50
bridge.
W: 1 lb.
Power Armor
Value: 12500
Flashlight
This is a metal suit of body armor
Value: 15
enhanced with various powered features.
A small flashlight (torch) that runs off
Power armor is often the final word in
of a special energy cell. Usually
personal protection in the wastes, and
provides about 30 hours of light before
is usually only worn by Knights of the
going out.
Brotherhood of Steel, and other
W: 1 lb.
organizations with access to prewar
tech. The power of the armor adds 3
Rope
points to the Strength of the wearer.
Value: 25
W: 35 AC: 25 N: 12/40 L: 18/80 F: 12/60
What role playing game would be complete
P: 10/40 E: 20/50
without a rope? Perhaps one of the most
useful items in the world. Consider
Hardened Power Armor
this to be about 10 meters long.
Value: 15000
W: 10 lbs.
There is a chemical process that makes
normal Brotherhood Power Armor harder
Shovel
and better, and this is the result of
Value: 30
that process. Like the normal Power
Can you dig this, daddy-o?
Armor, this suit enhances the Strength
W: 15 lbs.
of the wearer by 3 points.
Lockpick
W: 50 AC: 25 N: 13/50 L: 19/90 F: 14/70
Value: 40
P: 13/50 E: 20/60
Gives the user a +50% bonus to lockpick
ability for the purposes of picking
Advanced Power Armor basic locks. Some locks require one of
Value: 20000 these (or a key) to open.
Advanced Power Armor is an improvement W: 1 lb.
on normal Power Armor, made mostly by
technicians after the war. It is
69
Tool Set in the surrounding area. Useful when
Value: 50 you are wondering what that big glowing
A set of basic tools, such as small crater in the ground is.
wrenches, pliers, some screwdrivers, and W: 5 lbs.
a hammer. For basic repairs.
W: 15 lbs. Plastique (C-14 Plastic Explosive)
Value: 400
Boots C-14 is an improved version of the
Value: 80 classic C-4 plastic explosive. A gummy-
A set of reinforced rubber and kevlar like substance that can be rigged to
boots. They will protect the wearer detonate, plastique is useful because it
from harsh chemicals for a short time, can be molded to any shape, to detonate
although they tend to wear out easily. in a concentrated area or spread along a
W: 5 lbs. wider surface. C-14 is a white or gray
substance that looks and feels a lot
Gas Mask like Silly Putty™. Setting it takes a
Value: 150 successful roll against Traps; like
This mask protects against harmful gas. dynamite, if the roll fails, the timer
Useful when someone lobs a mustard gas is not set correctly, and will blow at
shell at the party. Note that it does the wrong time, or not at all.
not block radiation. Plastique does 2d20+30 damage to
W: 3 lbs. anything within the hex in which it
detonates, half damage to everything in
Safecracking Kit adjacent hexes, and 1d6 concussion
Value: 200 damage to anything within 4 hexes of the
The use of this kit is required to open explosion. C-14 can be compounded on
most safes, and gives the user a +20% itself to make bigger bombs, too.
bonus to their lockpicking skill when
trying to open a safe. Vehicle Repair Kit
W: 5 lbs. Value: 500
A toolbox containing some necessary
Electronic Lockpick equipment for repairing a vehicle
Value: 250 (actually, it can be used on any complex
This valuable device is required to open mechanical device). Contains a computer
electronic locks. It is crafted to for interfacing with the vehicle to
overload or override the computer analyze the problem and a lot of repair
security on electronic doors. They are tools.
usually only available from thieves’ W: 20 lbs.
guilds.
W: 3 lbs. Chems (Drugs)
Dynamite
Value: 275
An explosive device consisting of
several sticks of dynamite, a detonator,
and a timer to set it off. Setting
T here are plenty of ways
chemically alter one’s body in the
wastes, and not all of them are
entirely beneficial. Chems always have
some kind of effect on a person.
to
Stimpack Mentats
Value: 150 Value: 600
Stimpacks are small syringes with Mentats increase the user’s awareness
healing chems that ease pain and for a short period of time, but are
encourage cellular mitosis, helping dangerous because of the intense
cells restore themselves at an increased aftereffects and high addiction rate.
rate. Quite common before the war, they An experimental drug for the military at
can be found, in one form or another, one time, these pills became popular in
almost everywhere. When injected, the the prewar streets because of the
stimpack heals 1d10+10 HP. Not intense high. When Mentats are
addictive. swallowed, the user’s Perception
increases by 2. The effects last 1
Antidote hour, after which time the user’s
Value: 150 Perception, Agility, and Strength are
Made from a variety of distilled poisons decreased by 2 for 1d10 hours. Mentats
and antibodies, each dose of Antidote have a 60% chance of addiction.
removes one level of poisoning.
Antidote tastes and looks like cough Psycho
syrup, and comes in little bottles. Value: 1000
There is no official Antidote company in Psycho is a drug that is much like a
the wastes, and it is often something combination between Mentats and speed.
that country doctors and traveling This chemical cocktail is highly
quacks will sell for far more than its addictive and has horrible side effects,
worth. Not addictive. but the high it produces is worth it to
many users. After injecting Psycho, the
Super Stimpack user’s Perception and Agility increase
Value: 500 by 3, and their maximum Action Points
This is an incredible melange of healing increases to 10. The effects of Psycho
chems designed to aid wounded soldiers last 1d10 hours, after which time the
on the battlefield in crucial moments of user loses 3 points to ALL Stats except
combat. Super stimpacks come in a large Luck for 1d10 hours. Psycho is 50%
clamp that fit around the arm and inject addictive.
the chemicals into the user at various
times, maximizing the effects of the Jet
chemicals. The whole injection process Value: 1000
still takes less than a second. Super Jet is the new street drug of the post-
stimpacks heal 5d10+50 HP, but the user nuclear world. No one knows exactly how
loses 1d10 HP after an hour from the it was made, except there are rumors
aftershock. It is a good idea to get that a mafia boss had it manufactured to
some other form of healing should the aid in controlling large numbers of
user’s HP drop to dangerous levels people. Considering that Jet is
again. Not addictive. addictive from the first dose, that is
not difficult to imagine. Jet comes in
Buffout an inhaler, much like asthma medicine.
Value: 600 After inhalation, the user gains 2
Buffout is a kind of temporary steroid, Agility and loses 2 Perception for 1d10
increasing mitochondrial activity in hours. The user also experiences a near
muscle for a brief period of time. orgasmic high with very little side
Unfortunately, these same chemicals also effects afterward. Jet is 100%
impair brain function. Taking this drug addictive. Once you take it, there is
is fine so long as you are about to slug no going back.
it out in a boxing ring, but not
recommended for operating a tank in Radaway
combat. When swallowed, Buffout Value: 1500
increases the user’s Strength by 3, Radaway, an obscure drug from prewar
decreases Intelligence by 2, and times, became one of the most useful
decreases Perception and Intelligence by after the bombs went off. It comes in
1. The effects last 1d10 hours. an IV bag and must be taken through a
drip IV over the period of about an
71
hour. The Radaway works in the user’s Cars and Trucks
system to bond with radioactive
particles and wash them out. 1 day
after use, the user loses 25 rads.
days after use, the user loses another
25 rads. Radaway, unfortunately, has an
addiction rate of 20%.
2
Rad-X
Value: 2000 Corvega “Highwayman”
An ounce of prevention is worth a pound
of cure, and that was the idea behind The highwayman was the combination
these drugs. Although they were never sportscar and family car that became the
marketed for consumer use before the staple of American life in the years
war, enough were made for militaries so before the war. It is roomy and can
that they are not unknown in the postwar travel over most kinds of flat terrain.
world. Rad-X is a pill that increases The basic highwayman does not have a
the user’s Radiation Resistance by 50% weapon, and holds 30 charges of fuel.
for 1d10 hours after ingestion by TS: 100 MPH. DR: 480 KM. NP: 5 CW:
creating a kind of radiation “anti-body” 2500 lbs. HP: 250
in the user. Not addictive.
72
Humvee but a family of wheeled, armored
vehicles designed to meet most military
A military jeep designed to carry small
and para-military needs. The Dragoon is
amounts of people over rough terrain,
totally amphibious, and is designed for
and to engage light infantry in combat.
more guerilla-style operations that the
Can travel over many kinds of terrain at
larger (and less subtle) Bradley. The
relatively high speeds. The Humvee
Dragoon APC can be armed either with an
takes 30 cells to completely recharge.
AGS-17 Grenade Launcher or an MG3
TS: 95 KPH. DR: 600 KM. NP: 5 CW: 2500 machine gun turret. The Dragoon takes
lbs. HP: 375 40 cells to fully recharge. Its large
wheels mean that it is most effective on
flat or relatively flat land, or in
APCs (Armored Personnel Carriers) amphibious operations.
TS: 116 KPH DR: 885 KM NP: 8 CW: 8,000
lbs. HP: 425
A PCs are
heavily
74
M1A1 Abrams Reinforcing the struts on a vehicle
increases the amount of weight it can
Credited
carry by 50%. Of course, it doesn’t
with
increase the size of the vehicle.
defeating
the vastly
inferior
Fuel Cell Converter
Soviet-
built T- Cost: 10000
72s and T-
55s Iraq A fuel cell converter makes the energy
used in that a vehicle runs off of more
the Gulf efficient. It extends a vehicle’s range
War, the by 50%.
M1 Abrams
is the
finest vehicle in the US Cavalry going Antigrav Plates
into the 21st century. The unequaled Cost: 25000
range and reloading speed of the
Rheinmetall 120mm gun, and the thickest, Forget tires and tracks. Antigrav
most effective armor of any tank, make plates allow the vehicle to hover a few
the Abrams the most feared vehicle on feet over the ground, so it can
the battlefield. In addition to the effectively pass over all but the
cannon, the Abrams has 2 M2HB support rockiest ground at top speeds. Antigrav
machine guns, and a TOW-II missile plates remove terrain restrictions
defense system built-in. There are (except obviously the car can’t careen
rumors of M1A1s constructed with energy over canyon walls) and increases the
weapons, but these are unconfirmed. The vehicle’s top speed by 50 miles per
M1A1 takes 70 cells to fully recharge. hour. Note that antigrav plates are
ineffective over water, and driving over
TS: 60 MPH DR: 100 KM NP: 5 CW: 4000 more than 1 foot of H2O will result in a
lbs. HP: 600 very wet car that cannot be moved except
by a tow chain.
Vehicle Enhancements
Reinforced Struts
Cost: 9000
75
Bibliography
Darman, Peter (ed). Tanks at War. Wisconsin: Motorbooks International, 1996.
Dunstan, Simon. NATO Armoured Combat Vehicles. London: Arms and Armor Press, 1991.
Flynn, Nigel (ed). Battlefield Europe: NATO vs. The Warsaw Pact. New York: Arco
Publishing, 1985.
Hurst, Michael. GURPS High-Tech: Weapons and Equipment Through The Ages. United
States: Steve Jackson Games, 1998
O’Malley, T.J. Fighting Vehicles: Armoured Personnel Carriers & Infantry Fighting
Vehicles. London: Greenhill Military Manuals, 1996.
Powell, William. The Anarchist Cookbook. New Jersey: Barricade Books, Inc., 1971
76
Index
Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Action Points (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Actions (list of possible combat actions) . . . . . . . . . . . . . . . . . . . . . 18
Adding Race Modifiers to Statistics . . . . . . . . . . . . . . . . . . . . . . . . . 9
Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Agility (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Armor (wearing) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Armor Class (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Armor Class (modifying “to hit”) . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Artillery (setting up in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Barter Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Bartering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Big Guns Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Big Guns Skill Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Blindness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Burst Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Canceling the Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Carry Weight (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Chance for Criticals (determining, rolling, and an example of) . . . . . . . . . . . 24
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Character Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Character Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Charisma (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Chems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Chems (and addiction) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Combat (beginning) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Combat (continuing and ending, and an example of) . . . . . . . . . . . . . . . . . 24
Combat (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Combat (process) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Cone of Fire (in burst mode) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Cover (modifying “to hit”) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Creating a Role-Playing Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Crippled Limbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Critical Chance (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Critical Failure Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Critter (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Damage (determining) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Damage (example of calculating) . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Damage (from non-conventional weapons) . . . . . . . . . . . . . . . . . . . . . . . 23
Damage and Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Damage Resistance (description) . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Damage Threshold (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Dice (Required to play the game) . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Death (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Death (in the game) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Death (note about) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Doctor Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Double-Shot Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Driving Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Endurance (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Energy Weapons Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . 12
Energy Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Equipment (Required to play the game) . . . . . . . . . . . . . . . . . . . . . . . . 2
77
Equipping Items (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Experience (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Fallout (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Finishing Touches to Character Creation . . . . . . . . . . . . . . . . . . . . . . 15
Fire Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
First Aid Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Gambling Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Gamemaster or GM (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Getting Up (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Ghoul (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Glossary (of terms in Fallout) . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Guide to the Fallout Universe (Post-Nuclear USA: The Rough Guide) . . . . . . . . . 36
Half-Mutant (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Healing (naturally) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Healing Rate (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Hit Points (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Holding Weapons and Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Human (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Imagination (Imagining) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Intelligence (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Karma (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Karma (explanation) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Karma (in character creation) . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Karmic Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Level (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Life (meaning of) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Light (modifying “to hit”) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Lockpick Skill (description of) . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Lockpicking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Luck (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Melee Damage (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Melee Skill Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Melee Weapons (advantages to hitting with) . . . . . . . . . . . . . . . . . . . . . 22
Melee Weapons Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . 13
Movement (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Mutant or Super Mutant (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Non-Player Character or NPC (definition) . . . . . . . . . . . . . . . . . . . . . . 3
Notes (Version) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Nuclear Arsenals (Size of) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Outdoorsman Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Perception (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Perk (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Perks (explanation) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Perks (list of) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Picking Locks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Player (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Player Character or PC (definition) . . . . . . . . . . . . . . . . . . . . . . . . . 3
Poison Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Poison Resistance (description) . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Poisons (table of) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Primary Statistics (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Primary Statistics (description of each) . . . . . . . . . . . . . . . . . . . . . . 8
Primary Statistics (examples of calculating) . . . . . . . . . . . . . . . . . . . . 8
Primary Statistics (explanation) . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Primary Statistics (in character creation) . . . . . . . . . . . . . . . . . . . . . 8
Pythagoras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Race (in character creation) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Race Modifiers (adding to statistics) . . . . . . . . . . . . . . . . . . . . . . . . 9
Race Modifiers (example of adding to statistics) . . . . . . . . . . . . . . . . . . 10
Radiation Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
78
Radiation Effects (table of) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Radiation Resistance (description) . . . . . . . . . . . . . . . . . . . . . . . . . 11
Range (modifying “to hit”) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Rank (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Reloading (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Repair Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Repairing Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Repairing Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Role-Playing (In the Fallout Universe) . . . . . . . . . . . . . . . . . . . . . . . 1
Rolls Against ___ (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Round (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Science Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Secondary Statistics (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Secondary Statistics (descriptions of) . . . . . . . . . . . . . . . . . . . . . . . 10
Secondary Statistics (examples of calculating) . . . . . . . . . . . . . . . . . . . 11
Secondary Statistics (explanation) . . . . . . . . . . . . . . . . . . . . . . . . . 4
Sequence (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Sequence (determining in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Shakespeare, William . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Skills (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Skills (example of calculating) . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Skills (in character creation) . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Small Guns Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Small Guns Skill Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Sneak Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sneaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Special Unarmed Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Speech Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Statistics (in character creation) . . . . . . . . . . . . . . . . . . . . . . . . . 8
Steal Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Stealing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Stoppard, Tom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Strength (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Super-Mutant (race) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Tag Skills (choosing) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Tag Skills (example of assigning) . . . . . . . . . . . . . . . . . . . . . . . . . 15
Taking Items (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Targeted Shots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Throwing Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Throwing Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
To Hit (base chance) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
To Hit (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
To Hit (determining) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
To Hit (example of determining and rolling) . . . . . . . . . . . . . . . . . . . . 21
To Hit (the formula) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Trading and Barter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Trait (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Traits (explanation) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Traits (in character creation and list) . . . . . . . . . . . . . . . . . . . . . . . 5
Traps Skill (description) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Tripods (setting up in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Turn (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Unarmed Skill (definition) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Unarmed Skill Weapons List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Using an Item (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Using Skills (in combat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Vehicle Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Vehicle Condition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Vehicle Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Weapon Condition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Weapon Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
79
Weapon List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Weapon Status (modifying “to hit”) . . . . . . . . . . . . . . . . . . . . . . . . . 20
Weapons (holding) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Wearing Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
80
81