: The Enclave Of The United State Of America & Artificial Intelligence Machines Project

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further information on playing Enclave THE ENCLAVE characters turn to chapter IV. You have been warned. OF THE UNITED

STATES OF I. History of The Enclave: EnclaveNet: Online AMERICA File: General Jason L. Richardson’s note about The Enclave “We, the citizens of the Enclave, who do Security status: none believe in the Enclave as the legal continuation Date of modification: December 21st 2097 of United States of America, rule that we will Many years have passed since the do everything that our country, its government, foundation of The Enclave and not many or citizens may need to achieve our goal of remember its origin and history. I feel resurrecting the United States of America once responsible for the education of my again” descendants. I shall store this valuable data -- Constitution of The Enclave, First Paragraph in the EnclaveNet computers so it will remind our people of what we once were Prologue: and what we will become again. The story This text is considered to be an extension begins in year 2055, when the US of Fallout Pen & Paper currently available government became aware that a nuclear at www.iamapsycho.com/fallout and conflict with our enemies would lead to a written by Jason Mical total collapse of governmental ([email protected]). Reading just this infrastructure. The mythical Armageddon file won’t allow you to play the game. made real, if you will. A private company Any comments you have please send to Jan called Vault-Tec was licensed to construct Domanik ([email protected]). I wish you a series of underground shelters in case of good gaming. I’m aware of the fact that a war, called Vaults. These would help some things vary from what it was average citizens survive but we needed to approached in Fallout series but those are have a command and government centre not any major changes and do not affect that would also survive and would be much general gameplay. larger than a Vault. Northern California and Nevada GM information: were chosen because of the relative lack of Enclave expansion is recommended either targets compared to the vast open spaces. for high-level (12 and above) player Then some Pentagon specialists found an characters form the Wastes or can be old oil platform that would form an played from the very beginning (level 1) excellent base for construction of an when using player characters that are underwater city. Construction of this top- Enclave citizens. secret base started in 2057 and Hydropolis, You should also be aware that this is a the capital of what was to become The high-tech add-on and it introduces many Enclave, was finished by 2074. The cyberpunk ideas which can sometimes not government also built some outposts in the fit into your post nuclear world but in my mainland. opinion when used in moderation it Unlike the Vaults, which contained provides good gaming opportunities. For only sufficient supplies and knowledge to survive after the war, the knowledge of

2 humanity was stored in the EnclaveNet EnclaveNet: Online computers, much like a modern-day File: corporal Samuel W. Richardson note “Library of Alexandria.” The first citizens about The Enclave history came to Hydropolis in 2076 and the Security status: red maximum population of 250,000 was to be Date of modification: March 3rd 2155 achieved by 2081. In 2077 the much- feared war broke out stopping further Well the time has come for me to continue construction and leaving some outposts the work of my father. Many years have unfinished. passed since someone has written down As I was the commander of an elite our history but there were many more 101st Airborne Division by then I expected important things. After my father’s death to be sent to front line but instead an order in 2098 many things have changed. The came that me and half of my division were most important is that we once more going to defend some top secret base in the established a stronghold on the mainland in middle of nowhere, and the rest were going 2105, and the base called Navarro exists to to war. I was angry then but as time current day. We once more went into the passed, I saw that otherwise I would have wasteland and saw that many people ended up as a radioactive heap of bones survived even though we thought it to be somewhere in China. We just sat there in impossible. But they were not interested in Hydropolis and saw as the came out one by rebuilding the USA, most of them being one. First the NATO command, then the second generation as the first died out Pentagon and Washington, NORAD, Area quickly after the war. All they desired was 51, Iron Mountain, all those cities in our technology. We also met some foul EANU and here, in the States… And we creatures known as ghouls and mutants for were not allowed to send any the first time. We quickly learned that we transmissions… After all that madness couldn’t rebuild the USA with those losers, ended we were left alone. We had no we had to achieve this task by ourselves. contact with anyone, with all satellites shot By the time we had regained three missile down and all long-range communicators in cruisers - their crew probably killed by the mainland destroyed. We send lots of radiation - and we had capabilities to make scouts but they never returned. After losing some real shipments to Navarro (later on several hundred of men we discovered that we also tried to travel to different places our old T51b Powered Armour just but all was the same, radiation or some couldn’t stop radiation so high as it was by aggressive locals). We tried to make the time. So we just hid underwater, which contact with some Vaults but most of them sheltered us from radiation, and made no did not survive the war and others just contact with outside world ever since. didn’t trust us and refused to open their About 25,000 of us live here. I’m no doors, which is not surprising, as we longer the leader of The Enclave (we haven’t been heard of before the bombs named it after the war, or rather the War, went. We slowly grew in numbers and because we are the only part of USA that even seized control of an old nuclear survived), we have a senate and a reactor and built some bases deeper in president. Everything is going smoothly wasteland but those all had to be deserted and in a few years we will emerge to the from various reasons. Probably the most outside world once again. important thing happened in 2115. The - Jason L. Richardson, General of High Commission of Science and Warfare 101st Airborne Division, Commander-in- (HCSW) was founded. I would mark this Chief of Enclave Army as an end of republic and the beginning of End of Record, EnclaveNet Off-Line technocracy in The Enclave. The scientists quickly gained control of every important

3 decision and the senate had something to Hydropolis and another 3000 in Navarro. say only in domestic policy, not to speak Not much for pre-war standards but it’s about the president. The Army quickly well for a beginning, however I suspect grew enormously large and this assured that the way that HCSW has taken, leads to that HCSW would not give back its power. nowhere but it’s up to my descendants to The positive aspect is that we made a few see what will happen. And there is one important discoveries by then, like the final thing that I’ll write about as last and Vertibirds or the T67 armor but there were that will probably cause this text to be also many negative aspects. Drugs given red access code and I’ll be arrested, appeared in our society and we started to but in my age I do not care what they will send weapons shipments into the wasteland do with me and this is the thing that must to assure that they will have enough be written. I know that our soldiers have weapons to kill each other, with “little” committed severe atrocities in the name of help from our spies. The population wealth rebuilding the USA - we destroyed the grew and no one was or is against us, but I shore tribes and took some Vaults by force feel that those were not true ideals of the in order to gain access to their supplies. pre-war USA. Well, that was for the good We are probably the most advanced nation part. In 2145 we sent our scouts to a high in this mad world, but we haven’t chosen tech robot factory from before the war and the best way to rebuild civilization, that’s discovered the only power that could stand for sure. against us. This was a long forgotten pre- war project of building an army of battle End of Record, EnclaveNet Off-Line cyborgs and robots (Artificial Intelligence Machines Project). If not for them, HCSW II. Enclave Technical Data would probably have finished off most of EnclaveNet: Online the towns in Nevada and California and File: Enclave Security Access Codes built their own upon their burning ruins. Security status: none We thought the project was terminated but Date of modification: September 7th 2159 we were wrong, as our scouts got killed and our attack repulsed. Nobody really Level 0 (black) – everyone is allowed to knows why the commission launched an access such information, even outsiders immediate attack instead of negotiations, I Level 1 (green) – all Enclave citizens suspect that our metal enemies(?) might Level 2 (yellow) – only government have known something that could break employees are granted this data the HCSW supremacy in The Enclave. It’s Level 3 (orange) – military personnel only hard to say because all documents Level 4 (red) – high command military regarding those events were given white personnel only access code and only the chairman of the Level 5 (white) – High Commission of HCSW can access them. From that time Science and Warfare only the HCSW has ordered a blockade and launches an attack from time to time, as do End of Record, EnclaveNet Off-Line the robots, but the situation has been much of a stalemate for the last 10 years and is causing HCSW popularity to fall. We EnclaveNet: Online cannot defeat them and they cannot defeat File: EnclaveNet - system description us, but either us or them cannot allow the Security status: green other to grow in power. And in my Date of modification: June 1st 2160 opinion, this will not change if we keep to the same policy, but its not my matter to EnclaveNet is a semi-AI computer comment on this. 100,000 of us live in responsible for maintenance of all systems

4 in Hydropolis, Navarro and several other EnclaveNet: Online facilities that are not accessible since year File: Hydropolis security status 2077. EnclaveNet is also made to aid all Security status: orange secondary functions of The Enclave Date of modification: June, 2nd 2160 inhabitants such as health, science, entertainment, power control and many DEFCON: 5 others. EnclaveNet is also an assistant to Perimeter defences: Online the Enclave Armed Forces HQ and a Oil Rig defences: Online consultant of HCSW. Radar: Active Long range sensors: damaged, 50% Technical data: operational Work speed: 6789 teraflop Main Laser Batteries: 10/14 operational Storage memory: 25973 attobytes Secondary Laser Batteries: 5/40 Semi-AI IQ: 350 operational Architecture: Neural net Main Missile Batteries: 5/12 operational Secondary Missile Batteries: 10/30 End of Record, EnclaveNet Off-line operational 155 mm Guns: 0/10 operational EnclaveNet: Online 280 mm Guns: 1/5 operational File: Enclave power display 650 mm Torpedo Tubes: 1/10 operational Security status: green Supercavitation Torpedo Tubes: 0/3 Date of modification: March 5th 2160 operational Underwater minefield: Not Present Main fusion reactor: On, 30% Deep Charge mortar: 5/15 operational Secondary fusion reactor: On, 5% Defensive bots: On Guard Solar panels: Off Security cameras: Active Backup power: Off Forcefields: Inactive Poseidon Oil reactor: Contact Lost Traps: Inactive Orbital power transmitters: Destroyed GPS targeting: no satellite present Fusion fuel reserves: 1553,24 years SDI defences: SDI satellites destroyed Current power usage: 10 MWh Oil Rig main forcefield: Inactive Hydropolis: Powered Internal turrets: On Guard Navarro: Powered Counter insurgency: Inactive Self-destruction control: 1024 bit access End of Record, EnclaveNet Off-Line code required

EnclaveNet: Online End of Record, EnclaveNet Off-line File: Hydropolis geographical data Security status: orange III. Population of the Enclave th Date of modification: June 26 2160 EnclaveNet: Online File: Enclave Cloning Centre Information The Enclave headquarters are located 175 Security status: none miles off of the coast of California in the Date of modification: June 1st 2160 Pacific Ocean. Co-ordinates are 37 degrees Enclave Population (total): 110,000 18 minutes north latitude by 120 degrees 7 minutes west longitude. Enclave growth is strictly controlled and all citizens are given a “genetic category” – End of Record, EnclaveNet Off-line the higher the category the less damage caused by radiation can be observed in their DNA. Only the first two categories

5 are allowed to have children (75% of CG Clark, a Dragonfly Class Missile Enclave citizens belong to these Cruiser (25% operational) categories) all others are prohibited to have Length: 160 m offspring and usually sterilised. Displacement: 7200 tons Contraception is common in the Enclave as Maximum speed: 33 knots (8 with current HCSW set limits of growth each 10 years damages) (thus giving the number of children a The Dragonfly is a general-purpose guided family can have) and each extra child missile cruiser built to screen carrier battle raises the taxes for his/her parents. If groups from air attack. With its one SAM population growth is less than expected, (Surface-Air Missile) launcher, eight then clones are made to reach required Harpoon II missiles (two launchers), values. Though many think of the HCSW helicopter, 5" gun, Phalanx and variety of policy as foolish, it’s made by a group of radars and sonars, this ship has more than specialists, best fit in requirements and adequate point defence, ASW (Anti capabilities. If something unexpected Submarine Warfare), and anti-surface occurs plans are modified. The Enclave capabilities. Ship has been badly damaged growth rate is quite high and stays at the during the War by a Chinese anti ship level of about 2.5%. missile and most of its electronic End of Record, EnclaveNet Off-Line equipment and weapons are no more. Hull is badly damaged thus ship cannot operate EnclaveNet: Online during high sea states. The rear helipad is File: Enclave Agricultural Information also damaged. Enclave uses this ship as a Security status: none transport ship, with all of its equipment Date of modification: May 28th 2160 removed and every possible space converted into cargo space. Most of food used by population of Hydropolis and Navarro is being produced CGN Shandara, a Leopard Class Aegis in the greenhouses of Hydropolis under Cruiser (87% operational) artificial light. Process requires the Length: 182 m attention of human workers, but robotic Displacement: 7946 tons ones are also present. All of food produced Maximum speed: 30 knots in the enclave is of plant origin. All meat is The Leopard was the most powerful anti- either bought from wasteland inhabitants aircraft ship in the pre-War US fleet. It or raised near Navarro. The Enclave has was designed to defend carrier battle huge surplus of food, 80% of which is groups against aircraft and anti-ship wasted. missile threats. It also has excellent anti- End of Record, EnclaveNet Off-Line submarine capabilities. The Leopard greatest asset, however, is its Aegis EnclaveNet: Online system, which completely integrates the File: Enclave Armed Forces Description ship's weapons and command systems. Security status: red This Aegis system allows each Leopard to Date of modification: June 1st 2160 automatically detect, track, classify, and engage multiple air targets. Ship is armed Soldier count: 14863 with four Phalanx 20mm point defence Vertibirds: 100 cannons (able to destroy incoming missiles RAH-88: 15 and air targets) two cruise missile Vehicles: 343 (with tanks) launchers (those are operational but Enclave has no missiles) two torpedo tubes Ships present: and one 127mm multi-purpose gun. Ship has only some minor damages and can

6 operate almost normally. At the back of the ship there is a helipad with space for two The Enclave Armed Forces (EUSAF – The helicopters (or Vertibirds). Leopard class Enclave of United States Armed Forces) ships are powered by a nuclear propulsion consist of approximately 15000 men ready unit. to give their lives for the Enclave. All military actions are under direct command DDG Leyete Gulf, an Arleigh Burke MK of HCSW. Enclave Forces rarely operate in III Guided Missile Destroyer (33% groups larger than 25 men, and usually just operational) 5-person patrols are sent into the Length: 149 m wasteland. Long-range missions are Displacement: 6800 tons usually conducted by 1 or 2 transport Maximum speed: 36 knots (current: 28 Vertibirds - one carrying soldiers and the knots) other with a light recon vehicle. Sometimes The US Navy's Air defence destroyer, the an assault Vertibird (or even a RAH-88 Burke class incorporated vertical launch Inca) is added if any hostile presence is and Aegis fire control technologies from expected. the initial design stages. Primarily intended to stop air attacks, the Burkes are also capable anti-surface and anti-sub platforms, although the class lacks full helicopter facilities. The ship is able to launch Standard 2 SAM's, Tomahawk and Harpoon II SSM's (Surface-Surface Missile), and ASROC (Anti Submarine Rocket) standoff anti-submarine weapons. It lacks of helicopter facilities. Leyete was damaged by a nuclear blast and even now is somehow radiated thus it cannot be operated without anti radiation protection. If an Enclave patrol is not sent on a “seek Most of its external arrays were either torn and destroy” mission, soldiers are off by the blast or just molten by the prohibited to take high-tech equipment temperature (thus the Leyete looks like such as Powered Armours or plasma rifles there was a fire on board) as the ground in order to reduce chance of attracting zero was only 5 kilometres away from the attention. When a “seek & destroy” destroyer, and no one really knows how it mission is sent, there will be no survivors survived. However external damage is that could possibly spread any information massive most of internal facilities are in about the Enclave. Enclave soldiers have quite good condition and the ship is able to no mercy when eliminating any possible operate. witnesses. The three missile cruisers that are at CG – Cruiser Guided – description of ship possession of the Enclave are heavily class, any cruiser armed with guided damaged, but there are no proper docking missiles facilities to perform all repairs so the ships CGN – Cruiser Guided Nuclear - are used as transport ships between description of ship class, any nuclear Hydropolis and Navarro (only USS powered cruiser armed with guided Shandara is able to use its weapons, missiles however there are not many targets) and DDG – Destroyer Guided - description of only when weather conditions are good. ship class, any destroyer armed with Those ships are far too valuable to be lost guided missiles at sea.

7 Enclave forces are not often sent beyond Justice is out of the control of the senate, Hydropolis, and as much as 2000 are the president or the HCSW. The death always somehow engaged in a conflict penalty is allowed, thought usually applied with AIM, however most of them are just only to out-of-Enclave spies and other ready to be sent in case of danger and only wastelanders. about 500 are on the front lines, as there have not been many confrontations End of Record recently and supplying large troops without being tracked by the Encrypted Add-on (or someone else) would be problematic. Security status: white The real power in the Enclave is the End of Record, EnclaveNet Off-Line HCSW, which consist of 6 high-rank military officers, 6 scientists and EnclaveNet: Online technicians and the EnclaveNet Semi-AI as File: Enclave Government an advisor. The HCSW makes 90% of Security status: none important decisions and the leaves only the Date of modification: January 22nd 2160 decisions in domestic policy to the senate. The highest legal power in The Enclave is The HCSW has also ability to control The Enclave Senate, which is thought to be elections for judges, advocates and the continuation of US Senate. The Senate procurators, thus controlling the justice consists of 60 senators and the first department. The High Commission for speaker. Most of decisions are made by the Science and Warfare is the true power in vote of 50%+1 but sometimes 2/3 or 3/5 The Enclave. are required. The Enclave has a president, elected for a 10-year term. Their End of Record, EnclaveNet Off-line entitlements are much similar to those of pre-war USA. The official form of EnclaveNet: OnLine government is a republic but because 75% File: Enclave Policy Towards Outsiders of the senators are usually scientists or Security status: green technicians, the real government type is Date of modification: April 15th 2160 gravitating towards a technocracy. All the Rebuilding the new USA will require us to citizens of The Enclave participate in all restore its original population and this elections. The Senate is elected once per 8 cannot be done with the outsiders. Most of years, but only 50% of senators are elected, them are far too radiated and primitive to the rest is nominated by the noble HCSW, become citizens of the new country. We which takes this uneasy task in order to see only one organisation that can be establish the best policy for the Enclave as possibly assimilated into The Enclave - a the HCSW is the only part of the Enclave group that calls themselves the that knows all dangers of the outside Brotherhood of Steel - as they also seek world. their roots in pre-war America. The best Taxation is at level of 45% (linear tax). thing about them is they also seek technical Trading outside The Enclave is allowed knowledge for themselves and are not too only to companies indicated by the HCSW, much interested in supplying it to others and even then, the traders must not in any (however such things have happened and way show that they come from The this must prevented in future). All other Enclave. Many traders from the wastes inhabitants must be exterminated or forced who knew too much, were arrested or even to leave the territories of the United States. killed by our soldiers in order to assure our We must tolerate their presence for now, as safety. we are not numerous enough to populate those territories and they at least keep the

8 land clean from wild animals. A matter of File: Enclave Deathclaw Intelligence grave importance is denying technical Enhancement Program knowledge to the wasteland “civilizations”. Security status: red Concerning Vaults, their inhabitants might Date of modification: June 23rd 2165 be used in later parts of our project but Since year 2150 Enclave has conducted their citizens are not to be allowed to leave some top-secret research in order to those shelters as this may result in losing enhance intelligence of the creatures their value. If the Vaults are not willing to usually known as deathclaws. In the co-operate, the Enclave is permitted in use Hydropolis genetic engineering of deadly force. No outsider should be department, a team of Enclave scientist accepted as an Enclave citizen but created a modified version of the FEV outsiders may be recruited as spies. virus called the FBDV (Forced Brain Development Virus) that was used on End of Record, EnclaveNet Off-line group of deathclaws to make them smart enough to become independently-acting EnclaveNet: Online warriors for the Enclave. Even though 90% File: Enclave Research & Knowledge of experiment subjects died, the Status experiment itself proved to be a success. Security status: green The surviving deathclaws were gaining Date of modification: April 15th 2160 intelligence quickly and were quickly able We posses all the knowledge known in to understand orders given to them. pre-war America, however much of it has Enclave used those deathclaws in a few little or no use in current circumstances – missions in the wastes with much success. for example space flights. We also have Everything seemed to progressing in the our own laboratories that have made best possible way until one day (about 8 significant research since 2077 - e.g. cold months after the first mission) a deathclaw fusion, Vertibirds, T67 Powered Armour. assault team didn’t return form a training Research and storage of knowledge are one mission in the wastes. Enclave forces were of the Enclave’s main goals. sent to enquire - they found all human supervisors slain by the deathclaws, who End of Record, EnclaveNet Off-line were missing. Airborne troops were sent almost instantly to hunt down the fugitives EnclaveNet: Online but with little success. Science teams made File: Enclave Currency lots of research to ascertain what has Security status: none happened. It turned out that the Date of modification: August 21st 2164 deathclaws’ learning curve had been far superior to what was suspected and they United States Dollars (USD) are the gained much more intelligence than official currency in the Enclave. They exist anybody thought they possibly could. Also in two forms: as printed banknotes or on their aggression was much lower with the credit cards, the second form being more growth of intelligence. As intelligent as popular among Enclave citizen. When they were, deathclaws planned an escape, trading with outsiders either NCR dollars as they didn’t want to be exploited by the are used or just commodity-to-commodity Enclave to commit atrocities. The project barter. was terminated and soon everyone forgot about the case but in year 2154 an enclave End of Record, EnclaveNet Off-line assault team caught a talking deathclaw (the ones that were trained by the Enclave EnclaveNet: Online never shown abilities to speak). After research on this subject, it has become

9 clear that with time the deathclaws’ Navarro is surrounded by vast areas of intelligence has grown even more and they minefields patrolled by combat bots and are nearly as intelligent as humans and call soldiers to eliminate all non-Enclave themselves Grey Tribe. The Order was presence. It is the main base for the given to Enclave troops to exterminate any Enclave missions in the surrounding deathclaw they meet (as Grey Tribe does wasteland and the main resupply route for not vary in appearance form other soldiers fighting with AIM. Many Enclave deathclaws) but this had little effect. The agents, spies and saboteurs travels from Enclave had to reconcile itself to Grey here all over wasteland to perform various Tribe existence but tries to eliminate those missions and gather information. Radiation deathclaws whenever possible. level is very low (about 0,45 rads a day or even less). However, it reaches about 20 End of Record, EnclaveNet Off-Line rads a second (so only about half a minute without ABC protection suit is necessary EnclaveNet: Online to acquire fatal amount of radiation) in File: Enclave Cities some parts of Navarro borders as fallout Security status: yellow was intentionally brought there to scare off Date of modification: September 23rd and/or kill any trespassers. 2159 The Enclave Oil Rig with Hydropolis Sierra Army Depot The Oil Rig is only the upper part of an Long ago abandoned weapon storage, now underwater city built before the war, run by an AI computer – Skynet. SAD was named Hydropolis, which is the capital of thought to be The Enclave strike base but it the Enclave. There is no more oil to extract proved impossible to keep it hidden so all power is collected either from cold because of close presence of New Reno fusion(!) or solar panels on the surface. and Broken Hills. Even now groups of The Oil Rig houses solar panels, many raiders make attempts to break the security defensive installations (just in case) and a defences and gather some modern huge Vertibird base with hangars and technologies. Skynet is still in contact with landing pads. Also a ship-docking facility the Enclave and scout and technical teams is present there. Hydropolis is home for from Navarro occasionally arrive here. 50,000 people and it’s probably the biggest Base security is at 95% operational. settlement in the whole post-nuclear world Radiation level is about 10 rads/hour. even if the pre-war city was planned for 800,000 citizens (major parts of Poseidon Oil Nuclear Reactor Hydropolis are unpopulated). The Enclave Thought to be the first Enclave city in Senate, president and all main laboratories California it had to be deserted because of are based here. Also the main army a major reactor leak (therefore only one of barracks are situated here. Due to four power domes had been built), which underwater location there is no radiation (0 caused surrounding area to become rads!) in Hydropolis, however a few rads radiated, ending all plans to build a city are present at surface (the Oil Rig). here. Now a Ghoulish city of Gecko is located here, but the Enclave doesn’t Navarro Army Base oppose as most of the high-tech equipment Navarro is a huge military base and has been evacuated long before. Radiation Vertibird refuelling station. About 2000 levels are high here but it makes no soldiers of the Enclave are located here. difference for the ghouls (however it does There is also 1000 technicians, scientists for the inhabitants of Vault 8). What many and other civilian workers. About 80% of people do not know of is that the main the Enclave vehicles are stationed here.

10 Gecko computer – which runs the plant – accelerator that uses electromagnetic fields is under Enclave control. to accelerate a specially designed craft (two versions exist - one for up to 50 Santa Maria Missile Base persons and the other for 25 tons of This recently founded base is situated in a supplies). Launcher tube is 3000 metres in pre-war ballistic missile base, located in length and the craft is guided by a special Sierra Nevada. All main base facilities are track in order to maintain desired course. placed in the underground bunkers and Final speed is of about 8 km/s and this about 100 Enclave soldiers and technicians allows the shuttle to reach the orbit where live here. The base also provides resupply it engages its own ion engines to reach for all long-range Vertibird patrols and Astropolis. The drawback of the launcher scout teams. Main part of the base are huge is its excessive power consumption during storages that hold weapons, food and each launch. After launch there must be at energy reserves. The base is well-equipped least 4-hour break to allow launch and located in an easy-to-defend site. generators to recharge. It’s one of the most advanced man-made, land-based facilities. EnclaveNet: OnLine Reading System Update B) Astropolis Orbital Town This file is only to be accessed in case of Construction works of Astropolis begun in direct threat to Hydropolis. 2030 and it at first designed to be a mining Security Status: Access Not Available base but the company that built it got Date of modification: CLASSIFIED bankrupt in 2039, and the base was left unfinished. In 2044 USAF Space Warfare Astropolis Division bought it in order to create a This is the most guarded secret of the training facility for its pilots. Work Enclave, a city the construction of which continued to 2056 when the base was construction begun in 2030. This huge city officially abandoned due to lack of cash to was built near the surface of the asteroid complete it. But unofficially, the Eros by robotic construction teams and its construction still continued. The base was construction was finished in 2074. It thought to be an add-on to VaultTec War consists of two parts: Astropolis Star Base Survival Project. The base was equipped in and Tijuana Military Bunker. order to allow it to function on its own after a nuclear holocaust on Earth. It has A) Tijuana Military Bunker been constructed near the asteroid Eros and This is the surface part of the city located equipped with its own propulsion, which near Tijuana, Baja California, USA (this was used to move it from Eros orbit to the area belonged to the US after war with high orbit of Earth in 2077 (it arrived in Mexico in 2023). Now the bunker is ruined late 2078), just after the War broke out. As and most of its 10 levels are destroyed or the War was much more rapid and damaged beyond repair due to a nuclear devastating that anyone could have thought impact but one of the most important base it was clear that there would be no-one to facilities is still operational. Most of the use the base by the time it was to arrive so base is of little value, although something information about it was hidden in the might be scavenged there. Deep beneath EnclaveNet and Astropolis became a the ground, on level ten, that still has reserve in case Hydropolis was to fail. The active defensive systems (by an emergency ase is ellipsoidal in form – 5 km in length power unit), beyond impenetrable seals, and about 200 metres of radius in the there is a tunnel leading to a nearby central part (50 metres at end). Most of the mountain, under which a rail launcher was space in it is full of life support, built. The rail launcher is a rail line construction facilities, hangars, weapon

11 stores, robotic factories and other statistics can be higher or lower than necessary facilities and there is room for allowed. This is intentional. only 1000 crewmembers. A semi-AI computer is responsible for running the Profession – what the character does for a base when unmanned. The base has living hangars able to launch spacecraft (unfortunately no shuttles were abroad as Alignment – only in special characters, I those present on board were returned to used AD&D 3rd edition alignments, to Earth in order to exchange them for more make it clear how do such a character advanced ones, but the War interrupted behave. this) and suborbital craft (they cannot go into space but are able to descend to Equipment – when “none” is written it surface and then return but cannot lower means that that NPC’s does not have any their speed to less than mach 4 as the special/characteristic equipment and would be unable to accelerate again, 5 of anything that GM feels necessary might be those are present abroad), but the best way given to him/her. to reach is the Tijuana Rail Launcher. Astropolis is well defended: 20 laser XP value – how much XP is gained for turrets and 10 missile launchers are ready killing that person, note that some of them to attack anyone who fails on IFF. Also probably have many bodyguards or friends many MECHs and defensive turrets are that will protect and/or avenge particular present inside the base and if all of those special NPC. failed there is a self-destruct system able to destroy the whole base. Name: Major Jane Henderson The base is equipped to be fully autonomic Profession: Enclave assassin and allow its crew to survive without Alignment: lawful neutral contact with the surface but base is not Age: 29 designed to be permanent - just a place Race: human from which rebuilding civilization would Sex: F be easier. Astropolis is probably the last HP: 80 place where ready-to-use nuclear warheads XP value: 5000 remain. The base engines that were used to STR: 5 PE: 8 move it to Earth’s orbit are not potent END: 4 CH: 7 enough to allow base leave Earth’s INT: 6 AG: 10 magnetic field. Astropolis may be seen as a LK: 6 glowing point on the sky at mornings and evenings and sometimes its shadow may Traits: Sex Appeal, Enclave Citizen be seen moving with great speed across the Perks: Ghost, Defensive Mode, Assassin, wasteland. Silent Running, Sniper, Enclave Combat Training (3) (special perk), Enclave End Of Record, EnclaveNet Off-line Science Training (special perk), Enclave EnclaveNet System Off-line, It’s Now Safe Covert Ops Training (special perk) to Turn Off Your Terminal Karma: 600 IV. Special NPC’s: Some NPC’s are given here. As well as Small Guns: 220% ordinary ones (traders, soldiers etc.), there Big Guns: 20% are also some special and unique ones. Energy Weapons: 40% Note that skill points and/or primary Unarmed: 170% Melee Weapons: 125%

12 Lockpick: 70% STR: 4 PE: 5 Throwing Weapons: 60% END: 6 CH: 5 First Aid: 70% INT: 9 AG: 6 Doctor: 50% LK: 7 Piloting: 55% Sneak: 110% Traits: skilled, good natured Steal: 40% Perks: master trader Traps: 80% Karma: 2500 Science: 60% Repair: 75% Small Guns: 15% Speech: 105% Big Guns: 5% Barter: 50% Energy Weapons: 45% Gambling: 40% Unarmed: 10% Outdoorsman: 70% Melee Weapons: 20% Lockpick: 50% Equipment: her equipment depends on the Throwing Weapons: 10% mission at hand, but she will almost always First Aid: 50% be armed with her favourite melee weapon Doctor: 30% - a wakizashi sword. She tends not to wear Piloting: 40% any armour that would limit her movement Sneak: 20% possibilities. Steal: 100% Traps: 20% Description: she is one of the most Science: 65% experienced and talented Enclave Repair: 70% assassins, able to infiltrate almost any Speech: 170% opponent. Her unique sneaking skills Barter: 280% followed by her unequalled weapon Gambling: 35% handling and unmatched hand-to-hand Outdoorsman: 20% combat abilities make her one of most valuable Enclave soldiers. Moreover, her Equipment: always carries Laser Pistol sex appeal helps her whenever she has to (just in case), dresses in red leather jacket , deal with male opponents. Her personal red jeans and a straw hat - for sure he hobbies are martial arts and training in the cannot be mistaken for anyone else. Tends “art of sword,” as she says. Jane sees the to use a lot of perfumes as his smell scares Enclave as the only way to restore of his customers (as malicious say “it can civilization and will always do everything fend off deathclaw, kill a brahmin and to serve it. She is very famous among make you buy anything just to leave Argus’ Enclave citizens and soldiers but she pays presence”). no attention of her fame. She spends more time somewhere in the wasteland “on Description: Argus is probably the only duty” than in the Enclave. ghoulish merchant accepted in the Enclave. And probably the only one outsider who Name: Argus McFariley was allowed to leave the enclave after he Profession: merchant has been down in Hydropolis. Argus Alignment: chaotic-neutral knows that both sides profit as long as he Age: 42 pretends that he have never heard of Race: Enclave. Of course he spies for the Sex: M Enclave, as he is known almost HP: 50 everywhere and no one would ever suspect XP value: 850 him of something other than greed. He

13 knows that his life is in danger if the Repair: 120% Brotherhood of Steel ever got to know Speech: 70% where does he “find” all those advanced Barter: 60% technology pieces he sells among Gambling: 20% wasteland (officially he says that thanks to Outdoorsman: 15% his radiation resistance he gathers it from ruined pre-War structures). Some say that Equipment: none he would sell sand in the middle of the desert with profits but even if he earns lots Description: Anthony was one of the most of money on trading he almost instantly talented Enclave pilots. He was the leader loses everything in the casino and in the of 1st Inca squadron and had the best bar (“Beer for everyone” is what he often results in whole Enclave air forces many says after particularly profitable deal) - thought he is about to be promoted for a probably that’s why people like him so major and later maybe even for a colonel much… but one day his Inca didn’t return from a simple recon mission. He never reported to a refuelling station in the desert where he Name: Captain Anthony Fassard ought to refill his Inca before returning to Profession: pilot Navarro. Enclave sent a massive a rescue Alignment: neutral good force that searched for many days, but they Age: 36 didn’t find him nor any sing of what has Race: human happened with him and his chopper… Sex: M Now he is officially listed as MIA but HP: 120 many think that he lives somewhere in the XP value: 1200 wastes… STR: 6 PE: 8 END: 5 CH: 5 GM notes: INT: 8 AG: 7 LK: 6 Equipment: Anthony wears torn and almost unrecognisable Enclave pilot Traits: Enclave Citizen, Fast Metabolism uniform (with insignia of 1st Inca Squadron Perks: Enclave Airborne Training (2) – a dragon attacking a sheep and words: (special perk), Doctor, Night Vision, Mr. “Strike Swiftly”), he is armed with Desert Fixit Viper pistol Karma: 300 Description: The truth is that Fassard’s Small Guns: 100% RAH-88 Inca actually reported to Big Guns: 20% refuelling station but when he was Energy Weapons: 120% approaching landing pad suddenly a Unarmed: 45% Hedgehog air defence vehicle standing in a Melee Weapons: 55% trench near by opened fire at his Inca. Lockpick: 40% Thanks to his abilities he managed to Throwing Weapons: 55% manoeuvre his hopper out of danger zone First Aid: 75% but it got badly damaged and Fassard Doctor: 85% himself got badly injured. All of this Piloting: 220% happened because he started to use his Sneak: 25% popularity among Enclave soldiers to Steal: 20% convince them that they should reveal Traps: 25% themselves and help all people from the Science: 80% wastes which was against HCSW policy –

14 therefore he had to die. The HCSW Big Guns: 40% ordered his chopper to be shot down during Energy Weapons: 60% landing so then later they could say he was Unarmed: 180% killed by raiders when approaching landing Melee Weapons: 140% pad at low speed and with no manoeuvre Lockpick: 10% possibilities. But the HCSW members had Throwing Weapons: 75% never expected that he would survive. The First Aid: 15% rescue force that was sent was actually Doctor: 5% consisting mostly form HCSW Special Piloting: 60% Forces and actually wanted to terminate Sneak: 15% Fassard if they ever found him. Meanwhile Steal: 20% Fassard managed to fly his chopper as far Traps: 45% as 100 km away into the wastes before he Science: 10% finally crash-landed it in a lake (that’s why Repair: 10% Enclave soldiers didn’t find him). Anthony Speech: 10% himself was found half-alive a by a Barter: 10% primitive tribe that helped him and thought Gambling: 20% of him as a divine “man from the skies”. Outdoorsman: 55% He stayed in this tribe for a couple of months and then started a new life as a Equipment: Vindicator Minigun, lots of wanderer among the wastes searching grenades, combat knife someone that will help him tell the Enclave citizens the truth about his “death” which Description: Grumbar is one of few can possibly overthrow the HCSW rule, mutants who are Enclave citizens. He but what he doesn’t know is that the joined the Enclave because they offered HCSW has also heard of a man dressed in him more food, more weapons and more Enclave airborne uniform and has sent action – that being more than enough for assassins to follow and kill him… him. However Grumbar isn’t bright he is valued for his destructive abilities in Name: Grumbar combat. He often runs into the middle of Profession: “berserker” most fierce combat throwing grenades to Alignment: neutral good left and right and firing his minigun at the Age: 46 same time (he is so strong that he can fire Race: it using one hand only) and then kill Sex: M everyone without taking a scratch. His HP: 250 battle “roar” causes both his enemies and XP value: 6000 allies to run for cover as in combat frenzy STR: 13 PE: 8 he will shoot anyone at sight. However he END: 11 CH: 2 can be dangerous both to his companions INT: 2 AG: 7 and enemies he is much respected among LK: 7 Enclave soldiers (which he likes very much) both for combat and alcohol Traits: Combat Frenzy, Rambo, Enclave drinking abilities. When not in combat (or Citizen (in his case it only means he is drunk) Grumbar is very affectionate – he tolerated in Enclave - it doesn’t give him like flowers, animals etc. He will probably any bonuses) “damage” anyone who is being cruel to Perks: none animals (in his opinion even Floater or Karma: 100 Deathclaw might be an animal)…

Small Guns: 150% Name: Dr Agnes Tores

15 Profession: molecular genetic Deathclaws without any ethical problems. Alignment: neutral evil As she has spent almost all of her life in a Age: 73 lab she knows little of outside world and Race: human cares little of anything else than her work. Sex: F HP: 40 Name: Frank XP value: 1000 Profession: information provider STR: 3 PE: 4 Alignment: chaotic good END: 4 CH: 5 Age: 57 INT: 10 AG: 4 Race: human LK: 7 Sex: M HP: 20 Traits: Enclave Citizen, Genius XP value: 500 Perks: Educated (2), Swift Learner (2), STR: 3 PE: 6 Healer, Living Anatomy, Enclave BioLab END: 7 CH: 6 Training (special perk) INT: 6 AG: 4 Karma: 110 LK: 7

Small Guns: 10 Traits: none Big Guns: 0 Perks: Chem Resistant, Enclave Citizen Energy Weapons: 15 Karma: -50 Unarmed: 4 Melee Weapons: 10 Small Guns: 30 Lockpick: 10 Big Guns: 5 Throwing Weapons: 5 Energy Weapons: 15 First Aid: 100 Unarmed: 5 Doctor: 300 Melee Weapons: 10 Piloting: 15 Lockpick: 70 Sneak: 15 Throwing Weapons: 15 Steal: 8 First Aid: 10 Traps: 12 Doctor: 20 Science: 300 Piloting: 15 Repair: 60 Sneak: 50 Speech: 70 Steal: 90 Barter: 30 Traps: 40 Gambling: 40 Science: 50 Outdoorsman: 5 Repair: 20 Speech: 80 Equipment: none Barter: 95 Gambling: 75 Description: Agnes Tores is a molecular Outdoorsman: 40 genetic responsible for development of modified version of FEV virus that is able Equipment: a lot of alcohol to change deathclaws into intelligent creatures. She has a very “difficult” Description: Frank (he forgot his surname) personality and is known among her used to be a soldier but after a fierce students as “Ms. DoItBetter”. Her combat he went into a shock and started to unmatched skills are followed by cruelty drink. Soon he was out of the army and and lack of mercy, which allows her to lives up to now sitting in bars. Many ask perform various tests on humans and how does he earn money but even when

16 drunk he has great talent to see and hear Speech: 220 things that others would like to know… for Barter: 60 money of course. He usually sits in one of Gambling: 0 the bars on Oil Rig and watches the sea “It Outdoorsman: 250 makezz me feeeel greatzz” as he says not ! – 0 means that he will never do such a interrupting drinking. Despite of that he thing, no matter what still posses some clearness of thinking and never can be very useful in supplying Equipment: Holy Armour of Paladin – information about almost anything there is 95% chance it will deflect ALL happening in the Enclave. damage (let it be from bullets, flames, radiation, falling rocks or even nuclear explosion), otherwise treat it as if it had ! – This last character is optional as it DT of 160 and DR of 95% (for all kinds of brings a bit of “magic” into the system. attacks), critical hit that bypasses armour does not work against it Name: Sir Henry Dernington Profession: Knight of The Ancient Lore in Description: Sir Henry is probably the Brotherhood of Steel Order of Black Rose strangest person PC can ever meet in the Alignment: true neutral (neutral neutral) wastes. He is the only living member of Age: there are rumours that he has been Black Rose Order – order of Knights who born many years before the War, he looks claim to have seen The Grail itself. like if he was about 40 Whatever is the source of sir Henry’s Race: human unique powers they are for sure Sex: M supernatural. His history has long ago been HP: 200 forgotten and now even not many in XP value: 50000 Brotherhood know of his presence as long STR: 10 PE: 10 ago he has chosen to wander the wastes END: 10 CH: 10 and help restore balance to the world, with INT: 10 AG: 10 God’s help. The only place he lives in are LK: 10 legends, many children have heard of “a holy man who comes from the wastes to Traits: ? heal and aid poor people” however not Perks: ? many believe this stories when getting Karma: ? older. Sir Henry Wears Holy Armour of Paladin (which looks much like standard Small Guns: 250 T51b), which is completely black except of Big Guns: 300 red rose, painted on right shoulder. He is Energy Weapons: 120 armed with a Holy Sword Of Paladin (Min. Unarmed: 250 ST: 10 W: 16 Dmg: 4d10 + MD, armour or Melee Weapons: 240 damage resistance does not protect foes Lockpick: 100 from this sword, Rng: 2 S: 5 T: 6 B: N/A), Throwing Weapons: 250 two Holy Desert Eagle Pistols (stats as First Aid: 240 normal Desert Eagle but armour does not Doctor: 200 protect form their hits) and carries one Piloting: 0 Holy Hand Grenade of Antioch (see Sneak: 0 weapons section). He wanders the wastes Steal: 0 and sometimes helps people in need but Traps: 240 usually avoids contact with others – he will Science: 240 help only when some special conditions Repair: 200 occur and he sees the local balance

17 between good and evil threatened, even then he will not help any side to achieve The third rule means that players won’t be “total victory”. Sir Henry wanders all allowed to have plasma rifles and power around the world (how does he cross the armour which would make them demi- oceans remains unknown) in search of gods in a world where 4/5 of the something. Some claim that he seeks the population have not even heard of plasma. Seven Seals of Armageddon (see St. John’s Of course using those weapons would not revelation), as the world must be reborn throw balance of the game if adventure once again as there is no chance to bring it takes part in The Enclave itself as almost back to balance between good and evil in everyone here will have access to plasma current conditions… But what are his true weapon. Playing as Enclave members will intentions is unknown. Sir Henry can heal also make players responsible before with his touch – this adds 4d10 HP to any someone, as they are probably sent on a creature healed. HP cannot go over mission and somebody is waiting for their maximum. reports. And what if they decide to break off? Well no one would be happy and assassins would be sent after them (GM V. Using Enclave citizens as Player should make it clear to the players that the Characters Enclave does not tolerate treachery). On As you have seen from text above Enclave the other hand rule number three doesn’t is a high tech society and any of its citizens say that if players mission was to scout a varies much from original Fallout type of settlement for optimal attack possibilities a character. There are two ways of playing Vertibird assault team cannot be called up as Enclave. Either the adventure whole to make their work. Also an evacuation takes place in the Enclave in which case should be possible if something goes this game has more in common with wrong. Players should somehow feel the Cyberpunk 2020™ than a post-nuclear might of the Enclave standing behind their world. The second option is to play as The backs. It’s up to GM how much help Enclave scouts, spies or soldiers in a players can receive but that should not be mission somewhere in the wasteland. For for any call or the game will be too easy good gameplay, mixture of those two and in any threatening situation, the would be advised but second option should players will just call “the cavalry” to kill be the preferred one. Whatever you chose everyone at sight. This for sure doesn’t there are a few rules that must be followed: make for a good gaming. The true power of Enclave characters is that all high tech 1. In order to play the Enclave you equipment is familiar to them and they will must take “Enclave Citizen” as one be capable of making many items on their of your traits. own such as gunpowder or a radio - well 2. Your outdoorsman skill is less by it’s just what every child in the Enclave 10% as you have lived in “sterile” knows. They have also much greater conditions and your knowledge is general knowledge in biology, geography, mainly theoretical. chemistry, physics etc. Even if their 3. Outside the Enclave its citizens are science and repair skills are low that just prohibited to show anything that mean they aren’t good at those but even an would allow for anyone to discover Enclave soldier with science of 10% will the existence of the Enclave. know more of computers than a tribesman 4. All high tech equipment is familiar with science of 300% (this is because of to Enclave citizens and they don’t fact that they have probably at least seen or need high science skill to operate a heard of computer unlike most of computer or repair a robot. tribesmen). However any Enclave player

18 will know much there might be problems Lieutenant Colonel 17 with usage of those skills, e.g. an Enclave Colonel 19 doctor would say that specimen has been Major General 21 infected by Vibrio Coma (cholera) and say Lieutenant General 24 what kind of medicines should be used to General 27 cure that but where would he find those in Marshall 30 the middle of wasteland? Playing as The Enclave doesn’t make the Vc. Enclave Troop Types game any less Fallout-style as long as the This chapter gives detail about all Enclave gamemaster does not give the players Troop types that PC can play. Note that all access to high tech equipment in stats, equipment etc. given here is ordinary unreasonable quantities because this would and sometimes something different might turn the game into “kill ’em all for XP” be assigned to soldiers, also the quantities bloodbath. Thing to be remembered by the may vary. Equipment, weapons and GM is that even if the Enclave is high-tech armour shown here are those which are for post-nuclear standards, its citizens are assigned to each soldier by army, but as just as mortal as anyone else. If a player history shows soldiers tend to make thinks that he is invincible in his/her miracles of inventiveness and have many powered armour maybe a good critical other things with them, not necessarily with a spear or pistol penetrating the allowed by the army regulations, from their armour and dealing lots of damage would favourite pet (this is common among do good for his/her mind? pilots) up to a missile launcher stolen from other troops (e.g. during WWII every GI’s Vb. Enclave Military Ranks point of honour was to have a Tomphson The table below shows minimal level SMG which was assigned only to marines requirements to achieve certain rank. Of and officers…). On the other hand soldiers course promotion is not imminent with tend to disregard regulations considering gain a level but should be given only when armour and not wear helmets or armour at player shows does something in the game all… Soldiers sometimes use weapons they that would persuade his superiors to capture rather their own. Of course a strict promote him/her. GM should also be aware officer can issue punishments for all of that being brave fighter can help to become this. a sergeant but higher ranks require formal All Enclave soldiers are given a helmet education. The amount of paperwork (W: 2 AC: 10) unless armour they wear grows with rank. Major is the highest rank has helmet itself – e.g. T67. that will allow characters to go into combat Under normal circumstances each troop - colonels and generals are for giving type team consists of 9 soldiers and a orders and are no allowed to fight (colonels commander but sometimes this number can sometimes go into combat but rarely). be lowered or raised. Each team is led by a Ranks higher than major shouldn’t be sergeant (1st or 2nd class). 5 teams form a given to PC’s unless some special platoon led by lieutenant. 3 or 4 platoons circumstances occur. form a company led by captain or major (sometimes both are present). 6 companies Rank Level Required form a battalion led by a lieutenant Private 1 colonel, 3 battalions form a brigade led by Sergeant 2nd Class 5 a colonel and 3 brigades form a division Sergeant 1st Class 9 led by a lieutenant general or a major Lieutenant 11 general. A “full” general can only be a Captain 13 high command staff member. Enclave has Major 15 1 Armoured Infantry Division (tanks are

19 assigned to this division as there is to few Equipment: stimpaks, Rad-X, RadAway, of them to form separate unit), 1 Vertibird extra ammo for AT weapon, knife Wing and 3 RAH88 Squadrons. Some soldiers and equipment are not assigned, but simply sent whenever Enclave needs them.

Airborne Assault Main skills: sneak, small guns, throwing, Requirements: END 6, STR 7, not higher than 185 cm and heavier than 85 kg, Enclave Airborne Training perk (1) Armour: Kevlar or camouflaged dress Weapons: P90c + 6 magazines, 5 grenades,

1 H13 “Building Buster” grenade Targeting a tank… Equipment: stimpacks, Rad-X, RadAway, parachute, binoculars, radio, night vision Special Ops goggles, knife, bayonet Main skills: small guns, sneak, melee weapons, unarmed, throwing, Requirements: INT 8 PE 7 AG 7 Heavy Support Armour: none or Kevlar Main skills: big guns Weapons: any rifle with scope or any Requirements: STR 7, END 7 assault rifle, Desert Viper + 4 magazines, 6 Armour: T67 grenades Weapons: Minigun + 500 rounds belt, Equipment: depends on mission Desert Viper + 3 magazines Equipment: stimpacks, Rad-X, RadAway, Judge Advocate General (JAG) knife Main skills: science, speech, barter, Requirements: high CH Special Weapons And Tactics (S.W.A.T.) Armour: none Main skills: small guns, energy weapons, Weapons: personal weapon sneak, unarmed, throwing, lockpick, Equipment: varies Requirements: PE 7 INT 7 AG 8 Armour: none or Kevlar or combat armour Technicians Weapons: MP-5 with silencer + 6 Main skills: repair, science magazines, 2 flash grenades, 2 gas Requirements: none grenades, 2 grenades Armour: none Equipment: stimpacks, Rad-X, RadAway, Weapons: personal weapons rope, night vision goggles, hooks, radio, Equipment: various tools communication scrambler, communication jammer, knife Infantry (Light) Main skills: small guns, melee Antitank Requirements: none Main skills: big guns, stealth Armour: combat armour Requirements: STR 7 Weapons: all rifles and assault rifles, 6 Armour: metal armour grenades Weapons: any anti tank weapon (TOW II, Equipment: stimpacks, Rad-X, RadAway, “Firefly”, etc.), Desert Viper pistol + 4 knife, bayonet magazines

20 Infantry (Heavy) Equipment: stimpacks, Rad-X, RadAway, Main skills: small guns, big guns 4 explosives (2 kg), fuses, wire, binoculars, Requirements: STR 6 radio, radio detonators, knife, mine Armour: T67 detector, shovel (not all soldiers carry all Weapons: all kinds, 8 grenades of the above, platoons consist of soldiers Equipment: stimpacks, Rad-X, RadAway, with various equipment) knife, bayonet Field Medic Artillery Main skills: doctor, first aid Main skills: big guns, repair Requirements: Enclave Medical Training Requirements: INT 6 rank 3 Armour: Kevlar Armour: Kevlar Weapons: M1A5 and 6 magazines Weapons: none Equipment: varies Equipment: stimpacks, super stimpacks, Rad-X, RadAway, field medic bag, Scout stretchers (one per 2 medics) Main skills: small guns, sneak, outdoorsman, science, Command Requirements: AG 8 PE 8 Commander is added to each unit – eg. Armour: Kevlar or combat armour Infantry Commander, Scout Commander Weapons: H&K P90c + 8 magazines, 6 etc. grenades Main skills: science, speech + as per troops Equipment: stimpacks, Rad-X, RadAway, type survival equipment, low light and night Requirements: CH 7, INT 7 + as per troops vision goggles, com-link, PIP Boy, Geiger type, military rank adequate to troops counter, knife commanded Armour: troops type Airborne Weapons: troops type Main skills: piloting, Enclave Airborne Equipment: stimpacks, Rad-X, RadAway, Training maps, radio, binoculars, low light and night Requirements: INT 7 vision goggles Armour: none Weapons: Desert Viper + 2 magazines Energy Weapons Squad Equipment: stimpacks, Rad-X, RadAway, Main skills: energy weapons radio, knife Requirements: none Armour: T67 Espionage Weapons: any energy weapon, mainly Main skills: sneak, speech, outdoorsman, Gatling Laser and Sherman “Lighting” traps, lockpick, repair, steal, unarmed Plasma Rifle Requirements: INT 7 PE 9 Equipment: stimpacks, Rad-X, RadAway, Armour: varies knife Weapons: varies Equipment: varies Armoured Troops Main skills: piloting, big guns Demolition/Engineering Requirements: END 6 Main skills: traps, repair, small guns, big Armour: none guns Weapons: Desert Viper + 2 magazines Requirements: STR 6 INT 6 Equipment: stimpacks, Rad-X, RadAway Armour: combat armour Weapons: Desert Viper + 4 magazines

21 Armour: T67 Weapons: flamethrower, Desert Viper + 5 magazines Equipment: stimpacks, Rad-X, RadAway, container with flamethrower fuel

Close Combat Teams (“Tunnel Rats”) Main skills: small guns, unarmed, melee Requirements: STR 7 , END 7, AG 7, tunnel rat perk Armour: Kevlar or combat armour

The US 1st Armoured Division Regalia Weapons: Sherman “Thunder” rifle, 4 smart grenades ABC Warfare Equipment: stimpacks, Rad-X, RadAway, Main skills: small guns, science, C4 explosives 0,5 kg, wire, knife, bayonet outdoorsman Requirements: INT 7, END 8 Armour: T67 with added ABC shield (adds +25 to all ABC resistances) Weapons: “Azoghar” Shotgun, 8 grenades, 1 H666 nuclear grenade per platoon Equipment: stimpacks, Rad-X, RadAway, decontamination equipment, Geiger counter, gas mask

Navy Main skills: varies Requirements: no see sickness Armour: none Weapons: none Equipment: varies

Flamethrower Squad Main skills: big guns Requirements: STR 7

22 PART II: Artificial Intelligence Machines Project

23 primitive functions as calculating do not bother it. However if required, they possess an unmatched calculating power. The IQ of an AI computer is immeasurable. Those computers also tend to upgrade themselves with age. But here I. What is an AI machine? comes the tricky part. AI computers are There are a three kinds of AI machines: capable of changing anything in their pseudo-AI, semi-AI and full AI . structure and they constantly do so and if this process leads to a better working Pseudo-AI is a computer operating a neural machine it’s good, but most of the AI’s net type architecture that emulates built pre-war were getting more and more functions of human brain but is not psychotic with all those changes. It is complicated enough to achieve any believed that they posses many human intelligence or consciousness. They have feelings and just tend to go “mad” if they no centralized CPU and their power comes cannot perform other tasks than just from the number of “neurones”. These calculating. They want to explore, learn, computers can work much faster than any love and experience life. Most of the pre- other silicon-based processor CPU but are war computers either deleted themselves or not capable of making their own decisions got into a state severe melancholy. The and solving abstract problems would be only computers that survived were some impossible for onw. They are simply very military ones that were equipped with fast calculators. All pre-war Personal many outside sensors, satellite links and Computers were made using this many robots under their control (however, technology. even some of these got mad). But one of the most important things in their Semi-AI is a machine also using a neural manufacture was that it was never known net but much more complicated and if the computer will achieve consciousness partially made of organic compounds or will it be just a fast semi-AI computer (mainly proteins). It emulates some before it was completely built. This breed functions of human brain and can achieve of computers was just developing when the much better IQ test results than any human War broke out and now even the Enclave but has no consciousness. This means that is unable to manufacture a full AI machine. this kind of machine will be able to paint but it will do so only if asked to do, so it II. The AIM Project won’t paint just because it likes to paint. The most significant and most advanced of Semi-AI computers were very popular just all AI’s was a construction begun in 2070 before the war and hundreds of those have known as Artificial Intelligence Machines served as medical, science or military Project or AIM. Constructed in the Sierra advisors. Nevada Mountains, deep beneath the planet surface was the core of the most Full AI machines are just a miracle of advanced computer ever made that used human creation. Their core, made of not only human technologies but also some proteins (and some other chemical alien ones as well. If all other Earth substances), is capable of both computers’ power were taken together it consciousness and intelligence. What’s would be just a few percent of its interesting is that these computers are calculating power and intelligence. usually linked to pseudo-AI stations that Thanks to the alien technologies it they use to perform calculations, as the possessed both human and inhuman ways main unit is busy thinking and such of thinking and resolving problems, which

24 resulted in solving even the most almost the same as normal humans and complicated problems very fast. The only a medical examination or more computer was given control an especially intimate relation can discover its true built underground city and given control of nature as all of its cybernetic organs are several hundreds of robots as well as its made of carbon polymers not from metal own satellites to achieve any of its needs. It and those are situated not to affect the was also located near large natural specimen’s appearance. They can, however resources so that it would be able survive be detected when touching. Aimion thinks without any outside attention. The that humanity has lost its chance - they computer was named Aimion and was the nearly killed themselves in a nuclear first AI given US citizenship in 2076. The holocaust and now the time of the machine first task given to AIM from the US has approached. However he means no government was to engineer and build an harm to humanity he just wants to let them army of battle robots which could fight live in the nation of robots as humans let instead of humans. This project started in the robots before the War. However he 2077 but the war stopped it and then all does oppose giving humans access to contact with AIM was lost until 2145 when advanced technologies that he is sure the Enclave accidentally discovered a would lead them to creating deadly robotic patrol sent by Aimion into the weapons once more. AIM and the Enclave wasteland. first met in 2145 and both instantly recognized its main threat in the other. A III. Aimion after the war war broke out but neither was capable of When the war broke out Aimion quickly wining it. After a few month of fights realized that it would be the end of Aimion and the Enclave signed case fire humanity and took control of some US (which is not known in the Enclave) and Strategic Defensive Initiative satellites to now the Enclave units lay siege on AIM protect itself. The US government tried to but fights are rare. What Enclave doesn’t oppose but before they could do anything know of is that Aimion has lots of exits more the war broke out. Even with the SDI form his underground complex and the satellites’ protection, AIM sustained a few Enclave discovered only a few and robotic direct hits with nuclear missiles but it spies travel among the desert. Sometimes survived as it was deep enough they kidnap humans in order to create underground, however all ways out were cyborgs of them but they are always given blocked by tons of rocks and all contact a choice, if they prefer to remain humans with surface was lost. Unlike other AI’s they are “brainwashed” and released. Aimion didn’t suffer a nervous breakdown, These cyborg spies can be met in many and begun construction of an army of places in the wasteland and even among robots to rebuild its underground city and the Enclave soldiers, however no one achieve the surface once again. It also knows of their presence. The cyborgs are completed the project of constructing battle sometimes sent to help a settlement robots and even made plans of cyborg fighting raiders or something like it as construction. Years have passed and Aimion feels that it would be much easier Amnion’s underground city grew in size to control the humans later if his cyborgs and eventually he once again regained gain their trust (they often take the sheriff’s access to the surface. His robotic scouts job). The current AIM goal is to find all of went into the wasteland and explored the pre-war AI machines that still exist and remains of human civilization. They also begin building of a robotic nation. This caught a few humans that were process however progresses very slowly transformed into cyborgs and sent them because of the Enclave siege but Aimion among humans as spies.. The cyborgs look cares little of time as he’s practically

25 immortal. The question of will he succeed a cyborg add host organism’s END and remains to be seen… INT and multiply this by 10 - this will give you maximum allowed value of implants that can be used - more implants will cause IIIb. Playing AIM Cyborgs host organism to fall into coma and die as (For AIM cyborg stats look into chapter V.) its body and mind are not strong enough to As Aimion control over its robots is very endure the conversion process. If, for some strict - there is no possibility to Play MK I reasons, your END and INT rise or fall or MK II robot – they are in constant during a game your implant endurance (see contact with Aimion that gives most of below) is calculated once more and you orders to them and therefore players would can die if it drops below zero. When be very limited in playing those robots (if creating a MK. IIIb, first create normal you want to play a robot character turn to character (or take any character that you the main rulebook – character creation: are currently playing) and then modify it robots). Also playing cyberdogs and with cybernetic implants. Basic CPU and deathclaws with IQ of less than 4 is not Cleansing Nanobots implants are possible. compulsory for all cyborgs. All stats for cyborgs can be up to 6 points higher than AIM MK. IIIb Cybernetic Organism racial maximum. The MK. IIIb is a cybernetic organism - half-human (or half-mutant, half-deathclaw IE = (INT + END) x 10 implant endurance etc.), half-robot. They do not posses statistic – this is your ability to tolerate strength and resistance of their robotic implants. kindred but have human brains linked with IE loss – amount by which this implant standard CPU, and are usually (though reduces your IE statisitic. there are some exceptions, if the human of Requirements – conditions that have to be which cyborg was made was extremely met before implant might be used. Use stupid in his life) much more clever than basic stats only not those modified by any man. They have their own will previous implants. however they can be programmed for Effect – effect the implant has on host various tasks. If the subject of the organism transformation into a cyborg was psychically strong as human it’s possible Radiation Shield that he will be able to break the IE loss: 3 programmed orders and act on his own and Requirements: ghouls cannot take this this is main reason why Aimion takes only enhancement volunteers to become cyborgs. A cyborg Effect: rises radiation resistance by +80% uses most of the human vital organs. Description: The basic modification of any However, they are technically enhanced cyborg that allows it to be much more and shielded from hits by armour plates. resistant to radiation. To avoid easy detection, all mechanic parts as well as armoured plates are made of Nanoblood carbon polymers and are not easy to detect. IE loss: 5 Requirements: none Cybernetic implants: Effect: healing rate + 10, immunity to The main strength of the MK. IIIb are its illness, bleeding stops after one round implants. Implants can be (and usually are) (unless wounds are extensive). different in each specimen. Also the Description: Also a basic enhancement of amount of implants is limited by host most cyborgs. Endurance and Intelligence. When creating

26 Basic CPU Effect: you can subtract d20 from one roll IE loss: 4 per combat. Requirements: none Description: Allows for better usage of Effect: INT +1, allows AIM to control unconditional reflex during combat. cyborg, supervises other implants Description: A basic enhancement given to Nerve System Biocontroller all cyborgs - allows for faster calculations IE loss: 25 and deduction but also gives Aimion Requirements: IQ 7 ability to give orders to its cyborgs. Effect: doubles AP and triples SQ, allows Contains a communication module (works to cut external stimulus in much the same way as an ordinary Description: This system is implanted into radio) and control module, without which spine and controls host reactions. Any use other implants cannot work properly. See longer than 30 seconds causes permanent Orders paragraph below. loss of one END point per every 30 second of additional usage. System can safely Enhanced CPU turned once again after 16 – END hours IE loss: 8 otherwise user’s END will drop by one Requirements: none point as stated above. Cutting external Effect: INT +2, allows AIM to control stimulus can be done at any time and is not cyborg, supervises other implants limited – when activated cyborg does not Description: More sophisticated version of feel pain - takes 3 points less damage and the previous with much the same functions. cannot be stunned, but also cannot perform any tasks that require to feel objects (eg. Cleansing Nanobots repairing a high tech equipment, IE loss: 2 recognizing objects with hands etc.). Requirements: none Effect: dissolve all other implants after Sense Enhancement host death IE loss: 3 Description: An implant that is given to all Requirements: dogs and deathclaws only cyborgs to reduce chance of recognition Effect: rises PE by 2 after death. Nanobots require 1-6 (depends Description: An enhancement of neural on amount of implants in body) minutes to cortex that allows for better interpretation complete their work. of outside stimulus.

Hormone Control System Spectrum Analyser IE loss: 15 IE loss: 15 Requirements: humans only Requirements: INT 6 Effect: can add 2 points to END and STR Effect: allows seeing (detecting) waves and raise sequence by 5 when activated from 100 MHz (radar spectrum) to 1013 Description: A system that controls GHz (gamma radiation) hormones secretion allowing for better Description: Allows user to see all usage of them during combat. System radiation lengths - also contains might be turned on for maximum of 5 interpretation module that allows that data minutes. Afterwards STR and END and to be understood by host brain. Whit this INT are lowered by 1 for 6 hours. implant cyborg can for example see radiation or see radar beams, detect laser Combat Matrix sources, infrared transmissions (he cannot IE loss: 10 decode them) etc. It does not give ability to Requirements: AG 7 use radar – cyborg can just “see” its beams.

27 Nanoarmour twice longer than normal people, doubles IE loss: 20 the HP loss from bleeding Requirements: not allowed for dogs and Description: A more efficient heart deathclaws allowing for more effort but on behalf of Effect: AC: +5 N: +3/+20 L: +1/+10 F: risen pressure of blood. +1/+10 P: 0/+5 E: +5/+25, AG - 1 Description: A layer of nanomachines just Bioheart below the skin that protects user from IE loss: 5 damage. On the other side it reduces your Requirements: none agility. It does not protect the head. It Effect: reduces fatigue, allowing character cannot be used with synthmetal armour. to perform tiring tasks twice longer than normal people Synthmetal Armour Description: A genetically engineered IE loss: 30 heart that replaces original one. Requirements: not allowed for ghouls, dogs and deathclaws Cybernetic Digestive System Effect: AC: +10 N: +5/+25 L: +2/+15 F: IE loss: 8 +2/20 P: 1/+10 E: +8/+35, RR + 5%, PR: Requirements: none 0/5 AG – 2, SQ - 4 Effect: immunity for food poisons, cyborg Description: A thin layer of synthetic metal can eat anything that is of any energy value implanted under the skin to enhance host Description: A cybernetic stomach aided damage resistance. It does not protect the by “digestive nanorobots” that allows for head. This armour can be detected by eating of almost anything and surviving someone with high PE or when touching even the deadliest of posions. user. It cannot be used with nanoarmour. Synthetic Muscles Cybernetic Lungs IE loss: 40 IE loss: 12 Requirements: none Requirements: none Effect: STR + 4 Effect: immunity for gas poisons and gas Description: Technically enhanced muscles grenades, can live in 8% oxygen atmosphere Biomuscles Description: Modification of lungs IE loss: 18 allowing for living in harsh conditions. Requirements: none Effect: STR +1 AG +1 Biolungs Description: Genetically engineered IE loss: 6 muscles that replace original muscles. Requirements: none Effect: +70/+0 to gas resistance, can live in Cybernetic Arm 12% oxygen atmosphere IE loss: 10 (per one arm) Description: Genetically enhanced lungs Requirements: none that are implanted in place of standard Effect: STR +2 (arm only) ones. Description: A cybernetic hand that is implanted in place of normal hand. It’s Cybernetic Heart much more stronger than normal hand with IE loss: 10 the same agility. Strength rises only for Requirements: END 5 purposes of tasks made using the hand - for Effect: STR +1, END +1, reduces fatigue example weapon handling, wrestling etc. - allowing character to perform tiring tasks but does not affect carry weight.

28 Cybernetic Legs Description: Blades that are hidden inside IE loss: 25 the palm and are extended when hand is Requirements: none tightened into fist. Effect: Action Points +3 for purpose of movement only Large Hidden Blades Description: Cybernetic legs that replace IE loss: 3 standard ones. They are much better for Requirements: Deathclaws and running, giving you 3 extra action points, Supermutants only usable only for movement, every turn. Effect: +6 to MD Both legs must be implanted at the same Description: A larger version of the time. previous

Cybernetic Targeting System Special Hidden Blades IE loss: 5 IE loss: 4 Requirements: PE 6, not allowed for dogs Requirements: deathclaws only and deathclaws Effect: +10 to MD Effect: small guns, big guns, energy Description: A special version of the weapons and throwing skills all rise by 5. hidden blades that is specially made for Description: Eases aiming process by deathclaws. They are so sharp that can displaying targeting information on even tear Power Armour into pieces. cyborg’s retina. Battle Spines Memory chip IE loss: 5 IE loss: 5 + 1 per 2 points stored Requirements: deathclaws only Requirements: not allowed for dogs Effect: additional tail attack Effect: raises skill levels Description: Spines are added to Description: Memory chips that are linked deathclaw’s tail, making it a very with CPU unit and supply user with dangerous weapon (Tail Swing (Unarmed): knowledge. For each 2 additional skill Dmg. d10+MD AP S: 2 T: N/A B: N/A, points stored in memory chip you must 70% chance of knockdown). This attack subtract 3 from your IE stat. Skills cannot must be made into the backward area (or go higher than 100 by using this chip. This deathclaw must turn around) chip is necessary for recording option in the cybernetic eyes, it can also record what Venom Teeth cyborg hears through its cybernetic ears. IE loss: 6 Requirements: dogs only Steel Nails Effect: type E poison added to bite attack IE loss: 0 (can be given to normal humans Description: Simple but deadly also) modification. Venom teeth are implanted Requirements: not allowed for dogs and along with venom glands that provide deathclaws supply of venom. Effect: +1 to MD Description: Sharpened nails made of steel Deathclaw Battle Implant that can be used during combat. IE loss: 100 Requirements: deathclaws only Hidden Blades Effect: AC: +20 N: +8/+70 L: +6/+80 F: IE loss: 1 +10/+95 P: 5/+40 E: +8/+80, RR: +40%, Requirements: not allowed for dogs PR: +0/+50, regeneration of 2 HP per Effect: +4 to MD round, Carry weight - 50

29 Description: A sophisticated implant that Cybernetic Ears joins genetically engineered skin, IE loss: 3 armoured plates implanted in most Requirements: none vulnerable parts of body and nanorobots Effect: rises PE by 4 for purpose of hearing that heal damage (the deathclaw gains 2 Description: Cybernetic ears that replace HP a round even if not resting, up to normal eyes. If cyborg wants to record his/her maximum HP). This implant makes he/she/it must have memory chip. deathclaws even more fearsome opponents and allows it almost ignore all enemies’ Metabolism Biocontroler attempts to wound him/her. The most IE loss: 15 important of this are small armoured glass Requirements: not allowed for dogs, INT 4 shields for eyes (AC: 0 N: +12/+40 L: Effect: healing rate +6, can halve damage +4/+40 F: +6/+95 P: 4/+50 E: +6/+80) that from any lasting damage (eg. poisons), once were the deathclaw’s most sensitive reduces necessary amounts of food, point. Only the heaviest weapons would be character can fall into controlled coma. of any use against deathclaw with Description: Controls basic functions of Deathclaw Battle Implant. Regeneration organism allowing some processes to take allows deathclaw even to “rise from the place faster or slower if it’s necessary. dead” – if HP drops below 0 but is higher than –20 nanorobots will regenerate that Voice Pattern Modifier damage and after some time deathclaw will IE loss: 5 be able to stand up and continue fighting. Requirements: not allowed for dogs and This cannot happen if deathclaw was killed deathclaws by a shot into the head or torn apart with Effect: CH +1 explosives or slain in another way that Description: Changes voice pattern in damaged the brain Damage from fire, acid order to sound more persuasive. or energy weapons can be regenerated as well (unlike in case of ghoul trait Appearance Modification Regenerate). IE loss: 4/8/12 Requirements: human females only Reinforced Bones Effect: CH +1/+2/+3 IE loss: 5 Description: Modifies female appearance Requirements: none using plastic surgery and silicone and Effect: reduces melee and unarmed cybernetic implants - much like current damage by 5 (8 in case of deathclaws, 3 in plastic surgery but on much larger scale. case of dogs). Can be used in case of males also but only Description: Metal modifications of the first level is allowed (IE loss: 4 CH +1). skeleton, making the cyborg sustain more close combat damage. Memory Pattern Finder IE loss: 8 Cybernetic Eyes Requirements: INT 7 IE loss: 8 Effect: allows remembering everything Requirements: none host organism has experienced Effect: recording, zooming, target tracking Description: A stimulator implanted into (+5 to hit), distance estimation, LowLight brain that prevents neural connections with Amplification memory areas to disappear. Description: Cybernetic eyes that replace normal eyes. If cyborg wants to record he/she/it must have memory chip. Orders from AIM – Aimion controls his cyborgs by sending them instruction. If

30 cyborg has INT of 4 or higher then he has Born Loser chance equal to 10% + 15% per each point You are on a mission. Your relatives are of INT over 4 to ignore those orders and having a party - they at last get rid of you, act on its own. Orders that are ignored the one who can damage even a solid metal once cannot be repeated (another attempts ball… Everything bad happens to you - all to enforce them are ignored without further failures are critical ones and you must add rolls). Because of this AIM has to convert 2 to your roll on the critical failure table. either stupid individuals or dogs and Everything involving you just tends to deathclaws (not all of them) to have strict happen somehow badly - you always take control over them. With wiser individuals minimum possible damage from hits, Aimion mainly suggests the what cyborg radiation, poisons etc. Traps may break should do and rarely gives any orders. down instead of harming you, mines will Remember that always the cyborg’s basic be dud… If someone wants to backstab INT is considered not that modified by the you with a knife he will probably fall and CPU or other implants. cut himself. On the other hand a falling meteor will surely land near you, and when you don’t have 100,000 of matches better do not even think of making a bonfire… It involves only you e.g. a burst from minigun may hit 3 persons but only you PART III: get minimum damage from each bullet (in this case 6 -> 5 from minigun and only one ADDITIONAL from usual 1d8 caused by 5mm ammo). You cannot have the Jinxed trait if you TRAITS & PERKS chose this one.

Combat Frenzy TRAITS: You like blood and killing so much that

you just can’t stop and no one is safe from Absolute Direction you. Each time you kill something or You can always tell where north is no someone you must roll for your INT if you matter what happens. Also it’s almost fail you go into a frenzy – all actions cost impossible for you to get lost. you only half (round up) action points but

you may not take aim and must use burst Bad Natured fire if possible with current weapon and if School never interested you. You preferred not the character must draw such a weapon action. Skills of Small Guns, Big Guns, (unless there he/she has no such weapon in Energy Weapons, Unarmed and Melee get inventory). After you kill someone you a 25% bonus but all others suffer 10% may test at your Int -1 to see if your frenzy penalty. Ghouls, mutants and humans only. passed. You may test once more after

another kill, this time at Int -2 and so on. If Bad Sight none of the rolls succeeds, you fall Something is wrong with your eyes - if you unconscious as soon as your Int reaches 0 are not wearing glasses (and in the (this will never happen if you have Int of 3 wasteland it’s hard to find some) your PE or less it will fall to 1, and this will be your is down by 2 for purpose of sight. You also chance to stop attacking everyone). You’ll cannot take any sight related perks, e.g. attack enemies first, but when they are awareness (even with glasses). On the dead your allies will also become targets. positive side your PE is up by 2 for smell, Robots cannot take this trait. taste and hearing.

31 Combat Instinct your agility is lowered by 1 and your carry You know what your opponent is going to weight is lowered by 25. Robots only. do next. You don’t know how does it work - you just know. Your modified (with what Empath you wear) armour class is doubled. You Due to radiation that twisted your mind must see your enemy for this trait to work. you are able to feel other people feeling On the other hand you always assume a much better than others. You instantly gain defensive position and allow your Empathy perk but lose 1 point of opponents to act first (you always act last intelligence. Robots and dogs cannot take in the combat, regardless of sequence). this trait. Robots and dogs cannot take this trait. Enclave Citizen Coward You were born in the Enclave. You must You don’t think it’s worth dying in a take this trait in order to play an Enclave combat. It’s better to run for your life. character. Your outdoorsman skill is 10% Whenever your HP fall to 1/3 of maximum less, you are prohibited to show anything you must escape from combat – you may that would somehow reveal the existence do so at double your AP, but you can do of the Enclave to “outsiders” and all high nothing except running and you drop tech equipment is familiar to you so even anything you were carrying in your hands with low science you are able to operate a (or even your backpack if it’s particularly computer or repair a robot (of course as heavy). Also in all situation that require long as malfunction is not too complicated bravery (e.g. entering a dark cave), you – you won’t be able to repair a robot’s will rather do something else. If forced to mainframe with science of 30%). See the do something that scares you negative Playing Enclave Characters chapter for modifiers should be applied. On the other details. Humans only. hand when somebody chases you into a corner your combat skills, basic damage Faith resistance (if any) and melee damage are You believe strongly in something – doubled (but your AP is normal). Robots Whether it’s God or something else, it’s up cannot take this perk. to you. This faith may cause some people to dislike you (-1 to reaction roll, -2 in case Destiny of somebody that has totally different You have a goal of some kind that you are beliefs, -5 in case of characters with Faith going to achieve during your life if you trait but different beliefs) but on the other want it or not… Maybe you’ll become The hand you believe so strongly in Saver of The Earth or The Most Evil something/someone supernatural helping Character Ever? Who knows? When you you that you do many task other people choose this perk GM should determine would have failed. You may re-roll 3 dice what your destiny it but he mustn’t inform rolls a day: in combat, using skills etc. If you about it. Then during campaign he somebody shares your beliefs you get +2 should add adventures that will eventually bonus on reaction roll. Humans, ghouls, lead to your destiny – whatever shall it mutants and Grey Tribe Deathclaws only. be… Robots cannot take this perk. Genius Doubled Vital Equipment Learning never was a problem for you, You have two sets of vital internal even more – you love it. You can choose machinery. This makes you able to sustain two additional tag skills at the beginning, more damage but makes you less agile. but you can’t take this trait unless your Your HP gained per level is doubled but INT is at 10 (or racial maximum) and you

32 get perks every 4 levels and cannot take person or do something in order to find Tag! perk. Humans, ghouls, mutants and him/her all your primary stats go up to 10 Grey Tribe Deathclaws only. and all skills go up to 100% (unless they are higher). After you finish that someone Hideous Appearance off, this trait gives nothing but still you You are awful - most normal people can’t cannot chose another one instead. When look at you without feeling sick but you something is linked with your enemy is up are also much more terrifying in combat. to GM. GM should create a separate And, oh… Forget having a girl/boy character as your enemy. friend… No one will initially react at you better than “neutral” but your enemies Radiated! have –20% to hit you in close combat due Well you were born “a bit radiated”, but to your appearance. This applies only to you are not a ghoul (however you are still creatures of your race and species. far from being beautiful). All of your primary statistics are down by 1. You don’t Mathematical Abilities acquire any more radiation and every You can count faster than others. And you enemy hit by you in close combat acquires do it with little risk of mistake. It’s easy to 5 rads. Additionally your healing rate is say for you that there is a group of 176 increased by 3. In addition those two brahmins standing over there. How have things, radiation has somehow affected you done this? Easily! Just counted their your brain and you learn 50% faster than legs and divided by 4. ☺ Dogs and “prime normals” (+50% skill points per deathclaws (except Grey Tribe) cannot level and +50% skill points from books – take this perk. round up). Humans only (except for Enclave Citizens and Vault dwellers). Merchant Bartering is in your blood. You always Rambo know what to say to get the best price. Somehow bullets miss you. Even when Your barter skill is up by 40% but your you stand in front of a horde of super steal and lockpick skills are lowered by mutants with miniguns they probably 20% as you don’t consider stealing as a won’t hit you. Anyone shooting at you can way to claim something – everything can get a maximum chance of 30% to hit with be bought… It’s a one-time bonus. firearms, no matter what. The bad side of Humans, mutants and ghouls only. this is that your INT can’t go over 3 (even when using drugs or medical IQ Mounted Weapon enhancing, you cannot take Gain You have a built-in weapon (assault rifle of Intelligence perk). Though luck. Humans, your choice) with a internal ammo store ghouls and mutants only. (twice the maximum amount for particular weapon). This gives you +10 modifier to Regeneration sequence but on the other hand it makes The radiation has somehow affected your you a bit heavier reducing your action healing processes, which proceed much points by one. Robots only. faster than they should. You regenerate 1 hit point a turn even if not resting up to Personal Enemy your maximum hit points. However when Someone did something very bad to you: your hit points reach zero you are still killed your loved one or something even dead… The bad side of this is that your worse. You hate him and all that is related normal ghoul’s radiation resistance is gone to him, you would do anything to avenge (RR of 10% only). Damage form fire, acid your lose. Each time you deal with that

33 or energy weapons cannot be regenerated. this ability but if you roll failure it means Ghouls only. somebody saw you cheating. Oops… This super mutant you were playing with may Sympathetic not like it… You just can’t look at other people’s Ranks: 1 poverty, sick animals etc. You will never Requirements: LK 7 Gambling 40% Level refuse an aid for help and will always help 6 someone or something that needs attention. Your karma grows twice faster than Deathclaw’s Roar normal. Dogs and robots cannot take this You can roar in order to frighten your foes. trait. All enemies within 8 hexes must roll for CH if their roll is failed then they will take Talented all their statistics drop by 1 and they make You are a talented artist (choose any art all skill rolls with -10 modifier. If roll was you want). It may help to do a living, but a critical failure (10 was rolled) then they remember, there are no art galleries on the will run from combat dropping everything desert. Dogs and deathclaws (also except that might hamper their escape. Grey Tribe) cannot take this trait. Deathclaw’s roar has no effect on another deathclaw, robot or any creature with charisma of ten or more. Mutants get +2 modifier to charisma and dogs get +1 when rolling against the effect of deathclaws roar. PERKS: Ranks: 1 Alpha Male Requirements: Level 16, deathclaws only You are dominant male in your pack – others will be afraid of you and will follow Defensive Mode your orders. You have bigger chance to You can take a “wait & ambush” action reproduce than other pack members. On during combat (costs 1 AP). You do the other hand you must be aware that nothing after taking that action but you can others may wish to challenge you as they spend any remaining AP’s in opponents grow in strength themselves. You may gain turn. An example: your aim is blocked by a this perk only by defeating previous alpha corner of a building and if you move there male. you will be out of AP’s and in front of an Ranks: 1 enemy so instead you wait & ambush him, Requirements: Level 12 STR 7 END 7 AG and when you get a clear shot while he is 7, deathclaws and dogs only. moving you can shoot, as long as you roll for your PE [you may re-roll after each Assassinate! enemy action point (or points if single You can deal x2.5 damage with the first action takes more than one) he/she/it attack in combat as long as you were spends]. If you take manoeuvre you don’t sneaking your enemy or some other ability add remaining AP to your armour class to make surprise attack (like a sniper shot) even if you have no chance to use them in Ranks: 1 opponents turn. GM note: if this makes Requirements: Sneak 70% Level 9 combat to become static just allow this manoeuvre once a combat. Deathclaws can Cheater gain this perk at level 4. You have learned how to cheat in cards Ranks: 1 and other gambling games. You can add Requirements: Level 6, PE 6 AG 7 +40% to your gambling if you wish to use

34 Delayed Action consider a person with minigun as You can transfer your action points for innocent?). This trait works only one time next round of combat, but not more than 10 you cannot fool the same guy again and AP each combat (adding up all transfers). again… Humans and ghouls only. Ranks: 1 Ranks: 1 Requirements: Level 18, AG 9 Requirements: Level 15, CH 9, humans and ghouls only. Driver You get a 15% one-time bonus to driving. Liar Ranks: 1 You can lie to someone direct in their face Requirements: Level 6 humans, mutants without him noticing (roll for CH + 1, +2 and ghouls only. with 2nd rank and +3 with 3rd rank). Ranks: 3 Fast Weapon Draw Requirements: Level 12, Speech 50% CH You add +6 to your sequence in first round 6 LK 6, humans and ghouls only. of combat when using firearms. Ranks: 1 Lip Reading Requirements: Level 6, AG 7, deathclaws You can read out of someone’s lips (roll and dogs cannot take this perk. perception/2 +1/per rank). Chance to properly read is modified with distance Favourite Weapon (modifiers are applied like as in case of You can choose a weapon to which you weapon with range of 5). will have a 20% bonus when using it. Ranks: 3 When taking second rank of this perk you Requirements: Level 9, INT 7 PE 6 must chose another weapon. Ranks: 2 Race Driver Requirements: Level 6, robots, deathclaws Your travelling speed with a car is and dogs cannot take this perk. increased by 20% whit unchanged fuel consumption. Fire At Will! Ranks: 1 You are trained to fire your weapon Requirements: Driving 75% Level 6, accurately regardless of conditions. humans, mutants and ghouls only. Targeted shots cost you one action point less. Strike To Stun Ranks: 1 You can strike the enemy in order to stun Requirements: Level 12, small guns and/or not to kill him. Roll for enemy’s END to energy weapons 110% see if you have succeeded (you must roll higher than enemy endurance). This attack Innocent Appearance is made with a 20% penalty to hit. No one can expect you to do something Deathclaws and robots cannot be stunned bad, you just look so innocent. You can by this attack, nor can anyone wearing a approach most foes (not robots or animals) helmet. with little risk of attack and you act as first Ranks: 1 in first round of combat. It doesn’t mean Requirements: Unarmed 75% STR 6 Level you would be let into a guarded place, you 9, dogs cannot take this perk. just can approach the guards without being shot at sight. Your enemies must be able to SPECIAL PERKS – you must have see your well so you can’t wear anything Enclave Citizen trait to take any of this more than leather armour and must not perks. carry any visible weapons (who would Enclave Combat Training

35 Training in combat tactics, strategy as well as weapon handling. Requires completing Enclave Airborne Training a 3-month instruction (4 months for rank 2 Learns to fly one type of Vertibird. You and 6 months for rank 3) in the Enclave are familiar with other types but your War Academy. No minimal requirements piloting skill is lowered by 10 if flying are necessary as long as you are in Enclave different type than your selected one. If Army. attempting to pilot Vertibird without this Rank1: perk your piloting is lowered by 50%. Small guns + 15 Training in Enclave Aviation Academy Big guns +15 lasts for 8 months and teaches also all Rank2: skills necessary for airborne assault troops Small guns + 5 – such as parachuting, leaving the Big guns +5 Vertibird under fire, Vertibird operations Energy weapons + 10 tactics etc. All Enclave airborne troops Traps + 15 have completed this course but only the Requirements: Sergeant best of best are given chance to pilot Rank3: Vertibird. Rank 2 of this perk gives ability Big guns +5 to pilot RAH-88 Inca (-100% if you wish Energy weapons + 5 to pilot Inca without this perk). You must Traps + 5 have at least 5 years of experience in INT +1 up to racial maximum piloting Assault or Recon Vertibird to Requirements: Lieutenant become Inca pilot, course lasts for 8 months. Achieving rank 2 raises your Enclave Covert Operations Training karma in Enclave by 100. Teaches the art of behind-the-lines Rank1: operations as well as spying. Very useful Requirements: Piloting 75%, PE 7 to all soldiers that are sent into the Rank2: wasteland with some secret assignments. Requirements: Piloting 125%, PE 8, INT 8, Requires completing an 8-month long END 6 instruction in The Enclave War Academy. Unarmed +30 Enclave BioLab Training Outdoorsman +25 A four-year long instruction in Enclave Traps + 20 BioLab teaches advanced chemistry, Speech +20 quantum physics molecular biology, Repair +10 genetic engineering and all familiar Lockpick +10 subjects. Gives +80% bonus to science Ranks: 1 whenever something connected with Requirements: member of Enclave Special biology, chemistry or physics is involved. Forces Ranks: 1 Requirements: INT 10 Enclave Science Training Training in Enclave high tech equipment Enclave Survival Training maintenance – computers, robots etc. 2-month instruction in Enclave War Training usually takes about 5 months. Academy, given to all soldiers who Gives +2/+20% to any roll where high tech perform first line duty. This training raises equipment is involved – let it be repairing their chances of surviving teaching basic a robot or hacking into a computer or even survival techniques. Outdoorsman rises by picking an electronic lock. 10 per rank. Ranks: 1 Ranks: 3 Requirements: INT 7 Level 9 Requirements: none

36 First Aid: +5 Enclave Medical Training Doctor: +5 A medical training in The Enclave Medical Science: +5 Academy (EMA) that takes up to 6 years. Modifiers are doubled for purpose of Even though the training is mainly for his/hers specialization army proposes, it also gives knowledge for Specialist doctor (e.g. surgeon, optometric, civilian doctors. Each rank can be gained cardiologist etc.): after 1 year of instruction and you can Requirements: 6 years of study finish EMA whenever you want - only a few complete all six years. Modifiers are cumulative e.g. a paramedic has +25 to first aid. Rank1: Orderly First Aid +15 Requirements: 1 year of study Only basic training, mainly for purpose of helping other doctors and carrying wounded out of first line without doing any PART IV: additional harm to them. Rank2: WEAPONS, Paramedic First Aid: +10 EQUIPMENT & Doctor: +5 Requirements: 2 years of study VEHICLES Has knowledge about wound treatment and many illnesses but it’s mainly theoretical knowledge. Armours: Rank3: Field Medic XS200 Personal Forcefield Emitter First Aid: +5 Value: 2500 Doctor: +10 This small device is powered by 10 small Science +5 energy cells (SEC) for 10 minutes and Can perform simple field surgeries, but generates a force shield in front of its serious wounds require attention from wearer providing +10/+15 additional better trained doctor. damage resistances towards any attack. Requirements: 3 years of study Those are quite unreliable and tends to Rank4: break down (there is a 20% possibility that Medic it will get additional 2d6 dots in condition Doctor: +10 chart with each use or after every 5 Science: +10 minutes of usage - not necessarily Requirements: 4 years of study constant). Can perform surgeries if necessary. Rank5: Enclave Arms T67 Advanced Power Doctor Armour and T67b Advanced Power First Aid: +5 Armour Mk. II (Enclave Powered Doctor: +10 Armour Mk. I & Mk. II) Science: +10 Value: 35,000 / 40,000 Requirements: 5 years of study The final word in exoskeleton body Rank6 protection. This armour is successor to the

37 T51b Powered Armour and upgraded - Voice transmission module version of the T67 Advanced Powered - Motivator – helps user to wear such Armour adapted from the Guardians. At a heavy armour (STR +4) first T67 was used by the Enclave without - Micro Fusion Reactor with energy any modifications but then Enclave Arms reserves for 200 years factories modified it to be even better and The drawback of this armour is that it’s that is how Enclave T67 came into being. cumbersome and it’s hard to sneak in it Covered with more advanced composite (sneak –75%) and perform some tasks that alloy can withstand much more than require precision (First Aid, Doctor, normal T51b. All Enclave T67’s have been Lockpick, Steal, Science and Repair are made by the Enclave after the war and are lowered by 10%) especially designed to match post-nuclear T67 W: 50 AC: 35 N: 16/55 L: 20/90 F: conditions and they are an upgraded 17/75 P: 16/65 E: 20/70 version of standard Advanced Powered T67b W: 55 AC: 40 N: 19/65 L: 20/95 F: Armour (former Enclave Armour now 18/75 P: 18/75 E: 20/75 obsolete). Armour Mk. II has the same options but is slightly more resistant due to Enclave Arms T38 Combat Armour different composite used. The Mk. II is a Value: 5800 recent construction and not many of those Standard Enclave army issue that right are used. Current research in the Enclave is now is being replaced by the more progressing towards full exoskeleton body advanced T67 but due to T67’s excessive armour or T70 but those are just in costs is still quite popular. Armour gives a experimental phase. Some normal, non- 25% radiation resistance bonus. Enclave – T67 also can be found among W: 25 AC: 20 N: 8/40 L: 8/65 F: 7/60 P: Enclave soldiers. Standard piece of 7/65 E: 8/45 Enclave T67 Advanced Powered Armour contains: Bullet-proof Shirt - A HUD display inside the helmet Value: 800 that displays: outside radiation, A simple “shirt” made of carbon polymers temperature, humidity, air that can stop some low velocity rounds composition etc. Low Light fired at character. It can be worn under Amplification (see low light casual clothes without anyone noticing. amplification goggles) and Night W: 10 AC: 10 N: 3/30 L: 0/20 F: 0/15 P: Vision (see night vision goggles) in 0/10 E: 0/20 the helmet - Short range communicator Kevlar Vest - ITTS (Intelligent Target Tracking Value: 1200 System) - displays a point on the Almost the same as above but made of a HUD where a shot should be thicker layer of Kevlar and thus it can be aimed, adds +20% to any shot but noticed even if under other clothes. works only with weapons linked W: 20 AC: 15 N: 4/30 L: 2/20 F: 4/20 P: with armour (second point is 1/20 E: 3/30 displayed where the weapon is currently aimed) Kevlar Suit - Full Life Support system and ABC Value: 3500 environment survival system Full Kevlar body armour. Althogh it does (radiation shield – adds 75% to not provide much protection from high radiation resistance, waste velocity weapons (rifles, machine guns) it reclamation, air filters - fully doesn’t limit wearer movement. Standard protects from all gases)

38 Enclave army issue (check chapter on Blood Unit Enclave troop types). Value: 300 W: 25 AC: 20 N: 4/40 L: 3/25 F: 4/20 P: A container with blood that may be needed 1/20 E: 4/35 during surgeries. Remember that person must take blood with group and Rh Combat Shield accepted by his/hers organism. Adds +30 Value: 300 to doctor skill and heals additional d10 Those are usually pre-War police riot damage (or deals 3d10 + 10 if improper fighting shields but The Enclave also blood is used). Blood units are very rare makes some. They are made of plastic and can only be found carried by Enclave polymers and take one hand to use. They or Brotherhood of Steel medics. It cannot provide no protection when user is a target be stored for longer than 6 months of a firearm attack as long as he didn’t said regardless of conditions and is useless after he/she is hiding behind the shield the 12 hours if not stored in refrigerator. Note previous turn. Statistic may vary that vampiric wolves can use this blood as depending on shield - those given are for a food. pre War police shield. W: 25 AC: +10 N: +4/+10 L: +1/+5 F: Communication Scrambler +0/+0 P: +0/+2 E: +0/+2 Value: 800 A coding device attached to radio in order Additional Equipment: to cipher the transmission and disallow any unauthorized listeners to eavesdrop. The

transmission receiver must also be Barbed Wire equipped with a scrambler to decode the Value: 5 per one meter message. Requires one SEC for 10 hours Just as the name says - an oldie but goodie of working. thing which comes form XIX century.

Anyone who tries to cross barbed wire takes d10 damage and will get stuck in it Communication Jammer Value: 1100 for d8 turns unless he rolls for AG/3 Can jam any radio transmissions or bugs in (round up) - d10 damage is dealt each turn radius of 30 meters. Requires one SEC for if person is stuck in it. The only way to 5 hours of working. safely cross barbed wire is either to crawl under it, jump over it (if there is possibility) or just cut it. Barbed wire is Dragon’s Teeth Value: N/A ineffective against Deathclaws (their skin Dragon’s Teeth, unlike their name, have is too thick), robots and characters in nothing in common with dragons. Those exoskeleton armour or any metal armour are anti tank obstacles made of concrete that covers whole body (combat armour that are positioned near strongpoints to but not metal armour). make advance for tanks difficult or

impossible. Dragon teeth are no longer Barrel Cooling Device produced in post nuclear world however Value: 350 many can be found in pre War facilities, Additional radiators attached to weapons but the problem is that they weigh several barrel that allow it to fire faster without hundred kilograms and might be difficult risk of overheating. Can only be added to to transport… machineguns (except miniguns) and increases their rate of fire by 5. Every time a weapon with barrel cooling device loses Fake Gun condition points it loses two instead of one. Value: 50

39 A piece of wood, shaped like a pistol (or said that as many GECK’s as possible other weapon but pistols are most common should be created and dispatched all along as they are easy to recreate). Those are the country, to reduce the risk that all of produced mainly by settlements that know them will be lost. Because the War broke what firearms are but have no faster than many have thought not much of technological abilities to create them. They GECKs have ever been created and of are of no use in combat but can be used to those even less is still operational, but threaten somebody with. where they are stored no one knows. Enclave will surely investigate any Gyrostabiliser Harness rumours of a GECK as they are aware that Value: 400 if they ever got into the wasteland, new A very rare pre-War piece of equipment technological empires would rise, being a that consists of a harness with jib for a threat to The Enclave. weapon. Any machine gun might be The GECK is powered by a micro fusion attached there and used without tripod or reactor with energy supplies for 300 years bipod with -10 negative modifier only. of usage (a flashlight is also included in the GECK set). Mine Detector Value: 300 Weapon Link A simple device of Polish origin – a hand Value: 500 held “broom-like” detector with a very This device is attached to a gun making it 4 basic CPU and headphones in which a pounds heavier. It contains a laser targeting sound can be heard when mine (or other and infrared data transmitter. It’s prepared piece of metal) is underground. Note that to co-operate with the T67 and send some modern mines might be made form targeting data (like range, wind strength carbon polymers and will not be detected etc.) that are displayed on the HUD and co- by this device. Mines can be detected using ordinated with the ITTS displays. mine detector but disarming them is another task.. Object deeper than 0,50 m Personal Cloaking Device (Stealth Boy) underground will not be found. Requires Value: 10000 one SEC for 12 hours of working. An advanced pre-War construction that generates a phase distraction field in radius Garden of Eden Creation Kit of about 1 meter. Anyone within that field Value: 75,000 will become much harder to spot as the Unlike many think, the Garden of Eden Stealth Boy refracts light rays that that fall Creation Kit (GECK) is not a terraforming on it. Person using stealth boy gains +120 device but just a sophisticated semi-AI bonus to stealth (however noise will still computer. It stores almost all of human give users position away) and anyone who knowledge on its bio-HDs and will provide wants to see such a person must roll for all necessary wisdom to reintroduce (PE – 6) and all attacks against that person civilization from pottery to quantum are made with –25 modifier. Stealth boy physics. The GECK is thought to be user also provides 20/95% protection against friendly (it’s equipped with voice module, energy weapon hits. Requires one SEC for in case its users couldn’t read, and each 10 minutes of work. holographic display) and therefore can help even those who have never heard of Personal Information Panel (PIP Boy) “technology”. It’s designed to teach Value: 3000 knowledge of democracy and create the A small scanner and computer that stores user’s society in order to match the pre- useful information about journey and War American society. The initial project

40 provides scanning of the neighbourhood of A nice, lovely, furry, cuddly toy. its user. Something that every child would want to have. A teddy bear costs 600 when there is Motion Scanner a bomb planted inside it (deals 2d20 Value: 500 damage to anyone within 5 meters). Detects any moving objects at the of distance up to 25 metres. Works like the Weapons: one seen in the Alien movies. Beep, beep… Unlike the one that comes with the 20mm ADEN Defensive Cannon PIP Boy this one can be mounted on an (ADC20) assault rifle’s barrel. Value: 30000

This automated defensive pod was a Night Vision Goggles/Binoculars common pre-War security array. This Value: 1200 / 700 compact cannon, shielded by massive A passive infrared detector. Allows one to tungsten alloy armoured plates, comes with see any infrared emitting object. Can work a semi-AI computer that is responsible for even in complete darkness. It’s more all of its advanced functions. The cannon is efficient when there are high temperature capable of IFF and will not shoot at anyone differences creating better contrast. Night who is pre-programmed as ally (as it vision might be blinded by strong heat possesses various sensors, from IR to smell source like flare, fire etc. or might be identification, risk of misfire is very low, fooled if target is well insulated (e.g. in even in poor weather conditions or at anti-radiation suit). Powered armour can be night) or will shot at anyone who is pre- detected as it has its own propulsion that programmed as enemy (e.g. anyone makes it hotter. Even if working properly carrying a weapon) - second mode being night allows the seeing of the outlines of more useful in situations where the risk of objects only. Night vision goggles / someone unexpected, but non-hostile, binoculars require one SEC for 10 hours of coming is high (e.g. a city). The cannon working. can fire 20 mm HEAT, MPAT, HE and

ATP shells (basic cost 25 per one) and has Low Light Amplification Goggles / a 100-shot magazine. The weapon is Binoculars capable of 3-shot burst fire. Value: 2000/1100 Min. ST: - W: 300 lbs. Dmg: 6d10 + 40 A device designed to eliminate the Rng: 60 AP: S: 6 T: 7 B: 7 negative effect effects of darkness on a Action Points: 12 Skill: 110% XP value: soldier’s range of view. Uses advanced 500 spectrum filters and a CPU to allow seeing objects as if in daylight, regardless of AK222 Grenade Thrower lightning conditions. Requires a minimal Value: 2250 amount of light (moonlight is sufficient) A Russian design – simple and reliable, and eliminates all negative modifiers from widely used in EANU army. It uses darkness. Cannot be blinded by strong light pressurized air to launch hand grenades for sources or thermal isolation but can be by large distances. Single shot only - needs to fog or smoke. Requires one SEC for 6 be reloaded after each shot. Uses 1 SEC for hours of working. each 25 shots to power up air compressors.

Min. ST: 4 W: 12 lbs. Dmg: as from grenade Rng: 30 AP: S: 5 T: N/A B: N/A Teddy Bear Value: 5 / 600 “Arghan-Usarr” (“Battle Pole”) Value: 500

41 This unique weapon, constructed by Grey Magazine holds 10 shots of .44 magnum Tribe Deathclaws, is designed to be a ammunition. Deathclaw melee weapon. Basically it’s a Min. ST: 4 W: 6 Dmg: +12 Rng: 20 AP metal pole but it’s made of carbon S: 5 T: 6 B: N/A polymers that increase attack strength and equipped with special handles to make it Enclave Arms Electro Shocker easier for a Deathclaw to use it. It is made Value: 1300 by Deathclaws for Deathclaws so it cannot This weapon fires an electric shock in be effectively used by other races (even order to stun enemy or disable a electronic normal – meaning not Grey Tribe - device (robots are usually shielded from Deathclaws cannot use it as they are too this attack). Any successful hit has 100% - dumb). (targets endurance x 5) chance of Min. ST: 6 W: 8 Dmg: d20 + MD Rng: 2 successfully stunning the target. Electro AP S: 4 T: 5 B: N/A Shocker holds 3 charges and uses 6 SEC to recharge. T51b, T67, Tesla Armour and Bayonet Pseudo Chitin Armour protect from being Value: 70 stunned by this weapon. A very useful “tool” which has seen lots of Min. ST: 3 W: 12 Dmg: Special Rng: 8 wars. Can be added to most assault rifles. AP S: 5 T: N/A B: N/A Min. ST: 2 W: 0,2 Dmg: 1d10 + MD Rng: 1 AP S: 4 T: 5 B: N/A Enclave Arms Rail Gun Value: 22500 This rail accelerator fires neutrons speeded Browning Automatic Rifle (BAR) v. 3.8 to near light speed causing massive Value: 2200 damage to any substance. This weapon can An extension of the WWII BAR. V.3.8 crush almost anything. The Rail Gun can was used in US army from year 2075 – it fire a ten shot burst but then there is a 10% has almost all the advantages of its chance of overheating which causes the precursor – high penetrating power, weapon to break down – it cannot be used reliability under adverse conditions and before major repairs (in this case it loses selectable mode of fire although its caliber all of remaining condition points, but even has been changed. It can use M16 if weapon didn’t break down it loses one compatible weapons when necessary. On condition point when burst is fired). This the other hand, the weapon is a bit too weapon uses micro fusion cells and takes cumbersome and has strong recoil. The 30 of them to fully recharge (10 shots). BAR can fire in 4 modes: single, Normal armour DT/DR used against this semiautomatic (3-shot bursts), slow attack. Any humanoid hit must roll for AG automatic (6-shot bursts) or fast automatic to avoid falling down when hit by a Rail (12-shot bursts). Magazine contains 36 Gun. 5.56 mm bullets. The weapon is equipped Min. ST: 5 W: 15 Dmg: 3d20 + 40 Rng: 30 with bipod that must be used when firing. AP S: 6 T: 7 B: 7 Min. ST: 6 W: 18 lbs. Dmg: +20 Rng: 40 AP: S: 3 T: N/A B: 4/5/6 Enclave Arms M-28 Azoghar Shotgun Value: 1200 Enclave Arms Desert Viper (Desert Eagle This 4-barrelled shotgun is one of the most II) Pistol devastating weapons ever. It fires four 12- Value: 1000 gauge shotgun shells at one time. Negative A remake of an IMI Desert Eagle, even side of this is that recoil from this weapon better than the original. Main Enclave can easily break the user’s arm (consider it soldier’s sidearm. Single shot only. when critical failure is rolled or user is

42 under minimal strength). This weapon is will affect anyone closer than 5 meters rarely used without Powered Armour. Each from the initial target then anybody closer shot fires all 4 barrels and there are no than 5 meters from the those targets and so other fire modes. Azoghar holds up to 20 forth, thus the weapon can harm numerous 12ga shotgun shells (5 salvos). foes if they stand close by. Weapon takes Min. ST: 7 W: 12 Dmg: +5 but damage 10 MFC to charge, single shot only. from all barrels is cumulative (so damage Weapon was forbidden by London Arms is (1d10 + 5) *4 Rng: 15 AP S: 7 T: 8 B: Pact in 2076 but US Army hadn’t have N/A enough time to dispose of it so it can be found in most pre-War military Enclave Neostead Combat Shotgun installations. Value: 5500 Min. ST: - W: 65 lbs. Dmg: d100 Rng: 20 Modified version of Brotherhood of Steel AP: S: 7 T: N/A B: N/A weapon. An automatic, 12 gauge military shotgun. This is the best weapon for close Jet Harpoon quarters, except for a flamethrower. Value: 50 Weapon fires a six round burst and stores Bolts Value: 4 per 10 pieces up to 18 12-gauge shotgun shells. This weapon was initially made for Min. ST: 6 W: 10 Dmg: +15 Rng: 20 AP: underwater hunting but it also works on the S 5 T 6 B 6 surface. It lacks penetrating force so it’s unsuccessful even against simple bullet Elephant Hunting Rifle proof jacket, but it produces almost no Value: 800 noise so if used properly can be quite This clumsy but powerful weapon was potent stealthly weapon. Single shot only. used before the war to hunt elephants, but It can hold only one bolt and requires 5 AP provides to be a good weapon in manhunt to reload. also. Often comes with a scope. Weapon Min. ST: - W: 4 lbs. Dmg: d4 (bolt) + 4 uses 14mm ammo. Single shot only. Rng: 15 AP: S: 4 T: 5 B: N/A Min. ST: 6 W: 14 lbs. Dmg: +10 Rng: 60 AP: S: 6 T: 7 B: N/A M4 “Firefly” Recoilless Gun Value: 1100 IATTP (Infantry Anti Tank Tesla A simple recoilless gun firing HEAT or Projector) TSAT rounds – very popular among Value: 8000 soldiers before the War thanks to its low This weapon uses electricity to attack and weight and high reliability. stun or kill armoured vehicle crew. Unlike Min. ST: - W: 10 lbs. Dmg: see below EMP weapons, it does not disable the Rng: 45 AP: S: 5 T: 6 B: N/A target (however this may happen M4 HEAT Projectile sometimes) but attacks the vehicle with Value: 400 Dmg: 4d20 W: 2 lbs. “lightning” that electrocutes crew. Weapon M4 TSAT Projectile can also be used against infantry. An Value: 2000 Dmg: 2d100 W: 3 lbs. interesting effect of this weapon is that if target is well insulated it won’t be M-16C “Double Dragon” Light Assault damaged by the attack but it will be Rifle “charged” and the hit will take effect when Value: 2800 target is grounded. Only living beings are An interesting construction indeed. It does affected. After target is hit there is 65% not vary much from standard M16 rifle in chance that weapon will work properly and appearance but has a different caliber (9 all living beings hit will take d100 damage, mm). Its most distinguishing feature are otherwise there is no effect. The IATTP the two magazines that are mounted side

43 by side into this weapon – bullets are taken Mining Laser alternately form both of them and there is Value: 10000 the possibility to fire both JHP and AP This is not a weapon, however it might be ammo at the same time! Regretfully, this used to deal damage. The mining laser is a reduces weapons rate of fire – it can fire up high-energy beam laser used to extract to 4 shots a round only. It has room for two minerals. It can deal unimaginable 20 shot magazines of 9mm JHP/AP ammo. amounts of damage but it’s too heavy to be Min. ST: 5 W: 12 lbs. Dmg: +8 Rng: 20 man-portable and its range is very short. AP: S: 5 T: 6 B: 6 Min. ST: 6 W: 800 Dmg: 2d20x100 Rng: 5 AP S: 7 T: N/A B: N/A M1A5 Carbine Value: 1900 Sherman .74 “Thunder” Assault Pistol Another an upgraded WWII weapon. Value: 1800 Much like original M1A1 carbine, the “Thunder” is a small SMG made for M1A5 was designed to be used as the combat inside buildings. It was designed to second weapon for heavy weapons teams penetrate bulletproof jackets, personal (artillery, mortars) - it’s light and portable armours and some thinner walls. The although its penetrating power isn’t weapon’s main weakness is its recoil that impressive. It can fire single shots or 5- causes the burst mode to be a waste of shot bursts, and its magazine contains 15 ammo (cumulative penalty of -10 for each bullets of 5.56 mm ammo. bullet after the 1st). Weapon uses the .74 Min. ST: 3 W: 5 lbs. Dmg: +6 Rng: 25 AP: HEAP (AC: -20 DR: 0 Dmg: 1d10 + 1d10 S: 5 T: 6 B: 6 if armour penetrated, Value: 1600) ammo or .74 AP (AC: -25 DR: 0 Dmg: 1d10 M-21 “Nijmrod” Grenade Launcher Value: 1200) ammo. “Thunder” can fire 5 Value: 3500 shot burst, magazine holds 8 bullets. An advanced 40mm grenade launcher. It Min. ST: 7 W: 8 lbs. Dmg: +14 Rng: 8 was very popular in almost all armies of AP: S: 6 T: 7 B: 7 the world before the War. It most astounding feature is its unique rate of fire Sherman “Lightning“ Plasma Rifle – weapon can launch up to 3 (!) 40mm Value: 20,000 grenades a round and it can store up to 8 The last step in plasma weapons before the grenades. Even with such high War. Unlike other plasma rifles that can achievements it has reasonable weight and fire only single shots, the Lightning has tolerable recoil. much better barrel cooling system and Min. ST: 6 W: 16 lbs. Dmg: see 40mm therefore it can fire in burst mode. It’s also grenade in main rulebook Rng: 40 AP: S: smaller and lighter than other plasma 5 T: 6 B: 6 weapons. The only drawback is its high price. Weapon can fire 8 shot bursts and it M-243 “Nazgaroth” Heavy Pistol holds 24 charges from Micro Fusion Cells. Value: 2600 Min. ST: 5 W: 10 lbs. Dmg: 2d20+20 Rng: A heavy pistol designed as a “last chance 35 AP: S: 5 T: 6 B: 6 weapon”. It has devastating power but lacks finesse, accuracy and it’s too SR XII “Invader” Sniper Rifle cumbersome. Therefore it has never been Value: 25,000 too popular. Single shot only. Magazine This weapon is astounding in almost every holds 6 shots of .223 FMJ/AP ammunition. way. A product of European Rifle Min. ST: 6 W: 6 lbs. Dmg: +25 Rng: 8 AP: Corporation for needs of the EANU special S: 6 T: 7 B: N/A forces - only a few of these were ever shipped into the States. This low calibre

44 (7,62 mm) gun is especially designed to destroy heavy armoured targets like light tanks or heavily armoured soldiers. The weapon uses special rocket powered ammo – its small “engine” starts working after the bullet leaves the barrel. In addition to that, a line accelerator is built into the barrel, so bullet speed when exiting the barrel is something about 2000 m/s. Its rocket propulsion accelerates it further to about 3500 m/s (12,600 km/h – 13,786 yards/h!).

The Invader’s minimum range is 50 yards as this is the minimum range for bullet engines to start work. The bullets are about XS-3 Hand Attached Dart Thrower 10 cm long (with the engine) and Value: 500 constructed from the thickest carbon A very small dart thrower that is attached polymers. A shot form SRXII will by leather straps to users arm. The darts are penetrate any armour up to 150 DT (DR fired whenever wrist is bent. Although the does not count at all!), however drawback darts do very little damage they can be of this that that shot will also penetrate poisoned - see main rulebook for poison target thus not dealing much damage (but rules. Weapon holds up to ten 3 cm long when firing to a group, a single shot may darts. hit many foes). Despite all its features Min. ST: - W: 0,5 lbs. Dmg: d3 Rng: 8 weapon looks quite ordinary, as all AP: S: 6 T: 7 B: N/A electronic parts and line accelerator are miniaturized and almost unnoticeable. XS-4 Hand Attached Rocket Launcher SRXII is equipped with an advanced Value: 2500 targeting scope with night vision, low-light An extension of previous weapon. This and ITTS features (+50% bonus to hit). time darts are bigger (about 7 cm), heavier Despite being a sniper rifle it’s also a and carry small amount of explosive successful assault rifle. Each magazine devices. Although this weapon also does contains 15 bullets (no price is given as relatively little damage it can be quite this ammo is no longer produced and useful in close combat. Works like above. extremely rare) and the weapon is capable The XS-4 holds up to 6 darts. of 4-shot burst fire. The SRXII is capable Min. ST: - W: 0,75 lbs. Dmg: d10+1 Rng: of targeted burst fire, as it has a recoil 5 AP: S: 6 T: 7 B: N/A compensation system. 5 SEC are required for every 100 shots in order to power up the accelerator and computers. GM note: this weapon and ammo for it are UNIQUE, only a few of those existed in Vehicle weapons: pre-War America. Handle with care. Min. ST: 6 W: 14 lbs. Dmg: penetrates up Enclave Arms 130 mm Tank Cannon to 150 DT, 3d6 damage Rng: 10 - 100 AP: One of the most powerful cannons S: 6 T: 8 B: 7 TB: 9 available. The 130mm canon combines range and destruction power. Single shot only. W: 3500 lbs. Dmg: (4d10 + 3) x 10to everything within 25 meters and 1d6

45 concussion to everything within 10 meters This is a simple napalm canister, with a Rng: 5 KM AP S: 5 T: N/A B: N/A scatter explosive device, used to attack any kind of target and able to deal massive Gatling Eye-Targeted Laser Cannon damage especially to unarmoured targets. The main weapon of the RAH-88 Inca. It Napalm bombs are often dropped in packs can fire a burst up to 20 shots. Takes 500 of 6-10 in order to cover greater area with MFC to fully reload (500 shots). flames. As the flaming substance was W: 200 Dmg: 3d20 + 30 AP: S: 4 T: 5 B: 5 especially designed it’s extremely hard to be extinguished and sticks to almost any Enclave Arms Heavy Plasma Tank substance substances. Each bomb covers Cannon area of about 50 square meters. A devastating and accurate heavy tank W: 15 gallon (57 litres) = 132 lbs. (60 kg) weapon. Each shot requires 7 MFC, and Dmg: 2d10 + 50 damage points each round cannon can be supplied with 70 MFC at a for d20 + 5 rounds time. Single shot only. W: 2400 4 KM Dmg: (3d12+2) x 10 AP S: AGM-223 “Pandora” Laser Guided 6 T:7 B: N/A Bomb Value: 5000 Free Fall Bomb This is a free fall bomb with small fins A Vertibird (or RAH-88) weapon with used to change its falling trajectory and absolutely no guidance system, simply extend range. It must be used with laser falling down after being released with the targeting system as it needs target to be speed and trajectory of the flying vehicle. illuminated by a laser beam (from the In order to hit with it, use ¼ of your bombing craft or another source, e.g. a vehicle skill. Probably one of the most common usage of those bombs was that devastating weapons in the Enclave commando teams used laser markers to arsenal, as it’s a simple container filled allow planes make a successful attack). with high explosives. All damage is given The aircraft computer makes all the for HE bombs, but AP (treat those as necessary calculations regarding when the APFSDS) also exist, but they were mainly bomb should be released to hit the marked made to destroy warships, bunkers and target. After the drop, the bomb acts like a other highly armoured targets that are not normal freefall bomb except to the fact that common in wasteland. Bombs may be due to its wings it can be dropped from a mounted in packs of 1, 2 or 3 on each few miles away from the target and it can hardpoint (if craft is able to carry their make some necessary adjustments to stay weight). on the preprogrammed course (but still, W: 150 lbs. (67 kg) Dmg: 10d6 Value: this is not a homing missile). After the 600 release of the bomb, the targeting laser can W: 745 lbs. (337 kg) Dmg: 10d6 x 10 V: be turned off. The aircraft cannot be 1000 making any manoeuvres during the release W: 1100 lbs. (500 kg) Dmg: 10d6 x 20 V: process. 1850 Weight: 800 kg (1800 lbs.) Dmg: 10d6 x W: 2000 lbs. (900 kg) Dmg: 10d6 x 35 V: 30 (HE) R: defined by craft’s speed AP: a 2400 few rounds of targeting Rng: free fall AP: S: 2 T: N/A B: 2 (more than one bomb at a time) AGM-229 “Minotaur” AT (Anti Tank) Missile Launcher BIN-21 “Inferno” Napalm Bomb Value: 8000 + 1000 per HEAT missile, Value: 250 3000 for ATP missile and 10000 per TSAT missile

46 This is a “fire-and-forget” anti-tank missile launcher with various warheads designed “Swallow” ALRAAM (Advanced Long to destroy tanks and other armoured Range Air-Air Missile) vehicles. Each launcher consists of 5 tubes An advanced long-range radar guided with one missile each. Range is missile. In the first phase of flight, the approximately 7 km. missile is guided by the aircraft’s radar and Weight: 550 kg (1215 lbs.) with 5 missiles then, just a few miles away from the target Dmg: 10d6 x 10 (HEAT) or 10d6 x 100 the missile turns on its own radar and (TSAT) or ATP R: 7 km AP: S: N/A T: all homes in on the target. Requires target to AP’s B: N/A be marked by firing craft radar. Weight: 150 kg (331 lbs.) Dmg: 8d8 + 20 ASM-56 “Harpoon II” Anti Ship Missile R: 95 km Velocity: 680 kts. (1259 km/h) Value: 20000 in the first phase, 1800 kts. (3333 km/h) in This long-range cruise missile was an the final phase AP: a few rounds of ultimate anti-shipping weapon before the targeting. Warhead skill: 80% War. Because of its long range it does not carry much explosives, but it is designed to M217 Super Hydra 70mm Rocket penetrate ship armour so it explodes Launcher internally, dealing massive structural Value: 1500 damage. A larger version with extended This is more advanced version of Hydra range (250 km) and larger warhead was rocket currently used by US Army (e.g. by used by strategic bombers and warships. AH64 Apache). It contains 42 unguided Weight: 700 kg (1550 lbs.) Dmg: 10d8 x rockets with AP warheads (no other types 20 R: 110 km Velocity: 650 kts. (1203 are supplied). Rockets can be fired one at km/h) AP: a few rounds of targeting a time, in 6-rocket salvo or all at the same Warhead skill: 120% time. Min. ST: Vehicle weapon W: 300 lbs. “Owl” ASRAAM (Advanced Short Range Dmg: 6d6 (each rocket), DR - 20 Rng: 800 Air-Air Missile) yards AP: computer-fired Value: 2600 An advanced short-range missile, equipped Intel Corp. ED-234 Electronic Counter with 3 types of guidance systems: Infra Measures (ECM) Pod Red, Heat Seeker and Radar Guidance. Value: 3000 Fire and forget. This complex electronic warfare system Weight: 50 kg (110 lbs.) Dmg: 8d10 R: 8 may be used for to jam any radar detector. km Velocity: 2700 kts. (5000 km/h) AP: a The ECM sends strong signals, so it’s very few rounds of targeting Warhead skill: easy to detect that something is coming, 100% but it’s almost impossible to determine the specific location of target and therefore “Raven” AMRAAM (Advanced Medium make a “lock” on the target necessary for Range Air-Air Missile) radar-guided missile firing. This system Value: 3000 should only be used after the aircraft has An advanced medium range missile, been detected by radar. equipped with 3 types of homing devices: Infra Red, Heat Seeker and Radar Grenades: Guidance. Fire and forget.

Weight: 90 kg (200 lbs.) Dmg: 6d10 + 10 Magnatech H666 “Hellbringer” Nuclear R: 25 km Velocity: 2000 kts. (3704 km/h) Grenade AP: a few rounds of targeting Warhead Value: 15,000 skill: 90%

47 This small nuclear grenade (equivalent of intended target). Unfortunately the grenade 500 tons of TNT) is equipped with its own has very little explosive inside so it doesn’t propulsion system that is activated after the deal much damage. grenade is thrown and extends the range by Min. ST: - W: 4 lbs. Dmg: 2d6 + 2 Rng: approximately 200 meters (219 yards). The 50 yards AP: S: 5 T: N/A B: N/A grenade will explode 20 seconds after it has run out of fuel and it cannot be defused CS88 Gas Canister after activation. It should be handled with Value: 200 maximum caution in order not to throw it These grenades were also used by SWAT improperly (e.g. in a way that it will hit a teams before the war. They contain tear solid object near the thrower and fall much gas that blinds foes. Reduces enemies PE closer than 200 yards). Using this weapon to 1. There is no saving throw from this without full ABC warfare armour may attack as long target is not wearing a gas result in user being killed by high radiation mask or ABC armour both of which that is emitted after blast. Damage is not eliminate effects of that grenade. specified, as there may be many forms of Min. ST: x W: 0,5 Dmg: special Rng: 15 damage (form heat wave to falling walls) AP S: 5 T: N/A B: N/A and should be determined by GM (but generally everyone within 25 meters radius VX3 Nerve Gas Canister should be slain without any rolls). Value: 300 Min. ST: - W: 40 lbs. Dmg: Special Rng: A gas grenade filled with very dangerous ST + 220 yards AP: S: 7 T: N/A B: N/A VX3 nerve gas. Anyone who is inside 5 metres radius (or more inside buildings) Magnatech H13 “Building Buster” from impact point must make a successful Elastic Grenade roll for half of his HT (round down) or be Value: 2000 paralysed for 2d20 rounds. In addition the This is something like a thrown version of gas deals 2d20 damage to anyone (halved plastic explosives. When thrown, it will if roll is successful) hit. This is a very stick to most surfaces and then explode (it potent weapon and must be used with has 2 second fuse that is activated after maximum caution. impact). This kind of grenade was Min. ST: x W: 0,5 Dmg: 2d20 (or 2d10) + especially designed to destroy bunkers and paralyse Rng: 15 AP S: 5 T: N/A B: N/A buildings. Min. ST: 3 W: 8 lbs. Dmg: 2d10+5 Intel Corp. XN-2 Nano Grenade (buildings take quadrupled damage of Value: 3500 [2d10 +5]*4) Rng: ST + 0 yards AP: S: 6 This grenade is filled with hundreds of T: 7 B: N/A millions of nanomachines that will “attack” any electronic device in radius of 3 metres Intel Corp. XG-23 Smart Grenade from the impact point. There is an 80% Value: 350 chance that any electronic or mechanic This is one of the first smart grenades ever device within that radius will be broken made, although a successful one. It’s beyond repair within 2d4 rounds. equipped with several small rocket engines Nanomachines will damage almost that allow it to fly rather than be thrown. anything that has at least some The grenade homes for heat source but it mechanisms inside, be it a clock, a will always seek target in the direction battlemech or even a suit of power armour. opposite to its thrower (there were many Robots shielded from EMP shock are not accidents with the early versions when the resistant against this type of attack. grenade began spinning after being thrown Min. ST: -W: 0,5 Dmg: special Rng: 15 and then targeted its user rather than the AP S: 5 T: N/A B: N/A

48 Dmg: 1d10 + 10 (if shot penetrated The Holy Hand Grenade of Antioch armour) AC: -20 DR: 0 ! – This is a special, “magical” weapon, don’t give it to players unless it fits in your .74 AP campaigning background. And remember Dmg: 1d10 AC: -25 DR: 0 it’s UNIQUE weapon. Value: ? 7.62 mm Rocket Powered SRXII Ammo The Holy Grenades of Antioch were once Dmg: 3d6; penetrates armour with DT up made for crusaders to crush the pagans. to 150, ignores DR How many of them remain to this day is unknown. Also the way these grenades Dart function remains unknown… It must be Dmg: d3 AC: 0 DR: 0 thrown with words “Hallelujah” spoken otherwise it won’t work. Exploding Dart Min. ST: 4 W: 2 Dmg: 300 +2d100 Rng: Dmg: d10+1 AC: 0 DR: 0 18 AP S: 5 T: N/A B: N/A 70mm AP Rocket Value: 120 Ammunition And Special ammo Dmg: 6d6 AC: 0 DR: -20 types: GM note – I strongly suggest you use this 70mm APT Rocket ammunition only in the case of high calibre Value: 140 guns and other weapons designed to Dmg: 6d6 +1 AC: 0 DR: -20 destroy tanks, bunkers and other highly armoured targets. Such “special” 70mm Incendiary Rocket ammunition for low calibre guns might be Value: 320 created but would be rare and make the Dmg: 7d6 anything within 4 hexes is set game somehow more complex… aflame AC: 0 DR: 0 Ammo – specifies which types of ammo may use this warhead HESH (High Explosive Squash Head) Price – price multiplier. If weapon fires Ammo: Rockets, missiles and shells only many kinds of ammo (e.g. JHP and AP) Price: x3 this multiplier is added to the most Damage: 2d10 x 4 additional damage to expensive kind (for example: a TOW-II vehicle crew missile with HESH warhead would cost This is a special kind of plastic explosive 15000) that sticks to a surface and explodes. This Damage – any special or additional causes bits of the inner surface to tear off damage (or other futures) done by payload and ricochet inside the vehicle thus killing the crew. It also damages the outside Harpoon Bolt vehicle sensors and all other external stuff Dmg: d4 AC: 0 DR: 0 (mortars, periscopes, antennas, laser rangefinders etc.) M4 HEAT Projectile Value: 400 Dmg: 4d20 W: 2 lbs. APFSDS (Armour Piercing Fin Stabilised Discarded Sabot) M4 TSAT Projectile Ammo: Shells only Value: 2000 Dmg: 2d100 W: 3 lbs. Price: x2.5 Damage: only half of armour DR and DT .74 HEAP is counted

49 This arrow-like metal projectile is usually HEAT projectiles will burn through most made of advanced compounds (often with kinds of armour and deal massive damage depleted uranium) and is designed to to the crew inside. One of the most deadly penetrate tank armour. This ammo will not kinds of attack, but some types of armour fragment, as it’s just a solid piece of metal. are invulnerable to it.

MPAT (Multi Purpose Anti Tank) APERS (Anti Personnel) Ammo: Shells only Ammo: Shells only Price: x1 Price: x1.5 Damage: x1 Damage: high fragmentation This is the standard shell used by most This type of ammo is designed to destroy guns against armoured targets. It’s cheap non-armoured living targets. Even though and able to destroy most of lightly the blast rate is not high, the explosion armoured vehicles. generates hundreds of small fragments that are likely to hit anyone within 15 meters HE (High Explosive) (in case of 81mm ammo, range is extended Ammo: any with higher calibre shells) apart from Price: x1.5 explosion centre (damage is 2d10). Damage: x2, but armour DT and DR are Useless even against lightly armoured tripled (if DR goes to or over 100% treat targets. this as 99%) This is a shell or bullet full of explosive materials that makes vast damage to any ATP (Anti Tank Pulse) target that has no armour, but is useless Ammo: Rockets, missiles, shells and against other targets (note it still will grenades only destroy external vehicle sensors, provided Price: x3 that the blast force is strong enough, e.g. a Damage: 80% chance for critical shutdown 7,62 mm bullet won’t make any real harm Any electronic device that is not shielded while 155 mm shell will destroy most from EMP shocks has 80% chance to shut external “stuff” but won’t seriously down after ATP ammo hit. The problem is damage an armoured target). that most of modern fighting vehicles and robots are shielded from EMP shocks, so HEAP (High Explosive Armour this ammo is of little use. It’s mainly used Piercing) in artillery shells against enemy’s Ammo: Hand firearm only communications centres, as it doesn’t have Price: x3 to hit directly. Damage: +d10 when damage is dealt This ammo is designed to combine the HEI (High Explosive Incendiary) penetrating power of standard AP Ammo: Any ammunition with the devastating power of Price: x2.5 HE ammo. Additional damage is dealt only Damage: 75% chance of setting target if the shot penetrates armour, otherwise it aflame explodes harmlessly. This ammo is usually covered (or contains) phosphorus that sets the target aflame. HEAT (High Explosive Anti Tank) Every turn, additional 2d10 damage (2d4 Ammo: Rockets, missiles and shells only for a handgun) is dealt to any target hit Price: x4 (4d20 if a living creature is hit, provided it Damage: 80% chance for successfully has no armour and no natural fire DT/DR; penetrating armour 3d4 for handgun). Fire will burn out after

50 d6 turns (unless something flammable was hit) and is extremely difficult to extinguish. Transport Vertibird This model is much larger than others and TSAT (Temperature Shock Anti Tank) its engines are far more powerful. It can Ammo: Rockets, missiles, shells and carry a small APC. It takes 400 cells to grenades only recharge it. Price: x12 TS: 470 AR: 60 BR: 40 TR: 0 KPH DR: Damage: x10 650 NP: 2 + 20 CW: 25000 HP: S:375 Contains chamber with liquid nitrogen and E: 30 C: 25 D: 25 T: 10 (x 4) [DR N: 20 L: liquid oxygen. Anything hit (let it be a 5 F: 0 P: 0 E: 10] living creature or concrete) is rapidly frozen and then warmed up, which causes Recon Vertibird massive damage, and can destroy all but This is the smallest version of the Vertibird most advanced armours. Causes severe with huge external fuel tanks (that tend to wounds and even when someone was hit explode when hit). It size gives it a good for only 1 point of damage treat this as manoeuvrability. Takes 200 cells to serious wound. This type of ammo was recharge. rare even before the war. TS: 600 KPH AR: 80 BR: 70 TR: 0 DR: 1400 NP: 3 CW: 800 HP: S: 250 E: 25 T (Tracer) C: 25 D: 20 T: 10 (x 4) [DR N: 10 L: 0 F: Ammo: Any (e.g. APT –armour piercing 0 P: 0 E: 0] tracer or HET or HEAPT etc.) Price: x1 Assault Vertibird Damage: glows in flight Special version for troop transport. Usually every 3rd or 4th bullet in each Equipped with two MG3’s in opened doors HMG belt is a tracer in order to make (like UH1 Huey in Vietnam). Reasonably aiming easier. The drawback is that enemy armoured. Takes 350 cells to fully can determine where the weapon user is. recharge. TS: 550 KPH AR: 60 BR: 50 TR: 0 DR: 700 NP: 2 + 20 CW: 4000 HP: S: 425 E: Vehicles: 40 C: 50 D: 50 T: 10 (x4) [DR N: 30 L: 10 Enclave Arms V-34 Vertibird F: 5 P: 10 E: 10] The Vertibird is a post-war creation of the Enclave technicians. Somewhat similar to Close Support Vertibird pre-war V22 Osprey, it was intended as an The best armoured and armed of all the personnel transport VTOL aircraft, but Vertibird variants, this one is made for other versions exist as well (combat, recon, destruction missions and close infantry cargo transport etc.). Because of its VTOL support. It is armed with two MG3 capabilities, it doesn’t need airfield and can machine guns (firing straight ahead) and be effectively used in any terrain. It runs two M217 Super Hydra (84) unguided on two turbojet engines that be tilted like 70mm rocket launchers. It can also take those in the V22. Despite its appearance 2500 lbs of bombs or other weapons the Vertibird is not able of hovering. A aboard. Takes 350 cells to fully recharge. Vertibird needs both of its engines to be TS: 520 KPH AR: 65 BR: 55 TR: 0 DR: operational in order to remain in air. If 700 NP: 2 CW: 2000 HP S: 475 E: 70 C: only one engine has a malfunction (or is hit 30 D: 30 T: 15 (x4) [DR N: 40 L: 25 F: 10 and stops to work), the aircraft falls like a P: 15 E: 10] stone. No matter how skilled the pilot, there is nothing he can do to stop this. This RAH-88 Inca Attack Helicopter causes Vertibird to be dangerous to fly.

51 One of the most modern pre-War however it also looks about 30 degrees up constructions that still appear in the and down from the central axis) and Enclave Armed Forces, this chopper was RAZOR Laser Targeting System (used for the successor to the RAH-77 Sioux (which, laser targeted weapons deployment). It has in turn was the successor to the RAH-66 also a flare (10) and chaff (10) container to Commanche). This stealth helicopter, provide active defences from incoming unlike any other, is powered by two missiles. Its only factory built-in weapon is General Dynamics A234/5 low-noise a Gatling eye-targeted laser cannon (3d20 afterburning jet engines with changed + 30, 500 shots powered by MFC, AP: S: 4 angle of slope (much like those in T: 5 B: 5). The crew consists of two Vertibird) but their construction is much persons: pilot and co-pilot/weapon more advanced, reliable and surprisingly operator. Unlike other vehicles Inca uses resistant to damage. Because of the liquid fuel and therefore there might be excellent power of its engines, the Inca can some problems with refueling, as air fuel is fly faster than sound even at the sea level. not common and quite hard and expensive It is very manoeuvrable and able of to produce. Fuel capacity is 5000 kg hovering - during the War was used mainly (11,000 lbs.) or 7500 kg with external fuel in air-air role, not as tank destroyer (which tanks instead of weapons at wing was supposed to be its main purpose). hardpoints. The main weakness of this Unlike the Vertibird, the Inca has short helicopter is the enormous amount of fuel wings that allow it to glide for a short it consumes when hovering, thus Inca is amount of time if there is a problem with rather a V/STOL aircraft than an attack engines (provived the helicopter was not helicopter. hovering, since the wings would be useless TS: Mach 1.1 (1348 km/h) at the sea level, in that case). The wings are also used to 2.0 (2250 km/h) mach at high altitude, with hang weapons (there are 4 hardpoints – 2 afterburner AR: 200 BR: 50 TR: 0 DR: under each wing, on which rockets, bombs 700 (900 with external fuel tanks) NP: 2 or missiles may be placed. There are also CW: up to 6000 lbs. of armament HP S: hardpoints at the tips of wings for 4 – two 380 E: 50 C: 30 D: 30 T: N/A (N/A) [DR on each wing – air-air missiles). The N: 25 L: 50 F: 25 P: 30 E: 20] helicopter is equipped with many sophisticated sensors like Night-Vision, Enclave Recon Buggy Low-Light Amplification, ARES Long These light and fast vehicles are Range Motion Scanner (detects any constructed from metal pipes in order to moving objects up to 50 km from reduce weight. They have places for 3 helicopter. Objects must be at least size of persons (one operating an M-60) and a an average man – but objects of that size little additional load. As there are no metal will be detected in only a few hundred plates in the chassis, the vehicle can easily meter radius. Larger objects (like a stealth be damaged and crew is not protected. It’s plane) can be spotted at 50km. The Ares used mainly by long-range Enclave patrols. system will not detect something moving Takes 20 cells to recharge. with the same relative speed - e.g. another TS: 120 AR: 60 BR: 55 TR: 3 KPH DR: helicopter flying with the same speed in 580 NP: 3 CW: 300 HP S: 100 E: 20 C: the same direction. The target must move 10 D: 10 T: 15 (X4) [DR N: 0 L: 0 F: 0 P: with speed of at least 15 km/h to be 0 E: 0 ] detected), ATHENA Radar System (providing surface and air area scan in 65 Light Enclave APC km radius, note that this is just a forward- This is the only version currently used, looking radar – covers 50 degree arc on the since the medium and heavy APC’s cannot left and right side from the central axis - be transported by a Vertibird. They are

52 armed with two 20mm cannons and one MG3 machine gun. Can take up to 6 soldiers aboard. These APC’s are especially designed to perform at best in wasteland conditions – they are equipped in air filters and are able to operate in an ABC environment. The Enclave APC takes 35 cells to fully recharge. TS: 55 KPH AR: 60 BR: 35 TR: 8 DR: 260 NP: 3 + 6 CW: 2000 HP S: 320 E: 70 C: 30 D: 25 T: 65 (x2) [DR N: 60 L: 45 F: 80 P: 40 E: 55 ]

“Hedgehog” Enclave Air Defence Vehicle This vehicle consists of light tank hull and The “Hedgehog” is a deadly anti aircraft heavy cannon. It combines mobility, speed platform. Equipped with four rapid firing and firepower but lacks any serious laser cannons, it is also capable of ground protection against hostile fire. Though target destruction. It is one of the most Werewolves are no match for battle tanks, devastating anti-infantry weapons if used they can be successful when ambushing or properly. Even though it is lightly when used against worse-armed foes armoured, it has a reasonable speed and (which is a common situation unless AIM manoeuvrability and advanced shock is involved). The Enclave has much more compensation, which allows it to fire even of these than S-2’s because of the when driving at full speed. Only a driver Werewolf is cheaper to buils. Armed with and a gunner are needed to operate this 130 mm cannon and two twin MG3’s in tank. All four lasers are mounted in turret, small turrets (see picture). Takes 40 cells which is much like that of a tank except to recharge. that “Hedgehog” can fire up to 87 degrees TS: 78 KPH AR: 30 BR: 50 TR: 8 DR: upward and 13 degrees downwards. 320 NP: 3 CW: 1000 HP S: 280 E: 65 “Hedgehog” takes 40 cells to fully C: 30 D: 30 T: 80 (x2) [DR N: 80 L: 35 recharge. Also another 50 cells are carried F: 80 P: 40 E: 70 ] to power the lasers (320 shots). The laser cannon is capable of 80 shots (20 each S-2 “Colossus” Enclave Main Battle Tank barrel) in burst fire mode only. There are There are just a few dozen of these heavy two burst types: small (40 shots – 10 each tanks. They are present mainly in Navarro barrel) and full 80 shots (20 each barrel). and near AIM outposts. These beasts are Single fire mode also supported. armed with two heavy plasma cannons and Rapid Firing AA Laser Dmg: 4d20 Rng: 3 MG3. Their very resistant construction 6000 yards AP: S: 4 T: 5 B: 5 (small) 6 has proven to be of great value in combat (full) but due to the weight of Colossus, its speed TS: 65 KPH AR: 40 BR: 55 TR: 7 DR: and manoeuvrability is limited in rough 450 NP: 2 CW: - HP S: 180 E: 50 C: 20 terrain (thus making it an easy prey). It D: 20 T: 70 (x2) [DR N: 60 L: 30 F: 70 P: takes 75 cells to recharge it and each 20 E: 30 ] plasma cannon uses 7 micro fusion cells for each shot (cannons have their own S-1 “Werewolf” Enclave Tank Destroyer supply of 140 MFC each – 70 is instantly charged, the rest is for recharging during combat). TS: 65 KPH AR: 15 BR: 40 TR: 9 DR: 200 NP: 4 CW: 5000 HP S: 600 E: 85

53 C: 35 D: 35 T: 90 (x2) [DR N: 95 L: 70 F: Inca – jet engines 98 P: 65 E: 95 ] Another thing is that all cars are powered Vehicle Enhancements: by energy (or fusion cells) meaning that their engines are probably electrical ones,

and besides the engine power (which can Upgrading a Vehicle still go in HP) the power output should be Here I have specified how to upgrade your given but this is rather unnecessary in play vehicle “a bit”. Note that power is given in and would require many though HP (Horse Power, not Hit Points) not in calculations using electrostatic physics. additional KMH (as it would make no sense - adding a supercharger to a tank Effects of Overcharging an Engine won’t speed it up so much as a If you have created a 250 HP beast from a Highwayman). When you need to calculate simple highwayman there is a possibility which vehicle is faster just use common something will go wrong. Each time a sense. Car with supercharger will surely critical failure is rolled you have chance ride faster than the same car without it. equal to 1% for every 10 additional HP When two different types are considered (except for Overcharging which adds much calculate which has more HP for each more) that there will be a major engine kilogram (2 pounds) of its weight. Here are malfunction. Here is my critical roll table the basic HP given for the vehicles from (that may also be used for other car critical the rulebook and the Enclave Add-On: failures): Highwayman – 100 ½ Ton Truck – 150 1 – cylinders malfunction, car stops but 2 ½ Ton Truck – 200 may work again after some minor repairs; Tractor Trailer – 1000 it will surely break down for good unless Hummer – 350 major repairs are done shortly Canyonero SUV - 150 2 – major fuel leakage, car continues to Roadrunner Muscle Car - 300 drive but you use fuel 10 times faster. Dune Buggy - 70 3 – coolant fluid leakage, nothing serious Truck Cab - 300 as long as your vehicle’s low coolant fluid Bus - 150 warning light is operational and you can Sport Hawg - 100 stop and make essential repairs, otherwise Crotchrocket - 150 you will surely overheat and or jam your Chopper - 80 engine. Indian Chief - 75 4 – steering mechanism malfunction, the M2 Bradley – 500 vehicle stops reacting to the steering wheel Dragoon – 400 and you are in serious trouble if driving LAV-150 – 300 fast. M551 – 650 5 – car chokes and stops, there has been a M1A1 – 1500 shortcut and your battery is no more, you M60A2 – 750 need to replace it Encl. Buggy – 70 6 – a cloud of steam appears over your Encl. APC – 450 engine, your radiator is broken and vehicle Encl. Bat. Tank – 1600 will go nowhere until it’s repaired “Hedgehog” - 1200 7 – something explodes beneath your “Werewolf” - 1300 bonnet and your car loses d6 points of its Recon Vertibird – 2 x 3500 condition but continues to drive if at least 1 Transport Vertibird – 2 x 5500 point is left. Assault Vertibird – 2 x 4000 Close Support Vertibird – 2 x 4500

54 8 – your engine suddenly bursts into both of them, turbo supercharger comes in flames. If the fire is not put out shortly the place of standard supercharger. car may explode. Whatever happens your vehicle will go no further on that engine. Engine Overcharge 9 – suddenly your vehicle stops, but after a Value: 1000 few dozen of seconds the engine explodes, Effect: engine HP is boosted by 2d6%, fuel thus dealing massive damage to anyone usage up by 2d10%, malfunction who went to check what has broken down. possibility up by 2d6% 10 – without any warning the engine explodes while driving, tearing the vehicle What to do when you have already into pieces (this won’t happen with a tank, installed the turbo supercharger but you but in that case the crew has no chance of still need some extra power? Well, there is surviving as all the blast force is a way – you may overcharge the engine, accumulated inside the tank’s hull). thus providing even more power but the risk of engine malfunction will probably Note that if your engine has just additional rise greatly, but sometimes it may be those 10 or 20 HP, accidents from roll of 10 or 9 few additional HP that save your life… shouldn’t occur, as it would be unrealistic. Engine overcharge may be installed with a Note that in case of a Vertibird each of on/off switch so it will work only when those may be lethal, as the Vertibird will absolutely necessary. fall down and crash. All enhancements modify BASIC HP value ad are not Booster cumulative (of course speed increase is Value: 8000 cumulative) Effect: improves vehicle acceleration

Larger Intercooler This device is designed to improve vehicle Value: 500 acceleration and will work just for a few Effect: engine HP is boosted by 5 +d6% seconds, allowing vehicle to gain speed about 50% faster with massive fuel Simple modification of air inlet, that consumption. This device may either be allows engine to work more efficiently. controlled manually or by computer (in which case it works much better). This Engine Supercharge device mustn’t work longer than 10 Value: 2500 seconds and if manually forced to do so it Effect: engine HP is boosted by 25 +2d6%, adds 10x d6 HP to vehicle power but you fuel usage up by 20% must roll on vehicle critical break down table every round (10 seconds) with a + 1 A special exhaust powered fan, linked with modifier. a compressor that increases the output speed of your power plant. The drawback is that vehicle uses considerably more fuel. Lightened Construction Value: 15,000 (and more) Engine Turbo Supercharge Effect: speed is increased by 10%, fuel Value: 8000 usage is decreased by 10% and hit points Effect: engine HP is boosted by 50 are decreased by 25% +2d10%, fuel usage up by 50% This requires full reconstruction of a Works much like the supercharger but is vehicle as all of its metal parts are replaced much more powerful. You cannot have by light metal alloys. The price given is for

55 a “Higwayman“ and this enhancement for are not moving will also be detected but it a tank would cost probably much more. may be hard to distinguish from other inanimate objects). Also provides radar Computer rangefinder. LCD and interface included. Value: 25,000 Effect: calculation on fuel use, breaking Terrain Scanner force, acceleration etc. Value: 4000 Effect: scanning of area around in radius of A calculating unit for a vehicle that takes 500 m care of many essential car functions. When using it, the car will use less fuel (about Has much shorter range than radar but 5%), accelerate faster (a few percent) and allows 360 deg. scan and will provide break safer (10-20%), without the risk of much more detailed terrain features. It will sliding (unless on oil, ice or something like also detect heat sources and will provide that). Computers were uncommon in “targeted by laser” warning. Comes with civilian vehicles before the war, but all LCD and user interface. pre-war military vehicles possessed them. It comes with LCD and user interface to Weapon Mount mount inside the vehicle. Value: 200 (each) Effect: place for a weapon Targeting Computer Value: 5000 This is a mount where a weapon may be Effect: aiming and fire control mounted. Weapons supported are: 20mm Cannon, 25mm Cannon, MESON Cannon, A piece of equipment necessary for an MG3, Gatling Laser and Minigun but other automatic turret. It must be linked with guns might also be adapted, and the radar or other senor to work properly. All mounting possibilities is limited only by its military vehicles possess this (except for user’s creativity. They are usually fitted in the Hummer). Standard computer skill is a way that allows to fire straight ahead and 80%. LCD and interface included. if mounted on the sides, their line of fire crosses on the average distance of 100 Upgraded Suspension meters to ease aiming (but might be set Value: 1500 otherwise). Mercedes sing for aiming Effect: better car condition would be useful… ☺

Suspension designed for rough terrain. Turret Mount Each time your vehicle acquires additional Value: 2500 (each) dot to its condition from driving through Effect: turret weapon mount rough terrain, there is 50% chance not to get it, thanks to this suspension. This weapon mount contains its own servomechanism to allow the weapon mounted to aim in different directions. Radar Unless the aim is blocked by the vehicle Value: 3000 itself, it has full freedom of movement and Effect: radar mapping, range 5 km can fire at flying targets. The turret is very fragile and can easily be damaged by Scans area in front of vehicle (or other hostile fire as it’s not armoured. Weapons direction if radar is placed to face it) supported are: 20mm & 25mm Cannon, allowing creation of terrain radar map. MESON Cannon, Gatling Laser, Gatling Also detects moving vehicles (those that Minigun, MG3, BG-1 Grenade Launcher,

56 ASG-17 Grenade Launcher, LAW-80 Effect: protects from HEAT and HESH Rocket Launcher, Rockwell L-72 Rocket warheads, might be used on tanks and APC Launcher, Super Hydra Rocket Launcher, only, additional dot on vehicle condition “Firefly” Recoilless Gun and TOW-II table Launcher. This armour consists of many cubes with Kevlar Tyres explosives that detonate when hit and Value: 2000 (each) disperse the explosion force of HEAT or Effect: armoured tyres (DR x4), driving HESH warhead, saving the vehicle. The reduced by 10% negative side is that all external sensors are destroyed and vehicle gets damaged. The This replaces vehicle’s original tyres with more expensive version will explode just ones made from Kevlar. These tyres are in the place it was hit in contrary to almost indestructible but it’s harder to standard version where all cubes explode drive a car on them. after any hit. Both versions are resistant to low calibre hits (up to 20mm). Full Carbon Polymer Tyres Value: 4500 (each) Solar Panels Effect: armoured tyres (DR x8), driving – Value: 30000 25%, chance of vehicle damage in rough Effect: fuel regeneration terrain +10% This modification contains a solar panel The best armoured tyres for a car with no and devices necessary to convert solar air in them at all, which makes ride a bit energy into drive power. It allows vehicle rough but even a driving on a mine would to ride about 2 times farther without more likely tear the whole wheel off than refuelling and even then, if the user has damage these tyres. time to wait it can recharge the vehicle’s batteries. After some minor alterations may Mirror Armour be used to recharge SEC and MFC. Solar Value: 12,500 panels are likely to become damaged and Effect: provides protection against energy must be handled with care. The drawback weapon hits is that batteries (vehicle batteries also) lose a little of their capacity after each This armour provides the ultimate recharging. protection against energy hits. As the name says, it consists of many small “mirror” (polished metal) plates that cover whole Equipping car with weapons: vehicle (or other structure). When hit by Whenever you want to add a weapon to a laser there is an 85% chance the hit will be car you must equip it with either a turret deflected and when hit by plasma the mount or a weapon mount enhancement. deflection chance equals 40%. When hit is You may have only one turret mount deflected, no damage is dealt, otherwise (otherwise the turrets would block each deal normal damage amount. As the other’s line of sight). On the other hand, “mirrors” are thin they provide no cover you can have lots of weapon mounts, from gunfire and can be damaged by which can fire both forward and backward “normal” ammo. (there are no side firing models, as there would be too many problems with aiming Reactive Armour them and after a salvo the vehicle would Value: 5000 / 8000 become unbalanced and could possibly even roll over). Standard equipment

57 consists of 1-8 forward firing weapons, 1-4 be linked to energy source inside the car so backward firing and 1 or 2 special ones. if the vehicle is fully loaded with Forward firing weapons are situated on SEC/MFC then, there should be no both sides of hull (1-6) and on the bonnet problem with energy weapon ammo. On (1-2). Sometimes all four are situated on the other hand we have special weapons sides of car. In case of backward firing that are usually mounted on the roof of the weapons they are situated on sides of trunk vehicle. Weapons considered as special are – this depends on car owner as there is no all rocket/missile firing weapons – e.g. the best configuration, everybody has to see M217 Super Hydra Launcher or the TOW what his/hers optimal configuration is. In II. They must be fired from the roof, as most case s, the vehicle owner is strongly they are too heavy to be mounted in limited by availability of weapons and another place. A vehicle can be equipped there are not many cars that have more with 2 roof weapons or 1 and a turret. Roof than 2 or 3 weapons. Also the point where weapons can be either forward or line of fire of weapons should cross (or if backward firing. In some vehicles that they should cross at all) depends on the have hatch in the roof (like the Hummer) user’s preference and abilities as well as there is possibility to reload those weapons the type of terrain the combat is going to when the vehicle is moving. take place (it’s easier to hit with weapons The best method to mount weapon is the that are aiming into a point and this turret, of course, but there can be only one enhances firepower, but reduces maximum turret in a vehicle. Other drawback of the range as after that point there is almost no turret is that it’s very vulnerable and chance to hit anything). Generally the sometimes breaks down (usually in the weapons should have their lines of fire middle of combat)… crossing at about 30-50 (technically it’s In case of military vehicles (tanks, APCs named “gun convergence range”) metres in etc.) no additional weapons might be added urban areas and more than 50 in wasteland however basic weapons might be up to straight firing in large open areas exchanged for something else. (beaches, airfields etc.). Backward firing In case of flying machines weapons might weapons on the other hand are usually be added only in hatches – but any weapon straight firing to enhance range and scatter mounted that way is very inaccurate and effect (as it’s hard to aim when escaping can be used for suppression fire only and this is when rear weapons are used in (weapon skill – 60). As American soldiers most of cases). The other question is what during Vietnam War said: “Whatever you weapons should be used. There are three hit - call it target…” possibilities – either small calibre guns with lots of ammo or large calibre guns Example: with less ammo or a mixture of large and Highwayman small calibre guns. Everybody should be With engine supercharge (giving it an aware that there is no possibility to reload additional 30 HP), lightened construction guns as long as the car is moving. Usual and 10 weapon mounts (two forward firing amount of ammo carried by car varies from on roof, 4 forward firing on the sides of the 250 for machine gun (e.g. MG3) to 5 car, 2 forward firing on the bonnet and 2 rounds for 25 mm cannon. As every backward-firing on both sides of the weapon is unique construction so is each trunk). weapon ammo supply system and amount Roof: of ammo that can be available and method 2 x M217 Super Hydra Launcher – of reloading should be specified each time convergence range 60 metres players equip car with weapon. The only Sides: exception are energy weapons which can

58 2 x MG3 (forward firing) – belt fed, with ammo stored in box under each gun – 200 bullets each – convergence range 40 metres 2 x 25mm cannon (forward firing) with special magazines – 6 shots each – convergence range 30 metres 2 x Minigun (backward firing) with internal ammo only (120 each) – straight firing Bonnet: 2 x MG3 with ammo belts that go through holes in bonnet to ammo stores hidden there (300 shots each) – straight firing TS: 140 MPH DR: 576 KM NP: 5 CW: Enclave Combat Bot (ComBot) 1500(weapons installation weight These MECHs (Mechanized Exoskeleton subtracted) HP: 187 Combat macHine) are main Enclave guard robots. With height of above 8 feet, armed Considering all of the above, we have quite with a machine gun and a rocket launcher, reasonable battle car (money and weapon they can be deadly for any enemy. Their availability is another thing, but this is only body is made of an armoured metal alloy an example…), that for course would be no and they are powered by a micro fusion match for a tank or even APC but has reactor. They can hold up to 1000 rounds firepower that can be deadly for other cars. for the minigun and 5 rockets. They are As aim points are set from 40 up to 60 equipped with various sensors for metres, car is prepared for combat at close improved target detection. Their main distance where it’s cumulated fire will disadvantage is that they are not too have best results. If Mad Max had such a manoeuvrable and tend to have problems car… when enemy goes into close combat. Shielded from EMP shocks.

HP: 200 PART V: SQ: 10 AP: 14 CREATURES XP: 600 CC: 3 “I saw people firing whole magazines into it but to no avail…” AC: 30 DR DT – an unknown Enclave soldier Normal: 10 70% Laser: 5 75% Fire: 8 70% Plasma: 3 20% Explosion: 10 75% PR: 100% RR: 100% GR: 100/100 Attacks: heavy machine gun (85%, 6 AP, 2d20+5), rockets (85%, 6 AP, 6d6), weapon mount swing (50%, 4 AP, 2d6)

59 K9 Cybernetic Dog XP: 120 Designed after the war by the Enclave CC: 3 technicians, this creature is a dog whose vital organs have been replaced with AC: 20 DR DT cybernetic equivalents. These dogs are Normal: 8 65% made mainly for defensive purposes and as Laser: 1 10% guard animals. They appear to be Fire: 10 80% intelligent but they simply operate lots of Plasma: 2 10% sophisticated software that helps them to Explosion: 8 65% simulate intelligence. Because of the PR: 100% expensive manufacturing process those RR: 100% dogs are not commonly built. Not shielded GR: 100/100 from EMP shocks. Attacks: Arm Swing (75%, 4 AP, D: 2d8), Weapon – mainly assault rifles (45%, 4 HP: 80 AP, D: as for weapon) SQ: 12 AP: 12 K3 Maintenance Robot (Mr. Handy) XP: 200 This pre-War construction was thought to CC: 8 be a house-helper robot and therefore is a versatile one. Its six flexible arms are AC: 10 DR DT capable of various tasks from weight Normal: 3 25% carrying (up to 300 lbs.), electronics Laser: 1 10% repairs to cooking and combat purposes. Fire: 1 10% Now K3’s are commonly used in The Plasma: 0 5% Enclave Army for various tasks and are Explosion: 1 15% probably the most common robots that can PR: 90% be meet outside The Enclave. Not shielded RR: 100% from EMP shocks. GR: 90/90 Attacks: Bite (85%, 3 AP, D: 3d6, roll HP: 80 against agility to avoid knockdown) SQ: 6 AP: 9 K2 Industrial Robot (Robobrain) XP: 200 This type of robot has been designed to CC: 4 perform all kinds of dangerous and heavy work in factories. Its two flexible arms can AC: 25 DR DT be used to lift as much as 500 lbs. And the Normal: 8 80% robot itself is armoured to shield it from Laser: 8 80% any potential damage caused by falling Fire: 6 70% objects or any other threat that it can Plasma: 4 65% possibly meet during work in a factory. Explosion: 8 70% Some of these robots have also been armed PR: 100% with weapons, which they hold in their RR: 100% arms but they don’t make good fighters, as GR: 100/100 they mainly possess short-range sensors. Attacks: Arm Swing (70%, 3 AP, D: 3d4) Shielded from EMP shocks. AIM MK. I Humanoid Robot HP: 100 This is the first generation of humanoid SQ: 8 battle robots built by AIM. Their shape is AP: 8 of a human but they are much taller (6”)

60 and do not have heads (their sensors are in reactor. GM note: The MK.II looks much torso). They have two “legs” and two the same as T501 from the movie upper manipulators of which one is “Terminator”. equipped with a machine gun and the second one is a multi purpose one. MK.I HP: 180 are the most common AIM robots and even SQ: 14 though slow they are resistant to damage AP: 12 and provide to be good soldiers. XP: 800 Shielded from EMP shocks. CC: 6

HP: 120 AC: 35 DR DT SQ: 6 Normal: 12 90% AP: 8 Laser: 10 90% XP: 100 Fire: 20 100% CC: 5 Plasma: 3 35% Explosion: 10 85% AC: 15 DR DT PR: 100% Normal: 4 50% RR: 100% Laser: 1 5% GR: 100/100 Fire: 6 60% Attacks: Unarmed Attack (90%, 3 AP, D: Plasma: 0 5% d4 +10), Melee Attack (90%, depends on Explosion: 2 10% weapon , D: weapon +10), Firearm Attack PR: 100% (110%, depends on weapon) RR: 100% GR: 100/100 Attacks: Arm Swing (70%, 4 AP, D:2d4) AIM MK. IIIb Cybernetic Organism Machine gun (80%, 4 AP, D: 2d10 + 5 ) For more details on MK.IIIb turn to chapter 3b – cyborgs character creation. AIM MK. II Humanoid Robot MK.IIIb is a cybernetic organism – half- This relatively new construction is an human (or half-mutant, half-deathclaw ultimate replication of human body. First etc.), half-robot. They do not possess the of those appeared only a few months ago strength and resistance of their robotic and proved to be extremely dangerous in kindred but have human brains linked with combat. Their fearsome appearance caused standard CPU, and are usually (though some Enclave units to panic and give their there are some exceptions if the human of ground to those robots. This creation looks which cyborg was made was extremely much like a human without a skin, stupid in his life) much more clever than however its vital systems are shielded by any man. They have their own will, but massive metal plates. These robots provide they can be programmed for various tasks. to be very resistant to any type of attack If the subject of transformation into and can survive in almost any conditions. cyborgs was psychically strong as human All of those robots have the AIM sign it’s possible that he will be able to break painted on their left breastplate. They have the programmed orders and act on his own two manipulators, two legs and a head with and this is main reason why Aimion takes two red, glowing eyes. They have various only volunteers to become cyborgs. The sensors to provide better targeting, cyborg uses most of the human vital organs detection and defences. The MK. II’s have but they are technically enhanced and almost no weak points and only plasma shielded from hits by armour plates. To weapons provide any success in damaging avoid easy detection all mechanic parts as them. It’s powered by a micro fusion well as armoured plates are made of carbon polymers and are not easy to detect. When

61 hit cyborg will bleed, but its blood contains their backs. They also have two pairs of lots of nanomachines that will aid in ears – normal wolves’ ears and those from healing process making it much easier for bats that work like a radar (more or less). it to regenerate wounds and fight off They are almost invulnerable to radiation illness. Those nanomachines also or dehydration and travel vast distances to disintegrate all cybernetic implants in case find their prey. Like their name says these of cyborg’s death making it almost unable wolves must drink blood to stay alive. to distinguish it from a normal human. Most of them are hiding somewhere near They are not affected by EMP shocks. brahmin pastures, as brahmins are easy GM note: However MK.IIIb is worth only prey for them. Not many have encountered 200 XP much more should be given if them and of that number even fewer is still players discover its true nature and then alive. These creatures represent some kind kill it. Those extra XP should not be given of diabolic intelligence and it’s highly if players discovered its nature by accident possible that they are some kind of or just killed it and then got to know what experimental subject of FEV research. was that. Remember that MK.IIIb will do almost anything to avoid detection. HP: 180 Statistics shown are simplified for a SQ: 17 “standard” cyborg in case one is needed in AP: 14 random encounter - if you wish to create a XP: 1700 complete cyborg character turn to chapter CC: 6 IIIb. AC: 20 DR DT Healing Rate: 20 Normal: 5 50% Rad. Res: 80% Laser: 2 20% Poison Res. : 98% Fire: 2 30% Gas Res: 80/60 Plasma: 1 10% HP: 80 - 180 Explosion: 5 50% SQ: 16 - 20 PR: 100% AP: 10 - 16 RR: 100% XP: 200 - 400 GR: 20/35 CC: 5 –15 Attacks: Bite (85%, 4 AP, D: 3d6, poison type F), Claws (85%, 3 AP, D: 2d8), AC: 10 DR DT Attack on Throat (70%, 8 AP, D: 2d20 +5 Normal: 2 35% with no armour save, target may roll for Laser: 1 15% AG in order to avoid this attack, poison Fire: 2 10% type F) Plasma: 0 5% Explosion: 2 25% Hornets Those insects have proven to be very Attacks: Unarmed Attack (100%, 3 AP, D: resistant to radiation and when bees and d4 +6), Melee Attack (100%, depends on wasps were killed, they survived and some weapon, D: weapon + 6), Firearm Attack of them even had mutated. They have (90%, depends on weapon) taken the role of bees in current ecosystem and pollinate plants in post-nuclear world. Vampiric Wolf This extremely rare creature is some kind Normal Hornet of a weird conjunction of a wolf and a Those are much like the pre war ones. vampire bat. They are almost twice the size They are bred in beehives (or rather of a wolf and have small, useless wings on hornethives) as the pre-war bees were.

62 They are one of the most common insects who got radiated proved not to be resistant in the wastes. Though they are much less to radiation and died. Giant bats have dangerous than their radiated kindred, much less in common with “bats” as many anyone should be aware that they attack in can think. As bats use infrasound to detect a swarm and they can be deadly then as obstacles they were adopted by the Army each of them carries quite big amount of before the War to perform spying missions. venom. They are also very hard to get rid A small electronic device was implanted of – almost nothing except fire, smoke or into their head that transmitted images diving in the water gives no effect at all. from their brains into army computers. But Poison type: B or C (African hornets) “normal bats” proven to be rather capricious and therefore military Radiated Hornet laboratories bred a special genetically Those beasts are very dangerous though engineered bat race – much larger than also very rare. They have up to 8 inches original (approx. 50 - 70 cm long) and (20 cm) in length and powerful jaws as more intelligent. Those were trained to well as deadly poison. Unlike other hornets perform various tasks for military purposes they are predators and sometimes kill but then during the War they freed brahmins. They usually appear in groups themselves from laboratories and adapted ranging from 4 to 10 specimens. As they to the life in wastelands as they were tend not to attack humans unless resistant to most unbearable conditions. threatened, farmers usually let them eat Now giant bats live in caves among their brahmins they have slain and wait for them lesser kindred and can be seen hunting in to fly away. GM note: they have AC of 60 night. As they are larger than normal bats because of being small, fast moving targets they also hunt larger prey – not moths but and also because of their thick chitin body. rats or radrats. They will not attack humans If they are somehow forced to fight on unless threatened. Bats can only be met ground their AC is reduced to 5. during the night or during the day in their caves where they live in packs of 20 – 80 HP: 10 individuals, accompanied by many more SQ: 40 normal bats. Giant bats are almost AP: 24 defenceless when forced to fight on the XP: 150 ground (AC: 0, AP: 4 SQ:2) CC: 3 HP: 20 AC: 60 DR DT SQ: 30 Normal: 2 10% AP: 18 Laser: 0 0% XP: 200 Fire: 1 5% CC: 9 Plasma: 0 0% Explosion: 1 0% AC: 40 DR DT PR: 90% Normal: 1 0% RR: 100% Laser: 0 0% GR: 90/10 Fire: 0 0% Attacks: Bite (85%, 3 AP, D: d8), Sting Plasma: 0 0% (80%, 5 AP, D: 2d4, poison type D) Explosion: 1 5% PR: 10% RR: 90% Giant Bat GR: 10/10 Deep underground in their caves most bats Attacks: Bite (95%, 3 AP, D: d6), Claws survived unaffected by the War and those (110%, 2 AP, D: d8+2)

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Table of contents: Prologue 1 History of The Enclave 1 Technical data 4 Enclave Net System description 4 Power Display 4 Geography 5 Security 5 Population 6 Armed Forces 6 Government 7 Policy 8 Research & Knowledge 8 Deathclaw Intelligence Enhancement Project 8 Cities 9 NPCs 11 Playing Enclave Characters 17 Military Ranks 18 Troop Types 18 AIM 22 AI machines 23 AIM project 23 Playing Cyborgs 25 Cybernetic Implants 25 AIM, orders from 29 Traits 30 Perks 33 Armours 36 Additional equipment 38 Weapons 40 Vehicle weapons 45 Grenades 47 Ammo 48 Vehicles 50 Upgrading Vehicles 53 Equipping vehicles with weapons 56 Creatures 58

64 Bibliography: 1. “Wspolczesna Wojna Ladowa” – David Miller, Christopher F. Foss, wyd. ESPADON, Warszawa 1993 2. „Wspolczesne Smiglowce Bojowe” – Bill Guston, Mike Spick, wyd. ESPADON, Warszawa 1993 3. WWII Encyclopedia - Close Combat 2: A Bridge Too Far by Microsoft 4. Harpoon 97’ by I-Magic 5. Fallout 1 and by Interpaly

This Add-On is not a separate game but part of Fallout Pen and Paper post nuclear role playing game. All basic rules can be found in main Fallout P’n’P sourcebook at www.iamapsycho.com/fallout.

Special thanks to Jason Mical (for creating Fallout P’n’P), Ausir (for pointing out mistakes and providing stats for some weapons and armours) for Ausir (once more for pointing out mistakes, it’s for him that this extension isn’t full of bugs), Pertti Rassi (who made “my English” into “just English”), Aleks (for pictures), MervK (for Astropolis, RAH88 and forcing me to describe Enclave Navy), Zillameth (for pointing out mistakes) The United States Army (for pictures ☺) and all people from Fallout community who helped in creation of this extension. And greetings to Fred – a friend of mine who downloaded this add-on from the States, because he didn’t know who had written it …Global village rules…

This Add-On was sponsored by letters J, K and D and numbers 5 and 6. Well that’s the end nothing more is here… Really!

The End, EnclaveNet Off-Line, Thank You For Your Cooperation

v.2.2 Katowice, Poland 22.VI.2001

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