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GURPS

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GURPS FALLOUT 0

Introduction 3 Why GURPS? 3 What’s Being Converted? 3

Character Creation 4 Advantages 4 Disadvantages 5 Perks 5 Fallout Perks and their GURPS Equivalents 6 Skills 6 Skill List 7 Mutated Humans 7 7 Lenses 8 8 Lenses 8 Wastelander Character Templates 8 Doctor 9 Survivalist 10 Prospector 11 Fighter 11 Trader 12

Equipment 13 Basic Equipment 13 Camping and Survival Gear 13 Containers 14 Consumables 14 The Pip-Boy 14 Drugs 15 Weapons 18 Firearms 18 Guns Table 18 Big Guns 19 Energy Weapons 20 Small Energy Weapons Table 21 -1- WORK IN PROGRESS

Melee Weapons 22 Cannon-Approved Weapons 22 Pistols & Revolvers 23 Rifles, SMGs, and LMGs 23 Shotguns 23 Armor 24 Combat Armor Table 24 Table 24

Appendix I: Fallout Arizona 25 Introduction 25 Books, Concepts, Tone, Rules, Etc. 26 Rules 26 Character Generation 28

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Introduction

In the year 2077, the world was engulfed by nuclear flames and thrown back to the stone age. Still, humanity clung to the world, hidden inside the Vaults -- underground bunkers designed to keep man safe from the horrors outside. Eventually they opened and the world, now turned into a hostile wasteland, was again reinhabited.

Why GURPS?

The biggest factor for choosing GURPS is that it’s the system that I am most familiar with. Therefore, it makes the most sense. Another reason is that Fallout was originally planned ​ ​ to use the GURPS ruleset, much like how Baulder’s Gate used the D&D ruleset. Due to some ​ ​ behind-the-scenes changes, this didn’t happen; so here we are.

What’s Being Converted?

The main things that need to be converted are what I believe to be core the Fallout gameplay experience. Weaponry, armor, equipment, and drugs are high on my list, followed by finding what GURPS traits match what perks, then racial templates for super mutants and ghouls, then occupation templates for easier character generation, and then finally dialing in which rules fit the Fallout experience.

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Character Creation

The standard character creation rules from the Basic Set apply. Below you can find ​ ​ information regarding especially appropriate advantages, disadvantages, and skills.

Advantages The following advantages and advice are especially appropriate for this setting:

Luck see p. B66. Both Luck and Extraordinary Luck should be available, but not their enhancements or limitations.

Temperature Tolerance see p. B93. For simplicity, there are three types of Temperature Tolerance: Heat, cold, and split. Each of “heat” or “cold” Temperature Tolerance gives +2 to HT rolls to resist the effects of the weather. Each level of “split” Temperature Tolerance gives +1 to the same rolls for both types of weather. See Cold and Heat on p. ATE2:12. ​ ​ ​ ​

Radiation Threshold Points (RP) see p. ATE1:24. This is a new secondary characteristic which replaces the rules for radiation from the Basic Set. Base value is (ST+HT)/2, rounded down. May be raised up to a maximum of ST + ​ HT, or lowered to a minimum of (ST + HT)/4 for ±1 point/level. The maximum can be exceeded by mutants. Use if you feel that the normal radiation rules are too harsh. Radiation Tolerance is replaced by this characteristic (but see Radiation Tolerance in the RP System). Most of this ​ ​ book assumes the RP system is used.

Radiation Tolerance see p. B79 The first level is suitable for hardy adventures accustomed to the effects of Radiation. Higher levels are suitable for mutants. This advantage is not used in the Radiation Threshold Point system, but see Radiation Tolerance in the RP System for an alternate way to handle RP. ​ ​

Resistant see p. B81 Radiation should be considered an Occasional hazard for the purpose of cost, with Ingested Radiation always being Rare. This doesn’t represent actual rarity, just an inflation of ​ ​ point cost due to the usefulness of the trait within the genre. Resistant to Radiation (+8) should

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Disadvantages Weirdness Magnet see p. B161. There’s a lot of weirdness in the wasteland, and this trait would assist those who otherwise wouldn’t see it. Feel free to disallow this disadvantage if it wouldn’t fit the tone of your campaign.

Code of Honor see p. B127. A new Code of Honor is appropriate: Code of Honor (Wastelander’s): “Don’t start none, won’t ​ be none;” do not harm traders, they are the lifeblood of the wasteland; no one’s obligated to anyone, not for water, for food, or for shelter; bonds should be respected, rats get the worst punishment; protect your homestead at all costs. -5 points.

Phobias see pp. B148-B150 Mutantophobia is the fear of all mutants! You’re ​ certainly uncomfortable around the likes of ghouls and super mutants, and you are absolutely horrified of the creatures found in the wasteland. -10 points.* ​ Perks Creativity You’re just full of ideas! Roll 1d before undertaking any creative pursuit. On a 1-4, you just don’t got it today, and on a 5-6 you get +1.

Chem Resistant You’re naturally resistant to the effects of chems. You receive +2 to resist the negative effects of chems; however, this cuts both ways! When you first take a chem, roll HT. You must fail. Otherwise, both the ​ ​ chem effects (positive and negative) and the duration are halved. ​ ​

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Fallout Perks and their GURPS Equivalents There are a large number of perks in Fallout, which can dramatically change gameplay. Unlike GURPS perks, which all cost 1 point and have minor effects on gameplay, the Fallout perks cannot be so cheap. Below is an A-Z list of Fallout Perks and their closest GURPS equivalent. The focus for “statting” these perks is both low cost and low complexity: no long strings of modifiers here (though it’s inevitable for some advantages)! Unusual Background has been used to give rounded point values, where appropriate.

Fallout Perk GURPS Equivalent Page Cost Notes

Action Boy Extra Attack or Compartmentalized Mind B17 25 or 50

Adrenaline Rush Enhanced Muscle 5 (Costs 1 FP/second, -10%; Emergencies BT48 24 [1] Only, -30%)

Awareness Detect HP (Cosmic, +50%; Linked, +10%; Requires Observation 21 [2] Roll, -5%; Vision-Based, Reverse, -20%) [7] + Detect Weapons and Ammo (Cosmic, +50%; Linked, +10%; Requires Observation Roll, -5%; Vision-Based, Reverse, -20%) [14]

Better Criticals Daredevil (Variant) 15 [3]

Bonus HtH Attacks Extra Attack (Single Skill, Any Unarmed, -20%; Multi-Strike, +20%) 25/attack

Bonus HtH Damage Blunt Claws [3] + Unusual Background [10] 13

Bonus Move Basic Move +2 10

Bonus Ranged Higher Purpose 2 “While using Ranged Weapons” (Damage Only, 42 [4] Damage -20%; Cosmic +300%) [32] + Unusual Training [5]

Bonus Rate of Fire No Direct Conversion!

Cautious Nature Danger Sense 15

Comprehension No Direct Conversion!

Cult of Personality Reputation 5 (Almost Everyone, x1; All the Time, x1) 25 [5]

Demolition Expert

Dodger Enhanced Dodge 1-2 15/level

Earlier Sequence Basic Speed +1 or +2 20 or 40

Educated No Direct Conversion!

Empathy Sensitive or Empathy 5 or 15

Explorer No Direct Conversion

Faster Healing Rapid Healing or Very Rapid Healing 5 or 15

Heave Ho! ST +1 or +2 (Only for thrown weapon range, -80%) 2 or 4

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Lead Belly Resistant to Ingested Radiation (+3/+8) B81 2/3 (4/5) [6]

Rad Resistance Radiation Tolerance 1 B79 5 or Resistant to Radiation (+3/+8) B81 4/5 (5/8) [6] ​ [1] Enhanced Muscle is the combination of Striking ST and Lifting ST, for 8 points/level. Requires special surgery to acquire. From ​ Bio-Tech p. 213. [2] Take a concentrate maneuver and then roll Observation. On a success, you know the exact weapon, ammo count, and HP of the target. Requires Per 16+. [3] Variant of Daredevil. Instead of a +1 to crazy feats, you are able to shift a critical table result by one. Requires Luck. [4] Requires one of Weapon Master (Any muscle-powered ranged weapon), Gunslinger, Heroic Archer, or Heroic Crossbowman. ​ ​ [5] Requires Charisma 4. [6] The cost in parenthesis is with Radiation as “Common” and Ingested Radiation as “Occasional.” +8 should be limited as it might trivialize radiation!

Skills The following skills are especially appropriate for the wasteland.

Survival (Radioactive Wasteland) see p. B223-224. You know the signs of radioactive contamination and fallout without the need of fancy instruments (though they certainly help). Roll against this skill in any area that can be described as radioactive to avoid dangerous areas. If the underlying terrain is still recognizable, you can use the appropriate Survival specialty as a complementary skill. If foraging for food or water, this skill can be used to find untainted sources; for instance, if the campaign is utilizing After the ​ End, use this skill in place of the master skill to find how meals or pints of water are tainted by ​ radiation, if that would be better (See Gathering p. ATE2:30, and Water Foraging p. ATE2:31 for ​ ​ ​ ​ details).

Hidden Lore see p. B A couple new specialties are needed: Enclave: Covers the shady pre-war to post-war organization comprised of members of ​ the United States government: their armors, weapons, and history. Roll to answer general questions about their standard operating procedures (SOP) and rank structure; deduce if an event is related to the Enclave; or recognize insignias and secret codes.

History see p. B200 Several new specialities are appropriate: Pre-War America: This covers the bulk of the pre-war timeline, and can be used to ​ answer general questions about landmarks, cities, people, companies, items, etc. Post-War America: Covers the bulk of what has happened since the war, and gives a ​ general outline of events.

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23rd Century NCR: Covers important events regarding the NCR after year 2201, mostly ​ of their military exploits. It also covers their founding. Defaults to History (Post-War America)-2 or History (23rd Century Legion)-4 23rd Century Legion: As above, but for Caesar's Legion. Defaults to History (Post-War ​ America)-2 or History (23rd Century NCR)-4 Specialties appropriate to the different regions, such as History (West Coast) and History (East Coast) are also available, and default to History (Pre-War America)-2 or History (Post-War America)-2 depending on the information sought.

Skill List Below is a listing of suitable skills for adventuring in the wasteland. It doesn’t include skills meant for “settling down” (e.g., Housekeeping and Farming), nor does it include extremely scientific skills (e.g., Astronomy). Cinematic skills have been omitted, but can be freely added if it fits the tone of the game. Tech level is completely ignored, but skills still need specialties, as noted by an asterisk (*).

Mutated Humans

Ghouls and super mutants are two examples of humans who have been twisted by the effects of radiation. This section is dedicated to those two “races,” and their templates follow the rules given in the Basic Set. ​ Ghoul -27 points Ghouls are -like victims of extreme exposure to radiation. Most of their flesh and hair has long since rotted away due to their mutations, but as a result they possess an extended lifespan and immunity to radiation. In large amounts, radiation even heals them. Most wastelanders are weary of ghouls due to their appearance and reputation of becoming feral, but many tolerate them -- allowing ghouls into their towns. Most ghouls have Disturbing Voice, but this is not a requirement.

Attribute Modifiers: ST-1 [-10]; HT-1 [-10]. ​ Secondary Characteristics Modifiers: Per+1 [5]. ​ Advantages: Extended Lifespan 2 [4]; Regeneration (Slow; “Only in ​ significant sources of radiation," -20%) [8]; Resistant to Disease (+8) [5]; Immune to Radiation [10]; Temperature Tolerance (Heat) 2 [2]. Disadvantages: Appearance (Hideous) [-16]; Bad Smell [-10]; Skinny ​ [-5]; Social Stigma (Mutant) [-10].

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Features: Sterile; Raspy Voiced. ​ Lenses Feral Ghoul (-55 points): Add ST+2 [20]; IQ-2 [-40]; Bad Temper (12) [-10*]; Berserk (12) [-10*]; ​ ​ ​ and Bestial [-15*].

Super Mutant 71 points A large mutant with a short-temper born from a combination of radiation and the FEV. They feature enormous strength, biological immortality, and immunity to radiation and disease, but they are sterile and have a degradation of cognitive ability. Their DNA is nearly flawless, eradicating man ailments, and their RNA features rapid transcription, resulting in regenerative capabilities.

Attribute Modifiers: ST+8 [72*]; HT+2 [20]; IQ-2 [-40]. ​ Secondary Characteristics Modifiers: Basic Move-1 [-5]; SM+1. ​ Advantages: Damage Resistance 4 (Tough Skin -40%) [12]; High Pain Threshold [10]; Immune ​ to Disease [10]; Immune to Radiation [10]; Regeneration (Slow) [10]; Unaging [15]. Disadvantages: Appearance (Ugly) [-8]; Bad Temper (9) [-15]; Reputation (Mariposa Mutant) 2 ​ [-10]; Social Stigma (Mutant) [-10]. Features: Sterile ​ *Cost reduced due to SM+1

Lenses Nightkin (2 points): Add ST-2 [-18*]; IQ+2 [40]; Paranoia [-10]; 2 minor Delusions or a major ​ ​ ​ ​ ​ Delusion [-10]. Personal Disadvantages should include more symptoms of schizophrenia. *Cost reduced due to SM+1

Wastelander Character Templates

This section provides standard character templates for character types typically found in the wasteland. They are tailored to be “wastelanders,” those who go out into the wastes regularly, and aren’t representative of normal townsfolk. They are built on 50 points, with several lenses that cost a further 50 points.

Notes Every template needs the following skills: Area Knowledge (any), Current Affairs, Survival (any), Weather Sense, any Influence Skill, Hiking, First Aid, Gambling, Riding, Bicycling, Carousing, Gesture, Merchant, Scrounging, Search, Climbing, Stealth

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Doctor 50 points You’re the guy that people come to when they’ve scraped their knee, and have the right knowhow in order to recognize injury, bandage wounds, and set bones. This makes you an incredibly important member of any group exploring the wasteland.

Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0] ​ Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP ​ 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0]; RP 10 [0]. Advantages: Healer 1 [10]. • A total of 20 points chosen from among ST +1 [10], DX or IQ +1 ​ ​ ​ ​ ​ [20], HT +1 or +2 [10 or 20], RP +1 to +10 [1/level], Basic Speed +0.25 to +1 [5/+0.25], Basic Move +1 [5], Common Sense [10], Daredevil [15], Eidetic Memory [5] or Photographic Memory ​ ​ [10], Fearlessness [2/level] or Unfazeable [15], Fit [5], Healer 2-3 [10/level], High Manual ​ ​ Dexterity 1 or 2 [5 or 10], Higher Purpose (Heal others) [5], Luck [15], Reputation +1 or +2 ​ ​ (Skilled doctor; Everyone; 10 or less) [2 or 5] Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Sensitive [5] or Empathy [15], Serendipity 1 [15], Signature Gear [1/item], or spend points to start with additional funds. Disadvantages: -35 points chosen from among reduced ST -1 [-10], Basic Speed [-5/-0.25], ​ Addiction [Varies], Alcoholism [-15], Charitable [-15*], Chummy [-5] or Gregarious [-10], Code of ​ ​ Honor (Professional or Wastelander’s) [-5], Combat Paralysis [-15], Cowardice [-10*], Curious ​ ​ [-5*], Easy to Read [-10], Flashbacks [Varies], Greed [-15*], Guilt Complex [-5], Honesty [-10*], Killjoy [-15], No Sense of Humor [-10], Oblivious [-5], Pacifism [Varies], Post-Combat Shakes [-5*], Selfish [-5*] or Selfless [-5*], Sense of Duty [Varies], Vow (Never deny a request for ​ ​ medical attention) [-10]. Primary Skills: Hazardous Materials (Biological, Chemical, or Radioactive) (A) IQ [2]-11 and ​ ​ ​ ​ Diagnosis and Physician, both (H) IQ+1 [4]-12†. One of these 10-point packages: 1. Chemist: Poisons (H) IQ-1 [2]-10; Pharmacy (Herbal and Synthetic) (H) IQ+1 [4]-12 ​ ​ ​ 2. Field Medic: Surgery (VH) IQ+1 [8]-12†. • One of Poisons (H) IQ-2 [1]-9, or Pharmacy ​ (Synthetic) or Veterinary, both (H) IQ-1 [1]-10†. • Spend 4 points for +1 to Physician. 3. Psychologist: Detect Lies (H) Per-1 [2]-10; Diplomacy (H) IQ-1 [2]; and Psychology (H) ​ ​ ​ IQ [4]-11†. • Two of Body Language (A) Per-1 [1]-10; Interrogation (A) IQ-1 [1]-10; or ​ ​ Pharmacy (Synthetic) (H) IQ-1 [1]-10†, or two points to have one of the previous skills within this package at a higher level.

Secondary Skills: Three of Area Knowledge (Any) or Current Affairs, both (E) IQ [1]-11; ​ ​ Scrounging (E) Per [1]-11; History (Any Post-War) (H) IQ-2 [1]-9; or Survival (Any) or Urban Survival, both (A) Per-1 [1]-10. • Three of Beam Weapons (any), Brawling, Crossbow, Guns ​ ​ (any) or Knife, All (E) DX+1 [2]-11; Axe/Mace, Broadsword, Climbing, Cloak, NBC Suit, Shortsword, Staff, Stealth, Throwing, or Wrestling, all (A) DX [2]-10; Acrobatics or Judo, both (H) DX-1 [2]-9; or Intimidation (A) Will+1 [2]-12

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Background Skills: Six of Bicycling (E) DX [1]-10; Riding (any) (A) DX-1 [1]-9; Cartography, ​ ​ Connoisseur (any), Electronics Operation (Medical), Gambling, Leadership, Merchant, or Weather Sense, all (A) IQ-1-10; Anthropology, Brainwashing, Chemistry, Expert Skill (Mutants), Forensics, or Hypnotism, all (H) IQ-2 [1]-8; Biology (VH) IQ-3 [1]-7; Carousing (E) HT [1]-10; Hiking (A) HT-1-9; Autohypnosis (H) Will-2 [1]-8; Observation (A) Per-1 [1]-10; or spend 1 point on any unchosen primary or secondary skill.

Survivalist 50 points You know your way around the world, or can at least improvise something if you don’t! You’re vital to ensuring that a group doesn’t lose their way in the wasteland, by securing sources of food, identifying natural hazards, and having keen sight and hearing.

Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10] ​ Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 12 [10]; ​ FP 12 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0]; RP 10 [0]. Advantages: Outdoorsman 1 [10]. • A total of 20 points chosen from among increased DX +1 ​ ​ ​ [20], IQ +1 [20], Per +1 or +2 [5 or 10], RP +1 to +10 [1/level], Basic Speed +0.25 to +1.50 [5/+0.25], Basic Move +1 or +2 [5 or 10], Absolute Direction [5], Absolute Timing [2], Acute Senses (any) [2/level], Animal Empathy [5], Animal Friend 1-4 [5/level], Combat Reflexes [15], Common Sense [10], Danger Sense [15], Enhanced Dodge 1 [15], Fearlessness [2/level], Fit [5] or Very Fit [15], Flexibility [5] or Double-Jointed [15], Hard to Kill 1-3 [2/level], Hard to Subdue ​ ​ ​ 1-3 [2/level], High Pain Threshold [10], Less Sleep 1-4 [2/level], Lifting ST 1 [3], Luck [15], Night Vision 1-9 [1/level], Outdoorsman 2-3 [10/level], Peripheral Vision [15], Plant Empathy [5], Rapid Healing [5] or Very Rapid Healing [15], Resistant to Disease (+3) or (+8) [3 or 5], Serendipity 1 ​ ​ [15], Signature Gear [1/item], Single-Minded [5], Temperature Tolerance 1-3 [1/level], or spend points to start with additional gear. Disadvantages: -35 points chosen from among reduced Basic Speed [-5/-0.25], Alcoholism ​ [-15], Bad Smell [-10], Bad Temper [-10*], Bloodlust [-10*], Callous [-5], Charitable [-15*], Chummy [-5] or Gregarious [-10], Clueless [-10], Code of Honor (Pirate’s, Wastelander’s or ​ ​ ​ Soldier’s) [-5, -5 or -10], Cowardice [-10*], Curious [-5*], Delusion (“The outdoors are safer than indoors!”) [-10], Easy to Read [-10], Gluttony [-5*], Greed [-15*], Gullibility [-10*], Hidebound [-5], Insomniac [-10 or -15], Intolerance (“City-folk”) [-5], Kleptomania [-15*], Light Sleeper [-5], Loner [-5*], Miserliness [-10*], No Sense of Humor [-10], Oblivious [-5], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Sense of Duty [Varies], Stubbornness [-5]. Primary Skills: Camouflage (E) IQ+2 [2]-12†; and Survival (any) (A) Per+1 [2]-13†. • One of ​ ​ ​ Beam Weapons (Rifle), Crossbow, or Guns (Rifle), all (E) DX+2 [4]-12; or Bow (A) DX+1 [4]-11. • One of the following 12-point package: ​ ​ 1. Scout: Climbing (A) DX [2]-10; Stealth (A) DX+1 [4]-11; Shadowing (A) IQ [2]-10; and ​ ​ Observation (A) Per [2]-12. • Spend 2 points for +1 to Camouflage. 2. Hunter: Stealth (A) DX [2]-10; Traps (A) IQ [2]-10; Naturalist (H) IQ+1 [4]-11†; and ​ ​ Tracking (A) Per+2 [4]-14†

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3. Navigator: Area Knowledge (any) (E) IQ+1 [2]-12; Cartography (A) IQ [2]-10; Navigation ​ (Land) (A) IQ+2 [4]-12†; and Survival (second specialty) (A) Per+1 [2]-13†. • One of Hiking(A) HT [2]-11, or Skating or Skiing, both (H) HT-1 [2]-10. Secondary Skills: Two of Beam Weapons (any not yet chosen), Beam Weapons (any not yet ​ ​ chosen), Brawling, Guns (any not yet chosen), Knife, or Thrown Weapon (any), all (E) DX+1 [2]-11; Axe/Mace, Bolas, Boxing, Broadsword, Lasso, Shortsword, Spear, Spear Thrower, Staff, Throwing, or Wrestling, all (A) DX [2]-12; or Blowpipe, Net, or Sling, all (H) DX-1 [2]-9. • Three of ​ ​ the previous skills or Riding (any) (A) DX [2]-10; Acrobatics (H) DX-1 [2]-9; Animal Handling (any), Armoury (Missile Weapons or Small Arms), Disguise (Animals), Professional Skill (Forester), Prospecting, or Weather Sense, all (A) IQ [2]-10; or Mimicry (Animal Sounds or Bird Calls) (H) IQ+1 [2]-11† Background Skills:

Prospector 50 points You know where the good stuff is, and more importantly, how to get to it safely. You will need to be able to climb tall buildings, lift heavy debris, and open tricky locks in order to reach the loot left behind.

Attributes: Secondary Characteristics: Advantages: Disadvantages: Primary Skills: Secondary Skills: Background Skills:

Fighter 50 points You’re, for lack of a better term, a fighter. You know how to shoot a gun, swing a bat, and throw a grenade. Your skills aren’t very technical, but they do keep you from becoming a withering corpse.

Attributes: Secondary Characteristics: Advantages: Disadvantages: Primary Skills: Secondary Skills: Background Skills:

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Trader 50 points You know your way around the market better than most. You have a knack for talking, and you use that craft to haggle better deals and swindle the uneducated.

Attributes: Secondary Characteristics: Advantages: Disadvantages: Primary Skills: Secondary Skills: Background Skills:

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Equipment

© - Caps

Basic Equipment

The following equipment is allowed no questions asked, and follow the rules for increased cost by TL (See table, below).

TL Cost TL Cost

0-4 x1 9 x32

5 x2 10 x64

6 x4 11 x128

7 x8 12 x256

8 x16

Camping and Survival Gear Backpack, Frame. Backpack, Small. Blanket. Cigarette Lighter. Flashlight. Flashlight, Heavy. Group Basics. Lantern. Matches. Oil. Personal Basics. Pole, 6’. Pole, 10’. Rope, ⅜”. Rope, ¾”. Sleeping Bag. Sleeping Bag, Insulated.

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Sleeping Fur. Tent, 1-Man, 2-Man, 4-Man, 20-Man. Torch. Traveler’s Rations. Water Purification Tablets.

Containers Use Containers and Storage from Low-Tech pp. 34-35. Round prices and carry weight up. ​ ​ ​ ​ ​ ​ ​ These replace Basic Set containers, where applicable. Some examples: Bottle, Ceramic 1 pint 1©, 0.75 lbs ​ 1 quart 1©, 1 lb ​ 1 gallon 3©, 4 lbs ​ Canteen. Holds 1 quart. Durable. 20©, 1 lb. ​ Small Pouch. Holds about 3 lbs. 2©. ​ Soda Bottle, Glass. Holds 1 pint. 2©, 0.75 lbs. ​ Thermos Bottle. Wineskin. Holds a gallon of water, or 11 lbs of solid objects (based on 1 gal. leather pouch). 5©, ​ ​ ​ 0.75 lbs.

Consumables

The Pip-Boy

A Pip-Boy is a pre-war electronic Personal Information Processor (PIP) manufactured by RobCo Industries. It performs many functions, such as store text, video, and audio; receive radio transmissions; display digital maps; pinpoint the user’s location (provided a signal is available); record and play holotapes; provide manuals for various skills; includes a geiger counter; and monitors the user’s vital signs. An altimeter, barometer, calculator, calendar, compass, clock, and thermometer are all standard functions, as well. A typical Pip-Boy can store 2TB of new data. The standard Vault-Tec issued Pip-Boy has several instruction manuals pre-installed. Such manuals can allow any user to perform the applicable skills at default, and give those who know the skill a +1. For a standard Vault issued Pip-Boy, these include Electronics Repair ​ ​ (Computer (Pip-Boy)), Hazardous Materials (Radioactive), and Survival. The digital maps included cover the region the Vault was located and give a +1 (quality) to Navigation. These also allow a default to the appropriate Area Knowledge speciality at IQ-4. A user can use Cartography to plot more points on the digital map, if needed (this can achieved without a skill roll if a GPS signal is available). Such maps are no help in finding specific post-war locations.

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It also acts as improvised equipment (-5 quality) for relevant technological skills (e.g. Accounting or Mathematics), but the user can spend extra time (see Time Spent, p. B346) to ​ ​ overcome the penalty. Several variants exists: Commercial Pip-Boy: More common than a Vault-Tec Pip-Boy, but does not include manuals for ​ Hazardous Materials (Radioactive) or Survival. Usually has games or books installed. Mechanic’s Pip-Boy: A Pip-Boy used by mechanics. Can include manuals for Electrician, ​ Mechanic, and Electronics Repair. The exact skills depend on the model. Medical Pip-Boy: Includes diagnostic tools that connect to sensors which must be attached to ​ the body, which gives general readouts of the patient’s vital signs, including pulse, electrocardiogram, blood pressure, and respiratory rate. This provides a +2 (quality) bonus to Diagnosis. Includes instruction manuals for Diagnosis, Pharmacy (Synthetic), Physician, and Surgery.

Drugs

The following selection of drugs are the most common in the wasteland. The drugs listed below, referred to as “chems” by wastelanders, grant the user both positive and negative effects. The severeness the negative effects can be reduced on a successful HT roll, penalized based on which chem is used: on a critical success there are no negative effects, a success halves them (round down, with a minimum of 1), a failure has them as listed, and a critical failure doubles them. Disadvantages without levels (or Advantages, for someone with the Chem Resistant perk) are unaffected by this roll, and no effects or durations are cumulative, but see each chem’s description for exceptions. A Physician roll can be used as a complementary skill before a chem is used for the purpose of resisting negative effects. ​

Buffout HT-4 A powerful pre-war steroid. Grants +2 to Strength, +2 to Dexterity, Hard to Kill 2, and Hard to Subdue 2 for (22-HT)/2 hours. After this time has passed, the user suffers from -3 to Strength, -2 to Dexterity, and -1 to Health for (22-HT)/2 hours, after which all effects are gone. 200©/dose.

Healing Powder HT-4 An herbal powder typically used by medicine men in small villages, but has seen widespread use as a potent coagulant. It is also an equally potent depressant. Heals its user 1 HP per wound it is applied to, and confers +4 on rolls to resist bleeding for an hour. However, it gives a -1 to Perception and skills requiring precision (shooting a gun, threading a needle, etc.) per dose and the user is Drowsy for (18-HT)/2 hours. If Perception is reduced to 0, the user falls asleep and will restore Perception at a rate of one per hour, until all is restored. Esoteric

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Medicine can be used in place of Physician. Roll First Aid, Pharmacy (Herbal), or Esoteric Medicine to apply correctly (takes 3 seconds). 20©/dose.

Jet HT-6 A post-war drug invented by Myron in Reno that has since found its way across the wasteland. It’s an extremely potent, addictive, and cheap stimulant characterized by quick highs and crippling withdrawal. It grants its user +0.5 to Speed, +1 to Strength, and +2 to Perception and skills emphasizing precision (shooting guns, etc.) for (15-HT) minutes. After this time, its user suffers from -0.5 to Speed, -2 to Strength, and -3 Perception for (34-HT) hours. 25©/dose.

Med-x HT-4 A pre-war opioid that suppresses the user’s pain receptors, granting them High Pain Threshold for (24-HT)/24 hours. Doubling the dose doubles the duration, but causes Drowsiness for (20-HT)/4 hours. 80©/dose

Mentats HT-4 A popular pre-war drug that speeds up mental processes. Popular at parties! Grants the user +1 to Intelligence, Charisma 2 and Creativity (see below) for (34-HT) hours, after which the user suffers from -2 IQ and Absent-Mindedness for quadruple the time. 280©/dose. Creativity: You’re just full of ideas! Roll 1d before undertaking any creative pursuit. On a 1-3, you just don’t got it today, on 4-5 you get +1, and on a 6 you get +2.

Nuka-Cola Energize! HT-2 A pre-war energy drink that restores 1d6-1 FP (minimum of 1) after 10 minutes of drinking. Drinking in excess of 3 bottles and failing an HT roll at -2 will cause headaches and dizziness from simply having too much caffeine and B-vitamins (-1 to DX, IQ, and Self-Control Rolls) for (24-HT)/4 hours. Counts as half a pint of water for sake of hydration. 15©/bottle.

Psycho HT-4 for Stage 1; HT-6 for Stage 2 A powerful pre-war combat drug that greatly increases effectiveness, but fills the user with rage. It comes in two stages. Stage 1 takes effect as soon as the drug is administered and lasts for (26-HT)/4 hours. The user receives +4 to Dexterity, High Pain Threshold, Hard to Kill 4 and Hard to Subdue 4. However, the user also suffers -3 to Intelligence, Berserk-12, and Bad Temper-6. If the user already has Berserk, he must attempt a self-control roll and lower his rating to 6. If it is already 6, Berserk triggers immediately!

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Stage 2 takes effect immediately after Stage 1 and lasts for the same amount of time. It grants Lesser High Pain Threshold (Halved shock penalties, and +1 instead of +3 when resisting torture, etc.) but confers -2 to Dexterity, -2 to Intelligence, and Bad Temper-12. The user also loses 1d6+3 FP and gain 1 LFP. FP loss and LFP gain is not adjusted, should the user succeed his HT roll for reduced lows. Roll First Aid+2 or Physician+2 to apply correctly (Takes 1 second). 400©/dose.

Rad-x HT A pre-war drug that reduces the danger of radiation. If taken before exposure, you lose RP at half the normal rate. This lasts for (22-HT) hours. A second dose doubles the duration, ​ ​ but can cause vomiting -- spoiling both doses. No effect on subsequent doses. 300©/dose.

Radaway HT-2 A pre-war chelating agent used by anyone facing radiation. Immediately restores 1d RP, and a further 1d RP every 2 hours for two cycles. Double water intake for the day (successful HT roll waives this). Roll First Aid+2 or Physician+2 to apply. 500©/dose.

Stimpack HT-2 A healing drug that rapidly accelerates cellular growth. The user’s bleeding immediately stops, and he regenerates 1 HP per minute for 6 minutes, to a maximum of the HP lost by his injury. 1 dose per injury. In addition to this, the user also restores 1 FP. If number of doses exceeds 5 in a 24-hour period, the user will experience Stimpack Sickness (see below) for 15-HT minutes (minimum 1). If number of doses exceeds 10 in a 24-hour period, the user must roll HT at a -1 per dose over 10. Roll each time a new dose is applied. On a failure, suffer a Seizure (B429). On critical failure, suffer a Heart Attack (B429). Roll First Aid+2 or Physician+2 to apply correctly (takes 1 second).150©/dose. Stimpack Sickness (HT-2): -1 ST, -0.25 Speed, lose 1d6-4 FP, (minimum 1)

Super Stimpack HT-6 An extremely potent variant of the stimpack that clamps to the user’s arm and injects a cocktail of chemicals. Immediately stops bleeding, and stabilizes Mortal Wounds. The user is regenerates 5 HP every minute for 6 minutes. The user also suffers from Moderate Pain for (20-ST) seconds on a failed Will roll. After the regeneration has ceased, the user loses 2d6+2 FP, gains 1 LFP, and suffers Stimpack Sickness (above) without the loss of FP. If the number of doses exceeds 1 within 24 hours, roll HT after the dose is taken, with a further -2 per dose

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Weapons

Firearms The Guns Table includes weapons specific to the Fallout setting, ​ ​ and follows the conventions from High-Tech (see Firearm Descriptions and ​ ​ ​ Statistics, p. 79). Use the firearm quality modifiers from High-Tech p. 79 ​ ​ ​ (see right). Cheap is available from After the End 1 p. 32. ​ ​ ​ ​ In the wasteland, firearms are valued for their raw power, and thus do not follow typical pricing rules for new weapons; instead the listed price is double for semi-auto, low-powered firearms (Under RoF 3 and 5d ​ ​ damage), and quadruple for full-auto (RoF 4+) or high-powered weapons ​ ​ (5d+ damage). A weapon that is both full-auto and high-powered is 8 times listed price. Finally, a TL 5 and below firearm is listed price. Price can vary wildly depending on the rarity of the firearm. The final price for a new weapon is up to the GM. All ammo is quadruple listed price, round up. Due to age, all pre-war firearms malfunction on a 16+ unless purchased as cheap, fine or very fine; however, some weapons, like the Colt N99 (below), are famously rugged and feature a +1 to Malf. Post-war weapons have a malfunction number that fits the tech level that best describes its construction technique, e.g. a firearm constructed using TL4 techniques would be treated as a TL4 weapon. Both Pre-war recreations and post-war firearms manufactured by the Gun Runners have a Malf. of 17. Such weapons have CF +1.5, carry a Gun Runner stamp, and recreations usually have a quirk that sets them apart from their pre-war counterpart. See each gun’s description for details. See also the Cannon-Approved Weapons Table for a list of firearms from High-Tech ​ ​ ​ which fit the Fallout setting.

Guns Table GUNS (PISTOL) (DX-4 or most other Guns at -2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

M&A Sidearm, 9mm 2d+2 pi 2 160/1,800 2.4/0.5 3 13+1(3) 9 -2 2 1,560©/140©

Colt N99 Pistol, 10mm 2d+2 pi+ 2 160/1,800 3/0.7 3 12+1(3) 9 -2 2 1,900©/128© [1]

SIG-Sauer P550, 14mm 4d+2 pi+ 2 210/2,300 4/0.7 3 6+1(3) 12 -4 4 3,450©/180©

PPK12 Gauss Pistol, 2mm EC 3d(3) pi 3 500/2,100 4.9/0.5 3 12+1(3) 9 -2 2 5,600©/200© [2]

[1] Rugged. Malfunctions on 17+. Has DR 6, HT11. [2] Needs a microfusion cell to operate. Lasts for 1,000 shots.

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GUNS (RIFLE) (DX-4 or most other Guns at -2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

Colt Rangemaster Hunting Rifle, .223 5d pi 5 500/3,200 8/0.7 3 10+1(3) 8† -5 2 2,200©/136©

GR M2273, .45-70 5d pi+ 3 470/3,000 9.7/0.5 1 6+1(2i) 10† -5 4 2,520© [1]

AK-112 Assault Rifle, 5mm 4d+1 pi 4 400/2,750 7.9/1 11 24+1(3) 9† -5 2 3,200©/112©

DKS-501 Sniper Rifle, .223 5d pi 6+3 500/3,200 9.6/0.7 1 6+1(3) 9† -6 2 4,500©/110© [2]

XL70E3 Assault Rifle, 5mm 4d+2 pi 5+2 440/3,000 9/1 13 20+1(3) 9† -4 2 5,200©/136© [3]

M72 Gauss Rifle, 2mm EC 6d+2(3) pi 7+2 1,200/4,800 9.5/1 1 20+1(3) 10† -5 2 9,000©/200© [4, 5]

[1] A gun manufactured by the Gun Runners. Has Malf 17. [2] Has an integral 8x variable-power scope. [3] Has an integral 4x variable-power scope. [4] Needs a microfusion cell to operate. Lasts for 1,000 shots. [5] Has an integral 4x variable-power thermal scope. Effectively Infravision (p. B60).

GUNS (SHOTGUN) (DX-4 or most other Guns at -2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

Winchester City-Killer Shotgun, 12G 1d+1 pi 3 40/800 9/1.8 3x9 12+1(3) 10† -4 1/4 1,500©/128©

Pancor Jackhammer Auto Shotgun, 1d+1 pi 3 40/800 17/1.6 4x9 10+1(3) 11† -4 1/4 4,600©/144© 12G

H&K CAWS Auto Shotgun, 12G 1d+1 pi 3 40/800 8.2/1.6 5x9 10+1(3) 10† -5 1/3 5,000©/128©

GUNS (SMG) (DX-4 or most other Guns at -2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

Rheinmetall Machine Pistol, 9mm 2d+2 pi 2 160/1,800 5.2/0.9 28 20+1(3) 7†/8 -2 3 3,600©/116© [1]

H&K MP10 Submachine Gun, 10mm 3d-1 pi+ 2 190/2,000 5.7/1.3 9 30+1(3) 8†/11 -3 2/3 4,600©/116© [1]

IMI Stinger Submachine Gun, .50AE 4d+1 pi+ 3 240/2,700 8.4/1.9 11 21+1(3) 10† -5 3 6,600©/180©

[1] For ST and Rcl the second figure indicates one-handed use.

Big Guns Below are the big guns of the Fallout universe. These can do a lot of damage and are ​ ​ worth their weight in gold.

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GUNS (LMG) (DX-4 OR MOST OTHER GUNS AT -2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

Light Support Weapon, .223 5d+1 pi 5+2 540/3,500 20/1.3 15! 30+1(3) 10B† -5 2 6,200©/132© [1]

[1] Has an integral 4x variable-power scope.

GUNS (GRENADE LAUNCHER) (DX-4 OR MOST OTHER GUNS AT -4)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

Grenade Machinegun, 25mm 3d [1d+1] cr ex 3+1 30/2,200 39/16 4 31(5) 17† -7 2 50,000© [1,2]

Fat Man, MN 6dx30 cr ex 2 30/570 30 1 1(5) 18† -8 1 100,000© [1] linked 6dx20 burn ex rad sur [1] First range figure is minimum range, not 1/2D. [2] Features a computer sight with 3x magnification (+1 Acc, shown in table), Infravision, HUD, 4,400-yard rangefinder (one Ready maneuver to use, +3 Acc), and targeting program (+1 to skill, needs one ready maneuver to program the round). Runs for 24hr/1MFC. Can be mounted on a tripod, ST becomes 17M and uses the Gunner (Machine Gun) skill.

LIQUID PROJECTOR (FLAMETHROWER) (DX-4 OR OTHER LIQUID PROJECTOR-4)

Weapon Damage Range Weight RoF Shots ST Bulk Cost Notes

Flambe 450 3d burn 50/75 35 Jet 40x1s 10† -7 7,000© [1]

[1] A full tank holds 10 gallons, or 20 pounds, of Flamer Fuel, enough for 40 one-second bursts (0.25 gallons per burst). Anyone hit by a flamethrower suffers large-area injury (p. B400). The fuel continues to burn for 2dx5 seconds (1dx5, beyond 1/2D), inflicting 1d+1 burn per second. Unsealed DR protects at 1/5 value; sealed armor protects completely. See also Catching Fire (p. B434). Flamer fuel per gallon is 200© and 2 lbs.

Energy Weapons The Energy Weapons Table below includes powerful weapons which utilize batteries to ​ ​ fire charged bursts of energy. They’re extremely expensive, prone to malfunction, and hard to manufacture. They see frequent use by factions such as the and the Enclave. Due to their age and their fragile nature, all pre-war energy weapons have a Malf. of 15. Post-war laser weapons have a Malf. consistent with their construction techniques. The Gun Runners have began production of energy weapons, but they are costly. They have +3 CF, feature a Gun Runners stamp, and have a quirk to set them apart from their pre-war counterparts. Such weapons also have a Malf. of 17. Each weapon runs on a single battery, either a small energy cells (SEC) or a microfusion cell (MFC), and grants a number of shots equal to a weapon’s Shots statistic. For most energy weapons it takes three seconds to replace its energy cell. Some cells aren’t fully charged, and if one removes a cell before all of a weapon’s shots are expended, then it has a charge

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percentage equal to (Shots Left)/(Total Shots). A weapon using a cell which isn’t fully charged has available shots equal to (Charge Percentage) x (Total Shots), round down (If the GM wants extra detail, he can multiply the damage rolled for the shot after the last shot by the remainder ​ ​ decimal, representing a “weak charge”). Example: Frank fires 4 shots from his Wattz 1000 Laser ​ Pistol, which leaves 8 shots left, therefore the cell’s charge is at 66% (8/12 is 0.66) If Frank were to remove the cell and insert it into an AEP7 Laser Pistol, it would only have 66% of its total reload available, or 19.8 shots. If his GM was going for extra detail, his damage roll for the shot after his 19th shot would be multiplied by 0.8

Small Energy Weapons Table BEAM WEAPONS (PISTOL) (DX-4, OTHER BEAM WEAPONS-4, OR GUNS (PISTOL)-4)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

Wattz 1000 Laser Pistol, SEC 4d(2) burn 4 300/900 3/0.5 3 12(3) 6 -2 2 5,800©

Wattz 3800 Recharger Pistol, MFB 2d(2) burn 4 100/300 7 3 20(1i) 7 -3 2 5,900© [1]

AEP7 Laser Pistol, SEC 3d(2) burn 4 200/600 3/0.5 3 30(3) 6 -2 2 6,200©

Glock 86 Plasma Pistol, SEC 6d+2(2) burn 4+1 360/1,000 4/0.5 3 16(3) 9 -3 3 7,000© [2]

[1] Recharges one shot per second when not firing. [2] Has an integral 2x scope.

BEAM WEAPONS (RIFLE) (DX-4, OTHER BEAM WEAPONS-4, OR GUNS (RIFLE)-4)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes

Wattz 2000 Laser Rifle, MFC 6d(2) burn 6+3 700/2,100 12/1 3 12(3) 10† -5 2 7,800© [1]

Wattz 3500 Recharger Rifle, MFB 3d(2) burn 6 200/600 15 3 7(1i) 11† -6 2 7,600© [2]

AEP9 Laser Rifle, MFC 5d(2) burn 6 250/750 8/1 3 24(3) 9† -5 2 8,200©

REPCON AS-U Plasma Rifle, MFC 6dx2(2) burn 6 720/2,150 8/1 3 12(3) 10† -5 3 10,000©

[1] Has an integral 8x variable-power scope. [2] Recharges one shot per second when not firing.

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Melee Weapons Melee weapons are especially useful in the wasteland. They’re more reliable, and don’t require ammunition. However, they rely on the strength of the wielder. The more exotic weapons are powered by energy cells.

BOXING, BRAWLING, KARATE, OR DX

Weapon Damage Reach Parry Cost Weight ST Notes

BeatCo “Big Frigger” Power Fist thr+2 cr C 0 $2,000 5 - [1]

BeatCo “Big Frigger” Mega Fist thr+4 cr C 0 $4,000 5 - [1]

[1] Receives unarmed bonuses based on the skill used. Gives the hand (only) DR 10 and the user suffers from Ham-Fisted 2. Acts as a gauntlet in every regard. Uses one small energy cell, which powers it for 25 punches.

SHORTSWORD (DX-5, BROADSWORD-2, FORCE SWORD-4, JITTE/SAI-3, KNIFE-4, SABER-4, SMALLSWORD-4, or

Weapon Damage Reach Parry Cost Weight ST Notes

Cattle Prod 1d-3 burn 1 0 $500 2 3 linked HT-3(0.5) aff - - - - - [1]

Super Cattle Prod 1d burn 1 0 $2,500 2 3 linked HT-5(0.5) aff - - - - - [2]

Ripper Vibroblade sw+1d+1(2) cut 1 0 $4,000 3 10 [3] or thr+1d-2(2) cut 1 0 - - 10 [1] On a failed HT roll, victim is stunned for as long as weapon is in contact plus (20 - HT) seconds longer, and can then roll vs. HT-3 to recover. Uses one small energy cell and can strike 20 times before losing power. [2] As for above, but at (30-HT) and HT-5, respectively. Uses one small energy cell and can strike 10 times before losing power. [3] A powerful, powered blade with nasty steel teeth. Uses one small energy cell, which powers it for 1 minute and 40 seconds (100 ​ ​ turns) before losing power.

TWO-HANDED AXE/MACE (DX-5, AXE/MACE-3, POLEARM-4, OR TWO-HANDED FLAIL-4)

Weapon Damage Reach Parry Cost Weight ST Notes

Super Sledge sw+7 cr 1,2* 0U $800 12 13‡

Ultra Sledge sw+7 cr 1,2* 0U $1300 13 13‡ [1]

[1] Amplifies the user’s force by firing a small rocket behind the head as they swing, giving both +6 Striking ST and +3 to the ST requirement. The rocket striker must be declared active before the to-hit roll. Holds enough fuel for six powered swings (sufficient “rocket fuel” is 100©, 1lb). When unpowered, treat as a Super Sledge.

Cannon-Approved Weapons

The following weapons are “cannon-approved,” meaning that they have been found in past Fallout titles, mainly Fallout, , Fallout: Tactics, , and Fallout: New Vegas. It ​ ​ ​ ​ also includes weapons that are very similar in appearance to those seen in the games, but

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Pistols & Revolvers Beretta 93F, 9mm Colt Government, .45 ACP FN-Browning HP, 9mm IMI Desert Eagle, .50 AE Mauser C96, 9mm (Parabellum) Ruger Super Redhawk, .454 Casull (simplified to .45) SIG-Sauer P220, 9mm (As for P226, but with Shots 8+1)

Rifles, SMGs, and LMGs Auto-Ordnance M1921 “Tommy Gun,” .45 ACP Browning M1918 BAR, .30-06 Browning M2HB, .50 Browning CZ Sa vz. 61 Skorpion, .32 ACP Colt M16A1, .223 ERMA MP40, 9mm Enfield Bren Mk I, .303 Enfield Sten Mk II, 9mm FN FAL, 7.62mm FN P90c (chambered in 9mm, 3d-1 pi, Range 170/1,900) Guide Lamp M3, .45 ACP H&K G11, 4.7mm H&K MP5K, 9mm IMI Uzi, 9mm Izhmash AK-47, 7.62mm Ruger AC-556 S&W Model 29, .44 Saco M60, 7.62mm Springfield M1 Garand, .30-06 Steyr AUG A1, 5.56mm

Shotguns LeFever Automatic Hammerless, 10G Ithaca Model 37 Featherlight, 12G

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Armor

You need to protect yourself in the wasteland. Below there are several different Fallout-specific pieces of armor.

Combat Armor Table

Armor Location DR Cost Weight Notes

Mk. I Combat Armor Vest torso, upper arms, shoulders 15/8 3,600© 10.8 [1]

Mk. I Combat Armor Trousers legs 15/8 3,000© 9 [1]

Mk. I Combat Armor Boots feet 8/5 300© 0.9 [2]

Mk. I Combat Helmet skull 12 600© 1.8 + Visor eyes, face 2 +300© +1 ​

Mk. II Combat Armor Vest torso, upper arms, shoulders 24/10 4,800© 13.2 [1]

Mk. II Combat Armor Trousers legs 24/10 4,000© 11 [1]

Mk. II Combat Armor Boots feet 12/8 400© 1.1 [2]

Mk. II Combat Helmet skull 20 800© 2.2 + Visor eyes, face 4 +400© +1 ​ [1] Split DR; use the higher DR against cutting and piercing attacks. ​ ​ ​ ​ [2] Split DR; use the higher DR against injury to the underside of the foot.

Power Armor Table

Armor Location DR Cost Weight Notes

T-51b Power Armor full suit 75/55 200,000© 150 [1, 2] + Helmet head 75/55 +20,000© +15 [1,2,3]

Advanced Power Armor full suit 105/75 500,000© 100 [1,2] + Helmet head 105/75 +50,000© +10 [1,2,3,4] ​ [1] Requires Battlesuit skill. Gives Lifting ST +6 and Striking ST +6. With its helmet in place, it also grants Vacuum Support. Has a Protection Factor of 10.. Suit weight does not count towards encumbrance. [2] Split DR: use the higher DR only if the attack strikes the torso (if body armor), skull (if headgear). Has 1 level of Hardened against energy-based attacks (lasers, plasma, etc). ​ ​ [3] When in place, provides Filter Lungs, Protected Hearing, Protected Vision, Protected Smell, Vacuum Support, and a small, 10-mile radio. Features a hud that monitors wearer’s pulse. Climate controlled. [4] Gives a further Lifting ST +2 and Striking ST +2, Hyperspectral Vision and a 2x television system. When either is in use, the user has No Peripheral Vision. It also has gyrostablization and knee-locking technology, giving Perfect Balance.

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