Acknowledgements and Notes A Word About Role Playing and the Fallout Universe

need to thank some very supportive reating a role-playing game is much people, without whom this project like a high-wire act in the circus: never would have happened. Thanks I Cone walks a very fine line to Elizabeth for being you; thanks to attempting to please as many people as Miroslav for running such a wonderful possible. Fallout: Pencil and Paper RPG website; thanks to my playtesters: was created for two groups of gamers – Roman, Mike, Karen, Pete, and Arch; those who enjoyed the Wasteland / thanks for all the supportive emails, Fallout computer games and wanted to and suggestions, from people too have a tabletop version for their numerous to call by name; thanks to Saturday night role-playing sessions, Brian Fargo, Interplay, and Black Isle and those people who had not played the for making such great role-playing computer game but were interested or games. Thanks to Michael Owen and curious in the post-Nuclear role-playing Itsatrap, the Scorpion Hunter, for ideas environment. It is my sincere hope that and rules regarding condition modifiers this game provides the best for both to armor. Mega-thanks to Ausir for worlds. compiling the most comprehensive of

missing items and errors, and to Roman Fallout: Pencil and Paper RPG was for compiling another useful list. designed to be flexible in its rule

structure. The system of character This is officially version 1.1 of the creation and combat was drawn directly Fallout: PNP RPG rules. I’ve kept all from the computer game, because it is the rules from the game intact, except one of the more intuitive systems I've for gun damage, which I modified – come across. However, because a without any change to the resulting computer can do many calculations in a numbers – for ease of play on a short amount of time, and keep track of tabletop. I took some liberties with millions of variables, the combat system places, weapons, and characters from can get a little complex at times. I've Wasteland; many of us old-time gamers tried to provide a character sheet that still think of Fallout as a sequel to places all the necessary numbers in one Wasteland anyway, so I hope I didn’t place for ease of use, but some players tread on anyone’s toes when I included may find that tedious. Which brings me it. Heavy weapons, artillery pieces, to my next (and last) point. and vehicles I had to completely make up on my own; for my sources, please see This book is designed as a guide. The the bibliography at the end. I made reason we role-play is to allow our some tweaks here and there to make the imaginations to take us to another world rules a little more “realistic,” like for a brief time. It is not to sit allowing both barrels of a double-barrel there and roll dice and punch numbers to be fired at once. I included into a calculator all night. I've role- some other weapons, mostly culled from played with both kinds of groups, and an old Twilight: 2000 manual. If there when I've GMed, I've leaned more towards is a glaring error or problem with the the first kind – more story, less dice game, please feel free to email me at and numbers. I would skip looking up [email protected] and I will be happy tables and such and make things up on to make the necessary changes. the fly. For rules junkies, there are

plenty of tables and things to keep you Version 1.1 changes – Added condition going. I even encourage you to make modifier rules for weapons and armor, your own tables for things like critical fixed simple typos, fixed factual errors hits, perhaps using mine as a guide. regarding “canon” Fallout locations. For those more prone to loose, formless

role-playing, feel free to discard Version 1.2 changes – Adjusted tables, rolls, or whatever else suits Louisville Slugger damage, fixed various your fancy. The idea behind this game typos and tweaked sentence structures, is to have fun, so if you find something added Perks previously left out, doesn't work for your group, please feel adjusted rolls to reflect errata in the free to get rid of it. Fallout readme files, added flamethrower fuels.

1

Part I - Introduction ach player needs a set of percentile-dice (Two ten-sided Edice, with one die representing the "Imagine all the people, living in "ones" column and the other representing harmony." the "tens" column of a two-digit - John Lennon, Imagine number). The Gamemaster needs a set of normal RPG dice as well (d4, d6, d8, magine for a moment a world without d10, d12, d20). Each player also needs politics. Imagine a world without a character sheet (provided in the back Ireligions, where people's views no of this book), a pencil, and a bit of longer mattered, where there was no imagination. The Gamemaster needs this longer any distinction between old and book and a little more imagination. A young, rich and poor, Atheist or single hex-sheet is helpful, although Believer, liberal or conservative. not absolutely necessary. Every Imagine a world where every person was character can provide their own equal regardless of skin color or ethnic miniature figure to use on the hex background. sheet, and the Gamemaster may want to think about getting a few generic The United States and Russia have over critter figures and some scenery (trees 30,000 nuclear devices in their arsenals and ruined buildings, walls, etc), as of January 2000. It would take 800 although these are not necessary either. such devices to end most of human life on this planet. In the half-hour Glossary of Terms in the Fallout between the launch of the Universe missiles and the detonation of the last bomb, it would Combat: A sequence of events that takes not be difficult to imagine place on a hex-grid in rounds of a world where racial, approximately 10 seconds each. Resolves religious, class, and with all parties that intend each other national distinctions no harm either fleeing or dead. longer mattered. In the days and weeks after the Critter: A critter generally refers to a bombs, the remaining people non-human NPC. would struggle to survive in a vastly different environment. The Death: Death occurs when a character's Earth as well as humankind would bear hit points drop below 0 and no medical the scars of that wound for hundreds if treatment is readily available. Death not thousands of years. is final in the Fallout universe.

Fallout is a post-nuclear RPG set Experience (XP): A numerical measure of sometime after a great nuclear conflict the Character's collective experiences in the year 2077. 99% of humanity and a in the Fallout universe. When a good deal of other life perished in the Character has enough Experience points, nuclear war. Of course, millions still she goes up a Level. survived, although some were altered beyond imagination. One can play Fallout: A series of games from Fallout either as a campaign-oriented Interplay Productions, sequels to their RPG, with a series of smaller adventures popular Wasteland RPG, set in a post- in a larger story, or as a single-story nuclear universe; the same universe in game with a minimum of involvement in which this open-ended RPG is set. Also, the larger workings of the world. It the radioactive dust particles scattered can be played on a single Saturday night after a nuclear device detonates. with two or three friends or in a group of 7 or 8 two or three times a week for Gamemaster (GM): The Gamemaster is sort months on end. The only limits are of a storyteller and judge rolled into scheduling and the bounds of one. The GM relates the story to the imagination. players, telling them what their characters are experiencing, and they Equipment have a chance to control their character's responses. The GM does the majority of the dice rolls and controls all Non-Player Characters. The GM's 2 word in any situation is final, and are made by the GM, without the overrides even this rulebook. After characters knowing the result. all, it is the Gamemaster's world. Being Gamemaster requires a little Round: A round of combat is generally imagination and a normal set of dice about 10 seconds long and lasts until (1d4, 1d6, 1d8, 2d10, 1d12, 1d20). all critters in combat have their turn.

Karma: A measure of whether a character Secondary Statistics (Derived has done more good than evil, more evil Statistics): These statistics are than good, or a healthy balance of the derived from mathematical formulae using two. numbers from various sources, such as Primary Statistics, Equipment, and so Level: A measure of the Character's forth. "rank" in the Fallout universe. When a Character gains a Level, it represents Skills: A numerical measure of how good that they have gained enough Experience your Character is at different skills in from their actions that they have a the Fallout universe. If you have the better grasp of the world around them. right skill, you can do anything.

Non-Player Character (NPC): A Character To Hit: After all the modifiers, To Hit in the Fallout universe that is not is the number you need to roll against controlled by a Player; these Characters in combat to have your weapon connect are controlled by the GM. with a critter and do harm to it.

Perk: A Perk is a special reward a Trait: Traits are bred-in abilities that character gains every few levels. make characters more unique. Most are often double-edged swords, and cannot Player: The Player is one of the human change throughout the game. participants in the game, more specifically a human in control of a Turn: A turn in combat consists of one character, called the Player Character. critter or character performing their actions. A turn lasts for 10 seconds of Player Character (PC): A Character in game time; however, all turns happen the game universe controlled by a "simultaneously" within the 10-second Player. The Player's "Alter Ego" in the combat round. Fallout universe. Gameplay Primary Statistics (Statistics, Stats): Primary statistics measure a Character's basic abilities, and include Strength, ameplay begins with character Perception, Endurance, Charisma, creation. If everyone already has Intelligence, Agility, and Luck. Ga character, go ahead and skip this part. Rank: Not a position, but rather a measure of the "level" of some Perks. Part II: Character

Rolls Against __: When you see this, an Creation action requires a dice roll against a specific Stat or Skill. Rolls against Character Creation Part One: Primary Statistics use 1d10 and must Character Concept make equal to or less than that particular Stat to succeed. Rolls against Secondary Statistics and Skills “Who are you?” use percentile dice (2d10) to do the - Tom Stoppard, Rosencrantz and same thing. A roll of 2 when rolling Guildenstern are Dead against Endurance, when your EN is 4, means your character managed to fight hink about what your off the deadly plague. A roll of 75 character will be when rolling against a 40% Outdoorsman Tlike. Your skill means your character did not find character is your alter- the mutated cactus with the water that ego in the Fallout would have saved her life. Some rolls universe. Will your 3 character be a gun-happy sniper? A Three - Traits below for a list of dune-buggy racer? A sneaky thief? A Traits and their effects. fast talker who can squeak past the armed guards with a good excuse? A Perks boxing champ, strong but slow? A beautiful seductress who takes what she Perks are special abilities a character wants after the moment? The gains every few levels, and sometimes possibilities are endless. It might be just for doing something extra neat in a good time to familiarize yourself with the game. Perks sometimes effect the character sheets at this time, and skills, or will make gameplay more learn a few terms. interesting. Perks never penalize the character, they just do good things. Throughout the character creation For a list of perks, see Advancement: process and a good deal of the game Perks in Part III: The Game. explanation, we will be following the examples of Jack and Jane, our Karma unassuming and politically correct friends. Just like in the real world, the post- nuclear world has a system of morals. Character Terminology Performing certain actions can raise and lower a person's karma. Rather than an Primary Statistics abstract idea of morality, punishment, and reward, karma in Fallout is a There are 7 Primary Statistics, or Stats numerical value of how many good or bad that describe various attributes of a things a character has done. Karma also character: Strength, Perception, connotes a person's reputation among the Endurance, Charisma, Intelligence, other inhabitants of the wastes. Do Agility, and Luck. These are the enough good things, and word gets character's strengths and weaknesses, around. Do enough bad things, people and are the limits by which other know about it. Really good people tend aspects of a character are determined. not to associate with really bad people, In general, Primary Statistics are not and vice-versa. If a character is altered after the game begins. For more really good or really bad, or performs information on what specific Statistics an action that heavily affects their mean to the game, see below, Character karma one way or another, they can Creation Part Four - Statistics. sometimes get a karmic perk. Most of the time, these just describe a usually Skills well-known aspect of a character, but can sometimes give bonuses for being There are 19 skills a character knows. especially good (or evil). Maybe there These are the skills a character learns is something to this karma stuff after as he or she travels the highways of all. In addition to normal karmic life. Not all of them are covered in perks, there are special karmic perks the Boy Scout Handbook, either. They that a character can pick up along the are: Small Guns, Big Guns, Energy way, and you can bet that they will have Weapons, Unarmed, Melee Weapons, some kind of major impact on the Throwing, First Aid, Doctor, Pilot, character's life. A beginning player's Sneak, Lockpick, Steal, Traps, Science, karma is always zero. Repair, Speech, Barter, Gambling, and Outdoorsman. Skills can go up all the Secondary Statistics time, and can sometimes go down. For more information on what specific Skills This is a catchall category for many of mean, see Character Creation Part Five- the other parts of a character that do Skills below. not fall under any of the previous slots. Many of these do not change all Traits that often, except for those related to armor. Secondary Stats include Armor Traits are an optional part of a Class, Radiation Resistance, Poison character. They are usually double- Resistance, Healing Rate, Unarmed edged swords, giving a bonus as well as Damage, Action Points, Carry Weight, a penalty for making your character Damage Resistance, Sequence, and unique. See Character Creation Part Critical Chance. For more information 4 on these statistics, see Character once part of, but never able to rejoin Creation Part Four - Statistics. it. For this reason, many ghouls have formed settlements of their own, or live Character Creation Part Two - in settlements with humans and mutants who do not mind their appearance. Race Unlike their mythic namesakes, ghouls do not eat human flesh. They do, however, “He hath disgraced me, and hindered me require a small amount of radiation to half a million, laughed at my losses, survive, and for this reason, one can mocked at my gains, scorned my nation, often find a population of ghouls around thwarted my bargains, cooled my friends, a leaky nuclear reactor or an impact heated mine enemies; and what’s his crater from the war. reason? I am a Jew.” - The Merchant of Venice, Act III, Scene Ghouls lose one point from their 1:45-8 Strength, two points from their Charisma, and one point from their Before going any further, the player Agility. They gain one point to their needs to choose a race. All are human, Intelligence and one point to their or were once human, but each have Perception. In addition, ghouls enjoy a different advantages and disadvantages. 100% Radiation Resistance (!) and gain a There may be more races out there. The 75% bonus to Poison Resistance. Ghouls post-nuclear world is a big place, after heal at an uncommonly fast rate as well, all. enjoying a 5 point bonus to their Healing Rates. They get an additional 2 Human point bonus to their Healing Rate if they are in an area of high radiation Your basic human. Two arms, (100 or more rads per hour). Ghouls age two legs, two eyes. You and very slowly, and their lifespan is a me. Humans gain no bonuses whopping 300 years past when they were or penalties to their basic exposed to the radiation. Their statistics. unnaturally long lifespan does not mean that they can't be killed by other Ghoul means, however, and ghouls are just as vulnerable to disease, falls, and When the bombs hit, some people were bullets as everyone else. Whether or irrevocably changed (and not just the not ghouls can reproduce is a subject ones who were atomized at the blast open to scientific debate. center, either). Ghouls are humans who were alive when the bomb went off, and Super-Mutant the radiation altered them at a cellular level. Ghouls enjoy an extremely slow Super mutants (or just mutants, as they cellular mitosis rate, rendering them prefer to call themselves) are not the essentially immune to the effects of old product of "natural" aftereffects from age. The radiation also changed their the war, but a race created by one outward appearance, forever marking them person, the insane overseer of a as outsiders. Their skin hangs off particular Vault who wanted to create a their bones, sometimes in shreds, and master race. Using biological research sunken eyes peer out from skulls twisted from a prewar military installation, he and burned by radiation, giving these developed the FEV virus and began unfortunate people their name. Their performing experiments on people. Many skin can be anywhere from pale white to died before he achieved the desired dirt brown in color, with green and results. After "dipping" the person in yellow the most common. When they do a vat containing the FEV virus, they have hair remaining, it usually does not would emerge and undergo an intense grow. Some ghouls were inexplicably physiological change. They grew much merged with plant species, and have stronger and much more intelligent, as shrubs and moss growing out of various well as growing in height and stature. parts of their bodies. It might have Armies of Super-Mutants were once slaves twisted their bodies, but the radiation to this Master and his dream to "dip" did not affect their minds, and they are every human on the planet, but the forced to live as misshapen outcasts, Master was eventually killed and the fully aware of the society they were mutants freed (although to hear them 5 tell it, the Master was more of a but neither are they as outcast; many of Messiah than a madman). Like ghouls, them can pass for tall, ugly humans. mutants age very slowly, but not as They live a little longer than normal, slowly as their cousins. Mutants are and are a little more spry than their generally huge, easily reaching 8 or 9 mutant parents. There are not too many feet in height, and come either male or halfies in the world, and a halfie is female. Their skin is usually a sure to have an interesting story or two greenish yellow color, and various to tell. bunions and growths cover their bodies. They have hair in all the usual places, Half-mutants gain one point to their but it usually grows slowly (a result of Strength and lose one point to their the slowed cellular mitosis from the FEV Charisma. In addition, they gain 25% virus). Although sterile for a long bonuses to their Radiation and Poison time after the "dipping," mutants can Resistance. Halfies can wear normal eventually have children, among human armor (although it might be a themselves or a half-mutant, half-human little tight) and can often live to the hybrid (see Half-Mutant, below). ripe old age of 150 years. Unfortunately, like ghouls, mutants are largely outcast from human society. Character Creation Part Three Many of them prefer it this way, looking on human society as diseased or inferior - Traits because of the prejudice and corruption that still exist. Mutants were once Traits are an optional part of the part of what they see as an attempt to character creation process. They simply finally unite humanity and overcome describe an aspect of the character's humankind's weaknesses, and it is personality or physical description, and rumored that vats of the FEV virus still permanently affect things like Skills, exist, and a mutant society is at work Primary Statistics, and Secondary attempting to achieve this goal, even Statistics. after the Master's death.

Mutants gain two points to their Fast Metabolism - Your metabolic rate is Strength, one point to their Endurance, twice normal. This means that you are and one point to their Intelligence. much less resistant to radiation and They lose one point of Agility and one poison, but your body heals faster. You point of Charisma. They enjoy a 75% get a 2 point bonus to healing rate, but Radiation Resistance bonus and a 50% your radiation and poison resistance Poison Resistance bonus. They gain a 1 start at 0%. Mutants and ghouls who point Healing Rate bonus as well. choose this Trait only get a 20% bonus Mutants cannot easily use small arms; to radiation and poison instead of the when using a weapon that requires a roll normal bonus. Halfies are treated like on the small guns skill, mutants make normal humans; 0%. the roll as if their Perception were two points lower. Mutants gain a 25% bonus Bruiser - A little slower, but a little to their Damage Resistance for all types bigger. You may not hit as often, but of attacks, too. Mutants can easily they will feel it when you do! Your live 200 years beyond when they were total action points are lowered, but "dipped." Mutants born of a mutant- your Strength is increased. You get a 2 mutant union mature at the same rate a point bonus to Strength, but loose 2 human does, and generally live around Action Points. 250 years. Mutants cannot wear armor designed for humans; they just don't Small Frame - You are not quite as big make it their size. Someone in that as everyone else, but that never slowed vast wasteland might, however. you down. You can't carry as much, but you are more agile. You get a 1 point Half-Mutant bonus to Agility, but your Carry Weight is only 15 lbs X Strength. Where there is a will, there is a way. Half-mutants (or halfies) are the One Hander - One of your hands is very product of a union between mutant and dominant. You excel with single-handed undipped human. They do not enjoy as weapons, but two-handed weapons cause a many of the abilities as full mutants, problem. You have a 40% penalty to hit 6 with two-handed weapons, but get a 20% number of bad things. bonus to hit with weapons that only Failures are 50% more likely require one hand. to become critical failures around the character or Finesse - Your attacks show a lot of anyone else in combat. finesse. You don't do as much damage, but you cause more critical hits. All Good Natured - You studied of your attacks lose 30% of their damage less-combative skills as you were (gives all opponents a 30% Damage growing up. Your combat skills start at Resistance bonus to all types of attack) a lower level, but First Aid, Doctor, but you gain a 10% bonus to Critical Speech, and Barter are substantially Chance. improved. Those skills get a 20% bonus. You get a 10% penalty to starting combat Kamikaze - By not paying attention to skills (Small Guns, Big Guns, Energy any threats, you can act a lot faster in Weapons, Unarmed, and Melee Weapons). a turn. This lowers your Armor Class to This is a one-time bonus. just what you are wearing, but you sequence much faster in a combat turn. Chem Reliant - You are more easily You have no natural Armor Class (Armor addicted to chems. Your chance to be Class is therefore 0 regardless of addicted is twice as normal, but you Agility). You must wear armor to get an recover in half the time from their ill Armor Class. Your sequence gets a 5 effects. point bonus. Chem Resistant - Chems only effect you Heavy Handed - You swing harder, not half as long as normal, but your chance better. Your attacks are very brutal, to be addicted is only 50% the normal but lack finesse. You rarely cause a amount. good critical hit, but you always do more melee damage. You get a 4 point Night Person - As a night-time person, bonus to Melee Damage, but your critical you are more awake when the sun goes hits do 30% less damage, and are 30% down. Your Intelligence and Perception less likely to cripple a limb or cause are improved at night but are dulled unconsciousness. during the day. You get a 1 point penalty to these Statistics from 0601 to Fast Shot - You don't have time for a 1800, and a 1 point bonus to these Stats targeted attack, because you attack from 1801 to 0600. faster than normal people. It costs you one less action point to use a weapon. Skilled - Since you spend more time You cannot perform targeted shots, but improving your skills than a normal all weapons take one less action point person, you gain more skill points. The to use. Note that the Fast Shot trait tradeoff is that you do not gain as many has no effect on HtH or Melee attacks. extra abilities. You will gain a perk every four levels instead of every Bloody Mess - By some strange twist of three. You will get an additional 5 fate, people around you die violently. skill points per new experience level. You always see the worst way a person can die. This does not mean you kill Gifted - You have more innate abilities them any faster or slower, but when they than most, so you have not spent as much do die, it will be dramatic. Just how time honing your skills. Your dramatic is up to the Gamemaster. statistics are better than the average person, but your skills are lacking. Jinxed - The good thing is that everyone All Stats get a 1 point bonus, but all around you has more critical failures in skills get a 10% penalty and you receive combat. The bad thing is: so do you! 5 less Skill Points per level. If you, a member of your party, or a non-player character have a failure in Sex Appeal - This trait increases your combat, there is a greater likelihood chances of having a good reaction with the failure will be upgraded members of the opposite sex. (downgraded?) to a critical failure. Unfortunately, this trait tends to annoy Critical failures are bad: weapons members of your sex. Jealous twits. explode, you may hit the wrong target, When interacting with members of the you could lose part of your turn, or any opposite sex, you gain a 1 point bonus 7 to Charisma for reactions only. When Jack decides his character doesn't need making Speech and Barter rolls, you gain to be all that attractive, but could a 40% bonus for each. When interacting stand to be a little more lucky. He with members of the same sex, you have a takes a point from CH and adds it to LK: 1 point penalty to Charisma for reactions only and have a 40% penalty to STR 7 PE 5 EN 5 CH 4 IN 5 AG 8 LK 6. both Speech and Barter rolls. Jack's character is well on his way to When you have picked your traits, be becoming a post-nuclear ninja. sure and note their effects on your statistics and skills on a sheet of Jane wants to make a character that can scratch paper, as well as their other fast-talk her way out of any situation. effects on your character sheet. She begins by allocating 2 points to CH to make her character more likable, 2 Character Creation Part Four points to IN to give her character a better grasp of the world, and 1 point – Statistics to PE so her character is more aware:

“The measure of man is the measure of STR 5 PE 6 EN 5 CH 7 IN 7 AG 5 LK 5. all things.” - Pythagoras Jane decides a character that relies on her wit doesn't need to be strong, so Primary Statistics she takes one point away from STR and one from EN. She then allocates these fter making a character concept, to luck. choosing a race, and picking a Atrait or two, the player must STR 4 PE 6 EN 4 CH 7 IN 7 AG 5 LK 7. decide on a character's Primary Statistics. Primary Statistics She now has a post-nuclear version of a influence the Secondary Statistics (see lawyer. below), and are sometimes rolled against to determine different effects Primary Statistics: Descriptions (Perception to notice a thief filching your wallet, etc). All characters start A complete description of Primary life "average" -- that is, they have 5 Statistics, with their use, is provided in every Primary Statistic. The player below. then has 5 "character points" to distribute as he or she sees fit among STRENGTH (STR) A measure of your the Statistics. In addition, Statistics character's physical strength and muscle may be subtracted from if the player power. Characters with a high Strength wants to add to another Statistic. This probably spent a lot of time in the gym can be done so long as points are not in high school. Characters with low "lost" (i.e., if a point is subtracted Strength probably got beat up on a good it must be added somewhere else), deal by the characters with high Statistics never drop below 1 or go Strength. This statistic is used in the above 10, and all the 5 points are secondary statistics Carry Weight, Melee distributed. Damage, and Hit Points. All weapons have a minimum Strength requirement as well. Rolls against Strength are used Examples: Primary Statistics when characters try to break doors down, bend the bars on their prison cell, and Jack wants to make a hand-to-hand do other feats that require sheer muscle fighting character. He begins with: power. STR 5 PE 5 EN 5 CH 5 IN 5 AG 5 LK 5 PERCEPTION (PE): Perception is your Jack decides a martial artist needs to character's awareness and "street- be more agile and strong, so he smarts," sometimes called instinct or a allocates 2 points to STR and 3 points "sixth sense." Perceptive characters to AG: notice details instantly, like smells, sounds, and sights that don't fit a STR 7 PE 5 EN 5 CH 5 IN 5 AG 8 LK 5 "normal" picture. Perceptive characters tend to be able to read another person's 8 reactions, and even tell when another INTELLIGENCE (IN): Intelligence is a person is lying. Highly perceptive character's higher reasoning power. characters are private investigators. Characters with high Characters with little perception walk intelligence have better about in their own little world. This memories and can solve statistic is used in the Sequence problems easier than secondary statistic, and in several people with low skills such as Lockpick, Traps, First intelligence. Albert Aid, and Doctor. The primary use of Einstein, Napoleon, and this statistic is to determine the Alexander the Great had maximum distance your character can high intelligence. shoot a ranged weapon effectively. The General Custer, Forrest better the score, the farther you can Gump, and the guy in accurately shoot. Rolls against "Sling Blade" did not. No secondary Perception are used when there is a statistics are based on intelligence. little detail the character has a chance Many of the non-combat skills use it for of noticing, such as the glisten off the their base values, however. scope of the sniper taking an aim at his Intelligence also determines the number or her head. of skill points your character gains each level (see Advancement under Part ENDURANCE (EN): Endurance measures the III). Rolls against intelligence are bodies' constitution and overall health. made when characters are attempting to Characters with a high Endurance have guess a password or determine the great immune systems, good sequence of electric charges running cardiovascular fitness, and can outrun through the pattern on the floor. and outswim others. Characters with high Endurance can swim across the AGILITY (AG): Agility measures the speed English Channel. Characters with low of a character's reactions. More or Endurance can drown in the kiddie pool. less, Agility describes how quickly an The Hit Point, Poison Resistance, impulse is received by the brain, Radiation Resistance, and Healing Rate encoded into the appropriate message, secondary statistics are based on travels through the Central Nervous Endurance, which also modifies a System, and reaches the character's arm, character's Outdoorsman skill. which appropriately jerks out of the way Endurance is used to determine if right before a bullet hits it. critical hits knock characters down, or Characters with high Agility are even unconscious (see Combat: Critical jugglers and acrobats. Characters with Hits in Part III). Rolls against low Agility dance with two left feet. Endurance determine things like whether This statistic is the basis for Armor your character can hang on to that rope Class and Action Point secondary over a canyon, or can resist the deadly statistics. It modifies the greatest cloud of bacteria that renegade number of skills as well, especially scientist just sprayed in his or her combat skills. Rolls against Agility face. are made when your character dodges a poison dart trap or attempts to jerk his CHARISMA (CH): Charisma is how arm out of the sewer before a mutated physically attractive your character is, rat bites it off. and how adept they are at knowing exactly what to say and do in social LUCK (LK): Perhaps the most ambiguous situations. Beauty as well as grace and statistic, Luck is everything and leadership ability contribute to nothing. Characters with a high amount Charisma. A Charismatic character will of Luck just tend to have things go be the leader of the pack, and everyone their way, and characters with a low will follow their orders. John F. amount of Luck always seem to be Kennedy was charismatic; Dan Quayle was standing under the scaffolding just when not. No secondary statistics are based someone drops that brick. Luck directly on Charisma. It heavily influences affects the Critical Chance secondary Barter and Speech skills. Rolls against statistic as well as influences the Charisma are made when a character is Gambling skill. Rolls against Luck are attempting to schmooze past some guards made at the GM's discretion; Luck rolls or trying to pick someone up in a bar. can determine if, when your character is out of ammo and lying half-unconscious 9 on the ground, he happens to find that to 1/2 (round down) EN (see Advancement loaded shotgun lying concealed and in Part III). It should go without forgotten in the dust. saying that hit points can never be healed above the maximum. Statistics: Adding Race Modifiers Note Now, remember to make adjustments for If hit points drop to zero, your race modifiers to Statistics. character does not die instantly. A character whose hit points are between 0 Examples: Adding Race Modifiers and and -5 is knocked unconscious; they Traits to Statistics slump to the ground and cannot move. That character begins to recover hit Jack wants to make a hand-to-hand points as if they were resting (see fighting character. His character Healing Rate, below). That means that concept is something along the lines of an unconscious character will eventually one of those lovable mugs like Rocky wake up, although it may take several Balboa. He decides that playing a hours or even days. Until then, they mutant might be fun, and thinks that the must be carried or protected until Heavy Handed trait would help him out. recovery. For more information, see "Combat: Damage and Death in Part III" After Jack adds in his racial modifiers below. for his statistics, his Mutant looks like this: ARMOR CLASS (AC): Maybe the second most important statistic in the game, Armor STR 9 PE 5 EN 6 CH 4 IN 6 AG 8 LK 6 Class reduces the amount of damage your character takes from things that seek to Jack decides to name his Mutant "Harry." harm her. Armor Class is measured as a percentage. Your character's base Armor Jane wants to make a character who can Class is equal to her Agility. In talk her way through rough situations; a addition, any armor she is wearing can used-car-salesman kind of person. make her Armor Class even higher. For Jane's character is going to be a human. instance, if your character's Agility is She thinks the Sex Appeal trait would 6 and she dons a leather jacket with an come in handy when trying to schmooze armor class of 5, her AC is now 11(%). with the women of the wastes. Armor class affects the chance to hit; in the above example, if the mutant Jane's statistics look like this: sniper was trying to take a potshot at the girl in the spiffy leather coat, his STR 4 PE 6 EN 4 CH 7 IN 7 AG 5 LK 7 chance to hit would be reduced by 11%.

Jane's smooth talker earned himself the ACTION POINTS (AP): This is perhaps the name "Maverick." third most important statistic in the game, as it may mean the difference Secondary Statistics between reloading your gun and firing that final shot, or staring at your fter the Primary Statistics are empty sidearm as a explodes in determined, the player needs to your chest. APs are the number of Amake the necessary adjustments actions your character can take each based on race and traits, and proceed to turn in combat. Moving one hex (one determine the secondary statistics. meter) costs 1 AP. Reloading a weapon often takes 2 APs. Making a shot often HIT POINTS (HP): Perhaps the most takes 5 AP. A character has AP equal to important statistic in the game, as his Agility, but can never have less hit points determine whether your than 5 maximum AP. So even a character character is alive and breathing or with 1 Agility can still fire a gun, dead. Dead characters cannot be played although he can never take an aimed or revived, ever. Hit points can be shot, reload it in the same round it was recovered with time, drugs, the correct fired, or fire a burst. skills, or an able doctor. The base number of hit points is 20 + STR + EN. CARRY WEIGHT: How much equipment your In addition, a character gains more character can carry on his back, in his maximum hit points for every level equal pockets, or in his backpack and fanny 10 pack. Every item in the game weighs DAMAGE THRESHOLD: Damage Threshold something. Carry Weight is 25 lbs X represents the actual amount of damage STR. A character with 6 STR can carry that a piece of armor can stop. Note 150 lbs of equipment. Now, finding room that on the character sheet, there is no for that much stuff may be a problem... Damage Threshold under Secondary MELEE DAMAGE: This is how much damage Statistics; rather, it is under Armor. your character does in unarmed combat A character does not have any actual and combat with melee weapons. Melee Damage Threshold until he or she is damage is equal to 1/2 STR rounded up. wearing armor of some kind. See Before A character with 4 STR would do 2 points Combat: Wearing Armor in Part III, of melee damage unarmed, and could add 2 below. to any melee damage done with a weapon. This is, of course, not counting skills, SEQUENCE: Sequence determines who goes armor, and other conditions. first in a combat round. Of course, if you are the one initiating the combat, POISON RESISTANCE: Even in the post- you automatically get to go first (you nuclear world, there are certain sneak up on a guard and clobber him in chemicals that just don't mix well with the head), but all the combat turns human anatomy. Poison resistance is after that get broken down by Sequence, equal to 3 X EN. A character with an with highest Sequence going first, and endurance of 6 will have an 18% Poison so on down the line (see Combat: Resistance. That means they have an 18% Sequence in Part III). Sequence is chance of antibodies eliminating the equal to PE + LK. poison. See Damage: Poison in Part III. HEALING RATE: Life, for some strange RADIATION RESISTANCE: In the post- reason, possesses the remarkable ability nuclear world, radiation is always a to heal itself naturally. Your concern. Some places are naturally character's Healing Rate is the number radioactive, like the blast centers of hit points they heal naturally in a where nukes went off. Some are more day (24 hours) of activity, or in six radioactive than others; near the center hours of resting. Healing Rate is equal of the blast, you are guaranteed to find to 1/2 of EN, round up. A character more rads than 5 miles away. Radiation with 7 EN would have a healing rate of 4 Resistance is equal to 2 X EN. It can and heal 4 hit points in a 24 hour be increased with chems (see Equipment: period where they were active (fighting, Chems) and with a radiation suit (see walking around, etc) and will heal 16 Equipment: Armor). A character with an hit points in any 24 hour period where 8 EN has 16% radiation resistance. This they are resting (sleeping, watching TV, means that 16% of the rads that hit his etc.) See Healing under Combat: Damage skin do not go in. If he was standing and Death in Part III, below. at the rim of a blast crater and was taking 1000 rads every ten minutes (!), CRITICAL CHANCE: This is the base chance only 840 of those rads would enter his to cause a critical hit in combat. High body. That still means he's going to weapons skills and weapons of high glow like a lightbulb, but his skin quality can modify this number later. won't fall off - right away. In addition, the difference between a successful roll and the chance to hit is DAMAGE RESISTANCE: Damage Resistance is added to this number, and then a chance determined entirely by armor. Unless for a critical hit is rolled (see the character has some built in damage Combat: Critical Hits in Part III). A resistance because of her race, this is base Critical Chance is equal to a 0%. Note that there are five different character's Luck. A character with 3 areas under the "Armor" heading on the Luck has a 3% base chance to critical Character Sheet for four different kinds hit. of Damage Resistance. Each piece of armor has its own Damage Resistance Examples: Calculating Secondary percentage that the character should add Statistics to their own in the four different areas under the Armor . See Before Jack and Jane calculate their Combat: Wearing Armor in Part III, character's secondary statistics. below. Harry's maximum Hit Points is 35; Maverick's is 28. Harry's Armor Class 11

is 8, and because he is a mutant, it Big Guns - This is the skill of probably won't get a whole lot better. flamethrowers, miniguns, rocket Maverick's AC is only 5, but he can find launchers, heavy machine guns, and other some armor and protect himself a little large support weapons. If it's a large better. Harry gets 8 Action Points and weapon, you can count on Big Guns being Maverick gets 5. Harry's Carry Weight the skill rolled against. Like Small is 225 lbs, where Maverick's is only Guns, the better your skill, the easier 100. Harry's Melee Damage is a whopping it will be to hit your target, and the 13 points because of his race and Heavy- longer the range of your shot. Initial Handed trait, and Maverick's is only 2. level: Starting Big Guns skill is equal Harry enjoys a 68% Poison Resist and to 10% + (1% X Agility). Average Maverick gets 12%; Harry's Radiation characters have a 15% skill. Resist is 87% because of his race and Maverick's is 8%. Harry has 11 Energy Weapons - The use of energy Sequence, but Maverick is much faster at weapons is not a very common skill in 13. Harry's Healing Rate is 4 HP, and the post-nuclear world. Energy weapons Maverick's is 2. Harry gets a 6% chance were just coming into actual warfare to deal a critical hit (LK 6), but when the world blew up. Lasers and Maverick gets a 7% (LK 7). plasma weapons are covered by the Energy Weapons skill. Basically, if it uses an Character Creation Part Five energy cell or power pack, and not ammunition, it falls under - Skills this skill. Initial level: Starting Energy Weapons skill is equal to 10% + Tag Skills (1% X Agility). Average characters will have a 15% skill. very character gets three tag skills to start out with. These Unarmed - This is the skill of beating Eskills could best be described as people up with your fists and feet. The the character's "gifted" areas. Every better you are at this skill, the more character must take three tag skills, likely you are going to hit them in and only three, no more, no less. Each combat. This skill also covers the use tag skill gets an immediate 20% bonus, of weapons that enhance unarmed combat and a tag skill grows twice as fast as a such as brass knuckles, spiked knuckles, normal skill. When you spend skill and the legendary Power Fist. At very points on a tag skill, it grows by 2% high skill points, you can succeed at instead of 1%. targeted shots easier, inflicting terrible damage. At even higher skill Skill List levels, you will learn new techniques of fighting. Everyone his is a complete description of starts with a good skills, and how one finds the base Unarmed skill, Tskill percentage. Base percentage since the basic is figured before ANY other skill concept is pretty adjustments are made - from tag skill simple. Initial adjustments, to traits, to addition of level: Starting skill points. Skill points are added Unarmed skill is only after a character goes up a level equal to 40% + (1% (see Advancement in Part III). For the X the average of sake of our examples, an "average" your Agility and character has a 5 for each Statistic. Strength). Average characters will have a 45% in Unarmed Small Guns - This skill covers the use Combat. of bows, pistols, sub-machine guns, rifles, and . The higher your Special Unarmed Attacks Small Guns skill, the easier it will be for you to hit your target, and the These attacks only become available to longer the effective range you will have the true student of the unarmed arts. in combat. Initial level: Starting The requirement for each attack is Small Guns skill is equal to 35% + (1% X listed, along with a description of the Agility). Average starting characters attack and the damage incurred. will have a 40%. 12

Primary Punch Attacks Secondary Kick Attacks

Strong Punch Hip Kick Effects: +3 damage Effects: +7 Damage AP Cost: 3 AP Cost: 7 Requires: Unarmed 55%, Agility 6 Requires: Unarmed 60%, Agility 7, Strength 6, Level 6 Hammer Punch Effects: +5 damage, +5% critical chance Hook Kick AP Cost: 3 Effects: +9 Damage, +10% critical Requires: Unarmed 75%, Agility 6, chance, armor piercing Strength 5, Level 6 AP Cost: 7 Requires: Unarmed 100%, Agility 7, Haymaker Strength 6, Level 12 Effects: +7 Damage, +15% critical chance AP Cost: 3 Piercing Kick Requires: Unarmed 100%, Agility 7, Effects: +12 Damage, +50% Critical Strength 5, Level 9 chance, armor piercing AP Cost: 9 Secondary Punch Attacks Requires: Unarmed 125%, Agility 8, Strength 6, Level 15 Jab Effects: +3 damage, +10% critical chance Melee Weapons - This covers the use of AP Cost: 3 most melee weapons. Knives, spears, Requires: Unarmed 75%, Agility 7, hammers, and crowbars are all melee Strength 5, Level 5 weapons. The skill level is the base chance to hit your opponent, Palm Strike modified by your opponent's armor class. Effects: +7 Damage, +20% critical Initial Level: 25% + (Strength + chance, armor piercing (ignores armor Agility). Average characters will have class when dealing damage) a 35% skill. AP Cost: 6 Requires: Unarmed 115%, Agility 7, Throwing - Whenever a weapon is thrown, Strength 5, Level 12 this skill gets used. Throwing knives, small rocks, and grenades are throwing Piercing Strike weapons. If you miss, the object still Effects: +10 damage, +40% Critical has to end up somewhere. It is possible chance, armor piercing to throw a weapon and have it end up AP Cost: 8 right at your feet. If it's a knife, no Requires: Unarmed 130%, Agility 7, big deal. If it's a grenade, that's a Strength 5, Level 16 really big deal. The maximum distance you can throw a weapon is based on your Primary Kick Attacks character's Strength, and the type of weapon thrown. Initial Level: 10% + Strong Kick (Strength + Perception). Average Effects: +5 damage characters will have a 20% skill. AP Cost: 4 Requires: Unarmed 40%, Agility 6 First Aid - The skill of minor healing. You will be able to heal minor wounds, Snap Kick cuts, and bruises with this skill. You Effects: +7 Damage can only use it three times a day, and AP Cost: 4 it takes a little while to work. You Requires: Unarmed 60%, Agility 6, can use it on yourself, or anyone you Strength 6, Level 6 are feeling particularly nice to at the time. Initial Level: Starting First Aid Power Kick skill is equal to 30% + (1% X the Effects: +9 Damage, +5% Critical chance average of your Perception and AP Cost: 4 Intelligence). Average characters will Requires: Unarmed 80%, Agility 6, have a 30% skill. Each use of this Strength 6, Level 9 skill takes 1d10 minutes and heals 1d0 Hit Points. You can only use this skill 3 times a day. 13

Doctor - A more advanced form of Lockpick - If you need to open locks healing. You can heal serious damage without the proper key, this is the and crippled limbs but not poison or skill for you. Use it to get what you radiation damage. Using this skill want, but other people don't want you to takes a while to perform. Every have. Having an actual lockpick will crippled limb will add to the time improve your chances, but it is not required to use the Doctor skill. You necessary. There are two types of locks can play Doctor with yourself (except if in the Fallout world: normal and you are Blind), or any other person / electronic. Lockpicks work against critter you choose to be kind to. normal locks, but to even attempt an Initial Level: Starting Doctor skill is electronic lock, you need an electronic equal to 15% + (1% X the average of your lockpick. Certain locks can be harder Perception and Intelligence). to pick than others, and certain locks Average characters will have a 20% require that the picker has a lockpick. skill. Initial Level: Starting Lockpick skill is equal to 20% + (1% X the average of Pilot – your Perception and Agility). Average The skill characters will have a 25% skill. of operating Steal - This is the art of removing various things from a person or an object kinds of without being noticed. Even if you motor succeed, there is a chance that the vehicles, critter might notice you. Larger from cars objects are more difficult to steal than to tanks smaller objects. The more objects you to jeeps try to steal, the more likely you are to to verti- get noticed. You cannot steal objects a birds, person is using (guns they are holding airplanes, and helicopters. Characters in their hands, armor they are wearing with high pilot skills can take vehicles on their body, etc). If you try to places that other characters couldn't, steal from a person, it might be a good and just might avoid rolling that idea to stand behind them so they can't Highwayman when they hit that pothole. see you as well. Initial Level: 20% + Initial (1% X Agility). The average character Level: Starting Pilot skill is equal to will have a 25% Steal skill. 2% X the average of Agility and Perception. Average characters will Traps – Not only does the Traps skill start with a 10% skill. involve setting and disarming devices that cause harm to others, but it also Sneak - The skill of being able to move covers setting, timing, and handling quietly or out of sight. When you are explosives. The higher your Traps sneaking, other people will be less skill, the less likely that bomb is to likely to notice you - at a distance. blow up in your face, that huge rock is If you get too close to a dangerous to crush your party, and that timer you creature, now matter how good you are at just set will go off when you want it sneaking, they will notice you. Of to. Initial Level: Starting Traps skill course, whether someone notices you is is equal to 10% + (PE + AG). Average based on what direction they are facing, characters will start with a 20% Traps the amount of light in the area, the skill. amount of cover you have, and a hell of a lot of luck. Such is the life of a Science - Science is the skill of thief. Successfully sneaking up on a working with electronic devices such as person means you get a bonus should you computers. It also covers how intuitive want to try to steal from them. Your a character is. Characters with a high sneak skill is rolled when you start Science skill will notice things that sneaking, and once a minute while still others might miss, and characters who sneaking. Initial Level: Starting Sneak actively apply their Science skill to skill is equal to 25% +(1% X Agility). tasks can intuit answers to problems. Average characters will have a 30% Science skills are used when rolling to Sneak. use (or break into) computers, determine what part a vehicle might need to run 14

properly again, or to notice a vein of teach in Boy Scouts and Girl Scouts, silver in an otherwise unremarkable modified for the post-nuclear world. rock. Initial Level: Starting Science Outdoorsman has many uses, from finding skill is equal to 0% + (4 X food and water in the middle of a vast Intelligence). Average characters will wasteland to avoiding hostile creatures start with a 20% Science skill. to knowledge about what plants and animals will help you or kill you. It's Repair - Repair is the practical always good to have someone in the party application of the Science skill. As who's an avid outdoorsman. Initial things are constantly breaking in the Level: 0% + (2 X (EN + IN)). Average wastes, and there aren't customer Characters will start with a 20% service hotlines anymore, a person with Outdoorsman skill. a high Repair skill is always good to have around. Repair covers fixing all Examples: Assigning Tag Skills and manner of mechanical things, from guns Calculating Skills to vehicles, and can also be used to intentionally sabotage or disable Jack and Jane first of all assign Harry mechanical things. Initial Level: and Maverick three tag skills. Jack Starting Repair skill is equal to 0% + decides that Harry will be extra-skilled (3 X Intelligence). Average characters in Unarmed Combat and Throwing. Jack will start with a 15% Repair skill. considers that Harry might get into some long-ranged combat situations, so he Speech - This is the skill of dialogue. gives Harry some Big Guns skills. The better your Speech skill, the more Jane's diplomat needs Speech and Barter, likely you will be able to get your way and she decides that Maverick will be a when talking to people. When there is a good Gambler, too, so she tags that chance that an NPC might take your word, skill as well. believe your lie, or just follow your word, this is the skill that is used. When the skills were all calculated, Initial Level: Starting Speech skill is this is how the characters measured up equal to 25% + (2% X Charisma). Average to each other. characters will have a 35% skill. Harry - Small Guns 37%, Big Guns (tag) Barter - The skill of trading. In the 36%, Energy Weapons 16%, Unarmed Combat post-nuclear world, currency is not (tag) 84%(!), Melee Weapons 54%, commonly used. Barter will allow you to Throwing (tag) 52%, Speech 20%, Barter get more for less when trading 16%, Gambling 30%, Outdoorsman 24%, equipment, weapons, and other items. A Sneak 27%, Lockpick 23%, Steal 24%, high Barter skill will lower the prices Traps 23%, First Aid 26%, Doctor 16%, you pay for items you purchase, and Science 24%, Repair 18%. increase the money you get for selling excess equipment. A good Barter skill Maverick - Small Guns 25%, Big Guns 10%, isn't important if you're killing Energy Weapons 10%, Unarmed Combat 48%, everyone, but it certainly is a valuable Melee Weapons 38%, Throwing 20%, Speech skill for the non-berserkers out there. (tag) 55%, Barter (tag) 48%, Gambling Initial Level: Starting Barter skill is (tag) 55%, Outdoorsman 22%, Sneak 20%, equal to 20% + (2% X Charisma). Average Lockpick 21%, Steal 15%, Traps 21%, characters will have a 30% skill. First Aid 26%, Doctor 24%, Science 28%, Repair 21%. Gambling – The Gambling skill covers a knowledge of and adeptness at games of Character Creation Part Six: Karma and chance. Someone with a high Gambling Finishing Touches skill tends to win these games more often, or might notice if the game is starting character's karma is dirty or rigged. Initial Level: always 0 (zero). The Gamemaster Starting Gambling skill is equal to 0% + Awill inform characters when their (5 X LK). The average character will actions have resulted in a change of start with a 25% Gambling skill. karma. Sample examples of Karma- changing actions can be found in the Outdoorsman – This is the skill of Karma section of Life in the Wastes, outdoor living and survival in hostile below. environments. Basically, what they 15

Putting the finishing touches on a Objects to be used must be held in the character might include thinking of hands as well. This means that a little quirks that would round out that character cannot inject a healing chem, character – for instance, a huge mutant shoot a two-handed gun, and dig at a might be deathly afraid of mice. The hole all at the same time. possibilities are endless, and make for interesting – and fun – roleplaying. Of Remember that a character is not limited course, it might be more interesting to to carrying just the two weapons in develop those quirks as you roleplay. their hands; they can carry whatever they want in belts, holsters, backpacks, That's all! It's time for the character and so forth. to enter the wide world! Of course, guns are only effective if they have they kind of ammunition Part III: The Game required to use them. Note that two kinds of ammunition that would work for “We shall not cease from exploration and the same gun - Armor Piercing and the end of all our exploring will be to Jacketed Hollow Point (AP and JHP) - arrive where we started and know the cannot be used in the same clip. If you place for the first time.” find that your JHP bullets are -T.S. Eliot, Four Quartets ineffective, you must reload with AP rounds (see Reloading, below). nce the characters are made, it is up to the GM to provide the Weapon Condition Oadventure. There is a sample adventure at the end of this book, and Below the weapon slots on the character there will probably be many more if sheet is a bar with boxes in it, labeled people decide to write them. Adventures "Condition." This indicates the and campaigns (extended adventures that condition that the weapon is in. The take many evenings to play) are limited more boxes filled, the worse shape the only by the bounds of imagination. This weapon is in. Weapons gain boxes when section covers some of the more attacks are made with them and the important aspects of the game such as attack fails (see Attacks, below). combat, damage, and advancement. Sometimes, doing something inordinately stupid, like accidentally dropping your gun down a sewer, will cause boxes to Before Combat: Equipping become filled as well. The filling of Weapons and Armor the boxes represents normal wear and tear; however, when that last box is Holding Weapons or Objects filled, the weapon is either jammed or broken, and must be repaired or thrown The character sheet has sections labeled away. Often, when characters find or "left hand" and "right hand." That is buy weapons, they are not in perfect where a character can fill in the shape and already have one or more boxes necessary information regarding their filled. If 8 or more boxes are filled, weapon(s). No more than two weapons can the user suffers a –10% penalty to their be equipped at the same time, one per to-hit rolls with the weapon; the damage hand. Some weapons require the use of is beginning to interfere with its both hands. Note that you can still effectiveness. The GM may determine hold two weapons other situations where the weapon and use a two- suffers damage, such as when the handed weapon in character accidentally drops his combat - that's backpack in a vat of acid. what the straps are for. Characters Repairing Weapons usually start with only the basic When a gun jams or an ax breaks, it is a weapons, although problem. If it happens in combat and it is up to the you have no backup, it is a major Gamemaster. problem. There is nothing to do but wait until combat is over and attempt to repair the item. Using Repair skill on 16 a gun takes 1 hour. If the roll against against Repair, 24-48 hours time, and Repair skill fails, the character is the parts necessary to fix the vehicle. allowed to make a roll against the skill Some larger cities have mechanics associated with that weapon - melee for familiar with repairing vehicles; since the ax, small arms for the gun - to take these people are some of the rarest in one box off (the weapon is not fixed, the wastes, prepare to pay out the nose. but it is usable for the time being). For more information, see Vehicle Successful use of the repair skill Combat, below. empties two boxes on the condition bar. Repairing weapons is not limited to the Wearing Armor time in which they break; a little preventative maintenance is always There is another section on the helpful. character sheet for armor. Note the Damage Threshold (DT) and Damage Vehicle Condition Resistance (DR) for each different type of damage, as well as the base AC (the Like weapons, vehicles will gain wear character's Agility plus any other and tear. Their condition should be bonuses or penalties) and the AC (with indicated on the vehicle sheet, and they the armor). Characters usually start lose bars in much the same way weapons with only the most basic kinds of armor. do - by failing rolls, this time against Pilot skill. When a vehicle "breaks Armor Condition down," it will need repairing, and oftentimes requires new parts. This can Like weapons and vehicles, armor also be a major pain in the butt, especially loses its effectiveness over time if not if it happens just as that mutant-driven repaired. For every five successful tank is about to run over you. See hits that cause damage against a Vehicle Combat, below. character wearing a set of armor, the armor loses a condition box (the box is Repairing Vehicles filled in). Armor eventually begins to lose its ability to protect and Vehicles take time to repair. Using the distribute damage as it wears thin and Repair skill takes three hours, and will acquires more holes; these penalties are only empty one box if successful. There applied specifically to the Damage are no secondary rolls here; because Threshold and Damage Resistance (DT and vehicles are so rare, unless a person DR) values; a useless heap of power has been a mechanic most of their lives, armor still affords the user some AC they will not know a good deal about protection. To determine the modified fixing them. The GM should decide if values for DT and DR, first find the the vehicle requires a part for repairs, percentage of the modification (Mod) on whether or not the mechanic knows what the following chart: the part is, and the availability of that part. Remember that there haven't Armor Condition Modifier Chart been any factories making vehicles or parts for at least 100 years. # Boxes Filled Modifier (Mod) 0 none Repairing lost hit points on a vehicle 1 none is a different matter entirely. Hit 2 none points represent the vehicle's 3 none structural integrity and overall makeup; 4 5% these are lost when or bullets 5 10% hit the vehicle (or when the driver 6 20% smashes into a rock, a tree, or a wall). 7 30% Hit points can only be repaired by 8 40% acquiring parts. Different parts repair 9 50% different hit point values - the exact 10 60% amount it up to the GM. A vehicle can lose a lot of parts before completely breaking down. If a vehicle loses all of its hit points, it is destroyed and can only be used for parts. Repairing hit points takes a successful roll 17

After the Modifier is determined, plug goes first. This roll only needs to be the original values and the mod into the done at the beginning of each combat, following equations: not each round. Once sequence is determined, a character has several DR - (DR X Mod) = Adjusted DR choices about what to do with their DT - (DT X Mod) = Adjusted DT Turn.

Repairing Armor Combat Step Two: Action

Repairing condition boxes on armor works ny action in combat requires the in much the same way repairing condition use of Action Points. The higher a boxes on weapons and vehicles does. The Acharacter's agility, the more task takes 4 hours, and if a successful action points they get (see Character Repair skill roll is made, one condition Creation: Secondary Statistics). A box is cleared. character's Turn is over when all AP are used, or they declare that they are Mortal Combat going to defend, and they forfeit the rest of their AP (although not entirely, ike it or not, in the Fallout see Defending, below). The universe, sometimes all the possibilities for action are: Lsneaking and dialogue break down. In these cases, conflicts are resolved Movement by combat: who has the stronger fists, the bigger gun, and who can use them This includes moving closer to a target, better. Combat is a series of 10-second moving behind a tree or other cover, or Rounds where every participant gets a bravely running away. It costs 1 Turn (an opportunity to act) that movement point to move 1 hex. A hex is 1 resolves when all parties hostile to meter across (this becomes much more each other are either incapacitated, important later, when determining fled, or dead. range). Characters cannot occupy the same hex as another living character or Combat Begins critter, or large inanimate objects. Any object larger than a medium-sized ombat officially begins when one shrub gets a hex all to itself. Dead critter or Character decides that bodies (no matter how massive!) do not Cenough is enough and s/he/it get their own personal space; they are attacks someone or something else dead, it won't matter if you walk all (sometimes, attacks can be made on over them. inanimate objects such as doors, and in this case the entire combat procedure is Using An Item not necessary, unless combat is going on around the character attempting to break If your Character is holding an item in the door down). The critter or her hand, she can use it in combat, character that initiated combat gets the provided it is an item that's use takes opportunity to use all of their Action under 10 seconds (GM' discretion). Points (AP) before Sequence is Healing chems, Geiger counters, and a determined. police whistle are all examples of items a player can use in combat. Note that Combat Step One: Determine Combat an item MUST be in hand to use it; see Before Combat, above. Using an item Sequence takes 3 AP.

ecause the Sequence statistic does Equipping Items not change, this step needs to be Bpreformed only once in combat, at If you run out of ammo for a gun and the beginning. Who (or what)ever has need to draw another, or if you want to the highest sequence gets to move first, grab that stimpack out of your pocket, with the next highest sequence moving you are Equipping an Item. Equipping second, and so on until the round is Items takes 4 AP for each item equipped. over. Ties in sequence should be Therefore, if you trade your hunting determined by the tie-ers rolling 1d10 rifle in for a SMG and want to grab that against each other; the highest roll healing chem in the same round, it will 18

take 8 AP total. You can equip any item little too time consuming). Then the GM that is on your person (in your pockets, should calculate how many APs, and how backpack, and fanny pack count as "on many rounds (if necessary), the action your person"). will take. Characters using skills gain no Armor Class bonuses from Agility or Taking Items unused AP, so their armor class is limited to what they are wearing when You can take an item on the ground, such they are using their skills. as an old knife you've discovered, or off the bodies of your enemies, such as Getting Up that nice looking Bozar that cop was blazing away at you with. As with If you have been knocked down the Equipping Items, this costs 4 AP per previous combat round, or for some item, and your character must be reason are starting combat on the standing in the same hex as the item (or ground, it takes 4 AP to clamber to your on an adjacent hex if the item is in an feet. Characters who are on the ground immobile container such as a bookcase). receive no Armor Class bonus either from If you want to grab that Bozar and the unused AP or their Agility, making their ammo for it, it will take 8 AP. AC without armor equal to zero. Note that Getting Up is not the same as Reloading Changing Positions, below.

Guns use up ammunition. When you gun is Setting Up Tripods and Artillery empty, partially empty, or jammed, you can reload it by spending two Action Some weapons gain bonuses if they are Points. If you have enough ammo, this used with a tripod; some weapons can will completely fill the clip. If not, only be used with a tripod (and some you can place as many bullets as you come with a tripod built in). In order have in the clip. It's generally a good to use these weapons in combat, the idea to head into combat with fully character must spend time setting them loaded guns, so you aren't prancing up. When setting a weapon on a tripod, around trying to get those rounds in roll against the Big Guns skill. If the while the baddies are shooting. Note roll succeeds, the character set up the that a gun can only be loaded with the weapon on the tripod and can use it kind of ammunition it is supposed to normally next round. If not, the use, and that two different ammunition character did not get the tripod set up. types - AP and JHP - cannot be combined In order to set up the tripod, they must in one clip. Note that mortars, keep rolling until they succeed, or give artillery pieces, and vehicle weapons up. Even if the roll fails, attempting other than machine guns take one full to set up a tripod takes ALL action round to reload, using all of a points for that round. Artillery pieces character’s Action Points for that turn. work the same way, except that they are much larger than small mortars. Using Skills Changing Positions – Kneeling & Prone Sometimes, it becomes necessary to use certain skills in combat. Although the Kneeling and Going Prone are great ways battlefield isn’t always the best place to improve your accuracy in combat. to try to pick locks, or repair a broken They are also great ways to make computer, there are times when using yourself a sitting duck, allowing people your talents are necessary, especially to hit you easier. Changing positions if it means you can escape takes 2 AP, unless the character is those crazed cyborg going FROM Prone to Standing – that commandos. Some skills, like takes 4 AP, just like Getting Up First Aid and Doctor, just (above). Note, however, that going from take too long to use in standing to kneeling, standing to prone, combat. The GM should kneeling to prone, prone to kneeling, or determine if the task that kneeling to standing takes only 2 AP, the character wants to and is NOT the same as getting up. perform can be done in combat (cracking a safe, for When Kneeling, the character gains +10% example, would be just a to Small Guns, Big Guns, and Energy 19

Weapons skills for purposes of To Hit; Single attack or a Targeted Attack. it takes the character 2 AP to move 1 Some weapons such as Rocket Launchers hex; and the character’s Armor Class and Flamethrowers cannot make Targeted from Agility (Base AC) is reduced to 3; attacks (they are just too bulky and characters whose Agility are below 3 are unpredictable to snipe with). Some not effected. weapons, such as miniguns, can only fire in Burst mode. The options for attack Prone characters gain +25% to Small will be listed on the weapon's Guns, Big Guns, and Energy Weapons description. skills for purposes of To Hit; it takes the character 4 AP to crawl one hex; and Burst Mode the character’s Armor Class from Agility (Base AC) is reduced to 1. In the Fallout game, Burst Mode is interchangeable with the military or Note: Kneeling and Going Prone have no police definition of a three-round burst effect on To-Hit rolls for mounted Big (3 shots) AND fully-automatic fire Guns. These include Howitzers, large (holding the trigger down and spraying artillery pieces, and guns attached to that deranged nuke pooch for all you’re vehicles, like tank-mounted cannons and worth). machineguns on Jeeps. The GM can ultimately use common sense to determine Burst mode is assumed to be the number if it makes sense to give a kneeling or of shots a weapon can fire in fully prone bonus for a specific weapon. automatic mode in one round of combat; the minimum number of shots in a burst Defending is three (a quick squeeze of the trigger), and the maximum number of Sometimes, discretion is the better part shots in a burst is given in the weapons of valor. If a character has some (or descriptions; this number represents the all) AP left and doesn’t want to do maximum number of shots an automatic anything else, they can defend. The weapon can loose per round, depending on leftover AP are then added to that its ROF (rate of fire). Some weapons, character’s Armor Class. like miniguns, can burn through a lot more ammo than older assault rifles; Attacking thus, they can fire more shots. Note that characters with lots of Action he backbone of any combat is Points might be able to squeeze off just attack; doing to others before they a little bit more (in other words, a Tdo unto you. Attacks take varying second “burst”) than characters lacking amounts of AP depending on what kind of that attribute. For information about attack it is. Unarmed and melee attacks rolling attacks in Burst Mode, see Burst must be made on a target in an adjacent Mode and Cone of Fire in Determining and hex (in some rare cases, a melee attack Rolling Against To Hit, below. with a 2-hex range may be made). Ranged attacks, such as thrown weapons and Attack Step One: Determining and guns, may be made so long as the target Rolling Against To Hit is in range and there is a clear or semi-clear line of sight. You cannot o Hit for attacks is determined attack someone behind a wall or other based on a number of factors. A complete cover. The GM (and common Tformula will be presented at the sense) ultimately determine what "clear end to simplify the process. cover" is. Attacks may only be announced if the character has enough AP First of all, the target must be open to cover the action. Those AP are and in range. The attacker must be able deducted immediately. to see their target, or at least know fairly specifically where their target There are three kinds of attacks, it. In addition, each weapon has an besides the normal HtH and Ranged: a individual range, and a character's Normal (Single) Attack, a Targeted range is based on his Perception. If a Attack, and a Burst Attack. Some target is beyond the character's range, weapons, like Assault Rifles, SMGs, and the penalties begin to add up. See others can do all three. Single-shot below for range penalties based on and melee weapons can only make a normal 20 perception. Thrown weapons, such as Light Modifiers throwing knifes, spears, and grenades, are based on Strength as well as The second modifier to To Hit is the Perception: they can potentially suffer light level. The table goes as follows: penalties from both stats! Lighting Table Base Chance 0%: A sunny cloudless day; a well-lit First, the base chance To Hit is the building (office building or attacker's skill in the particular supermarket) weapon he is using - Unarmed for fists, -5%: Light Clouds feet, and unarmed weapons like brass -10%: Medium Clouds knuckles; Melee Weapons for things like -15%: Heavy Clouds knifes and sledgehammers; Small Guns for -20%: A Medium-lit building (well lit pistols, rifles, and SMGs; Big Guns for basement, smoky bar) rocket launchers, flamethrowers, and the -30%: Light Rain or Dust like; and Energy Weapons for lasers and -40%: Medium Rain or Dust other fun toys. Remember to deduct 10% -50%: Bad Light Indoors (Near a Cave from the base chance if the weapon has Entrance, In a Dance Club) 8 or more condition boxes filled. -60%: Heavy Rain or Dust -80%: Downpour / Dust Storm; In a cave Range Modifiers with a flare or torch -150%: Blizzard / Hurricane / Tornado The first modifier to hit is Range. The -200%: Total Cave Darkness (In a Cave table below lists effective range for with no light at all) perception (substitute Strength on this For night, deduct a further: table for throwing weapons as well): -10%: Full Moon -20%: Crescent Moon Range Table -40%: New Moon

PE Range in Hexes (Meters) Armor Class Modifier 1 1 2 6 The third modifier is for the target's 3 9 Armor Class. Since Armor Class is a 4 12 percentage, deduct that as well. 5 15 6 18 Cover Modifiers 7 21 8 24 The fourth modifier is cover. 9 27 Generally, this deduction is based on 10 30 how much of the person's/critter's body And so on.. is concealed by the cover. For instance, if there is a crate between Every 2 Hexes beyond the effective Harry and the scav he is trying to take range, the character gets a -10% out, and that crate conceals the scav's modifier to hit. If Harry, with a legs up to the knees, about 15% of the Perception of 7, wanted to hit a target scav's body is concealed, so the attack 24 hexes away, he gets a -10% modifier. will suffer a -15% penalty. Notice that cover does not come into play in unarmed Weapons also have a range, given in and melee attacks, because there can be meters. Consider that (in combat) a hex nothing between the attacker and the is generally one meter across. For each target to make these attacks in the hex beyond the weapon's range, the first place! character loses 5% To Hit. Weapons Status Modifier

The fifth modifier is open for any bonuses or penalties the character might receive for having a good weapon, or a modified weapon. If a character's spear is extra-sharp, or if they have a laser sight or scope, add those bonuses now. 21

If the character's STR is below the of fire extends one hex immediately in minimum required to fire that weapon, the direction the gun is being fired, deduct that now. and continues with the addition of one hex on either side. For example, if Harry is "H" and he fires a minigun, his Targeted Shots cone of fire looks like this:

The sixth modifier is only for targeted * * * * * * * * shots. Shots may be targeted in 8 H * * * * * * * * different areas: The Head or a like * * * * * * * * area, the eyes or a like area, The Torso (main body), The Groin or like area, the Note about aiming at targets in a cone arms, and the legs. A robot that of fire: the character can ONLY fire in doesn't have legs may be targeted in the Burst Mode at the nearest object in any hover apparatus, and a scorpion with no specific cone of fire. That means that visible groin could be targeted in the Harry cannot try to shoot a bandit 6 tail. Targeted shots have an increased hexes away while Horath the Doctor is chance of dealing a critical hit to the standing in the cone of fire 3 hexes area targeted, either crippling in the from Harry; if Harry still felt the need case of limbs, causing blindness in the to make the shot, he needs to roll To- case of an eye, or causing extra damage. Hit against Horath, not the bandit, and See Attack Step Three: Roll for then the bandit will get any stray shots Criticals below. (assuming there is no one ELSE in Harry’s way). Targeted Shot Penalties OPTIONAL RULES ADJUSTMENT: Streamlined 0%: Torso Burst Mode - instead of rolling To-Hit -10%: Legs for every single bullet fired, this is a -15%: Arms, Groin revised Burst rule. -20%: Head -30%: The Eyes Rolling To Hit in Burst Mode is a little different than normal To-Hit rolls. The Formula Instead of rolling To Hit for every bullet, the player rounds off the To-Hit Once all the modifiers are determined, number to the nearest 10 (73% would follow the formula: become 70, 45% would become 50) and then rolls AS MANY 10-sided dice as are Base minus Range minus Light minus Armor necessary for the burst. This is minus Cover minus or plus Extra bonus' usually 3, but in some cases it can be (or minus penalties) minus Targeted Shot much more – for ease of play, it is (if applicable). always helpful to have a few spare 10- sided dice lying around. All those dice Canceling the Shot and Rolling rolling at once actually SOUNDS sort of like an automatic weapon, anyway. See At this time, if the chance to hit is Examples of Determining and Rolling To- less than 0%, the attacker has the Hit, below. option of canceling the shot. The shot is just beyond the attacker's skill; Any roll of “0” automatically means a there is no way to make it, ever. failure of that shot, and player must Period. roll To-Hit to see if the shot hit the next-nearest object in the cone of fire. If the attacker doesn't cancel the shot, Please note that ONLY rolls of “0” have now is the time to roll the dice. a chance of hitting something else in the cone of fire. A Note On Rolling: Burst Mode and Cone of Fire Double-Shot Weapons

Guns fired in burst mode roll a to hit Some shotguns are double-shot weapons. for each individual bullet. Bullets This means that they have two barrels, that do not strike the initial target with two shells, and two triggers, that have a possibility of hitting any other can be fired either simultaneously or targets in the cone of fire. The cone independently. If a shotgun is 22 discharged in a double-shot, only one T/Swing 5). Harry takes aim at a rat to-hit roll needs to be made; both shots with his minigun. Harry's base Big Guns are going the same place. However, two skill is 36%. The GM decides the light damage rolls should be made. See Attack level gives Harry a 10% penalty to hit. Step Two: Damage below. The rat is not wearing armor and is not very dexterous, so there is no armor Example of Determining and Rolling To class adjustment. The rat is not hiding Hit behind anything (in fact, it is standing directly in front of an 8 foot mutant Harry and Maverick are exploring a cave wielding a minigun!). Harry gains no that supposedly houses some prewar bonuses or penalties, and a targeted technology. Unbeknownst to them, a pack shot with a bullet-spewing nightmare of 4 mutated rats lives in one of the like a minigun is impossible, so his grottos of the cave. chance to hit is 26%. Not great, but even if 1 out of 4 shots hit, he still Mutant Rat: HP: 10/10 AP: 8 MD: 1d4+1 turns the rat into mincemeat. Since (Claw – Swing 4 AP) AC: 0 DT: 0 Harry’s chance to-hit is 26%, he rounds DR: 10% Unarmed / Melee: 75% that number up to 30, so he needs 3 on each 10-sided dice to hit. The rats do not like intruders and move to attack when they get a whiff of the Maverick decides to try and shoot one of two characters. One rat, because it the rats with his Desert Eagle. The initiated combat (maybe it smelled them same penalties apply for Maverick: -10% first), gets to move before all the for light, but his small guns skill is others. It moves closer to Harry and only 25%. The rat again does not have Maverick, who are standing side by side any armor class bonus, nor is it near the mouth of the cave. Next, concealed, and Maverick is not taking a everyone determines sequence. Maverick targeted shot, so his chance to hit is easily wins with 13, and Harry is next only 15%. Both characters pull the with 11. The rats all sequence at 7, so trigger.. they will move separately. Maverick and Harry both decide to stand their ground After the Roll and let the rats come to them. Their armor class increases while defending by Once the chance to hit is determined, 8 in Harry's case and by 5 for Maverick, the player makes a roll against that due to their unused AP. The rats use number. Rolling that dice is the same this opportunity to move in, two on the as pulling the trigger; if the character west side of Harry, two on the east side snuck up on an unsuspecting person, they of Maverick. See diagram: had up until that point to stop and suffer no consequences. Once the roll R R is made, however, there is no turning H M back. R R If a character makes an attack with a The round ends and since neither side is weapon and misses, that weapon loses one dead, unconscious, or has run away, and box on its condition bar. If the box is the next round begins. Maverick and the last box, then the weapon has either Harry sequence first. They both decide jammed, busted, or fallen apart. For that guns are the way to go. more information, see Weapon Condition, above. Because they are fighting near the mouth of the cave, there is a good deal of It is possible to screw up an attack so light. Harry is armed with a Minigun badly that something bad happens to the (D: 1d4+6/shot, R:35, Ammo 20/120, W 31 attacker. This is called a critical lbs, STR 7, S:n/a, T:n/a, B:6). In failure and can be slightly comedic, if addition, he has a grenade in his hand not downright hilarious, in a weird sort just in case (D: 1d12+22, R:15, STR 3). of way. If an attack fails by a roll of Maverick is armed with a Desert Eagle 97-100%, it is a Critical Failure, and .44 (D: 1d6+9, R:25, Ammo 2/8, W 5 lbs, the GM rolls on the following table STR 4, S:5, T:6, B:n/a). Maverick has a (1d10). crowbar in his other hand in case things get ugly (D: 1d12+3, R:1, Swing 4, 23

Critical Failure Table should make this roll after he or she announces that the attacker has hit; 1: Out of Ammo - The magazine was knockdowns and damage happen at the same damaged or the ammo was bad. time. Discard the rest of the magazine in the gun. Attack Step Two: Damage 2: Weapon jammed - Should have cleaned your gun out! The weapon he best part about combat is when will take 1 turn to unjam, and the your opponent actually takes some ammo inside must be discarded. Tdamage. Each weapon has a certain 3: Loss of AP - D'oh! The attacker amount of damage that it does, usually looses all remaining AP for that expressed like 2d12 + 8. The exceptions round. are firearms, where the type of ammo 4: Dropped weapon - something does a certain amount of damage. The slipped, and the weapon flew out gun itself can add a bonus to that of your hands and hit the ground. amount, but otherwise damage is 5: Weapon Explodes - Something nasty calculated from the type of ammunition that happens only with explosive used. The damage done by energy weapons or energy weapons. Deals 3d10+7 is not based on ammunition type, Damage to anyone within 2 hexes of however, but the method in which the the weapon. OUCH! weapon concentrates the energy. 6: Hit Something Else - You didn't Remember that some shotguns, when both hit what you were aiming for, but barrels are fired, require that two you nailed the next closest damage rolls be made for one successful target. Hope it wasn't your hit. Damage is the one part of Fallout buddy.. where dice other than 10-sided dice come 7: Damage Self - You cut yourself on into play. However, just because your knife, or shot yourself in something got hit the foot. Half the weapon's doesn't mean that normal damage is dealt to YOU it will take the instead. maximum amount of 8: You slip and fall - it takes 3 AP damage. Armor to get up, and that has to be done has two numbers next turn. While down, you lose that reduce all Agility modifiers to AC. damage: Damage 9: Weapon breaks - the weapon breaks Threshold and beyond repair. Time for a new Damage one. Oops. Resistance. 10: Anvil - A miniature anvil falls Damage Threshold is how much damage the out of the sky and strikes you on armor actually absorbs from the attack, the head for 1d10 points of and Damage Resistance is the armor's (or damage. No chance to dodge, and the thick, scaly hide of some critters) DT and DR are disregarded for this ability to spread the damage out and strange, magical attack. reduce some of the nasty effects. DT is a flat number, DR is a % of the total GMs are encouraged to make up other attack. So when determining damage, the Critical Failures. These are just formula looks like this: examples. Damage Formula Hitting With Melee Weapons (Initial Damage - Threshold) - ((ID - Characters or critters hit with melee DT) X DR, round down). weapons not only are going to take damage, but have a chance to be knocked The player rolls the damage necessary flat on their rear ends. The chance for (one roll per bullet in a burst attack) a character or critter to get knocked and then applies it to the formula flat is equal to the actual number that above. If that seems confusing, let's the attacker rolled. For instance, if rejoin our friends in the cave. Harry attacked a rat with a sledgehammer, and rolled a 23, which was good enough for a hit, the rat had a 23% chance of getting knocked down. The GM 24

Damage in Burst Mode effects, noted by with the type in the Ammunition section, below. To streamline play, the GM might consider multiplying the initial damage Rockets - Rockets are fired either from from the first bullet that hit by portable or semi-portable rocket however many bullets actually hit the launchers, or from tanks. Rockets act target. That way, only one damage roll much like grenades and mortars, except actually needs to be made. that they are self-powered and have a longer effective range. There are a variety of rocket types, and their Example: Calculating Damage damage effects are noted in the Ammunition section. Harry's rolls were pretty unlucky; only 3 out of 20 shots from his minigun Flamethrowers - Although flamethrowers actually hit the rat. The initial aren’t the most widely used weapons in damage is 1d4+6 (7-10 HP) per bullet. the wastes, they can be one of the Jack rolls for damage and gets a 1, a 2, deadliest in the right hands. When and another 2. One bullet deals 7 HP of someone uses a flamethrower, it acts damage, and the other two deal 8 each. much like a thrown knife or grenade – That's a total of 23 damage, more than even if it doesn’t hit, it has to end up enough to turn the rat into hamburger. somewhere. The GM should decide, based However, the rat does get a chance to on how close the user was to connecting, repel some of that damage. Although it just how close to the target the flame does not have a damage threshold (they burst hit. The GM should then draw a don't make armor for rats, strangely line between the user and the hex where enough), the rat has developed a natural the flames hit; everything in the damage resistance due to its thicker connecting hexes suffers the full hide. The rat's damage resistance is effects of the firestream. Note that 10%. From Harry's initial 23 points of flamethrowers, like other non- damage, nothing is subtracted for DT, conventional weapons, can be adapted to but 2 HP (10%) is subtracted for DR. shoot things other than fire. These That still isn't enough to save the rat, things are generally very, very however, and it crumples in a heap on unpleasant. the floor. Attack Step Three: Chance for Damage From Non-Conventional Weapons Criticals

There are several types of weapons in very successful attack means the the Fallout universe that are not the attacker has a chance for a simple melee weapon or gun. These Ecritical hit. If the to hit roll weapons have slightly different rules fell within the range from 1% to 1% plus for damage, mostly based upon their the character's Critical Chance, then effects. the hit becomes critical. Note that if a gun firing in burst mode hits a target Grenades - There are two different ways more than once, only one of those to lob a grenade at your enemy: throw it bullets is allowed a critical hit (once or shoot it. Either way, the grenade per attack). Targeted shots get an does a certain amount of damage, instant 30% critical chance bonus and depending on what type of explosive it have different effects for damage, is. Most grenades have concussion discussed below. If a hit becomes damage, and others have fragmentation critical and is not a targeted shot, damage. These effects will be noted roll on this table for effects (1d10): with the grenade type in the Ammunition section, below.

Mortars - Mortars are small, personal artillery pieces. They shoot a variety of different projectiles, and have a much longer ranger than grenade launchers. Like grenades, different mortars will have different damage

25

Sample Critical Hits have 8 AP, so they can attack twice if they desire (and since blood is on their 1 - Crippled Arm little rodent minds, they do!) Harry 2 - Crippled Leg has one rat attacking him; his Armor 3 - 300% (3 Times) damage Class is 8, plus the two points from 4 - 200% (2 Times) damage defending, making it 10. The rat gets a 5 - 150% (1.5 Times) damage -10% from the light as well. Harry is 6 - Unconsciousness for 1d4 turns not covered, and rats do not generally 7 - Bypasses armor (DT and DR) make targeted attacks, so no penalties 8 - Blindness (Perception lowered to 1) are handed out for those. The rat has a 9 - Knockdown (Renders Armor Class from 55% chance to hit, and it makes two Agility useless until standing, and attacks. Both hit, neither critically. takes 3 AP to stand next round) The rat rolls 1d4 for damage (twice) and 10 - Instant Death (!) came up with a 3 and a 4. That's 4 and 5 points of damage going Harry's way. Targeted attacks that make a critical Harry's natural 25% Damage Resistance hit generally cripple the area hit. takes one point away from each attack, Shots to the eyes cause blindness, shots so the rat's sharp little claws dig into to the legs or arms cause those areas to him for a total of 7 points of damage. become crippled (see Damage: Special Harry is now at 28 hit points. Damage below for details on crippled Two rats converge on Maverick. limbs). Targeted Shots to the torso Maverick's Armor Class is 5, and he that become critical instantly deal two didn't have any action points left. The times the damage, and Targeted Shots to two rats lose 10% from the light, so the head that become critical deal three their chance to hit is 60% (75% minus 5% times the damage. Ouch. A Targeted for AC and 10% for light). The first Shot to the groin that results in a rat attacks and manages to miss twice. critical hit renders the target The other rat hits both times. The rat unconscious. rolls a 1 and a 3 for damage, so Maverick has an attack for 2 and an Example: Chance for Criticals attack for 4 coming. He has no Damage Resistance or Threshold (no armor) so he Returning to the example, Harry's rolls loses 6 hit points. His hit points are were good, but none fell within the down to 22. range of 1-7% (Range for critical hits 1% - (1% plus Harry's 6% Critical Chance The round is over, and neither side is = 7%)). Better luck next time. dead or incapacitated, so the combat continues. Attack Step Four: Continuing and Ending Combat Harry, again, sequences first. He signals Maverick that he wants to chuck s stated previously, combat ends his grenade and spends his 8 APs moving when all opponents are either away from the rats. Maverick gets the Aincapacitated or dead. The process hint and moves 5 hexes the other is simply repeated until only one side direction, giving the mutant plenty of remains standing. Afterwards, space. experience points are awarded and characters may take what they want from Not surprisingly, the rats can't seem to the bodies of their opponents. make up their minds which to follow. Two of the rats circle for a few Example: Combat Continues and Resolves seconds, using up their APs, while one particularly brainy rodent follows Maverick makes his attack roll and Maverick. fails. Maverick's pistol echoes loudly off the cave walls and his bullet goes The round is over. Combat continues. harmlessly into the cave floor. Firing the gun took all his AP; he has no Harry wants to aim for a hex that has choice but to end his turn. one rat in it, and one rat adjacent to it. There is no necessary range Now, the rats have a chance to attack. modifier, since Harry's PE and ST are Their Unarmed skill is 75%, and they high enough to allow this roll without any modifiers. Harry's throwing skill 26 is 52%, and with the low light, that terrain or speed. Each vehicle has a leaves him with only 42% chance of certain set of hit points; when those success. Maverick isn't necessarily drop to zero, the vehicle is effectively thrilled with the prospect of being in destroyed (see Vehicle Repair, above). the range of a grenade, but Harry If a vehicle sustains damage but isn't assures him that he can make the shot. completely destroyed, a mechanic with Harry rolls a 45%, missing. The GM the correct parts can fix it (see determines that the grenade hit pretty Vehicle Repair, above). Each vehicle close to the target, perhaps one hex also has a number of boxes indicating away. BOOM! condition. Like a weapon, when all these boxes are filled, the vehicle Since nothing is in the hex that the breaks down until it can be fixed (see grenade exploded in, there is no need to Vehicle Repair, above). Combat driving roll for damage. However, one of the takes skill; every ROUND spent driving rats is in an adjacent hex, so it gets in combat or fleeing over any terrain 1d6 of frag damage. The other two rats except road (and keep in mind there are and Maverick, however, are all within very few roads in the post-War world), a two hexes of the explosion. They all successful roll against Pilot must be suffer 1d6 of concussion damage. The made. If the roll fails, the vehicle rat that got the fragmentation took 5 sustains one box of condition damage. damage from that, and 4 damage from the Top speeds are given in KPH; vehicles blast concussion. It expires. The don't have a certain number of AP with other rat took 5 points of concussion which they can move. Instead, the GM damage. The rat by Maverick took 3 should determine, based upon how close points of concussion damage. Not enough the vehicles are, how many hexes each to kill them, but it got their vehicle can move over what terrain. attention. Maverick himself took only 2 Since there are no easy rules for this points of concussion damage, taking his kind of combat, it is up to the GM's HP down to 20. discretion until a rules supplement is written. The GM should keep things like Maverick sequences next. He decides to top speed, handling, and so forth in beat the rat at his feet with his mind when conducting vehicle combat. crowbar. Maverick's Melee Weapons skill The "Mad Max" series of movies make good is 38%, and the light reduces that to a reference points for vehicular combat. mere 28%. Not seeing much of a choice, Maverick takes a swing. Combat: Damage and Death

He managed to roll a 2%, qualifying for ife in the wastes inevitably a critical hit! The Gamemaster decides results in hurt people. Most to forego rolling for damage and instead Ldamage is taken from combat describes how Maverick, half-crazed from situations with hostile critters and the concussion, managed to catch the rat people, but occasionally there are other on a corner of his crowbar and beat it forms of damage that a character can into the dirt several times, breaking take. Most of these are adventure- the poor mutated critter's bones and specific (they fall into a deep ravine, causing it to go to an early grave. for example) although a few are universal. The final rat sequences. Half-dead and smelling the blood of the rest of its Fire Damage pack, it lumbers off in the darkness. After the rat staggers behind a wall, If a character is on fire (or covered in combat ends. The Gamemaster decides acid, or some other nasty problem) they that Harry and Maverick both get 100 suffer 1d6 points of damage per round. experience points for slaying the rats. Remember that a round is 10 seconds of real time. Stop, drop, and roll folks. Vehicle Combat Poison Damage ehicle combat occurs much the same way that regular combat occurs. Poison works a little bit VEach individual character sequences like fire. If a character as usual. The GM may see fit to make comes into contact with a reductions in to-hit rolls because of poisonous object, such as 27 a poison dart or a scorpion's tail, they have a venom like this before the War, make a roll against poison resistance. and it is likely that someone out there If that roll fails, they are poisoned. has it now, either naturally or Each additional failure against poison chemically. Type F poison causes the results in another level of poisoning. victim to go into shock about 1 hour Different poisons do different things. after contact, and they slip into a coma Most only cause 1-2 points of damage per for 1d10 days. For each day the hour, or per round, although some result character spends in a coma and goes in death in a certain amount of time and untreated by a doctor or an antidote, others will lower stats temporarily. that character must successfully roll For each level of poisoning, the poison against Endurance or die. stays in the character's bloodstream for a certain amount of time, indicated on Type G - The worst kind of poison. the chart below. If a scorpion stings a These are generally only made in character three times, the character laboratories, although there may be some will be poisoned for three days. There species out there that carry them. are, of course, poison antidotes. If a Causes death 5 minutes after exposure, character fights a poison off naturally unless Antidote is administered. (without the use of an antidote or a doctor), the antibodies he or she builds Radiation Damage up add a +2% to their Poison Resistance. Radiation is one of the most horrifying Poison Types and Effects realities of the post-nuclear world. There will always be a certain degree of Type A - The most common kind of poison, background radiation since the bombs type A is a mild infection often carried went off, and a little bit of radiation in the bite of some kinds of animals. encourages mutations in animals, some of Causes 1 HP of damage per hour (roll which happen to be useful (at least Endurance for no damage), and stays in evolutionarily speaking). Humans, the system for 18 hours. however, weren't really designed to handle high amounts of radiation (ghouls Type B - A distilled version of the Type and super-mutants are exceptions, of A poison, this irritant is used by course). Not every source of radiation tribals for hunting small game. In mass poisoning is immediately obvious; a quantities, it could make a person very character could just as easily sick. Causes 2 HP of damage per hour accumulate rads camping in a highly (roll Endurance for no damage), and radiated area for a few nights as they stays in the system for 18 hours. could walking through a blast crater. Radiation levels are measured in Type C - Type C poison causes severe roentgens, or "rads." Around 1000 rads abdominal cramps and sickness, is considered lethal. The problem with incapacitating the victim for 1 hour radiation is that it doesn't leave the after contact. body for a long time (around 10 rads in 24 hours), and radiation sources put out Type D - This is a far nastier kind of hundreds of rads per day. A few rads poison. Most often found in the sting won't hurt you - in fact, household of a radscorpion, it can easily kill the smoke detectors contain Americanium, a unprepared adventurer. A refined radioactive isotope. A person can take version of this poison is used to make about 6 or 7 rads a day without feeling Antidote. Causes 4 HP of damage per the side effects. Radiation is hour (roll Endurance for half damage), treatable only at qualified medical and stays in the system for 24 hours. institutions and with certain kinds of drugs. Radiation resistance measures Type E - Distilled radscorpion venom, how much radiation doesn't enter the used for hunting bigger game. Causes 6 bloodstream (in a percentage of total HP of damage per hour (roll Endurance rads). Of course, a character doesn't for half), and stays in you for 24 necessarily know how many rads he or she hours. has accumulated (unless they own a Geiger counter). That's up to the GM to Type F - Very rarely will an animal have keep track of. a poison this bad, but it does happen. Certain spiders and snakes were known to 28

This table is unpleasant, but so are the Crippled arms means that the character results of nuclear war. 24 hours after can no longer use that arm to hold a each level of radiation poisoning, the weapon in combat; it can still be used following effects occur: outside of combat, but takes much longer to perform even the most basic Rads Effects functions. For each crippled arm, the character loses 1 point of Agility. 50: Character feels abnormally tired. Characters with a crippled arm cannot use two-handed weapons; characters with 100: Character begins to feel weak and two crippled arms cannot use any weapon achy. Skin itches slightly. A sunburn- at all. like rash appears. Blindness is a little worse. In 400: Character feels weaker. Muscles addition to gaining all the penalties and joints hurt. The skin itches and for being in total darkness, the small, open sores begin to develop. character's Perception drops to 1. Some hair begins to fall out. Normal humans generally cannot reproduce (or Both blindness and crippled limbs can have very mutated children) at about only be treated by a doctor this level of radiation poisoning. (for a price) or by someone 600: Character begins to vomit and with the Doctor skill (for experience diarrhea. Joints and muscles information on the Doctor still hurt, but that's the least of skill, see Healing below). their problems at this point. Open Note that a blind character sores cover the skin, and hair falls out cannot play doctor with in large clumps. They develop a nice themselves; someone else glow at night. must cure them (the blind can't cure the blind in the 800: Character vomits blood, as well as Fallout universe). experiences bloody diarrhea. Hair is Successfully treated limbs and eyes gone at this point. The skin begins to still take 48 hours to return to close get soft, and hangs off in places. to normal status, with rest. Death will occur in 72 hours after experiencing this amount of radiation Chems and Addiction poisoning, unless treated. rug and chem addiction still exists 1000; Forget the 24 hour time limit; in the post-nuclear world. From this level of radiation poisoning causes Dthe uranium miner looking for a way unconsciousness a few minutes after to escape from a dead-end life to the exposure. A few minutes after that, the mercenary who buffs himself up before character's body begins to shut down. battle, drugs are as commonplace as One only experiences this level of radiation in the Fallout universe. Most radiation after long-untreated poisoning drugs and chemical substances have an and continued adventuring, or if they addiction rate of some kind. When the decide to prowl around ground-zero drug is taken, the character rolls the without some protection. drug's addiction rate (plus or minus any modifiers). If the roll "succeeds," the Crippled Limbs and Blindness character has developed a chemical dependency for the drug. ccasionally, a good critical hit or a really unlucky run-in with a trap Chemical dependencies are fine (in most Owill result in a crippled limb, or cases) so long as the character keeps worse, blindness. A crippled (broken or getting more of the drug. The problem maimed) leg reduces the character's is that many drugs are VERY expensive, movement by ½ - this means that it takes and the distributors of drugs offer a two AP to move one hex. In addition, few doses at a low price to get a person that character's effective Agility goes hooked, and then begin to jack that down to half its normal level. Two price up. When (not if) a character can broken or crippled legs reduces movement no longer get a supply of drugs, they to almost nil – a character can only begin to go into withdrawal. Generally, move one hex per round of combat, and after 24 hours, a character loses one his or her effective Agility drops to 1. point of Perception and one point of 29

Agility. They also lose their ability Death to heal (see Healing, below). After another 24 hours, they lose two points h death, that unavoidable final of Perception and Agility (for a total chapter to existence on Earth. of three points) and lose one point of ADeath comes in many forms: old age, Strength and Endurance. After another car wrecks, and that random passing 24 hours, the character lapses into asteroid. In the Fallout universe, unconsciousness. They then must make an however, characters face the possibility Endurance check every hour (with their of death every day. That's what makes modified Endurance). If the character it an exciting place, right? Sometimes, has five successful checks in a row, no matter how well a character plans, he they wake up and have shaken the or she ends up dead. Death is generally addiction, but suffer a permanent loss a one-way street; dead characters cannot of one point of Endurance. If the come back to life. When I included that character fails five checks in a row, he "generally," I intentionally left room or she dies. Withdrawal can be an open for a myriad of possibilities. agonizing time for the character and the After all, the wastes are a big, strange party, especially in the middle of an place. adventure. When a character dies, it is considered Healing customary to write "DEAD" in big, black letters across their character sheet. here are two ways to heal a It may be prudent to have a couple of character: naturally, through time, level one characters ready to go in case Tand quickly, through the use of something like this happens. Meeting a skills, chems, and clinics. Characters new party member is only a random naturally heal a certain amount of hit encounter away. points per day (see Healing Rate, above). When resting, they heal hit Life in the Wastes points equal to their Healing Rate every 6 hours. When active, they heal hit Trading and Barter points equal to their healing rate every 24 hours. uch of the Fallout universe uses a system of bartering due to the lack Some chems heal a character quickly. A Mof money backed by a bank. Money character should beware, however, is used only in large cities and because some healing chems carry the casinos, and generally consists of risk of addiction with them. In rudimentary gold coins for slot machines addition, doctors can patch up lost hit and gambling. Otherwise, bartering for points, but be prepared to pay. goods is done on a value-per-value system. Notice that the items at the The First Aid and Doctor skills offer end of this book have different values. alternatives to the slow rate of healing If a character wanted to buy a gun worth and high prices charged at clinics. The 1000, and had a pistol worth 600 and First Aid skill can only be used three some ammo worth 500, the merchant would times in a 24 hour period, successfully be glad to make the deal – the merchant or not. Each use of First Aid heals is getting the better part of the 1d10 hit points, if successful. Each bargain. But the merchant might just use also takes 30 minutes to perform. throw in that knife worth 100 to even out the deal, or add 100 gold coins to Doctor skill works in much the same way. make things right. Doctor skill can heal 2d10 hit points if successful, but can only be used twice Sounds easy, right? Not really. A in the same day. In addition, a character's Barter skill influences what character can use the Doctor skill to he or she can buy something for, or get heal crippled limbs (See Crippled Limbs for something. Barter skill works like and Blindness, above). this: the character compares his or her Barter skill to the merchant's. Whoever has the higher Barter skill has the advantage. Take the higher skill number and deduct the lower skill, and then add

30 that percentage to the value of all that thing they want on their resume. For a person's goods. If the character has a person looking for honest work in a Barter skill of 50%, and is dealing with small town, you can bet that the bullets a tribal leader whose Barter skill is will be flying as soon as they aren't 25%, the character's goods gain a 25% looking. Of course, taking out a city value. A knife worth 100 would then be of a million is damn near impossible (a worth 125. Of course, the GM could GM that would allow that ought to have roleplay this situation without all their head examined, in addition to the these numbers for a more realistic game combat taking over a year), but people experience. will still hear about the person who exterminated a village of 100 tribals. Karma Childkiller As previously mentioned, Karma in A character earns this perk after they Fallout is a numerical measure of how slay their first child. Whether a “good” or “evil” a person is. Usually, person is the purest good or the darkest the GM determines what actions will earn evil, they realize that children are the or lose a character Karma points, most important thing in the wastes, as although adventures may outline Karma they represent the final hope for human points for performing specific actions. survival. Characters who kill children Some examples of actions that might earn are almost instantly recognized (word or lose a character Karma points are: manages to get out fast) and hated. Storekeepers won't deal with Help a person in trouble: +10 Childkillers, and they can only find Attack an innocent person: -10 solace in the most evil or insane of Kill an innocent person: -30 places, because other people tend to Steal from an honest merchant: -10 spit on them, throw things at them, or Steal from a crooked merchant: +5 attack them on sight. Run over someone’s dog: -5 Kill a notorious bandit: +50 Prizefighter Join a notorious bandit: -40 The character becomes known by Disable a ticking nuclear bomb: +100 reputation as a boxer, and a good boxer Detonate a nuclear bomb: -500 too. After a certain number of wins in the boxing ring, the character earns the And so on. GMs are encouraged to be as Prizefighter perk. People who respect creative as they want when doling out boxers will treat the character better; Karma points, but not to use them to people who disdain boxing will treat the corral adventurers into performing character will a little contempt. certain actions. Remember that evil characters can have just as much fun as Slaver good characters. A character earns this perk after voluntarily joining the Slaver's Guild. Karmic Perks Since the bombs fell, slavery has become a profitable enterprise in lesser In the Fallout universe, certain actions civilized (and sometimes the "most will earn the character Karmic "Perks." civilized") parts of the wastes. In the These perks can be good or bad, 100 years since the War, a kind of depending on how you look at them. coalition grew among slavers. They Below is a list of Karmic Perks, with identify themselves with a tattoo that the actions required to earn them covers most of the face. Of course, (although most of them should be that makes their profession obvious to obvious). anyone looking at them. Characters with the Slaver tattoo will be treated well Berserker by those who respect (and earn money This dubious title is bestowed upon a from) slavery, and hated by those who character (or party) that manages to refuse to partake. take out an entire town of people. If a village or small town disappears or ends up dead one day, someone is bound to notice and search for clues. For a mercenary looking for work in some warlord's army, this may be just the 31

The Art of the Thief (GM's discretion) but the target will notice. Whether or not the target rips Sneaking the character's throat out depends on what kind of person they are. If a neaking around takes a certain character fails the Steal roll, and amount of concentration, planning, their target wants to initiate combat, S and luck. When a character wants their target automatically sequences to sneak, he or she should announce first in the opening round. Note than their intentions. The Gamemaster should when the "target" is looking away (kind then roll the character's sneak skill, of a "picking the pocket" sort of and re-roll every minute thereafter. crime), the success rate may increase. The interesting thing about sneaking is that the character always thinks he or Picking Locks she is successful at it, whether or not they truly are successful (more enerally, locks exist to keep accurately, the character hopes that people out of places (or in places, they are successful). Only the GM knows Gin the case of a cage). Characters for sure if the character is can make rolls to break through these successfully keeping to defenses, from simple padlocks on the shadows. Sometimes a lockers in high schools to top-notch character will be tipped safes in corporate offices. off to an unsuccessful sneak when an NPC gives There are two types of locks: regular them a funny look and and electronic. Electronic locks asks them what they are require either a key or an item called doing. Things like amount an electronic lockpick. Electronic of cover, light, and lockpicks are generally only available Perception of people or from a Thief Guild or a very well- critters around the connected source. Regular locks can be sneaker effect the chances to sneak, at picked without a regular lockpick, the Gamemaster's discretion. Characters although lockpicks can greatly enhance who are sneaking successfully get a +40% the chances of cracking the lock. The bonus to their Steal skill while chances of cracking a safe can be sneaking, and always get to attack first increased with safe cracking tools. in combat (and sometimes can avoid combat by getting the drop on an enemy Lockpicking takes 1 minute to attempt. and killing him outright). If the player rolls 95% or more, and that roll results in a failure, then the Stealing lock is broken and can only be opened with explosives, which might result in umans have lived on the Earth for damaging whatever is on the other side about three million years. For of the lock. H290,000 of those years, we lived in relative harmony, without war and crime. About 10,000 years ago, someone got the bright idea to begin taking food and locking it up. As soon as one human began to deny other humans access to things, the art of stealing was born. In the Fallout universe, there are still many people keeping things under lock and key. Therefore, it sometimes becomes necessary to relieve them of their items. Characters can attempt to steal from anyone or anything with goods, from people to stores. Sneaking successfully can increase the chances that a character successfully steals an object. If a character fails a roll to steal, it isn't necessarily obvious. The character still may get the item

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Advancement and sometimes just do strange things. Some will require a creative Gamemaster fter killing enough critters and to implement. Perks do have level and doing enough tasks, characters will statistic requirements at times. Some Aadvance in levels. The table for perks can be added more than once; they advancement is shown below. have "ranks." A perk with 2 ranks can only be chosen twice. A complete list Level XP Required of perks is below. Occasionally, there 1 0 are perks one can earn that are not on 2 1,000 this list. These are special perks, and 3 3,000 should not be treated lightly! 4 6,000 5 10,000 6 15,000 Action Boy (or Girl) 7 21,000 Your character knows how to make the 8 28,000 most out of every moment. For each rank 9 36,000 of this perk, the character gets an 10 45,000 additional Action Point each combat 11 55,000 turn. 12 66,000 Ranks: 2 13 78,000 Requirements: Agility 5, Level 12 14 91,000 15 105,000 Adrenaline Rush 16 120,000 You have a fear of death that allows you 17 136,000 to fight harder when you are wounded. 18 153,000 When your character's HP drop below 50% 19 171,000 of their maximum, your character gains a 20 190,000 +1 Strength bonus, to a maximum of 10. 21 210,000 Ranks: 1 22+ 40,000 more XP per level Requirements: Strength 1-9, Level 6

In addition, a character gets 3 + (1/2 Animal Friend EN) to their maximum HP total and 5 + (2 Your character spends a lot of time with X IN) skill points to distribute among animals. A LOT of time. Animals will their skills. Note that skills do not not attack one of their friends, unless always increase at the same rate. The the animal is threatened or attacked cost in points to raise a particular first. Exactly what an animal is in skill by one percentage point is listed this world is open to debate. on the table below. See also Ranks: 1 Intelligence, above. Requirements: 5 Intelligence, 25% Outdoorsman, Level 9 Skill Progression Awareness Current % Cost to Increase (SP) You know exactly what is going on in 1-100 1 combat. This perk gives you more 101-125 2 information when you examine a critter. 126-150 3 You can see their exact number of hit 151-175 4 points and the weapon they are armed 176-200 5 with, if any. 201+ 6 Ranks: 1 Requirements: Perception 5, Level 3 Advancement: Perks Better Criticals very 3 or 4 levels, characters gain Your shots somehow hurt more than usual. a perk. Perks represent knowledge The critical hits you cause in combat Ethey've acquired traveling through are more devastating. When you do a the wasteland. Characters normally get critical hit that does not kill a perk every 3 levels (Level 3, 6, 9, outright, your hit does 1.5 times normal and so forth) but characters with the damage. In addition, your chance to Skilled trait get a perk every 4 levels cause damage to a limb is increased by (4, 8, 12, 16, and so forth). Perks can 50%. If you critically hit for 40 affect stats, skills, secondary stats, points of damage, for instance, you 33 would instead deal a whopping 60 points. character gains 50% to the number of OUCH! skill points earned when reading Ranks: 1 educational books. Requirements: Perception 6, Luck 6, Ranks: 1 Agility 4, Level 9 Requirements: Intelligence 6, Level 3

Bonus HtH Attacks Cult of Personality Your character has watched Jackie Chan Everybody likes your character. and Bruce Lee and managed to learn a EVERYBODY. Instead of getting a thing or two. Your character can make negative modifier for the "wrong" kind more hand-to-hand or melee style attacks of karma, you get a positive modifier. per combat turn with this perk. The AP Bad people like good characters, and cost to use a HtH or Melee attack is good people like bad characters. Go reduced by 1. Ranks: 1 figure. Requirements: Agility 6, Level 15 Ranks: 1 Requirements: Charisma 10, Level 12 Bonus HtH Damage You have learned a special technique to Demolition Expert deal more damage with your fists and Your character has learned how to handle melee weapons. Your character gains a explosives. For characters that like to +2 bonus to Melee Damage for each level blow things up, there is nothing better of this perk. than this perk. Explosives set by this Ranks: 3 character do 50% more damage and will Requirements: Agility 6, Strength 6, always detonate on time. Level 3 Ranks: 1 Requirements: Agility 4, Traps 90%, Bonus Move Level 9 You have learned to take longer strides in combat. For each level of this perk, Dodger your character can move 2 more hexes in Your character has developed into a combat. The first two hexes a character slippery little rat. This perk will moves do no cost any APs. lower your character's chances to be hit Ranks: 2 in combat. Armor class increases by +5 Requirements: Agility 5, Level 6 for each rank. Ranks: 2 Bonus Ranged Damage Requirements: Agility 6, Level 9 You know just where to hit to make it hurt more. Your character does +2 Driving City Style points of damage per round fired for Your character has picked up some each level of this perk. aggressive Ranks: 2 driving Requirements: Agility 6, Luck 6, Level 6 techniques. She gets a Bonus Rate of Fire onetime 30% Your trigger finger is a little faster bonus to than normal. Each ranged weapon attack Pilot costs one less AP to perform. skill, and Ranks: 1 any rolls Requirements: Agility 7, Intelligence 6, against Perception 6, Level 15 skills made while Cautious Nature behind the Your character has learned to be wary of wheel get a +2 bonus. the world around him. His Perception is Ranks: 1 increased by +3 when determining where Requirements: Perception 6, Agility 5, he begins in random encounters. Level 9 Ranks: 1 Requirements: Perception 6, Level 3 Earlier Sequence Your character will be more likely to Comprehension move before other characters and Looks like all those study skills critters in combat with this perk. Each courses paid off. With this perk, your 34 rank of this perk increases a Gain Agility character's Sequence by +2. Increases your Agility by +1 Ranks: 3 permanently. Requirements: Perception 6, Level 3 Ranks: 1 Requirements: Agility 1-9, Level 12 Educated Every rank of this perk will add +2 Gain Charisma skill points when your character gains a Increases your Charisma by +1 level. permanently. Ranks: 3 Ranks: 1 Requirements: Intelligence 6, Level 6 Requirements: Charisma 1-9, Level 12

Empathy Gain Endurance You get a better idea of what to say to Increases your Endurance by +1 an NPC with this perk. The GM _must_ permanently. warn you when dialogue will be Ranks: 1 interpreted the wrong way. Requirements: Endurance 1-9, Level 12 Ranks: 1 Requirements: Perception 7, Intelligence Gain Intelligence 5, Level 6 Increases your Intelligence by +1 permanently. Explorer Ranks: 1 This perk will make it more likely that Requirements: Intelligence 1-9, Level 12 your character will find those strange and interesting encounters and items. Gain Luck It is up to the GM to decide what those Increases your Luck by +1 permanently. items and encounters are. Ranks: 1 Ranks: 1 Requirements: Luck 1-9, Level 12 Requirements: Level 9 Gain Perception Faster Healing Increases your Perception by +1 Characters with faster healing just permanently. plain heal faster. For each rank of Ranks: 1 this perk, your character gains a +2 to Requirements: Perception 1-9, Level 12 the Healing Rate statistic. Ranks: 3 Gain Strength Requirements: Endurance 6, Level 3 Increases your Strength by +1 permanently. Flower Child Ranks: 1 With this perk, you are much less likely Requirements: Strength 1-9, Level 12 to be addicted to chems (50% less likely, actually) and suffer ½ the Ghost withdrawal time as a normal person. In areas of darkness, or at night, Ranks: 1 characters with this perk gain +20% to Requirements: 5 Endurance, Level 9 their Sneak skill. Ranks: 1 Fortune Finder Requirements: Sneak 60%, Level 6 Random encounters yield more money. Of course, you have to take it off the Harmless cold, dead bodies of your opponents. Your character's innocent demeanor makes How much money is up to the stealing from people a little easier. GM. This perk grants a +20% bonus to steal. Ranks: 1 Ranks: 1 Requirements: Luck 8, Level 6 Requirements: Steal 50%, Karma > 49, Level 6 Gambler This perk adds a one-time +20% to the Healer Gambling skill. Each rank of this perk will increase the Ranks: 1 number of Hit Points healed by the use Requirements: Gambling 50, Level 6 of First Aid or Doctor skills by 4-10

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points (1d6 +4). The second rank adds Requirements: Agility 5, Luck 5, Level 9 +8-20 (2 X (1d6 +4)). Ranks: 2 Living Anatomy Requirements: Perception 7, Agility 6, This perk confers a +10% bonus to Intelligence 5, First Aid 40%, Doctor. Since characters with this perk Level 3 have greater knowledge of anatomy, they also do +5 points of damage with every Heave Ho! attack to living creatures. For purposes of determining the maximum Ranks: 1 range of thrown weapons only, this perk Requirements: Doctor 60%, Level 12 will increase Strength by +2 for each rank. Master Thief Ranks: 3 This perk gives a one-time bonus of 15 Requirements: Level 6 points to both the Lockpick and Steal Here and Now skills. With this perk, your character Ranks: 1 immediately gains enough experience Requirements: Lockpick 50%, Steal 50%, points to go up to the next level. If a Level 12 character chose this perk at level 9, they would gain enough experience points Master Trader to go to level 10, placing them at a This perk confers a one-time 30% bonus total of 45,001 experience points. to your Barter skill. Ranks: 1 Ranks: 1 Requirements: Level 9 Requirements: Charisma 7, Barter 60%, Level 9 HtH Evade If your character is not carrying any Medic weapons in either hand, at the end of a This perk gives a one-time bonus of 10% combat turn, the character gains 3 to First Aid and Doctor. points of AC instead of the normal 1 for Ranks: 1 each unused Action Point. Requirements: First Aid OR Doctor 40%, Ranks: 1 Level 12 Requirements: Unarmed 75%, Level 12 Mental Block Kama Sutra Master Mental Block is the ability to tune out This perk confers great stamina and any outside mental interference. You skill when doing the dirty. must have learned this talent from a Ranks: 1 passing guru, or from a really late Requirements: Endurance 5, Agility 5, night at the bar. For purposes of Level 3 determining range in combat AND finding traps ONLY, your character’s Perception Karma Beacon is raised by 1, to a maximum of 10. Your Karma ran over someone's Dogma. Ranks: 1 Karma is doubled for the purposes Requirements: Level 15 of reaction. Ranks: 1 More Criticals Requirements: Charisma 6, Level 9 Characters with this perk cause more critical hits in combat. Each rank adds Lifegiver +5 to the Critical Chance statistic. Every time your character gains a level, Ranks: 3 gain an additional 4 HP for each level Requirements: Luck 6, Level 6 of this perk. With two ranks, that's +8 HP per level! Mr. (or Ms.) Fixit Ranks: 2 This perk gives a one-time bonus of 10% Requirements: Endurance 4, Level 12 to both the Repair and Science skills. Ranks: 1 Light Step Requirements: Repair 40% OR Science 40%, Characters with this perk are much less Level 12 likely to set off traps. For purposes of triggering a trap, they gain a +4 Mutate! bonus to Agility. Picking this perk will also make you Ranks: 1 select one of your current Traits to 36 remove. You then get a chance to pick Pyromaniac another Trait. Weird, eh? This perk will make your character do Ranks: 1 horrible things with fire - to other Requirements: Level 9 people. +5 points of damage with fire- based weapons such as flamethrowers, Mysterious Stranger molotov cocktails, napalm, and so forth. When you select this perk, there is a Ranks: 1 chance (30% + (2 X LK)) that your Requirements: Big Guns 75%, Level 9 character will gain a temporary ally, but only in random encounters. The GM Quick Pockets will choose that ally. It only takes two action points instead Ranks: 1 of four to swap equipment in combat. Requirements: Luck 4, Level 9 Ranks: 1 Requirements: Agility 5, Level 3 Negotiator This perk gives a one-time bonus of 10% Quick Recovery to Speech and Barter. It only costs you one AP to stand up Ranks: 1 after being knocked down. Requirements: Barter 50%, Speech 50%, Ranks: 1 Level 6 Requirements: Agility 5, Level 6

Night Vision Rad Resistance Your character can see better in Each rank of this perk increases the darkness when you select this perk. Radiation Resistance of your character Negative modifiers for dark conditions by 15%. are reduced by 50%. Must be all the Ranks: 2 carrots you ate.. Requirements: Endurance 6, Intelligence Ranks: 1 4, Level 6 Requirements: Perception 6, Level 3 Ranger Pack Rat This perk adds +15% to Outdoorsman. It Each rank of this Perk adds +50% to your also makes finding those special character's Carry Weight statistic. encounters and items a little easier. Ranks: 2 Ranks: 1 Requirements: Level 6 Requirements: Perception 6, Level 6

Pathfinder Salesman This perk reduces travel time by 25%. Your character becomes a You just have a knack for finding those better salesman with this old trails and roads. perk. +20% to the Barter Ranks: 1 skill. Requirements: Endurance 6, Outdoorsman Ranks: 1 60%, Level 6 Requirements: Barter 50%, Level 6 Pickpocket Characters with this perk gain a 25% Scout bonus to their Steal skill for the Your character can see further in the purposes of stealing from other wilderness. Maps are easier to read. characters or NPCs. It is up to the GM to determine exactly Ranks: 1 how this works. Special encounters and Requirements: Agility 8, Steal 80%, items are a little easier to find with Level 15 this skill as well. Ranks: 1 Presence Requirements: Perception 7, Level 3 You gain a +1 bonus to your Charisma for reaction rolls for each rank of this Scrounger perk. You can find more ammo than the normal Ranks: 3 post-nuclear survivor. You always find Requirements: Charisma 6, Level 6 double the normal ammunition in random encounters. Ranks: 1 Requirements: Luck 8, Level 9 37

Sharpshooter If your character is about to be knocked With each rank of this perk, Perception down in combat, he can roll a percentile increases by +2 for the purposes of dice and has a 50% chance to avoid that determining the modifiers for range in fate. combat. Ranks: 1 Ranks: 1 Requirements: Strength6, Level 3 Requirements: Perception 7, Intelligence 6, Level 9 Strong Back Each Rank of this perk increases Carry Silent Death Weight by 50 lbs. While sneaking successfully, characters Ranks: 2 with this perk do double damage using Requirements: Strength 6, Endurance 6, HtH or melee attacks if they can hit Level 3 their opponent in the back (backstab!) Ranks: 1 Survivalist Requirements: Agility 10, Sneak 80%, Gain a +25% bonus to the Outdoorsman Unarmed 80%, Level 18 skill with this perk. Ranks: 3 Silent Running Requirements: Endurance 6, Intelligence This perk allows characters to run and 6, Outdoorsman 40%, Level 3 sneak at the same time. Ranks: 1 Swift Learner Requirements: Agility 6, Sneak 50%, Each rank of this perk adds an Level 6 additional 5% to your character's experience points when he earns them. Slayer For example, Jack's character Garfield In HtH or melee combat, holders if this kills a Rad Rat (50 XP). He would earn Perk do a critical hit with a successful 53 XP instead of the normal 50 at the roll against Luck! first rank of this perk. Ranks: 1 Ranks: 3 Requirements: Agility 8, Strength 8, Requirements: Intelligence 4, Level 3 Unarmed 80%, Level 24 Tag! Smooth Talker Pick an additional Tag Skill. Each rank of this perk will increase Ranks: 1 your Intelligence by +1 for rolls Requirements: Level 12 against that Stat when attempting to smooth-talk NPCs. Thief Ranks: 3 A one-time bonus of +10% to Sneak, Requirements: Intelligence 4, Level 3 Lockpick, Steal, and Traps. Ranks: 1 Snakeater Requirements: Level 3 This perk adds +25% to Poison Resistance. Toughness Ranks: 1 This perk confers a +10% to Damage Requirements: Endurance 3, Level 6 Resistance. Ranks: 1 Sniper Requirements: Endurance 6, Luck 6, Level Your character will do a critical hit 3 with a ranged weapon with successful roll against Luck and this perk. Weapon Handling Ranks: 1 This perk adds +3 Strength for the Requirements: Agility 8, Perception 8, purposes of strength requirements for Small Guns 80%, Level 24 handling and firing weapons. Ranks: 1 Speaker Requirements: Agility 5, Level 12 This perk gives a one-time bonus of 20% to the Speech skill. Ranks: 1 Requirements: Speech 50%, Level 9 Stonewall 38

Part IV: The Fallout rapidly growing organization, and one that gains power and influence with each Universe (Post-Nuclear month.

United States: The Rough The Desert Rangers - When the bombs went Guide) off, a group of Army rangers on a routine training exercise in the south his section offers a travel guide Nevada desert managed to take over a to the "canon" Fallout universe; prison and throw out "uncooperative" Tthat is, the one that fans of the inmates. The rangers, and the inmates game will recognize. Also included is that stayed, survived the nuclear winter information from Fallout's predecessor, and built an organization designed to Wasteland, which seamlessly fits into restore law and order to the shattered the Fallout world. world. Self-proclaimed protectors of the innocent and weak, Rangers go around trying to restore a little law and order Some Common Things in the to the largely lawless wastes. They Fallout Universe don't have much influence, but small groups of them have been known to affect his is a guide to some large changes on towns. organizations and things travelers Tin the wastes may come across. The Guardians - Another quasi-religious Many of these are staples of the post- group is the Guardians. They operate nuclear environment. Citadels, oftentimes converted prisons or military installations, and horde The Brotherhood of Steel - A quasi- technology for themselves. Less religious, quasi-political group, the organized than the Brotherhood of Steel, Brotherhood of Steel is an organization they live a monk-like existence (and spanning most of the western United even call each other Sister, Brother, States. The Brotherhood is dedicated to Father, etc.) and limit contact with preserving technology no matter what the outsiders. In fact, anyone attempting cost. There are many different ranks to enter one of their citadels is within the Brotherhood, but most usually fired upon. The Guardians are encounters occur with Paladins, warriors the makers of the awesome Proton Axe, a who wear Power Armor; Knights, Engineers fearsome weapon that rivals anything the dressed in Combat Armor; and Scribes, Brotherhood has produced. Not much else scholars who wear unique robes. Unlike is known about the Guardians, except the chivalrous knights of old, members that they loathe the order of the old of the Brotherhood are not interested in America almost as much as the disorder justice for the obviously weaker and of the new. less fortunate around them, but instead in keeping their secrecy and preserving The New California Republic - The and developing technology. Their Republic, or NCR as it is widely known, motives are often unclear, and is a strange mix of pre-War democracy Brotherhood members are not people to be and post-War dictatorship. Begun in the trifled with. If you encounter one in town of Shady Sands, now the capital the wastes, they are most likely on some (although the city itself is often kind of mission. referred to as the NCR), the Republic covers most of Southern California and The Church of the Mushroom Cloud - A some settlements in far west Nevada. cataclysmic event like the War is the Cities and towns send delegates to Shady kind of occurrence that inspires people Sands, which boasts an impressive post- to find faith, and the Church of the War capitol building, and a president is Mushroom cloud grew to meet that need. elected from among the delegates. So Filled with strange religious practices, far, all of the presidents have come including radiation baths and bleeding from Shady Sands, the city with the rituals, the Church has become quite greatest number of delegates, as it is popular in and around Las Vegas, where the most populous. To become a citizen it is based. It isn't clear what the of the NCR, a person must agree to Church's motives are, or if its follow their rules, most of which are popularity is based on "aggressive" enforced by the huge NCR police force. methods of conversion, but it is a Mutants and ghouls are not permitted the 39 same membership privileges as humans. Although many larger pockets of Slavery is forbidden in the NCR, and civilization have outlawed slavery, members of the slave guild are thrown in smaller dictators allow the purchase and jail on sight. In addition, the sale of other human beings. Slavery government controls what weapons the also happens to be one of the most citizens have access to, and it is controlled businesses in the post- illegal to brandish weapons inside city nuclear world. All slave trade is done limits. Gambling and prostitution are through the Slave Guild, a collection of also illegal in the NCR. The Republic older slavers who decide prices and grants a city membership - and, by organize capture hunts. Anyone caught extension, the presence of the NCR capturing or selling slaves without the police and protection - in exchange for blessing of the slave guild is usually tax profits and control over trade. The executed. Since the Guild holds so much NCR has been known to bully cities into power, it often controls smaller towns joining, especially when that city were it operates, although from behind trades in something that the NCR needs, the scenes. Members of the Slave Guild although such bullying is usually done have a distinctive tattoo covering most with embargos, not guns. of their face, making them readily identifiable to both friend and foe, Police - Each town maintains its own allowing the guild to make fast police force, usually headed by an judgments when someone without "the tat" elected Sheriff, to enforce its laws. has a tribal up on the auction block. Larger groups use organized police militia forces, who often are above the Tribes - Where Raiders are more nomadic, law in their enforcement of it. Due some groups have settled into a simple, process and fair trials are things of agricultural lifestyle, forming small the past; more often than not, justice villages. Some of these are little more is fast and deadly, or at least painful. than tents, others are large communities Smaller town police tend to be more in ruins of towns. "Tribals" often have willing to listen to both sides of an sophisticated - and unique - belief argument, and will be more likely to systems, and no two tribes are going to throw a criminal out of town rather than be alike. They have managed to find jail or execute them, although they ways to make artifacts from before the often listen to the desires of the War useful. Tribals are not necessarily townspeople regarding these matters. interested in rebuilding civilization, Members of larger police forces tend to which many view as the cause of the be more corrupt, and can often be destruction (if, indeed, they remember bribed. Be warned that bribing police pre-War civilization at all), and are can result in greater penalties if wary of larger groups of people and unsuccessful. cities. In turn, city dwellers view Tribals as primitive savages. Raiders - Raiders are tribes of people that steal what they need from other Vaults - Before the War, a company communities. They usually do not have called Vault-Tec built a series of villages, but semi-permanent enormous underground facilities for the encampments, often in the ruins of small US Government designed to keep people towns. Children and older members of safe from disaster. They financed this the community will engage in some small- project by selling places in the Vaults scale agriculture, but Raiders mostly to people who could afford them. survive on what they can steal from Although they never expected to use the villages, merchant caravans, and other Vaults, many people managed to find Raiders. Usually, they prefer to strike their way into them before the bombs and fade quickly, not so much interested hit. Vaults are three-story underground in killing but immobilizing and taking structures deep inside of mountains, what they want before the guards come. where they are shielded from the effects Generally considered a nuisance in most of radiation, disease, and other areas, but larger "kingdoms" may have catastrophes. They were designed to run sent police after Raiders in their area, for as long as necessary to keep people eliminating the threat. alive, using hydroponics technology and water-recycling. Many stayed sealed for The Slave Guild - Slavery is a lucrative 80 or 100 years. Vaults were equipped business in the post-War world. with sensor devices to monitor outside 40

conditions, and had computers with vast the population is spread over such a amounts of pre-War data. In addition, large area. they were well stocked with weapons and other important tools. Vaults were The Glow - East of LA is an area called equipped with an item called the The Glow. Apparently, this place was G.E.C.K., the Garden of Eden Creation important enough to nuke so that people Kit, a device that was designed to help 150 years later wouldn't be able to walk the inhabitants built a new life once it there. Although innocent enough by day, was safe to return aboveground. Some at night The Glow turns into an amazing Vaults were destroyed by earthquakes, sight visible for miles. Of course, Raiders, or other disasters, but a few getting too close to The Glow will cause of them managed to survive, technology - you to glow too! The Glow is located in and people - intact. the vicinity of the old Edwards Air Force Base, and it is rumored that there Places to Visit was a Vault built somewhere nearby. Radiation levels are at or near Ground ost of the known Fallout universe Zero (this WAS ground zero!) is in the California - Nevada area. MOur little tour begins with the The Hub - The Hub is a large community ruins of LA. of traders, barterers, gamblers, and other interesting scum. Built on the ruins of Barstow, California, in the middle of the Mojave desert, The Hub is a stopoff point for caravans north to Shady Sands and the New California Republic, east to Las Vegas, and south to the Boneyard. At any time there are around 3,000 to 3,500 people in The Hub. Police presence in The Hub isn't strong, and the wide variety of people passing through ensures that there is always something interesting going on. Radiation levels are low in this area. The Hub is a member of the New California Republic.

Necropolis - This Greek word meaning Los Angeles, or the LA Boneyard - Called "City of the Dead" refers to this the Boneyard because of the skeletal strangely silent ghost town. Most of skyscrapers still standing in the ruins the buildings are intact, but travelers of this once huge city, Los Angeles report that no one seems to live there, houses gunrunners, gangs, and various and people who arrive to settle it people with delusions of grandeur. The either end up with radiation sickness or largest concentration of people live in simply disappear. The truth of the a "suburb" called Adytum, controlled by matter involves a large population of a police force called The Regulators. ghouls beneath the city's streets. Some parts of the Boneyard are Necropolis is east of the Hub, about controlled by deathclaws, an intelligent halfway between The Hub and Las Vegas. species of giant mutant lizard. All Merchants usually avoid Necropolis told, perhaps 30,000 people call the altogether, or plan their trips so that Boneyard home, including a religious they pass it during the daylight hours, sect called the Followers, who live in as it has a bad reputation. The ghouls the radioactive ruins of a cathedral are intensely afraid of outsiders, and they constructed after the War that a prefer guerilla tactics to keep their certain adventurer destroyed. In city safe. There may be as many as general, radiation levels are low here, 5,000 ghouls living beneath Necropolis. except around the cathedral ruins, where Radiation levels in Necropolis are it can get quite high. The Boneyard is higher than the rest of the area, as a an official member of the New California bomb exploded at Fort Irwin not far Republic, but police have been north, and the radiation infected the unsuccessful in stopping gang warfare groundwater. and deathclaw threats, partially because

41

Junktown - Nestled in a Sierra Nevada people on board drifted until they mountain valley, Junktown is a landed in San Francisco. They call collection of buildings made by themselves the Shi, and have managed to survivalists who flocked to the keep many of their old traditions and mountains before the war. The natural customs, which is more than many air currents and lack of targets left American groups can say. Somehow, the the area relatively unscathed from both city was spared a good deal of bombs and fallout, and life in the destruction, although radiation levels mountains continues pretty much as it were high for a while. Two clans did before the war, with the exception currently battle for control of San of zero government infrastructure and no Francisco, and the style of martial arts public resources such as water or that will reign in the future. The Shi electricity. Junktown was an attempt to manage to run an extensive weapons remedy that problem. Instead of the trade, offering pieces of technology ruins of an old town, Junktown's usually only available to groups like founder, a man named Killian, thought it the Brotherhood of Steel. Where they would be better to begin from the ground manage to get these items is unknown. up. Today, Junktown is a relatively There is a population of artists, quiet place, mostly selling excess food disenchanted people from various cities, to towns around it. Although Junktown and ex-military personnel that have is officially a member of the New taken over an old oil tanker still California Republic, NCR presence here floating in the harbor. They will is minimal at best. The entire town usually trade expertise for goods, maintains its frontier quality, and although they prefer to be left alone. gambling, boozing, and prostitution laws The third major group, which does not are not strictly enforced. About 3,000 trade, is a religious community called people call Junktown home. Radiation the Hubologists. Run by an artificial levels here are very low. intelligence in a computer mainframe, the Hubologists are obsessed with an old Shady Sands, Capital of the New space shuttle they found parked at the California Republic - East of the Sierra airport, and are attempting to make it Nevada, north of Death Valley, Shady fly again, so they can join their "gods" Sands stands as a tribute to what people in the heavens above. The NCR has have accomplished since the War. A little influence in San Francisco, and bustling town of 40,000, Shady Sands was the Shi are quite happy to avoid them. completely built after the War, and made All told, there may be 15,000 people great by the first NCR president, a living here. Radiation is low in San woman named Tandi. It is a clean, Francisco. modern city with running water, electricity, a huge, well armed police New Reno - Built on the ruins of "The force, and a dream of ruling most of the Biggest Little City in the World," New wastes. For details on the NCR, see Reno is a town run by gangsters and drug above. Shady Sands itself is a walled dealers. Although the New California town, with non-citizens encamped Republic has been trying hard to outside, watched closely by NCR guards. convince New Reno to join, the lack of Shady Sands is a major trade point for central government and potential loss of Las Vegas to the east and Redding, profits from the drug trade have Broken Hills, and Vault City to the prevented them from doing so. Four north. Police in Shady Sands tend to crime families control New Reno: the look unfavorably on travelers, Mordinos, the Wrights, the Bishops, and especially those who are not citizens of the Salvatores. The Salvatores control the NCR. There is a flourishing trade the illegal weapons trade, the Mordinos in illegal alcohol, drugs, and weapons control drugs, the Bishops deal with in Shady Sands, although if a person is prostitution and the pornography caught with such items, justice is industry, while the Wrights try to grab usually swift and harsh. Radiation whatever is left. Reno is truly a pit levels are low in and around the city. of a city, with glitzy neon signs advertising sex, drugs, and rock and San Francisco - Old San Francisco is now roll everywhere. It also serves as a home to a large population of Asian base for the Slavers Guild. Caravans settlers. Survivors of a nuclear come here to load up on drugs to sell submarine abandoned after the War, the illegally to the NCR and other towns. 42

Without any police at all, Reno exists people live in Redding, and most of them in a state of near anarchy, although a are miners. Radiation levels in Redding street-smart person could do very well are low. here, especially if they found work with one of the crime families. Gun shops The Den - North and slightly west of are well stocked, and several black Redding is a vile city called The Den. market shops sell things that you can't The Den is Reno without the glamour and find anywhere else. It is rumored that lights, headquarters for the Slavers the Salvatores even have a supply of Guild and stopping point for caravans laser or plasma weapons. Around 8,000 heading out to smaller villages to the people populate the area. Radiation north, in Oregon. There are no police levels in and around New Reno are low. in The Den, and travelers stay here at their own peril. The Den grew up around Broken Hills - East of Reno is a town the remains of a small town, and is a called Broken Hills. Broken Hills is collection of ramshackle buildings and one of the few places that mutants and slave pens. There are good people in ghouls are welcome, since it was founded The Den, but they are few and far as an experiment in racial tolerance. between. The Reno crime families hold a Broken Hills is a major supplier of good deal of influence here, and control uranium, which mutants can mine and the drug trade in and around The Den. handle without worrying about side- There are around 2000 people living effects. The uranium is then shipped here, not counting the couple hundred south to Reno, the NCR, and north to slaves. Radiation levels are low in The Vault City and Gecko to use in power Den. plants. The town was built around the mine by mutants, ghouls, and tolerant Modoc - East of The Den, on the way to humans. It does quite well for itself, Vault City, is Modoc. A dwindling and has thusfar resisted the overtures collection of survivalists, Modoc is of the NCR, whose taxation and anti- built on the edge of the former Modoc mutant laws could ruin the fragile National Forest. For a long time it balance there. Broken Hills is run by a traded in leather and meat from Brahmin, kindly Sheriff named Marcus, and has an but as other places were offering the overall friendly quality, although like same goods at cheaper rates, and people many small towns there is often much began herding and raising their own more in Broken Hills than meets the eye. Brahmin, Modoc has been on the decline. 1,000 mutants, 500 ghouls and 500 humans It is mostly a sleepy mountain are permanent residents here. Radiation community, with a centrally located Bed levels in Broken Hills are normal, and Breakfast for the traveler. Modoc except in the mine, where it is slightly is beginning to change to a trade city, radioactive. taking its cue as a stopover place for the Vault City trade routes, but the Redding - North and west of Broken Hills change may not be enough to save it. is the mining town of Redding. Redding There are around 2000 people in Modoc, mines gold for shipment to Reno and the and radiation levels are low here. NCR, and the miners are some of the largest consumers of Reno's drugs. The Vault City - On the eastern side of actual town of Redding lies a few miles Nevada's Santa Rosa mountains, butting to the east, but is abandoned. The up against a sturdy mountain peak, Vault mining town is a collection of wooden City sits as a jewel in the rough of the buildings, and can be a wild and wooly wastes. Built by a G.E.C.K. from a place. There is no real police force to nearby Vault, Vault City practices a speak of, and the mining companies deal limited form of democracy, although it with internal disputes. A Sheriff does not allow anyone who is not a exists, but mainly works as a mediator direct descendant of their vault- between different mining companies. dwelling citizens to become citizens. Each company has its own mine, and some Mutants and ghouls are treated with open own various casinos, hotels, and contempt here. There are walls around brothels. Redding has also been Vault City, and another wall on the avoiding the influence of the NCR, interior, holding administrative although there are elements in town that buildings as well as fine apartments and strongly favor joining, if just to get houses. The only ones who can reach rid of the rampant drug problem. 2000 this inner area, however, are citizens 43 or their servants - slavery is Klamath - The old Oregon town of Klamath technically illegal in Vault City, Falls, now just Klamath, is a small although servitude is usually for life. community of trappers that hunt the The Vault itself is still open in the giant, mutant lizards called geckos in inner part of the city, and as a result the area. Although the geckos resemble Vault City enjoys the best medical the smaller lizards of the same name in knowledge and pre-War technology of any pre-War America, these monsters run - group aside from the Brotherhood of quickly - on two legs and have long Steel and a few others. There are large claws on their stunted forearms as well turret machine guns placed all around as sharp teeth. A certain species, the walls of Vault City, and the elite called the golden gecko, hunts in packs guards even have laser weapons. Outside and has even displayed some forms of the walls of the city proper are those low-level intelligence. Highly prized who live within Vault City's protection, for their pelts, geckos and golden who abide by the strict laws prohibiting geckos are the lifeblood of this small drugs, slavery, prostitution, and community. Klamath is the stopping gambling. Vault Citizens often take point for caravans on their way to the advantage of these people, but to them, tiny tribal villages to the north, and the alternatives of the wastes or life also serves as a place where members of as raiders or in an uncertain village those tribes can come and exchange are not as attractive as the decent information, goods, and news with medical attention and protection of members of the larger world. About Vault City. There are close to 12,000 1,000 people live in Klamath, and citizens in Vault City, and another radiation is not a problem. 5,000 within the walls, excluding some 2,000 servants. Vault City has its own Las Vegas - Las Vegas still glows, and police force, and is not interested in it probably will forever, thanks to the joining the NCR - in fact, given half a neon and background radiation. Las chance, they would most likely fight the Vegas got nuked and nuked badly during NCR for control of California. the war, but through some strange twist Radiation levels in and around Vault of fate, people managed to survive City are low. there. Like New Reno, it is run by a crime syndicate, headed by a man known Gecko - Just to the northeast of Vault as Fat Freddy. Freddy controls all of City is the ghoul dwelling of Gecko. the gambling, drug, and sex trade in the Gecko is a small town built around the city. Truly, however, Vegas is a shell old Gecko nuclear power plant, one of of its former self, holding barely 5000 the largest suppliers of power to the people. The inhabited buildings are in pre-War American West. Although only a state of disrepair, and signs of one reactor is currently operational, further decay are everywhere. The lack the plant provides more than enough of police, NCR influence, and desperate juice to power the entire area. The mood of the town make it a haven for ghouls like the plant because of the travellers, adventurers, and all kinds radiation it leaks out, but prefer to of vile scum. The Church of the keep the power stores to themselves - Mushroom Cloud is based here as well. for now. The 5,000 ghouls who call Radiation levels are relatively low Gecko home are more open than those in throughout the city, although there are Necropolis, and will trade with caravans pockets of radioactivity here and there. and allow travellers who don't make trouble to stay in town. There is no Quartz - On the other side of the ghoul police force, except that non- Colorado river is the small mining town ghouls who break the peace are almost of Quartz. This village of 2000 is never heard from again. A kind of lend- nondescript, but does well for itself lease agreement between Gecko and some selling ores to caravans from the NCR. high officials in Vault City led to a Not much usually happens here, and sharing of Vault medical technology for travellers are welcome, so long as they a tap into Gecko's power plant, which have something to trade. There is a Vault City desperately needed. lucrative black market here, selling Radiation levels in Gecko are normal, guns to those who do not wish to make except for the power plant and directly the trip east to Darwin City. Police around it, where non-ghouls may need a presence is minimal here, and unless a few Rad-Aways to function. crime is violent, they tend to look the 44

other way. There is a toxic waste dump nearly constant dust clouds, unseen just outside of town that contains a radiation pockets, and tornadoes miles number of radioactive barrels that leak, wide usually doom these excursions. but otherwise Quartz is safe from There are rumors of small villages of radiation. Native Americans living in the Great Wastes, attempting to reclaim a lost way Needles - South of Quartz, just over the of life, but there is no conclusive California border, is Needles. A small proof of this so far. town that has big problems, Needles has recently joined the NCR, who is The Pacific Ocean - West of California currently attempting to stamp out the is the Pacific Ocean. The once placid gang problem here. With almost no goods waters have turned a light tan color, to trade, Needles is little more than a and shores are littered with debris. small tribal community, although one Pollution, dust, radioactivity, and that believes in the high ideals of pre- chemical spills have all taken their War America and sees the NCR as a way of toll, and only when one gets about 50 realizing those ideals. Whether or not miles offshore does the Pacific resemble that will actually happen remains to be its pre-War self. seen. About 1000 people call Needles home, and radiation isn't a problem Part V: A Fallout here. Bestiary Darwin City - Built on the ruins of a top-secret US Army base and scientific hese are samples of some of the research center, Darwin City is now the creatures you might find prowling home of an enormous weapons smuggling Taround the wastes. GMs are operation. Far enough away from the NCR encouraged to make up their own unusual and crime families of Reno and Vegas to creatures; after all, radiation allows operate without their attention, the creativity - and DNA - to run wild. All smugglers usually openly deal in arms the vital statistics for combat are for anyone who can make it into town. listed after the critter descriptions. Darwin City is surrounded on almost all sides by high amounts of radioactivity, Abbreviations: and although the town is safe, getting into town can be a problem for anyone HP = Hit Points not equipped for the operation. Around SQ = Sequence 500 people live and work here, enjoying AC = Armor Class the anarchistic atmosphere, but they DR = Damage Resistance employ a police force to deal with DT = Damage Threshold outsiders. Travellers almost always AP = Action Points find themselves breaking some XP = Experience Value nonexistent law, unless they have come CC = Critical Chance specifically to trade for weapons, and even then they need to prove how they Attacks: Type (% to hit, AP cost, heard about Darwin City. For the damage, special notes) career-minded adventurer, Darwin City can be interesting, especially since Rats frequent trips into the Great Wastes are made from here. Byfar the most common creatures in the wastes (and I'm not just referring to The Great Wastes - East of Darwin City the New York City subway system), rats (actually, Darwin City more or less sits and their relatives have done very well about 50 miles into it), the Great for themselves since the bombs dropped. Wastes stretch across Arizona, New There are plenty of the nasty, black Mexico, Utah, Colorado, North Texas, variety around, but radiation changed Oklahoma, Kansas, and Nebraska. Almost some of these disease-ridden vermin into nothing lives in this treeless dustbowl, some fearsome creatures. and the area is so dry that nearly nothing could live there. Occasionally, smugglers, caravans, and adventurers will try their hand at a trip into the Great Wastes, but electrical storms, 45

Giant Rat Molerats

This is basically a larger version of a Molerats are a mix between moles and rat. Giant rats range in size from rats. No one is sure whether these about a foot - the size of a cat - to creatures are the result of a creative almost a yard (meter) in length. They union between similar species, or an are covered with brown or black fur, and even stranger union with a little have black, glassy, beady eyes. Rats radiation to help things along the way. are readily identifiable by their tail, Molerats range in size anywhere from 30 that looks like a worm sticking out of centimeters to a meter and a half; the their rear end. They are not openly largest stand almost a meter at the hostile towards humans unless they are shoulder. They have mole-like faces and hungry, but packs have been known to are nearly blind in normal light; for attack when they smell blood. Giant this reason, they are almost exclusively rats can be found pretty much anywhere. found in caves. Lesser molerats are the smaller version, Greater molerats are HP: 10 the huge, ugly ones. SQ: 6 AP: 6 Lesser Molerat XP: 25 CC: 3% HP: 15 AC: 5 DR DT SQ: 7 Normal: 0 0 AP: 7 Laser: 0 0 XP: 100 Fire: 0 0 CC: 3% Plasma: 0 0 AC: 9 DR DT Explosion: 0 0 Normal: 1 5% Attacks: Claw (75%, 3 AP, D:1d4, none); Laser: 0 0 Bite (70%, 3 AP, D:1d4, Poison Fire: 0 0 Type A). Plasma: 0 0 Explosion: 1 5% Rad Rat Attacks: Claw (80%, 3 AP, D:1d8, none); Bite (75%, 3 AP, D:1d8, Poison Rats can survive large doses of Type A) radioactivity, and in certain areas, have even adapted such that they require Greater Molerat the radiation to live. These rats are about 30 centimeters long, are brown or HP: 30 black in color, and will glow slightly SQ: 9 in the dark. The main thing to fear in AP: 9 encountering Rad Rats is that they are XP: 400 slightly radioactive, and their little CC: 5% claws can transfer some of that to YOU. AC: 12 DR DT Rad Rats are usually found around Normal: 4 20% sources of radioactivity. Laser: 1 5% Fire: 0 0 HP: 10 Plasma: 0 0 SQ: 6 Explosion: 4 20% AP: 6 Attacks: Claw (90%, 3 AP, D:1d10, none); XP: 35 Bite (90%, 3 AP, D:1d10, Poison CC: 3% Type B) AC: 5 DR DT Normal: 0 0 Pigrats Laser: 0 0 Fire: 0 0 Pigrats are part-pig, part rat hybrids. Plasma: 0 0 Like their cousins the molerats, it Explosion: 0 0 probably took some creative genetic Attacks: Claw (75%, 3 AP, D:1d4, manipulation to make these critters. successful HIT +10 rads); Pigrats are large, ranging anywhere from Bite (70%, 3 AP, D:1d4, 70 cm to almost 2 meters in length, and successful HIT +10 rads) incorporate the best (worst?) of the two

46 species. Their legs are overly large, Brahmin ranches, rivaling the huge Texas although short, and they are ranches of pre-War times. Brahmin are exceptionally meaty around the also used as pack animals, hauling midsection. In fact, pigrats would make wagons for caravans. They are hardy exceptional livestock, if they weren't animals and can survive on very little so dangerous. They are amazingly food. They are tolerant of extreme resilient, and can be found almost environmental conditions, weathering the anywhere. They travel in packs of ten extreme heat of a summer's day as well or more and generally attack only to as the bitter cold of the desert winter protect their young or defend their nights. Brahmin are easily territory. If they are hungry, however, distinguishable by their two heads, they become very aggressive. although rumors of herds of one-headed Brahmin far in the east occasionally Lesser Pigrat make their rounds. Most people don't subscribe to that hogwash, however. HP: 20 Brahmin are almost always docile unless SQ: 7 attacked directly; then, the herd will AP: 7 attempt to defend themselves. XP: 200 CC: 4% Brahmin AC: 10 DR DT Normal: 1 5% HP: 40 Laser: 0 0 SQ: 6 Fire: 0 0 AP: 6 Plasma: 0 0 XP: 50 Explosion: 1 5% CC: 2% AC: 5 DR DT Attacks: Claw (75%, 3 AP, D:2d4, none); Normal: 2 10% Bite (75%, 3 AP, D:2d4, Poison Laser: 0 0 Type A) Fire: 0 0 Plasma: 0 0 Greater Pigrat Explosion: 2 10%

HP: 30 Attacks: Horn (75%, 3 AP, D:2d8, none) SQ: 9 AP: 9 Aliens XP: 450 CC: 6% Whether these creatures came from AC: 14 DR DT another planet, or are some horrible Normal: 4 25% twisting of genetic material found on Laser: 0 0 earth, is a question left to the Fire: 2 10% scientists. Since scientists are now Plasma: 0 0 few and far between, one guess is as Explosion: 4 25% good as another as to where these unusual critters originated. All have Attacks: Claw (90%, 3 AP, D:2d6, none); one thing in common. Somehow, normal Bite (75%, 3 AP, D:2d6, Poison weapons like guns and bullets don't seem Type B) to hurt them much at all, nor does beating on them with fists or melee Brahmin weapons. Only fire, laser, and plasma weapons are truly effective against After the War, most kinds of life from these creatures. pre-War America were changed into almost unrecognizable forms. Cows managed to Floaters escape that fate, for the most part, except that only a very hardy breed Floaters look a little like a jellyfish, survived (or a cross between several except they are solid and don't have hardier breeds). Brahmin are the main tentacles. Their flesh is a brownish source of beef and leather in the color, and is moist and firm to the wastes, and they can be found almost touch. They have a stalk coming out of everywhere, although they are usually in what is presumably the front of their enclosures. Some areas have vast body, although there is no discernable 47 eye or sense orifice on their bodies. AP: 9 At the end of the stalk is a flat, XP: 600 dinner plate shaped area inlaid with CC: 7% nasty spikes and spines. Adventurers AC: 20 DR DT who have tangled with floaters report Normal: 10 95% that the stalk will turn and follow them Laser: 1 10% around, even in areas of almost total Fire: 5 40% darkness. Floaters are usually around a Plasma: 1 10% meter and a half in length, and are Explosion: 10 90% narrower than they are round (presuming that the sensory stalk is actually the Attacks: Stalk (90%, 3 AP, D:3d8, none) front of the creature). They float anywhere from a half a meter to two Flailers meters off of the ground. Floaters seem to like dank, moist, dark places and are Flailers were the first form of "alien" often found in caves. Floaters seem to life encountered, and are probably the attack indiscriminately, although it is most common. Often when adventurers unclear whether they attack for food, talk about aliens, they refer to defense, or something more sinister. flailers. Flailers are bipeds - that Floaters attack by hitting things with is, they have two legs - and stand about their stalk, allowing the hundreds of two meters tall. Their skin is also spines to tear through flesh and armor. moist, firm, and either brown or gray. They travel, with crawlers, in pods of Their legs are large and strong, but around ten individuals. taper into flat, tentacle-like feet upon which the flailer walks. Its "arms" are HP: 60 similar flat tentacles, each covered SQ: 9 with tiny spines and spikes that the AP: 9 flailer flails at opponents. It has a XP: 500 head-knob coming out of its body, but no CC: 8% eyes. Set near the bottom of the head- AC: 20 DR DT knob is a mouth filled with rows of Normal: 10 95% razor-sharp teeth. Flailers travel in Laser: 1 10% groups of eight or more and show high Fire: 5 40% intelligence, attacking with advanced Plasma: 1 10% tactics. It is unclear how intelligent Explosion: 10 90% these creatures are, or to what extent they are native to this planet. Attacks: Stalk (80%, 3 AP, D:3d4, none) HP: 60 Crawlers SQ: 9 AP: 9 Crawlers are much like floaters, XP: 750 preferring the same habitats and showing CC: 8% many of the same behavioral AC: 25 DR DT characteristics. Instead of floating, Normal: 10 95% however, their body lies on the ground. Laser: 1 10% It gushes a slimelike trail, not unlike Fire: 5 40% a snail. The stalk of a crawler is Plasma: 1 10% longer, stronger, and thicker than a Explosion: 10 90% floater's stalk, and it uses the flat plate-like end not only to attack other Attacks: Flail (90%, 3 AP, D:2d8, none) creatures, but to propel itself along Bite (90%, 3 AP, D:2d8, Poison the ground. Crawlers are more rare than Type D) floaters, and are often only found one or two at a time in a pack of floaters. Centaurs Some have suggested that crawlers may be the female form of the floater species, Centaurs are an entirely different but there is nothing to confirm or deny animal. There are rumors that someone this. with access to an old government breeding lab made these twisted HP: 60 creatures by mixing human and "alien" SQ: 9 DNA together. Centaurs are light orange 48 with brown patches, and resemble a human Lesser Radscorpion torso laying face- down. They propel themselves on their six legs, each of HP: 25 which resembles a human arm with stunted SQ: 8 fingers. Where the shoulders would AP: 8 normally be, the torso extends upwards XP: 200 almost the full length of another torso, CC: 4% ending in a head that was obviously once AC: 7 DR DT human. Centaurs are usually bald, and Normal: 1 5% one look at their face indicates that Laser: 0 0 the only thing they share with humans is Fire: 4 20% the same basic appearance. Their eyes Plasma: 0 0 are dull and glazed, and mouths often Explosion: 1 5% hang open drooling. They attack either by biting or beating the target with Attacks: Tail (70%, 4 AP, D:1d10, Poison their front two legs. Centaurs are very Type D) rare, and can usually be found in packs of five or six deep inside caves or Greater Radscorpion other underground places. They don't always attack, and will sometimes HP: 35 observe adventurers. If they perceive SQ: 8 something as a threat, however, they AP: 8 will singlemindedly attack it until it XP: 400 dies. CC: 5% AC: 10 DR DT HP: 60 Normal: 1 5% SQ: 9 Laser: 0 0 AP: 9 Fire: 4 20% XP: 750 Plasma: 0 0 CC: 8% Explosion: 1 5% AC: 25 DR DT Normal: 10 95% Attacks: Tail (80%, 4 AP, D:1d12, Poison Laser: 1 10% Type D) Fire: 5 40% Plasma: 1 10% Wolves Explosion: 10 90% Suprisingly, wolves managed to survive Attacks: Swing (90%, 3 AP, D:1d20, none) the War, and even thrive in the post- nuclear environment. In addition to the Radscorpions normal "Canis lupis" variety of Grey Wolf, huge dire wolves have returned to Another common denizen of the western North America. Domesticated dogs, which desert was the scorpion. This species are more resistant to radiation than got a second lease on life when your average human, "turned feral" after radiation from the War allowed it to the bombs hit, and packs of them now grow to gargantuan proportions. roam the wastes. In addition, there are Radscorpions range in size from 50 cm to a few domesticated pooches still out 2 meters in length, and range in color there, and coyotes still make trouble from pale white to brown and black. for domesticated animals like chickens. Their wicked tails contain sacs of venom, and are tipped with a stinger Wolves (Grey Wolves) almost 15 cm long. Radscorpion tails are considered valuable, since the Grey wolves can be either white, gray, powerful Antidote is made from a black, or any mix between these. They distilled version of the venom inside sand about 120 to 160 cm tall at the the sacs. Radscorpions can be shoulder, and have a distinctive call. encountered in groups of up to 8, or They are highly social animals, and the alone. They prefer shady areas, and can pack is based around a lead male, called often be found in canyons or caves. the "alpha." The entire pack, except Radscorpions are rarely encountered in for pregnant and nursing females, hunts, the open desert, or in areas of high often using highly refined tactics to vegetation. take down prey. Wolf packs are 49 territorial, and normally do not stray Attacks: Bite (90%, 3 AP, D:3d6, none) into each other's territory. When they Claw (80%, 4 AP, D:2d8, roll feel that their turf is threatened by against dex. to avoid knockdown). anything - wolves, other animals, or humans - they will attack. Contrary to Coyotes popular belief, wolves avoid humans and their livestock, and will only attack Smaller than wolves, with a higher howl, when there is no other source of food. coyotes are loners rather than social There can be anywhere from five to animals, scavengers rather than hunters. twenty-five wolves in a pack. Coyotes aren't nearly as common as they used to be, partially because they ran HP: 20 out of food when livestock herds SQ: 6 drastically diminished, partially AP: 6 because wolf packs found that coyotes XP: 100 made good meals. Coyotes barely stand 1 CC: 5% meter at the shoulder, and are often AC: 5 DR DT yellow, tan, or brown in color. They Normal: 0 0 are mostly found in deserts and Laser: 0 0 mountains, or any area where they have Fire: 0 0 some kind of cover, such as trees. Plasma: 0 0 Unless mating, coyotes are almost always Explosion: 0 0 alone, and won't attack humans unless cornered and provoked. They will, Attacks: Bite (80%, 3 AP, D:2d6, none) however, attempt to take down livestock, Claw (70%, 4 AP, D:1d8, none) if they think it is an easy catch.

Dire Wolves HP: 20 SQ: 6 Dire wolves are a huge member of the AP: 6 wolf family, thought to be extinct since XP: 100 the last ice age. It is unclear whether CC: 5% radiation created a similar creature, or AC: 3 DR DT holdovers from the far north made their Normal: 0 0 way south during the nuclear winters, Laser: 0 0 but dire wolf packs are some of the most Fire: 0 0 feared creatures in the wastes. Plasma: 0 0 Although they are extremely rare, they Explosion: 0 0 have been known to take down entire caravans, armed guards and all. Dire Attacks: Bite (70%, 3 AP, D:1d8, none) wolves hunt mainly for meat, and although they avoid large human Feral Dogs settlements, they can and will attack smaller, undefended towns, carrying off Man's best friend was blessed with a children or small adults. Dire wolves resistance to radiation that his master stand almost 2 meters at the shoulder, did not have. When billions were and except for their size, look much dropping dead from fallout, millions of like their smaller cousins, the Grey canines were wondering where there next Wolf. They run in packs of 5 to 25 dinner was going to come from. individuals. Inevitably, some escaped their houses and backyards, forming groups not unlike HP: 60 wolf packs. Today, these bands of dogs SQ: 9 have become feral, interbreeding with AP: 9 each other and living without the humans XP: 700 that supplied them with chow and loved CC: 7% them for eons. A feral dog pack AC: 9 DR DT operates much like a wolf pack, with a Normal: 5 40% single "alpha" male leader and anywhere Laser: 0 0 from 5 to 25 members. Feral dogs tend Fire: 0 0 to be smaller than wolves, and come in Plasma: 0 0 almost any color and shape that normal Explosion: 0 0 mutts do. They live anywhere, and although they avoid humans for the most 50 part, feral dogs can usually be found sight, and enjoy eating corpses of the closer to cities and towns than wolves dead. and coyotes. Feral dogs will not attack humans unless starving or provoked. GiAnts

HP: 20 HP: 15 SQ: 6 SQ: 6 AP: 6 AP: 6 XP: 100 XP: 50 CC: 4% CC: 3% AC: 3 DR DT AC: 2 DR DT Normal: 0 0 Normal: 0 0 Laser: 0 0 Laser: 0 0 Fire: 0 0 Fire: 0 0 Plasma: 0 0 Plasma: 0 0 Explosion: 0 0 Explosion: 0 0

Attacks: Bite (70%, 3 AP, D:1d8, none) Attacks: Mandibles (60%, 3 AP, D:1d6, Poison Type A) Dog Deathclaws Who wouldn't want a large, slobbering, smelly beast as a companion? They are Originally thought to be mindless intensely loyal and love you monsters, deathclaws are actually a unconditionally, and can do many useful highly intelligent, upright walking, things like fetching items from mutated lizard. They stand almost 275 radioactive areas and leading blind cm tall, and have large arms that end in people around. Dogs can be found wickedly sharp claws that give the anywhere there are humans. They come in creatures their name. Their skin is all sizes and colors, and will not reptilian and ranges in color from light attack anyone unless they perceive that brown to almost black. Deathclaws have person as a threat to their house, their own language and some have even territory, or master. learned to imitate human speech in order to communicate with people, although HP: 20 this is more like a parrot's SQ: 6 reproduction rather than actually AP: 6 "speaking." Deathclaws have been known XP: 100 to don large cloaks and walk among CC: 3% humans, passing for mutants or half- AC: 5 DR DT mutants, in order to learn about our Normal: 0 0 society. There doesn't seem to be any Laser: 0 0 large structure to the deathclaw world, Fire: 0 0 and they prefer to live in small tribes Plasma: 0 0 of 20 to 200. Deathclaws almost always Explosion: 0 0 travel in groups of 10 or more, unless they are scouts, and then they always Attacks: Bite (80%, 3 AP, D:2d6, roll travel in pairs. Deathclaws will not against dex. to avoid knockdown) immediately attack humans, but many of them have grown to mistrust people, and Giant Ants rightly so, since it wasn't even clear that deathclaws were intelligent until Giant Ants, or GiAnts, are simply recently, and many humans still view overgrown insects. Somewhere along the them as monsters, if they are aware of way, fate saw fit to dump some the deathclaw's true nature at all. radioactive material near and anthill and create this large, mutant creature. GiAnts are black ants about 70 centimeters in length. Huge colonies of these creatures exist under the earth, and scouts are often found in caves. GiAnts usually travel in parties of 5 to 10 insects. They will attack humans on 51

Deathclaws Geckos

HP: 70 A mutation of the smaller pre-War SQ: 10 lizard, Geckos are large desert-dwelling AP: 10 reptiles that walk on their hind legs XP: 800 and attack with their front, which have CC: 9% developed sharp claws for tearing. AC: 25 DR DT Highly prized for their strong pelts, Normal: 4 40% Geckos are routinely hunted in some Laser: 0 0 places, although a pack of them can Fire: 4 40% easily kill one or two inexperienced Plasma: 0 0 hunters. Geckos stand about 150 cm Explosion: 4 40% tall, and the larger, more dangerous Golden Gecko is about 180 cm tall. They Attacks: Claw (90%, 3 AP, D:3d8, none) travel in packs of anywhere from 4 to 20 animals. Spitting Plant Gecko Not exactly Seymour, but this species of plant is certainly a nasty customer. It HP: 30 grows almost anywhere, but is usually SQ: 7 found among other plants so it can blend AP: 7 in and ambush its prey. It stands about XP: 150 2 meters tall and has a "flower" like a CC: 2% Venus flytrap, a plant which it probably AC: 5 DR DT mutated from. When it senses movement Normal: 1 10% and heat, it will "shoot" a sharp thorn Laser: 0 0 from its "flower." When it senses that Fire: 0 0 the creature it shot at is no longer Plasma: 0 0 moving, it will then proceed to "eat" it Explosion: 0 0 with its flower. Although this sounds humorous, meeting five or six of these Attacks: Claw (75%, 3 AP, D:1d8, none) plants is no laughing matter. They Bite (70%, 4 AP, D:2d6, none) usually grow together, as several are always more dangerous than one, and at Golden Gecko least one of them is guaranteed a meal. Spitting plants attack anything that is HP: 50 warm and moves. Note that spitting SQ: 9 plants cannot move - they are, AP: 9 literally, planted. Their spikes do 1d6 XP: 400 points of damage and have an effective CC: 5% range of 8 meters. AC: 10 DR DT Normal: 5 50% Spitting Plant Laser: 0 0 Fire: 5 50% HP: 50 Plasma: 0 0 SQ: 8 Explosion: 2 10% AP: 8 XP: 100 Attacks: Claw (90%, 3 AP, D:1d12, none) CC: 2% Bite (85%, 4 AP, D:1d20, none) AC: 5 DR DT Normal: 0 0 Laser: 0 0 Weapons, Ammunition, Fire: 0 0 Armor, and Equipment, Plasma: 0 0 Explosion: 0 0 Including Chems and Vehicles Attacks: Thorn (75%, 4 AP, D:1d6, none)

he trade value of each item is given, along with all appropriate Tinformation for weapons, 52 ammunition, and armor. The weapons are well. Someone "accidentally" put metal broken down by skill required, and then plates into these boxing gloves. by type of weapon. Note that guns do Min ST: 1 W: 10 lbs Dmg: (1d4+5) + MD damage based on the type of ammunition Rng: 1 AP S: 3 T: 4 B: N/A being used, and the gun itself may give a bonus to that damage. Brass Knuckles Value: 40 Weapons A device that fits around the knuckles of a fighter, making punches hurt a lot

more. It distributes the force of the Abbreviations: blow evenly over the puncher’s hand, Dmg = Damage (note that damage for guns allowing them to avoid breaking their is determined by the damage the type of fingers. ammunition causes, and any bonuses the Min. ST: 1 W: 1 lb Dmg: 1d10 + MD Rng: 1 gun adds) AP S: 3 T: 4 B: N/A S = Single

T = Targeted Spiked Knuckles B = Burst (see the rules under Value: 250 Attacking: Burst Mode in Combat: An improved version of the classic brass Attacking for details) knuckles, the spiked knuckles do more Rng = Range in meters. In standard damage, tearing into the flesh of your combat, one hex is 1 meter in diameter. opponent in unarmed combat. Like the Numbers in ( ) indicate range with a brass knuckles, they distribute damage tripod where applicable. evenly across the puncher’s fingers. W = Weight Min ST: 1 W: 1 lb Dmg: (1d10+4) + MD MD = Melee Damage Rng: 1 AP S: 3 T: 4 B: N/A

Power Fist Unarmed Skill Weapons Value: 1800 The "Big Frigger" Power Fist from his skill covers the good old- BeatCo. Considered by many to be the fashioned method of beating people ultimate weapon to use in unarmed Tup with your bare fists, and combat. A Power Fist is a metal glove weapons that compliment this method. that fits over the hand and uses small motors to enhance the power of a punch. Fists and Feet It holds 25 charges, and uses Small Value: N/A Energy Cells to recharge. The glove Unless your character is missing a limb will “sense” when the user throws a or two, they have these weapons with punch and automatically adjusts for them at all times. The most basic of greater damage, using energy even if the weapons. punch doesn’t connect. Min. ST: 1 W: N/A Dmg: 1d4 + MD Rng: 1 Min. ST: 1 W: 10 lbs. Dmg: (2d8+10) + MD AP S: 3 T: 4 B: N/A Rng: 1 AP S: 4 T: 5 B: N/A

Boxing Gloves Mega Power Fist Value: 250 Value: 2200 One can still find practitioners of "the A more powerful version of the "Big sweet science" in the wastes. If your Frigger." This one has upgraded power character is thinking of becoming the servos for increased strength. The Mega next Balboa, these are essential. Power Fist holds 25 charges of Small Boxing gloves are gloves with some kind Energy Cells. Like the smaller version, of pad over and around the fist, so that it uses a charge every time a punch is the wearer does not damage his or her thrown, even if it doesn’t connect. hand, and the person getting punched Min. ST: 1 W: 10 lbs. Dmg: (3d10+20) + doesn’t get cut. MD Rng: 1 AP S: 4 T: 5 B: N/A Min ST: 1 W: 5 lbs Dmg: 1d4 + MD Rng: 1 AP S: 3 T: 4 B: N/A Melee Skill Weapons

Plated Boxing Gloves hese weapons are held in the hand Value: 300 and make contact with whatever Where one finds practitioners of "the their user is trying to damage. sweet science," one finds cheaters as T 53

Rock Knife Value: N/A Value: 40 Your basic, run of the mill rock. There A basic knife for cutting things. Or are only several trillion of them lying critters. Or people. See also Throwing around the wastes. See also Throwing Weapons. Knives are about 15-25 cm Weapons. long. The best are made from metal Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: 1 alloys; the most primitive are carved AP S: 3 T: 4 B: N/A from pieces of rock such as flint. Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 1 Sap AP S: 3 T: 4 B: N/A Value: 1 A sap is a simple weapon designed to Ax knock someone unconscious. It is Value: 45 usually just a rock or some packed sand This is a basic hatchet. Good for inside of an old tube of cloth, like a breaking down wooden doors, or sinking sock. Saps do not actually damage a into that nuke pooch. Another common target, and are only effective when weapon that can be constructed from a targeting someone’s head (treat this as piece of wood and any hunk of sharp a targeted shot to the eyes). A metal or rock, axes are anywhere from 50 successful hit causes the target to lose cm to 90 cm in length. consciousness for 1d10 rounds. Min. ST: 3 W: 2 lbs. Dmg: 1d8+MD Rng: 1 Min ST: 5 W: 1 lb. Dmg: None Rng: 1 AP AP S: 3 T: 4 B: N/A S: N/A T: 5 B: N/A Switchblade Shiv Value: 50 Value: 2 The blade of this small knife is held by A homemade knife that resembles an ice a spring. When a button on the handle pick. A shiv is undetectable if your is pressed, the blade shoots out with a character is holding it; however, it satisfying "Sssshk" sound. Constructing does not get a bonus for melee damage. one of these takes some skill with both Shivs can be constructed from the metalworking and machinery, and they are simplest of materials, are often used as usually found in the possession of gangs basic assassination weapons, as they can in larger cities. be jabbed into an ear of an unsuspecting Min. ST: 1 W: 1 lb. Dmg: 1d6 + MD Rng: 1 target to cause nearly instant death. AP S: 3 T: 4 B: N/A Min. ST: 1 W: 1 lb Dmg: 1d4 Rng: 1 AP S: 3 T: 4 B: N/A Wrench Value: 65 Sharpened Pole This is probably far more useful for Value: 5 repairing things, unless you are Col. A basic piece of wood with a sharpened Mustard and happen to be standing in the end, about 2 meters long. See also Dining Room. Wrenches are pieces of Throwing Weapons. solid metal that can double as clubs. Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD The wrenches that are effective in Rng: 2 AP S: 3 T: 4 B: N/A combat are anywhere from 40 to 80 cm in length. See also Equipment. Club Min. ST: 3 W: 4 lbs. Dmg: (1d6+2) + MD Value: 30 Rng: 1 AP S: 4 T: 5 B: N/A A police-issue club used for subduing criminals. Or making sure they never Crowbar commit a crime again. This weapon is Value: 65 about 70 cm long and made out of a rod A very solid and heavy piece of metal of metal, with a handle perpendicular to specially designed to exert leverage. the shaft, allowing the vibrations from Or pound heads. Crowbars are fashioned contact to diffuse before they travel up from a piece of solid metal, twisted so the user’s arm. A relatively easy that the user can exert force on an weapon to make from pieces of scrap object and pry it upwards. They are metal. usually about 35 cm in length. Min. ST: 3 W: 3 lbs. Dmg: 1d10 + MD Rng: Min. ST: 5 W: 5 lbs. Dmg: (1d12+3) + MD 1 AP S: 3 T: 4 B: N/A Rng: 1 AP S: 4 T: 5 B: N/A

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Spear little like an overgrown tuning fork, Value: 80 except that an arc of electricity passes Your basic polearm. A wooden pole with between the prongs on the end whenever a sharpened piece of metal on the end. the user presses the button. Any See also Throwing Weapons. Spears are a biological critter hit with a cattle very simple weapon to construct, being a prod has a 50% chance of being knocked long (2 meter) wooden pole with some unconscious. The cattle prod holds 25 kind of metal or stone head tied to one charges of Small Energy Cell. end. Min. ST: 4 W: 5 lbs. Dmg: (2d6+10) + MD Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD Rng: 1 AP S: 4 T: 5 B: N/A Rng: 2 AP S: 4 T: 5 B: N/A Louisville Slugger Sledgehammer Value: 800 Value: 120 This all-American, hardwood baseball bat A pole with a heavy metal chunk on the will knock anything right out of the end, designed to crumble bones and park. A true classic. damage vital organs. Sledgehammers are Min. ST: 4 W: 4 lbs. Dmg: 2d10+ MD Rng: about 70 cm long, and require two hands 1 AP S: 3 T: 4 B: N/A to use properly.. Min. ST: 6 W: 12 lbs. Dmg: 3d4 + MD Rng: Ripper 2 AP S: 4 T: 5 B: N/A Value: 1000 Basically a knife-sized chainsaw, Combat Knife without the noisy motor. Rippers were Value: 165 common among gangs and thugs before the A military-issued knife designed for war, and are common among criminals and melee combat. The serrated edges tend lowlifes after the war. It's called a to tear instead of cut, and are a lot ripper for a reason; it tears flesh and more painful than a normal knife. See organs to pieces. The Ripper holds 25 also Throwing Weapons. Combat knives charges of Small Energy Cell. were constructed from a carbon-based Min. ST: 4 W: 5 lbs. Dmg: (1d10+15) + MD compound instead of a metal, making them Rng: 1 S: 4 T: 5 B: N/A more durable, less prone to dulling, and lighter than a normal knife. They are Super Cattle Prod usually 15 to 25 cm long. Value: 1800 Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD An upgraded cattle prod. Any biological Rng: 1 AP S: 3 T: 4 B: N/A critter hit with this tool has a 75% chance of being knocked unconscious. Wakizashi Blade The Super Cattle Prod requires two hands Value: 200 to use. This weapon holds 25 charges of A futuristic RPG would not be complete Small Energy Cell. without the Yakuza (Japanese mafia) and Min. ST: 4 W: 5 lbs Dmg: (2d8+20) + MD the Fallout universe is no exception. Rng: 1 AP S: 4 T: 5 B: N/A In fact, the only way a non-Yakuza member will get one of these swords is Chainsaw to take it off the body of a Yakuza. The Value: 3000 Wakizashi looks like a smaller Katana. A leftover from the pre-War days, a Because these blades are so difficult to chainsaw is probably the ultimate melee make, it is highly doubtful that anyone weapon. Although it runs on gasoline, makes these weapons in the wastes, and surely there must be a tank or two of they are most likely tourist-store ethanol left in the wastes somewhere. A ripoffs from pre-War times. Of course, character could graft one of these to an there are always exceptions. The arm for some added fun. Wakizashi is about 90 cm long, and Min. ST: 4 W: 10 lbs. Dmg (3d10+20) + MD slightly curved. Rng: 1 AP S: 5 T: N/A B: N/A Min ST: 2 W: 2 lbs. Dmg: (1d12+4) + MD Rng: 1 AP S: 3 T: 4 B: N/A Proton Ax Value: 3500 Cattle Prod The proton ax is a nasty little tool. A Value: 600 double-bladed ax, much like what Gimli Since this weapon is designed to knock a the Dwarf would be wielding, covered cow unconscious, imagine what it can do with depleted Uranium, allowing it to to a human. The cattle prod looks a pass through almost anything. Proton 55

Axes are made exclusively by the simplest ranged weapons to construct. Guardians, and are very rare. They are They can be unwieldy, however, and can about 150 cm from handle to tip and the hurt the inexperienced user. Single axhead is 50 cm long and almost 80 cm shot only. Bows hold one arrow. across. Min. ST: 5 W: 2 lbs. DMG: +3 Rng: 40 AP Min. ST: 5 W: 15 lbs. Dmg: (3d10+10) + S: 5 T: 6 B N/A MD Rng: 1 AP S: 4 T: 5 B: N/A Wooden Crossbow Super Sledgehammer Value: 300 Value: 3750 Crossbows were part of every army on The Super Sledgehammer is manufactured earth from their invention in the late exclusively by the Brotherhood of Steel middle ages until the First World War. using the finest weapons technology After that, they became popular hunting available. At first glance, this nifty weapons. Crossbows are wooden bows laid little tool is indistinguishable from a across a plank or flat surface, or even regular sledgehammer, except for the the stock of a rifle. They have a wheel small bundle of machinery at the base of that winds the string tight, and a the head. It includes a kinetic energy trigger mechanism that releases tension storage device to increase knock back. on the string, shooting the bolt at high The Super Sledge is a two-handed weapon. velocity. Because the tension on the Min. ST: 5 W: 12 lbs Dmg: (3d10+15) + MD string is no longer limited by human Rng: 2 AP S: 4 T: 5 B: N/A strength, crossbows can shoot projectiles much farther, and with a far Small Guns Skill Weapons greater degree of accuracy, than a bow. Single shot only. Crossbows hold one Bows bolt. Min. ST: 4 W: 10 lbs. DMG: +4 Rng: 50 AP S: 4 T: 5 B: N/A ne of the oldest “firearms” is the bow. Traces of these weapons have Composite Hunting Bow Obeen found among excavations of the Value: 600 most primitive settlements, and This pre-War relic can still be found in Neanderthals used them over 30,000 years some parts of the wastes. A system of ago. The bow family of weapons is wheels and a longer string was added, suddenly very popular in a world where and the bow constructed from a carbon they are easy to make and are better compound, adding accuracy and distance. than a knife or sharpened stick. Bows Single shot only. Composite hunting all require two hands to use. bows hold one arrow. Min. ST: 5 W: 8 lbs. DMG: +5 Rng: 60 AP Sling S: 5 T: 6 B: N/A Value: 20 Not a bow, but a similar ancient weapon, Composite Hunting Crossbow slings have been around almost as long. Value: 900 A leather pouch attached to some long These were rare before the war, and are leather cords, slings are designed to even harder to find now. Composite hurl rocks farther and more accurately hunting crossbows work on the same than one can do by hand. The user spins principles composite bows do. the sling around in the air, gathering Min. ST: 4 W: 12 lbs. DMG: +6 Rng: 70 AP momentum, and then flicks his or her S: 4 T: 5 B: N/A wrist to release the rock at the target. Note that slings do not require two hands to use. Single shot only. Slings Pistols hold one rock. Min. ST: 5 W: 2 lbs. Dmg: 1d10 Rng: 10 S: 5 T: 6 B: N/A he smallest of the Small Arms weapons, pistols are generally Wooden Bow Thand-held, low damage weapons. Value: 50 Made from a cut piece of wood, bent into Colt 6520 10mm Pistol a “C” shape, with a length of string or Value: 250 animal sinew stretched between the ends An outloading pistol, each pull of the to provide tension, bows are some of the trigger will automatically reload the 56 firearm until the magazine is empty. .44 Magnum Revolver One of the simplest and most inexpensive Value: 600 semiautomatics available. Single shot Being that this is the most powerful only. The clip holds 12 shots of 10mm handgun in the world, you've got to ask ammunition. yourself one question: Do I feel lucky? Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 19 AP Well, do 'ya, punk? Single shot only. S: 5 T: 6 B: N/A The revolver chamber holds 6 shots of .44 Magnum ammunition. .38 Special Snubnose Revolver Min. ST: 5 W: 6 lbs. Dmg: +11 Rng: 6 AP Value: 375 S: 4 T: 5 B: N/A The .38 Special was the longtime favorite of police forces until the Desert Eagle 44 advent of newer automatic weapons. It Value: 800 has existed in one form or another since The Israeli-made Desert Eagle pistol the early 20th century, and although became popular near the end of the 20th different companies manufactured it, the Century, due largely to its portrayal in .38 Special is one of the most universal movies of the time. Plus, it looks guns available. The short barrel length really cool when your character plugs makes it ineffective except for very someone with it gangsta' style. Single close range combat. Single shot only. shot only. The clip holds 8 shots of The revolver chamber holds six shots of .44 Magnum ammunition. .38 ammunition. Min. ST: 4 W: 5 lbs. Dmg: +10 Rng: 19 AP Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 10 AP S: 5 T: 6 B: N/A S: 4 T: 5 B: N/A Sig-Sauer 14mm Pistol VP91Z 9mm Pistol Value: 1100 Value: 400 The Sig-Sauer 14mm automatic pistol A good semiautomatic pistol for hunting fires the large 14mm slug. These wabbits and other things. The VP91Z was pistols are known for their excellent a standard-issue military sidearm, and craftsmanship, although ammo is fairly is one of the two guns issued to Desert scarce. Single shot only. The magazine Rangers. Single shot only. The clip holds 6 shots of 14mm ammunition. holds 18 shots of 9mm ammunition. Min. ST: 4 W: 5 lbs. Dmg: +12 Rng: 18 AP Min. ST: 3 W: 4 lbs. Dmg: +6 Rng: 17 AP S: 5 T: 6 B: N/A S: 5 T: 6 B: N/A 9mm Mauser M1911A1 Pistol Value: 1500 Value: 425 The Mauser is an oldie but goodie, the A rather unique pistol, as it uses the favorite handgun of outlaws and gangster .45 caliber ammunition. The M1911A1 is bosses. This weapon does not use the the other standard-issue Desert Ranger traditional 9mm ammunition, but instead weapon. Single shot only. The clip fires nasty 9mm balls. Single shot holds 7 shots of .45 caliber ammunition. only. The magazine holds 8 shots of 9mm Min. ST: 3 W: 4 lbs. Dmg: +7 Rng: 17 AP Ball ammunition. S: 5 T: 6 B: N/A Min. ST: 3 W: 5 lbs Dmg: +4 Rng: 17 AP S: 5 T: 6 B: N/A .357 Magnum Revolver Value: 450 Needler Pistol Although not as powerful as its big Value: 2200 brother, the .357 sports a longer barrel One of the most interesting pieces of and is therefore more accurate at longer prewar tech, the Needler pistol actually ranges. One of the oldest revolvers, fires small hypodermic needles into the Smith and Wesson made the first .357 target, which inject a serum that causes Magnums in the late 1800s, although the a severe reaction in the surrounding name “Magnum” (Latin for “Big”) was skin. Of course, there may very well be around for at least 10 years before. slugs that inject all sorts of nasty Single shot only. The revolver chamber things out there. Single shot only. holds 6 shots of .357 caliber Magnum The chamber holds 8 shots of HN Needler ammunition. ammunition. Min. ST: 5 W: 6 lbs Dmg: +8 Rng: 19 AP Min. ST: 3 W: 5 lbs. Dmg: +0 Rng: 24 AP S: 4 T: 5 B: N/A S: 4 T: 5 B: N/A

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Walther PPK shotgun’s range by 5 meters. Although Value: 3000 shotguns can be fired with one hand, The weapon of a true spy. The Walther they are usually two-handed weapons. PPK (Polizei Pistolen Kiminal) was originally made for plainclothes and Winchester 12-Guage Shotgun undercover police officers. It since Value: 800 became the favorite weapon of spies. The Winchester "Widowmaker" double- The PPK is most effective with a barreled shotgun. Has a short barrel silencer. Single shot only. The with a mahogany grip. Considering these magazine holds 8 shots of 7.65mm were mass-produced and sold at discount ammunition. stores all over the United States before Min. ST: 2 W: 4 lbs. Dmg: +8 Rng: 20 AP the war, they are quite common. Single S: 3 T: 4 B: N/A or double shot. The chamber holds 2 rounds of 12-gauge ammunition. .223 Pistol Min ST: 4 W: 5 Dmg: +12 Rng: 14 AP S: 5 Value: 3500 T: 6 B: N/A This pistol began its days as a .223 rifle and has since been modified. Winchester Sawed-Off Shotgun These are rather unique, and are made Value: 800 with love and skill. Single shot only. A sawed off version of the "Widowmaker." The magazine holds 5 shots of .223 Not exactly designed for sniping, but caliber ammunition. will turn someone to ground round at Min. ST: 5 W: 7 lbs. Dmg: +20 Rng: 30 AP short range. Single or double shot. S: 5 T: 6 B: N/A The chamber holds 2 rounds of 12-guage ammunition. PPK-12 Gauss Pistol Min. ST: 4 W: 5 Dmg: +14 Rng: 7 AP S: 5 Value: 5250 T: 6 B: N/A Praised for its range and stopping power, the PPK-12 Gauss Pistol is of Winchester Combat Shotgun German design. This "Lil' Railgun" uses Value: 2750 an electromagnetic field to propel slugs The Winchester 12-guage Combat Shotgun at tremendous speed and power through a with a bullpup variant. Combat shotguns target, any armor, and just about are all-metal weapons designed to everything else. The PPK-12 looks like deliver the stopping power of a shotgun a normal automatic pistol, except for without the inconvenience of having to the unusual electromagnetic fins along reload every two shots. These include the barrel. When fired, the Gauss the Desert Warfare environmental sealant Pistol leaves an unmistakable spiral modification for extra durability. trail of ionized particles through the Thanks to their pump-action mechanism, air. Single shot only. The magazine Combat Shotguns fire single shots and a holds 12 shots of 2mm EC. 3-shot burst. The magazine holds 12 Min. ST: 4 W: 5 Dmg: +22 Rng: 50 AP S: 4 rounds of 12-guage shotgun shells. T: 5 B: N/A Min. ST: 5 W: 11 lbs. Dmg: +15 Rng: 22 AP S: 5 T: 6 B: 6

Shotguns H&K CAWS Value: 4750 hotguns use 12-guage ammunition and The CAWS, short for Close Assault fire buckshot as opposed to a Weapons System, is a useful tool for Ssingle bullet. They hurt a lot. short-range combat. An improvement over They look a bit like rifles, and often the Winchester Combat Shotgun, the CAWS’ take two hands to fire correctly. bullpup layout gives the weapon a short, Shotguns fire either buckshot or slugs; easily handleable length while still buckshot is a shell full of little metal retaining enough barrel length for its balls that isn’t as accurate as a high velocity shells. Fires single bullet, because the balls will begin to shots and a 5-shot burst. The magazine come apart in flight, and shells are holds 10 12-guage shotgun shells. large slugs, designed for hitting things Min. ST: 6 W: 6 lbs. Dmg: +15 Rng: 30 AP as longer ranges and hurting them more S: 6 T: 6 B: 6 than a pistol does. Note that using slugs instead of shells increases the

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Pancor "Jackhammer" to a 5 shot burst. The magazine holds Value: 5500 30 shots of 9mm ammunition. The Jackhammer, despite its name, is an Min. ST: 3 W: 5 lbs. Dmg: +7 Rng: 30 AP easy to control shotgun, even when fired S: 4 T: 5 B: 5 on full automatic. The popular bullpup design, which places the magazine behind Uzi Mark 27 SMG the trigger, makes the weapon well Value: 1200 balanced and easy to control. Fires Originally designed for the Israeli single shots or up to a 5-shot burst. armies, Uzis found their way into the The magazine holds 10 12-guage shotgun hands of many terrorist organizations. shells. The Uzi has a larger magazine than other Min. ST: 5 W: 12 lbs. Dmg: +19 Rng: 35 submachine guns, and therefore makes a AP S: 5 T: 6 B: 6 good weapon for the ammo-conscious. The Uzi fires single shots or up to a 10 Submachine Guns shot burst. The clip holds 40 rounds of 9mm ammunition. MGs can fire single shots as well Min. ST: 4 W: 7 lbs. Dmg: +5 Rng: 20 AP as bursts of bullets. Submachine S: 5 T: 6 B: 6 Sguns were designed to put the stopping and suppressive power of early Thompson M1928 SMG machine guns like the Gatling gun into Value: 1200 the hands of infantry soldiers. The "Tommy Gun" is a Happily, most submachine guns are small sinister looking weapon. When your enough to use as one-handed weapons. character holds this gun, he or she experiences a strange sensation to wear H&K MP-9 10mm SMG a fedora hat and crack his or her Value: 1000 knuckles. Originally designed by A medium-sized submachine gun. An General John Thompson after the first inexpensive variant on the classic MP-5, World War, the Tommy Gun became the the MP-9 uses the slightly larger 10mm staple of law enforcement officers as ammunition and has a slightly smaller well as organized crime and the IRA. range. This weapon can fire a single Instead of a clip, the Thompson loads shot as well as up to a 10 shot burst. its unusual .45 caliber ammunition from The clip holds 30 rounds of 10mm a drum under the barrel. Note that the ammunition. Thompson must be used as a two-handed Min ST: 4 W: 7 lbs. Dmg: +6 Rng: 25 AP weapon. The Tommy Gun fires single S: 5 T: 6 B: 6 shots or up to a 10-shot burst. The ammunition drum holds 50 shots of .45 MAC 17 SMG (M-17) caliber ammunition. You dirty rat. Value: 1050 Min. ST: 6 W: 12 lbs Dmg: +2 Rng: 32 AP An advanced version of the MAC-10, a S: 5 T: 6 B: 6 popular weapon in films if not real life, the MAC 17 is a small submachine M3A1 "Grease Gun" SMG gun used primarily by terrorist Value: 1750 organizations in fast assaults. This The "Grease Gun" filled National Guard weapon can fire single shots as well as armories after the Army replaced it with up to a 10 shot burst. The clip holds newer weapons. An old submahine gun, 30 rounds of .45 caliber ammunition. one of the variants on the MAC-10, Min. ST: 4 W: 6 lbs. Dmg: +7 Rng: 25 AP “Grease Guns” got their name from the S: 5 T: 6 B: 6 large amount of oil it took to maintain them. They are not uncommon in the H&K MP-5 post-War world, largely because there Value: 1100 were armories full of them all over the An unusual design for a submachine gun, United States, and most weapons storage the MP-5 fires from a closed bolt and facilities that housed more modern can have one more round than the weapons also happened to be at ground magazine capacity in the chamber. It is zero or closeby. The “Grease Gun” fires more accurate at single shots, tending a single shot or up to a 10-shot burst. to overheat in fully automatic fire. The clip holds 30 shots of .45 caliber This gun can fire a single shot or a up ammunition. Min. ST: 4 W: 10 lbs Dmg: +10 Rng: 20 AP S: 4 T: 5 B: 5 59

H&K P90c Colt .223 Hunting Rifle Value: 2500 Value: 1000 The Heckler and Koch P90c was just A Colt “Rangemaster” semi-automatic coming into use at the time of the War. rifle in .223 caliber. Designed for The weapon's bullpup layout and compact hunting cows and cute, furry bunnies. design make it easy to control. The Single shot only. The magazine holds durable P90c is prized for its 10 shots of .223 caliber ammunition. reliability and high firepower in a Min. ST: 5 W: 11 lbs Dmg: +9 Rng: 40 AP ruggedly compact package. Fires single S: 5 T: 6 B: N/A shots or up to a 12-shot burst. The clip holds 24 shots of 10mm ammunition. M19 Rifle Min. ST: 4 W: 9 lbs Dmg: +12 Rng: 30 AP Value: 1100 S: 4 T: 5 B: 5 The M19 is an improved version of the M17-A, sacrificing concealability and Rifles portability for range and accuracy. Single shot only. The magazine holds 8 ifles are two-handed weapons shots of 7.62mm ammunition. designed to hit targets at long Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP Rdistances. A long barrel is S: 5 T: 6 B: N/A connected to a metal or wooden stock, allowing for a greater degree of DKS-501 accuracy over longer distances. Rifles Value: 2200 are usually fired from the shoulder, An excellent long-range projectile with the shooter looking down the barrel weapon, and one of the first all-metal to aim. sniper rifles. Originally a .308, these guns were rechambered to accommodate the BB Gun more common .223. The DKS-501 comes Value: 150 equipped with a Scope (see Weapon A basic air-powered gun that shoots Enhancements, below). Single shot only. little round balls called BBs. Not The magazine holds 6 shots of .223 exactly known for dealing astronomical caliber ammunition. amounts of damage. Single shot only. Min. ST: 5 W: 10 lbs Dmg: +14 Rng: 50 AP The chamber holds 100 BBs. S: 6 T: 7 B: N/A Min ST: 1 W: 15 lbs Dmg: +0 Rng: 25 AP S: 5 T: 6 B: N/A SVD-4000 Value: 2400 Pipe Rife The SVD-4000 was the precursor to the Value: 200 PSG1, and is a fine weapon in its own A handmade rifle, crafted from a heavily right. Unfortunately, a design flaw modified 10mm pistol and a long piece of rendered a great deal of these guns pipe. Single shot only. The chamber inoperable, so a working version can only holds one 10mm bullet, usually only be found in the hands of a unfortunately. serious collector. Single shot only. Min. ST: 5 W: 11 lbs Dmg: +6 Rng: 20 AP The magazine holds 10 shots of 7.62mm S: 5 T: 6 B: N/A ammunition. Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 75 M17-A AP S: 5 T: 6 B: N/A Value: 500 The M-17A is not related to the popular PSG1 Sniper Rifle M-16 , but rather the M1 Value: 2500 carbine. The shorter barrel means less The PSG1 is perhaps the ultimate single range and damage capabilities, but much shot sniper’s weapon. The semiautomatic greater portability – and mechanism means more shots off per concealability. Used for home defense minute, and the range is nearly before the war. Single shot only. The unequaled. The PSG1 comes with a built- magazine holds 10 shots of 7.62mm in Scope (see Weapon Enhancements, ammunition. below). Single shot only. The magazine Min. ST: 4 W: 7 lbs. Dmg: +9 Rng: 20 AP holds 20 shots of 7.62mm ammunition. S: 5 T: 6 B: N/A Min. ST: 5 W: 15 lbs. Dmg: +14 Rng: 120 AP S: 4 T: 5 B: N/A

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G3 Battle Rifle Min. ST: 5 W: 8 lbs. Dmg: +8 Rng: 45 AP Value: 2600 S: 5 T: 6 B: 6 American soldiers trained on these in basic for nearly half a century. The G3 FN FAL is a perfect mixture between rifle and Value: 1500 assault rifle, capable of firing a short The FN FAL has been more widely used by burst without sacrificing accuracy. armed forces than any other rifle in Fires single shots or up to a 5 shot history. It’s a reliable weapon for any burst. The clip holds 20 shots of terrain or situation. Fires a single 7.62mm ammunition. shot or up to a 10 shot burst. The Min. ST: 6 W: 13 lbs. Dmg: 2d10+5 Rng: magazine holds 20 shots of 7.62mm 45 AP S: 5 T: 6 B: 6 ammunition. Min. ST: 5 W: 11 lbs. Dmg: +8 Rng: 35 AP Red Ryder LE BB Gun S: 5 T: 6 B: 6 Value: 3500 The ultimate name in BB guns, there are AK-74 only a few Red Ryders left in existence. Value: 1600 Rumor has it that Red Ryder himself A tweak on the Soviet-era AK series, the protects children armed with this gun. AK-74 is also known as the “terrorist’s Of course, that could just be a myth. hot dog” because every terrorist Single shot only. The chamber holds 100 organization in the late 20th Century and little stinging BBs. early 21st Century seemed to own a Min. ST: 5 W: 15 lbs Dmg: +25 Rng: 32 AP version of these guns, regardless of S: 5 T: 6 B: N/A where they came from and what the gun was made of. Fires a single shot or up M72 Gauss Rifle to a 5 shot burst. The clip holds 30 Value: 8250 shots of 5.45mm ammunition. The final product of endless research in Min. ST: 5 W: 14 lbs. Dmg: +10 Rng: 45 railgun technology, the M72 Gauss Rifle AP S: 5 T: 6 B: 6 comes from the laboratories of old Germany. It uses an electromagnetic M16A2 field to propel rounds at tremendous Value: 1700 speed. A shot can go through just about An oldie but goodie, the M16A2 is a any material, including flesh. Stone, modified version of a gun used in concrete, rock and thick metal are just Vietnam-era America. Its value mainly about the only things that can stop a comes from its rarity. Fires a single shot from this gun. There is a telltale shot or a 3 shot burst. The magazine spiral trail of ionized particles holds 18 shots of 5.56mm ammunition. visible for a couple seconds after this Min. ST: 6 W: 15 lbs. Dmg: +6 Rng: 40 AP gun is fired. Single shot only. The S: 6 T: 7 B: 7 magazine holds 20 shots of 2mm EC ammunition. XL70E3 Min ST: 6 W: 10 lbs Dmg: +33 Rng: 50 AP Value: 3000 S: 5 T: 6 B: N/A This was an experimental weapon before the war, and is pretty rare. Rumors are Assault Rifles that it was widely issued to the Royal Canadian Mounted Police. Fires single ssault rifles are smaller machine shots or up to an 8 shot burst. The guns designed to put the chamber holds 24 shots of 5mm Aportability of a submachine gun and ammunition. the range of a rifle into one neat Min. ST: 5 W: 9 lbs. Dmg: +12 Rng: 35 AP package. Assault rifles are all two- S: 5 T: 6 B: 6 handed weapons. H&K G11 (E) AK-112 Assault Rifle Value: 8000 Value: 1300 The H&K G11 and the H&K G11E An old military model, out of use around revolutionized assault weapon design. the time of the war. Fires single shots This gun fires a caseless cartridge or up to a 12 shot burst. The magazine consisting of a block of propellant with holds 24 shots of 5mm ammunition. a bullet buried inside. The resultant weight and space savings allow this weapon to have a very high magazine 61 capacity. Fires single shots or up to a Light Support Weapon 10 shot burst. The magazine holds a Value: 4750 block of 50 shots of 4.7mm Caseless This squad-level support weapon has a ammunition. bullpup design, making it difficult to Min. ST: 4 W: 9 lbs Dmg: +12 Rng: 35 AP use while lying down. Because of this S: 5 T: 6 B: 6 it was remanded to National Guard units. However, it earned a reputation as a Big Guns Skill Weapons reliable weapon that packs a lot of punch for its size. The LSW gains some

accuracy when attached to a tripod. The ig guns are just that – big guns. light support weapon fires 10 shot They always require two hands and bursts only, and its ammo belt holds 30 do massive amounts of damage. B shots of .223 ammunition. Min. ST: 6 W: 22 lbs. Dmg: +20 Rng: 40 Machine Guns (130) AP S: N/A T: N/A B: 6

hese are weapons designed to hurl PK Infantry Support Gun enormous volumes of bullets at a Value: 5000 Ttarget or targets. They all The PK Infantry Support Gun is a high require two hands to use, and many of powered designed to fire them need a tripod for any degree of over the heads of entrenched infantry accuracy. during assaults. The PK ISG comes with a tripod attached, making it unsuitable M60 for up close attacks. The PK ISG fires Value: 3500 10 shots only per burst. The ammo belt A belt-fed machine gun that is usually holds 50 shots of 7.62mm ammunition. mounted on a tripod, although one can Min. ST: 7 W: 35 lbs. Dmg: +18 Rng: N/A carry it around, too. The M60 was (100) AP S: N/A T: N/A B: 7 prized by militaries for its high rate of fire. It can also be attached to Bozar vehicles. Fires 10 shot bursts only. Value: 5250 The ammo belt holds 50 shots of 7.62mm The Bozar is the ultimate refinement of ammunition. the sniper’s art. Although somewhat Min. ST: 7 W: 26 lbs. Dmg: +18 Rng: 35 finicky and prone to jamming if not kept (120) AP S: N/A T: N/A B: 6 scrupulously clean, the big weapon’s accuracy more than makes up for its MG3 extra maintenance requirements. This Value: 3600 gun looks like a large sniper rifle, and The MG3 was originally designed for use was originally designed for SEALs and on the back of a Humvee for defensive Special Forces to take out small purposes. In the latter parts of the vehicles like tanks. Bozars fire 15 war, soldiers began to use them for open shot bursts only. The magazines holds infantry warfare. The MG3 is nearly 30 .223 bullets. uncontrollable if not used on a tripod. Min. ST: 6 W: 22 lbs. Dmg: +25 Rng: 75 The MG3 fires 10 shot bursts only. The AP S: N/A T: N/A B: 6 ammo belt holds 50 shots of 7.62mm ammunition. Avenger Minigun Min. ST: 7 W: 30 lbs. Dmg: +15 Rng: 10 Value: 5500 (110) AP S: N/A T: N/A B: 6 Rockwell designed the Avenger as the replacement for their aging CZ-53 Minigun Personal Minigun. The Avenger’s design Value: 3800 improvements include improved gel-fin The Rockwell CZ-53 Personal Minigun is a cooling and chromium-plated barrel- multi-barreled chaingun firing 5mm bores. This gives it a greater range ammunition at over 60,000 rounds per and lethality. The Avenger fires a 40 minute. Ouch. Fires a 20 shot burst shot burst only. The magazine holds 120 only. The magazine holds 120 shots of shots of 5mm ammunition. 5mm ammunition. Min. ST: 7 W: 31 lbs. Dmg: +10 Rng: 40 Min. ST: 7 W: 31 lbs. Dmg: +5 Rng: 35 AP AP S: N/A T: N/A B: 6 S: N/A T: N/A B: 6

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M2HB short distance. Single shot only. The Value: 7500 M203 holds 1 40mm grenade. The M2HB is perhaps the most powerful Min. ST: 5 W: 16 lbs. Dmg: Varies Rng: infantry weapon available. It uses the 20 AP S: 5 T: N/A B: N/A unique .50 BMG ammunition; bullets designed to pierce the armor of tanks MK-1 and to down helicopters. It can only be Value: 2100 fired from a tripod because of its Although slightly smaller than the M203, extreme kickback. The M2HB is not the MK-1 looks more like a large shotgun designed to be a mobile weapon; instead, than a grenade launcher. Single shot it is often found in a semi-permanent only. The MK-1 holds 2 40mm grenades. machinegun nest or attached to a Min. ST: 5 W: 10 lbs. Dmg: Varies Rng: vehicle. The M2HB fires a 25 shot burst 15 AP S: 5 T: N/A B: N/A only. The ammo belt holds 100 shots of .50 BMG ammunition. BG-1 Personal Artillery Device Min. ST: 6 W: 60 lbs. Dmg: +20 Rng: N/A Value: 7000 (140) AP S: N/A T: N/A B: 7 The BG-1 is a tripod-mounted grenade launcher designed to throw explosives Vindicator Minigun accurately over long distances. A small Value: 15250 computer helps compensate for wind, The German Rheinmetal AG Company created terrain, and other factors. Single shot the Vindicator, the ultimate minigun. only. The BG-1 holds 1 40mm grenade. The Vindicator throws 90,000 caseless Min. ST: 5 W: 25 lbs. Dmg: Varies Rng: shells per minute down its 6 carbon- (140) AP S: 6 T: N/A B: N/A polymer barrels. As the pinnacle of

Teutonic engineering, it is the ultimate AGS-17 Grenade Launcher hand-held weapon. 25 shot burst only. Value: 10500 The Vindicator’s magazine holds 100 The AGS-17 is an improved version of the 4.7mm caseless bullets. BG-1, with a better computer for Min. ST: 7 W: 30 lbs. Dmg: +14 Rng: 30 increased accuracy. Again, a tripod- AP S: N/A T: N/A B: 6 mounted device. Single shot only. The AGS-17 holds 5 40mm grenades. Grenade Launchers and Mortars Min. ST: 5 W: 30 lbs. Dmg: Varies Rng: (170) AP S: 6 T: N/A B: N/A renade launchers sling small explosive rounds at a target. M2 60mm Portable Mortar GOften, they look a good deal like Value: 14000 rifles, or even machineguns. Mortars The M2 was widely used by UN forces in fire explosive ordinance over much the , and is one of the most longer ranges. They are usually just common portable artillery devices. tubes with a firing mechanism attached. Although it has nowhere near the range Mortars aren’t suitable for close-range of a tank or howitzer, its primary use combat, as the often explode over a wide was to bombard infantry with artillery, area, and are primarily used for long- demoralizing them. It can also fire range (.5 KM or more) combat between different kinds of chemical warefare, squads and light vehicles. There are but we know the US would never do that. several types of grenades and mortar The M2 holds one 60mm mortar, and must ordinance available to shoot; for more be set up on a tripod, on the ground details, see the Ammunition section. (not on the back of a vehicle). Note that grenades and mortars cannot be Min. ST: 5 W: 40 lbs. Dmg: Varies Rng: targeted. Ranges for mortars are given .7 KM AP S: 5 T: N/A B: N/A in KM, and damage is discussed under the different kinds of Ammunition for these PS-22 51mm Mortar devices in that section. Value: 15000 An older model mortar, the PS-22 was M203 used heavily in operations in Vietnam Value: 2000 and Colombia (the “drug wars”). The PS- The M203 is a basic grenade launcher, 22 uses the unusual 51mm shells, and essentially a modified M16A1 rifle ammunition can be difficult to find. fitted with a device to sling grenades a Its range and accuracy is slightly less than the M2. 63

Min. ST: 5 W: 45 lbs. Dmg: Varies Rng: they can shoot things other than fire. .5 KM AP S: 5 T: N/A B: N/A Very, very nasty things.

Anti-Tank Weapons M9E1-7 Flamethrower hese are rocket launchers designed Value: 2000 to destroy tanks, jeeps, cars, Your basic flamethrower. A nozzle with Ttrucks, and other land-based a gun-like trigger is attached to a hose vehicles. Using these on critters and which is in turn attached to a special other people can be fun, for the truly backpack containing fuel. Useful for sadistic. taking out large groups of people. Flamethrower fuel is not always the only LAW-80 Rocket Launcher thing a flamethrower can spew. For Value: 1900 rules about damage from flamethrowers LAW stands for Light Antivehicle Weapon. and fire, see the Non-Conventional Although the LAW rocket is relatively Weapons section under Combat Step Two: weak and can only be fired once, it Damage. Single shot only. The flamer’s packs quite a bit of a punch. Single backpack holds a tank of ammunition, and shot only. The LAW-80 cannot be the number of “shots” varies from tank reloaded and comes with one LAW-80 to tank. rocket. Min. ST: 6 W: 28 lbs. Dmg: Varies Rng: Min. ST: 6 W: 14 lbs. Dmg: 6d8+30 Rng: 20 AP S: 6 T: N/A B: N/A 60 AP S: 6 T: N/A B: N/A Energy Weapons Skill Weapons Rockwell L-72 Rocket Launcher

Value: 2300 nergy weapons were developed in the A basic rocket launcher, and one of the early 21st century, and almost every few shoulder-fired models that can be major government employed them in reloaded. The L-72 holds one Rocket. E their armed forces at the time of the Min. ST: 6 W: 15 lbs. Dmg: Varies Rng: war. Pistols do not require two hands 50 AP S: 6 T: N/A B: N/A to use, all other energy weapons do.

There are two main kinds of energy TOW-II Missile Defense System weapons: laser and plasma. Lasers are Value: 15000 highly concentrated beams of light that The TOW-II MDS is simply the most melt through pretty much anything. powerful anti-tank device available. It Plasma is superheated, ionized gas that can only be fired from a tripod and will melts through pretty much anything. generally destroy any small vehicle it There are other kinds of energy weapons hits. The rockets the TOW-II fires are as well. Note that damage from energy covered with a small amount of uranium, weapons is weapon-dependant, not ammo- designed to melt through armor to reach dependant. the vulnerable parts underneath. Because of its pre-programmed firing computer, the TOW-II cannot target Pistols anything other than vehicles. Not that you would want to. Of course, someone he simplest energy weapons, and out there could probably re-program it. usually the weakest, are pistols. Single shot only. The TOW-II holds 1 TThey are however, good for TOW-II rocket. concealing and scaring people who have Min. ST: 6 W: 65 lbs. Dmg: 10d10+200 not dealt with energy weapons before. Rng: 150 AP S: 8 T: N/A B: N/A Wattz 1600 Laser Pistol Flamethrowers Value: 1400 The Laser Pistol is perhaps the simplest

of the energy weapons. It fires lamethrowers are fairly self- concentrated light at a target, heating explanatory; they fire a high- the target and causing considerable temperature substance called fire F damage. Favored by assassins and at targets to damage said target. gangsters because of its relatively Flamethrowers can also be re-fitted with inexpensive price and small size. different kinds of ammunition tanks, so Single shot only. The Laser Pistol

64 holds 12 charges, and uses the Small Rifles Energy Cell to recharge. Min. ST: 3 W: 7 lbs. Dmg: 1d12+10 Rng: he weapons of the elite military at 35 AP S: 5 T: 6 B: N/A the time of the war, these rifles Tare the backbone of the energy Solar Scorcher arsenal. Value: 2000 The Solar Scorcher is not named because H&K 31415 Laser Carbine it can actually damage the sun, but Value: 3500 instead of ammo uses the sun’s rays to A laser rifle with a shorter barrel and recharge. Unfortunately, this makes its limited range, this weapon is about use in caves, buildings, and at night halfway between a laser pistol and laser somewhat limited. It recharges in about rifle. Not widely distributed, these 30 seconds, but must be in direct weapons are fairly rare. Single shot sunlight to do so. Single shot only. only. The Laser Carbine holds 20 The Solar Scorcher holds 6 charges, and charges and uses Micro Fusion Cells to uses direct sunlight to recharge. recharge. Min. ST: 4 W: 10 lbs. Dmg: 4d10+20 Rng: Min. ST: 6 W: 13 lbs. Dmg: 2d12+18 Rng: 20 AP S: 4 T: 5 B: N/A 20 AP S: 5 T: 6 B: N/A

Glock 86 Plasma Pistol Winchester Model P94 Plasma Rifle Value: 2750 Value: 4000 Designed by the Gaston An industrial-grade energy weapon that Laboratories, this small gun shoots a fires superheated bolts of plasma down a small bolt of superheated plasma. superconducting barrel. Single shot Single shot only. The Plasma Pistol only. The Plasma Rifle holds 10 charges holds 16 charges, and uses the Small and uses Micro Fusion Cells to recharge. Energy Cell to recharge. Min. ST: 6 W: 17 lbs. Dmg: 2d20+25 Rng: Min. ST: 4 W: 8 lbs. Dmg: 1d20+10 Rng: 25 AP S: 5 T: 6 B: N/A 20 AP S: 5 T: 6 B: N/A Wattz 3120b Laser Rifle Alien Blaster Value: 5000 Value: 10000 The Laser Rifle is a refinement of the No one is sure where this weapon comes pistol, with a longer barrel for from, and there have been several increased accuracy as well as the space unconfirmed reports from nomads that for a larger, hotter energy beam. they fell from the skies inside of large Single shot only. The Laser Rifle holds metal disks; disks that also contained 20 charges, and uses the Micro Fusion the bodies of something not human. Cell to recharge. Single shot only. The Alien Blaster Min. ST: 4 W: 7 lbs. Dmg: 2d12+23 Rng: holds 10 charges, and uses the Small 25 AP S: 5 T: 6 B: N/A Energy Cell to recharge. Min. ST: 3 W: 29 lbs. Dmg: 5d10+30 Rng: YK42b Pulse Rifle 10 AP S: 4 T: 5 B: N/A Value: 17500 This is a version of the Pulse Pistol, YK32 Pulse Pistol in rifle form, meaning longer range and Value: 12500 more damage. What more could you ask A weapon that fires high energy pulses for from a weapon? Single shot only. of light and sound at an opponent, The Pulse Rifle holds 15 charges, and causing them to begin to disintegrate at uses the Micro Fusion Cell to recharge. the molecular level. Fun and Min. ST: 3 W: 14 lbs. Dmg: 2d12+54 Rng: educational for the kiddies. It looks a 30 AP S: 5 T: 6 B: N/A little like a Buck Rogers gun. Single shot only. The Pulse Pistol holds 10 Big Energy Weapons charged, and uses the Small Energy Cell to recharge. Min. ST: 3 W: 5 lbs. Dmg: 1d12+32 Rng: hese weapons were mostly in the 15 AP S: 4 T: 5 B: N/A developmental stage at the Tbeginning of the war, and are very rare. These are, without a doubt, the most valuable weapons in the wastes.

65

Gatling Laser the weapon. Note that grenades and Value: 7500 other thrown explosives cannot be The H&K L30 Gatling Laser is the only targeted. energy weapon capable of firing in burst mode. Designed specifically for Rock military use, these were in the Value: N/A prototype stage at the beginning of the Your basic, run of the mill rock. There war. Multiple barrels allow longer are only several trillion of them lying firing before overheating. The Gatling around the wastes. See also Melee Laser only fires a 10-shot burst. The Weapons. Gatling Laser holds 30 charges, and uses Min. ST: 1 W: 1 lb. Dmg: 1d4 + MD Rng: Micro Fusion Cells to recharge. 10 AP S: 4 T: 5 B: N/A Min. ST: 6 W: 29 lbs. Dmg: 1d20+20 Rng: 40 AP S: N/A T: N/A B: 6 Sharpened Pole Value: 5 Ion Beamer A basic piece of wood with a sharpened Value: 14000 end. See also Melee Weapons. This was an experimental weapon at the Min. ST: 3 W: 3 lbs. Dmg: (1d4+1) + MD beginning of the war. Kind of awkward, Rng: 10 AP S: 4 T: 5 B: N/A as it looks a good deal like the Ghostbusters’ proton packs, the Ion Bola Beamer is a subatomic particle-spewing Value: 10 hose attached to a backpack with a Originally designed by ranchers in South nuclear accelerator. The Ion Beamer America, a bola is a rope with two or showers a target with skin-damaging three rocks tied to the ends. One uses ionized gas. The ions cause the atoms a bola by swinging it over their head in the target’s body to start losing or and tossing it at the target; if gaining electrons, eventually leading to successful, the bola will wrap around the target’s disintegration. Note that the target, knocking it off its feet and the Ion Beamer cannot be targeted. rendering it immobile. Bolas do not Single shot only. The Ion Beamer holds actually do damage, but are a favorite 20 charges, and uses Micro Fusion Cells weapon of slavers who do not wish their to recharge. goods harmed. Anything hit with a bola Min. ST: 5 W: 30 lbs. Dmg: 3d12+60 Rng: is automatically knocked down and 30 AP S: 5 T: N/A B: N/A immobile until freed; a successful roll against Strength allows the target to MESON Cannon break out. Value: 16000 Min ST: 4 W: 5 lbs. Dmg: None Rng: 30 S: Another experimental weapon, the MESON 4 T: N/A B: N/A Cannon is a shoulder-fired weapon of incredible destructive power. It shoots Boomerang MESONs, which are made up of two quarks Value: 15 – a quark and an antiquark. Since Although boomerangs are commonly normal protons are made up of three associated with Australian aborigines, quarks, the addition of a MESON into a similar devices have been found among normal proton causes the atom to begin indigenous peoples the world over. exploding at close to the speed of Contrary to popular belief, hunting light, leaving nothing but quarks. Note boomerangs (the kind that hurt) do not that the MESON Cannon cannot be return to the user. They are a cleverly targeted. Single shot only. The MESON designed wooden airfoil with a handle on Cannon holds 10 charges, and uses Micro one end, and can cause a surprising Fusion Cells to recharge. amount of damage for their relative Min. ST: 6 W: 30 lbs. Dmg: 5d10+100 Rng: size. 50 AP S: 6 T: N/A B: N/A Min ST: 5 W: 1 lb. Dmg: 2d10 + MD Rng: 20 AP S: 4 T: 5 B: N/A Throwing Skill Weapons

hese are weapons that the user

chucks with good old-fashioned

muscle power. AP numbers reflect T necessary action points when throwing

66

Knife Plasma Grenade Value: 40 Value: 300 A basic knife for cutting things. Or The plasma grenade explodes and propels critters. Or people. See also Melee a large amount of superheated plasma Weapons. into the surrounding area. Anything in Min. ST: 2 W: 1 lb. Dmg 1d10 + MD Rng: 5 a hex adjacent to the grenade’s point of AP S: 4 T: 5 B: N/A explosion is subject to 1/3 of the damage from the plasma. Anything within Molotov Cocktail two hexes of the explosion is subject to Value: 50 1d6 of concussion damage. The simplest grenade, a molotov cocktail Min. ST: 4 W: 1 lb. Dmg: 5d10+40 Rng: 15 is a bottle full of gasoline, oil, or AP S: 5 T: N/A B: N/A some other flammable substance, with an oil-soaked rag as a fuse. Any target Pulse Grenade hit with a molotov cocktail is subject Value: 300 to fire damage. This grenade does not explode, but Min. ST: 3 W: 1 lb. Dmg: 1d12+8 Rng: 12 rather emits a neutron burst that AP S: 5 T: N/A B: N/A heavily damages electronic equipment. Useful against tanks, cyborgs, robots, Spear and rooms full of computers. Does not Value: 80 affect biological critters. Your basic polearm. A wooden pole with Min. ST: 4 W: 1 lb. Dmg: 5d10+100 Rng: a sharpened piece of metal on the end. 15 AP S: 5 T: N/A B: N/A See also Melee Weapons. Min. ST: 4 W: 4 lbs. Dmg: (1d12+3) + MD Weapon Enhancements Rng: 5 AP S: 5 T: 6 B: N/A

his section details some of the Throwing Knife various weapon enhancements one can Value: 100 encounter in the wastes. Some of A knife specifically designed for T these are custom jobs, and the only throwing. It has a hole cut out of the place you can get them is from a middle of it to make it hurt more when knowledgeable weaponsmith. Others, like removed from flesh. the night sight, can be bought or sold. Min. ST: 2 W: 1 lb. Dmg: 1d6+MD Rng:

ST*2 AP S: 4 T: 5 B: N/A Silencer

Value: 500 Fragmentation Grenade One of the simplest modifications, a Value: 150 silencer fits over the end of the barrel A small explosive device that one throws of almost any weapon. Guns are loud and then explodes at the base of a because of the air that is suddenly target. Frag grenades are designed to pushed out of the way when a bullet shatter upon impact, peppering anything fires, and silencers help the air escape nearby with small fragments of metal. as the bullet leaves the gun, Anything in a hex adjacent to the effectively reducing or eliminating the grenade’s point of explosion is subject loud “bang.” Good for sneaking up on to 1d6 points of frag damage. Anything people, or when you are shooting and within two hexes of the explosion don’t want everyone in town to know suffers 1d6 points of concussion damage. about it. Min. ST: 3 W: 1 lb. Dmg: 1d12+22 Rng: 15

AP S: 5 T: N/A B: N/A Night Sight

Value: 2000 Combat Knife This is a scope attached to the top of Value: 165 the gun that shows the world in A military-issued knife designed for heatwaves (thermal) rather than normal melee combat. The serrated edges tend light. When a weapon has a night sight, to tear instead of cut, and are a lot darkness modifiers are ignored. more painful than a normal knife. See also Melee Weapons. Sniper’s Scope Min. ST: 2 W: 2 lbs. Dmg: (1d12+3) + MD Value: 3000 Rng: 7 AP S: 4 T: 5 B: N/A The sniper’s scope allows a person to

easily examine a target and effectively

67 increases the range of the gun. Note Arrow that sniper rifles are already assumed Value: 5 to have sniper scopes. A scope AC: 0 DR: 0 Vol: 5 Dmg: 1d4 increases the range of the weapon by 20 meters, but all rolls to hit must be made as if the shooter were making a targeted attack, whether the shooter is Bolt or not. Value: 5 AC: 0 DR: 0 Vol: 5 Dmg: 1d6 Laser Sight Value: 3000 .223 FMJ A small device that attaches directly Value: 400 under the barrel of a gun, the laser AC: 0 DR: -10 Vol: 20 Dmg: 1d10 sight allows you to target areas of the body without taking penalties. Targeted .223 AP rolls are made as a normal, single roll, Value: 400 and there are no penalties for targeting AC: -15 DR: 0 Ignores DT Vol: 20 Dmg: smaller body parts. 1d6

Speed Loader .357 Magnum Value: 3000 Value: 150 A speed loader is an enhancement AC: -10 DR: -10 Vol: 50 Dmg: 1d6 designed only for a revolver. When a speed loader is attached, the pistol .38 Caliber only takes 1 AP to reload. Value: 100 AC: 0 DR: 0 Vol: 10 Dmg: 1d6 Expanded Magazine Value: 5000 .44 Magnum JHP Some rifles and assault rifles can have Value: 200 their magazines expanded by a AC: 0 DR: - 10 Vol: 20 Dmg: 1d8 knowledgeable weaponsmith. The volume of the expanded magazine varies from gun .44 Magnum AP to gun and weaponsmith to weaponsmith. Value: 250 AC: - 10 DR: 0 Ignores DT Vol: 20 Dmg: Ammunition 1d6

.45 Caliber his covers the various types of Value: 150 ammunition, as some guns can fire AC: 0 DR: -5 Vol: 50 Dmg: 1d6 more than one type. T

.50 BMG Abbreviations: Value: 1000 AC = Armor Class Modifier (Modifies the AC: -10 DR: -20 Vol: 100 Dmg: 1d6 target’s AC)

DR = Damage Resistance Modifier 12 Gauge Shotgun Shells (Buckshot) (Modifies the target’s DR under the Value: 150 “normal” category) AC: 0 DR: 0 Vol: 20 Dmg: 1d10 Vol = Volume. How many rounds come in a box 12 Gauge Shotgun Shells (Slugs) FMJ: Full Metal Jacket Value: 150 AP = Armor Piercing AC: 0 DR: 0 Vol: 20 Dmg: 1d8 JHP = Jacketed Hollow Point (also known as “cop killer” bullets) 2mm EC Dmg = How much base damage the ammo type Value: 2000 does AC: -20 DR: -20 Vol: 20 Dmg: 1d10

Ammunition for Guns 4.7mm Caseless Value: 1000 BBs AC: -10 DR: -10 Vol: 20 Dmg: 1d10 Value: 100 AC: 0 DR: 0 Vol: 100 Dmg: 1d4 5mm Value: 500 68

AC: 0 DR: 0 Vol: 50 Dmg: 1d8 Ordinance (Ammunition for Grenade Launchers, Mortars, Rockets, and 5.56mm Artillery Pieces) Value: 600 AC: 0 DR: -20 Vol: 50 Dmg: 1d8 40mm Fragmentation Grenade Value: 1000 7.62mm AC: 0 DR: 0 Vol: 5 Dmg: 1d12+22 (1d6 Value: 300 Conc., 1d6 Frag.) AC: 0 DR: 0 Vol: 50 Dmg: 1d6 40mm Plasma Grenade 7.65mm Value: 2000 Value: 300 AC: 0 DR: 0 Vol: 5 Dmg: 5d10+40 (1d6 AC: 0 DR: 0 Vol: 50 Dmg: 1d8 Conc.)

9mm JHP 40mm Pulse Grenade Value: 200 Value: 2000 AC: 0 DR: -10 Vol: 20 Dmg: 1d6 AC: 0 DR: 0 Vol: 5 Dmg: 5d10+100 (Non- biological only) 9mm AP Value: 250 51mm Explosive Mortar Shell AC: -10 DR: 0 Ignores DT Vol: 20 Dmg: Value: 4000 1d4 AC: 0 DR: 0 Vol: 5 Dmg: 10d10 to everything within 20 meters of 9mm Ball explosion; 1d6 concussion to all within Value: 300 50 meters AC: 0 DR: -10 Vol: 20 Dmg: 1d6 51mm Gas Mortar Shell 10mm JHP Value: 6000 Value: 300 AC: 0 DR: 0 Vol: 5 Dmg: 7d10 and AC: 0 DR: -10 Vol: 20 Dmg: 1d6 unconsciousness to all within 100 meters of explosion 10mm AP Value: 350 60mm Explosive Mortar Shell AC: -10 DR: 0 Ignores DT Vol: 20 Dmg: Value: 3000 1d4 AC: 0 DR: 0 Vol: 5 Dmg: 10d10 to everything within 20 meters of 14mm JHP explosion; 1d6 concussion to all within Value: 1000 50 meters. AC: 0 DR: -20 Vol: 20 Dmg: 1d10 60mm Plasma Mortar Shell 14mm AP Value: 5000 Value: 1200 AC: 0 DR: 0 Vol: 5 Dmg: 10d20 to AC: -20 DR: 0 Ignores DT Vol: 20 Dmg: everything within 20 meters of 1d8 explosion.

HN Needler (Normal) 60mm Pulse Mortar Shell Value: 1500 Value: 7000 AC: 0 DR: 0 Vol: 10 Dmg: 3d10 AC: 0 DR: 0 Vol: 5 Dmg: 20d20 to all non-biological things within 20 meters HN Needler AP (Normal) of explosion. Value: 2000 AC: 0 DR: 0 Ignores DT Vol: 10 Dmg: 2d8 Rocket (Explosive) Value: 2000 HN Needler Poison AC: 0 DR: 0 Vol: 10 Dmg: 6d8 Value: 2300 AC: 0 DR: 0 Vol: 10 Dmg: Poison Type G Rocket (AP) Value: 2500 HN Needler Biotoxin AC: -10 DR: 0 Ignores DT Vol: 10 Dmg: Value: 4000 6d6 AC: 0 DR: 0 Vol: 10 Dmg: 1d10 per round, for 10 rounds

69

TOW-II Rocket Combat Leather Jacket Value: 5000 Value: 1000 AC: -20 DR: -20 Ignores DT Vol: 5 This leather jacket has been padded and reinforced for better protection. You Flamer Fire Pack (10 shots) just can’t find anything more Value: 2000 fashionable in the post-nuclear world. AC: 0 DR: -10 Vol: 10 Dmg: 3d8 plus fire W: 7 lbs. AC: 20 N: 2/30 L: 0/20 F: 2/25 P:0/10 E: 0/20 Flamer Plasma Pack (10 Shots) Value: 3000 Leather Armor MK II AC: -10 DR: -10 Vol: 10 Dmg: 5d10+40 Value: 1000 Reinforced leather armor that covers the Flamer Poison Gas Pack arms and groin as well as the torso. Value: 5000 W: 10 lbs. AC: 20 N: 3/25 L: 1/20 F: AC: N/A DR: N/A Vol: 5 Dmg: Poison Type 1/25 P: 1/10 E: 1/25 F to all non-protected critters in 4 hexes of stream Metal Armor Value: 1100 Cells for Energy Weapon A jacket of armor made from pieces of scrap metal welded together. Small Energy Cell W: 35 lbs. AC: 10 N: 4/30 L: 6/75 F: Value: 2000 4/10 P: 4/20 E: 4/25 AC: N/A DR: N/A Vol: 20 Metal Armor MK II Micro Fusion Cell Value: 1900 Value: 2000 This is a truly fine suit of armor, AC: N/A DR: N/A Vol: 20 crafted by a skilled metalworker. Usually only found in highly populated Armor areas. W: 35 lbs. AC: 15 N: 4/35 L: 7/80 F: 4/15 P: 4/25 E: 4/30 his section deals with the various methods of protecting oneself in Tesla Armor Tthe wastes. The divided modifiers Value: 4500 are Damage Threshold / Damage This metal suit of armor is enhanced Resistance. with electromagnetic coils to aid in protection against energy attacks. Abbreviations: Usually found only in high-tech areas. W = Weight W: 35 lbs. AC: 15 N: 4/20 L: 19/90 F: AC = Armor Class Modifier 4/10 P: 10/80 E: 4/20 N = Normal Damage Modifier L = Laser Damage Modifier Brotherhood of Steel Armor F = Fire Damage Modifier Value: 4800 P = Plasma Damage Modifier This suit of body armor is worn by E = Explosion Damage Modifier initiates in the secret order of the Brotherhood of Steel. This is an Leather Jacket advanced version of the Combat Armor, Value: 250 and can occasionally be found for sale A snappy addition to any ensemble, the in large cities. leather jacket is the most basic W: 25 lbs. AC: 20 N: 8/40 L: 8/70 F: protection you can use. And it looks 7/50 P: 7/60 E: 8/40 pretty badass, too. W: 5 lbs. AC: 8 N: 0/20 L: 0/20 F: 0/10 Radiation Suit P: 0/10 E: 0/20 Value: 5000 A radiation suit is necessary if someone Leather Armor is going to do any prolonged activity in Value: 700 an irradiated area. While wearing a A shirt made of leather and padded for radiation suit, a person is protected extra protection. from all the harmful effects of W: 8 lbs. AC: 15 N: 2/25 L: 0/20 F: 0/20 radioactivity and radioactive materials. P: 0/10 E: 0/20 W: 20 lbs. AC: 15 N: 4/30 L: 0/30 F: 10/60 P: 0/20 E: 4/40 70

Combat Armor extremely rare and can only be found in Value: 6500 organizations that can trace their roots The standard military-issue armor for back to the American Armed Services, ground troops before the war, there are such as the Enclave. This armor still quite a few suits of combat armor enhances the Strength of the wearer by 4 lying around. Most are used by police points. forces in large cities, or by gangsters W: 30 AC: 30 N: 15/55 L: 19/90 F: 16/70 with lots of money. P: 15/60 E: 20/65 W: 20 lbs. AC: 20 N: 5/40 L: 8/60 F: 4/30 P: 4/50 E: 6/40 Equipment

Combat Armor MK II quipment is any item that is not a Value: 8000 weapon, ammunition, armor, or An advanced version of the Combat Armor, weapon enhancement. These are this offers far better protection. E common (or semi-common), useful items in Originally issued to soldiers in the the wastes. advanced stages of the war.

W: 20 lbs. AC: 25 N: 6/40 L: 6/65 F: Flare 5/35 P: 5/50 E: 9/45 Value: 10

A chemical-packed stick that, when Pseudo-Chitin Armor ignited, will provide light for about an Value: 10000 hour. This experimental armor was made using W: 1 lb. genetic engineering. Basically, this armor affords its wearer a complete Lighter biological exoskeleton, protecting Value: 10 against a good deal of normal attacks. When you need to get that molotov W: 20 lbs. AC: 30 N: 10/50 L: 4/20 F: cocktail going, or burn that particular 10/60 P: 4/20 E: 5/50 bridge.

W: 1 lb. Power Armor

Value: 12500 Flashlight This is a metal suit of body armor Value: 15 enhanced with various powered features. A small flashlight (torch) that runs off Power armor is often the final word in of a special energy cell. Usually personal protection in the wastes, and provides about 30 hours of light before is usually only worn by Knights of the going out. Brotherhood of Steel, and other W: 1 lb. organizations with access to prewar tech. The power of the armor adds 3 Rope points to the Strength of the wearer. Value: 25 W: 35 AC: 25 N: 12/40 L: 18/80 F: 12/60 What role playing game would be complete P: 10/40 E: 20/50 without a rope? Perhaps one of the most

useful items in the world. Consider Hardened Power Armor this to be about 10 meters long. Value: 15000 W: 10 lbs. There is a chemical process that makes normal Brotherhood Power Armor harder Shovel and better, and this is the result of Value: 30 that process. Like the normal Power Can you dig this, daddy-o? Armor, this suit enhances the Strength W: 15 lbs. of the wearer by 3 points.

Lockpick W: 50 AC: 25 N: 13/50 L: 19/90 F: 14/70 Value: 40 P: 13/50 E: 20/60 Gives the user a +50% bonus to lockpick ability for the purposes of picking Advanced Power Armor basic locks. Some locks require one of Value: 20000 these (or a key) to open. Advanced Power Armor is an improvement W: 1 lb. on normal Power Armor, made mostly by technicians after the war. It is 71

Tool Set adjacent hexes when it goes off, and 1d6 Value: 50 points of concussion damage to anything A set of basic tools, such as small within 4 hexes of the explosion. wrenches, pliers, some screwdrivers, and a hammer. For basic repairs. Medical Kit W: 15 lbs. Value: 300 A first-aid kit that, when used, acts Boots like one successful use of the First Aid Value: 80 skill, healing 1d10 points of damage in A set of reinforced rubber and kevlar 1d10 minutes. Can only be used once. boots. They will protect the wearer W: 4 lbs. from harsh chemicals for a short time, although they tend to wear out easily. Geiger Counter W: 5 lbs. Value: 300 This useful little device not only Gas Mask detects how much radiation is in a Value: 150 person, it can detect harmful radiation This mask protects against harmful gas. in the surrounding area. Useful when Useful when someone lobs a mustard gas you are wondering what that big glowing shell at the party. Note that it does crater in the ground is. not block radiation. W: 5 lbs. W: 3 lbs. Plastique (C-14 Plastic Explosive) Expanded Lockpick Set Value: 400 Value: 150 C-14 is an improved version of the This little kit contains everything the classic C-4 plastic explosive. A gummy- aspiring thief needs to break into just like substance that can be rigged to about anything with a traditional lock. detonate, plastique is useful because it Gives a +70% bonus to the lockpicking can be molded to any shape, to detonate skill when used. in a concentrated area or spread along a W: 1 lb. wider surface. C-14 is a white or gray substance that looks and feels a lot Safecracking Kit like Silly Putty™. Setting it takes a Value: 200 successful roll against Traps; like The use of this kit is required to open dynamite, if the roll fails, the timer most safes, and gives the user a +20% is not set correctly, and will blow at bonus to their lockpicking skill when the wrong time, or not at all. trying to open a safe. Plastique does 2d20+30 damage to W: 5 lbs. anything within the hex in which it detonates, half damage to everything in Electronic Lockpick adjacent hexes, and 1d6 concussion Value: 250 damage to anything within 4 hexes of the This valuable device is required to open explosion. C-14 can be compounded on electronic locks. It is crafted to itself to make bigger bombs, too. overload or override the computer W: 2 lbs. security on electronic doors. They are usually only available from thieves’ Doctor’s Bag guilds. Value: 450 W: 3 lbs. The Doctor’s Bag contains various sawbones instruments for diagnosing and Dynamite treating various maladies. If a Value: 275 character has a Doctor’s Bag, it An explosive device consisting of effectively raises the Doctor skill by several sticks of dynamite, a detonator, 15% for the purposes of treating and a timer to set it off. Setting crippled limbs and blindness only. dynamite takes a successful roll against W: 10 lbs. the Traps skill; an unsuccessful roll means the timer was not set correctly, Electronic Lockpick Mark II and will not go off on time (in other Value: 500 words, you might not be able to run fast An improved Electronic Lockpick, used by enough). Dynamite does 1d20+30 points phreakers, hackers, criminals, and CIA of damage to anything in its hex and all operatives before the War. With this 72

tool, not only can a character open any There is no official Antidote company in electronic lock, but it contains a the wastes, and it is often something variety of interfaces for other that country doctors and traveling electronic devices like mainframe quacks will sell for far more than its computers, ATMs, and pocket calculators. worth. Not addictive. W: 5 lbs. Super Stimpack Vehicle Repair Kit Value: 500 Value: 500 This is an incredible melange of healing A toolbox containing some necessary chems designed to aid wounded soldiers equipment for repairing a vehicle on the battlefield in crucial moments of (actually, it can be used on any complex combat. Super stimpacks come in a large mechanical device). Contains a computer clamp that fit around the arm and inject for interfacing with the vehicle to the chemicals into the user at various analyze the problem and a lot of repair times, maximizing the effects of the tools. chemicals. The whole injection process W: 20 lbs. still takes less than a second. Super stimpacks heal 5d10+50 HP, but the user Chems (Drugs) loses 1d10 HP after an hour from the aftershock. It is a good idea to get here are plenty of ways to some other form of healing should the chemically alter one’s body in the user’s HP drop to dangerous levels Twastes, and not all of them are again. Not addictive. entirely beneficial. Chems always have some kind of effect on a person. Buffout Sometimes, a chem is not easily Value: 600 identifiable, so when you come across a Buffout is a kind of temporary steroid, big crate of syringes and want to know increasing mitochondrial activity in what they are, there is no choice but to muscle for a brief period of time. shoot one and see what it does. NOTE: Unfortunately, these same chemicals also The creators of this game do not impair brain function. Taking this drug recommend this course of action in the is fine so long as you are about to slug real world. it out in a boxing ring, but not recommended for operating a tank in Healing Powder combat. When swallowed, Buffout Value: 50 increases the user’s Strength by 3, This is a simple healing powder that, decreases Intelligence by 2, and when ingested, helps ease pain from decreases Perception and Intelligence by minor wounds. It heals 1d10+5 HP when 1. The effects last 1d10 hours. eaten, and causes the user to lose 1 Buffout carries a 40% chance of Perception for 1 hour after consumption. addiction. Not addictive. Mentats Stimpack Value: 600 Value: 150 Mentats increase the user’s awareness Stimpacks are small syringes with for a short period of time, but are healing chems that ease pain and dangerous because of the intense encourage cellular mitosis, helping aftereffects and high addiction rate. cells restore themselves at an increased An experimental drug for the military at rate. Quite common before the war, they one time, these pills became popular in can be found, in one form or another, the prewar streets because of the almost everywhere. When injected, the intense high. When Mentats are stimpack heals 1d10+10 HP. Not swallowed, the user’s Perception addictive. increases by 2. The effects last 1 hour, after which time the user’s Antidote Perception, Agility, and Strength are Value: 150 decreased by 2 for 1d10 hours. Mentats Made from a variety of distilled poisons have a 60% chance of addiction. and antibodies, each dose of Antidote removes one level of poisoning. Psycho Antidote tastes and looks like cough Value: 1000 syrup, and comes in little bottles. 73

Psycho is a drug that is much like a Vehicles combination between Mentats and speed.

This chemical cocktail is highly his is a brief summary of vehicles addictive and has horrible side effects, in the Fallout universe. It should but the high it produces is worth it to be noted that most vehicles have many users. After injecting Psycho, the T been damaged, modified, or otherwise user’s Perception and Agility increase changed in the hundred-plus years since by 3, and their maximum Action Points the war. New vehicles, and new vehicles increases to 10. The effects of Psycho parts, have not been manufactured for a last 1d10 hours, after which time the long time, and perishable parts like user loses 3 points to ALL Stats except tires are especially hard to find. Luck for 1d10 hours. Psycho is 50% Vehicles are powered by energy cells, addictive. can use either Small Energy Cells or

Micro Fusion Cells to recharge Jet themselves. This is only a sample of Value: 1000 vehicles; when a vehicle is encountered Jet is the new street drug of the post- in an adventure, the appropriate nuclear world. No one knows exactly how statistics should be given at that time, it was made, except there are rumors using these as reference points. that a mafia boss had it manufactured to Vehicles are not “traded” on the same aid in controlling large numbers of level as other goods, so they have no people. Considering that Jet is cash value per se. If the vehicle has a addictive from the first dose, that is gun, it is noted below the vehicle’s not difficult to imagine. Jet comes in stats. an inhaler, much like asthma medicine. After inhalation, the user gains 2 Abbreviations: Agility and loses 2 Perception for 1d10 TS = Top Speed hours. The user also experiences a near orgasmic high with very little side KPH = Miles Per Hour effects afterward. Jet is 100% addictive. Once you take it, there is DR = Driving Range on a full charge no going back. NP = Number of Passengers

Radaway CW = Carry Weight (in the trunk, on the Value: 1500 roof, etc.) – the most weight the car Radaway, an obscure drug from prewar can carry. times, became one of the most useful HP = Hit Points (see Combat: Vehicles after the bombs went off. It comes in for description). an IV bag and must be taken through a drip IV over the period of about an Cars and Trucks hour. The Radaway works in the user’s system to bond with radioactive particles and wash them out. 1 day ot necessarily military vehicles, after use, the user loses 25 rads. 2 cars and trucks are probably going days after use, the user loses another Nto be the most common vehicles in 25 rads. Radaway, unfortunately, has an the wastes. addiction rate of 20%. Corvega “Highwayman”

Rad-X The highwayman was the combination Value: 2000 sportscar and family car that became the An ounce of prevention is worth a pound staple of American life in the years of cure, and that was the idea behind before the war. It is roomy and can these drugs. Although they were never travel over most kinds of flat terrain. marketed for consumer use before the The basic highwayman does not have a war, enough were made for militaries so weapon, and holds 30 charges of fuel. that they are not unknown in the postwar TS: 100 MPH. DR: 480 KM. NP: 5 CW: world. Rad-X is a pill that increases 2500 lbs. HP: 250 the user’s Radiation Resistance by 50% for 1d10 hours after ingestion by ½ Ton Truck creating a kind of radiation “anti-body” This is a basic pickup truck, with a bed in the user. Not addictive. in the back for carrying people and

74 equipment. Can travel over some fairly front lines. Some use tires, and are rough terrain, depending on the kind of designed for roads, and some use treads, tires and suspension the truck has. like tanks. Trucks do not normally have weapons attached. It takes 30 cells to recharge. TS: 100 MPH. DR: 400 KM. NP: 2 in cab, Bradley M2 Infantry Fighting Vehicle 5 in bed. CW: 3000 lbs. HP: 300 (IFV) 2 ½ Ton Truck The Bradley M2 IFV is designed to protect a squad of soldiers in a combat This is a much larger truck, used for zone. A tracked vehicle with decent carrying troops and supplies before the armament, it is more than capable of war. Can generally travel only on roads defending itself against many other or flat terrain. These trucks usually vehicles. The M2 was used extensively have no weapons, and take 50 cells to in the Gulf War in the late 20th century, recharge. and is one of the most common infantry TS: 90 KPH. DR: 320 KM. NP: 2 in cab, vehicles in the US. The Bradley M2 15 in back. CW: 10,000 lbs. HP: 375 takes 30 cells to fully recharge. It is armed with a TOW-II missile launcher, an

MG3 machine gun, and a 25mm Cannon. In Tractor-Trailer addition, there are slots in the sides where the soldiers inside can safely Your basic eighteen-wheeled “big rig.” fire at hostiles outside. The trailer can be modified to carry anything from medical supplies to oil to TS: 66 KPH DR: 70 KM NP: 10 CW: 10,000 a missile or two. Travels only on roads lbs. HP: 400 or very flat terrain; hitting even a small rock at a high speed could tip the trailer over. Tractor-trailers take 100 Dragoon cells to fully recharge. APC TS: 100 KPH (cab only), 70 KPH (with The trailer). DR: 600 KM empty, 320 KM Dragoon fully loaded. NP: 2-3 in cab, 30 in isn’t a back. CW: 50,000 lbs. HP: 400 single vehicle, Humvee but a A military jeep designed to carry small family of amounts of people over rough terrain, wheeled, armored vehicles designed to and to engage light infantry in combat. meet most military and para-military Can travel over many kinds of terrain at needs. The Dragoon is totally relatively high speeds. The Humvee amphibious, and is designed for more takes 30 cells to completely recharge. guerilla-style operations that the larger (and less subtle) Bradley. The TS: 95 KPH. DR: 600 KM. NP: 5 CW: 2500 Dragoon APC can be armed either with an lbs. HP: 375 AGS-17 Grenade Launcher or an MG3 machine gun turret. The Dragoon takes 40 cells to fully recharge. Its large APCs (Armored Personnel Carriers) wheels mean that it is most effective on flat or relatively flat land, or in amphibious operations. PCs are TS: 116 KPH DR: 885 KM NP: 8 CW: 8,000 A lbs. HP: 425 usually Cadillac-Gage LAV-150 ST lightly- armed, The LAV-150 heavily is a armored partially- vehicles amphibious, that better transport troops through and near the armed 75

version of the Dragoon. The wheeled concussion damage for everything within LAV-150 is a much more common vehicle, 100 meters. Rng: 1 KM AP S: 5 T: N/A B: being the backbone of US transport N/A forces since its full introduction in

the mid-1970s. The LAV-150 is armed with a 20mm Cannon and an MG3 machine Rheinmetall 120mm Gun gun. It can handle off-roading better than the Dragoon, but is still at home W: 3000 lbs. Dmg: 20d20+50 to everything on relatively flat terrain. The LAV-150 within 20 meters of the explosion, and takes 40 cells to recharge completely. 1d6 concussion damage to everything within 100 meters. Rng: 2 KM AP S: 5 T: TS: 112 KPH DR: 800 KM NP: 9 CW: 10,000 N/A B: N/A lbs. HP: 450

152mm Shillelagh Missile System Mobile Artillery W: 3000 lbs. Dmg: 20d20+50 to everything obile artillery are cannons, such within 25 meters of explosion, 1d6 as Howitzers and the like, that are concussion damage to everything within Mset up on two wheels so they can be 100 meters. Rng: 3 KM AP S: 6 T: N/A B: towed behind trucks, jeeps, humvees, or N/A APCs. Although tanks nearly replaced these guns in the 20th Century, they are far more common weapons in the wastes Tanks than their high-maintenance, mobile, armored cousins. Each one is basically like ht other: a really big gun mounted anks were invented in the early 20th to a mobile tripod, with two wheels on Century as military personnel it. The statistics for these weapons realized the great effectiveness of are exactly the same for the tank Timproved cannon (artillery pieces), versions, except that tanks can move and and the invention of the automobile have a lot more armor. Note that none allowed these pieces of machinery of these weapons can be targeted, and to become relatively mobile. Tanks are that there is only one kind of shell basically artillery cannons operated by available for each (for now). Using a heavily protected crew, and their these weapons take a roll against Big treads allow them to move over all sorts Guns skill. Ammunition for these of terrain. Tanks are definitely the weapons is very difficult to come by, rarest vehicles in the wastes, and if and each weapon fires its own shells: any still work, they are probably in the 20mm, 25mm, etc. possession of large organizations, or technology mongers like the Enclave or the Brotherhood of Steel. 20mm Cannon

W: 1000 lbs. Dmg: 8d10+40 to everything within 10 meters of the explosion, and M60A2 Main Battle Tank 1d6 concussion damage for everything The M60, the “destroyer from Detroit,” within 100 meters. Rng: 0.5 KM AP S: 4 was introduced into the American armed T: N/A B: N/A forces in the 1960s and remained an important part of the military until the th 25mm Cannon very end of the 20 century, when it was regulated to National Guard armories. W: 1300 lbs. Dmg: 8d10+40 to everything The M60 is well-armored and is equipped within 10 meters of the explosion, and with a M68 105mm Cannon and two MG3 1d6 concussion damage for everything machine guns. Although the Abrams within 100 meters. Rng: 0.5 KM AP S: 4 replaced the M60 by the early 1990s, it T: N/A B: N/A was still highly effective against the slower, less efficient T-62s in the Gulf War. The M60 takes 60 cells to fully M68 105mm Cannon recharge. W: 2500 lbs. Dmg: 15d20+30 to everything TS: 50 KPH DR: 100 KM NP: 4 CW: 3000 within 15 meters of explosion, and 1d6 lbs. HP: 500

76

M551 Sheridan TS: 60 MPH DR: 100 KM NP: 5 CW: 4000 lbs. HP: 600 The Sheridan was designed as a light support tank that had the firepower to destroy a main battle tank. It is one of the few tanks that can be airdropped Vehicle Enhancements from the back of a C-130 Hercules, and was the first United States vehicle to arrive in Saudi Arabia in the Gulf War. ehicle enhancements are very rare It is also a major failure, as far as in the wastes. They are often very its design is concerned. The Sheridan Vcostly and parts can be almost was equipped with a 152mm Shillelagh impossible to come by. These are some Missile System, a surface to surface examples of vehicle enhancements. defense system designed to kill tanks at

long range, without having to endanger the Sheridan’s crew. The US completely Reinforced Struts overhauled these tanks in the last few years of the 20th Century, and the Cost: 9000 Shillelagh system works – nominally. Reinforcing the struts on a vehicle Sheridan tanks were common on the increases the amount of weight it can homefront, as they were regulated to carry by 50%. Of course, it doesn’t National Guard duties after their increase the size of the vehicle. relative failure on the battlefields of the Persian Gulf. In addition to the 152mm Shillelagh system, the Sheridan is Fuel Cell Converter armed with two MG3 machine guns, and takes 60 cells to fully recharge. Cost: 10000 TS: 60 KPH DR: 120 KM NP: 5 CW: 2000 A fuel cell converter makes the energy lbs. HP: 400 that a vehicle runs off of more efficient. It extends a vehicle’s range by 50%. M1A1 Abrams Credited Antigrav Plates with defeating Cost: 25000 the vastly Forget tires and tracks. Antigrav inferior plates allow the vehicle to hover a few Soviet- feet over the ground, so it can built T- effectively pass over all but the 72s and T- rockiest ground at top speeds. Antigrav 55s Iraq plates remove terrain restrictions used in (except obviously the car can’t careen the Gulf over canyon walls) and increases the War, the vehicle’s top speed by 50 miles per M1 Abrams hour. Note that antigrav plates are is the ineffective over water, and driving over finest vehicle in the US Cavalry going more than 1 foot of H2O will result in a st into the 21 century. The unequaled very wet car that cannot be moved except range and reloading speed of the by a tow chain. Rheinmetall 120mm gun, and the thickest, most effective armor of any tank, make the Abrams the most feared vehicle on the battlefield. In addition to the cannon, the Abrams has 2 M2HB support machine guns, and a TOW-II missile defense system built-in. There are rumors of M1A1s constructed with energy weapons, but these are unconfirmed. The M1A1 takes 70 cells to fully recharge.

77

Bibliography

Darman, Peter (ed). Tanks at War. Wisconsin: Motorbooks International, 1996.

Dunstan, Simon. NATO Armoured Combat Vehicles. London: Arms and Armor Press, 1991.

Flynn, Nigel (ed). Battlefield Europe: NATO vs. The Warsaw Pact. New York: Arco Publishing, 1985.

Hurst, Michael. GURPS High-Tech: Weapons and Equipment Through The Ages. United States: Steve Jackson Games, 1998

Fallout. California: Interplay Productions, 1997.

Fallout 2. California: Interplay Productions, 1998.

O’Malley, T.J. Fighting Vehicles: Armoured Personnel Carriers & Infantry Fighting Vehicles. London: Greenhill Military Manuals, 1996.

Powell, William. The Anarchist Cookbook. New Jersey: Barricade Books, Inc., 1971

Recommended Books and Films

For more recommendations, reviews, and links to where you can buy these and other items, check the Fallout website at http://www.iamapsycho.com/fallout/resources.htm

Books

Alas, Babylon by Pat Frank. Available from Harper Perennial, 1999.

Apocalypse Movies: End of the World Cinema by Kim Newman. Available from Griffin Trade Paperbacks, 1998.

Earth Abides by George R. Stewart. Available from Fawcett Books, 1989.

On the Beach by Nevil Shute. Available from Ballantine Mass Market Paperback, 1989.

The Postman by David Brin. Available from Bantam Books, 1997.

The Stand: Complete and Uncut by Stephen King. Available from the New American Library, 1991.

Movies

Atomic Journeys: Welcome to Ground Zero, 1999 documentary, directed by Peter Kuran.

The Atomic Café, 1983 documentary, directed by Jayne Loader and Kevin Rafferty.

A Boy and His Dog, 1975 post-nuclear action, directed by L.Q. Jones. Based on a novella by Harlan Ellison.

The Day After, 1983 made-for-television movie.

Mad Max, The Road Warrior, and Mad Max Beyond Thunderdome, 1979, 1981, and 1985 post- nuclear action.

Nukes in Space: The Rainbow Bombs, 2000 documentary, directed by Peter Kuran.

On the Beach, 1959 drama.

78

On the Beach, 2000 drama (miniseries).

The Postman, 1997 post-nuclear action/drama/epic, directed by and starring Kevin Costner.

Stephen King’s The Stand, 1994 miniseries.

Threads, 1985 made-for-television movie.

Trinity and Beyond: The Atomic Bomb Movie, 1997 documentary, directed by Peter Kuran.

Waterworld, 1995 post-nuclear wet-n-wild action, directed by Kevin Reynolds.

79

Index

Acknowledgements ...... 1 Action Points (description) ...... 10 Actions (list of possible combat actions) ...... 18 Adding Race Modifiers to Statistics ...... 9 Advancement ...... 31 Agility (description) ...... 9 Ammunition ...... 65 Armor ...... 67 Armor (wearing) ...... 16 Armor Class (description) ...... 10 Armor Class (modifying “to hit”) ...... 20 Artillery (setting up in combat) ...... 19 Attacking ...... 19 Barter Skill (description) ...... 15 Bartering ...... 29 Bestiary ...... 43 Bibliography ...... 75 Big Guns Skill (description) ...... 12 Big Guns Skill Weapons ...... 59 Blindness ...... 27 Burst Mode ...... 16 Canceling the Shot ...... 21 Carry Weight (description) ...... 10 Chance for Criticals (determining, rolling, and an example of) ...... 24 Character Creation ...... 3 Character Concept ...... 3 Character Terminology ...... 4 Charisma (description) ...... 9 Chems ...... 70 Chems (and addiction) ...... 28 Combat (beginning) ...... 17 Combat (continuing and ending, and an example of) ...... 24 Combat (definition) ...... 2 Combat (process) ...... 17 Cone of Fire (in burst mode) ...... 21 Cover (modifying “to hit”) ...... 20 Creating a Role-Playing Game ...... 1 Crippled Limbs ...... 27 Critical Chance (description) ...... 11 Critical Failure Table ...... 22 Critter (definition) ...... 2 Damage (determining) ...... 23 Damage (example of calculating) ...... 23 Damage (from non-conventional weapons) ...... 23 Damage and Death ...... 25 Damage Resistance (description) ...... 11 Damage Threshold (description) ...... 11 Dice (Required to play the game) ...... 2 Death (definition) ...... 2 Death (in the game) ...... 28 Death (note about) ...... 10 Doctor Skill (description) ...... 14 Double-Shot Weapons ...... 22 Endurance (description) ...... 9 Energy Weapons Skill (description) ...... 12 Energy Weapons ...... 62 Equipment ...... 69 Equipment (Required to play the game) ...... 2 Equipping Items (in combat) ...... 18 80

Experience (definition) ...... 2 Fallout (definition) ...... 2 Finishing Touches to Character Creation ...... 15 Fire Damage ...... 25 First Aid Skill (description) ...... 13 Gambling Skill (description) ...... 15 Gamemaster or GM (definition) ...... 2 Gameplay ...... 3 Getting Up (in combat) ...... 19 Ghoul (race) ...... 5 Glossary (of terms in Fallout) ...... 2 Guide to the Fallout Universe (Post-Nuclear USA: The Rough Guide) ...... 36 Half-Mutant (race) ...... 6 Healing (naturally) ...... 28 Healing Rate (description) ...... 11 Hit Points (description) ...... 10 Holding Weapons and Objects ...... 16 Human (race) ...... 5 Imagination (Imagining) ...... 1 Intelligence (description) ...... 9 Introduction ...... 1 Karma (definition) ...... 2 Karma (explanation) ...... 4 Karma (in character creation) ...... 15 Karmic Perks ...... 29 Level (definition) ...... 2 Life (meaning of) ...... 42 Light (modifying “to hit”) ...... 20 Lockpick Skill (description of) ...... 14 Lockpicking ...... 30 Luck (description) ...... 9 Melee Damage (description) ...... 11 Melee Skill Weapons ...... 51 Melee Weapons (advantages to hitting with) ...... 22 Melee Weapons Skill (description) ...... 13 Movement (in combat) ...... 18 Mutant or Super Mutant (race) ...... 5 Non-Player Character or NPC (definition) ...... 3 Notes (Version) ...... 1 Nuclear Arsenals (Size of) ...... 2 Outdoorsman Skill (description) ...... 15 Perception (description) ...... 8 Perk (definition) ...... 3 Perks (explanation) ...... 4 Perks (list of) ...... 31 Picking Locks ...... 30 Pilot Skill (description) ...... 14 Player (definition) ...... 3 Player Character or PC (definition) ...... 3 Poison Damage ...... 25 Poison Resistance (description) ...... 11 Poisons (table of) ...... 25 Primary Statistics (definition) ...... 3 Primary Statistics (description of each) ...... 8 Primary Statistics (examples of calculating) ...... 8 Primary Statistics (explanation) ...... 4 Primary Statistics (in character creation) ...... 8 Pythagoras ...... 8 Race (in character creation) ...... 4 Race Modifiers (adding to statistics) ...... 9 Race Modifiers (example of adding to statistics) ...... 10 Radiation Damage ...... 27 81

Radiation Effects (table of) ...... 27 Radiation Resistance (description) ...... 11 Range (modifying “to hit”) ...... 20 Rank (definition) ...... 3 Reloading (in combat) ...... 18 Repair Skill (description) ...... 15 Repairing Vehicles ...... 17 Repairing Weapons ...... 16 Role-Playing (In the Fallout Universe) ...... 1 Rolls Against ___ (definition) ...... 3 Round (definition) ...... 3 Science Skill (description) ...... 14 Secondary Statistics (definition) ...... 3 Secondary Statistics (descriptions of) ...... 10 Secondary Statistics (examples of calculating) ...... 11 Secondary Statistics (explanation) ...... 4 Sequence (description) ...... 11 Sequence (determining in combat) ...... 17 Shakespeare, William ...... 4 Skills (definition) ...... 3 Skills (example of calculating) ...... 15 Skills (in character creation) ...... 12 Small Guns Skill (description) ...... 12 Small Guns Skill Weapons ...... 53 Sneak Skill (description) ...... 14 Sneaking ...... 30 Special Unarmed Attacks ...... 12 Speech Skill (description) ...... 15 Statistics (in character creation) ...... 8 Steal Skill (description) ...... 14 Stealing ...... 30 Stoppard, Tom ...... 3 Strength (description) ...... 8 Super-Mutant (race) ...... 5 Tag Skills (choosing) ...... 12 Tag Skills (example of assigning) ...... 15 Taking Items (in combat) ...... 18 Targeted Shots ...... 20 Throwing Skill (description) ...... 13 Throwing Weapons ...... 63 To Hit (base chance) ...... 19 To Hit (definition) ...... 3 To Hit (determining) ...... 19 To Hit (example of determining and rolling) ...... 21 To Hit (the formula) ...... 21 Trading and Barter ...... 29 Trait (definition) ...... 3 Traits (explanation) ...... 4 Traits (in character creation and list) ...... 5 Traps Skill (description) ...... 14 Tripods (setting up in combat) ...... 19 Turn (definition) ...... 3 Unarmed Skill (definition) ...... 12 Unarmed Skill Weapons List ...... 50 Using an Item (in combat) ...... 18 Using Skills (in combat) ...... 18 Vehicle Combat ...... 25 Vehicle Condition ...... 17 Vehicle Enhancements ...... 74 Vehicles ...... 71 Weapon Condition ...... 16 Weapon Enhancements ...... 64 82

Weapon List ...... 50 Weapon Status (modifying “to hit”) ...... 20 Weapons (holding) ...... 16 Wearing Armor ...... 17

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