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Slugthrowers
Energy Weapons
Explosive Weapons
Melee Weapons
Pipe Pistol
A crude, homemade weapon, pipe guns were
Ammunition
common in pre-war street gangs and gun enthusiasts.
Two centuries later, it's a staple of wasteland combat In Fallout, if a ranged combat check generates
favored by settlers, raiders, and super mutants all hhh or d that result may be spent to cause
over. Pipe guns are highly modifiable, more so than the weapon to run out of ammo.
any other weapon in the Wasteland.
Gamma Gun
Pipe Submachine Gun The gamma gun is crude weapon but a technological
A fully-automatic version of the Pipe Pistol. Most of marvel. Most weapons of this type look home made,
these weapons have had some sort of shoulder stock but always consist of a pistol grip, a central hexagonal
jury-rigged in place, to allow for better control for housing, and have a small emitter dish that projects
shooting at targets at distance. the weapon's gamma ray when fired. Targets hit by
the gamma ray suffer some damage, but the true
Pipe Rifle threat comes from the weapon's ability to apply large
Pipe Rifles share many qualities as pipe pistols with a amounts of radiation to a target.
few additions; a stock has been affixed and a longer
barrel worked into the weapon to allow it to hit Laser Pistol and Laser Rifles
distant targets. Like their smaller cousins, Pipe Rifles Laser pistols are lightweight combat-ready energy
are highly customizable. weapons once used by the military. They utilize fusion
cells to project red beams of searing light at a target.
Combat Shotgun The Laser Rifle is a longer range version of the Laser
A militarized version of an old favorite, the combat Pistol. Because of the extra amplifiers in the longer
shotgun holds several more rounds than the classic barrel, the laser rifle does more damage and has a
shotgun as well as having semi-automatic capability. longer range. In some cases, targets killed by laser
These weapons were often found on battlefields and weapons are reduced to piles of ash.
in the hands of police SWAT team members.
Laser Musket
Minigun A unique weapon rarely found outside of the
The ultimate in ballistic weaponry. Normally only Commonwealth, the Laser Musket utilizes salvaged
utilized on the field by power armor troopers (or very parts from a Laser Rifle and incorporates them into a
hardy individuals). The minigun needs a moment for wooden frame. A priming chamber needs to be cycled
the barrels to spin up before they can fire. This via a ratcheting crank between shots, which charges
weapon may only make Auto-Fire attacks. the chamber and makes the musket ready to fire. The
weapon is a favorite among the Minutemen in the Fat Man
Commonwealth. The Fat Man is perhaps the most devastating infantry
weapon ever unleashed upon the modern battlefield -
Gatling Laser a hand-held catapult that launches portable nuclear
The reputed king of the battlefield, the gatling laser is bombs. The weapon is huge, over 6 feet long
the energy weapon equivalent of the minigun. consisting of a rail-driven catapult system, targeting
Rotating laser barrels put out a blistering amount of scope, and a firing handle. When activated, the Fat
fire downrange. It takes time for the laser barrels to Man projectile is shot along the rails of the launcher,
spin up to firing speed, much like a minigun. Powered flinging the projectile into the air. Fat Man launchers
by the same Fusion Cores that run power armor, the are big, bulky, and are very dangerous to employ. A
Gatling Laser is a bulky, hard to carry weapon. For d rolled while using a Fat Man means the nuclear
those with the ability to utilize it, the gatling laser is detonation injures the firing character as well (the
the ultimate weapon to bring to bear on the hazards character takes damage equal to the weapon's Blast
of the wasteland. rating, even if Blast was not triggered). Replacement
Fat Man bombs cost 1,500 caps.
Plasma Pistol and Plasma Rifle
A hand-held plasma caster that fires super-heated Brass Knuckles
bolts of energy. Due to the (relatively) slower speed of A catch-all term for any metal band or set of rings
the projectile, plasma weapons are more inaccurate worn on the fingers to add weight and power to
than laser weapons but cause more grievous injuries punches.
to the target. In some cases, targets killed by plasma
weapons are reduced to glowing piles of plasmic-goo. Power Fist
Originally used in Pre-War construction sites by
Gauss Rifle demolition crews, the Power Fist is a piston-driven
This big and bulky weapon uses magnetic induction hammering device worn on the forearm. The device
to propel a 2mm projectile to hypersonic speeds. The greatly increases the damage capability of unarmed
impact of even such a small object at that velocity attacks.
causes devastating damage to whatever it hits. The
rifle's capacitors take some time to recharge, which Baseball Bat
can leave the shooter holding a cumbersome, useless Also called a "swatter", this sports-equipment-turned-
rifle for a short period of time. weapon is frequently seen employed by raiders and
scavengers, and almost always modified with nails,
Molotov Cocktail barbed wire, or other bits of metal.
Used in revolutions the world over. The Molotov
Cocktail is a classic mixture of a highly flammable Pipe Wrench
liquid in a glass bottle with a soaked cloth sticking out Another handy tool often employed with lethality.
of the neck for a wick. Light the cloth, toss the bottle, Loosen bolts with it one minute, loosen bones with it
and watch your enemies burn to death. the next.
Heavy Clothing +1 0 50 2 0 2
Vault-suit +1 0 100 2 2 8
Raider Armor +1 0 50 4 2 2
1-2 Average ( ) An open barrel of radioactive waste, a cracked reactor in a car or motorcycle, irradiated plantlife,
immersion in most large bodies of natural water, consuming lightly irradiated food or water
3-5 Hard ( ) Area near a recent detonation of a small reactor (Silhouette 1-2), multiple open barrels of
radioactive waste, consuming heavily irradiated food or water
6-9 Daunting A vast toxic spill covering a wide area, the area near a recent detonation of a large reactor
( ) (Silhouette 3-4)
10+ Formidable Area after a nuclear detonation (atomic weapon or Silhouette 5+ reactor), being in a nuclear
( ) reactor, being immersed in radioactive waste
Wasteland exude radiation, poisoning and weakening Power Armor are subject to the following rules:
any other living thing that gets close to them.
Encumbrance
Radiation damage can also be caused by certain While powered, the Power Armor acts more like a
attacks by radioactive creatures or weapons. In these vehicle than a suit of armor. The suits powerful servos
cases, the character increases their Radiation Level by negate any encumbrance caused by the suit, and does
the Radiation Rating listed for that attack; no not count towards the characters current
Resilience roll is made. encumbrance total. When a Fusion Core is not
installed, the Power Armor suit has its full
Upon being exposed to radiation, the character Encumbrance rating (see Fusion Cores below).
increases their radiation level by an amount equal to
the radiation rating. However, the character must
make a Resilience check to attempt to mitigate this Soak Rating and Defense Rating
increase. The difficulty of the check is determined by The Soak rating of the Power Armor suit is not
the severity of the source of radiation (see Table 13: additive to the Soak rating of the wearer, it has its
Radiation). If successful, the character reduces the own value. It does not add to the character's base
radiation level increase by 1, and reduces it by a soak, nor is it affected by other armor the character is
further 1 per additional s, to a minimum of 0. wearing. When attacked, damage is reduced by the
hhh or d on the roll can result in the character characters Soak rating or the Power Armors Soak
suffering from Radiation Poisoning; they add to rating, whichever is higher.
every skill check until their Radiation Level is reduced
to zero. This effect is cumulative, so failing three If the characters personal armor has a Defense rating,
Radiation checks results in on all checks until it is replaced by the Defense rating of the Power
the Radiation level is reduced to zero. Armor even if the Power Armor's is lower.
Radiation Level
Enhanced Strength
While wearing power armor, the wearers Brawn
All characters and creatures in Fallout have an
characteristic is considered to be 2 higher when
additional quality; Radiation Level. This represents
calculating damage from close combat checks,
how much radiation a creature has absorbed and is
Encumbrance Thresholds, and for the Cumbersome
suffering effects from. A character decreases their
weapon quality.
wound and strain threshold by an amount equal to
their radiation level, to a minimum of 1.
Falling
When determining falling damage, reduce the
Power Armor effective distance fallen by two range bands to a
Representing the apex of mobile military technology,
minimum of zero if the wearer succeeds at their
power armor can turn a single soldier into a nigh-
Athletics or Coordination check, or by one range band
unstoppable juggernaut. A power armor wearing
if they failed their skill check.
soldier can wield powerful weapons that previously
required a fixed position or a vehicle mount to utilize.
Wearers are resistant to damage and radiation, can
Fusion Cores
The Power Armor operates by drawing power from a
move with swift speed, lift heavy objects, and punch
disposable Fusion Core. Once drained, the Cores
with great force.
charge cannot be replenished; another Fusion Core
Raider 8 0 1 4 4,500
T-45 10 0 2 6 6,000
T-51 10 1 4 9 7,800
T-60 12 0 4 8 9,200
X-01 12 1 5 10 12,200
with a charge must be installed to restore the power check may be spent to reduce the Soak Rating of the
armor to operation. The more activities that are Power Armor by 1, permanently.
performed with the suit, the faster the Core is drained.
A d result on any skill check while wearing Power Power Armor Types
Armor may be spent to cause the suit's Fusion Core to
run dry at the end of the encounter. A suit of Power Raider Power Armor
Armor that has an empty (or no) Fusion Core is Raiders are a problem in the Wastelands, but the most
severely hindered. The unpowered suit has an dangerous ones are those that had the luck and
Encumbrance equal to its current Soak Rating (to a ingenuity to get a power armor exoskeleton working.
minimum of 8). The person wearing the power armor Crude armor plate and repurposed metal are grafted
cannot gain benefit from any attachments granted by to the power armor frame to protect the wearer. The
the armor. The wearer may also only use one resulting armor isnt pretty, but its certainly effective.
Maneuver on their turn to move.
T-45 Power Armor
Critical Hits One of the most common power armors in use before
When a character suffers a critical hit, the resulting the Great War, the T-45 was deployed by the US
Critical Injury roll is reduced by an amount equal to 5 Military, city police forces, and security teams at
times the current Soak rating for the Armor to a several powerful corporations (including Vault-Tec).
minimum of 1. Additionally, the Soak Rating of the The earliest versions of the T-45 fought on the front
Power Armor is reduced by 1 until it can be repaired. lines against the Chinese during the Great War. A
simplistic design compared to later power armor
models, the T-45 never the less is a work-horse design
Triumphs
and is the power armor suit most often seen roaming
If t is rolled during a combat check against a
the Wastelands.
character wearing power armor, the t can be used to
reduce the Soak rating of the armor by 3. This occurs
after the attack is completed and damage is T-51 Power Armor
calculated vs. the current Soak rating. This reduction First deployed in the Anchorage Reclamation
lasts until the armor can be repaired. campaign during the Great War, the T-51 was the
most advanced power armor suit in mass production
by the US Military. The suit saw continuous use
Repairs throughout the Great War up until the Cataclysm, and
Restoring a power armor to its full Soak Rating is a many suits have survived over the centuries. The suits
Hard ( ) Mechanics check. It requires a tool kit TX-28 MicroFusion Pack provides exceptional power
and replacement parts; the GM determines if sufficient output, allowing the suit to support a variety of
salvage is available to complete the repairs. The upgrades and optional attachments. Most T-51s were
difficulty of the check is upgraded twice if it is deployed in active duty units around the world when
attempted without a Power Armor Cradle or similar the bombs fell, making the T-51 an uncommon sight
heavy equipment lift. A d rolled during the repair in the Wastelands of the United States.
T-60 Power Armor Modifiers: Increase Soak value by +2 when taking
The T-60 was developed in early 2077, after the damage from Energy Weapons
Anchorage Reclamation showcased the effectiveness Hard Point Cost: 1
of advanced power armor in combat operations. It Cost: 2,000
was to be the pinnacle of power armor technology, Rarity: Cost: 8
and intended to replace the T-51. It shares many
design elements with the older T-45, but improves the Jet Pack
efficiency and effectiveness of the technology. The T- One of the most intimidating sights an enemy soldier
60 had just began to be shipped out to U.S. Army could witness during the Great War was that of a
units in the continental United States when the platoon of flying power armor troopers sailing
Cataclysm occurred, making it the second most through the air. By channeling the energy of the suits
common Power Armor encountered in the wasteland. Fusion Core through a series of reaction chambers
and focus nozzles, the power armor can take limited
X-01 Power Armor flight to cross great distances. Coupled with the suits
An experimental power armor suit in development as ability to reduce damage taken when falling from
the Cataclysm occurred, the X-01 is the most great heights, Jet Pack equipped power armor can
advanced and rarest of power armor suits. While the leave any unsuspecting opponent reeling when they
bulk of its development occurred just before the suddenly drop in from higher positions or circling
bombs fell in October of 2077, it was later engineered aircraft.
by remnants of the U.S. military after the end of the Use With: Any T- or X- series power armor
Great War in underground facilities. It incorporates Modifiers: Spend a maneuver to move to any point
lightweight metal alloys with ceramic reinforcements within medium range, horizontal or vertical.
across its protective surfaces. This allows for the suit Additionally, reduce the effective number of range
to deflect many attacks away instead of simply bands when determining falling damage by one
absorbing the energy of the attack. The suit can additional range band.
incorporate a wide variety of upgrades, allowing it to Hard Point Cost: 2
be a virtual terror on the battlefield. Cost: 5,000
Rarity: Cost: 9
3 5 0/0
Mirelurks are protected by a thick shell that most
weapons have a hard time penetrating. There are a
Skills: Brawl, Perception few places that are more vulnerable to attack such as
Talents: None extremities and the face, but its difficult to attack
Abilities: Immune to Radiation those locations specifically, especially if a Mirelurk is
Equipment: Claws and Teeth (Brawl, Damage 5, Crit 4, trying to claw your own face off.
Range [Engaged])
Mirelurk [Rival]
Feral Ghoul Roamer [Rival] 3 1 1 3 2 1
3 2 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
Protectron [Rival]
4 5 0/0
3 3 1 2 1 1
Skills: Brawl, Melee, Ranged (Light), Resilience Brawn Agility Intellect Cunning Willpower Presence
Talents: None
Soak Wound Threshold M/R Defense
Abilities: None
Equipment: Pool Cue (Melee, Damage 5, Crit 4,
Range [Engaged]), Pipe Pistol (Ranged [Light],
6 16 0/0
Damage 5, Crit 5, Range [Short], Inaccurate 1), Raider
Armor (+1 Soak) Skills: Brawl 1, Ranged (Light) 2, Perception 2,
Vigilance 2
Raider Boss [Rival] Talents: Adversary 1 (Upgrade the difficulty of all
combat checks against this target once)
3 3 2 3 2 3 Abilities: Robot (does not eat, sleep or breathe;
Brawn Agility Intellect Cunning Willpower Presence
immune to toxins and poison), Ponderous (Cannot
spend more than one Maneuver to move each turn)
Soak Wound Threshold M/R Defense Equipment: Integral Laser (Ranged [Light], Damage 6,
Crit 3, Range [Medium], Accurate 1), Pincer Hands
5 15 0/0 (Brawl, Damage 5, Crit 4, Range [Engaged], Pierce 1)
2 2 3 1 1 3
6 18 0/0
Skills: Athletics 1, Brawl 2, Melee 3, Ranged (Light) 3,
Resilience 4, Survival 2
Skills: Brawl 1, Coercion 2, Melee 2, Ranged (Heavy) 2, Talents: Adversary 2 (Upgrade the difficulty of all
Resilience 1 combat checks against this target twice), Durable 3
Talents: Durable 1 (Reduce all Critical Injuries suffered (Reduce all Critical Injuries suffered by -30 to a
by -10 to a minimum of 1) minimum of 1), Enduring 2 (+2 Soak), Strong Arm
Abilities: Forced Evolutionary Virus (Reduce the (Spend a maneuver to increase the range of thrown
Encumbrance and Cumbersome value of all wielded objects by two range bands), Knockdown (Can spend
weapons by 1, Immune to damage from Radiation) t during a combat check to knock a target prone)
Equipment: Hunting Rifle (Ranged [Heavy], Damage Abilities: Forced Evolutionary Virus (Reduce the
8, Crit 3, Range [Long], Accurate 1, Limited Ammo 2), Encumbrance and Cumbersome value of all wielded
Nail bat (Melee, Damage 6, Crit 3, Range [Engaged], weapons by 1, Immune to damage from Radiation),
Pierce 2), Super Mutant-sized Metal Armor (+2 Soak) Silhouette 2, Terrifying (Characters must make a Hard
( ) Discipline check upon first sight of a
Behemoth or suffer until the end of the encounter)
Equipment: Hydrant Bat (Melee, Damage 10, Crit 4,
Super Mutant Overlord [Nemesis]
Range [Engaged], Cumbersome 6, Disorient 2),
5 3 2 3 3 2 Boulder (Ranged [Light], Damage 10, Crit 4, Range
[Short], Concussive 1, Cumbersome 6) , Patchwork
Brawn Agility Intellect Cunning Willpower Presence Armored Plating (+2 Soak)
Soak Wound Threshold Strain Threshold M/R Defense
8 20 15 1/1