GEAR- WEAPONS
WEAPONS- WEAPON CONDITION & CRITICAL HITS
See Supplementary Rules document for information. Unless otherwise noted, a Critical Hit does double damage
(after soaking etc; if 5P of a 12P attack gets through, it becomes 10P). Weapons with a coloured background
inflict triple damage on a Critical (this is a relatively common special attribute, and not worth wasting page
space on).
SKILL REQUIREMENTS
Many weapons are as dangerous to the wielder as they are to the intended victim, and some may simply be
unusable to some characters- a scrawny Vault Dweller is never going to be able to wield a Bumper Sword, no
matter how much he wishes he could, and he'll probably end up shooting a hole in the ceiling if he tries to fire an
AK-112 on full auto.
If a weapon is listed as having a simple number for its SKILL REQ, it can be wielded without having to worry
about the balance of ability and skill, so long as between them they meet or exceed the value; a character with
an Agility of 6 and a Skill of 2 will be able to wield a weapon with a SKILL REQ of 8 just as easily as one with an
Agility of 1 and a Skill of 7 (although why someone so klutzy is so good with this particular class of weapon is
beyond me). For every point by which a character's Attribute + Skill pool is below the required number, they
suffer a -1 dice pool penalty when using it.
If a weapon is listed as having #ATTR + #SKILL, it has a particular pre-requisite aptitude associated for its
proper use. Note that the required Attribute may not be the one commonly associated with it (so a large rifle
might need a Strength of 5 to fire competently, even though the Attribute used to fire is generally Agility).
For every point by which a character is deficient in the required Attribute, subtract 2 dice from the Attribute + Skill
pool. For every point by which a character's Skill is below the second number, they suffer a -1 dice pool penalty
when using it, cumulative with any other penalties.
UNARMED WEAPONS (UNARMED)
NAME
ACC REACH
DAM
AP SKILL REQ HEALTH COST
Ballistic Fist
Phys
(STR + 2)P*
-1
120
Bear Trap Fist
Phys
(STR + 5)P
-4
150
Brass Knuckles Phys
(STR + 1)P
300
Displacer Glove Phys
(STR + 4)P**
120
Mantis Gauntlet Phys
(STR + 2)P
-4
200
Power Fist
Phys
(STR + 5)P
-2
150
Saturnite Fist
Phys
(STR + 6)P
-2
400
Saturnite Fist
(super-heated)
Phys
(STR + 6)P
-8
400
Spiked Knuckles Phys
(STR + 2)P
-1
300
(STR + 3)P***
120
Zap Glove
Phys
*Resolve an automatic hit from a Caravan Shotgun on target as well.
**Target must pass a BOD(3) test or be knocked back. If this is failed, they must pass a BOD(4) test or be
knocked down.
***Shock damage.
SMALL BLADES (MELEE)
NAME
ACC REACH
DAM
AP SKILL REQ HEALTH COST
Bowie Knife
(STR + 1)P -1
150
Cosmic Knife
(STR + 1)P -6
200
Cosmic Knife
(super-heated)
(STR + 1)P -6
200
Combat Knife
(STR + 2)P -3
180
Scrap Weapon
(STR + 1)P -1
250
Straight Razor
120
(STR)P
-2
500
MEDIUM BLADES (MELEE)
NAME
ACC REACH
DAM
AP SKILL REQ HEALTH COST
Cleaver
(STR + 2)P -4
250
Fire Axe
(STR + 5)P -4
300
Gladius
(STR + 3)P -3
200
Hatchet
(STR + 3)P -3
400
Katana
(STR + 3)P -4
300
Knife Spear
(STR + 2)P -3
150
Machete
(STR + 1)P -2
200
Ripper
(STR + 4)P -5
150
Scrap Weapon
(STR + 2)P -2
250
LARGE BLADES (MELEE)
NAME
ACC REACH
DAM
AP SKILL REQ HEALTH COST
Bumper Sword
(STR + 7)P*
-6
STR 5 + 4
100
Chainsaw
10P
-5
STR 4 + 5
80
Proton Axe
(STR + 5)P
-6
200
Scrap Weapon
(STR + 5)P
-1
250
Shishkebab
(STR + 4)P** -2
150
Thermic Lance
400
11P
-8
*Target must make a BOD(3) test or be knocked down.
**Any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)
SMALL CLUBS (MELEE)
NAME
ACC REACH
DAM
AP SKILL REQ HEALTH COST
Cattle Prod
(STR + 1)P*
150
Police Baton
(STR + 2)P**
200
Scrap Weapon
(STR + 2)P
300
*Shock damage.
**Target must pass a BOD(2) test or suffer a broken limb (attacking player's choice).
MEDIUM CLUBS (MELEE)
NAME
ACC REACH
DAM
AP SKILL REQ HEALTH COST
Baseball Bat
(STR + 3)P
350
Golf Club
(STR + 3)P
300
Scrap Weapon
(STR + 4)P -1
300
Sledgehammer
(STR + 5)P
400
LARGE CLUBS (MELEE)
NAME
ACC REACH
DAM
AP SKILL REQ HEALTH COST
Rebar Club
(STR + 6)P*
-2
STR 6 + 3
300
Scrap Weapon
(STR + 6)P
-1
STR 5 + 3
300
Super Sledge
(STR + 7)P** -3
STR 7 + 4
300
*Target must pass a BOD(3) test or be knocked down.
**Target must pass a BOD(4) test or be knocked down.
THROWING WEAPONS (THROWING WEAPONS)
NAME
ACC
DAM
AP SKILL REQ COST
Axe/ Hatchet/ Tomahawk Phys (STR + 2)P -3
Knife
Phys (STR + 1)P -1
Proton Throwing Axe
Phys (STR + 3)P -4
Spear
Phys (STR + 2)P -2
PISTOLS (PISTOLS)
NAME
ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST
.22 Ruger
5P
SS+
16
300
.357 Colt Beat
7P
-2
SS+
400
.357 Colt SAA
7P
-2
SA
450
.44 Remington
8P
-2
SS+
STR 3 + 4
500
.45 Auto Colt M1911
7P
-3
SA
300
.45-70 Bison
9P
-4
SA
STR 5 + 5
400
10mm Colt 6520
7P
-1
SA
12
300
10mm N80*
7P
SA
20
150
10mm N99
7P
-1
SA
12
200
10mm Shanxi 17
7P
-1
SA
10
250
12.7mm Sauer
9P
-3
SA
STR 4 + 5
250
5.56mm Megaton
8P
-3
SA
350
9mm M&A
6P
-1
SA
13
250
9mm Mauser M/96
6P
SA/BF
250
.45-70 Bull SA
9P
-4
SS
STR 5 + 5
400
*notoriously unreliable; on a Critical Hit, the weapon loses 6D6 Condition instantly
SUBMACHINEGUNS (PISTOLS/ AUTOMATICS)
NAME
ACC DAM AP
MODE
RC AMMO SKILL REQ HEALTH COST
9mm General Motors M3
Grease Gun
6P
SA/BF/FA
30
400
9mm IMI Uzi
6P
BF
30
350
10mm H&K M9AM
7P
-1 SA/BF/FA
30
300
SUBMACHINEGUNS (LONGARMS/ AUTOMATICS)
NAME
ACC DAM AP
MODE
RC AMMO SKILL REQ HEALTH COST
.22 Thompson Custom
5P
+1 SA/BF/FA
180
400
.45 Auto Thompson
7P
-3 SA/BF/FA
30
350
12.7mm KRISS Vector
8P
-3 SA/BF/FA
21
300
5.7x27mm FN P90C
6P
-3 SA/BF/FA
50
450
RIFLES (LONGARMS)
NAME
ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST
.22LR Smith & Wesson
Varmint Rifle
6P
SA*
200
.308 Colt Rangemaster
Hunting Rifle
10P
-4
SS+
10
250
.308 M1 Garand
Battle Rifle
10P
-3
SA
300
.357 Winchester 1892
Cowboy Repeater
9P
-2
SS+
200
.44 Springfield
Trail Carbine
10P
-4
SS+
200
.45-70 Marlin Guide
Brush Gun
12P
-4
SS+
300
5.56mm Bushmaster AR-10
NCR Service Rifle
8P
-3
SA
20
300
*despite being bolt action, the Varmint Rifle is so light and quick to cycle it deserves a bit of a boost.
SNIPER RIFLES (LONGARMS/ AUTOMATICS)
NAME
ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST
.308 DKS-501 Benelli Sniper
11P
-5
SA
150
.50 Barrett Anti-Materiel
14P
-9
SS
200
5.56mm Alamo Rifles Bozar
9P
-4 SA/BF
30
300
AUTOMATICS (AUTOMATICS)
NAME
ACC DAM AP
MODE
RC AMMO SKILL REQ HEALTH COST
.308 Browning Support Gun
10P
-4
BF/FA
20
400
4.7mm caseless H&K G11
7P
-5
SA/BF
50
400
5.56mm Colt AR-15
8P
-3 SA/BF/FA
30
300
5.56mm Saco Defence LMG
8P
-3
90
500
5.56mm Shanxi Type 93
9P
-2 SA/BF/FA
24
250
5.56mm Stent R91
8P
-3 SA/BF/FA
30
350
5mm Communist design,
designated AK-112
6P
-3
24
300
BF/FA
SA/BF
SHOTGUNS (LONGARMS)
NAME
ACC DAM AP
Caravan
9P
-1
H&K C.A.W.S.
12P
Hunting
Lever-Action
MODE
SA
RC AMMO SKILL REQ HEALTH COST
1
300
-3 SA/BF/FA
10
500
11P
-1
SA
300
9P
-1
SS+
300
Pancor Jackhammer
11P
-1 SA/BF/FA
10
300
Pipe Rifle*
9P
-1
100
Riot
11P
-1 SA/BF/FA
12
400
Sawn-off*
11P
-1
SS
150
Winchester Citykiller
11P
-1
SA/BF
12
400
SS
*can add a second barrel for x2 price. Can unload both at once, which counts as firing a Short Burst.
ENERGY PISTOLS (PISTOLS)
NAME
ACC DAM AP MODE RC AMMO SKILL REQ HEALTH COST
ARPA Pulse Gun
12P* -
SS+
25/5
150
ARPA Recharger Pistol
6P
-6
SA
32/2
400
Colt AER5 Laser Pistol
5P
-8
SA
20
200
Colt AER7 Laser Pistol
5P
-6
SA
30
300
Glock 86
Plasma Defender
8P
-3
SA
32/2
250
Home-made Plasma Pistol
7P
-3
SS+
32/2
200
Mesmotron
n/a***
SS
50
100
Wattz 1000 Laser Pistol
5P
-6
SA
12
250
*only affects Robots
**DAM x 1.5; on a Critical the weapon has overheated and damaged its capacitors. It can be fixed, but until a
successful LOG + Repair (3) roll is made, the weapon is reduced to SS.
***On a successful hit, just look at your Luck Dice again. On a 51+, the victim becomes immobilise, docile, and
extremely suggestible, and will oppose any commands given to it using their base WIL. On a 30-50, they
become Frenzied, and will attack anyone in range to the fullest of their abilities. On a 29 or less they immediately
suffer a Crippled head. On a Critical Hit their head spontaneously explodes, killing them instantly!
ENERGY RIFLES (LONGARMS)
NAME
ACC DAM AP
MODE
RC AMMO SKILL REQ HEALTH COST
ARPA Recharger Rifle
6P
-4
SA
32/2
300
Colt XM17 Gauss Rifle**
15P -12
SS
25/5
STR 5 + 5
100
General Atomics/ Colt
AER9 Laser Rifle
7P
-6
SA
24
300
H&K M72 Gauss Rifle**
15P -15
SS
20/5
STR 5 + 5
100
REPCONN Aerospace
Plasma Rifle
9P
-9
SS+
24
250
Van Graff Laser RCW*
6P
-6 SA/BF/FA
60
500
Van Graff-modified
AER9 Tri-beam Laser Rifle
7P
-6
Below
24
350
Van Graff-modified
REPCONN Multiplas Rifle
9P
-9
Below
30/3
300
*uses ECP as ammo; fired using Automatics OR Longarms skill
**uses MF Cells as standard, but also requires 2mm Ferrous Micro-slugs as actual ammunition
Tri-Beam Laser Rifle & Multiplas Rifle: Semi-Automatic, but forces an automatic -5 defence modifier
HEAVY WEAPONS (LONGARMS/HEAVY WEAPONS)
NAME
ACC DAM
AP
MODE RC AMMO SKILL REQ HEALTH COST
25mm Colt G. APW
Varies Varies
SA
150
25mm Glastinghouse
G. Launcher
Varies Varies
SA/
BF/FA
30
300
40mm Colt G. Rifle
Varies Varies
SS
300
40mm Colt G. Launcher
Varies Varies
SS+
200
HEAVY WEAPONS (HEAVY WEAPONS)
NAME
ACC DAM
AP
MODE RC AMMO SKILL REQ HEALTH COST
Missile Launcher
Varies Varies
SS
STR 4 + 4
20
25mm Grenade
Machinegun
Varies Varies
SA/BF/
FA
30
STR 5 + 4
500
10mm Shoulder Cannon
7P
-1
FA
60
STR 4 + 4
500
5mm Rockwell
CZ53 Minigun
6P
-2
FA
240
STR 5 + 5
700
5mm Rockwell CZ57
Avenger Minigun
6P
-4
FA
120
STR 4 + 5
800
ENERGY HEAVY WEAPONS (HEAVY WEAPONS)
NAME
ACC DAM
AP
MODE RC AMMO SKILL REQ HEALTH COST
H&H Arc Welder
8P*
Special
30
STR 4 + 4
400
Flamer
8P**
Special
60
STR 4 + 3
300
Incinerator
8P*
SA
30
STR 4 + 3
250
H&K L30
Gatling Laser
8P
-6
BF/FA
240
STR 5 + 5
800
Glastinghouse X-25
Gatling Laser
7P
-6
BF/FA
240
STR 5 + 5
700
Winchester P94
Plasma Caster
12P
-12
SS+
10
STR 4 + 4
150
Fat Man
SS
STR 5 + 5
20
Tesla Cannon
SS
25/5
STR 6 + 5
100
Varies Varies
17P
-12
*Stun damage
**any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)
Arc Welder, Flamer mode: identical to FA except that it instead uses D6 + 5 ammo (and corresponding Condition
damage) and generates no recoil.
All stats are for standard grenades, and are used for 40mm launched variants (if they exist). For 25mm models
multiply DAM and AP by 0.7, rounding unfavourably. For missiles, multiply DAM by 1.3, rounding favourably.
EXPLOSIVES
NAME
ACC
DAM
AP
Bottlecap Grenade/Mine
Skill
20P
+2
-1/m
Dynamite/ Time Bomb
Skill
14P
+5
-1/m
Frag Grenade/Mine
Skill
16P
+5
-1/m
Gas Bomb/ Mine
Skill
12P
+5
-1/m
STR 4 + 2
Improvised Grenade/Mine
Skill
10P
+5
-1/m
Incendiary Grenade/Mine
Skill
14P*
+5
-2/m
Microfusion Grenade/Mine
Skill
18P
-2
-2/m
Mini-Nuke/ Fat Mine
Skill
40P
-20
-1/m
(Fat Man)
Mini-Nuke (big kid)
Skill
x1.5
x1.5
-1/m
(Fat Man)
Mini-Nuke (low yield)
Skill
x0.7
x0.7
-1/m
(Fat Man)
Mini-Nuke (tiny tots)
Skill
x0.4
X0.4
-1/m
(Fat Man)
Molotov
Skill
8P**
-2/m
Nuka Grenade/Mine
Skill
25P
-4
-2/m
Plasma Grenade/Mine
Skill
22P
-3
-2/m
Powder Charge Grenade/Mine Skill
16P
-1
-1/m
Skill 15S***
-1/m
Satchel Charge
Skill
18P
-2
-2/m
STR 4 + 2
Stun Grenade/Mine
Skill
20S
-4
10m
Pulse Grenade/Mine
RADIUS SKILL REQ
LAUNCHABLE
COST
*any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)
** Any attack that inflicts damage on a target has set it on fire; target takes 4P damage per round until
extinguished (resisted with BOD + armour)
***only affects Robots
All craftable explosives require a Detonating Mechanism, normally an Egg Timer for a grenade and a Sensor
Module for a mine. Unless otherwise specified, mines have a proximity detonator and grenades have a 5 second
fuse (can be modified with a separate LOG + Explosives or relevant crafting skill [2] test). Any explosive that
counts as a mine can be exploded by a character with a Radio Detonator by adding another Sensor Module to it
and passing a LOG + relevant crafting skill (2) test.
All explosives are crafted using LOG + Explosives or relevant crafting skill, with varying degrees of difficulty.
CRAFTABLE EXPLOSIVE RECIPES
NAME
INGREDIENTS
DIFFICULTY
Bottlecap Grenade/Mine
Coins or Caps x 10, 5 Cherry Bombs, Det. Mechanism, Lunchbox
Fat Grenade/ Mine
Det. Mechanism, Mini-nuke, Scrap Electronics, Scrap Metal, Mad
Bomber Perk
Gas Bomb/ Mine
Det. Mechanism, Fire Extinguisher, Pilot Light, Scrap Electronics
Grenade --> Mine Conversion
#TYPE Grenade, Scrap Metal, Scrap Electronics, Sensor Module
Improvised Grenade/ Mine
Duct Tape, Pistol Powder x 50, Tin Can, Mad Bomber Perk
Mine --> Grenade Conversion
#TYPE Mine, Egg Timer, Scrap Metal, Scrap Electronics
Microfusion Grenade/Mine
MF Cell x 3, Scrap Electronics, Mad Bomber Perk
Molotov*
Empty Bottle, Gasoline/ Moonshine x 10, fuse (paper or clothing)
Nuka Grenade/Mine
Abraxo Cleaner, Nuka-Cola Quartz, Tin Can, Turpentine, Mad
Bomber Perk
Powder Charge Grenade/Mine
Satchel Charge
Duct Tape, Dynamite x 2, Sensor Module, Tin can (1)
Lead x 25, Pistol Powder x 25, Scrap Electronics, Sensor Module
1
1
*cannot be made into a mine, counts as a grenade
AMMO VARIANTS- PISTOL/ RIFLE ROUNDS
NAME
DAMAGE AP
MOD
MOD
OTHER EFFECTS
HP
+1
+2
AP
-1
-4
Match
+1
-2
Condition decrease per salvo is x 1.5 (round up)
Light
-1
+2
Condition decrease per salvo is x 0.5 (round up)
Tracer
Improve the Accuracy of your gun by 1 when you fire more than one
round in an Action Phase. Can be combined with other ammo types
Junk
-1
+2
Explosive
Explosion centred on point of impact. DAM as gun, AP +5, falloff -1/m
Incendiary
+2
Target takes 4P damage per round until extinguished (resisted with
BOD + armour)
COST
AMMO VARIANTS- EXTANT ROUND VARIETIES
NAME
HP AP MATCH LIGHT TRACER JUNK EXPLOSIVE INCENDIARY
.22LR
.308
.357
.44
.45
45-70
.50 MG
5mm
5.56mm
9mm
10mm
12.7mm
AMMO VARIANTS- SHOTGUN SHELLS
NAME
DAMAGE
MOD
AP
MOD
OTHER EFFECTS
/0 Buck
+1
-1
Target gets +2 to defence pool (taken against normal Choke/
range modifiers)
/0 Buck Magnum
+1
-3
Condition decrease per salvo is x 2
Bean Bag
Damage split between Physical and Stun
Dragon's Breath
To 7P
Cannot be used by a weapon capable of BF or FA fire; target
takes 4P damage per round until extinguished (resisted with
BOD + armour)
Flechette
+2
+5
n/a
Magnum
-2
Condition decrease per salvo is x 1.5 (round up)
Pulse Slug
+1 / -3
- / To 0
First value is against Robots, second is against all others;
Choke modifiers ignored
Slug
-1
To -2
Choke modifiers ignored
COST
AMMO VARIANTS- ENERGY CELLS
NAME
DAMAGE AP
MOD
MOD
OTHER EFFECTS
Overcharge
+1
Condition decrease per salvo is x 2
Max Charge
+2
-4
Condition decrease per salvo is x 3
Bulk
-1
+3
Optimised*
+1
-2
*requires appropriate perk to manufacture
Condition decrease per salvo is x 2
COST
GEAR- CLOTHING
As a general rule, wearing Clothing, as opposed to Armour, allows you to pass unnoticed in most polities.
Conversely, wandering around in hot shit combat armour will make it obvious you're expecting trouble, and
people will respond more cautiously to you. Or just straight up run away.
ATTIRE- CLOTHING
NAME
AV HEALTH
EFFECT
Brahmin Skin Outfit
70
None
Brotherhood Scribe
Robe
80
Factional Armour (BoS), +3 Disguise
(BoS), +1 to a [Technical] skill
Dapper Gent's Suit
60
+1 to Social Group Skills
Doctor's Coat
70
+1 Medicine
OR
+1 to a [Technical] skill
Duster
60
+1 Intimidate (situational), +1
Longarms
Engineer's Jumpsuit
60
+1 Repair
Jailhouse Rocker
60
+1 Blades
APPEARANCE
COST
Pre-war Clothing
50
None
Prisoner Outfit
60
Factional Armour (Prison), +3
Disguise (Prison), +1 Intimidate
(situational),
Prostitute Outfit
40
+2 Seduction
Ranger Outfit
70
Factional Armour (NCR Rangers), +3
Disguise (NCR Rangers)
Trader Outfit
60
+1 Negotiation, +20 Carry
Trenchcoat
80
+1 Intimidate (situational), +1 Pistols
Vault X Jumpsuit
60
Factional Armour (Vault X), +3
Disguise (Vault X), +1 Unarmed
Wasteland Farmer/
Prospector/ Settler
Outfit
50
None
ATTIRE- LIGHT ARMOUR
NAME
AV HEALTH
EFFECT
Armoured Vault X
Jumpsuit
70
Factional Armour (Vault X), +1
Disguise (Vault X), +1 Unarmed
Chinese Stealth
Armour
10
150
+2 Sneaking
Fiend/ Raider Armour
50
Factional Armour (Fiends/ Raiders),
+3 Disguise (Fiends/ Raiders), +1 to
a [Combat] skill
Great Khan/ Tribal
Armour
80
Factional Armour (Great Khans/
Tribals), +3 Disguise (Great Khans/
Tribals)
Leather Armour
75
None
Leather Armour (Gecko
Hide)
100
Rating 4 Fireproofing
Legion Explorer
Armour
70
Factional Armour (Legion), +3
Disguise (Legion)
Legion Veteran Armour
80
Factional Armour (Legion), +3
Disguise (Legion)
APPEARANCE
COST
Mercenary Armour
80
None
NCR Trooper Armour
90
Factional Armour (NCR), +3 Disguise
(NCR), +1 to any Grunt weapon
(see Perks)
Radiation Suit
100
Chemical Seal, Rating 3 Fireproofing,
Level 3 Radproofing
Spacesuit
120
Chemical Seal, Rating 6 Fireproofing,
Level 2 Radproofing
Vault X Security
Armour
100
Factional Armour (Vault X), +2
Disguise (Vault X), +1 Unarmed
All medium armour carries a -2 sneaking penalty.
ATTIRE- MEDIUM ARMOUR
NAME
Combat Armour, mk. I
AV HEALTH
14
EFFECT
90
None
OR
Factional Armour (NCR), Disguise +3
(NCR)
Combat Armour, mk. II
16
130
None
OR
Factional Armour (NCR), Disguise +3
(NCR)
Hazmat Suit
13
150
AGI -1, Perception -1, Chemical Seal,
Rating 6 Fireproofing, Level 1
Radproofing
Legion Centurion
Armour
12
110
Factional Armour (Legion), Disguise
+3 (Legion)
Lightweight Metal
Armour
13
120
-1 Sneaking (cumulative)
NCR Mantle Armour
11
90
Factional Armour (NCR), Disguise +3
(NCR)
Recon Armour
12
100
None
OR
Factional Armour (BoS), Disguise +1
(BoS)
Riot Gear, mk. I
11
100
AV +3 against all melee attacks
APPEARANCE
COST
Riot Gear, mk. II
13
120
AV +4 against all melee attacks
Sierra Madre Security
Armour
11
140
AV +3 against all melee attacks
U.S. Stealth Suit
14
+3 Sneaking
Al heavy armour carries a -4 sneaking penalty and reduces the wearer's maximum movement speed by 1/3
(rounding up to the nearest metre).
ATTIRE- HEAVY ARMOUR
NAME
AV HEALTH
EFFECT
20
300
Factional Armour (Enclave); +3
Disguise (Enclave); +2 STR; Rating 4
Fireproofing, Shockproofing; Level 1
Radproofing
Enclave Hellfire Power
18
Armour
250
Factional Armour (Enclave), +3
Disguise (Enclave), +1 STR, Rating 6
Fireproofing, Level 1 Radproofing
Enclave Advanced
Power Armour
Enclave Tesla Power
Armour
17
200
Factional Armour (Enclave), +3
Disguise (Enclave), +1 STR, Rating 4
Energyproofing, Level 1 Radproofing
Metal Armour
13
120
-1 AGL
Metal Armour (Gecko
hide)
14
150
-1 AGL; Rating 4 Fireproofing,
Shockproofing, Poison-proofing
(what, that's totally a thing...)
NCR Salvaged Power
Armour
15
180
Factional Armour (NCR), +3 Disguise
(NCR), -2 AGL, Level 1 Radproofing
+1 STR, -1 AGL, Level 1 Radproofing
T45d Power Armour
17
200
OPTIONAL: Factional Armour (BoS),
+3 Disguise (BoS)
+1 STR; Level 2 Radproofing
T51b Power Armour
19
250
OPTIONAL: Factional Armour (BoS),
+3 Disguise (BoS)
APPEARANCE
COST
ATTIRE- HATS
NAME
AV HEALTH
EFFECT
APPEARANCE
I'm not putting in about 30 different images of hats that
will collectively take up about 5 pages; you know what a
fucking hat looks like.
Any fedora, cowboy hat, sports
cap, stormchaser combo thing
40
+1 Perception
Bonnet, soft military hat,
anything else without a brim
40
None
COST
ATTIRE- HELMETS
NAME
AV HEALTH
EFFECT
Combat Helmet, mk. II
150
None/ -1 Perception but +3 AV
against targeted headshots with visor
down/ HUD camera with power
Combat Helmet,
Motorcycle Helmet,
NCR Trooper Helmet
100
None
Enclave Power Armour
Helmet
150
-1 CHA, Level 1 Radproofing
Fiend/ Raider Helmet
50
Factional Armour (Fiends/ Raiders),
+1 Disguise (Fiends/ Raiders), +1
Intimidation (situational)
Fire Helmet, Legion
Decanus/ Prime/ Recruit/
Vexillarius Helmet, Vault X
Security Helmet
80
None
Metal Helmet
90
-1 Perception
Riot Helmet
180
+1 Perception, Low Light Vision,
Rating 3 Chemical Sealing
Space Helmet
30
Level 1 Radproofing
T45d Power Armour
Helmet
120
Level 1 Radproofing
T51b Power Armour
Helmet
150
+1 CHA, Level 1 Radproofing
APPEARANCE
LOL No
COST
GEAR- ROBOTS
For determining Condition Monitor length all robots count as humans, not drones, i.e. 8 + (BOD / 2), rounded up.
Models with a * next to their name have Mk. II+ versions available, gaining +1 BOD for every 2 Mks. they are
and +1 Armour for every Mk. they are above 1 (so a Mk. V Sentry Bot would have BOD 10 and Armour 18, and a
Mk. IV Mister Gutsy would have BOD 9 and Armour 11).
ROBOTS
NAME
HANDLING SPEED ACCEL BOD ARMOUR PILOT SENSOR COST
Automated Turret*
n/a
n/a
n/a
Autocannon Turret*
n/a
n/a
n/a
Cyberdog
Eyebot
Eyebot (Duraframe)
Mister Gutsy*
Mister Handy
Protectron*
Robobrain*
Sentry Bot*
14
Securitron mk. I
10
Automated Turret: Fairly standard across America in
the 2270s, this lightweight stationary weapon is
favoured by advanced organisations who need to
provide overwatch on an area without necessarily
dedicating too much of their resources to each guard.
Each is armed with either a .45 Auto Thompson (200
rounds) or a Glastinghouse X-25 Gatling Laser (infinite
ammo with power, good for 180 shots before
recharging, recharges at 3 shots/ min), and Rating 3
Clearsight and Targeting (both weapons) Autosofts.
Autocannon Turret: The sentry gun's big brother!
Rarely seen anymore thanks to the adventures of the
Vault Dweller, but still extant in small numbers. Armed
with either a P94 Plasma Caster (120 rounds,
recharges at 1 per minute) or a 5mm Avenger Minigun
(300 rounds) and Rating 4 Clearsight and Targeting
(calibrated for both weapons) Autosofts.
Mister Gutsy: A front-line combat robot rolled out by
General Atomics International in 2076, just before the
bombs fell, based on the popular Mister Handy civilian
model. Prone to screaming anti-Communist propaganda
for obvious reasons. Equipped with a Plasma Defender
(200 shots) and Flamer (200 shots), and comes with
Rating 5 Targeting Autosofts for both.
Mister Handy: The civilian predecessor of the Gutsy
line, capable of functioning as anything from a butler to
a foreman. Due to a software error, Handys who run for
extended periods without being reset, normally in the
80+ year region, begin to develop what could be
considered a personality- for this reason, many formerly
nurturing and protective models are completely insane,
and even the less affected have delved deep into the
world of servile snarkiness. Comes with Targeting
(Rating 3) Autosofts for its Flamer (200 shots) and
buzzsaws (DV 10P, AP 6), and a Rating 2 in one
menial or Technical skill.
Cyberdog: Man's best friend just got an upgrade! Now
with steel teeth (DV 8P, AP 4) and Rating 3
Clearsight, Manoeuvring, Stealth and Targeting (Bite) Protectron: The Protectron is the bottom of the barrel
Autosofts.
when it comes to defence, but has the upside of having
been modularly programmed, making it suitable for
Eyebot: A small, light, hover-capable scout robot, many roles. By 2077 they were being used as
designed for simple repairs or plain observation. everything from tour guides to construction workers,
Comes with either Clearsight or a unique Repair although their slow rate of movement and clunky voice
(Electronics) Autosoft, both at Rating 4.
module made them less popular than the Mister Handy
with consumers. Comes with a Targeting (Rating 3)
Eyebot (Duraframe): The combat model of the Autosoft for its AER7 Laser Pistol (infinite ammo) and
stalwart Eyebot. Comes with an AER7 Laser Pistol and up to 3 Rating 2 menial skill Autosofts.
Clearsight (Rating 3) and Targeting (Rating 4)
Autosofts.
Robobrain: The ultimate in body horror: a human
brain kept alive and fed with the bare minimum of
sensory information for over 200 years. Insane, but
normally in a within the bounds of their supplementary
programming kind of way. On the upside, functional
models benefit from their human origins, and are
remarkably agile minded for robots. Comes with an
AER7 Laser Pistol (infinite ammo), a Mesmotron
(ditto), a claw attack (DV 7P, AP -2), and Targeting
(Rating 4) Autosoft. Advanced models also carry a
modified (but still human usable) AK-112 with 2 spare
clips.
Sentry Bot: Run. Run and hide. Just one of these
monsters is capable of turning you and everyone you
know into goo, all while calmly advising noncombatants to leave the area. Comes with a Missile
Launcher (frag rounds, 30 shots) and either an
Avenger minigun (400 shots) or an L30 Gatling Laser
(400 shots), plus Clearsight (Rating 4). Manoeuvring
(Rating 3), and Targeting (Rating 6) Autosofts for all 3.
Securitron: The backbone of Mr. House's Mojave army,
and not too bad a peacekeeper either. Comes with a
9mm Grease Gun and the X-25 Gatling Laser, plus
Manoeuvring (Rating 3) and Targeting (Rating 3)
Autosofts for both weapons.
NOTE: The Mk. II+ Securitrons also have access to
built-in surface-to-air missile launchers (12 shots, 40mm
frag grenades) and a Grenade Machinegun (120 shots,
25mm frag grenades). Their Targeting Autosofts are
expanded to cover all weapons, and upgraded to Rating
5. They heal 1 box of Physical damage per full Combat
Turn.
GEAR- CHEMS
CHEMS
NAME
EFFECT
DURATION
SIDE EFFECTS
Ant queen
pheromones
+3 Cha, -4 Int, -4 Log
3 hours
None
Antivenom
Cures MOST animal venoms
n/a
None
Ant nectar
+3 Str, -4 to all Mental Attributes
3 hours
Addiction (1), -1 to all Attr until rested
Buffout
+2 Bod, +1 Str
1 hour
Addiction (2), D6 Stun
Cateye
Low Light Vision
3 hours
None
Coyote tobacco
chew
+1 Perception
2 hours
Addiction (2)
Doctor's bag
Heals a limb
n/a
None
Fixer
Remove all addictions temporarily; addiction picks
up where it left off on resumption
12 hours
None
Ghost Sight
Low Light Vision, 1 box
unresisted Physical damage
2 hours
Addiction (1)
Healing powder
+1 box Physical
n/a
Addiction (1)
Hydra
Halve penalties when
using a crippled limb
3 hours
Addiction (1), -2 BOD until rested
Jet
+8 Initiative
15 minutes
Addiction (2), -1 Agi, Cha
Med-X
+6 Bod for soak
15 minutes
Addiction (2), -1 Agi, Log
Mentats
+1 Log
4 hours
Addiction (2), -1 Int, Log until rested
Party Time Mentats
+2 Log
2 hours
Addiction (3), -2 Int, Log until rested
Psycho
All weapons +2 DAM
15 minutes
Addiction (2), -1 Bod, Int, Log until
rested
Rad-X
Reduce all Rad gains by 75%
(round favourably)
6 hours
None
RadAway
-(80 + 6D6) Rads
n/a
None
Rebound
Initiative decreases by 2 less than normal between
Combat Rounds (to 8 as standard).
15 minutes
Addiction (2), -1 Agi, Cha until rested
Rocket
+13 Initiative
15 minutes
Addiction (3), -2 Agi, Cha until rested
Rushing water
1 additional Simple Action
per Action Turn
15 minutes
None
Slasher
+6 Bod for soak, all weapons +2 DAM
15 minutes
Addiction (4), -2 to all Attr until rested
Steady
+3 to Agi when used for
ranged attacks (affects Limit)
15 minutes
-2 Agi until rested
Stimpak
+1 box Physical per Action Turn
for 3* Action Turns
n/a
None
Super stimpak
+2 boxes Physical per Action Turn
for 3* Action Turns
n/a
3D6 BOD test Physical
damage after 1 hour
Turbo
Ultrajet
Each Action Turn for the character runs
1 full Combat Round
twice (starting immediately)
+18 Initiative
15 minutes
Addiction (2); permanent -1
Int, Log if addicted!!
Addiction (4), -2 to all Attributes until
rested, D6 Physical
*plus 1 for every 2 levels in Medicine the administrator has
GEAR- FOOD & DRINK
The hardest part of walking the wastes isn't finding food, which is plentiful provided you're willing to risk life and
limb, it's rationing it. Everyone loves going to sleep with a bellyful of meat, vegetables, and a couple of pulls of
decent vintage wine, but all this does is make your blood sugar go through the roof in your sleep and give you a
headache. Character may roll LOG + Survival (Cooking) to make a period of wandering easier; for every success
they score their food and drink recover x1.25 as much for that period (so with 3 successes their Gecko Kebab
would restore (80 x 1.25 x 1.25 x 1.25 = ) 157 Hunger and (30 x 1.25 x 1.25 x 1.25 = ) 59 Thirst. The amount by
which Hunger or Thirst are increased by certain rare items (such as BlamCo Mac & Cheese, which is really
salty) is never affected.
For all meats and eggs, the Hunger effect listed is for raw- double it if consumed with access to a camp fire,
electric hotplate, or similar.
This list is by no means comprehensive, and characters are encouraged to come up with their own recipes
based on what they have on hand- a spaghetti carbonara is damned hard to make, but it'll fill you up far more
than it base ingredients!
FOOD
NAME
RAD
HUNGER THIRST
EFFECT EFFECT EFFECT
PRICE
PER
UNIT
OTHER
NOTES
(Fire) Ant Egg
+D6
-5
n/a
n/a
(Fire) Ant Meat
+2D6
-10
n/a
n/a
Agave Fruit
+D6
-20
-20
Banana Yucca
Fruit
n/a
-10
-20
n/a
Barrel Cactus Fruit
n/a
-10
-30
n/a
Bighorner Meat
+2D6
-30
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
BlamCo Mac &
Cheese
+3D6
-20
+10
n/a
Bloatfly Meat
+2D6
-10
n/a
WIL (1) test to eat; eating raw requires a WIL (2) test and can
cause food poisoning
Brahmin Meat
+2D6
-25
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Brahmin
Wellington
+4D6
-100
n/a
Recipe: Ant Egg x 2, BlamCo Mac & Cheese, Brahmin Meat,
Heat, LOG + Survival/ Cooking (4) test
Broc Flower
+D6
-5
n/a
Mostly useful as an ingredient
Buffalo Gourd
Seed
+D6
-5
n/a
Mostly useful as an ingredient
Cave Fungus
-3D6
-10
n/a
Anti-radiation food!
Cazador Egg
+D6
-5
n/a
WIL (1) test to eat
Coyote Meat
+2D6
-20
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Cram
+3D6
-50
n/a
n/a
Crispy Squirrel Bits
+2D6
-30
n/a
Recipe: Squirrel Meat, Heat. Produces 2
Crunchy Mutfruit
+D6
-20
-20
n/a
Dandy Boy Apples
+3D6
-30
n/a
n/a
Dog Meat
+2D6
-20
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Fancy Lads'
Snack Cakes
+3D6
-20
n/a
n/a
Fresh Fruit
+D6
-20
-10 to -40
n/a
Fresh Vegetables
+D6
-10 to -50
0 to -40
n/a
Gecko Kebab
+3D6
-80
-30
Recipe: Banana/ Banana Yucca + anything spicy + Gecko Meat,
Heat, LOG + Survival/ Cooking (3) test
Gecko Meat
+2D6
-20
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Grilled Mantis
+2D6
-70
n/a
Recipe: Mantis Meat, Honey Mesquite Pod, Wine, Heat, LOG +
Survival/ Cooking (2) test
Gum Drops
+D6
-10
n/a
Mostly useful as an ingredient
Honey Mesquite
Pod
+D6
-10
-20
Mostly useful as an ingredient; can be applied to some
otherwise unpleasant foodstuffs to make them more palatable,
making any WIL (x) tests 1 step easier (note that you can still
get food poisoning though!).
Human Flesh
+2D6
-20
n/a
Eating raw requires a WIL (3) test and can cause food poisoning
Iguana Bits
+2D6
-15
n/a
n/a
Iguana On A Stick
+3D6
-70
n/a
Recipe: Iguana Bits x 2, Heat
InstaMash
+3D6
-30
n/a
n/a
Lakelurk Egg
+2D6
-10
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Lakelurk Meat
+3D6
-25
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Mole Rat Meat
+2D6
-20
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Mole Rat Stew
+3D6
-90
-30
Recipe: Fresh Vegetables, Beer, Maize, Mole Rat Meat, Heat,
LOG + Survival (Cooking) (3) test
MRE
+D6
-150
n/a
n/a
Noodles (cooked)
n/a
-40
-10
Recipe: Any kind of water, Noodles (dry), LOG + Survival
(Cooking) (1) test.
Noodles (dry)
n/a
-10
+30
n/a
Nuts
+D6
-50
+10
n/a
Pasta (cooked)
n/a
-70
n/a
Recipe: Any kind of water, Pasta (dry), LOG + Survival
(Cooking) (1) test.
Pasta (dry)
n/a
n/a
n/a
n/a
Pork-n-beans
+3D6
-40
+20
n/a
Potato Crisps
+3D6
-20
+20
n/a
Pre-war Meat
+3D6
-50
n/a
n/a
Preserved Fruit
+2D6
-40
n/a
n/a
Preserved Meat
+2D6
-60
n/a
n/a
Radroach Meat
+3D6
-15
n/a
WIL (1) test to eat; eating raw requires a WIL (2) test and can
cause food poisoning
Rat Meat
+D6
-15
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Salisbury Steak
+D6
-40
n/a
n/a
Squirrel Meat
+D6
-20
n/a
Eating raw requires a WIL (1) test and can cause food poisoning
Squirrel Stew
+2D6
-70
-30
Recipe: Fresh Vegetables, Beer, Maize, Mole Rat Meat, Heat,
LOG + Survival (Cooking) (3) test
Sugar Bombs
+D6
-10
+10
Mostly useful as an ingredient
Trail Mix
+2D6
-150
+30
Recipe: Nuts x 2, Fresh/ Preserved Fruit, Sugar Bombs, LOG +
Survival (Cooking) (2) test
Xander Root
+D6
n/a
n/a
Mostly useful as an ingredient
Vegetables
Artichoke
Asparagus
Aubergine
Beans
Bean sprouts
Black beans
Black-eyed peas
Broad beans
Green beans
Kidney beans
Lentils
Lima beans
Pinto beans
Runner beans
Peas
Broccoli
Brussels sprouts
Cabbage
Carrots
Cauliflower
Celery
Herbs and spices
Anise
Basil
Coriander
Dill
Oregano
Parsley
Rosemary
Sage
Thyme
Maize
Mushrooms
Onions
Garlic
Parsley
Peppers
Root vegetables
Beet
Carrot
Parsnip
Radish
Rutabaga
Spinach
Squash
Turnip
Zucchini
Pumpkin
Tomato
Potato
Yam
Fruits
Apple
Apricot
Banana
Blackberry
Blackcurrant
Blueberry
Currant
Cherry
Coconut
Cranberry
Date
Fig
Grape
Grapefruit
Lemon
Lime
Mango
Melon
Mutfruit
Orange
Peach
Pear
Plum
Pineapple
Raspberry
Strawberry
Nuts
Brazil nut
Cashew
Chestnuts
Coconut
Hazelnuts
Pecan
Kola nut
Macadamia
Pistachio
Walnuts
Water chestnut
OK, I can't help myself; I have to make drinking needlessly complicated too.
A "dose" of each category of beverage is how much would go into a typical drink, so for beer this would be a can,
for liqueurs and spirits it would be a shot, for wine a small glass, for misc. about half a shot, and for fruit juice it
would normally be "the rest of the glass", so about 200ml. Generally you'll find multiple doses of each at once.
Drunkenness progresses as follows:
BOD x 2 doses: standard alcohol effect of +1 CHA, and -1 LOG
BOD x 3 doses: as previous, +1 INT, -1 WIL (the I fancy a kebab! tipping point)
BOD x 4 doses: as previous, 1 level of Pain Tolerance, 3 Stun damage
BOD x 5 doses: as previous, 2nd level of Pain Tolerance, 3 Stun damage
BOD x 6+ doses: as previous, 3 Stun damage per multiplicand
All effects listed below are per dose. As with food, fancy mixed drinks are more satisfying, and the rejuvenating
effects are greater when under the geas of a successful LOG + Survival test.
DRINK
NAME
RAD
THIRST
EFFECT EFFECT
PRICE
PER
UNIT
OTHER
NOTES
Absinthe
+1
+20
Each dose counts as 2
Atomic cocktail
+5D6
+30
Damage from heat and energy weapons reduced by 1 (after soak) for 6 hours,
suspends need for sleep for same. Recipe: Mentats, Nuka-Cola Victory, Vodka,
LOG + Survival (Drinks) (1) test
Beer
+D6
+5
Alcohol
Blood pack
n/a
-10
WIL (2) to drink
Champagne
+2
Alcohol
Coffee
+3
Suspends need to sleep for 6 hours, +5 Initiative
Fruit Juices
+D6
n/a
Liqueurs
+D6
Alcohol
Miscellaneous
n/a
-10 to +10
Small mixers, e.g. cordials, bitters, etc.
Moonshine
+D6
+20
Each dose counts as 2, can be used to make Molotovs
Nuka-Cola
+2D6
-30
Suspends need to sleep for 4 hours, +3 Initiative
Nuka-Cola
Quantum
+6D6
-30
Suspends need to sleep for 12 hours, Addiction (2) test, +11 Initiative
Nuka-Cola Quartz
+2D6
-30
Low Light Vision (1 hour), makes a decent impromptu flashlight! Recipe: NukaCola x 2, LOG + Survival (Cooking/ Drinks) (3) test, Nuka Chemist Perk
-80
Suspends need to sleep for 6 hours, +5 Initiative
Nuka-Cola
Victory
Soda
+D6
-30
n/a
Spirits
+10
Alcohol
Water (dirty)
+4D6
-50
n/a
Water (clean)
+D6
-60
n/a
Water (purified)
n/a
-60
n/a
Wine
+D6
+20
Alcohol
Liquor
Amaretto
Brandy(applejack, apricot, cherry, cognac, orange)
Gin
Moonshine
Rum (dark/ white)
Tequila (gold, silver)
Vodka
Whiskey (bourbon, rye, scotch)
Liqueurs
Crme de Menthe
Curacao
Irish Cream
Kahlua
Vermouth
Miscellaneous
Angostura Bitters
Cordial
Grenadine
Soda
Cider
Ginger Ale
Lemonade
Sunset Sarsaparilla
Wine
Red
White (duh)