|
This page displays the errata updates for Fallout: The Roleplaying Game and its supplementary material, such as Winter of Atom. The errata update files are posted for free on Modiphius's website for Fallout 2d20.
Fallout: The Roleplaying Game[]
Changes 8th April 2021[]
- Missing page references completed throughout.
- p.60: "Each time you take this perk, the level requirement increases by 4." added to the Armorer perk text.
- p.65: The Gun Nut perk has 4 ranks, not 3.
- p.78: The Super Mutant Skirmisher can no longer choose a raider armor headpiece, as it does not exist.
- p.100: Shielded Barrel mod has been added to the Small Gun Mods table, under Barrel Mods.
- p.100: Magazine mods have been added to the Small Gun Mods table.
- p.195: The page reference to randomly generating locations now correctly references the Gamemaster's Toolkit.
- p.216–217: The beverage items listed no longer repeat 3 times.
- p.255: The Room Encounters and Wacky Wasteland Tables now correctly list "1d20 Result" in the header.
- p.342: The Deathclaw's health points have been increased to 31, and its Defense lowered to 1.
Changes 6th April 2022[]
- p.28: Added the following hit locations listings:
Roll range | Hit location (Quadruped) |
---|---|
1-2 | Head |
3-8 | Torso |
9-11 | Left Front Leg |
12-14 | Right Front Leg |
15-17 | Left Hind Leg |
18-20 | Right Hind Leg |
Roll range | Hit location (Flying Insect) |
---|---|
1-2 | Head |
3-8 | Torso |
9-11 | Left Wing (as leg) |
12-14 | Ring Wing (as leg) |
15-17 | Legs |
18-20 | Legs |
- p.29: after the Increasing Damage section, add a new section with the header "Random Quantities" and under it add the following body text: "Combat dice are also used to randomly determine how many items you scavenge. Where it is listed in the loot tables (p.200), roll the number of combat dice listed and add the result to the static amount listed."
- p.70: Change the second sentence to "When you make a ranged attack, you may spend 2 AP to increase the Fire Rate of your gun by +2 for that attack."
- p.80: Change "wares: 3 rolls each..." bullet point to "Wares: Roll 3 times each on the random ammunition table (p.200), random chem table (p.204), and Random Oddities and Valuables table (p.207).”
- p.104: Science perk has 4 ranks, not 3.
- p.107: Add "Gun Nut 1" to the perk column of all Flamer mods, except Huge Tank and Vaporization Nozzle, which have the requirement "Gun Nut 2”.
- p.136: Armour Upgrade Mods table incorrectly lists "Laminated", "Resin", and "Microcarbon" options, and have been replaced by “Lighter Build”, “Pocketed”, and “Deep Pocketed” and their respective effects.
- p.137: Weight and Cost columns for all power armor entries have been swapped back correctly.
- p.204: Added the bottom row to the Random Ranged Weapons table, adding Laser Rifle, Auto Pipe Rifle, and Combat Rifle.
- p.339: The Bloodbugs proboscis attack TN should be 7.
- p.341: The brahmin's headbutt attack TN should be 7.
- p.342: The deathclaw's slam attack TN should be 14
- p.342: Under the deathclaw's 'Weak Spot' special ability, the effect doesn't apply to random hits to the torso, not head.
- p.345: The Mirelurk Hunter's pincers attack TN should be 13.
- p.349: The mutant hound's bite attack TN should be 12.
- p.351: Both the radscorpion's attack TNs should be 12.
- p.356: The glowing one's Unarmed attack TN should be 13.
- p.362: Mister Gutsy's pincer attack TN should be 9.
- p.362: Mister Gutsy's 10mm auto pistol attack TN should be 11.
- p.363: The Protectron's arm lasers attack should be BODY + Guns (TN 7)
- p.365: The sentry bot's missile launcher attack should be BODY + Guns (TN 15)
- p.368: The super mutant behemoth's missile launcher attack has been removed.
- p.371: The super mutant suicider's pipe bolt action rifle attack TN should be 9.
- p.382: The brotherhood elder's long laser rifle attack should be PER + Energy Weapons (TN 12)
- p.383: The brotherhood knight's long laser rifle attack should be PER + Energy Weapons (TN 10)
- p.384: The brotherhood paladin's improved long laser rifle attack should be PER + Energy Weapons (TN 14).
- p.385: The brotherhood scribe laser pistol attack should be PER + Energy Weapons (TN 8).
- p.385: The brotherhood lancer long laser rifle attack should be PER + Energy Weapons (TN 9).
- p.388: The raider psycho's Molotov cocktail attack TN should be 6.
- p.390: The raider veteran's Molotov cocktail damage should be 4 combat dice.
- p.391: The children of atom's gamma gun attack should be PER + Energy Weapons (TN 8).
- p.392: The gunner's laser gun attack should be PER + Energy Weapons (TN 9).
- p.393: The mercenary's double-barrelled shotgun attack TN should be 9.
- p.393: The mercenary's Molotov cocktail attack TN should be 6.
- p.394: The minute man's laser musket attack should be PER + Energy Weapons (TN 10).
- p.395: The Institute scientist's Institute laser attack should be PER + Energy Weapons (TN 10).
- p.396: The trader/caravan merchant's Molotov cocktail attack TN should be 6.
- p.396: The vault dweller's unarmed strike attack TN should be 6.
- p.397: The wastelander's unarmed strike attack TN should be 8.
- p.397: The wastelander's machete attack TN should be 9.
Changes 6 th September 2022[]
- p.44: Remove Gauss weapons from both Big Guns and Energy Weapons on the Skills Summary.
- p.77: Under the equipment for Mister Farmerhand, add “(1 uncommon material)” to one bag of fertilizer.
- p.78: Change the second piece of equipment for the Super Mutant Skirmisher to 'Pipe rifle (pipe gun with long barrel and full stock mods), and 8 +4 rounds of .308 ammunition'.
- p.97-99: Change all instances of Standard Stock under the mods for each Small Guns weapon to Full Stock.
- p.97: Tuned under Receiver mods for the Hunting Rifle should read Hair Trigger.
- p.98: The Armor Piercing Receiver mod for the Submachine Gun has been removed.
- p.98: Rapid under Receiver mods for the Submachine Gun should read Hair Trigger.
- p.98: The Short Barrel mod for the Submachine Gun has been removed.
- p.98: The Stub Barrel mod for the Pipe Bolt-Action has been removed.
- p.99: The Stub Barrel mod for the Syringer has been removed.
- p.100: Add the following Capacitor Mods to the Small Guns Mods table;
MOD | NAME | PREFIX | EFFECTS | WEIGHT | COST | PERKS |
---|---|---|---|---|---|---|
Full Capacitors | High Capacity | Gain Vicious | - | +37 | Gun Nut 3 Science! 2 | |
Capacitor Boosting Coil | Maximum Capacity | +1 damage | Gain Vicious | +2 | +82 | Gun Nut 4 Science! 3 |
- p.100: The Cost for the Large Magazine Mod should be +8.
- p.105: The Full Stock mod should give the Two-Handed quality.
- p.111: The Sledgehammer should have the Two-Handed quality.
- p.120: The Breaker damage effect for both the Nuka Grenade and Nuke Mine should be the Breaking damage effect.
- p.120: The Thrown (M) Quality for the Nuke Mine, Plasma Mine and Pulse Mine should be the Mine Quality.
- p.137: The following Power Armor pieces have corrected costs;
Armor Piece | Cost |
---|---|
T-51 Leg | 130 |
T-60 Helm | 130 |
T-60 Chest Piece | 250 |
T-60 Arm | 170 |
T-60 Leg | 170 |
X-01 Helm | 140 |
X-01 Chest Piece | 280 |
X-01 Arm | 200 |
X-01 Leg | 200 |
- p.183: The fertilizer produced by the Pack Brahmin should be designated as an '(uncommon material)'.
- p.200: The second paragraph of the Modded Items boxout has been moved underneath the list of nine-item categories.
- p.202: Item 14 on the Random Food table should be Squirrel Bits.
- p.202: The Foraging table has been updated;
D20 Roll | Food Found |
---|---|
1 | Brain Fungus |
2 | Glowing Fungus |
3-4 | Carrot |
5-6 | Corn |
7-8 | Gourd |
9-10 | Melon |
11-12 | Mutfruit |
13-14 | Razorgrain |
15-16 | Silt Bean |
17-18 | Tato |
19 | Hubflower |
20 | Bloodleaf |
- p.203: Items 15 and 27 on the Random Beverages should be Blood Pack.
- p.214: The materials for crafting Mentats are Uncommon Materials x3, Rare Materials x2 and Brain Fungus x2.
- p.215: The materials for crafting Mind Cloud are Uncommon Materials x2, Rare Materials x3, Asbestos x2 and Purified Water x1.
- p.222: The Magazine Mods listed below can now be crafted at Weapons Workbench;
WEAPONS ITEM | COMPLEXITY | PERKS | SKILL | RARITY |
---|---|---|---|---|
Large Mag | 4 | Gun Nut 1 | Repair | Uncommon |
Quick-Eject Mag | 5 | Gun Nut 1 | Repair | Uncommon |
Large Quick Eject Mag | 5 | Gun Nut 2 | Repair | Uncommon |
- p.335: The bracketed section for Caps now reads (this is listed as 'Wealth', with a rating from 1-5, but sometimes higher for cash-rich NPCs),
- p.339: A successful END + Survival test when butchering a bloodbug should yield 1 portion of bloodbug meat and 1 blood sac.
- p.340: A successful END + Survival test when butchering a bloatfly should yield 1 portion of bloatfly meat and 1 bloatfly gland.
- p.342: The deathclaw is a Mutated Lizard.
- p.345: The mirelurk gives 52 XP when defeated or overcome.
- p.346: The mirelurk queen's acid spray attack now does 10 Piercing Radioactive Poison damage.
- p.349: The mutant hound has Body 6 and Mind 4.
- p351: The radscorpion gives 52 XP when defeated or overcome.
- p.351: When butchering a radscorpion, a successful END + Survival test also yields 1 radscorpion stinger if an Effect is rolled.
- p.352: Radstag has Body 6 and HP 11. The radstag's antlers attack TN should be 9.
- p.353: When butchering a stingwing, a successful END + Survival test also yields 1 stingwing barb if an Effect is rolled.
- p.356: The glowing one should have HP 17.
- p.360: Mister Handy should have the following S.P.E.C.I.A.L. attributes;
STR | PER | END | CHA | INT | AGI | LUK |
---|---|---|---|---|---|---|
6 | 8 | 5 | 7 | 7 | 7 | 5 |
Mister Handy's Energy Weapons Tag Skill is replaced with the Big Guns Tag Skill, rated at 3. Mister Handy has HP 16. Mister Handy has Luck Points 3. Mister Handy's pincer attack deals 2 Physical damage. Range C is removed from both the pincer and buzzsaw attacks. Mister Handy's flamer attack should be END + Big Guns (TN 8).
- p.362: Mister Gutsy should have the following S.P.E.C.I.A.L. attributes;
STR | PER | END | CHA | INT | AGI | LUK |
---|---|---|---|---|---|---|
6 | 9 | 7 | 5 | 7 | 8 | 4 |
Mister Gutsy's Energy Weapons Tag Skill is replaced with the Big Guns Tag Skill, rated at 4. Mister Gutsy has HP 18. Mister Gutsy has Initiative 19. Mister Gutsy's pincer attack deals 2 Physical damage. Range C is removed from the pincer attack. Mister Gutsy's flamer attack should be END + Big Guns (TN 11).
- p.365: The sentry bot has the self-destruct attack; SELF DESTRUCT: BODY + Melee (TN 14), 6 Physical damage, Blast
- p.365: The sentry bot has the Big special ability;
BIG: The sentry bot is bigger than most characters, towering over them. The robot receives an additional +1 health point per Level, but its Defense decreases by 1, to a minimum of 1. Further, it only suffers a Critical Hit if an attack inflicts 7+ damage (after damage resistance) in a single hit, rather than the normal 5+.
- p.368: The super mutant brute has Small Guns as a Tag Skill. The super mutant brute has 2 (Head) Energy DR. The super mutant brute's pipe bolt-action rifle has the Unreliable quality.
- p.369-370: The super mutant master has Big Guns as a Tag Skill with a rating of 4. Their Unarmed Skill has a rating of 4. They have Repair 2 and Speech 2. They have Luck Points 3. Their Phys. DR is 4 (All). Their Energy DR is 2 (Head); 4 (Arms, Legs, Torso). Their unarmed strike attack TN should be 14. Their minigun attack should be END + Big Guns (TN 12). Their missile launcher attack should be END + Big Guns (TN 12). Their inventory is; Minigun OR Missile Launcher, Assorted human bones (2 Junk Items), Wealth 1, Army Helmet, Sturdy Raider Chest Piece, Sturdy Raider Arms x2, Sturdy Raider Legs x2
- p.371: Chains have been removed from their Inventory. Pipe bolt-action rifle has been added to their Inventory.
- p.373: The synth has Mind 4.
- p.373: The synth's Institute Laser should read; INSTITUTE LASER : BODY + Guns (TN 8), 4 Vicious Energy damage, Burst, Fire Rate 3, Close Quarters, Inaccurate, Range C
- p.374: The synth courser's Melee Weapons skill is not a tag skill.
- p.374: The synth courser's Institute Laser should read; INSTITUTE LASER : PER + Energy Weapons (TN 12), 5 Vicious Piercing 1 Energy damage, Burst, Fire Rate 3, Inaccurate, Two-Handed, Range C
- p.375: The synth courser's Institute Laser Rifle in their Inventory has the Full Stock, Photon Agitator and Improved Barrel mods.
- p.375: The synth strider's Institute Laser should read; INSTITUTE LASER : Body + Guns (TN 10), 4 Vicious Energy damage, Burst, Fire Rate 3, Range M
- p.376: The synth strider's Institute Laser Gun in their Inventory has the Photon Agitator, Long Barrel and Short Scope mods.
- p.376: The synth trooper should have Phys. DR 3 (All) and Energy DR 4 (All).
- p.376: The synth trooper's Institute Laser should read; INSTITUTE LASER : Body + Guns (TN 15), 4 Vicious Energy damage, Burst, Fire Rate 3, Range M
- p.376: The synth trooper's Institute Laser Gun in their Inventory has the Photon Agitator, Long Barrel and Short Scope mods.
- p.377: The machine gun turret mk I's machine gun attack does not have the Stun damage effect.
- p.378: The machine gun turret mk III's machine gun attack does not have the Stun damage effect.
- p.378: The machine gun turret mk V has Mind 6.
- p.382: The elder has Repair as a Tag Skill with a rating of 3. The elder has a Melee Bonus of +1 . Their unarmed strike attack should deal 3 Physical damage.
- p.383: The paladin has HP 20 (10 Arms, 10 Head, 10 Legs, 17 Torso).
- p.385: The scribe's Lockpick Skill has a rating of 1.
- p.385: The lancer's unarmed strike attack does 2 Physical damage, rather than 5 Physical damage.
- p.386: The raider has 1 (Arms, Torso, Legs) for both Phys. DR and Energy DR.
- p.387: The raider boss should have a rating of 3 for their Melee Weapons Tag Skill. Their Big Guns Tag Skill should be rated 2. Their Small Guns Tag Skill should be rated 4. Their Initiative is 21. Their second attack should be FRAG GRENADE: PER + Explosives (TN 11) and remaining text for this attack stays the same. The TN for their hunting rifle attack is 12.
- p.389: The raider scavver gives 52 XP when defeated or overcome.
- p.391: The Children of Atom have an L attribute of 4. Their HP is 12.
- p.392: The gunner's unarmed strike attack does 2 Physical damage, rather than 4 Physical damage.
- p.393: The minuteman has Energy Weapons as a Tag Skill. The minuteman has Small Guns 2 and it is not a Tag Skill. The minuteman has Survival 2 and it is a Tag Skill.
- p.396: The trader has a Double-Barrel Shotgun and a Molotov Cocktail in their Inventory.
- p.396: The vault dweller should not have Survival as a Tag Skill.
- p.397: The wastelander should have the following S.P.E.C.I.A.L. attributes;
STR | PER | END | CHA | INT | AGI | LUK |
---|---|---|---|---|---|---|
6 | 5 | 7 | 4 | 5 | 5 | 4 |
They have HP 9. They have Initiative 10. The wastelander's unarmed strike attack has TN 7. The wastelander's machete attack has TN 8. The wastelander's double-barrelled shotgun attack has TN 7. In the wastelander inventory, Wealth should have a value of 1.
- p.398: The zetan has HP 15. The Zetan's alien blaster attack does not have the Blast quality.
Changes Q2 2024[]
- p.57: The first sentence of 'Trait: Vault Kid' should read, 'Your healthier start to life at the hands of trained doctors and sophisticated auto-docs means you reduce the difficulty of all END tests to resist the effects of disease by one to a minimum of zero.'
- p.117: The Barbed mod should only give Piercing 1. Cost is +1.
- p.216: The table entry for the Cooking Station should read;
COOKING ITEM | MATERIALS | COMPLEXITY | PERKS | SKILL | RARITY |
---|---|---|---|---|---|
Cooking Station | - | 2 | - | Survival | Common |
- p.217: The following item can be crafted from the Cooking Station;
COOKING ITEM | MATERIALS | COMPLEXITY | PERKS | SKILL | RARITY |
---|---|---|---|---|---|
Squirrel Stew | Bloodleaf x1 Carrot x1 Dirty Water x2 Squirrel Bits x1 Tato x1 |
5 | - | Survival | Rare |
- p.391: The Children of Atom have Speech as a Tag Skill.
- p.394: The railroad agent's hunting rifle attack should have Physical damage.
- p.397: The wastelander's carry weight is 210 lbs.
Winter of Atom[]
Changes Q2 2024[]
- p.58: The wastelander should have the following S.P.E.C.I.A.L. attributes;
STR | PER | END | CHA | INT | AGI | LUK |
---|---|---|---|---|---|---|
6 | 5 | 7 | 4 | 5 | 5 | 4 |
The wastelander should have the following skills;
SKILLS | |
---|---|
Athletics | 1 |
Barter | 1 |
Melee Weapons | 2 |
Repair | 1 |
Small Guns ▪ | 2 |
Speech | 1 |
Survival ▪ | 2 |
Unarmed | 1 |
They have HP 9. They have Initiative 10. They have a Carry Weight of 210lbs. The wastelander's machete attack has TN 8. It deals 3 Piercing 1 Physical damage. The wastelander's tire iron attack has TN 8. Remove the Piercing damage effect from it. In the wastelander inventory, add a Tire Iron.
- p.61: The scavenger has Sneak 1. Repair and Survival are both Tag Skills.
- p.62: Add the following under Immunities for the machine gun turret mk 1 'However, machines cannot use food or drink or other consumables, they do not heal naturally, and the Medicine skill cannot be used to heal them: damage to them must be repaired.' The machine gun turret mk I's machine gun attack does not have the Stun damage effect.
- p.63: The raider should have the following skills;
SKILLS | |
---|---|
Medicine | 1 |
Melee Weapons ▪ | 2 |
Repair | 1 |
Small Guns ▪ | 2 |
Sneak | 1 |
Survival ▪ | 2 |
Throwing | 1 |
Unarmed | 2 |
- p.70: The Children of Atom has Speech and Survival as Tag Skills. Their machete deals 3 Piercing 1 Physical damage. Their second weapon is a Gamma Gun; PER+Energy Weapons (TN 8): 3 Piercing Stun Radiation damage, Fire Rate 1, Range M, Blast, Inaccurate.
- p.72: The children of atom tinkerer should have the following skills;
SKILLS | |
---|---|
Energy Weapons | 3 |
Explosives ▪ | 4 |
Pilot | 4 |
Repair | 3 |
Science ▪ | 4 |
Speech | 1 |
- p.73: Eliza's dragon dragon's flame attack is Body + Other. Remove the second instance of 'Immunities'. Add the following special ability;
REMOTE CONTROLLED: Eliza's Dragon is a mechanized battle bot that cannot act on its own and must be operated via its remote control. An operator can use an action to make an INT + Pilot test with a difficulty of 2. On a success, Eliza's Dragon can immediately use the Move minor action and take a major action.
- p.74: Brother Schumaker should be named Brother Schumacher. They have Barter, Repair and Speech as Tag Skills. The TN for Surging Staff of Atom is 9.
- p.75: The Children of Atom have Speech and Survival as Tag Skills. Their machete deals 3 Piercing 1 Physical damage.
- p.78: The Children of Atom fanatic has Melee Weapons and Small Guns as Tag Skills. The fanatic has no Luck Points and their heated super sledge should read as follows: STR+Energy Weapons (TN 11): 8 Breaking Energy damage, Two-Handed.
- p.79: The minuteman rifleman is Level 8, not Level 8. They have Energy Weapons and Survival as Tag Skills.
- p.92: Dr. Yarrow has Medicine, Science, Small Guns and Survival as Tag Skills. Their Yellow Bellow special ability should be called Yellow Belly.
- p.96: The Children of Atom fanatic has Melee Weapons and Small Guns as Tag Skills. The fanatic's grappling gun deals 5 Piercing 1 Physical damage and their heated super sledge should read as follows: STR+Energy Weapons (TN 11): 8 Breaking Energy damage, Two-Handed. The yao guai's Big special ability should read as follows:
BIG: The yao guai is bigger than most characters, towering over them. It receives an additional +1 health point per Level, but its Defense decreases by 1, to a minimum of 1. Further, it only suffers a Critical Hit if an attack inflicts 7+ damage (after damage resistance) in a single hit, rather than the normal 5+.
- p.97: Brother Scrapjaw has Athletics, Energy Weapons and Melee Weapons as Tag Skills. Their curved ripper deals 8 Piercing 1 Vicious Physical damage. Their Inventory only has one Agitated Recoil Compensated Plasma Rifle.
- p.108: The first NPC stat block should be Minuteman Rifleman. The minuteman rifleman should have the following skills;
SKILLS | |
---|---|
Athletics | 1 |
Energy Weapons ▪ | 5 |
Medicine | 1 |
Melee Weapons | 2 |
Repair | 2 |
Sneak | 1 |
Speech | 1 |
Survival ▪ | 4 |
Their recon three-crank laser musket attack has TN 12. Remove the Serrated Combat Knife from their Inventory. The Children of Atom have Speech and Survival as Tag Skills. They have HP 12. They have initiative 10.
- p.111: Regina has Small Guns and Survival as Tag Skills. The TN for Unarmed Strike is 7.
- p.113: The Children of Atom have Speech and Survival as Tag Skills. Their machete deals 3 Piercing 1 Physical damage.
- p.119: The neighborhood watch should have the following skills;
SKILLS | |
---|---|
Barter ▪ | 4 |
Lockpick ▪ | 1 |
Melee Weapons | 4 |
Small Guns ▪ | 4 |
Sneak | 2 |
- p.120: Diamond City security has Athletics and Melee Weapons as Tag Skills.
- p.127: The mirage security guard has Melee Weapons and Small Guns as Tag Skills. Their machete deals 3 Piercing 1 Physical damage.
- p.130: The mirage security guard has Melee Weapons and Small Guns as Tag Skills. Their machete deals 3 Piercing 1 Physical damage.
- p.137: The TN of the radoid freak's Forked Tongue attack is 11. The Immunities special ability should read 'The radoid freak is immune to Radiation damage and its effects.'
- p.145: The pilgrim has Energy Weapons and Survival as Tag Skills. Their machete deals 3 Piercing 1 Physical damage.
- p.152: Thrash has Barter, Melee Weapons and Speech as Tag Skills. The super mutant should have the following skills;
SKILLS | |
---|---|
Big Guns | 1 |
Melee Weapons ▪ | 4 |
Small Guns | 3 |
Survival ▪ | 3 |
Unarmed | 2 |
Their pipe bolt-action rifle attack should read as follows: AGI + Small Guns (TN 8), 5 Piercing 1 Physical damage, Range M, Two-Handed. Their Immunities special ability should refer to the super mutant rather than Thrash.
- p.171: The Mister Gutsy Patriot should have the following skills;
SKILLS | |
---|---|
Athletics | 1 |
Big Guns ▪ | 4 |
Energy Weapons ▪ | 4 |
Explosives | 2 |
Melee Weapons ▪ | 4 |
Repair | 3 |
Speech | 3 |
Their laser pistol attack should read laser gun and read as follows: AGI + Energy Weapons (TN 12), 4 Piercing 1 Energy damage, Fire Rate 2, Range C, Close Quarters.
- p.174: The robber has Melee Weapons and Small Guns as Tag Skills. Its machete attack deals 3 Piercing 1 Physical damage. Its double-barreled shotgun attack deals 5 Spread, Vicious Physical damage.
- p.176: The Children of Atom soldier has Athletics and Survival as Tag Skills. Its machete attack deals 3 Piercing 1 Physical damage.
- p.177: The Children of Atom fanatic has Melee Weapons and Small Guns as Tag Skills. The fanatic has no Luck Points. Their combat shotgun has Fire Rate 2. Their heated super sledge should read as follows; STR+Energy Weapons (TN 11): 8 Breaking Energy damage, Two-Handed.
- p.184: The children of atom sentry bot gives 218 XP when defeated or overcome. It has 54 HP.
- p.185: The Children of Atom shock trooper should have the following skills;
SKILLS | |
---|---|
Athletics ▪ | 4 |
Energy Weapons ▪ | 4 |
Melee Weapons ▪ | 5 |
Survival | 2 |
Throwing | 4 |
They have a carry weight of 240lbs. Their Phys. DR is 5 (All). Their Energy DR is 5 (All). Their Rad. DR is 5.
- p.186: The Children of Atom handler has Medicine, Speech and Survival as Tag Skills.
- p.199: Brother Lucius has Repair, Sneak and Survival as Tag Skills. The minuteman rifleman has Energy Weapons and Survival as Tag Skills. They have no Luck Points.
- p.204: The Children of Atom soldier has Athletics and Survival as Tag Skills. Its machete attack deals 3 Piercing 1 Physical damage.
- p.220: The Children of Atom berserker has Small Guns and Survival as Tag Skills.
- p.222: The Children of Atom sentry bot gives 218 XP when defeated or overcome. It has 54 HP.
- p.233: The Last Son of Atom should have the following S.P.E.C.I.A.L. attributes;
STR | PER | END | CHA | INT | AGI | LUK |
---|---|---|---|---|---|---|
5(11) | 9 | 7 | 8 | 8 | 7 | 7 |
They should have the following skills;
SKILLS | |
---|---|
Barter | 2 |
Energy Weapons ▪ | 4 |
Medicine ▪ | 4 |
Melee Weapons | 3 |
Repair | 3 |
Science ▪ | 6 |
Speech ▪ | 6 |
Survival | 2 |
Unarmed | 3 |
Their personal HP is 38. Their initiative is 20. They have 7 luck points. Their Sharpshooter's Electrified Improved Gamma Gun has TN 14 and 8 .
Rust Devils NPC Pack[]
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
|
Settler's Guide Book[]
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
|
Wanderer's Guide Book[]
Section needed
This section is required but has not been written yet. You can help Nukapedia by writing it.
|
Reilly's Rangers NPC Pack[]
- p.4: Any mention of shamrock should read clover.
- p.21: Any mention of shamrock should read clover.