Overseer's Operation Handbook 2.2

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Vault-Tec

Overseer’s
Operation Handbook

u/ThunderMateria 2.2 u/Mike_R_Phone


Table of Contents
Chapter 1: Surface Never, Vault Forever! 2
Post-War America

Chapter 2: Oh, The Places You’ll Go! 6


Exploring the Wasteland

Chapter 3: Hard Work Is Happy Work 11


Living in the Outside World

Chapter 4: Arms Race 16


Powerful Gear of the Wasteland

Chapter 5: Safety First 32


Optional Rules

The Overseer has many


responsibilities. They are the
arbiter of the rules set forth by
Vault-Tec and may need to settle
disputes among their players.
They must create an interesting
and dynamic Wasteland to explore.
However, the primary goal of the
Overseer is always fun. If
anything, including the rules,
comes in the way of the group
having fun it should be modified
or removed.
1
Chapter 1: Surface Never, Vault Forever
Post-War America
Leaving the vault is never advised, but should you not have a choice, there
are a few pieces of information that will aid in your survival in the
treacherous outside world.
The wasteland stretches from coast to coast of our once great country.
Everywhere in the wasteland shares some characteristics (nuclear
annihilation, mutants, ruins, glorious vaults, etc.). However, the different
areas of the wasteland, often divided into pre-war commonwealths, have
distinct features. For example, the Southwest Commonwealth is an arid desert
which almost makes you wish for a nuclear winter.
In the years before the Great War, the states were merged to form 13
Commonwealths. Choosing which Commonwealth to explore is a good first step in
planning a venture into the Wasteland.

Columbia Commonwealth East Central Commonwealth


Regions: Maryland, Virginia, Regions: Ohio, Kentucky,
Washington D.C. Tennessee

The Capital Wasteland is the The East Central Commonwealth


most well-known area in the was not hit as hard during
Columbia commonwealth. The the Great War, so many of the
swamps of Point Lookout are landmarks, cities, and
also in the Columbia forests in this area were
commonwealth. Power struggles largely untouched. However,
between powerful military in the years since then
organizations are the most Mutants, Raiders, and others
common conflict here. have moved into the area to
Powerful Factions: Brotherhood of fight over the resources that
Steel, The Enclave, Super Mutants survived the war.
Powerful Factions: Super Mutants,
Raiders, Mutants

2
Gulf Commonwealth
Eastern Commonwealth
Regions: Louisiana, Mississippi,
Regions: West Virginia, Delaware, Alabama, Florida
Pennsylvania, New Jersey, New York
The Brotherhood of Steel used a
Containing major cities such as faulty G.E.C.K. that was
New York City, Philadelphia, exposed to radiation. Instead
and Pittsburgh, the Eastern of purifying the area, it
Commonwealth was hit caused it to become horribly
particularly hard during the mutated, even by the rest of
war. Raider factions sprung up the Wasteland’s standard.
in the ruins of cities such as
Pittsburgh, which now houses a The area is largely swampland
cruel slaver camp. The rural filled with mutated alligators
areas of this region were and other horrific creatures.
washed in extreme amounts of Powerful Factions: Brotherhood of
radiation causing creatures to Steel, Mutants
mutate quickly and often.
Powerful Factions: Raiders, Mutants

Great Midwest Commonwealth


Four States Commonwealth Regions: Wisconsin, Minnesota,
Regions: Utah, Colorado, Arizona, Illinois, Indiana, Michigan
New Mexico
The area remains mostly under
The feared military empire, the control of the Midwestern
Caesar’s Legion, originated in Brotherhood of Steel. They
the Four States Commonwealth. impose harsh laws on the area
Other notable locations include but provide protection from
Zion National Park, which mutants and outsiders. The
houses smaller factions that Enclave is said to have some
skirmish with each other. Other holdings in this area, making
factions occupy small areas it likely to become a
such as the 80s, a raider gang battleground between the two
that occupies an area in factions.
northern Utah, but the might of Powerful Factions: Brotherhood of
Caesar continues to dominate Steel, The Enclave
the region.
3 Powerful factions: Caesar’s Legion
New England Commonwealth Northwest Commonwealth
Regions: Maine, New Hampshire, Regions: Northern California,
Vermont, Massachusetts, Rhode Island, Washington, Oregon, Idaho, Alaska
Connecticut
Much of the Pre-War military
The area around Boston commonly was stationed in the Northwest
referred to as “The Commonwealth” Commonwealth due to the war
is also in this area. with China in Alaska. Leftover
Home of the feared “synth”. military resources can still
Synths are artificial humans be found in bunkers and
produced by the Institute; a warehouses in this area, which
technologically advanced faction has drawn the Brotherhood of
formed from the remnants of MIT. Steel who hope to reclaim it.

The citizens of the New England The area around the ruins of
Commonwealth are manipulated by San Francisco is controlled by
secret organizations making the a group called the Shi,
conflict here over the very descendants of a Chinese
identity and humanity of the submarine crew. The Shi are
people. extremely technologically
advanced and will sometimes
Powerful factions: Brotherhood of
sell advanced tech.
Steel, The Institute, The Minutemen,
The Railroad Other minor factions such as
the Oregon Cannibals roam in
the lower regions of the
Northern Commonwealth Northwest Commonwealth.
Regions: Montana, Wyoming, North The Northwest Commonwealth
Dakota, South Dakota would be a good location for
Some ruins are in the Northern reviving Pre-War conflicts.
Commonwealth, but most of the Powerful Factions: Brotherhood of
area is composed of harsh Steel, New California Republic, The
wilderness and mutated creatures Shi
never seen by humans. This would
be a good candidate for a
wilderness exploration campaign.
Powerful Factions: Mutants
4
Plains Commonwealth Southwest Commonwealth
Regions: Nebraska, Kansas, Iowa, Regions: Southern California,
Missouri, Oklahoma Nevada, Hawaii

After a Super Mutant migration The Southwest Commonwealth is


entered the area, the an arid desert which is
Brotherhood of Steel imposed exceptionally dangerous for
martial law on the locals for wastelanders. It is often the
their protection. War has raged location of war and political
for years between Super Mutant struggle, as many factions vie
armies, the Brotherhood, and for control of the area’s
other factions such as the scarce resources. Wastelanders
Calculator’s Robots and a cult- in the Southwest Commonwealth
like Raider gang called the are often dragged into conflict
Reavers who worship technology. between powerful factions and
Powerful Factions: Brotherhood of
are forced to choose a side.
Steel, Reavers, Ghouls, Super Powerful factions: Brotherhood of
Mutants Steel, Caesar’s Legion, Great Khans,
New California Republic

Southeast Commonwealth Texas Commonwealth


Regions: Georgia, South Carolina, Regions: Texas, Arkansas
North Carolina
During the Resource Wars,
The Southeast Commonwealth Texas’ oil-dependent economy
contains many different areas. was the first to suffer. After
Mountains, Swamps, Forests, and the Great War it became a
the ruins of large cities such desolate wasteland that suffers
as Atlanta. The Southeast from terrible cyclones, which
Commonwealth is mostly some tribals believe are gods.
wilderness with some small The Brotherhood of Steel and
communities scattered Caesar’s Legion are both
throughout. present in the area but neither
Powerful Factions: None
have a strong hold over the
area.
Powerful Factions: Brotherhood of
Steel, Caesar’s Legion, Tribals
5
Chapter 2: Oh, the Places You’ll Go
Exploring the Wasteland
The Wasteland has many interesting people, places, and things that you will come across.
Any Pre-War building can make a good location to explore, but some are common throughout
the Wasteland and consistently hold useful items.
Factories, Hospitals, Office Buildings, Red Rocket Stations, and Vaults are staples of the
Wasteland and are a good starting point for ruins to explore.

Factories
The economic and military prowess of the Pre-War United States was largely due to the
infrastructure of the manufacturing industry. Because of this, derelict factories litter
all areas of the Commonwealth. From the Corvega plants that manufactured beautiful
vehicles to the Nuka Cola bottling plants that provided families with their favorite
beverage, factories are an integral part of the United States’ identity and as such are a
defining feature of the Wasteland.
Factories commonly contain Feral Ghouls, possibly the employees, disfigured by the
radiation of the Great War, or maybe just searching for a meal. Factories are a useful
source for crafting materials such as aluminum and steel and may even contain finished
products left on the production line, untouched for centuries.

Hospitals
Every Wastelander knows the medical cross that adorns most hospitals, not because they are
still in operation, but because they are still chock full of medical supplies that are
more or less functional. In most Post-War families, if a family member becomes sick,
someone is sent to the nearest hospital to scavenge for medical supplies such as Med-X or
Antibiotics.
Scavenging in Pre-War hospitals is sometimes dangerous because robotic hospital staff such
as Miss Nannys and Protectrons still protect the cache of medical supplies and technology.
Some robot staff are still operational and may offer medical assistance to injured
individuals, but many have reverted to their factory default modes and will attack
intruders with surgical lasers and buzz saws.

6
Offices
In the decades before the Great War, life shifted more and more towards the urban
lifestyle. Men and Women flocked to office buildings to earn a living away from manual
labor. Office buildings may not appear to have much to offer to a Wastelander at first
glance, but many useful things can be found among the wreckage. First-Aid kits and office
machinery are common, as well as experimental prototypes of products produced by the
company. The savvy Wastelander knows that Pre-War executives are fond of safes in their
offices, filled with money, chems, and other valuable items. Information left in a
company’s files may also prove useful.

Radio Stations
Radio Stations have popped up all over the wasteland, as an important way to spread news
and other information. The radio hosts are usually well-informed so they will comment on
any notable events and can provide quests or useful information… for a price.

Red Rockets
Red Rocket garages are found most commonly on the East Coast but can be found scattered
all over the Wasteland. They have much to offer, from mechanic’s supplies, to the Nuka
Cola machines commonly found outside most stations. Red Rocket quickly realized the
importance of using nuclear power to fuel citizens’ automobiles, so Fusion Cells and
Fusion Cores can often be found here as well. On very rare occasions a partial or whole
suit of power armor could be found in the garage.

Vaults
As one of the few (mostly) intact remnants of the Pre-War United States, Vaults embody
many aspects of Pre-War culture. Patriotism for the United States and the individual
Vaults is strongly encouraged. Along with this come many of the issues that led to the
Great War in the first place. Twisted experiments are commonplace in the Vaults, usually
unbeknownst to the dwellers. In some ways they are the last vestige of the twisted greed
and capitalism that tore the country and the whole world apart. Several Vaults are still
operating as shelters from the outside world, but many are abandoned or have no survivors.
Vaults are the most reliable source for undamaged goods and technology. They are also
easily defensible, so many Wastelanders envy the chance to live in a vault and may even
try to take one from its current occupants by force. Entering a Vault is challenging but
the true horrors don’t begin until you make it inside.

7
Traps
Traps are a common problem that Wastelanders must be prepared for. A trap may require a
trigger to activate or be self-contained. To notice a trigger or a trap you must succeed
on a Perception Check. The DC for this check is shown on the following tables. To disarm a
trigger or a trap you must make a Repair check which may have a difficulty modifier shown
on the following tables.

Triggers
Type Description Detection Disarm
Laser Tripwire Activates when a creature moves into its space 12 +20
Scale Activates when a creature moves into its space 10 0
Activates when the door or container it is
Spring Trap 14 +20
attached to opens
Tripwire Activates when a creature moves into its space 16 -20

Traps
Type Effect Trigger Detection Disarm
2d10 damage when a creature enters its
Bear Trap space, and that creature cannot move No 10 -10
until they succeed on a DC 14 STR save
1d4 damage when a creature enters its
Caltrops space. Its space is also considered No 12
difficult terrain
After 2 round the monkey explodes,
dealing 4d6 damage. If the monkey takes
Cymbal Monkey No 10
any damage during those rounds it is
disarmed
Flamethrower Deals 2d8 to creatures in a 15ft cone Yes 10 0
Grenade Bouquet Deals 6d6 to creatures within 5ft Yes 14 0
Makeshift Bomb Deals 2d10 to creatures within 5ft Yes 16 -10
Makes one attack with the attached
Mounted Weapon Yes 10 0
weapon
Radiation Deals 100 Rads per round to creatures
Yes 12 +10
Emitter within 10ft
Deals 4d4 energy damage to up to 3
Tesla Arc Yes 12 +10
creatures within 15ft
When a creature moves into its space,
they must make a Sneak Check with
Tin Can Chimes No 10 0
disadvantage to avoid being detected by
hostile creatures in the area

8
Legendary Enemies
In the wasteland some enemies are stronger than their normal counterparts.
They are more resilient, do more damage, and should be handled with extreme
caution.

Once a legendary enemy has been reduced to less than half of their maximum HP
they will “mutate”. They then regain all their HP, gain +2 DR and ER, and
receive an additional effect as determined by the Legendary Mutations table.
This effect is visible due to an aura that radiates from them.

Legendary Mutations
d6 Name Effect Aura

1 Radiant +100 RADs to Melee and Unarmed attacks Green

2 Augmented Additional +2 DR and ER, +15 Movement speed Purple

3 Eagle-Eyed +3 to hit on all attacks Yellow

4 Powerful +3 damage on all attacks Red

Can forgo one of their attacks to become invisible until


5 Active Camouflage White
their next turn.
All attacks changed to Cryo damage. Targets hit have -10
6 Freezing Touch Blue
Movement speed

Legendary Enemies are usually the strongest enemy in their group and make for
good “Boss” enemies. Legendary Enemies usually possess a Legendary Item that
they might use if able. Defeating them allows the players to take the
Legendary Item. See Chapter 4 for Legendary Item tables.

9
Companions
“Everyone liked that”
Companions are NPC allies that travel and fight alongside the players. Giving the party a
companion may be advised if the party consists of only a few characters or if there is a
common role that they are missing, such as someone with a high medicine skill. Companions
will often provide their opinion on important decisions but defer to the players to make
the final decision.

Stats and Abilities


Companions have the same amount of HP as a player character would, but they only gain a perk every
4 levels. Companions have a race and background as normal.

A Companion’s skills start at a base value of 20 and their Tag skills are increased by 20 points.
Determine their Tag skills as normal for their race and background. Each level a companion gains
10 Skill Points that can be put into a single skill.

Affinity
Players’ actions may cause a companion to gain or lose Affinity. If a companion’s Affinity drops
too low, they might refuse to travel with the party, or even become hostile towards them if they
reach minimum affinity or witness something that is especially objectionable to them.

If the players reach maximum affinity with a companion, they each gain the benefits of their
Companion Perk. A Companion Perk is a unique ability that the Overseer creates as they see fit but
should represent something about the companion that it comes from. For example, a sharpshooter
companion might have a Companion Perk related to accuracy or critical hits.

Affinity can be tracked simply by Relationship level, or by the exact affinity value. If tracking
by value you gain/lose 25 points for decisions they like/dislike, or 100 points for a decision
they love/hate. If tracking by level, simply move up or down when a decision, or series of
decisions is significant enough to warrant a change.

Affinity Relationship
-1000 Hatred
-999 to -500 Disdain
-499 to 249 Neutral
250 to 499 Friend
500 to 749 Admiration
750 to 999 Confidant
1000 Infatuation

10
Chapter 3: Hard Work is Happy Work
Living in the Outside World
Adventures in the Wasteland are often driven by tasks or missions,
commonly referred to as “quests”. A quest is most often the result
of someone asking the players to do something for them, although
quests can be started for other reasons.

Common Types of Quests


- Retrieve an object
- Exterminate a monster or monsters
- Locate a person
- Escort a person
- Explore an area

Upon completing a quest, adventurers should be rewarded. Rewards can come in


many forms such as XP, Legendary or Unique items, Favors, Ammunition or
Medical Supplies, and of course every Wastelander’s favorite: Caps! The more
difficult a quest, the greater the corresponding reward should be. Chapter 4
contains an example Loot Table, or rewards can be handpicked by the Overseer.

Some quests lead directly to other quests which is referred to as a “Quest


Line” and can make for a larger story arc that takes a significant amount of
time to complete. These quests often have lasting consequences for the party,
a faction, or even the entire region your campaign is set in.

11
Terminals and Safes
Terminals
RobCo Industries' Terminals have many functions that are valuable to Wastelanders. They can store
information, play holotapes, or even control connected devices. Connected devices include defense
systems such as lights or turrets which can be activated or deactivated, doors which can be opened
or closed, and safes which can be locked or unlocked. To access a terminal, you must know its
password or succeed in hacking it (See Science in WSG Ch 3.2 for Hacking rules).

Level Hacking Difficulty Modifier Price


Very Easy 0 200
Easy +10 300
Average +20 400
Hard +30 500
Very Hard +40 600

Holotapes
Holotapes can store various media including notes, passwords, voice messages, songs, or even games
(See The House Always Wins for Holotape Games). To access a holotape, it must be inserted into a
Pip-Boy, Terminal, or a Holotape Player (For audio only).

Holotapes are very useful for passing information discretely or leaving clues for players to
discover in quests. Finding a way to access the information on a holotape could be a quest in
itself for parties that do not already have the equipment to do so.

Safes
Safes are commonly used in the Wasteland to keep valuable possessions… safe. To open a safe, you
must have its key, use a connected terminal, or succeed in lockpicking it (See Lockpick in WSG Ch
3.2 for Lockpicking rules). If you have the key to a safe you may create a duplicate of it by
making a Repair Check and spending 20 caps.

Level Lockpicking Difficulty Modifier Price


Very Easy 0 100
Easy +10 150
Average +20 200
Hard +30 250
Very Hard +40 300

12
Settlements
“For when the fighting has stopped, and the fallout has settled, you must rebuild. Not just walls,
not just buildings, but hearts and minds. And ultimately America itself.”

Some denizens of the Wasteland have chosen to band together and rebuild, forming small communities
or even entire cities. These settlements are hubs of trade and activity so they will likely be
heavily involved in any major quests in the Wasteland.

If players are looking for a specific item, roll 1d100 and consult the table below based on the
number of inhabitants. The Complex property decreases the chances of finding an item by 20%.(This
is already factored into Power Armor since all models are Complex)

Settlement
Item Type Outpost (1-50) Settlement (51-500) City (501-2000) Large City (2000+)

Light Armor 60% 80% 100% 100%

Heavy Armor 50% 70% 90% 100%

Ballistic Weave 30% 50% 65% 80%

Power Armor 20% 40% 60% 80%

Big Guns 30% 50% 65% 80%

Bows 60% 80% 100% 100%

Energy Weapons 50% 70% 90% 100%

Explosives 50% 70% 90% 100%

Melee Weapons 60% 80% 100% 100%

Small Guns 60% 80% 100% 100%

Unarmed 50% 70% 90% 100%

Aid 70% 85% 100% 100%


Stimpak, Radaway,
60% 80% 100% 100%
Robot Repair Kit
Chems (Other) 50% 70% 90% 100%

Basic Ammo 70% 85% 100% 100%

Deluxe Ammo 50% 70% 90% 100%

Clothing 70% 85% 100% 100%

If players are seeking someone to repair items for them, they can roll to determine the highest
repair skill available. Roll 1d100 and add 20 for each size category above outpost. (Maximum 100)

13
Between Quests
Some Wastelanders prefer to take some time between expeditions into the Wasteland to live
a relatively peaceful life. They will often find a settlement to become a part of for a
time. The following table shows the cost of maintaining certain lifestyles.

Lifestyle Caps
Poor 10 Caps per day

Average 20 Caps per day

Wealthy 50 Caps per day

Wastelanders might use their skills to find work within a settlement that will help pay
for the cost of their lifestyle. For example, a high Medicine skill would allow a
Wastelander to find a job as a doctor, and a high Small Guns skill might get them a job as
a guard or caravaneer.

Skill Level Caps


1-30 12 Caps per day

31-60 25 Caps per day

61-90 60 Caps per day

91-100 80 Caps per day

Expected Wealth
Level Wealth per level per person Cumulative Wealth per person
1-4 200 caps 800 caps

5-8 600 caps 3200 caps

9-12 1000 caps 7200 caps

13-16 1400 caps 12800 caps

17-20 1800 caps 20000 caps

14
Caravans and Traveling
“Too many miles on the road. At least the pay is terrible.”

Safely traveling between points of interest is a major challenge of surviving the Wasteland. To
generate a random encounter while traveling, roll a d12. If traveling with a caravan or other
guards add a d4 to the result (Maximum 12).

Random Encounter Table


d12 Wilderness Suburban Urban
1 Deadly Mutant Encounter Hard Human Encounter Deadly Human Encounter
2 Hard Mutant Encounter Medium Human Encounter Hard Human Encounter
3 Hard Insect Encounter Medium Insect Encounter Hard Robot Encounter
4 Medium Insect Encounter Medium Insect Encounter Medium Robot Encounter
5 Medium Human Encounter Medium Mutant Encounter Medium Mutant Encounter
Two Deadly Encounters
6 Hostile Faction Encounter* Hostile Faction Encounter*
fighting each other
Two Hard Encounters fighting Two Hard Encounters fighting Two Deadly Encounters
7
each other each other fighting each other
8 Neutral Faction Encounter* Neutral Faction Encounter* Neutral Faction Encounter*
9 Traveling Merchant** Traveling Merchant** Traveling Merchant**
10 Friendly Faction Encounter* Friendly Faction Encounter* Friendly Faction Encounter*
11 Minor Loot Pool Minor Loot Pool Moderate Loot Pool
12 Large Loot Pool Large Loot Pool Major Loot Pool

* Hostile factions are enemies, but do not attack on sight. For example, Raiders demanding a toll. Neutral factions are
a group that does not yet have a relationship to the players but will defend themselves if provoked, such as a caravan
or a Brotherhood of Steel patrol. Friendly factions are those that are already allied with the players or would be
friendly upon first meeting them.

** Determine Traveling Merchant’s inventory according to the Settlement Trading Table as if they were an Outpost.

Caravaneering for Fun and Profit


Caravans are an essential part of the Wasteland. Most settlements rely on caravan lines to deliver
essential supplies such as food and weapons. Wastelanders will often travel with Caravans for
mutual protection. Caravans can provide players with rare equipment, protection while travelling,
or even quests and long-term jobs.

The card game Caravan is especially popular with Caravaneers (hence the name), so players who show
interest or proficiency in the game will gain a significant amount of respect. (see The House
Always Wins for Caravan Game Rules)

15
Caravans need a minimum of one pack Brahmin and one Caravaneer, as well as the cost of the trade
goods. A Storage Harness or additional Brahmin and Caravaneers can be added to increase profit and
safety. Player characters can act as a Caravaneer or they can hire outside help.

Name Description Cost


Used by most Caravans to carry trade goods. Can carry up to
Pack Brahmin 500 Caps
400 lbs. of gear
Storage Harness Allows Pack Brahmin to carry an additional 200 lbs. of goods 150 Caps
Survival/Barter/Highest weapon skill are 20, 20, and 30 in
Poor Guard 10 Caps per day
any order
Survival/Barter/Highest weapon skill are 40, 40, and 60 in
Average Guard 25 Caps per day
any order
Survival/Barter/Highest weapon skill are 60, 60, and 90 in
Skilled Guard 60 Caps per day
any order

To determine the success of a Caravan Run you make a series of checks. Any member of the Caravan
can make as many of the required checks as they want, although it is advantageous to hire
specialists to handle different tasks.

- One Survival Check to determine how the Caravan makes it to its destination. The trip takes
a normal amount of time on a success or 1.5 times as long on a failure. The Caravan can
choose to take a +25 penalty before rolling. If they do this and succeed the trip takes
half of the normal amount of time, or twice as long on a failure.

- One Weapons Skill Check per Brahmin in the Caravan. Each guard chooses which weapon skill
they use. If a single guard makes more than one of these checks, they have disadvantage on
all of them. The Caravan loses half of one Brahmin’s trade goods for each failure.

- Three Barter Checks to sell the trade goods on arrival. The caravan receives 75% of the
trade goods’ value, plus another 25% for each success.

Weather
Weather can have a major impact on traveling. Roll every 6 hours to determine the weather.

d12 Weather Effect


1-6 Clear No effect

7-8 Fog Disadvantage on Survival Checks for traveling


Each hour while not inside shelter you must make a DC 8 END Save. On a failure
9-10 Rain or Snow you have the Lethargy (Rain) or Weakness (Snow) disease. You automatically
succeed on this Save if you are wearing Power Armor or a Hazmat Suit.
Every minute while not inside shelter there is a 5% chance that one Robots or
person wearing power armor in the area may be struck by lightning. Roll 1d20. On
11 Thunderstorm
a 20 they take 4d10 energy damage and have the Paralyzed condition for one
round.
12 Radstorm 100 Rads per minute while not inside shelter.

16
Nukes
Nuclear Launch Sites
The wasteland contains some nuclear launch sites that are still operational.
Nuclear launch sites require an 8-digit launch code and a keycard which are
usually found in military bases, with deceased or ghoulified military
officers, or in similar locations. There may be additional obstacles before
launching a nuke such as automated security or necessary repairs. After
obtaining the launch code and keycard and dealing with all obstacles, you can
launch a Nuke at a location within 1000 miles.

Nuke
The nuke has a blast radius of 1 mile and deals 200d6 damage and 2000 Rads to
anything in its area. The area becomes a Blast Zone for 24 hours after
detonation,

Blast Zone
Any creature in the Blast Zone takes 20 rads per round, or 200 rads per
minute. Creatures in the area become their Glowing variety if they have one
and plant-life in the area will often mutate causing them to glow and even
gain useful properties.

Forced Evolutionary Virus


A Human or Gen 3 Synth can be infected with the Forced Evolutionary Virus.
While infected with FEV you must make an END save every 24 hours. The DC
starts at 10 and increases by 1 each time. On a success you take 2d6 damage
as your body struggles to resist the disease. On a failure your race becomes
Super Mutant, with a subrace of East Coast or West Coast depending on the
strain of FEV used. Finding a cure for the disease is extremely difficult,
but not impossible.

17
Chapter 4: Arms Race
Gear of the Wasteland
The following table is for randomly generating rewards. This could be for loot found in an
abandoned building, quest rewards, or any other time loot is found by the players.

For a minor loot pool roll a d6, for a moderate loot pool roll a d8, for a large loot pool roll a
d10, and for a major loot pool roll a d12. You can roll once or more for each player’s share.
Common refers to the standard equipment in the Wasteland Survival Guide, unless the item has the
Complex property, which is then considered Uncommon.

Loot Table
dX Level 1-5 Level 6-10 Level 11-15 Level 16-20

1 4x Basic Ammo 6x Basic Ammo 8x Basic Ammo 10x Basic Ammo

2x Deluxe Ammo or 4x 3x Deluxe Ammo or 6x 4x Deluxe Ammo or 8x 5x Deluxe Ammo or 10x


2 Basic Ammo Basic Ammo Basic Ammo Basic Ammo

3 1x Aid/Chems 2x Aid/Chems 3x Aid/Chems 4x Aid/Chems

4 50 Caps 100 Caps 200 Caps 400 Caps

5 1 Common Armor 1 Uncommon Armor 1 Rare Armor 1 Rare Armor

6 1 Common Weapon 1 Uncommon Weapon 1 Rare Weapon 1 Rare Weapon

7 2x Aid/Chems 3x Aid/Chems 4x Aid/Chems 5x Aid/Chems

8 75 Caps 150 Caps 300 Caps 600 Caps

9 1 Skill Book Uncommon Unique Rare/Very Rare Unique Very Rare Unique

10 100 Caps 200 Caps 400 Caps 800 Caps

11 1 Uncommon Armor 1 Rare Armor 1 Rare Armor 1 Very Rare Armor

12 1 Uncommon Weapon 1 Rare Weapon 1 Rare Weapon 1 Very Rare Weapon

18
Legendary Items
Legendary items are among the most valuable commodities in the Wasteland. Most scavvers
never have one… for long at least. Some weapon effects can only occur on certain weapon
types, for example a legendary effect that triggers on reloading, like Resilient, wouldn’t
be of much use on a Combat Knife. Legendary items are most often found in the possession
of Legendary Enemies (See Chapter 1, Legendary Enemies) but can also be found in loot
chests or given as quest rewards.
A: All, B: Big Guns, E: Energy Weapons, M: Melee, O: Bows, S: Small Guns, U: Unarmed

Legendary Weapon Effects


Name Rarity Types Effect
Assassin’s Uncommon A +2 to hit and damage against humans and gen 3 synths

Berserker’s Rare M, U +2 damage if DR and ER are 14 or under, +4 if 12 or under


The first time an enemy hits you after you have taken the
Blazing Uncommon M, U Block action roll a d4. On a 4, they take 1d4 Fire damage at
the start of their next 2 turns
Bloodied Rare M, U +2 damage if under 1/2 hp, +4 damage if under 1/4 hp
The first time an enemy hits you after you have taken the
Charged Uncommon M, U
Block action roll a d10. On a 10 they take 2d6 Energy damage
Defiant Rare B, E, S Add 1 damage dice to the last shot in a magazine

Double Uncommon B, E, S This weapon has double magazine size


The first time an enemy hits you after you have taken the
Duelist’s Uncommon M, U Block action they must make a DC 10 STR save or drop their
weapon, if any
On a critical hit the target has the Enraged condition until
Enraging Rare A
the end of their next turn
Executioner’s Rare A +2 damage if target is below 1/2 health

Explosive Very Rare B, O, S This weapon gains the Blast 5 property

Exterminator’s Uncommon A +2 to hit and damage against insects


+1d4 cold (energy) damage. On a critical hit target makes a
Freezing Rare A
DC 14 end save or is frozen for 1 turn
The first time an enemy hits you after you have taken the
Frigid Uncommon M, U Block action roll a d10. On a 9 or 10, the target is
paralyzed until the start of their next turn
Furious Rare A Each attack after the first has an additional +1 to hit

Ghoul Slayer’s Uncommon A +2 to hit and damage against ghouls


B, E,
Hitman’s Rare +2 damage when you take the Aim action
O, S
Hunter’s Uncommon A +2 to hit and damage against animals

19
Incendiary Rare B, O, S +1d4 fire damage

Instigating Very Rare A Double damage if the target is at full health

Irradiated Uncommon A +50 radiation damage

Junkie’s Uncommon A +2 damage if under effects of withdrawal

Lucky Rare A Add 1 extra damage dice on a critical hit


On a critical hit, roll a d10. You and all allies within 20
Medic’s Rare A
feet heal this amount
B, E,
Mighty Uncommon +1 damage
O, S
Mutant Slayer’s Uncommon A +2 to hit and damage against super mutants

Nimble Uncommon E, O, S +5 movement speed when using this weapon

Nocturnal Uncommon A +2 to hit and damage between 6pm and 6am

Penetrating Rare A +2 to hit

Plasma Infused Rare B, O, S +1d4 energy damage


Target makes a DC 16 END save or take 1d6 poison for 1d4
Poisoner’s Rare A
rounds
Powerful Uncommon M, U +1 damage
B, E,
Quickdraw Rare Swapping to this weapon costs 0 AP. -1 Reload Cost
O, S
Rapid Rare A -1 AP Cost for your first attack each turn

Relentless Very Rare A Your AP is restored on a critical hit

Resilient Rare B, E, S +1 DR/ER until your next turn when you reload
B, E,
Stalker’s Rare When not in combat: +3 to hit, +3 AP cost.
O, S
Once per turn when you hit a creature they must make a DC 16
Staggering Rare A
END Save or be staggered until the end of their next turn
B, E, +2 DR until the start of your next turn when you take the Aim
Steadfast Rare
O, S action
When you hit an enemy, they have -2 damage until the end of
Suppressor’s Very Rare M, U
their next turn (Max: -2)
+2 to hit and damage against robots, machines, and gen 2
Troubleshooter’s Uncommon A
synths
B, E,
Two Shot Very Rare -2 to hit, add one additional damage dice
O, S
Vampire’s Rare A The first time you hit an enemy each turn you regain 1d4 HP

VATS Enhanced Very Rare A Advantage on your first attack each turn

Violent Uncommon A +2 Damage, -2 to hit

Wounding Uncommon A The target takes 1d4 damage at the start of their next turn

Zealot’s Uncommon A +2 to hit and damage against Scorched

20
Legendary Armor Effects
Name Rarity Effect
Acrobat’s Rare Reduce falling damage by 50%

Assassin’s Uncommon +1 DR and ER against Humans and Gen 3 synths

Auto-stim Rare Uses a stimpak when under 1/4 HP. Can occur once every minute

Bolstering Rare +1 DR and ER if under 1/2 HP, +2 if under 1/4

Cavalier’s Rare +1 DR and ER if you moved at least half your movement speed this turn

Chameleon Rare Invisible condition if you did not move this round.
Invisible condition if you are hit with a melee or unarmed attack. Can occur
Cloaking Rare
once every minute
Cunning Rare +1 AGI and PER

Duelist’s Rare On a hit, the target makes a DC 10 STR save or drops their weapon, if any.

Exterminator’s Uncommon +1 DR and ER against Insects

Fortifying Rare +1 STR and END

Ghoul Slayer’s Uncommon +1 DR and ER against Ghouls

Hunter’s Uncommon +1 DR and ER against Animals

Lucky Rare +2 LCK

Mutant Slayer’s Uncommon +1 DR and ER against Super Mutants

Mutant’s Rare +1 DR and ER if you are mutated

Poisoner’s Rare +2 to END saves against poison

Powered Very Rare You have +1 Max AP

Punishing Very Rare When hit with a melee attack, the attacker takes 1d4 damage

Regenerating Uncommon You regain 1d6 HP every hour

Resistant Rare +20 RR

Safecracker’s Uncommon +10 lockpicking

Sentinel’s Rare +1 DR and ER if you moved less than half your movement speed this turn

Sharp Rare +1 CHR and INT

Sprinter’s Uncommon +10 movement speed

Troubleshooter’s Uncommon +1 DR and ER against robots, machines, and Gen 2 Synths

Vanguard’s Very Rare +1 DR and ER if over 1/2 HP, +2 if over 3/4

VATS Enhanced Very Rare +1 to hit with all weapons


This weapon weighs 1/10th of the normal weight and you are not considered to be
Weightless Uncommon
wearing armor for the purposes of perks or mutations
Zealot’s Uncommon +1 DR and ER against Scorched

21
Unique Items Atom’s Judgement Rare Super Sledge

Complex, Two-Handed, +100 Rads

Acid Soaker Uncommon Small Gun Dice: 1d12 AP Cost: 4


45ft, Holdout, Silent. The first target Weight: 24
you hit each turn is covered in Acid
until the end of their next turn. While
covered in Acid they have -1 DR and take Automatic Laser Uncommon
1d4 Poison damage at the end of their Musket Laser Musket
turn. 45ft, Automatic, Two-handed
Dice: 1d4 P Magazine: 20
Dice: 1d10 Magazine: 20
AP Cost: 3 Ammo per fire: 1
AP Cost: 3 Ammo per fire: 1
Reload Cost: 2 Weight: 3
Weight: 12 Reload Cost: 4

All Purpose Science Suit – Uncommon


Armor Benny’s Suit – Uncommon Clothing
DR 11+AGI, ER 13+AGI, +10 Science. +10 Barter, +10 Speech.

Ant Nectar – Common Chem Rare Double


+3 STR, -1 INT, -1 CHR, 10 minutes. Big Boomer Barrel Shotgun
Cone 10ft, Two-Handed
AntAgonizer’s Costume – Uncommon
Dice: 4d6 Magazine: 2
Armor
The armor of The Mechanist’s mortal enemy. DR AP Cost: 3 Ammo per fire: 2
15, ER 15, -1 CHR, +1 AGI, +50 Poison Resist. Weight: 8 Reload Cost: 4

Uncommon
Anti-Materiel Rifle Small Gun Rare
360ft, Complex, Scoped, Two-Handed
Blade of the East Melee Weapon
Two-Handed. You must have 9 STR to wield
Dice: 2d12 Magazine: 5
this weapon. creatures hit by this weapon
AP Cost: 5 Ammo per fire: 1 take an additional 1d6 damage at the
start of their next turn. When you score
Weight: 20 Reload Cost: 3 a critical hit with this weapon the
target is pushed 15ft if they are Large
or smaller.
Atom’s Bulwark – Rare Armor Dice: 1d12 AP Cost: 4
16+AGI (Max 2) DR, 16+AGI (Max 2) ER, +1
DR/ER per 200 Rads you currently have (Round Weight: 12
down).

22
Bobbleheads – Rare Cosmic Cannon Rare Energy Weapon
Official Vault-Tec bobbleheads. Finding one
grants one person a permanent benefit. 90ft, Complex, Two-Handed. When you
Strength +1 STR reload this weapon, you can choose one of
Perception +1 PER the following effects:
Endurance +1 END
Charisma +1 CHA
- +3 Energy Damage
Intelligence +1 INT
- Gains 10ft Cone property, all damage
Agility +1 AGI
becomes Cryo damage, and Ammo Per Fire
Luck +1 LCK becomes 11
Barter +10 Barter
Big Guns +10 Big Guns - +1 AP Cost, a target hit by this weapon
Energy Weapons +10 Energy Weapons must make a DC 14 STR save or have the
Explosives +10 Explosives Staggered condition until the end of
Lockpick +10 Lockpick their next turn.
Medicine +10 Medicine Dice: 1d8 E Magazine: 33
Repair +10 Repair
AP Cost: 3 Ammo per fire: 1
Science +10 Science
Small Guns +10 Small Guns Weight: 5 Reload Cost: 3
Sneak +10 Sneak
Speech +10 Speech
Survival +10 Survival
Cryolator Rare Big Gun
Unarmed +10 Unarmed
Cone 15ft, Complex, Two Handed
Dice: 2d4 Magazine: 25
Broadsider Rare Big Gun
AP Cost: 3 Ammo per fire: 5
The Broadsider is a portable naval cannon
repurposed to be wielded by a person. Reload Cost: 3 Weight: 8

60ft, Blast 5ft, Two Handed Cybernetic Implants - Rare


Dice: 4d8 Magazine: 1 Few in the wasteland possess the technology
AP Cost: 3 Ammo per fire: 1 required for cybernetic implants. Those that
know the value of such services will charge a
Weight: 45 Reload Cost: 4
steep price for surgeries.
Strength Implant +1 STR
Captain Cosmos Space Suit – Rare Perception Implant +1 PER
Clothing Endurance Implant +1 END
Charisma Implant +1 CHA
+75 Rad Resist, Double the maximum height Intelligence Implant +1 INT
and distance you can jump. Agility Implant +1 AGI
Luck Implant +1 LCK
Sub-dermal Armor +1 DR and ER
Chinese Stealth Armor – Very Rare +2 HP every turn,
Armor Monocyte Breeder
if not unconscious
12+AGI DR, 12+AGI ER, +15 Sneak. You have
the Invisible condition if you do not move
more than 5ft on your turn.

23
December’s Child
Rare Father’s Lab Coat – Uncommon
Combat Rifle Clothing
60ft, Two-handed. This weapon uses 5.56 +2 INT, +20 RR
ammunition.
Dice: 1d6 Magazine: 20
Fire Ant Nectar – Uncommon Chem
AP Cost: 2 Ammo per fire: 1
+3 AGI, -2 INT, +50 Fire Resist, 10
Weight: 6 Reload Cost: 3 minutes.

Deliverer Very Rare 10mm Pistol Uncommon


Fist of Rawr Deathclaw Gauntlet
45ft, Holdout, Silent. The Deliverer is a Add 1 extra damage dice on a critical
special modified pistol used by the “The hit. On a critical hit the target must
Railroad” to take out multiple targets make an END save or have one limb
quickly and silently. crippled. The DC is 8 + your bonus to
Dice: 1d6 Magazine: 12 hit.

AP Cost: 2 Ammo per fire: 1 Dice: 2d6 AP Cost: 4

Reload Cost: 1 Weight: 2 Weight: 10

Elder Robe – Rare Clothing Flare Gun


Uncommon
The robes of a Brotherhood of Steel elder. Small Gun
Wearing the robes is a sign of great honor 120ft, Blast 5, Delayed. This weapon’s
and distinction. explosion can be seen for 1 mile in every
+2 Charisma, +1 Agility, 15 DR, 15 ER direction if fired into the air.
Dice: 1d4 Magazine: 1
AP Cost: 3 Ammo per fire: 1
Esther Rare Fat Man
180ft, Blast 10ft, Complex, Two-handed. Weight: 2 Reload Cost: 4
Grants +1 DR and +30 RR.
Dice: 8d8 Magazine: 1
AP Cost: 3 Ammo per fire: 1
Food Sanitizer - Uncommon
Weight: 40 Reload Cost: 5 You can use this item to remove half the
RADS from consumable items.

Uncommon
Eugene Minigun
25ft, Spin Up, Two-Handed. When you G.E.C.K. – Very Rare
critically fail an attack, roll a d10. On The Garden of Eden Creation Kit is a
a 6 or higher this weapon’s condition powerful item created by talented Vault-Tec
does not degrade. engineers. Using the G.E.C.K. terraforms an
Dice: 1d6 Magazine: 500 area, making it a suitable place to live
and removing all RADS.
AP Cost: 2 Ammo per fire: 25
Weight: 25 Reload Cost: 4
24
Gehenna Rare Shishkebab Hellfire Power Armor – Rare Armor
20 DR, 21 ER, STR +2, 50 RR, +50 Fire Resist,
The first target you hit each turn is set Sneak -20, Complex, Powered.
on fire until the end of their next turn.
While on fire they take 1d6 fire damage
at the end of their turn. Inquisitor’s Cowl – Uncommon
Dice: 1d10 F AP Cost: 4 +1 INT per 200 Rads you currently have (Round
down).
Weight: 3

Rare Chinese
Jingwei’s Shocksword Officer Sword
Ghoul Mask - Uncommon
Wearing the ghoul mask might convince feral +1d4 Energy Damage
ghouls that you are one of them, causing them
to leave you alone. When a feral ghoul Dice: 1d8 AP Cost: 3
notices you, they must make a DC 16 Weight: 3
Intelligence saving throw. On a failed save,
they will not attack you unless you or one of
your allies attacks first.
Justice Rare Combat Shotgun
Cone 10ft, Two-handed. The first target
Gold Bar – Very Rare you hit each turn has the Staggered
Weight: 35, Value: 10,547 condition until the end of their next
turn.
Golden Gloves Rare Boxing Glove Dice: 2d4 Magazine: 8
The first organic target you hit each AP Cost: 3 Ammo per fire: 1
turn gains the Fatigue property on any
weapon they use until the end of their Weight: 10 Reload Cost: 3
next turn.
Dice: 1d4 AP Cost: 3
Weight: 1
Kellogg’s Outfit – Uncommon Armor
14+AGI DR, 14+AGI ER, +1 PER.

Grognak Costume – Rare Clothing


+2 STR, +3 damage with Melee Weapons. Kremvh’s Tooth Rare Machete
Additional +2 when using Grognak’s Axe
+1d4 poison damage
Dice: 1d8 AP Cost: 3
Very Rare
Grognak’s Axe Melee Weapon Weight: 2
Two Handed. On a hit the target makes a
DC 12 END save. On a failed save they
take 1d4 bleeding damage each turn. The Legend of the Harbor – Uncommon
target can repeat the save at the end of Clothing
their turn, ending the effect on a +2 PER. Reduce all damage taken from
successful save. Mirelurks by 3.
Dice: 1d10 AP Cost: 3
Weight: 6

25
Legend of Vault 88 – Rare Clothing Minutemen General’s Uniform –
+5 Speech, 50 RR. Reduce all damage taken Uncommon Armor
from Feral Ghouls by 3. 14+AGI (Max 2), 16+AGI (Max 2), +1 CHR

Rare Lever Uncommon


Lincoln’s Repeater Action Rifle Miss Launcher Missile Launcher
180ft, Complex, Two-Handed
60ft, Blast 5ft, Silent, Two-handed
This weapon uses .44 ammunition.
Dice: 2d8 Magazine: 5 Dice: 6d8 Magazine: 1

AP Cost: 4 Ammo per fire: 1 AP Cost: 3 Ammo per fire: 1

Weight: 9 Reload Cost: 5 Weight: 20 Reload Cost: 4

Uncommon
Multiplas Rifle Plasma Rifle
Louisville Slugger Uncommon Swatter
Cone 25ft, Complex, Plasma, Two-Handed
Two Handed. On a critical hit the target
must make a DC 14 STR save or be pushed Dice: 2d6 Magazine: 12
20ft.
AP Cost: 4 Ammo per fire: 3
Dice: 1d10 AP Cost: 4
Weight: 8 Reload Cost: 4
Weight: 3

Maxson’s Battlecoat – Rare Armor Mysterious Magnum Rare .44 Pistol


“Ad Victoriam!”
60ft, Holdout. +1 LCK, +2 to Mysterious
Elder Arthur Maxson’s personal armored coat.
Stranger rolls
18 DR, 15 ER, +1 PER.
Dice: 1d10 Magazine: 6
Rare AP Cost: 3 Ammo per fire: 1
Mean Green Monster Plasma Rifle Reload Cost: 4 Weight: 4
120ft, Complex, Plasma, Two-Handed. If
your attack roll would hit both the
target’s DR and ER, they take an Mysterious Serum – Very Rare Chem
additional 1d6 energy damage. +5 STR, +5 DR, 10 minutes. -1000 Rads
Dice: 2d6 Magazine: 12
AP Cost: 4 Ammo per fire: 1
Weight: 8 Reload Cost: 4 Nuka Breaker Uncommon Melee
Two Handed, On a critical hit add an
additional 1d12 energy damage
Mechanist’s Costume – Very Rare Dice: 1d12 AP Cost: 4
The outfit worn by the self-proclaimed
Weight: 20
superhero, The Mechanist.
DR 16, ER 16, +1 END, -1 CHR, +10 Science

26
Overdrive – Uncommon Chem
Nuka-Girl Rocketsuit – Rare Armor +3 damage, Increase critical range by 1, 1
10+AGI DR, 13+AGI ER, 30 RR, +1 CHR. You can minute.
breathe underwater.

Very Rare Paladin Toaster Uncommon Power Fist


Nuka-Nuke Launcher Fat Man Complex. +3 damage vs. Robots, +5 damage
180ft, Blast 10ft, Complex, Two Handed vs. enemies wearing Power Armor.
Dice: 1d10 AP Cost: 4
Dice: 12d8 Magazine: 1
Weight: 6
AP Cost: 3 Ammo per fire: 1
Weight: 30 Reload Cost: 5
Paulson’s Revolver Rare .44 Pistol
Nuka T-51 Power Armor – Rare Armor Cone 15ft, Holdout
18 DR, 17 ER, STR +1, CHR +1, Sneak -20, 30
RR, Complex, Powered. Dice: 1d8 Magazine: 6
+1 Max AP. The effects of Nuka Cola are AP Cost: 3 Ammo per fire: 1
doubled for you.
Weight: 4 Reload Cost: 4

Ol’ Painless Uncommon Hunting Rifle


Pickman’s Blade Rare Combat Knife
360ft, Complex, Scoped, Two-Handed
Any target hit by this weapon takes an
Dice: 1d10 Magazine: 5 additional 1d4 damage at the end of their
next turn.
AP Cost: 3 Ammo per fire: 1
Dice: 1d4 AP Cost: 2
Weight: 14 Reload Cost: 3
Weight: 1

Old Glory Rare Melee Weapon Pip-Boys


Two-handed. On a hit the target must make Developed by RobCo, Pip-Boys are some of the
a DC 14 STR save or be knocked prone most sought-after items in the wasteland.
They provide many benefits including the only
Dice: 1d10 AP Cost: 4 way to open a vault with an intact door from
Weight: 8 the outside. There are five models of Pip-
Boy.

Overboss Power Armor – Very Rare


Pip-Boy 1.0 - Common
Armor The 1.0 is an unreleased prototype for the
19 DR, 18 ER, Sneak -20, 20 RR, Complex, modern Pip-Boy. It was soon replaced because
Powered. At the end of your turn up to 3 of its considerable size and weight.
enemies within 10ft of you take 1d6 energy - Open vaults
damage. - Play Holotapes

27
Pip-Boy 2000 mk. VI - Uncommon Protectron’s Gaze
Uncommon
The original 2000 model was a handheld Laser Pistol
device, but the mk. VI returns to the iconic Cone 15ft
wrist-mounted design.
- Open vaults Dice: 1d6 E Magazine: 20
- Play Holotapes
AP Cost: 3 Ammo per fire: 1
- Map areas
- Geiger Counter Weight: 3 Reload Cost: 3
- +1 to hit for all attacks

Prototype Medic Power Armor – Very


Pip-Boy 3000a – Rare Rare Armor
The most iconic Pip-Boy. This model is the
Military prototype power armor designed to
most famous and includes all the iconic Pip-
improve a soldier’s combat effectiveness. 19
Boy functions such as a Geiger Counter and
DR, 18 ER, +2 STR, Sneak -20, 30 RR, Complex,
flashlight.
Powered. Automatically uses Med-X when the
- Open vaults
user falls under 1/4 HP, if the wearer has
- Map areas
any. Advantage on checks to detect sneaking
- Play Holotapes
enemies.
- Geiger Counter
- Flashlight (15ft radius)
- Biometric lock (user only) Uncommon
- +2 to hit for all attacks Pulse Gun Energy Weapon
40ft. This weapon does +3d4 damage vs.
robots and +1d4 damage vs. enemies
Pimp-Boy 3 Billion – Very Rare wearing power armor
A modified Pip-Boy 3000a. This model is Dice: 1d4 E Magazine: 25
functionally identical but is plated in gold
and silver and encrusted with diamonds. AP Cost: 3 Ammo per fire: 5
- All abilities of the Pip-Boy 3000a
- You have advantage on Speech checks Weight: 2 Reload Cost: 3
and disadvantage on Barter checks
Quantum Thirst
Rare Small Gun
Pip-Boy 3000 mk. IV – Very Rare Zapper
The most powerful pip-boy to have been 30ft. Blast 5ft
distributed for use in vaults. Many
improvements have been made for comfort and Dice: 4d8 Magazine: 1
ease of use. AP Cost: 2 Ammo per fire: 1
- Open vaults
- Map areas Weight: 2 Reload Cost: 5
- Play Holotapes
- Geiger Counter
- Flashlight (15ft radius) Quantum X-01 Power Armor – Very
- +3 to hit for all attacks Rare Armor
19 DR, 20 ER, STR +1, INT +1, Sneak -20, 50
RR, Complex, Powered.
Once per day on your turn you can gain +10
movement speed and an extra 4 AP. The effects
of Nuka Cola are doubled for you.
28
Uncommon Uncommon
Railway Rifle Small Gun Solar Scorcher Laser Pistol
80ft, Two-handed. You have disadvantage 30ft. This weapon can only be reloaded in
on all Sneak checks while using this direct sunlight.
weapon. Dice: 1d6 E Magazine: 6
Dice: 2d8 Magazine: 10
AP Cost: 3 Ammo per fire: 1
AP Cost: 4 Ammo per fire: 1
Weight: 5 Reload Cost: 0
Weight: 14 Reload Cost: 3

Syringe, Berserk – Common Ammo


Ranger Combat Armor – Very Rare Target must make a DC 13 INT save or have
Armor the Frenzy condition for their next 2 turns.
18+AGI (Max 2) DR, 18+AGI (Max 2) ER, +10
Small Guns. Increase critical range by 1. Syringe, Chem – Common Ammo
Spend 3 AP to load any Chem item into this
syringe.
Ranger Combat Helmet – Very Rare
+1 PER. Darkness is treated as normal light
Syringe, Endangerol – Common Ammo
while wearing this helmet.
Target has -2 DR for 1 minute.

Uncommon Syringe, Lock Joint – Common Ammo


Repellent Stick Melee Weapon Target must make a DC 13 END save or have the
This weapon does +3d4 damage to Molerats Paralyzed condition for their next 2 turns.
and Mole Miners
Dice: 1d4 AP Cost: 4 Syringe, Mind Cloud – Common Ammo
Target has disadvantage on PER checks for 1
Weight: 3 minute.

Syringe, Radscoropion Venom –


Salvaged Rare Common Ammo
Assaultron Head Energy Weapon Target takes 3d4 Poison damage at the start
40ft, Charging. You take 20X Rads when of their next 2 turns.
you fire this weapon.
Dice: Xd8 E Magazine: 5
Syringer Uncommon Small Gun
AP Cost: 3 Ammo per fire: X
40ft, Scoped, Silent, Two-Handed
Weight: 8 Reload Cost: X Dice: 0 Magazine: 1
AP Cost: 3 Ammo per fire: 1
Silver Shroud Costume - Rare Reload Cost: 3 Weight: 6
“Death has come for you… and I am its
shroud!” Tesla Power Armor – Very Rare Armor
The costume of the legendary hero of the 19 DR, 18 ER, STR +2, Sneak -20, 40 RR,
Commonwealth. 16 DR, 14 ER, +1 PER, +1 AGI, Complex, Powered. You have +3 damage with any
+1 DR and ER against humans. weapon that deals energy damage.

29
Tesla Rifle Rare Energy Weapon The Striker Uncommon Fat Man
30ft, Complex, Two Handed 180ft, Complex, Two Handed. If a target
When you hit a target, lightning will fails their Save by 5 or more their legs
jump to up to 2 other enemies within 10ft become crippled.
of the original target if the attack roll Dice: 4d8 Magazine: 1
would also hit their ER.
Dice: 1d8 E Magazine: 15 AP Cost: 3 Ammo per fire: 1

AP Cost: 3 Ammo per fire: 1 Weight: 30 Reload Cost: 5

Weight: 8 Reload Cost: 3

Thirst Zapper Uncommon Small Gun


30ft. If you hit a robot or an enemy in
power armor, their movement speed is
That Gun Uncommon Small Gun
halved for 1d4 turns.
50ft, Holdout, +1 additional crit dice. Dice: 0 Magazine: 1
This weapon uses 5.56 ammunition.
Dice: 1d8 Magazine: 5 AP Cost: 2 Ammo per fire: 1

AP Cost: 3 Ammo per fire: 1 Weight: 2 Reload Cost: 5


Reload Cost: 3 Weight: 5
Tunnel Snakes Jacket – Uncommon
The Captain’s Hat – Rare Clothing
+50 Poison Resist, +10 Melee Weapons, +5
+2 INT, +10 Movement Speed.
Small Guns

Uncommon
The Dragon Rare Black Powder Rifle Two-Step Goodbye Power Fist
180ft, Charging, Two-Handed When you score a critical hit with this
weapon all creatures within 5ft of the
Dice: 2Xd12 Magazine: 4 target except you must make a DC 16 AGI
save or take 4d6 explosive damage.
AP Cost: 3 Ammo per fire: X
Dice: 1d10 AP Cost: 4
Weight: 12 Reload Cost: 6X
Weight: 4

Vault-Tec Lunchbox – Uncommon Item


The Fixer Rare Combat Rifle
A collectible lunch box containing a random
60ft, Two-Handed. +10 Sneak +10 movement item according to the following table:
speed, +1d4 damage while hidden d10 Item
Dice: 1d8 Magazine: 20 1-3 Plastic Fork
4-5 Robot Model
AP Cost: 3 Ammo per fire: 1 6-7 Produce
Weight: 10 Reload Cost: 3 8 Clean Food
9 Fusion Core
10 Nuka Quantum

30
Uncommon 45ft, Holdout
Victory Rifle Hunting Rifle
360ft, Complex, Scoped, Two-Handed. When Dice: 1d6 Magazine: 5
you score a critical hit the target must AP Cost: 2 Ammo per fire: 1
make a DC 18 STR Save or be knocked
prone. Weight: 2 Reload Cost: 3
Dice: 1d12 Magazine: 5
AP Cost: 4 Ammo per fire: 1 Winterized T-51b – Very Rare Armor
18 DR, 17 ER, STR +1, CHR +1, Sneak -20, 30
Weight: 14 Reload Cost: 3 RR, Complex, Powered. This armor does not
degrade in condition.

Vim! Refresh Power Armor – Uncommon X-02 Power Armor – Rare Armor
Armor 20 DR, 22 ER, STR +2, INT +1, Sneak -20, 50
18 DR, 17 ER, STR +1, CHR +1, Sneak -20, 30 RR, Complex, Powered.
RR, Complex, Powered.
+1 AGI. The effects of Vim! are doubled for
you. Uncommon
X-2 Antenna Melee Weapon
Two-handed. +2d8 energy damage vs.
Robots, +1d8 energy damage vs. enemies
Vim! Power Armor – Uncommon Armor
wearing Power Armor.
18 DR, 17 ER, STR +1, CHR +1, Sneak -20, 30
RR, Complex, Powered. Dice: 1d8 AP Cost: 4
+1 STR. The effects of Vim! are doubled for
Weight: 15
you.

Voodoo – Rare Chem


+2 AGI, +3 LCK, +1 DR, 10 minutes. After this
effect ends: -1 AGI, -2 LCK, 10 minutes.

Wazer Wifle Uncommon Laser Rifle


60ft, Two Handed. This weapon does not
degrade in condition
Dice: 1d8 Magazine: 30
AP Cost: 3 Ammo per fire: 1
Reload Cost: 3 Weight: 7

Weapon Repair Kit - Common


Used to repair Gear. Increases condition by 2
levels without requiring a Repair Check.

Uncommon
Wild Bill’s Sidearm .32 Pistol
31
Vehicles
Are you tired of spending days marching down dilapidated highways? Do you yearn for the elegant
power of Pre-War machinery? Now you can experience the rush of a brand-new top of the line Corvega
for only $199,999.99! Corvega... for those who want more.

Working Vehicles are rare in the Wasteland but can be extremely useful if one is found. The Driver
and Pilot roles allow characters to perform special actions if they succeed on a Drive check. A
Drive Check is 1d20 + your INT or AGI (your choice) and the DC varies by vehicle type.

Corvega Atomic V-8 Corvega Cherry Bomb


Large Vehicle Large Vehicle
DR 15 ER 17 DR 14 ER 16

HP 90 HP 70

Speed 90ft Speed 140ft

Resistances Radiation 100 Resistances Radiation 100

Capacity: 1 Driver, 4 Passengers Capacity: 1 Driver


STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
9 0 5 0 0 3 6 8 0 5 0 0 5 7
When the Corvega Atomic V-8 reaches 0 Hit When the Corvega Cherry Bomb reaches 0
Points it detonates dealing 8d8 damage Hit Points it detonates dealing 8d8
and 200 Rads in a 10ft blast. damage and 200 Rads in a 10ft blast.

Roles Roles
Driver. The Driver can move the Driver. The Driver can move the
Corvega Atomic V-8 up to its speed Corvega Cherry Bomb up to its speed
each turn. The Driver can attempt a each turn. The Driver can attempt a
DC 8 Drive check to Dash or DC 10 drive check to Dash or
Disengage. Disengage.

Passenger. Passengers can perform


actions as normal but cannot move
unless they exit the vehicle.

32
Corvega Motorcycle Vertibird
Medium Vehicle Huge Vehicle
DR 14 ER 15 DR 17 ER 16

HP 45 HP 120

Speed 100ft Speed fly 120ft

Resistances Radiation 100 Resistances Radiation 100


Capacity: 2 Pilots, 2
Capacity: 1 Driver
Passengers, 1 Gunner
STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
9 0 4 0 0 8 8 9 0 7 0 0 6 5
When the Corvega Motorcycle reaches 0 Hit When the Vertibird reaches 0 Hit Points
Points it detonates dealing 4d8 damage it begins to fall from the sky. At the
and 100 Rads in a 5ft blast. end of the next round, it hits the ground
dealing 16d8 damage in a 15ft blast.
Roles While falling, anyone inside the
Vertibird can jump out to attempt to
Driver. The Driver can move the
escape the blast.
Corvega Motorcycle up to its speed
each turn. The Driver can attempt a Roles
DC 12 Drive check to Dash, Disengage,
Pilot. Either Pilot can move the
or make an attack with a one-handed Vertibird on their turn, although
melee or ranged weapon. they cannot exceed the Vertibird’s
total movement speed each round.
If a Pilot has the Vertibird Training
perk they can attempt a DC 14 Drive
check to Dash, Disengage, or Dodge.

Gunner. The Gunner can use their AP


to fire the Vertibird’s Minigun. The
Vertibird’s Minigun is a normal
Minigun except that it has a range of
200ft and does not need to be
reloaded.

Passenger. Passengers can perform


actions as normal but cannot move
unless they exit the vehicle.
Passengers’ attacks have disadvantage
while inside the Vertibird.

33
Chapter 5: Safety First
Optional Rules
The following rules are optional additions to the game if your players are looking for
more engaging mechanics or in some cases, a more difficult challenge. Overseer discretion
is advised.

Alignment
Instead of simply tracking your alignment on the Very Evil to Very Good scale you can use
a numerical “karma” value. The player can choose any starting Karma score during character
creation and The Overseer may award positive or negative karma for any action as they see
fit.

Karma Alignment

-1000 to -750 Very Evil

-749 to -250 Evil

-249 to 249 Neutral

250 to 749 Good

750 to 1000 Very Good

Ghoul Feralization
When a Ghoul player takes a total of 200 Rads they must make a DC 5 INT Saving Throw or
suffer one level of Feralization. Each additional time you take 200 Rads in the same day
you add 1 to the DC of the Saving Throw. You can remove one level of Feralization by not
taking any Rads in a day followed by becoming Well Rested.

Level Effects

1 -1 INT

2 -2 INT, -1 PER, +1 AGI

3 -3 INT, -2 PER, +2 AGI, +1 STR

4 You become a Feral Ghoul (Player loses control of character)

34
Gun Jams
A weapon that is not a Melee or Unarmed weapon may become jammed when it is in poor
condition. When a player reloads a weapon that is at 1 condition, the gun becomes jammed
and takes 2 AP to clear before it can be fired.

Lockpicking
If your players would like to use their own skill instead of the skill of their characters
you can instead use the following minigame in place of lockpicking checks.
Roll a d20 to determine the target number. The player makes one lockpicking attempt by
guessing a number between 1 and 20. The Overseer then responds based on their distance
from the correct answer according to the following table. If they do not succeed within 3
guesses you reroll the target number and start over.

Distance Response
1 Radioactive
2-3 Hot
4-5 Warm
6-7 Cold
8+ Nuclear Winter

Mixing Power Armor


Instead of tracking Power Armor as a whole suit you can track each individual piece
(Helmet, Chest, two Arms, and two Legs). If every piece is of the same type you use the
normal statistics from the Wasteland Survival Guide. If your suit of Power Armor is
comprised of multiple different types, you average the DR and ER values of each type
(rounded up). If a piece is missing use the DR and ER of the Power Armor Frame.
All Power Armor suits have -20 Sneak, the Complex property, and the Powered property. You
use the Radiation Resist value of the type your Chest piece is and the SPECIAL bonus of
the type your Helmet is. If you do not have a Helmet the SPECIAL bonus defaults to +1 STR.

Ex: T-45d Helmet and arms, T-60d Chest and legs = 18DR, 17ER, +2 STR, 40 RR.

35
Mutations
When a player moves up to a new level of radiation there is a chance that they will mutate. The
player rolls an END Save and subtracts their new radiation level (200-399 Rads = -1, 400-599 Rads
= -2, etc.) If the result is 7 or less the player mutates and rolls on the Random Mutation table.
When a mutated player moves down a radiation level by any means, they roll an END save and
subtract their new radiation level. If the result is 10 or higher, they recover from 1 mutation.

Random Mutation
d20 Mutation Effect
You lose a number of HP equal to 2 times your level and gain 2 fewer HP
1 Adrenal Reaction every time you level up. When your HP is below 25%, you gain +2 damage and
you heal twice as much from any source.
2 Bird Bones You take half damage from falling, AGI +2, STR -2.
You heal twice as much from consuming meat, but no healing from plant
3 Carnivore
sources.
If you are not wearing any armor and have not moved more than 5ft this
4 Chameleon
turn, you are invisible.
You add an additional dice of the same type on a critical hit. PER +2, STR
5 Eagle Eyes
-2.
6 Egg Head INT +3, STR -2, END -2.
When a melee attacker hits you, you can use your reaction to roll a d4. If
7 Electrically Charged
the result is a 4 you deal 2d8 energy damage to the attacker.
All attacks against you do +3 damage, attacks against allies within 15ft
8 Empath
of you do -1 damage.
9 Grounded +2 ER, -2 damage with all energy weapons.
Double the amount of healing you receive from rests. All chems have their
10 Healing Factor
duration halved and you receive -1d6 healing from Stimpaks (minimum 1d6).
11 Heavy Build +1 DR, -1 ER, -5 movement speed, you cannot wear power armor.
You heal twice as much from plant sources, but no healing from consuming
12 Heribvore
meat.
+1 to all S.P.E.C.I.A.L. when within 10 feet of an ally, -1 to all
13 Herd Mentality
otherwise.
+20 carry weight, double the maximum height and distance you can jump, -2
14 Marsupial
INT.
You can spend 2 AP to deal an amount of poison damage equal to 3 times the
15 Plague Walker
number of diseases you have to all creatures within 5 feet of you.
16 Scaly Skin DR +1, ER +1, -1 Max AP.
+10 movement speed, you heal half as much from all food items and require
17 Speed Demon
double the amount of food and water per day.
You gain a natural unarmed weapon which costs 3 AP and deals 2d4 damage. -
18 Talons
2 AGI.
+1 damage with all melee and unarmed weapons, -2 to hit with all ranged
19 Twisted Muscles
weapons.
On a critical hit add a number of rads to the attack equal to 20 times
20 Unstable Isotope
your level.

36
Perk Sharing
A character can share the benefits of one of their perks to allies within 30 feet as long
as that perk’s level requirement is less than or equal to the character’s Charisma score.

Radiation
Instead of the normal radiation levels, your maximum HP is reduced by 1% for every 10 Rads
(round down). You roll on the 1000 Rad tables as normal.

Survival Mode
Adrenaline
For each 10 creatures you and your allies defeat, you each gain +1 to hit and damage. This benefit
can stack up to +3. This bonus ends when you sleep for any amount of time.

Aid Items
Aid items do not restore HP if you have any levels of hunger or thirst. Stimpaks heal half the
normal amount on the turn they are used, and the same amount again at the end of your next turn.

Encumbrance
If a player exceeds their carrying capacity, they take 1d4 damage per minute.

Hunger, Thirst, and Sleep


Without sufficient Food, Water, and Rest players will suffer stat penalties. You must consume 1/2
lb. of food and 1/4 gallon of water every 6 hours and sleep 8 hours per day. A day where you fail
to do so moves you one level up, while doing so moves you one level down (minimum 0). Robotic
races do not need to eat or drink but do need to shut down.

Need Level 1 Level 2 Level 3 Level 4 Level 5


-3 STR -3 STR
-2 STR
Food -1 STR -1 PER -2 PER Death
-1 CHA
-2 CHA -2 CHA
-2 PER
-2 PER
-1 PER -3 END
Water -1 END -3 END Death
-2 END -1 INT
-1 INT
-2 AGI
-1 END -2 END
-1 INT
Sleep -1 AGI -2 INT -2 INT Death
-2 AGI
-3 AGI -3 AGI

37
Traits
During character creation players can choose to take one trait. Most traits have benefits
and drawbacks.

Traits
Name Prerequisites Effect
1 Additional Tag Skill. You are incapacitated for 1 turn when an
Beta Software Robot
enemy scores a critical hit against you.
Bruiser +2 damage with melee and unarmed weapons. -4 Initiative.
Increase critical range by 1. Weapons degrade by 2 levels on a
Built to Destroy
critical failure.
+10 movement speed when under the effects of chems. You have
Chem Reliant
disadvantage on Addiction saves.
Clean Living Advantage on Addiction saves, chems last half as long for you.
Fast Metabolism Regain +2 HP per hit dice used during a Short Rest, -20 RR.
Once per turn you can make two attacks with disadvantage in place of
Fast Shot
one normal attack.
-1 HP per level. You gain additional skill points each level equal to
Fear the Reaper Ghoul
your LCK modifier.
Four Eyes +2 PER when wearing glasses, -1 if not wearing glasses.
+1 to all SPECIAL stats. -5 starting Skill Points and Skill Points
Gifted
per level.
+5 Barter, Medicine, Repair, Science, Speech. -5 Big Guns, Energy
Good Natured
Weapons, Explosives, Small Guns, Melee Weapons, and Unarmed.
Ham Fisted Super Mutant Tag Unarmed. -10 Lockpick, Medicine, Repair.
Jinxed You and anyone within 10ft critically fails on a roll of 1 or 2.
Kamikaze +5 Initiative, -1 DR and ER.
Loose Cannon -1 AP cost for Thrown weapons, reduce range by half.
One Hander +2 damage with one-handed weapons, -4 damage with two-handed weapons.
When you score a critical hit, you can choose to roll a d12. If the
result is less than or equal to your Luck score you add another
One in a Million
critical dice to the original attack. If it is not, then the original
attack becomes a regular hit instead of a critical hit.
Red Scare You have +10 to detecting sneaking creatures, -2 Initiative
+1 Agility, -25 Carry Weight, Disadvantage on saves against the
Small Frame
Crippled condition.
Targeting You can add up to 3 to the AP cost of an attack. You add the same
Robot
Computer number as a bonus to hit for that attack.
Tech Wizard +5 Science, Repair, and Lockpick, -1 Perception.
Trigger
+2 to hit and +1 AP cost with Energy Weapons and Small Guns.
Discipline

38
Unarmed Moves
The following are optional special Unarmed Moves. You can only use one Unarmed Move per round. You
may learn a new Unarmed Move when you reach an even-numbered level. A tutor may be required to
learn certain moves (Overseer’s Discretion). Any DC is equal to 8 + your Bonus to hit.

Unarmed Move
Name Prerequisites Effect
The target must make a STR or AGI save. On a failure they take your normal
Body Slam 5 STR
Unarmed damage and have the Prone condition.
Counter Punch 60 Unarmed When you take the Block action your next Unarmed attack has Advantage.
Deathclaw Gore Deathclaw Gauntlet Make an attack with disadvantage. On a hit the attack does +1d6 damage
You can spend 1 additional AP when you use an Unarmed Power Attack to
Deathclaw Slash Deathclaw Gauntlet
attack with Advantage.
Double Leg The target must make a STR or AGI save with Disadvantage. On a failure
40 Unarmed
Takedown they have the Prone condition.
Float Like a
6 AGI When you take the Dodge action your next Unarmed attack has Advantage.
Butterfly
Spend 2x your normal AP cost. The target must make a STR save and an END
80 Unarmed, Sneak save. If they fail the STR save they have the Prone condition. If they
German Supplex
Attack fail the END save they have the Crippled (Head) condition. The target
takes 1x your normal Unarmed attack damage per failure.
Neutral, Evil, or Make an Unarmed attack with Disadvantage. On a hit the target has -3 AP or
Groin Kick
Very Evil Karma 1 fewer attack on their next turn. The target must have a groin.
Spend 4 AP to attempt force the target to make an AGI save. On a failure
they cannot move and have disadvantage on Melee/Unarmed attacks. At the
Headlock 40 Unarmed
start of each of their turns they can make a STR or AGI save to escape.
You must have one free hand to maintain the Headlock.
Neutral, Evil, or Spend 3 AP. The target must make an END save. On a failure they have the
Khan Trick
Very Evil Karma Blinded condition until the end of their next turn.
Make on Unarmed attack with Disadvantage. On a hit the target must make a
Knee Strike 40 Unarmed
STR save or be pushed 10ft away from you
Evil or Very Evil If you move 10ft in a straight line before making an Unarmed Power Attack,
Legion Assault
Karma that attack has Advantage.
Make one Unarmed attack with Advantage. If the target’s current HP is less
80 Unarmed, Sneak
Neck Snap than or equal to 2x your level, they have the Dead condition. Otherwise,
Attack
the attack does no damage.
If you hit with two Unarmed attacks in a row your next Unarmed Power
One Two Three 60 Unarmed
Attack does not cost extra AP.
Paladin’s Good or Very Good The first target you hit on your turn has Disadvantage on attacks against
Challenge Karma, 5 CHR targets other than you until the end of their next turn.
Push Comes to Spend 2 AP to force a target to make a STR save or be pushed 5ft away from
6 STR
Shove you
Spend 2x your normal AP cost to make Unarmed attacks against targets in up
60 Unarmed, 60
Ranger Takedown to 3 different contiguous spaces within 5 ft of you. Each target hit must
Survival
make a STR save with Advantage or have the Prone condition.
The first time an Unarmed or Melee attack misses you after you took the
Scribe Counter 60 Unarmed, 6 INT Block action on your previous turn, you can use your reaction to make one
Unarmed Power Attack against the attacker.
When you are hit with an Unarmed attack you can use your reaction to force
the attacker to make a STR save. On a failure they move to an open space
Shoulder Throw 5 STR, 5 AGI
on the other side of you, they have the Prone condition, and you take no
damage from the triggering attack.
When you take the Dodge action your next Unarmed Power Attack does extra
Sting like a Bee 6 AGI
damage equal to your Unarmed damage modifier.
After you hit a target with an Unarmed attack you can automatically hit
Unlimited Power Power Fist
with another Unarmed attack, spending AP as normal.
You can spend up to 3 additional AP when you use an Unarmed Power Attack.
Wasteland Uppercut 75 Unarmed
Add +2 damage per AP spent.

39
Wild Wasteland
To play with Wild Wasteland replace the 7 and 8 results on the Random Encounter Table with
an outlandish encounter such as talking cows, a crashed Zetan ship, or a thinly veiled pop
culture reference.

Index
Alignment 34
Between Quests 14
Caravans and Traveling 15
Companions 10
Corvega Cherry Bomb 32
Corvega Motorcycle 33
Corvege Atomic V-8 32
Expected Wealth 14
Forced Evolutionary Virus 17
Ghoul Feralization 34
Gun Jams 35
Holotapes 12
Legendary Armor 21
Legendary Enemies 9
Legendary Weapons 19
Lockpicking 35
Loot Table 18
Mixing Power Armor 35
Mutations 36
Nukes 17
Perk Sharing 37
Radiation 37
Safes 12
Settlements 13
Survival Mode 37
Terminals 12
Traits 38
Traps 8
Unarmed Moves 39
Unique 22
Vertibird 33
Weather 16
Wild Wasteland 40

40

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