Armor (5e Fallout Campaign Setting)

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Armor Overview[edit]

Unlike traditional Dungeons and Dragons Fifth Edition, armor class is handled in a piecemeal system similar to Partial Armor (5e Variant Rule). Your base AC is 10 + your Dexterity modifier. This can be increased by wearing the armor listed below. You can either wear one of each piece of armor or an undersuit and an oversuit. If you are wearing at least 1 Heavy piece of armor, you may not add your Dexterity modifier to your AC. There are 4 damage types: Ballistic damage is that sourced from bullets and is dealt by weapons listed under ballistics. Energy damage is sourced from beams of super-heated plasma and lasers. Explosive damage is dealt by fragmentation devices and fire. Melee damage comes from Fists, knives, and other weapons that lack range. Armors typically only effect one or two damage types, causing attacks that deal other damage types to ignore its AC benefit.

Additional Properties[edit]

  • Headlamp (x feet): When activated as a bonus action, sheds bright light for x feet and dim light for another x feet.

Armors[edit]

Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Undersuits
Brahmin-Skin Outfit 10 caps +1 Energy 1 lb. +1 bonus to Persuasion checks
Baseball Uniform 25 caps +1 Melee 1 lb. +1 to Melee attacks
Combat Jumpsuit 40 caps +1 All 1 lb.
Mechanic’s Jumpsuit 25 caps +1 Melee 1 lb. +1 bonus to Arcana checks
Military Fatigues 30 caps +1 Ballistic 1 lb. +1 bonus to initiative
Raider Fatigues 15 caps +1 Explosive 1 lb. +1 bonus to Intimidation checks
Vault Jumpsuit 50 caps +1 Energy 1 lb. +1 bonus to Survival, Arcana, and Perception checks
Scientist Scrubs 35 caps +1 Energy 1 lb. +1 bonus to Arcana and Medicine checks
Colonial Fatigues 45 caps +1 Melee 1 lb. +2 bonus to History checks
Road Leathers 20 caps +1 Melee, Energy 1 lb.
Athletic outfit 40 caps +1 Melee 1 lb. +1 to Athletics checks
Black vest and slacks 30 caps +1 Melee 1 lb. +1 to Intimidation and Performance checks
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Chestpieces
Vault Security Armor 50 caps +2 Energy, Ballistic 10 lb.
Leather Armor 35 caps +1 Energy, Melee 1 lb.
Metal Armor 40 caps +1 Ballistic, Explosive 3 lb. Heavy
Raider Armor 40 caps +1 Explosive, Ballistic 5 lb.
Minuteman Uniform 45 caps +1 Energy, Melee 1 lb. +2 bonus to History checks
Combat Armor 75 caps +2 Ballistic, Energy 15 lb. Heavy
NCR Armor 25 caps +1 Ballistic, Melee 15 lb.
Veteran NCR Ranger Armor 250 caps +3 All 10 lb.
NCR Ranger Armor 150 caps +2 All 10 lb.
Legion Armor 50 caps +1 Explosive, Melee 10 lb.
Legion Centurion Armor 150 caps +2 All 20 lb. Heavy
Marine Armor 175 caps +2 All 3 lb. When paired with full set of marine armor, you gain the ability to breathe underwater.
Elite Riot gear 500 caps +4 All 10 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Arm Protection
Combat Armor 50 caps +1 Ballistic, Energy 2 lb.
Leather Armor 15 caps +1 Energy, Melee 3 lb.
Metal Armor 40 caps +1 Ballistic, Explosive 3 lb. Heavy
Minuteman Uniform 25 caps +1 Energy, Melee 1 lb. +1 bonus to History checks
NCR Armor 25 caps +1 Ballistic, Melee 2 lb.
NCR Ranger Armor 75 caps +1 All 2 lb.
NCR Veteran Ranger Armor 125 caps +2 All 2 lb.
Legion Armor 50 caps +1 Explosive, Melee 3 lb.
Legion Centurion Armor 75 caps +2 All 3 lb. Heavy
Marine Armor 100 caps +2 All 3 lb. When paired with full set of marine armor, you gain the ability to breathe underwater.
Elite Riot gear 300 caps +3 All 1 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Leg Protection
Leather Armor 15 caps +1 Energy, Melee 3 lb.
Combat Armor 30 caps +1 Ballistic, Energy 2 lb. Heavy
Metal Armor 40 caps +1 Ballistic, Explosive 3 lb. Heavy
Minuteman Uniform 25 caps +1 Energy, Melee 1 lb. +1 bonus to History checks
NCR Armor 25 caps +1 Ballistic, Melee 1 lb.
NCR Ranger Armor 75 caps +1 All 1 lb.
NCR Veteran Ranger Armor 125 caps +2 All 1 lb.
Legion Armor 20 caps +1 Explosive, Melee 1 lb.
Legion Centurion Armor 50 caps +1 All 2 lb.
Marine Armor 100 caps +2 All 3 lb. When paired with full set of marine armor, you gain the ability to breathe underwater.
Elite Riot gear 300 caps +3 All 5 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Helmets
Combat Helmet 82 caps +2 Ballistic, Energy 2 lb.
Gas Mask 25 caps +1 Ballistic 1 lb. -1d4 rads from all sources, immunity to airborne diseases and damage.
Vault Security Helmet 30 caps +1 Melee, Energy 1 lb.
Metal Helmet 40 caps +1 Ballistic, Explosive 1 lb. Heavy
Tricorn Hat 10 caps +1 Energy, Melee 1 lb. +1 bonus to History checks
Raider Helmet 20 caps +1 Ballistic, Melee 1 lb. Heavy
NCR Armor Helmet 15 caps +1 Ballistic, Explosive 2 lb.
NCR Ranger Helmet 125 caps +1 All 3 lb.
Veteran Ranger Helmet 150 caps +2 All 3 lb. Darkvision (60 feet)
Marine Armor Helmet 175 caps +2 All 3 lb. When paired with full set of marine armor, you gain the ability to breathe underwater, Darkvision (30 feet)
Power Armor Helmet 300 caps +3 All 5 lb. Headlamp (30 feet), Heavy
Elite Riot Helmet 450 caps +3 All 10 lb. Darkvision (90 feet), -2d4 rads from all sources.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Oversuits
Suit 15 caps +0 None 1 lb. +2 bonus to Persuasion checks
Doctors Coat 60 caps +0 None 1 lb. +2 bonus to Medicine checks
Hazmat Suit 100 caps +2 Energy 5 lb. All rads taken are halved. You are immune to all diseases when coming into contact with a source, and you can breathe underwater.
US General’s Overcoat 150 caps +1 Ballistic 2 lb. US Army robots will not attack you unless you attack them.
Chinese Stealth Armor 500 caps +2 All 20 lb. Advantage to Stealth checks.
Faction Leader Armor 150 caps +1 All 3 lb. Members of the same faction will not attack you unless you are infamous enough.
X-23 Advanced Stealth Suit 1250 caps +4 All 23 lb. +5 bonus to Stealth and Perception, has the Auto Injector modification
B.O.S. Recon Armor 50 caps +1 Ballistic, Melee 10 lb. +1 bonus to Stealth and Survival
Power Armor Fatigues 55 caps +1 Energy, Ballistic 1 lb. +1 bonus to AC while wearing any power armor, not including its helmet
Cage Armor 75 caps +2 All 10 lb. Heavy
Chinese Stealth Suit 650 caps +2 All 13 lb. +3 bonus to Stealth and Perception, Gains the ability to use the invisibility spell once per day(only somatic components required)

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