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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.
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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