Ruins (Fallout Supplement)

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Note: The following rules are designed to expand upon the non-OGL scavenging rules in d20 Apocalypse and are not intended to replace or reproduce them. As such, this is one part of the Fallout Supplement that requires the d20 Apocalypse book and cannot be used without due to copyright limitations.

Ruins[edit]

The world of Fallout is one of ruined cities and abandoned buildings, many of which have remarkably withstood the test of time. For all intents and purposes, assume that Fallout takes place in the Gen 0 era regardless of how long it's been since the Great War (unless it takes place in the immediate aftermath or a time far ahead of any of the games). d20 Apocalypse provides rules for scavenging that can be used largely as-is, since the world of Fallout is largely the same as ours, with some exceptions. First, a table for looting vaults is added; second, working vehicles are incredibly rare in Fallout and the sole domain of advanced military groups like the NCR, Brotherhood of Steel and Enclave; third, replacement tables for looting ammunition are added to take advantage of the new ammunition added; fourth, a new medicines table, and medicines can be substituted with chemical parts.

The new ammunition tables are divided into Firearms, Energy/Explosives and Miscellaneous. For the most part, you should roll on the firearms table unless the players are looting an advanced military installation (energy/explosives). Certain forms of ammo and mods are excluded due to rarity or having to be crafted by the players. Weapons, armor, weapon/armor/ammo mods, ect. should be hand-placed by the GM as per d20 Apocalypse.


Table 2-4: Scavenging Results (Addition)
Type Size DC 20 DC 25 DC 30 DC 35
Vault 2d6x10 1d4-1 electrical 1d4-1 mechanical 1d3-1 food 1d3-1 medicines
Table: Medicines
d% Medicine Type
01-40 Mild (disease Fort DC 14 or lower)
41-64 Moderate (disease Fort DC 15–18)
65-84 Powerful (disease Fort DC 19–22)
85-95 Advanced (disease Fort DC 23 or higher)
96-100 Futuristic (Rad-X, Rad-Away, Psycho, ect.)
Table: Ammunition (Firearms)
d% Ammo Type (Amount)
01-08 .223 Caliber Rounds (1d20)
09-12 .22LR Rounds (2d20)
13-14 .308 Rounds (1d10)
15-16 .357 Magnum Rounds (2d20)
17-18 .44 Magnum Rounds (2d12)
19-26 .45 Auto Rounds (2d20)
27-28 .45-70 Gov't Rounds (1d6+1)
29-30 .50 MG Rounds (1d4+1)
31-35 5mm Rounds (1d20)
36-41 5.56mm Rounds (1d10)
41-50 9mm Rounds (2d20)
51-62 10mm Rounds (2d20)
63-70 12.7mm Rounds (2d8)
71-72 12 Gauge Shotgun Shells (1d2)
73-76 20 Gauge Shotgun Shells (1d3)
77-81 BBs (2d20+10)
81-85 Bean Bags (1d10)
86-91 Darts (1d20)
92-96 Miscellaneous
97-100 Energy/Explosive
Table: Ammunition (Energy/Explosive)
d20 Ammo Type (Amount)
01-03 25mm Grenades (1d3)
04-05 40mm Grenade (1)
06-07 Bean Bags (1d4+1)
08-09 Flamer Fuel (1d4+1)
10 Missile (1)
11 Rocket (1)
12-14 Electron Charge Pack (1d10)
15-18 Energy Cell (2d8)
19-20 Microfusion Cell (1d4+1)
Table: Ammunition (Miscellaneous)
d12 Ammo Type (Amount)
01-03 Arrows (1d20)
04-05 Blowdarts (1d20)
06-07 CO2 Cartridges (1d10)
08-10 Crossbow Bolts (1d20)
11 Flares (1d4+1)
12 Paintballs (1d20)



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