Ruins (Fallout Supplement)

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

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)
TypeSizeDC 20DC 25DC 30DC 35
Vault2d6x101d4-1 electrical1d4-1 mechanical1d3-1 food1d3-1 medicines
Table: Medicines
d%Medicine Type
01-40Mild (disease Fort DC 14 or lower)
41-64Moderate (disease Fort DC 15–18)
65-84Powerful (disease Fort DC 19–22)
85-95Advanced (disease Fort DC 23 or higher)
96-100Futuristic (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)
31-355mm Rounds (1d20)
36-415.56mm Rounds (1d10)
41-509mm Rounds (2d20)
51-6210mm Rounds (2d20)
63-7012.7mm Rounds (2d8)
71-7212 Gauge Shotgun Shells (1d2)
73-7620 Gauge Shotgun Shells (1d3)
77-81BBs (2d20+10)
81-85Bean Bags (1d10)
86-91Darts (1d20)
92-96Miscellaneous
97-100Energy/Explosive
Table: Ammunition (Energy/Explosive)
d20Ammo Type (Amount)
01-0325mm Grenades (1d3)
04-0540mm Grenade (1)
06-07Bean Bags (1d4+1)
08-09Flamer Fuel (1d4+1)
10Missile (1)
11Rocket (1)
12-14Electron Charge Pack (1d10)
15-18Energy Cell (2d8)
19-20Microfusion Cell (1d4+1)
Table: Ammunition (Miscellaneous)
d12Ammo Type (Amount)
01-03Arrows (1d20)
04-05Blowdarts (1d20)
06-07CO2 Cartridges (1d10)
08-10Crossbow Bolts (1d20)
11Flares (1d4+1)
12Paintballs (1d20)



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gollark: What are you suggesting will cause this, then?
gollark: You mean "die of starvation rapidly when industrial farming stops existing"?
gollark: ???
gollark: You're saying that something is impossible, though, not just not soon.
gollark: To be fair, brains degrade over time.
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