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Fallout:

The Enclave Of
The United States Of
America
&

Artificial Intelligence Machines


Project

1
The Enclave of The
United States of I. History of The Enclave:
EnclaveNet: OnLine
America File: general Jason L. Richardson note
about The Enclave
We, the citizens of the Enclave, who do Security status: none
believe in the Enclave as the legal continuation Date of modification: December, 21st
of United States of America, rule that we will 2097
do everything that our country, its government,
Many years have passed since the
or citizens may need to achieve our goal of
resurrecting the United States of America once
foundation of The Enclave and not many
again remember its origin and history. I feel
-- Constitution of The Enclave, First Paragraph responsible for the education of my
descendants. I shall store this valuable data
in the EnclaveNet computers so it will
Prologue: remind our people of what we once were
This text is considered to be an extension
and what we will become again. The story
of Fallout Pen&Paper currently available at
begins in year 2055, when the US
www.iamapsycho.com/fallout and written
government became aware that a nuclear
by Jason Mical (unasoda@hotmail.com).
conflict with our enemies would lead to a
Reading just this wont allow you to play
total collapse of governmental
the game.
infrastructure. The mythical Armageddon
Any comments you have please send to Jan
made real, if you will. A private company
Domanik (domanik@wp.pl). I wish you
called Vault-Tec was licensed to construct
good gaming. Im aware of the fact that
a series of underground shelters in case of
some things vary from what it was
a war, called Vaults. These would help
approached in Fallout series but those are
average citizens survive but we needed to
not any major changes and do not affect
have a command and government centre
general gameplay.
that would also survive and would be much
GM information: larger than a Vault.
Enclave expansion is recommended either Northern Californian and Nevada
for high level (12 and above) player were chosen because of the relative lack of
characters form the Wastes or can be targets compared to the vast open spaces.
played from the very beginning (level 1) Then some Pentagon specialists found an
when using player characters that are old oil platform that would form an
Enclave citizen. excellent base for construction of an
You should also be aware that this is a underwater city. Construction of this Top-
high-tech add-on and it introduces many Secret base started in 2057 and Hydropolis,
cyberpunk ideas which can sometimes not the capital of what was to become The
fit into your post nuclear world but in my Enclave, and was finished by 2074. The
opinion when used in moderation it government also built also some outposts
provides good gaming opportunities. For in the mainland.
further information on playing Enclave Unlike the Vaults, which contained
characters turn to chapter IV. only sufficient supplies and knowledge to
You have been warned. survive after the war, the knowledge of
humanity was stored in the EnclaveNet

2
computers, much like a modern-day File: corporal Samuel W. Richardson note
Library of Alexandria. The first citizens about The Enclave history
came to Hydropolis in 2076 and the Security status: red
maximum population of 250,000 was to be Date of modification: March, 3rd 2155
achieved by 2081. In 2077 the much-
feared war broke out stopping further Well the time has come for me to continue
construction and leaving some outposts the work of my father. Many years have
unfinished. passed since someone has wrote down our
As I was the commander of an elite history but there were many more
st
101 Airborne Division by then I expected important things. After my fathers death in
to be sent to front line but instead an order 2098 many things have changed. The most
came that me and half of my division are important is that we once more established
going to defend some top secret base in the a stronghold on the mainland, it was in
middle of nowhere, the rest is going to 2105 and the base called Navarro exists to
war. I was mad by then but as time passes I current day. We once more went into the
see that otherwise I would end as an wasteland and saw that many people
radioactive heap of bones somewhere in survived even if we thought it to be
China. We just sat there in Hydropolis and impossible. But they were not interested in
saw as the came out one by one. First the rebuilding the USA, most of them being
NATO command, then Pentagon and the second generation as the first died out
Washington, NORAD, Area 51, Iron quickly after the war all they desired was
Mountain all those cities in EANU and our technology. We also met some foul
here, in states And we were not allowed creatures known as ghouls and mutants for
to send any transmissions After all that the first time. We quickly learned that we
madness ended we were left alone. We had wont rebuild the USA with those losers,
no contact with anyone, with all satellites we had to achieve this task by ourselves.
shot down and all long range By the time we have regained three missile
communicators in the mainland destroyed. cruisers their crew probably killed by
We send lots of scouts but they never radiation and we had capabilities to make
returned. After losing several hundred of some real shipments to Navarro (later on
men we discovered that our old T51b we also tried to travel to different places
Powered Armour just couldnt stop but all was the same, radiation or some
radiation so high as it was by the time. So aggressive locals). We tried to make
we just hidden underwater, which sheltered contact with some Vaults but most of the
us from radiation and made no contact with did not survive the war and others just
outside world ever since. About 25000 of didnt trust us and refused to open their
us live here. Im no longer the leader of doors, which is not surprising as we
The Enclave (we named is after the war, or havent been heard of before the bombs
rather the War, because we are the only went. We slowly grew in number and even
part of USA that survived), we have a seized control of an old nuclear reactor and
senate and a president. Everything is going built some bases deeper in wasteland but
smoothly and in a few years we will those all had to be deserted from various
emerge to the outside world once again. reasons. Probably the most important thing
- Jason L. Richardson, General of happened in 2115. The High Commission
st
101 Airborne Division, Commander-in- of Science and Warfare (HCSW) was
Chief of Enclave Army founded. I would mark this as an end of
End of Record, EnclaveNet Off-Line republic and the beginning of technocracy
in The Enclave. The scientists quickly
EnclaveNet: OnLine gained control of every important decision
and the senate had something to say only

3
in domestic policy not to speak about the well for a beginning, however I suspect
president. Army quickly grew enormously that the way that HCSW has taken leads to
large and this assured that HCSW would nowhere but its up to my descendants to
not give back its power. The positive see what will happen. And there is one
aspect is that we made a few important final thing that Ill write about as last and
discoveries by then, like Vertibirds or T67 that will probably cause this text to be
but there are also many negative aspects. given red access code and Ill be arrested,
Drugs appeared in our society and we but in my age I do not care what they will
started to send weapons shipment into the do with me and this is the thing that must
wasteland to assure that they will have be written. I know that our soldiers have
enough weapons to kill each other, with committed severe atrocities in the name of
little help from our spies. But population rebuilding the USA we destroyed the off-
wealth grew and no one was or is against shore tribes and took some Vaults by force
but I feel that those are not true ideals of in order to gain access to their supplies.
the pre-war USA. Well that was for the We all probably the most advanced nation
good part. In 2145 we sent our scouts to a in this mad world but we havent chosen
high tech robot factory before the war and the best way to rebuild civilization. Thats
discovered the only power that could stand for sure.
against us. This was a long forgotten pre- End of Record, EnclaveNet Off-Line
war project of building an army of battle
cyborgs and robots (Artificial Intelligence II. Enclave Technical Data
Machines Project). If not for them HCSW EnclaveNet: OnLine
would probably have finished off most of File: EnclaveNet - system description
the towns in Nevada and California and Security status: green
built our own upon their burning ruins. We Date of modification: June, 1st 2160
thought the project was terminated but
were wrong, our scouts got killed and our
EnclaveNet is an semi-AI computer
attack was repulsed. Nobody really knows
responsible for maintenance of all systems
why the commission has launched an
in Hydropolis, Navarro and several other
immediate attack instead of negotiations, I
facilities that are not accessible since year
suspect that our metal enemies(?) might
2077. EnclaveNet is also made to aid all
have known something that could break
secondary functions of The Enclave
the HCSW supremacy in The Enclave. Its
inhabitants such as health, science,
hard to say because all documents
entertainment, power control and much
regarding those events were given white
others. EnclaveNet is also assistant to the
access code and only the chairman of the
Enclave Armed Forces HQ and a
HCSW can access those. From that time
consultant of HCSW.
the HCSW has ordered a blockade and
Technical data:
launches an attack from time to time, as
Work speed: 6789 terraflop
well as robots do, but the situation has
Storage memory: 25973 attobytes
been much of stalemate for last 10 years
Semi-AI IQ: 350
and is causing HCSW popularity to fall.
Architecture: Neural net
We cannot defeat them and they cannot
End of Record, EnclaveNet Off-Line
defeat us but either us or them cannot
allow other to grow in power. And in my
EnclaveNet: OnLine
opinion this will not change if we keep to
File: Enclave power display
the same policy, but its not my matter to
Security status: green
comment on this. 100000 of us live in
Date of modification: March, 5th 2160
Hydropolis and another 3000 in Navarro.
Not much for pre-war standards but its
Main fusion reactor: On, 30%

4
Secondary fusion reactor: On ,5% Forcefields: Inactive
Solar panels: Off Traps: Inactive
Backup power: Off GPS targeting: no satellite present
Poseidon Oil reactor: Contact Lost SDI defences: SDI satellites destroyed
Orbital power transmitters: Destroyed Oil Rig main forcefield: Inactive
Fusion fuel reserves: 1553,24 year Internal turrets: On Guard
Current power usage: 10 MWh Counter insurgency: Inactive
Hydropolis: Powered Self-destruction control: 1024 bit access
Navarro: Powered code required
End of Record, EnclaveNet Off-Line
End of Record, EnclaveNet Off-Line
III. Population of the Enclave
EnclaveNet: OnLine EnclaveNet: OnLine
File: Hydropolis geographical data File: Enclave Cloning Centre Information
Security status: orange Security status: none
Date of modification: June, 26th 2160 Date of modification: June, 1st 2160
Enclave Population (total): 110000
Enclave headquarters is located 175 miles Enclave growth is strictly controlled and
off of the coast of California in the Pacific all citizens are given a genetic category
ocean. Coordinates are 37 degrees 18 the higher the category the less damage
minutes north latitude by 120 degrees 7 caused by radiation can be observed in
minutes west longitude. their DNA. Only two first categories are
End of Record, EnclaveNet Off-Line allowed to have children (75% of Enclave
citizens belongs to those two categories)
all others are prohibited to have children
EnclaveNet: OnLine and are usually sterilised. Contraception is
File: Hydropolis security status common in the Enclave as HCSW set
Security status: orange limits of growth each 10 years (thus giving
Date of modification: June, 2nd 2160 the number of children family can have)
and each odd children rises the taxes for
DEFCON: 5 his/hers parents. If growth is less than
Perimeter defences: OnLine expected then clones are made to reach
OilRig defences: OnLine required values. However many think of
Radar: Active HCSW policy as foolish its made by a
Long range sensors: damaged, 50% group of specialist to best fit in
operational requirements and capabilities. If something
Main Laser Batteries: 10/14 operational unexpected occurs plans are modified. The
Secondary Laser Batteries:5/40 operational Enclave growth rate is quite high and stays
Main Missile Batteries: 5/12 operational at the level of about 2.5%.
Secondary Missile Batteries: 10/30 End of Record, EnclaveNet Off-Line
operational
155 mm Guns: 0/10 operational EnclaveNet: OnLine
280 mm Guns: 1/5 operational File: Enclave Agricultural Information
650 mm Torpedo Tubes: 1/10 operational Security status: none
Supercavitation Torpedo Tubes: 0/3 Date of modification: May, 28th 2160
operational
Underwater minefield: Not Present Most of food used by population of
Deep Charge mortar: 5/15 operational Hydropolis and Navarro is being produced
Defensive bots: On Guard in the greenhouses of Hydropolis under
Security cameras: Active artificial light. Process requires attention of

5
human workers however robotic ones are The Leopard was the most powerful anti-
also present. All of food produced in the aircraft ship in the pre-War US fleet. It
enclave is of plant origin. All meat is either was designed to defend carrier battle
bought from wasteland inhabitants or groups against aircraft and anti-ship
raised near Navarro. The Enclave has huge missile threats. It also has excellent anti-
surplus of food 80% of which is wasted. submarine capabilities. The Leopard
End of Record, EnclaveNet Off-Line greatest asset, however, is its Aegis
system, which completely integrates the
EnclaveNet: OnLine ship's weapons and command systems.
File: Enclave Armed Forces Description This Aegis system allows each Leopard to
Security status: red automatically detect, track, classify, and
Date of modification: June, 1st 2160 engage multiple air targets. Ship is armed
with four Phalanx 20mm point defence
Soldier count: 14863 cannons (able to destroy incoming missiles
Vertibirds: 100 and air targets) two cruise missile
RAH-88: 15 launchers (those are operational but
Vehicles: 343 (with tanks) Enclave has no missiles) two torpedo tubes
and one 127mm multi purpose gun. Ship
Ships present: has only some minor damages and can
CG Clark a Dragonfly Class Missile operate almost normally. At the back of the
Cruiser (25% operational) ship there is a helo pad with space for two
Length: 160 m helicopters (or Vertibirds). Leopard class
Displacement: 7200 tons ships are powered by a nuclear propulsion
Maximum speed: 33 knots (8 with current unit.
damages)
The Dragonfly is a general purpose guided DDG Leyete Gulf an Arleigh Burke MK
missile cruiser built to screen carrier battle III Guided Missile Destroyer (33%
groups from air attack. With its one SAM operational)
(Surface-Air Missile) launcher, eight Length: 149 m
Harpoon II missiles (two launchers), Displacement: 6800 tons
helicopter, 5" gun, Phalanx and variety of Maximum speed: 36 knots (current: 28
radars and sonars, this ship has more than knots)
adequate point defence, ASW (Anti The US Navy's Air defence destroyer, the
Submarine Warfare), and anti-surface Burke class incorporated vertical launch
capabilities. Ship has been badly damaged and Aegis fire control technologies from
during the War by a Chinese anti ship the initial design stages. Primarily intended
missile and most of its electronic to stop air attacks, the Burke's are also
equipment and weapons are no more. Hull capable anti-surface and anti-sub
is badly damaged thus ship cannot operate platforms, although the class lacks full
during high sea states. The rear helo pad is helicopter facilities. Able to launch
also damaged. Enclave uses this ship as an Standard 2 SAM's, Tomahawk and
transport ship, with all of its equipment Harpoon II SSM's (Surface-Surface
removed and every possible space Missile), and ASROC (Anti Submarine
converted into cargo space. Rocket) standoff anti-submarine weapons.
It lacks of helicopter facilities. Leyete was
CGN Shandara a Leopard Class Aegis damaged by a nuclear blast and even now
Cruiser (87% operational) is somehow radiated thus it cannot be
Length: 182 m operated without anti radiation protection.
Displacement: 7946 tons Most of its external arrays were either torn
Maximum speed: 30 knots off by the ballast force or just melted by

6
the temperature (thus Leyete looks like in order to reduce chance of attracting
there was a fire on board) as ground zero attention. When seek & destroy mission is
was only 5 kilometres away from the sent there are no survivors that could
destroyer, and no one really knows how it possibly spread any information about
survived. However external damage is Enclave. Enclave soldiers have no mercy
massive most of internal facilities are in when eliminating any possible witnesses.
quite good condition and the ship is able to Three missile cruisers that are at
operate. possession of Enclave are heavily damaged
but there are no proper docking facilities to
CG Cruiser Guided description of ship perform all repairs so those ships are used
class, any cruiser armed with guided as transport ships between Hydropolis and
missiles Navarro (only USS Shandara is able to use
CGN Cruiser Guided Nuclear - its weapons, however there are not many
description of ship class, any nuclear targets that can be shot at) and only when
powered cruiser armed with guided weather conditions are good. Those ships
missiles are far too valuable to be lost at sea.
DDG Destroyer Guided - description of Enclave forces are not sent beyond
ship class, any destroyer armed with Hydropolis often and as much as 2000 is
guided missiles always somehow engaged in conflict with
AIM, however most of them is just ready
The Enclave Armed Forces (EUSAF The to be sent in case of danger and only about
Enclave of United States Armed Forces) 500 is on the first front line as recently
consist of approximately 15000 men ready there have not been many fights and
to give their lives for The Enclave. All supplying large troops without being
military actions are under direct command tracked by Brotherhood of Steel (or
of HCSW. Forces rarely operate in groups someone else) would be problematic.
larger than 25 men and usually just 5 End of Record, EnclaveNet Off-Line
person patrols are sent into the wasteland.
Long range missions are usually conducted EnclaveNet: OnLine
1 or 2 transport Vertibirds one carrying File: Enclave Government
soldiers and the second with light recon Security status: none
vehicle. Sometimes an assault Vertibird (or Date of modification: January, 22nd 2160
even a RAH-88 Inca) is added if any The highest legal power in The Enclave is
hostile presence is expected. The Enclave Senate which is thought to be
the continuation of US Senate. Senate
consists of 60 senators and first speaker.
Most of decisions are made by the vote of
50%+1 but sometimes 2/3 or 3/5 are
required. The Enclave has a president,
elected once a 10 year. Their entitlements
is much similar to those of pre-war USA.
The official government name is republic
but because 75% of senators are usually
are scientists or technicians the real govern
type is gravitating towards technocracy.
All elections are made by all the citizens of
If an Enclave patrol is not sent on an The Enclave. Senate is elected once per 8
seek&destroy mission soldiers are years, but only 50% of senators are elected,
prohibited to take high tech equipment the rest is nominated by noble HCSW
such as Powered Armours or plasma rifles which takes this uneasy task in order to

7
establish the best policy for the Enclave as prevented in future). All others must be
HCSW is the only that knows all dangers exterminated or forced to leave the
of the outside world. territories of the United States. We must
Taxation is at level of 45% (linear tax). tolerate their presence for now as we are
Trading outside The Enclave is allowed not numerous enough to populate those
only to companies indicated by HCSW, territories and they at least keep those
and even then traders must not in any way ground clean from wild animals. A matter
show that they come from The Enclave. of grave importance is denying technical
Many traders from the wastes who knew knowledge to those wasteland
too much were arrested or even killed by civilizations. Concerning Vaults their
our soldiers in order to assure our safety. inhabitants might be used in later parts of
Justice is out of control of senate, president our project but their citizens are not to be
or HCSW. Death penalty is allowed, allowed to leave those shelters as this may
thought usually applied only to out-of- result in losing their value. If Vaults are
Enclave spies and other wastelanders. not willing to cooperate The Enclave is
End of Record permitted in use of deadly force. No
Encrypted Add-On outsider should be accepted as The
Security status: white Enclave citizen but outsiders might be
The real power in the Enclave is the recruited as spies.
HCSW which consist of 6 high rank End of Record, EnclaveNet Off-Line
military officers, 6 scientists and
technicians and EnclaveNet Semi-AI as an EnclaveNet: OnLine
advisor. HCSW takes 90% of important File: Enclave Research&Knowledge Status
decision and the leaves the decisions to the Security status: green
senate only in domestic policy. HCSW has Date of modification: April, 15th 2160
also ability to control elections for judges, We posses all the knowledge known in
advocates and procurators, thus controlling pre-war America, however much of it has
the justice department. High Commission little or no use in current circumstances
for Science and Warfare is the true power e.g. spaceflight. We also have our own
in The Enclave. laboratories that have made a significant
End of Record, EnclaveNet Off-Line research since 2077 e.g. cold fusion,
Vertibirds, T67 Powered Armour.
EnclaveNet: OnLine Research and knowledge storage is one of
File: Enclave Policy Towards Outsiders The Enclave main goals.
Security status: green End of Record, EnclaveNet Off-Line
Date of modification: April, 15th 2160
Rebuilding new USA will require from us EnclaveNet: OnLine
to restore its original population and this File: Enclave Deathclaw Intelligence
cannot be done with outsiders. Most of Enhancement Program
them are far to radiated and primitive to Security status: red
become citizen of new country. We see Date of modification: June, 23rd 2165
only one organisation that can be possibly Since year 2150 Enclave has conducted
assimilated into The Enclave a group some top secret research in order to
which calls themselves Brotherhood of enhance intelligence of creatures widely
Steel as they also seek their roots in pre- known as deathclaws. In Hydropolis
war America. The best thing about them is genetic engineering department a team of
they also seek technical knowledge for Enclave scientist created a modified
themselves and are not too much interested version of FEV virus called FBDV (Forced
in supplying it to others (however such Brain Development Virus) that was used
thing have happened and this must on group of deathclaws to make them

8
smart enough to become warriors for the File: Enclave Cities
Enclave that could act on their own. Security status: yellow
However 90% of experiment subject died Date of modification: September, 23rd
the experiment itself proved to be a 2159
success. The surviving deathclaw were The Enclave Oil Rig with Hydropolis
gaining intelligence quickly and shortly Oil Rig is only the upper part of
were able to understand orders given to underwater city built before the war,
them. Enclave used those deathclaws in a named Hydropolis which is for the capital
few missions in the wastes with much of The Enclave. There is no more oil to
success. Everything seemed to progressing extract so all power is collected either from
the best it could until one day (about 8 cold fusion(!) or solar panels on the
months after first mission) a deathclaw surface. The Oil Rig houses solar panels,
assault team didnt return form a training many defensive installations (just in case)
mission in the wastes. Enclave forces were and a huge Vertibird base with hangars and
sent to enquire they found all human landing pads. Also there is ship docking
supervisors slain by deathclaws who were facility there. Hydropolis is home for
missing. Airborne troops were sent almost 50000 people and its probably the biggest
instantly to hunt down fugitives but with settlement in the whole post-nuclear world
little success. Science teams made lots of even if the pre-war city was planned for
research to ascertain what has happened. It 800000 citizen (major parts of Hydropolis
turned out that deathclaws learning curve are unpopulated). The Enclave Senate,
has been far superior to what was president and all main laboratories are
suspected and they gained much more based here. Also the main army barracks
intelligence than anybody can thought they are situated here. Due to underwater
possibly could, also their aggression was location there is no radiation (0 rads!) in
much lower with the growth of Hydropolis, however a few rads are present
intelligence. As intelligent as they were, at surface (Oil Rig).
deathclaws planned an escape as they Navarro Army Base
didnt want to be exploited by the Enclave Its a huge military base and Vertibird
to commit atrocities. Project was refuelling place. About 2000 soldiers of
terminated and soon everyone would The Enclave are located here. There is also
forgot about the case but in year 2154 an 1000 of technicians, scientists and other
enclave assault team caught a talking civilian workers. About 80% of The
deathclaw (those who were trained at the Enclave vehicles are stationed here.
Enclave never shown abilities to speak). Navarro is surrounded by vast areas of
After research on this subject it has minefields patrolled by combat bots and
become clear that with time deathclaws soldiers to eliminate all non-Enclave
intelligence has grown even more and they presence. Its main base for The Enclave
were nearly as intelligent as humans and missions in surrounding wasteland and
called themselves Grey Tribe. Order was main resupply route for soldiers fighting
given to Enclave troops to exterminate any with AIM. Many Enclave agents, spies and
deathclaw they meet (as Grey Tribe does saboteurs travels from here all over
not vary in appearance form other wasteland to perform various missions and
deathclaw) but this gives little effect. gather information. Radiation level is very
Enclave had to reconcile itself to Grey low (about 0,45 rad a day or even less ).
Tribe existence but tries to eliminate those However it reaches even about 20 rads a
deathclaws whenever possible. second (so only about half a minute
End of Record, EnclaveNet Off-Line without ABC protection suit is necessary
to acquire fatal amount of radiation) in
EnclaveNet: OnLine some parts of Navarro borders as fallout

9
was intentionally brought there to scare off Security Status: Access Not Available
and/or kill any trespassers. Date of modification: CLASSIFIED
Sierra Army Depot
Long ago abandoned weapon storage, now Astropolis
run by an AI computer Skynet. SAD was This is the most guarded secret of the
thought to be The Enclave strike base but it Enclave. A city which construction begun
proved impossible to keep it hidden in 2030. This huge city was built near the
because of close presence of New Reno surface of Eros asteroid by robotic
and Broken Hills. Even now groups of construction teams and its construction was
rider make attempts to break security finished in 2074. It consisted of two parts:
defences and gather some modern Astropolis Star Base and Tijuana Military
technologies. Skynet is still in contact with Bunker.
The Enclave and scout and technical teams a) Tijuana Military Bunker
from Navarro occasionally arrive here. This is the surface part of the city located
Base security is at 95% operational. near Tijuana, Baja California, USA (this
Radiation level is about 10 rads/hour. area belonged to the US after war with
Poseidon Oil Nuclear Reactor Mexico in 2023). Now the bunker is ruined
Thought to be the first Enclave city in and most of its 10 levels are destroyed or
California it had to be deserted because of damaged beyond repair due to a nuclear
a major reactor leak (therefore only one of impact but one of the most important base
four power domes had been built) which facility is still operational. Most of the base
caused surrounding area to become is of little value, although something might
radiated ending all plans to build a city be scavenged there. Deep beneath the
here. Now a Ghoulish city of Gecko ground, on level ten which defensive
appeared here but The Enclave doesnt systems are still active (by an emergency
oppose as most of high-tech equipment has power unit), beyond impenetrable seals,
been evacuated long before. Radiation there is a tunnel leading to a nearby
level is high here but it makes no mountain under which a rail launcher was
difference for the ghouls (however it built. The rail launcher is a rail line
makes for Vault 8 dwellers). What not accelerator that uses electromagnetic fields
many know of is that main Gecko to accelerate a specially designed craft
computer which runs the plant is under (two version exist one for up to 50
The Enclave control. persons and the other for 25 tons of
Santa Maria Missile Base supplies). Launcher tube has 3000 metres
This recently founded base is situated in a of length and a craft is guided by a special
pre-war ballistic missile base, located in track in order to maintain desired course.
Sierra Nevada. All main base facilities are Final is speed is of about 8 km/s and this
placed in the underground bunkers and allows the shuttle to reach the orbit where
about 100 Enclave soldiers and technicians it engages its own ion engines to reach
live here. The base provides also resupply Astropolis. The drawback of launcher is
for all long range Vertibird patrols and excessive power consumption during each
scout teams. Main part of the base are huge launch. After launch there must be at least
storages that hold weapons, food and 4 hour break to allow launch generators
energy reserves. Base is well defended and recharge. Its one of the most advanced
located in an easy to defend site. man made, land based facilities.
b) Astropolis Orbital Town
EnclaveNet: OnLine Construction works of Astropolis begun in
Reading System Update 2030 and it at first ought to be mining base
This file is only to be accessed in case of but later on a company that built it got
direct threat to Hydropolis. bankrupt in 2039 and the base was left

10
unfinished. In 2044 USAF Space Warfare Its equipped to be fully autonomic and
Division bought it in order to create a allow its crew survival without contact
training facility for its pilots there. Works with surface but base is not thought to be a
continued to 2056 when officially base was permanent just a place from which
abandoned due to lacks of cash to complete rebuilding civilization would be easier.
it. But unofficially the works still Astropolis is probably the last place where
continued. The base was thought to be an ready-to-use nuclear warheads remain.
add-on to VaultTec War Survival Project. Base engines, that were used to move it to
Base was equipped in order to allow it to Earths orbit are not potent enough to
function on its own after a nuclear allow base leave the Earth gravitation field.
holocaust on Earth. It has been constructed Astropolis might be seen as a glowing
near Eros asteroid and equipped wit own point on the sky at morning and evening
propulsion which was used to move it from and sometimes its shadow might be seen
Eros orbit to the high orbit of Earth in 2077 moving with great speed across the
(it arrived in the late 2078), just after the wasteland.
War broke out. As the War was much more End Of Record, EnclaveNet Off-Line
rapid and devastating that anyone could EnclaveNet System Off-Line, Its Now
have thought it was clear that there will be Safe to Turn Off Your Terminal
no one to use the base by the time it was to
arrive so information about it were hidden IV. Special NPCs:
in the EnclaveNet and Astropolis became a Some NPCs are given here. Those as well
reserve one in case Hydropolis failed. Base ordinary ones (traders, soldiers etc.) but
is a ellipsoidal form 5 km in length and also some special and unique ones. Note
about 200 metres of radius in the central that skill points and/or primary statistic can
part (50 metres at end) . Most of the space be higher or lower than allowed. This is
in it is full of life support, construction intentional.
facilities, hangars, weapon stores, robotic Profession what the character does for a
factories and other necessary facilities and living
there are just place for 1000 crew Alignment only in special characters, I
members. An semi-AI computer is used AD&D 3rd edition alignments, to
responsible for running the base when make it clear how do such a character
unmanned. Base has hangars able to launch behave.
spacecrafts (unfortunately no shuttles were Equipment when none is written it
abroad as those present on board were means that that NPCs does not have any
returned to earth in order to exchange them special/characteristic equipment and
for more advanced ones, but the War anything that GM feels necessary might be
interrupted this) and suborbital crafts (they given to him/her.
cannot go into space but are able to XP value how much XP for killing that
descend surface and then return, 5 of those person, note that some of them probably
is present abroad, but cannot lower their have many bodyguards or friends that will
speed to less than mach 4 as the would be protect and/or avenge particular special
unable to accelerate once again), albeit the NPC.
best way to reach is the Tijuana Rail
Launcher Astropolis is well defended: 20 Name: major Jane Henderson
laser turrets and 10 missile launchers are Profession: Enclave assassin
ready to attack anyone who fails on IFF. Alignment: lawful neutral
Also many MECHs and defensive turrets Age: 29
are present inside the base and if all of Race: human
those failed there is a self destruction Sex: F
system able to destroy the whole base. HP: 80

11
XP value: 5000 says. Jane sees the Enclave as the only way
STR : 5 PE : 8 to restore civilization and will always do
END: 4 CH: 7 everything to serve it. She is very famous
INT : 6 AG: 10 among Enclave citizens and soldiers but
LK : 6 she pays no attention of her fame. She
spend more time somewhere in the
Traits: Sex Appeal, Enclave Citizen wasteland on duty than in the Enclave.
Perks: Ghost, Defensive Mode, Assassin,
Silent Running, Sniper, Enclave Combat Name: Argus McFariley
Training (3) (special perk), Enclave Profession: merchant
Science Training (special perk), Enclave Alignment: chaotic-neutral
Covert Ops Training (special perk) Age: 42
Karma: 600 Race: ghoul
Sex: M
Small Guns: 220% HP: 50
Big Guns: 20% XP value: 850
Energy Weapons: 40% STR : 4 PE : 5
Unarmed: 170% END: 6 CH: 5
Melee Weapons: 125% INT : 9 AG: 6
Lockpick: 70% LK : 7
Throwing Weapons: 60%
First Aid: 70% Traits: skilled, good natured
Doctor: 50% Perks: master trader
Piloting: 55% Karma: 2500
Sneak: 110%
Steal: 40% Small Guns: 15%
Traps: 80% Big Guns: 5%
Science: 60% Energy Weapons: 45%
Repair: 75% Unarmed: 10%
Speech: 105% Melee Weapons: 20%
Barter: 50% Lockpick: 50%
Gambling: 40% Throwing Weapons: 10%
Outdoorsman: 70% First Aid: 50%
Equipment: her equipment depends on Doctor: 30%
mission, but she would almost always be Piloting: 40%
armed with her favourite melee weapon a Sneak: 20%
wakizashi sword. She tends not to wear Steal: 100%
any armour that would limit her movement Traps: 20%
possibilities. Science: 65%
Description: she is one of the most Repair: 70%
experienced and talented Enclave assassin, Speech: 170%
able to infiltrate almost any opponent. Her Barter: 280%
unique sneak skill followed by her Gambling: 35%
unequalled weapon handling and Outdoorsman: 20%
unmatched hand-to-hand combat abilities Equipment: always carries Laser Pistol
make her one of most valuable Enclave (just in case), dresses in red leather jacket ,
soldiers. Moreover her sex appeal helps red jeans and a straw hat - for sure he
her whenever she has to deal with male cannot be mistaken for anyone else. Tends
opponents. Her personal hobby are martial to use a lot of perfumes as his smell scares
arts and training the art of sword as she of his customers (as malicious say it can

12
fend off deathclaw, kill a brahmin and Small Guns: 100%
make you buy anything just to leave Argus Big Guns: 20%
presence). Energy Weapons: 120%
Description: Argus is probably only but Unarmed: 45%
one ghoulish merchant accepted in the Melee Weapons: 55%
Enclave. And probably the only one Lockpick: 40%
outsider who was allowed to leave the Throwing Weapons: 55%
enclave after he has been down in First Aid: 75%
Hydropolis. Argus knows that both sides Doctor: 85%
have profits as long as he pretends that he Piloting: 220%
have never heard of Enclave. Of course he Sneak: 25%
spies for the Enclave, as he is known Steal: 20%
almost everywhere and no one would ever Traps: 25%
suspect him of something else than greed. Science: 80%
He knows that he lives in danger if Repair: 120%
Brotherhood of Steel ever got to know Speech: 70%
where does he find all those advanced Barter: 60%
technology pieces he sells among Gambling: 20%
wasteland (officially he says that thanks to Outdoorsman: 15%
his radiation resistance he gathers it from Equipment: none
ruined pre-War structures). Some say that Description: Anthony was one of the most
he would sell sand in the middle of the talented Enclave pilots. He was the leader
desert with profits but even if he earns lots of 1st Inca squadron and had the best
of money on trading he almost instantly results in whole Enclave air forces many
loses everything in the casino and in the thought he is about to be promoted for a
bar (Beer for everyone is what he often major and later maybe even for a colonel
says after particularly profitable deal) but one day his Inca didnt return from a
probably thats way people like him so simple recon mission. He never reported to
much a refuelling station in the desert where he
ought to refill his Inca before returning to
Navarro. Enclave sent a massive a rescue
Name: captain Anthony Fassard force that searched for many days, but they
Profession: pilot didnt find him nor any sing of what has
Alignment: neutral good happened with him and his chopper
Age: 36 Now he is officially listed as MIA but
Race: human many think that he lives somewhere in the
Sex: M wastes
HP: 120
XP value: 1200 GM notes:
STR : 6 PE : 8 Equipment: Anthony wears torn and
END: 5 CH: 5 almost unrecognisable Enclave pilot
INT : 8 AG: 7 uniform (with insignia of 1st Inca Squadron
LK : 6 a dragon attacking a sheep and words:
Strike Swiftly), he is armed with Desert
Traits: Enclave Citizen, Fast Metabolism Viper pistol
Perks: Enclave Airborne Training (2) Description: The truth is that Fassards
(special perk), Doctor, Night Vision, Mr. RAH-88 Inca actually reported to
Fixit, refuelling station but when he was
Karma: 300 approaching landing pad suddenly a
Hedgehog air defence vehicle standing in a

13
trench near by opened fire at his Inca. LK : 7
Thanks to his abilities he managed to
manoeuvre his hopper out of danger zone Traits: Combat Frenzy, Rambo, Enclave
but it got badly damaged and Fassard Citizen (in his case it only means he is
himself got badly injured. All of this tolerated in Enclave it doesnt give him
happened because he started to use his any bonuses)
popularity among Enclave soldiers to Perks: none
convince them that they should reveal Karma: 100
themselves and help all people from the
wastes which was against HCSW policy Small Guns: 150%
therefore he had to die. HCSW ordered his Big Guns: 40%
chopper to be shot down during landing so Energy Weapons: 60%
then later they could say he was killed by Unarmed: 180%
raiders when approaching landing pad at Melee Weapons: 140%
low speed and with no manoeuvre Lockpick: 10%
possibilities. But HCSW members never Throwing Weapons: 75%
have expected that he will survive. The First Aid: 15%
rescue force that was sent was actually Doctor: 5%
consisting mostly form HCSW Special Piloting: 60%
Forces and actually wanted to terminate Sneak: 15%
Fassard if they ever found him. Meanwhile Steal: 20%
Fassard managed to fly his chopper as far Traps: 45%
as 100 km away into the wastes before he Science: 10%
finally crash-landed it in a lake (thats why Repair: 10%
Enclave soldiers didnt find him). Anthony Speech: 10%
himself was found half-alive a by a Barter: 10%
primitive tribe that helped him and thought Gambling: 20%
of him as a divine man from the skies. Outdoorsman: 55%
He stayed in this tribe for a couple of Equipment: Vindicator Minigun, lots of
months and then started a new life as a grenades, combat knife
wanderer among the wastes searching Description: Grumbar is one of few
someone that will help him say the Enclave mutants who are Enclave citizens. He
citizens the truth about his death which joined the Enclave because they offered
can possibly overthrow the HCSW rule, him more food, more weapons and more
but what he doesnt know is that HCSW action that being more than enough for
has also heard of a man dressed in Enclave him. However Grumbar isnt bright he is
airborne uniform and has sent assassins to valued for his destructive abilities in
follow and kill him combat. He would often run into the
middle of most fierce combat throwing
Name: Grumbar grenades to left and right and firing his
Profession: berserker minigun at the same time (he is so strong
Alignment: neutral good that he can fire it using one hand only) and
Age: 46 then kill everyone without taking a scratch.
Race: super mutant His battle roar causes both his enemies
Sex: M and allies to run for cover as in combat
HP: 250 frenzy he will shoot anyone at sight.
XP value: 6000 However he can be dangerous both to his
STR : 13 PE : 8 companions and enemies he is much
END: 11 CH: 2 respected among Enclave soldiers (what he
INT : 2 AG: 7 likes very much) both for combat and

14
alcohol drinking abilities. When not in to change deathclaws into intelligent
combat (or drunk) Grumbar is very creatures. She has very difficult
affectionate he like flowers, animals etc. character and is known among her students
He will probably damage anyone who is as Ms. DoItBetter. Her unmatched skills
being cruel to animals (in his opinion even are followed by cruelty and lack of mercy
Floater or Deathclaw might be an animal) which allows her to perform various tests
who is cruel to them on humans and deathclaws without any
ethical problems. As she has spent almost
Name: dr Agnes Tores all of her life in a lab she knows little of
Profession: molecular genetic outside world and cares little of anything
Alignment: neutral evil else than her work.
Age: 73
Race: human Name: Frank
Sex: F Profession: information provider
HP: 40 Alignment: chaotic good
XP value: 1000 Age: 57
STR : 3 PE : 4 Race: human
END: 4 CH: 5 Sex: M
INT : 10 AG: 4 HP: 20
LK : 7 XP value: 500
STR : 3 PE : 6
Traits: Enclave Citizen, Genius END: 7 CH: 6
Perks: Educated (2), Swift Lerner (2), INT : 6 AG: 4
Healer, Living Anatomy, Enclave BioLab LK : 7
Training (special perk)
Karma: 110 Traits: none
Perks: Chem Resistant, Enclave Citizen
Small Guns: 10 Karma: -50
Big Guns: 0
Energy Weapons: 15 Small Guns: 30
Unarmed: 4 Big Guns: 5
Melee Weapons: 10 Energy Weapons: 15
Lockpick: 10 Unarmed: 5
Throwing Weapons: 5 Melee Weapons: 10
First Aid: 100 Lockpick: 70
Doctor: 300 Throwing Weapons: 15
Piloting: 15 First Aid: 10
Sneak: 15 Doctor: 20
Steal: 8 Piloting: 15
Traps: 12 Sneak: 50
Science: 300 Steal: 90
Repair: 60 Traps: 40
Speech: 70 Science: 50
Barter: 30 Repair: 20
Gambling: 40 Speech: 80
Outdoorsman: 5 Barter: 95
Equipment: none Gambling: 75
Description: Agnes Tores is a molecular Outdoorsman: 40
genetic responsible for development of Equipment: a lot of alcohol
modified version of FEV virus that is able

15
Description: Frank (he forgot his surname) Steal: 0
used to be a soldier but after a fierce Traps: 240
combat he went into a shock and started to Science: 240
drink. Soon he was out of the army and Repair: 200
lives up to now sitting in bars. Many ask Speech: 220
how does he earn money but even when Barter: 60
drunk he has great talent to see and hear Gambling: 0
things that others would like to know for Outdoorsman: 250
money of course. He usually sits in one of ! 0 means that he will never do such a
the bars on Oil Rig and watches the sea It thing, no matter what
makezz me feeeel greatzz as he says not Equipment: Holy Armour of Paladin
interrupting drinking. Despite of that he there is 95% chance it will deflect ALL
still posses some clearness of thinking and damage (let it be from bullets, flames,
never can be very useful in supplying radiation, falling rocks or even nuclear
information about almost anything explosion), otherwise treat it as if it had
happening in the Enclave. DT of 160 and DR of 95% (for all kinds of
attacks)
! last character is optional as it brings a Description: Sir Henry is probably the
bit of magic into the system. strangest person PC can ever meet in the
Name: sir Henry Dernington wastes. He is the only living member of
Profession: Knight of The Ancient Lore in Black Rose Order order of Knights who
Brotherhood of Steel Order of Black Rose claim to have seen The Grail itself.
Alignment: true neutral (neutral neutral) Whatever is the source of sir Henrys
Age: there are rumours that he has been unique powers they are for sure
born many years before the war, he looks supernatural. His history has long ago been
like if he was about 40 forgotten and now even not many in
Race: human Brotherhood know of his presence as long
Sex: M ago he has chosen to wander the wastes
HP: 200 and help restore balance to the world, with
XP value: 50000 Gods help. The only place he lives in are
STR : 10 PE : 10 legends, many children have heard of a
END: 10 CH: 10 holy man who comes from the wastes to
INT : 10 AG: 10 heal and aid poor people however not
LK : 10 many believe this stories when getting
older. Sir Henry Wears Holy Armour of
Traits: ? Paladin (which looks much like standard
Perks: ? T51b) which is completely black except of
Karma: ? red rose painted on right shoulder. He is
armed with a Holy Sword Of Paladin (Min.
Small Guns: 250 ST: 10 W: 16 Dmg: 4d10 + MD, armour or
Big Guns: 300 damage resistances do not protect foes
Energy Weapons: 120 from this sword Rng: 2 S: 5 T: 6 B: N/A),
Unarmed: 250 two Holy Desert Eagle Pistols (stats as
Melee Weapons: 240 normal Desert Eagle but armour does not
Lockpick: 100 protect form their hits) and carries one
Throwing Weapons: 250 Holy Hand Grenade of Antioch (see
First Aid: 240 weapons section). He wanders the wastes
Doctor: 200 and sometimes helps people in need but
Piloting: 0 usually avoids contact with others he will
Sneak: 0 help only when some special conditions

16
occur and he sees the local balance The third rule means that players wont be
between good and evil threatened, even allowed to have plasma rifles and power
then he will not help any side to achieve armour which would make them demi-
total victory. Sir Henry wanders all gods in a world where 4/5 of the
around the world (how does he cross the population have not even heard of plasma.
oceans remains unknown) in search of Of course using those weapons would not
something. Some claim that he seeks the throw balance of the game if adventure
Seven Seals of Armageddon (see St. John takes part in The Enclave itself as almost
revelation) as the world must be reborn everyone here will have access to plasma
once again as there is no chance to bring it weapon. Playing as The Enclave members
back to balance between good and evil in will also make players responsible before
current conditions But what are his true someone as they are probably sent on a
intentions is unknown. Sir Henry can heal mission and somebody is waiting for their
with his touch this adds 4d10 HP to any reports. And what if they decide to break-
creature healed. HP cannot go over off? Well no one would be happy and
maximum. assassins would be sent after them (GM
should make it clear to the players that
Enclave would not tolerate treachery). On
V. Using Enclave citizen as Player the other hand rule number three doesnt
Characters say that if players mission was to scout a
As you have seen from text above Enclave settlement for optimal attack possibilities a
is a high tech society and any of its citizens Vertibird assault team cannot be called up
varies much from original Fallout type of to make their work. Also evacuation
character. There are two ways of playing should be possible if something goes
as Enclave. Either the adventure whole wrong. Players should somehow feel the
takes place in The Enclave, then this game might of The Enclave standing behind their
has more in common with backs. Its up to GM how much help
Cyberpunk2020 than a post-nuclear players can receive but that should not be
world. The second option is to play as The for any call or game will be too easy and in
Enclave scouts, spies or soldiers in a any case players will just call the cavalry
mission somewhere in the wasteland. For a to kill everyone at sight. This for sure
good gameplay mixture of those two doesnt make for a good gaming. The true
would be advised but second option should power of Enclave characters is that all high
be the main one. Whatever you chose there tech equipment is familiar to them and they
are a few rules that must be respected: will be capable of making much items on
1. In order to play The Enclave you their own such as gunpowder or radio
must take Enclave Citizen as one well its just what every child in the
of your traits. Enclave knows. They have also much
2. Your outdoorsman skill is less by greater general knowledge in biology,
10% as you have lived in sterile geography, chemistry, physics etc. Even if
conditions and your knowledge is their science and repair skills are low that
mainly theoretical. just mean they arent good at those but
3. Outside The Enclave its citizen are even an Enclave soldier with science of
prohibited to show anything that 10% will know more of computers than a
would allow for anyone to discover tribesman with science of 300% (this is
the existence of The Enclave. because of fact that they have probably at
4. All high tech equipment is familiar least seen or heard of computer unlike
to Enclave citizens and they dont most of tribesmen). However any Enclave
need high science skill to operate a player will know much there might be
computer or repair a robot. problems with usage of those skills, e.g. an

17
Enclave doctor would say that specimen Major 15
has been infected by Vibrio Coma Lieutenant Colonel 16
(cholera) and say what kind of medicines Colonel 19
should be used to cure that but where Major General 21
would he find those in the middle of Lieutenant General 24
wasteland? General 27
Playing as The Enclave doesnt make the Marshall 30
game any less Fallout-style as long as the
gamemaster does not give the players
Vc. Enclave Troop Types
access to high tech equipment in
This chapter gives detail about all Enclave
unreasonable quantities because this would
Troop types that PC can play. Note that all
turn the game into killemall for
stats, equipment etc. given here is ordinary
experience game. Thing to be remembered
and sometimes something different might
by the GM is that even if The Enclave is
be assigned to soldiers, also the quantities
high-tech for post-nuclear standards and its
may vary. Equipment, weapons and
citizens are just as mortal as anyone else. If
armour shown here are those which are
a player thinks that he is invincible in
assigned to each soldier by army, but as
his/hers powered armour maybe a good
history shows soldiers tend to make
critical with a spear or pistol penetrating
miracles of inventiveness and have many
the armour and dealing lots of damage
other things with them, not necessarily
would do good for his/hers mind?
allowed by the army regulations, from their
favourite pet (this is common among
Vb. Enclave Military Ranks pilots) up to a missile launcher stolen from
other troops (eg. during WWII every GIs
Table below shows minimal level point of honour was to have a Tomphson
requirements to achieve certain rank. Of SMG which was assigned only to marines
course promotion is not imminent with and officers). On the other hand soldiers
gain a level but should be given only when tend to disregard regulations considering
player shows does something in the game armour and not wear helmets or armour at
that would persuade his superiors to all Soldiers sometimes use weapons they
promote him/her. GM should also be aware capture rather their own. Of course all of
that being brave fighter can help to become this can be punished by a strict officer.
a sergeant but higher ranks require formal All Enclave soldiers are given a helmet
education. The amount of staff work is (W: 2 AC: 10) unless armour they wear
growing with ranks. Major is the highest has helmet itself e.g. T67.
rank that will allow character to go into Under normal circumstances each troop
combat colonels and generals are for type team consists of 9 soldiers and a
giving orders and are no allowed to fight commander but sometimes this number can
(colonels sometimes go into combat but be lowered or raised. Each team is led by a
rarely). Ranks higher than major shouldnt sergeant (1st or 2nd class). 5 teams form a
be given to PC unless some special platoon led by lieutenant. 3 or 4 platoons
circumstances occur. form a company led by captain or major
(sometimes both are present). 6 companies
Rank Level Required form a battalion led by lieutenant colonel,
Private 1 3 battalions form a brigade led by colonel
Sergeant 2nd Class 5 and 3 brigades form a division led by
Sergeant 1st Class 9 lieutenant general or major general. Full
Lieutenant 11 general can only be a high command staff
Captain 13 member. Enclave has 1 Armoured Infantry
Division (tanks are assigned to this

18
division as there is to few of them to form
separate unit), 1 Vertibird Wing and 3
RAH88 Squadrons. Some soldiers and
equipment are not assigned and sent
whenever Enclave needs them.

Airborne Assault
Main skills: sneak, small guns, throwing,
Requirements: END 6, STR 7, not higher
than 185 cm and heavier than 85 kg,
Enclave Airborne Training perk (1)
Armour: Kevlar or camouflaged dress
Weapons: P90c + 6 magazines, 5 grenades, Targeting a tank
1 H13 Building Buster grenade
Equipment: stimpaks, Rad-X, Rad Away, Special Ops
parachute, binoculars, radio, night vision Main skills: small guns, sneak, melee
goggles, knife, bayonet weapons, unarmed, throwing,
Requirements: INT 8 PE 7 AG 7
Armour: none or Kevlar
Heavy Support Weapons: any rifle with scope or any
Main skills: big guns assault rifle, Desert Viper + 4 magazines, 6
Requirements: STR 7, END 7 grenades
Armour: T67 Equipment: depends on mission
Weapons: Minigun + 500 rounds belt,
Desert Viper + 3 magazines Judge Advocate General (JAG)
Equipment: stimpaks, Rad-X, Rad Away, Main skills: science, speech, barter,
knife Requirements: high CH
Armour: none
Special Weapons And Tactics (S.W.A.T.) Weapons: personal weapon
Main skills: small guns, energy weapons, Equipment: varies
sneak, unarmed, throwing, lockpick,
Requirements: PE 7 INT 7 AG 8 Technicians
Armour: none or Kevlar or combat armour Main skills: repair, science
Weapons: MP-5 with silencer + 6 Requirements: none
magazines, 2 flash grenades, 2 gas Armour: none
grenades, 2 grenades Weapons: personal weapons
Equipment: stimpaks, Rad-X, Rad Away, Equipment: various tools
rope, night vision goggles, hooks, radio,
communication scrambler, communication Infantry (Light)
jammer, knife Main skills: small guns, melee
Requirements: none
Antitank Armour: combat armour
Main skills: big guns, stealth Weapons: all rifles and assault rifles, 6
Requirements: STR 7 grenades
Armour: metal armour Equipment: stimpaks, Rad-X, Rad Away,
Weapons: any anti tank weapon (TOW II, knife, bayonet
Firefly, etc.), Desert Viper pistol + 4
magazines
Equipment: stimpaks, Rad-X, Rad Away, Infantry (Heavy)
extra ammo for AT weapon, knife Main skills: small guns, big guns

19
Requirements: STR 6 binoculars, radio, radio detonators, knife,
Armour: T67 mine detector, shovel (not all soldiers carry
Weapons: all kinds, 8 grenades all of the above, platoons consist of
Equipment: stimpaks, Rad-X, Rad Away, soldiers with various equipment)
knife, bayonet
Field Medic
Artillery Main skills: doctor, first aid
Main skills: big guns, repair Requirements: Enclave Medical Training
Requirements: INT 6 rank 3
Armour: Kevlar Armour: Kevlar
Weapons: M1A5 and 6 magazines Weapons: none
Equipment: varies Equipment: stimpaks, super stimpaks, Rad-
X, Rad Away, field medic bag, stretchers
Scout (one per 2 medics)
Main skills: small guns, sneak,
outdoorsman, science, Command
Requirements: AG 8 PE 8 Commander is added to each unit eg.
Armour: Kevlar or combat armour Infantry Commander, Scout Commander
Weapons: H&K P90c + 8 magazines, 6 etc.
grenades Main skills: science, speech + as per troops
Equipment: stimpaks, Rad-X, Rad Away, type
survival equipment, low light and night Requirements: CH 7, INT 7 + as per troops
vision goggles, com-link, PIP Boy, Geiger type, military rank adequate to troops
counter, knife commanded
Armour: troops type
Airborne Weapons: troops type
Main skills: piloting, Enclave Airborne Equipment: stimpaks, Rad-X, Rad Away,
Training maps, radio, binoculars, low light and night
Requirements: INT 7 vision goggles
Armour: none
Weapons: Desert Viper + 2 magazines Energy Weapons Squad
Equipment: stimpaks, Rad-X, Rad Away, Main skills: energy weapons
radio, knife Requirements: none
Armour: T67
Espionage Weapons: any energy weapon, mainly
Main skills: sneak, speech, outdoorsman, Gatling Laser and Sherman Lighting
traps, lockpick, repair, steal, unarmed Plasma Rifle
Requirements: INT 7 PE 9 Equipment: stimpaks, Rad-X, Rad Away,
Armour: varies knife
Weapons: varies
Equipment: varies Armoured Troops
Main skills: piloting, big guns
Demolition/Engineering Requirements: END 6
Main skills: traps, repair, small guns, big Armour: none
guns Weapons: Desert Viper + 2 magazines
Requirements: STR 6 INT 6 Equipment: stimpaks, Rad-X, Rad Away
Armour: combat armour
Weapons: Desert Viper + 4 magazines
Equipment: stimpaks, Rad-X, Rad Away,
C4 explosives (2 kg), fuses, wire,

20
Armour: T67
Weapons: flamethrower, Desert Viper + 5
magazines
Equipment: stimpaks, Rad-X, Rad Away,
container with flamethrower fuel

Close Combat Teams (Tunnel Rats)


Main skills: small guns, unarmed, melee
Requirements: STR 7 , END 7, AG 7,
tunnel rat perk
Armour: Kevlar or combat armour
The US 1st Armoured Division Regalia Weapons: Sherman thunder rifle, 4 smart
grenades
ABC Warfare Equipment: stimpaks, Rad-X, Rad Away,
Main skills: small guns, science, C4 explosives 0,5 kg, wire, knife, bayonet
outdoorsman
Requirements: INT 7, END 8
Armour: T67 with added ABC shield (adds
+25 to all ABC resistances)
Weapons: Azoghar Shotgun, 8 grenades,
1 H666 nuclear grenade per platoon
Equipment: stimpaks, Rad-X, Rad Away,
decontamination equipment, Geiger
counter, gas mask

Navy
Main skills: varies
Requirements: no see sickness
Armour: none
Weapons: none
Equipment: varies

Flamethrower Squad
Main skills: big guns
Requirements: STR 7

21
PART II:
Artificial
Intelligence
Machines
Project

22
I. What an AI machine is? AI computer are capable of changing
There are a few kinds of AI machines: anything in their structure and they
pseudo AI, semi AI and full AI or just AI constantly do so and if this process leads to
machines. a better working machine its good, but
Pseudo AI is a computer operating a neural most of AI built pre-war were getting more
net type architecture that emulates and more psychotic with all those changes.
functions of human brain but is not Its believed that they posses much of
complicated enough to achieve any human feelings and just tend to go mad
intelligence or consciousness. They have if they cannot perform other tasks than just
no centralized CPU and their power comes calculating. They want to explore, learn,
from the number of neurones. Those love and experience life. Most of pre war
computers will work much faster than any computers either killed themselves or got
other silicon based processor CPU but are into a severe melancholy. Only computers
not capable of making their own decisions that survived were some military ones that
and solving abstract problems would be were equipped with many outside sensors,
unable for it. They are just somehow fast satellite links and many robots under their
calculators. All pre war PCs were made control (however even some of those got
using this technology. mad). But one of the most important thing
Semi AI is a machine also using neural net in their manufacture was that it was never
but much more complicated and partially known if the computer will achieve
made of organic compounds (mainly consciousness or will it be just a fast semi
proteins). It emulates some functions of AI computer before it was completely
human brain and can achieve much better built. This kind of computers were just
IQ test results than any human but lack of developing when the War broke out and
consciousness. This means that this kind of now even The Enclave is unable to
machine will be able to paint but it will do manufacture a full AI machine.
so only if asked to do so it wont paint
because it likes to do it. Semi AI II. The AIM Project
computers were very popular just before The most significant and most advanced of
the war and hundreds of those have served those was a construction begun in 2070 as
as medical, science or military advisors. Artificial Intelligence Machines Project or
Full AI machines are just a miracle of AIM. Constructed in Sierra Nevada
human creation. Their core made of Mountains, deep beneath the planet surface
proteins (and some other chemical was the core of the most advanced
substances) is capable both of computer ever made that used not only
consciousness and intelligence. Whats human technologies but also some alien
interesting those computers are usually ones as well. If all other earth computers
linked to pseudo AI stations which they power was taken together it would be just a
use to perform calculations as the main few percent of its calculating power and
unit is busy thinking and such a primitive intelligence. Thanks to alien technologies
functions as calculating do not bother it it possessed both human and inhuman way
however if required they posses an of thinking and resolving problems which
unmatched calculating powers. AI resulted in solving even the most
computers IQ is immeasurable. Those complicated problems very fast. The
computers also tend to upgrade themselves computer was given control of several
with age. But here comes the hard point. housed in an especially built underground

23
city and given control of several hundreds and those are situated not to affect the
of robots as well as its own satellites to specimen appearances however can be
achieve any of its needs. It was also detected when touching) and sent among
located near large natural resources so that humans as spies. Aimion thinks that
it would be able survive without any humanity has lost it chance they nearly
outside attention. Computer was named killed themselves in a nuclear holocaust
Aimion and as first AI given US and now the time of the machine has
citizenship in 2076. First task given to approached. However he means no harm to
AIM from the US government was to humanity he just wants to let them live in
engineer and build an army of battle robots the nation of robots as humans let the
which could fight instead of humans. This robots before the War. However its
project started in 2077 but the war stopped opposing in giving humans access to
it and then all contact with AIM was lost advanced technologies which what he is
until 2145 when The Enclave accidentally sure of would lead them to creating deadly
discovered a robotic patrol sent by Aimion weapons once more. AIM and the Enclave
into the wasteland. first meet in 2145 and both instantly
recognized its main threat in the other. A
III. Aimion after the war war broke out but none was capable of
When the war broke out Aimion quickly wining it. After a few month of fights
realized that it would be the end of Aimion and The Enclave signed case fire
humanity and took control of some US (which is not known in The Enclave) and
Strategic Defensive Initiative satellites to now The Enclave units lay siege on AIM
protect itself. The US government tried to but fights are rare. What Enclave doesnt
oppose but before they could do anything know of its that Aimion has lots of exits
more the war broke out. Even with some of form his underground complex and
SDI satellites protection AIM sustained a Enclave discovered just a few and robotic
few direct hits with nuclear missiles but it spies travel among the desert leaving those.
survived as it was deep underground Sometimes they kidnap humans in order to
enough, however all ways out were under create cyborgs of them but they are always
tons of rocks and all contact with surface given a choice, if they prefer to remain
was lost. Unlike other AI Aimion didnt humans they are brain washed and
psychically broke down and begun released. Those cyborgs spies can be met
construction of an army of robots to in many places in the wasteland and even
rebuild its underground city and achieve among The Enclave soldiers, however no
the surface once again. It also completed one knows of their presence. Those
the project of constructing battle robots cyborgs are sometimes sent to help a
and even made plans of cyborgs settlement fighting raiders or something
construction. Years have passed and like this as Aimion feels that it would be
Amnions underground city grew in size much easier to control those humans later
and eventually he once again regained if his cyborgs gain their trust (they often
access to the surface. His robotic scouts take the sheriff job). Current AIM goal is
went into the wasteland and explored the to find all of pre-war AI machines that still
remains of human civilization. They also exist and begin building of a robotic
caught a few humans that were nation. This process however progresses
transformed into cyborgs (those cyborgs very slow because of the Enclave siege
look almost the same as normal humans but Aimion cares little of time as his
and only a medical examination or more practically immortal. Will he succeed
intimate relation can discover its true remains to be seen
nature as all of its cybernetic organs are
made of carbon polymers not from metal

24
IIIb. Playing AIM Cyborgs will cause host organism to fall into coma
(For AIM cyborgs stats look into chapter V.) and die as its body and mind are not strong
enough to endure the conversion process
As Aimion control over its robots is very (it can be human, ghoul, super mutant, dog
strict - there is no possibility to Play MK I or deathclaw). If for some reasons your
or MK II robot they are in constant END and INT rise or fall during game your
contact with Aimion that gives most of implant endurance (see below) is
orders to them and therefore players would calculated once more and you can die if it
be very limited in playing those robots (if drops below zero. When creating MK.IIIb
you want to play a robot character turn to first create normal character (or take any
the main rulebook character creation: character that you are currently playing)
robots). Also playing cyberdogs and and then modify it with cybernetic
deathclaws with IQ of less than 4 is not implants. Basic CPU and Ceansing
possible. Nanobots implants are compulsory for all
cyborgs.
AIM MK IIIb Cybernetic Organism All stats for cyborgs can be up to 6 points
MK.IIIb is a cybernetic organism half- higher than racial maximum.
human (or half-mutant, half-deathclaw
etc.), half-robot. They do not posses IE = (INT + END) x 10 implant endurance
strength and resistance of their robotic statistic this is your ability to tolerate
kindred but have human brains linked with implants.
standard CPU, and are usually (though IE loss amount by which this implant
there are some exceptions if the human of reduces your IE statisitic.
which cyborg was made was extremely Requirements conditions that have to be
stupid in his life) much more clever than met before implant might be used. Use
any man. They have their own will basic stats only not those modified by
however they can be programmed for previous implants.
various tasks. If the subject of Effect effect the implant has on host
transformation into cyborgs was organism
psychically strong as human its possible
that he will be able to break the Nanoblood
programmed orders and act on his own and IE loss: 5
this is main reason why Aimion takes only Requirements: none
volunteers to become cyborgs. Cyborg Effect: healing rate + 10, immunity to
uses most of human vital organs however illness, bleeding stops after one round
they are technically enhanced and shielded (unless wounds are extensive).
from hits by armour plates. To avoid easy Description: The basic modification of any
detections all mechanic parts as well as cyborg that allow it to be much more
armoured plates are made of carbon resistant to radiation.
polymers and are not easy to detect.
Cybernetic implants: Radiation Shield
AIM MKIIIb main strength are its IE loss: 3
implants. Implants can (and usually) are Requirements: ghouls cannot take this
different in each specimen. Also the enhancement
amount of implants is limited by host Effect: rises radiation resistance by +80%
ENDurance and INTelligence. When Description: Also a basic enhancement of
creating a cyborg add host organism END most cyborgs.
and INT and multiply this by 10 this will
give you maximal allowed value of Basic CPU
implants that can be used more implants IE loss: 4

25
Requirements: none Description: Allows for better usage of
Effect: INT +1, allows AIM to control unconditional reflex during combat.
cyborg, supervises other implants
Description: Basic enhancement given to Nerve System Biocontroler
all cyborgs - allows for faster calculations IE loss: 25
and deduction but also gives Aimion Requirements: IQ 7
ability to give orders to cyborgs. Contains Effect: doubles AP and triples SQ, allows
communication module (works much the to cut external stimulus
same like ordinary radio) and control Description: This system is implanted into
module without which other implants spine and controls host reactions. Any use
cannot work properly. See Orders longer than 30 seconds causes permanent
paragraph below. loss of one END point per every 30 second
of additional usage. System can safely
Enhanced CPU turned once again after 16 END hours
IE loss: 8 otherwise users END will drop by one
Requirements: none point as stated above. Cutting external
Effect: INT +2, allows AIM to control stimulus can be done at any time and is not
cyborg, supervises other implants limited when activated cyborg does not
Description: More sophisticated version of feel pain - takes 3 points of damage less
the previous with much the same functions. and cannot be stunned, but also cannot
perform any tasks that require to feel
Cleansing Nanobots objects (eg. repairing a high tech
IE loss: 2 equipment, recognizing objects with hands
Requirements: none etc.).
Effect: dissolve all other implants after
host death Sense Enhancement
Description: An implant that is given to all IE loss: 3
cyborgs to reduce chance of recognition Requirements: dogs and deathclaws only
after death. Nanobots require 1-6 (depends Effect: rises PE by 2
on amount of implants in body) minutes to Description: An enhancement of neural
complete their work. cortex that allows for better interpretation
of outside stimulus.
Hormone Control System
IE loss: 15 Spectrum Analyser
Requirements: humans only IE loss: 15
Effect: can add 2 points to END and STR Requirements: INT 6
and raise sequence by 5 when activated Effect: allows seeing (detecting) waves
Description: A system that controls from 100 MHz (radar spectrum) to 1013
hormones secretion allowing for better GHz (gamma radiation)
usage of them during combat. System Description: Allows user to see all
might be turned on for maximum of 5 radiation lengths also contains
minutes. Then STR and END and INT are interpretation module that allows that data
lowered by 1 for 6 hours. to be understood by host brain. Whit this
implant cyborg can for example see
Combat Matrix radiation or see radar beams, detect laser
IE loss: 10 sources, infrared transmissions (he cannot
Requirements: AG 7 decode those) etc. It does not give ability
Effect: you can subtract d20 form one roll to use radar cyborg can just see its
per combat. beams.

26
Nanoarmour twice longer than normal people, doubles
IE loss: 20 the HP loss from bleeding
Requirements: not allowed for dogs and Description: A more efficient hearth
deathclaws allowing for more effort but on behalf of
Effect: AC: +5 N: +3/+20 L: +1/+10 F: risen pressure of blood.
+1/+10 P: 0/+5 E: +5/+25, AG - 1
Description: A layer of nanomachines just Biohearth
below the skin that protects user from IE loss: 5
damage. On the other side it reduces your Requirements: none
agility. It does not protect the head. It Effect: reduces fatigue allowing character
cannot be used with synthmetal armour. to perform tiring tasks twice longer than
normal people
Synthmetal Armour Description: A genetically engineered
IE loss: 30 hearth that replaces original one.
Requirements: not allowed for ghouls,
dogs and deathclaws Cybernetic Digestive System
Effect: AC: +10 N: +5/+25 L: +2/+15 F: IE loss: 8
+2/20 P: 1/+10 E: +8/+35, RR + 5%, PR: Requirements: none
0/5 AG 2, SQ - 4 Effect: immunity for food poisons, cyborg
Description: A thin layer of synthetic metal can eat anything that is of any energy value
implanted under the skin to enhance host Description: A cybernetic stomach aided
damage resistance. It does not protect the by digestive nanorobots that allows for
head. This armour can be detected by eating of almost anything and surviving
someone with high PE or when touching even the deadliest of posions.
user. It cannot be used with nanoarmour.
Synthetic Muscles
Cybernetic Lungs IE loss: 40
IE loss: 12 Requirements: none
Requirements: none Effect: STR + 4
Effect: immunity for gas poisons and gas Description: Technically enhanced muscles
grenades, can live in 8% oxygen
atmosphere Biomuscles
Description: Modification of lungs IE loss: 18
allowing for living in harsh conditions. Requirements: none
Effect: STR +1 AG +1
Biolungs Description: Genetically engineered
IE loss: 6 muscles that replace original muscles.
Requirements: none
Effect: +70/+0 to gas resistance, can live in Cybernetic Arm
12% oxygen atmosphere IE loss: 10 (per one arm)
Description: Genetically enhanced lungs Requirements: none
that are implanted in place of standard Effect: STR +2 (arm only)
ones. Description: A cybernetic hand that is
implanted in place of normal hand. Its
Cybernetic Hearth much more stronger than normal hand with
IE loss: 10 the same agility. Strength rises only for
Requirements: END 5 purposes of hand made tasks eg. weapon
Effect: STR +1, END +1, reduces fatigue handling, wrestling etc. but does not affect
allowing character to perform tiring tasks carry weight.

27
Cybernetic Legs Description: Blades that are hidden inside
IE loss: 25 palm and are pulled out when hand is
Requirements: none tightened into fist.
Effect: Action Points +3 for purpose of
movement only Large Hidden Blades
Description: Cybernetic legs that replace IE loss: 3
standard ones. They are much better for Requirements: Deathclaws and
running allowing you for 3 extra Supermutants only
movement actions each turn. Both legs Effect: +6 to MD
must be implanted at the same time. Description: Larger version of blades that
are hidden inside palm and are pulled out
Cybernetic Targeting System when hand is tightened into fist.
IE loss: 5
Requirements: PE 6, not allowed for dogs Special Hidden Blades
and deathclaws IE loss: 4
Effect: small guns & big guns & energy Requirements: deathclaws only
weapons & throwing skills rise by 5. Effect: +10 to MD
Description: Eases aiming process by Description: A special version of hidden
displaying targeting information on blades that is made for deathclaws. They
cyborgs retina. are so sharp that can even tear Power
Armour into pieces.
Memorychip
IE loss: 5 + 1 per 2 points stored Battle Spines
Requirements: not allowed for dogs IE loss: 5
Effect: rises skill levels Requirements: deathclaws only
Description: Memory chips that are linked Effect: additional tail attack
with CPU unit and supply user with Description: Spines are added to
knowledge. For each 2 additional skill deathclaws tail making it a very dangerous
points stored in memory chip you must weapon (Tail Swing (Unarmed): Dmg.
subtract 3 from your IE stat. Skills cannot d10+MD AP S: 2 T: N/A B: N/A, 70%
go higher than 100 thanks to this chip. This chance of knockdown). This attack must be
chip is necessary for cybernetic eyes made into the backward area (or deathclaw
recording option, it can also record what must turn around)
cyborg hears thank to cybernetic ears.
Venom Teeth
Steel Nails IE loss: 6
IE loss: 0 (can be given to normal humans Requirements: dogs only
also) Effect: type E poison added to bite attack
Requirements: not allowed for dogs and Description: Simple but deadly
deathclaws modification. Venom teeth are implanted
Effect: +1 to MD along with venom glands that provide
Description: Sharpened nails made of steel supply of venom.
that can be used during combat.
Deathclaw Battle Implant
Hidden Blades IE loss: 100
IE loss: 1 Requirements: deathclaws only
Requirements: not allowed for dogs Effect: AC: +20 N: +8/+70 L: +6/+80 F:
Effect: +4 to MD +10/+95 P: 5/+40 E: +8/+80, RR: +40%,
PR: +0/+50, regeneration of 2 HP per
round, Carry weight - 50

28
Description: A sophisticated implant that Requirements: none
joins genetically engineered skin, Effect: rises PE by 4 for purpose of hearing
armoured plates implanted in most Description: Cybernetic ears that replace
vulnerable parts of body and naorobots that normal eyes. If cyborg wants to record
heal damages (deathclaw gains 2 HP a he/she/it must have memorychip.
round even if not resting, up to his/hers
maximum HP). This implant makes Metabolism Biocontroler
deathclaws even more fearsome opponent IE loss: 15
and allows it almost ignore all opponents Requirements: not allowed for dogs, INT 4
attempts to wound him/her. The most Effect: healing rate +6, can halve damage
important of this are small armoured glass from any lasting damage (eg. poisons),
shields for eyes (AC: 0 N: +12/+40 L: reduces necessary amounts of food,
+4/+40 F: +6/+95 P: 4/+50 E: +6/+80) that character can fall into controlled coma.
once were deathclaws sensitive point. Only Description: Controls basic functions of
the heaviest weapons would be of any use organism allowing some processes to take
against deathclaw with Deathclaw Battle place faster or slower if its necessary.
Implant. Regeneration allows deathclaw
even to rise from the dead if HP drops Voice Pattern Modifier
below 0 but is higher than 20 nanorobots IE loss: 5
will regenerate that damage and after some Requirements: not allowed for dogs and
time deathclaw will be able to stand up and deathclaws
continue fighting. This cannot happen if Effect: CH +1
deathclaw was killed by a shot into the Description: Changes voice pattern in
head or torn apart with explosives etc. or order to sound more charismatic.
slain in another way that damaged brain
Damage form fire, acid or energy weapons Appearance Modification
can be regenerated as well (unlike in case IE loss: 4/8/12
of ghouls trait Regenerate). Requirements: human females only
Effect: CH +1/+2/+3
Reinforced Bones Description: Modifies female appearance
IE loss: 5 using plastic surgery and silicone and
Requirements: none cybernetic implants much like current
Effect: reduces melee and unarmed plastic surgery but on much larger scale.
damage by 5 (8 in case of deathclaws,3 in Can be used in case of males also but only
case of dogs). first level is allowed (IE loss: 4 CH +1).
Description: Steel modifications of
skeleton. Memory Pattern Finder
IE loss: 8
Cybernetic Eyes Requirements: INT 7
IE loss: 8 Effect: allows to remember everything host
Requirements: none organism has experienced
Effect: recording, zooming,, target tracking Description: A stimulator implanted into
(+5 to hit), distance estimation, LowLight brain that prevents neural connections with
Amplification memory areas to disappear.
Description: Cybernetic eyes that replace
normal eyes. If cyborg wants to record
he/she/it must have memorychip. Orders from AIM Aimion controls his
cyborgs by sending them instruction. If
Cybernetic Ears cyborg has INT of 4 or higher then he has
IE loss: 3 chance equal to 10% + 15% per each point

29
of INT over 4 to ignore those orders and Born Loser
act on its own. Orders that are once You are on a mission. Your relatives are
ignored cannot be repeated (another having a party they at last get rid of you,
attempts to enforce them are ignored the one who can damage even a solid metal
without further rolls). Because of this AIM ball Everything bad happen to you all
has to convert either stupid individuals or failures all critical ones and you should add
dog and deathclaws (not all of them) to 2 to roll on critical failure table.
have strict control over them. With wiser Everything involving you just tend to
individuals Aimion mainly suggest the happen somehow bad you always take
what cyborg should do and rarely gives minimal possible damage from hits,
any orders. Remember that always BASIC radiation, poisons etc. Traps may break
INT is considered not that modified by down instead of harming you, mines will
CPU or other implants. be dud If someone wants to backstab
you with a knife he will probably fall and
cut himself. On the hand a falling meteor
will surely land near you, and when you
dont have 100000 of matches better do not
even think of making a bonfire It
PART III: involves ONLY you e.g. a burst from
ADDITIONAL minigun may hit 3 persons but only you
get minimal damage from each bullet (in
TRAITS this case 6 -> 5 from minigun and only one
from usual 1d8 caused by 5mm ammo).
& You cannot have Jinxed trait if you chose
this one.
PERKS
Combat Frenzy
TRAITS: You like blood and killing so much that
Absolute Direction you just cant stop and no one is safe from
You can always tell where north is no you. Each time you kill something or
matter what happens. Also its almost someone you must roll for your Int if you
impossible for you to get lost. fail you go into a frenzy all actions cost
you only half (round up) action points but
Bad Natured you may not take aim and must use burst
School never interested you. You preferred fire if possible with current weapon and if
action. Skills of Small Guns, Big Guns, not the character must draw such a weapon
Energy Weapons, Unarmed and Melee get (unless there he/she has no such weapon in
a 25% bonus but all others suffer 10% inventory). After you kill someone you
penalty. Ghouls, mutants and humans only. may test your (Int-1) to see if your frenzy
passed. You may test once more after
Bad Sight another kill, this time at (Int-2) and so on.
Something is wrong with your eyes if If none of the rolls succeeds you fall
you are not wearing glasses (and in the unconscious as soon as your Int reaches 0
wasteland its hard to meet those) your PE (this will never happen if you have Int of 3
is down by 2 for purpose of sight. You also or less it will fall to 1 and this will be your
cannot take any sight related perks, e.g. chance to stop attacking everyone). Youll
awareness (even with glasses). On the attack enemies first but when they are dead
positive side your PE is up by 2 for smell, your allies will also become targets.
taste and hearing. Robots cannot take this trait.

30
Combat Instinct your agility is lowered by 1 an your carry
You know what your opponent is going to weight is lowered by 25. Robots only.
do next. You dont know how does it work
you just know. Your modified (with what Empath
you wear) armour class is doubled. You Due to radiation that twisted your mind
must see your enemy for this trait to work. you are able to feel other people feeling
On the other hand you always assume a much better than others. You instantly gain
defensive position and allow your Empathy perk but lose 1 point of
opponents to act first (you always act last intelligence. Robots and dogs cannot take
in the combat, regardless of sequence). this trait.
Robots cannot take this trait.
Enclave Citizen
Coward You were born in the Enclave. You must
You dont think its worth dying in a take this trait in order to play an Enclave
combat. Its better to run for your life. character. Your outdoorsman skill is less
Whenever your HP fall to 1/3 of maximum by 10%, you are prohibited to show
you must escape from combat you may anything that would somehow reveal the
do so at double your AP, but you can do existence of the Enclave to outsiders and
nothing except running and you drop all high tech equipment is familiar to you
anything you were carrying in your hands so even with low science you are able to
(or even your backpack if its particularly operate a computer or repair a robot (of
heavy). Also in all situation that require course as long as malfunction is not too
bravery from you (eg. entering a dark complicated you wont be able to repair
cave) will rather do something else. If robots mainframe with science of 30%).
forced to do something that scares you See playing Enclave characters chapter for
negative modifiers should be applied. On details. Humans only.
the other hand when somebody chases you
into a corner your combat skills are Faith
doubled (but your AP not any longer). You believe strongly in something shall
Robots cannot take this perk. it be God or something else its up to you.
This faith may cause some people to
Destiny dislike you (-1 to reaction roll, -2 in case of
You have a goal of some kind that you are somebody that has totally different beliefs,
going to achieve during your life if you -5 in case of characters with Faith trait but
want it or notMaybe youll become The different beliefs) but on the other hand you
Saver of The Earth or The Most Evil believe so strongly in something/someone
Character Ever? Who knows? When you supernatural helping you that you do many
choose this perk GM should determine task other people would have failed. You
what your destiny it but he mustnt inform may re-roll 3 dice rolls a day: in combat,
you about it. Then during campaign he using skills etc. If somebody joins your
should add adventures that will eventually beliefs you get +2 bonus on reaction roll.
lead to your destiny whatever shall it Humans, ghouls, mutants and Grey Tribe
be Robots cannot take this perk. Deathclaw only.

Doubled Vital Equipment Genius


You have two sets of vital internal Learning never was a problem for you,
machinery. This make you able to sustain even more you love it. You can choose
more damage but makes you less agile. two additional tag skills at the beginning,
Your HP gained per level is doubled but but you cant take this trait unless your Int
is at level of 10 and you get perks every 4

31
levels and cannot take Tag! perk. Humans, Personal Enemy
ghouls, mutants and Grey Tribe Someone did something very bad to you:
Deathclaws (in their case INT of 8 is killed your loved or something even worse.
enough) only. You hate him and all that is related to him,
you would do anything to avenge your
Hideous Appearance lose. Each time you deal with that person
You are awful most normal people cant or do something in order to find him/her all
look at you without feeling sick but you your primary stats go up to 10 and all skills
are also much more terrifying in combat. go up to 100% (unless they are higher).
And, oh Forget having a girl/boy After you finish that someone off this traits
friend No one will initially react at you gives nothing but still you cannot chose
better than neutral but your enemies another one instead. When something
have 20% to hit you in close combat due linked with your enemy its up to GM. GM
to your appearance. This applies only to should create a separate character as your
creatures of your race and species (ghouls enemy.
always look hideous to humans but,
however humans do not look hideous to Radiated!
ghouls but they remind them of how they Well you were born a bit radiated, but
used to look like and thus they will also you are not a ghoul (however you are still
dislike humans apperanece). far from being beautiful). All of your
primary statistics are down by 1. You dont
Mathematical Abilities acquire any more radiation and every
You can count faster than others. And you enemy hit by you in close combat acquires
do it with little risk of mistake. Its easy to 5 rads. Additionally your healing rate is
say for you that there is a group of 176 increased by 3. Except those two radiation
brahmins standing over there. How have has somehow affected your brain and you
you done this? Easily! Just counted their learn 50% faster than prime normals
legs and divided by 4. Dogs and (+50% skill points per level and +50%
deathclaws (except Grey Tribe) cannot skill points from books round up).
take this perk. Humans only (except for Enclave Citizen
and Vault dwellers).
Merchant
Bartering is in your blood. You always Rambo
know what to say to get the best price. Somehow bullets miss you. Even when
Your barter skill is up by 40% but your you stand in front of horde super mutants
steal and lockpick skills are lowered by with a miniguns they probably wont hit
20% as you dont consider stealing as a you. Anyone shooting at you can get a
way to claim something everything can maximum chance of 30% to hit with
be bought Its a one time bonus. firearms, no matter what. The bad side of
Humans, mutants and ghouls only. this is that your Int cant go over 3 (even
when using drugs or medical IQ
Mounted Weapon enhancing, you cannot take Gain
You have an built in weapon (assault rifle Intelligence perk). Though luck. Humans,
you want) with internal ammo store (twice ghouls and mutants only.
the maximum amount for particular
weapon). This gives you +10 modifier to Regeneration
sequence but on the other hand it makes The radiation has somehow affected your
you a bit heavier reducing your action healing processes which proceed much
points by one. Robots only. faster than they should. You regenerate 1
hit point a turn even if not resting up to

32
your maximum hit points. However when
your hit points reach zero you are still dead Cheater
The bad side of this is that your normal You have learned how to cheat in cards
ghouls radiation resistance is gone (RR of and other gambling games. You can add
10% only). Damage form fire, acid or +40% to your gambling if you wish to use
energy weapons cannot be regenerated. this ability but if you roll failure it means
Ghouls only. somebody saw you cheating. Ops This
super mutant you were playing with may
Sympathetic not like it
You just cant look at others people Ranks: 1
poverty, sick animals etc. You will never Requirements: LK 7 Gambling 40% Level
refuse an aid for help and will always help 6
someone or something that needs attention.
Your karma grows twice faster than Deathclaws Roar
normal. Dogs and robots cannot take this You can roar in order to frighten your foes.
trait. All enemies within 8 hexes must roll for
CH if their roll is failed then they will take
Talented all their statistics drop by 1 and they make
You are a talented artist (choose any art all skill rolls with -10 modifier. If roll was
you want). It may help to do a living, but a critical failure (10 was rolled) then they
remember, there are no art galleries on the will run from combat dropping everything
desert. Dogs and deathclaws (also except that might obstacles in their escape.
Grey Tribe) cannot take this trait. Deathclaws roar has no effect on another
deathclaw and any creature with charisma
of ten or more.
Ranks: 1
Requirements: Level 16, deathclaws only

PERKS: Defensive Mode


Alpha Male You can take an wait & ambush action
You are dominant male in your pack during combat (costs 1 AP). You do
others will be afraid of you and will follow nothing but you can act any time later you
your orders. You have bigger chance to want. An example: your aim is blocked by
reproduce than other pack members. On a corner of a building and if you move
the other hand you must be aware that there you will be out of APs and in front
others may wish to challenge you as they of an enemy so instead you wait & ambush
grow in strength themselves. You may gain him, and when you get a clear shot while
this perk only by defeating previous alpha he is moving you can shoot, as long as you
male. roll for your PE [you may re-roll after each
Ranks: 1 enemy action point (or points if single
Requirements: Level 12 STR 7 END 7 AG action takes more than one) spent]. GM
7, deathclaws and dogs only. note: if this makes combat to become static
just allow this manoeuvre once a combat.
Assassinate! Deathclaws can gain this perk at level 4.
You can deal x2.5 damage with first attack Ranks: 1
in combat as long as you were sneaking Requirements: Level 6, PE 6 AG 7
your enemy or had ability to make other
surprise attack (e.g. a sniper shot) Delayed Action
Ranks: 1
Requirements: Sneak 70% Level 9

33
You can transfer your action points for innocent?). This trait works only one time
next round of combat, but not more than 10 you cannot foul the same guy again and
AP each combat (adding up all transfers). again Humans and ghouls only.
Ranks: 1 Ranks: 1
Requirements: Level 18, AG 9 Requirements: Level 15, CH 9, humans
and ghouls only.
Driver
You get a 15% one-time bonus to driving. Liar
Ranks: 1 You can lie someone direct in face without
Requirements: Level 6 humans, mutants him noticing (roll for CH + 1, +2 with 2nd
and ghouls only. rank and +3 with 3rd rank).
Ranks: 3
Fast Weapon Draw Requirements: Level 12, Speech 50% CH
You add +6 to your sequence in first round 6 LK 6, humans and ghouls only.
of combat when using firearms.
Ranks: 1 Lip Reading
Requirements: Level 6, AG 7, deathclaws You can read out of someones lips (roll
and dogs cannot take this perk. intelligence +1/per rank)
Ranks: 3
Favourite Weapon Requirements: Level 9, INT 7 PE 6
You can choose a weapon to which you
will have a 20% bonus when using it. Race Driver
When taking second rank of this perk you Your travelling speed with a car is
must chose another weapon. increased by 20% whit unchanged fuel
Ranks: 2 consumption.
Requirements: Level 6, robots, deathclaws Ranks: 1
and dogs cannot take this perk. Requirements: Driving 75% Level 6,
humans and ghouls only.
Fire At Will!
You are trained to fire your weapon Strike To Stun
accurately regardless of conditions. You can strike the enemy in order to stun
Targeted shots cost you one action point not to kill him. Roll for enemys END to
less. see if you have succeeded. This attack is
Ranks: 1 made with a 10% penalty to hit.
Requirements: Level 12, small guns and/or Ranks: 1
energy weapons 110% Requirements: Unarmed 75% STR 6 Level
9, dogs cannot take this perk.
Innocent Appearance
No one can expect you to do something SPECIAL PERKS you must have
bad, you just look so innocent. You can Enclave Citizen trait to take any of this
approach most foes (not robots or animals) perks.
with little risk of attack and you act as first Enclave Combat Training
in first round of combat. It doesnt mean Training in combat tactics, strategy as well
you would be let into a guarded place, you as weapon handling. Requires completing
just can approach the guards without being a 3 month instruction (4 month for rank 2
shot at sight. Your enemies must be able to and 6 month for ranks 3) in The Enclave
see your well so you cant wear anything War Academy. No minimal requirements
more than leather armour and must not are necessary as long as you are in Enclave
carry any visible weapons (who would Army.
consider a person with minigun as Rank1:

34
Small guns + 15 Enclave Aviation Academy lasts for 8
Big guns +15 months and teaches also all skills
Rank2: necessary for airborne assault troops
Small guns + 5 such as parachuting, leaving the Vertibird
Big guns +5 under fire, Vertibird operations tactics etc.
Energy weapons + 10 All Enclave airborne troops have
Traps + 15 completed this course but only the best of
Requirements: Sergeant best are given chance to pilot Vertibird.
Rank3: Rank 2 of this perk gives ability to pilot
Big guns +5 RAH-88 Inca (-100% if you wish to pilot
Energy weapons + 5 Inca without this perk). You must have at
Traps + 5 least 5 years of experience in piloting
INT +1 up to racial maximum Assault or Recon Vertibird to become Inca
Requirements: Lieutenant pilot, course lasts for 8 months. Achieving
rank 2 raises your karma in Enclave by
Enclave Covert Operations Training 100.
Teaches the art of behind-the-lines Rank1:
operations as well as spying. Very useful Requirements: Piloting 75%, PE 7
to all soldier that are sent into the Rank2:
wasteland with some secret assignments. Requirements: Piloting 125%, PE 8, INT 8,
Requires completing a 8 month long END 6
instruction in The Enclave War Academy.
Unarmed +30 Enclave BioLab Training
Outdoorsman +25 A four year long instruction in Enclave
Traps + 20 BioLab teaches advanced chemistry,
Speech +20 quantum physics molecular biology,
Repair +10 genetic engineering and all familiar
Lockpick +10 subjects. Gives +80% bonus to science
Ranks: 1 whenever something connected with
Requirements: member of Enclave Special biology, chemistry or physics is involved.
Forces Ranks: 1
Requirements: INT 10
Enclave Science Training
Training in Enclave high tech equipment Enclave Survival Training
maintenance computers, robots etc. 2 month instruction in Enclave War
Training usually takes about 5 months. Academy, given to all soldiers who
Gives +2/+20% to any roll where high tech perform first line duty. This training raises
equipment is involved let it be repairing their chances of surviving teaching basic
a robot or hacking into a computer or even survival techniques. Outdoorsman rises by
picking an electronic lock. 10 per rank.
Ranks: 1 Ranks: 3
Requirements: INT 7 Level 9 Requirements: none

Enclave Airborne Training Enclave Medical Training


Learns to fly one type of Vertibird. You A medical training in The Enclave Medical
are familiar with other types but you Academy (EMA) that takes up to 6 years.
piloting is lowered by 10 if flying different However training is mainly for army
type than your selected one. If attempting propose it also gives knowledge for
to pilot Vertibird without this perk your civilian doctor. Each rank can be gained
piloting is lowered by 50%. Training in after 1 year of instruction and you can

35
finish EMA whenever you want only a
few complete all six years. Modifiers are
cumulative eg. paramedic has +25 to first
aid.
Rank1:
Orderly
First Aid +15
Requirements: 1 year of study
Only basic training, mainly for purpose of
helping other doctors and carrying
wounded out of first line without doing any PART IV:
additional harm to them.
Rank2: WEAPONS,
Paramedic
First Aid: +10 EQUIPMENT
Doctor: +5
Requirements: 2 years of study
Has knowledge about wound treatment and
&
many illnesses but its mainly theoretical
knowledge.
VEHICLES
Rank3:
Field Medic Armours:
First Aid: +5
Doctor: +10 XS200 Personal Forcefield Emitter
Science +5 Value: 2500
Can perform simple field surgeries, but This small device is powered by 10 small
serious wounds require attention from energy cells (SEC) for 10 minutes and
better trained doctor. generates an force shield in front of its
Requirements: 3 years of study wearer providing +10/+15 additional
Rank4: damage resistances towards any attack.
Medic Those are quite unreliable and tend to
Doctor: +10 break down (there is 20% possibility that it
Science: +10 will get additional 2d6 dots in condition
Requirements: 4 years of study chart with each use or after every 5
Can perform surgeries if necessary. minutes of usage not necessarily
Rank5: constant).
Doctor
First Aid: +5 Enclave Arms T67 Advanced Power
Doctor: +10 Armour and T67b Advanced Power
Science: +10 Armour Mk. II (Enclave Powered
Requirements: 5 years of study Armour Mk. I & Mk. II)
Rank6 Value: 35000 / 40000
First Aid: +5 The final word in exoskeleton body
Doctor: +5 protection. This armour is successor to
Science: +5 T51b Powered Armour and upgraded
Modifiers are doubled for purpose of version of T67 Advanced Powered Armour
his/hers specialization adapted from the Guardians. At first T67
Specialist doctor (e.g. surgeon, optometric, was used by the Enclave without any
cardiologist etc.): modifications but then Enclave Arms
Requirements: 6 years of study factories modified it to be even better and

36
that is how Enclave T67 came into being. The drawback of this armour is that its
Covered with more advanced composite cumbersome and its hard to sneak in it
alloy can withstand much more than (sneak -75) and perform some tasks that
normal T51b. All Enclave T67 have been require precision (First Aid, Doctor,
made by The Enclave after the war and are Lockpick, Steal, Science and Repair are
especially designed to match post-nuclear lowered by 10)
conditions and they are an upgraded T67 W: 50 AC: 35 N: 16/55 L: 20/90 F:
version of standard Advanced Powered 17/75 P: 16/65 E: 20/70
Armour (former Enclave Armour now T67b W: 55 AC: 40 N: 19/65 L: 20/95 F:
obsolete). Armour Mk. II has the same 18/75 P: 18/75 E: 20/75
options but is slightly more resistant due to
different composite used. Mk. II is a recent Enclave Arms T38 Combat Armour
construction and not many of those are Value: 5800
used. Current research in the Enclave are Standard Enclave army issue that right
progressing towards full exoskeleton body now is being replaced by more advanced
armour or T70 but those are just in T67 but due to T67 excessive costs is still
experimental phase. Some normal, no- quite popular. Armour gives a 25%
Enclave T67 also can be found among radiation resistance bonus.
Enclave soldiers. Standard piece of W: 25 AC: 20 N: 8/40 L: 8/65 F: 7/60 P:
Enclave T67 Advanced Powered Armour 7/65 E: 8/45
contains:
- a HUD display inside the helmet Bullet-proof Shirt
which displays: outside radiation, Value: 800
temperature, humidity, air A simple shirt made of carbon polymers
composition etc. Low Light that can stop some low velocity rounds
Amplification (see low light fired at character. It can be worn under
amplification goggles) and Night casual clothes without anyone noticing.
Vision (see night vision goggles) in W: 10 AC: 10 N: 3/30 L: 0/20 F: 0/15 P:
the helmet 0/10 E: 0/20
- Short range communicator
- ITTS (Intelligent Target Tracking Kevlar Vest
System) displays a point on the Value: 1200
HUD where a shot should be Almost the same as above but made of
aimed, adds +20% to any shot but thicker layer of Kevlar and thus it can be
works only with weapons linked noticed even if under clothes.
with armour (second point is W: 20 AC: 15 N: 4/30 L: 2/20 F: 4/20 P:
displayed where the weapon is 1/20 E: 3/30
currently aimed)
- Full Life Support system and ABC Kevlar Suit
environment survival system Value: 3500
(radiation shield adds 75% to Full Kevlar body armour. However it does
radiation resistance, waste not provide much protection from high
reclamation, air filters fully velocity weapons (rifles, machine guns) it
protects from all gases) doesnt limit wearer movements. Standard
- Voice transmission module Enclave army issue (check chapter on
- Motivator helps user to wear such Enclave troop types).
a heavy armour (STR +4) W: 25 AC: 20 N: 4/40 L: 3/25 F: 4/20 P:
- Micro Fusion Reactor with energy 1/20 E: 4/35
reserves for 200 years
Combat Shield

37
Value: 300 damage (or deals 3d10 + 10 if improper
Those are usually pre-War police riot blood is used). Blood units are very rare
fighting shields but The Enclave also and can only be found almost only cannot
makes some. They are made of plastic be stored longer carried by Enclave or
polymers and take one hand to use. They Brotherhood of Steel medics. It cannot be
provide no protection when user is a target stored for longer than 6 months regardless
of a firearm attack as long as he didnt said of conditions and is useless after 12 hours
he/she is hiding behind the shield the if not stored in refrigerator. Note that
previous turn. Statistic may vary vampiric wolves can use this blood as
depending on shield those are given for a food.
pre War police shield.
W: 25 AC: +10 N: +4/+10 L: +1/+5 F: Communication Scrambler
+0/+0 P: +0/+2 E: +0/+2 Value: 800
A coding device attached to radio in order
Additional Equipment: to cipher the transmission and disallow any
unauthorized to eavesdrop. The
transmission receiver must also be
Barbed Wire
equipped with scrambler to decode the
Value: 5 per one meter
message. Requires one SEC for 10 hours
Just as the name say an old but goodie
of working.
thing which comes form XIX century.
Anyone who tries to cross barbed wire
takes d10 damage and will get stuck in it Communication Jammer
Value: 1100
for d8 turns unless he rolls for AG/3
Can jam any radio transmissions or bug in
(round up) d10 damage is dealt each turn
radius of 30 meters. Requires one SEC for
if person got stuck in it. The only way to
5 hours of working.
cross it is either to crawl under it, jump
over it (if there is possibility) or just cut it.
Barbed wire is ineffective against Dragons Teeth
Value: N/A
Deathclaws (their skin is too thick), robots
Dragons Teeth unlike their name have
and characters in exoskeleton armour or
nothing in common with dragons. Those
any metal armour that covers whole body
are anti tank obstacles made of concrete
(combat armour but not metal armour).
that are positioned near strong points to
make advance for tanks difficult or
Barrel Cooling Device
impossible. Dragon teeth are no longer
Value: 350
produced in post nuclear world however
Additional radiators attached to weapons
many can be found in pre War facilities,
barrel that allow it to fire faster without
but the problem is that they weigh several
risk of overheating. Can be added to
hundred kilograms and might be difficult
machine guns only (except Miniguns) and
to transport
increases their rate of fire by 5. Every time
a weapon with barrel cooling device loses
condition points it loses two instead of one. Fake Gun
Value: 50
A piece of wood shaped like a pistol (or
Blood Unit
other weapon but pistols are most common
Value: 300
as they are easy to recreate). Those are
A container with blood that might be
needed during surgeries. Remember that produced mainly by settlements that know
person must take blood with group and Rh what firearms are but have no
accepted by his/hers organism. Adds +30 technological abilities to create them. They
to doctor skill and heals additional d10

38
are of no use in combat but can be used to less is still operational, but where they are
threaten somebody with. stored no one knows. Enclave will surely
investigate any rumours of GECK as they
Gyrostabiliser Harness are aware that if they ever got into the
Value: 400 wasteland new technological empires will
A very rare pre-War piece of equipment rise being a threat to The Enclave.
that consist of harness with jib for a GECK is powered by a micro fusion
weapon. Any machine gun might be reactor with energy supplies for 300 years
attached there and used without tripod or of usage (a flashlight is also included in
bipod with 10 negative modifier only. GECK set).

Mine Detector Weapon Link


Value: 300 Value: 500
A simple device of Polish origin a hand This device is attached to a gun making it 4
held broom-like detector with a very pounds heavier. It contains a laser targeting
basic CPU and headphones in which a and infrared data transmitter. Its prepared
sound can be heard when mine (or other to cooperate with T67 and send targeting
piece of metal) is underground. Note that data (like range, wind strength etc.) that are
some modern mines might be made form later displayed on the HUD and
carbon polymers and will not be detected coordinated with the ITTS displays.
by this device. Mines can be detected using
mine detector but disarming them is Personal Cloaking Device (Stealth Boy)
another task. Object deeper than 0,50 m Value: 10000
underground will not be found. Requires An advanced pre-War construction that
one SEC for 12 hours of working. generates phase distraction field in radius
of about 1 meter. Anyone within that field
Garden of Eden Creation Kit will become much harder to spot as stealth
Value: 75000 boy refracts light rays that that fall on it.
Unlike many think Garden of Eden Person using stealth boy gains +100 bonus
Creation Kit (GECK) is not a terraformig to stealth (however noise will still give
device but just a sophisticated semi-AI users position away) and anyone who
computer. It stores almost all of human wants to see such a person must roll for
knowledge on its bio-HDs and will provide (PE 6) and all attacks are made with 25
all necessary wisdom to reintroduce modifier. Stealth boy also provides 20/90%
civilisation from pottery to quantum protection against energy weapon hits.
physics. GECK is though to be user Requires one SEC for each 10 minutes of
friendly (its equipped with voice module work.
,in case its users couldnt read, and
holographic display) and therefore can help Personal Information Panel (PIP Boy)
even those who have never heard of Value: 3000
technology. Its designed to teach A small scanner and computer that stores
knowledge of democracy and create the useful information about journey and
users society in order to match the pre-War provides scanning of the neighbourhood of
American society. The initial project said its user.
that as many GECKs as possible should be
created and dispatched all along the Motion Scanner
country, to reduce the risk that all of them Value: 500
will be lost. Because war broke faster than Detects any moving objects on distance up
many have thought not much of GECKs to 25 metres. Works like the one seen in
have ever been created and of those even Alien movies. Beep, beep Unlike that

39
one that comes with PIP Boy it can be Value: 30000
mounted on assault rifles barrel. This automated defensive pod was a
common pre-War security array. This
Night Vision Goggles/Binoculars compact cannon shielded by massive
Value: 1200 / 700 tungsten alloy armoured plates comes with
A passive infrared detector. Allows to see a semi-AI computer that is responsible for
any infrared emitting. Can work even in all of its advanced functions. Cannon is
complete darkness. Its more efficient capable of IFF and will not shot at anyone
when there are high temperature who was preprogrammed as ally (as it
differences creating better contrast. Night possess various sensors, from IR to smell
vision might be blinded by strong heat identification, risk of misfire is very low,
source like flare, fire etc. or might be even in poor weather conditions or at
fooled if target is well isolated (e.g. in anti night) or will shot to anyone who was
radiation suit). Powered armour can be preprogrammed as enemy (e.g. anyone
detected as it has its own propulsion that who is carrying a weapon) second mode
makes it somehow hotter. Even if being more useful where risk of someone
working properly night allows to see unexpected, but not hostile, coming is high
outlines of objects only. Night vision (e.g. a city). Cannon can fire 20 mm
goggles/binoculars require one SEC for 10 HEAT, MPAT, HE and ATP shells (basic
hours of working. cost 25 per one) and has 100 shot
magazine. Cannon is capable of 3 shot
Low Light Amplification Goggles burst fire.
/Binoculars Min. ST: - W: 300 lbs. Dmg: 6d10 + 40
Value: 2000/1100 Rng: 60 AP: S: 6 T: 7 B: 7
A device designed to eliminate darkness Action Points: 12 Skill: 110% XP value:
negative effect on soldiers range of view. 500
Uses advanced spectrum filters and CPU to
allow seeing objects as in daylight AK-97 Assault Rifle
regardless of lightning conditions. Value: 1400
Requires a minimal amount of light Created in the image of the legendary AK-
(moonlight is sufficient) and eliminates all 47, the AK-97 is a predecessor of AK-112.
negative modifiers from darkness. Cannot It was created for the EANU in 2036, but
be blinded by strong light sources or saw large distribution throughout the world
thermal isolation but can be by fog or before the war. This highly-respected
smoke. Requires one SEC for 6 hours of weapon is fairly commonplace. Fires
working. single shots or up to 8-shot burst. The
magazine holds 30 rounds of 7.62
ammunition.
Teddy Bear Min. ST: 5 W: 12 Dmg: +10 Rng: 45 AP
Value: 5 / 600 S:5;T:6;B:6
A nice, lovely, furry, cuddly toy.
Something that every child would want to AK222 Grenade Thrower
have. Teddy bear costs 600 when there is a Value: 2250
bomb planted inside it (deals 2d20 damage A Russian design simple and reliable,
to anyone within 5 meters). widely used in EANU army. It uses
pressurized air to launch hand grenades for
Weapons:
Weapons large distance. Single shot only needs to
be reloaded after each shot. Uses 1 SEC for
each 25 shots to power up air compressors.
20mm ADEN Defensive Cannon
(ADC20)

40
Min. ST: 4 W: 12 lbs. Dmg: as from Enclave Arms Desert Viper (Desert Eagle
grenade Rng: 30 AP: S: 5 T: N/A B: N/A II) Pistol
Value: 1000
Arghan-Usarr (Battle Pole) Remake of an IMI Desert Eagle, even
Value: 500 better than the original. Main Enclave
This unique weapon constructed by Grey soldiers sidearm. Single shot only.
Tribe deathclaws is designed to be Magazine holds 10 shots of .44 magnum
deathclaws melee weapon. Basically its ammunition.
reminds of metal pole but its made of Min. ST: 4 W: 6 Dmg: +12 Rng: 20 AP
carbon polymers that increase attack S: 5 T: 6 B: N/A
strength and equipped with special handles
to make it easier for deathclaw to use it. It Enclave Arms Electro Shocker
made by deathclaws for deathclaws so it Value: 1300
cannot be effectively used by other races This weapon fires an electric shock in
(even normal meaning not Grey Tribe - order to stun enemy or disable a electronic
deathclaws cannot use it as they are too device (robots are usually shielded from
dumb). this attack). Any successful hit has 100% -
Min. ST: 6 W: 8 Dmg: d20 + MD Rng: 2 (targets endurance x 5) chance of
AP S: 4 T: 5 B: N/A successfully stunning the target. Electro
Shocker holds 3 charges and uses 6 SEC to
Bayonet recharge. T51b, T67, Tesla Armour and
Value:70 Pseudo Chitin Armour protect form being
A very useful tool which remembers stunned by this weapon.
lots of wars. Can be added to most of Min. ST: 3 W: 12 Dmg: Special Rng: 8
assault rifles. AP S: 5 T: N/A B: N/A
Min. ST: 2 W: 0,2 Dmg: 1d10 + MD Rng:
1 AP S: 4 T: 5 B: N/A Enclave Arms Rail Gun
Value: 22500
This rail accelerator fires neutrons speeded
Browning Automatic Rifle (BAR) v. 3.8 to near light speed causing massive
Value: 2200 damage to any substance. This weapon can
An extension of WWII BAR. V.3.8 was crush almost anything. Weapon can fire a
used in US army from year 2075 it has ten shot burst but then there is a 10%
almost all the advantages of its precursor chance of overheating which causes
high penetrating power, reliability under weapon break down it cannot be used
adverse conditions and selectable mode of before major repairs (in this case it losses
fire although its caliber has been changed. all of remaining condition points, but even
It can use M16 compatible weapons when if weapon didnt break down it loses one
necessary. On the other hand weapon is a condition point when burst is fired). This
bit too cumbersome and has strong recoil. weapon uses micro fusion cells and takes
BAR can fire in 4 modes: single, semi 30 of them to fully recharge (10 shots).
automatic (3 shot bursts), slow automatic Normal armour DT/DR used against this
(6 shot bursts) or fast automatic (12 shot attack. Any humanoid hit must roll for AG
bursts). Magazine contains 36 5.56 mm to avoid falling down when hit by Rail
bullets. Weapon is equipped with bipod Gun.
that must be used when firing. Min. ST: 5 W: 15 Dmg: 3d20 + 40 Rng: 30
Min. ST: 6 W: 18 lbs. Dmg: +20 Rng: 40 AP S: 6 T: 7 B: 7
AP: S: 3 T: N/A B: 4/5/6
Enclave Arms M-28 Azoghar Shotgun
Value: 1200

41
This 4 barrelled shotgun is one of the most Weapon was forbidden by London Arms
devastating weapons ever. It fires four 12 Pact in 2076 but US Army hadnt have
gauge shotgun shells at one time. Negative enough time to dispose of it so it can be
side of this is that recoil from this weapon found in most of pre war military
can easily break users arm (consider it installations.
when critical failure is rolled or user is Min. ST: - W: 65 lbs. Dmg: d100 Rng: 20
under minimal strength). This weapon is AP: S: 7 T: N/A B: N/A
rarely used without a Powered Armour.
Each shot fires all 4 barrels and there are Jet Harpoon
no other fire modes. Azoghar holds up to Value: 50
20 12. ga shotgun shells (5 salvos). Bolts Value: 4 per 10 pieces
Min. ST: 7 W: 12 Dmg: +5 but damage This weapon was initially made for
from all barrels is cumulative (so damage underwater hunting but also works on
is (1d10 + 5) *4 Rng: 15 AP S: 7 T: 8 B: surface. It lacks the penetrating force so
N/A its unsuccessful even against simple bullet
profit jacket but it produces almost no
Elephant Hunting Rifle noise so if used properly can be quite
Value: 800 potent stealth weapon. Single shot only.
This clumsy but powerful weapon was It can hold only one bolt and requires 5 AP
used before the war to hunt elephants, but to reload.
provides to be a good weapon in manhunt Min. ST: - W: 4 lbs. Dmg: d4 (bolt) + 4
also. Often comes with a scope. Weapon Rng: 15 AP: S: 4 T: 5 B: N/A
uses 14 mm ammo. Single shot only.
Min. ST: 6 W: 14 lbs. Dmg: +10 Rng: 60 M4 Firefly Recoilless Gun
AP: S: 6 T: 7 B: N/A Value: 1100
A simple recoilless gun firing HEAT or
IATTP (Infantry Anti Tank Tesla TSAT rounds very popular among
Projector) soldiers before the War thanks to its low
Value: 8000 weight and high reliability.
This weapon uses electricity to attack and Min. ST: - W: 10 lbs. Dmg: see below
stun or kill armoured vehicle crew. Unlike Rng: 45 AP: S: 5 T: 6 B: N/A
EMP weapons it does not disable target M4 HEAT Projectile
(however this may happen sometimes) but Value: 400 Dmg: 4d20 W: 2 lbs.
attacks the vehicle with lightning that M4 TSAT Projectile
electrocutes crew. Weapon can also be Value: 2000 Dmg: 2d100 W: 3 lbs.
used against living beings. Interesting
effect of this weapon is that if target is well M-16C Double Dragon Light Assault
isolated it wont be damaged by this attack Rifle
but it would be charged and hit will take Value: 2800
effect when target is grounded. Only living An interesting construction indeed. It does
beings are affected. After target is hit there not vary much from standard M16 rifle in
is 65% chance that weapon will work appearance but has different caliber (9
properly and all living beings hit will take mm). Its most distinguishing feature are
d100 damage, otherwise there is no effect. two magazines that are mounted side by
Weapon will affect anyone closer than 5 side into this weapon bullets are taken
meters than initial target then anybody alternately form both of them and there is
closer than 5 meters from the following possibility to fire both JHP and AP ammo
target etc. thus weapon can harm numerous at the same time! Regretfully this reduces
foes if they stand close by. Weapon takes weapons rate of fire it can fire up to 4
10 MFC to charge, single shot only.

42
shot a round only. It has place for two 20
shot magazines of 9mm JHP/AP ammo. M-243 Nazgaroth Heavy Pistol
Min. ST: 5 W: 12 lbs. Dmg: +8 Rng: 20 Value: 2600
AP: S: 5 T: 6 B: 6 Heavy pistol thought as last chance
weapon. It has devastating power but
M1989A1 NATO Assault Rifle lacks finesse, accuracy and its too
Value: 1800 cumbersome therefore it has never been
The M2069A1 is big brother to the original too popular. Single shot only. Magazine
M16A1. It was rechambered to accept the holds 6 shots of .223 FMJ/AP ammunition.
7.62mm ammo so troops could se captured Min. ST: 6 W: 6 lbs. Dmg: +25 Rng: 8 AP:
Russian ammo. Although assault rifle users S: 6 T: 7 B: N/A
greatly preferred the American ammo for
its damage capabilities, the military Mining Laser
implemented this change in anticipation of Value: 10000
front-line ammo shortages. With This is not a weapon however might be
this arrangement, a solider could kill an used to deal damage. Mining laser is a high
enemy and replenish his supply at the same energy beam laser used to extract minerals.
time. Fires single shots or up to 10-shot It can deal unimaginable amounts of
burst. The magazine holds 35 rounds of damage but its too heavy to be operated
7.62 ammunition. from hand and its range is very short.
Min. ST: 6 W: 12 Dmg: +7 Rng: 45 AP S: Min. ST: 6 W: 800 Dmg: 2d20x100 Rng: 5
5 T:6 B:6 AP S: 7 T: N/A B: N/A

M1A5 Carbine Enclave Neostead Combat Shotgun


Value: 1900 Value: 5500
Also an upgraded WWII weapon. Much An automatic, 12 gauge military shotgun.
like original M1A1 carbine M1A5 was The best weapon for close quarters, except
designed to be used as second weapon for for a flamethrower. Weapon fires a six
heavy armed teams (artillery, mortars) round burst and stores up to 18 12 gauge
its light and portable although its shotgun shells.
penetrating power isnt impressive. It can Min. ST: 6 W: 10 Dmg: +16 Rng: 20 AP:
fire single shots or 5 shot bursts, magazine S5T6B6
contains 15 bullets of 5.56 mm ammo.
Min. ST: 3 W: 5 lbs. Dmg: +6 Rng: 25 AP: Sherman .74 Thunder Assault Pistol
S: 5 T: 6 B: 6 Value: 1800
Thunder is a small SMG made for
M-21 Nijmrod Grenade Launcher combat inside buildings. It was designed to
Value: 3500 penetrate bullet profit jackets, personal
An advanced 40mm grenade launcher. It armours and some thinner walls. Weapon
was very popular in almost all armies of main weakness is its recoil that causes that
the world before the War. It most using burst mode is waste of ammo
astounding feature is its unique rate of fire (cumulative penalty of -10 to each bullet
weapon can launch up to 3 (!) 40mm after 1st). Weapon uses .74 HEAP (AC: -20
grenades a round and it can store up to 8 DR: 0 Dmg: 1d10 + 1d10 if armour
grenades. Even with such high penetrated, Value: 1600) ammo or .74 AP
achievements it has reasonable weight and (AC: -25 DR: 0 Dmg: 1d10 Value: 1200)
tolerable recoil. ammo. Thunder can fire 5 shot burst,
Min. ST: 6 W: 16 lbs. Dmg: see 40mm magazine holds 8 bullets.
grenade in main rulebook Rng: 40 AP: S: Min. ST: 7 W: 8 lbs. Dmg: +14 Rng: 8
5 T: 6 B: 6 AP: S: 6 T: 7 B: 7

43
and ITTS features (+50% bonus to hit).
Sherman Lightning Plasma Rifle Despite being a sniper rifle its also a
Value: 20000 successful assault rifle. Each magazine
The last step in plasma weapons before the contains 15 bullets (no price is given as
War. Unlike other plasma rifles it has this ammo is no longer produced and
much better barrel cooling system and extremely rare) and weapon is capable of 4
therefore it can fire in burst mode shot burst fire. Weapon is capable of
compared to other single shot plasma targeted burst fire, as it has recoil
weapons. Its also smaller and lighter than compensation system. 5 SEC required for
other plasma weapons. The only drawback each 100 shots in order to power up the
is its high price. Weapon can fire 8 shot accelerator and computers.
bursts and it holds 24 charges from Micro GM note: this weapon and ammo for it are
Fusion Cells. UNIQUE, only a few of those existed in
Min. ST: 5 W: 10 lbs. Dmg: 2d20+20 Rng: pre-War America. Handle with care.
35 AP: S: 5 T: 6 B: 6 Min. ST: 6 W: 14 lbs. Dmg: penetrates up
to 150 DT, 3d6 damage Rng: 10 - 100 AP:
SR XII Invader Sniper Rifle S: 6 T: 8 B: 7 TB: 9
Value: 25000
This weapon is astounding in almost every
way. A product of European Rifle
Corporation for needs of EANU special
forces - only a few of those were ever
shipped into the States. This low calibre
(7,62 mm) gun is especially designed to
destroy heavy armoured targets like light
tanks or heavily armoured soldiers.
Weapon uses special rocket powered
ammo its small engine starts working
after the bullet leaves the barrel. Except
that, a line accelerator is built into the
barrel, so bullet speed when exiting the
barrel is something about 2000 m/s. Its XS-3 Hand Attached Dart Thrower
rocket propulsion accelerates it further to Value: 500
about 3500 m/s (12600 km/h 13786 A very small dart thrower that is attached
yards/h!). Weapon minimal range is 50 by leather straps to users arm. Darts are
yards as this is the minimal range for bullet fired whenever wrist is bend. Although
engines to start work. Bullets are about 10 darts do very little damage they can be
cm long (with engine) and constructed poisoned see main rulebook for poison
from the thickest carbon polymers. Shot rules. Weapon holds up to ten 3 cm long
form SRXII will penetrate any armour up darts.
to 150 DT (DR does not count at all!), Min. ST: - W: 0,5 lbs. Dmg: d3 Rng: 8
however drawback of this that that shot AP: S: 6 T: 7 B: N/A
will also penetrate target thus not dealing
much damage (but when firing to a group XS-4 Hand Attached Rocket Launcher
single shot may hit many foes). Despite all Value: 2500
its features weapon looks quite ordinary as An extension of previous weapon. This
all electronic parts and line accelerator are time darts are bigger (about 7 cm), heavier
miniaturized and almost unnoticeable. and carry small amount of explosive
SRXII is equipped with an advanced devices. Although this weapon also does
targeting scope with night vision, low-light little damage it can be quite useful in close

44
combat. Functioning method same as W: 150 lbs. (67 kg) Dmg: 10d6 Value:
above. XS-4 hold up to 6 darts. 600
Min. ST: - W: 0,75 lbs. Dmg: d10+1 Rng: W: 745 lbs. (337 kg) Dmg: 10d6 x 10 V:
5 AP: S: 6 T: 7 B: N/A 1000
W: 1100 lbs. (500 kg) Dmg: 10d6 x 20 V:
1850
W: 2000 lbs. (900 kg) Dmg: 10d6 x 35 V:
Vehicle weapons: 2400
Rng: free fall AP: S: 2 T: N/A B: 2 (more
than one bomb at a time)
Enclave Arms 130 mm Tank Cannon
One of the most powerful cannons
available. 130mm canon combines range BIN-21 Inferno Napalm Bomb
Value: 250
and destruction power. Single shot only.
This is a simple napalm canister, with
W: 3500 lbs. Dmg: (4d10 + 3) x 10to
scatter explosive device, used to attack any
everything within 25 meters and 1d6
target and able of dealing massive damage
concussion to everything within 10 meters
especially to unarmoured targets. Napalm
Rng: 5 KM AP S: 5 T: N/A B: N/A
bombs often go in packs of 6-10 in order to
cover greater area whit flames. As the
Gatling Eye-Targeted Laser Cannon
flaming substance was especially designed
RAH-88 weapon. It can fire up to 20 shot
its extremely hard to be extinguished and
burst. Takes 500 MFC to fully reload and
sticks to almost any substance substances.
can fire 500 times.
Each bomb covers area of about 50 square
W: 200 Dmg: 3d20 + 30 AP: S: 4 T: 5 B: 5
meters.
W: 15 gallon (57 litres) = 132 lbs. (60 kg)
Enclave Arms Heavy Plasma Tank
Dmg: 2d10 + 50 damage points each round
Cannon
for d20 + 5 rounds
A devastating and accurate heavy tank
weapon. Each shot requires 7 MFC, and
cannon can be supplied with 70 MFC at a AGM-223 Pandora Laser Guided
time. Single shot only. Bomb
Value: 5000
W: 2400 4 KM Dmg: (3d12+2) x 10 AP S:
This is a free fall bomb with feathers and
6 T:7 B: N/A
small wings used to change its falling
trajectory and extend range. Must be used
Free Fall Bomb
with laser targeting system as it needs
A Vertibird (or RAH-88) weapon with
target to be enlightened by laser beam (let
absolutely no guidance system, it just falls
it be that from attacking craft or from
down after being released with the speed
another source, e.g. a common usage of
and trajectory of flying vehicle. In order to
those bombs was that commando teams
hit with it use of your vehicle skill.
used laser markers to allow planes make a
Probably the most devastating weapon as
successful attack). Craft computer makes
its just a container filled with high
all the necessary calculations when the
explosives. All damage is given for HE
bomb should be released to hit marked
bombs, but AP (treat those as APFSDS)
target and then the bomb is much like a
also exist, but those were mainly made to
normal free fall bomb except to the fact
destroy warships, bunkers and other highly
that thanks to its wings it can be dropped
armoured targets that are not common in
wasteland. Bombs may be mounted in from a few miles away from the target and
packs of 1, 2 or 3 on each hardpoint (if thanks to its feathers it can make some
craft is able to carry their weight) . necessary adjustments to stay on the
preprogrammed course (but still this is not

45
a homing missile). After release of bomb few rounds of targeting Warhead skill:
target must be no longer marked with laser. 100%
Craft must not be making any manoeuvres
during the release process. Raven AMRAAM (Advanced Medium
Weight: 800 kg (1800 lbs.) Dmg: 10d6 x Range Air-Air Missile)
30 (HE) R: defined by crafts speed AP: a Value: 3000
few rounds of targeting An advanced medium range missile,
equipped with 3 types of homing devices:
AGM-229 Minotaur AT (Anti Tank) Infra Red, Heat Seeker and Radar
Missile Launcher Guidance. Fire&Forget.
Value: 8000 + 1000 per HEAT missile, Weight: 90 kg (200 lbs.) Dmg: 6d10 + 10
3000 for ATP missile and 10000 per TSAT R: 25 km Velocity: 2000 kts. (3704 km/h)
missile AP: a few rounds of targeting Warhead
This is a fire-and-forget type of anti tank skill: 90%
missile launcher with various warheads
designed to destroy tanks and other Swallow ALRAAM (Advanced Long
armoured vehicles. Each launcher consist Range Air-Air Missile)
of 5 tubes with one missile. Range is An advanced long range radar guided
approximately 7 km. missile. In the first phase of flight missile
Weight: 550 kg (1215 lbs.) with 5 missiles is guided by crafts radar and then just a
Dmg: 10d6 x 10 (HEAT) or 10d6 x 100 few miles away from target missile turns
(TSAT) or ATP R: 7 km AP: S: N/A T: all on its own radar and homes for target.
APs B: N/A Requires target to be marked by firing craft
radar.
ASM-56 Harpoon II Anti Ship Missile Weight: 150 kg (331 lbs.) Dmg: 8d8 + 20
Value: 20000 R: 95 km Velocity: 680 kts. (1259 km/h)
This long range cruise missile was an in the first phase, 1800 kts. (3333 km/h) in
ultimate anti shipping weapon before the the final phase AP: a few rounds of
War. Because of its long range it does not targeting Warhead skill: 80%
carry much explosives but it is designed to
penetrate ship armour so it explodes M217 Super Hydra 70mm Rocket
internally dealing massive structural Launcher
damage. Larger version with extended Value: 1500
range (250 km) and larger warhead was This is more advanced version of Hydra
used by strategic bombers and warships. rocket currently used by US Army (e.g. by
Weight: 700 kg (1550 lbs.) Dmg: 10d8 x AH64 Apache). It contains 42 unguided
20 R: 110 km Velocity: 650 kts. (1203 rockets with AP warhead (no other models
km/h) AP: a few rounds of targeting are supplied). Rockets can be fired one at
Warhead skill: 120% a time, in 6 rocket salvo or all at the same
time.
Owl ASRAAM (Advanced Short Range Min. ST: Vehicle weapon W: 300 lbs.
Air-Air Missile) Dmg: 6d6 (each rocket), DR - 20 Rng: 800
Value: 2600 yards AP: computer fired
An advanced short range missile, equipped
with 3 types of guidance systems: Infra Intel Corp. ED-234 Electronic Counter
Red, Heat Seeker and Radar Guidance. Measures (ECM) Pod
Fire&Forget. Value: 3000
Weight: 50 kg (110 lbs.) Dmg: 8d10 R: 8 This complex electronic warfare system
km Velocity: 2700 kts. (5000 km/h) AP: a might be used for jamming of any radar
detector. ECM sends strong signals so its

46
very easy to detect that something is stick to most surfaces and then explode (it
coming but its almost impossible to has 2 second fuse, that is activated after
determine the specific location of target impact). This kind of grenade was
and therefore make a lock-on target especially designed to destroy bunkers and
necessary for radar guided missile firing. buildings.
This system should only be used after craft Min. ST: 3 W: 8 lbs. Dmg: 2d10+5
has been detected by radar. (buildings take quadrupled damage of
[2d10 +5]*4) Rng: ST + 0 yards AP: S: 6
Grenades: T: 7 B: N/A

Intel Corp. XG-23 Smart Grenade


Boom Bugs
Value: 350
Value: 200
This is one of the first smart grenades ever
A giant mutant strain of Lady Bird with
made albeit a successful one. Its equipped
unstable body chemistry. Explodes when
with several small rocket engines that
agitated, disturbed, angry or bored. Often
allow it to fly rather than be thrown.
used as "grenades".
Grenade homes for heat source but it will
Min. ST: 4 Dmg: d8+6 Rng: 15 AP: S 5 T
always seek target in the direction opposite
N/A B N/A
to its thrower (there were many accidents
with early versions when the grenade
Magnatech H666 Hellbringer Nuclear
began spinning after being thrown and then
Grenade
targeted its user rather than intended
Value: 15000
target) . Unfortunately grenade has very
This small nuclear grenade (equivalent of
little explosives inside so it doesnt deal
500 tons of TNT) is equipped with its own
much damage.
propulsion system that is activated after the
Min. ST: - W: 4 lbs. Dmg: 2d6 + 2 Rng:
grenade is thrown and extends the range by
50 yards AP: S: 5 T: N/A B: N/A
approximately 200 meters (219 yards).
Grenade will explode 20 second after it has
run out of fuel and it cannot be defused CS88 Gas Canister
Value: 200
after activation. It should be handled with
Those grenades were also used by SWAT
maximum caution in order not to throw it
teams before the war. They contain tear
improperly (e.g. in a way that it will hit a
gas that blinds foes. Reduces enemies PE
solid object near the thrower). Using this
to 1. There is no saving throw from this
weapon without full ABC warfare armour
attack as long target is not wearing a gas
may result in user being killed by high
mask or ABC armour both of which
radiation that is emitted after blast.
eliminate effects of that grenade.
Damage is not specified, as there may be
Min. ST: x W: 0,5 Dmg: special Rng: 15
many forms of damage (form heat wave to
AP S: 5 T: N/A B: N/A
falling walls) and should be determined by
GM (but generally everyone within 25
meters radius should be slain without any VX3 Nerve Gas Canister
Value: 300
rolls).
A gas grenade filled with very dangerous
Min. ST: - W: 40 lbs. Dmg: Special Rng:
VX3 nerve gas. Anyone who is inside 5
ST + 220 yards AP: S: 7 T: N/A B: N/A
metres radius (or more inside buildings)
from impact point must make a successful
Magnatech H13 Building Buster
roll for half of his HT (round down) else he
Elastic Grenade
Value: 2000 is paralysed for 2d20 rounds moreover gas
This is something like a thrown version of deals 2d20 damage to anyone (halved if
a plastic explosives. When thrown it will roll is successful) hit. This is a very potent

47
weapon and must be used with maximum Ammo specifies which types of ammo
caution. may use this warhead
Min. ST: x W: 0,5 Dmg: 2d20 (or 2d10) + Price price multiplier. If weapon fires a
paralyse Rng: 15 AP S: 5 T: N/A B: N/A few kinds of ammo (e.g. JHP and AP) this
multiplier is added to the most expensive
Intel Corp. XN-2 Nano Grenade kind (for example: a TOW-II missile with
Value: 3500 HESH warhead would cost 15000)
This grenade is filled with hundreds of Damage any special or additional
millions of nanomachines that will attack damage (or other futures) done by payload
any electronic device in radius of 3 metres
from impact point. There is 80% chance Harpoon Bolt
that any electronic or mechanic device Dmg: d4 AC: 0 DR: 0
within that radius will be broken beyond
repair within 2d4 rounds. Nanomachines M4 HEAT Projectile
will damage almost anything that has at Value: 400 Dmg: 4d20 W: 2 lbs.
least some mechanisms inside let it be a
clock, a battle MECH or even a power M4 TSAT Projectile
armour. Robots shielded from EMP shock Value: 2000 Dmg: 2d100 W: 3 lbs.
are not resistant against this type of attack.
Min. ST: -W: 0,5 Dmg: special Rng: 15 .74 HEAP
AP S: 5 T: N/A B: N/A Dmg: 1d10 + 10 (if shot penetrated
armour) AC: -20 DR: 0
The Holy Hand Grenade of Antioch
! this is a special, magical weapon, .74 AP
dont give it to players unless it fits in your Dmg: 1d10 AC: -25 DR: 0
campaigning background. And remember
its UNIQUE weapon. 7.62 mm Rocket Powered SRXII Ammo
Value: ? Dmg: 3d6; penetrates armour with DT up
The Holy Grenades of Antioch were once to 150, ignores DR
made for crusaders to crush the pagans.
How many of them remain to this day Dart
remains unknown. Also what how do these Dmg: d3 AC: 0 DR: 0
grenades function remains unknown It Exploding Dart
must be thrown with words Hallelujah Dmg: d10+1 AC: 0 DR: 0
spoken otherwise it wont work.
Min. ST: 4 W: 2 Dmg: 300 +2d100 Rng: 70mm AP Rocket
18 AP S: 5 T: N/A B: N/A Value: 120
Dmg: 6d6 AC: 0 DR: -20

Ammunition And Special ammo 70mm APT Rocket


types: Value: 140
GM note I strongly suggest you use those Dmg: 6d6 +1 AC: 0 DR: -20
ammunition only in case of high calibre
guns and other weapons designed to 70mm Incendiary Rocket
destroy tanks, bunkers and other highly Value: 320
armoured targets. Such special Dmg: 7d6 anything within 4 hexes is set
ammunition for low calibre guns might be aflame AC: 0 DR: -10
also created but its rare and makes game
somehow more complex HESH (High Explosive Squash Head)
Ammo: Rockets, missiles and shells only

48
Price: x3
Damage: 2d10 x 4 additional damage to HEAP (High Explosive Armour
vehicle crew Piercing)
This is a special kind of plastic explosives Ammo: Hand firearm only
that sticks to surface and explodes. This Price: x3
causes bits of inner surface to rip off and Damage: +d10 when damage is dealt
ricochet inside the vehicle thus killing
crew. It also damages the outside vehicle This ammo is designed to combine
sensors and all other external stuff penetrating power of standard AP
(mortars, periscopes, antennas, laser ammunition with devastating power of HE
rangefinders etc.) ammo. Additional damage is dealt only if
shot penetrates armour otherwise it
APFSDS (Armour Piercing Fin explodes harmlessly.
Stabilised Discarded Sabot)
Ammo: Shells only HEAT (High Explosive Anti Tank)
Price: x2.5 Ammo: Rockets, missiles and shells only
Damage: only half of armour DR and DT Price: x4
is counted Damage: 80% chance for successfully
This arrow-like metal projectile is usually penetrating armour
made of advanced compounds (often with HEAT projectiles will burn most kinds of
depleted uranium) and is designed to armour and deal massive damage to crew
penetrate tank armour. This ammo will not inside. One of the most deadly kinds of
make any fragmentation as its just a solid attack, however some kinds of armour are
piece of metal. invulnerable to it.

MPAT (Multi Purpose Anti Tank) APERS (Anti Personnel)


Ammo: Shells only Ammo: Shells only
Price: x1 Price: x1.5
Damage: x1 Damage: high fragmentation
This is the standard shell used by most This ammo type is designed to destroy not
guns against armoured targets. Its cheap armoured living targets. However blast rate
and able to destroy most of lightly is not high the explosion generates
armoured vehicles. hundreds of small fragments that are likely
to hit anyone not farther than 15 meters (in
HE (High Explosive) case of 81mm ammo, range is extended
Ammo: any with higher calibre shells) apart from
Price: x1.5 explosion centre (damage is 2d10).
Damage: x2, but armour DT and DR are Useless even against lightly armoured
tripled (if DR goes to or over 100% treat targets.
this as 99%)
This is a shell or bullet full of explosive
materials that makes vast damage to any ATP (Anti Tank Pulse)
target that has no armour, but proves to be Ammo: Rockets, missiles, shells and
useless against other targets (note it still grenades only
will destroy external vehicle sensors, Price: x3
considering the blast force is strong Damage: 80% chance for critical shutdown
enough, e.g. a 7,62 mm bullet wont make Any electronic device that is not shielded
any real harm while 155 mm shell will from EMP shock will have 80% chance to
destroy most external stuff but wont shut down. The problem is that most of
seriously damage armoured target). modern fighting vehicles and robots are

49
shielded from EMP shocks, so this ammo Enclave Arms V-34 Vertibird
type is little of use. Its mainly used in Vertibird is a post-war creation of The
artillery shells against enemys Enclave technicians. Somewhat similar to
communications centres as it doesnt have pre-war V22 Osprey. It was intended as an
to hit directly. personnel transport VTOL aircraft but
other versions are built also (combat,
HEI (High Explosive Incendiary) recon, cargo transport etc.). Because of its
Ammo: Any capability of VTOL it doesnt need airfield
Price: x2.5 and can be effectively used in any terrain.
Damage: 75% chance of setting target It runs on two turbojet engines that can
aflame change their slope angle (whole engines)
This ammo is usually covered (or contains) like those in V22. Despite its appearance
phosphorus that sets target aflame. Every its not able of hovering. Vertibird needs
turn additional 2d10 damage (2d4 for both engines to be operational in order to
handgun) is dealt to any target hit (4d20 if remain in air. If just one engine has a
a living creature is hit, considering it has malfunction (or is hit and stops to work)
no armour and no natural fire DT/DR; 3d4 Vertibird falls like a stone. No matter how
for handgun). Fire will burn out after d6 high would the pilot abilities be he can do
turns (unless something flammable was nothing. This causes Vertibird to be a
hit) and is extremely difficult to extinguish. dangerous to fly.
Transport Vertibird
TSAT (Temperature Shock Anti Tank) This model is much larger than others and
Ammo: Rockets, missiles, shells and its engines are far more powerful. It can
grenades only carry a small APC. It takes 400 cells to
Price: x12 recharge it.
Damage: x10 TS: 470 AR: 60 BR: 40 TR: 0 KPH DR:
Contains chamber with liquid nitrogen and 650 NP: 2 + 20 CW: 25000 HP: S:375
liquid oxygen. Anything hit (let it be a E: 30 C: 25 D: 25 T: 10 (x 4) [DR N: 20 L:
living creature or concrete) is rapidly 5 F: 0 P: 0 E: 10]
frozen and then warmed up which causes Recon Vertibird
massive damage, and can destroy all but This is the smallest version of Vertibird
most advanced armours. Causes severe with huge external fuel tanks (that tend to
wounds and even when someone was hit explode when hit). It size gives it a good
for only 1 point of damage treat this as manoeuvrability. Takes 200 cells to
serious wound. This type of ammo was recharge.
rare even before the war. TS: 600 KPH AR: 80 BR: 70 TR: 0 DR:
1400 NP: 3 CW: 800 HP: S: 250 E: 25
T (Tracer) C: 25 D: 20 T: 10 (x 4) [DR N: 10 L: 0 F:
Ammo: Any (e.g. APT armour piercing 0 P: 0 E: 0]
tracer or HET or HEAPT etc.) Assault Vertibird
Price: x1 Special version for troops transport.
Damage: glows in flight Equipped with two MG3 in opened doors
Usually every 3rd or 4th bullet in each (like UH1 Huey in Vietnam). Reasonably
HMG belt is a tracer in order to make armoured. Takes 350 cells to fully
aiming easier. The drawback is that enemy recharge.
can determine where the weapon user is. TS: 550 KPH AR: 60 BR: 50 TR: 0 DR:
700 NP: 2 + 20 CW: 4000 HP: S: 425 E:
40 C: 50 D: 50 T: 10 (x4) [DR N: 30 L: 10
Vehicles: F: 5 P: 10 E: 10]
Close Support Vertibird

50
Best armour and weapons. This one is maximal range of this array probably for
made for destruction missions and close large fast moving objects e.g. a stealth
infantry support. Its armed with two MG3 plane . Ares will not detect something,
machine guns (firing straight ahead) and moving with the same relative speed -
two M217 Super Hydra (84) unguided e.g. another hopper flying with the same
70mm rocket launchers . It can also take speed in the same direction. Target must
2500 lbs of bombs or other weapons move with speed of at least 15 km/h to be
aboard. Takes 350 cells to fully recharge. detected) ATHENA Radar System
TS: 520 KPH AR: 65 BR: 55 TR: 0 DR: (providing surface and air area scan in 65
700 NP: 2 CW: 2000 HP S: 475 E: 70 C: km radius, note that this is just a forward-
30 D: 30 T: 15 (x4) [DR N: 40 L: 25 F: 10 looking radar covers 50 deg. Arc on the
P: 15 E: 10] left and right side from the central axis -
however it also looks about 30 degrees up
RAH-88 Inca Attack Helicopter and down from the central axis) and
One of the most modern pre-War RAZOR Laser Targeting System (used for
constructions, those still appear in The laser targeted weapons deployment). It has
Enclave Armed Forces. Those hoppers also flare (10) and chaff (10) container to
were successor to RAH-77 Sioux (which provide active defences from incoming
were successors to RAH-66 Commanche). missiles. Its only factory built-in weapon is
This stealth helicopter unlike any other is a Gatling eye-targeted laser cannon (3d20
powered by two General Dynamics A234/5 + 30, 500 shots powered by MFC, AP: S: 4
low-noise afterburning jet engines with T: 5 B: 5). Crew consist of two persons
changed angle of slope (much like those in pilot and co-pilot/weapon operator. Unlike
Vertibird) but their construction is much other vehicles Inca uses liquid fuel and
more advanced, reliable and surprisingly therefore there might be some problems
resistant to damage. Because of their with refueling as air fuel is not common
excellent power Inca can fly faster than and quite hard and expensive to produce.
sound even at the sea level. Its very Fuel storage is 5000 kg (11000 lbs.). or
manoeuvrable and able of hovering - 7500 kg with external fuel tanks instead of
during the War was used mainly in air-air weapons at wing hardpoints. The main
role not as tank destroyer (which ought to weakness of this helicopter is the
be its main purpose). Unlike Vertibird enormous amount of fuel it consumes
Inca has short wings that allow it to glide when hovering, thus Inca is rather a
for a short amount of time if there is a V/STOL aircraft than an attack hopper.
problem with engines (considering hopper TS: Mach 1.1 (1348 km/h) at the sea level,
was not hovering as then wings will not do 2.0 (2250 km/h) mach at high altitude, with
any good). Weapons are also hung below afterburner AR: 200 BR: 50 TR: 0 DR:
those wings (there are 4 hardpoints 2 700 (900 with external fuel tanks) NP: 2
under each wing on which rockets, bombs CW: up to 6000 lbs. of armament HP S:
or missiles may be hung. There are also 380 E: 50 C: 30 D: 30 T: N/A (N/A) [DR
hardpoints at the tips of wings for 4 two N: 25 L: 50 F: 25 P: 30 E: 20]
on each wing air-air missiles). Helicopter Enclave Recon Buggy
is equipped with many sophisticated This light and fast vehicles are constructed
sensors like Night-Vision, Low-Light from metal pipes in order to reduce weight.
Amplification, ARES Long Range Motion They have places for 3 persons (one is
Scanner (detects any moving objects up to operating a M-60) and a little additional
50 km from helicopter. Objects must be at load. As there are no metal plates built in
least size of an average man but so small vehicle can easily be damaged and crew is
object will be detected just in a few not protected. Its used mainly by The
hundred meters radius, 50 km is the

51
Enclave long range patrols. Takes 20 cells TS: 65 KPH AR: 40 BR: 55 TR: 7 DR:
to recharge. 450 NP: 2 CW: - HP S: 180 E: 50 C: 20
TS: 120 AR: 60 BR: 55 TR: 3 KPH DR: D: 20 T: 70 (x2) [DR N: 60 L: 30 F: 70 P:
580 NP: 3 CW: 300 HP S: 100 E: 20 C: 20 E: 30 ]
10 D: 10 T: 15 (X4) [DR N: 0 L: 0 F: 0 P:
0 E: 0 ] S-1 Werewolf Enclave Tank Destroyer

Light Enclave APC


This is the only version used, medium and
heavy are no longer in use as they cannot
be transported by Vertibird. They are
armed with two 20mm cannons and one
MG3 machine gun. Can take up to 6
soldiers aboard. Those APCs are
especially designed to perform at best in
wasteland conditions they are equipped
in air filters and are able to operate in ABC
environment. Enclave APC takes 35 cells
to fully recharge.
TS: 55 KPH AR: 60 BR: 35 TR: 8 DR: This vehicle consists of light tank hull and
260 NP: 3 + 6 CW: 2000 HP S: 320 E: heavy cannon. It combines mobility, speed
70 C: 30 D: 25 T: 65 (x2) [DR N: 60 L: 45 and firepower but lacks any serious
F: 80 P: 40 E: 55 ] protection against hostile fire. However
Werewolves are no match for any battle
Hedgehog Enclave Air Defence Vehicle tanks they can be successful when
Hedgehog is a deadly anti aircraft ambushing or when used against worse
platform. Equipped with four rapid firing armed foes (which is common situation
laser cannons is also capable of ground unless AIM is involved). Enclave has
target destruction. Its one of most much more of these than S-2 because of its
devastating anti-infantry weapons if used much lesser construction cost. Armed with
properly. However lightly armoured it has 130 mm cannon and two twin MG3s in
reasonable speed and manoeuvrability and small turrets (see picture). Takes 40 cells
advanced shock compensation which allow to recharge.
it to fire even when driving at full speed. TS: 78 KPH AR: 30 BR: 50 TR: 8 DR:
Only a driver and gunner are needed to 320 NP: 3 CW: 1000 HP S: 280 E: 65
operate this tank. All four lasers are C: 30 D: 30 T: 80 (x2) [DR N: 80 L: 35
mounted in turret, which is much like that F: 80 P: 40 E: 70 ]
of a tank except that Hedgehog can fire
up to 87 degrees upward and 13 degrees S-2 Behemoth Enclave Main Battle Tank
downwards. Hedgehog takes 40 cells to There are just a few dozens of those heavy
fully recharge. Also another 50 cells are tanks. They are present mainly in Navarro
carried to power the lasers (320 shots). and near AIM outposts. Those beasts are
Laser cannon is capable of 80 shot (20 armed with two heavy plasma cannons and
each barrel) in burst fire mode only. There 3 MG3. This very resistant construction
are two burst types: small (40 shots 10 has proven to be of great value in combat
each barrel) and full 80 shots(20 each but however due to its weight its speed is
barrel). Single fire mode also supported. and manoeuvrability is limited in rough
Rapid Firing AA Laser Dmg: 4d20 Rng: terrain (thus making it an easy prey). It
6000 yards AP: S: 4 T: 5 B: 5 (small) 6 takes 75 cells to recharge it and each
(full) plasma cannon uses 7 micro fusion cells

52
for each shot (cannons have their own Hedgehog - 1200
supply of 140 MFC each 70 is instantly Werewolf - 1300
charged the rest is for recharging during Recon Vertibird 2 x 3500
combat). Transport Vertibird 2 x 5500
TS: 65 KPH AR: 15 BR: 40 TR: 9 DR: Assault Vertibird 2 x 4000
200 NP: 4 CW: 5000 HP S: 600 E: 85 Close Support Vertibird 2 x 4500
C: 35 D: 35 T: 90 (x2) [DR N: 95 L: 70 F: Inca jet engines
98 P: 65 E: 95 ]
Another thing is that all cars are powered
Vehicle Enhancements: by energy (or fusion cells) meaning that
their engines are probably electrical ones,
and besides the engine power (which can
Upgrading a Vehicle still go in HP) the power output should be
Here I have specified how to upgrade your given but this is rather unnecessary in play
vehicle a bit. Note that power is given in and would require many though
HP (Horse Power, not Hit Points) not in calculations using electrostatic physics.
additional KMH (as it would make no
sense adding a supercharger to a tank Effects of Overcharging an Engine
wont speed it up so much as a If you have created a 250 HP beast from a
Highwayman). When you need to calculate simple highwayman there is a possibility
which vehicle is faster just use common something will go wrong. Each time a
sense. Car with supercharger will surely critical failure is rolled you have chance
ride faster than the same car without it. equal to 1% for every 10 additional HP
When two different types are considered (except for Overcharging which adds much
calculate which has more HP for each more) that there will be a major engine
kilogram (2 pounds) of it weight. Here are malfunction. Here is my critical roll table
the basic HP given for the vehicles from (that may also be used for other car critical
the rulebook and the Enclave Add-On: failures):
Highwayman 100
Ton Truck 150
1 cylinders malfunction, car stops but
2 Ton Truck 200
may ride after some minor repairs; it will
Tractor Trailer 1000
surely break down for good unless major
Hummer 350
repairs are done shortly
Canyonero SUV - 150
2 major fuel leakage, car continues to
Roadrunner Muscle Car - 300
drive but you use your fuel 10 times faster.
Dune Buggy - 70
3 coolant fluid leakage, nothing serious
Truck Cab - 300
as long as your vehicle low coolant fluid
Bus - 150
warning light is operational and you can
Sport Hawg - 100
stop and make essential repairs, otherwise
Crotchrocket - 150
you will surely overheat and or seize your
Chopper - 80
engine.
Indian Chief - 75
4 steering mechanism malfunction, the
M2 Bradley 500
vehicle stops answering to your steering
Dragoon 400
wheel moves and you are in serious trouble
LAV-150 300
if driving fast.
M551 650
5 car chokes and stops, there has been a
M1A1 1500
shortcut and your battery is no more, you
M60A2 750
need to replace it
Encl. Buggy 70
Encl. APC 450
Encl. Bat. Tank 1600

53
6 a cloud of steam appears over your Value: 8000
engine, your radiator is broken and vehicle Effect: engine HP is boosted by 50
will ride no more until its repaired +2d10%, fuel usage up by 50%
7 something explodes beneath your
bonnet and your car loses d6 points of its Works much like the supercharger but is
condition but continues to drive if at least 1 much more powerful. You cannot have
point is left. both of them, turbo supercharger comes in
8 your engine suddenly bursts into place of standard supercharger.
flames. If the fire is not put out shortly the
car may explode. Whatever happens your Engine Overcharge
vehicle will ride no more on that engine. Value: 1000
9 suddenly your vehicle stops, but after a Effect: engine HP is boosted by 2d6%, fuel
few dozens of seconds the engine usage up by 2d10%, malfunction
explodes, thus dealing massive damage to possibility up by 2d6%
anyone who went to check what has
broken down. What to do when you have already
10 without any warning the engine installed turbo supercharger but you still
explodes during drive, tearing the vehicle need some extra power? Well, there is a
into pieces (this wont happen with a tank, way you may overcharge the engine
but then the crew has no chance of providing even more power but risk of
surviving as all blast force is accumulated engine malfunctions will probably rise
inside tanks hull). greatly, but sometimes it may be those few
additional HP that save your life Engine
Note that if your engine has just additional overcharge might be installed with a on/off
10 or 20 HP accidents form roll of 10 or 9 switch so it will work only when
shouldnt occur, as it would be unrealistic. absolutely necessary.
Note that in case of a Vertibird each of
those may be lethal, as Vertibird will fall Booster
down and crash. All enhancements modify Value: 8000
BASIC HP value ad are not cumulative (of Effect: improves vehicle acceleration
course speed increase is cumulative)
This device is designed to improve vehicle
Larger Intercooler acceleration and will work just for a few
Value: 500 seconds allowing vehicle to gain speed
Effect: engine HP is boosted by 5 +d6% about 50% faster thus with massive fuel
consumption. This device may either be
Simple modification of air inlet, that controlled manually or by computer (in
allows engine to work more efficiently. which case it works much better). This
device mustnt work longer 10 seconds and
Engine Supercharge if manually forced to do so it adds 10x d6
Value: 2500 HP to vehicle power but you must roll on
Effect: engine HP is boosted by 25 +2d6%, vehicle critical break down table every
fuel usage up by 20% round (10 seconds) with a + 1 modifier.

A special exhaust powered fan linked with


a compressor that increases the output Lightened Construction
speed of your powerplant. The drawback is Value: 15000 (and more)
that vehicle uses considerably more fuel. Effect: speed is increased by 10%, fuel
usage is decreased by 10% and hit points
Engine Turbo Supercharge are decreased by 25%

54
Effect: radar mapping, range 5 km
This requires full reconstruction of a
vehicle as all of its metal parts are Scans area in front of vehicle (or other
replaced by light metal alloys. The price direction if radar is placed to face it)
given is for a Higwayman and this allowing creation of terrain radar map.
enhancement for a tank would cost Also detects moving vehicles (those that
probably much more. are not moving will also be detected but
may be hard to distinguish from other
Computer inanimate objects). Also provides radar
Value: 25000 rangefinder. LCD and interface included.
Effect: calculation on fuel use, breaking
force, acceleration etc. Terrain Scanner
Value: 4000
A calculating unit for a vehicle that takes Effect: scanning of area around in radius of
care of many essential car functions. When 500 m
using it car will use less fuel (about 5%),
accelerate faster (a few percent) and break Has much shorter range than radar but
more efficiently (10-20%) without risk of allows 360 deg. scan and will provide
sliding (unless on oil, ice or something like much more detailed terrain features. It will
that). Those were uncommon in civilian also detect heat sources and will provide
vehicles before the war, but all pre-war targeted by laser warning. Comes with
military vehicles possessed those. This LCD and user interface.
comes with LCD and user interface to
mount inside the vehicle. Weapon Mount
Value: 200 (each)
Targeting Computer Effect: place for a weapon
Value: 5000
Effect: aiming and fire control This is a mount where a weapon may be
mounted. Weapon supported are: 20mm
A piece of equipment necessary for Cannon, 25mm Cannon, MESON Cannon,
automatic turret. It must be linked with MG3, Gating Laser and Minigun but other
radar or other senor to work properly. All guns might also be adapted, and this mount
military vehicles posses this (except for possibilities is limited only by its user
Hummer). Standard computer skill is 80%. creativity. Those are usually fitted in a way
LCD and interface included. that allows to fire straight ahead and if are
mounted on sides their line of fire crosses
Upgraded Suspension on average distance of 100 meters to ease
Value: 1500 the aiming (but might be set otherwise).
Effect: better car condition Mercedes sing for aiming would be
useful
Suspension designed for rough terrain.
Each time your vehicle has to acquire Turret Mount
additional dot to its condition due to Value: 2500 (each)
driving thru rough terrain there is 50% Effect: turret weapon mount
chance not to get it thanks to this
suspension. This weapon mount contains its own
servomechanism to allow the weapon
mounted to aim in different directions.
Radar Unless aim is blocked by vehicle parts it
Value: 3000 has full freedom of movements and can

55
fire at flying targets. Turret is very fragile gunfire and can be damaged by normal
and can easily be damaged by hostile fire ammo.
as its not armoured. Weapons supported
are: 20mm & 25mm Cannon, MESON Reactive Armour
Cannon, Gatling Laser, Gatling Minigun, Value: 5000 / 8000
MG3, BG-1 Grenade Launcher, ASG-17 Effect: protects from HEAT and HESH
Grenade Launcher, LAW-80 Rocket warheads, might be used on tanks and APC
Launcher, Rockwell L-72 Rocket only, additional dot on vehicle condition
Launcher, Super Hydra Rocket Launcher, table
Firefly Recoilless Gun and TOW-II
Launcher. Consist of many cubes with explosives that
explode when hit and disperse the
Kevlar Tyres explosion force of HEAT or HESH
Value: 2000 (each) warhead saving the vehicle. The negative
Effect: armoured tyres (DR x4), driving side is that all external sensor are destroyed
reduced by 10% and vehicle gets damaged. The more
expensive version will explode just in the
This replaces vehicle original tyres with place it was hit in contrary to standard
ones made from Kevlar. Those tyres are version where all cubes explode after any
almost indestructible but its harder to hit. Both versions are resistant to low
drive a car on those. calibre hits (up to 20mm).

Full Carbon Polymer Tyres Solar Panels


Value: 4500 (each) Value: 30000
Effect: armoured tyres (DR x8), driving Effect: fuel regeneration
25%, chance of vehicle damage in rough
terrain +10% This contains of solar panel and devices
necessary to convert sun energy it into
The best armoured tyres for a car with no power. It allows vehicle to ride about 2
air in them at all, which makes ride a bit times farther without refuelling and even
rough but even a rolling upon a mine then if the user has time to wait it may
would faster tear the whole wheel than recharge the vehicle batteries. After some
damage this type of tyre. minor alterations may be used to recharge
SEC and MFC. Solar panels are likely to
Mirror Armour become damaged and must be handled
Value: 12500 with care. The drawback is that batteries
Effect: provides protection against energy (vehicle batteries also) lose a bit of their
weapon hits maximal capacity after each recharging.

This armour provides the ultimate


protection against energy hits. As its name Equipping car with weapons:
says it consists of many small mirror Whenever you want to add a weapon to a
(polished metal) plates that cover whole car you must equip with either turret mount
vehicle (or other structure). When hit by or weapon mount enhancement. You may
laser there is 85% chance hit will be have only one turret mount (else the turrets
deflected and when hit by plasma would block each other line of sight). On
deflection chance equals 40%. When hit is the other side you can have lots of weapon
deflected no damage is dealt, otherwise mounts which can fire both forward and
deal normal damage amount. As mirrors backward (there are no side firing as there
are thin they provide no cover even from would be too many problems with aiming

56
them and after salvo the vehicle would each time players equip car with weapon.
become unbalanced and could possibly The only exception are energy weapons
even roll over). Standard equipment which can be linked to energy source
consists of 1-8 forward firing weapons ,1-4 inside the car so if the vehicle is fully
backward firing and 1 or 2 special ones. loaded with SEC/MFC then there should
Forward firing weapons are situated on be no problem with energy weapons
both sides of hull (1-6) and on bonnet (also ammo. On the other hand we have special
1-2). Sometimes all four are situated on weapons that are usually mounted on roof
sides of car. In case of backward firing of vehicle. Weapons considered as special
weapons they are situated on sides of trunk are all rocket/missile firing weapons e.g.
this depends on car owner as there is no M217 Super Hydra Launcher, TOWII.
best configuration, everybody has to see They must be fired from roof as they are
what his/hers optimal configuration is. In too heavy to be mounted in another place.
most cases vehicle owner is strongly Vehicle can be equipped with 2 roof
limited by availability of weapons and weapons or 1 and a turret. Roof weapons
there are not many cars which have more can be either forward or backward firing.
than 2 or 3 weapons. Also the point where In some vehicles that have hole in the roof
line of fire of weapons should cross (or if (like Hummer) there is possibility to
they should cross at all) depends on user reload those weapons when vehicle is
likings and abilities as well as type of moving.
terrain combat is going to take place (its The best method to mount weapon is turret
easier to hit with weapons that are aiming of course but there can be only one turret
into a point and this cumulates firepower, in a vehicle. Other drawback of turret is
but reduces maximal range as after that that its very vulnerable and sometimes
point there is almost no chance to hit breaks down (usually in the middle of
anything). Generally weapons should have combat)
their lines of fire crossing at about 30-50 In case of military vehicles (tanks, APCs
(technically its named guns convergence etc.) no additional weapons might be added
range) metres in urban areas and more however basic weapons might be changed
than 50 in wasteland up to straight firing in for something else.
large open areas (beaches, airfields etc.). In case of flying machines weapons might
Backward firing weapons on the other be added only in hatches but any weapon
hand are usually straight firing to enhance mounted that way is very inaccurate and
range and scatter effect (as its hard to aim can be used for suppression fire only
when escaping and this is when rear (weapon skill 60). As American soldiers
weapons are used in most of cases). The during Vietnam war said: Whatever you
other question is what weapons should be hit call it target
used. There are three possibilities either
small calibre guns with lots of ammo or Example:
large calibre guns with less ammo or a Highwayman
mixture of large and small calibre guns. With engine supercharge (giving it
Everybody should be aware that there is no additional 30 HP), lightened construction
possibility to reload guns as long as the car and 10 weapon mounts (two forward firing
is moving. Usual amount of ammo carried on roof, 4 forward firing on sides of car, 2
by car varies from 250 for machine gun forward firing on bonnet and 2 backward
(e.g. MG3) to 5 rounds for 25 mm cannon. firing on both sides of trunk).
As every weapon is unique construction so Roof:
is each weapon ammo supply system and 2 x M217 Super Hydra Launcher
amount of ammo that can be available and convergence range 60 metres
method of reloading should be specified Sides:

57
2 x MG3 (forward firing) belt fed, with
ammo stored in box under each gun 200
bullets each convergence range 40
metres
2 x 25mm cannon (forward firing) with
special magazines 6 shots each
convergence range 30 metres
2 x Minigun (backward firing) with
internal ammo only (120 each) straight
firing
Bonnet:
2 x MG3 with ammo belts that go through
holes in bonnet to ammo stores hidden
there (300 shots each) straight firing
TS: 140 MPH DR: 576 KM NP: 5 CW: Enclave Combat Bot (ComBot)
1500(weapons installation weight Those MECHs (Mechanized Exoskeleton
subtracted) HP: 187 Combat macHine) are main Enclave guard
robots. With height of above 8 feet, armed
Considering all of the above we have quite with machine gun and rocket launcher can
reasonable battle car (the other question is be deadly for any enemy. Their body is
money and weapon availability, but its made of armoured metal alloy and they are
only an example) that for course would powered by a micro fusion reactor. They
be no match for a tank or even APC but can hold up to 1000 rounds for minigun
has firepower that can be deadly for other and 5 rockets. They are equipped in
cars. As aiming points are set from 40 up various sensors for improved target
to 60 metres, car is prepared for combat at detection. Their main disadvantage is that
close distance where its cumulated fire they are not too manoeuvrable and tend to
will have best results. If MadMax had such have problems when enemy goes into close
a car combat. Shielded from EMP shocks.

HP: 200
PART V: SQ: 10
AP: 14

CREATURES XP: 600


CC: 3

I saw people firing whole magazines into AC: 30 DR DT


it but to no avail Normal: 10 70%
an unknown Enclave soldier Laser: 5 75%
Fire: 8 70%
Plasma: 3 20%
Explosion: 10 75%
PR: 100%
RR: 100%
GR: 100/100
Attacks: heavy machine gun (85%, 6 AP,
2d20 +5 ), rockets (85%, 6 AP, 6d6),
weapon mount swing (50%, 4 AP, 2d6)

K9 Cybernetic Dog

58
Designed after the war by The Enclave CC: 3
technicians this creature is a dog whose
vital organs have been replaced with their AC: 20 DR DT
cybernetic equivalents. These dogs are Normal: 8 65%
made mainly for defensive purposes and as Laser: 1 10%
guard animals. They seem to be intelligent Fire: 10 80%
but they just operate lots of sophisticated Plasma: 2 10%
software that helps them to simulate Explosion: 8 65%
intelligence. Because of expensive PR: 100%
manufacturing process those dogs are not RR: 100%
commonly built. Not shielded from EMP GR: 100/100
shocks. Attacks: Arm Swing (75%, 4 AP, D:2d8),
Weapon mainly assault rifles (45%, 4
HP: 80 AP, D: as for weapon)
SQ: 12
AP: 12 K3 Maintenance Robot (Mr. Handy)
XP: 200 This pre-war construction was thought to
CC: 8 be a house-helper robot and therefore is a
versatile one. Its six flexible arms are
AC: 10 DR DT capable of various tasks from weight
Normal: 3 25% carrying (up to 300 lbs.), electronic
Laser: 1 10% repairing to cooking and combat purposes.
Fire: 1 10% Now K3 are commonly used in The
Plasma: 0 5% Enclave Army for various tasks and are
Explosion: 1 15% probably the most common robots that can
PR: 90% be meet outside The Enclave. Not shielded
RR: 100% from EMP shocks.
GR: 90/90
Attacks: Bite (85%, 3 AP, D:3d6, roll HP: 80
against agility to avoid knockdown) SQ: 6
AP: 9
K2 Industrial Robot (Robobrain) XP: 200
This type of robot has been designed to CC: 4
perform all kinds of dangerous and heavy
works in factories. Its two flexible arms AC: 25 DR DT
can be used to lift as much as 500 lbs. And Normal: 8 80%
robot itself is armoured to shield it from Laser: 8 80%
any potential damage caused by falling Fire: 6 70%
objects or any other threat that it can Plasma: 4 65%
possibly meet during work in factory. Explosion: 8 70%
Some of those robots have also been armed PR: 100%
with weapons which they hold in their RR: 100%
arms but they make no good fighters as GR: 100/100
they mainly posses short range sensors. Attacks: Arm Swing (70%, 3 AP, D:3d4)
Shielded from EMP shocks.
AIM MK. I Humanoid Robot
HP: 100 This is the first generation of humanoid
SQ: 8 battle robots built by AIM. Their shape is
AP: 8 of a human but they are much taller (6)
XP: 120 and do not have heads (their sensors are in

59
torso). They have two legs and two GM note: The MK.II looks much the same
upper manipulators of which one is as T501 from the movie Terminator.
equipped with a machine gun and the
second one is a multi purpose one. MK.I HP: 180
are the most common AIM robots and SQ: 14
however somehow slow they are resistant AP: 12
to damage and provide to be good soldiers. XP: 800
Shielded from EMP shocks. CC: 6

HP: 120 AC: 35 DR DT


SQ: 6 Normal: 12 90%
AP: 8 Laser: 10 90%
XP: 100 Fire: 20 100%
CC: 5 Plasma: 3 35%
Explosion: 10 85%
AC: 15 DR DT PR: 100%
Normal: 4 50% RR: 100%
Laser: 1 5% GR: 100/100
Fire: 6 60% Attacks: Unarmed Attack (90%, 3 AP, D:
Plasma: 0 5% d4 +10), Melee Attack (90%, depends on
Explosion: 2 10% weapon , D: weapon +10), Firearm Attack
PR: 100% (110%, depends on weapon)
RR: 100%
GR: 100/100
Attacks: Arm Swing (70%, 4 AP, D:2d4) AIM MK. IIIb Cybernetic Organism
Machine gun (80%, 4 AP, D: 2d10 + 5 ) For more details on MK.IIIb turn to chapter 3b
cyborgs character creation.
AIM MK. II Humanoid Robot MK.IIIb is a cybernetic organism half-
This relatively new construction is an human (or half-mutant, half-deathclaw
ultimate replication of human body. First etc.), half-robot. They do not posses
of those appeared only a few months ago strength and resistance of their robotic
and proved to be extremely dangerous in kindred but have human brains linked with
combat. Their fearsome appearance caused standard CPU, and are usually (though
some Enclave units to panic and give their there are some exceptions if the human of
ground to those robots. This creation looks which cyborg was made was extremely
much like a human without a skin, stupid in his life) much more clever than
however its vital systems are shielded by any man. They have their own will
massive metal plates. Those robots provide however they can be programmed for
to be very resistant to any type of attack various tasks. If the subject of
and can survive in almost any conditions. transformation into cyborgs was
All of those robots have the AIM sign psychically strong as human its possible
painted on their left breastplate. They have that he will be able to break the
two manipulators, two legs and a head with programmed orders and act on his own and
two red-glowing eyes. It has various this is main reason why Aimion takes only
sensors to provide better targeting, volunteers to become cyborgs. Cyborg
detection and defences. It has almost no uses most of human vital organs however
weak points and only plasma weapons they are technically enhanced and shielded
provide to be any successful in damaging from hits by armour plates. To avoid easy
it. Its powered by a micro fusion reactor. detections all mechanic parts as well as
armoured plates are made of carbon
polymers and are not easy to detect. When

60
hit cyborg will bleed however its blood their backs. They also have two pairs of
contains lots of nanomachines that will aid ears normal wolves ones and those from
in healing process making it much easier bats that work like a radar (more or less).
for it to regenerate wounds and fight off They are almost insensible to radiation or
illness. Those nanomachines also dehydration and travel vast distances to
disintegrate all cybernetic implants in case find their prey. Like their name says those
of cyborgs death making it almost unable wolves must drink blood to stay alive.
to distinguish it from a normal human. Most of them is shadowing somewhere
They are not affected by EMP shocks. near brahmin raisings as brahmins are easy
GM note: However MK.IIIb is worth only prey for them. Not many have seen them
200 XP much more should be given if and of that number even less is still alive.
players discover its true nature and then Those creatures represent some kind of
kill it. Those extra XP should not be given diabolic intelligence and though its highly
if players discovered its nature by accident possible that they are some kind of
or just killed it and then got to know what experiment subject of FEV research.
was that. Remember that MK.IIIb will do
almost anything to avoid detection. HP: 180
Statistic shown are simplified for a SQ: 17
standard cyborgs in case its needed in AP: 14
random encounter - if you wish to create a XP: 1700
complete cyborgs character turn to chapter CC: 6
IIIb.
AC: 20 DR DT
Healing Rate: 20 Normal: 5 50%
Rad. Res: 80% Laser: 2 20%
Poison Res. : 98% Fire: 2 30%
Gas Res: 80/60 Plasma: 1 10%
HP: 80 - 180 Explosion: 5 50%
SQ: 16 - 20 PR: 100%
AP: 10 - 16 RR: 100%
XP: 200 - 400 GR: 20/35
CC: 5 15 Attacks: Bite (85%, 4 AP, D: 3d6, poison
type F), Claws (85%, 3 AP, D: 2d8),
AC: 10 DR DT Attack on Throat (70%, 8 AP, D: 2d20 +5
Normal: 2 35% with no armour save, target may roll for
Laser: 1 15% AG in order to avoid this attack, poison
Fire: 2 10% type F)
Plasma: 0 5%
Explosion: 2 25% Hornets
Those insects proven to be very resistant to
Attacks: Unarmed Attack (100%, 3 AP, D: radiation and when bees and wasp were
d4 +6), Melee Attack (100%, depends on killed they survived and some of them
weapon , D: weapon + 6), Firearm Attack even had mutated. They have taken the
(90%, depends on weapon) role of bees in current ecosystem and
pollinate plants in post-nuclear world.
Vampiric Wolf
This extremely rare creature is some kind Normal Hornet
of weird conjunction of a wolf and a Those are much like the pre war ones.
vampire bat. They are almost twice the size They are breed in beehives (or rather
of a wolf and have small, useless wings on hornethives) as the pre-war bees were.

61
They are one of the most common insects who got radiated proved not to be resistant
in the wastes. However they are much less to radiation and died. Giant bats have
dangerous than their radiated kindred much less in common with bats as many
anyone should be aware that they attack in can think. As bats use infrasound to detect
swarm and they can be deadly then as each obstacles they were adopted by army
of them carries quite big amount of venom. before the War to perform spying missions.
They are also very hard to get rid off A small electronic device was implanted
almost nothing except fire, smoke or into their head that transmitted images
diving in the water gives no effect at all. from their brains into army computers. But
Poison type: B or C (African hornets) normal bats proven to be rather
capricious and therefore military
Radiated Hornet laboratories breed a special genetically
Those beasts are very dangerous though engineered bat race much larger than
also very rare. They have up to 8 inches original (from 50 - 70 cm long) and more
(20 cm) in length and powerful jaws as intelligent. Those were trained to perform
well as deadly poison. Unlike other hornets various task for military purposes but then
they are predators and sometimes kill during the War they freed themselves from
brahmins. They usually appear in groups laboratories and adopted to life in
counting from 4 to 10 specimens. As they wastelands as they were resist most
tend not to attack humans unless unbearable conditions. Now giant bats live
threatened farmers usually let them eat in caves among their lesser kindred and
brahmins they slain and wait for them to can be seen hunting in night. As they are
fly away. GM note: they have AC of 60 larger than normal bats they also hunt
because of being small, fast moving targets larger prey not moths but rats or radrats.
and also because of their thick chitin body. They will not attack humans unless
If they are somehow forced to fight on threatened. Bats can only be met during
ground their AC is reduced to 5. night or during day in their caves where
they live in packs of 20 80 individuals,
HP: 10 accompanied by many more normal bats.
SQ: 40 Giant bats are almost defenceless when
AP: 24 forced to fight on ground (AC: 0, AP:4
XP: 150 SQ:2)
CC: 3
HP: 20
AC: 60 DR DT SQ: 30
Normal: 2 10% AP: 18
Laser: 0 0% XP: 200
Fire: 1 5% CC: 9
Plasma: 0 0%
Explosion: 1 0% AC: 40 DR DT
PR: 90% Normal: 1 0%
RR: 100% Laser: 0 0%
GR: 90/10 Fire: 0 0%
Attacks: Bite (85%, 3 AP, D: d8), Sting Plasma: 0 0%
(80%, 5 AP, D: 2d4, poison type D) Explosion: 1 5%
PR: 10%
RR: 90%
Giant Bat GR: 10/10
Deep underground in their caves most of Attacks: Bite (95%, 3 AP, D: d6), Claws
bats survived unaffected by war and those (110%, 2 AP, D: d8+2)

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PART VI:
ADDITIONAL
GAME
RULES
1. Cone of fire
Its not a compulsory rule it just makes gaming easier. In order to resolve the cone of fire take
a dragon breath marker from Warhammer Fantasy Battle (if you dont own it, the same is
included at the end of this text just cut it out). The centre of the circle of this marker should
cover the aimed target and all other models under the template might be hit as well. Easy and
playable and makes the cone of fire more real as its getting wider with distance. This marker
should be used only for close range combats, otherwise some characters would get no
advantage of long range weapons.

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Table of contents:
Prologue 1
History of The Enclave 1
Technical data 4
System description 4
Power Display 4
Geography 5
Security 5
Population 6
Armed Forces 6
Government 7
Policy 8
Research & Knowledge 8
Deathclaw Intelligence Enhancement Project 8
Cities 9
NPCs 11
Playing Enclave Characters 17
Military Ranks 18
Troop Types 18
AIM 22
AI machines 23
AIM project 23
Playing Cyborgs 25
Cybernetic Implants 25
AIM, orders from 29
Traits 30
Perks 33
Armours 36
Additional equipment 38
Weapons 40
Vehicle weapons 45
Grenades 47
Ammo 48
Vehicles 50
Upgrading Vehicles 53
Equipping vehicles with weapons 56
Creatures 58
Additional rules 64

65
Bibliography:
1. Wspolczesna Wojna Ladowa David Miller, Christopher F. Foss, wyd. ESPADON,
Warszawa 1993
2. Wspolczesne Smiglowce Bojowe Bill Guston, Mike Spick, wyd. ESPADON,
Warszawa 1993
3. WWII Encyclopedia - Close Combat 2: A Bridge Too Far by Microsoft
4. Harpoon 97 by I-Magic
5. Fallout 1 and Fallout 2 by Interpaly

This Add-On is not a separate game but part of Fallout Pen and Paper post nuclear role
playing game. All basic rules can be found in main Fallout PnP sourcebook at
www.iamapsycho.com/fallout.

Special thanks to Ausir (for pointing out mistakes and providing stats for some weapons and
armours) for Ausir (once more for pointing out mistakes, its for him that this extension isnt
full of bugs), Aleks (for pictures), MervK (for Astropolis, RAH88 and forcing me to describe
Enclave Navy), Jason Mical (for creating Fallout PnP), Zillameth (for pointing out
mistakes) The United States Army (for pictures ) and all people from Fallout community
who helped in creation of this extension. And greetings to Fred a friend of mine who
downloaded this add-on from the States, because he didnt know who has written it Global
village rules

This Add-On was sponsored by letters J, K and D and numbers 5 and 6.


Well thats the end nothing more is here Really!

The End, EnclaveNet Off-Line, Thank You For Your Cooperation

v.2.0 Katowice, Poland 13.IV.2001

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