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Thanks to the (unofficial) revisions new set of rules and alteration to existing rules it has been found
nescessary to raise the level cap to 50. The new experiance table is as follows.

Level Experiance
1 0
2 1000
3 3000
4 6000
5 10000
6 15000
7 21000
8 28000
9 36000
10 45000
11 55000
12 66000
13 78000
14 91000
15 105000
16 120000
17 136000
18 153000
19 171000
20 190000
21 210000
22 250000
23 290000
24 330000
25 370000
26 410000
27 450000
28 490000
29 530000
30 570000


Nothing lasts forever. And in a violent wasteland, this is especially the case.
As such it is paramount to create a system to monitor just WHEN something needs a quick
patch-up. As stated before, unless information in this revision contradicts information
in the FO PnP document, it is to be assumed the rules havent changed.

Weapon conditions have changed slightly. In that now it is measured by percentile rather then by condition “boxes”.
Every piece of weapon and armor ( and any OTHER materials/ creatures the GM wants to apply this to) has a total of
100% condition. Any source that causes a weapon damage will lower this precent considerably. Even time is a factor.
It’s up to the GM the exact amount of damage any situation causes but here is a rough guide.


Time takes it’s toll on unaccompanied equipment. Things left to rust or rot for months on end can become brittle fast.
Any materials that the GM chooses to apply “condition” to will lose -1% of it’s over all condition for every month if
left alone. -1% every week in damp locations or very dry locations. And -1% per day if in adverse conditions such as under
water or constantly exposed to acid rain.


Any weapon that makes an unsuccesful attack will lose -1% condition per target missed or -5% on a critical failure.
Weapons also take -(Damage delt)% to condition if a targetted attack against the weapon itself hits.
Any armor or helmet takes -1% to it’s condition, -5% for a targeted hit, and -10% for a
critical hit, on a succesful hit. (The equipment is instantly destroyed if a critical calls for “instant death” )

A succesful Repair check repairs 1d10+ (1/2 repair skill) in condition percentage. So someone with 20% in the repair
skill could repair (1d10= 10+10 repair) for 20% repaired max on a good roll, 11% at lowest. Repairingalso requires spare parts specific to the weapon or
equipment. Although this is up to the GM to decide WHAT is required, it is safe to assume sacrificing a lesser quality gun
or piece of armor to fix the better of the two is a good idea. Scrap Metal, or other materials are obvious reasources for
repair equipment. A piece of equipment (weapon, armor, etc) risks taking damage rater then being repaired if improvised tools
or improper equipment is used, or if there is insufficiant room to work with. A work station, tools, and adhesives are the
most common of repair equipment.If improvised tools are used, only half the total condition is repaired or the weapon risks
taking -1d10 % condition damage (1-50% half repaired, 51-100% equipment damaged). Repairing a weapon takes 1d10+5 minutes of
work, armor taking 1d10+20 minutes, and otherequipment is debatable to the DM.


As weapons become weaker or less used it’s effectiveness begins to dwindle. For every -10% to a weapons condition the weapon
deals 5% less damage then it normally would ( to a total of half damage at 1% condition). At 0% condition there is a 50% chance
the weapon is jam and cannot be fired until a succesful repair check is made (taking 1 minute). If a repair check is made the
weapon is returned to 5% condition and unjammed).

Armor also corrodes as time and mis-use takes its toll. As armor condition is lowered so is the armors DR/DT. For every -10% to
condition the armor first loses 5% DR, then at 50% condition remaining loses all it’s DT (and continues to lose DR). A piece of
armor with 1% condition provides no noticable protection, as it’s riddled with holes and falling to shreads. However it’s not
until the armor reaches 0% that it becomes entirely useless and cannot be repaired or used for anything other then to repair
OTHER armor. Armor of like-materials can be used to repair other armors.

The only change made to Vehicle conditions is that a single destroyed tire does not stop the vehicle, rather lowers the over all
speed by 25% and forces a pilot check ( at -10% per tire). A failed pilot check results in a wipe out.


Targeting a weapon is just like targeting a body part, except the damage delt is done to the weapons condition, and is double so. Just as well this can be an
easy way to disarm a pesky opponant. However unlike targeting a creature you get no bonus torwards criticals on targeting weapons. Unarmed combatants looking to disarm, and utalise an opponants weapon can do so in a similar fashion. An unarmed combatant using the unarmed skill, can target a weapon just like anyone else, but they do not actually DAMAGE the weapon with their attempt (although damage is calculated as normal for unarming an opponant.) However unarmed attacks count as dquadruple “damage” for the purpose of disarming an opponant. An unarmed combatant obtains the weapon if it is a one-handed weapon.

Weapon Category Penalty
Small Guns -20%
Energy Weapons -20%
Big Guns -10%
Grenades -30%


If your Character is holding an item in
her hand, she can use it in combat,
provided it is an item that’s use takes
under 10 seconds (GM’ discretion).
Healing chems, Geiger counters, and a
police whistle are all examples of items
a player can use in combat. Note that
an item MUST be in hand to use it; see
Before Combat, above. Using an item
takes 2 AP.


If you run out of ammo for a gun and
need to draw another, or if you want to
grab that stimpak out of your pocket,
you are Equipping an Item. Equipping
Items takes 2 AP for each item equipped.
Therefore, if you trade your hunting
rifle in for a SMG and want to grab that
healing chem in the same round, it will
take 4 AP total. You can equip any item
that is on your person (your pockets,
backpack, and fanny pack count as “on
your person”).


You can take an item on the ground, in a
container, or off the bodies of your
enemies. Unlike with Equipping Items, this
costs 1-4 AP per item(situational), and your character
must be standing in the same hex as the
item (or on an adjacent hex).


Crouching & Prone

Crouching and Going Prone are great ways
to improve your accuracy in combat, and
to help you hide behind available cover,
making less of your body visible and
available to an attacking enemy. They
are also great ways to make yourself a
sitting duck, allowing people to hit you
easier. Changing positions takes 2 AP.

When Crouching, the character gains +10%
to Small Guns, Big Guns, and Energy
Weapons skills for purposes of To Hit;
it takes the character 2 AP to move 1
hex; and the character’s Armor Class
from Agility (Base AC) is reduced to 3
(characters whose Agility are below 3
are not effected.)
Prone characters gain +25% to Small
Guns, Big Guns, and Energy Weapons
skills for purposes of To Hit; it takes
the character 4 AP to crawl one hex; and
the character’s Armor Class from Agility
(Base AC) is reduced to 1. Prone
characters cannot make unarmed or melee


The left side represents a penalty to attack rolls due to poor lighting. The right represents a bonus to sneak/stealth checks due to poor lighting.

0%: A sunny cloudless day; a well-lit
-1%/0%: Clouds
-10%/5%: A Medium-lit building
-10%/5%: Rain or Heavy Dust
-20%/10%: Bad Light Indoors
-20%/10%: Heavy Rain or Sandstorm
-30%/15%: Poor Lighting, Torch Light, Night
-80%/40%: Blizzard / Hurricane / Tornado
-100%/50%: Total Darkness


A “Point Blank” shot is an attack done with a ranged weapon in melee range. (Adjacent Hex or Same hex)
When an attack is made “point blank” with a ranged weapon the only AC provided is from armor. ( making most attacks auto hits).
However a targetted attack cannot be made at ’point blank". Firing at “point blank” takes 6AP.


Head 1/4 HP +End
Limbs 1/3 HP+ End
Torso 1/2 HP+ End

Falling to your knees, or that obnoxious ringing in your ear, or perhaps the blood pouring from your gut. Crippling is a pain in the ass. A limb has a seperate HP reserved based on your characters over all and endurance. When a limb is subject to a targetted attack, a burst attack, or natural elements, the limb risks becoming crippled.
Burst attacks are the nastier of which. Whenever a round misses a target, the same bullet has a percentile chance of grazing a segment of your body. When a burst attack bullet misses your overall AC, it’s “to hit” is matched up against a % determined by your LUCK and AGILITY. If the bullet beats this drastically lower % AC, the limb takes 1d4 damage.
In the case of a targetted attack, only the basic damage from the round(s) is applied. The modified damage from a possible critical hit is applied to the characters actual HP. Finally elemental damages to limbs is up to DM fiat, but should rarely go above 10 damage per limb. A “Body part” is wounded when it’s HP reaches 0. And can be healed via resting,
and 1hp per successful medicine check. A crippled head results in a -20% chance to hit, and temporary blindess every 1d4 rounds. A crippled Arm results in the inability to use that limb, and 1/2 movement restriction per leg crippld (To 4AP per hex at 2 crippled legs, or crawl). A crippled torso results in a 1hp loss per round.


AP Costs
Unarmed: 2
Unarmed Weapons: 2
Melee Weapons (single): 2
Melee Weapons (Two-Handed): 3
Small Guns (single): 3
Small Guns (Two-Handed): 4
Bigguns (W/ Tripod): 5
Bigguns (W/o Tripods): 6
Morters: 6
Energy Weapons (single): 3
Energy Weapons (Two-Handed): 4
Energy Weapns (Big): 5
Thrown Weapons: 3
Targeted Shots: +1

Your total AP is now equal to AGI +3.

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Fallout ( Unofficial Revised Ed.) DMTibernius