Enclave 2 2
Enclave 2 2
THE ENCLAVE
OF THE UNITED
STATES OF
AMERICA
We, the citizens of the Enclave, who do
believe in the Enclave as the legal continuation
of United States of America, rule that we will
do everything that our country, its government,
or citizens may need to achieve our goal of
resurrecting the United States of America once
again
-- Constitution of The Enclave, First Paragraph
Prologue:
This text is considered to be an extension
of Fallout Pen & Paper currently available
at
www.iamapsycho.com/fallout
and
written
by
Jason
Mical
(unasoda@hotmail.com). Reading just this
file wont allow you to play the game.
Any comments you have please send to Jan
Domanik (domanik@wp.pl). I wish you
good gaming. Im aware of the fact that
some things vary from what it was
approached in Fallout series but those are
not any major changes and do not affect
general gameplay.
GM information:
Enclave expansion is recommended either
for high-level (12 and above) player
characters form the Wastes or can be
played from the very beginning (level 1)
when using player characters that are
Enclave citizens.
You should also be aware that this is a
high-tech add-on and it introduces many
cyberpunk ideas which can sometimes not
fit into your post nuclear world but in my
opinion when used in moderation it
provides good gaming opportunities. For
EnclaveNet: Online
File: corporal Samuel W. Richardson note
about The Enclave history
Security status: red
Date of modification: March 3rd 2155
Well the time has come for me to continue
the work of my father. Many years have
passed since someone has written down
our history but there were many more
important things. After my fathers death
in 2098 many things have changed. The
most important is that we once more
established a stronghold on the mainland in
2105, and the base called Navarro exists to
current day. We once more went into the
wasteland and saw that many people
survived even though we thought it to be
impossible. But they were not interested in
rebuilding the USA, most of them being
the second generation as the first died out
quickly after the war. All they desired was
our technology. We also met some foul
creatures known as ghouls and mutants for
the first time. We quickly learned that we
couldnt rebuild the USA with those losers,
we had to achieve this task by ourselves.
By the time we had regained three missile
cruisers - their crew probably killed by
radiation - and we had capabilities to make
some real shipments to Navarro (later on
we also tried to travel to different places
but all was the same, radiation or some
aggressive locals). We tried to make
contact with some Vaults but most of them
did not survive the war and others just
didnt trust us and refused to open their
doors, which is not surprising, as we
havent been heard of before the bombs
went. We slowly grew in numbers and
even seized control of an old nuclear
reactor and built some bases deeper in
wasteland but those all had to be deserted
from various reasons. Probably the most
important thing happened in 2115. The
High Commission of Science and Warfare
(HCSW) was founded. I would mark this
as an end of republic and the beginning of
technocracy in The Enclave. The scientists
quickly gained control of every important
EnclaveNet: Online
File: Hydropolis security status
Security status: orange
Date of modification: June, 2nd 2160
DEFCON: 5
Perimeter defences: Online
Oil Rig defences: Online
Radar: Active
Long range sensors: damaged, 50%
operational
Main Laser Batteries: 10/14 operational
Secondary Laser Batteries: 5/40
operational
Main Missile Batteries: 5/12 operational
Secondary Missile Batteries: 10/30
operational
155 mm Guns: 0/10 operational
280 mm Guns: 1/5 operational
650 mm Torpedo Tubes: 1/10 operational
Supercavitation Torpedo Tubes: 0/3
operational
Underwater minefield: Not Present
Deep Charge mortar: 5/15 operational
Defensive bots: On Guard
Security cameras: Active
Forcefields: Inactive
Traps: Inactive
GPS targeting: no satellite present
SDI defences: SDI satellites destroyed
Oil Rig main forcefield: Inactive
Internal turrets: On Guard
Counter insurgency: Inactive
Self-destruction control: 1024 bit access
code required
End of Record, EnclaveNet Off-line
10
11
12
Lockpick: 70%
Throwing Weapons: 60%
First Aid: 70%
Doctor: 50%
Piloting: 55%
Sneak: 110%
Steal: 40%
Traps: 80%
Science: 60%
Repair: 75%
Speech: 105%
Barter: 50%
Gambling: 40%
Outdoorsman: 70%
Equipment: her equipment depends on the
mission at hand, but she will almost always
be armed with her favourite melee weapon
- a wakizashi sword. She tends not to wear
any armour that would limit her movement
possibilities.
Description: she is one of the most
experienced
and
talented
Enclave
assassins, able to infiltrate almost any
opponent. Her unique sneaking skills
followed by her unequalled weapon
handling and unmatched hand-to-hand
combat abilities make her one of most
valuable Enclave soldiers. Moreover, her
sex appeal helps her whenever she has to
deal with male opponents. Her personal
hobbies are martial arts and training in the
art of sword, as she says. Jane sees the
Enclave as the only way to restore
civilization and will always do everything
to serve it. She is very famous among
Enclave citizens and soldiers but she pays
no attention of her fame. She spends more
time somewhere in the wasteland on
duty than in the Enclave.
Name: Argus McFariley
Profession: merchant
Alignment: chaotic-neutral
Age: 42
Race: ghoul
Sex: M
HP: 50
XP value: 850
STR: 4
END: 6
INT: 9
LK: 7
PE: 5
CH: 5
AG: 6
13
Repair: 120%
Speech: 70%
Barter: 60%
Gambling: 20%
Outdoorsman: 15%
Equipment: none
Description: Anthony was one of the most
talented Enclave pilots. He was the leader
of 1st Inca squadron and had the best
results in whole Enclave air forces many
thought he is about to be promoted for a
major and later maybe even for a colonel
but one day his Inca didnt return from a
simple recon mission. He never reported to
a refuelling station in the desert where he
ought to refill his Inca before returning to
Navarro. Enclave sent a massive a rescue
force that searched for many days, but they
didnt find him nor any sing of what has
happened with him and his chopper
Now he is officially listed as MIA but
many think that he lives somewhere in the
wastes
GM notes:
Equipment: Anthony wears torn and
almost unrecognisable Enclave pilot
uniform (with insignia of 1st Inca Squadron
a dragon attacking a sheep and words:
Strike Swiftly), he is armed with Desert
Viper pistol
Description: The truth is that Fassards
RAH-88 Inca actually reported to
refuelling station but when he was
approaching landing pad suddenly a
Hedgehog air defence vehicle standing in a
trench near by opened fire at his Inca.
Thanks to his abilities he managed to
manoeuvre his hopper out of danger zone
but it got badly damaged and Fassard
himself got badly injured. All of this
happened because he started to use his
popularity among Enclave soldiers to
convince them that they should reveal
themselves and help all people from the
wastes which was against HCSW policy
14
Name: Grumbar
Profession: berserker
Alignment: neutral good
Age: 46
Race: super mutant
Sex: M
HP: 250
XP value: 6000
STR: 13
PE: 8
END: 11
CH: 2
INT: 2
AG: 7
LK: 7
15
16
Speech: 220
Barter: 60
Gambling: 0
Outdoorsman: 250
! 0 means that he will never do such a
thing, no matter what
Equipment: Holy Armour of Paladin
there is 95% chance it will deflect ALL
damage (let it be from bullets, flames,
radiation, falling rocks or even nuclear
explosion), otherwise treat it as if it had
DT of 160 and DR of 95% (for all kinds of
attacks), critical hit that bypasses armour
does not work against it
Description: Sir Henry is probably the
strangest person PC can ever meet in the
wastes. He is the only living member of
Black Rose Order order of Knights who
claim to have seen The Grail itself.
Whatever is the source of sir Henrys
unique powers they are for sure
supernatural. His history has long ago been
forgotten and now even not many in
Brotherhood know of his presence as long
ago he has chosen to wander the wastes
and help restore balance to the world, with
Gods help. The only place he lives in are
legends, many children have heard of a
holy man who comes from the wastes to
heal and aid poor people however not
many believe this stories when getting
older. Sir Henry Wears Holy Armour of
Paladin (which looks much like standard
T51b), which is completely black except of
red rose, painted on right shoulder. He is
armed with a Holy Sword Of Paladin (Min.
ST: 10 W: 16 Dmg: 4d10 + MD, armour or
damage resistance does not protect foes
from this sword, Rng: 2 S: 5 T: 6 B: N/A),
two Holy Desert Eagle Pistols (stats as
normal Desert Eagle but armour does not
protect form their hits) and carries one
Holy Hand Grenade of Antioch (see
weapons section). He wanders the wastes
and sometimes helps people in need but
usually avoids contact with others he will
help only when some special conditions
occur and he sees the local balance
17
18
Level Required
1
5
9
11
13
15
Lieutenant Colonel
Colonel
Major General
Lieutenant General
General
Marshall
17
19
21
24
27
30
Targeting a tank
Special Ops
Main skills: small guns, sneak, melee
weapons, unarmed, throwing,
Requirements: INT 8 PE 7 AG 7
Armour: none or Kevlar
Weapons: any rifle with scope or any
assault rifle, Desert Viper + 4 magazines, 6
grenades
Equipment: depends on mission
Judge Advocate General (JAG)
Main skills: science, speech, barter,
Requirements: high CH
Armour: none
Weapons: personal weapon
Equipment: varies
Technicians
Main skills: repair, science
Requirements: none
Armour: none
Weapons: personal weapons
Equipment: various tools
Infantry (Light)
Main skills: small guns, melee
Requirements: none
Armour: combat armour
Weapons: all rifles and assault rifles, 6
grenades
Equipment: stimpacks, Rad-X, RadAway,
knife, bayonet
20
Infantry (Heavy)
Main skills: small guns, big guns
Requirements: STR 6
Armour: T67
Weapons: all kinds, 8 grenades
Equipment: stimpacks, Rad-X, RadAway,
knife, bayonet
Artillery
Main skills: big guns, repair
Requirements: INT 6
Armour: Kevlar
Weapons: M1A5 and 6 magazines
Equipment: varies
Scout
Main
skills:
small
guns,
sneak,
outdoorsman, science,
Requirements: AG 8 PE 8
Armour: Kevlar or combat armour
Weapons: H&K P90c + 8 magazines, 6
grenades
Equipment: stimpacks, Rad-X, RadAway,
survival equipment, low light and night
vision goggles, com-link, PIP Boy, Geiger
counter, knife
Airborne
Main skills: piloting, Enclave Airborne
Training
Requirements: INT 7
Armour: none
Weapons: Desert Viper + 2 magazines
Equipment: stimpacks, Rad-X, RadAway,
radio, knife
Espionage
Main skills: sneak, speech, outdoorsman,
traps, lockpick, repair, steal, unarmed
Requirements: INT 7 PE 9
Armour: varies
Weapons: varies
Equipment: varies
Demolition/Engineering
Main skills: traps, repair, small guns, big
guns
Requirements: STR 6 INT 6
Armour: combat armour
Weapons: Desert Viper + 4 magazines
21
Armour: T67
Weapons: flamethrower, Desert Viper + 5
magazines
Equipment: stimpacks, Rad-X, RadAway,
container with flamethrower fuel
ABC Warfare
Main skills: small guns, science,
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: stimpacks, Rad-X, RadAway,
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
22
PART II:
Artificial
Intelligence
Machines
Project
23
I. What is an AI machine?
There are a three kinds of AI machines:
pseudo-AI, semi-AI and full AI .
Pseudo-AI is a computer operating a neural
net type architecture that emulates
functions of human brain but is not
complicated enough to achieve any
intelligence or consciousness. They have
no centralized CPU and their power comes
from the number of neurones. These
computers can work much faster than any
other silicon-based processor CPU but are
not capable of making their own decisions
and solving abstract problems would be
impossible for onw. They are simply very
fast calculators. All pre-war Personal
Computers were made using this
technology.
Semi-AI is a machine also using a neural
net but much more complicated and
partially made of organic compounds
(mainly proteins). It emulates some
functions of human brain and can achieve
much better IQ test results than any human
but has no consciousness. This means that
this kind of machine will be able to paint
but it will do so only if asked to do, so it
wont paint just because it likes to paint.
Semi-AI computers were very popular just
before the war and hundreds of those have
served as medical, science or military
advisors.
Full AI machines are just a miracle of
human creation. Their core, made of
proteins (and some other chemical
substances),
is
capable
of
both
consciousness and intelligence. Whats
interesting is that these computers are
usually linked to pseudo-AI stations that
they use to perform calculations, as the
main unit is busy thinking and such
24
25
26
Basic CPU
IE loss: 4
Requirements: none
Effect: INT +1, allows AIM to control
cyborg, supervises other implants
Description: A basic enhancement given to
all cyborgs - allows for faster calculations
and deduction but also gives Aimion
ability to give orders to its cyborgs.
Contains a communication module (works
in much the same way as an ordinary
radio) and control module, without which
other implants cannot work properly. See
Orders paragraph below.
Enhanced CPU
IE loss: 8
Requirements: none
Effect: INT +2, allows AIM to control
cyborg, supervises other implants
Description: More sophisticated version of
the previous with much the same functions.
Cleansing Nanobots
IE loss: 2
Requirements: none
Effect: dissolve all other implants after
host death
Description: An implant that is given to all
cyborgs to reduce chance of recognition
after death. Nanobots require 1-6 (depends
on amount of implants in body) minutes to
complete their work.
Hormone Control System
IE loss: 15
Requirements: humans only
Effect: can add 2 points to END and STR
and raise sequence by 5 when activated
Description: A system that controls
hormones secretion allowing for better
usage of them during combat. System
might be turned on for maximum of 5
minutes. Afterwards STR and END and
INT are lowered by 1 for 6 hours.
Combat Matrix
IE loss: 10
Requirements: AG 7
27
Nanoarmour
IE loss: 20
Requirements: not allowed for dogs and
deathclaws
Effect: AC: +5 N: +3/+20 L: +1/+10 F:
+1/+10 P: 0/+5 E: +5/+25, AG - 1
Description: A layer of nanomachines just
below the skin that protects user from
damage. On the other side it reduces your
agility. It does not protect the head. It
cannot be used with synthmetal armour.
Synthmetal Armour
IE loss: 30
Requirements: not allowed for ghouls,
dogs and deathclaws
Effect: AC: +10 N: +5/+25 L: +2/+15 F:
+2/20 P: 1/+10 E: +8/+35, RR + 5%, PR:
0/5 AG 2, SQ - 4
Description: A thin layer of synthetic metal
implanted under the skin to enhance host
damage resistance. It does not protect the
head. This armour can be detected by
someone with high PE or when touching
user. It cannot be used with nanoarmour.
Cybernetic Lungs
IE loss: 12
Requirements: none
Effect: immunity for gas poisons and gas
grenades, can live in 8% oxygen
atmosphere
Description: Modification of lungs
allowing for living in harsh conditions.
Biolungs
IE loss: 6
Requirements: none
Effect: +70/+0 to gas resistance, can live in
12% oxygen atmosphere
Description: Genetically enhanced lungs
that are implanted in place of standard
ones.
Cybernetic Heart
IE loss: 10
Requirements: END 5
Effect: STR +1, END +1, reduces fatigue
allowing character to perform tiring tasks
28
Cybernetic Legs
IE loss: 25
Requirements: none
Effect: Action Points +3 for purpose of
movement only
Description: Cybernetic legs that replace
standard ones. They are much better for
running, giving you 3 extra action points,
usable only for movement, every turn.
Both legs must be implanted at the same
time.
Memory chip
IE loss: 5 + 1 per 2 points stored
Requirements: not allowed for dogs
Effect: raises skill levels
Description: Memory chips that are linked
with CPU unit and supply user with
knowledge. For each 2 additional skill
points stored in memory chip you must
subtract 3 from your IE stat. Skills cannot
go higher than 100 by using this chip. This
chip is necessary for recording option in
the cybernetic eyes, it can also record what
cyborg hears through its cybernetic ears.
Steel Nails
IE loss: 0 (can be given to normal humans
also)
Requirements: not allowed for dogs and
deathclaws
Effect: +1 to MD
Description: Sharpened nails made of steel
that can be used during combat.
Hidden Blades
IE loss: 1
Requirements: not allowed for dogs
Effect: +4 to MD
Battle Spines
IE loss: 5
Requirements: deathclaws only
Effect: additional tail attack
Description: Spines are added to
deathclaws tail, making it a very
dangerous weapon (Tail Swing (Unarmed):
Dmg. d10+MD AP S: 2 T: N/A B: N/A,
70% chance of knockdown). This attack
must be made into the backward area (or
deathclaw must turn around)
Venom Teeth
IE loss: 6
Requirements: dogs only
Effect: type E poison added to bite attack
Description:
Simple
but
deadly
modification. Venom teeth are implanted
along with venom glands that provide
supply of venom.
Deathclaw Battle Implant
IE loss: 100
Requirements: deathclaws only
Effect: AC: +20 N: +8/+70 L: +6/+80 F:
+10/+95 P: 5/+40 E: +8/+80, RR: +40%,
PR: +0/+50, regeneration of 2 HP per
round, Carry weight - 50
29
Cybernetic Ears
IE loss: 3
Requirements: none
Effect: rises PE by 4 for purpose of hearing
Description: Cybernetic ears that replace
normal eyes. If cyborg wants to record
he/she/it must have memory chip.
Metabolism Biocontroler
IE loss: 15
Requirements: not allowed for dogs, INT 4
Effect: healing rate +6, can halve damage
from any lasting damage (eg. poisons),
reduces necessary amounts of food,
character can fall into controlled coma.
Description: Controls basic functions of
organism allowing some processes to take
place faster or slower if its necessary.
Voice Pattern Modifier
IE loss: 5
Requirements: not allowed for dogs and
deathclaws
Effect: CH +1
Description: Changes voice pattern in
order to sound more persuasive.
Appearance Modification
IE loss: 4/8/12
Requirements: human females only
Effect: CH +1/+2/+3
Description: Modifies female appearance
using plastic surgery and silicone and
cybernetic implants - much like current
plastic surgery but on much larger scale.
Can be used in case of males also but only
first level is allowed (IE loss: 4 CH +1).
Memory Pattern Finder
IE loss: 8
Requirements: INT 7
Effect: allows remembering everything
host organism has experienced
Description: A stimulator implanted into
brain that prevents neural connections with
memory areas to disappear.
Orders from AIM Aimion controls his
cyborgs by sending them instruction. If
30
PART III:
ADDITIONAL
TRAITS & PERKS
TRAITS:
Absolute Direction
You can always tell where north is no
matter what happens. Also its almost
impossible for you to get lost.
Bad Natured
School never interested you. You preferred
action. Skills of Small Guns, Big Guns,
Energy Weapons, Unarmed and Melee get
a 25% bonus but all others suffer 10%
penalty. Ghouls, mutants and humans only.
Bad Sight
Something is wrong with your eyes - if you
are not wearing glasses (and in the
wasteland its hard to find some) your PE
is down by 2 for purpose of sight. You also
cannot take any sight related perks, e.g.
awareness (even with glasses). On the
positive side your PE is up by 2 for smell,
taste and hearing.
Born Loser
You are on a mission. Your relatives are
having a party - they at last get rid of you,
the one who can damage even a solid metal
ball Everything bad happens to you - all
failures are critical ones and you must add
2 to your roll on the critical failure table.
Everything involving you just tends to
happen somehow badly - you always take
minimum possible damage from hits,
radiation, poisons etc. Traps may break
down instead of harming you, mines will
be dud If someone wants to backstab
you with a knife he will probably fall and
cut himself. On the other hand a falling
meteor will surely land near you, and when
you dont have 100,000 of matches better
do not even think of making a bonfire It
involves only you e.g. a burst from
minigun may hit 3 persons but only you
get minimum damage from each bullet (in
this case 6 -> 5 from minigun and only one
from usual 1d8 caused by 5mm ammo).
You cannot have the Jinxed trait if you
chose this one.
Combat Frenzy
You like blood and killing so much that
you just cant stop and no one is safe from
you. Each time you kill something or
someone you must roll for your INT if you
fail you go into a frenzy all actions cost
you only half (round up) action points but
you may not take aim and must use burst
fire if possible with current weapon and if
not the character must draw such a weapon
(unless there he/she has no such weapon in
inventory). After you kill someone you
may test at your Int -1 to see if your frenzy
passed. You may test once more after
another kill, this time at Int -2 and so on. If
none of the rolls succeeds, you fall
unconscious as soon as your Int reaches 0
(this will never happen if you have Int of 3
or less it will fall to 1, and this will be your
chance to stop attacking everyone). Youll
attack enemies first, but when they are
dead your allies will also become targets.
Robots cannot take this trait.
31
Combat Instinct
You know what your opponent is going to
do next. You dont know how does it work
- you just know. Your modified (with what
you wear) armour class is doubled. You
must see your enemy for this trait to work.
On the other hand you always assume a
defensive position and allow your
opponents to act first (you always act last
in the combat, regardless of sequence).
Robots and dogs cannot take this trait.
Coward
You dont think its worth dying in a
combat. Its better to run for your life.
Whenever your HP fall to 1/3 of maximum
you must escape from combat you may
do so at double your AP, but you can do
nothing except running and you drop
anything you were carrying in your hands
(or even your backpack if its particularly
heavy). Also in all situation that require
bravery (e.g. entering a dark cave), you
will rather do something else. If forced to
do something that scares you negative
modifiers should be applied. On the other
hand when somebody chases you into a
corner your combat skills, basic damage
resistance (if any) and melee damage are
doubled (but your AP is normal). Robots
cannot take this perk.
Destiny
You have a goal of some kind that you are
going to achieve during your life if you
want it or not Maybe youll become The
Saver of The Earth or The Most Evil
Character Ever? Who knows? When you
choose this perk GM should determine
what your destiny it but he mustnt inform
you about it. Then during campaign he
should add adventures that will eventually
lead to your destiny whatever shall it
be Robots cannot take this perk.
Doubled Vital Equipment
You have two sets of vital internal
machinery. This makes you able to sustain
more damage but makes you less agile.
Your HP gained per level is doubled but
32
33
PERKS:
Alpha Male
You are dominant male in your pack
others will be afraid of you and will follow
your orders. You have bigger chance to
reproduce than other pack members. On
the other hand you must be aware that
others may wish to challenge you as they
grow in strength themselves. You may gain
this perk only by defeating previous alpha
male.
Ranks: 1
Requirements: Level 12 STR 7 END 7 AG
7, deathclaws and dogs only.
Assassinate!
You can deal x2.5 damage with the first
attack in combat as long as you were
sneaking your enemy or some other ability
to make surprise attack (like a sniper shot)
Ranks: 1
Requirements: Sneak 70% Level 9
Cheater
You have learned how to cheat in cards
and other gambling games. You can add
+40% to your gambling if you wish to use
34
Delayed Action
You can transfer your action points for
next round of combat, but not more than 10
AP each combat (adding up all transfers).
Ranks: 1
Requirements: Level 18, AG 9
Driver
You get a 15% one-time bonus to driving.
Ranks: 1
Requirements: Level 6 humans, mutants
and ghouls only.
Fast Weapon Draw
You add +6 to your sequence in first round
of combat when using firearms.
Ranks: 1
Requirements: Level 6, AG 7, deathclaws
and dogs cannot take this perk.
Favourite Weapon
You can choose a weapon to which you
will have a 20% bonus when using it.
When taking second rank of this perk you
must chose another weapon.
Ranks: 2
Requirements: Level 6, robots, deathclaws
and dogs cannot take this perk.
Fire At Will!
You are trained to fire your weapon
accurately regardless of conditions.
Targeted shots cost you one action point
less.
Ranks: 1
Requirements: Level 12, small guns and/or
energy weapons 110%
Innocent Appearance
No one can expect you to do something
bad, you just look so innocent. You can
approach most foes (not robots or animals)
with little risk of attack and you act as first
in first round of combat. It doesnt mean
you would be let into a guarded place, you
just can approach the guards without being
shot at sight. Your enemies must be able to
see your well so you cant wear anything
more than leather armour and must not
carry any visible weapons (who would
35
36
First Aid: +5
Doctor: +5
Science: +5
Modifiers are doubled for purpose of
his/hers specialization
Specialist doctor (e.g. surgeon, optometric,
cardiologist etc.):
Requirements: 6 years of study
PART IV:
WEAPONS,
EQUIPMENT &
VEHICLES
Armours:
XS200 Personal Forcefield Emitter
Value: 2500
This small device is powered by 10 small
energy cells (SEC) for 10 minutes and
generates a force shield in front of its
wearer providing +10/+15 additional
damage resistances towards any attack.
Those are quite unreliable and tends to
break down (there is a 20% possibility that
it will get additional 2d6 dots in condition
chart with each use or after every 5
minutes of usage - not necessarily
constant).
Enclave Arms T67 Advanced Power
Armour and T67b Advanced Power
Armour Mk. II (Enclave Powered
Armour Mk. I & Mk. II)
Value: 35,000 / 40,000
The final word in exoskeleton body
protection. This armour is successor to the
37
38
Additional Equipment:
Barbed Wire
Value: 5 per one meter
Just as the name says - an oldie but goodie
thing which comes form XIX century.
Anyone who tries to cross barbed wire
takes d10 damage and will get stuck in it
for d8 turns unless he rolls for AG/3
(round up) - d10 damage is dealt each turn
if person is stuck in it. The only way to
safely cross barbed wire is either to crawl
under it, jump over it (if there is
possibility) or just cut it. Barbed wire is
ineffective against Deathclaws (their skin
is too thick), robots and characters in
exoskeleton armour or any metal armour
that covers whole body (combat armour
but not metal armour).
Barrel Cooling Device
Value: 350
Additional radiators attached to weapons
barrel that allow it to fire faster without
risk of overheating. Can only be added to
machineguns (except miniguns) and
increases their rate of fire by 5. Every time
a weapon with barrel cooling device loses
condition points it loses two instead of one.
Blood Unit
Value: 300
A container with blood that may be needed
during surgeries. Remember that person
must take blood with group and Rh
accepted by his/hers organism. Adds +30
to doctor skill and heals additional d10
damage (or deals 3d10 + 10 if improper
blood is used). Blood units are very rare
and can only be found carried by Enclave
or Brotherhood of Steel medics. It cannot
be stored for longer than 6 months
regardless of conditions and is useless after
12 hours if not stored in refrigerator. Note
that vampiric wolves can use this blood as
food.
Communication Scrambler
Value: 800
A coding device attached to radio in order
to cipher the transmission and disallow any
unauthorized listeners to eavesdrop. The
transmission receiver must also be
equipped with a scrambler to decode the
message. Requires one SEC for 10 hours
of working.
Communication Jammer
Value: 1100
Can jam any radio transmissions or bugs in
radius of 30 meters. Requires one SEC for
5 hours of working.
Dragons Teeth
Value: N/A
Dragons Teeth, unlike their name, have
nothing in common with dragons. Those
are anti tank obstacles made of concrete
that are positioned near strongpoints to
make advance for tanks difficult or
impossible. Dragon teeth are no longer
produced in post nuclear world however
many can be found in pre War facilities,
but the problem is that they weigh several
hundred kilograms and might be difficult
to transport
Fake Gun
Value: 50
39
40
Weapons:
Weapons
20mm ADEN Defensive Cannon
(ADC20)
Value: 30000
This automated defensive pod was a
common pre-War security array. This
compact cannon, shielded by massive
tungsten alloy armoured plates, comes with
a semi-AI computer that is responsible for
all of its advanced functions. The cannon is
capable of IFF and will not shoot at anyone
who is pre-programmed as ally (as it
possesses various sensors, from IR to smell
identification, risk of misfire is very low,
even in poor weather conditions or at
night) or will shot at anyone who is preprogrammed as enemy (e.g. anyone
carrying a weapon) - second mode being
more useful in situations where the risk of
someone unexpected, but non-hostile,
coming is high (e.g. a city). The cannon
can fire 20 mm HEAT, MPAT, HE and
ATP shells (basic cost 25 per one) and has
a 100-shot magazine. The weapon is
capable of 3-shot burst fire.
Min. ST: - W: 300 lbs. Dmg: 6d10 + 40
Rng: 60 AP: S: 6 T: 7 B: 7
Action Points: 12 Skill: 110% XP value:
500
AK222 Grenade Thrower
Value: 2250
A Russian design simple and reliable,
widely used in EANU army. It uses
pressurized air to launch hand grenades for
large distances. Single shot only - needs to
be reloaded after each shot. Uses 1 SEC for
each 25 shots to power up air compressors.
Min. ST: 4 W: 12 lbs. Dmg: as from
grenade Rng: 30 AP: S: 5 T: N/A B: N/A
Arghan-Usarr (Battle Pole)
Value: 500
41
42
43
Mining Laser
Value: 10000
This is not a weapon, however it might be
used to deal damage. The mining laser is a
high-energy beam laser used to extract
minerals. It can deal unimaginable
amounts of damage but its too heavy to be
man-portable and its range is very short.
Min. ST: 6 W: 800 Dmg: 2d20x100 Rng: 5
AP S: 7 T: N/A B: N/A
Sherman .74 Thunder Assault Pistol
Value: 1800
Thunder is a small SMG made for
combat inside buildings. It was designed to
penetrate bulletproof jackets, personal
armours and some thinner walls. The
weapons main weakness is its recoil that
causes the burst mode to be a waste of
ammo (cumulative penalty of -10 for each
bullet after the 1st). Weapon uses the .74
HEAP (AC: -20 DR: 0 Dmg: 1d10 + 1d10
if armour penetrated, Value: 1600) ammo
or .74 AP (AC: -25 DR: 0 Dmg: 1d10
Value: 1200) ammo. Thunder can fire 5
shot burst, magazine holds 8 bullets.
Min. ST: 7 W: 8 lbs. Dmg: +14 Rng: 8
AP: S: 6 T: 7 B: 7
Sherman Lightning Plasma Rifle
Value: 20,000
The last step in plasma weapons before the
War. Unlike other plasma rifles that can
fire only single shots, the Lightning has
much better barrel cooling system and
therefore it can fire in burst mode. Its also
smaller and lighter than other plasma
weapons. The only drawback is its high
price. Weapon can fire 8 shot bursts and it
holds 24 charges from Micro Fusion Cells.
Min. ST: 5 W: 10 lbs. Dmg: 2d20+20 Rng:
35 AP: S: 5 T: 6 B: 6
SR XII Invader Sniper Rifle
Value: 25,000
This weapon is astounding in almost every
way. A product of European Rifle
Corporation for needs of the EANU special
forces - only a few of these were ever
shipped into the States. This low calibre
44
Vehicle weapons:
Enclave Arms 130 mm Tank Cannon
One of the most powerful cannons
available. The 130mm canon combines
range and destruction power. Single shot
only.
W: 3500 lbs. Dmg: (4d10 + 3) x 10to
everything within 25 meters and 1d6
45
46
Grenades:
Magnatech H666 Hellbringer Nuclear
Grenade
Value: 15,000
47
48
49
HE (High Explosive)
Ammo: any
Price: x1.5
Damage: x2, but armour DT and DR are
tripled (if DR goes to or over 100% treat
this as 99%)
This is a shell or bullet full of explosive
materials that makes vast damage to any
target that has no armour, but is useless
against other targets (note it still will
destroy external vehicle sensors, provided
that the blast force is strong enough, e.g. a
7,62 mm bullet wont make any real harm
while 155 mm shell will destroy most
external stuff but wont seriously
damage an armoured target).
HEAP
(High
Explosive
Armour
Piercing)
Ammo: Hand firearm only
Price: x3
Damage: +d10 when damage is dealt
This ammo is designed to combine the
penetrating power of standard AP
ammunition with the devastating power of
HE ammo. Additional damage is dealt only
if the shot penetrates armour, otherwise it
explodes harmlessly.
HEAT (High Explosive Anti Tank)
Ammo: Rockets, missiles and shells only
Price: x4
Damage: 80% chance for successfully
penetrating armour
50
Vehicles:
Enclave Arms V-34 Vertibird
The Vertibird is a post-war creation of the
Enclave technicians. Somewhat similar to
pre-war V22 Osprey, it was intended as an
personnel transport VTOL aircraft, but
other versions exist as well (combat, recon,
cargo transport etc.). Because of its VTOL
capabilities, it doesnt need airfield and can
be effectively used in any terrain. It runs
on two turbojet engines that be tilted like
those in the V22. Despite its appearance
the Vertibird is not able of hovering. A
Vertibird needs both of its engines to be
operational in order to remain in air. If
only one engine has a malfunction (or is hit
and stops to work), the aircraft falls like a
stone. No matter how skilled the pilot,
there is nothing he can do to stop this. This
causes Vertibird to be dangerous to fly.
Transport Vertibird
This model is much larger than others and
its engines are far more powerful. It can
carry a small APC. It takes 400 cells to
recharge it.
TS: 470 AR: 60 BR: 40 TR: 0 KPH DR:
650 NP: 2 + 20 CW: 25000 HP: S:375
E: 30 C: 25 D: 25 T: 10 (x 4) [DR N: 20 L:
5 F: 0 P: 0 E: 10]
Recon Vertibird
This is the smallest version of the Vertibird
with huge external fuel tanks (that tend to
explode when hit). It size gives it a good
manoeuvrability. Takes 200 cells to
recharge.
TS: 600 KPH AR: 80 BR: 70 TR: 0 DR:
1400 NP: 3 CW: 800 HP: S: 250 E: 25
C: 25 D: 20 T: 10 (x 4) [DR N: 10 L: 0 F:
0 P: 0 E: 0]
Assault Vertibird
Special version for troop transport.
Equipped with two MG3s in opened doors
(like UH1 Huey in Vietnam). Reasonably
armoured. Takes 350 cells to fully
recharge.
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
F: 5 P: 10 E: 10]
Close Support Vertibird
The best armoured and armed of all the
Vertibird variants, this one is made for
destruction missions and close infantry
support. It is armed with two MG3
machine guns (firing straight ahead) and
two M217 Super Hydra (84) unguided
70mm rocket launchers. It can also take
2500 lbs of bombs or other weapons
aboard. Takes 350 cells to fully recharge.
TS: 520 KPH AR: 65 BR: 55 TR: 0 DR:
700 NP: 2 CW: 2000 HP S: 475 E: 70 C:
30 D: 30 T: 15 (x4) [DR N: 40 L: 25 F: 10
P: 15 E: 10]
RAH-88 Inca Attack Helicopter
51
52
C: 35 D: 35 T: 90 (x2) [DR N: 95 L: 70 F:
98 P: 65 E: 95 ]
Vehicle Enhancements:
Upgrading a Vehicle
Here I have specified how to upgrade your
vehicle a bit. Note that power is given in
HP (Horse Power, not Hit Points) not in
additional KMH (as it would make no
sense - adding a supercharger to a tank
wont speed it up so much as a
Highwayman). When you need to calculate
which vehicle is faster just use common
sense. Car with supercharger will surely
ride faster than the same car without it.
When two different types are considered
calculate which has more HP for each
kilogram (2 pounds) of its weight. Here are
the basic HP given for the vehicles from
the rulebook and the Enclave Add-On:
Highwayman
100
Ton Truck
150
2 Ton Truck
200
Tractor Trailer
1000
Hummer
350
Canyonero SUV
- 150
Roadrunner Muscle Car
- 300
Dune Buggy
- 70
Truck Cab
- 300
Bus
- 150
Sport Hawg
- 100
Crotchrocket
- 150
Chopper
- 80
Indian Chief
- 75
M2 Bradley
500
Dragoon
400
LAV-150
300
M551
650
M1A1
1500
M60A2
750
Encl. Buggy
70
Encl. APC
450
Encl. Bat. Tank
1600
Hedgehog
- 1200
Werewolf
- 1300
Recon Vertibird
2 x 3500
Transport Vertibird
2 x 5500
Assault Vertibird
2 x 4000
Close Support Vertibird
2 x 4500
Inca
jet engines
54
55
56
Example:
Highwayman
With engine supercharge (giving it an
additional 30 HP), lightened construction
and 10 weapon mounts (two forward firing
on roof, 4 forward firing on the sides of the
car, 2 forward firing on the bonnet and 2
backward-firing on both sides of the
trunk).
Roof:
2 x M217 Super Hydra Launcher
convergence range 60 metres
Sides:
58
PART V:
CREATURES
I saw people firing whole magazines into
it but to no avail
an unknown Enclave soldier
59
K9 Cybernetic Dog
Designed after the war by the Enclave
technicians, this creature is a dog whose
vital organs have been replaced with
cybernetic equivalents. These dogs are
made mainly for defensive purposes and as
guard animals. They appear to be
intelligent but they simply operate lots of
sophisticated software that helps them to
simulate intelligence. Because of the
expensive manufacturing process those
dogs are not commonly built. Not shielded
from EMP shocks.
HP: 80
SQ: 12
AP: 12
XP: 200
CC: 8
AC: 10
DR
DT
Normal:
3
25%
Laser:
1
10%
Fire:
1
10%
Plasma:
0
5%
Explosion:
1
15%
PR: 90%
RR: 100%
GR: 90/90
Attacks: Bite (85%, 3 AP, D: 3d6, roll
against agility to avoid knockdown)
K2 Industrial Robot (Robobrain)
This type of robot has been designed to
perform all kinds of dangerous and heavy
work in factories. Its two flexible arms can
be used to lift as much as 500 lbs. And the
robot itself is armoured to shield it from
any potential damage caused by falling
objects or any other threat that it can
possibly meet during work in a factory.
Some of these robots have also been armed
with weapons, which they hold in their
arms but they dont make good fighters, as
they mainly possess short-range sensors.
Shielded from EMP shocks.
HP: 100
SQ: 8
AP: 8
XP: 120
CC: 3
AC: 20
DR
DT
Normal:
8
65%
Laser:
1
10%
Fire:
10
80%
Plasma:
2
10%
Explosion:
8
65%
PR: 100%
RR: 100%
GR: 100/100
Attacks: Arm Swing (75%, 4 AP, D: 2d8),
Weapon mainly assault rifles (45%, 4
AP, D: as for weapon)
K3 Maintenance Robot (Mr. Handy)
This pre-War construction was thought to
be a house-helper robot and therefore is a
versatile one. Its six flexible arms are
capable of various tasks from weight
carrying (up to 300 lbs.), electronics
repairs to cooking and combat purposes.
Now K3s are commonly used in The
Enclave Army for various tasks and are
probably the most common robots that can
be meet outside The Enclave. Not shielded
from EMP shocks.
HP: 80
SQ: 6
AP: 9
XP: 200
CC: 4
AC: 25
DR
DT
Normal:
8
80%
Laser:
8
80%
Fire:
6
70%
Plasma:
4
65%
Explosion:
8
70%
PR: 100%
RR: 100%
GR: 100/100
Attacks: Arm Swing (70%, 3 AP, D: 3d4)
AIM MK. I Humanoid Robot
This is the first generation of humanoid
battle robots built by AIM. Their shape is
of a human but they are much taller (6)
60
HP: 120
SQ: 6
AP: 8
XP: 100
CC: 5
AC: 35
DR
DT
Normal:
12
90%
Laser:
10
90%
Fire:
20
100%
Plasma:
3
35%
Explosion:
10
85%
PR: 100%
RR: 100%
GR: 100/100
Attacks: Unarmed Attack (90%, 3 AP, D:
d4 +10), Melee Attack (90%, depends on
weapon , D: weapon +10), Firearm Attack
(110%, depends on weapon)
AC: 15
DR
DT
Normal:
4
50%
Laser:
1
5%
Fire:
6
60%
Plasma:
0
5%
Explosion:
2
10%
PR: 100%
RR: 100%
GR: 100/100
Attacks: Arm Swing (70%, 4 AP, D:2d4)
Machine gun (80%, 4 AP, D: 2d10 + 5 )
AIM MK. II Humanoid Robot
This relatively new construction is an
ultimate replication of human body. First
of those appeared only a few months ago
and proved to be extremely dangerous in
combat. Their fearsome appearance caused
some Enclave units to panic and give their
ground to those robots. This creation looks
much like a human without a skin,
however its vital systems are shielded by
massive metal plates. These robots provide
to be very resistant to any type of attack
and can survive in almost any conditions.
All of those robots have the AIM sign
painted on their left breastplate. They have
two manipulators, two legs and a head with
two red, glowing eyes. They have various
sensors to provide better targeting,
detection and defences. The MK. IIs have
almost no weak points and only plasma
weapons provide any success in damaging
them. Its powered by a micro fusion
HP: 180
SQ: 14
AP: 12
XP: 800
CC: 6
DR
2
1
2
0
2
DT
35%
15%
10%
5%
25%
62
63
Table of contents:
Prologue
History of The Enclave
Technical data
Enclave Net System description
Power Display
Geography
Security
Population
Armed Forces
Government
Policy
Research & Knowledge
Deathclaw Intelligence Enhancement Project
Cities
NPCs
Playing Enclave Characters
Military Ranks
Troop Types
AIM
AI machines
AIM project
Playing Cyborgs
Cybernetic Implants
AIM, orders from
Traits
Perks
Armours
Additional equipment
Weapons
Vehicle weapons
Grenades
Ammo
Vehicles
Upgrading Vehicles
Equipping vehicles with weapons
Creatures
1
1
4
4
4
5
5
6
6
7
8
8
8
9
11
17
18
18
22
23
23
25
25
29
30
33
36
38
40
45
47
48
50
53
56
58
64
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 Jason Mical (for creating Fallout PnP), 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), Pertti Rassi (who made my
English into just English), Aleks (for pictures), MervK (for Astropolis, RAH88 and
forcing me to describe Enclave Navy), 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 had 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!
65