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Fallout RPG Errata Log V3 2025

The document outlines errata for the Fallout tabletop roleplaying game, detailing changes made on various dates, including corrections to perk descriptions, weapon stats, and item listings. Key updates include the addition of hit location tables, adjustments to attack TNs for various creatures, and clarifications on crafting materials and weapon mods. The errata aims to enhance gameplay accuracy and consistency across the game materials.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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100% found this document useful (1 vote)
48 views25 pages

Fallout RPG Errata Log V3 2025

The document outlines errata for the Fallout tabletop roleplaying game, detailing changes made on various dates, including corrections to perk descriptions, weapon stats, and item listings. Key updates include the addition of hit location tables, adjustments to attack TNs for various creatures, and clarifications on crafting materials and weapon mods. The errata aims to enhance gameplay accuracy and consistency across the game materials.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FALLOUT: THE

TABLETOP
ROLEPLAYING GAME
ERRATA LOG

Changes 8th April 2021


●​ Missing page references completed throughout.
●​ p.60: "Each time you take this perk, the level
requirement increases by 4." added to the Armorer perk
text.
●​ p.65: The Gun Nut perk has 4 ranks, not 3.
●​ p.78: The Super Mutant Skirmisher can no longer choose
a raider armor headpiece, as it does not exist.
●​ p.100: Shielded Barrel mod has been added to the Small
Gun Mods table, under Barrel Mods.
●​ p.100: Magazine mods have been added to the Small
Gun Mods table.
●​ p.195: The page reference to randomly generating
locations now correctly references the Gamemaster’s
Toolkit.
●​ p.216–217: The beverage items listed no longer repeat 3
times.
●​ p.255: The Room Encounters and Wacky Wasteland
Tables now correctly list “1d20 Result” in the header.
●​ p.342: The deathclaw’s health points have been
increased to 31, and its Defense lowered to 1.

Think some errata is missing or wrong? Use this form to report the error.
Changes 6th April 2022​

●​ p.28: Added the following hit locations listings:

Hit Locations (Quadruped)

D20 Roll Hit Location

1-2 Head

3-8 Torso

9-11 Left Front Leg

12-14 Right Front Leg

15-17 Left Hind Leg

18-20 Right Hind Leg

Hit Locations (Flying Insect)

D20 Roll Hit Location

1-2 Head

3-8 Torso

9-11 Left Wing (as leg)

12-14 Ring Wing (as leg)

15-17 Legs

18-20 Legs

●​ p.29: after the Increasing Damage section, add a new


section with the header "Random Quantities" and under it
add the following body text: "Combat dice are also used
to randomly determine how many items you scavenge.
Where it is listed in the loot tables (p.200), roll the number
of combat dice listed and add the result to the static
amount listed."

●​ p.70: Change the second sentence to "When you make a


ranged attack, you may spend 2 AP to increase the Fire
Rate of your gun by +2 for that attack."​

Think some errata is missing or wrong? Use this form to report the error.
●​ p.80: Change "wares: 3 rolls each..." bullet point to "Wares:
Roll 3 times each on the random ammunition table
(p.200), random chem table (p.204), and Random
Oddities and Valuables table (p.207).”

●​ p.104: Science perk has 4 ranks, not 3.

●​ p.107: Add "Gun Nut 1" to the perk column of all Flamer
mods, except Huge Tank and Vaporization Nozzle, which
have the requirement "Gun Nut 2”.

●​ p.136: Armour Upgrade Mods table incorrectly lists


"Laminated", "Resin", and "Microcarbon" options, and have
been replaced by “Lighter Build”, “Pocketed”, and “Deep
Pocketed” and their respective effects.

●​ p.137: Weight and Cost columns for all power armor


entries have been swapped back correctly.

●​ p.204: Added the bottom row to the Random Ranged


Weapons table, adding Laser Rifle, Auto Pipe Rifle, and
Combat Rifle.

●​ p.339: The bloodbug’s proboscis attack TN should be 7.

●​ p.341: The brahmin’s headbutt attack TN should be 7.

●​ p.342: The deathclaw’s slam attack TN should be 14

●​ p.342: Under the deathclaw’s 'Weak Spot' special ability,


the effect doesn’t apply to random hits to the torso, not
head.

●​ p.345: The mirelurk hunter’s pincers attack TN should be


13.

●​ p.349: The mutant hound’s bite attack TN should be 12.

●​ p.351: Both the radscorpion’s attack TNs should be 12.

●​ p.356: The glowing one’s Unarmed attack TN should be 13.

●​ p.362: Mister Gutsy’s pincer attack TN should be 9.

●​ p.362: Mister Gutsy’s 10mm auto pistol attack TN should


be 11.

●​ p.363: The Protectron’s arm lasers attack should be BODY


+ Guns (TN 7)

●​ p.365: The sentry bot’s missile launcher attack should be


BODY + Guns (TN 15)

●​ p.368: The super mutant behemoth’s missile launcher


attack has been removed.

Think some errata is missing or wrong? Use this form to report the error.
●​ p.371: The super mutant suicider’s pipe bolt action rifle
attack TN should be 9.

●​ p.382: The brotherhood elder’s long laser rifle attack


should be PER + Energy Weapons (TN 12)

●​ p.383: The brotherhood knight’s long laser rifle attack


should be PER + Energy Weapons (TN 10)

●​ p.384: The brotherhood paladin’s improved long laser rifle


attack should be PER + Energy Weapons (TN 14).

●​ p.385: The brotherhood scribe laser pistol attack should


be PER + Energy Weapons (TN 8).

●​ p.385: The brotherhood lancer long laser rifle attack


should be PER + Energy Weapons (TN 9).

●​ p.388: The raider psycho’s Molotov cocktail attack TN


should be 6.

●​ p.390: The raider veteran’s Molotov cocktail damage


should be 4 combat dice.

●​ p.391: The children of atom’s gamma gun attack should


be PER + Energy Weapons (TN 8).

●​ p.392: The gunner’s laser gun attack should be PER +


Energy Weapons (TN 9).

●​ p.393: The mercenary’s double-barrelled shotgun attack


TN should be 9.

●​ p.393: The mercenary’s Molotov cocktail attack TN should


be 6.

●​ p.394: The minute man’s laser musket attack should be


PER + Energy Weapons (TN 10).

●​ p.395: The Institute scientist’s Institute laser attack should


be PER + Energy Weapons (TN 10).

●​ p.396: The trader/caravan merchant’s Molotov cocktail


attack TN should be 6.

●​ p.396: The vault dweller’s unarmed strike attack TN should


be 6.

●​ p.397: The wastelander’s unarmed strike attack TN should


be 8.

●​ p.397: The wastelander’s machete attack TN should be 9.

Think some errata is missing or wrong? Use this form to report the error.
Changes 6th September 2022​

●​ p.44: Remove Gauss weapons from both Big Guns and


Energy Weapons on the Skills Summary.
●​ p.77: Under the equipment for Mister Farmerhand, add
“(1 uncommon material)” to one bag of fertilizer.
●​ p.78: Change the second piece of equipment for the
Super Mutant Skirmisher to ‘Pipe rifle (pipe gun with long

barrel and full stock mods), and 8 +4 rounds of .308


ammunition’.
●​ p.97-99: Change all instances of Standard Stock under
the mods for each Small Guns weapon to Full Stock.
●​ p.97: Tuned under Receiver mods for the Hunting Rifle
should read Hair Trigger.
●​ p.98: The Armor Piercing Receiver mod for the
Submachine Gun has been removed.
●​ p.98: Rapid under Receiver mods for the Submachine
Gun should read Hair Trigger.
●​ p.98: The Short Barrel mod for the Submachine Gun has
been removed.
●​ p.98: The Stub Barrel mod for the Pipe Bolt-Action has
been removed.
●​ p.99: The Stub Barrel mod for the Syringer has been
removed.
●​ p.100: Add the following Capacitor Mods to the Small
Guns Mods table;

MOD NAME EFFECTS WEIGHT COST PERKS


PREFIX

Full High Gain - +37 Gun Nut 3,


Capacitors Capacity Vicious Science! 2

Capacitor Maximum +2 +82 Gun Nut 4,


+1
Boosting Capacity Science! 3
damage,
Coil
Gain
Vicious

Think some errata is missing or wrong? Use this form to report the error.
●​ p.100: The Cost for the Large Magazine Mod should be
+8.
●​ p.105: The Full Stock mod should give the Two-Handed
quality.
●​ p.111: The Sledgehammer should have the Two-Handed
quality.
●​ p.120: The Breaker damage effect for both the Nuka
Grenade and Nuke Mine should be the Breaking
damage effect.
●​ p.120: The Thrown (M) Quality for the Nuke Mine, Plasma
Mine and Pulse Mine should be the Mine Quality.
●​ p.137: The following Power Armor pieces have corrected
costs;

ARMOR PIECE COST

T-51 Leg 130

T-60 Helm 130

T-60 Chest Piece 250

T-60 Arm 170

T-60 Leg 170

X-01 Helm 140

X-01 Chest Piece 280

X-01 Arm 200

X-01 Leg 200

●​ p.183: The fertilizer produced by the Pack Brahmin


should be designated as an ‘(uncommon material)’.
●​ p.200: The second paragraph of the Modded Items
boxout has been moved underneath the list of
nine-item categories.
●​ p.202: Item 14 on the Random Food table should be
Squirrel Bits.​

Think some errata is missing or wrong? Use this form to report the error.
●​ p.202: The Foraging table has been updated;

D20 ROLL FOOD FOUND

1 Brain Fungus

2 Glowing Fungus

3-4 Carrot

5-6 Corn

7-8 Gourd

9-10 Melon

11-12 Mutfruit

13-14 Razorgrain

15-16 Silt Bean

17-18 Tato

19 Hubflower

20 Bloodleaf

●​ p.203: Items 15 and 27 on the Random Beverages should


be Blood Pack.
●​ p.214: The materials for crafting Mentats are Uncommon
Materials x3, Rare Materials x2 and Brain Fungus x2.
●​ p.215: The materials for crafting Mind Cloud are
Uncommon Materials x2, Rare Materials x3, Asbestos x2
and Purified Water x1.
●​ p.222: The Magazine Mods listed below can now be
crafted at Weapons Workbench;

WEAPONS ITEM COMPLEXITY PERKS SKILL RARITY

Large Mag 4 Gun Nut 1 Repair Uncommon

Quick-Eject 5 Gun Nut 1 Repair Uncommon


Mag

Large Quick 5 Gun Nut 2 Repair Uncommon


Eject Mag

Think some errata is missing or wrong? Use this form to report the error.
●​ p.335: The bracketed section for Caps now reads (this is
listed as ‘Wealth’, with a rating from 1-5, but sometimes
higher for cash-rich NPCs),
●​ p.339: A successful END + Survival test when butchering
a bloodbug should yield 1 portion of bloodbug meat and
1 blood sac.
●​ p.340: A successful END + Survival test when butchering
a bloatfly should yield 1 portion of bloatfly meat and 1
bloatfly gland.
●​ p.342: The deathclaw is a Mutated Lizard.
●​ p.345: The mirelurk gives 52 XP when defeated or
overcome.
●​ p.346: The mirelurk queen’s acid spray attack now does

10 Piercing Radioactive Poison damage.


●​ p.349: The mutant hound has Body 6 and Mind 4.
●​ p351: The radscorpion gives 52 XP when defeated or
overcome.
●​ p.351: When butchering a radscorpion, a successful END
+ Survival test also yields 1 radscorpion stinger if an
Effect is rolled.
●​ p.352: Radstag has Body 6 and HP 11. The radstag’s
antlers attack TN should be 9.
●​ p.353: When butchering a stingwing, a successful END +
Survival test also yields 1 stingwing barb if an Effect is
rolled.
●​ p.356: The glowing one should have HP 17.
●​ p.360: Mister Handy should have the following
S.P.E.C.I.A.L. attributes;

S P E C I A L

6 8 5 7 7 7 5

Mister Handy’s Energy Weapons Tag Skill is replaced with the


Big Guns Tag Skill, rated at 3. Mister Handy has HP 16. Mister
Handy has Luck Points 3. Mister Handy’s pincer attack deals 2

Physical damage. Range C is removed from both the


pincer and buzzsaw attacks. Mister Handy’s flamer attack
should be END + Big Guns (TN 8).
Think some errata is missing or wrong? Use this form to report the error.
●​ p.362: Mister Gutsy should have the following S.P.E.C.I.A.L.
attributes;

S P E C I A L

6 9 7 5 7 8 4

Mister Gutsy’s Energy Weapons Tag Skill is replaced with the Big
Guns Tag Skill, rated at 4. Mister Gutsy has HP 18. Mister Gutsy
has Initiative 19. Mister Gutsy’s pincer attack deals 2 [VAULT
BOY] Physical damage. Range C is removed from the pincer
attack. Mister Gutsy’s flamer attack should be END + Big Guns
(TN 11).

●​ p.365: The sentry bot has the self-destruct attack;

SELF DESTRUCT: BODY + Melee (TN 14), 6 Physical damage,


Blast
●​ p.365: The sentry bot has the Big special ability;
BIG: The sentry bot is bigger than most characters, towering
over them. The robot receives an additional +1 health point per
Level, but its Defense decreases by 1, to a minimum of 1. Further,
it only suffers a Critical Hit if an attack inflicts 7+ damage (after
damage resistance) in a single hit, rather than the normal 5+.
●​ p.368: The super mutant brute has Small Guns as a Tag
Skill. The super mutant brute has 2 (Head) Energy DR.
The super mutant brute’s pipe bolt-action rifle has the
Unreliable quality.
●​ p.369-370: The super mutant master has Big Guns as a
Tag Skill with a rating of 4. Their Unarmed Skill has a
rating of 4. They have Repair 2 and Speech 2. They have
Luck Points 3. Their Phys. DR is 4 (All). Their Energy DR is 2
(Head); 4 (Arms, Legs, Torso). Their unarmed strike
attack TN should be 14. Their minigun attack should be
END + Big Guns (TN 12). Their missile launcher attack
should be END + Big Guns (TN 12). Their inventory is;

Minigun OR Missile Launcher, Assorted human bones (2


Junk Items), Wealth 1, Army Helmet, Sturdy Raider Chest Piece,
Sturdy Raider Arms x2, Sturdy Raider Legs x2

Think some errata is missing or wrong? Use this form to report the error.
●​ p.371: Chains have been removed from their Inventory.
Pipe bolt-action rifle has been added to their Inventory.
●​ p.373: The synth has Mind 4.
●​ p.373: The synth’s Institute Laser should read;

INSTITUTE LASER : BODY + Guns (TN 8), 4 Vicious


Energy damage, Burst, Fire Rate 3, Close Quarters,
Inaccurate, Range C
●​ p.374: The synth courser’s Melee Weapons skill is not a
tag skill.
●​ p.374: The synth courser’s Institute Laser should read;

INSTITUTE LASER : PER + Energy Weapons (TN 12), 5


Vicious Piercing 1 Energy damage, Burst, Fire Rate 3,
Inaccurate, Two-Handed, Range C
●​ p.375: The synth courser’s Institute Laser Rifle in their
Inventory has the Full Stock, Photon Agitator and
Improved Barrel mods.
●​ p.375: The synth strider’s Institute Laser should read;

INSTITUTE LASER : Body + Guns (TN 10), 4 Vicious


Energy damage, Burst, Fire Rate 3, Range M
●​ p.376: The synth strider’s Institute Laser Gun in their
Inventory has the Photon Agitator, Long Barrel and Short
Scope mods.
●​ p.376: The synth trooper should have Phys. DR 3 (All) and
Energy DR 4 (All).
●​ p.376: The synth trooper’s Institute Laser should read;

INSTITUTE LASER : Body + Guns (TN 15), 4 Vicious


Energy damage, Burst, Fire Rate 3, Range M
●​ p.376: The synth trooper’s Institute Laser Gun in their
Inventory has the Photon Agitator, Long Barrel and Short
Scope mods.
●​ p.377: The machine gun turret mk I’s machine gun
attack does not have the Stun damage effect.
●​ p.378: The machine gun turret mk III’s machine gun
attack does not have the Stun damage effect.
●​ p.378: The machine gun turret mk V has Mind 6.

Think some errata is missing or wrong? Use this form to report the error.
●​ p.382: The elder has Repair as a Tag Skill with a rating of

3. The elder has a Melee Bonus of +1 . Their unarmed

strike attack should deal 3 Physical damage.


●​ p.383: The paladin has HP 20 (10 Arms, 10 Head, 10 Legs,
17 Torso).
●​ p.385: The scribe’s Lockpick Skill has a rating of 1.

●​ p.385: The lancer’s unarmed strike attack does 2

Physical damage, rather than 5 Physical damage.


●​ p.386: The raider has 1 (Arms, Torso, Legs) for both Phys.
DR and Energy DR.
●​ p.387: The raider boss should have a rating of 3 for their
Melee Weapons Tag Skill. Their Big Guns Tag Skill should
be rated 2. Their Small Guns Tag Skill should be rated 4.
Their Initiative is 21. Their second attack should be FRAG
GRENADE: PER + Explosives (TN 11) and remaining text for
this attack stays the same. The TN for their hunting rifle
attack is 12.
●​ p.389: The raider scavver gives 52 XP when defeated or
overcome.
●​ p.391: The Children of Atom have an L attribute of 4. Their
HP is 12.
●​ p.392: The gunner’s unarmed strike attack does 2 [VAULT
BOY] Physical damage, rather than 4 [VAULT BOY]
Physical damage.
●​ p.393: The minuteman has Energy Weapons as a Tag
Skill. The minuteman has Small Guns 2 and it is not a
Tag Skill. The minuteman has Survival 2 and it is a Tag
Skill.
●​ p.396: The trader has a Double-Barrel Shotgun and a
Molotov Cocktail in their Inventory.
●​ p.396: The vault dweller should not have Survival as a
Tag Skill.​





Think some errata is missing or wrong? Use this form to report the error.
●​ p.397: The wastelander should have the following
S.P.E.C.I.A.L. attributes;

S P E C I A L

6 5 7 4 5 5 4

They have HP 9. They have Initiative 10. The wastelander’s


unarmed strike attack has TN 7. The wastelander’s machete
attack has TN 8. The wastelander’s double-barrelled shotgun
attack has TN 7. In the wastelander inventory, Wealth should
have a value of 1.
●​ p.398: The zetan has HP 15. The Zetan’s alien blaster
attack does not have the Blast quality.​

Changes Q2 2024
●​ p.57: The first sentence of ‘Trait: Vault Kid’ should read,
‘Your healthier start to life at the hands of trained
doctors and sophisticated auto-docs means you
reduce the difficulty of all END tests to resist the effects
of disease by one to a minimum of zero.’
●​ p.117: The Barbed mod should only give Piercing 1. Cost is
+1.
●​ p.216: The table entry for the Cooking Station should
read;

COOKING MATERIALS COMPLEXITY PERKS SKILL RARITY


ITEM

Cooking - 2 - Survival Common


Station

●​ p.217: The following item can be crafted from the


Cooking Station;

COOKING MATERIALS COMPLEXITY PERKS SKILL RARITY


ITEM

Squirrel Bloodleaf x1 5 - Survival Rare


Stew Carrot x1
Dirty Water x2
Squirrel Bits x1
Tato x1

Think some errata is missing or wrong? Use this form to report the error.
●​ p.391: The Children of Atom have Speech as a Tag Skill.
●​ p.394: The railroad agent’s hunting rifle attack should
have Physical damage.
●​ p.397: The wastelander’s carry weight is 210 lbs.

Changes Q1 2025
●​ p.212: The Perks required for the Lead Lined mod are
Armorer 4 and Science! 1.

Winter of Atom
ERRATA LOG

Changes Q2 2024
●​ p.58: The wastelander should have the following
S.P.E.C.I.A.L. attributes;

S P E C I A L

6 5 7 4 5 5 4

The wastelander should have the following skills;

SKILLS

Athletics 1 Small Guns ▪ 2

Barter 1 Speech 1

Melee Weapons 2 Survival ▪ 2

Repair 1 Unarmed 1

They have HP 9. They have Initiative 10. They have a Carry


Weight of 210lbs. The wastelander’s machete attack has TN 8. It

deals 3 Piercing 1 Physical damage. The wastelander’s tire


iron attack has TN 8. Remove the Piercing damage effect from
it. In the wastelander inventory, add a Tire Iron.
Think some errata is missing or wrong? Use this form to report the error.
●​ p.61: The scavenger has Sneak 1. Repair and Survival are
both Tag Skills.
●​ p.62: Add the following under Immunities for the
machine gun turret mk 1 ‘However, machines cannot use
food or drink or other consumables, they do not heal
naturally, and the Medicine skill cannot be used to heal
them: damage to them must be repaired.’ The machine
gun turret mk I’s machine gun attack does not have the
Stun damage effect.
●​ p.63: The raider should have the following skills;

SKILLS

Medicine 1 Sneak 1

Melee Weapons ▪ 2 Survival 1

Repair 1 Throwing 1

Small Guns ▪ 2 Unarmed 2

●​ p70: The Children of Atom has Speech and Survival as

Tag Skills. Their machete deals 3 Piercing 1 Physical


damage. Their second weapon is a Gamma Gun;

PER+Energy Weapons (TN 8): 3 Piercing Stun


Radiation damage, Fire Rate 1, Range M, Blast,
Inaccurate.
●​ p.72: The children of atom tinkerer should have the
following skills;

SKILLS

Energy Weapons 3 Repair 3

Explosives ▪ 4 Science ▪ 4

Pilot 4 Speech 1

●​ p.73: Eliza’s dragon dragon’s flame attack is Body +


Other. Remove the second instance of ‘Immunities’. Add
the following special ability;
REMOTE CONTROLLED: Eliza’s Dragon is a mechanized
battle bot that cannot act on its own and must be
operated via its remote control. An operator can use an
action to make an INT + Pilot test with a difficulty of 2. On

Think some errata is missing or wrong? Use this form to report the error.
a success, Eliza’s Dragon can immediately use the Move
minor action and take a major action.
●​ p.74: Brother Schumaker should be named Brother
Schumacher. They have Barter, Repair and Speech as
Tag Skills. The TN for Surging Staff of Atom is 9.
●​ p.75: The Children of Atom have Speech and Survival as

Tag Skills. Their machete deals 3 Piercing 1 Physical


damage.
●​ p.78: The Children of Atom fanatic has Melee Weapons
and Small Guns as Tag Skills. The fanatic has no Luck
Points and their heated super sledge should read as

follows: STR+Energy Weapons (TN 11): 8 Breaking


Energy damage, Two-Handed.
●​ p.79: The minuteman rifleman is Level 8, not Level 8. They
have Energy Weapons and Survival as Tag Skills.
●​ p.92: Dr. Yarrow has Medicine, Science, Small Guns and
Survival as Tag Skills. Their Yellow Bellow special ability
should be called Yellow Belly.
●​ p.96: The Children of Atom fanatic has Melee Weapons
and Small Guns as Tag Skills. The fanatic’s grappling

gun deals 5 Piercing 1 Physical damage and their


heated super sledge should read as follows:

STR+Energy Weapons (TN 11): 8 Breaking Energy


damage, Two-Handed. The yao guai’s Big special ability
should read as follows: BIG: The yao guai is bigger than
most characters, towering over them. It receives an
additional +1 health point per Level, but its Defense
decreases by 1, to a minimum of 1. Further, it only suffers
a Critical Hit if an attack inflicts 7+ damage (after
damage resistance) in a single hit, rather than the
normal 5+.
●​ p.97: Brother Scrapjaw has Athletics, Energy Weapons
and Melee Weapons as Tag Skills. Their curved ripper

deals 8 Piercing 1 Vicious Physical damage. Their


Inventory only has one Agitated Recoil Compensated
Plasma Rifle.

Think some errata is missing or wrong? Use this form to report the error.
●​ p.108: The first NPC stat block should be Minuteman
Rifleman. The minuteman rifleman should have the
following skills;

SKILLS

Athletics 1 Repair 2

Energy Weapons ▪ 5 Sneak 1

Medicine 1 Speech 1

Melee Weapons 2 Survival ▪ 4

Their recon three-crank laser musket attack has TN 12. Remove


the Serrated Combat Knife from their Inventory. The Children of
Atom have Speech and Survival as Tag Skills. They have HP 12.
They have initiative 10.​

●​ p.111: Regina has Small Guns and Survival as Tag Skills.


The TN for Unarmed Strike is 7.
●​ p113: The Children of Atom have Speech and Survival as

Tag Skills. Their machete deals 3 Piercing 1 Physical


damage.
●​ p.119: The neighborhood watch should have the
following skills;

SKILLS

Barter ▪ 4 Small Guns ▪ 4

Lockpick 1 Sneak 2

Melee Weapons 4

●​ p120: Diamond City security has Athletics and Melee


Weapons as Tag Skills.
●​ p127: The mirage security guard has Melee Weapons

and Small Guns as Tag Skills. Their machete deals 3


Piercing 1 Physical damage.
●​ p130: The mirage security guard has Melee Weapons

and Small Guns as Tag Skills. Their machete deals 3


Piercing 1 Physical damage.

Think some errata is missing or wrong? Use this form to report the error.
●​ p137: The TN of the radoid freak’s Forked Tongue attack
is 11. The Immunities special ability should read ‘The
radoid freak is immune to Radiation damage and its
effects.’
●​ p.145: The pilgrim has Energy Weapons and Survival as

Tag Skills. Their machete deals 3 Piercing 1 Physical


damage.
●​ p.152: Thrash has Barter, Melee Weapons and Speech as
Tag Skills. The super mutant should have the following
skills;

SKILLS

Big Guns 1 Survival ▪ 3

Melee Weapons ▪ 4 Unarmed 2

Small Guns 3

Their pipe bolt-action rifle attack should read as follows:

AGI + Small Guns (TN 8), 5 Piercing 1 Physical


damage, Range M, Two-Handed. Their Immunities
special ability should refer to the super mutant rather
than Thrash.
●​ p.171: The Mister Gutsy Patriot should have the following
skills;

SKILLS

Athletics 1 Melee Weapons ▪ 4

Big Guns ▪ 4 Repair 3

Energy Weapons ▪ 4 Speech 3

Explosives 2

Their laser pistol attack should read laser gun and read

as follows: AGI + Energy Weapons (TN 12), 4 Piercing


1 Energy damage, Fire Rate 2, Range C, Close Quarters.
●​ p.174: The robber has Melee Weapons and Small Guns

as Tag Skills. Its machete attack deals 3 Piercing 1


Physical damage. Its double-barreled shotgun attack

deals 5 Spread, Vicious Physical damage.

Think some errata is missing or wrong? Use this form to report the error.
●​ p.176: The Children of Atom soldier has Athletics and

Survival as Tag Skills. Its machete attack deals 3


Piercing 1 Physical damage.
●​ p.177: The Children of Atom fanatic has Melee Weapons
and Small Guns as Tag Skills. The fanatic has no Luck
Points. Their combat shotgun has Fire Rate 2. Their
heated super sledge should read as follows;

STR+Energy Weapons (TN 11): 8 Breaking Energy


damage,Two-Handed.
●​ p.184: The children of atom sentry bot gives 218 XP when
defeated or overcome. It has 54 HP.
●​ p.185: The Children of Atom shock trooper should have
the following skills;

SKILLS

Athletics ▪ 4 Survival 2

Energy Weapons ▪ 4 Throwing 4

Melee Weapons ▪ 5

They have a carry weight of 240lbs. Their Phys. DR is 5


(All). Their Energy DR is 5 (All). Their Rad. DR is 5.
●​ p.186: The Children of Atom handler has Medicine,
Speech and Survival as Tag Skills.
●​ p.199: Brother Lucius has Repair, Sneak and Survival as
Tag Skills. The minuteman rifleman has Energy Weapons
and Survival as Tag Skills. They have no Luck Points.
●​ p.204: The Children of Atom soldier has Athletics and

Survival as Tag Skills. Its machete attack deals 3


Piercing 1 Physical damage.
●​ p.220: The Children of Atom berserker has Small Guns
and Survival as Tag Skills.
●​ p.222: The Children of Atom sentry bot gives 218 XP
when defeated or overcome. It has 54 HP. ​




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●​ p.233: The Last Son of Atom should have the following
S.P.E.C.I.A.L. attributes;

S P E C I A L

5(11) 9 7 8 8 7 7

They should have the following skills;

SKILLS

Barter 2 Science ▪ 6

Energy Weapons ▪ 4 Speech ▪ 6

Medicine ▪ 4 Survival 2

Melee Weapons 3 Unarmed 3

Repair 3

Their personal HP is 38. Their initiative is 20. They have 7


luck points. Their Sharpshooter’s Electrified Improved

Gamma Gun has TN 14 and 8 .​


Rust Devils NPC Pack


ERRATA LOG

Changes Q2 2024
●​ p.6: Remove the second repeated flavor text under the
‘Raiders’ section.
●​ p.11: The Rust Devil splicer’s Assaultron Head Mk IV
Capacitor has the following rules;

CAPACITOR NAME EFFECTS WEIGHT COST PERKS


MOD PREFIX

Assaultron Mk IV +1 +8 Robotics
+2 ,
Head Mk IV Expert,
consumes 4
Capacitor Science! 1
shots per attack

●​ p.31-32: Robot Armor has these Material Mods, with the


following recipes that can be crafted at an Armor
Workbench.
Think some errata is missing or wrong? Use this form to report the error.
MATERIAL DAMAGE RESISTANCES OTHER WEIGHT COST PERKS
MOD EFFECTS
PHY ENERGY RAD

Painted +1 +1 - - +1 +10 -
Metal

Shadowed +1 +1 - Shadowed +2 +25 Armorer 1


Metal

Enameled +2 +2 - - +2 +20 Armorer 1


Metal

Alloyed +3 +3 - - +3 +30 Armorer 1


Metal

Polished +4 +4 - - +4 +40 Armorer 2


Metal

ARMOR MOD COMPLEXITY PERKS SKILL RARITY

Painted Metal 2 - Repair Common

Shadowed 3 Armorer 1 Repair Uncommon


Metal

Enameled Metal 4 Armorer 1 Repair Uncommon

Alloyed Metal 5 Armorer 1 Repair Uncommon

Polished Metal 6 Armorer 2 Repair Uncommon

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Settlers Guide Book
ERRATA LOG

Changes Q2 2024
●​ p.15: Under the Mark i Securitron Trait, the page
reference for Choose Equipment is p.29.
●​ p.27: The axe belonging to the Protectron Fire Brigadier
uses the following rules;

Melee Weapon Damage Damage Damage Qualities Weight Cost Rarity


Weapon Type Rating Effects Type

Axe Melee Piercing Physical - 2 - -


Weapon 3 1

●​ p.37: Under Leadership, ‘If the settlement is larger, the


settlers may nomi0nate or vote on a leader…’ should
read ‘If the settlement is larger, the settlers may
nominate or vote on a leader…’.
●​ p.38: Under ‘Needs and Happiness’, remove ‘If the
settlement’s Happiness is higher than the number of
people, the Settlement may gain additional benefits,
described later in this chapter.’
●​ p.76: The perks needed for Robot Workbench are Local
Leader 2 and Robotics Expert 2. The skills needed for
Robot Workbench are Repair 2 and Science 2.
●​ p.90: Remove the Two-Handed quality from the M79
Grenade Launcher.

Changes Q1 2025
●​ p.24: The True Friends perk has 2 ranks.
●​ p.63: The Judge of Character companion perk has the
companion make a PER + Speech test.
●​ p.73: The Brotherhood of Steel scribe has an Energy DR
of 2 (Arms, Legs, Torso). They have a Rad. DR of 2 (Arms,
Legs, Torso). Their inventory is;

Brotherhood Scribe’s Armor, laser pistol, fusion cells containing

4+2 shots, Brotherhood holotags, 4+2 bobby pins.

Think some errata is missing or wrong? Use this form to report the error.
●​ p.74: The hired gun has a Rad. DR of 0 (All).
●​ p.120: Under the Power bulletpoint, remove ‘Having
access to these kinds of’.
●​ p.157: The fourth attack for the NCR recruit is a combat
rifle and should read as follows; AGI+Small Guns (TN 8):

5 Physical damage, Fire Rate 2, Medium Range,


Two-Handed.
●​ p.168: X6-88’s 10mm pistol attack TN should be 11.

Wanderers Guide
Book
ERRATA LOG

Changes Q2 2024
●​ p.12: Under ‘The Chain That Breaks’, the first sentence of
the third paragraph should read, ‘When you scavenge a
location, ou gain an additional 1d20 junk (see Fallout:
The Roleplaying Game Core Rulebook, p.200) and can
spend 1 AP up to 3 times for 1 Uncommon material per
AP spent.’
●​ p.45: Remove the Lock and Load perks.
●​ p.49: Remove the second paragraph of rules text under
the Happy Go Lucky perk.
●​ p.51: The Level Requirement for the Escape Artist perk is
15+.
●​ p.56 onwards: Along the top of the pages, the chapter
reference for Companions should read New Perks.
●​ p65: The Ammunition for the Arc Welder is a Fusion Cell.
●​ p.70: Remove the Comfort Grip mod from the first
Gatling Plasma table. The mod recipe table for the
Gatling Plasma should read;

WEAPONS COMPLEXITY PERKS SKILL RARITY


ITEM

Ported Barrel 5 Science! 4 Repair Uncommon

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Comfort Grip 3 Science! 4 Repair Uncommon

Reflex Sight 4 Gun Nut 2 Repair Uncommon

Beam Splitter 5 Science! 4 Repair Uncommon

Beam Focuser 4 Science! 4 Repair Uncommon


●​ p.71: Add ‘The recipes for these mods are below, and
they can be crafted at a Weapons Workbench’ before
the mod recipe for the Gauss Minigun. The mod recipe
table for the Gauss Minigun should read;

WEAPONS COMPLEXITY PERKS SKILL RARITY


ITEM

Tri-Barrel 5 Science! 1 Repair Uncommon

Penta-Barrel 5 Science! 1 Repair Uncommon

Tesla Coil 5 Science! 1 Repair Uncommon


Capacitor

Tesla Coil 6 Science! 2 Repair Uncommon


Dynamo

Gunner Sight 4 - Repair Common

●​ p.86: Under Special on the Beer Hat should read ‘Outside


of combat, you may fill the beer hat with one beverage
of your choice. During combat, you may consume that
beverage as a minor action rather than a major action.’
The following two outfits have been added to the
Clothing and Outfits table;

ITEM DAMAGE RESISTANCES LOCATIONS WEIGHT COST RARITY


COVERED

PHY ENERGY RAD

Caesar’s 2 2 0 Torso, 3 350 5


Outfit Arms, Legs

Nuka-Girl 1 4 4 All 8 165 4


Rocketsuit

Think some errata is missing or wrong? Use this form to report the error.
The entries for Hunter’s Pelt Outfit and Hunter’s Hood
should read as follows;

ITEM DAMAGE RESISTANCES LOCATIONS WEIGHT COST RARITY


COVERED

PHY ENERGY RAD

Hunter’s 2 2 0 Torso, 15 50 2
Pelt Outfit Arms, Legs

Hunter’s 1 1 0 Head 2 15 2
Hood

●​ p.114: Hermit Crab Meat has a cost of 22. Hermit Crab


Steak should be called Grilled Hermit Crab and have a
cost of 130. Mega Sloth Meat has a rarity of 3. Mega Sloth
Mushroom has a rarity of 2.
●​ p.176: Remove It’s All In The Eyes from Wise Mothman.

Changes Q1 2025
●​ p.32: On the Backup Generator Loot Table, the Armor
category reads 1 (Raider Armor).
●​ p.36: On the Entrance Loot Table, the first item under
Clothing is Formal Hat.
●​ p.39: On the Overseer’s Office Loot Table, the first item
under Oddities is Tesla Science Magazine.
●​ p.81: The Armor Piercing Automatic Receiver, Hardened
Automatic Receiver, Rapid Automatic Receiver, Powerful
Automatic Receiver and the Hardened Piercing Auto
Receiver have the Burst damage effect.
●​ p.83: The Perk required for the Overcharged Capacitor
mod is Science! 3. The Perk required for the Improved
Splitter mod is Science! 1.
●​ p.84: The Perk required for the Improved Automatic
Barrel mod is Science! 2. The Perk required for the
Improved Sniper Barrel mod is Science! 2. The Perk
required for the Improved Splitter mod is Science! 1.

Think some errata is missing or wrong? Use this form to report the error.
Reilly’s Rangers NPC
Pack
ERRATA LOG

Changes Q2 2024
●​ p.4: Any mention of shamrock should read clover.
●​ p.21: Any mention of shamrock should read clover.

Astoundingly
Awesome Tales 1 - 5
ERRATA LOG

Changes Q1 2025
●​ p.77: During Scene Two: Hunting Grounds, any
scavenging should use the same table used for the Red
Rocket Loot table on page 73.

Think some errata is missing or wrong? Use this form to report the error.

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