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    Credits

    Albert-Jan Buwalda

    Originally Written By

    Updated and Expanded ByMessiahcide

    is Fan Supplement is completely unofficial and in no way endorsed by Games Works

    or Fantasy Flight Games

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    War Waste"The Emperor destroyed my world in a sea of flame,

    and yet he expects me to serve his puppets? I will not servein his name, I will survive so he can not have the satisfactionof my death!"

    - Donn, War-waster Regulator

    War wasted worlds are the blasted, poisoned ghosts ofonce prosperous worlds where the survivors meek out bleakexistences on the fringes of their now post-apocalypticlandscapes. All war wastes are fundamentally tied by globalscale wars culminating in nuclear, biological, or chemicalsuper weapons wiping out the vast majority of life of theworld. The battle for survival in the horrid conditions of suchworld reshape the remaining population as the world slowlydies around them. Mutation, depravity, and a degenerationof culture are all staples of the war wastes, equally creatinga breeding ground for heresy, mutation, and war-forgedheroes.

    Dying on a War Wasted worldThere is no such thing as truly living on a war wastedworld. Rather, death incarnate surrounds those who

    pathetically cling to life despite the dying nature of theirworld. Uncontaminated food and water are prized above allother possessions. Cannibalism is a perfectly acceptablealternative to starving, even as it corrupts the mind and soul.Few war wastes can ever hope to recover without externalaid - and those few that do earn the Imperium's efforts torebuild are often wiped clean of 'indigenous' populationsbefore new colonists arrive to ensure tainted bloodlines donot corrupt renovation efforts.

    War Waster CharactersMost born on a war waste can loosely fit into two

    categories; craven men and women who do not hesitate totake advantage of any situation, or marauders and reavers

    who prey upon other survivors. It is a rare soul who canmaintain any semblance of sanity or morality in suchconditions and surrounded by such brazen scum anddegenerates.

    Starting Skills: War Waster characters begin with theCommon Lore (War) (Int), Common Lore (Wastelands) (Int)and Survival (Int) as trained Skills.

    Primal Endurance:War-wasters know a universal truth -only the strong survive and might makes right. Those whocan survive under such conditions thrive, while those whocannot quickly perish.Benefit:War-wasters treat Search (Per), Navigation(Surface) (Int) and Tracking (Int) as basic skills. They cannotstart the game with Common Lore (Int)(Imperial Creed) and

    Common Lore (Int)(Imperium) through any means.

    Iron Stomach: Uncontaminated food and water is scarce onwar-wastes and those born on such worlds have developedstronger digestive systems to compensate for thisBenefit: You gain +10 bonus to Carouse skill test made toresist the effects of ingested toxins, poison or tainted foods.

    Weary Intuition:War-wasters are a paranoid stock - nevertrusting the motives or deeds of others. There is always an

    ulterior motive for any action taken, and anyone can turn onyou when the moment is right. This healthy paranoia hasserved the war-waster well in surviving long.Benefit:All war-wasters gain +1 bonus to Initiative rolls

    Tainted Flesh:Plague, radiation contamination, and activebiological weapons are all hallmarks of the war wastes. Few,if any, war wasters are truly untainted by their planet'sexposure to such weapons of mass destruction.

    Penalty:War-wasters start the game with 15+3D5Corruption points

    Starting Wounds: War Waster characters double theirstarting Toughness Bonus and add 1d5+1 to the result todetermine their starting wounds.

    Starting Fate Points: War Wasters begin with a number ofFate Points equal to the tenth digit of their total CorruptionPoints value. Example: A starting character with 24Corruption Points would have 2 Fate Points.

    Table 1-1: Generating Characteristics

    Weapon Skill (WS) Base 25Ballistic Skill (BS) 2d10+ 25Strength (S) 2d10+

    20Toughness (T) 2d10+

    25Agility (Ag) 2d10+

    25Intelligence (Int) 2d10+

    15Perception (Per) 2d10+

    15Willpower (WP) 2d10+

    25Fellowship (Fel) 2d10+

    15

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    War-Wastes CareersCharacters from Imperial World can take any of the following Career Paths:

    AssassinWar-Wastes Assassins are skilled killers and murderers whose natural skill has only been enhanced by their savage

    landscapes and lack of external authority restricting their craft. Most assassins belong to numerous death cults that have risen toprominence on such worlds.

    ScumScum in the war wastes forms the basis of society in the shattered remains of their world. Beggars, thieves, drifters

    and exiles are as common as rad-wastes and no zones and to live on such a world is to inherently have no moral obligations totaking what you can when you can, escaping when caught, and having a quick tongue and quicker trigger finger when all elsefails. Often it is the scum who rises to the top - as chiefs, gang leaders, or conniving their way to power.

    ClericIn the aftermath of a planet's destruction, people turn to any voice with a claim to a salvation - imagined or real. It is the

    war-wastes clerics that rise up to goad what remains of the populace into whatever scrap of faith is left to galvanize. Whether trueto the Imperial Creed or twisted visionaries, the war-wastes clerics are heralds to their shattered worlds.

    GuardsmanWar-Wastes Guardsmen are the remnants of military factions left on the world - warriors forged from the teachings of

    planetary defense force survivors, garrisoned troops, and other hold outs. Militant and organized, they are accustomed to lives asraiders and salvagers.

    ArbitratorsWar-Wastes Arbitrators are few and far between on their worlds - they are the remnants of the law enforcement the

    world once enjoyed. Raised on stories of law and order, these men of justice have little to go on but their own convictions,outdated notions and a loaded gun justifying their aims.

    Tech-PriestsTech priests of the war wastes are known more appropriately as techno-barbarians, reclaimators or worse. Their

    knowledge is often second-hand, debased, or more horrifying - innovative. They are unparalleled masters of what technologyremains on their world and few can fathom the archaic and esoteric knowledge they weld into weapons of war.

    Table 1-2: Generating Random PastsRollD100

    Effect

    01-20 The Wanderer:You have spent the majority of your life alone, drifting from place to place never able to stay in oneplace very long. Through your travels you have seen the worst the wastes have to offer and survived. You are likely aloner and a man/woman of few words.

    21-40 Tribal:

    Raised by a tribal group, taught to survive and rely on your closest friends and family and to suspect themotives of outsiders. You are likely reserved or suspect of those you dont know or are unfamiliar, but fiercely loyal tothose you consider your friend.

    41-60 A New Beginning:Though the world has died, humanity lives on. You were born and raised in a settlement that hasgrown from a tribe or nomadic group into a permanent collection of shelters, with some sort of law and regulationwhich each person adheres to keep the group alive. For the most part you work better in a group then on your ownand are highly loyal to those closest to you.

    61-80 The Weapons of war are just the will of a new god:Raised by cultist or religious extremist. You are loyal to yourcult or religious group, but highly intolerant of outsiders, seeing them as less than worthy.

    81-00 Raider:You grew up amongst the assorted wasteland scum fighting for everything you own.You have seen war, betrayal and outstanding loyalty. You cherish your pride, territory and fellow raiders above all.

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    Wasteland RulesRadiation

    In the wastelands there are some places that were hitdirectly by atomic bombs or nuclear reactors that had a

    meltdown. These sectors have high radiation levels andcharacters will suffer the consequences. Upon entering suchan area every PC must take a toughness test every hourthey are exposed t o radiation. If the test is failed the PCtakes 1D5 wounds and a level of fatigue unless adequatelyprotected.

    Interacting with a Atomic BombDuring the nuclear arms race many warheads were

    made, yet not all were detonated during the conflict. Mostremaining were not launched and a few didnt detonate at all.Chances are that you will encounter one during your tripthrough the wasteland. What you do with them is up to you.

    Table 1-3: Interacting with a Bomb

    Action TestHacking into the mainframe Tech-Use -10Disarm Bomb Trade (Technomat)

    Arm Bomb Trade (Technomat)Set Detonation Time Trade (Technomat) -10

    New Skills, Traits and TalentsHere are a few new skills, traits and talents

    introduced to give Wasteland campaign andcharacters more life and diversity.

    Apostate Mechanic (Talent)Prerequisites:Tech-Use +10 or Trade (Technomat)

    The War Waster modifies himself with arcanetechnology and now wields techno-arcane powersnormally the preserve of the Priesthood of Mars. Forthe purpose of fulfilling prerequisites, the charactercounts as possessing the Mechanicus Implants Trait.He does not gain any of the normal effects of the trait,and he may not necessarily have the same implants,but rather equivalent devices of his own devising.

    War Waster characters can take the ApostateMechanic Talent at Rank 2 for 500 XP.

    Common Lore (Wastelands) (Skill)The character is affluent to the particular nature

    of his war wasted world, or the wasteland remains ofit. He has a distinct knowledge on the factions,powers, and dangers of his homeworld that few offworlders could ever hope to master with the samelevel of intuition and luck.

    Firearms (Talent)War Wasters seldom have time to master

    weapons, but must rely on quick wits to utilize anyweapon they may come across. War Waster's withthe Firearms Talent may use any weapon with areduced penalty of -10 instead of the normal -20. Ifthe weapon has the Flame quality, the target isgranted only a +15 to his Agility Testto avoid being

    hit.War Waster characters can take the Firearms

    Talent at Rank 1 for 300 XP.

    Tainted Fate (Talent)Prerequisites:Non-player Characters only (theymust have free will) and may not applied to Daemonsand other non-living creatures.

    The NPC has a number of Fate Points equal tohalf his Willpower Bonus (rounding up). He may usethese Fate Points in exactly the same way as PlayerCharacters and may even burn a Fate Point tosurvive death and destruction at the GMs discretion.

    The NPC also benefits from the rules for RighteousFury.

    If the NPC has a corruption value, calculate hisFate Points equal to half of his Corruption Bonus(rounding up) instead.

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    Wasteland NPCsRaiderRaiders are any group of wastelanders who pillage,plunder, murder, or otherwise ruin the day of anyoneunfortunate enough to not be one of them. If therewere still laws, they'd be outlaws. Raiders tend toorganize into loose confederations of gangs in thepost-apocalyptic wasteland and are a constantproblem. Raiders typically prey upon travelers andvery small towns, leaving more populous or largerareas alone.

    Movement: 3/6/9/18 Wounds:10

    Skills:Awareness (Per), Carouse (T), Ciphers(Warband) (Int), Common Lore (Wasteland) (Int),Dodge (Ag), Intimidate (S), Speak Language (LowGothic) (Int)

    Talents: Basic Weapon Training (SP), MeleeWeapon Training (Primitive), Pistol Training (SP),Firearms

    Armor: Flak Vest (Body: 3)

    Weapons: (Choose one): Stub Automatic with threeclips, a Frag Grenade and a Knife (Mono), an

    Autogun with two clips and a Knife (Mono), or aBastard Sword (Mono)

    Raider Bodyguard

    Movement: 3/6/9/18 Wounds:12

    Skills:Awareness (Per), Carouse (T), Ciphers(Warband) (Int), Common Lore (Wasteland) (Int),Dodge (Ag), Intimidate (S), Speak Language (LowGothic) (Int)

    Talents: Basic Weapon Training (SP),Die Hard, Iron

    Jaw, Leap Up, Melee Weapon Training (Primitive),Pistol Training (SP), Firearms

    Armor: Xeno Vest (Body: 4)

    Weapons: Hercutor with two clips

    Raider Chieftain

    Movement: 3/6/9/18 Wounds:15

    Skills:Awareness +10 (Per), Carouse (T), Ciphers(Warband) (Int), Common Lore (Wasteland) (Int),Dodge (Ag), Intimidate +10 (S), Speak Language(Low Gothic) (Int)

    Talents:Ambidextrous, Basic Weapon Training

    (SP),Die Hard, Iron Jaw, Leap Up, Melee WeaponTraining (Primitive, Chain), Pistol Training (SP, Bolt),Tainted Fate (2), Firearms

    Armor: Xeno Mesh (Arms, Body, Legs: 4)

    Weapons: Bolt Pistol with three clips and Chainsword

    Raider Profile

    WS BS S T Ag Int Per WP Fel

    28 28 35

    30 30 30 28 28 30

    Raider odyguard Profile

    WS BS S T Ag Int Per WP Fel

    28 32 35

    40 35 30 28 32 30

    Raider Chieftain Profile

    WS BS S T Ag Int Per WP Fel

    30

    34 40

    40 35 30 28 35 30

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    Talon Company MercenaryTalon Company is a mercenary organization

    active in the Capital Wasteland. Doing various jobs,from bounty hunting to fighting against the supermutant occupiers of Washington, D.C., even as far asmercenaries go, these men and women are vicious,killing anyone that doesn't wear their emblem (similarto raiders). The reason for this is simple: in 2277, theyare working for an unknown third party, with simpleorders: keep the Capital Wasteland a lawless,disorganized place.

    Movement: 3/6/9/18 Wounds:10

    Skills:Awareness +10 (Per), Ciphers (Mercenary)

    +10 (Int), Common Lore (Wasteland) (Int),Concealment (Ag), Dodge (Ag), Intimidate (S),Security (Ag), Speak Language (Low Gothic) (Int),Tracking (Int)

    Talents: Basic Weapon Training (SP, Las, Bolt),

    Deadeye Shot, Die Hard, Insanely Faithful, Iron Jaw,Leap Up, Melee Weapon Training (Primitive), PistolTraining (SP, Las, Bolt), Rapid Reload, Firearms

    Armor: Light Enforcer Carapace (Arms, Body, Legs:5)

    Weapons: (Choose One): Hellgun with a Back Pack

    and 2 Frag Grenades, Armageddon Autogun with 4

    Clips of Man-Stopper Bullets and 3 Fire Bombs, orBoltgun with two Clips with a Red-Dot Laser Sight

    Super MutantSuper mutants are mutated humans, products of

    infection by the Forced Evolutionary Virus (FEV).They are much taller, bulkier and muscular than purestrain humans, have (mostly) green, gray, or yellowishskin, are immune to disease and radiation, and aregifted with superhuman strength and endurance.

    Although they are completely sterile, the rapidregeneration of their cells caused by FEV makesthem virtually biologically immortal (but not immune todeath from injury).

    Movement: 3/6/9/18 Wounds:18

    Skills:Awareness (Per), Common Lore (Wasteland,Mutants) (Int), Dodge (Ag), Intimidate +10 (S), SpeakLanguage (Low Gothic) (Int)

    Talents: Bulging Muscles, Die Hard, InsanelyFaithful, Heavy Weapon Training (SP), Iron Jaw,Melee Weapon Training (Primitive, Power), Nerves of

    Steel, Rapid Reload, Resistance (Poisons), UnnaturalStrength, Unnatural Toughness, Tainted Fate (2)

    Armor: None

    Weapons: (Choose One): Assault Cannon with oneClip, Missile Launcher with 8 Krak Missiles, PowerHammer (1d10+6 E ;Pen 6; Power Field, Unwieldy; 5Kg; 2,500; Very Rare)

    Enclave SoldierEnclave soldiers are the main infantry of the

    Enclave, and are the toughest, strongest, fastest andmost well-equipped human enemies in the

    wastelands. Their equipment is superior to even theadvanced armor and weapons used by theBrotherhood of Steel. Enclave soldiers also benefitfrom organized military training and advancedcommunication systems.

    Movement: 3/6/9/18 Wounds:15

    Skills:Awareness (Per), Common Lore (Wasteland,

    Mutants) (Int), Dodge (Ag), Intimidate +10 (S), SpeakLanguage (Low Gothic) (Int), Tech-Use +20 (Int)

    Talents: Basic Weapon Training (Plasma), BulgingMuscles, Deadeye Shot, Die Hard, Fearless, HeavyWeapon Training (SP), Iron Jaw, Rapid Reload,Technical Knock

    Armor: Power Armor (All: 9) with integrated MicroFusion Cell (120 years of power), Auspex, Micro BeadInfra-Red Goggles and Vox-Caster

    Weapons: (Choose One): Assault Cannon with oneClip or Mark III Sunfury with 2 Plasma Flasks,Firearms

    Talos Company Mercenary Profile

    WS BS S T Ag Int Per WP Fel

    28 38 36

    36 35 32 32 40 30

    Super Mutant Profile

    WS BS S T Ag Int Per WP Fel

    32 32 45

    45 35 20 25 40 25

    Enclave Soldier Profile

    WS BS S T Ag Int Per WP Fel

    32 40 38

    38 36 32 30

    40 32

    War WastersAll of the NPCS listed here are from War Wastes and

    benefit from the Primal Endurance, Weary Intuition, IronStomach, and Tainted Flesh traits.

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