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INTRODUCTION CHARACTERS SETTLEMENTS COMPANIONS EQUIPMENT GAMEMASTERING SETTLERS OF THE WASTELAND Useful for defending both internally and externally, turrets offer automated protection without the need for a user to be present. Their automated targeting systems require nothing except power, and are highly accurate in hitting their targets. TESLA TURRET (WALL MOUNTED) These small wall-mounted turrets fire jolts of high voltage electricity. Unlike regular laser or machine gun turrets, once the Tesla turret is aware of an enemy within range, it can continue to target them without having a direct line of sight by arcing its bolts of electrical energy around obstacles and cover. Level 8, Robot, Normal Creature (60 XP) TURRETS BODY MIND MELEE GUNS OTHER 7 5 0 6 0 HP INITIATIVE DEFENSE 11 12 2 PHYS. DR ENERGY DR RAD. DR POISON DR 1 (All) 1 (All) Immune Immune ATTACKS HIGH VOLTAGE BOLT: Body + Guns (TN 13), 5 CD Energy damage, Arc, Stun, Medium Range SPECIAL ABILITIES ROBOT: The Tesla Turret is a robot. It is immune to the effects of starvation, thirst, and suffocation. It is also immune to Poison and Radiation damage. However, machines cannot use food and 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 (Fallout: The Roleplaying Game Core Rulebook, p.34). IMMUNE TO POISON: The Tesla turret reduces all Poison damage suffered to 0 and cannot suffer any damage or effects from poison. IMMUNE TO RADIATION: The Tesla turret reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation. IMMUNE TO DISEASE: The Tesla turret is immune to the effects of all diseases, and they will never suffer the symptoms of any disease. SPECIAL ABILITIES LITTLE: The Tesla turret is smaller than most characters. Its normal HP is reduced to Body + ½ level (rounded up), but its Defense is increased by 1. Further, it is slain by any hit which inflicts an Injury TESLA ARC: The Tesla turret must be able to see its target for its first attack against, but may choose to attack the same target in subsequent turns even if it is in cover, and within Medium range. INVENTORY SALVAGE: Scavengers can salvage from a destroyed Tesla turret with a successful INT + Science test with a difficulty of 1. This yields 2CD uncommon materials. 186 FALLOUT The Roleplaying Game
SHOTGUN TURRET Shotgun turrets are free-standing floor-based systems that fire shotgun shells. They cause a large amount of damage at short range, but like a shotgun, they lose impact at long range. These turrets are most commonly found as a short-range defense at settlements. Level 5, Robot, Normal Creature (38 XP) BODY MIND MELEE GUNS OTHER 6 5 0 3 0 HP INITIATIVE DEFENSE 11 11 1 PHYS. DR ENERGY DR RAD. DR POISON DR 2 (All) 1 (All) Immune Immune ATTACKS SHOTGUN: Body+ Guns (TN 9), 5 CD Physical damage, Spread, Close Range SPECIAL ABILITIES ROBOT: The shotgun turret is a robot. It is immune to the effects of starvation, thirst, and suffocation. It is also immune to Poison and Radiation damage. However, machines cannot use food and 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 (Fallout: The Roleplaying Game Core Rulebook, p.34). SPECIAL ABILITIES IMMUNE TO POISON: The shotgun turret reduces all Poison damage suffered to 0 and cannot suffer any damage or effects from poison. IMMUNE TO RADIATION: The shotgun turret reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation. IMMUNE TO DISEASE: The shotgun turret is immune to the effects of all diseases, and they will never suffer the symptoms of any disease. INVENTORY SALVAGE: Scavengers can salvage from a destroyed shotgun turret with a successful INT + Science test with a difficulty of 1. This yields 3d20 shotgun rounds and 2CD uncommon materials. Chapter 6Chapter 1 SETTLERS OF THE WASTELAND SETTLER CHARACTERS 187
INTRODUCTION CHARACTERS SETTLEMENTS COMPANIONS EQUIPMENT GAMEMASTERING SETTLERS OF THE WASTELAND MISSILE TURRET A free-standing turret mounted with a quad barrel missile launcher, missile turrets can attack threats at a significant range with a devastating amount of damage. Using it in populated areas is risky, as bad placement can lead to unintended collateral damage. Level 10, Robot, Normal Creature (74 XP) BODY MIND MELEE GUNS OTHER 7 6 0 5 0 HP INITIATIVE DEFENSE 17 13 1 PHYS. DR ENERGY DR RAD. DR POISON DR 2 (All) 1 (All) Immune Immune ATTACKS MISSILE LAUNCHER: Body + Guns (TN 12), 11 CD Physical damage, Long Range, Blast SPECIAL ABILITIES ROBOT: The missile turret is a robot. It is immune to the effects of starvation, thirst, and suffocation. It is also immune to Poison and Radiation damage. However, machines cannot use food and 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 (Fallout: The Roleplaying Game Core Rulebook, p.34). IMMUNE TO POISON: The missile turret reduces all Poison damage suffered to 0 and cannot suffer any damage or effects from poison. SPECIAL ABILITIES IMMUNE TO RADIATION: The missile turret reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation. IMMUNE TO DISEASE: The missile turret is immune to the effects of all diseases, and they will never suffer the symptoms of any disease. INVENTORY SALVAGE: Scavengers can salvage from a destroyed missile turret with a successful INT + Science test with a difficulty of 1. This yields 3 missiles, 2CD uncommon materials and 1CD rare materials. 188 FALLOUT The Roleplaying Game
Aside from the potential hostile wildlife and people of the wasteland, danger can hide even in a seemingly abandoned area. Traps can be found in many locations across the wastes, from protecting settlements and homes, and defending supply caches, to being left as cruel tricks or deterrents. TRAP TYPE TRIGGER TYPE BASE DIFFICULTY TO SPOT DAMAGE NOTES Tesla Arc Tripwire / Pressure Plate 2 5 CD Stun Energy Covers a single zone and any creature in it when triggered Flamethrower Trap Tripwire / Pressure Plate 2 4 CD Persistent Energy Covers a single zone and any creature in it when triggered Spike Trap Pressure Plate 2 4 CD Physical Covers a single zone and any creature in it when triggered Trapdoor Varies Does not inherently cause damage but can be combined with other traps or a long drop. Spring Trap Pressure Plate 2 2 CD Physical - Grenade Bouquet Tripwire 2 6 CD Physical, Blast, per grenade Maximum of 3 grenades per Bouquet Radiation Emitter Proximity Detectors 2 3 CD Radiation Covers a single zone and any creature in it when triggered Jury-Rigged Guns Tripwire / Tension Trigger 2 Varies based on gun type Inflicts damage equal to a single successful attack from the type of gun used. Clapping Cymbal Monkey Proximity Detector 2 None Covers one zone. If in proximity of the trap for more than one round, it produces sound audible to anyone in Medium range TRAPS Modifiers to Difficulty Spotting Traps A bunch of different circumstances can alter how difficult it is to spot a trap—if the mechanism is particularly camouflaged, the person setting the trap has put a lot of effort into hiding it, or they’ve altered the environment or lighting so it’s less visible. The following are examples of difficulty increases, depending on the circumstances. DARKNESS: +1 to +2 difficulty for low light or almost blackout conditions. Pitch darkness renders characters unable to detect traps visually, unless they have some form of night vision like a weapon’s scope or they have a light source. CAMOUFLAGE: +1 difficulty for well-hidden or camouflaged traps. Certain mechanisms or triggers may blend in well to their surroundings, like mechanical traps within industrial machinery, or wooden traps amongst trees and foliage. HIDDEN: +1 to +2 difficulty depending on how obscured the trap is from view. The trap may be hidden while the trigger is more visible, making detection only allow a character to know there is a tripwire or pressure plate in their way without knowing what it will set off. There can be a lot of junk out there in the wastes, and a lot hidden underneath it! Chapter 6Chapter 1 SETTLERS OF THE WASTELAND SETTLER CHARACTERS 189
INTRODUCTION CHARACTERS SETTLEMENTS COMPANIONS EQUIPMENT GAMEMASTERING SETTLERS OF THE WASTELAND TRIGGERS Traps can be triggered in various ways, allowing them to take into account the environment and space they are set up in, who and what they are intended to target, and how easily they need to be hidden. TRIPWIRES Tripwires are either run across a floor or doorway for an unsuspecting victim to stumble over or can be attached to doors to trigger traps once opened. Tripwires work when ‘tripped’ over, applying tension to a part of the trap, such as the trigger of a gun or the pin of a grenade, to set it off. TENSION TRIGGERS Tension triggers are small boxes usually attached to doors or containers, which can signal a trap to activate when there is a change in tension, such as the door or container lid opening. BATHROOM SCALES AND PRESSURE PLATES Since bathroom scales already work on a pressure plate design, they often get used as a pressure plate. Other forms of pressure plates can be jury-rigged. These triggers set traps off once pressure is applied, with some requiring manual resetting afterward. LASER TRIPWIRES Laser tripwires are an obvious trap trigger, noticeable by the crisscrossing red laser beams. They are most effective in obstructing hallways and doorways to prevent entry. These are usually hooked up to an existing defense system, such as a laser or machine gun turrets, which activate once one of the laser beams is broken or obstructed by a person or object. PROXIMITY DETECTORS These are commonly found in the clapping cymbal monkey and radiation traps and work by detecting the presence of an intruder within a given radius of the trap.Some work on a delay, allowing the trap to only trigger after an intruder is in range for a set amount of time, while others trigger immediately. TYPES OF TRAP While it’s possible to jury-rig an infinite number of contraptions to deter, harm, or capture intruders, the following are some common traps seen across the wasteland. TESLA ARC These devices are often mounted on the ceilings inside buildings, blending in with other pre-War ceiling fixtures. A tripwire or pressure plate causes the device to trigger, causing electricity to arc in all directions nearby. FLAMETHROWER TRAP These traps, when powered and fitted to a tripwire or pressure plate, will fill a nearby area with roaring flame. Effective, and quite impressive. 190 FALLOUT The Roleplaying Game
SPIKE TRAP A more sophisticated trap than just putting spikes in a pit, this trap is made of a pressure-sensitive floor with holes for spikes to protrude through, covering the desired area. When pressure is applied to the floor, giant metal spikes shoot up, impaling anyone within the area. The trap then self-resets once the pressure is removed. TRAPDOOR This simple trap consists of a trapdoor that swings open when enough pressure or weight is applied, causing whatever is atop it to fall through into the space below it. These traps can be constructed to be nonlethal, with only a short drop and no other danger within its pit, or can be combined with other traps, hazards, or a long drop to cause harm to anything that triggers it. SPRING TRAP A simple trap made up of a sharp piece of jagged metal to serve as a blade, connected to a pressure plate. When pressure is applied to the plate, the springloaded makeshift blade releases and stabs its victim before self-resetting. GRENADE BOUQUET A grenade bouquet consists of one to three frag grenades bound together with wire or string. Triggering the trap causes the bouquet to drop to the floor, pulling the pins from the grenades, quickly detonating. RADIATION EMITTER These mines emit radiation using their sensors if an enemy wanders close. Not especially effective against Super Mutants or Ghouls, but a potent deterrent against raiders. JURY-RIGGED GUNS Any gun can be rigged to a trigger mechanism, turning it into a trap.Often triggered via trip wires across the ground or attached to doors, these traps are set to discharge a weapon at a would-be intruder. The simplest of these are pipe weapons and single-shot guns, which tend to be less accurate and less deadly, but more advanced and damaging traps can be made using automatic fire weapons or laser weaponry. CLAPPING CYMBAL MONKEY Once in the proximity of this trap, the toy monkey turns to look at intruders and show glowing green eyes. If the intruder stays within its line of sight for too long, its eyes will blink red, and the toy will clap its cymbals together, producing a large crashing sound. While this trap deals no damage, it can make others aware of the intruder’s presence. They will continue to clap the cymbals together until destroyed or disarmed. Traps for Scavenging Locations These traps make great hazards for scavenging locations! You can slot them right into your locations as required, even pairing them up with other obstacles or inhabitants who want to protect what’s ‘rightfully’ theirs. For more information on hazards in scavenging locations, see the see the Fallout: The Roleplaying Game Core Rulebook, p.199, and Fallout: The Roleplaying Gamemaster Toolkit, p.19. Chapter 6Chapter 1 SETTLERS OF THE WASTELAND SETTLER CHARACTERS 191
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