Armor (5e Fallout Campaign Setting)

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Armor Overview

Unlike traditional Dungeons and Dragons Fifth Edition, armor class is handled in a piecemeal system similar to Partial Armor (5e Variant Rule). Your base AC is 10 + your Dexterity modifier. This can be increased by wearing the armor listed below. You can either wear one of each piece of armor or an undersuit and an oversuit. If you are wearing at least 1 Heavy piece of armor, you may not add your Dexterity modifier to your AC. There are 4 damage types: Ballistic damage is that sourced from bullets and is dealt by weapons listed under ballistics. Energy damage is sourced from beams of super-heated plasma and lasers. Explosive damage is dealt by fragmentation devices and fire. Melee damage comes from Fists, knives, and other weapons that lack range. Armors typically only effect one or two damage types, causing attacks that deal other damage types to ignore its AC benefit.

Additional Properties

  • Headlamp (x feet): When activated as a bonus action, sheds bright light for x feet and dim light for another x feet.

Armors

Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Undersuits
Brahmin-Skin Outfit10 caps+1Energy1 lb.+1 bonus to Persuasion checks
Baseball Uniform25 caps+1Melee1 lb.+1 to Melee attacks
Combat Jumpsuit40 caps+1All1 lb.
Mechanic’s Jumpsuit25 caps+1Melee1 lb.+1 bonus to Arcana checks
Military Fatigues30 caps+1Ballistic1 lb.+1 bonus to initiative
Raider Fatigues15 caps+1Explosive1 lb.+1 bonus to Intimidation checks
Vault Jumpsuit50 caps+1Energy1 lb.+1 bonus to Survival, Arcana, and Perception checks
Scientist Scrubs35 caps+1Energy1 lb.+1 bonus to Arcana and Medicine checks
Colonial Fatigues45 caps+1Melee1 lb.+2 bonus to History checks
Road Leathers20 caps+1Melee, Energy1 lb.
Athletic outfit40 caps+1Melee1 lb.+1 to Athletics checks
Black vest and slacks30 caps+1Melee1 lb.+1 to Intimidation and Performance checks
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Chestpieces
Vault Security Armor50 caps+2Energy, Ballistic10 lb.
Leather Armor35 caps+1Energy, Melee1 lb.
Metal Armor40 caps+1Ballistic, Explosive3 lb.Heavy
Raider Armor40 caps+1Explosive, Ballistic5 lb.
Minuteman Uniform45 caps+1Energy, Melee1 lb.+2 bonus to History checks
Combat Armor75 caps+2Ballistic, Energy15 lb.Heavy
NCR Armor25 caps+1Ballistic, Melee15 lb.
Veteran NCR Ranger Armor250 caps+3All10 lb.
NCR Ranger Armor150 caps+2All10 lb.
Legion Armor50 caps+1Explosive, Melee10 lb.
Legion Centurion Armor150 caps+2All20 lb.Heavy
Marine Armor175 caps+2All3 lb.When paired with full set of marine armor, you gain the ability to breathe underwater.
Elite Riot gear500 caps+4All10 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Arm Protection
Combat Armor50 caps+1Ballistic, Energy2 lb.
Leather Armor15 caps+1Energy, Melee3 lb.
Metal Armor40 caps+1Ballistic, Explosive3 lb.Heavy
Minuteman Uniform25 caps+1Energy, Melee1 lb.+1 bonus to History checks
NCR Armor25 caps+1Ballistic, Melee2 lb.
NCR Ranger Armor75 caps+1All2 lb.
NCR Veteran Ranger Armor125 caps+2All2 lb.
Legion Armor50 caps+1Explosive, Melee3 lb.
Legion Centurion Armor75 caps+2All3 lb.Heavy
Marine Armor100 caps+2All3 lb.When paired with full set of marine armor, you gain the ability to breathe underwater.
Elite Riot gear300 caps+3All1 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Leg Protection
Leather Armor15 caps+1Energy, Melee3 lb.
Combat Armor30 caps+1Ballistic, Energy2 lb.Heavy
Metal Armor40 caps+1Ballistic, Explosive3 lb.Heavy
Minuteman Uniform25 caps+1Energy, Melee1 lb.+1 bonus to History checks
NCR Armor25 caps+1Ballistic, Melee1 lb.
NCR Ranger Armor75 caps+1All1 lb.
NCR Veteran Ranger Armor125 caps+2All1 lb.
Legion Armor20 caps+1Explosive, Melee1 lb.
Legion Centurion Armor50 caps+1All2 lb.
Marine Armor100 caps+2All3 lb.When paired with full set of marine armor, you gain the ability to breathe underwater.
Elite Riot gear300 caps+3All5 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Helmets
Combat Helmet82 caps+2Ballistic, Energy2 lb.
Gas Mask25 caps+1Ballistic1 lb.-1d4 rads from all sources, immunity to airborne diseases and damage.
Vault Security Helmet30 caps+1Melee, Energy1 lb.
Metal Helmet40 caps+1Ballistic, Explosive1 lb.Heavy
Tricorn Hat10 caps+1Energy, Melee1 lb.+1 bonus to History checks
Raider Helmet20 caps+1Ballistic, Melee1 lb.Heavy
NCR Armor Helmet15 caps+1Ballistic, Explosive2 lb.
NCR Ranger Helmet125 caps+1All3 lb.
Veteran Ranger Helmet150 caps+2All3 lb.Darkvision (60 feet)
Marine Armor Helmet175 caps+2All3 lb.When paired with full set of marine armor, you gain the ability to breathe underwater, Darkvision (30 feet)
Power Armor Helmet300 caps+3All5 lb.Headlamp (30 feet), Heavy
Elite Riot Helmet450 caps+3All10 lb.Darkvision (90 feet), -2d4 rads from all sources.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Oversuits
Suit15 caps+0None1 lb.+2 bonus to Persuasion checks
Doctors Coat60 caps+0None1 lb.+2 bonus to Medicine checks
Hazmat Suit100 caps+2Energy5 lb.All rads taken are halved. You are immune to all diseases when coming into contact with a source, and you can breathe underwater.
US General’s Overcoat150 caps+1Ballistic2 lb.US Army robots will not attack you unless you attack them.
Chinese Stealth Armor500 caps+2All20 lb.Advantage to Stealth checks.
Faction Leader Armor150 caps+1All3 lb.Members of the same faction will not attack you unless you are infamous enough.
X-23 Advanced Stealth Suit1250 caps+4All23 lb.+5 bonus to Stealth and Perception, has the Auto Injector modification
B.O.S. Recon Armor50 caps+1Ballistic, Melee10 lb.+1 bonus to Stealth and Survival
Power Armor Fatigues55 caps+1Energy, Ballistic1 lb.+1 bonus to AC while wearing any power armor, not including its helmet
Cage Armor75 caps+2All10 lb.Heavy
Chinese Stealth Suit650 caps+2All13 lb.+3 bonus to Stealth and Perception, Gains the ability to use the invisibility spell once per day(only somatic components required)

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