FAQ and Errata Thread

It’s an RPG so there’s no real limit though personally I find running a table of more than 5 to be more trouble than fun. There’s no actual solo rules but you might be able to cobble something together.

Thanks. I know my wife will play. I think it would be if the creature scaling with fights work. I am hoping it has it down to two player characters if not lone wolf for scaling.

I might be late to the party, but dual-wielding different weapons would have the benefit of changing damage-types or ranges, without drawing/putting away weapons?
Gamma gun + 10 mm pistol; one for humans, the other for rad-immune enemies.
Melee weapon + ranged weapon; reasons should be obvious.

Sure, it won’t allow you to send more bullets down range, but it would give SOME benefit…

The game also allows reloading ammunition between actions. This is going to be more complicated with guns in each hand, so maybe it has SOME drawback too?

Hi. Quick question: Can you use Rally outside of combat? Can you use actions outside of combat?

The section on “Actions” is under the Combat section of the rules but more importantly just letting characters Rally while sitting around the campfire shooting the breeze, when there’s no risk nor an action economy to worry about quickly breaks the game. You may as well just let them refresh their AP pool to 6 after every combat rather than roll dice over and over until that’s accomplished.

1 Like

No. Or rather, you can only if the GM specifically allows you to. The GM has final say on any action the PCs take. Some actions only make sense in the context of combat or other high-stakes situations.

1 Like

Completely agree yet it’s not stated anywhere so I see (and have experienced myself) rules guardians trying to overrule what GM is saying by pointing out there is nothing to forbid that.

Generally speaking in most games rules are permissive rather than dismissive. They tell you what you can do rather than all the things you can’t do. If you have players who claim ‘nothing says I can’t’ on this point then you’re going to run in to many other issues because there is a ton of things the rules don’t say they can’t do.

1 Like

Question for everyone on page 80 under the trader section for wares it says to make 3 rolls on the ammunition, aid and junk tables but there are no aid or junk tables. What are the other 2 tables a trader should roll on for wares?

Hey everyone. I’ve noticed some things in my time running a game for my friends that have me kinda confused. Where are you suppose to get stuff like Bloodleaf, Blood Sac, and Glowing Fungus for making the chems that call those things out specifically? Also probably just a nitpick but I think it’s kinda funny that squirrel stew on pg. 158 describes the ingredients to make it, but it’s not a food you can make at a cooking station by RAW.

I have a question regarding robots and injuries. If a robot wants to treat it, the test is a repair+int difficulty 2 + 1 for each injury. But how does fully recover from it? Humans can rest and make a end+survival test, but what happens with robots? I can’t see it anywere explained in the manual.
Thanks in advance!

What does a Full Stock do?

The Full Stock for Small Guns is listed on p.101 as “Gain Two-Handed, Remove Inaccurate,” with a Cost of 10 caps.

The Full Stock for Energy Weapons is listed on p.105 as “Gain Piercing 1, Remove Close Quarters,” with a Cost of 15 caps.

The Sharpshooter’s Grip, compatible with all many Small Guns and the Laser Gun is listed as, “Remove Inaccurate, Gain Piercing 1” with a Cost of 10 on both the Small Guns and Energy Weapons tables.

So, a Sharpshooter’s Grip is always a Sharpshooter’s Grip, but a gun’s Full Stock is different than a laser’s Full Stock, which can be used one-handed?

Is this a mistake, or a way to manage Piercing Effects?

The Rifleman Rank 2 and Shotgun Surgeon Perks both add +1 Piercing, which stacks. So a Combat Shotgun with a Full Stock that added Piercing 1 would take the weapon up to a very powerful Piercing 3. The Pipe Bolt-Action and Hunting Rifle could also be raised to Piercing 3.

Similarly, if the Energy Weapon Full Stock added Two-Handed, then a Laser Gun, with its base of Piercing 1, would get +1 Piercing from the Full Stock and Rifleman 2 would apply, getting us to Piercing 3.

If all this is to manage Piercing, the Full Stock listed in Energy Weapons is actually a grip and its name should be changed to avoid confusion. If the Energy Weapons Full Stock is just missing the “Gain Two-Handed” text, then it should still be renamed, because it’s doing something very different than the Small Guns version.

Lastly, all three pipe weapons are listed as compatible with a “Standard Stock” that is not listed. Can we use the Energy Weapon’s Standard Stock listing for pipe guns?

Is there an official explanation on how the mechanics of addiction and disease work as pertaining to ghouls? Page 167 specifically states “Ghouls are less likely to get addicted, and are not affected by many diseases” but I haven’t seen any clarification beyond that. Like, do they start with a rank of the Chem Resistant perk? Which diseases don’t affect them?

I believe that’s a reference to the fact the ghoul get survival tagged by default. both those checks if i recall are endurance survival checks

In the starting equipment taking the super mutant brute for exemple, you start with a pipe rifle and in the pipe gun description it says that any stock mods replace “gun” with “rifle” in the weapon’s name does that mean that you choose any stock mods between the three at the start?

Full stock makes is a pipe rifle. The other ones either make it Marksman’s Pipe Rifle or a Recoil Compensated pipe rifle.

Survival isn’t used to check chem addiction. You roll a number of CD equal to the number of doses you’ve taken this session. With ghouls having to take two doses of a chem for the same benefits as other characters, this would make them more likely to get addicted. And the wording I quoted in my previous post seems to suggest that certain diseases don’t affect ghouls as opposed to them being less likely to contract said diseases. I’d really appreciate some official clarification on this subject.

Ah ok good, thank you

No idea about the pipe gun mods.

If I’m not mistaken the energy weapon full stock can only be applied to the laser musket, which does not have piercing like a standard laser weapon.