FAQ and Errata Thread

The errata just released is a good start but I can see very much that not everything has been addressed:

I don’t really want to go through that list again and see what was gotten and what wasn’t but this is indeed a reminder

I can tell from the errata list for the crb that some of it was indeed ticked, but not everything

The bookmarks for example are in a different and still incorrect state for example

The Gamemaster’s Toolkit doesn’t have a change document even though it’s be useful

The change doc being turned into a “change by change” point list would be nice too, not general like “fixed various issues” as the first point entails.

I have received the email with the link to download the updated docs, and errata, but when it comes to the Gamemaster’s Toolkit, I don’t see any change on the files (they are marked to be from March-April of 2021, same as I already had) nor any errata for it. Did I miss something?

Nope. Same here. No update for the GM Toolkit that I could tell.

What would be a good mechanic for NPC’s installing mods? If your players don’t have the crafting skills necessary, should there be a price charged for mod installation? Does the amount listed in the book cover the installation cost?

I would base cost of installing mod on three factors
Cost of mod
Perks required

Cost of mod reflects how complex the mod is and how hard it is to install.
Replacing the stock on a rifle is fairly simple and cheap. Installing, bore sighting and calibrating a recon scope is more involved.
Divide base cost by four.

Difficulty will be 1 plus the number of mods already installed
(this is based off the repair rules)

Perks required is the sum of perks required to install the mod. This takes into account the rarity of people skilled enough to do the work. (minimum of 1)

Cost = (mod cost / 4) x Difficulty x Perks

add full Stock to combat shotgun
base 10, difficulty 1, perks n/a = 1
cost = 10/4 x1 x1 = 3 caps

add a recon scope to a ported powerful marksmans hunting rifle.
base 59/4, difficulty 4, perks science 3
cost = 59/4 x 4 x 3 = 177 caps

add electrified blade to a sword
Base 50, difficulty 1, perks blacksmith 2 science 1 =3
cost = (50/4) x 1 x 3 = 38 caps

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So in the book under Mirelurk Hunter it states: "Hunters appear to be descended from lobsters rather than crabs, giving them an elongated appearance with a flared tail. Like their crab-like cousins, they also have powerful pincers and are even more aggressive. Their shells are typically more resilient, and they have developed the ability to spit an acidic substance at their prey. "

Then no stats are listed for said acid attack. I don’t want to go with the queen acid attack stats because those would be way too much for just a hunter. Any thoughts/suggestions on this?

Mirelurk Queen acid attack is the following:

ACID SPRAY: Body + Melee (TN 17),
10 DC , Piercing Radioactive damage

at a guesstimate, ajust the damage in proprtion to their physial attack damage - about 75% of the queen’s damage, which rounds down to 7

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Broadly, when you level a creature up or down, adjust the damage of its attacks by 1 die every two levels. Mirelurk Hunter is Level 12, Mirelurk Queen is Level 19, so an Acid Spray on a Hunter would deal 7 dice of damage, rather than 10.


Where does one find the new Errata? I can’t find it on their site.