FAQ and Errata Thread

I have a question for robots and armor they use.
In the armor section it lists the armors separated with armor, plate, and frame.
Are these armors each individually applied to each location eg. the torso can have Gutsy plating with Factory armor, Primal plate, and Actuated frame for a total bonus of +6 PR / +4 ER
Or can they only have one type of armor on each point such as Gutsy plating with Factory armor and nothing else for +3 PR / +3 ER.
The book isn’t clear on this, but with the second ruling anyone playing a robot beyond the lower levels will never get beyond a +5 to their base resistances

I have a couple questions and an errata suggestion. The errata suggestion is for the Small Guns, Big Guns, and Energy Weapon tables. In these tables there is a column for “Weapon Type” I think this should be changed to “Ammo Type”. Under the column, if changed to Ammo Type could list the default ammo like in the gun descriptions in the following pages. Having Ammo Type there instead should make it easier for players to quickly write all relevant information down when getting a new weapon.

My questions are about Ghouls and addiction/disease and the Lizard creature type. On page 167 the book mentions that Ghouls are less likely to get disease and become addicted to chems, but how would this work mechanically? Since it lists that Ghouls need to consume 2 doses of a chem, would the mechanic be that 2 doses are equal to 1 addiction? And for the Lizard creature type, there are no creatures with listed stat blocks that are Lizards. There are Reptiles, but are these affected by the perks that list Mammal, Insect, and Lizard?

I question just came up with my group. They just finished their first major quest and have some money to spend. One of the PCs wants to add the “braced” property to raider armor they looted, as they have access to the town they saved’s workstations.I am not sure how to rule for this property. Is it +2 for all resistances against melee in all locations, or just in that arm? It seems way to powerful to grant that in all locations for a basic upgrade to just one location. +2 DR against melee on top of what armor provides makes most melee mobs useless against them unless they are very high level mobs. It seems really powerful to be getting at level 2

It would just be a +2 melee resistance to whichever arm it’s equipped to. So if they equipped it to the left arm, whenever the left arm is hit with a melee attack then the effect of the mod activates. But if they get hit anywhere else they wouldn’t get any benefit of that mod.

Does that mean the one that increases melee damage by 1 would only apply to melee attacks using that arm too? Neither of those abilities say its only for that part specifically. I think it should be, but the rules are not very clear

That’s how I play with my group, because with Unarmed you can still attack with 1 arm if the other has an injury. For most situations the fact that 1 arm has the mod while the other doesn’t isn’t an issue as by default the player will use that arm to get the benefit of extra damage. The only time it would matter is if there is injury on the arm with that mod (unless they mod the other arm the same), then they shouldn’t benefit since in the rules they can no longer use 2-handed weapons, perform any action that uses 2 hands, etc. I also play with effects that are the same do not stack, default to which is higher unless a situation like I mentioned above happens. You can also simplify modding to make it so both arms use the same upgrade mod, but both arms can have different material mods.

that makes sense. I would like an offical ruling on it though. In the video games the braced mod affects your entire defense but it only does so when actively blocking, so I might do that to keep the flavor the same as the game. If they spend the major action on defense they can get the extra 2 DR everywhere. Like you said the offfense one only matters for injuries I will probably just apply it unless that arm is injured

of course one of my players asked a question I didn’t have an immediate answer to. He is playing a MR. Handy but he wanted to play a Mister Orderly. The other versions are well defined? What is a Mister Orderly. ( just to quote from rule book)
Many models exist, and you could come from any
of the Mister Handy, Mister Gutsy, Miss Nanny, or
Mister Orderly series.
Of course, he went and found fallout stats in the Computer game but I am just looking for some guidance.

I feel like they probably mean to add those archetypes in future books, but here is what I would do. Looking on the fallout fandom wiki I found:

"They have three pincers (like the unique Mister Handy REPCONN tour guide) of a blue color instead of the saw blade and the blowtorch of the GAI/RobCo model Mister Handy.

Characteristics

In combat, the Mister Orderly is identical to Mister Gutsy. Their plasma gun functions roughly equivalent to a plasma pistol and use their flamethrower’s function only at close range, alternating between their flamethrower and plasma gun in combat."

So I would just make them use the mister handy stats, but kit them out with 3 pincers instead of the saw blade and blowtorch arms. I would give them a plasma gun that they can weild in one of the pincers but keep in mind ammo would be limited. I would probably start them with that and ammo for it instead of flamer fuel. I might start them with a medkit as well - on second thought no, they can tag medicine if they want that.