FAQ and Errata Thread

Instead of making two tables, they could add a vertical line differentiating the two different parts of the table. That could be a compromise.

Spotted a couple typos on pg. 264. The Institute is referred to twice as “Initiative”.

maybe only the Bookmarks which are fine now, even after the file renamed…

P. 3, Apparel and clothing missing from contents, jumps straight to armor

P. 216, The line on the table on the recipe for the Cooking station seems to be messed up, it says 2 under materials, survival under complexity and common under skill and rarity is just -

Yep, complexity is 2, skill is survival and rarity is common

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what about materials?

Check above the table: “cooking station can be crafted without the use of a workbench, using the following recipe. A cooking station functions for eight hours, after which it must be repaired; repairing a Cooking Station requires only1 Common Materials (wood and other flammable materials to restart the fire)…” :grinning: so I think you need 1 common material to craft it and then every 8 hour again 1 common material.

I think that’s the materials to keep it going. Maybe it’s the same to craft it, but it should be listed in the table I think.

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Maybe it’s the same, but I would say you need 2 common materials. One metal for some kind of pot and second wood for construction and fire and then one to keep it going for every 8 hours.

good catch, I had skipped over synth armor so did not notice the names.

Still, DR 7 is 40% better than DR 5, has a better selection of mods and a humanoid can take the Barbarian perk for an extra DR 2.

Then again a human at high levels and a bit of luck could have DR 10 on all locations wearing Formal Wear and Ballistic Weave.

Remember that robots are immune to radiation and poison damage which is huge advantage, don’t have to breath, eat can hover over mine field, don’t need to rest, so it’s a big money savior.

May not be a typo but pg. 25, it opens with “You can attempt one minor action on your turn in combat.” I’m pretty sure it should read “You can attempt one minor action and one major action on your turn in combat.” Based on the sentence “You can attempt one minor action and one major action in each turn.” from the second paragraph on pg 24.

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Is there supposed to be any specifics on modifying raider armor for super mutants? The only place I’ve seen it mentioned is the text box covering robot and mutant armor on pg.122. Is it just a given that a mutant player can just make any raider armor they want fit them upon looting?

Gauss rifle has “Full Capacitors” mod listed, there is no such a mod in the mod tables. It has also a “Capacitor Boosting Coil” listed, but in the mod tables there is only “Boosted Capacitor”

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Pg. 324: Under the Quest Design heading, it reads, “We’ll discuss campaigns soon,” but there doesn’t appear to be any campaign guidance in the book. Is this missing from the current version of the rulebook or does this mean it’s coming in a supplement?

Is there a section describing why the character sheet seems to track HP for individual hit locations? I’m not seeing anything described in the hit locations or taking damage sections. Thanks!

The HP on hit locations is for power armor.

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The HP on hit locations is for power armor.

Aha! Thanks.

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When do players or Gamemasters decide to spend ammo on a ranged attack, up to the weapon’s Fire Rate, to increase damage?
When does the Gamemaster decide to use an NPC’s Let Rip ability, improving the Fire Rate of the weapon?

I ran a mock combat scenario to determine how well my character will handle themselves in combat. My Vault Dweller fought a “vanilla” Raider (pg 386). When the Raider finally hit my Vault Dweller, I didn’t know if I could finally use Let Rip. Made a GM decision and rationalized that I can use Let Rip after I have succeeded on the Ranged Attack Test to Hit.

“LET RIP: Once per combat, the Raider may ‘let rip’ with a volley from their Pipe Gun. This adds the weapon’s Fire Rate of 2 to the weapon’s damage for a single attack (for 5 DC total).”

Was this the correct method of deciding to use more ammo to increase CD rolled?
Choose target and possible hit location.
Attempt the test.
On success, roll hit location if not chosen in step 1.
On success, spend more ammo to increase CD rolled.
Remove ammo from sheet.

OR

Are players and GMs supposed to declare the use of extra ammo BEFORE the Test is rolled?

[Edit Addendum: Don’t be a numpty like myself and forget about the rule on page 28. Ranged Attacks Within Reach: Being in reach of an enemy is disruptive to ranged attacks and tests, adding +2 to the difficulty of any test that isn’t a melee attack.]

Declare ammo spent to increase damage before rolling the attack. This also includes choosing for an NPC to Let Rip.