There Are Numerous Categories of Items
There Are Numerous Categories of Items
items can be found there. A successful search yields a minimum number of items of some of those
categories, and each item is determined by rolling on the tables below.
Ammunition
Armor
Clothing
Food
Beverages
Chems
Junk
For each item category found, roll on the relevant table, below. After rolling, you may spend 1 Luck point
to add or subtract an amount up to the location’s level to or from the roll: that is, if you’re searching a
Level 6 location, you may increase or reduce your roll by up to 6 after rolling, by spending 1 Luck point.
Modded Items
A few items appear in the loot tables with existing mods. These are most often the most basic forms of
mods, such as turning a laser gun into a laser rifle or providing the automatic version of a 10mm pistol.
Ammunition
Random Ammunition
2d20
Ammo (quantity)
Roll
2mm EC (6+3
2mm EC (6+3
2mm EC (6+3
Missile (2+1
)✱
5mm (12+6
×10)
5mm (12+6
×10)
10
11
12
13
15
16
17
18
10mm (8+4
19
20 10mm (8+4
2d20
Ammo (quantity)
Roll
21
22
Flare (2+1
23
24
25
27
28
29
30
31
5.56mm (8+4
33
5.56mm (8+4
34
Missile (2+1
35
)✱
37
Mini-Nuke (1+1
38
)✱✱
39 Mini-Nuke (1+1
2d20
Ammo (quantity)
Roll
)✱✱
Mini-Nuke (1+1
40
)✱✱
per rank additional Missiles. ✱✱ Characters with the Scavenger perk do not receive any additional
Fusion Cores or Mini-Nukes.
Armor
Armor is listed in
Equipment
Some entries may ask for a roll for location. This means to roll on the hit location table (Fallout: The
Roleplaying Game,
Combat
) to determine which location that piece of armor covers, re-rolling any inapplicable results (head results
for Raider leather armor, as there is no corresponding helmet).
Random Armor
17 Vault-Tec Armor
19 Leather Armor
21 Raider Armor
23 Metal Armor
26 Combat Armor
29 Synth Armor
Clothing
Equipment
Random Clothing
2d20
Clothing
Roll
3 Welder’s Visor
8 Hard Hat
9 Army Helmet
10 Lab Coat
11 Lab Coat
12 Engineer’s Armor
13 Engineer’s Armor
14 Road Leathers
15 Road Leathers
16 Casual Clothing
17 Casual Clothing
18 Hides
19 Hides
20 Harness
21 Harness
22 Sack Hood
23 Sack Hood
2d20
Clothing
Roll
24 Military Fatigues
25 Military Fatigues
26 Tough Clothing
27 Tough Clothing
28 Heavy Coat
29 Heavy Coat
30 Utility Overalls
31 Utility Overalls
32 Casual Hat
33 Hood or Cowl
34 Vault Jumpsuit
35 Formal Clothing
36 Formal Clothing
37 Formal Hat
38 Gas Mask
39 Cage Armor
2d20
Clothing
Roll
40 Hazmat Suit
Food
Equipment
There is one additional table here separate from the rarity tables: Foraging. The Foraging table contains
food items which can be found by foraging in the wilderness.
Many Food items listed in the Equipment chapter are not listed on the tables below. They can only be
obtained through cooking, described in the Crafting section later in this chapter, or butchering the
bodies of dead creatures.
Random Food
2 Tarberry
4 Melon (non-irradiated)
5 Carrot (non-irradiated)
8 Mutfruit (non-irradiated)
10 Sweet Roll
2d20 Roll Food
11 Razorgrain
12 Iguana Bits
13 Cram
14 Carrot
16 Sugar Bombs
17 Potted Meat
19 InstaMash
23 Gum Drops
24 Mutfruit
25 Potato Crisps
26 Salisbury Steak
2d20 Roll Food
28 Brain Fungus
29 Corn
30 Gourd
31 Melon
32 Silt Bean
33 Tato
34 InstaMash (preserved)
36 Food Paste
37 Noodle Cup
38 Corn (non-irradiated)
40 Tarberry
The Foraging table, below, is used for gathering food from wild plants while in the wasteland. An hour’s
foraging and a PER + Survival test with a difficulty of 1 finds a number of items this table equal to your
Survival score, +1 item per AP spent. Roll once to determine which item is found.
Foraging
D20 Roll Food Found
3-4 Carrot
5-6 Corn
7-8 Gourd
9-10 Melon
11-13 Mutfruit
14-15 Razorgrain
18-20 Tato
Beverages
Equipment
There is one additional table here separate from the rarity tables: Nuka-Cola. This is used specifically
when searching Nuka-Cola Machines.
Some Beverage items listed in the Equipment chapter are not listed on the tables below. They can only
be obtained through cooking, described in the Crafting section later in this chapter.
Random Beverages
2d20
Beverage
Roll
2 Wine
2d20
Beverage
Roll
3 Wine
4 Whiskey
5 Whiskey
6 Nuka-Cherry
7 Nuka-Cherry
8 Nuka-Cherry
9 Nuka-Cola
10 Nuka-Cola
11 Nuka-Cola
12 Bourbon
13 Bourbon
14 Bourbon
15 Beer
16 Beer
17 Beer
18 Beer
2d20
Beverage
Roll
19 Dirty Water
20 Dirty Water
21 Dirty Water
22 Dirty Water
23 Dirty Water
24 Purified Water
25 Purified Water
26 Purified Water
27 Purified Water
28 Brahmin Milk
29 Brahmin Milk
30 Brahmin Milk
31 Rum
32 Rum
33 Rum
34 Moonshine
2d20
Beverage
Roll
35 Moonshine
36 Moonshine
37 Vodka
38 Vodka
39 Wine
40 Wine
The Nuka-Cola table, below, is used when a Nuka-Cola machine is found while scavenging. Roll twice to
determine the machine’s contents.
Nuka-Cola
1-8 Empty
1+2
9-12
13-15 1 Nuka-Cola
16-17 2 Nuka-Cola
18 1 Nuka-Cola, 1 Nuka-Cherry
D20 Roll Item
19 2 Nuka-Cola, 1 Nuka-Cherry
20 1 Nuka-Cola Quantum
Chems
Many Chems items listed in the Equipment chapter are not listed on the tables below. They can only be
obtained through crafting, described in the Crafting section later in this chapter.
Random Chems
2d20
Chem
Roll
2 Super Stimpak
3 Calmex
4 Day Tripper
5 Addictol
6 Stimpak
7 Stimpak
8 RadAway
9 RadAway
10 Psycho
11 Psycho
12 Med-X
2d20
Chem
Roll
13 Med-X
14 Daddy-O
15 Daddy-O
16 Rad-X (diluted)
17 Rad-X (diluted)
18 Healing Salve
19 Healing Salve
20 Dirty Water
21 Dirty Water
22 Dirty Water
23 Stimpak (diluted)
24 Stimpak (diluted)
25 RadAway (diluted)
26 RadAway (diluted)
27 Buffout
28 Buffout
2d20
Chem
Roll
29 Jet
30 Jet
31 Mentats
32 Mentats
33 Rad-X
34 Rad-X
35 Stimpak
36 Stimpak
37 Antibiotics
38 Overdrive
39 Fury
40 X-Cell
Weapons (Ranged)
Any found Ranged weapons come with a standard quantity of their ammunition.
WEAPONS (RANGED)
Small Guns
Ammunition
).
Double-Barreled
8 Flamer 17 10mm Pistol 26
Shotgun
Short Scope)
WEAPONS (MELEE)
Deathclaw
2 15 Walking Cane 28 Pipe Wrench
Gauntlet
Bat
Aluminum Baseball
10 Boxing Glove 23 Lead Pipe 36
Bat
WEAPONS (THROWN/EXPLOSIVES)
2+1 2+1
2 1 Nuka Grenade 15 28
2+1 2+1
3 1 Pulse Mine 16 29
Javelins Tomahawks
2+1 2+1
5 1 Plasma Mine 18 31
Javelins Tomahawks
2+1 2+1
6 1 Plasma Mine 19 32
Javelins Tomahawks
4+2
Throwing Knives
4+2
Throwing Knives
4+2
Throwing Knives
2+1 2+1
11 24 37 1 Plasma Grenade
2+1 2+1
12 25 38 1 Pulse Grenade
2+1 2+1
13 26 39 1 Pulse Grenade
2+1 2+1
14 27 40 1 Nuke Mine
These tables cover a variety of different items not covered in other lists. Unlike the other loot tables, this
table requires rolling 3d20 rather than 2d20.
Unusual Items
A small number of items appear on the Oddity table which are not described elsewhere.
Note or Holotape
This is one or more pieces of paper, or a single holotape recording, from someone who was in this
location previously. They may be relics from before the Great War, or journals kept by other survivors
who passed through years or even decades earlier. They have no inherent value, but they can often
provide useful information. The GM determines what information is found in a note or on a holotape,
which could include directions to a previously unknown location, clues towards a secret to uncover, a
rare crafting recipe, something which inspires a new question, or simply a bit of extra worldbuilding
information about the wasteland.
Container
A large duffel bag, a cooler or picnic hamper, or some other kind of unsecured container. Normally
portable, these containers are likely to have been dropped by a previous survivor in the area and aren’t
part of the normal items found in that location. The GM chooses an item category: the container holds
an item rolled from that category’s table at the rarity of the container.
Container, Locked
Ammo boxes, foot lockers, locked toolboxes, and similar. Someone took the time to secure this container,
so there must be something good inside. A successful PER + Lockpick test with a difficulty equal to the
container’s rarity opens the lock, and within are two items from categories determined by the GM, of a
rarity equal to that of the container.
Key
A key or a note containing a password for a computer system. For the sake of the game, each key opens
a lock with a difficulty of the key’s rarity or lower (or unlocks a computer system of that difficulty if it’s a
password). This can be used in the same location, or it can be used in a later location.
Pre-War Money
5 14 Doctor’s Bag 23 Large Backpack
worth 5d20 Caps
Pre-War Money
7 5d20 Caps 16 25 3d20 Caps
worth 4d20 Caps
1+2
Signal Flares
2+1
30 41 Multi-Tool 52 Key
Bobby Pins
Pre-War Money
32 43 Lockpick Module 54 Key
worth 1d20 Caps
8+4 10+5
34 Small Backpack 45 56
10+5
Bobby Pins
6+3
Bobby Pins
Behavioral Analysis
38 Robot Repair Kit 49 60 Tesla Coils
Mod
JUNK
Junk items have little immediate benefit, beyond amusement or nostalgia, but they’re still potentially
valuable for the materials they’re made from.
Junk items have no rules effect on their own. Their only effect is to be found and broken down into
useful materials, which can be used for crafting and repairing other items.
When you find junk while scavenging, roll 2d20. That is the quantity of junk items you scavenge. Junk
items have a weight of 2 and are worth 2 caps each in trade. You may spend 1 Luck point to increase the
number of junk items scavenged by an amount equal to your LCK score.
You can salvage materials from junk items and from other items you wish to dispose of to use them later
for repairs and for crafting. Salvage requires that you have appropriate tools or facilities, such as a
workbench.
Salvaging items takes 10 minutes per item being salvaged and requires an INT + Repair test with a
difficulty of 0. Roll 1
for each junk item salvaged: you receive common materials equal to the total rolled. You may roll +1
for every AP spent after succeeding on this test, as you salvage more efficiently and secure more
materials.
If you have the Scrapper perk, you also receive one uncommon material for each effect rolled. If you
have two ranks in the Scrapper perk, you’ll also receive one rare material for every two Effects rolled.
Consumable items cannot be salvaged: you cannot unmix chems, nor uncook meat.
You cannot salvage ammunition: the means to do so requires tools that are nearly impossible to find in
the wasteland.
Common materials include wood, steel, plastic, rubber, cloth, concrete, bone, and ceramics; substances
that are easy to find and easy to salvage. A single unit of common materials has a cost of 1 cap, and a
weight of 1.
Uncommon materials are rarer and harder to salvage, and include copper, aluminum, lead, silver, as well
as cork, glass, fertilizer, fiberglass, and small components such as gears, springs, and screws. A single unit
of uncommon materials has a cost of 3 caps, and a weight of 1.
Rare materials are the rarest and most difficult to salvage. Asbestos, ballistic fiber, circuitry, fiber optics,
corrosive and antiseptic chemicals, and even nuclear material are found in many items, but are difficult
to salvage. A single unit of rare materials has a cost of 5 caps and a weight of 1.