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Fallout 2d20 [Combat] Cheat Sheet by

A desperate attempt at organizing Fallout 2d20 in a way that makes some goddamned sense.

Major Actions

You assist another character with their next test. When the character you are assisting takes their turn and attempts their task, you provide assistance (p.16). If you have not yet acted this round, you may give up your turn later in the round to assist an ally when they attempt a skill test.
Make a melee or ranged attack.
Command an NPC
If you have an allied NPC under your command, choose a single major action for them to take. If the action requires a test, then you automa­tically assist using your CHA + Speech (if the NPC is a person), CHA + Survival (if the NPC is an animal), or INT + Science (if the NPC is a robot).
You focus on protecting yourself. Make an AGI + Athletics test with a difficulty equal to your current Defense. If you succeed, add +1 to your Defense. For 2 AP, add an extra +1 to your Defense.
First Aid
You try to quickly patch the wounds of yourself or an ally. Make an INT + Medicine test, with a difficulty equal to the number of injuries the patient has, and increase the difficulty by 1 if you are trying to perform first aid on yourself. If you succeed, you can either 1) Heal HP equal to your medicine skill, 2) Treat one injury, or 3) Stabilize a dying patient.
Do nothing
You grit your teeth, catch your breath, and prepare yourself. Make an END + Survival, CHA + Speech test (or some other test you can justify to the DM) with a difficulty of 0, and save any Action Points you generate.
Describe a situation you expect to occur, and choose a major action you will perform when it does. If that action occurs before the start of your next turn, you may perform that major action immedi­ately, interr­upting other charac­ters’ actions as necessary.
Movement action. You move up to two zones, to anywhere within Long range.
Do any other skill test (with GM permis­sion).



Misc Other Rules

Sneak Attack
If the enemy is unaware of you before you attack, the difficulty to attack them is reduced by 1 (to a minimum of 0), and your attack gains the Vicious damage effect if it did not have it already, or the damage is increased by +2 CD if it already has the Vicious damage effect.
Skill Tests 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.

Luck Uses

Terrain & Enviro­nme­nt/­Lig­hting

Damage Effects

The attack hits one additional target within Close range of the primary target for each Effect rolled. Each additional target spends 1 additional unit of ammunition from the weapon.
For each Effect rolled, reduce the number of CD a target’s cover provides by 1, perman­ently. If the target is not in cover, instead reduce the DR of the location struck by 1, according to the damage type of the weapon­—ph­ysical damage only reduces physical DR, for example.
If one or more Effects are rolled, the target suffers the weapon’s damage again at the end of their next and subsequent turns, for a number of rounds equal to the number of Effects rolled. The target can spend a major action to make a test to stop persistent damage early, with the difficulty equal to the number of Effects rolled, and the attribute + skill chosen by the GM. Some Persistent weapons may inflict a different type of damage to the weapon, and where this is the case, it will be noted in brackets, for example: Persistent (Poison).
Piercing X
Ignore X points of the target’s DR for each Effect rolled, where X is the rating of this damage effect.
For every Effect rolled, the target also suffers 1 point of radiation damage. This radiation damage is totalled and applied separa­tely, after a character has suffered the normal damage from the attack.
For each Effect rolled, your attack inflicts one additional hit on the target. Each additional hit inflicts half the rolled damage (rounded down) and hits a random location even if a specific location was targeted for the initial attack.
If one or more Effects are rolled, the target cannot take their normal actions on their next turn. A stunned character or creature can still spend AP to take additional actions as normal.
The attack inflicts +1 damage for each Effect rolled.

Minor Actions

Re-roll 1d20 on the first attack roll you make this turn.
Draw Item
Draw one item carried on your person or pick up an object or item within your reach. You may put an item away as part of this action.
Interact with your equipment or envir­onment in a simple way, like opening a door, or pushing a button
Movement action. Move up to one zone, to any position within Medium range. Altern­ati­vely, stand up from a prone position.
Take Chem
Administer a dose of a chem that you are holding, targeting yourself or a willing character within your reach. If you’re not holding the chem, then you need to draw it first.

Hit Locations

Location d20
Flying Insect
Mr. Handy
Main Body
Left Arm
Left Front Leg
Left Wing
Arm 1
Right Arm
Right Front Leg
Right Wing
Arm 2
Left Leg
Left Hind Leg
Arm 3
Right Leg
Right Hind Leg


Head (Optics)
You lose your normal actions in your next turn (though you may spend AP for extra actions as normal). Also, +2 difficulty to all tests that rely on vision.
Suffer 2 CD physical damage (ignoring DR) at the end of each of your turns.
Drop any object in that hand. The arm is broken or otherwise unable to move. You cannot perform any actions using that arm.
Leg (Thruster & Wings)
You fall prone. You can't sprint. Move is a major action for you.


When you reach 0 hp...
-Fall prone and start dying.
-Suffer 1 injury in the location hit.
-If the hit that brought you to 0 hp was a crit, suffer a total of 2 injuries.
-You can't regain HP from first aid - you must be stabilized first.
-Death save = END + Survival difficulty = your number of injuries. The compli­cation range is 19-20.
--> If you succeed, you're still dying. If you fail, you're dead.
-Any further damage you receive gives an additional injury automa­tically (plus extra if it's a critical hit).
-If you're stabilized by another person's First Aid, you regain 1 hp but are uncons­cious.
--> When being stabil­ized, you can spend AP to heal 1 hp per AP spent.
--> You can also spend 1 AP to wake them up.

Weapon Qualities

If you take the Aim minor action before attacking with an Accurate weapon, you may spend up to 3 AP to add +1 DC per AP spent to the attack’s damage. If you gain damage in this way, you may not spend ammunition for extra damage. A weapon cannot be both Accurate and Inaccu­rate.
When you make an attack with a Blast weapon, you do not target a single opponent. Instead, select a single zone you can see, and make the approp­riate skill test to attack, with a basic difficulty of 2 (adjusted for range as normal). If you succeed, every creature (and other damageable target) in that zone suffers the weapon’s damage. If you fail, your misplaced attack is less effective: roll only half the weapon’s CD to determine the damage inflicted to creatures in the target zone and ignore the weapon’s normal damage effects.
Close Quarters
A Close Quarters weapon is easy to use up-close, and suffers no difficulty increase for being used when within Reach of an enemy.
A Concealed weapon is small, or otherwise easy to hide on your person. Enemies do not spot a concealed weapon unless you’re wielding it, or if they make a thorough search and succeed at a PER + Survival test with a difficulty of 2.
The difficulty of any skill test to treat injuries inflicted by a Debili­tating weapon increase by +1.
Ammunition is spent at ten times the normal rate by Gatling weapons: whenever you would spend one shot of ammuni­tion, a Gatling weapon instead spends a burst of 10 shots. Whenever you spend ammunition to increase this weapon’s damage, add +2 CD per ten-shot burst (to a maximum number of bursts equal to the weapon’s Fire Rate), rather than +1 CD per shot.
When making an attack with an Inaccurate weapon, you gain no benefit from the Aim minor action. A weapon may not be both Accurate and Inaccu­rate.
When a Mine is placed onto a surface and primed, it becomes a dangerous object, inflicting its damage upon anyone who comes within Reach of it (and upon additional charac­ters, if it has the Blast quality).
Night Vision
The sights of a weapon with Night Vision have been made to allow you to see more clearly in the dark. When you Aim with a Night Vision weapon, you ignore any increase in the difficulty of an attack due to darkness.
When an enemy attempts a melee attack against you, and you are wielding a Parry weapon, you may spend 1 AP to add +1 to your Defense against that attack.
When you Aim with a Recon weapon, you may mark the target you aimed at. The next ally to attack that target may re-roll one d20 on their attack.
During each combat encounter, a Reliable weapon ignores the first compli­cation you roll on a test to use that weapon. A weapon may not be both Reliable and Unreli­able.
If an enemy is not aware of you when you attack with a Suppressed weapon, they do not notice the attack unless they are the target or they pass a PER + Survival test with a difficulty of 2.
A Thrown (C) weapon can be thrown, as a ranged attack with an ideal range of Close. A Thrown (M) weapon can be thrown, as a ranged attack with an ideal range of Medium. You make an AGI + Throwing test to attack with the weapon, depending on the type of weapon.
A Two-Handed weapon must be held in two hands to be used effect­ively; attempting to attack with a Two-Handed weapon in one hand increases the difficulty by +2.
When you make an attack with an Unreliable weapon, increase the compli­cation range of the attack by 1. A weapon may not be both Reliable and Unreli­able.


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