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Fallout 2d20 Cheat Sheet (DRAFT) by

A cheat sheet for the Fallout 2d20 Pen & Paper RPG by Modiphius Entertainment

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Use Action Points to...

Buy d20s (1-6 AP): Buy bonus d20s for a test, before the dice pool is rolled, but after the GM sets the diffic­ulty. The cost increases for each die purchased: the first die costs 1 AP, the second costs 2, and the third costs 3. No more than three bonus d20s may be rolled for a single test, including any d20s from perks or traits.
Obtain Inform­ation (1 AP): Ask the GM a single question about the current situation, based on your test. The answer bust be truthful but does not need to be complete.
Reduce Time (1 AP): AP from a successful test can allow the test take less time to complete, when time is important. Spending 1 AP halves the amount of time a test takes to attempt.
Narrative Detail (1 AP): Introduce a new fact about the scene, based on the success of your test. Spending 1 AP either establ­ishes a minor detail about the scene, or changes a detail about the scene based on the actions of your character.
Take Additional Minor Action (1 AP): Take 1 additional minor action in your turn. You can only take a total of 2 minor actions in your turn in a single round.
Take Additional Major Action (2 AP): Take one additional major action on your turn. You can only take a total of two major actions on your turn in a single round.
Add Extra Damage (AP up to Fire Rate): On a successful attack you can spend AP up to to your weapon’s fire rate (if it has one) to add 1 combat die per AP spent. Each extra also expends 1 additional round or unit of ammo.

Compli­cation Range Table

Compli­cation Range
Generates a Compli­cation on...

Hit Location Table

Mister Handy
Right Arm
Arm 1
Left Arm
Arm 2
Right Leg
Arm 3
Left Leg

Weapon Range Difficulty Table

C 0
C +1
C +2
C +3
M +1
M 0
M +2
L +2
L +1
L 0
L +1
E +3
E +2
E +1
E 0

Combat Dice Table

d6 Result
Combat Dice Result
Damage and Effects
1 Explosion
1 damage
2 Explosions
2 damage
Vault Boy
1 damage, 1 effect
Vault Boy
1 damage, 1 effect

Combat Sequence

Initiate Combat: The character who initiates combat takes one turn before initiative is calcul­ated.
Initia­tive: Rank all the characters using their initiative statistic from highest to lowest.
Take Turns: Each character, in order from highest to lowest, takes their turn.
Begin New Round: Once every character has taken a turn, begin a new round and repeat taking turns until the round ends, beginning a new round if the conflict has not been resolved.

Minor Actions

Aim: Re-roll a single d20 during your next attack.
Draw Item: Pick up an object within your reach, or draw an item carried on your person.
Interact: Take a short action that doesn’t need a test, like opening a window­,pr­essing a button or shouting to another character.
Move: Move to any position within your Medium range, or stand up from being prone.
Take Chem: You take a dose of a chem that you are holding. If the chem is in your inventory then you need to draw it as a separate minor action.

Major Actions

Assist: Assist a character with their next test. When they take their turn and attempt a test, you may roll 1d20 using your own attribute + skill target number, and add any successes to theirs, so long as they generate at least 1 success themse­lves.
Attack: Make a melee or ranged attack, as described in Making an Attack (p.9).
Command an NPC: If you have an allied NPC under your command (such as from the Dogmeat perk) you may spend your major action to issue a command to the NPC allowing them to take a major action.
Defend: Make an AGI + Athletics test. Add the number of successes you generate to your defense. This number becomes your defence untill the beginning of your next turn.
First Aid: You may set broken bones, bind wounds, and staunch the bleeding of wounded and crippled body parts. Passing an INT + Medicine test with a difficulty of 1 allows your patient to ignore the compli­cation range increase or effects of one of their injured body parts until they receive another injury to that body part. Each body part can only receive first aid once per day.
Pass: Give up your turn.
Ready: Describe an event that will trigger an action, and resolve that action when the trigger occurs. When you do, so long as the trigger occurs before the beginning of your next turn, you interrupt that charac­ter’s turn to complete your action, and then the triggering character continues with their turn. If the trigger doesn’t occur before the beginning of your next turn, your readied action is lost.
Stabilize: Stabilize a dying character, stopping them from dying. The difficulty of the test is equal to the number of injured hit locations the patient has. If you succeed, they no longer need to make END + Survival tests in order to stay alive.They remain unconsious with 0 HP. You may be able to spend Action Points to improve the success of the test, bringing the patient back from uncons­cio­usness with 1 HP (1 AP), or additi­onally healing an injury (2 AP).
Test: Make a test, at the discretion of the GM, using the relevant attribute + skill target number and diffic­ulty.

Damage Effects

Area: Attack hits 1 additional target within close range per Effect rolled.
Breaking: For each Effect the damage reduces 1 DR from a piece of armor, based on its damage type. The reduction is permanent until repaired.
Crippling: The attack has an especially potent effect. If one or more effects are rolled, and the attack would wound a body part, the attack cripples that body part instead.
Persis­tent: The attack lingers, dealing 1 damage for each effect rolled, at the beginning of your next turn.
Piercing: Ignore 1 point of damage reduction for each effect rolled.
Vicious: Inflict +1 damage per effect rolled.

Injuries (Human)

Hit Location
Wounded: STR and AGI tests with the arm increase in compli­cation range by 1.
Crippled: The arm cannot be used to make tests, and you drop whatever is in your hand.
Wounded: AGI tests increase in compli­cation range by 1.
Crippled: The character can only move up to close range during their turn. If both legs are crippled, the character is prone and can only crawl.
Wounded: STR and END tests increase in compli­cation range by 1.
Crippled: The character is bleeding, and takes 2 of damage at the end of each of their turns, ignoring any damage resistance from armor or clothing, until this injury is healed.
Wounded: PER and INT tests increase in compli­cation range by 1.
Crippled: The character cannot see, increasing the difficulty of all tests that rely on vision by 2, and other tests by 1.