When your player gets shot, damage mitigation is important. In Fallout PnP armor is often the greatest buffer between your character and an untimely demise.

Categories of Armor Edit

Most creatures out in the wastes can wear armor in some fashion. It goes without saying that a creature can wear only one outfit at a time. Large armors for supermutants, requiring more material to construct, cost twice as much. Smaller armors, such for dogs or midgets cost only 75% their normal price. Custom (new) armors cost double base price. Prices can also vary by faction, quality and available materials.

Armor comes in four tiers: Light Armor, Heavy Armor, Medium Armor and Power Armor.

  • Light armor provides little protection, but often come with other bonuses, such as increased SPECIAL, Speed and combat Bonuses.
  • Medium Armor is a well rounded balance between Heavy ad Light armor. Speed, Sneak and Athletics is reduced by 1 while wearing medium Armor
  • Heavy Armor is bulky, cumbersome and frequently carries penalties, but keeps your character extremely safe. Speed, Sneak and Athletics is reduced by 2 while wearing heavy Armor  
  • Power Armor is the pinnacle of combat defense. It offers maximum protection with a strong degree of mobility to the user, but requires special training and a large amount of upkeep.

Armors Edit

Clothing Edit

Well… least your not naked. These raiment’s are not particularly effective at resisting damage. However, because of their natural padding, they are surprisingly good at soaking up concussive blasts.
  • Basic Clothing: Regular Pants, Shirt, Business-Wear
  • Padded Clothing: Jacket, Jeans, Boots, Thick Coat 
  • Environmental Suits: Radiation Suit, Industrial Smelter’s Outfit. Not tough, but protects from a wide variety of elements.
Armor Type Def PDT / EDT RAD $
Basic ClothingEdit
Light 10
Padded ClothingEdit
Light 1 25
Environmental SuitEdit
Light 2 1 / 5 50% 500

Leather Edit

While not the toughest material, leather is cheap, flexible, durable and surprisingly resistant to fire.
  • Leather Jacket: A tough leather jacket over padded clothing. A vault suit or gang member’s attire
  • Studded Leather: A thick studded leather jacket with studded belt, wristbands and other accessories to protect parts of the body.
  • Leather Armor: Reinforced leather chest piece and leggings, often with shoulder, groin and arm protection
Armor Type Def PDT / EDT $
Leather JacketEdit
Light 2 1 / 1 25
Studded LeatherEdit
Light 2 2 / 1 100
Leather ArmorEdit
Light 3 2 / 2 200

Piece mail Edit

Makeshift metal plating and durable materials mounted on sturdy cloth or leather.
  • Piecemeal Plating: Makeshift plating strapped to shoulders, arms, wrists and shins on top of a thick chest piece. A raider outfit,  armored vault suit, fortified sports gear
  • Piecemeal Suit: A light metal chest plate or scale mail with similar limb and groin protection. Fairly flexible. Similarly worn by super mutants and tough raiders.
  • Piecemeal Battle Armor: Thick plating around the limbs and shoulders, with makeshift light plating around the torso, or vise versa. Raider lord armor, super mutant brute apparel, chain or scale mail.
Armor Type Def PDT / EDT $
Piece Mail Plating (L)Edit
Light 3 1 / - 50
Piece Mail Suit (M)Edit
Med. 4 3 / 2 200
Piece Mail Battle Armor (M)Edit
Med. 4 4 / 3 300

Metal Armor Edit

Put bluntly, heaps of metal put between you and bullets. Its big, sturdy and defensive, but absolutely cumbersome. Worn often by close quarter mercs and raiders.
  • "Light" Metal Armor: Yea..... “light”. Thick metal chest plate with fortified belly, groin, wrists, and shins. 
  • Heavy Metal Armor: Same as the “light” metal armor, but with full shoulder, arm, leg and face protection. Salvage power armor, Worn often by close quarter mercs and raiders. 
  • Scrap-Lord Armor: A veritable junk-yard of metal heaped upon a body. Worn by ballsy, insanely strong raiders. 
Armor Type Def PDT / EDT Special $
"Light" Metal ArmorEdit
Med. 2 4 / 1 150
Heavy Metal ArmorEdit
Med. 2 5 / 2 350
Scrap-Lord ArmorEdit
Heavy 1 7 / 3 -1 Speed 500

Combat Armor Edit

These are sets of clothing specifically designed and constructed for combat. They are neither makeshift nor flimsy
  • Bullet Proof Armor: A Kevlar vest or similar bullet resistant coat. Worn by vault security, police officers or NCR troopers
  • Combat Armor: Flack armor with reinforced padding and ceramic and metal chest piece, shoulder, groin and leg protection. Pre-war shock troop armor, NCR ranger basic armor, Brotherhood non-powered armor.
  • Ranger Armor: Modified Riot armor, high quality carbon and ceramic fortified armor offering maximum protection and mobility. Comes with a badass duster.
Armor Type Def PDT / EDT $
Flack JacketEdit
Light 4 2 / 2 250
Combat ArmorEdit
Med. 4 3 / 4 500
Ranger ArmorEdit
Med. 5 4 / 6 2,000

Power Armor Edit

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Advanced MK II


Shields Edit

One might think that the archaic shield would be an outdated tool of warfare, but it is surprising how prevalent they are in the post apocalypse.

Using a shield grants a +2 Bonus to Defense but requires the use of one hand, limiting you to one-handed weapons. Using weapons while wielding a shield suffers a -1 Attack Roll Penalty. A character can always wield a two shields, one in either hand, to double the Defense Bonus. However, this of course means you cannot attack.

Armor Sub-Type Edit

Sometimes armor is created by a particular maker and has certain stats to represent this. Based on the foe, some armors have a pre-fix that determines the armor's traits. When looting, roll 1d4 to determine what those traits are.

The armor's name should represent this

Ex: Kamakazi Leather Jacket


  1. Raider Kamakazi: +1 Crit Chance, +1 Throw and Explosive Attack Rolls, -1 Defense
  2. Raider Brute: +4 HP, +1 Melee Attack, -1 PDT
  3. Raider Blitz: +1 Firearm Attacks, +1 Speed, -1 Defense
  4. Raider Tactical: +1 Defense, +1 Intimidate, +1 Tactics, -1 Attack Rolls


  1. Tribal Hunter: +1 Sneak, +1 Animals, +1 Launcher Weapons, -1 Speed
  2. Tribal Warrior: +1 Melee Damage, -1 Speech
  3. Tribal Shaman: +1 Outdoorsman, +1 Science, -1 Attack Rolls
  4. Tribal Skirmisher: +1 Throw and Melee Attacks


  1. Merc Troublemaker +1 Firearm Attacks, +1 Engineering
  2. Merc Charmer +1 Speech, +1 Decpetion
  3. Merc Sawbones +1 Medic, +1 Melee Attacks
  4. Merc Showoff +1 Speech, +1 Energy Weapons


  1. Mechanic: +1 Engineering, +1 Pilot, +1 Animals
  2. Lab: +1 Science, +1 Medic, +1 Electronics
  3. Recon: +1 Security, +1 Sneak, +1 Outdoorsman
  4. Fancy: +1 Speech, +1 Intimidate, +1 Deception


These are two general slots that you are able to don miscellaneous items, such as a hat, coat, belt, bomb-collar, Pip-Boy, ammo pouch, necklace, helmet, or battle trophy. These items often carry bonuses and are obtained though story provided by the overseer.

(Ignore everything beyond this, its under construction)

Wageman's Fallout PnP
Rules Character Creation | Skills | Perks | Lesser Perks | Traits
Armory Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown
Gear Items | Chems and Consumables | Food and Water | Skill Books | Crafting
Bestiary Abominations | Animals | Ghouls | Insects | Robots | Super Mutants
Reference Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma

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