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VAULT DWELLERS
SURVIVAL GUIDE
ISSUED BY VAULT-TEC DOCUMENTATION
DEPARTMENT, JANUARY, 2077
NOTICE.This document contains information affecting the
national defense of the United States within the meaning of
the New Amended Espionage Act, 50 U.S.C., 31 and 32. Its
transmission or the revelation of its contents in any manner
to an unauthorized person is prohibited by the law.
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VDSG VTB-OO1-13
WELCOME TO
THE VAULT OF THE FUTURE
Section I.
VDSG VTB-001-13-1
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GENERAL
Welcome to Vault-13, the latest in a series of public defense
works from Vault-Tec, your contractor of choice when it comes to the
best in nuclear shelters. Vault-Tec, Americas Final Word in Homes.
This document, VTB-001, the Vault Dwellers Survival Guide, is for
the events following a world-wide nuclear war. In the case of a limited scale nuclear war, or other world ending catastrophe, please
refer to the appropriate documentation (see also page 18):
End of World Cause Document #
Limited Scale
VTB-002
Nuclear War
Disease
VTD-001
Starvation
VTR-003
Flooding
VTF-100
Meteor
VTM-020B
Title
Vault Dwellers Survival
Guide (abridged version)
Coping with Mr. Virus!
How to Eat Rat
Flotation Homes & Seaweed
How to Dodge Falling Rocks*
*Document not available at this time, will be available the 3rd quarter of 2078.
While we hope that peace will prevail and the need for such
have
Wefollowyou.life
happened
could have
what
let up
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from the
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to provide
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ing nuclear
armageddon.
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is thewith
dutyin
of the
every
American
citizen to
enough
learn and use the skills necessary for -a Overseer
comfortable Vault life. The
best place to start is with a dek and if you try to read this than you.
The Vault series of survival shelters are designed from the
ground up to provide the best chance for a good life following nuclear
armageddon. It is the duty of every American citizen to learn and
use the skills necessary for a comfortable Vault life. The best place
to start is with a description of your new home.
IMPORTANT VAULT STATISTICS
Vault Number ............................13
Starting construction date ....August 2063
Ending construction date ......March 2069
Starting Budget ........................$400,000,000,000
Final Budget, with interest ..$645,000,000,000
Total number of occupants ....1,000 (at capacity)
Total duration ..........................10 years (at capacity)
Number of living quarters ......100 (hot bunking required if at
maximum capacity)
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Door thickness ..........................4 yards, steel
Earth coverage..........................3,200,000 tons of soil, at 200 feet
Computer control system ......Think machine
Primary power supply ............Geo-thermal
Secondary power supply ........General Atomics Nuclear Power
backup systems
Power requirements................3.98mkw/day
Stores ..........................................Complete construction equipment,
hydro-agricultural farms, water
purification from underground
river, defensive weaponry to equip
10 men, communication, social and
entertainment files (for total
duration)
NUCLEAR BLAST EFFECTS
Vault-13 is designed to provide protection from the effects of a
nuclear blast. To better understand the protection provided, we have
included a section from the High Energy Weapons FAQ that explains
how a nuclear blast causes damage.
The first thing bomb victims experience is the intense flux of photons from the blast, which releases 70-80% of the bomb's energy. The
effects go up to third degree thermal burns and are not a pretty sight.
Initial deaths are due to this effect.
The next phenomenon is the supersonic blast front. You see it
before you hear it. The pressure front has the effect of blowing away
anything in its path.
After the front comes the overpressure phase. It would feel like
being underwater a few hundred meters. (At a few thousand meters
under the sea, pressurized hulls implode.) The pressure gradually dies
off, and there is a negative overpressure phase, with a reversed blast
wind. This reversal is due to air rushing back to fill the void left by the
explosion.
The air gradually returns to normal atmospheric pressure. At
this stage, fires caused by electrical destruction and ignited debris turn
the place into a firestorm.
Then come the middle term effects such as keloid formation and
retinal blastoma. Genetic or hereditary damage can appear up to
forty years after initial irradiation.
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ATMOSPHERIC EFFECTS OF BLASTS
The Mushroom Cloud. The heat from fusion and fission
instantaneously raises the surrounding air to 10 million degrees C.
This superheated air plasma gives off so much light that it looks
brighter than the sun, and is visible hundreds of kilometers (km)
away. The resultant fireball quickly expands. It is made up of hot air,
and hence rises at a rate of a few hundred meters per second. After a
minute or so, the fireball has risen to a few kilometers, and has
cooled off to the extent that it no longer radiates.
The surrounding cooler air exerts some drag on this rising air,
which slows down the outer edges of the cloud. The unimpeded inner
portion rises a bit quicker than the outer edges. A vacuum effect
occurs when the outer portion occupies the vacuum left by the higher inner portion. The result is a smoke ring.
The inner material gradually expands out into a mushroom
cloud, due to convection. If the explosion is on the ground, dirt and
radioactive debris get sucked up the stem, which sits below the fireball.
Collisions and
ionization of the cloud
particles result in
lightning bolts flickering to the ground.
Initially, the cloud
is orange-red due to a
chemical reaction
when the air is heated.
When the cloud cools
to air temperature, the
water vapor starts to
condense. The cloud
turns from red to
white.
In the final
stages, the cloud can
get about 100km
across and 40km
high, for a megaton
class explosion.
If you see the flash, duck and cover!
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Electromagnetic Pulse (EMP). A nuclear explosion gives off
radiation at all wavelengths of light. Some is in the radio/radar portion of the spectrum - the EMP effect. The EMP effect increases the
higher you go into the atmosphere. High altitude explosions can
knock out electronics by inducing a current surge in closed circuit
metallic objects - electronics, power lines, phone lines, TVs, radios,
etc. The damage range can be over 1000km.
OVERVIEW OF IMMEDIATE EFFECTS
The three categories of immediate effects are: blast, thermal
radiation (heat), and prompt ionizing or nuclear radiation. Their relative importance varies with the yield of the bomb. At low yields, all
three can be significant sources of injury. With an explosive yield of
about 2.5 kilotons (kT), the three effects are roughly equal. All are
capable of inflicting fatal injuries at a range of 1km.
The fraction of a bomb's yield emitted as thermal radiation,
blast, and ionizing radiation is essentially constant for all yields, but
the way the different forms of energy interact with air and target
vary dramatically.
Air is essentially transparent to thermal radiation. The thermal
radiation affects exposed surfaces, producing damage by rapid heating. A bomb that is 100 times larger can produce equal thermal radiation intensities over areas 100 times larger. The area of an (imaginary) sphere centered on the explosion increases with the square of
the radius. Thus the destructive radius increases with the square
root of the yield (this is the familiar inverse square law of electromagnetic radiation). Actually the rate of increase is somewhat less,
partly due to the fact that larger bombs emit heat more slowly which
reduces the damage produced by each calorie of heat. It is important
to note that the area subjected to damage by thermal radiation
increases almost linearly with yield.
Blast effect is a volume effect. The blast wave deposits energy in
the material it passes through, including air. When the blast wave
passes through solid material, the energy left behind causes damage.
When it passes through air it simply grows weaker. The more matter
the energy travels through, the smaller the effect. The amount of
matter increases with the volume of the imaginary sphere centered
on the explosion. Blast effects thus scale with the inverse cube law
which relates radius to volume.
The intensity of nuclear radiation decreases with the inverse
square law like thermal radiation. However nuclear radiation is also
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strongly absorbed by the air it travels through, which causes the
intensity to drop off much more rapidly.
These scaling laws show that the effects of thermal radiation
grow rapidly with yield (relative to blast), while those of radiation
rapidly decline.
In a small nuclear attack (bomb yield approx. 15kT) casualties
(including fatalities) would be seen from all three causes. Burns
(including those caused by an ensuing fire storm) would be the most
prevalent serious injury (two thirds of those who would die the first
day would be burn victims), and occur at the greatest range. Blast
and burn injuries would be found in 60-70% of all survivors. People
close enough to suffer significant radiation illness would be well
inside the lethal effects radius for blast and flash burns, as a result
only 30% of injured survivors would show radiation illness. Many of
those people would be sheltered from burns and blast and thus
escape the main effects. Even so, most victims with radiation illness
would also have blast injuries or burns as well.
With yields in the range of hundreds of kilotons or greater (typical for strategic warheads) immediate radiation injury becomes
insignificant. Dangerous radiation levels only exist so close to the
explosion that surviving the blast is impossible. On the other hand,
fatal burns can be inflicted well beyond the range of substantial blast
damage. A 20 megaton bomb can cause potentially fatal third degree
burns at a range of 40km, where the blast can do little more than
break windows and cause superficial cuts.
A convenient rule of thumb for estimating the short-term fatalities from all causes due to a nuclear attack is to count everyone inside
the 5 psi blast overpressure contour around the hypocenter as a fatality. In reality, substantial numbers of people inside the contour will
survive and substantial numbers outside the contour will die, but the
assumption is that these two groups will be roughly equal in size and
balance out. This completely ignores any possible fallout effects.
OVERVIEW OF DELAYED EFFECTS
Radioactive Contamination. The chief delayed effect is
the creation of huge amounts of radioactive material with long
lifetimes (half-lifes ranging from days to millennia). The primary
source of these products is the debris left from fission reactions. A
potentially significant secondary source is neutron capture by
non-radioactive isotopes both within the bomb and in the outside
environment.
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When atoms fission they can split in some 40 different ways, producing a mix of about 80 different isotopes. These isotopes vary
widely in stability; some are completely stable while others undergo radioactive decay with half-lifes of fractions of a second. The
decaying isotopes may themselves form stable or unstable daughter isotopes. The mixture thus quickly becomes even more complex, some 300 different isotopes of 36 elements have been identified in fission products.
Short-lived isotopes release their decay energy rapidly, creating
intense radiation fields that also decline quickly. Long-lived isotopes
release energy over long periods of time, creating radiation that is
much less intense but more persistent. Fission products thus initially have a very high level of radiation that declines quickly, but as
the intensity of radiation drops, so does the rate of decline.
A useful rule-of-thumb is the "rule of sevens". This rule
states that for every seven-fold increase in time following a fission
detonation (starting at or after 1 hour), the radiation intensity
decreases by a factor of 10. Thus after 7 hours, the residual fission
radioactivity declines 90%, to one-tenth its level of 1 hour. After
7*7 hours (49 hours, approx. 2 days), the level drops again by
90%. After 7*2 days (2 weeks) it drops a further 90%; and so on
for 14 weeks. The rule is accurate to 25% for the first two weeks,
and is accurate to a factor of two for the first six months. After 6
months, the rate of decline becomes much more rapid. The rule of
sevens corresponds to an approximate t^-1.2 scaling relationship.
These radioactive products are most hazardous when they
settle to the ground as "fallout". The rate at which fallout settles
depends very strongly on the altitude at which the explosion
occurs, and to a lesser extent on the size of the explosion.
If the explosion is a true air-burst (the fireball does not touch
the ground), when the vaporized radioactive products cool enough
to condense and solidify, they will do so to form microscopic particles. These particles are mostly lifted high into the atmosphere by
the rising fireball, although significant amounts are deposited in
the lower atmosphere by mixing that occurs due to convective circulation within the fireball. The larger the explosion, the higher
and faster the fallout is lofted, and the smaller the proportion that
is deposited in the lower atmosphere. For explosions with yields
of 100kT or less, the fireball does not rise above the troposphere
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where precipitation occurs. All of this fallout will thus be brought
to the ground by weather processes within months at most (usually much faster). In the megaton range, the fireball rises so high
that it enters the stratosphere. The stratosphere is dry, and no
weather processes exist there to bring fallout down quickly. Small
fallout particles will descend over a period of months or years.
Such long-delayed fallout has lost most of its hazard by the time
it comes down, and will be distributed on a global scale. As yields
increase above 100kT, progressively more and more of the total
fallout is injected into the stratosphere.
An explosion closer to the ground (close enough for the fireball to touch) sucks large amounts of dirt into the fireball. The
dirt usually does not vaporize, and if it does, there is so much of
it that it forms large particles. The radioactive isotopes are
deposited on soil particles, which can fall quickly to earth. Fallout
is deposited over a time span of minutes to days, creating downwind contamination both nearby and thousands of kilometers
away. The most intense radiation is created by nearby fallout,
because it is more densely deposited, and because short-lived isotopes haven't decayed yet. Weather conditions can affect this considerably of course. In particular, rainfall can "rain out" fallout to
create very intense localized concentrations. Both external exposure to penetrating radiation, and internal exposure (ingestion of
radioactive material) pose serious health risks.
Explosions close to the ground that do not touch it can still
generate substantial hazards immediately below the burst point
by neutron-activation. Neutrons absorbed by the soil can generate
considerable radiation for several hours.
The megaton class weapons have been largely retired, being
replaced with much smaller yield warheads. The yield of a modern
strategic warhead is, with few exceptions, now typically in the
range of 200-750 kT. Recent work with sophisticated climate models has shown that this reduction in yield results in a much larger
proportion of the fallout being deposited in the lower atmosphere,
and a much faster and more intense deposition of fallout than had
been assumed in studies made during the sixties and seventies.
The reduction in aggregate strategic arsenal yield that occurred
when high yield weapons were retired in favor of more numerous
lower yield weapons has actually increased the fallout risk.
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ADDITIONAL PUBLICATIONS
VDSG
S
ER
ELL
DW
VDSG (abridged version)
A condensed version of the VDSG,
containing just the important information
you need!
GUIDE
ION
V I VA L
LT
VA U
SUR R I D G E D
VERS
AB
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a Lim
rs of
ar
rvivo
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For Su e Nucle
Scal
s!
T-TEC ENT
VAUL
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ED BY N DEPART
ISSU
TATIO
MEN
it Co
h
M pin
r. g
V
ir
u
DOCU
2-13
VTB-OO
inting
First Pr
te
ve Da
, 2077
March
Effecti
Coping With Mr. Virus!
An extended pamphlet for the whole
family! Includes the popular How-ToBurn-Diseased-Bodies section.
WARNING;
All references to the government sanctioned and controlled FEV virus are not
allowed in this publication.
Featuring the latest Super Ebola
Quarantine Techniques!
HOW TO
EAT RAT
Fifteenth Edition - December 2076
VTD-OO1
How to Eat Rat
Over 101 recipes, from basic meals to a
complete set of dishes, all the way from
snacks to desserts!
NEW FOR 77:
15 five-minute Recipes and
the tasty Rodent a la King!
VTR-OO3
Second Edition
Flotation Homes and Seaweed
A complete survival guide for the ocean
bound. More tips, instructions, and plans
than you could possibly ever use.
HOW TO DODGE
FALLING ROCKS
VTF-100
Special Vault Dwellers Issue - July 2076
DROWNEDA PERMANENT
STATE OF BEING?
WE FIELD-TEST
THE LATEST
WATERPROOF
SPF 900
SUNSCREENS
PLANT A GARDEN
YOU CAN COME
BACK TO!
WATERBEDSA PRACTICAL
ALTERNATIVE
Houseboat
Cruise Control!
COPING WITH
YOUR NEW
MOBILE HOME
A Vault-Tec publication
Coming Soon!
Available the
3rd quarter of
2078
VTM-O20B
18
FLOTATION
HOMES &
S E AW E E D
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Section II.
SIMULATION
VDSG VTB-001-13-2
Section III.
VAULT PERSONNEL
VDSG VTB-001-13-3
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GENERAL
The key to a successful reintroduction of civilization following a massive scale nuclear war is people. Here at Vault-Tec, we
are working to ensure that your fellow man (and woman) is up to
the task of bringing America back from the dead.
Characters are people in the game world. A player character
represents you in the game world. We will sometimes refer to a
player character as personnel. The terms personnel and player
character are interchangeable. Other types of characters are
called non-player characters (NPCs), so that you wont confuse
them with you. NPCs can be other vault dwellers, people from the
outside world, or even mutants.
STANDARD PERSONNEL RECORDS
Fallout comes equipped with three pre-made characters, for
your use and enjoyment. These personnel are prepared for most
conditions in the outside world.
MAX
Figure 3-1: Max Stone
VID 208-197-88-125
"Stone" to his friends, Maxwell
is the largest person currently
living in the Vault. He is known
for his physical strength and
stamina. He would make the
ideal volunteer due to his
tremendous size and strength.
It is unfortunate that his
intelligence was affected after
birth when the labor bot
dropped him on his head. He
doesn't care that he might have
to leave the Vault.
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NATALIA
Figure 3-2: Natalia
Dubrovhsky
VID 208-206-49-229
Natalia is the grand-child of a
Russian diplomat who worked
at the Soviet Consulate in Los
Angeles. She is a talented
acrobat, with excellent
coordination and reflexes. She
is extremely intelligent and
resourceful. Her only difficulty
as a young child was
understanding personal property
laws. Natalia is very interested
in leaving the Vault, and curious
to explore the outside world.
ALBERT
Figure 3-3: Albert Cole
VID 208-206-49-227
Albert is a charismatic leader
of a small, vocal minority of the
Vault population that is
considering life on the outside
world. Dedicated to the role of
a negotiator, he is often able to
communicate efficiently
between different parties. His
professed occupation is closest
to what was once known as a
"lawyer." Albert is often able
to convince others that his ideas
are correct.
We appreciate the fact that you are reading the Vault Dwellers
Survival Guide, but would prefer that you use the Fallout interface,
so we have implemented a special way of viewing these personnel:
From the character selection screen, select MODIFY. You
can now examine these characters in detail, actually changing
their statistics. But more importantly, you can view every item in
their personnel record using the enclosed information card in the
lower right-hand corner.
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Section IV.
INSTRUMENTATION
VDSG VTB-001-13-4
Section V.
CONFLICT RESOLUTION
VDSG VTB-001-13-5
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EQUIPMENT
Vault-13 comes prepared with the latest in survival equipment.
The items in your storage containers will last 1,000 people over 10
years in comfortable and modern surroundings. When it is time to
leave the Vault, and return to rebuild America, your friends at VaultTec have provided you with everything that you will need.
We have ensured that all of your rebuilding needs will be covered
Who wrote
wrotethis?
this?What
What
budget
//s: Yeah,
Yeah, right.
right. Who
budget
did did
theythey
get? We
already
used
most
of
the
equipment
on
failed
attempts
to
contact
an
get? We already used most of the equipment on
outside civilization. And weve been in here a lot longer than ten
failed
attempts
to to
contact
anbut
outside
years.
We have
little left
give you,
we willcivilization.
give you what we
can.And
-O//weve been in here a lot longer than ten years.
We have little left to give you, but we will give you
-O
what we can.
undergone extensive testing to make sure the equipment is reliable.
A reminder: You can only carry an amount of equipment equal to
your carry weight. Anything over that amount must be left behind.
You can get specific information about the items in your inventory by doing an Examine on a item in your inventory list. The information will be displayed in the inventory display window. If you
equip armor and weapons, the character information in the display
window will give you additional information.
There are six different types of equipment:
Weapons (things that hurt people)
Ammo (things that go in things that hurt people)
Armor (things that help people not get hurt)
Containers (things that hold other things)
Chems (things that you take)
Miscellaneous (things that do other stuff)
All items have the following in common:
Weight (how much things weigh, in pounds). The weight of the
item will affect your ability to carry equipment. You can carry a larger amount of lighter items than heavier items. When you examine
an item, it will tell you the weight for one instance of that item. If
you carry multiple items of the same type, you need to multiply the
number of items by the weight to determine the total weight of items
in that stack.
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Size (how big or small things are). The size of the item will
affect how many items a container can hold, and how difficult it will
be for someone to steal this item from you. Larger items are more
difficult to steal. Generally, items that are heavy, are larger in size.
This is not always the case.
Cost (how much things are worth, in money). More valuable
items are worth more money. We dont know what kind of monetary
system will exist after a nuclear war, but bartering is most likely to
exist. In this case, items necessary to survival will probably carry a
larger price tag than fancy, expensive, but unnecessary items.
Your bartering skill will adjust the value of an item.
EQUIPMENT LIST
WEAPONS
ICON
DESCRIPTION
BRASS KNUCKLES
Brass Knuckles are a melee weapon that use your unarmed skill.
They will help in hand-to-hand combat when punching. Besides
giving your hand a little more protection, they will increase the
amount of damage you do with a punch. And they look cool.
CLUB
This police baton will help subdue your opponents. You can
swing or thrust it, as you desire. The baton will focus your
strength, doing more damage than your own hands. Not much
more, but more
PISTOL
This is your basic ranged weapon. The 10mm round packs a
goodly punch, and the Colt pistol is a fine example of
workmanship and quality. It is a single shot weapon only,
meaning that every time you pull the trigger, you will fire one,
and only one, round of ammunition. The 6520 has no problem
feeding hollowpoint ammunition for small game hunting, or
armor piercing rounds for larger, bipedal game.
RIFLE
A longer ranged, and more powerful, firearm. The Rangemaster is
your basic, solid rifle. It uses the .223 caliber rifle round, a standard
for over 110 years. The .223, combined with a 1:10 twist, gives
good accuracy at range and solid knockdown capability.
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EQUIPMENT LIST
WEAPONS continued
ICON
DESCRIPTION
GRENADE
The fragmentation grenade is extremely useful as a defensive
weapon. A small, but concentrated, explosive charge connected to
a contact fuze will spread over 1,000 metal fragments over a 2.5
meter radius area. The small explosion area means that these
grenades can be used at a closer range than ever before, without
possible harm to the user.
SMG
One of the finest weapons in the world. The H&K MP9 is a solid
submachinegun, capable of single or burst mode attacks. The
single shot is acceptable, comparable to the 6520 pistol, but the
burst mode is spectacular! The MP9 is easy to control, and spews
10mm death like no other firearm in its size category.
KNIFE
Vault-Tec knives are formed from the hardest steel alloys known to
man! The knife is a superb tool, capable of performing many
mundane tasks, as well as being a good melee weapon. The
knife point and edge will act as a force multiplier, increasing the
amount of damage your Strength can do. Not as good as a gun,
but better than most other small melee weapons. This knife is not
balanced or designed for throwing, as some others are.
SLEDGEHAMMER
While many would consider a Sledgehammer to be an excellent
tool, but a poor self-defense weapon, the latest designs are
made with lightweight but extremely strong materials. The
sledgehammer is a massive weapon, that in the hands of a strong
wielder, can knock foes off their feet.
SPEAR
A razor-tipped spear can be thrown for several meters (more
depending on your strength), or used in hand-to-hand combat,
making this a good balance between ranged and melee weapons.
While it is not the best tactical sense to throw your only weapon at
your opponent, if you keep a sidearm or other small weapon readily
available, the spear can be a good first attack.
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EQUIPMENT LIST
AMMO
ICON
DESCRIPTION
.223 FMJ
Rifle caliber ammunition. The FMJ stands for Full-Metal Jacket,
which describes the bullet that is used in the round of ammo. A
FMJ bullet is very tough, and has pretty good penetration without
sacrificing good expansion. In other words, its an average round.
10mm AP
The 10mm caliber ammo is designed for pistol or submachinegun
size firearms. The AP suffix denotes the round is Armor Piercing.
AP rounds have excellent penetration, but poor expansion. They
will not be as affected by armor as a normal round, but do less
damage after armor to the target.
10mm JHP
This is another version of the 10mm, but in JHP or Jacketed Hollow
Point. Hollow Point ammunition is designed to expand to as large of
a size as possible to translate the most energy to the target.
Unfortunately, if the target is wearing armor, most of the energy is
splatted against the armor and little of it will actually affect the target.
ARMOR
COMBAT ARMOR
Combat Armor is advanced personal armor for the 22nd century
police officer or military grunt. This is about the best armor a Vault
Dweller is likely to see in their lifetime. Combat Armor is highly
effective against most types of damage, is light weight (for its
protective value), and is, unfortunately, not available without a special
permit. Interested parties should contact the BADTFL office near them.
LEATHER ARMOR
The original Leather Armor was designed for Motorcycle Football and
other dangerous contact sports. It is likely that the simple construction
techniques required to produce armor of this design will make it a
popular choice following a nuclear disaster. It provides moderate
protection, and the light construction makes it easier to dodge attacks
while worn. Unfortunately, it provides little to no protection against
explosions or plasma attacks.
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EQUIPMENT LIST
ARMOR continued
ICON
DESCRIPTION
LEATHER JACKET
Whats the point of wearing armor if you cant look good? The
Leather Jacket is a toned down version of Leather Armor,
providing minimal protection while not sacrificing any dodging
capability. Stylish, too. Unfortunately, poor ventilation and the
black leather make this a very hot armor to wear under the
scorching desert sun.
CONTAINERS
BACKPACK
A backpack will store items for you in one convenient location.
Items have two features: size and weight. A backpack will store
any number of items that total less than around 40 lbs., and
have a combined size that will fit in the backpack. Several
really large items (like suits of armor) will not fit in a normal
backpack, but lots of small items (like ammo, or grenades) will
fit just fine.
Why use a backpack? To keep your inventory organized.
CHEMS
RADAWAY
If you have been exposed to large amounts of radiation, then use
RadAway to remove the radiation from your system. It wont feel
good, but better a headache and some stomach problems for a
couple of days than the long term effects of nuclear radiation!
RadAway takes a little while to work.
RAD-X
Rad-X is a preventive medication. Take Rad-X before exposure
to radiation, and the total amount of radiation you receive will
be reduced. Rad-X bolsters your bodies own Radiation
Resistance. The stronger you are to start with, the more effective
Rad-X will be.
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EQUIPMENT LIST
CHEMS continued
ICON
DESCRIPTION
STIMPAK
A stimpak (short for Stimulation Delivery Package) contains many
healing chems. A soup of healing medication, if you will. By
injecting the Stimpak, you drastically increase your own
recuperative functions and restore lost hit points almost instantly.
SUPER STIMPAK
The Super Stimpak contains more drastic chems, increasing the
healing effect at the cost of eventual damage to the very tissue it
heals! A larger cousin to the Stimpak, the Super Stim will heal
more damage. It will, however, cause a small amount of hit point
loss after a period of time. You should be aware of this function,
and prepare for it. But nothing works like a Super Stim when
time is short, and danger grave.
MISCELLANEOUS
DOCTORS BAG
A Doctors Bag includes all the items necessary to perform most tasks
required by the Doctor skill. Using this item will automatically perform
the Doctor skill task, but at a higher percentage chance of success (the
proper tools help ensure a higher success rate). A Doctors Bag does
not contain unlimited supplies and will eventually run out.
DYNAMITE
An explosive. Use the dynamite to set the timer. After the timer
expires, the dynamite will explode. Your Traps skill will determine if
you set the timer properly. In Fallout, explosives are generally lower
powered then you would expect. But dont stand next to a charge of
dynamite when it goes off.
FIRST AID KIT
Similar in nature to the Doctors Bag, the first aid kit (FAK) has items
for the use of the first aid skill. Using the FAK on a hurt subject will
improve the successful chance of using the skill of First Aid. Also, like
the Bag, the FAK contains a limited amount of healing items,
bandages, and so on. After multiple uses, it will be eliminated.
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EQUIPMENT LIST
MISCELLANEOUS continued
ICON
DESCRIPTION
FLARE
The flare can be used to create a field of light for a period of
time. Only really useable during the night, or in darkness
conditions, the flare can be a successful tool in exploration.
Light makes it easier to see people and things.
GEIGER COUNTER
A geiger counter is a device for the measurement of radiation.
If you place the counter in one of your active item slots, you will
have advance warning about radiation. Actively using the
counter will give you important detailed information about your
personal radiation count.
LOCKPICKS
An unauthorized item for general vault personnel use. Lockpicks
are only to be used in emergencies requiring the opening of
doors or locked containers when the proper key is unavailable.
The proper use of the lockpick item will increase the successful
chance of using the Lockpick skill.
MOTION SENSOR
When used in conjunction with the PIPBoy 2000 AutoMap
feature, the motion sensor will display living and moving critters
on the map. The motion sensor must be placed in an active
item slot to function correctly. Use the motion sensor to scout
the area ahead.
THT TAPES (Holotapes)
THT Tapes can store an incredible amount of data, some can hold
as much as 256k. The standard tape holds 64k, with the middle
model holding an average of 128k (barring any bad inches of
tape). THT Tapes are based on Tape Holography technology,
storing their information safely for extended periods of time. Use
the THT Tape to add its information to a compatible reader, in your
case - the PIPBoy 2000.
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Future-Tec, a division of Vault-Tec, presents the following
advertisement for your enjoyment!
When the All Clear sounds on your radio, you don't want
to be caught without...
THE GARDEN OF EDEN
CREATION KIT!!
The kit includes:
Base Replicator Unit- replicates food
and basic items needed for building
your new world. Just add water!
(powered by cold fusion)
Holodisc Reader with Libraryincludes selections from the Library
of Congress, complete set of
encyclopedias, and other life
saving information, all
contained on four-hundred
and sixty handy holodiscs!1
and...
A Miniature Pen Flashlight!2
4 out of 5 nuclear scientists recommend the Garden of
Eden Creation Kit over the other leading survival kits!
A condensed version is available on three handy holodiscs
Not suitable for children under the age of three. A different toy is available for younger children.
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APPENDICES
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APPENDIX 6: SURVIVAL RECIPES
Mushroom Clouds
(preheat oven to 200 degrees Fahrenheit)
3-4 egg whites (at room temperature)
1/4 tsp cream of tartar
1 cup superfine sugar*
cocoa
8 oz dark chocolate
(bittersweet or semi-sweet)
Beat the eggs and tartar with an electric mixer
until soft peaks form. Add the sugar a little at a time
while continuing to beat, until all the sugar is in and
the mixture is glossy and stiff.
Using a piping bag with a no. 8 tip, pipe out an
equal number of caps and stems onto an ungreased
non-stick cookie sheet. The caps should be about the
diameter of a quarter, and the stems should be about
an inch high and the diameter of a soda straw.
Sprinkle cocoa over the caps and stems, and then
blow on them to spread out the cocoa more evenly. You
may want to do this outside, as cocoa goes everywhere.
Bake for 2 hours at 200 degrees.
Carefully remove the caps and stems from the
cookie sheet. With a dull knife, snip the top of each
stem so it has a flat top surface.
Melt the chocolate (in a double boiler or
microwave). Spread the chocolate on the base of each cap with a butter knife or spatula, and use it to glue a stem in place. Put the assembled mushrooms in the refrigerator for 20 minutes to harden the chocolate, then put them in an airtight container.
Makes 3-4 dozen.
Desert Salad
(Increase or reduce ingredient portions to taste)
1 lb. extra lean ground beef
(turkey may be substituted)
1/2 head of iceberg lettuce, cut
3 oz. pinto beans
6 oz. sliced olives
4 oz. cheddar cheese
6 oz. tortilla chips
1 firm tomato
1 16oz. bottle of Catalina
dressing
1 avocado (optional)
Brown the meat, drain.
In large bowl, mix lettuce, beans, and olives. Crush chips and add. Cut tomato into
small chunks and add to bowl. Shred cheese and add. Slice avocado and add. Add
meat. Toss with dressing. Serve.
Makes 4-6 portions.
*superfine sugar is NOT confectioner's sugar or 10X sugar. If you cannot find superfine sugar, it's easy to
make. Just put granulated sugar in a blender or food processor, and blend for 1 minute.
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