Armour Modifications

The following lists describe modifications that can be applied to both armour and power armour.

A piece of armour or power armour can have up to two modifications: one from the material modifications list, and one from the specific list for the piece’s type. When modifying armour, characters can usually choose from among the modifications that do not have “Robot” or “Power Armour” restrictions. Robots enjoy greater modification variety, and can also choose from “Robot” modifications.

When modifying power armour, only those modifications that specify “Power Armour” modifications are valid options.

The costs and weights of armour modifications are shown on the Modifications tables. In some cases the cost adjustment is to the armour piece’s base price is given as a multiplier. In these cases, the cost of the modification is that many times the piece’s base price in addition to the piece’s own cost. If multiplying the price results in a decimal point, always round up.

The Armour Modifications table shows the cost, weight, and other properties of the various upgrades available in the wasteland.

Armour Modifications
Light Armour Medium Armour Heavy Armour Power Armour
Modification Cost* Weight Cost* Weight Cost* Weight Cost* Weight
Material Modifications
Asbestos Lined ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb.
Heavy Build ×4 ×1.5 ×4 ×1.5 l ×4 ×1.5
Hellfire Shielding 400 caps +10 lb.
Lead Lined ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb.
Lead Plating 300 caps +10 lb.
Light Build ×1.5 -0.5 lb. ×1.5 -1 lb. ×1.5 -2 lb.
Non-Conducting ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb.
Tesla Redistribution System 400 caps +10 lb.
Thermal Lined ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb.
Titanium Plating 500 caps +10 lb.
Toughened ×2.5 +1.5 lb. ×2.5 +3 lb. ×2.5 +5 lb.
Winterized Coating 300 caps +10 lb.
Arm Modifications
Braced 16 caps +0.5 lb. 30 caps +1 lb. 80 caps +2 lb.
Brawling 16 caps +0.5 lb. 30 caps +1 lb. 80 caps +2 lb.
Claws 80 caps +3 lb.
Grappling Hook 10 caps +0.2 lb. 10 caps +0.2 lb. 10 caps +0.2 lb.
Hydraulic Fist 80 caps +3 lb.
Integrated Weapon 10 caps + weapon +weapon 10 caps + weapon +weapon 10 caps + weapon +weapon
Larceny Module 200 caps +0 lb. 200 caps +0 lb. 200 caps +0 lb.
Tesla Fist 150 caps +5 lb.
Chest Modifications
Blood Cleanser 150 caps +5 lb.
Dense 16 caps +1.5 lb. 30 caps +3 lb. 80 caps +5 lb.
Emergency Protocols 300 caps +5 lb.
Hacking module 200 caps +0 lb. 200 caps +0 lb. 200 caps +0 lb.
Jet Pack 500 caps +10 lb.
Motion-assisted Servos 200 caps +5 lb.
Personal Stealth Assist Field 500 caps +5 lb.
Radiation Coils 500 caps +10 lb. 500 caps +10 lb. 500 caps +10 lb.
Resistance Field 800 caps +10 lb. 800 caps +10 lb. 800 caps +10 lb.
Sensor Array 200 caps +10 lb. 200 caps +10 lb. 200 caps +10 lb.
Spiked 16 caps +1.5 lb. 30 caps +3 lb. 80 caps +5 lb.
Tesla Coils 500 caps +10 lb. 500 caps +10 lb. 500 caps +10 lb. 500 caps +10 lb.
Tesla Dispersal System 800 caps +10 lb. 800 caps +10 lb. 800 caps +10 lb. 800 caps +10 lb.
Helmet Modifications
Headlamp 10 caps +0.2 lb. 10 caps +0.2 lb.
Heavy 20 caps +2 lb.
Recon Sensors 300 caps +2 lb.
Leg Modifications
Calibrated Shocks 150 caps +5 lb.
Cushioned 4 caps +0.2 lb. 8 caps +0.5 lb. 20 caps +1 lb.
Robot Legs 30 caps 30 caps 30 caps
Thrusters 80 caps 80 caps 80 caps
Treads 60 caps 60 caps 60 caps
Muffled 16 caps +0.5 lb. 15 caps +1 lb. 40 caps +2 lb.
*In the case of multipliers to base item cost, round up where necessary.

Material Modifications

The following modifications can be applied to all types of armour except helmets.

Asbestos Lined. The armour piece reduces any incoming energy and fire damage by 1.

Heavy Build. The armour is bulky and durable, granting the following benefits:

  • Light Arm/Leg: counts as 2 pieces of light armour or is treated as a piece of medium armour for the purpose of calculating AC.
  • Light Chest: +2 AC (instead of +1).
  • Medium Arm/Leg: counts as 2 pieces of medium armour or is treated as a piece of heavy armour for the purpose of calculating AC.
  • Medium Chest: +4 AC (instead of +3).
  • Heavy Arm/Leg: increase AC by additional +1 for each two pieces worn (on top of their normal bonuses, for a total of +3 for two pieces and +6 for four).
  • Heavy Chest. +5 AC (instead of +4)

Hellfire Shielding (Power Armour). The piece has immunity to fire damage.

Lead Lined. The armour piece reduces incoming radiation damage by 1.

Lead Plating (Power Armour). When a source of radiation damage would have hit the power armour piece, it is still bypassed but the wearer gains radiation resistance against the damage source.

Light Build. The weight of the armour piece is reduced by 0.5 lb. (light), 1 lb. (medium or helmet), or 2 lb. (heavy).

Non-conducting. The armour piece reduces incoming electrical damage by 1.

Tesla Redistribution System (Power Armour). The piece has resistance to electrical and energy damage. Additionally, if a full set of power armour with this material modification is worn and all pieces have hit points remaining, every time the wearer is hit with an electrical or energy attack, the wearer can recharge one empty fuel cell.

Thermal Lined. The armour piece reduces incoming cold damage by 1.

Titanium Plating (Power Armour). The piece has resistance to bludgeoning, piercing, and slashing damage.

Toughened. The armour piece reduces incoming bludgeoning, piercing, and slashing damage by 1.

Winterized Coating (Power Armour). The piece has resistance to energy and fire damage.

Arm Piece Modifications

The following modifications can be applied to arm pieces only.

Braced. The armour piece reduces any incoming melee damage by 3.

Brawling. The armour piece increases your unarmed melee damage by 3.

Claws (Power Armour). While this modification is installed, on a successful hit with an unarmed attack the target must make a DC 10 Fortitude saving throw or take 1d4 slashing damage at the beginning of each of their turns. The target may repeat their saving throw at the end of each of their turns.

Grappling Hook (Robot/Power Armour). With this modification installed, you gain the benefit of a grappling hook and 50 feet of rope.

Hydraulic Fist (Power Armour). With this modification installed, the wielder’s unarmed attack deals 2d4 damage.

Integrated Weapon (Robot). Instead of a hand, you have a built-in one-handed weapon (a large robot can treat a two-handed weapon designed for medium creatures as though it were one-handed for this purpose). You cannot be disarmed of the integrated weapon. However, you cannot attempt any task that requires two hands. If you have two integrated weapons, you cannot attempt any task that requires hands at all.

Larceny Module (Robot). With this modification installed, gain proficiency in Lockpicking. You are always treated as though you have a set of lockpicks in your inventory.

Tesla Fists (Power Armour). While the arm piece is worn, on a successful hit with an unarmed attack deals an additional d4 electrical damage.

Chest Piece Modifications

The following modifications can be applied to chest pieces only.

Blood Cleanser (Power Armour). While the torso is worn, reduce the DC of chem addiction by 5.

Dense. The armour piece reduces any incoming damage taken as a result of an grenade, mine, or other explosion by one die of the smallest type dealt by the explosion.

Emergency Protocols (Power Armour). While the torso is worn, when your hit points are 20 or lower your speed increases 10 ft. and you gain resistance to all damage.

Hacking Module (Robot). With this modification installed, gain proficiency in Hacking. You act as your own personal computer, and are always assumed to have the necessary leads and interfaces.

Jet Pack (Power Armour). While the torso is worn, gain a fly speed of 30 feet. You can remain airborne for a maximum of three turns, landing (or falling) at the end of the third turn.

Motion-assisted Servos (Power Armour). While the torso is worn, your Strength ability score is increased by an additional +2.

Personal Stealth Assist Field (Power Armour). While the torso is worn, gain advantage on Dexterity (Stealth) rolls you make while remaining still or moving no more than fifteen feet per turn.

Radiation Coils (Robot). With this modification installed, as a bonus action on your turn you can activate the radiation coils. Adjacent creatures take 1d4 radiation damage at the start of every turn until they are no longer adjacent, or you turn the coils off as a bonus action.

Resistance Field (Robot). You project a field that diminishes the energy of incoming attacks. All alies within 15 feet of you reduce the damage taken from an attack by 3.

Sensor Array (Robot). With this modification installed, gain advantage on Wisdom (Perception) checks.

Spiked. The armour piece causes any creature the wearer grapples to take 1d4 piercing damage at the beginning of each of their turns.

Stealth Assist Field (Robot). With this modification installed, allies that remain within 15 feet of you increase their Dexterity (Stealth) check results by +2.

Tesla Coils (Power Armour/Robot). With this modification installed, as a bonus action on your turn you can activate the tesla coils. Adjacent creatures take 1d4 electrical damage at the start of every turn until they are no longer adjacent, or you turn the coils off as a bonus action.

Head/Helmet Modifications

The following modifications can be applied to helmets only.

Headlamp. While the helmet is worn, gain the benefit of a flashlight.

Heavy. The helmet grants an additional +1 AC, but requires heavy armour proficiency.

Recon Sensors (Power Armour/Robot). With this modification installed, gain the benefit of a recon scope.

Leg Piece Modifications

Calibrated Shocks (Power Armour). While the leg piece is worn, the wearer’s carrying capacity is increased by 100 pounds.

Cushioned. The armour piece reduces falling damage by 3.

Hydraulic Frame (Robot). While this modification is installed, the robot’s carrying capacity is increased by 100 pounds.

Muffled. The armour piece grants a +2 bonus to Dexterity (Stealth) checks.

Robotic Legs (Robot). With this modification installed, you lose any special movement speed you might have had (such as an eyebot’s hover), and instead have a 30 ft. movement speed.

This modification is treated as though it takes only one leg slot, but cannot be taken twice, nor can it be installed at the same time as either robotic legs or treads.

Thrusters (Robot). With this modification installed, your movement speed is replaced by a fly speed, though you cannot ascend higher than thirty feet above ground level.

This modification is treated as though it takes only one leg slot, but cannot be taken twice, nor can it be installed at the same time as either robotic legs or treads.

Treads (Robot). With this modification installed, increase your movement speed by 10 feet and gain advantage on any Dexterity (Acrobatics) ability checks rolled to retain footing on treacherous terrain. However, you also suffer disadvantage on Strength (Athletics) checks made to climb.

This modification is treated as though it takes only one leg slot, but cannot be taken twice, nor can it be installed at the same time as either robotic legs or thrusters.

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