Fallout Wiki
Advertisement
Fallout Wiki

Synth troopers are robots in Fallout: The Roleplaying Game.

Background[]

Used as the standard 'soldier' for the Institute, synth troopers are second-generation synths who are built to withstand heavy combat. While they share many similarities to other second-generation synths, such as having a full 'skin' covering and vaguely complete human features, they do not look human in the way third-generation synths do. They do however, have significant upgrades to their ability to use both ranged and melee weapons, and also wear armor which is built onto their bodies, making them significantly more durable in combat. Often one or more troopers can be in groups with other synths and synth striders, carrying Institute weaponry.[1]

Attacks[]

  • Institute Laser: Body + Guns (TN 15), 6 Combat Dice Vicious Energy damage, Burst, Fire Rate 3, Range Medium
  • Shock Baton: Body + Melee (TN 15), 5 Combat Dice Energy damage, Range Close

Special abilities[]

  • Robot: The Synth trooper is a robot. They are immune to the effects of starvation, thirst, and suffocation. They are also immune to Poison and Radiation damage. However, machines cannot use food and drink or other consumables, they do not heal naturally, and the Medicine skill cannot be used to heal them: damage to them must be repaired (p.34).
  • Immune to Radiation: The Synth trooper reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
  • Immune to Poison: The Synth trooper reduces all Poison damage suffered to 0 and cannot suffer any damage or effects from poison.
  • Immune to Fear: The Synth trooper cannot be intimidated or threatened in any way and either ignores or attacks anyone who attempts to threaten or intimidate it.
  • Immune to Disease: The Synth trooper is immune to the effects of all diseases; they never suffer the symptoms of any disease.
  • Aggressive: The synth trooper is quick to action when it senses prey. When the synth trooper enters a scene, immediately generate 1 Action Point. If the synth trooper is an ally, then this goes into the group pool. If it is an enemy, it goes into the GM's pool.

Inventory[]

Apparel Weapon Other items On death
Sturdy Synth Helmet
Sturdy Synth Chest piece
Sturdy Synth Leg x2
Sturdy Synth Arm x2
Institute Laser Gun (Photon Agitator, Long Barrel, Short Scope)
Shock Baton
3d20 Fusion Cells

References[]

  1. Fallout: The Roleplaying Game core rulebook, pg. 376
Advertisement