Vault 57


Vault 57 was abandoned and sealed in October 2754 when reactor end-of-life approached. The reactor was disabled and important components transported to the Ag-Station HQ complex for safekeeping (UWS Research Facility 6). After the attack on General Morgans transport group during the relocation to Facility 6 (Ag Station), a group of 10-20 androids and approximately double that number of bots took up residence in the abandoned Vault 57 box canyon. The group is heavily armed and patrols the area aggressively. Eagle Clan is still recovering from the serious losses in equipment and personnel after the Android War (approximately 1/3rd of all equipment and population) and has been unable to conduct any meaningful reconnaissance, much less mount an assault to clear out the androids. So detailed information on what this group is up to is unavailable. The main bunker is sealed, but given enough time the androids could probably tunnel in from another direction though they will find most useful equipment has been removed and the deactivated Vault reactor has only a few weeks of life remaining. With the destruction of HRF-13 in the climactic battle of the Android War, these androids should lack any support from the outside.

May 2755 Update

Vault 57 was reclaimed from the androids after the Assault on Vault 57 in May 2755. The spent reactor was permanently destroyed by means of an anti-matter demolition charge to insure androids will never be refuel it in the future (something they were apparently working on during the months between October 2754 and 2755).

The ‘Vault-Tec’ Corporation

Vault-Tec Corporation built and sold space in private bunkers throughout North America in the last decades of the 25th century. Customers paid a monthly subscription installment and down payment to be included on the guest list of a future vault in their area. Vault-Tech would proceed with construction once an 80% (later 50%) subscription level was reached, meaning 80% of the vault space was booked and at least 40% paid. Tenancy was allowed only if the vault space title was owned full and clear with no liens – this applied even in the event of world war or actual nuclear war. Clients could and did pay off their vault space prior to completion of construction. In later years some clients mortgaged their properties to pay for their vault space, or even sold their homes and moved into the vault prior to the outbreak of actual war. Upon completion of the vault, the guest list would not change unless the title to a vault reservation formally changed hands. Remaining vault space after completion of construction was sold on a first-come first-served basis.

History of Vault 57: 2491-2754

Vault 57 construction was completed by the Vault-Tec Corporation in the year 2491, just a few short years prior to the outbreak of World War 3. Vault 57 consists of a large main vault and five smaller secondary vaults. The secondary vaults were sold to civic and religious organizations, corporations or extremely wealthy individuals. Sometimes these were Cryptic Alliances under assumed identities. The original pre-WW3 Vault 57 patrons included primarily wealthy business and political figures from the Salt Lake City area. The vault installation was designed to provide living space for around 300 individuals, including the main and secondary vaults. The Vault 57 area was located at the end of a 2km box canyon 10 meters wide and 50 meters high at its narrowest point. This access way was designed to be completely sealed by the ‘Vault Administrator’ in case of need. The six vault entrances were constructed beneath a 300 meter long sandstone cliff and completely concealed from aerial or satellite observation by a 40 meter overhang of 80 meter thick sandstone.

The main bunker consists of almost 2km of durasteel and concrete passages connecting 5000+ square meters of living, public, engineering and administrative space, designed to provide hermetically sealed safety and comfort in the event of nuclear war. Power was provided by a Neumann-Kranstedt 6-Megawatt thermocouple fusion reactor rated for 350 years of unattended operation on originally installed fuel cylinders. In most cases, as with Vault 57, the main vault reactor provided power to the secondary vaults as well. Water was provided by deep wells. Air was piped in from the outside. Both water and air were subject to rigorous purification including UV, boiling (near the reactor coils) and micro-filtering for water and super-heated filtering of external air. Adequate food was provided for up to 10 years sustenance at maximum population capacity.

With the outbreak of World War 3 in 2495 between the Pan-Asian Combine and Western Alliance, vault subscribers began to trickle in, many with cash in hand to pay off their vault space. In the first two years of war the vault reached 30% occupancy. Unfortunately, the rapid escalation and final cataclysm triggered by the sabotage of Project Daedalus came as a surprise to most. In the final mad rush, the vault reached just under 60% capacity. Many vault-Tec customers were unable to make it into Vault 57 before the portals were permanently sealed and the entrance canyon collapsed by the vault Administrator. The Administrator’s early action proved providential as the first wave of nuclear and biological attacks began only days later. It is estimated that over 5,000 people died outside the Vault 57 entrance in the weeks that followed as the Salt Lake City area was devastated first by nuclear attack and then by engineered viruses deployed from low-earth orbit. Communication with the outside world was lost by the middle of the 3rd and final year of World War 3. The Vault 57 dwellers were prepared for a long wait. Seven years later the vault established contact with a new enclave established in the remains of a secret military base east of Salt Lake City. Within a few years, Vault 57 was incorporated into the new Salt Lake City Enclave. The SLC Enclave was annexed by the Union of Western States (UWS) in the early decades of the Shadow Years that followed. Vault 57 was utilized for various purposes during the Shadow Years including prison, research facility and secure storage. The vault was converted back into a high security bunker complex for privileged UWS citizens sometime in the early years of the 27th century.

At the start of World War 4 in 2610, the vault was home to about 120 people including scientists, industrialists and top administrators from the UWS and Texahoma. The Vault also served as a UWS special forces base coordinating operations against Combine forces advancing from the North and South. As the Combine forces approached the area and the UWS military pulled back, leaving only a small special forces contingent behind, the remaining Vault residents collapsed the entry canyon with a tactical fusion bomb and sealed the bunker doors. By this time there were only around 40 civilians and a dozen military personnel remaining in the vault. Intense battles occurred in the Utah area for several months in the last year of World War 4 as the Khan’s 1st and 2nd sons broke through and joined forces for a concerted offensive to the east. Vault 57 was never located by the Combine and thus survived both World War 4 and the 2nd Apocalypse with only minor damage. The small number of vault residents had enough provisions to last for many decades and settled in for a long wait.

Over the Proxy War decades that followed, conditions in the outside world deteriorated and all communications were finally lost sometime in the 3rd decade of the 27th century. The earth outside was a hellish place, survivable only for those in heavy protective gear or power armor. It was around this time that the tattered remnants of an elite UWS military unit, now known only as ‘Eagle Clan’, arrived at Vault 57. The commander of the unit had the override codes to the bunker doors – a safeguard installed decades ago by the UWS government. In short order the 200+ heavily armed and armored survivors assumed management of Vault 57. For the next 130 years Eagle Clan fought for survival in the harsh wasteland with Vault 57 as their base of operations.

By the end of the 27th century conditions had improved to the point where unprotected travel was possible for limited periods in many areas of North America. The first decades of the 28th century saw the slow return of survivors to the Salt Lake City area. In 2715 the town of New Salt City was established south of the old city ruins, a mere shanty town built around the semi-intact remains of a regional airport and runway. The founders of the new town were Mormons from a private bunker to the north who had returned to re-establish their Church. With the well-equipped Mormons (aka ‘Morms’) providing basic security and order, other survivors soon flocked to the site and created a sprawling slum spreading south from the Mormon’s fortified compound to the airfield. Eagle Clan established trading relations with the new town and a string of small villages soon appeared along the ancient Interstate 15 route running north from Vault 57 to New Salt City. These tiny villages were typically established around surviving pre-war water wells or beneath a protective structure such as a highway overpass. The environment was harsh with frequent dust and radiation storms. Attacks from Raiders and bioengineered monstrosities created during the Shadow Years were common. Mortality was high and birthrate low, but the population of the New Salt City area grew steadily as new refugees arrived from all directions.

  • Vault 57 circa 2754

Vault 57 and the box canyon terminus area support a population of around 380 persons. Approximately 160 individuals live outside the Vault in the east end of the protected box canyon near the bunker entrances. This area features a number of structures built with locally fired adobe-clay brick or salvaged building materials, including salvaged quonset huts and large greenhouses with manually retractable roofs. A salvaged 30 meter radio tower topped with a 10 square meter durasteel crows-nest is accessible via a hidden path leading from the canyon up to the clifftop. This tower provides extended radio communication range and a 360 degree view across the sandstone ravines and boulder fields surrounding the Vault 57 canyon. The armored crows-nest is manned 24×7 by three sentries equipped with day/night vision enhancement and hard-wired voice contact with the main bunker communications room. The middle 500 meters of the 2km long box canyon is filled with rubble from the fusion device detonated there at the outbreak of WW4. A gravel road has been built up and over the rubble to allow access by trade caravans and ground vehicles. The vault-end of the box canyon is blocked with boulders and a salvaged durasteel gate which is manned and guarded 24×7.

Social Structure and Organization

The Eagle Clan is a limited military junta. The decisions of the Commander (currently General Severus Morgan) are normally subject to approval by the ‘Commanders Council’. The Commander is appointed for a 10 year term by majority vote of the Council. The Council is comprised of the top ranking officer from each of five ‘Companies’:

  1. Warrior Company: responsible for patrols and overall leadership of offensive or defensive operations. 30-40 warriors and members of other companies are always deployed guarding caravans or the two villages immediately to the north, and conducting short-range patrols around the Vault 57 area. Warrior Company is in charge of training and readiness for the 250 or so able-bodies Eagle Clan fighters, equipped at minimum with reinforced or studded leather armor, rifled muskets and iron/gunpowder grenades. Another 80 or so specialists and other auxiliary populace are always available to fight in time of emergency.
  2. Engineer Company: repair and maintenance of vehicles, robots, vault systems, etc; leaders in equipment technology.
  3. Ordnance Company: repair and control of the Vaults weapons, armor and explosives (and demolition work).
  4. S1 or ‘Scribe’ Company: record keeping, history, commerce and foreign relations; top officer is titled ‘Adjutant’ and is currently the 2nd highest ranked Eagle Clan member below General Severus (Colonel Althea McDermott). Some of Eagle Clan’s top thinkers are members of Scribe Company.
  5. Scout Company: in charge of reconnaissance and intelligence gathering. 8-12 Members of the Scouts, typically in 2-man teams, are always deployed in the wasteland searching for artifacts, monitoring the Raider tribes or otherwise gathering intelligence. Survival skill and Perception ability are the most valued traits of a Scout.

During times of emergency the Commander has complete authority. Emergency in the context of the current times means the Vault is under threat of immediate attack by a superior force or is currently undergoing a surprise attack (unlikely).

Individual titles within the Eagle Clan are known as ‘ranks’ and range from ‘recruit’ (level 1) through ‘General’ (levels 18-20). Promotion is granted based on achievement and contribution to the Clan (this is represented in-game by ‘experience points’: defeating enemies, recovering artifacts or other valuables, etc).

Women and men, mutants and mutated animals all operate on an equal footing as far as rights, privileges and responsibilities. Women and men share combat duties as well.

Judicial proceedings and punishments are determined by a military court presided over by the Commander and the Council. Council for the defense is appointed by the court or selected by the accused. Trial by Jury is a lost concept.

  • Demographics

Sex: 175 male; 205 female.
Average Age: 35; oldest: 64; Children (age less than 16): 32.
Mutated Humanoids: 20
Intelligent (NPC) Mutated Animals: 7

Economy, Trade and Supply

Eagle Clan trades with New Salt City and all the villages along the ancient Interstate 15 route to the north. Eagle Clan has manufacturing facilities for most basic Tech I trade goods including steel weapons and armors. Tech II manufactured goods include crossbows, muskets and simple iron & gunpowder hand grenades: When a crossbow or rifled musket is found in the Utah area, chances are it was manufactured at Vault 57.

  1. Advanced Crossbows made of salvaged and machined plasteel and duraluminum.
  2. Rifled percussion-cap muskets firing lead or iron balls. Manufactured in small quantities by hand and traded primarily to the Morms in New Salt City. Saltpeter and sulfur are mined at a location 60km south, Charcoal is manufactured on site by burning pine or cedar trees found higher in the mountains. Reaching either location is dangerous due to Raiders and mutants.
  3. Fragmentation grenades (iron/gunpowder grenades: .5kg/ER:1*PS,LR:2*PS/D:4D6 in 6 meter radius/value:50cr).
  • Buying/Selling Equipment: A regular daily market exists in the village area outside the bunker entrances. Additionally, individuals will buy and sell items.
  1. Up to 40-man-days of Potable water, 40-man-days Tech I and 16 man-days tech II food are available at normal prices, per week. Sometimes food and water are provided by the Clan for specific missions, other times a credit stipend is provided to purchase on the market, but most of the time individuals are on their own. If you bring in salvage or contribute in some other way, you get to eat and drink. If not…
  2. Available / Per week: Crossbows (1-4), Rifled Muskets (0-3), powder and shot (1-100), iron/gp grenades (1-6).
  3. 3 other random items (installation/base) are available for sale by individual clan-members during the course of a given week (BARTER:AVG), and a few Standard Items as well (CHANCE=2; BARTER:AVG).
  4. Items can be sold to individuals (eagle clan or caravaneers) during the course of a given week at normal prices (600cr max per week).
  5. Items can be turned in to Vault 57 for a 150% experience reward, in lieu of selling or keeping the items and realizing the normal credit-value experience award. Items turned in to the Base become part of the Eagle Clan equipment pool and unavailable for personal use thereafter.
  • A caravan market-day is held once per week in the outside area. The following is available during the all-day market.
  1. Many ‘Standard Items’ are available for purchase (CHANCE=4; BARTER:AVG)
  2. 6 random items (vendor) are available for sale. (BARTER:HARD).
  3. 2-3 Iguanodon pack-lizards are available for purchase at prices ranging from 200-900cr depending on size.
  4. Items can be sold at normal prices: 2d6*250cr (500-3000) max on a given market day.

Food and Water Sources

The ancient agriculture station with functioning ag-bots to the northeast provides 60% of the Clan’s food. Eagle Clan provides protection and manufactured trade goods to the two villages immediately to the north and northeast (Gunson and Sipio) in exchange for food from the ag-station. 20% of food requirements are met by the greenhouse farms and animal husbandry outside the Vault entrances. The remaining 20% is provided by hunting in the mountains and hills and trade with villages farther north including New Salt City. 70% of water requirements are met by the functioning wells in the Main Vault and two remaining functioning wells in the secondary bunkers. The remaining 30% is provided by rainwater collection, storage and purification (10cm average yearly rainfall – it now rains only 2-3 times per year in the Utah region). During surplus years, purified water is traded to pay for food, manufactured goods and scavenged technology (10cr or more per liter, depending on market conditions).

Vault Equipment

  • Weapons and Armor

Weapons and armor are owned individually by families and also by the Clan in common. Individual weapons are handed down from one generation to the next and often include some powerful weapons that descended from the original Eagle Clan after WW4 (examples: Gauss Rifles, Blaster Rifles). Most individually owned weapons are more recently manufactured (muskets, crossbows) or salvaged from the Utah wasteland. Armor includes mostly locally manufactured leather and other semi-metallic Tech I armors, but a number of functional pre-war Riot/Sheath/Combat armors exist. Weapons and armor owned by the Clan in common and managed by the Ordnance Company are assigned as needed to patrols, caravan guards, other specific offensive/defensive operations, or in case of emergency. These weapons include a variety of projectile and energy weapons in various conditions. A number of functional suits of power armor handed down from the original ancestors or salvaged and repaired in later years are available for assignment in case of the most dire emergency, such as defense of the Vault from surprise attack. These include at least 9 suits of powered Inertia and Energized armors in conditions ranging from fair to excellent, along with an equal number of charged Atomic Energy Cells in excellent or new condition.

  • Vehicles

5 alcohol-powered internal combustion Military Ground Vehicles are currently operational. Two civilian electric motorcycles are still functional, although they must run on backup hydrogen cells as there is no broadcast power available. One Hyd. cell is enough to reach Sipio or Gunson (3-4 spare charged cells are typically carried). A number of other broken-down hulks are available for use as parts. A very limited amount of alcohol fuel is distilled on-site from certain cacti and grasses harvested in the area. 300 liters are kept on hand in the vehicle shed. These vehicles are stored in the plasteel and adobe-brick enclosure built around one of the secondary bunkers.

  1. 1 military Truck, wheeled, alcohol engine (GOOD) Crew (10); (GIII/5600/1200kg cargo/HP:150/AC:4/Fuel Cap:120 liters/Fuel Con:4km per liter on open road/flat; 2kmpl on rough/Speed: 80kph(salt flat);60 on trail/ancient road;40kph on rough(open desert);impassable: hills,ruins,deathlands)
  2. 2 military utility vehicles, wheeled, alcohol engine (GOOD/FAIR) Crew (4); (GIII/4600/300kg cargo/HP:100/AC:4/Fuel Cap:60 liters/Fuel Con:6km per liter on road/flat; 3kmpl on rough/ Speed: 80kph(salt flat);60 on trail/ancient road;40kph on rough(open desert).
  3. 1 military/utility Hovercraft (GOOD), 6 crew: ((GIII/6600//HP:220/AC:4/E:1 Atomic Energy Cell/Fuel Cap:1 Atomic Cell & 500 liters of water/Fuel Con:50 liters of water per hour; 200 hours per atomic energy cell/Airspeed:180kph;Groundspeed:240kph(open water or salt flat);120kph(open desert);60kph(trails or ancient roads);20kph(hills);impassable:ruins,deathlands). Modified with 6 vehicle-class anti-grav pods: can fly up to 300m altitude, but requires special skill (PILOT:EASY per 4 hours) to control and can’t cross mountain terrain. Can carry 6 passengers and 500kg of cargo. Due to the high value of this vehicle and risk of loss should it break down far from Vault 57, the vehicle is only used for special operations or in an emergency, such as evacuation or reinforcement of a valuable team at a distant location. The vehicle is in ‘good’ condition and thus has a roughly 15% chance of breaking down for every 4 hours of operation (4% per hour). Breakdown in the air requires a controlled crash landing (PILOT:AVG check) or crew suffer 6d6 damage each (falling critical chance). The Hovercraft will also suffer 10d6 damage with possible components damage.
  4. 1 Military Motorcycle, Alcohol Engine (FAIR), 1+1 Crew; (GIII/1500/75kg cargo/HP:60/AC:6/Fuel Cap:35 liters/Fuel Con:8km per liter on open ground;5km on rough/(GIII/1500/75kg cargo/Fuel Cap:35 liters/Fuel Con:6-12kpl on roadtrail-saltflat;4-6kpl on v-rough or rough/Speed:100kph(salt flat);3/4 on trail/ancient road;1/2 on rough(open desert);1/6 on very rough(hills,ruins,deathlands))
  5. 2 Light Civilian Motorcycles, Electric Engine (EXC/GOOD), 1 Crew; (GIII/900/25kg cargo/HP:30/AC:8/E:Broadcast Power & 1 backup Hydrogen Energy Cell providing 1 hour operation/Speed:100kph(salt flat);1/2 on trail/ancient road;1/4 on rough(open desert);impassable:hills,ruins,deathlands)
  • Other Equipment: other equipment controlled by the Clan leadership for use in emergencies or by special missions – not for sale (Tech II-III)
  1. 5 functional robots: 2 household utility bots, 1 medical bot (immobile – located in the Vault sick bay), 1 security bot (‘Franky’), 1 light engineering bot (in the vehicle shed). The security bot is modified with several close-combat weapons and used exclusively to guard the main vault entrance tunnel ramp. A few junked robots are available for parts.
  2. Communication Senders (2) and hand-held Communicators (9). A single ‘Communicator’ is sometimes provided to senior mission teams. The small hand-held communicators can contact Vault 57 from 30km (voice) & 100km (tapped code) range in good weather thanks to the 30 meter radio antenna mounted atop the 100-meter sandstone cliff above the vault entrances.
  3. limited tech II-III lighting (flashlights, some glowcubes)
  4. Fixed-installation machine tools and a laser lathe/press/jig.
  5. 2 electric smelters
  6. 5 portable alcohol powered generators, 2 solar generators, 3 battery chargers, 4 solar chargers.
  7. A stock of chemical, hydrogen and solar cells (60-70). 12 functional/fully-charged Atomic Cells.

Workshop, Medical and other Facilities

  • Medical Facilities

Resident doctor with MED:80; The immobile medical bot is activated only during emergencies. Fixed-installation medical facilities provide +30 bonus to any MED skill checks (applied after adjustment of base skill for difficulty). Use of the facilities costs 50cr per person treated. A Tech II ’doctor’s bag’ is available for purchase at regular price only if a successful AVG difficulty SPEECH check is made (you have to convince ‘doc’ you are worth it). A surgical kit is also available but requires a HARD difficulty SPEECH check. Every time your skill improves you can try again. The kits are only available to buyers with medical skill (>30 and >60, respectively).

  • Ammunition Reload

Limited ability to reload ancient cartridge-based projectile ammunition. Using the reloading equipment successfully is an AVG REPAIR task (no modifiers except GUNS/+ 10 bonus) per 10 cartridges (failure indicates the brass is no longer usable). For every 10 brass available, 8 cartridges can be created, ranging in quality from Fair (REPAIR less than 50), Good (REPAIR 51-80) to Excellent (REPAIR greater than 80). Cost is 1cr per cartridge reloaded, charge applies even if reload was not successful and brass was lost (compensate Ordnance Company for bullets, powder, primers, etc.).

  • Energy Cell Charging

Recharge of chemical, hydrogen and solar cells @ 20 credits per cell.

  • Repair Workshop

Facilities provide a +25 bonus to any REPAIR skill checks made onsite (applied after difficulty calculation). Use of facilities cost 50cr per repair job attempted (payment due whether the job is a success or not).

  • Storage

Equipment/Loot Storage and Living Space: available to characters in the main Vault.


  • Original Main Bunker Specifications

50*5x9m ‘family’ apartments for up to 4 occupants (45sq meters, or about 480 sq. feet): total 2250 square meters, 200 people.

30*3x5m ‘individual’ apartments for up to 2 occupants (15sq meters, or about 161 sq. feet): total 450 square meters, 60 people.

Apartments total: 2700 sq. meters. Total population capacity: 260. Food Supply: 10 years.

Common spaces: 900 sq. meters

Engineering/medical/security/administrative/maintenance/storage/food service: 1200 sq. meters

Total room space: 4800 sq. meters

Passageways, halls, access conduits, etc: 1800 sq. meters (standard access passage is 2m wide, halls between residences and main common areas are 3m wide, engineering conduits are 1m wide)

  • Original Secondary Bunker Specifications

Five separate bunkers with 300 square meters space each (10×30m) providing roomy accommodations for 6, somewhat cramped facilities for up to 10. Internal access to the main bunker was provided only on request of the owner and in most cases, such as Vault 57, there is no such access. Each secondary bunker had its own air, water well and food supplies including purification systems though they relied on the main bunker reactor for power.

  • Total Vault 57 Floor Space

- Main Bunker: 6600 square meters
- Secondary Bunkers: 1500 square meters

Gw vault57 outdoor map

Vault 57

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