Pretty much anything short of a summonable/unsummonable, remote control S.o.A. will be less dangerous to a campaign than the basic contents of one of those
vaults... Ignoring guns from a vast range of slugthrowers, to flamethrowers, to chainsaw knives, to lasers and plasma weapons, to random modern and post modern
combat armors.... and then glossing over power armor, which grants a hoard of damage reduction and resistances... probably including magic. You have vast
amounts of knowledge including several types of robots... including ones that let you transfer it into a robot body and not get damaged by age. Lots of combat
drugs and nonmagical healing stimpacks that can restore eyes and broken bones/organs for any alchemists or tinkers. Knowledge of all kinds as seen through the
eyes of '50s scifi... then you fun like the ability to hack into tacnuke throwing satalights. Lets not even get into F.E.V. (read Forced Evolution Virus,
so radiation converted undead, hidious radioactive and poisonous creatures, dozen foot tall, psychotic, green humanoids with penchant for vehicle mounted
weapons, and the aptly named Deathclaws)... Fatman (nuclear grenade launchers)... and woste of all Pipboys.
Pipboys allow you to read your character sheet in character and also display all effects currently effecting you by name. They also make Luck a vital
statistic.... keep track of kills by type (some models by things like large raider, female raider), have an basically unlimited automap, a light, are wrist
mounted and can go over armor by design, can hold loads of information. Basically, wearing one makes you a munchkin with a major talent for getting bonus
feats... oh and have an accurate karma meter. The omniband radio and ability to add on a ton of physical add ons and have an easy, convenient way to access
ancient tech. Worst case they can save scum like a madman.
vaults... Ignoring guns from a vast range of slugthrowers, to flamethrowers, to chainsaw knives, to lasers and plasma weapons, to random modern and post modern
combat armors.... and then glossing over power armor, which grants a hoard of damage reduction and resistances... probably including magic. You have vast
amounts of knowledge including several types of robots... including ones that let you transfer it into a robot body and not get damaged by age. Lots of combat
drugs and nonmagical healing stimpacks that can restore eyes and broken bones/organs for any alchemists or tinkers. Knowledge of all kinds as seen through the
eyes of '50s scifi... then you fun like the ability to hack into tacnuke throwing satalights. Lets not even get into F.E.V. (read Forced Evolution Virus,
so radiation converted undead, hidious radioactive and poisonous creatures, dozen foot tall, psychotic, green humanoids with penchant for vehicle mounted
weapons, and the aptly named Deathclaws)... Fatman (nuclear grenade launchers)... and woste of all Pipboys.
Pipboys allow you to read your character sheet in character and also display all effects currently effecting you by name. They also make Luck a vital
statistic.... keep track of kills by type (some models by things like large raider, female raider), have an basically unlimited automap, a light, are wrist
mounted and can go over armor by design, can hold loads of information. Basically, wearing one makes you a munchkin with a major talent for getting bonus
feats... oh and have an accurate karma meter. The omniband radio and ability to add on a ton of physical add ons and have an easy, convenient way to access
ancient tech. Worst case they can save scum like a madman.