Conversion Notes

The most challenging thing, I think, about converting Fallout is how the damage maps and what value equipment has. Well, I came up with a relatively formulaic progression below and I think it works out pretty well.

Damage

Fallout
DMG
Hero
DC
Active
Points
1 1 5
2 2 10
3 2.5 12.5
4 3 15
6 4 20
8 5 25
12 5.5 27.5
16 6 30
24 7 35
32 8 40
48 8.5 42.5
64 9 45
96 10 50
128 11 55
192 11.5 57.5
256 12 60
384 13 65
512 14 70
768 14.5 72.5
1024 15 75
1536 16 80
2048 17 85
3072 17.5 87.5
4096 18 90
6144 19 95
8192 20 100
12288 20.5 102.5
16384 21 105
24576 22 110
32768 23 115
49152 23.5 117.5
65536 24 120
98304 25 125

This makes the Scoped .44 Mag (27 DMG by the book) at 37.5 Active Points (ish) which is exactly 2d6K +1 STUNx
I’d also make all rifles armor piercing (AP).
Weapons that are area affect/autofire have those advantages but the active points above are for the damage construct only and do not include AE or AF.
For armor, the DEF is equal to the DC in the above chart. If the armor has significant weight (e.g. Combat Armor) it is hardened. Powered Armor is 2xHardened and rPD/rED = DCx1.5.
So, Ranger Combat Armor (DR 39) is rPD/rED 8 Hardened and weighs 12kg. Powered Armor of DR 32 would be 2xHardened and rPD/rED 12 (8 from the chart x1.5).
For example, an assault rifle (DMG 16) would be 2d6-1K +1 STUNx (31 active), which is on track. Since it is a rifle, it is also Armor Piercing if you like that rule.
These formulas are useful in converting the gear. I would adjust to fit the setting and the role of the item, but this is a good start.

Healing

Hero can be a bit grittier than Fallout when it comes to damage and healing. On the equipment list for example, there is no such thing as a first aid kit. This is probably okay, as long as you allow Paramedics at -1 per 2 BODY lost to stop any bleeding with no modifier. If you want it grittier, introduce a First Aid Kit at a cost of 50, weight of 2. It grants +2 to stop bleeding.
Characters recover an amount of BODY equal to their REC per month. This rate is doubled if resting (no travel, no combat, no significant END expenditure). An attending physician can make a Paramedics Roll at -3 each day to boost this by 10% per point of success (maximum 50%). 
Stimpaks provide Healing 3d6N with Paramedics (Medicine) roll, +1d6N per 2 success, half on failure.
Med-X provides +8 PD & ED, lasting 4 minutes with a 6- Addiction check, resulting in 3 days at -3 INT & DEX.

Recovery

Characters do not get post-segment 12 recoveries.
Sleeping characters get a recovery every 1 hour of uninterrupted sleep.
Characters can take a Recovery action if they combine it with an appropriate consumable.
Drinks grant a multiple of REC in STUN and END without taking a Recovery action.
If characters eat an extra meal (food, not beverage)  they can “bank” a standard recovery, representing the fact that they are well fed and rested. This recovery can be “stored” for 6 hours. It may be used with the standard Hero recovery rules (post-seg 12, unconscious, as an action, etc.). This is an exception to the recovery rules listed above.

Starvation

Since Recovery is only enabled by sleeping and eating, starvation really becomes a function of having enough food to survive combat and travel. Long distance travel is 1 STUN & END per 1 hour of travel (at normal rate) plus the END Cost Per Hour value of Encumbrance. So, a 10 STR person carrying 30kg of gear (+3 END per Hour) would expend 4 END every hour of travel at regular rate. High or Low Temperature rules apply as written on 6E2 145, but the rules for Starvation and Dehydration may be unnecessary considering the effect that no free recoveries grants.

Characteristics

This actually is pretty easy. 
 Fallout  Hero
 1  3
 2  5
 3  8
 4  10
 5  13 
 6  15
 7  18
 8  20
 9  23
 10  25

Basically, +1 in Fallout = +3 in Hero (more or less). +2 = +5, +3 = +8, +4 = +10.
Strength = Strength
Perception = Enhanced Perception for the difference over Intelligence, otherwise just use INT as the base.
Endurance = Constitution
Charisma = Presence
Intelligence = Intelligence
Agility = Dexterity
Luck = Luck Power (Fallout Luck/2 = Hero Luck)

Poison Resistance

This depends on how you are modelling poison. In Fallout you reduce the effects of poison by a % based on your Endurance (which could be modeled by doubling your Hero characteristic as the Hero power Damage Reduction). Poison in Fallout is just Damage Over Time with armor applying only once. HSB 33 has the basic damaging poisons covered, all doing from 1d6K to 5d6K over time. 
I like to model this with a CON roll. If successful, reduce total damage by 20%. Each point of success reduces the damage by an additional 5%, to a maximum of 50%. Failure by 4+ or a natural 18 results in maximum damage. A critical success (i.e. by less than half the CON roll) allows the character to make another roll, which if that roll is also a critical success the character is then immune to that poison type (add the appropriate LS power and adjust the cost to 0).

Radiation Resistance

Use this RateX for any realistic measure of radiation to incorporate into the game (
x4 real-world values).
Radiation Resistance is best defined as a custom power (or Talent), using Damage Reduction for the basis. Since radiation is such a part of the game, the 2 pt Life Support power doesn’t accurately reflect the danger. Built out using Damage Reduction, this amounts to 5% Reduction per 1 pt, which seems about right. This makes things like Cyborg cost an additional 2pts, Rad Resistance is then 5 pts as a Talent in Hero, which seems right too. 
As noted in the Radiation section of 6E2,
Change Environment can be used to define a combat effect. However, appropriate for Fallout +10 Rads = 1pt (already adjusted to Fallout rates). 
Rad-X grants Radiation Resistance +25% with Paramedics (Medicine) roll, +5% per 1 success, half on failure, fading to half this amount after 24hrs, and 100% after 48 hrs.
RadAway reduces the count by 50.
Doctors can eliminate all exposure for 100 caps.

Example Radiation Exposure

Radioactive Water 1-5 rads/second
Drinking the water around the Atom Bomb in Megaton 20 rads
Megaton Ruins 1-12 rads/second
Dangerous Area 15-30 rads/second
Near the GECK in Vault 87 40-100 rads/second
Outside Vault 87 400-5000 rads/second
Sources of radiation have their radiation reduced by the square of the distance to the source.
2m = 1/4
4m = 1/16
8m = 1/64
16m = 1/256
etc.

Skills

You need to make a decision on whether you are going to map skills directly, or use the full breadth of skills in Hero and map the activity. Personally, I map the activity to the appropriate skill.
 Fallout  Action  Hero
 Barter    Trading 
 Big Guns   Use  WF: Big Guns (2pts)
 Big Guns  Expertise  CSLs with Big Guns 
 Energy Weapons  Use  WF: Energy Weapons (2pts)
 Energy Weapons  Expertise  CSLs with Energy Weapons 
 Explosives    Demolitions 
 Lockpick    Lockpicking
 Medicine    Paramedics
 Melee Weapons  Use  WF: Common Melee Weapons (2pts), Uncommon Melee Weapons (1pt ea) 
 Melee Weapons  Expertise   CSLs with Melee Weapons 
 Repair  Repair Item  Mechanics or Electronics as appropriate
 Repair  Repair Weapon  Weaponsmith for non-energy weapons, Electronics for energy weapons
 Repair  Repair Electronics  Electronics
 Repair  Disarm  Security Systems
 Science  Hacking  Computer Programming
 Science  Knowledge  Appropriate Science Skills (Biology, Chemistry, Nuclear, Physics, etc.)
 Small Guns  Use   WF: Small Arms (2pts) 
 Small Guns  Expertise  CSLs with Small Guns
 Sneak    Stealth
 Speech  Influence  Persuasion
 Speech  Gather Information  Conversation
 Unarmed  Expertise  CSLs with HTH; optionally Martial Arts