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Bestiary - Fallout - Vaults & Deathclaws PNP

Bestiary - Fallout_ Vaults & Deathclaws PNP (1) rpg

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0% found this document useful (0 votes)
1K views236 pages

Bestiary - Fallout - Vaults & Deathclaws PNP

Bestiary - Fallout_ Vaults & Deathclaws PNP (1) rpg

Uploaded by

Nephilim777
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 236

FALLOUT: VAULTS & DEATHCLAWS

PEN & PAPER SYSTEM

BESTIARY

© Bethesda Softworks. All rights reserved.


Not affiliated with Bethesda Softworks®
Support us on our Discord Server for updates!

Table of Contents
Table of Contents 1

Disclaimer 3

Acknowledgments 3

Document Links 4

Introduction 5
Defcon Tiers 5
Skills & Abilities 6
Equipment & Secondary Stats 6
Languages 6
Sizes & Body 7
Horde Enemies Variant 7
Groups Tactics 8
Variants 10

Creatures 11
Land Animals 11
Sea Animals 58
Flying Animals 77
Cryptids 81
Feral Ghouls 89
Insects 94
Trog 110
Tunneler 113

Factions 116
Brotherhood of Steel 116
Caesar’s Legion 125
Enclave 133
Institute 142
New California Republic 147
People’s Republic of China 155

Forced Evolutionary Virus 159


Super Mutants 159

1
Other Experiments 165

Robots 176
Calculator 176
RobCo Industries 182
General Atomics 189
Alien Robots 192
Big MT 194
Chinese Robots 197
Turrets 200

Wastelanders 203
Wasteland Citizens 203
Marked Men 210
Mole Miners 213
Raiders 216
Swampfolk 224
Vault Dwellers 227

2
Disclaimer
We do not own nor are we affiliated with Bethesda Softworks, ZeniMax Media Inc, or any
company associated with the Fallout franchise. We take no responsibility for translations and
any legal disputes for this is a free project and purely funded through passion. Please give credit
if you plan to use this PNP.

Acknowledgments
Thank you Black Isles Studios, Obsidian Entertainment, Bethesda Softworks for creating and
working on one of my favorite franchises of all time. I would like to thank all the people that are
helping make this Pen and Paper System better. This passion project could not have even seen
light without people backing me up.

Maybe one day, Bethesda will find this and support it.

I would like to thank my players for being the first playtesters and main team for the PNP,
Vaults & Deathclaws. We would like to thank the Vaults & Deathclaws Community and their
contributions.

Vaults & Deathclaws Team


Osvel Cabrera (Skyeris), Arnold Norona (Thenonexistent), Jose Daniel Cuellar Jr. (Winnings),
Vladimir, Chuckles, and ChronoKing777.

Honorable Mentions
Ace of Disaster, DJCP2506, and Lex.

3
Document Links
DGB - Part 1
The first part of the Dweller’s Guidebook. It consists of Character Creation, Level Advancement,
Roleplaying, and Combat.

DGB - Part 2
The second part of the Dweller’s Guidebook. It consists of the Crafting, Robot Upgrades,
Cybernetics, Implants, and Vehicles section.

Equipment
Equipment is in its own section to make load time for the document faster.

Overseer’s Guide
A guide for those that wish to run their own Fallout Campaign. This guide covers some basics
but if you want additional ideas ask us on the Discord. All who wish to run a Fallout Campaign
should read this document.

Discord Server
If you want to get involved with the project, by all means, join our Discord Server!

Vaults & Deathclaws - YouTube Channel


For those who like to listen to Roleplaying Streams or wish to see how the system has evolved
since its creation with a fun and gritty campaign. We also have Video guides to better explain
the V&D PNP system. The more subscribers we get the more cool stuff we can do.

r/FalloutVNDPNP
We have our own subreddit now! Discuss in our thread the wonders of Fallout and the Fallout:
Vaults & Deathclaws PNP System.

Character Sheet
A simple Character Sheet to be used for home games.

4
Introduction
Welcome to the Bestiary Guide of Fallout: Vaults & Deathclaws PNP. Here we have multiple
entries of creatures and wastelanders that roam the world of Fallout. This is primarily for
Overseers to get ideas on how to set up NPCs for their campaigns. Be sure to take note of the
topics below before looking into the stats of the NPCs.

Defcon Tiers
Trying to figure out what NPCs are best suited for certain levels can be difficult at times. In this
system we have Defcon Tiers. Defcon Tiers are a range of five levels that will determine the
difficulty of NPCs. The chart below defines the Defcon Tier to its corresponding level range.

Defcon Tier Level Range Experience Points Range Rarity

5 1-5 1 - 100 Common / Uncommon

4 6 - 10 125 - 950 Rare

3 11 - 15 1,000 - 4,000 Very Rare

2 16 - 20 5,000 - 10,000 Legendary

1 21+ 11,000+ Epic

Some are higher than others within the same Defcon Tier. This is identified with the following
markings: Low (<), Medium (-), and High (>). Low being the weakest within the Defcon Tier and
High being the strongest within the Defcon Tier. This can help Overseer’s identify what threats
may be too high or too easy for level range. This doesn’t apply to Defcon Tier 2 and 1.

Assuming the character’s equipment aligns with the level they’re at, from Defcon Tier 5 - 3, one
creature, robot, etc. can fight one character with some combat capability. This doesn’t account
for Exotic items or items outside of the rarity. For Defcon Tier 2 and 1 it's assumed that two are
fighting one of them. Defcon Tier also relates to how much XP gained from killing a group of
NPCs. Weapons and Armor that aren’t part of the Equipment have a specific rarity for the
purposes of their Weapon Resistance and sale price.

If you wish to increase the difficulty, increase all the skills specified by +15. Increase the DM for
all attacks by +0.15, and increase all S.P.E.C.I.A.L. Stats by +1 per Defcon Tier up.

5
Skills & Abilities
The Skills presented for the entries in the Bestiary are its set skills which include bonuses and its
base. All other skills follow standard skill equations but can be ignored as you’ll most likely
never use them. Many entries have abilities that function similar to perks. They give Free
Movement, ignore DT/DR, etc. As an optional rule, NPCs can apply Combat Skill Specializations
or Perks to make encounters interesting and challenging. All abilities cease when the NPC dies.

Special Moves function the same for NPCs as Players. They must meet the Skill requirement.
However, Creatures cannot do any Special Moves except for Charge, Counter Attack, Deflect,
Hold, Repel, Shove, Tackle, and Takedown. The skill requirements for them are ignored.

Equipment & Secondary Stats


Many entries in the Bestiary have items they use to support them in battle. All the stats of the
item are already included in the entry. This includes Secondary Stats as well. To provide a
smoother understanding, the items include if necessary their weapon type. For example, if an
enemy is using an Assaultron Blade, it’ll state it’s a Sword so the Overseer can quickly reference
the Special Moves for Swords if they decide to use them in combat. This also includes mods and
Burst Attacks limitations. If an item requires lower AP to use than stated in the DGB, that’ll
apply for all weapons of the same category. For example, if an NPCs AP Cost for the Assaultron
Blade is lower than the standard PNP. That’ll apply to all Melee Weapons.

NPCs don’t have to worry about reloading weapons and supplementary range is not added.
Ammo and mag amount upon death is Overseer discretion. It’s recommended to use 1d2 for
mags amount and 2d20 for ammo amount.

Some entries have multiple items divided into sets that give the Overseer options. Some entries
share the same stat block but have different armor. Overseers, feel free to mix and change
items on NPCs and change them. NPCs do not get the Player Race abilities from the PNP.

Few entries have immunity to certain effects such as being immune to LR, ER, etc. These
immunities are defined as being able to ignore effects related to these Secondary Stats.

Languages
Languages can be tricky but usually, in the world of Fallout, most humanoids speak English,
unless specified. Animals, or creatures are incapable of speaking, reading, and writing language,
but can communicate with others in their own creature-like way.

6
Sizes & Body
Size refers to the height and width of the character's personal space. Body type refers to the
physiological orientation of the individual which is either humanoid, creature, or robot.
Humanoid refers to body type similar to Humans such as Ghouls, Super Mutants, etc. Creatures
can be any animal or in context to the situation. Robot refers to any robot in relation to the
situation such as Protectons, Mr. Handy’s, Eyebots, etc. Use common sense. The range of an
attack is not dependent on the size. The attack specifies the range of the body part/weapon.
One Small creature can share a space with one creature. Bonuses from Size are already
included in each entry.

Size Space in Feet Square Bonus

Small 2.5 ft by 2.5 ft 0.5 by 0.5 Nat AC +10

Medium 5 by 5 ft 1 by 1 -

Large 10 by 10 ft 2 by 2 -

Huge 15 by 15 ft 3 by 3 MD +5. +5 ft of Melee/Unarmed Range.

Gargantuan 20 by 20 ft or Larger 4 by 4 or Larger MD +10. +10 ft of Melee/Unarmed Range.

Horde Enemies Variant


For Overseers, sometimes it can be quite difficult to manage multiple enemies at once. A
method is to instead of keeping track of HP, DT, DR, etc., you keep track of the amount of hits
the target can take by increments of 10 instead. This is determined by the HP of the target in
the tenths place. For AC be sure to still have the total with the Armor and Natural AC.

Example: The HP of a Feral Ghoul is 30. Instead of 30 or more damage being required to kill a
Feral Ghoul, instead they’ll die in 3 successful attacks. DT and DR are ignored. Horde damage is
by increments of 10 damage. If the Wastelander is inflicted with 12 damage, it’ll be considered
one hit. If the Raider is inflicted with 9 or less damage, it’s assumed its body is protected
enough to be insufficient damage and it doesn’t count as a hit. Matching or exceeding the
required hits will kill the NPC.

This method is best used for above Level 4 on Defcon Tier 5 and maybe 4. Overseer discretion.
Don’t use this on important NPCs such as bosses or elite guards. Those are meant to provide a
challenge, while the horde enemies are meant to be a nuisance.

7
Groups Tactics
A method to make low level enemies a threat against high level enemies and easier to manage,
Enemy Groups. Enemy groups comprise of 5 Defcon Tier 5 enemies with their stats put
together. This is recommended with Melee and Unarmed focused NPCs than Ranged. When
creating Enemy Groups, the following happens:

● Defcon Tier will increase to either 4 > or 3 < and the size increases by 1.
● HP is multiplied by 5 and all skills stated will increase by +25 except for Sneak.
● The DM is increased to 5.0. For effects such as Rads and DT reductions multiply them by
5.
● Groups do not have Armor DT and DR and their AC is increased by +50%. They inflict AC
-20 per hit.
● Targets Attacks cannot be done against Groups.
● If an attack with an Explosion Radius, Persistent Fire Damage, or something similar to
the Special Move Whirlwind, hits, the damage is multiplied by 5.
● Enemies without the Armor Breaker ability will inflict DT -4 and DR -20% with all
Melee/Unarmed Attacks.
● They get a +2 to S.P.E.C.I.A.L. Checks.
● Counter Attack and Parry get -20 Hit Chance. This doesn’t apply when using a Shield to
Parry or Counter Attack.

Below is an example comparison of Feral Ghouls and Feral Ghoul Group.

8
Feral Ghoul
Humanoid creatures that used to be humans. They’ve taken up too much rads and have turned into feral creatures that roam the
wastes. These are the most common.

Defcon Tier 5< ST: 5 PE: 5 EN: 5 CH: 1 IN: 2 AG: 7 LK: 5
Size Medium
Max HP 30
AP 9

Skills Notes

Unarmed 75 Targeted Attacks follow the standard of an average human.


Detection 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet AC: 20


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft LR: 3
20 Rads per hit. ER: 20%
PR: 25%
RR: Immune

Feral Ghoul Group


A group of five Feral Ghouls that move as one unit.

Defcon Tier 4> ST: 5 PE: 5 EN: 5 CH: 1 IN: 2 AG: 7 LK: 5
Size Large
Max HP 150
AP 9

Skills Notes

Unarmed 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Detection 75
Sneak 50

Weapons / Attacks Armor

-Fist & Feet AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 5d4+25 Dmg Type: Normal Rng: 5 ft ER: 20%
100 Rads per hit. PR: 25%
RR: Immune

9
Variants
In the wasteland you’ll come across some variants of known creatures, humanoids, and robots.
These variants are stated in the Bestiary Entry and alter their stats. Some variants are specific to
an entry which is found on their page, others are restricted by their body type, and few can be
found for all entries.

Variant Variant Description

Albino Limited Their texture is a light pink all throughout the body. Double Max HP and DM +0.2.

Diseased Humanoid All Unarmed Attacks have a chance to give diseases to opponents. The disease is the
Creature Overseer's decision. When an Unarmed Attack is successful, the Overseer rolls in secret a
1d100. On a 51 - 100 the target will be infected with the disease and the effects and
symptoms will activate the next day. FEV, Robots, and Turrets cannot be this variant.

Glowing Limited The texture is black with green glowing veins that expand all around the body giving off
radiation. Unarmed Attacks that hit inflict 3d10+10 Radiation.

Hardened Robots DT +6 and DR +20% to all Armor Stats. Double Max HP. AC +30.

Nuka Limited They emit a light blue glow all around their body through cracks. Max HP +100.

Renowned Anything Max HP is doubled and receives a +1 to all S.P.E.C.I.A.L. stats. DT +5 and DR +30% to all. DM
increases by 0.2 for all attacks. When they’re at half their HP, they go back to full hp. They can
only do this once a day.

Scorched Humanoids All who are Scorched are linked via a hive mind born of a fungal infection. They work as one.
Creatures They also work with Scorchbeasts. Their skin is pink and shredded with several sores and
small crystalline ultracite protrusions poking out. The ultracite gives off a weak radiation
signature that makes them easier to track.

10
Creatures
Mutated by the radiation lingering from the Great War and prior. The creatures of the wasteland vary in size with
one goal. All Creatures have Survival 100. Creatures cannot do any stances or wield weapons.

Land Animals
The native wildlife of the wastes that have been altered throughout the years of living in the open radiation. Land
animals typically are on dry land.

Bighorner
Mutated bighorn sheep that live in the high mountains.

Defcon Tier 5- ST: 8 PE: 5 EN: 8 CH: 3 IN: 3 AG: 6 LK: 5


Size Large
Max HP 80
AP 8

Skills Notes

Unarmed 100 Bighorners cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest of
Detection 50 the Targeted Attacks follow the standard of a Human.
Sneak 25
Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.
CW +1500

Weapons / Attacks Armor

-Headbutt AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+18 Dmg Type: Normal Rng: 5 ft N: 3/30%
L: 1/20%
LR: 4
ER: 20%
PR: 40%
RR: Immune

11
Bloodworm Larva
A carnivorous worm that has adapted and grown to be a predator. However, it's only a baby at this stage.

Defcon Tier 5< ST: 5 PE: 6 EN: 3 CH: 2 IN: 4 AG: 6 LK: 5
Size Small
Max HP 30
AP 8

Skills Notes

Unarmed 75 Bloodworm Larvas can only take Targeted Attacks to the Torso.
Detection 75
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
Run nor Sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +3 Free Movement.
CW +1500

Weapons / Attacks Armor

-Bite AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft LR: Immune
ER: 20%
PR: 15%
RR: Immune

12
Bloodworm
A carnivorous worm that has adapted and grown to be a predator. They can be as big as humans.

Defcon Tier 5- ST: 6 PE: 6 EN: 4 CH: 2 IN: 4 AG: 7 LK: 5


Size Medium
Max HP 80
AP 9

Skills Notes

Unarmed 100 Bloodworms can only take Targeted Attacks to the Torso.
Detection 75
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
Run nor Sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +6 Free Movement
CW +1500

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+12 Dmg Type: Normal Rng: 5 ft LR: Immune
ER: 20%
PR: 20%
RR: Immune

13
Bloodworm Queen
The queen of the Bloodworms. She protects her future babies with her life.

Defcon Tier 4< ST: 8 PE: 6 EN: 6 CH: 2 IN: 5 AG: 9 LK: 5
Size Large
Max HP 150
AP 10

Skills Notes

Unarmed 125 Bloodworm Queens can only take Targeted Attacks to the Torso.
Detection 100
Sneak 50 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
Run nor Sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +9 Free Movement
CW +1500

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 2 T: 3 Dmg: 3d6+23 Dmg Type: Normal Rng: 5 ft LR: Immune
ER: 20%
PR: 30%
RR: Immune

14
Brahmin
A two headed scorched female cow commonly used by caravans and provides plenty of food. They can carry up to 500 lbs of items.

Defcon Tier 5< ST: 7 PE: 3 EN: 7 CH: 1 IN: 1 AG: 5 LK: 5
Size Large
Max HP 40
AP 8

Skills Notes

Unarmed 75 Brahmins cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest of
Detection 50 the Targeted Attacks follow the standard of a Human.
Sneak 25
Light Step: +9 Free Movement
CW +1000

Weapons / Attacks Armor

-Headbutt AC: 15
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+13 Dmg Type: Normal Rng: 5 ft N: 1/25%
LR: 4
ER: 20%
PR: 35%
RR: Immune

15
Brahmiluff
A two headed scorched male cow commonly used to breed more brahmin. They’re a bit more aggressive than Brahmin.

Defcon Tier 5- ST: 8 PE: 4 EN: 8 CH: 1 IN: 1 AG: 5 LK: 5


Size Large
Max HP 60
AP 8

Skills Notes

Unarmed 75 Brahmiluffs cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest of
Detection 50 the Targeted Attacks follow the standard of a Human.
Sneak 25
Light Step: +6 Free Movement.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.
CW +1500

Weapons / Attacks Armor

-Headbutt AC: 20
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+18 Dmg Type: Normal Rng: 5 ft N: 3/35%
-Gore LR: 4
Skill: Unarmed S: 3 Dmg: 2d6+18 Dmg Type: Normal Rng: 5 ft ER: 20%
DT -2 and DR -10%. PR: 40%
RR: Immune

16
Cat
The little shits that’ll look you Straight in the eye and knock the vase down.

Defcon Tier 5< ST: 2 PE: 10 EN: 2 CH: 6 IN: 6 AG: 10 LK: 6
Size Small
Max HP 20
AP 10

Skills Notes

Unarmed 75 Cats cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and tail. The rest of
Detection 100 the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature except anger it.
Sneak 150
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Bite/Claw AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft LR: 1
1d4 True Damage. ER: 20%
PR: 10%
RR: Immune

17
Coyote / Dog
Similar to dogs, coyotes live in the wild and are not as tame. They could be confused as dogs from a glance.

Defcon Tier 5- ST: 5 PE: 8 EN: 5 CH: 4 IN: 5 AG: 8 LK: 5


Size Medium
Max HP 30
AP 9

Skills Notes

Unarmed 75 Coyotes and Dogs cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and
Detection 75 tail. The rest of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature
Sneak 75 except anger it.

Light Step: +6 Free Movement.


Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+9 Dmg Type: Normal Rng: 5 ft N: 1/20%
1d6 True Damage. L: 1/20%
F: 0/10%
LR: 3
ER: 20%
PR: 25%
RR: Immune

18
Young Deathclaw
These immature Deathclaws are about the same size as a human and they’re easy pickings for the most experienced wastelanders.
However, they often travel with an adult.

Defcon Tier 4> ST: 10 PE: 6 EN: 6 CH: 3 IN: 5 AG: 10 LK: 5
Size Medium
Max HP 150
AP 10

Skills Notes

Unarmed 100 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 75 does nothing to the creature except anger it. A variant found in the former states of Illinois, Missouri, and Kansas is the
Sneak 75 Young Hairy Deathclaw. These Deathclaws are mammal-like and are covered in patches of fur and some are capable of
speech. They possess the Climber ability and Max HP +50.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.


Climber (Young Hairy Deathclaw Only): Can climb without movement being penalized and it costs 1 AP to climb 10 ft with
no S.P.E.C.I.A.L. check required.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino, Glowing, and Nuka.

Weapons / Attacks Armor

-Claw Swing AC: 40


Skill: Unarmed S: 3 Dmg: 2d8+18 Dmg Type: Normal Rng: 10 ft N: 7/50%
-Bite/Claw Stab L: 8/60%
Skill: Unarmed S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal Rng: 5 ft F: 4/50%
P: 6/40%
Ex: 6/40%
LR: 3
ER: 20%
PR: 30%
RR: Immune

19
Deathclaw
The scariest and most intimidating creatures in the wasteland. With massive claws of death and horns just as big, they will destroy
anything in their path. They can even flip cars.

Defcon Tier 3- ST: 14 PE: 8 EN: 8 CH: 3 IN: 6 AG: 10 LK: 5


Size Large
Max HP 350
AP 10

Skills Notes

Unarmed 150 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 100 does nothing to the creature except anger it. A variant found in the former states of Illinois, Missouri, and Kansas is the
Sneak 100 Hairy Deathclaw. These Deathclaws are mammal-like and are covered in patches of fur and some are capable of speech.
They possess the Climber ability and Max HP +50.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Climber (Hairy Deathclaw Only): Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no
S.P.E.C.I.A.L. check required.
Gotta Go Fast: Sequence +10.
Light Step: +6 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino, Glowing, and Nuka.

Weapons / Attacks Armor

-Claw Swing AC: 60


Skill: Unarmed S: 3 Dmg: 3d8+29 Dmg Type: Normal Rng: 10 ft N: 9/60%
-Bite/Claw Stab L: 10/70%
Skill: Unarmed S: 2 T: 3 Dmg: 2d10+24 Dmg Type: Normal Rng: 5 ft F: 6/60%
-Gore P: 8/50%
Skill: Unarmed S: 3 Dmg: 3d6+29 Dmg Type: Normal Rng: 5 ft Ex: 8/50%
DR -10%. LR: 4
ER: 30%
PR: 50%
RR: Immune

20
Deathclaw Matriarch
The spawners of Satan themselves. Deathclaw Matriarchs are very protective of their young and if even one gets hurt, or worse,
they’ll enter a rage against anything that isn’t a Deathclaw. They’re not as Strong as Alphas, but they’re a lot faster.

Defcon Tier 2 ST: 16 PE: 12 EN: 10 CH: 3 IN: 6 AG: 12 LK: 10


Size Large
Max HP 650
AP 11

Skills Notes

Unarmed 175 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 150 does nothing to the creature except anger it. A variant found in the former states of Illinois, Missouri, and Kansas is the
Sneak 100 Matriarch Hairy Deathclaw. These Deathclaws are mammal-like and are covered in patches of fur and some are capable of
speech. They possess the Climber ability and Max HP +50.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Climber (Matriarch Hairy Deathclaw Only): Can climb without movement being penalized and it costs 1 AP to climb 10 ft
with no S.P.E.C.I.A.L. check required.
Gotta Go Fast: Sequence +10.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success and Body Part bonus
damage.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks or any rolls that render you Stunned/Unconscious four times a round. This includes Critical
Effects.

Variant(s): Albino, Glowing, and Nuka.

Weapons / Attacks Armor

-Claw Swing AC: 70


Skill: Unarmed S: 3 Dmg: 4d8+36 Dmg Type: Normal Rng: 10 ft N: 11/70%
-Bite/Claw Stab L: 12/80%
Skill: Unarmed S: 2 T: 3 Dmg: 3d10+23 Dmg Type: Normal Rng: 5 ft F: 8/70%
-Gore P: 10/60%
Skill: Unarmed S: 3 Dmg: 4d6+36 Dmg Type: Normal Rng: 5 ft Ex: 10/60%
DT -4 and DR -20%. LR: 5
ER: 40%
PR: 60%
RR: Immune

21
Alpha Deathclaw
The pack leader of a Deathclaw nest. Their horns are longer and curved. If you see one, it’s already too late.

Defcon Tier 2 ST: 16 PE: 10 EN: 12 CH: 3 IN: 6 AG: 12 LK: 10


Size Huge
Max HP 800
AP 11

Skills Notes

Unarmed 200 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 150 does nothing to the creature except anger it. A variant found in the former states of Illinois, Missouri, and Kansas is the
Sneak 100 Alpha Hairy Deathclaw. These Deathclaws are mammal-like and are covered in patches of fur and some are capable of
speech. They possess the Climber ability and Max HP +50.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Climber (Alpha Hairy Deathclaw Only): Can climb without movement being penalized and it costs 1 AP to climb 10 ft with
no S.P.E.C.I.A.L. check required.
Gotta Go Fast: Sequence +10.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success Effects and Body Part bonus
damage.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Variant(s): Albino, Glowing, and Nuka.

Weapons / Attacks Armor

-Claw Swing AC: 80


Skill: Unarmed S: 3 Dmg: 4d8+46 Dmg Type: Normal Rng: 10 ft N: 13/80%
-Bite/Claw Stab L: 14/90%
Skill: Unarmed S: 2 T: 3 Dmg: 3d10+33 Dmg Type: Normal Rng: 5 ft F: 10/80%
-Gore P: 12/70%
Skill: Unarmed S: 3 Dmg: 4d6+36 Dmg Type: Normal Rng: 5 ft Ex: 12/70%
DT -4 and DR -20%. LR: 6
ER: 50%
PR: 70%
RR: Immune

22
Fog Crawler
Shrimp-like abomination that exists to torment all of us.

Defcon Tier 2 ST: 15 PE: 10 EN: 12 CH: 3 IN: 6 AG: 10 LK: 10


Size Huge
Max HP 600
AP 10

Skills Notes

Unarmed 175 Fog Crawlers cannot take Targeted Attacks to the groin. Targeted Eye Attacks can be done to any of its eight eyes. A
Detection 100 Targeted Leg Attack can be done to any of its six legs. A Targeted Attack to the Eyes are only possible from the front and
Sneak 50 sides.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Variant(s): Glowing.

Weapons / Attacks Armor

-Claw Stab AC: 80


Skill: Unarmed S: 2 T: 3 Dmg: 3d10+25+MD Dmg Type: Normal Rng: 10 ft N: 11/80%
-Slam L: 12/90%
Skill: Unarmed S: 4 Dmg: 3d20+20+MD Dmg Type: Normal Rng: 10 ft F: 8/80%
P: 10/70%
Ex: 10/70%
LR: 6
ER: 40%
PR: 60%
RR: Immune

23
Gatorclaw
A water Deathclaw.

Defcon Tier 3- ST: 12 PE: 10 EN: 8 CH: 3 IN: 5 AG: 10 LK: 5


Size Large
Max HP 300
AP 10

Skills Notes

Unarmed 150 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 100 does nothing to the creature except anger it.
Sneak 100
Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Light Step: +6 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Swimmer: Ignore reduced movement penalties when in water.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Claw Swing AC: 50


Skill: Unarmed S: 3 Dmg: 3d8+27 Dmg Type: Normal Rng: 10 ft N: 7/60%
-Bite/Claw L: 9/70%
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+20 Dmg Type: Normal Rng: 5 ft F: 4/60%
If Bite hits to the arms or legs, the Alligators can do the Death Roll Action. For 4 AP, roll P: 6/60%
Attacker ST vs. Defender ST. Attacker is the Gatorclaw. If the Gatorclaw wins, they Ex: 8/50%
cripple the arm/leg that was hit on the target. If the Defender succeeds, they’re able to LR: 4
break free and nothing happens. Damage is still inflicted from the attack. If Claw hits, it ER: 30%
inflicts DT -2 and DR -10%. PR: 50%
RR: Immune

24
Young Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature.

Defcon Tier 5< ST: 5 PE: 6 EN: 4 CH: 3 IN: 4 AG: 7 LK: 5
Size Small
Max HP 30
AP 9

Skills Notes

Unarmed 75 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 50 does nothing to the creature except anger it.
Sneak 50
A unique variant of the Young Gecko exists called the Young Golden Gecko which has a golden scale texture and it inflicts
Rads 10 with any of its Unarmed Attacks.

Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Weapons / Attacks Armor

-Bite/Claw AC: 20
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft N: 1/40%
1d4 True Damage. L: 1/20%
F: 0/30%
P: 0/20%
Ex: 0/20%
LR: 2
ER: 20%
PR: 20%
RR: Immune

25
Young Fire Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature with a dark purple
texture and spikes on their back.

Defcon Tier 5< ST: 5 PE: 6 EN: 4 CH: 3 IN: 4 AG: 7 LK: 5
Size Small
Max HP 30
AP 9

Skills Notes

Throwing 75 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Unarmed 75 does nothing to the creature except anger it.
Detection 50
Sneak 50 Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Weapons / Attacks Armor

-Bite/Claw AC: 20
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft N: 1/40%
1d4 True Damage. L: 1/20%
-Fire Breath F: Immune
Skill: Throwing S: 2 Dmg: 2d6+5 Dmg Type: Fire Rng: 15 ft P: 0/20%
Inflicts 5 Persistent Fire Damage if hit. Ex: 0/20%
LR: 2
ER: 20%
PR: 20%
RR: Immune

26
Young Green Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature with a light green
texture.

Defcon Tier 5< ST: 5 PE: 6 EN: 4 CH: 3 IN: 4 AG: 7 LK: 5
Size Small
Max HP 30
AP 9

Skills Notes

Throwing 75 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Unarmed 75 does nothing to the creature except anger it.
Detection 50
Sneak 50 Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Weapons / Attacks Armor

-Bite/Claw AC: 20
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft N: 1/40%
1d4 True Damage. L: 1/20%
-Poison Breath F: 1/20%
Skill: Throwing S: 2 Dmg Type: Poison Rng: 30 ft P: 0/20%
If Poison Breath hits, the target rolls EN. If the target fails, they take 10 Poison Damage. Ex: 0/20%
If the target succeeds, they take half the Poison Damage. Per Hour, roll EN every hour LR: 2
for the next two hours. If they succeed the EN roll, the target doesn’t take Poison ER: 20%
Damage for the hour. If they fail they take 10 Poison Damage for the hour. PR: 20%
RR: Immune

27
Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature.

Defcon Tier 5- ST: 5 PE: 7 EN: 5 CH: 3 IN: 4 AG: 8 LK: 5


Size Medium
Max HP 50
AP 9

Skills Notes

Unarmed 100 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 75 does nothing to the creature except anger it.
Sneak 75
A unique variant of the Gecko exists called the Golden Gecko which has a golden scale texture and it inflicts Rads 20 with
any of its Unarmed Attacks.

Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Variant(s): Golden

Weapons / Attacks Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+10 Dmg Type: Normal Rng: 5 ft N: 3/40%
1d4 True Damage. L: 2/30%
F: 1/30%
P: 1/20%
Ex: 2/20%
LR: 2
ER: 20%
PR: 25%
RR: Immune

28
Fire Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature with a dark purple texture and
spikes on their back.

Defcon Tier 5- ST: 5 PE: 7 EN: 5 CH: 3 IN: 4 AG: 8 LK: 5


Size Medium
Max HP 50
AP 9

Skills Notes

Throwing 100 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Unarmed 100 does nothing to the creature except anger it.
Detection 75
Sneak 75 Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Weapons / Attacks Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+10 Dmg Type: Normal Rng: 5 ft N: 3/40%
1d4 True Damage. L: 2/30%
-Fire Breath F: Immune
Skill: Throwing S: 2 Dmg: 2d10+5 Dmg Type: Fire Rng: 30 ft P: 1/20%
Inflicts 10 Persistent Fire Damage if hit. Ex: 2/20%
LR: 2
ER: 20%
PR: 20%
RR: Immune

29
Green Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature with a light green texture.

Defcon Tier 5> ST: 5 PE: 7 EN: 5 CH: 3 IN: 4 AG: 8 LK: 5
Size Medium
Max HP 50
AP 9

Skills Notes

Throwing 100 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Unarmed 100 does nothing to the creature except anger it.
Detection 75
Sneak 75 Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Weapons / Attacks Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+10 Dmg Type: Normal Rng: 5 ft N: 3/40%
1d4 True Damage. L: 2/30%
-Poison Breath F: 1/20%
Skill: Throwing S: 2 Dmg Type: Poison Rng: 30 ft P: 1/20%
If Poison Breath hits, the target rolls EN. If the target fails, they take 20 Poison Damage. Ex: 2/20%
If the target succeeds, they take half the Poison Damage. Per Hour, roll EN every hour LR: 2
for the next two hours. If they succeed the EN roll, the target doesn’t take Poison ER: 20%
Damage for the hour. If they fail they take 20 Poison Damage for the hour. PR: 20%
RR: Immune

30
Gojira
A massive Fire Gecko that wreaks havoc wherever it goes.

Defcon Tier 1 ST: 15 PE: 10 EN: 15 CH: 5 IN: 10 AG: 10 LK: 10


Size Gargantuan
Max HP 5000
AP 15

Skills Notes

Throwing 100 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Unarmed 100 does nothing to the creature except anger it.
Detection 75
Sneak 75 Cannot be any variant except Renowned.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Critical Immunity: Ignore the Instant Death Critical Effect.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls three times a round.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success Effects and Body Part bonus
damage.
Sixth Sense: Immune to Blindness or Blinded condition.
Swimmer: Ignore reduced movement penalties when in water.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Bite/Claw AC: 100


Skill: Unarmed S: 2 T: 3 Dmg: 4d4+35 Dmg Type: Normal Rng: 5 ft N: 20/100%
1d10+5 True Damage. L: 20/100%
-Atomic Breath F: 20/100%
Skill: Throwing S: 2 Dmg: 5d10+20 Dmg Type: Fire Rng: 200 ft P: 20/100%
DR -50%. Inflicts 30 Persistent Fire Damage if hit. This hits anyone in the line of attack Ex: 20/100%
up to the range. LR: Immune
ER: 50%
PR: Immune
RR: Immune

31
Giant Rat
It wouldn’t be an apocalypse without giant rats lurking about. These little dimples love to eat garbage and human flesh. Watch out,
their bite is nasty.

Defcon Tier 5< ST: 4 PE: 6 EN: 6 CH: 1 IN: 4 AG: 7 LK: 5
Size Small
Max HP 20
AP 9

Skills Notes

Unarmed 50 Giant Rats cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to it’s four legs. The rest of the
Detection 75 Targeted Attacks follow the standard of a Human.
Sneak 100
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft LR: 2
If Bite hits, the target rolls EN -1. If the target fails, they take 5 Poison Damage. If the ER: 20%
target succeeds, they take half the Poison Damage. Per Hour, roll EN -1 every hour for PR: 30%
the next two hours. If they succeed the EN roll, the target doesn’t take Poison Damage RR: Immune
for the hour. If they fail they take 5 Poison Damage for the hour. If Claw hits, it inflicts
DR -10%.

32
Horse
Horses roam the wastelands again after a sudden reappearance. They are often used as mounts over slower and clumsier animals
like bighorners and brahmin, and are highly valued.

Defcon Tier 5> ST: 8 PE: 8 EN: 7 CH: 3 IN: 4 AG: 10 LK: 5
Size Large
Max HP 60
AP 10

Skills Notes

Unarmed 75 Horses cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to it’s four legs. The rest of the
Detection 50 Targeted Attacks follow the standard of a Human.
Sneak 25
Light Step: +3 Free Movement.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.
CW +500

Variant(s): Glowing.

Weapons / Attacks Armor

-Kick AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+16 Dmg Type: Normal Rng: 5 ft N: 3/40%
L: 2/30%
LR: 5
ER: 20%
PR: 50%
RR: Immune

33
Leech
Giant mutated mosquitoes that hunger for blood. They can also be found in the sea.

Defcon Tier 5< ST: 2 PE: 5 EN: 2 CH: 1 IN: 3 AG: 8 LK: 5
Size Small
Max HP 20
AP 9

Skills Notes

Unarmed 75 Leeches can only take Targeted Attacks to the Torso.


Detection 75
Sneak 75 Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
Run nor Sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Gills: Can breathe underwater.
Light Step: +6 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Weapons / Attacks Armor

-Leech Suck AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 1d6+1 Dmg Type: Normal Rng: 5 ft LR: Immune
1d4 True Damage. Any damage inflicted, except for the True Damage, Heals the Leech. ER: 20%
PR: 10%
RR: Immune

34
Lizard
Typical reptiles that dwell in the United States. Iguanas, horned lizards, and other scaly critters. They’ve adapted to radiation, and
are often found scavenging carrion, or hardy plants. Resilient buggers, and tasty too.

Defcon Tier 5< ST: 3 PE: 7 EN: 3 CH: 1 IN: 3 AG: 7 LK: 5
Size Small
Max HP 20
AP 9

Skills Notes

Unarmed 50 Lizards cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to it’s four legs. The rest of the
Detection 100 Targeted Attacks follow the standard of a Human.
Sneak 125
When in water or in a swamp, they get Sneak +25 to checks.

Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
Run nor Sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Bite/Claw AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft N: 1/25%
L: 2/35%
F: 2/35%
LR: 2
ER: 20%
PR: 15%
RR: Immune

35
Baby Megasloth
That’s right. A giant mutated sloth with algae growing on its back. Although they’re typically docile, they’ll do anything to protect
their young.

Defcon Tier 4< ST: 10 PE: 5 EN: 8 CH: 5 IN: 5 AG: 5 LK: 5
Size Medium
Max HP 100
AP 8

Skills Notes

Unarmed 100 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 50 does nothing to the creature except anger it.
Sneak 25
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Claw Swing AC: 25


Skill: Unarmed S: 3 Dmg: 3d6+25 Dmg Type: Normal Rng: 10 ft N: 4/50%
-Claw Stab L: 5/50%
Skill: Unarmed S: 2 T: 3 Dmg: 3d4+20 Dmg Type: Normal Rng: 5 ft F: 3/40%
-Spore Gas P: 4/40%
S: 3 Dmg: 15 Dmg Type: Poison Ex: 4/40%
Spore Gas inflicts Damage in the form of a Gas and inflicts PR -10%. Anyone within 10 ft LR: 4
of the creature is affected by this and must roll EN -1. If they succeed they take half the ER: 30%
Poison Damage. PR: 40%
RR: Immune

36
Megasloth
That’s right. A giant mutated sloth with algae growing on its back. Although they’re typically docile, they’ll do anything to protect
their young.

Defcon Tier 3< ST: 12 PE: 5 EN: 10 CH: 5 IN: 5 AG: 8 LK: 5
Size Large
Max HP 250
AP 9

Skills Notes

Unarmed 125 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 75 does nothing to the creature except anger it.
Sneak 50
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +3 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Claw Swing AC: 30


Skill: Unarmed S: 3 Dmg: 4d6+30 Dmg Type: Normal Rng: 10 ft N: 6/60%
-Claw Stab L: 7/60%
Skill: Unarmed S: 2 T: 3 Dmg: 5d4+20 Dmg Type: Normal Rng: 5 ft F: 5/50%
-Spore Gas P: 6/50%
S: 3 Dmg: 20 Dmg Type: Poison Ex: 6/50%
Spore Gas inflicts Damage in the form of a Gas and inflicts PR -20%. Anyone within 15 ft LR: 5
of the creature is affected by this and must roll EN -2. If they succeed they take half the ER: 40%
Poison Damage. PR: 50%
RR: Immune

37
Mole Rat
The oddest creature that no one expected in the apocalypse. Mole rats travel in packs and are often led by a Brood Mother. These
little buggers burrow themselves into the ground and sprout out at times for an ambush.

Defcon Tier 5< ST: 4 PE: 6 EN: 4 CH: 3 IN: 4 AG: 7 LK: 5
Size Small
Max HP 25
AP 8

Skills Notes

Unarmed 60 Mole Rats cannot take Targeted Attacks to the arm. Targeted Attacks can be done one to of its four legs. The rest of the
Detection 50 Targeted Attacks follow the standard of a Human.
Sneak 75
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
Run nor Sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +3 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+10 Dmg Type: Normal Rng: 5 ft LR: 2
ER: 10%
PR: 20%
RR: Immune

38
Broodmother Mole Rat
The mothers of the Mole rat packs. These things are fatter and hit harder, but all in favor of the pack.

Defcon Tier 5> ST: 6 PE: 7 EN: 5 CH: 3 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 60
AP 9

Skills Notes

Unarmed 100 Broodmother Mole Rats cannot take Targeted Attacks to the arm. Targeted Attacks can be done one to of its four legs.
Detection 50 The rest of the Targeted Attacks follow the standard of a Human.
Sneak 50
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
Run nor Sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +3 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite/Claw AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 5 ft LR: 3
1d6 True Damage. ER: 20%
PR: 25%
RR: Immune

39
Nightstalker
With the body of a coyote, the head of a snake, and the tail of a snake, these abominations travel as a pack.

Defcon Tier 5> ST: 6 PE: 7 EN: 5 CH: 3 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 60
AP 9

Skills Notes

Unarmed 100 Nightstalkers cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and tail.
Detection 75 The rest of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature except
Sneak 75 anger it.

When skinning for hide and meat assume it's a Defcon 5.

Light Step: +6 Free Movement.


Sixth Sense: Immune to Blindness or Blinded condition.
Stealth Mode: Can turn invisible at will up to three hours. This can be turned off/on up until the three hours are used up
throughout a day. While invisible they get Sneak +50 and all attacks toward them get a -25 Hit Chance. This refreshes after
a Long Rest.

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 5 ft N: 1/30%
If Bite hits, the target suffers PR -10% and rolls EN -2. If the target fails, they take 20 L: 1/20%
Poison Damage. If the target succeeds, they take half the Poison Damage. Per Hour, roll F: 0/20%
EN -2 every hour for the next hour. If they succeed the EN roll, the target doesn’t take LR: 3
Poison Damage for the hour. If they fail they take 20 Poison Damage for the hour. If ER: 30%
Claw hits, it inflicts DR -10%. PR: 25%
RR: Immune

40
Opossum
The other nature’s ninja but with three heads.

Defcon Tier 5< ST: 4 PE: 7 EN: 5 CH: 5 IN: 6 AG: 8 LK: 5
Size Small
Max HP 20
AP 9

Skills Notes

Unarmed 75 Opossums cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest of
Deception 125 the Targeted Attacks follow the standard of a Human.
Detection 75
Sneak 100 They can use Deception to play dead. Cannot be a Scorch variant.

Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Bite/Claw AC: 20
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft LR: 3
ER: 20%
PR: 25%
RR: Immune

41
Rad Chicken
It’s a chicken. That’s been radiated.

Defcon Tier 5< ST: 2 PE: 5 EN: 3 CH: 5 IN: 2 AG: 6 LK: 5
Size Small
Max HP 15
AP 8

Skills Notes

Unarmed 75 Rad Chickens cannot take Targeted Attacks to the arms. The rest of the Targeted Attacks follow the standard of a Human.
Deception 125
Detection 75 Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
Sneak 100 required.
Gotta Go Fast: Sequence +10.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Peck AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft LR: 2
ER: 10%
PR: 15%
RR: Immune

42
Rad Badger
Run. Just run.

Defcon Tier 3- ST: 10 PE: 8 EN: 10 CH: 3 IN: 5 AG: 10 LK: 5


Size Small
Max HP 350
AP 10

Skills Notes

Unarmed 150 Rad Badgers cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest of
Detection 100 the Targeted Attacks follow the standard of a Human.
Sneak 100
Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Bite/Claw AC: 60
Skill: Unarmed S: 2 T: 3 Dmg: 3d6+30 Dmg Type: Normal Rng: 5 ft N: 9/80%
If Bite hits, it inflicts 1d10 True Damage. If Claw hits, inflicts 5 True Damage. L: 10/80%
-Toxic Gas F: 6/80%
S: 3 Dmg: 30 Dmg Type: Poison P: 8/70%
Toxic Gas inflicts Damage in the form of a Gas and inflicts PR -30%. Anyone within 15 ft Ex: 8/80%
of the creature is affected by this and must roll EN -3. If they succeed they take half the LR: 5
Poison Damage. ER: 50%
PR: Immune
RR: Immune

43
Rad Rabbit / Squirrel
It’s a cute little bunny or squirrel with slight radiation.

Defcon Tier 5< ST: 2 PE: 7 EN: 3 CH: 5 IN: 4 AG: 10 LK: 5
Size Small
Max HP 20
AP 10

Skills Notes

Unarmed 50 Rad Rabbits / Squirrels cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs.
Detection 125 The rest of the Targeted Attacks follow the standard of a Human.
Sneak 125
Cannot be a Scorch variant.

Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Gotta Go Fast: Sequence +10.
Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft LR: 2
ER: 10%
PR: 15%
RR: Immune

44
Rad Turkey
Happy Turkey Day!

Defcon Tier 5< ST: 4 PE: 6 EN: 5 CH: 3 IN: 3 AG: 7 LK: 5
Size Medium
Max HP 25
AP 8

Skills Notes

Unarmed 65 Targeted Attacks follow the standard of an average human.


Detection 75
Sneak 75 Light Step: +3 Free Movement.

Weapons / Attacks Armor

-Peck AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft LR: 3
ER: 20%
PR: 25%
RR: Immune

45
Radstag
Still a great source of two-headed meat, but it’s very important to down them quickly, as you don’t want to be on the business end
of his antlers.

Defcon Tier 5- ST: 6 PE: 10 EN: 5 CH: 3 IN: 4 AG: 8 LK: 5


Size Large
Max HP 45
AP 9

Skills Notes

Unarmed 75 Radstags cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest of the
Detection 85 Targeted Attacks follow the standard of a Human.
Sneak 100
Cannot be a Scorch variant.

Light Step: +9 Free Movement.


Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.

Variant(s): Glowing.

Weapons / Attacks Armor

-Kick AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+14 Dmg Type: Normal Rng: 5 ft N: 2/35%
-Gore L: 1/25%
Skill: Unarmed S: 3 Dmg: 2d6+16 Dmg Type: Normal Rng: 5 ft LR: 3
DT -2 and DR -10% ER: 20%
PR: 25%
RR: Immune

46
Radstag Doe
The best source of two-headed meat in the wasteland, considering you don’t have to worry about it turning YOU into dinner.
However it’s important that you manage to land a good shot on the first try to down her before she can escape.

Defcon Tier 5< ST: 5 PE: 10 EN: 4 CH: 3 IN: 5 AG: 10 LK: 5
Size Large
Max HP 30
AP 10

Skills Notes

Unarmed 60 Radstag Doe’s cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest
Detection 85 of the Targeted Attacks follow the standard of a Human.
Sneak 100
Cannot be a Scorch variant.

Light Step: +6 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Kick AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+13 Dmg Type: Normal Rng: 5 ft N: 1/30%
L: 1/20%
LR: 2
ER: 20%
PR: 20%
RR: Immune

47
Radscorpion
A freak of nature that will instantly destroy you with its stinger. These things can burrow into the ground and sprout out and strike
like a ninja.

Defcon Tier 4- ST: 6 PE: 5 EN: 6 CH: 3 IN: 5 AG: 8 LK: 5


Size Medium
Max HP 80
AP 9

Skills Notes

Unarmed 125 Radscorpions cannot take Targeted Attacks to the groin. A Targeted Neck Attack can be done to its stinger. A Targeted Leg
Detection 75 Attack can be done to any of its six legs. The rest of the Targeted Attacks follow the standard of a Human.
Sneak 100
Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Claw Strike AC: 35


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+15 Dmg Type: Normal Rng: 5 ft N: 5/60%
-Stinger L: 2/40%
Skill: Unarmed S: 3 T: 4 Dmg: 2d8+20 Dmg Type: Normal Rng: 10 ft F: 4/50%
If Stinger hits, the target suffers PR -15% rolls EN -2. If the target fails, they take 15 P: 1/40%
Poison Damage. If the target succeeds, they take half the Poison Damage. Per hour, roll Ex: 4/40%
EN -2 every hour for the next six hours. If they succeed the EN roll, the target doesn’t LR: 3
take Poison Damage for the hour. If they fail they take 15 Poison Damage for the hour. ER: 20%
PR: 20%
RR: Immune

48
Giant Radscorpion
A freak of nature that will instantly destroy you with its stinger. These things can burrow into the ground and sprout out and strike
like a ninja.

Defcon Tier 3< ST: 8 PE: 6 EN: 8 CH: 3 IN: 6 AG: 8 LK: 5
Size Large
Max HP 150
AP 9

Skills Notes

Unarmed 150 Giant Radscorpions cannot take Targeted Attacks to the groin. A Targeted Neck Attack can be done to its stinger. A
Detection 100 Targeted Leg Attack can be done to any of its six legs. The rest of the Targeted Attacks follow the standard of a Human.
Sneak 125
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Claw Strike AC: 45


Skill: Unarmed S: 2 T: 3 Dmg: 3d6+28 Dmg Type: Normal Rng: 5 ft N: 8/70%
-Stinger L: 5/50%
Skill: Unarmed S: 3 T: 4 Dmg: 3d8+33 Dmg Type: Normal Rng: 15 ft F: 7/60%
If Stinger hits, the target suffers PR -30% rolls EN -3. If the target fails, they take 25 P: 4/50%
Poison Damage. If the target succeeds, they take half the Poison Damage. Per hour, roll Ex: 7/50%
EN -3 every hour for the next six hours. If they succeed the EN roll, the target doesn’t LR: 4
take Poison Damage for the hour. If they fail they take 25 Poison Damage for the hour. ER: 40%
PR: 40%
RR: Immune

49
Bark Radscorpion
A smaller variant of the traditional radscorpion found in the desert. They’re faster but weaker than standard.

Defcon Tier 5- ST: 5 PE: 5 EN: 5 CH: 3 IN: 4 AG: 7 LK: 5


Size Small
Max HP 50
AP 8

Skills Notes

Unarmed 75 Bark Radscorpions cannot take Targeted Attacks to the groin. A Targeted Neck Attack can be done to its stinger. A
Detection 50 Targeted Leg Attack can be done to any of its six legs. The rest of the Targeted Attacks follow the standard of a Human.
Sneak 75
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +3 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Claw Strike AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 1d6+10 Dmg Type: Normal Rng: 5 ft N: 3/50%
-Stinger L: 0/30%
Skill: Unarmed S: 3 T: 4 Dmg: 1d8+15 Dmg Type: Normal Rng: 5 ft F: 2/40%
If Stinger hits, the target suffers PR -5% rolls EN -1. If the target fails, they take 15 P: 0/30%
Poison Damage. If the target succeeds, they take half the Poison Damage. Per Hour, roll Ex: 2/30%
EN -1 every hour for the next four hours. If they succeed the EN roll, the target doesn’t LR: 3
take Poison Damage for the hour. If they fail they take 15 Poison Damage for the hour. ER: 10%
PR: 25%
RR: Immune

50
Rad Toad
A giant toad that’ll slap you with its tongue.

Defcon Tier 5< ST: 2 PE: 5 EN: 4 CH: 3 IN: 4 AG: 8 LK: 5
Size Medium
Max HP 25
AP 9

Skills Notes

Unarmed 50 Rad Toads cannot take Targeted Attacks to the groin. The rest of the Targeted Attacks follow that of an average human.
Detection 75
Sneak 75 Can jump up to 30 ft high with no penalties.

Gills: Can breathe underwater.


Light Step: +3 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Variant(s): Glowing.

Weapons / Attacks Armor

-Tongue Slap AC: 20


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 20 ft N: 1/25%
LR: 2
ER: 10%
PR: 20%
RR: Immune

51
Snake
Just a normal snake.

Defcon Tier 5< ST: 8 PE: 7 EN: 8 CH: 3 IN: 4 AG: 8 LK: 5
Size Small
Max HP 40
AP 9

Skills Notes

Unarmed 90 Snakes cannot take Targeted Attacks to the arm, legs, neck, and groin. The rest of the Targeted Attacks follow the
Detection 75 standard of a Human.
Sneak 100
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +3 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 3 Dmg: 2d6+12 Dmg Type: Normal Rng: 5 ft LR: Immune
For every turn the Snake has someone in any Hold action, inflict 1d4 True Damage at ER: 20%
the end of the Snake’s turn. PR: 40%
RR: Immune

52
Venomous Snake
A snake, but this one’s got a nasty bite. Hope you’re ready to suck out the venom.

Defcon Tier 5> ST: 6 PE: 7 EN: 7 CH: 3 IN: 4 AG: 8 LK: 5
Size Small
Max HP 30
AP 9

Skills Notes

Unarmed 90 Venomous Snakes cannot take Targeted Attacks to the arm, legs, neck, and groin. The rest of the Targeted Attacks follow
Detection 75 the standard of a Human.
Sneak 100
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +3 Free Movement.
Swimmer: Ignore reduced movement penalties when in water.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 3 Dmg: 2d6+12 Dmg Type: Normal Rng: 5 ft LR: Immune
If Bite hits, the target suffers PR -10% and rolls EN -2. If the target fails, they take 20 ER: 20%
Poison Damage. If the target succeeds, they take half the Poison Damage. Per Hour, roll PR: 35%
EN -2 every hour for the next two hours. If they succeed the EN roll, the target doesn’t RR: Immune
take Poison Damage for the hour. If they fail they take 20 Poison Damage for the hour.

53
Wolf
Not as altered as other species, wolves typically roam in packs led by the Alpha. Rarely do you see them alone.

Defcon Tier 5> ST: 6 PE: 8 EN: 5 CH: 4 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 50
AP 9

Skills Notes

Unarmed 100 Wolves cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and tail. The rest
Detection 125 of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature except anger it.
Sneak 125
Light Step: +3 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 5 ft N: 3/35%
If Bite hits, it inflicts 1d4 True Damage. If Claw hits, it inflicts DT -2 and DR -10%. L: 1/30%
F: 1/30%
LR: 3
ER: 30%
PR: 25%
RR: Immune

54
Yao Guai
Not as terrifying as a Deathclaw, but just as terrifying. The Yaoguai is a large bear that has barely mutated but still wanders the
waste. Be wary of these beasts for once they get you, it can snap your neck in an instant.

Defcon Tier 3< ST: 10 PE: 8 EN: 10 CH: 3 IN: 5 AG: 8 LK: 5
Size Large
Max HP 300
AP 9

Skills Notes

Unarmed 125 Yao Guais cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The rest of
Detection 100 the Targeted Attacks follow the standard of a Human.
Sneak 75
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Bite AC: 50
Skill: Unarmed S: 3 Dmg: 3d8+20 Dmg Type: Normal Rng: 5 ft N: 8/70%
If Bite hits, it inflicts 1d6+2 True Damage. If Claw hits, it inflicts DR -10%. L: 6/60%
F: 5/70%
P: 4/40%
Ex: 8/70%
LR: 5
ER: 50%
PR: 50%
RR: Immune

55
Sea Animals
Sea animals live either in or near a body of water. This can vary from a marsh to the ocean. All Sea animals gain the
following abilities:

Gills: Can breathe underwater.


Swimmer: Ignore reduced movement penalties when in water.

Alligator
Unlike Gatorclaws, alligators are well, alligators. Dangerous, ravenous, and well-protected, they are best avoided.

Defcon Tier 4- ST: 6 PE: 8 EN: 6 CH: 3 IN: 4 AG: 8 LK: 5


Size Large
Max HP 80
AP 9

Skills Notes

Unarmed 125 Alligators cannot take Targeted Attacks to the groin and arms. Targeted Leg Attacks can be done to one of its four legs and
Detection 100 tail. The rest of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature
Sneak 50 except anger it.

Cannot breathe underwater but can hold their breath up to 30 minutes.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +3 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Swimmer: Ignores reduced movement penalties when in water.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d10+26 Dmg Type: Normal Rng: 5 ft N: 5/40%
If Bite hits to the arms or legs, the Alligators can do the Death Roll Action. For 4 AP, roll L: 7/50%
Attacker ST vs. Defender ST. Attacker is the Alligator. If the Alligator wins, they cripple F: 2/40%
the arm/leg that was hit on the target. If the Defender succeeds, they’re able to break P: 4/40%
free and nothing happens. Damage is still inflicted from the attack. Ex: 6/50%
-Tail Slam LR: 3
Skill: Unarmed S: 3 T: 4 Dmg: 3d8+21 Dmg Type: Normal Rng: 5 ft ER: 20%
DR -10%. PR: 30%
RR: Immune

56
Angler
Mutated fish with a fleshy bioluminescent growth that sits atop their heads to act as camouflage for predators to disguise
themselves as the surrounding lure weed to fool their prey.

Defcon Tier 3- ST: 8 PE: 7 EN: 8 CH: 3 IN: 4 AG: 8 LK: 5


Size Large
Max HP 300
AP 9

Skills Notes

Throwing 125 Targeted Attacks follow the standard of an average human.


Unarmed 125
Detection 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Sneak 50 Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +3 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.
Swimmer: Ignores reduced movement penalties when in water.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Claw Swing AC: 50


Skill: Unarmed S: 2 T: 3 Dmg: 2d8+18 Dmg Type: Normal Rng: 10 ft N: 8/50%
-Fireball L: 10/60%
Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: Fire Rng: 30 ft F: 6/40%
Inflicts 15 Persistent Fire Damage if hit. P: 5/30%
Ex: 4/40%
LR: 4
ER: 20%
PR: 40%
RR: Immune

57
Dolphin
Aren’t they cute with their three eyes and rows of giant teeth.

Defcon Tier 4- ST: 7 PE: 10 EN: 7 CH: 5 IN: 5 AG: 10 LK: 5


Size Medium
Max HP 100
AP 10

Skills Notes

Unarmed 125 Dolphins cannot take Targeted Attacks to the groin, legs, and arms. The rest of the Targeted Attacks follow the standard
Detection 100 of a Human.
Sneak 50
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +6 Free Movement.
Swimmer: Ignores reduced movement penalties when in water.

Can hold its breath underwater for 10 minutes.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 45
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+20 Dmg Type: Normal Rng: 5 ft N: 6/50%
1d10 True Damage. L: 4/40%
F: 3/30%
P: 4/50%
Ex: 5/40%
LR: Immune
ER: 30%
PR: 35%
RR: Immune

58
Fish
It’s a fish.

Defcon Tier 5< ST: 2 PE: 5 EN: 4 CH: 3 IN: 3 AG: 8 LK: 5
Size Small
Max HP 10
AP 9

Skills Notes

Unarmed 50 Fish cannot take Targeted Attacks to the groin, legs, and arms. The rest of the Targeted Attacks follow the standard of a
Detection 50 Human.
Sneak 50
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.
Swimmer: Ignores reduced movement penalties when in water.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+2 Dmg Type: Normal Rng: 5 ft LR: Immune
ER: 10%
PR: 20%
RR: Immune

59
Fog Crawler
Shrimp-like abomination that exists to torment all of us.

Defcon Tier 2 ST: 15 PE: 10 EN: 12 CH: 3 IN: 6 AG: 10 LK: 10


Size Huge
Max HP 600
AP 10

Skills Notes

Unarmed 175 Fog Crawlers cannot take Targeted Attacks to the groin. Targeted Eye Attacks can be done to any of its eight eyes. A
Detection 100 Targeted Leg Attack can be done to any of its six legs. A Targeted Attack to the Eyes are only possible from the front and
Sneak 50 sides.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Variant(s): Glowing.

Weapons / Attacks Armor

-Claw Stab AC: 80


Skill: Unarmed S: 2 T: 3 Dmg: 3d10+25+MD Dmg Type: Normal Rng: 10 ft N: 11/80%
-Slam L: 12/90%
Skill: Unarmed S: 4 Dmg: 3d20+20+MD Dmg Type: Normal Rng: 10 ft F: 8/80%
P: 10/70%
Ex: 10/70%
LR: 6
ER: 40%
PR: 60%
RR: Immune

60
Gatorclaw
A water Deathclaw.

Defcon Tier 3- ST: 12 PE: 10 EN: 8 CH: 3 IN: 5 AG: 10 LK: 5


Size Large
Max HP 300
AP 10

Skills Notes

Unarmed 150 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Detection 100 does nothing to the creature except anger it.
Sneak 100
Cannot breathe underwater but can hold their breath up to 30 minutes.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Light Step: +6 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Claw Swing AC: 50


Skill: Unarmed S: 3 Dmg: 3d8+27 Dmg Type: Normal Rng: 10 ft N: 7/60%
-Bite/Claw L: 9/70%
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+20 Dmg Type: Normal Rng: 5 ft F: 4/60%
If Bite hits to the arms or legs, the Alligators can do the Death Roll Action. For 4 AP, roll P: 6/60%
Attacker ST vs. Defender ST. Attacker is the Gatorclaw. If the Gatorclaw wins, they Ex: 8/50%
cripple the arm/leg that was hit on the target. If the Defender succeeds, they’re able to LR: 4
break free and nothing happens. Damage is still inflicted from the attack. If Claw hits, it ER: 30%
inflicts DT -2 and DR -10%. PR: 50%
RR: Immune

61
Great White Shark / Orcas
Duuu dun. Duuu dun. Dun dun dun dun dun dun dun dun dun dun dun dun dun dun dun dun. Orcas are also referred to as Killer
Whales.

Defcon Tier 2 ST: 15 PE: 10 EN: 10 CH: 3 IN: 6 AG: 10 LK: 10


Size Gargantuan
Max HP 600
AP 10

Skills Notes

Unarmed 175 Great White Sharks cannot take Targeted Attacks to the groin, legs, and arms. The rest of the Targeted Attacks follow the
Detection 150 standard of a Human.
Sneak 100
Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Gotta Go Fast: Sequence +10.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success and Body Part bonus
damage.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks or any rolls that render you Stunned/Unconscious four times a round. This includes Critical
Effects.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 70
Skill: Unarmed S: 2 T: 3 Dmg: 3d10+30 Dmg Type: Normal Rng: 5 ft N: 13/80%
AC -25. If Bite hits, it can attempt Hold as a Free Action with its mouth. If Hold is L: 15/80%
successful, the one in the Hold will take 10 True Damage at the end of the round till F: 11/70%
they break free. It can Run and Sprint with Hold. P: 13/60%
Ex: 13/70%
LR: Immune
ER: 50%
PR: 70%
RR: Immune

62
Young Gulper
The hatching mutated-salamander-like creature that can hang on trees to catch victims by surprise.

Defcon Tier 5> ST: 6 PE: 7 EN: 5 CH: 3 IN: 3 AG: 9 LK: 5
Size Medium
Max HP 60
AP 10

Skills Notes

Unarmed 75 Giant Rats cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to it’s four legs. The rest of the
Detection 75 Targeted Attacks follow the standard of a Human.
Sneak 75
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +3 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+11 Dmg Type: Normal Rng: 5 ft N: 3/30%
-Paw Swing L: 5/40%
Skill: Unarmed S: 3 Dmg: 2d4+26 Dmg Type: Normal Rng: 5 ft F: 2/30%
P: 1/20%
Ex: 2/30%
LR: 3
ER: 10%
PR: 25%
RR: Immune

63
Gulper
A mutated-salamander-like creature that can hang on trees to catch victims by surprise.

Defcon Tier 4< ST: 8 PE: 8 EN: 6 CH: 3 IN: 4 AG: 10 LK: 5
Size Medium
Max HP 60
AP 10

Skills Notes

Unarmed 75 Giant Rats cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to it’s four legs. The rest of the
Detection 75 Targeted Attacks follow the standard of a Human.
Sneak 75
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 2 T: 3 Dmg: 3d6+18 Dmg Type: Normal Rng: 5 ft N: 5/40%
-Paw Swing L: 7/50%
Skill: Unarmed S: 3 Dmg: 3d4+28 Dmg Type: Normal Rng: 5 ft F: 4/40%
P: 3/30%
Ex: 4/40%
LR: 3
ER: 20%
PR: 30%
RR: Immune

64
Hermit Crab
A massive monstrosity that uses a trailer as its shell. You’d think the trailer would slow them down? You’re wrong.

Defcon Tier 3> ST: 12 PE: 5 EN: 10 CH: 1 IN: 4 AG: 5 LK: 5
Size Large
Max HP 350
AP 13

Skills Notes

Unarmed 150 Hermit Crabs cannot take Targeted Attacks to the neck and groin. Targeted Leg Attack can be done to any of its four legs.
Detection 50 Targeted Attacks are not possible when attacking from its back.
Sneak 25
Cannot breathe underwater but can hold their breath up to 30 minutes.

It’s Trailer Shell at the back ignores all damage down to the Hermit Crab. The Trailer Shell can be broken, but its shell has
a LR of 20. The Hermit Crab may also be able to get instead for cover and it can only be attacked from the front when this
happens.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 2 T: 3 Dmg: 3d8+22 Dmg Type: Normal Rng: 10 ft N: 6/70%
-Paw Swing L: 7/70%
Skill: Unarmed S: 3 Dmg: 3d10+27 Dmg Type: Normal Rng: 10 ft F: 3/40%
P: 6/70%
Ex: 7/70%
LR: 5
ER: 50%
PR: 50%
RR: Immune

65
Mirelurk Spawn
They may look cute to some (They’re not), but in swarms these little buggers will overrun you.

Defcon Tier 5< ST: 2 PE: 4 EN: 2 CH: 1 IN: 2 AG: 5 LK: 5
Size Small
Max HP 20
AP 8

Skills Notes

Unarmed 50 Mirelurk Spawns cannot take Targeted Attacks to the eyes, neck, arms, groin, and legs. The rest of the Targeted Attacks
Detection 25 follow the standard of a Human. When in water or in a swamp, they get Sneak +25 to checks.
Sneak 25
Light Step: +3 Free Movement.

Weapons / Attacks Armor

-Tackle AC: 20
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft N: 1/30%
Rads +10 per hit. LR: Immune
ER: 0%
PR: 10%
RR: Immune

66
Mirelurk
If giant crabs survive the apocalypse, everyone living on the coast will feast upon them. Mirelurks travel in packs and have a hard
shell on the back that makes them difficult to sneak attack from behind.

Defcon Tier 4- ST: 8 PE: 5 EN: 7 CH: 2 IN: 4 AG: 6 LK: 5


Size Medium
Max HP 70
AP 8

Skills Notes

Unarmed 125 Mirelurks cannot take Targeted Attacks to the neck and groin. A Targeted Leg Attack can be done to any of its four legs.
Detection 75 The rest of the Targeted Attacks follow the standard of a Human. A Targeted Attack to the Head, Eyes, and Torso are only
Sneak 50 possible from the front. If a Mirelurk hides in its shell and stands still in the environment, it gets a +25 to Sneak. When in
water or in a swamp, they get Sneak +25 to checks.

It’s Shell on the back and sides have 50 AC and it only takes a quarter of the damage as the initial damage. Apply DT and
DR after. The Shell has LR 15. If the Shell’s LR is 0, the shell breaks.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.


Light Step: +3 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing and Nuka.

Weapons / Attacks Armor

-Claw Stab AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+18 Dmg Type: Normal Rng: 5 ft N: 4/60%
-Claw Swing L: 5/60%
Skill: Unarmed S: 3 Dmg: 2d10+18 Dmg Type: Normal Rng: 5 ft F: 1/40%
P: 4/50%
Ex: 5/50%
LR: 4
ER: 20%
PR: 35%
RR: Immune

67
Mirelurk Hunter
A variant of the mirelurks that originated as lobsters, they’re a bit stronger than the average Mirelurk and come with an acid spit
attack that makes everyone cry.

Defcon Tier 4> ST: 8 PE: 6 EN: 8 CH: 2 IN: 4 AG: 7 LK: 5
Size Medium
Max HP 100
AP 9

Skills Notes

Throwing 100 Mirelurk Hunters cannot take Targeted Attacks to the neck and groin. A Targeted Leg Attack can be done to any of its
Unarmed 150 eight legs. The rest of the Targeted Attacks follow the standard of a Human. When in water or in a swamp, they get Sneak
Detection 75 +25 to checks.
Sneak 75
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: 63 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino, Glowing, and Nuka.

Weapons / Attacks Armor

-Claw Stab AC: 35


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+20 Dmg Type: Normal Rng: 5 ft N: 6/70%
-Claw Swing L: 7/70%
Skill: Unarmed S: 3 Dmg: 2d10+20 Dmg Type: Normal Rng: 5 ft F: 3/50%
Acid Spit P: 6/60%
Skill: Throwing S: 3 Dmg: 2d8+4 Dmg Type: True Rng: 15 ft Ex: 7/60%
LR: 4
ER: 25%
PR: 40%
RR: Immune

68
Bloodrage Mirelurk
This type of Mirelurk is unique for its blaxk texture and glowing red eyes.

Defcon Tier 3- ST: 9 PE: 6 EN: 8 CH: 3 IN: 5 AG: 8 LK: 5


Size Medium
Max HP 140
AP 9

Skills Notes

Unarmed 150 Bloodrage Mirelurks cannot take Targeted Attacks to the neck and groin. A Targeted Leg Attack can be done to any of its
Detection 100 four legs. The rest of the Targeted Attacks follow the standard of a Human. A Targeted Attack to the Head, Eyes, and
Sneak 75 Torso are only possible from the front. If a Mirelurk hides in its shell and stands still in the environment, it gets a +25 to
Sneak. When in water or in a swamp, they get Sneak +25 to checks.

It’s Shell on the back and sides have 50 AC and it only takes a quarter of the damage as the initial damage. Apply DT and
DR after. The Shell has LR 15. If the Shell’s LR is 0, the shell breaks.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Light Step: +9 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Claw Stab AC: 60


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+20 Dmg Type: Normal Rng: 5 ft N: 9/75%
-Claw Swing L: 9/75%
Skill: Unarmed S: 3 Dmg: 2d10+25 Dmg Type: Normal Rng: 5 ft F: 6/55%
P: 9/65%
Ex: 10/65%
LR: 4
ER: 30%
PR: 40%
RR: Immune

69
Mirelurk King
The king lurks underneath the waters killing all in its path. They’re not as feared as Deathclaws, but their Sonic Blast begs to differ.
This can also be used for Lakelurks.

Defcon Tier 3- ST: 12 PE: 8 EN: 10 CH: 2 IN: 5 AG: 12 LK: 5


Size Large
Max HP 300
AP 11

Skills Notes

Throwing 125 Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail. Crippling the tail
Unarmed 150 does nothing to the creature except anger it.
Detection 100
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks or any rolls that render you Stunned/Unconscious up to six times in a day. This includes
Critical Effects. This resets after 11:59 PM.

Variant(s): Glowing and Nuka

Weapons / Attacks Armor

-Claw Stab AC: 60


Skill: Unarmed S: 2 T: 3 Dmg: 2d10+22 Dmg Type: Normal Rng: 5 ft N: 8/70%
-Claw Swing L: 10/70%
Skill: Unarmed S: 3 Dmg: 3d8+27 Dmg Type: Normal Rng: 10 ft F: 4/50%
-Sonic Blast P: 7/70%
Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: True Rng: 50 ft Ex: 6/70%
Anyone hit by Sonic Blast rolls EN -2. If they succeed, they take half the True Damage. LR: 5
ER: 40%
PR: 50%
RR: Immune

70
Mirelurk Queen
A massive abomination that spawns babies and spits acid out at everyone. Every wastelander that sees this creature better run or
they’ll have to face the Queen and her horde.

Defcon Tier 1 ST: 16 PE: 8 EN: 10 CH: 3 IN: 6 AG: 5 LK: 5


Size Gargantuan
Max HP 1500
AP 10

Skills Notes

Throwing 150 Mirelurk Queens cannot take Targeted Attacks to the neck and groin. A Targeted Leg Attack can be done to any of its four
Unarmed 150 legs. The rest of the Targeted Attacks follow the standard of a Human. A Targeted Attack to the Head, Eyes, and Torso are
Detection 100 only possible from the front.
Sneak 25
Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success Effects and Body Part bonus
damage.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks or any rolls that render you Stunned/Unconscious up to ten times in a day. This includes
Critical Effects. This resets after 11:59 PM.

Variant(s): Nuka.

Weapons / Attacks Armor

-Claw Stab AC: 70


Skill: Unarmed S: 2 T: 3 Dmg: 3d10+36 Dmg Type: Normal Rng: 10 ft N: 12/80%
-Claw Swing L: 14/80%
Skill: Unarmed S: 3 Dmg: 4d8+41 Dmg Type: Normal Rng: 15 ft F: 8/60%
-Acid Spit P: 11/80%
Skill: Throwing S: 3 Dmg: 2d10+5 Dmg Type: True Rng: 50 ft Ex: 10/80%
LR: Immune
ER: Immune
PR: 60%
RR: Immune

71
Octopus
Cthulhu’s playful cousin twice removed.

Defcon Tier 4> ST: 10 PE: 7 EN: 8 CH: 1 IN: 4 AG: 9 LK: 5
Size Medium
Max HP 150
AP 9

Skills Notes

Unarmed 125 Octopuses cannot take Targeted Attacks to the legs and groin. Targeted Arm Attacks can be done to it’s eight tentacles.
Detection 100 The rest of the Targeted Attacks follow the standard of a Human.
Sneak 100
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Albino and Glowing.

Weapons / Attacks Armor

-Tentacle Slap AC: 50


Skill: Unarmed S: 2 T: 3 Dmg: 2d8+20 Dmg Type: Normal Rng: 5 ft LR: 4
AC -20. If Tentacle Slap hits, it can attempt Choke Hold or Tactical Hold for free. If ER: 30%
either SM is successful, the one in the SM will take 20 True Damage at the end of the PR: 40%
round till they break free. It gets ST +3 when attempting these moves. RR: Immune

72
Sand Shark
A calm shark that lurks near the shoreline of tropical environments.

Defcon Tier 4- ST: 6 PE: 8 EN: 8 CH: 3 IN: 4 AG: 8 LK: 5


Size Large
Max HP 100
AP 9

Skills Notes

Unarmed 125 Sand Sharks cannot take Targeted Attacks to the groin, legs, and arms. The rest of the Targeted Attacks follow the
Detection 100 standard of a Human.
Sneak 50
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 2 T: 3 Dmg: 2d10+26 Dmg Type: Normal Rng: 5 ft N: 8/60%
1d10 True Damage. L: 4/30%
F: 2/40%
P: 4/40%
Ex: 8/70%
LR: Immune
ER: 30%
PR: 30%
RR: Immune

73
Tigark
A mutated shark with tiger-like features that allows it to walk on land and swim just as fast.

Defcon Tier 3< ST: 10 PE: 10 EN: 10 CH: 5 IN: 5 AG: 10 LK: 5
Size Medium
Max HP 250
AP 10

Skills Notes

Unarmed 125 Tiger Sharks cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and tail.
Detection 100 The rest of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature except
Sneak 100 anger it.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Claw Swing AC: 70


Skill: Unarmed S: 3 Dmg: 3d8+20 Dmg Type: Normal Rng: 10 ft N: 6/60%
-Bite/Claw L: 8/70%
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+20 Dmg Type: Normal Rng: 5 ft F: 5/60%
If Bite hits, it inflicts 1d10 True Damage. If Claw hits, it inflicts 5 True Damage. P: 5/60%
Ex: 7/50%
LR: 5
ER: 30%
PR: 50%
RR: Immune

74
Flying Animals
Although rare, some animals still fly around in the sky often avoiding direct confrontation from threats. All Flying
animals gain the following abilities:

Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.

Bird
Any small bird that comes to mind. This includes cranes, crows, and pigeons.

Defcon Tier 5< ST: 1 PE: 8 EN: 1 CH: 4 IN: 3 AG: 10 LK: 5
Size Small
Max HP 5
AP 10

Skills Notes

Unarmed 75 Birds cannot take Targeted Attacks to the Legs. Targeted Attacks to the arm can be done to its two wings. The rest of the
Detection 75 Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and Light Step ability.
Sneak 75
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Peck AC: 35
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+1 Dmg Type: Normal Rng: 5 ft LR: 1
ER: 0%
PR: 5%
RR: Immune

75
Eagle / Hawk / Vulture
America!

Defcon Tier 5- ST: 5 PE: 8 EN: 5 CH: 3 IN: 5 AG: 8 LK: 5


Size Small
Max HP 20
AP 9

Skills Notes

Unarmed 100 Eagle / Hawks / Vulture cannot take Targeted Attacks to the Legs. Targeted Attacks can be done only to its two wings. The
Detection 100 rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and Light Step
Sneak 75 ability.

Light Step: +9 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Peck/Talon AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+9 Dmg Type: Normal Rng: 5 ft LR: 3
1d4 True Damage. ER: 10%
PR: 25%
RR: Immune

76
Young Glide Geckos
A rarer find, Glide Gecko derived from the Cliff Diving Geckos before the war. They would hang at the top of cliffs then swoop down
into the canyons in search of food. These types are not fully mature.

Defcon Tier 5- ST: 5 PE: 6 EN: 4 CH: 3 IN: 4 AG: 9 LK: 5


Size Small
Max HP 40
AP 10

Skills Notes

Unarmed 100 A Targeted Leg Attack can be done to its tail and two wings. Crippling the tail does nothing to the creature except anger it.
Detection 50 The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and Light
Sneak 50 Step ability.

Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Bite/Claw AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft N: 1/40%
1d4 True Damage. L: 1/20%
F: 0/30%
P: 0/20%
Ex: 0/20%
LR: 2
ER: 20%
PR: 20%
RR: Immune

77
Glide Gecko
A rarer find, Glide Gecko derived from the Cliff Diving Geckos before the war. They would hang at the top of cliffs then swoop down
into the canyons in search of food. They’re fully mature.

Defcon Tier 5- ST: 5 PE: 7 EN: 5 CH: 3 IN: 4 AG: 10 LK: 5


Size Medium
Max HP 60
AP 10

Skills Notes

Unarmed 100 A Targeted Leg Attack can be done to its tail and two wings. Crippling the tail does nothing to the creature except anger it.
Detection 75 The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and Light
Sneak 75 Step ability.

Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +6 Free Movement.

Variant(s): Golden

Weapons / Attacks Armor

-Bite/Claw AC: 45
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+10 Dmg Type: Normal Rng: 5 ft N: 3/40%
1d4 True Damage. L: 2/30%
F: 1/30%
P: 1/20%
Ex: 2/20%
LR: 2
ER: 20%
PR: 25%
RR: Immune

78
Scorchbeast
If you ever fight this, you’re going to die.

Defcon Tier 1 ST: 18 PE: 12 EN: 12 CH: 3 IN: 6 AG: 10 LK: 5


Size Huge
Max HP 1000
AP 15

Skills Notes

Throwing 125 Targeted Arm Attacks can be done to the two wings. The rest of the Targeted Attacks follow the standard of a Human. If
Unarmed 175 both wings are crippled, they lose the Flight and Light Step ability. This is considered a Scorch variant.
Sneak 25
Detection 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.
Wind Push: For 3 AP, everyone within 25 ft of you must roll ST -4. If they succeed, they don’t move and are unaffected. If
they fail they’ll be pushed back to the edge of Wind Push.

Weapons / Attacks Armor

-Claw Swing AC: 75


Skill: Unarmed S: 3 Dmg: 5d8+50 Dmg Type: Normal Rng: 15 ft N: 17/80%
-Bite/Claw Stab L: 18/80%
Skill: Unarmed S: 2 T: 3 Dmg: 4d10+45 Dmg Type: Normal Rng: 10 ft F: 15/80%
-Sonic Blast P: 13/80%
Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: True Rng: 100 ft Ex: 14/80%
Anyone hit by Sonic Blast rolls EN -4. If they succeed, they take half the True Damage. LR: Immune
ER: 100%
-Toxic Gas
PR: 100%
S: 3 Dmg: 35 Dmg Type: Poison
RR: Immune
Toxic Gas inflicts Damage in the form of a Gas and inflicts PR -40%. Anyone within 20 ft
of the creature is affected by this and must roll EN -4. If they succeed they take half the
Poison Damage.

79
Scorchbeast Queen
If you ever fight this, you really pissed off the Overseer and probably deserve it.

Defcon Tier 1 ST: 20 PE: 14 EN: 15 CH: 3 IN: 8 AG: 10 LK: 5


Size Gargantuan
Max HP 3000
AP 15

Skills Notes

Throwing 150 Targeted Arm Attacks can be done to the two wings. The rest of the Targeted Attacks follow the standard of a Human. If
Unarmed 200 both wings are crippled, they lose the Flight and Light Step ability. This is considered a Scorch variant.
Sneak 25
Detection 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Critical Immunity: Ignore the Instant Death Critical Effect.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success Effects and Body Part bonus
damage.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.
Wind Push: For 3 AP, everyone within 25 ft of you must roll ST -4. If they succeed, they don’t move and are unaffected. If
they fail they’ll be pushed back to the edge of Wind Push.

Weapons / Attacks Armor

-Claw Swing AC: 100


Skill: Unarmed S: 3 Dmg: 6d8+55 Dmg Type: Normal Rng: 20 ft N: 19/100%
-Bite/Claw Stab L: 20/100%
Skill: Unarmed S: 2 T: 3 Dmg: 5d10+60 Dmg Type: Normal Rng: 15 ft F: 17/100%
-Sonic Blast P: 15/100%
Skill: Throwing S: 3 Dmg: 3d10+15 Dmg Type: True Rng: 100 ft Ex: 16/100%
Anyone hit by Sonic Blast rolls EN -5. If they succeed, they take half the True Damage. LR: Immune
ER: 100%
-Toxic Gas
PR: 100%
S: 3 Dmg: 50 Dmg Type: Poison
RR: Immune
Toxic Gas inflicts Damage in the form of a Gas and inflicts PR -50%. Anyone within 20 ft
of the creature is affected by this and must roll EN -5. If they succeed they take half the
Poison Damage.

80
Cryptids
A variation to animals that are related to local folklore and a questionable existence. Cryptids don’t speak any
languages.

Abominations
The experiments of the Zetans. Kill on sight.

Defcon Tier 5- ST: 7 PE: 5 EN: 7 CH: 3 IN: 3 AG: 7 LK: 5


Size Medium
Max HP 50
AP 9

Skills Notes

Unarmed 100 Targeted Attacks follow the standard of an average human.


Detection 50
Sneak 50 Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Abomination Fist & Feet AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+11 Dmg Type: Normal Rng: 5 ft LR: 4
ER: 20%
PR: 35%
RR: Immune

81
Alien
It’s the Zetans! They’re everywhere!

Defcon Tier 1 ST: 10 PE: 10 EN: 10 CH: 10 IN: 10 AG: 10 LK: 10


Size Medium
Max HP 600
AP 10

Skills Notes

Energy Weapons 200 Targeted Attacks follow the standard of an average human.
Detection 125
Sneak 125 Cannot be a Scorch variant.

Critical Immunity: Ignore the Instant Death Critical Effect.


Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Fist & Feet AC: 60


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+10 Dmg Type: Normal Rng: 5 ft N: 15/70%
Set 1 L: 15/70%
-Alien Atomizer (One-Handed) F: 15/70%
Skill: Energy Weapons S: 3 T: 4 Dmg: 12d4+20 Dmg Type: Plasma WR:12 Rng: 100 ft P: 15/70%
Set 2 Ex: 15/70%
-Alien Blaster (One-Handed) LR: 5
Skill: Energy Weapons S: 4 T: 5 Dmg: 20d4+40 Dmg Type: Plasma WR:12 Rng: 50 ft ER: 100%
Set 3 PR: 100%
RR: Immune
-Alien Disintegrator (Two-Handed)
Skill: Energy Weapons S: 4 T: 5 Dmg: 16d4+30 Dmg Type: Plasma WR:12 Rng: 200 ft
Set 4
-Drone Cannon (Two-Handed)
Skill: Energy Weapons S: 5 T: 6 Dmg: 8d8+20 Dmg Type: Plasma WR:12 Rng: 200 ft
Anything within 10 ft of the explosion also suffers damage, and takes an additional 1d6
True Damage. Roll AG -3. If you succeed, take half damage. This weapon uses Laser
Weapon ranges.

82
Flatwoods Monster
A rare creature that is said to manipulate the minds of many.

Defcon Tier 2 ST: 6 PE: 10 EN: 10 CH: 5 IN: 10 AG: 10 LK: 7


Size Medium
Max HP 500
AP 10

Skills Notes

Unarmed 100 The Flatwoods Monster cannot take Targeted Attacks to the eyes and groin. Targeted Leg Attacks can be done to its two
Detection 50 thrusters. The rest of the Targeted Attacks follow the standard of a Human. If both thrusters are crippled, they lose the
Sneak 50 Flight and Light Step ability. Cannot be a Scorch variant.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Critical Immunity: Ignore the Instant Death Critical Effect.
Controller: For 2 AP, select on creature or robot within 30 ft and they must roll IN -3. If they succeed, nothing happens
and this cannot be done to the target again for the next 24 hours. If they fail, they’ll be under the control of the Flatwoods
Monster for 1 minute. At the end of every round, those under control can roll IN -6 to try and break free. This is a free
action.
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Regeneration: Heal for +25 HP at the end of the round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Claw Strike AC: 60


Skill: Unarmed S: 2 T: 3 Dmg: 3d8+16 Dmg Type: Normal Rng: 5 ft N: 12/60%
L: 12/60%
F: 12/60%
P: 12/60%
Ex: 12/60%
LR: Immune
ER: 100%
PR: Immune
RR: Immune

83
Grafton Monster
A massive abomination made of flesh by West Tek in Huntersville. If you see the massive wall of flesh, run.

Defcon Tier 3> ST: 12 PE: 5 EN: 10 CH: 3 IN: 3 AG: 8 LK: 5
Size Large
Max HP 400
AP 9

Skills Notes

Throwing 125 Grafton Monster cannot take Targeted Attacks to the head, eyes, and neck. The rest of the Targeted Attacks follow the
Unarmed 125 standard average human.
Detection 50
Sneak 50 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Variant(s): Glowing.

Weapons / Attacks Armor

-Smash AC: 60
Skill: Unarmed S: 2 T: 3 Dmg: 3d8+32 Dmg Type: Normal Rng: 10 ft N: 10/60%
-Ooze L: 10/60%
Skill: Throwing S: 3 Dmg: 2d6+5 Dmg Type: True Rng: 50 ft F: 10/60%
P: 10/60%
Ex: 10/60%
LR: Immune
ER: 50%
PR: 50%
RR: Immune

84
Mothman
The Mothman sees all and knows all. It watches silently in the distance waiting to strike.

Defcon Tier 2 ST: 8 PE: 10 EN: 8 CH: 3 IN: 3 AG: 10 LK: 5


Size Medium
Max HP 500
AP 10

Skills Notes

Throwing 125 Mothman cannot take Targeted Attacks to the head, neck, arms, and groin. A Targeted Arm Attack can be done to its six
Unarmed 125 legs. A Targeted Leg Attack can be done to its two wings. The rest of the Targeted Attacks follow the standard average
Detection 50 human. If both wings are crippled, they lose the Flight and Light Step ability.
Sneak 50
Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Critical Immunity: Ignore the Instant Death Critical Effect.
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Variant(s): Glowing.

Weapons / Attacks Armor

-Claw Strike AC: 100


Skill: Unarmed S: 2 T: 3 Dmg: 4d8+20 Dmg Type: Normal Rng: 5 ft LR: 4
-Sonic Blast ER: 60%
Skill: Throwing S: 3 Dmg: 3d10+10 Dmg Type: True Rng: 100 ft PR: 40%
Anyone hit by Sonic Blast rolls EN -4. If they succeed, they take half the True Damage. RR: Immune

85
Sheepsquatch
A mythical creature stalking the hills and mountains of Appalachia. Be wary of its massive horns.

Defcon Tier 1 ST: 15 PE: 8 EN: 12 CH: 3 IN: 6 AG: 10 LK: 5


Size Large
Max HP 1000
AP 10

Skills Notes

Throwing 200 Targeted Attacks follow the standard of an average human.


Unarmed 200
Detection 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Sneak 100 Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Bite/Claw Stab AC: 80


Skill: Unarmed S: 2 T: 3 Dmg: 3d10+40 Dmg Type: Normal Rng: 10 ft N: 15/90%
-Claw Swing L: 15/90%
Skill: Unarmed S: 3 Dmg: 4d8+45 Dmg Type: Normal Rng: 15 ft F: 15/90%
-Gore P: 15/90%
Skill: Unarmed S: 4 Dmg: 4d6+45 Dmg Type: Normal Rng: 10 ft Ex: 15/90%
DT Ignore and DR -30%. LR: Immune
ER: 100%
-Urine Fur
PR: 80%
Skill: Throwing S: 3 Dmg Type: Poison Rng: 100 ft
RR: Immune
If Urine Fur hits, the target suffers PR -20% and rolls EN -3. If the target succeeds, they
take half the Poison damage. If the target fails, they take 30 Poison damage.

86
Wendigo
A cannibal mythical monster that lurks in the wild. A nightmare incarnate.

Defcon Tier 3- ST: 8 PE: 8 EN: 7 CH: 1 IN: 4 AG: 10 LK: 5


Size Medium
Max HP 250
AP 10

Skills Notes

Unarmed 125 Targeted Attacks follow the standard of an average human.


Detection 100
Sneak 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks or any rolls that render you Stunned/Unconscious two a round. This includes Critical
Effects.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite/Claw Stab AC: 80


Skill: Unarmed S: 2 T: 3 Dmg: 3d10+18 Dmg Type: Normal Rng: 5 ft N: 9/60%
-Claw Swing L: 11/60%
Skill: Unarmed S: 3 Dmg: 4d8+27 Dmg Type: Normal Rng: 10 ft F: 11/60%
-Shriek P: 11/60%
S: 3 Dmg: 2d10+10 Dmg Type: True Ex: 9/60%
For Shriek, anyone except for Robots within 15 ft of the creature must roll EN -3. If you LR: 4
fail you take full damage and you’re Stunned for 1d2 turns. If you succeed you take half ER: 50%
the True Damage and aren’t stunned. PR: 35%
RR: Immune

87
Wendigo Colossus
MUAHAHAHAHAHAHAHA!!!

Defcon Tier 1 ST: 15 PE: 10 EN: 12 CH: 1 IN: 5 AG: 10 LK: 10


Size Gargantuan
Max HP 2000
AP 15

Skills Notes

Unarmed 175 Wendigo Colossus cannot take Targeted Attacks to the neck, arms, and groin. A Targeted Head attack can be done to one
Detection 125 of its three heads. A Targeted Eye attack can be done to one of its six eyes. The rest of the Targeted Attacks follow the
standard average human.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Critical Immunity: Ignore the Instant Death Critical Effect.
Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Bite/Claw Stab AC: 90


Skill: Unarmed S: 2 T: 3 Dmg: 4d10+30 Dmg Type: Normal Rng: 10 ft N: 18/90%
-Claw Swing L: 18/90%
Skill: Unarmed S: 3 Dmg: 5d8+30 Dmg Type: Normal Rng: 15 ft F: 18/90%
-Shriek P: 18/90%
S: 3 Dmg: 2d10+10 Dmg Type: True Ex: 18/90%
For Shriek, anyone except for Robots within 30 ft of the creature must roll EN -3. If you LR: Immune
fail you take full damage and you’re Stunned for 1d2 turns. If you succeed you take half ER: 100%
the True Damage and aren’t stunned. PR: 100%
RR: Immune
-Acit Spit
S: 3 Dmg: 2d8+10 Dmg Type: True

88
Feral Ghouls
The unwanted zombies of the wasteland that exist only to kill. They’re mindless creatures that for some strange
reason avoid sane Ghouls and Super Mutants. If you’re anything else you’ll be attacked by them and most likely in
hordes. If you want them to be a threat for higher levels, multiply their Hit Points by a quarter per each Defcon
Tier. Feral Ghouls don’t speak any languages. All Feral Ghouls are immune to disease and there is no Scorch
variant. These are Humanoids. Radiation inflicted on Feral Ghouls heals them.

Feral Ghoul
Humanoid creatures that used to be humans. They’ve taken up too much rads and have turned into feral creatures that roam the
wastes. These are the most common.

Defcon Tier 5< ST: 5 PE: 5 EN: 5 CH: 1 IN: 2 AG: 7 LK: 5
Size Medium
Max HP 30
AP 9

Skills Notes

Unarmed 75 Targeted Attacks follow the standard of an average human.


Detection 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet AC: 20


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft LR: 3
20 Rads per hit. ER: 20%
PR: 25%
RR: Immune

89
Glowing One
Humanoid creatures that used to be humans. They’ve taken up too much more radiation than they should and are the living
embodiment of radiation. Glowing Ones emit a strange heat and don’t travel alone.

Defcon Tier 5- ST: 6 PE: 5 EN: 6 CH: 1 IN: 2 AG: 7 LK: 5


Size Medium
Max HP 40
AP 9

Skills Notes

Unarmed 75 Targeted Attacks follow the standard of an average human.


Detection 35
Sneak 35 A rare form of Glowing Ones is the Bloated Glowing One. They’re thicker and more grotesque and they possess the
following bonuses: Max HP +100, DT +5 and DR +30% to all Natural Armor.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.

Weapons / Attacks Armor

-Fist & Feet AC: 20


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft LR: 3
200 Rads per hit. ER: 20%
PR: 30%
RR: Immune

90
Feral Ghoul Reaver
Humanoid creatures that used to be humans. Far more durable and “lucky” enough to have been turned into zombies with armor on
them. They’re a lot tougher but it only gets worse from here.

Defcon Tier 5> ST: 6 PE: 5 EN: 6 CH: 1 IN: 2 AG: 7 LK: 5
Size Medium
Max HP 50
AP 9

Skills Notes

Unarmed 100 Targeted Attacks follow the standard of an average human.


Detection 50
Sneak 50 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Redo: Can reroll any of its rolls twice a round.

Weapons / Attacks Armor

-Fist & Feet Enameled Metal Armor


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft
50 Rads per hit. AC: 32
N: 7/35%
L: 2/20%
F: 1/30%
P: 1/20%
Ex: 3/25%
LR: 4
ER: 0%
PR: 30%
RR: Immune

91
Withered Feral Ghoul
Humanoid creatures that used to be humans. The most dangerous and formiddle ghouls hiding away in the darkest depths. One
strike has the potential to bring you down.

Defcon Tier 4- ST: 8 PE: 6 EN: 7 CH: 1 IN: 2 AG: 9 LK: 5


Size Medium
Max HP 75
AP 10

Skills Notes

Unarmed 125 Targeted Attacks follow the standard of an average human.


Detection 100
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Redo: Can reroll any of its rolls twice a round.

Weapons / Attacks Armor

-Fist & Feet Polished Metal Armor


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft
1d4 True Damage and 75 Rads per hit. AC: 34
N: 7/65%
L: 5/40%
F: 2/30%
P: 2/20%
Ex: 6/45%
LR: 7
ER: 10%
PR: 35%
RR: Immune

92
Gangrenous/Rotting Feral Ghoul
Humanoid creatures that used to be humans. Although rarer than the Withered Feral Ghoul, the Gangrenous is stronger and more
durable.

Defcon Tier 4> ST: 9 PE: 7 EN: 8 CH: 1 IN: 2 AG: 10 LK: 5
Size Medium
Max HP 100
AP 10

Skills Notes

Unarmed 125 Targeted Attacks follow the standard of an average human.


Detection 100
Sneak 75 A rare form of Rotting Feral Ghoul is the Bloated Rotting Ghoul. They’re thicker and more grotesque and they possess the
following bonuses: Max HP +100, DT +5 and DR +30% to all Natural Armor.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Redo: Can reroll any of its rolls twice a round.

Weapons / Attacks Armor

-Fist & Feet AC: 50


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+9 Dmg Type: Normal Rng: 5 ft N: 6/60%
1d6 True Damage and 100 Rads per hit. L: 6/60%
F: 6/50%
P: 5/50%
Ex: 5/60%
LR: 4
ER: 30%
PR: 40%
RR: Immune

93
Insects
The native creepy crawlers of the wastes that we all wish were dead but they come back to haunt us. It’s a
reminder that roaches can survive nukes and mutate.

Bloatfly
Giant mutated flies that spew out a strange disgusting ooze. They were originally the tabanus horse fly.

Defcon Tier 5< ST: 1 PE: 7 EN: 1 CH: 1 IN: 3 AG: 8 LK: 5
Size Small
Max HP 15
AP 9

Skills Notes

Throwing 75 Bloatflies cannot take Targeted Attacks to the neck, arms, and groin. Targeted Leg Attacks can be done to the two wings.
Detection 25 The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and Light
Sneak 25 Step ability.

Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +3 Free Movement.

Variant(s): Glowing

Weapons / Attacks Armor

-Ooze AC: 30
Skill: Throwing S: 2 T: 3 Dmg: 1d6+2 Dmg Type: Normal Rng: 50 ft LR: 1
10 Rads per hit. ER: 10%
PR: 5%
RR: Immune

94
Bloodbug
Giant mutated mosquitoes that hunger for blood.

Defcon Tier 5< ST: 1 PE: 6 EN: 2 CH: 1 IN: 3 AG: 8 LK: 5
Size Small
Max HP 20
AP 9

Skills Notes

Unarmed 100 Bloodbugs cannot take Targeted Attacks to the neck, arms, and groin. Targeted Leg Attacks can be done to the two wings.
Detection 25 The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and Light
Sneak 25 Step ability.

Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +6 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Blood Suck AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 1d6+1 Dmg Type: Normal Rng: 5 ft LR: 1
1d4 True Damage. Any damage inflicted, except for the True Damage, Heals the ER: 10%
Bloodbug. PR: 10%
RR: Immune

95
Tick
A ginormous tick that’ll run up and bite yeah.

Defcon Tier 5< ST: 1 PE: 7 EN: 1 CH: 1 IN: 3 AG: 8 LK: 5
Size Small
Max HP 10
AP 9

Skills Notes

Unarmed 50 Ticks cannot take Targeted Attacks to the neck, arms, and groin. A Targeted Leg Attack can be done to its eight legs. The
Detection 25 rest of the Targeted Attacks follow the standard of a Human.
Sneak 50
Blood Bomb: Upon death it’ll explode in a blood bath inflict Poison Damage. Those hit must roll EN -1. If they succeed,
they take half Poison damage. If they fail they take 10 Poison Damage.
Light Step: +9 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+1 Dmg Type: Normal Rng: 5 ft LR: 1
10 Rads upon hit. ER: 10%
PR: 5%
RR: Immune

96
Cave Cricket
A giant cricket that needs to die.

Defcon Tier 4< ST: 5 PE: 10 EN: 6 CH: 1 IN: 3 AG: 10 LK: 5
Size Medium
Max HP 90
AP 10

Skills Notes

Unarmed 100 Cave Crickets cannot take Targeted Attacks to the neck, arms, and groin. A Targeted Leg Attack can be done to its six legs.
Detection 50 The rest of the Targeted Attacks follow the standard of a Human.
Sneak 50
Light Step: +9 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Horn Strike AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 3d4+12 Dmg Type: Normal Rng: 5 ft N: 5/50%
30 Rads upon hit. L: 3/20%
F: 3/30%
P: 2/20%
Ex: 2/30%
LR: 3
ER: 10%
PR: 25%
RR: Immune

97
Giant Butterfly
A beautiful insect with lovely patterns on its wings.

Defcon Tier 4< ST: 1 PE: 8 EN: 5 CH: 1 IN: 3 AG: 10 LK: 5
Size Small
Max HP 30
AP 10

Skills Notes

Unarmed 150 Giant Butterflies cannot take Targeted Attacks to the neck, arms, legs, and groin. Targeted Arm Attacks can be done to the
Detection 50 four wings. The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight
Sneak 25 and Light Step ability.

Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +9 Free Movement.
Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Tackle AC: 60
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+5 Dmg Type: Normal Rng: 5 ft LR: 3
-Stun Sting ER: 50%
Skill: Unarmed S: 3 Rng: 5 ft PR: 60%
If Stun Sting hits, the target rolls EN -3. If the target fails, they’re Stunned for 1d4 RR: Immune
rounds. If they succeed nothing happens.

98
Young Cazador
Young satanic tarantula hawk spider wasps that need to die.

Defcon Tier 4> ST: 4 PE: 7 EN: 4 CH: 1 IN: 3 AG: 8 LK: 5
Size Medium
Max HP 150
AP 10

Skills Notes

Unarmed 100 Young Cazador cannot take Targeted Attacks to the neck, arms, legs, and groin. Targeted Arm Attacks can be done to the
Detection 50 four wings. The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight
Sneak 25 and Light Step ability.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.


Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +3 Free Movement.
Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Tackle AC: 50
Skill: Unarmed S: 2 T: 3 Dmg: 2d8+12 Dmg Type: Normal Rng: 5 ft LR: 3
-Poison Sting ER: 20%
Skill: Unarmed S: 3 Dmg: 2d6+10 Dmg Type: Normal Rng: 5 ft PR: 50%
If Poison Sting hits, the target suffers PR -10% and rolls EN -2. If the target fails, they RR: Immune
take 30 Poison Damage. If the target succeeds, they take half the Poison Damage. Per
Hour, roll EN -2 every hour for the next two hours. If they succeed the EN roll, the
target doesn’t take Poison Damage for the hour. If they fail they take 30 Poison
Damage for the hour.

99
Cazador
Satanic tarantula hawk spider wasps that need to die.

Defcon Tier 3- ST: 5 PE: 8 EN: 5 CH: 1 IN: 3 AG: 10 LK: 5


Size Large
Max HP 300
AP 10

Skills Notes

Unarmed 150 Cazador cannot take Targeted Attacks to the neck, arms, legs, and groin. Targeted Arm Attacks can be done to the four
Detection 50 wings. The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and
Sneak 25 Light Step ability.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +6 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Redo: Can reroll any of its rolls twice a round.

Weapons / Attacks Armor

-Tackle AC: 60
Skill: Unarmed S: 2 T: 3 Dmg: 4d8+15 Dmg Type: Normal Rng: 5 ft LR: 3
-Poison Sting ER: 50%
Skill: Unarmed S: 3 Dmg: 2d6+11 Dmg Type: Normal Rng: 5 ft PR: 60%
If Poison Sting hits, the target suffers PR -15% and rolls EN -3. If the target fails, they RR: Immune
take 30 Poison Damage. If the target succeeds, they take half the Poison Damage. Per
Hour, roll EN -3 every hour for the next two hours. If they succeed the EN roll, the
target doesn’t take Poison Damage for the hour. If they fail they take 30 Poison
Damage for the hour.

100
Giant Cazador
Kill it with a mini nuke!

Defcon Tier 2 ST: 7 PE: 10 EN: 6 CH: 1 IN: 4 AG: 12 LK: 5


Size Huge
Max HP 500
AP 11

Skills Notes

Unarmed 175 Giant Cazador cannot take Targeted Attacks to the neck, arms, legs, and groin. Targeted Arm Attacks can be done to the
Detection 100 four wings. The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight
Sneak 25 and Light Step ability.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Tackle AC: 75
Skill: Unarmed S: 2 T: 3 Dmg: 4d8+15 Dmg Type: Normal Rng: 5 ft LR: 3
-Poison Sting ER: 60%
Skill: Unarmed S: 3 Dmg: 2d6+11 Dmg Type: Normal Rng: 5 ft PR: 80%
If Poison Sting hits, the target suffers PR -20% and rolls EN -4. If the target fails, they RR: Immune
take 50 Poison Damage. If the target succeeds, they take half the Poison Damage. Per
Hour, roll EN -4 every hour for the next two hours. If they succeed the EN roll, the
target doesn’t take Poison Damage for the hour. If they fail they take 50 Poison
Damage for the hour.

101
Waspra
Rise beautiful Waspra! Rise!

Defcon Tier 1 ST: 9 PE: 10 EN: 10 CH: 1 IN: 4 AG: 12 LK: 10


Size Gargantuan
Max HP 5000
AP 15

Skills Notes

Unarmed 200 Waspra cannot take Targeted Attacks to the neck, arms, legs, and groin. Targeted Arm Attacks can be done to the four
Detection 125 wings. The rest of the Targeted Attacks follow the standard of a Human. If all wings are crippled, they lose the Flight and
Sneak 25 Light Step ability. Cannot be a Scorch variant. If Waspra dies within 1000 ft of Gojira, Gojira will regain all of itsHp and all
of its damage will inflict True Damage.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Gotta Go Fast: +10 Sequence.
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Redo: Can reroll any of its rolls twice a round.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success Effects and Body Part bonus
damage.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Tackle AC: 150


Skill: Unarmed S: 2 T: 3 Dmg: 8d8+25 Dmg Type: Normal Rng: 5 ft LR: 20
-Sonic Blast ER: 100%
Skill: Throwing S: 2 T: 3 Dmg: 4d10+20 Dmg Type: True Rng: 5 ft PR: 100%
Anyone hit by Sonic Blast rolls EN -5. If they succeed, they take half the True Damage. RR: Immune
-Poison Sting
Skill: Unarmed S: 3 Dmg: 6d6+20 Dmg Type: Normal Rng: 5 ft
If Poison Sting hits, the target suffers PR -30% and rolls EN -5. If the target fails, they
take 60 Poison Damage. If the target succeeds, they take half the Poison Damage. Per
Hour, roll EN -5 every hour for the next two hours. If they succeed the EN roll, the
target doesn’t take Poison Damage for the hour. If they fail they take 60 Poison
Damage for the hour.

102
Giant Ant
After years of being burned and beaten, the giant ants come back for revenge in packs.

Defcon Tier 5< ST: 3 PE: 6 EN: 2 CH: 1 IN: 3 AG: 7 LK: 5
Size Medium
Max HP 25
AP 9

Skills Notes

Unarmed 75 Giant Ants cannot take Targeted Attacks to the neck, arms, and groin. A Targeted Eye attack can be done to one of its two
Detection 25 antennas. A Targeted Leg Attack can be done to its six legs. The rest of the Targeted Attacks follow the standard of a
Sneak 25 Human.

Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 15
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+5 Dmg Type: Normal Rng: 5 ft LR: 1
ER: 10%
PR: 10%
RR: Immune

103
Giant Soldier Ant
The grand army of the ants that will fight to protect their colony and their queen.

Defcon Tier 5- ST: 4 PE: 6 EN: 3 CH: 1 IN: 3 AG: 7 LK: 5


Size Medium
Max HP 50
AP 9

Skills Notes

Throwing 100 Giant Soldier Ants cannot take Targeted Attacks to the neck, arms, and groin. A Targeted Eye attack can be done to one of
Unarmed 100 its two antennas. A Targeted Leg Attack can be done to its six legs. The rest of the Targeted Attacks follow the standard of
Detection 50 a Human.
Sneak 25
A variant of the Giant Soldier Ant is the Giant Fire Ant which possesses the ability to breathe fire thus making it immune
to all Fire Damage.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.


Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 20
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+12 Dmg Type: Normal Rng: 5 ft LR: 2
-Fire Breath (Giant Fire Ant Only) ER: 20%
Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: Normal Rng: 15 ft PR: 15%
5 Persistent Fire Damage. RR: Immune

104
Giant Ant Queen
The queen of the ants will spit at the non believers.

Defcon Tier 3< ST: 8 PE: 6 EN: 8 CH: 3 IN: 5 AG: 7 LK: 5
Size Huge
Max HP 1000
AP 9

Skills Notes

Throwing 100 Giant Ant Queens cannot take Targeted Attacks to the neck, arms, and groin. A Targeted Eye attack can be done to one of
Unarmed 100 its two antennas. A Targeted Leg Attack can be done to its six legs. The rest of the Targeted Attacks follow the standard of
Detection 50 a Human.
Sneak 25
A variant of the Giant Ant Queen is the Giant Fire Ant Queen which possesses the ability to breathe fire thus making it
immune to all Fire Damage.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 60
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+12 Dmg Type: Normal Rng: 5 ft LR: 4
-Acid (Giant Ant Queen Only) ER: 70%
Skill: Throwing S: 3 Dmg: 4d6+4 Dmg Type: Normal Rng: 50 ft PR: 70%
-Fire Breath (Giant Fire Ant Queen Only) RR: Immune
Skill: Throwing S: 3 Dmg: 4d10+25 Dmg Type: Normal Rng: 100 ft
20 Persistent Fire Damage.

105
Flying Ant / Bee Swarm
A swarm of flying ants / bees.

Defcon Tier 5< ST: 1 PE: 6 EN: 1 CH: 1 IN: 2 AG: 10 LK: 5
Size Medium
Max HP 10
AP 10

Skills Notes

Unarmed 75 Flying Ants Swarm cannot be Targeted Attacked. Cannot be a Scorch variant.
Detection 25
Sneak 25 Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 3 Dmg: 1d4+2 Dmg Type: Normal Rng: 5 ft LR: Immune
ER: 0%
PR: 0%
RR: Immune

106
Honey Beast
A mutated bee that sends out its bee army to their victims.

Defcon Tier 4- ST: 8 PE: 6 EN: 8 CH: 1 IN: 3 AG: 7 LK: 5


Size Medium
Max HP 100
AP 9

Skills Notes

Unarmed 125 Honey Beasts cannot take Targeted Attacks to the neck, arms, and groin. A Targeted Leg Attack can be done to its six legs.
Detection 50 The rest of the Targeted Attacks follow the standard of a Human.
Sneak 25
Bee Spawn: Spawn 1d4 Bee Swarms at the start of its turn.
Redo: Can reroll any of its rolls once a round.

Variant(s): Glowing.

Weapons / Attacks Armor

-Smack AC: 35
Skill: Unarmed S: 2 T: 3 Dmg: 4d4+16 Dmg Type: Normal Rng: 5 ft N: 4/30%
L: 6/40%
F: 3/30%
P: 3/40%
Ex: 3/40%
LR: 4
ER: 30%
PR: 40%
RR: Immune

107
Giant Mantis
It’s a giant mantis. What else do you expect?

Defcon Tier 5< ST: 1 PE: 7 EN: 2 CH: 1 IN: 3 AG: 8 LK: 5
Size Small
Max HP 30
AP 9

Skills Notes

Unarmed 75 Giant Mantises cannot take Targeted Attacks to the neck and groin. A Targeted Leg Attack can be done to its six legs. The
Detection 50 rest of the Targeted Attacks follow the standard of a Human.
Sneak 50
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Slice AC: 35
Skill: Unarmed S: 1 T: 2 Dmg: 2d4+5 Dmg Type: Normal Rng: 5 ft LR: 1
ER: 10%
PR: 10%
RR: Immune

108
Radroach
Kill it with fire.

Defcon Tier 5< ST: 1 PE: 7 EN: 1 CH: 1 IN: 3 AG: 5 LK: 10
Size Small
Max HP 10
AP 7

Skills Notes

Unarmed 50 Radroaches cannot take Targeted Attacks to the eyes, neck, arms, groin, and legs. The rest of the Targeted Attacks follow
Detection 25 the standard of a Human.
Sneak 25
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.

Variant(s): Glowing.

Weapons / Attacks Armor

-Tackle AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 1d4+3 Dmg Type: Normal Rng: 5 ft LR: Immune
10 Rads per hit. ER: 10%
PR: 10%
RR: Immune

109
Trog
Originating from an infection called Troglodyte Degeneration Contagion, 25% of the population of the Pitt have
turned into what many called the Trog. The disease has caused them to turn hairless, naked, and primate-like with
long gangly arms and legs. Their skin appears raw and wrinkled with a scrunched face with their teeth constantly
bared. They walk on all fours with four fingers and four toes. Their feet appear to be turning into hands. They
retain some intelligence and can even communicate with each other. They work like a pack of wolves and slowly
circle their prey. Trogs know no languages. These are Humanoids and cannot be a Scorch variant.

Trog
The most common type of trog.

Defcon Tier 5> ST: 6 PE: 5 EN: 6 CH: 1 IN: 3 AG: 7 LK: 6
Size Medium
Max HP 50
AP 9

Skills Notes

Unarmed 100 Targeted Attacks follow the standard of an average human. They walk on all fours limbs.
Detection 75
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Light Step: +6 Free Movement.
Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Fist & Feet AC: 25


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft LR: 3
ER: 20%
PR: 20%
RR: Immune

110
Trog Brute
Brutes are slightly larger than their common variant but they hit twice as hard.

Defcon Tier 4< ST: 7 PE: 5 EN: 7 CH: 1 IN: 5 AG: 9 LK: 7
Size Medium
Max HP 80
AP 10

Skills Notes

Unarmed 125 Targeted Attacks follow the standard of an average human. They walk on all fours limbs.
Detection 100
Sneak 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Light Step: +9 Free Movement.
Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Fist & Feet AC: 30


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft LR: 4
ER: 30%
PR: 35%
RR: Immune

111
Trog Savage
The Strongest of the trog but rarely encountered.

Defcon Tier 4> ST: 8 PE: 5 EN: 8 CH: 1 IN: 5 AG: 10 LK: 7
Size Medium
Max HP 100
AP 10

Skills Notes

Unarmed 150 Targeted Attacks follow the standard of an average human. They walk on all fours limbs.
Detection 125
Sneak 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +9 Free Movement.
Redo: Can reroll any of its rolls once a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.

Weapons / Attacks Armor

-Fist & Feet AC: 35


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft LR: 4
ER: 40%
PR: 40%
RR: Immune

112
Tunneler
Although their origins are unknown, the Tunneler is believed to have been created after the Great War and reside
in deep underground nests. They pose a threat to the Mojave if they continue to spread. Tunnelers know no
languages. These are Humanoids.

Tunneler
The most common type of Tunneler can pose to be a great threat in a swarm.

Defcon Tier 4< ST: 6 PE: 5 EN: 6 CH: 1 IN: 3 AG: 10 LK: 5
Size Medium
Max HP 40
AP 10

Skills Notes

Unarmed 150 Targeted Attacks follow the standard of an average human. They walk on all fours limbs.
Detection 125
Sneak 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Smack AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+16 Dmg Type: Normal Rng: 5 ft LR: 3
ER: 20%
PR: 30%
RR: Immune

113
Venomous Tunneler
They’re smaller than the average Tunneler and don't hit as hard, but they have poison to make up for it.

Defcon Tier 4> ST: 4 PE: 5 EN: 5 CH: 1 IN: 3 AG: 10 LK: 5
Size Medium
Max HP 60
AP 10

Skills Notes

Unarmed 125 Targeted Attacks follow the standard of an average human. They walk on all fours limbs.
Detection 75
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Smack AC: 50
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+14 Dmg Type: Normal Rng: 5 ft LR: 3
If Smack hits, the target suffers PR -10% and rolls EN -2. If the target fails, they take 20 ER: 25%
Poison Damage. If the target succeeds, they take half the Poison Damage. Per Hour, roll PR: 30%
EN -2 every hour for the next two hours. If they succeed the EN roll, the target doesn’t RR: Immune
take Poison Damage for the hour. If they fail they take 20 Poison Damage for the hour.

114
Tunneler Queen
All neil before the mighty Queen of the Tunnelers.

Defcon Tier 3< ST: 9 PE: 6 EN: 8 CH: 1 IN: 3 AG: 10 LK: 5
Size Large
Max HP 300
AP 10

Skills Notes

Unarmed 150 Targeted Attacks follow the standard of an average human. They walk on all fours limbs.
Detection 75
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +9 Free Movement.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Smack AC: 60
Skill: Unarmed S: 2 T: 3 Dmg: 6d4+30 Dmg Type: Normal Rng: 5 ft LR: 4
ER: 50%
PR: 40%
RR: Immune

115
Factions
The main powerhouses of the wasteland that struggle for control. The wars they wage leave many to suffer, for
only one can survive. These are Humanoids unless specified.

Brotherhood of Steel
Although they’re well trained, the Brotherhood doesn’t have the numbers of N.C.R. possess. What they make up
for numbers they make up in skill. The Brotherhood is the most spread out faction and each chapter is led by an
Elder which forms a council led by the High Elder. Everyone in the Brotherhood knows English.

Brotherhood Initiate
The lowest and intensely trained individuals of the Brotherhood. Initiates become Aspirants when they demonstrate their worth.

Defcon Tier 4< ST: 6 PE: 6 EN: 5 CH: 5 IN: 5 AG: 7 LK: 5
Size Medium
Max HP 80
AP 9

Skills Notes

Energy Weapons 100 Targeted Attacks follow the standard of an average human.
Melee Weapons 75
Throwing 75
Unarmed 75
Detection 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-AER9 Laser Rifle (MFC, Two-Handed) Combat Armor MK I
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 250 ft
-Combat Knife (Dagger, One-Handed) AC: 42
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft N: 10/60%
-Frag Grenade (1) L: 7/65%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft F: 4/45%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 5/40%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 6/50%
LR: 6
ER: 55%
PR: 25%
RR: 35%

Ignore 4 Targeted Head


Attacks.

116
Brotherhood Aspirant
The rank and file of the Brotherhood’s Journeyman, well on their way to finish their training to become a Knight.

Defcon Tier 4- ST: 6 PE: 7 EN: 6 CH: 5 IN: 5 AG: 8 LK: 5


Size Medium
Max HP 100
AP 9

Skills Notes

Energy Weapons 115 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Throwing 100 Redo: Can reroll any of its rolls once a round.
Unarmed 100
Detection 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-Combat Knife (Dagger, One-Handed) Combat Armor MK II
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft
-Frag Grenade (2) AC: 48
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft N: 12/70%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and L: 7/75%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. F: 5/55%
P: 5/50%
Set 1 Ex: 6/60%
-AER9 Laser Rifle (EC, Two-Handed) LR: 7
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 250 ft ER: 55%
Set 2 PR: 30%
-Auto Laser Rifle (MFC, Two-Handed) RR: 42%
Skill: Energy Weapons S: 5 T: 6 B: 6 Dmg: 5d4+10 Dmg Type: Laser WR: 6 Rng: 200 ft
Burst Attack max is ten. Ignore 4 Targeted Head
Attacks.

117
Brotherhood Knight
The typical soldier on the field. Knight is a fully recognized member of the Brotherhood of Steel.

Defcon Tier 3< ST: 7 PE: 7 EN: 6 CH: 5 IN: 6 AG: 9 LK: 5
Size Medium
Max HP 200
AP 10

Skills Notes

Big Guns 125 Targeted Attacks follow the standard of an average human.
Energy Weapons 125
Melee Weapons 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Throwing 100 Gotta Go Fast: +10 Sequence.
Unarmed 100 Light Step: +3 Free Movement.
Detection 75 Redo: Can reroll any of its rolls twice a round.
Sneak 100

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Advanced Combat Helmet T-45 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform B.O.S. Uniform
-Exo Suit Fist & Feet (Only with Armor 2) Combat Armor MK II T-45, Exo Suit
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+21 Dmg Type: Normal Rng: 5 ft
-Ripper (EC, Dagger, One-Handed) AC: 49 AC: 69
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+27 Dmg Type: Normal WR: 6 Rng: 5 ft N: 12/70% N: 24/80%
+10 Damage if in Armor 2. L: 7/75% L: 18/75%
-Frag Grenades (2) F: 4/55% F: 16/75%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft P: 5/50% P: 15/60%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and Ex: 6/60% Ex: 24/60%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. LR: 7 LR: 10
-Anti-Tank Grenade (2) ER: 55% ER: -20%
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 95 ft PR: 30% PR: 30%
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers RR: 42% RR: 52%
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage.
Ignore 4 Targeted Head and Ignore 17 Targeted Head,
Set 1 Eye Attacks. PE +2 to checks. Neck, and Eye Attacks.
-Gatling Laser (MFC, Two-Handed) Immune to Flashbangs and
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 5 ft Gas. ST +3 and Sneak -75 to
Burst Attack ranges from five to ten. checks. Ignore Targeted
Set 2 Attack Effect to the Groin.
-AER9 Laser Rifle (MFC, Beam Focuser, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 250 ft
DT Ignore and DR -20%.
-Frag Grenades (+2)
Set 3
-Avenger (5mm, Minigun, Two-Handed)
Skill: Big Guns B: 4 Dmg: 2d10+18 Dmg Type: Normal WR: 8 Rng: 200 ft
AC -15, DT -10, and DR -15%.

118
Brotherhood Paladin
The true embodiment of the Brotherhood of Steel.

Defcon Tier 3- ST: 8 PE: 8 EN: 7 CH: 6 IN: 7 AG: 10 LK: 6


Size Medium
Max HP 300
AP 10

Skills Notes

Big Guns 150 Targeted Attacks follow the standard of an average human.
Energy Weapons 150
Melee Weapons 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 100 Ironwall: Immune to knockdown.
Detection 100 Light Step: +6 Free Movement.
Sneak 125 Redo: Can reroll any of its rolls twice a round.

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Advanced Combat Helmet T-51 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft (Night Vision HUD) B.O.S. Uniform
-Exo Suit Fist & Feet (Only with Armor 2) B.O.S. Uniform T-51, Exo Suit
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+22 Dmg Type: Normal Rng: 5 ft Polymer Combat Armor
-Ripper (EC, Dagger, One-Handed) AC: 75
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+28 Dmg Type: Normal WR: 6 Rng: 5 ft AC: 55 N: 25/80%
+10 Damage if in Armor 2. N: 14/70% L: 24/85%
-Frag Grenades (2) L: 9/75% F: 19/75%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 105 ft F: 5/55% P: 18/70%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 6/60% Ex: 24/70%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 8/60% LR: 13
-Anti-Tank Grenade (2) LR: 8 ER: -20%
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 105 ft ER: 55% PR: 35%
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers PR: 35% RR: 64%
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage. RR: 44%
Ignore 20 Targeted Head,
Set 1 Ignore 4 Targeted Head Neck, and Eye Attacks.
-Gatling Laser (MFC, Beam Focuser, Two-Handed) Attacks. PE +2 to checks. Night Immune to Flashbangs and
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 5 ft Vision up to 100 ft. Gas. ST +3 and Sneak -75 to
DT Ignore and DR -20%. Burst Attack ranges from five to ten. checks. Ignore Targeted
Set 2 Attack Effect to the Groin.
-Rockwell M76 (APS Rocket, Two-Handed)
Skill: Big Guns S: 6 Dmg: 6d6+35 Dmg Type: Explosive WR: 8 Rng: 500 ft
AC -20, DT Ignore, and DR -30%. Anything within 10 ft of the explosion also suffers
damage, and takes an additional 1d6 True Damage. Roll AG -2. If you succeed, take half
damage.
Set 3
-AER12 Laser Rifle (MFC, Beam Focuser, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+30 Dmg Type: Laser WR: 8 Rng: 300 ft
DT Ignore and DR -20%.
-Frag Grenades +2

119
-Anti-Tank Grenade +2

120
Brotherhood Star Paladin
A rare rank among the Brotherhood that are equivalent to Brigadier General.

Defcon Tier 2 ST: 9 PE: 9 EN: 8 CH: 6 IN: 8 AG: 10 LK: 6


Size Medium
Max HP 400
AP 10

Skills Notes

Big Guns 150 Targeted Attacks follow the standard of an average human.
Energy Weapons 150
Melee Weapons 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Small Guns 150 Gotta Go Fast: +10 Sequence.
Throwing 125 Ironwall: Immune to knockdown.
Unarmed 125 Light Step: +9 Free Movement.
Detection 125 Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
Sneak 125 result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-51 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+23 Dmg Type: Normal Rng: 5 ft HUD)
-12.7mm Pistol (12.7mm, One-Handed) B.O.S. Uniform
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+18 Dmg Type: Normal WR: 8 Rng: 110 ft T-51 (Model F), Exo Suit
AC -5, DT Ignore, and DR -30%.
-Frag Grenades (2) AC: 90
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 115 ft N: 30/90%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and L: 29/95%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. F: 24/85%
-Anti-Tank Grenade (2) P: 23/80%
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 115 ft Ex: 29/80%
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers LR: 13
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage. ER: -20%
PR: 40%
Set 1 RR: 66%
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+35 Dmg Type: Plasma WR: 8 Rng: 250 ft Ignore 20 Targeted Head,
DT -5 and DR -20%. Neck, and Eye Attacks.
Set 2 Immune to Flashbangs and
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) Gas. ST +3 and Sneak -75 to
Skill: Big Guns B: 5 Dmg: 4d6+15 Dmg Type: Plasma WR: 10 Rng: 250 ft checks. Night Vision up to 100
AC -10, DT Ignore, and DR -40%. Burst Attack ranges from five to ten. ft. Ignore Targeted Attack
Set 3 Effect to the Groin.
-Super Sledgehammer (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+49 Dmg Type: Normal WR: 10 Rng: 10 ft
SM: Knockback - When targeting the chest, knockback opponent 15 ft back.
-Frag Grenades +2

121
Brotherhood Sentinel
The rank below Elder. Sentinel’s are equivalent to a General and they’re the most badass members of the Brotherhood of Steel.

Defcon Tier 1 ST: 10 PE: 10 EN: 9 CH: 7 IN: 9 AG: 10 LK: 7


Size Medium
Max HP 500
AP 10

Skills Notes

Big Guns 175 Targeted Attacks follow the standard of an average human.
Energy Weapons 175
Melee Weapons 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Small Guns 175 Gotta Go Fast: +10 Sequence.
Throwing 150 Ironwall: Immune to knockdown.
Unarmed 150 Light Step: +9 Free Movement.
Detection 150 Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
Sneak 150 result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls three times a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-60 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+23 Dmg Type: Normal Rng: 5 ft HUD)
-12.7mm SMG (12.7mm, One/Two-Handed) B.O.S. Uniform
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+15 Dmg Type: Normal WR: 10 Rng: 200 ft T-60 (Model F), Exo Suit
AC -5, DT Ignore, and DR -30%.
-Frag Grenades (2) AC: 96
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 115 ft N: 33/100%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and L: 29/100%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. F: 25/90%
-Anti-Tank Grenade (2) P: 24/80%
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 115 ft Ex: 29/80%
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers LR: 13
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage. ER: -20%
PR: 45%
Set 1 RR: 78%
-Gauss Rifle (2mm EMC, Two-Handed)
Skill: Big Guns S: 5 T: 6 Dmg: 6d6+60 Dmg Type: Explosive WR: 12 Rng: 800 ft Ignore 20 Targeted Head,
AC -20, DT Ignore, and DR -30%. Uses Rifle range. Neck, and Eye Attacks.
Set 2 Immune to Flashbangs and
-Browning M2HB (.50 Armor-Piercing, Minigun, Two-Handed) Gas. ST +3 and Sneak -75 to
Skill: Big Guns B: 5 Dmg: 6d8+30 Dmg Type: Normal WR: 10 Rng: 500 ft checks. Night Vision up to 100
AC -15, DT Ignore, and DR -35%. Burst ranges from five to ten. ft. Ignore Targeted Attack
Set 3 Effect to the Groin.
-Thermal Axe (Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d10+55 Dmg Type: Plasma WR: 12 Rng: 10 ft
-Frag Grenades +2

122
Brotherhood Lancer
The pilots of the Brotherhood of Steel. They’re experts in Vehicles.

Defcon Tier 4- ST: 6 PE: 7 EN: 5 CH: 6 IN: 8 AG: 7 LK: 7


Size Medium
Max HP 120
AP 8

Skills Notes

Energy Weapons 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 75
Throwing 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Unarmed 75 Redo: Can reroll any of its rolls once a round.
Detection 100
Pilot 125
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Flight Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Flight Suit
-Plasma Pistol (EC, One-Handed)
Skill: Energy Weapons S: 4 T: 5 Dmg: 8d4+15 Dmg Type: Plasma WR: 4 Rng: 100 ft AC: 17
-Combat Knife (Dagger, One-Handed) N: 2/10%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+6 Dmg Type: Normal WR: 4 Rng: 5 ft L: 1/15%
-Frag Grenades (2) F: 1/15%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft P: 1/10%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and Ex: 0/10%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. LR: 3
ER: 35%
PR: 25%
RR: 20%

Ignore 7 Targeted Head, Neck,


and Eye Attacks. PE +2 and
Pilot +10 to checks.

123
Brotherhood Scribe
The best and brightest of the Brotherhood. Scribes dedicate their lives to the research of Pre-War and Post-War technologies.

Defcon Tier 4< ST: 5 PE: 6 EN: 5 CH: 5 IN: 8 AG: 6 LK: 5
Size Medium
Max HP 70
AP 8

Skills Notes

Energy Weapons 75 Targeted Attacks follow the standard of an average human.


Small Guns 75
Unarmed 75 They have at max 125 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Detection 50 and Gunsmith. This is upon the Overseer’s discretion.

Weapons / Attacks Armor

-Fist & Feet B.O.S. Uniform


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft B.O.S. Scribe Outfit
-AEP7 Laser Pistol (EC, One-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+10 Dmg Type: Laser WR: 4 Rng: 175 ft AC: 36
N: 5/45%
L: 6/55%
F: 4/35%
P: 4/40%
Ex: 2/40%
LR: 3
ER: 35%
PR: 25%
RR: 20%

124
Elder Arthur Maxson
The leader of the Eastern Brotherhood of Steel and the last descendent of Roger Maxson, the founder of the Brotherhood of Steel.

Defcon Tier 1 ST: 10 PE: 10 EN: 10 CH: 10 IN: 10 AG: 10 LK: 10


Size Medium
Max HP 1000
AP 15

Skills Notes

Big Guns 200 Targeted Attacks follow the standard of an average human.
Energy Weapons 200
Throwing 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 150 Gotta Go Fast: +10 Sequence.
Detection 150 Ironwall: Immune to knockdown.
Sneak 150 Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls three times a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-60 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+23 Dmg Type: Normal Rng: 5 ft HUD)
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) B.O.S. Uniform
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+35 Dmg Type: Plasma WR: 8 Rng: 250 ft T-60 (Model F), Exo Suit
DT -5 and DR -20%.
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) AC: 96
Skill: Big Guns B: 5 Dmg: 4d6+15 Dmg Type: Plasma WR: 10 Rng: 250 ft N: 33/100%
AC -10, DT -5 and DR -40%. Burst Attack ranges from five to ten. L: 29/100%
-Knight Sword (Dagger, Tempered Blade, One-Handed) F: 25/90%
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+38 Dmg Type: Normal WR: 10 Rng: 10 ft P: 24/80%
DT -4 and DR -20%. Ex: 29/80%
-Frag Grenades (8) LR: 13
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 125 ft ER: 100%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and PR: 100%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. RR: 100%
-Anti-Tank Grenade (8)
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 125 ft Ignore 20 Targeted Head,
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers Neck, and Eye Attacks.
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage. Immune to Flashbangs and
Gas. ST +3 and Sneak -75 to
checks. Night Vision up to 100
ft. Ignore Targeted Attack
Effect to the Groin.

125
Caesar’s Legion
An autocratic, traditionalist, and imperialistic slaver society founded in 2247 by Edward Sallow who calls himself
Caesar. Caesar based his society off of the Roman Empire and successfully united multiple tribes under his banner.
Everyone in the Legion knows English and Latin.

Legionary Recruit
The lowest rank of the Legion trained in close combat with only one goal in mind, to prove their worth.

Defcon Tier 5- ST: 6 PE: 5 EN: 6 CH: 5 IN: 5 AG: 6 LK: 5


Size Medium
Max HP 40
AP 8

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Small Guns 75
Throwing 75
Unarmed 75
Detection 50

Weapons / Attacks Armor

-Fist & Feet Legionary Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Cloth
-Spear (4, Pole Arm, One/Two-Handed) Legionary Recruit Armor
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+11 Dmg Type: Normal WR: 2 Rng: 10 ft
AC: 23
Set 1 N: 3/30%
-9mm Pistol (9mm, One-Handed) L: 1/10%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+6 Dmg Type: Normal WR: 2 Rng: 100 ft F: 0/20%
DR -10%. P: 1/10%
Set 2 Ex: 0/10%
-Machete (Sword, One-Handed) LR: 3
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+12 Dmg Type: Normal WR: 2 Rng: 5 ft ER: 30%
PR: 30%
RR: 12%

Ignore 3 Targeted Head and


Eye Attacks.

126
Prime Legionary
The standard Legionary of the Legion armed with the weapon and armor parts of their fallen foes.

Defcon Tier 5> ST: 6 PE: 6 EN: 7 CH: 5 IN: 5 AG: 7 LK: 5
Size Medium
Max HP 70
AP 9

Skills Notes

Melee Weapons 125 Targeted Attacks follow the standard of an average human.
Small Guns 100
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Throwing 100 Redo: Can reroll any of its rolls once a round.
Unarmed 100

Weapons / Attacks Armor

-Fist & Feet Legionary Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Leather Rags
-Spear (4, Pole Arm, One/Two-Handed) Legionary Prime Armor
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+11 Dmg Type: Normal WR: 2 Rng: 10 ft
AC: 32
Set 1 N: 5/45%
-Machete Gladius (Sword, One-Handed) L: 4/40%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d12+14 Dmg Type: Normal WR: 6 Rng: 5 ft F: 3/20%
DT -2 and DR -10%. P: 3/20%
-Medium Shield (Shield, One-Handed) Ex: 4/30%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+12 Dmg Type: Normal WR: 4 Rng: 5 ft LR: 5
AC +15 ER: 40%
Set 2 PR: 35%
-Sledgehammer (Bludgeon, Two-Handed) RR: 19%
Skill: Melee Weapons S: 4 T: 5 Dmg: 2d8+24 Dmg Type: Laser WR: 6 Rng: 10 ft
SM: Knockback - When targeting the chest, knockback opponent 5 ft back, DM +0.1. Ignore 3 Targeted Head and
Set 3 Eye Attacks.
-AK-74 (5.45, Assault Rifle, Two-Handed)
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 3d4+10 Dmg Type: Normal WR: 4 Rng: 250 ft
AC -5, DT -2, and DR -15%.

127
Decanus / Vexillarius Legionary
Decanus Legionaries are officers that have demonstrated leadership during battle consistently. They’re given up to ten men to lead.
Vexillarious are the Legion’s flag bearers that rally and inspire trolls with morale during heated exchanges.

Defcon Tier 4- ST: 7 PE: 6 EN: 7 CH: 6 IN: 6 AG: 8 LK: 5


Size Medium
Max HP 100
AP 9

Skills Notes

Melee Weapons 125 Targeted Attacks follow the standard of an average human.
Small Guns 125
Throwing 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Unarmed 125 Light Step: +3 Free Movement.
Detection 75 Redo: Can reroll any of its rolls once a round.
Sneak 100

Weapons / Attacks Decanus Set Vexillarius Set

-Fist & Feet Decanus Helmet Wolf Cowl


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Leather Rags Leather Rags
-Machete Gladius (One-Handed) Legionary Veteran Armor Vexillarius Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+15 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -2 and DR -10%. AC: 40 AC: 35
N: 10/60% N: 8/70%
Set 1 L: 7/50% L: 5/60%
-Remington Shotgun (12 Gauge Slug, Shotgun, Two-Handed) F: 6/35% F: 4/45%
Skill: Small Guns S: 4 T: 5 Dmg: 3d8+18 Dmg Type: Normal WR: 4 Rng: 120 ft P: 6/25% P: 4/35%
DR -20%. Ex: 8/55% Ex: 6/65%
Set 2 LR: 7 LR: 7
-Thompson SMG (.45, SMG, One/Two-Handed) ER: 40% ER: 40%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+13 Dmg Type: Normal WR: 6 Rng: 150 ft PR: 35% PR: 35%
DR -10%. RR: 29% RR: 29%
Set 3
-Razor Claws Ignore 2 Targeted Head, Neck, Ignore 4 Targeted Head
Skill: Unarmed S: 2 T: 3 Dmg: 6d4+12 Dmg Type: Normal WR: 6 Rng: 5 ft and Eye Attacks. PE +1 to Attacks. CH adn AG +1 to
+10 Hit Chance when doing Deflect or Counterattack. checks,. checks.
-Frag Grenades (2)
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 115 ft
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage.

128
Frumentarii
The scouts, assassins, and infiltrators of the Legion. They are everywhere and you better pray they haven’t infiltrated into a position
of high authority.

Defcon Tier 4> ST: 7 PE: 8 EN: 7 CH: 6 IN: 7 AG: 10 LK: 5
Size Medium
Max HP 150
AP 10

Skills Notes

Melee Weapons 125 Targeted Attacks follow the standard of an average human.
Small Guns 125
Throwing 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Unarmed 125 Gotta Go Fast: +10 Sequence.
Detection 125 Light Step: +3 Free Movement.
Sneak 150 Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Fist & Feet Wolf Cowl


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Leather Rags
-Colt M1911 (.45 Armor-Piercing, Pistol, Silencer, One-Handed) Legionary Veteran Armor
Skill: Small Guns S: 3 T: 4 B:4 Dmg: 3d4+13 Dmg Type: Normal WR: 4 Rng: 150 ft
DT Ignore and DR -25%. Anyone further than 50 ft spaces from you won't hear the shot. AC: 40
Anyone within 50 ft gets a Detection -25 when trying to find you. N: 10/60%
-Machete Gladius (Sword, One-Handed) L: 7/50%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+15 Dmg Type: Normal WR: 6 Rng: 5 ft F: 6/35%
DT -2 and DR -10%. P: 6/25%
-Smoke Grenades (2) Ex: 8/55%
Skill: Throwing S: 4 Rng: 115 ft LR: 7
Anything within 20 ft of the explosion radius is covered in a thick fog. All attacks going ER: 40%
through or inside the smoke take the Heavy Fog Environmental Penalty for 1 minute. PR: 35%
This is a gas. RR: 29%

Set 1 Ignore 4 Targeted Head


-SVD-4000 (.308 Armor-Piercing, Rifle, Sniper Scope, Silencer, Two-Handed) Attacks. CH adn AG +1 to
Skill: Small Guns S: 4 T: 5 Dmg: 3d8+20 Dmg Type: Normal WR: 6 Rng: 2000 ft checks.
AC -10, DT Ignore and DR -35%. Anyone further than 50 ft spaces from you won't hear
the shot. Anyone within 50 ft gets a Detection -25 when trying to find you. Detection
+20 to checks when looking for something at a distance.
Set 2
-Chinese Assault Rifle (5.56, Assault Rifle, Silencer, Rifle Sling, Two-Handed)
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+18 Dmg Type: Normal WR: 6 Rng: 225 ft
AC -10, DT -2, and DR -25%. Anyone further than 50 ft spaces from you won't hear the
shot. Anyone within 50 ft gets a Detection -25 when trying to find you. Equipping this
weapon is a free action.

129
Legion Hound
Large dogs raised in Denver by the Legion to serve for hunting and killing.

Defcon Tier 4< ST: 6 PE: 8 EN: 6 CH: 5 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 50
AP 9

Skills Notes

Unarmed 100 Legion Hounds cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and tail.
Detection 100 The rest of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature except
Sneak 75 anger it. This is a Creature.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.


Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Bite/Claw AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d8+14 Dmg Type: Normal Rng: 5 ft N: 2/40%
1d6 True Damage. L: 1/30%
LR: 3
ER: 30%
PR: 30%
RR: Immune

130
Centurion
The highest ranking officers in the Legion and work as the main commanders of the army.

Defcon Tier 3- ST: 9 PE: 7 EN: 8 CH: 8 IN: 7 AG: 9 LK: 7


Size Medium
Max HP 250
AP 10

Skills Notes

Melee Weapons 175 Targeted Attacks follow the standard of an average human.
Small Guns 150
Throwing 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 175 Gotta Go Fast: +10 Sequence.
Detection 150 Ironwall: Immune to knockdown.
Sneak 100 Light Step: +6 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Fist & Feet Centurion Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+9 Dmg Type: Normal Rng: 5 ft Leather Rags
-Frag Grenades (2) Century Armor
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 115 ft
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and AC: 44
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. N: 11/70%
L: 7/50%
Set 1 F: 6/40%
-12.7mm SMG (12.7mm Armor-Piercing, SMG, One/Two-Handed) P: 4/20%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+20 Dmg Type: Normal WR: 10 Rng: 200 ft Ex: 6/40%
AC -5, DT Ignore, and DR -30%. LR: 6
Set 2 ER: 30%
-SPAS-12 (12 Gauge Slug Armor-Piercing, Shotgun, Two-Handed) PR: 40%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d10+18 Dmg Type: Normal WR: 6 Rng: 225 ft RR: 43%
DT Ignore and DR -35%.
Set 3 Ignore 4 Targeted Head and
-Knight Sword (Sword, One/Two-Handed) Eye Attacks.
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+27 Dmg Type: Normal WR: 8 Rng: 5 ft
DR -10%.
-Large Shield (Shield, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d12+17 Dmg Type: Normal WR: 6 Rng: 5 ft
AC +20.
-Frag Grenades (+2)

131
Praetorian
The elite guard of Caesar himself. They’re well respected and feared for their exceptional skill. They’re masters of hand-to-hand
combat.

Defcon Tier 2 ST: 10 PE: 8 EN: 9 CH: 6 IN: 8 AG: 10 LK: 7


Size Medium
Max HP 300
AP 10

Skills Notes

Melee Weapons 175 Targeted Attacks follow the standard of an average human.
Small Guns 150
Throwing 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 200 Gotta Go Fast: +10 Sequence.
Detection 150 Ironwall: Immune to knockdown.
Sneak 100 Light Step: +6 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Fist & Feet Centurion Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+10 Dmg Type: Normal Rng: 5 ft Leather Rags
-Plasma Grenade (4) Century Armor (Ceramic
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 125 ft Plate)
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage.
Roll AG -4. If you succeed, take half damage. Apply Explosive effect. AC: 44
N: 15/80%
Set 1 L: 9/60%
-Displacer Glove F: 9/50%
Skill: Unarmed S: 1 T: 2 Dmg: 2d6+25 Dmg Type: Normal WR: 12 Rng: 5 ft P: 6/30%
ER -10%. If you fail you’re Stunned for 1d2 turns. Ex: 10/50%
Set 2 LR: 6
-Power Fist ER: 75%
Skill: Unarmed S: 2 T: 3 Dmg: 4d4+35 Dmg Type: Normal WR: 8 Rng: 5 ft PR: 45%
Cannot execute Hold, Choke Hold, or Disarm. RR: 43%

Ignore 4 Targeted Head and


Eye Attacks.

132
Legate Lanius
It does not matter, victory shall be ours, it shall be swift, and it will be honest, purchased with blood.

Defcon Tier 1 ST: 10 PE: 10 EN: 10 CH: 10 IN: 8 AG: 10 LK: 10


Size Large
Max HP 1000
AP 15

Skills Notes

Melee Weapons 200 Targeted Attacks follow the standard of an average human.
Throwing 200
Unarmed 200 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Small Guns 150 Critical Immunity: Ignore the Instant Death Critical Effect.
Detection 150 Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Super Mutant Fist & Feet Legate Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+14 Dmg Type: Normal Rng: 5 ft Leather Rags
-Blade of the East (Sword, One-Handed) Legate Armor (Ceramic
Skill: Unarmed S: 2 T: 3 Dmg: 6d8+30 Dmg Type: Normal WR: 20 Rng: 5 ft Plate)
If you hit a target, they must roll ST -8. If they fail, they’re Knocked Down.
-Plasma Grenade (10) AC: 100
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 125 ft N: 21/80%
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. L: 14/80%
Roll AG -4. If you succeed, take half damage. Apply Explosive effect. F: 15/70%
P: 14/70%
Ex: 16/70%
LR: Immune
ER: 100%
PR: 100%
RR: 100%

Ignore 10 Targeted Head,


Neck, and Eye Attacks.

133
Enclave
Remnants of the United States government, (And possibly Vault-Tec Industries) the Enclave is a shadow
organization that aims to pursue a dream of a new America in the destroyed world. Everyone in the Enclave knows
English.

Enclave Recruit Soldier


The lowest rank in the Enclave Military. Their training is more intense because of their low numbers, but their experience on the field
dwindles. These soldiers are the following ranks: Private and Private First Class.

Defcon Tier 4> ST: 6 PE: 6 EN: 5 CH: 5 IN: 6 AG: 7 LK: 5
Size Medium
Max HP 80
AP 9

Skills Notes

Energy Weapons 100 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Throwing 75 Redo: Can reroll any of its rolls once a round.
Unarmed 100
Detection 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform
-Plasma Defender (PC, One-Handed) Combat Armor MK II
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 6 Rng: 250 ft
-Ripper (EC, Dagger, One-Handed) AC: 47
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+26 Dmg Type: Normal WR: 6 Rng: 5 ft N: 11/70%
-Plasma Grenade (2) L: 8/75%
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 125 ft F: 5/55%
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. P: 5/50%
Roll AG -4. If you succeed, take half damage. Apply Explosive effect. Ex: 7/55%
LR: 7
Set 1 ER: 55%
-Auto Plasma Rifle (PC, Two-Handed) PR: 25%
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d4+15 Dmg Type: Plasma WR: 6 Rng: 150 ft RR: 40%
Burst Attack ranges from two to six.
Set 2 Ignore 4 Targeted Head and
-Urban Plasma Rifle (PC, Two-Handed) Eye Attacks. PE +2 to checks.
Skill: Energy Weapons S: 4 T: 5 Dmg: 6d8+30 Dmg Type: Plasma WR: 6 Rng: 200 ft

134
Enclave Veteran Soldier
An experienced Enclave soldier that’s devoted his life to the military for a few years. These soldiers are the following ranks:
Specialist, Corporal, Sergeant, Staff Sergeant, Sergeant First Class, Master Sergeant, First Sergeant, Sergeant Major, Command
Sergeant Major, and Sergeant Major of the Army.

Defcon Tier 3< ST: 7 PE: 7 EN: 6 CH: 5 IN: 6 AG: 8 LK: 5
Size Medium
Max HP 130
AP 9

Skills Notes

Energy Weapons 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Throwing 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Unarmed 100 Gotta Go Fast: +10 Sequence.
Detection 75 Light Step: +3 Free Movement.
Sneak 75 Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor 1 Armor 2

-Exo Suit Fist & Feet X-01 Helmet X-02 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+21 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform Enclave Officer Uniform
-Plasma Defender (EC, One-Handed) Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 6 Rng: 250 ft X-01 X-02
-Ripper (EC, Dagger, One-Handed)
Skill: Melee Weapons S: 1 T: 2 Dmg: 3d6+37 Dmg Type: Normal WR: 6 Rng: 5 ft AC: 83 AC: 88
-Plasma Grenade (2) N: 29/95% N: 31/95%
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 95 ft L: 30/95% L: 30/95%
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. F: 23/80% F: 23/80%
Roll AG -4. If you succeed, take half damage. Apply Explosive effect. P: 29/80% P: 29/80%
Ex: 29/75% Ex: 29/85%
Set 1 LR: 16 LR: 18
-Gatling Laser (MFC, Beam Focuser, Two-Handed) ER: -15% ER: -15%
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 250 ft PR: 50% PR: 50%
DT Ignore and DR -20%. Burst Attack ranges from five to ten. RR: 82% RR: 92%
Set 2
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) Ignore 25 Targeted Head, Same effects as Armor 1.
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+35 Dmg Type: Plasma WR: 8 Rng: 250 ft Neck, and Eye Attacks.
DT -5 and DR -20%. Immune to Flashbangs and
Gas. ST +3 and Sneak -75 to
checks. Exo Suit never needs
to recharge. Ignore Targeted
Attack Effect to the Groin.

135
Enclave Commanding Officer
These men and women have seen the worst of the world and vow to rebuild no matter the cost. They lead with pride and America is
always on the mind. These soldiers are the following ranks: Warrant Officer, Chief Warrant Officer, Lieutenant, Captain, Major,
Lieutenant Colonel, and Colonel.

Defcon Tier 3> ST: 8 PE: 8 EN: 7 CH: 6 IN: 7 AG: 9 LK: 6
Size Medium
Max HP 170
AP 10

Skills Notes

Energy Weapons 150 Targeted Attacks follow the standard of an average human.
Melee Weapons 125
Throwing 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Unarmed 100 Gotta Go Fast: +10 Sequence.
Detection 100 Light Step: +6 Free Movement.
Sneak 100 Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet X-01 Helmet (Night Vision X-02 Helmet (Night Vision
Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft HUD) HUD)
-Plasma Defender (EC, One-Handed) Enclave Officer Uniform Enclave Officer Uniform
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 6 Rng: 250 ft Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
-Ripper (EC, Dagger, One-Handed) X-01 X-02
Skill: Melee Weapons S: 1 T: 2 Dmg: 3d6+38 Dmg Type: Normal WR: 6 Rng: 5 ft
-Plasma Grenade (2) AC: 101 AC: 106
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 105 ft N: 34/100% N: 36/100%
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. L: 35/100% L: 35/100%
Roll AG -4. If you succeed, take half damage. Apply Explosive effect. F: 28/90% F: 28/90%
P: 34/90% P: 34/90%
Set 1 Ex: 34/85% Ex: 34/95%
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) LR: 16 LR: 18
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+35 Dmg Type: Plasma WR: 8 Rng: 250 ft ER: -15% ER: -15%
DT -5 and DR -20%. PR: 50% PR: 50%
Set 2 RR: 84% RR: 94%
-Gauss Pistol (2, 2mm EMC, One-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+20 Dmg Type: Explosive WR: 12 Rng: Ignore 25 Targeted Head, Same effects as Armor 1.
250 ft Neck, and Eye Attacks.
AC -10 and DR -10%. Burst Attack max is two. Immune to Flashbangs and
Set 3 Gas. ST +3 and Sneak -75 to
-Super Sledgehammer (Bludgeon, Two-Handed) checks. Exo Suit never needs
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+48 Dmg Type: Normal WR: 10 Rng: 10 ft to recharge. Night Vision up to
-Plasma Grenades +2 100 ft. Ignore Targeted Attack
Effect to the Groin.

136
Enclave General
The true leaders of the Enclave, aside from the president. These gentlemen are fierce and hardened veterans that would rather die
than let mutants roam the good ol’ red, white, and blue. These soldiers are the following ranks: Brigadier General, Major General,
Lieutenant General, and General.

Defcon Tier 2 ST: 9 PE: 9 EN: 8 CH: 6 IN: 8 AG: 10 LK: 6


Size Medium
Max HP 250
AP 10

Skills Notes

Energy Weapons 175 Targeted Attacks follow the standard of an average human.
Melee Weapons 150
Throwing 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 150 Gotta Go Fast: +10 Sequence.
Detection 125 Ironwall: Immune to knockdown.
Sneak 125 Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor 1 Armor 2

-Exo Suit Fist & Feet X-01 Helmet (Night Vision X-02 Helmet (Night Vision
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+23 Dmg Type: Normal Rng: 5 ft HUD) HUD)
-Plasma Defender (EC, One-Handed) Enclave Officer Uniform Enclave Officer Uniform
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 6 Rng: 250 ft Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
-Ripper (EC, Dagger, One-Handed) X-01 X-02
Skill: Melee Weapons S: 1 T: 2 Dmg: 3d6+39 Dmg Type: Normal WR: 6 Rng: 5 ft
-Plasma Grenade (4) AC: 101 AC: 106
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 115 ft N: 34/100% N: 36/100%
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. L: 35/100% L: 35/100%
Roll AG -4. If you succeed, take half damage. Apply Explosive effect. F: 28/90% F: 28/90%
P: 34/90% P: 34/90%
Set 1 Ex: 34/85% Ex: 34/95%
-Plasma Thrower (PC, Plasma Focuser, Two-Handed) LR: 16 LR: 18
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+35 Dmg Type: Plasma WR: 10 Rng: 250 ft ER: -15% ER: -15%
AC -10, DT -10 and DR -20%. Line attack up to range targeted. Inflicts 30 Persistent PR: 60% PR: 60%
Plasma Damage a turn. Environmental flames last for 2 turns. Uses Pistol Range with RR: 86% RR: 96%
Long Range being the maximum.
Set 2 Ignore 25 Targeted Head, Same effects as Armor 1.
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) Neck, and Eye Attacks.
Skill: Energy Weapons B: 5 Dmg: 4d6+15 Dmg Type: Plasma WR: 10 Rng: 250 ft Immune to Flashbangs and
AC -10, DT -5 and DR -30%. Burst Attack ranges from five to ten. Gas. ST +3 and Sneak -75 to
Set 3 checks. Night VIsion up to 100
-Super Sledgehammer (Bludgeon, Two-Handed) ft. Ignore Targeted Attack
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+49 Dmg Type: Normal WR: 10 Rng: 10 ft Effect to the Groin.
SM: Knockback - When targeting the chest, knockback opponent 15 ft back.
-Plasma Grenades +2

137
Enclave Secret Service
The protectors of the most important being in the world, the President of the United States.

Defcon Tier 2 ST: 10 PE: 10 EN: 9 CH: 6 IN: 8 AG: 10 LK: 7


Size Medium
Max HP 400
AP 10

Skills Notes

Energy Weapons 175 Targeted Attacks follow the standard of an average human.
Melee Weapons 150
Throwing 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 150 Gotta Go Fast: +10 Sequence.
Detection 125 Ironwall: Immune to knockdown.
Sneak 125 Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Marine Helmet X-02 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+10 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform HUD)
-Exo Suit Fist & Feet (Only with Armor 2) Secret Service Armor Enclave Officer Uniform
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+24 Dmg Type: Normal Rng: 5 ft Exo Suit (Nuclear Reactor),
-Gauss Pistol (Super 2mm EMC, One-Handed) AC: 20 X-02
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+20 Dmg Type: Explosive WR: 12 Rng: N: 17/90%
250 ft L: 15/85% AC: 106
AC -10, DT -4, and DR -10%. Burst Attack max is two. F: 11/65% N: 36/100%
-Ripper (EC, Dagger, One-Handed) P: 9/70% L: 35/100%
Skill: Melee Weapons S: 1 T: 2 Dmg: 3d6+30 Dmg Type: Normal WR: 6 Rng: 5 ft Ex: 8/80% F: 28/90%
+10 Damage if in Armor 2. LR: 16 P: 34/90%
-Plasma Grenade (4) ER: 55% Ex: 34/95%
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 115 ft PR: 70% LR: 18
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. RR: 98% ER: -15%
Roll AG -4. If you succeed, take half damage. Plasma Damage. Apply Explosive effect. PR: 70%
Ignore 12 Targeted Head, RR: 98%
Set 1 Neck, and Eye Attacks.
-Plasma Cannon (PC, Plasma Focuser, Two-Handed) Immune to Flashbangs and Ignore 25 Targeted Head,
Skill: Energy Weapons S: 6 Dmg: 10d10+45 Dmg Type: Plasma WR: 12 Rng: 750 ft Gas. PE +1, ST +3 and Sneak Neck, and Eye Attacks.
DT -5 and DR -20%. Anything within 10 ft of the center also takes damage. Roll AG -3. If -75 to checks. Night Vision up Immune to Flashbangs and
you succeed you take half damage. to 500 ft. Ignore Targeted Gas. ST +3 and Sneak -75 to
Set 2 Attack Effect to the Groin. checks. Night Vision up to 100
-Gauss Rifle (2mm EMC, Two-Handed) ft. Ignore Targeted Attack
Skill: Energy Weapons S: 5 T: 6 Dmg: 6d6+60 Dmg Type: Explosive WR: 12 Rng: 800 ft Effect to the Groin.
AC -20, DT Ignore, and DR -30%. Uses Rifle range.
Set 3
-Thermal Axe (Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d10+55 Dmg Type: Plasma WR: 12 Rng: 10 ft
+10 Damage if in Armor 2.

138
Enclave Hellfire Soldier
The elite of the elite of the Enclave are given this epic power armor. They’re members of Sigma Squad.

Defcon Tier 1 ST: 10 PE: 10 EN: 10 CH: 6 IN: 9 AG: 10 LK: 10


Size Medium
Max HP 500
AP 15

Skills Notes

Energy Weapons 175 Targeted Attacks follow the standard of an average human.
Melee Weapons 175
Throwing 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 150 Gotta Go Fast: +10 Sequence.
Detection 150 Ironwall: Immune to knockdown.
Sneak 150 Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls three times a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Exo Suit Fist & Feet X-02 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+24 Dmg Type: Normal Rng: 5 ft HUD)
-Gauss Pistol (Super 2mm EMC, One-Handed) Enclave Officer Uniform
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+20 Dmg Type: Explosive WR: 12 Rng: Exo Suit (Nuclear Reactor),
250 ft X-02
AC -10, DT -4, and DR -10%. Burst Attack max is two.
-Ripper (EC, Dagger, One-Handed) AC: 106
Skill: Melee Weapons S: 1 T: 2 Dmg: 3d6+40 Dmg Type: Normal WR: 6 Rng: 5 ft N: 38/100%
-Plasma Grenade (4) L: 35/100%
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 125 ft F: 30/100%
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. P: 35/90%
Roll AG -4. If you succeed, take half damage. Plasma Damage. Apply Explosive effect. Ex: 38/85%
LR: Immune
Set 1 ER: -15%
-P94 Plasma Caster (PC, Plasma Focuser, Two-Handed) PR: 100%
Skill: Energy Weapons S: 5 B: 6 Dmg: 5d10+40 Dmg Type: Plasma WR: 8 Rng: 100 ft RR: 110%
AC -10, DT -5 and DR -40%. Burst range is from two to six.
Set 2 Ignore 25 Targeted Head,
-Heavy Incinerator (Gasoline, Napalm Pack, Two-Handed) Neck, and Eye Attacks.
Skill: Energy Weapons S: 5 B: 6 Dmg: 4d10+45 Dmg Type: Fire WR: 10 Rng: 90 ft Immune to Flashbangs and
AC -10, DT -10, and DR -20%. Anyone within 10 ft away from the center takes damage. Gas. ST +3 and Sneak -75 to
20 Persistent Fire Damage a turn. Environmental flames from this weapon last for four checks. Night Vision up to 100
turns. Burst range is from two to three. Uses Grenade Launcher Ranges. ft. Ignore Targeted Attack
Set 3 Effect to the Groin.
-Thermal Axe (Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d10+55 Dmg Type: Plasma WR: 12 Rng: 10 ft
-Plasma Grenades +2

139
Enclave Pilot
The pilots of the Enclave. They’re experts in Vehicles.

Defcon Tier 4- ST: 6 PE: 8 EN: 6 CH: 6 IN: 8 AG: 7 LK: 5


Size Medium
Max HP 100
AP 8

Skills Notes

Energy Weapons 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 75
Throwing 75 Redo: Can reroll any of its rolls once a round.
Unarmed 75
Detection 100
Pilot 150
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Flight Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Flight Suit
-Plasma Defender (EC, One-Handed)
Skill: Energy Weapons S: 3 T: 4 Dmg: 10d4+20 Dmg Type: Plasma WR: 6 Rng: 150 ft AC: 17
-Combat Knife (Dagger, One-Handed) N: 2/10%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+6 Dmg Type: Normal WR: 4 Rng: 5 ft L: 1/15%
-Urban Plasma Rifle (PC, Two-Handed) F: 1/15%
Skill: Energy Weapons S: 4 T: 5 Dmg: 6d8+30 Dmg Type: Plasma WR: 6 Rng: 200 ft P: 1/10%
-Plasma Grenades (2) Ex: 0/10%
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 85 ft LR: 3
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage. ER: 35%
Roll AG -4. If you succeed, take half damage. Plasma Damage. Apply Explosive effect. PR: 25%
RR: 20%

Ignore 7 Targeted Head, Neck,


and Eye Attacks. PE +2 and
Pilot +10 to checks.

140
Enclave Scientist
The brightest of the Enclave that enjoy experimenting for the sake of America.

Defcon Tier 4< ST: 5 PE: 6 EN: 5 CH: 5 IN: 10 AG: 6 LK: 5
Size Medium
Max HP 60
AP 8

Skills Notes

Energy Weapons 75 Targeted Attacks follow the standard of an average human.


Small Guns 75
Unarmed 75 They have at max 150 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Detection 50 and Gunsmith. This is upon the Overseer’s discretion.

Weapons / Attacks Armor

-Fist & Feet Enclave Officer Uniform


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Enclave Scientist Suit
-Plasma Defender (EC, One-Handed)
Skill: Energy Weapons S: 3 T: 4 Dmg: 10d4+20 Dmg Type: Plasma WR: 6 Rng: 150 ft AC: 31
N: 1/30%
L: 2/35%
F: 1/25%
P: 1/30%
Ex: 1/25%
LR: 3
ER: 65%
PR: 25%
RR: 120%

141
Frank Horrigan
You've gotten a lot farther than you should have, but then you haven't met Frank Horrigan either. Your ride's over, mutie. Time to
die.

Defcon Tier 1 ST: 15 PE: 15 EN: 15 CH: 10 IN: 10 AG: 10 LK: 10


Size Huge
Max HP 2000
AP 20

Skills Notes

Energy Weapons 200 Targeted Attacks follow the standard of an average human.
Melee Weapons 200
Throwing 200 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 200 Critical Immunity: Ignore the Instant Death Critical Effect.
Detection 150 Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls three times a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Frank’s Fist & Feet AC: 150


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+29 Dmg Type: Normal Rng: 10 ft N: 25/100%
-Frank’s Plasma Cannon (PC, Plasma Focuser, Two-Handed) L: 25/100%
Skill: Energy Weapons S: 5 Dmg: 10d10+45 Dmg Type: Plasma WR: 20 Rng: 750 ft F: 25/100%
DT -5 and DR -20%. This weapon is mounted onto the right arm thus allowing the hand P: 25/100%
to be free. Anything within 20 ft of the center also takes damage. Roll AG -3. If you Ex: 25/100%
succeed you take half damage. LR: Immune
-Frank’s Verti-Claymore (Sword, Two-Handed) ER: 100%
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d6+40 Dmg Type: Normal WR: 20 Rng: 15 ft PR: 100%
DT -4 and DR -20%. RR: Immune
-Plasma Grenade (10)
Ignore 30 Targeted Head,
Skill: Throwing S: 4 Dmg: 10d6+60 Dmg Type: Plasma Rng: 175 ft
Neck, and Eye Attacks.
DR -10%. Anything within 15 ft of the blast also suffers damage and 1d6 True Damage.
Immune to Flashbangs and
Roll AG -4. If you succeed, take half damage. Plasma Damage. Apply Explosive effect.
Gas. Night Vision up to 500 ft.
Ignore Targeted Attack Effect
to the Groin.

142
Institute
The remnants of the Cambridge University in Boston, the Institute established themselves deep underneath the
earth and have built a utopia for themselves where they experiment peacefully away from the dangers of the
world. Everyone in the Institute knows English and any additional languages the Overseer wishes.

First Generation Synth


The first model of Synths used for simple tasks such as cleaning, but some have been utilized for combat situations.

Defcon Tier 5- ST: 5 PE: 7 EN: 5 CH: 1 IN: 5 AG: 7 LK: 5


Size Medium
Max HP 50
AP 9

Skills Notes

Energy Weapons 75 Generation 1 Synths cannot take Targeted Attacks to the groin and neck. The rest of the Targeted Attacks follow the
Melee Weapons 75 standard of a Human. This is considered a Robot.
Throwing 75
Unarmed 75 Light Step: +3 Free Movement.
Detection 50
Sneak 50

Weapons / Attacks Armor

-Metal Fist & Feet AC: 7


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft LR: 3
-Institute Pistol (MFC, One-Handed) ER: 0%
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 275 ft PR: Immune
RR: Immune
-Police Baton (Bludgeon, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal Rng: 5 ft
-Flashbang (1)
Skill: Throwing S: 4 Rng: 75 ft
Anything within 20 ft of the explosion radius is shined with a bright light and loud
sound. Anyone in the radius must roll AG -3. If they fail, they are blinded for 1d3+1
rounds. If they succeed, they’re blinded for one round. Anyone in the radius must also
roll EN -2 or be stunned for one round.

143
Second Generation Synth
They appear human-like in design but have plating across the body that still make them look robotic.

Defcon Tier 4- ST: 6 PE: 8 EN: 6 CH: 2 IN: 6 AG: 8 LK: 5


Size Medium
Max HP 70
AP 9

Skills Notes

Energy Weapons 100 Generation 2 Synths cannot take Targeted Attacks to the groin and neck. The rest of the Targeted Attacks follow the
Melee Weapons 100 standard of a Human. This is considered a Robot.
Throwing 75
Unarmed 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Detection 50 Light Step: +6 Free Movement.
Sneak 50 Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Metal Fist & Feet Synth Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft Synth Armor
-Flashbang (1)
Skill: Throwing S: 4 Rng: 85 ft AC: 33
Anything within 20 ft of the explosion radius is shined with a bright light and loud N: 6/40%
sound. Anyone in the radius must roll AG -3. If they fail, they are blinded for 1d3+1 L: 6/50%
rounds. If they succeed, they’re blinded for one round. Anyone in the radius must also F: 3/20%
roll EN -2 or be stunned for one round. P: 4/40%
-Frag Grenade (1) Ex: 2/30%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft LR: 3
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and ER: 20%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. PR: Immune
RR: Immune
Set 1
-Institute Pistol (MFC, One-Handed) Ignore 4 Targeted Head
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 275 ft Attacks.
-Frag Grenade (+1)
Set 2
-Institute Rifle (MFC, Two-Handed)
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 5d6+10 Dmg Type: Laser WR: 10 Rng: 325 ft
Set 3
-Cattle Prod (EC, Bludgeon, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+14 Dmg Type: Normal WR: 8 Rng: 5 ft
Non-Robots hit have to roll EN -1. If they fail, they’re knocked unconscious for one turn.
-Flashbang (+1)

144
Third Generation Synth
The pride and joy of the Institute. Generation 3 Synths are human-like down to the cellular level, but they can’t reproduce and do
not gain weight. They also do not require food, water, or sleep, although they can partake if they need to maintain a disguise.

Defcon Tier 4> ST: 6 PE: 8 EN: 6 CH: 5 IN: 7 AG: 9 LK: 5
Size Medium
Max HP 90
AP 10

Skills Notes

Energy Weapons 100 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Throwing 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Unarmed 100 Light Step: +6 Free Movement.
Detection 75 Redo: Can reroll any of its rolls once a round.
Sneak 75

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Synth Helmet Synth Field Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garment Military Garment
-Flashbang (2) Synth Armor Microcarbon Synth Armor
Skill: Throwing S: 4 Rng: 85 ft
Anything within 20 ft of the explosion radius is shined with a bright light and loud AC: 44 AC: 54
sound. Anyone in the radius must roll AG -3. If they fail, they are blinded for 1d3+1 N: 7/50% N: 9/60%
rounds. If they succeed, they’re blinded for one round. Anyone in the radius must also L: 7/60% L: 11/70%
roll EN -2 or be stunned for one round. F: 4/30% F: 6/40%
-Frag Grenade (2) P: 5/50% P: 7/60%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft Ex: 3/40% Ex: 5/50%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and LR: 3 LR: 3
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. ER: 35% ER: 35%
PR: 40% PR: 40%
Set 1 RR: Immune RR: Immune
-Institute Pistol (MFC, One-Handed)
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 275 ft Ignore 4 Targeted Head Ignore 4 Targeted Head and
-Frag Grenade (+2) Attacks. Eye Attacks.
Set 2
-Institute Rifle (MFC, Two-Handed)
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 5d6+10 Dmg Type: Laser WR: 10 Rng: 325 ft
Set 3
-Cattle Prod (EC, Bludgeon, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+14 Dmg Type: Normal WR: 8 Rng: 5 ft
Non-Robots hit have to roll EN -1. If they fail, they’re knocked unconscious for one turn.
-Flashbang (+2)

145
Synth Courser
These elite agents are Generation 3 Synths that are designed to be the elite that retrieve lost synths. If a Courser is after you, expect
to be in the fight of your life.

Defcon Tier 3> ST: 7 PE: 9 EN: 7 CH: 5 IN: 8 AG: 10 LK: 7
Size Medium
Max HP 400
AP 15

Skills Notes

Energy Weapons 175 Targeted Attacks follow the standard of an average human.
Melee Weapons 175
Throwing 175 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 175 Gotta Go Fast: +10 Sequence.
Detection 125 Light Step: +9 Free Movement.
Deception 125 Redo: Can reroll any of its rolls twice a round.
Insight 125 Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
Sneak 125 result, subtract 1 from EN rolls. It stacks.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Synth Field Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garment
-Institute Pistol (MFC, Beam Focuser, One-Handed) Courser Coat
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 275 ft
DT Ignore and DR -20%. AC: 44
-Super Cattle Prod (EC, Bludgeon, One-Handed) N: 7/50%
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+22 Dmg Type: Normal WR: 10 Rng: 5 ft L: 7/60%
Non-Robots hit have to roll EN -1. If they fail, they’re knocked unconscious for 1d2 F: 4/30%
turns. P: 5/50%
-Flashbang (4) Ex: 3/40%
Skill: Throwing S: 4 Rng: 95 ft LR: 3
Anything within 20 ft of the explosion radius is shined with a bright light and loud ER: 35%
sound. Anyone in the radius must roll AG -3. If they fail, they are blinded for 1d3+1 PR: 40%
rounds. If they succeed, they’re blinded for one round. Anyone in the radius must also RR: Immune
roll EN -2 or be stunned for one round.
-Frag Grenade (4) Ignore 4 Targeted Head and
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft Eye Attacks.
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage.

146
Institute Scientist
The scientists of the Institute are a secretive and intelligent lot, but rarely participate in combat. They typically command Synths to
fight for them, but they are a resourceful bunch.

Defcon Tier 4< ST: 5 PE: 6 EN: 5 CH: 5 IN: 10 AG: 6 LK: 5
Size Medium
Max HP 60
AP 8

Skills Notes

Energy Weapons 50 Targeted Attacks follow the standard of an average human.


Unarmed 50
Detection 50 They have at max 175 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
and Gunsmith. This is upon the Overseer’s discretion.

Weapons / Attacks Armor

-Fist & Feet Institute Scientist Garbs


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Institute Pistol (MFC, One-Handed) AC: 16
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 275 ft LR: 3
ER: 20%
PR: 30%
RR: 10%

IN +1, Computer Science &


Doctor +10 to checks.

147
New California Republic
Started off in the west coast in California, the New California Republic is built upon the teachings and knowledge of
the old world. They focus on expanding their reach as much as possible.

N.C.R. Recruit Soldier


Fresh off the farms of California, recruits are the lowest and newest assets of the N.C.R. These soldiers are the following ranks:
Private and Private First Class.

Defcon Tier 5- ST: 6 PE: 6 EN: 6 CH: 5 IN: 5 AG: 6 LK: 5


Size Medium
Max HP 40
AP 8

Skills Notes

Melee Weapons 50 Targeted Attacks follow the standard of an average human.


Small Guns 75
Throwing 50
Unarmed 50
Detection 75
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garment
-9mm Pistol (9mm, Pistol, One-Handed) N.C.R. Recruit Armor
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+6 Dmg Type: Normal WR: 2 Rng: 100 ft
AC -10. AC: 31
-Service Rifle (5.56, Assault Rifle, Two-Handed) N: 3/35%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d6+9 Dmg Type: Normal WR: 2 Rng: 250 ft L: 3/25%
AC -10, DT -2, and DR -25%. Burst Attack max is three. F: 2/20%
-Combat Knife (Dagger, One-Handed) P: 2/20%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft Ex: 3/30%
LR: 3
ER: 55%
PR: 30%
RR: 12%

Ignore 4 Targeted Head


Attacks.

148
N.C.R. Enlisted Soldier
N.C.R. Enlisted Soldiers have combat experience and have served the N.C.R. faithfully as infantry and military police. These soldiers
are the following ranks: Specialist, Corporal, Sergeant, Tech Sergeant, Staff Sergeant, Master Sergeant, and First Sergeant.

Defcon Tier 4< ST: 6 PE: 6 EN: 6 CH: 5 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 60
AP 9

Skills Notes

Melee Weapons 75 Targeted Attacks follow the standard of an average human.


Big Guns 100
Small Guns 100 Redo: Can reroll any of its rolls once a round.
Throwing 75
Unarmed 75
Detection 75
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garment
-10mm Pistol (10mm, Pistol, One-Handed) N.C.R. Soldier Armor
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+8 Dmg Type: Normal WR: 2 Rng: 100 ft
AC -10. AC: 36
-Combat Knife (Dagger, One-Handed) N: 5/60%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft L: 4/40%
-Frag Grenade (2) F: 3/30%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft P: 3/30%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and Ex: 4/50%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. LR: 3
ER: 55%
Set 1 PR: 30%
-Assault Carbine (5mm, Assault Rifle, Two-Handed) RR: 22%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 1d10+13 Dmg Type: Normal WR: 4 Rng: 250 ft
AC -15, DT -10, and DR -15%. Ignore 4 Targeted Head
Set 2 Attacks.
-Cattle Prod (EC, Bludgeon, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+14 Dmg Type: Normal WR: 8 Rng: 5 ft
Non-Robots hit have to roll EN -1. If they fail, they’re knocked unconscious for one turn.
Set 3
-HK21 (7.62, Bipod, Machine Gun, Two-Handed)
Skill: Big Guns S: 4 T: 5 B: 5 Dmg: 4d4+13 Dmg Type: Normal WR: 4 Rng: 350 ft
AC -5, DT -2, and DR -15%. Must be prone or have something stable to prop the bipod
on. +10 Hit Chance for Burst Attacks and extend range by 100 ft when set up.
Set 4
-Hunting Rifle (.308, Reflex Scope, Silencer, Two-Handed)
Skill: Small Guns S: 4 T: 5 Dmg: 3d6+12 Dmg Type: Normal WR: 4 Rng: 800 ft
AC -10, DT -2, and DR -20%. Anyone further than 50 ft spaces from you won't hear the
shot. Anyone within 50 ft gets a Detection -25 when trying to find you. Detection +10 to

149
checks when looking for something at a distance.

N.C.R. Commanding Officer


N.C.R. Commanding Officers have served for a long time and have even taken up their own command ranging from squads to entire
divisions. These officers are the following ranks: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General, and
General.

Defcon Tier 3< ST: 7 PE: 7 EN: 6 CH: 6 IN: 7 AG: 10 LK: 6
Size Medium
Max HP 150
AP 10

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Small Guns 150
Throwing 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Unarmed 100 Gotta Go Fast: +10 Sequence.
Detection 100 Light Step: +3 Free Movement.
Sneak 100 Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garment
-.44 Revolver (.44, One-Handed) Combat Armor Mark I
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+15 Dmg Type: Normal WR: 6 Rng: 175 ft
AC -5, DT -2, and DR -15%. AC: 45
-Bowie Knife (Dagger, One-Handed) N: 9/60%
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+18 Dmg Type: Normal WR: 6 Rng: 5 ft L: 7/60%
-Frag Grenade (2) F: 4/40%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft P: 4/40%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and Ex: 6/50%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. LR: 6
ER: 55%
Set 1 PR: 30%
-M16A2 (5.56 Armor-Piercing, Assault Rifle, Two-Handed) RR: 27%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft
AC -10, DT Ignore, and DR -40%. Ignore 4 Targeted Head and
Set 2 Eye Attacks. PE +2 to checks.
-Super Cattle Prod (EC, Bludgeon, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+26 Dmg Type: Normal WR: 10 Rng: 5 ft
Non-Robots hit have to roll EN -2. If they fail, they’re knocked unconscious for 1d2
turns.
-Frag Grenade (+2)
Set 3
-DKS-501 (.308 Armor Piercing, Sniper Scope, Silencer, Two-Handed)
Skill: Big Guns S: 3 T: 4 Dmg: 3d6+18 Dmg Type: Normal WR: 6 Rng: 1400 ft
AC -10, DT Ignore, and DR -35%. Anyone further than 50 ft spaces from you won't hear
the shot. Anyone within 50 ft gets a Detection -25 when trying to find you. Detection

150
+20 to checks when looking for something at a distance.

151
N.C.R. Heavy Trooper
In order to compensate for the lack of functioning Power Armor, the N.C.R. created Salvaged Power Armor from scraps of Power
Armor in order to combat the Brotherhood more effectively.

Defcon Tier 3> ST: 9 PE: 7 EN: 8 CH: 5 IN: 7 AG: 9 LK: 5
Size Medium
Max HP 300
AP 10

Skills Notes

Big Guns 150 Targeted Attacks follow the standard of an average human.
Melee Weapons 125
Small Guns 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Throwing 100 Gotta Go Fast: +10 Sequence.
Unarmed 125 Ironwall: Immune to knockdown.
Detection 100 Light Step: +3 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet T-45 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Military Garment
-12.7mm Pistol (12.7mm, One-Handed) Salvaged Power Armor
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+18 Dmg Type: Normal WR: 8 Rng: 110 ft
AC -5 and DR -15%. AC: 64
-Bowie Knife (Dagger, One-Handed) N: 16/80%
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+23 Dmg Type: Normal WR: 6 Rng: 5 ft L: 16/60%
-Frag Grenade (2) F: 10/50%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 115 ft P: 8/50%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and Ex: 16/60%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. LR: 7
ER: 15%
Set 1 PR: 40%
-M60 (.308 Armor-Piercing, Machine Gun,Two-Handed) RR: 41%
Skill: Big Guns S: 5 T: 6 B: 6 Dmg: 3d6+24 Dmg Type: Normal WR: 8 Rng: 500 ft
AC -10, DT Ignore, and DR -35%. Ignore 17 Targeted Head,
Set 2 Neck, and Eye Attacks.
Immune to Flashbangs and
-Avenger (5mm, Minigun, Two-Handed)
Gas. AG -2 and Sneak -50 to
Skill: Big Guns B: 4 Dmg: 2d10+18 Dmg Type: Normal WR: 8 Rng: 200 ft
checks. Ignore Targeted
AC -15, DT -10, and DR -15%.
Attack Effect to the Groin.
Set 3
-Super Sledgehammer (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 4 T: 5 Dmg: 6d4+34 Dmg Type: Normal WR: 10 Rng: 50 ft
SM: Knockback - When targeting the chest, knockback opponent 15 ft back.
-Frag Grenade (+2)

152
N.C.R. Guard Dog
Trained for military operations for the N.C.R.

Defcon Tier 4< ST: 6 PE: 10 EN: 6 CH: 4 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 50
AP 9

Skills Notes

Unarmed 100 N.C.R. Guard Dogs cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and
Detection 100 tail. The rest of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature
Sneak 100 except anger it. This is a Creature.

Light Step: +6 Free Movement.


Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Bite/Claw N.C.R. Soldier Armor


Skill: Unarmed S: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 5 ft
DR -10%.. AC: 35
N: 5/80%
L: 4/50%
F: 2/30%
P: 2/30%
Ex: 3/40%
LR: 3
ER: 40%
PR: 30%
RR: Immune

153
N.C.R. Ranger
N.C.R. Rangers are a volunteer special forces division renowned for their expert reconnaissance capabilities and their combat
prowess.

Defcon Tier 3- ST: 7 PE: 9 EN: 7 CH: 6 IN: 7 AG: 9 LK: 6


Size Medium
Max HP 250
AP 10

Skills Notes

Big Gun 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Small Guns 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 125 Ironwall: Immune to knockdown.
Detection 100 Light Step: +6 Free Movement.
Sneak 125 Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Sheriff Hat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garment
-Hunting Revolver (.45-70 Gov’t, One-Handed) N.C.R. Ranger Patrol
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+20 Dmg Type: Normal WR: 8 Rng: 250 ft Armor
AC -10, DT -5, and DR -25%.
-Bowie Knife (Dagger, One-Handed) AC: 49
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 6 Rng: 5 ft N: 11/70%
-Frag Grenade (4) L: 7/70%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft F: 5/50%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 5/50%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 7/60%
LR: 8
Set 1 ER: 55%
-Combat Shotgun (12 Gauge Slug Armor-Piercing, Two-Handed) PR: 30%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d10+22 Dmg Type: Normal WR: 6 Rng: 90 ft RR: 34%
DT Ignore and DR -35%. Burst range is from two to three.
Set 2 PE +1 to checks and ignore -15
-M4 (5.56 Armor-Piercing, Assault Rifle, Two-Handed) penaltis from Glares.
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d6+16 Dmg Type: Normal WR: 8 Rng: 200 ft
AC -10, DT Ignore, and DR -40%.
Set 3
-Brush Gun (.45-70 Gov’t, Combat Scope, Two-Handed)
Skill: Melee Weapons S: 4 T: 5 B: 5 Dmg: 4d8+18 Dmg Type: Normal WR: 8 Rng: 225 ft
AC -10, DT -5, and DR -25%. Burst Attack max is two.

154
N.C.R. Veteran Ranger
The best of the best.

Defcon Tier 2 ST: 8 PE: 10 EN: 10 CH: 6 IN: 7 AG: 10 LK: 7


Size Medium
Max HP 500
AP 15

Skills Notes

Big Guns 150 Targeted Attacks follow the standard of an average human.
Melee Weapons 150
Small Guns 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 175 Ironwall: Immune to knockdown.
Detection 150 Light Step: +9 Free Movement.
Sneak 150 Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Riot Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft Military Garment
-Ranger Sequoia (.45-70 Gov’t, One-Handed) N.C.R. Ranger Combat
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 4d8+30 Dmg Type: Normal WR: 10 Rng: 300 ft Armor
AC -10, DT -5, and DR -25%.
-Bowie Knife (Dagger, One-Handed) AC: 60
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 6 Rng: 5 ft N: 17/75%
-Frag Grenade (6) L: 13/70%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft F: 9/50%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 9/60%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 11/60%
LR: Immune
Set 1 ER: 55%
-Barrett M107 (.50 Armor Piercing, Sniper Scope, Two-Handed) PR: 50%
Skill: Small Guns S: 4 T: 5 Dmg: 6d8+30 Dmg Type: Normal WR: 10 Rng: 2400 ft RR: 50%
AC -15, DT Ignore, and DR -35%. Detection +20 to checks when looking for something at
a distance. Ignore 8 Targeted Head, Neck,
Set 2 and Eye Attacks. Immune to
-AN-94 (5.45 Armor-Piercing, Assault Rifle, Two-Handed) Flashbangs and Gas. Night
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 3d4+20 Dmg Type: Normal WR: 10 Rng: 275 ft Vision up to 150 ft. Sneak +15
AC -5, DT Ignore, and DR -30%. 2-Round Burst Attacks with this weapon get +10 Hit to checks.
Chance and -1 AP Cost.
Set 3
-Browning M2HB (.50, Minigun, Two-Handed)
Skill: Big Guns B: 5 Dmg: 6d8+30 Dmg Type: Normal WR: 10 Rng: 500 ft
AC -10, DT -5, and DR -25%.

155
Craig Boone
The last thing you never see.

Defcon Tier 1 ST: 8 PE: 10 EN: 5 CH: 5 IN: 7 AG: 10 LK: 10


Size Medium
Max HP 500
AP 15

Skills Notes

Big Guns 200 Targeted Attacks follow the standard of an average human.
Melee Weapons 125
Small Guns 200 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 100 Ironwall: Immune to knockdown.
Detection 150 Light Step: +9 Free Movement.
Sneak 150 Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Fist & Feet 1st Recon Beret


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft Military Garment
-Boone’s AS50 (.50 Armor Piercing, Anti-Material Silencer, Sniper Scope, Elite Riot Gear
Two-Handed)
Skill: Small Guns S: 4 T: 5 Dmg: 6d8+60 Dmg Type: Normal WR: 20 Rng: 2400 ft AC: 100
AC -15, DT Ignore, and DR -35%. Burst Attack max is two. Detection +20 to checks when N: 17/70%
looking for something at a distance. Anyone further than 100 ft from you won't hear L: 12/70%
the shot. Anyone within 100 ft gets a Detection -25 when trying to find you. F: 9/60%
-Bowie Knife (Dagger, One-Handed) P: 8/60%
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 6 Rng: 5 ft Ex: 10/70%
-Frag Grenade (5) LR: Immune
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 105 ft ER: 100%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and PR: 100%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. RR: 100%
-Anti-Tank Grenade (5)
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 105 ft PE +1 to checks.
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage.

156
People’s Republic of China
A pre-war communist state in eastern Asia. China played a big role in the Resource Wars and competed with the
United States for the last remaining resources on Earth. They waged an eleven year long war to conquer Alaska.
China ceased to exist in 2077 once the Great War began. There is no information that can be found to verify the
situation of China. All Chinese only know Mandarin, except for select Officers and Crimson Dragoons.

Chinese Soldier
The common soldier of the Chinese army.

Defcon Tier 4< ST: 6 PE: 6 EN: 5 CH: 5 IN: 5 AG: 7 LK: 5
Size Medium
Max HP 70
AP 9

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Small Guns 100
Throwing 75 Light Step: +3 Free Movement.
Unarmed 100 Redo: Can reroll any of its rolls once a round.
Detection 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Chinese Officer’s Hat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garment (Ballistic
-Chinese Pistol (10mm, One-Handed) Vest)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+9 Dmg Type: Normal WR: 2 Rng: 175 ft
AC -10. AC: 17
-Frag Grenade (2) N: 1/20%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft L: 1/20%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and F: 1/20%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. P: 1/20%
Ex: 1/20%
Set 1 LR: 3
-Chinese Assault Rifle (5.56, Rifle Sling, Bayonet, Two-Handed) ER: 35%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+18 Dmg Type: Normal WR: 6 Rng: 225 ft PR: 25%
AC -10, DT -2, and DR -25%. Equipping this weapon is a free action. RR: 10%
-Combat Knife (Bayonet, Pole Arm)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft PE +1 to checks.
Set 2
-PPSH-41 (9mm, SMG, Bayonet, Two-Handed)
Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 1d8+14 Dmg Type: Normal WR: 8 Rng: 100 ft
AC -10. Bayonet is the same as Set 1.
Set 3
-SVD-4000 (.308, Sniper Scope, Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+20 Dmg Type: Normal WR: 6 Rng: 2000 ft
AC -10, DT -2, and DR -20%. Burst Attack max is two. Detection +20 to checks when
looking for something at a distance.

157
158
Chinese Heavy Soldier
These soldiers are armed with powerful ranged weapons with one goal in mind. To destroy democracy.

Defcon Tier 4> ST: 7 PE: 6 EN: 7 CH: 5 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 120
AP 9

Skills Notes

Big Guns 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Throwing 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Unarmed 100 Light Step: +6 Free Movement.
Detection 75 Redo: Can reroll any of its rolls once a round.
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garment (Ballistic
-Chinese Pistol (10mm, One-Handed) Vest)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+9 Dmg Type: Normal WR: 2 Rng: 175 ft Kevlar Armor
AC -10.
-Combat Knife (Dagger, One-Handed) AC: 39
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d10+11 Dmg Type: Normal WR: 4 Rng: 5 ft N: 8/70%
-Frag Grenade (2) L: 6/60%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft F: 4/55%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 4/45%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 6/75%
-Anti-Tank Grenade (2) LR: 7
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 95 ft ER: 45%
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers PR: 35%
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage. RR: 24%

Set 1 Ignore 4 Targeted Head and


-RPG-7 (Explosive Rocket, Red Dot Sight, Two-Handed) Eye Attacks. PE +2 to checks.
Skill: Big Guns S: 5 Dmg: 6d8+18 Dmg Type: Explosive WR: 6 Rng: 300 ft
AC -10 and DR -20%. Anything within 15 ft of the explosion also suffers damage, and
takes an additional 1d6 True Damage. Roll AG -4. If you succeed, take half damage. +10
Hit Chance when firing at ½ Base Weapon Range or closer, before scope modifiers.
Set 2
-Flamer (Gasoline, Flamer Fire Pack, Two-Handed)
Skill: Big Guns S: 4 Dmg: 3d10+30 Dmg Type: Normal WR: 6 Rng: 40 ft
AC -5 and DR -15%. All in the line of the attack are hit. Inflicts 15 Persistent Fire Damage
a turn. Environmental flames last for one turn. Uses Pistol Ranges. Long Range is
Maximum Range.
Set 3
-RPD (7.62, Machine Gun, Bipod, Two-Handed)
Skill: Big Guns S: 5 T: 6 B: 6 Dmg: 4d4+14 Dmg Type: Normal WR: 2 Rng: 250 ft
AC -5, DT -2, and DR -15%. Must be prone or have something stable to prop the bipod
on. +10 Hit Chance for Burst Attacks and extend range by 100 ft when set up.

159
160
Chinese Officer
The officers of the People’s Liberation Army are brutal and strong-spirited, and push the soldiers of the People’s Republic forward
with ever-increasing fervor.

Defcon Tier 3< ST: 7 PE: 7 EN: 8 CH: 8 IN: 7 AG: 9 LK: 7
Size Medium
Max HP 200
AP 10

Skills Notes

Melee Weapons 150 Targeted Attacks follow the standard of an average human.
Small Guns 125
Throwing 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Unarmed 125 Light Step: +6 Free Movement.
Detection 125 Redo: Can reroll any of its rolls twice a round.
Sneak 100 Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Chinese Officer Uniform
-Chinese Pistol (10mm Armor-Piercing, Advanced Receiver, One-Handed) (Ballistic Vest)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+19 Dmg Type: Normal WR: 2 Rng: 175 ft Kevlar Armor (Ceramic
AC -10, DT Ignore, and DR -15%. Plate)
-Frag Grenade (2)
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft AC: 50
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and N: 11/70%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. L: 7/60%
-Anti-Tank Grenade (2) F: 6/55%
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 95 ft P: 5/45%
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers Ex: 9/75%
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage. LR: 7
ER: 30%
Set 1 PR: 40%
-Chinese Assault Rifle (5.56 Armor-Piercing, Rifle Sling, Two-Handed) RR: 26%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+18 Dmg Type: Normal WR: 6 Rng: 225 ft
AC -10, DT Ignore, and DR -40%. Equipping this weapon is a free action. Ignore 4 Targeted Head and
Set 2 Eye Attacks. PE +2 to checks.
-Chinese Straight Sword (Tempered Blade, Sword, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d4+24 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -4 and DR -20%. -25 Hit Chance for targets attempting to Deflect, Parry, or Counter
Attack against you.
-Frag Grenade +2
-Anti-Tank Grenade +2
Set 3
-Chinese Commando SMG (.32 Armor-Piercing, One/Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+20 Dmg Type: Normal WR: 10 Rng: 125 ft
AC -5, DT Ignore, and DR -35%.

161
Crimson Dragoon
The elite members of the Chinese Army. These special operations agents played a major role in defending CHinese territory during
the Battle of Anchorage. Some say they began their military training at birth.

Defcon Tier 2 ST: 7 PE: 8 EN: 10 CH: 7 IN: 7 AG: 10 LK: 10


Size Medium
Max HP 400
AP 15

Skills Notes

Melee Weapons 200 Targeted Attacks follow the standard of an average human.
Small Guns 200
Throwing 175 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Unarmed 200 Critical Immunity: Ignore the Instant Death Critical Effect.
Detection 150 Ironwall: Immune to knockdown.
Sneak 150 Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Chinese Stealth Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garment (Ballistic
-Chinese Pistol (10mm Armor-Piercing, Advanced Receiver, One-Handed) Vest)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+19 Dmg Type: Normal WR: 2 Rng: 175 ft Chinese Stealth Suit
AC -10, DT Ignore, and DR -15%.
-Combat Knife (Tempered Blade, Dagger, One-Handed) AC: 20
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d10+11 Dmg Type: Normal WR: 6 Rng: 5 ft N: 10/70%
DT -4 and DR -20%. L: 10/70%
-Anti-Tank Grenade (6) F: 10/70%
Skill: Throwing S: 4 Dmg: 16d4+40 Dmg Type: Explosive Rng: 95 ft P: 10/70%
AC -20, DT Ignore, and DR -40%. Anything within 5 ft of the explosion also suffers Ex: 10/70%
damage, and 2d6 True Damage. Roll AG -2. If you succeed, take half damage. LR: 7
ER: 100%
Set 1 PR: 100%
-SVD-4000 (.308 Armor-Piercing, Silencer, Sniper Scope, Two-Handed) RR: 120%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+20 Dmg Type: Normal WR: 6 Rng: 2000 ft
AC -10, DT Ignore, and DR -35%. Burst Attack max is two. Detection +20 to checks when Ignore 10 Targeted Head,
looking for something at a distance. Neck, and Eye Attacks.
Set 2 Immune to Flashbangs and
-Chinese Straight Sword (Tempered Blade, Sword, One-Handed) Gas. Night Vision up to 500 ft.
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d4+24 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -4 and DR -20%. -25 Hit Chance for targets attempting to Deflect, Parry, or Counter Turn invisible up to six hours
Attack against you. and get Sneak +75 and -60 Hit
Set 3 Chance to all attacks towards
-Chinese Commando SMG (.32 Armor-Piercing, Silencer, One/Two-Handed) you. Duration lowers only
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+20 Dmg Type: Normal WR: 10 Rng: 125 ft when this item is active.
AC -5, DT Ignore, and DR -35%. Anyone further than 50 ft spaces from you won't hear
the shot. Anyone within 50 ft gets a Detection -25 when trying to find you.

162
Forced Evolutionary Virus
A result of experimentation with the Forced Evolutionary Virus. These experiments were a ploy to counter the New
Plague but the result wasn’t what they ended, yet they continued. All F.E.V. creatures are immune to radiation and
diseases.

Super Mutants
The super soldiers created through F.E.V. All Super Mutants know English. Somewhat.

Eastern/Western Super Mutants


The most common Super Mutant found in the wasteland. They typically travel in squads of 3 - 4 and pack quite the punch.

Defcon Tier 5> ST: 10 PE: 6 EN: 7 CH: 3 IN: 3 AG: 7 LK: 5
Size Large
Max HP 80
AP 9

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Energy Weapons 75
Small Guns 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Throwing 75 Light Step: +3 Free Movement.
Unarmed 100
Detection 50
Sneak 25

Weapons / Attacks Armor

-Super Mutant Fist & Feet Leather Rags


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+14 Dmg Type: Normal Rng: 5 ft Enameled Metal Armor
-Molotov Cocktails (2)
Skill: Throwing S: 4 Dmg: 4d4+5 Dmg Type: Fire Rng: 125 ft AC: 42
AC -10. Anything 5 ft away from the center takes damage. 10 Persistent Fire Damage N: 8/45%
per turn. If anyone walks through or ends their turn in the fire, they take the damage L: 3/30%
as well. Roll AG -2. If you succeed, take half damage. F: 2/30%
P: 2/20%
Set 1 Ex: 4/25%
-AER9 Laser Rifle (MFC, Two-Handed) LR: 5
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 250 ft ER: 0%
Set 2 PR: 55%
-AK-74 (5.45, Assault Rifle, Two-Handed) RR: Immune
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 3d4+10 Dmg Type: Normal WR: 4 Rng: 250 ft
AC -5, DT -2, and DR -15%. Ignore Targeted Attack Effect
Set 3 to the Groin.
-War Axe (One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+19 Dmg Type: Normal WR: 4 Rng: 5 ft For Eastern increase all DR
-Molotov Cocktails +2 +10%.

163
164
Eastern/Western Super Mutant Brute
A cut above the average Super Mutant. A Brute is more vicious and brutal with better equipment.

Defcon Tier 4- ST: 11 PE: 6 EN: 8 CH: 3 IN: 3 AG: 8 LK: 5


Size Large
Max HP 120
AP 9

Skills Notes

Big Guns 100 Targeted Attacks follow the standard of an average human.
Energy Weapons 100
Melee Weapons 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Small Guns 100 Light Step: +3 Free Movement.
Throwing 75 Redo: Can reroll any of its rolls once a round.
Unarmed 125
Detection 75
Sneak 25

Weapons / Attacks Armor

-Super Mutant Fist & Feet Metal Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+15 Dmg Type: Normal Rng: 5 ft Leather Rags
-Pipe Bombs (2) Polished Metal Armor
Skill: Throwing S: 4 Dmg: 2d10+20 Dmg Type: Fire Rng: 135 ft
AC -10 and DR -5%. Anything 10 ft away from the center also takes damage, and they AC: 43
also take 1d6 True Damage. Roll AG -3. If you succeed, take half damage. If you fail you N: 8/75%
take full damage. L: 6/50%
F: 3/30%
Set 1 P: 3/20%
-Auto Laser Rifle (MFC, Two-Handed) Ex: 6/45%
Skill: Energy Weapons S: 5 T: 6 B: 6 Dmg: 5d4+10 Dmg Type: Laser WR: 6 Rng: 200 ft LR: 8
Burst Attack max is ten. ER: -10%
Set 2 PR: 60%
-Sledgehammer (Bludgeon, Two-Handed) RR: Immune
Skill: Melee Weapons S: 4 T: 5 Dmg: 2d8+30 Dmg Type: Laser WR: 6 Rng: 10 ft
SM: Knockback - When targeting the chest, knockback opponent 5 ft back, DM +0.1. Ignore 4 Targeted Head
-Pipe Bombs (+2) Attacks. Ignore Targeted
Set 3 Attack Effect to the Groin.
-Rockwell CZ53 (5mm, Minigun, Two-Handed)
Skill: Big Guns B: 5 Dmg: 2d10+15 Dmg Type: Normal WR: 6 Rng: 200 ft For Eastern increase all DR
AC -15, DT -10, and DR -15%. +10%.
Set 4
-Mutant Punch Dagger (One-Handed)
Skill: Unarmed S: 1 T: 2 Dmg: 3d4+21 Dmg Type: Normal WR: 6 Rng: 5 ft
-Pipe Bombs (+2)

165
Eastern/Western Super Mutant Master
These masters lead their own gang of Super Mutants and take no prisoners. They’re often more ruthless and a bit more intelligent
than their lesser brethren.

Defcon Tier 3< ST: 12 PE: 7 EN: 9 CH: 3 IN: 4 AG: 8 LK: 5
Size Large
Max HP 150
AP 9

Skills Notes

Big Guns 125 Targeted Attacks follow the standard of an average human.
Energy Weapons 125
Melee Weapons 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Small Guns 125 Gotta Go Fast: +10 Sequence.
Throwing 100 Ironwall: Immune to knockdown.
Unarmed 150 Light Step: +6 Free Movement.
Detection 100 Redo: Can reroll any of its rolls twice a round.
Sneak 50 Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Super Mutant Fist & Feet Combat Metal Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+16 Dmg Type: Normal Rng: 5 ft Leather Rags
-Frag Grenade (2) Polished Robot Armor
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 145 ft
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and AC: 73
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. N: 9/85%
L: 7/60%
Set 1 F: 3/45%
-Gatling Laser (MFC, Beam Focuser, Two-Handed) P: 3/45%
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 5 ft Ex: 7/60%
DT Ignore and DR -20%. Burst Attack ranges from five to ten. LR: 10
Set 2 ER: 10%
-Rockwell CZ53 (5mm, Minigun, Two-Handed) PR: 65%
Skill: Big Guns B: 5 Dmg: 2d10+15 Dmg Type: Normal WR: 6 Rng: 200 ft RR: Immune
AC -15, DT -10, and DR -15%.
Set 3 Ignore 4 Targeted Head
-Mutant Ballistic Fist (12 Gauge Buckshot Armor-Piercing, One-Handed) Attacks. Ignore Targeted
Skill: Unarmed S: 2 T: 3 Dmg: 3d4+3d8+32 Dmg Type: Normal WR: 8 Rng: 5 ft Attack Effect to the Groin.
AC -15, DT Ignore, and DR -35%.
-Frag Grenades (+2) For Eastern increase all DR
Set 4 +10%.
-Bumper Sword (Sword, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+28 Dmg Type: Normal WR: 8 Rng: 10 ft
DR -10%.
-Large Shield (Shield, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d12+20 Dmg Type: Normal WR: 6 Rng: 5 ft
AC +20.

166
Eastern Super Mutant Overlord / Western Super Mutant Commando
A step above a master, Overlord’s are intelligent and much more resilient. You’ll find these types of Super Mutants lead a battalion
of Super Mutants. Western Super Mutant Commandos are Remnants of the Master’s Army, the Western Super Mutant retain their
sanity and memories from their past. Although they can’t become Behemoths like their eastern counterparts, their years of
experience and intelligence have made them formidable opponents in the wasteland. They mostly tend to themselves.

Defcon Tier 3> ST: 13 PE: 8 EN: 10 CH: 3 IN: 5 AG: 9 LK: 6
Size Huge
Max HP 250
AP 10

Skills Notes

Big Guns 125 Targeted Attacks follow the standard of an average human.
Energy Weapons 125
Melee Weapons 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Small Guns 125 Gotta Go Fast: +10 Sequence.
Throwing 125 Ironwall: Immune to knockdown.
Unarmed 150 Light Step: +9 Free Movement.
Detection 100 Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
Sneak 75 result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Super Mutant Fist & Feet T-45 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+17 Dmg Type: Normal Rng: 5 ft Leather Rags
-Frag Grenade (2, Concentrated Charge) T-45
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 155 ft
AC -15, DT -10, DR -30%, and DM +0.25. Anything within 20 ft of the explosion also AC: 79
suffers damage, and they also take 1d6 True Damage. Roll AG -3. If they succeed, take N: 19/90%
half damage. L: 14/80%
F: 12/70%
Set 1 P: 11/60%
-AER12 Laser Rifle (MFC, Tri-Beam Splitter, Two-Handed) Ex: 21/60%
Skill: Energy Weapons S: 4 B: 5 Dmg: 6d6+30 Dmg Type: Laser WR: 8 Rng: 300 ft LR: 11
AC -30 and DR -30%, and DM +1.0. One Single Attack expends 3 ammo from the Laser ER: 50%
or Plasma Weapon. PR: 70%
Set 2 RR: Immune
-Browning M2HB (.50, Minigun, Two-Handed)
Skill: Big Guns B: 5 Dmg: 6d8+15 Dmg Type: Normal WR: 10 Rng: 500 ft Ignore 17 Targeted Head,
AC -15, DT -5, and DR -20%. Neck, and Eye Attacks.
Set 3 Immune to Flashbangs and
-Super Sledgehammer (2, Bludgeon, Two-Handed) Gas. Ignore Targeted Attack
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+33 Dmg Type: Normal WR: 10 Rng: 10 ft Effect to the Groin.
SM: Knockback - When targeting the chest, knockback opponent 15 ft back.
-Frag Grenades (+2, Concentrated Charge) For Eastern increase all DR
+10%.

167
Eastern Super Mutant Primus / Nightkin
The second ultimate Super Mutant. The Primus is the de facto leader of a Super Mutant Army. Nightkin are a unique version of the
Western Super Mutant who had too push exposure to Stealth Boys. Overuse of the Stealth Boys caused their skin to turn blue and
for their personalities to change. They prefer to not be seen and are obsessed with Stealth Boys. Finding a tamed Nightkin is nearly
impossible.

Defcon Tier 2 ST: 15 PE: 9 EN: 10 CH: 3 IN: 5 AG: 10 LK: 7


Size Huge
Max HP 400
AP 15

Skills Notes

Energy Weapons 175 Targeted Attacks follow the standard of an average human.
Melee Weapons 150
Small Guns 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 150 Ironwall: Immune to knockdown.
Detection 125 Light Step: +9 Free Movement.
Sneak 100 Rebuke (Primus Only): Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the
final damage result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Stealth Mode (Nightkin Only): Can turn invisible at will up to three hours. This can be turned off/on up until the three
hours are used up throughout a day. While invisible they get Sneak +50 and all attacks toward them get a -25 Hit Chance.
This refreshes after a Long Rest.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Super Mutant Fist & Feet T-51 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+19 Dmg Type: Normal Rng: 5 ft Leather Rags
-Frag Grenade (2, Concentrated Charge) T-51
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 175 ft
AC -15, DT -10, DR -30%, and DM +0.25. Anything within 20 ft of the explosion also AC: 100
suffers damage, and they also take 1d6 True Damage. Roll AG -3. If they succeed, take N: 20/100%
half damage. L: 20/100%
F: 15/80%
Set 1 P: 14/80%
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) Ex: 21/80%
Skill: Big Guns B: 5 Dmg: 4d6+15 Dmg Type: Plasma WR: 10 Rng: 250 ft LR: 13
AC -10, DT -5 and DR -40%. Burst Attack ranges from five to ten. ER: 75%
Set 2 PR: 80%
-Browning M2HB (.50 Armor-Piercing, Minigun, Two-Handed) RR: Immune
Skill: Big Guns B: 5 Dmg: 6d8+15 Dmg Type: Normal WR: 10 Rng: 500 ft
AC -15, DT Ignore, and DR -35%. Ignore 20 Targeted Head,
Set 3 Neck, and Eye Attacks.
-Verti-Claymore (Sword, Two-Handed) Immune to Flashbangs and
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d6+40 Dmg Type: Normal WR: 10 Rng: 10 ft Gas. Ignore Targeted Attack
DT -4 and DR -20%s. SM: Knockback - When targeting the chest, knockback opponent Effect to the Groin.
15 ft back.

168
-Frag Grenades (+2, Concentrated Charge) For Eastern increase all DR
+10%.

Eastern Super Mutant Behemoth


The Behemoth is the most monstrous of all the Super Mutants. They have the potential to level towns.

Defcon Tier 1 ST: 17 PE: 5 EN: 12 CH: 1 IN: 1 AG: 10 LK: 10


Size Gargantuan
Max HP 1000
AP 15

Skills Notes

Melee Weapons 200 Targeted Attacks follow the standard of an average human.
Unarmed 200
Throwing 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Detection 100 Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls three times a round.
Screw Luck: Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success Effects and Body Part bonus
damage.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Behemoth Fist & Feet AC: 150


Skill: Unarmed S: 1 T: 2 Dmg: 2d8+32 Dmg Type: Normal Rng: 15 ft N: 20/100%
-Fire Hydrant Club (Bludgeon, Two-Handed) L: 20/100%
Skill: Melee Weapons S: 2 T: 3 Dmg: 4d10+37 Dmg Type: Normal WR: 20 Rng: 15 ft F: 20/100%
P: 20/100%
Ex: 20/100%
LR: Immune
ER: 100%
PR: 100%
RR: Immune

169
Other Experiments
These experiments are nothing more than mindless creatures roaming the wastes. These count as Creatures.

Mutant Hound
These dogs have undergone a major mutation from FEV. Super Mutants keep them as pets and they’re great for tracking those pesky
humans.

Defcon Tier 5> ST: 8 PE: 8 EN: 8 CH: 3 IN: 5 AG: 8 LK: 5
Size Medium
Max HP 70
AP 9

Skills Notes

Unarmed 100 Mutant Hounds cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs. The
Detection 100 rest of the Targeted Attacks follow the standard of a Human.
Sneak 75
Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Sixth Sense: Immune to Blindness or Blinded condition.

Variant(s): Glowing.

Weapons / Attacks Armor

-Bite AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d10+20 Dmg Type: Normal Rng: 5 ft N: 5/40%
1d6 True Damage. L: 4/50%
F: 4/40%
P: 3/30%
Ex: 4/54%
LR: 3
ER: 30%
PR: 40%
RR: Immune

170
New California Floaters
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. These variants reside in the
New California region.

Defcon Tier 4< ST: 6 PE: 6 EN: 7 CH: 2 IN: 3 AG: 10 LK: 6
Size Medium
Max HP 60
AP 10

Skills Notes

Unarmed 100 New California Floaters cannot take Targeted Attacks to the eyes, neck, arms, legs, and groin. The rest of the Targeted
Detection 75 Attacks follow the standard of a Human.
Sneak 50
Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Tentacle Slap AC: 35


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 10 ft N: 5/50%
If Tentacle Slap hits, the target suffers PR -10% and rolls EN -2. If the target fails, they L: 5/50%
take 10 Poison Damage. If the target succeeds, they take half the Poison Damage. Per F: 4/60%
Hour, roll EN -2 every hour for the next two hours. If they succeed the EN roll, the P: 4/60%
target doesn’t take Poison Damage for the hour. If they fail they take 10 Poison Ex: 6/50%
Damage for the hour. LR: 4
ER: 20%
PR: 35%
RR: Immune

171
Floaters Gnasher
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Gnashers primarily deal acid
to their prey.

Defcon Tier 4< ST: 6 PE: 6 EN: 7 CH: 2 IN: 3 AG: 10 LK: 6
Size Medium
Max HP 60
AP 10

Skills Notes

Throwing 100 Floaters Gnashers cannot take Targeted Attacks to the eyes, neck, arms, legs, and groin. The rest of the Targeted Attacks
Unarmed 100 follow the standard of a Human.
Detection 75
Sneak 50 Upon death, they explode in an acidic burst. Anyone within 10 ft must roll AG -2. Those that fail take 2d4+5 True Damage.
Those that succeed take no damage.

Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Tentacle Slap AC: 35


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 10 ft N: 5/50%
-Acid Spit L: 5/50%
Skill: Throwing S: 3 Dmg: 2d4+4 Dmg Type: True Rng: 30 ft F: 4/60%
P: 4/60%
Ex: 6/50%
LR: 4
ER: 20%
PR: Immune
RR: Immune

172
Floaters Flamer
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Flamers primarily deal fire
damage to their prey.

Defcon Tier 4< ST: 6 PE: 6 EN: 7 CH: 2 IN: 3 AG: 10 LK: 6
Size Medium
Max HP 60
AP 10

Skills Notes

Throwing 100 Floater Flamers cannot take Targeted Attacks to the eyes, neck, arms, legs, and groin. The rest of the Targeted Attacks
Unarmed 100 follow the standard of a Human.
Detection 75
Sneak 50 Upon death, they explode in a fiery burst. Anyone within 10 ft must roll AG -2. Those that fail take 3d8+10 Fire Damage
with DR -15%. Those that succeed take no damage.

Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Tentacle Slap AC: 35


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 10 ft N: 5/50%
-Fire Spit L: 5/50%
Skill: Throwing S: 3 Dmg: 2d8+10 Dmg Type: Fire Rng: 30 ft F: 12/100%
DR -15%. P: 4/60%
Ex: 6/50%
LR: 4
ER: 20%
PR: 35%
RR: Immune

173
Floaters Freezer
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Freezers primarily deal cryo
damage to their prey.

Defcon Tier 4< ST: 6 PE: 6 EN: 7 CH: 2 IN: 3 AG: 10 LK: 6
Size Medium
Max HP 60
AP 10

Skills Notes

Throwing 100 Floater Freezers cannot take Targeted Attacks to the eyes, neck, arms, legs, and groin. The rest of the Targeted Attacks
Unarmed 100 follow the standard of a Human.
Detection 75
Sneak 50 Upon death, they explode in a cryo burst. Anyone within 10 ft must roll AG -3. Those that fail take 3d8+10 Normal
Damage with DR -15% and can’t Run, Sprint, or Charge for 1d6 turns. Those that succeed take half damage.

Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Tentacle Slap AC: 35


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 10 ft N: 10/70%
-Ice Spit L: 5/50%
Skill: Throwing S: 3 Dmg: 2d8+10 Dmg Type: Normal Rng: 30 ft F: 3/40%
DR -15%. Those hit by Ice Spit roll EN -2. If you succeed, take half damage from P: 4/60%
Ex: 6/50%
Cryo Blast. If you fail, you can’t Run, Sprint, and Charge for 1d4 turns.
LR: 4
ER: 20%
PR: 35%
RR: Immune

174
Centaur
A complete mess of FEV experimentation by tossing in a mix of humans, dogs, cats, and other animals. An abomination of what an
FEV chimera would be. Beware of the tentacles.

Defcon Tier 5- ST: 5 PE: 8 EN: 6 CH: 1 IN: 3 AG: 6 LK: 7


Size Medium
Max HP 60
AP 8

Skills Notes

Throwing 75 Centaurs cannot take Targeted Attacks to the eyes, leg, neck, and groin. Targeted Arm Attacks can be done to its three
Unarmed 100 tentacles. The rest of the Targeted Attacks follow the standard of a Human. Some may have several heads. Overseers
Detection 75 should specify any altered versions of Centaurs.
Sneak 25
Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.

Weapons / Attacks Armor

-Tentacle Slap AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal Rng: 10 ft N: 4/40%
-Rad Spit L: 2/30%
Skill: Throwing S: 3 Rng: 30 ft F: 3/30%
Rads 100. P: 2/30%
Ex: 3/40%
LR: 3
ER: 20%
PR: 30%
RR: Immune

175
Evolved Centaur
An older and grotesque-ish version of a Centaur.

Defcon Tier 3< ST: 7 PE: 10 EN: 8 CH: 1 IN: 5 AG: 8 LK: 7
Size Medium
Max HP 180
AP 9

Skills Notes

Throwing 100 Evolved Centaurs cannot take Targeted Attacks to the eyes, leg, neck, and groin. Targeted Arm Attacks can be done to its
Unarmed 125 three tentacles. The rest of the Targeted Attacks follow the standard of a Human. Some may have several heads.
Detection 100 Overseers should specify any altered versions of Evolved Centaurs.
Sneak 25
Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.

Weapons / Attacks Armor

-Tentacle Slap AC: 45


Skill: Unarmed S: 2 T: 3 Dmg: 3d6+17 Dmg Type: Normal Rng: 10 ft N: 9/60%
-Rad Spit L: 7/50%
Skill: Throwing S: 3 Rng: 60 ft F: 8/50%
Rads 200. P: 7/50%
Ex: 8/60%
LR: 4
ER: 40%
PR: 50%
RR: Immune

176
Wanamingo
A strange mutant animal that lives mostly underground. Although some confuse them as aliens, they’re actually created as F.E.V.
weapons similar to Deathclaws.

Defcon Tier 4- ST: 7 PE: 8 EN: 6 CH: 1 IN: 4 AG: 7 LK: 7


Size Medium
Max HP 100
AP 9

Skills Notes

Unarmed 125 Wanamingos cannot take Targeted Attacks to the head, eyes, neck, and groin. The rest of the Targeted Attacks follow the
Detection 75 standard of a Human..
Sneak 75
Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.

Weapons / Attacks Armor

-Bite AC: 40
Skill: Unarmed S: 3 T: 4 Dmg: 6d4+23 Dmg Type: Normal Rng: 5 ft N: 6/50%
-Tentacle Slap L: 7/40%
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+17 Dmg Type: Normal Rng: 10 ft F: 2/20%
P: 5/40%
Ex: 5/40%
LR: 4
ER: 30%
PR: 30%
RR: Immune

177
Queen Wanamingo
The Queen of the Wanamingo that resides deep in the underground.

Defcon Tier 3- ST: 10 PE: 10 EN: 8 CH: 1 IN: 5 AG: 8 LK: 7


Size Large
Max HP 300
AP 9

Skills Notes

Unarmed 150 Queen Wanamingos cannot take Targeted Attacks to the head, eyes, neck, and groin. The rest of the Targeted Attacks
Detection 100 follow the standard of a Human..
Sneak 75
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +9 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Bite AC: 75
Skill: Unarmed S: 3 T: 4 Dmg: 10d4+30 Dmg Type: Normal Rng: 5 ft N: 8/70%
-Tentacle Slap L: 9/60%
Skill: Unarmed S: 2 T: 3 Dmg: 3d6+25 Dmg Type: Normal Rng: 10 ft F: 4/40%
P: 7/60%
Ex: 7/70%
LR: 4
ER: 30%
PR: 30%
RR: Immune

178
Spore Carrier
Although not created through F.E.V., these creatures were developed before the Great War in the Big MT Research Facility X-22
Botanical Garden to colonize the bodies of common pests.

Defcon Tier 5< ST: 7 PE: 5 EN: 5 CH: 1 IN: 1 AG: 7 LK: 5
Size Medium
Max HP 40
AP 9

Skills Notes

Unarmed 75 Spore Carriers cannot take Targeted Attacks to the eyes and groin. The rest of the Targeted Attacks follow the
Detection 25 standard of a Human.
Sneak 25
Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Fist & Feet AC: 20


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+9 Dmg Type: Normal Rng: 5 ft LR: 3
-Spore Gas ER: Immune
S: 3 Dmg: 10 Dmg Type: Poison PR: Immune
Spore Gas inflicts Damage in the form of a Gas and inflicts PR -10%. Anyone within 10 ft RR: Immune
of the creature is affected by this and must roll EN -1. If they succeed they take half the
Poison Damage.

179
Snallygaster
A unique creature that looks like a mutated dragon that roams Appalachia.

Defcon Tier 3< ST: 6 PE: 8 EN: 6 CH: 1 IN: 4 AG: 10 LK: 7
Size Medium
Max HP 400
AP 10

Skills Notes

Throwing 125 Snallygaster cannot take Targeted Attacks to the leg, eyes, neck, and groin. Targeted Arm Attacks can be done to six limbs.
Unarmed 125 The rest of the Targeted Attacks follow the standard of a Human.
Detection 75
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Light Step: +6 Free Movement.
Redo: Can reroll any of its rolls twice a round.
Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Bite/Claw AC: 75
Skill: Unarmed S: 2 T: 3 Dmg: 4d6+26 Dmg Type: Normal Rng: 10 ft LR: 3
-Acid Spit ER: 50%
Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: True Rng: 100 ft PR: 50%
RR: Immune

180
Robots
The mechanical menaces of the wasteland that can be found everywhere. Be warned that finding robots in a pre-
war military bunker may try to kill you. Robots are immune to Gas, Poison, and Radiation. They also can’t Crouch or
Prone or wield weapons unless specified. Their weapons are either already part of the body or are attached to an
arm. Which arm is determined by the Overseer. Energy Weapons are powered by the Robot’s power source.
Robots in this section are full units unlike creating your own player-made robot, or your own character. To make
custom robots refer to Character Creation and Robot Upgrades. All Robots know English.

Calculator
All the robots listed were found by the Calculator AI and turned into its private army. Their true origin is unknown.

Security Robot
A powerful guard robot that travels in a pack hovering above the ground.

Defcon Tier 5- ST: 5 PE: 6 EN: 5 CH: 5 IN: 7 AG: 7 LK: 5


Size Medium
Max HP 45
AP 9

Skills Notes

Energy Weapons 75 Security Robots cannot take Targeted Attacks to the head, eyes, neck, and legs. Targeted Arm Attacks can be done to its
Unarmed 75 four robot arms. Targeted Groin Attacks can be done to its thruster. The rest of the Targeted Attacks follow the standard
Detection 100 of a Human.

Ignore Difficult Terrain penalties.

Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 25


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft N: 3/50%
-Security Laser Shot (4) L: 2/20%
Skill: Energy Weapons S: 3 T: 4 Dmg: 4d6+10 Dmg Type: Laser Rng: 150 ft F: 2/30%
One is attached to each arm. This weapon cannot be Targeted. P: 2/10%
Ex: 4/30%
LR: 3
ER: 0%

181
Scurry Robot
A small crab-like utility robot in the Midwest that burrows into the dirt and pops out on unsuspecting wastelanders.

Defcon Tier 5- ST: 5 PE: 6 EN: 3 CH: 5 IN: 7 AG: 10 LK: 5


Size Medium
Max HP 50
AP 10

Skills Notes

Unarmed 75 Scurry Robots cannot take Targeted Attacks to the eyes, neck, arms, and groin. A Targeted Leg Attack can be done to one
Detection 75 of its six legs. The rest of the Targeted Attacks follow the standard of a Human.
Sneak 100
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 25


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft N: 4/30%
-Scurry Laser Shot L: 3/20%
Skill: Energy Weapons S: 3 T: 4 Dmg: 4d6+10 Dmg Type: Laser Rng: 150 ft F: 2/20%
P: 2/30%
Ex: 3/20%
LR: 2
ER: 0%

182
Hover Robot
A unique hover robot that guards and patrols the Midwest. They’re very similar to Eyebots except far more heavily armored.

Defcon Tier 4- ST: 4 PE: 6 EN: 7 CH: 5 IN: 7 AG: 10 LK: 5


Size Medium
Max HP 80
AP 10

Skills Notes

Energy Weapons 100 Hover Robots cannot take Targeted Attacks to the head, neck, arms, groin, and legs. A Targeted Eye attack can be done to
Detection 100 the base of the main antenna on the top of its head. The rest of the Targeted Attacks follow the standard of a Human.
Sneak 100
Ignore Difficult Terrain penalties.

Light Step: +9 Free Movement.


Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Hover Laser Shot AC: 35


Skill: Energy Weapons S: 2 T: 3 Dmg: 6d4+8 Dmg Type: Laser Rng: 200 ft N: 7/70%
L: 7/50%
F: 5/60%
P: 5/40%
Ex: 6/40%
LR: 4
ER: 10%

183
C-27 Series Humanoid Robot
A unique robot created by Acme Corporation before the Great War. These robots served as the main work force for the Calculator.
They can wield weapons like a Human.

Defcon Tier 3- ST: 10 PE: 6 EN: 8 CH: 5 IN: 7 AG: 8 LK: 5


Size Medium
Max HP 250
AP 9

Skills Notes

Big Guns 125 C-27 Series Humanoid Robots cannot take Targeted Attacks to the eyes, neck, and groin. The rest of the Targeted Attacks
Energy Weapons 125 follow the standard of a Human. Can Crouch and Prone.
Melee Weapons 125
Small Guns 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 125 Light Step: +6 Free Movement.
Detection 100 Missed Me: Any attacks that successfully hit can be ignored once per round.
Sneak 100 Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 60


Skill: Unarmed S: 1 T: 2 Dmg: 1d8+14 Dmg Type: Normal Rng: 5 ft N: 6/60%
-Frag Grenade (2) L: 5/40%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 125 ft F: 4/20%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 4/20%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 4/20%
LR: 4
Set 1 ER: 30%
-M16A2 (5.56 Armor-Piercing, Assault Rifle, Two-Handed)
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft Ignore 3 Targeted Head
AC -10, DT Ignore, and DR -40%. Attacks.
Set 2
-Gatling Laser (MFC, Beam Focuser, Two-Handed)
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 250 ft
DT Ignore and DR -20%. Burst Attack ranges from five to ten.
Set 3
-Claymore (Sword, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d8+30 Dmg Type: Normal WR: 8 Rng: 10 ft
SM: Highland Slash - -20 Hit Chance, DM +0.2.

184
Humanoid Brain Robot
A unique robot created by the Calculator that consists of a large humanoid robotic suit housing a human brain connected to a
robotic program.

Defcon Tier 3> ST: 10 PE: 6 EN: 10 CH: 5 IN: 7 AG: 8 LK: 5
Size Medium
Max HP 200
AP 9

Skills Notes

Big Guns 125 Humanoid Brain Robots cannot take Targeted Attacks to the eyes, neck, and groin. The rest of the Targeted Attacks follow
Melee Weapons 125 the standard of a Human.
Unarmed 125
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Detection 100
Light Step: +3 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Two For One: Can wield two-handed weapons as one-handed weapons.

Weapons / Attacks Armor

-Metal Fist & Feet EMP Shield


Skill: Unarmed S: 1 T: 2 Dmg: 1d8+14 Dmg Type: Normal Rng: 5 ft
-Browning M2 (.50, Minigun) AC: 80
Skill: Big Guns S: 5 T: 6 B: 6 Dmg: 6d8+5 Dmg Type: Normal WR: 8 Rng: 600 ft N: 10/70%
AC -15, DT -5, and DR -20%. L: 6/40%
-Rockwell M72 (APS Rocket, Rocket Launcher) F: 12/80%
Skill: Big Guns S: 6 Dmg: 6d6+35 Dmg Type: Explosive WR: 8 Rng: 500 ft P: 6/40%
AC -20, DT Ignore, and DR -30%. Anything within 10 ft of the explosion also suffers Ex: 10/60%
damage, and anything within takes 1d6 True Damage. Roll AG -2. If you succeed, take LR: 5
half damage. ER: 50%

Ignore 1 Targeted Head


Attacks.

185
Behemoth
The largest and most dangerous robot of the Calculator’s Army. This six-legged hulk of pure destruction can wipe out a town in an
instant.

Defcon Tier 1 ST: 20 PE: 10 EN: 20 CH: 5 IN: 7 AG: 10 LK: 5


Size Gargantuan
Max HP 2000
AP 15

Skills Notes

Big Guns 200 The Behemoth cannot take Targeted Attacks to the head, arms, eyes, and neck. Targeted Leg Attacks can be done to its six
Detection 150 legs. Targeted Groin Attacks can be done to a small sensor at the front. This can only be done up to three times. The rest
of the Targeted Attacks follow the standard of a Human. Apply Big Gun Setup Penalties for Attacks.

Critical Immunity: Ignore the Instant Death Critical Effect.


Gotta Go Fast: +10 Sequence.
Ironwall: Immune to knockdown.
Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Redo: Can reroll any of its rolls three times a round.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Behemoth Bash AC: 100


Skill: Unarmed S: 1 T: 2 Dmg: 2d8+30 Dmg Type: Normal Rng: 10 ft N: 20/100%
-Browning M2HB (4, .50 Armor-Piercing, Minigun) L: 20/100%
Skill: Big Guns B: 5 Dmg: 6d8+30 Dmg Type: Normal WR: 20 Rng: 500 ft F: 20/100%
AC -15, DT Ignore, and DR -35%. All four weapons are attached above its sensors. P: 20/100%
Ex: 20/100%
LR: 20
ER: 100%

186
RobCo Industries
All the robots listed were created by RobCo Industries led by the genius Robert House.

Eyebot
A hovering robot used for reconnaissance and propaganda. It speaks in morse code and it comes with a simple laser shot.

Defcon Tier 5< ST: 2 PE: 6 EN: 2 CH: 5 IN: 7 AG: 11 LK: 5
Size Small
Max HP 30
AP 11

Skills Notes

Energy Weapons 75 Eyebots cannot take Targeted Attacks to the head, neck, arms, groin, and legs. A Targeted Eye attack can be done to the
Detection 50 base of the main antenna on the top of its body. The rest of the Targeted Attacks follow the standard of a Human.
Sneak 75
Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Gotta Go Fast: +10 Sequence.
Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Eyebot Laser Shot AC: 30


Skill: Energy Weapons S: 3 T: 4 Dmg: 2d4+4 Dmg Type: Laser Rng: 150 ft N: 2/30%
L: 2/20%
F: 1/20%
P: 1/20%
Ex: 1/20%
ER: 0%

187
Protectron
A robot designed for protection and manual labor. Variant versions were made for construction, law enforcement, fire fighting, etc.

Defcon Tier 5- ST: 5 PE: 6 EN: 5 CH: 5 IN: 7 AG: 5 LK: 5


Size Medium
Max HP 40
AP 8

Skills Notes

Energy Weapons 75 Protectrons cannot take Targeted Attacks to the eyes, neck, and groin. The rest of the Targeted Attacks follow the
Unarmed 75 standard of a Human.
Detection 50
Light Step: +3 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+13 Dmg Type: Normal Rng: 5 ft N: 3/40%
-Protectron Laser Shot L: 2/20%
Skill: Energy Weapons S: 3 T: 4 Dmg: 7d4+6 Dmg Type: Laser Rng: 250 ft F: 2/10%
This weapon cannot be Targeted. P: 2/20%
Ex: 2/10%
LR: 3
ER: 10%

Ignore 1 Targeted Head


Attack.

188
Duraframe Eyebot
ED-E My Love. Only one of it’s kind exists, but maybe the Brotherhood of Steel or Followers of the Apocalypse in the Mojave could
have more.

Defcon Tier 4< ST: 4 PE: 6 EN: 5 CH: 5 IN: 7 AG: 9 LK: 5
Size Small
Max HP 60
AP 10

Skills Notes

Energy Weapons 100 Duraframe Eyebots cannot take Targeted Attacks to the head, neck, arms, groin, and legs. A Targeted Eye attack can be
Detection 50 done to the base of the main antenna on the top of its body. The rest of the Targeted Attacks follow the standard of a
Sneak 100 Human.

Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Gotta Go Fast: +10 Sequence.
Light Step: +9 Free Movement.

Weapons / Attacks Armor

-Arc Blaster (Plasma) EMP Shield


Skill: Energy Weapons S: 2 T: 3 Dmg: 4d10+10 Dmg Type: Plasma Rng: 100 ft
DT -5 and DR -20%. AC: 40
N: 4/30%
L: 4/30%
F: 2/30%
P: 2/20%
Ex: 3/20%
ER: 50%

189
Securitron MK I
A private security robot created and mass produced by House Industries with help from RobCo Industries. Amazingly they can go up
and down stairs.

Defcon Tier 4- ST: 7 PE: 6 EN: 7 CH: 5 IN: 7 AG: 8 LK: 5


Size Medium
Max HP 100
AP 9

Skills Notes

Energy Weapons 125 Securitron MK Is cannot take Targeted Attacks to the head, eyes, neck, and groin. Targeted Leg Attacks can be done to its
Small Guns 125 one wheel. The rest of the Targeted Attacks follow the standard of a Human.
Detection 100
Redo: Can reroll any of its rolls once a round.
Light Step: +3 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 50


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+12 Dmg Type: Normal Rng: 5 ft N: 6/35%
-Gatling Laser L: 5/40%
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 250 ft F: 4/30%
Burst Attack ranges from five to ten. P: 3/30%
-MP5 (9mm, SMG) Ex: 5/40%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+9 Dmg Type: Normal Rng: 125 ft LR: 4
AC -10. ER: 20%

190
Assaultron
A robot designed for the front-line of war, the Assaultron is fast and deadly at close range with a devastating laser that can be fired
at a distance. Some variants, like the Dominator, implement stealth technology.

Defcon Tier 3< ST: 6 PE: 6 EN: 6 CH: 5 IN: 7 AG: 10 LK: 5
Size Medium
Max HP 200
AP 10

Skills Notes

Energy Weapons 125 Assaultrons cannot take Targeted Attacks to the eyes, neck, and groin. The rest of the Targeted Attacks follow the
Melee Weapons 125 standard of a Human.
Unarmed 125
Sneak 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Detection 100 Light Step: +6 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Redo: Can reroll any of its rolls twice a round.
Stealth Mode: Can turn invisible at will up to three hours. This can be turned off/on up until the three hours are used up
throughout a day. While invisible they get Sneak +50 and all attacks toward them get a -25 Hit Chance. This refreshes after
a Long Rest.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Metal Fist & Feet EMP Shield


Skill: Unarmed S: 1 T: 2 Dmg: 1d8+10 Dmg Type: Normal Rng: 5 ft
-Assaultron Blade (Sword) AC: 50
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+16 Dmg Type: Normal WR: 6 Rng: 5 ft N: 7/60%
SM: Stealth Slash - Only when sneak attacking, get a +10 Hit Chance and a CC +15. L: 6/40%
-Death Ray F: 5/30%
Skill: Energy Weapons S: 5 Dmg: 2d20+40 Dmg Type: Plasma Rng: 250 ft P: 4/20%
DT Ignore and DR -30%. This is part of the Head. Anyone in the line of attack is hit by Ex: 4/30%
this. Once Death Ray is used, it’ll take two turns to recharge. This weapon cannot be LR: 3
Targeted. ER: 50%

Ignore 5 Targeted Head


Attacks.

191
Securitron MK II
Once the platinum chip was inserted, Securitrons had full capabilities to all their functions. They’re much more fearsome and even
have their own auto repair system. Amazingly they can go up and down stairs.

Defcon Tier 3- ST: 7 PE: 6 EN: 7 CH: 5 IN: 7 AG: 8 LK: 5


Size Medium
Max HP 200
AP 9

Skills Notes

Big Guns 125 Securitron MK IIs cannot take Targeted Attacks to the head, eyes, neck, and groin. Targeted Leg Attacks can be done to its
Energy Weapons 125 one wheel. The rest of the Targeted Attacks follow the standard of a Human.
Small Guns 125
Light Step: +3 Free Movement.
Detection 100
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Self Repair: At the end of every round heals for 15 HP.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Metal Fist & Feet EMP Shield


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+12 Dmg Type: Normal Rng: 5 ft
-Gatling Laser (Beam Focuser) AC: 50
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 250 ft N: 6/50%
DT Ignore and DR -20%. Burst Attack ranges from five to ten. L: 5/40%
-Rockwell CZ53 (5mm, Minigun) F: 4/30%
Skill: Big Guns B: 5 Dmg: 2d10+15 Dmg Type: Normal WR: 6 Rng: 200 ft P: 3/30%
AC -15, DT -10, and DR -15%. Ex: 5/40%
-Rockwell M76 (Explosive Rocket, Rocket Launcher) LR: 4
Skill: Big Guns B: 6 Dmg: 6d8+35 Dmg Type: Explosive WR: 8 Rng: 500 ft ER: 50%
AC -10 and DR -20%. Anything within 15 ft of the explosion also suffers damage, and
takes an additional 1d6 True Damage. Roll AG -4. If you succeed, take half damage. This
is attached on the left shoulder.
-Auto Grenade Launcher (40mm Frag)
Skill: Big Guns S: 4 B: 5 Dmg: 3d12+30 Dmg Type: Explosive WR: 8 Rng: 500 ft
AC -15 and DR -10%. Burst Attack max is four. Anything within 15 ft of the explosion
also suffers damage, and takes an additional 1d6 True Damage. Roll AG -3. If you
succeed, take half damage.

192
Sentry Bot
A robot designed for security before the Great War and they participated in the heaviest of firefights during the war. Although they
have trouble fitting through a door, these mechanical beasts have powerful weapons at their disposal. They’re powered by a fusion
core and if they're ever killed, make sure you’re not close to them.

Defcon Tier 3> ST: 12 PE: 6 EN: 10 CH: 5 IN: 7 AG: 9 LK: 5
Size Large
Max HP 500
AP 10

Skills Notes

Big Guns 175 Sentry Bots cannot take Targeted Attacks to the eyes, neck and groin. Targeted Leg Attacks can be done to one of its three
Energy Weapons 175 legs. The rest of the Targeted Attacks follow the standard of a Human. Apply Big Gun Setup Burst Penalties for all Ranged
Unarmed 100 Weapons Burst Attacks.
Detection 125
Upon death, they explode in a fiery burst. Anyone within 15 ft must roll AG -4. Those that fail take 10d6+60 Plasma
Damage with DR -10%. Those that succeed take half damage. Apply Explosive effect.

Light Step: +3 Free Movement.


Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

Set 1 EMP Shield


-Gatling Laser (Beam Focuser)
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 250 ft AC: 80
DT Ignore and DR -20%. Burst Attack ranges from five to ten. N: 13/70%
-Rockwell M76 (Explosive Rocket, Rocket Launcher) L: 10/60%
Skill: Big Guns B: 6 Dmg: 6d8+35 Dmg Type: Explosive WR: 8 Rng: 500 ft F: 8/60%
AC -10 and DR -20%. Anything within 15 ft of the explosion also suffers damage, and P: 7/50%
takes an additional 1d6 True Damage. Roll AG -4. If you succeed, take half damage. Ex: 14/50%
Set 2 LR: 6
-Rockwell CZ53 (5mm, Minigun) ER: 70%
Skill: Big Guns B: 5 Dmg: 2d10+15 Dmg Type: Normal WR: 6 Rng: 200 ft
AC -15, DT -10, and DR -15%. Ignore 8 Targeted Head
-Rockwell M76 (Explosive Rocket, Rocket Launcher) Attacks.
Set 3
-Auto Grenade Launcher (40mm Plasma)
Skill: Big Guns S: 4 B: 5 Dmg: 5d10+30 Dmg Type: Plasma WR: 8 Rng: 500 ft
AC -10 and DR -10%. Burst Attack max is four. Anything within 10 ft of the explosion
also suffers damage, and takes an additional 1d6 True Damage. Roll AG -4. Apply
Explosive effect.

193
General Atomics
One of the first companies to introduce modern robots to the market. They were a competitor of RobCo Industries
and eventually joined with them on a joint venture to design Liberty Prime.

Mr. Handy/Ms. Nanny


A utility robot designed for general-chore automatons, they’re capable of defending themselves and their owners. But are far less
combat efficient than the military variant Mister Gutsy. Can wield weapons like a Human.

Defcon Tier 5- ST: 5 PE: 6 EN: 5 CH: 5 IN: 7 AG: 7 LK: 5


Size Medium
Max HP 45
AP 9

Skills Notes

Energy Weapons 75 Mr. Handys/Ms. Nannys cannot take Targeted Attacks to the head, neck, and legs. Targeted Eye Attacks can be done to
Melee Weapons 75 any of the three eyes at the top. Targeted Arm Attacks can be done to its three robot arms. Targeted Groin Attacks can be
Unarmed 50 done to its thruster at the bottom. The rest of the Targeted Attacks follow the standard of a Human.
Detection 75
Ignore Difficult Terrain penalties.

Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft N: 3/50%
-Flamer Pistol (Biofuel, One-Handed) L: 2/30%
Skill: Energy Weapons S: 3 Dmg: 2d6+10 Dmg Type: Fire WR: 4 Rng: 25 ft F: 2/30%
All within the line of attack are hit. Inflicts 10 Persistent Fire Damage a turn. Uses Pistol P: 2/10%
Ranges. Long Range is Maximum Range. Ex: 2/30%
-Buzzsaw (EC, Special, One-Handed) LR: 3
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+10 Dmg Type: Normal WR: 4 Rng: 5 ft ER: 0%

194
Mr. Gutsy
Get in line cadet! You’re in the army! A variant of the Mr. Handy designed for military use.

Defcon Tier 4- ST: 6 PE: 6 EN: 7 CH: 5 IN: 7 AG: 8 LK: 5


Size Medium
Max HP 70
AP 9

Skills Notes

Energy Weapons 100 Mr. Gutsys cannot take Targeted Attacks to the head, neck, and legs. Targeted Eye Attacks can be done to any of the three
Melee Weapons 100 eyes at the top. Targeted Arm Attacks can be done to its three robot arms. Targeted Groin Attacks can be done to its
Unarmed 100 thruster at the bottom. The rest of the Targeted Attacks follow the standard of a Human.
Detection 100
Ignore Difficult Terrain penalties.

Gotta Go Fast: +10 Sequence.


Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 40


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft N: 5/50%
-Flamer (Biofuel, Flamer Fire Pack) L: 4/30%
Skill: Energy Weapons S: 4 Dmg: 3d10+30 Dmg Type: Fire WR: 6 Rng: 40 ft F: 4/40%
AC -5 and DR -15%. All in the line of the attack are hit. Inflicts 15 Persistent Fire Damage P: 33/20%
a turn. Environmental flames last for one turn. Uses Pistol Ranges. Long Range is Ex: 3/40%
Maximum Range. LR: 4
ER: 10%
Set 1
-M16A2 (5.56, Assault Rifle)
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft
AC -10, DT -2, and DR -25%.
Set 2
-Laser Rapid Capacitor Weapon
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+5 Dmg Type: Laser WR: 6 Rng: 200 ft
Burst Attack max is ten.

195
Robobrain
A robot designed for both the military and civilian sector. Official records show that only chimpanzee brains were used but at least
some human brains were taken from the bodies of executed criminals and placed into Robobrains. This robot was a joint venture
between General Atomics, RobCo Industries, and the United States Army’s Robotics Division.

Defcon Tier 3< ST: 6 PE: 6 EN: 6 CH: 5 IN: 8 AG: 6 LK: 5
Size Medium
Max HP 90
AP 8

Skills Notes

Energy Weapons 125 Robobrains cannot take Targeted Attacks to the neck and groin. Targeted Eye Attacks can be done to one eye. Targeted
Small Guns 125 Leg Attacks can be done to its roller. The rest of the Targeted Attacks follow the standard of a Human. Apply Big Gun
Unarmed 125 Setup Burst Penalties for all Ranged Weapons Burst Attacks.
Detection 75
Light Step: +3 Free Movement.
Mesmetron Beam: Once per round for 5 AP, attempt to pacify a creature for one turn. They must roll CH -2. If they
succeed, they shrug off the effect. If they fail, they don’t feel like fighting anything till their next turn.
Smoke Screen: Costs 4 AP. Choose an area within 25 ft and place a smoke screen that’s 10 ft by 10 ft. All attacks going
through or inside the smoke take the Heavy Fog Environmental Penalty. This is a gas. The smoke lasts for 20 seconds upon
use.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 50


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft N: 6/50%
L: 4/40%
Set 1 F: 5/40%
-M16A2 (5.56, Assault Rifle) P: 3/20%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft Ex: 5/30%
AC -10, DT -2, and DR -25%. LR: 4
Set 2 ER: 40%
-Laser Rapid Capacitor Weapon
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+5 Dmg Type: Laser WR: 6 Rng: 200 ft
Burst Attack max is ten.
Set 3
-Urban Plasma Rifle
Skill: Energy Weapons S: 4 T: 5 Dmg: 6d8+30 Dmg Type: Plasma WR: 6 Rng: 200 ft

196
Alien Robots
Only a handful of people have ever seen such advanced technology.

Support Drone
An advanced alien robot that functions as an assistant.

Defcon Tier 4> ST: 7 PE: 6 EN: 5 CH: 5 IN: 7 AG: 8 LK: 5
Size Medium
Max HP 100
AP 9

Skills Notes

Unarmed 100 Support Drones cannot take Targeted Attacks to the eyes, neck, and groin. Targeted Leg Attacks can be done to its hover
Detection 75 device. The rest of the Targeted Attacks follow the standard of a Human.

Ignore Difficult Terrain penalties.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 50


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+11 Dmg Type: Normal Rng: 5 ft N: 5/50%
L: 5/50%
F: 5/50%
P: 5/50%
Ex: 5/50%
LR: 5
ER: 30%

197
Guardian Drone
An advanced alien robot armed with a drone cannon. They’ll defend the mothership at any cost.

Defcon Tier 3- ST: 6 PE: 6 EN: 6 CH: 5 IN: 7 AG: 6 LK: 5


Size Medium
Max HP 100
AP 8

Skills Notes

Big Guns 150 Guardians Drones cannot take Targeted Attacks to the arms, eyes, neck, and groin. Targeted Leg Attacks can be done to
Detection 75 its hover device. The rest of the Targeted Attacks follow the standard of a Human.

Ignore Difficult Terrain penalties.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +6 Free Movement.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Drone Cannon AC: 70


Skill: Big Guns S: 5 Dmg: 8d8+20 Dmg Type: Plasma WR: 12 Rng: 200 ft N: 15/70%
DT -10 and DR -30%. Anything within 10 ft of the explosion also suffers damage, and L: 15/70%
takes an additional 1d6 True Damage. Roll AG -3. If you succeed, take half damage. This F: 15/70%
weapon uses Laser Weapon ranges. P: 15/70%
Ex: 15/70%
LR: 10
ER: 50%

198
Big MT
The Big Mountain Research and Development Center, or Big MT, was a privately owned Pre-War defense
contractor and research center located in the Southwest Commonwealth. Many unspeakable experiments
occurred there and some even managed to escape out into the Wasteland. There robots however are highly
advanced.

Think Tank
A unique brain bot created by the Big MT to preserve the six Big MT executives. Klein, Mobius, Dala, 0, 8, and Borous. You’ll never
find a robot like this outside of the Big MT.

Defcon Tier 5- ST: 3 PE: 6 EN: 5 CH: 5 IN: 10 AG: 5 LK: 5


Size Medium
Max HP 60
AP 8

Skills Notes

Energy Weapons 100 Think Tank cannot take Targeted Attacks to the eyes, neck, legs, and groin. Targeted Head Attacks can be done to any of
Unarmed 100 the three monitors. Targeted Arm Attacks can be done to its three robot arms. Targeted Groin Attacks can be done to its
Detection 100 thruster. The rest of the Targeted Attacks follow the standard of a Human.

Flight: Ignore Difficult Terrain penalties and can apply Run and Sprint movement while in the air.
Gotta Go Fast: +10 Sequence.
Light Step: +3 Free Movement.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+7 Dmg Type: Normal Rng: 5 ft LR: 3
-Brain Blast ER: 100%
Skill: Energy Weapons S: 3 Dmg: 2d10+10 Dmg Type: True Rng: 50 ft

199
Y-17 Trauma Override Harness
A walking corpse, animated by a robotic harness. Without a designated home base, the suit will wander on its own. The suit learns
how the wearer used to move. This is practically a walking coffin with a gun.These can only be found in the Big MT.

Defcon Tier 3- ST: 6 PE: 6 EN: 8 CH: 5 IN: 7 AG: 8 LK: 5


Size Medium
Max HP 150
AP 9

Skills Notes

Big Guns 150 Y-17 Trauma Override Harness cannot take Targeted Attacks to the eyes, neck and groin. The rest of the Targeted Attacks
Energy Weapon 150 follow the standard of a Human. A literal skeleton trapped in a moving coffin.
Detection 125
Sneak 125 Light Step: +9 Free Movement.
Missed Me: Any attacks that successfully hit can be ignored once per round.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Y-17 Trauma Override


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Harness

Set 1 AC: 60
-Gauss Rifle (2mm EMC, Two-Handed) N: 13/70%
Skill: Big Guns S: 5 T: 6 Dmg: 6d6+60 Dmg Type: Explosive WR: 12 Rng: 800 ft L: 10/40%
AC -20, DT Ignore, and DR -30%. Uses Rifle range. F: 8/40%
Set 2 P: 7/40%
-P94 Plasma Caster (PC, Plasma Focuser, Two-Handed) Ex: 14/40%
Skill: Energy Weapons S: 5 B: 6 Dmg: 5d10+40 Dmg Type: Plasma WR: 8 Rng: 100 ft LR: 10
AC -10, DT -5 and DR -40%. Burst range is from two to six. ER: 60%

200
Robo-Scorpion
A special security robot created by the Big MT Research Company. They were created by Dr. Mobius and his team in the X-42 Robo-
Warfare Facility in the Big MT. They’re powered by fission batteries.

Defcon Tier 3< ST: 7 PE: 6 EN: 8 CH: 5 IN: 7 AG: 10 LK: 5
Size Medium
Max HP 200
AP 10

Skills Notes

Energy Weapons 100 Robo-Scorpions cannot take Targeted Attacks to the groin. A Targeted Torso Attack can be done to its main body. A
Unarmed 100 Targeted Neck Attack can be done to its stinger. A Targeted Leg Attack can be done to any of its six legs. The rest of the
Detection 75 Targeted Attacks follow the standard of a Human.
Sneak 100
Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Burrow: 2 AP to go down underneath the earth. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and concrete floors. If there is a
rider mounted, increase the AP cost to 3 when burrowing and unburrowing.
Light Step: +6 Free Movement.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Claw Strike AC: 50


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+25 Dmg Type: Normal Rng: 5 ft N: 9/60%
-Stinger Laser L: 7/50%
Skill: Unarmed S: 3 T: 4 Dmg: 6d4+10 Dmg Type: Laser Rng: 50 ft F: 6/50%
DT Ignore and DR -20%. P: 6/50%
Ex: 7/50%
Set 1 LR: 4
-Gauss Rifle (2mm EMC, Two-Handed) ER: 50%
Skill: Big Guns S: 5 T: 6 Dmg: 6d6+60 Dmg Type: Explosive WR: 12 Rng: 800 ft
AC -20, DT Ignore, and DR -30%. Uses Rifle range.
Set 2
-P94 Plasma Caster (PC, Plasma Focuser, Two-Handed)
Skill: Energy Weapons S: 5 B: 6 Dmg: 5d10+40 Dmg Type: Plasma WR: 8 Rng: 100 ft
AC -10, DT -5 and DR -40%. Burst range is from two to six.

201
Chinese Robots
The robots of the People's Republic of China.

Liberator
A small pre-war drone used by the People’s Liberation Army.

Defcon Tier 5< ST: 4 PE: 6 EN: 3 CH: 5 IN: 7 AG: 8 LK: 5
Size Small
Max HP 25
AP 9

Skills Notes

Energy Weapons 75 Liberators cannot take Targeted Attacks to the head, eyes, neck, arms, and groin. A Targeted Leg Attack can be done to
Unarmed 75 one of its four legs. The rest of the Targeted Attacks follow the standard of a Human. Liberators only know how to speak
Detection 75 Mandarin.
Sneak 75
Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Fist & Feet AC: 35


Skill: Unarmed S: 1 T: 2 Dmg: 1d8+8 Dmg Type: Normal Rng: 5 ft N: 3/20%
-Liberator Laser Shot L: 2/20%
Skill: Energy Weapons S: 3 T: 4 Dmg: 4d4+4 Dmg Type: Laser Rng: 150 ft F: 1/10%
P: 1/10%
Ex: 3/20%
LR: 1
ER: 0%

202
Spider Drone
Literal walking landmines.

Defcon Tier 4- ST: 1 PE: 6 EN: 1 CH: 5 IN: 5 AG: 8 LK: 5


Size Small
Max HP 40
AP 9

Skills Notes

Detection 100 Spider Drones cannot take Targeted Attacks to the head, neck, arms, and groin. Targeted Leg Attacks can be done to one
Sneak 100 of its four legs. The rest of the Targeted Attacks follow the standard of a Human.

Climber: Can climb without movement being penalized and it costs 1 AP to climb 10 ft with no S.P.E.C.I.A.L. check
required.
Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Frag Grenade (Landmine) AC: 20


Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive N: 3/20%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and L: 2/20%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Once F: 1/10%
someone is within their Explosion Radius they immediately explode. P: 1/10%
Ex: 3/20%
LR: 1
ER: 0%

203
Chimera
A Chinese mining rig modified with a mounted laser cannon acting like a Chinese tank. They may be fantasy, but not to General
Chase.

Defcon Tier 2 ST: 10 PE: 6 EN: 10 CH: 1 IN: 5 AG: 5 LK: 5


Size Huge
Max HP 1000
AP 10

Skills Notes

Big Guns 175 Chimeras cannot take Targeted Attacks to the head, neck, arms, legs, and groin. The rest of the Targeted Attacks follow
Detection 50 the standard of a Human.

Critical Immunity: Ignore the Instant Death Critical Effect.


Light Step: +9 Free Movement.
Quiver With Fear: At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50 Hit Chance
penalty to all attacks for 1d4 turns.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious three times a round.

Weapons / Attacks Armor

-Laser Cannon AC: 100


Skill: Big Guns S: 5 Dmg: 4d10+20 Dmg Type: Laser N: 12/80%
DT Ignore and DR -50%. L: 10/60%
F: 9/60%
P: 9/60%
Ex: 12/70%
ER: 100%

204
Turrets
Similar but different from Robots. Turrets have one goal, shoot whatever isn’t authorized. Turrets do not know any
languages, ignore Weapon ST Requirements, apply the Big Gun Setup Penalties for all Attacks, they cannot be
crippled, and they cannot do ST, CH, IN, and AG checks.

Turret MK 1.0
A basic turret that fires ballistics or lasers.

Defcon Tier 5- ST: 5 PE: 10 EN: 5 CH: 1 IN: 1 AG: 5 LK: 5


Size Medium
Max HP 40
AP 8

Skills Notes

Energy Weapons 75 Turret MK 1.0 cannot take Targeted Attacks to the head, neck, arms, legs, and groin. The rest of the Targeted Attacks
Small Guns 75 follow the standard of a Human.
Detection 50

Weapons / Attacks Armor

Set 1 AC: 20
-10mm SMG (10mm) N: 3/30%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d4+5 Dmg Type: Normal WR: 2 Rng: 125 ft L: 3/30%
AC -10 F: 3/30%
Set 2 P: 3/30%
-AEP7 Laser Pistol Ex: 3/30%
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+10 Dmg Type: Normal WR: 4 Rng: 175 ft ER: 0%

205
Turret MK 2.0
A more advanced turret that fires ballistics or lasers.

Defcon Tier 4- ST: 5 PE: 10 EN: 5 CH: 1 IN: 1 AG: 10 LK: 5


Size Medium
Max HP 60
AP 10

Skills Notes

Energy Weapons 125 Turret MK 2.0 cannot take Targeted Attacks to the head, neck, arms, legs, and groin. The rest of the Targeted Attacks
Small Guns 125 follow the standard of a Human.
Detection 75
Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

Set 1 AC: 40
-M16A2 (5.56, Assault Rifle) N: 5/50%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft L: 5/50%
AC -10, DT -2, and DR -25%. F: 5/50%
Set 2 P: 5/50%
-Auto Laser Rifle Ex: 5/50%
Skill: Energy Weapons S: 5 T: 6 B: 6 Dmg: 5d4+10 Dmg Type: Laser WR: 6 Rng: 200 ft ER: 0%
Burst range is up to ten.

206
Turret MK 3.0
Run. Just run.

Defcon Tier 3< ST: 5 PE: 10 EN: 5 CH: 1 IN: 1 AG: 10 LK: 5
Size Medium
Max HP 100
AP 15

Skills Notes

Big Guns 175 Turret MK 3.0 cannot take Targeted Attacks to the head, neck, arms, legs, and groin. The rest of the Targeted Attacks
Energy Weapons 175 follow the standard of a Human.
Detection 125
Redo: Can reroll any of its rolls twice a round.

Weapons / Attacks Armor

Set 1 AC: 60
-Rockwell CZ53 (5mm, Minigun) N: 10/80%
Skill: Big Guns B: 5 Dmg: 1d10+15 Dmg Type: Normal WR: 6 Rng: 200 ft L: 10/80%
AC -15, DT -10, and DR -15%. F: 10/80%
Set 2 P: 10/80%
-Gatling Laser (Beam Focuser) Ex: 10/80%
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 5 ft ER: 50%
DT Ignore and DR -20%. Burst Attack ranges from five to ten.
Set 3
-Auto Plasma Rifle (Plasma Focuser)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d4+15 Dmg Type: Plasma WR: 6 Rng: 150 ft
DT -5 and Dr -20%. Burst Attack ranges from two to six.
Set 4
-Rockwell M76 (APS Rocket, Rocket Launcher)
Skill: Big Guns S: 6 Dmg: 6d6+35 Dmg Type: Explosive WR: 8 Rng: 500 ft
AC -20, DT Ignore, and DR -30%. Anything within 10 ft of the explosion also suffers
damage, and takes an additional 1d6 True Damage. Roll AG -2. If you succeed, take half
damage.

207
Wastelanders
Wastelanders refers to the people roaming in the wastes be it a common civilian or a hardened veteran raider. It’s
best to be wary of whom you face out in the wasteland for wastelanders don’t travel alone. Wastelanders can
either be Humans or Ghouls. Wastelanders can vary in language but usually know English. Other common
languages spoken by Wastelanders are French or Spanish.

Wasteland Citizens
The common citizens that wander the wasteland. They’re both good and bad.

Wastelander
The most common type of individual you’ll find in the wasteland. Wastelands vary in skill and equipment but overall they only carry
the bare essentials to survive. They can be either a human or a ghoul. They could be friendly, or they’ll try to rob you.

Defcon Tier 5< ST: 5 PE: 5 EN: 5 CH: 5 IN: 5 AG: 5 LK: 5
Size Medium
Max HP 20
AP 8

Skills Notes

Melee Weapons 50 Targeted Attacks follow the standard of an average human.


Small Guns 50
Unarmed 50
Detection 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Knife (Dagger, One-Handed) AC: 10
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal WR: 2 Rng: 5 ft ER: 20%
PR: 25%
Set 1 RR: 10%
-Multi-Purpose Axe (One/Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+13 Dmg Type: Normal WR: 2 Rng: 5 ft
Set 2
-9mm Pistol (9mm, One-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+6 Dmg Type: Normal WR: 2 Rng: 100 ft
AC -10.
Set 3
-Single Shotgun (20 Gauge Buckshot, Two-Handed)
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+10 Dmg Type: Normal WR: 2 Rng: 40 ft
AC -20.

208
Child of Atom
Members of the Church of the Children of Atom. A holy religion to the great Atom and his children spread of his glow one radiation
at a time.

Defcon Tier 5> ST: 5 PE: 5 EN: 8 CH: 6 IN: 5 AG: 6 LK: 5
Size Medium
Max HP 70
AP 8

Skills Notes

Small Guns 100 Targeted Attacks follow the standard of an average human. It’s not recommended to use Nuka Grenades against a player
Unarmed 50 below Level 10.
Detection 50
Sneak 50 Light Step: +3 Free Movement.

Weapons / Attacks Armor

-Fist & Feet Church of Atom Rags


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Combat Knife (Dagger, One-Handed) AC: 30
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+9 Dmg Type: Normal WR: 6 Rng: 5 ft ER: 20%
-Gamma Gun (Gamma Round, One-Handed) PR: 25%
Skill: Small Guns S: 3 WR: 8 Rng: 50 ft RR: Immune
RR -50%. Rads 100. Uses pistol range.
-Nuka Grenade (1) EN +2 to checks.
Skill: Throwing S: 4 Dmg: 10d10+60 Dmg Type: Plasma Rng: 75 ft
AC -10, DT Ignore, and DR -40%. Anything within 20 ft of the explosion also suffers
damage. Roll AG -5. If you succeed, take half damage. Leaves a residue of radiation that
deals 15 rads an hour. Apply Explosive effect.

209
Ghost People
The Ghost People are mutated humans that worked as the construction workers of the Sierra Madre. The mutation was caused by
the corrosive rust-like toxins unique to the Sierra Madre called the “Cloud.” They only lurk in the remains of the Sierra Madre but run
away at the sight of holograms. Ghost People don’t speak any languages.

Defcon Tier 4- ST: 6 PE: 6 EN: 6 CH: 1 IN: 5 AG: 8 LK: 6


Size Medium
Max HP 60
AP 9

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human. If not killed with a Targeted Head, Arm, or Leg Attack, they’ll
Throwing 100 get right back up at full HP within an hour.
Unarmed 100
Detection 50 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Sneak 50 Light Step: +9 Free Movement.
Redo: Can reroll any of its rolls once a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.

Weapons / Attacks Armor

-Fist & Feet AC: 50


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft N: 5/50%
-Gas Bomb L: 4/40%
Skill: Throwing S: 4 Dmg: 2d6+10 Dmg Type: Explosive Rng: 85 ft F: Immune
DR -5%. Anything 10 ft away from the center also takes damage, and they also take 1d6 P: 3/40%
True Damage. Roll AG -3. If you succeed, take half damage. If you fail you take full Ex: 4/50%
damage. Anyone hit by this takes 10 Persistent Fire Damage a turn. If anyone walks ER: 20%
through or ends their turn in the fire, they take the damage as well. Flames that hit the ER: 30%
environment last for 2 turns. RR: Immune

Set 1 Immune to Gas.


-Bear Trap Fist
Skill: Unarmed S: 1 T: 2 Dmg: 3d4+20 Dmg Type: Normal WR: 6 Rng: 5 ft
Set 2
-Cosmic Knife Spear (5, Pole Arm, One/Two-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+18 Dmg Type: Normal WR: 10 Rng: 10 ft
Ignores LR.

210
Gangster
Often found in civilized societies working in the shadows to keep the Don in power.

Defcon Tier 5> ST: 6 PE: 6 EN: 5 CH: 5 IN: 5 AG: 8 LK: 6
Size Medium
Max HP 80
AP 9

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Small Guns 125
Throwing 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Unarmed 100 Light Step: +6 Free Movement.
Detection 75 Redo: Can reroll any of its rolls once a round.
Sleight of Hand 50
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Hat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Gambler Suit (Kevlar
-.22 Pistol (.22LR, Silencer, One-Handed) Weave, Ballistic Vest)
Skill: Unarmed S: 3 T: 4 B:4 Dmg: 1d6+7 Dmg Type: Normal WR: 4 Rng: 50 ft
AC -10 and CC +5. Sleight of Hand +20 to checks when concealing. AC: 35
-Switchblade (Dagger, One-Handed) N: 2/10%
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d8+8 Dmg Type: Normal WR: 4 Rng: 5 ft L: 2/10%
SM: Tunnel Snakes Rule! - Ignore DT and DR when aiming for the Neck. F: 2/10%
Sleight of Hand +20 to checks when concealing. P: 2/10%
-Brass Knuckles Ex: 2/10%
Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal WR: 2 Rng: 5 ft ER: 20%
Sleight of Hand +20 to checks when concealing. PR: 30%
RR: Immune
Set 1
-Thompson SMG (.45, One/Two-Handed) Gambling +10, LK and PE +1 to
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+13 Dmg Type: Normal WR: 6 Rng: 150 ft checks.
DR -10%.
Set 2
-Baseball Bat (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+14 Dmg Type: Normal WR: 4 Rng: 5 ft
SM: Homerun! - Targeted Attack to the head gets CC +5.
-Molotov Cocktails (2)
Skill: Throwing S: 4 Dmg: 4d4+5 Dmg Type: Fire Rng: 85 ft
AC -10. Anything 5 ft away from the center takes damage. 10 Persistent Fire Damage
per turn. If anyone walks through or ends their turn in the fire, they take the damage
as well. Roll AG -2. If you succeed, take half damage.

211
Mercenary
This life isn’t for the weak. They’ve killed, guarded, bribed, etc. Mercenaries work hard for their caps and they’ll do whatever it takes
to get the job done.

Defcon Tier 5> ST: 6 PE: 7 EN: 6 CH: 5 IN: 6 AG: 8 LK: 5
Size Medium
Max HP 70
AP 9

Skills Notes

Energy Weapons 100 Targeted Attacks follow the standard of an average human.
Melee Weapons 75
Small Guns 100 Redo: Can reroll any of its rolls once a round.
Throwing 100
Unarmed 75
Detection 50
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garments
-Combat Knife (Dagger, One-Handed) Enameled Metal Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 6 Rng: 5 ft
-Flashbang (1) AC: 40
Skill: Throwing S: 4 Rng: 85 ft N: 8/45%
Anyone in the radius must roll AG -3. If they fail, they are blinded for 1d2+1 rounds. If L: 3/30%
they succeed, they’re blinded for one round. Anyone in the radius must also roll EN -2 F: 2/40%
or be stunned for one round. P: 2/30%
-Frag Grenades (1) Ex: 4/35%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft LR: 4
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and ER: 5%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. PR: 35%
RR: 12%
Set 1
-M16A1 (5.56mm, Assault Rifle, Two-Handed) Ignore 4 Targeted Head
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+12 Dmg Type: Normal Rng: 275 ft Attacks. Ignore Targeted
AC -10, DT -2, and DR -25%. Attack Effect to the Groin.
Set 2
-AER9 Laser Rifle (MFC, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 250 ft
Set 3
-Assaultron Blade (Sword, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d12+16 Dmg Type: Normal WR: 6 Rng: 5 ft
-Flashbang +1
-Frag Grenade +1

212
Elite Mercenary
These elites are legends known throughout the wastes that either travel alone, or lead their own mercenary company.

Defcon Tier 3< ST: 8 PE: 9 EN: 8 CH: 6 IN: 6 AG: 10 LK: 5
Size Medium
Max HP 150
AP 10

Skills Notes

Big Guns 125 Targeted Attacks follow the standard of an average human.
Energy Weapons 150
Melee Weapons 150 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Small Guns 150 Gotta Go Fast: +10 Sequence.
Throwing 125 Redo: Can reroll any of its rolls twice a round.
Unarmed 150
Detection 100
Sneak 100

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Advanced Combat Helmet T-45 Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft Military Garments Military Garments
-Combat Knife (Dagger, One-Handed) Polymer Combat Armor T-45, Exo Suit
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+18 Dmg Type: Normal WR: 6 Rng: 5 ft
-Frag Grenades (2) AC: 55 AC: 70
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft N: 13/70% N: 23/80%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and L: 9/70% L: 18/70%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. F: 6/50% F: 16/70%
P: 6/60% P: 15/60%
Set 1 Ex: 9/60% Ex: 25/60%
-Rockwell CZ53 (5mm, Minigun, Two-Handed) LR: 7 LR: 10
Skill: Big Guns B: 5 Dmg: 2d10+15 Dmg Type: Normal WR: 6 Rng: 200 ft ER: 55% ER: -20%
AC -15, DT -10, and DR -15%. PR: 40% PR: 30%
Set 2 RR: 36% RR: 46%
-Urban Plasma Rifle (PC, Plasma Focuser, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 Dmg: 6d8+30 Dmg Type: Plasma WR: 6 Rng: 200 ft Ignore 4 Targeted Head and Ignore 17 Targeted Head,
DT -5 nad DR -20%. Eye Attacks. PE +2 to checks. Neck, and Eye Attacks.
Set 3 Immune to Flashbangs and
-M4 (5.56 Armor-Piercing, Assault Rifle, Two-Handed) Gas. ST +3 and Sneak -75 to
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d6+16 Dmg Type: Normal WR: 8 Rng: 200 ft checks. Ignore Targeted
AC -10, DT Ignore, and DR -40%. Attack Effect to the Groin.
Set 4
-Claymore (Sword, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d8+28 Dmg Type: Normal WR: 8 Rng: 10 ft
SM: Highland Slash - -20 Hit Chance, DM +0.2.
-Frag Grenade +2

213
Tribal
The strongest of the tribe destined to protect the tribe till the bitter end.

Defcon Tier 5- ST: 7 PE: 6 EN: 8 CH: 5 IN: 5 AG: 9 LK: 6


Size Medium
Max HP 70
AP 10

Skills Notes

Archery 125 Targeted Attacks follow the standard of an average human.


Melee Weapons 125
Unarmed 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Detection 75 Light Step: +6 Free Movement.
Sneak 75 Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Fist & Feet Leather Rags


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Metal Armor
-Tomahawk (2, Dagger, One-Handed)
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d8+9 Dmg Type: Normal WR: 2 Rng: 5 ft AC: 39
Increase DM +0.2 when used as a Throwing Weapon. Base Throwing range is 40. N: 5/40%
L: 1/30%
Set 1 F: 1/20%
-Short Bow (Field Point Arrow, Two-Handed) P: 1/15%
Skill: Archery S: 3 T: 4 B: 4 Dmg: 1d4+6 Dmg Type: Normal WR: 2 Rng: 150 ft Ex: 2/20%
DT -5 and DR -10%. ER: 25%
Set 2 PR: 30%
-War Axe (One-Handed) RR: 19%
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 4 Rng: 5 ft
-Medium Shield (Shield, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+13 Dmg Type: Normal WR: 4 Rng: 5 ft
AC +15.
Set 3
-Hook Spear (Pole Arm, One/Two-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal WR: 6 Rng: 10 ft

214
Marked Men
Hardened ghouls with a fiery red color that used to be in the N.C.R. and Caesar’s Legion. The two factions banded
together and have resorted to cannibalism in order to survive.

Marked Men Hunter


Hunters appear to be former N.C.R. Troopers equipped with powerful ranged weapons.

Defcon Tier 3- ST: 6 PE: 7 EN: 6 CH: 4 IN: 5 AG: 8 LK: 6


Size Medium
Max HP 150
AP 9

Skills Notes

Energy Weapons 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Small Guns 125 Gotta Go Fast: +10 Sequence.
Throwing 100 Light Step: +3 Free Movement.
Unarmed 75 Redo: Can reroll any of its rolls twice a round.
Detection 50
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garment
-Colt M1911 (.45 Armor-Piercing, One-Handed) N.C.R. Soldier Armor
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+20 Dmg Type: Normal WR: 8 Rng: 250 ft
AC -10, DT -5, and DR -25%. AC: 40
-Combat Knife (Dagger, One-Handed) N: 5/60%
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 6 Rng: 5 ft L: 4/40%
-Frag Grenade (2) F: 3/30%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft P: 3/30%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and Ex: 4/50%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. LR: 3
ER: 55%
Set 1 PR: 30%
-AER12 Laser Rifle (MFC, Beam Focuser, Two-Handed) RR: 22%
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+30 Dmg Type: Laser WR: 8 Rng: 300 ft
DT Ignore and DR -20%. Ignore 4 Targeted Head
Set 2 Attacks.
-M16A2 (5.56 Armor-Piercing, Assault Rifle, Two-Handed)
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft
AC -10, DT Ignore, and DR -40%.
Set 3
-DKS-501 (.308 Armor Piercing, Sniper Scope, Rifle, Two-Handed)
Skill: Big Guns S: 3 T: 4 Dmg: 3d6+18 Dmg Type: Normal WR: 6 Rng: 1400 ft
AC -10, DT Ignore, and DR -35%.

215
Marked Men Marauder
Marauders appear to be former N.C.R. Rangers carrying powerful heavy weapons.

Defcon Tier 3- ST: 8 PE: 8 EN: 8 CH: 4 IN: 5 AG: 8 LK: 6


Size Medium
Max HP 200
AP 9

Skills Notes

Big Guns 125 Targeted Attacks follow the standard of an average human.
Energy Weapons 125
Throwing 125 Gotta Go Fast: +10 Sequence.
Melee Weapons 100 Light Step: +6 Free Movement.
Unarmed 100 Redo: Can reroll any of its rolls twice a round.
Detection 75 Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft Military Garment
-Hunting Revolver (.45-70 Gov’t, One-Handed) N.C.R. Ranger Patrol
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+20 Dmg Type: Normal WR: 8 Rng: 250 ft Armor
AC -10, DT -5, and DR -25%.
-Bowie Knife (Dagger, One-Handed) AC: 49
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+20 Dmg Type: Normal WR: 6 Rng: 5 ft N: 11/70%
-Frag Grenade (2) L: 7/70%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 105 ft F: 5/50%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 5/50%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 7/60%
LR: 8
Set 1 ER: 55%
-Browning M2HB (.50, Minigun, Two-Handed) PR: 40%
Skill: Big Guns B: 5 Dmg: 6d8+15 Dmg Type: Normal WR: 10 Rng: 500 ft RR: 36%
AC -15, DT -5, and DR -20%.
Set 2 Ignore 4 Targeted Head
-Heavy Incinerator (Gasoline, Napalm Pack, Two-Handed) Attacks.
Skill: Energy Weapons S: 5 B: 6 Dmg: 4d10+45 Dmg Type: Fire WR: 10 Rng: 90 ft
AC -10, DT -10, and DR -20%. Anyone within 10 ft away from the center takes damage.
20 Persistent Fire Damage a turn. Environmental flames from this weapon last for four
turns. Burst range is from two to three. Uses Grenade Launcher Ranges.
Set 3
-Arc Welder (ECP, Two-Handed)
Skill: Energy Weapons S: 5 Dmg: 6d10+40 Dmg Type: Plasma WR: 12 Rng: 20 ft
DT -5 and DR -20%. The electrical discharges will chain if any target is within 5 ft of
anyone hit by this. It can stun opponents by ER -30%. If they fail the ER check, they’re
stunned for one turn. Damage dealt is not split. This weapon uses Pistol Ranges. DM
+0.25 vs. Robots and those in Exo Suits.

216
Marked Men Ravager
Ravagers appear to be former Legionaries that specialize in melee weapons.

Defcon Tier 3> ST: 10 PE: 6 EN: 10 CH: 4 IN: 5 AG: 10 LK: 6
Size Medium
Max HP 300
AP 10

Skills Notes

Big Guns 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 150
Small Guns 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 100 Light Step: +9 Free Movement.
Detection 75 Redo: Can reroll any of its rolls twice a round.
Sneak 100 Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Fist & Feet Centurion Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+10 Dmg Type: Normal Rng: 5 ft Leather Rags
-Bowie Knife (Dagger, One-Handed) Century Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+22 Dmg Type: Normal WR: 6 Rng: 5 ft
-Frag Grenades (2) AC: 44
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 125 ft N: 11/70%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and L: 7/50%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. F: 6/40%
P: 4/20%
Set 1 Ex: 6/40%
-Super Sledgehammer (Bludgeon, Two-Handed) LR: 6
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+35 Dmg Type: Normal WR: 10 Rng: 50 ft ER: 30%
SM: Knockback - When targeting the chest, knockback opponent 15 ft back. PR: 40%
Set 2 RR: 43%
-Claymore (Sword, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d8+30 Dmg Type: Normal WR: 8 Rng: 10 ft Ignore 4 Targeted Head and
SM: Highland Slash - -20 Hit Chance, DM +0.2. Eye Attacks.
Set 3
-Thermic Lance (Pole Arm, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d8+35 Dmg Type: Plasma WR: 12 Rng: 10 ft
DT -4 and DR -20%.

217
Mole Miners
A remnant of Appalachia’s past. Mole Miners are former humans that were heavily mutated by unknown means
and reside in many caves and mines. Especially in the Ash Heap/ Some Mole Miners are docile and are willing to
trade. All Mole Miners can only read and write English.

Mole Miner
The simplest Mole Miner armed with a shotgun and hopes of surviving.

Defcon Tier 5> ST: 7 PE: 6 EN: 8 CH: 3 IN: 5 AG: 8 LK: 6
Size Medium
Max HP 60
AP 9

Skills Notes

Small Guns 100 Mole Miners cannot take Targeted Attacks to the neck. The rest of the Targeted Attacks follow the standard of a Human.
Unarmed 100
Detection 50 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Sneak 50 Light Step: +3 Free Movement.
Redo: Can reroll any of its rolls once a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.

Weapons / Attacks Armor

-Super Mutant Fist & Feet AC: 40


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+11 Dmg Type: Normal Rng: 5 ft N: 6/55%
Set 1 L: 7/60%
-Remington Shotgun (12 Gauge Slug, Shotgun, Two-Handed) F: 4/40%
Skill: Small Guns S: 4 T: 5 Dmg: 3d8+18 Dmg Type: Normal WR: 4 Rng: 120 ft P: 4/40%
DR -20%. Ex: 7/60%
Set 2 LR: 4
-Sawed-off Winchester (2, 12 Gauge Slug, Shotgun, One-Handed) ER: 50%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+14 Dmg Type: Normal WR: 2 Rng: 20 ft PR: 40%
AC -20 and DR -20%. RR: Immune

Ignore 4 Targeted Head


Attacks. Immune to Gas and
Flashbangs.

218
Mole Miner Digger/Rockbreaker
The more experienced Mole Miner that also packs a punch. Diggers are close combat fighters while Rockbreakers prefer to use
shotguns.

Defcon Tier 4> ST: 8 PE: 6 EN: 9 CH: 4 IN: 6 AG: 9 LK: 6
Size Medium
Max HP 120
AP 10

Skills Notes

Small Guns 125 Mole Miner Diggers/Rockbreakers cannot take Targeted Attacks to the neck. The rest of the Targeted Attacks follow the
Unarmed 125 standard of a Human.
Detection 75
Sneak 50 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Light Step: +6 Free Movement.
Redo: Can reroll any of its rolls once a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.

Weapons / Attacks Armor

-Super Mutant Fist & Feet AC: 50


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+12 Dmg Type: Normal Rng: 5 ft N: 8/65%
Set 1 L: 9/70%
-Remington Shotgun (12 Gauge Slug Armor-Piercing, Shotgun, Two-Handed) F: 6/50%
Skill: Small Guns S: 4 T: 5 Dmg: 3d8+18 Dmg Type: Normal WR: 4 Rng: 120 ft P: 6/50%
DR Ignore and DR -35%. Ex: 9/70%
Set 2 LR: 5
-Mole Miner Gauntlet ER: 60%
Skill: Unarmed S: 3 T: 4 Dmg: 4d4+23 Dmg Type: Normal WR: 6 Rng: 5 ft PR: 45%
Cannot execute Hold, Choke Hold, or Disarm. RR: Immune

Ignore 6 Targeted Head


Attacks. Immune to Gas and
Flashbangs.

219
Mole Miner Foreman/Supervisor
The leaders of the Mole Miners. Supervisors are the second-in-command while the Foreman are the leaders.

Defcon Tier 3- ST: 8 PE: 6 EN: 10 CH: 4 IN: 6 AG: 10 LK: 6


Size Medium
Max HP 160
AP 10

Skills Notes

Small Guns 150 Mole Miner Diggers/Rockbreakers cannot take Targeted Attacks to the neck. The rest of the Targeted Attacks follow the
Unarmed 150 standard of a Human.
Detection 100
Sneak 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Light Step: +9 Free Movement.
Redo: Can reroll any of its rolls twice a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious twice a round.

Weapons / Attacks Armor

-Super Mutant Fist & Feet AC: 60


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+12 Dmg Type: Normal Rng: 5 ft N: 10/75%
Set 1 L: 11/80%
-Combat Shotgun (12 Gauge Slug Armor-Piercing, Two-Handed) F: 8/60%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d10+22 Dmg Type: Normal WR: 6 Rng: 90 ft P: 8/60%
DT Ignore and DR -35%. Burst range is from two to three. Ex: 11/80%
Set 2 LR: 5
-Rockwell M72 (APS Rocket, Rocket Launcher) ER: 70%
Skill: Big Guns S: 6 Dmg: 6d6+35 Dmg Type: Explosive WR: 8 Rng: 500 ft PR: 50%
AC -20, DT Ignore, and DR -30%. Anything within 10 ft of the explosion also suffers RR: Immune
damage, and anything within takes 1d6 True Damage. Roll AG -2. If you succeed, take
half damage. Ignore 8 Targeted Head
Attacks. Immune to Gas and
Flashbangs.

220
Raiders
The scourge of the wastes. Raiders only think about themselves or the group they’re associated with.

Raider / Powder Ganger


Raiders are the common bastards found in the wasteland. Powder Gangers are convicts that escaped using explosives from the New
California Correctional Facility. The N.C.R. thought it would be a good idea to give convicts explosives for mining. They were wrong.

Defcon Tier 5< ST: 5 PE: 6 EN: 5 CH: 5 IN: 5 AG: 6 LK: 5
Size Medium
Max HP 30
AP 8

Skills Notes

Melee Weapons 75 Targeted Attacks follow the standard of an average human.


Small Guns 75
Throwing 75
Unarmed 75
Detection 25
Sneak 25

Weapons / Attacks Raider Armor Powder Armor

-Fist & Feet Clothes Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Raider Armor (Badlands, Metal Armor
-Knife (Dagger, One-Handed) Blastmaster, Painspike, or
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal WR: 2 Rng: 5 ft Sadist) AC: 31
-Molotov Cocktails (1) N: 4/30%
Skill: Throwing S: 4 Dmg: 4d4+5 Dmg Type: Fire Rng: 75 ft AC: 21 L: 0/20%
AC -10. Anything 5 ft away from the center takes damage. 10 Persistent Fire Damage N: 1/20% F: 0/20%
per turn. If anyone walks through or ends their turn in the fire, they take the damage L: 1/10% P: 0/15%
as well. Roll AG -2. If you succeed, take half damage. F: 0/10% Ex: 1/20%
P: 0/10% LR: 4
Set 1 Ex: 0/10% ER: 10%
-Sawed-off Winchester (12 Gauge Slug, Shotgun, One-Handed) LR: 3 PR: 30%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+14 Dmg Type: Normal WR: 2 Rng: 20 ft ER: 20% RR: 12%
AC -20 and DR -20%. PR: 25%
Set 2 RR: 10%
-9mm Grease Gun (9mm, SMG One-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 1d8+7 Dmg Type: Normal WR: 2 Rng: 100 ft (Badlands) Energy Weapons &
AC -10. +10 Hit Chance with Bursat Attacks. Small Guns +5 to checks.
Set 3 (Blastmaster) Big Guns &
-Varmint Rifle (5.56, Two-Handed) Throwing +5 to checks.
Skill: Small Guns S: 3 T: 4 Dmg: 2d6+9 Dmg Type: Normal WR: 2 Rng: 350 ft (Painspike) Intimidation +10,
AC -10, DT -2, and DR -20%. AG +1 to checks.
Set 4 (Sadist) Melee Weapons and
-Machete (Sword, One-Handed) Unarmed +5 to checks.
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+11 Dmg Type: Normal WR: 2 Rng: 5 ft
-Molotov Cocktails +2

221
Raider Waster / Hardened Powder Ganger
The second-in-command of raider gangs. Hardened Powder Gangers

Defcon Tier 5- ST: 7 PE: 6 EN: 6 CH: 5 IN: 5 AG: 8 LK: 5


Size Medium
Max HP 60
AP 9

Skills Notes

Big Guns 100 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Small Guns 100
Throwing 100
Unarmed 75
Detection 50
Sneak 50

Weapons / Attacks Waster Armor Powder Armor

-Fist & Feet Metal Helmet Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Clothes Metal Armor
-Dynamite (1) Plated Leather
Skill: Throwing S: 4 Dmg: 2d10+30 Dmg Type: Explosive Rng: 95 ft AC: 33
AC -5. Anything 10 ft away from the center also takes damage, and they also take 1d6 AC: 35 N: 4/30%
True Damage. Roll AG -2. If you succeed, take half damage. If you fail you take full N: 4/45% L: 0/20%
damage. L: 5/50% F: 0/20%
F: 2/30% P: 0/15%
Set 1 P: 2/30% Ex: 1/20%
-AK-47 (7.62, Assault Rifle, Two-Handed) Ex: 5/50% LR: 4
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 4d4+8 Dmg Type: Normal WR: 2 Rng: 225 ft LR: 4 ER: 10%
AC -5, DT -2, and DR -15%. ER: 35% PR: 30%
Set 2 PR: 30% RR: 12%
-B.A.R. (.30-06, Machine Gun, Two-Handed) RR: 12%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 4d6+12 Dmg Type: Normal WR: 2 Rng: 300 ft
AC -5 and DR -25%. Ignore 1 Targeted Head
Set 3 Attack.
-Hunting Rifle (.308, Two-Handed)
Skill: Small Guns S: 4 T: 5 Dmg: 3d6+12 Dmg Type: Normal WR: 4 Rng: 400 ft
AC -10, DT -2, and DR -20%.
Set 4
-Baseball Bat (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft
SM: Homerun! - Targeted Attack to the head gets CC +5.
-Dynamite +1

222
Raider Veteran / Young Great Khan
Raider Veterans are the leaders of raider gangs. The up and comers of the Great Khans are looking to be prosperous drug dealers.
Can only be found on the west coast.

Defcon Tier 5> ST: 7 PE: 7 EN: 6 CH: 6 IN: 5 AG: 9 LK: 5
Size Medium
Max HP 100
AP 10

Skills Notes

Energy Weapons 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 100
Small Guns 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Throwing 100 Gotta Go Fast: +10 Sequence.
Unarmed 100 Light Step: +3 Free Movement.
Detection 75 Redo: Can reroll any of its rolls once a round.
Sneak 75

Weapons / Attacks Veteran Armor Khan Armor

-Fist & Feet Combat Helmet Great Khan Spike Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garments Military Garments
-Frag Grenades (1) Kevlar Armor Great Khan Armor
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and AC: 31 AC: 31
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. N: 8/60% N: 8/70%
L: 5/50% L: 5/60%
Set 1 F: 4/45% F: 4/55%
-Assault Carbine (5mm, Assault Rifle, Two-Handed) P: 4/35% P: 4/45%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 1d10+13 Dmg Type: Normal WR: 4 Rng: 250 ft Ex: 6/65% Ex: 6/75%
AC -15, DT -10, and DR -15%. LR: 6 LR: 6
Set 2 ER: 55% ER: 45%
-HK21 (7.62, Bipod, Machine Gun, Two-Handed) PR: 30% PR: 30%
Skill: Big Guns S: 4 T: 5 B: 5 Dmg: 4d4+13 Dmg Type: Normal WR: 4 Rng: 350 ft RR: 22% RR: 22%
AC -5, DT -2, and DR -15%. Must be prone or have something stable to prop the bipod
on. +10 Hit Chance for Burst Attacks and extend range by 100 ft when set up. Ignore 4 Targeted Head Same effect as Armor 1
Set 3 Attack.
-DKS-501 (.308, Sniper Scope, Two-Handed)
Skill: Big Guns S: 3 T: 4 Dmg: 3d6+18 Dmg Type: Normal WR: 6 Rng: 1400 ft
AC -10, DT -2, and DR -20%.
Set 4
-Spiked Knuckles
Skill: Unarmed S: 1 T: 2 Dmg: 1d6+11 Dmg Type: Normal WR: 4 Rng: 5 ft
DR -10%.
-Frag Grenades +1
Set 5
-Sledgehammer (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+26 Dmg Type: Laser WR: 6 Rng: 10 ft
SM: Knockback - When targeting the chest, knockback opponent 5 ft back, DM +0.1.
-Frag Grenades +1

223
224
Raider Hound
Typically big dogs tamed by raiders that are thirsty for blood.

Defcon Tier 5- ST: 6 PE: 9 EN: 4 CH: 4 IN: 5 AG: 7 LK: 5


Size Medium
Max HP 35
AP 9

Skills Notes

Unarmed 100 Raider Hounds cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four legs and tail.
Detection 100 The rest of the Targeted Attacks follow the standard of a Human. Crippling the tail does nothing to the creature except
Sneak 100 anger it. This is a Creature.

Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.


Light Step: +6 Free Movement.
Sixth Sense: Immune to Blindness or Blinded condition.

Weapons / Attacks Armor

-Bite/Claw AC: 30
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+10 Dmg Type: Normal Rng: 5 ft N: 1/30%
1d6 True Damage. L: 1/20%
F: 0/20%
LR: 2
ER: 20%
PR: 20%
RR: Immune

225
Great Khan
Official members of the Great Khans. You’ll often find them making deals with raiders. Can only be found in the west coast.

Defcon Tier 4< ST: 7 PE: 7 EN: 7 CH: 5 IN: 6 AG: 10 LK: 5
Size Medium
Max HP 100
AP 10

Skills Notes

Energy Weapons 125 Targeted Attacks follow the standard of an average human.
Melee Weapons 125
Small Guns 125 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Throwing 125 Gotta Go Fast: +10 Sequence.
Unarmed 125 Light Step: +3 Free Movement.
Detection 100 Redo: Can reroll any of its rolls once a round.
Sneak 100

Weapons / Attacks Khan Armor

-Fist & Feet Great Khan Spike Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garments
-Frag Grenades (2) Great Khan Armor
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and AC: 32
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. N: 8/70%
L: 5/60%
Set 1 F: 4/55%
-M16A2 (5.56, Assault Rifle) P: 4/45%
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft Ex: 6/75%
AC -10, DT -2, and DR -25%. LR: 6
Set 2 ER: 45%
-Trail Carbine (.44, Rifle, Two-Handed) PR: 35%
Skill: Big Guns S: 3 T: 4 B: 4 Dmg: 3d8+16 Dmg Type: Normal WR: 6 Rng: 275 ft RR: 20%
AC -5, DT -2, and DR -15%. Burst range is up to two.
Set 3 Ignore 4 Targeted Head
-Razor Claw Attack.
Skill: Unarmed S: 2 T: 3 Dmg: 6d4+12 Dmg Type: Normal WR: 6 Rng: 5 ft
+10 Hit Chance when doing Deflect or Counter Attack.
-Frag Grenades +2
Set 4
-Sledgehammer (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+26 Dmg Type: Laser WR: 6 Rng: 10 ft
SM: Knockback - When targeting the chest, knockback opponent 5 ft back, DM +0.1.
-Frag Grenades +2

226
Driver Nephi
Armed with a Golf Driver, Driver Nephi is one you shouldn’t take lightly. A feared member of the Fiends.

Defcon Tier 4- ST: 8 PE: 6 EN: 7 CH: 5 IN: 5 AG: 8 LK: 5


Size Medium
Max HP 150
AP 9

Skills Notes

Melee Weapons 150 Targeted Attacks follow the standard of an average human.
Unarmed 100
Detection 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -6, DR -35%, and DM +0.25.
Sneak 75 Critical Immunity: Ignore the Instant Death Critical Effect.
Gotta Go Fast: +10 Sequence.
Light Step: +6 Free Movement.
Rebuke: Every time it would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from the final damage
result, subtract 1 from EN rolls. It stacks.
Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Khan Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft Military Garments
-Nephi’s Golf Driver (Bludgeon, Two-Handed) Kevlar Armor (Ceramic
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d12+25 Dmg Type: Normal WR: 20 Rng: 5 ft Plate)
AC -20. SM: Fore! - When targeting the head, CC +5.
AC: 30
N: 12/80%
L: 7/70%
F: 7/65%
P: 6/55%
Ex: 10/85%
LR: 6
ER: 45%
PR: 35%
RR: 20%

Ignore 4 Targeted Head


Attack.

227
Violet
Accompanied by multiple guard dogs whom she breeds herself, she’s a cannibal that feeds her dogs human flesh. A feared member
of the Fiends. She’s usually with eight Raider Hounds she considers her family.

Defcon Tier 4- ST: 6 PE: 7 EN: 5 CH: 7 IN: 6 AG: 7 LK: 5


Size Medium
Max HP 120
AP 9

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Small Guns 125
Unarmed 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Critical Immunity: Ignore the Instant Death Critical Effect.
Detection 75
Gotta Go Fast: +10 Sequence.
Sneak 75
Light Step: +3 Free Movement.
Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Khan Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garments
-Bowie Knife (Dagger, One-Handed) Kevlar Armor (Ceramic
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+18 Dmg Type: Normal WR: 6 Rng: 5 ft Plate)
-M16A2 (5.56 Armor-Piercing, Assault Rifle, Two-Handed)
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 250 ft AC: 30
AC -10, DT Ignore, and DR -40%. N: 12/80%
-Frag Grenades (2) L: 7/70%
Skill: Throwing S: 4 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft F: 7/65%
AC -15 and DR -10%. Anything within 20 ft of the explosion also suffers damage, and P: 6/55%
they also take 1d6 True Damage. Roll AG -3. If they succeed, take half damage. Ex: 10/85%
LR: 6
ER: 45%
PR: 35%
RR: 20%

Ignore 4 Targeted Head


Attack.

228
Motor Runner
The leader of the Fiends.

Defcon Tier 4- ST: 8 PE: 7 EN: 8 CH: 7 IN: 6 AG: 10 LK: 5


Size Medium
Max HP 200
AP 10

Skills Notes

Melee Weapons 150 Targeted Attacks follow the standard of an average human.
Unarmed 100
Detection 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -8, DR -50%, and DM +0.5.
Critical Immunity: Ignore the Instant Death Critical Effect.
Sneak 75
Gotta Go Fast: +10 Sequence.
Light Step: +6 Free Movement.
Redo: Can reroll any of its rolls once a round.
Thick Skull: Succeed in checks, rolls, or effects that render you Stunned/Unconscious once a round.

Weapons / Attacks Khan Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garments
-Electric Chainsaw (EC, Two-Handed) Kevlar Armor (Ceramic
Skill: Melee Weapons S: 3 T: 4 Dmg: 3d10+38 Dmg Type: Normal WR: 8 Rng: 5 ft Plate)

AC: 33
N: 12/80%
L: 7/70%
F: 7/65%
P: 6/55%
Ex: 10/85%
LR: 6
ER: 45%
PR: 35%
RR: 20%

Ignore 4 Targeted Head


Attack.

229
Swampfolk
The products of radiation and incest, Swampfolk reside in Point Lookout. They all act and sound like stereotypical
hicks. It’s speculated that the New Plague has affected the population. All Swampfolk know English.

Brawler
Brawlers are large humanoid creatures that love to fight up and personal but don’t mind hunting with a rifle or two.

Defcon Tier 4< ST: 8 PE: 6 EN: 8 CH: 4 IN: 4 AG: 8 LK: 6
Size Large
Max HP 110
AP 9

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Small Guns 100
Unarmed 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Light Step: +3 Free Movement.
Detection 75
Sneak 50

Weapons / Attacks Armor

-Super Mutant Fist & Feet Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+12 Dmg Type: Normal Rng: 5 ft
AC: 40
Set 1 N: 5/40%
-Multi-Purpose Axe (One/Two-Handed) L: 5/40%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+16 Dmg Type: Normal WR: 2 Rng: 5 ft F: 5/40%
Set 2 P: 5/40%
-Winchester Shotgun (12 Gauge Slug, Two-Handed) Ex: 5/40%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+15 Dmg Type: Normal WR: 2 Rng: 50 ft LR: 4
DR -20%. ER: 20%
PR: 40%
RR: Immune

230
Bruiser
Bruisers are stronger than any of the other Swampfolk around. They typically wear a bloody “Bill’s” mechanic outfit.

Defcon Tier 4> ST: 10 PE: 6 EN: 8 CH: 4 IN: 4 AG: 7 LK: 6
Size Large
Max HP 200
AP 9

Skills Notes

Melee Weapons 150 Targeted Attacks follow the standard of an average human.
Unarmed 100
Detection 75 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Sneak 50 Light Step: +6 Free Movement.

Weapons / Attacks Armor

-Super Mutant Fist & Feet Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+14 Dmg Type: Normal Rng: 5 ft
-Battle Axe (One/Two-Handed) AC: 60
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d10+22 Dmg Type: Normal WR: 6 Rng: 10 ft N: 7/60%
L: 7/60%
F: 7/60%
P: 7/60%
Ex: 7/60%
LR: Immune
ER: 30%
PR: 60%
RR: Immune

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Scrapper
The smallest and weakest of the swampfolk. They’re skinny and with distended bellies and only wear pants. They appear to have the
least amount of mutation/disfiguration, excluding their body structure.

Defcon Tier 4- ST: 6 PE: 6 EN: 8 CH: 4 IN: 4 AG: 9 LK: 6


Size Medium
Max HP 90
AP 10

Skills Notes

Melee Weapons 125 Targeted Attacks follow the standard of an average human.
Small Guns 125
Unarmed 100 Armor Breaker: All Melee/Unarmed Attacks inflict DT -4 and DR -20%.
Detection 50 Light Step: +6 Free Movement.
Sneak 50 Redo: Can reroll any of its rolls once a round.

Weapons / Attacks Armor

-Super Mutant Fist & Feet Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+8 Dmg Type: Normal Rng: 5 ft
AC: 50
Set 1 N: 6/50%
-War Axe (One-Handed) L: 6/50%
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+15 Dmg Type: Normal WR: 4 Rng: 5 ft F: 6/50%
Set 2 P: 6/50%
-Winchester Shotgun (12 Gauge Slug, Two-Handed) Ex: 6/50%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+15 Dmg Type: Normal WR: 2 Rng: 50 ft LR: 4
DR -20%. ER: 20%
Set 3 PR: 50%
-Cowboy Repeater (.357, Rifle, Two-Handed) RR: Immune
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+10 Dmg Type: Normal WR: 4 Rng: 200 ft
AC -15, DT -2, and DR -15%. Burst range is up to two.

232
Vault Dwellers
A rare sight in the wasteland to behold nowadays. Vault Dwellers originate from pre-war Vaults constructed by
Vault-Tec. All Vault Dwellers know English and one additional language chosen by the Overseer.

Vault Dweller
The common Vault citizen mostly tasked with maintenance with some background in sports.

Defcon Tier 5- ST: 6 PE: 6 EN: 5 CH: 6 IN: 6 AG: 7 LK: 5


Size Medium
Max HP 35
AP 9

Skills Notes

Melee Weapons 75 Targeted Attacks follow the standard of an average human.


Small Guns 75
Unarmed 75 Redo: Can reroll any of its rolls once a round.
Detection 50
Sneak 50
Engineer 50

Weapons / Attacks Armor

-Fist & Feet Vault-Tec Jumpsuit


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft
AC: 17
Set 1 N: 2/10%
-10mm Pistol (10mm, Pistol, One-Handed) L: 1/15%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+8 Dmg Type: Normal WR: 2 Rng: 100 ft F: 0/10%
AC -10. P: 1/10%
Set 2 Ex: 0/10%
-Baseball Bat (Bludgeon, Two-Handed) ER: 35%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+14 Dmg Type: Normal WR: 4 Rng: 5 ft PR: 25%
SM: Homerun! - Targeted Attack to the head gets CC +5. RR: 20%
Set 3
-Switchblade (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+8 Dmg Type: Normal WR: 4 Rng: 5 ft
SM: Tunnel Snakes Rule! - Ignore DT and DR when aiming for the Neck.

233
Vault Security
The protectors and enforcers of the Vault. Your loyal Vault Security officers.

Defcon Tier 5> ST: 6 PE: 7 EN: 6 CH: 7 IN: 6 AG: 8 LK: 5
Size Medium
Max HP 50
AP 9

Skills Notes

Melee Weapons 100 Targeted Attacks follow the standard of an average human.
Small Guns 100
Unarmed 100 Light Step: +3 Free Movement.
Detection 50 Redo: Can reroll any of its rolls once a round.
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Vault Security Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Vault-Tec Jumpsuit
-10mm Pistol (10mm Hollow-Point, One-Handed) Vault Security Armor
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 4d4+13 Dmg Type: Normal WR: 2 Rng: 100 ft
-Police Baton (Bludgeon, One-Handed) AC: 45
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+8 Dmg Type: Normal WR: 2 Rng: 5 ft N: 9/60%
SM: Police Lock - Can execute a Hold or Choke Hold with Melee Weapons. L: 5/55%
F: 3/45%
P: 4/35%
Ex: 5/65%
ER: 45%
PR: 30%
RR: 32%

Ignore 8 Targeted Head and


Eye Attacks. Immune to
Flashbangs.

234
Vault Scientist
Big brain energy of the Vault.

Defcon Tier 5< ST: 5 PE: 7 EN: 5 CH: 7 IN: 9 AG: 6 LK: 5
Size Medium
Max HP 25
AP 8

Skills Notes

Energy Weapons 75 Targeted Attacks follow the standard of an average human.


Small Guns 75
Unarmed 75 They have at max 150 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Detection 50 and Gunsmith. This is upon the Overseer’s discretion.

Weapons / Attacks Armor

-Fist & Feet Vault-Tec Lab Coat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft
-Wattz Laser Pistol (EC, One-Handed) AC: 11
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+7 Dmg Type: Laser WR: 2 Rng: 175 ft LR: 3
ER: 20%
PR: 25%
RR: 10%

235

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