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FALLOUT PnP 4.

0
WAR NEVER CHANGES

BESTIARY GUIDE

By: Osvel Cabrera

I do not own anything. All rights go to Bethesda Softworks and their awesome franchise.
NPC Abilities And Buffs
Abilities are similar to Perk and are typically given to high tier NPCs. Abilities do not stack on top
of each other. If an ability doesn’t state that the NPC gets the bonuses from the ability, they do
not.

Ability Description

Banner All allies within 150 ft get +25% to Melee and Unarmed Skills.

Bear Hold When executing an Unarmed Hold technique, Strength Rolls get a +2.

Burrow 2 AP to go down. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. Cannot burrow through metal
floor.

Call of Duty All allies within 150 ft and radio contact get +25% to Small Guns, Energy Weapons, and
Big Guns.

Charge +5 Sequence for all allies within 150 ft and radio contact.

Detector Multiply Detection Modifier by 3 instead of 2.

Flight Has the ability to fly.

Helping Hand Any ally within 150 ft and radio contact can reroll any roll once per round. It can only be
an individual dice roll. If you choose to reroll damage, you can only reroll one dice from
the damage.

Mesmetron Once per round for 4 AP, attempt 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.

Pounce Roll AG-1 or ST-1. Enemy must roll ST to stop it or AG to dodge it. If they fail, they will
be knocked down prone.

Rally Any ally within 150 ft restores 5 HP once per round.

Redo Can reroll any attack roll once per round. (If the initial roll is a nat 100, they can’t reroll.)

Repel Twice per round, when someone is going to attack with a Melee Weapon/Unarmed
strike, Roll ST vs. ST. Defender knocks the opponent back 15 ft and knocked them
down. They take falling damage and the beast takes no damage. Attack of opportunity
does not apply.

Self Destruct Once they drop to 0 HP, everyone within 15 ft must roll an AG-2. Those that pass take
half a 6d6+30 Plasma Explosion. Those that fail take the full damage.

Self Repair Every turn, a robot heals for 1d10 of total health.

Smoke Screen Choose an area within 25 ft and place a smoke screen that’s 3 by 3. Anyone in the
Smoke Screen is blinded and you can’t see through the smoke.

Sonic Blast Can pass through creatures but not through strong structures. Roll EN-2. If you succeed
you take half damage. Throwing Skill is applied. It has a range of 30 spaces.

Spawn Roll 1d4 every turn to try and spawn babies. On a 1, spawn 1d4 creatures of Defcon Tier
5 that are related to the creature.

Stealth Boy Turn invisible for an hour once a day.

Swim Have the ability to swim.

Radiation Bath Anyone within 50 ft takes 2d10+2 Radiation Damage. This can heal Ghouls.

Takedown Roll STR vs. STR. Similar creatures within 5 ft add a +1. If you fail you are knocked down.

Tribal Instinct All allies within 150 ft get a +25% to Archery and Throwing.

Wind Push For 3 AP, it flaps its wings and everyone within 25 ft must roll STR -2. If they fail they’re
pushed back to the edge of the Wing Push range. Those that pass don’t move unless
they want to. No one takes damage.

This is meant as a guide. More NPCS coming.


-Far Harbor Creatures
-Gatorclaw

Apply Melee/Unarmed Bonuses and Techniques according to their skill level.


Apply Perks after adding Skill Points.
Apply Armor Class based on Agility and Armor.
Ammo leftover varies on GM discretion.
Sizes Chart
Sizes refer towards the height, width, and depth of the character personal space. Refer to the
chart below.

Size Space in Feet Space in Meters Hex/Square

Small/Medium 5 by 5 ft. 1.5m by 1.5m 1 by 1

Large 10 by 10 ft. 3m by 3m 2 by 2

Huge 15 by 15 ft. 4.5m by 4.5m 3 by 3

Gargantuan 20 by 20 ft. or Larger 6m by 6m 4 by 4 or Larger.

The range of an attack is not dependent on the size. The attack specifies the range of the body
part/weapon.
Defcon Tiers
Trying to figure out what NPCs are best suited for certain levels can be difficult at times. In
Fallout PnP 4.0 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.

This is assuming the party consists of four people and their equipment aligns with the level
they’re at.

Defcon Tier also relates to how much XP gained from killing a group of NPCs. Refer to the chart
below.

Defcon Tier Level Range Experience Points Range

5 1-5 1 - 100

4 6 - 10 125 - 950

3 11 - 15 1,000 - 4,000

2 16 - 20 5,000 - 10,000

1 21+ 11,000+

Raiders
The typical scum of the wasteland found in every crevice possible. Some are out in the open, others loom in the
shadows, and very few greet you with a smile with a knife in their hand. Keep your wits about you because they’re
the scum of the Earth.

Thug
Humans and Ghouls with Fiend/True Mortal Alignment
Basic scumbag that could be rehabilitated. You’ll find them either alone or with one other individual

STR PER END CHA INT AGI LCK

5 5 4 4 4 5 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 20

Melee 50%
Small Guns 50%
Unarmed 50%

Weapons 9mm Pistol


Knife
Leadpipe

Armor Clothes
Robe

Perks N/A

Abilities None
Bandit
Humans and Ghouls with Fiend/True Mortal Alignment
More threatening and commonly found in slums and in the open waste in very small groups of 2 - 3

STR PER END CHA INT AGI LCK

5 5 5 4 5 6 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 25

Small Guns 50%


Melee 75%
Unarmed 50%

Weapons 9mm Pistol


Knife
Machete
Spear

Armor Leather Jacket

Perks N/A

Abilities None
Raider
Humans and Ghouls with Fiend Alignment
The common bastard found in the waste. They only look out for themselves and travel in groups of 3 - 5

STR PER END CHA INT AGI LCK

5 5 5 4 5 6 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 30

Melee 75%
Small Guns 75%
Unarmed 75%

Weapons 10mm Pistol


M17-A Carbine
Knife
Machete
Spear

Armor Leather Armor

Perks N/A

Abilities None
Raider Scum
Humans and Ghouls with Fiend Alignment
Considered the second-in-command of a smallgang, the Raider Scum keeps a close eye out and mows down his
enemies.

STR PER END CHA INT AGI LCK

6 6 5 4 5 6 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 35

Melee 75%
Small Guns 100%
Unarmed 75%

Weapons 10mm Pistol


M14
Knife
Machete
Healing Powder

Armor Leather Armor

Perks Trigger Discipline

Abilities None
Raider Waster
Humans and Ghouls with Fiend Alignment
This is the equivalent of a small gang leader.

STR PER END CHA INT AGI LCK

7 6 6 5 5 7 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 40

Energy Weapons 75%


Melee 100%
Small Guns 100%
Unarmed 75%

Weapons 10mm Pistol


AK-47
Wattz 1000 Laser Pistol
Knife
Machete
1d3 Molotov Cocktails

Armor Leather Armor MK II

Perks Penetrator: Rank 1


Trigger Discipline

Abilities None
Raider Veteran
Humans and Ghouls with Fiend/Renegade Alignment
This either a local mercenary or medium sized gang leader of 10-15.

STR PER END CHA INT AGI LCK

7 7 6 6 5 8 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 50

Small Guns 100%


Melee 100%
Unarmed 75%
Energy Weapons 100%

Weapons Colt .45 Pistol


FN-FAL
Wattz 1600 Laser Pistol
Combat Knife
Machete
1d3 Molotov Cocktails
1d2 Frag Grenade

Armor Leather Armor MK III

Perks Penetrator: Rank 1


Trigger Discipline

Abilities Redo
Raider Heavy
Humans and Ghouls with Fiend/Renegade Alignment
A special Raider focused on hitting hard and fast at close range.

STR PER END CHA INT AGI LCK

9 6 6 4 5 7 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 35

Melee 100%
Unarmed 75%

Weapons Sledgehammer
Axe
Combat Knife
Machete

Armor Metal Armor

Perks Big Leagues - Rank 2


Iron First - Rank 1

Abilities None
Raider Pugilist
Humans and Ghouls with Fiend/Renegade Alignment
For those raiders like to get handy and personal.

STR PER END CHA INT AGI LCK

8 7 6 6 5 8 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 50

Unarmed 100%
Sneak 50%
Detection 50%

Weapons Brass Knuckles

Armor Leather Armor MK II

Perks Iron Fist - Rank 2


Nutshatter - Rank 1
Charge! - Rank 1

Abilities None
Raider Hound
Dog with True Mortal Alignment
Typically big dogs tamed by raiders for that are thirsty for blood

STR PER END CHA INT AGI LCK

6 8 4 4 4 6 5

Defcon Tier 5 Notes


Raider Hounds cannot take Targeted
Size Medium Attacks to the arm.

Health 30 It’s four limbs all take the leg penalty


when attempting a Targeted Attack.
Unarmed 100%
Detection 100% The rest of the Targeted Attacks follow
Sneak 50% the standard of an average human.

Weapons Bite:​ 1d8+2+MD R: 1


Claw​: 1d6+2+MD R: 1

Armor N: 1/20

Perks N/A

Abilities Pounce
Caesar Legion
An autocratic, traditionalist, and imperialistic slaver society founded in 2247 by Edward Sallow who calls himself
Caesar. Caesar based the society off the Roman Empire and successfully united multiple tribes under his banner.

Legionnaire Recruit
Humans with a Renegade Alignment
The lowest rank of the Legion trained in close combat and must prove their worth.

STR PER END CHA INT AGI LCK

6 5 4 5 5 6 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 40

Melee 75%
Small Guns 75%
Throwing 75%
Unarmed 75%

Weapons Colt .45 Pistol


Machete
1d2 Healing Powder

Armor Legionary Armor

Perks Big Leagues - Rank 1


Iron Fist - Rank 1

Abilities None
Prime Legionnaire
Humans with a Renegade Alignment
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.

STR PER END CHA INT AGI LCK

6 6 5 4 5 7 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 45

Melee 100%
Small Guns 100%
Sneak 75%
Throwing 100%
Unarmed 100%

Weapons Machete Gladius


Colt .45 Pistol
AK-74
Knife
1d2 Healing Powder

Armor Legionary Armor

Perks Big Leagues - Rank 2


Iron Fist - Rank 2

Abilities Redo
Decanus Legionnaire
Humans with a Renegade Alignment
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.

STR PER END CHA INT AGI LCK

7 6 5 5 5 8 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 52

Melee 100%
Detection 50%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 100%

Weapons Machete Gladius


Sharpened Spear
Claymore
Combat Knife
Colt .45 Pistol
FN-FAL
1d2 Healing Powder

Armor Decanus Armor

Perks Big Leagues - Rank 2


Iron Fist - Rank 2
Teamwork - Rank 1
Leadership - Rank 1

Abilities Banner
Redo
Frumentarii
Humans with a Renegade Alignment
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.

STR PER END CHA INT AGI LCK

7 6 5 5 5 9 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 50

Melee 100%
Detection 75%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 100%

Weapons Machete Gladius


Combat Knife
Colt .45 Pistol - Silencer
Rangemaster - Silencer
Hunting Rifle - Silencer
1d2 Healing Powder

Armor Decanus Armor

Perks Big Leagues - Rank 1


Flexible
Trigger Discipline
Silent Running

Abilities Redo
Centurion
Humans with a Renegade Alignment
The highest ranking officers in the Legion and work as the main commanders of the army.

STR PER END CHA INT AGI LCK

9 6 6 6 7 9 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 100

Melee 150%
Detection 100%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 150%

Weapons Machete Gladius


Sharpened Spear
Sharpened Combat Knife
Claymore
.44 Magnum
M16A3
Combat Shotgun
1d2 Fragmentation Grenade

Armor Centurion Armor

Perks Big Leagues - Rank 2


Iron FIst - Rank 2
Leadership - Rank 2
Teamwork - Rank 2
Toughness
Martial Master - Rank 2

Abilities Banner
Bear Hold
Charge!
Helping Hand
Rally!
Redo
Praetorian
Humans with a Renegade Alignment
The elite guard of Caesar himself. They’re well respected and feared for their exceptional skill. They’re masters of
hand-to-hand combat.

STR PER END CHA INT AGI LCK

10 7 7 6 7 10 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 150

Melee 150%
Detection 100%
Sneak 100%
Throwing 100%
Unarmed 150%

Weapons Machete Gladius


Power Fist
Punch Gun

Armor Centurion Armor

Perks Big Leagues - Rank 2


Iron FIst - Rank 2
Leadership - Rank 2
Teamwork - Rank 2
Toughness
Martial Master
Omae Wa Mou Shindeiru

Abilities Banner
Bear Hold
Charge!
Helping Hand
Redo
Legion Hound
Dog with True Mortal Alignment
Large dogs raised in Denver by the Legion to serve for hunting and killing.

STR PER END CHA INT AGI LCK

7 8 4 4 5 7 5

Defcon Tier 4 Notes


Legion Hounds cannot take Targeted
Size Medium Attacks to the arm.

Health 40 It’s four limbs all take the leg penalty


when attempting a Targeted Attack.
Unarmed 100%
Detection 100% The rest of the Targeted Attacks follow
Sneak 75% the standard of an average human.

Weapons Bite:​ 1d8+2+MD R: 1


Claw​: 1d6+2+MD R: 1

Armor N: 2/30
L: 1/20

Perks N/A

Abilities Pounce
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 but still have gangs and criminals that still
lurk and have small territory within their borders.

N.C.R. Recruit Soldier


Humans with a Virtuous/Samaritan Alignment
Fresh off the farms of California, recruits are the lowest and newest assets of the NCR.

STR PER END CHA INT AGI LCK

6 5 5 5 5 6 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 40

Melee 50%
Small Guns 75%
Sneak 50%
Throwing 50%
Unarmed 50%

Weapons 9mm Pistol


M14
Knife

Armor NCR Armor

Perks N/A

Abilities None
N.C.R. Private/Specialist/Corporal
Humans with a Virtuous/Samaritan Alignment
A bit above the average recruit. Privates, Specialists, and Corporal are always on the field doing the dirty work.

STR PER END CHA INT AGI LCK

6 6 5 5 5 7 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 45

Detection 50%
Melee 50%
Small Guns 100%
Sneak 75%
Throwing 75%
Unarmed 50%

Weapons 9mm Pistol


M14
Hunting Rifle
Knife
1d2 Frag Grenades

Armor NCR Armor

Perks Steady Aim


Heave Ho! - Rank 1

Abilities None
N.C.R. Sergeant/Master Sergeant/Sergeant Major
Humans with a Virtuous/Samaritan Alignment
Well respected officers that can lead their own squad.

STR PER END CHA INT AGI LCK

6 6 5 5 6 8 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 50

Detection 75%
Melee 50%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 50%

Weapons 9mm Pistol


M14
Hunting Rifle
Combat Knife
1d2 Frag Grenades

Armor NCR Armor


+N: 1/20
+L: 1/10
+E: 1/10

Perks Steady Aim


Focus Fire - Rank 1
Heave Ho! - Rank 2

Abilities Rally
N.C.R. Lieutenant
Humans with a Virtuous/Samaritan Alignment
Can either be first or second lieutenant. They often stand by their Captain and don’t often see action anymore, but
haven’t forgotten it either.

STR PER END CHA INT AGI LCK

6 7 5 6 7 9 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 50

Detection 75%
Melee 75%
Small Guns 125%
Sneak 75%
Throwing 100%
Unarmed 75%

Weapons Colt .45 Pistol


M14
Rangemaster
Combat Knife
1d2 Frag Grenades

Armor NCR Armor


+N: 1/20
+L: 1/10
+E: 1/10

Perks Steady Aim


Focus Fire - Rank 2
Heave Ho! - Rank 3
Concentrated Fire - Rank 1

Abilities Call of Duty


Charge
Detector
Rally
N.C.R. Major/Captain/Colonel/General
Humans with a Virtuous/Samaritan Alignment
From Major and up, most officers either lead from a base or work in an office. Their years of experience of the field
has never left them and they’re always ready for battle.

STR PER END CHA INT AGI LCK

7 7 6 6 7 10 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 70 - 100

Detection 100%
Melee 100%
Small Guns 150%
Sneak 100%
Throwing 125%
Unarmed 100%

Weapons Colt .45 Pistol


M16A2
Rangemaster
Combat Knife
1d2 Frag Grenades

Armor NCR Armor


+N: 1/20
+L: 1/10
+E: 1/10
NCR Officer Uniform (Equivalent to
Regular Clothes)

Perks Steady Aim


Focus Fire - Rank 2
Heave Ho! - Rank 3
Concentrated Fire - Rank 2

Abilities Call of Duty


Charge
Detector
Rally
Redo
N.C.R. Military Police
Humans with a Virtuous/Samaritan Alignment
The military police corps that watch over the troops and keep them in line. They’re often found in safe territory
and try to maintain order.

STR PER END CHA INT AGI LCK

7 7 6 6 7 8 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 65

Detection 100%
Melee 100%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 100%

Weapons Colt .45 Pistol


Cattle Prod
Combat Knife
1d2 Frag Grenades

Armor NCR Armor

Perks Steady Aim


Focus Fire - Rank 1
Charge! - Rank 2
Super Slam! - Rank 2

Abilities Bear Hold


N.C.R. Heavy Trooper
Humans with a Virtuous/Samaritan Alignment
In order to compensate for the lack of Power Armor, the NCR created the Salvaged Power Armor in order to
combat the Brotherhood more effectively.

STR PER END CHA INT AGI LCK

9 7 8 5 7 8 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 200

Detection 100%
Melee 100%
Small Guns 100%
Throwing 100%
Unarmed 100%

Weapons B.A.R.
CZ53 Minigun
1d2 Frag Grenades

Armor Salvaged Power Armor

Perks Steady Aim


Focus Fire - Rank 1
Charge! - Rank 2
Super Slam! - Rank 2

Abilities Call of Duty


Helping Hand
Redo
NCR Guard Dog
Dog with True Mortal Alignment
Trained for military operations for the NCR.

STR PER END CHA INT AGI LCK

6 8 4 4 4 7 5

Defcon Tier 4 Notes


NCR Guard Dogs cannot take Targeted
Size Medium Attacks to the arm.

Health 50 It’s four limbs all take the leg penalty


when attempting a Targeted Attack.
Unarmed 100%
Detection 100% The rest of the Targeted Attacks follow
Sneak 100% the standard of an average human.

Weapons Bite: 1d8+2+MD R: 1


Claw: 1d6+2+MD R: 1

Armor Leather Armor

Perks N/A

Abilities Detector
Pounce
N.C.R. Ranger
Humans with a Virtuous/Samaritan Alignment
From Major and up, most officers either lead from a base or work in an office. Their years of experience of the field
has never left them and they’re always ready for battle.

STR PER END CHA INT AGI LCK

7 9 7 6 7 9 6

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 150

Big Gun 100%


Detection 100%
Melee 100%
Small Guns 125%
Sneak 100%
Throwing 100%
Unarmed 100%

Weapons .44 Magnum


M16A3
DKS-501 Sniper Rifle
Sharpened Combat Knife
Barrett M107 Long Range Sniper Rifle
1d2 Frag Grenades
Spiked Brass Knuckles

Armor NCR Ranger Armor


(Equivalent to Combat Armor MK I)

Perks Steady Aim


Focus Fire - Rank 2
Heave Ho! - Rank 3
Concentrated Fire - Rank 2
Flexible
Silent Running
Second Shadow - Rank 1
Quick Reload
Bonus Movement - Rank 1
Ninja - Rank 2

Abilities Banner
Bear Hold
Call of Duty
Detector
Redo
N.C.R. Veteran Ranger
Humans with a Virtuous/Samaritan Alignment
From Major and up, most officers either lead from a base or work in an office. Their years of experience of the field
has never left them and they’re always ready for battle.

STR PER END CHA INT AGI LCK

8 9 7 6 7 10 7

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 200

Big Guns 125%


Detection 100%
Melee 125%
Small Guns 150%
Sneak 125%
Throwing 100%
Unarmed 150%

Weapons .44 Magnum


M16A3
DKS-501 Sniper Rifle
Sharpened Combat Knife
Accuracy International AS50 Sniper Rifle
1d2 Frag Grenades
Spiked Brass Knuckles

Armor NCR Veteran Ranger Armor (Equivalent to


Riot Gear Armor)

Perks Steady Aim


Focus Fire - Rank 2
Heave Ho! - Rank 3
Concentrated Fire - Rank 2
Flexible
Silent Running
Second Shadow - Rank 2
Quick Reload
Bonus Movement - Rank 2
Ninja - Rank 3

Abilities Banner
Bear Hold
Call of Duty
Detector
Redo
Brotherhood of Steel
Although they’re well trained, the Brotherhood doesn’t have the numbers of NCR possess. What they make up for
numbers they make up in skill. The Brotherhood is the most spread out faction and each chapter is lead by an Elder
which form a council led by the High Elder.

Brotherhood Initiate/Aspirant
Humans with a Virtuous/Samaritan Alignment
The lowest and intensely trained individuals of the Brotherhood. Initiates become Aspirants when they
demonstrate their worth.

STR PER END CHA INT AGI LCK

6 6 5 5 5 6 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 80

Detection 50%
Energy Weapons 100%
Melee Weapons 75%
Sneak 75%
Throwing 75%
Unarmed 75%

Weapons Wattz 1600 Laser Pistol


Plasma Pistol
H&K 31415 Laser Carbine
Wattz 2000 Laser Rifle
Combat Knife
1d2 Fragmentation Grenade
1d2 Stimpacks

Armor BOS Uniform


Combat Armor MK I

Perks Penetrator - Rank 1


Focus Fire - Rank 2
Earlier Sequence - Rank 1
Trigger Discipline

Abilities Redo
Brotherhood Knight
Humans with a Virtuous/Samaritan Alignment
The typical soldier on the field. Knight is a fully recognized member of the Brotherhood of Steel.

STR PER END CHA INT AGI LCK

7 7 6 5 6 7 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 100

Big Guns 125%


Detection 75%
Energy Weapons 125%
Melee Weapons 100%
Sneak 100%
Throwing 100%
Unarmed 100%

Weapons Gatling Laser


Wattz 2000 Laser Rifle
Combat Knife
1d2 Stimpacks
1d2 Fragmentation Grenade

Armor BOS Uniform


Combat Armor MK II
T-45d Power Armor

Perks Penetrator - Rank 1


Focus Fire - Rank 2
Earlier Sequence - Rank 2
Trigger Discipline
Steady Aim
Energy Weapons Expert
Quick Reload
Bonus Movement - Rank 1

Abilities Call of Duty


Charge
Helping Hand
Redo
Brotherhood Paladin
Humans with a Virtuous/Samaritan Alignment
The true embodiment of the Brotherhood of Steel. They’re the most experienced soldiers that are equivalent to a
United States Colonel.

STR PER END CHA INT AGI LCK

8 8 7 6 7 8 6

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 150

Big Guns 150%


Detection 100%
Energy Weapons 125%
Melee Weapons 125%
Sneak 100%
Throwing 125%
Unarmed 100%

Weapons Gatling Laser


Wattz 3120b Laser Rifle
Winchester Model P94 Plasma Rifle
Sharpened Combat Knife
1d3 Stimpacks
1d3 Fragmentation Grenade

Armor BOS Uniform


Combat Armor MK III
T-51b Power Armor
T-60a Power Armor

Perks Penetrator - Rank 1


Focus Fire - Rank 2
Earlier Sequence - Rank 2
Trigger Discipline
Steady Aim
Toughness
Rebuke - Rank 1
Energy Weapons Expert
Quick Reload
Bonus Movement - Rank 2

Abilities Call of Duty


Charge
Helping Hand
Redo
Brotherhood Star Paladin
Humans with a Virtuous/Samaritan Alignment
The true embodiment of the Brotherhood of Steel. They’re the most experienced soldiers that are equivalent to a
United States Colonel.

STR PER END CHA INT AGI LCK

9 9 8 6 8 9 6

Defcon Tier 2 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 170

Big Guns 150%


Detection 125%
Energy Weapons 150%
Melee Weapons 125%
Sneak 125%
Throwing 125%
Unarmed 125%

Weapons Gatling Laser


Wattz 3120b Laser Rifle
Winchester Model P94 Plasma Rifle
Sharpened Combat Knife
1d3 Fragmentation Grenades
1d2 Plasma Grenades
1d3 Stimpacks

Armor BOS Uniform


Combat Armor MK IV
T-60a Power Armor

Perks Penetrator - Rank 2


Focus Fire - Rank 3
Earlier Sequence - Rank 2
Trigger Discipline
Steady Aim
Toughness
Rebuke - Rank 2
Energy Weapons Expert
Quick Reload
Bonus Movement - Rank 2

Abilities Call of Duty


Charge
Detector
Helping Hand
Redo
Brotherhood Sentinel
Humans with a Virtuous/Samaritan Alignment
The rank below Elder. Sentinel’s are equivalent to a Brigadier General and they’re the scariest and most badass
members of the Brotherhood of Steel.

STR PER END CHA INT AGI LCK

10 10 9 7 9 10 7

Defcon Tier 1 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 200

Big Guns 150%


Detection 125%
Energy Weapons 150%
Melee Weapons 125%
Sneak 125%
Throwing 125%
Unarmed 125%

Weapons Gatling Laser


Winchester Model P94 Plasma Rifle
Sharpened Combat Knife
1d3 Fragmentation Grenades
1d2 Plasma Grenades
1d3 Stimpacks

Armor BOS Uniform


Combat Armor MK IV
T-60a Power Armor

Perks Penetrator - Rank 2


Focus Fire - Rank 3
Earlier Sequence - Rank 2
Trigger Discipline
Steady Aim
Sniper - Rank 1
Toughness
Rebuke - Rank 2
Energy Weapons Expert
Quick Reload
Bonus Movement - Rank 3

Abilities Call of Duty


Charge
Detector
Helping Hand
Redo
Brotherhood Lancer
Humans with a Virtuous/Samaritan Alignment
The pilots of the Brotherhood of Steel. They’re experts in Vehicles.

STR PER END CHA INT AGI LCK

6 7 5 6 8 7 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 80

Detection 100%
Energy Weapons 100%
Melee Weapons 75%
Pilot 100%
Repair 125%
Sneak 100%
Throwing 75%
Unarmed 75%

Weapons Wattz 1600 Laser Pistol


Plasma Pistol
Wattz 2000 Laser Rifle
Combat Knife
1d2 Fragmentation Grenade
1d2 Stimpacks

Armor BOS Uniform


Lancer Coat (Equivalent to Combat Armor
MK I)

Perks Penetrator - Rank 1


Focus Fire - Rank 2
Driving City Style
Cutting It Close
Trigger Discipline
Quick Reload
Bonus Movement - Rank 1

Abilities Redo
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.

Enclave Private/Specialist/Corporal
Humans with a Samaritan Alignment
The lowest rank in the United States Military. Their training is more intense because of their low numbers, but
their experience on the field dwindles. (Can be used as Enclave Recruits if you’re not going by ranks).

STR PER END CHA INT AGI LCK

6 6 5 5 6 6 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 60

Big Guns 100%


Detection 75%
Energy Weapons 100%
Melee Weapons 75%
Sneak 75%
Throwing 75%
Unarmed 100%

Weapons Plasma Defender


Wattz 2000 Laser Rifle
Combat Knife
1d2 Fragmentation Grenade
1d2 Plasma Grenade
1d2 Stimpacks

Armor Enclave Officer Uniform (BoS Uniform


Stats)
Combat Armor MK I

Perks Concentrated Fire - Rank 1


Earlier Sequence - Rank 1
Focus Fire - Rank 1
Penetrator - Rank 1
Trigger Discipline

Abilities Redo
Enclave Sergeant/Master Sergeant/Warrant Officer
Humans with a Virtuous/Samaritan Alignment
An experienced Enclave soldier that’s devoted his life to the military for a few years. (Can be used as as Enclave
Soldiers if you’re not going by ranks).

STR PER END CHA INT AGI LCK

7 7 5 5 6 7 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 80

Big Guns 75%


Detection 75%
Energy Weapons 125%
Melee Weapons 100%
Sneak 75%
Throwing 100%
Unarmed 100%

Weapons Plasma Defender


Gatling Laser
Wattz 2000 Laser Rifle
Winchester Model P94 Plasma Rifle
Combat Knife
1d2 Stimpacks
1d2 Fragmentation Grenade
1d2 Plasma Grenades

Armor Enclave Officer Uniform (BoS Uniform


Stats)
Combat Armor MK II
T-60a Power Armor

Perks Concentrated Fire - Rank 1


Earlier Sequence - Rank 1
Focus Fire - Rank 1
Penetrator - Rank 1
Trigger Discipline

Abilities Call of Duty


Redo
Enclave Lieutenant/Major
Humans with a Virtuous/Samaritan Alignment
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. (Can be used as Enclave X-01/X-02 Soldier Base).

STR PER END CHA INT AGI LCK

8 8 5 6 7 8 6

Defcon Tier 2 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 100

Big Guns 125%


Detection 100%
Energy Weapons 150%
Melee Weapons 125%
Sneak 100%
Throwing 100%
Unarmed 100%

Weapons Plasma Defender


Gatling Laser
Wattz 3120b Laser Rifle
Winchester Model P94 Plasma Rifle
Sharpened Combat Knife
1d3 Stimpacks
1d3 Fragmentation Grenade
1d2 Plasma Grenades

Armor Enclave Officer Uniform (BoS Uniform


Stats)
Combat Armor MK III
Shadow Power Armor MK I
Shadow Power Armor MK II

Perks Concentrated Fire - Rank 2


Penetrator - Rank 2
Focus Fire - Rank 2
Earlier Sequence - Rank 2
Trigger Discipline
Energy Weapons Expert

Abilities Call of Duty


Charge
Detector
Helping Hand
Redo
Enclave Captain/Colonel/General
Humans with a Virtuous/Samaritan Alignment
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. (Can be used as Enclave Veteran
X-01/X-02 Soldier).

STR PER END CHA INT AGI LCK

9 9 5 6 8 9 6

Defcon Tier 2 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 140

Big Guns 150%


Detection 125%
Energy Weapons 150%
Melee Weapons 125%
Sneak 100%
Throwing 125%
Unarmed 125%

Weapons Gatling Laser


Wattz 3120b Laser Rifle
Winchester Model P94 Plasma Rifle
Sharpened Combat Knife
1d3 Fragmentation Grenades
1d2 Plasma Grenades
1d3 Stimpacks

Armor Enclave Officer Uniform (BoS Uniform


Stats)
Combat Armor MK IV
Shadow Power Armor MK I (Tesla Mod)
Shadow Power Armor MK II (Tesla Mod)

Perks Concentrated Fire - Rank 2


Penetrator - Rank 2
Focus Fire - Rank 3
Earlier Sequence - Rank 2
Trigger Discipline
Sniper - Rank 1
Energy Weapons Expert

Abilities Call of Duty


Charge
Detector
Helping Hand
Redo
Enclave Hellfire Soldier
Humans with a Virtuous/Samaritan Alignment
The rank below Elder. Sentinel’s are equivalent to a Brigadier General and they’re the scariest and most badass
members of the Brotherhood of Steel.

STR PER END CHA INT AGI LCK

10 10 5 7 9 10 7

Defcon Tier 1 Notes


Targeted Attacks follow the standard of
Size Medium / Large (Only in P.A.) an average human.

Health 170

Big Guns 150%


Detection 125%
Energy Weapons 150%
Melee Weapons 125%
Sneak 125%
Throwing 125%
Unarmed 125%

Weapons Gatling Laser


Plasma Cannon
Wattz 3120b Laser Rifle
Winchester Model P94 Plasma Rifle
Sharpened Combat Knife
1d3 Fragmentation Grenades
1d2 Plasma Grenades
1d3 Stimpacks

Armor Enclave Officer Uniform (BoS Uniform


Stats)
Combat Armor MK IV
Hellfire Power Armor

Perks Concentrated Fire - Rank 2


Penetrator - Rank 2
Focus Fire - Rank 3
Earlier Sequence - Rank 2
Trigger Discipline
Sniper - Rank 2
Energy Weapons Expert

Abilities Call of Duty


Charge
Detector
Helping Hand
Redo
Frank Horrigan
Human with America as his Alignment
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.

STR PER END CHA INT AGI LCK

10 10 10 10 10 10 10

Defcon Tier 1 - ​Your ride’s over mutie. Time to die. Notes


You've gotten a lot farther than you
Size Huge should have, but then you haven't met
Frank Horrigan either. Your ride's over,
Health 999 mutie. Time to die.

Big Guns 200% Targeted Attacks follow the standard of


Detection 150% an average human.
Energy Weapons 150%
Melee Weapons 150%
Throwing 150%
Unarmed 150%

Weapons Arm Mounted Plasma Cannon


Arm Mounted Serrated Claymore
1d4 Fragmentation Grenades
1d4 Plasma Grenades
1d4 Ultra Stimpacks

Armor Frank Horrigan Power Armor


AC: +35
N: 20/70
L: 20/80
F: 20/70
P: 20/70
E: 20/70
Immune to Radiation

Perks Penetrator - Rank 2


Earlier Sequence - Rank 2
Dead Eye
Rebuke - Rank 2
Bonus Movement - Rank 3
Was That Meant For Me?
Divine Favor
Return To Sender

Abilities Call of Duty


Charge
Detector
Helping Hand
Redo
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. Brought to you by RobCo and General Atomics. Robots are immune to
Gas, Poison, and Radiation.

Protectron
A robot designed for protection and manual labor. Variant versions were made for construction, law enforcement,
fire fighting, etc.

STR PER END CHA INT AGI LCK

5 7 5 1 3 5 5

Defcon Tier 5 Notes


Protectrons cannot take Targeted Attacks
Size Medium to the neck and groin.

Health 40 Targeted Attacks follow the standard of


an average human.
Energy Weapons 75%
Unarmed 75%
Detection 50%

Attacks Protectron Laser:​ (S: 5 T: 6 7d4+6) R: 50


Slap:​ (S: 3 T: 4 1d8+MD) R: 1

Armor AC: +15


N: 2/20
L: 3/40
F: 2/10
P: 2/20
E: 2/10
SH: 5

Perks Bonus Movement - Rank 1

Abilities None
Eyebot
A hovering robot used for reconnaissance and propaganda. It speaks in morse code and it comes with a simple
laser shot.

STR PER END CHA INT AGI LCK

2 8 2 1 5 11 5

Defcon Tier 5 Notes


Eyebots cannot take Targeted Attacks to
Size Small the head, neck, arms, groin, and legs.

Health 30 A Targeted Eye attack can be done to the


base of the main antenna on the top of its
Energy Weapons 75% head.
Detection 50%
Sneak 75% A Targeted Torso Attack can be done to
its spherical body.
Attacks Laser Shot​: (S: 4 T: 5 4d4+4) R: 30
They can’t crouch or prone. When
Armor AC: +9 knocked down they simply fall to the
N: 2/30 ground and use 4 AP to get back up.
L: 2/20
F: 1/20
P: 1/20
E: 1/20
SH: 2

Perks Bonus Movement: Rank 1

Abilities Detector
Flight
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.

STR PER END CHA INT AGI LCK

6 7 5 3 5 8 5

Defcon Tier 4 Notes


Securitrons cannot take Targeted Attacks
Size Medium to the eyes, neck, and groin.

Health 50 Targeted Head Attacks can be done to it’s


screen.
Energy Weapons 100%
Small Guns 100% Targeted Torso Attacks can be done to its
Detection 75% main body.

Attacks Left Arm: Gatling Gun Targeted Arm Attacks can be done to its
Right Arm: H&K MP5 two robot arms.

Armor AC: +10 Targeted Leg Attacks can be done to its


N: 5/40 one wheel. It doesn’t pop when shot.
L: 6/50
F: 4/30 They can’t crouch or prone. When
P: 3/30 knocked down they simply fall to the
E: 5/40 ground and use 4 AP to get back up.
SH: 6

Perks Bonus Movement: Rank 1

Abilities None
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.

STR PER END CHA INT AGI LCK

7 7 6 3 5 8 5

Defcon Tier 3 Notes


Securitrons cannot take Targeted Attacks
Size Medium to the eyes, neck, and groin.

Health 100 Targeted Head Attacks can be done to it’s


screen.
Energy Weapons 100%
Small Guns 100% Targeted Torso Attacks can be done to its
Detection 75% main body.

Attacks Left Arm: Gatling Gun Targeted Arm Attacks can be done to its
Right Arm: H&K MP5 two robot arms.
Shoulders (Far Distance): Rockwell L72
Rocket Launcher Targeted Leg Attacks can be done to its
Shoulders (Close DIstance): AGS-17 one wheel. It doesn’t pop when shot.
Plamya 30mm Grenade Launcher
They can’t crouch or prone. When
Armor AC: +10 knocked down they simply fall to the
N: 5/40 ground and use 4 AP to get back up.
L: 6/50
F: 4/30
P: 3/30
E: 5/40
SH: 6

Perks Bonus Movement: Rank 2

Abilities Detector
Self Repair
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.

STR PER END CHA INT AGI LCK

5 7 5 3 6 7 5

Defcon Tier 5 Notes


Mr. Handys/Ms. Nannys cannot take
Size Medium Targeted Attacks to the head, neck, and
legs.
Health 45
Targeted Eye Attacks can be done to any
Energy Weapons 75% of the three eyes at the top.
Melee Weapons 75%
Detection 100% Targeted Torso Attacks can be done to its
main body.
Attacks Flamethrower​: (S: 5 T: N/A 3d8+20) R: 3
Saw Blade:​ (S: 3 T: 4 1d12+10+MD) R: 1 Targeted Arm Attacks can be done to its
three robot arms.
Armor AC: +10
N: 2/20 Targeted Groin Attacks can be done to its
L: 3/50 thruster at the bottom.
F: 2/30
P: 2/10 They can’t crouch or prone. When
E: 2/30 knocked down they simply fall to the
SH: 5 ground and use 4 AP to get back up.
Perks Bonus Movement - Rank 1

Abilities None
Mr. Gutsy
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.

STR PER END CHA INT AGI LCK

5 8 5 3 6 8 5

Defcon Tier 4 Notes


Mr. Gutsys cannot take Targeted Attacks
Size Medium to the head, neck, and legs.

Health 60 Targeted Eye Attacks can be done to any


of the three eyes at the top.
Energy Weapons 100%
Melee Weapons 100% Targeted Torso Attacks can be done to its
Detection 100% main body.

Attacks Flamethrower​: (S: 5 T: N/A 3d8+20) R: 3 Targeted Arm Attacks can be done to its
Saw Blade:​ (S: 3 T: 4 1d12+10+MD) R: 1 three robot arms.
Laser Shot​: (S: 4 T: 5 4d6+10) R: 30
Targeted Groin Attacks can be done to its
Armor AC: +15 thruster at the bottom.
N: 4/30
L: 5/50 They can’t crouch or prone. When
F: 4/40 knocked down they simply fall to the
P: 3/20 ground and use 4 AP to get back up.
E: 3/40
SH: 10

Perks Bonus Movement - Rank 2

Abilities Detector
Assaultron
A robot designed for the front-lines 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.

STR PER END CHA INT AGI LCK

6 7 5 3 6 10 5

Defcon Tier 3 Notes


Assaultrons cannot take Targeted Attacks
Size Medium to the neck and groin.

Health 70 Targeted Attacks follow the standard of


an average human.
Energy Weapons 100%
Melee Weapons 100%
Unarmed 100%
Sneak 100%
Detection 100%

Attacks Assaultron Blade


Metal Slap​: (S: 2 T: 3 2d6+4+MD) R: 1
Death Ray:​ (S: 6 2d20+20) R: 50 Takes a
turn to recharge and can pierce through
enemies. Can hit two enemies in front of
it if they’re adjacent to the Assaultron
and each other.

Armor AC: +20


N: 6/40
L: 7/80
F: 5/30
P: 4/20
E: 4/30
Limb Resistance +2
SH: 10

Perks Bonus Movement - Rank 2

Abilities Detector
Stealth Boy
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.

STR PER END CHA INT AGI LCK

6 7 6 4 8 6 5

Defcon Tier 3 Notes


Robobrains cannot take Targeted Attacks
Size Large to the neck and groin.

Health 80 Targeted Eye Attacks can be done to its


one eye which is in front of the brain.
Energy Weapons 100%
Detection 75% Targeted Head Attacks can be done to its
brain casing.
Attacks Metal Slap​: (S: 2 T: 3 2d6+4+MD) R: 1
Laser Shot​: (S: 4 T: 5 4d5+10) R: 30 Targeted Torso Attacks can be done to its
main body.
Armor AC: +15
N: 4/40 Targeted Arm Attacks can be done to its
L: 6/50 two robot arms.
F: 5/40
P: 3/20 Targeted Leg Attacks can be done to its
E: 5/30 two rollers
Limb Resistance +1
SH: 8 They can’t crouch or prone. When
knocked down, they malfunctions and
Perks Bonus Movement - Rank 1 they must use 4 AP to be able to move.
They can still attack.
Abilities Detector
Mesmetron
Smoke Screen
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 their ever killed, make sure you’re not close to them.

STR PER END CHA INT AGI LCK

8 6 10 1 5 6 5

Defcon Tier 2 Notes


Sentry Bots cannot take Targeted Attacks
Size Large to the eyes, neck and groin.

Health 100 Targeted Head Attacks can be done to its


small head.
Big Guns 150%
Detection 125% Targeted Torso Attacks can be done to its
Sneak -100% main body.

Attacks Browning M2 Minigun Targeted Arm Attacks can be done to its


M72 LAW two robot arms.
Gatling Laser
Targeted Leg Attacks can be done to one
Armor AC: +25 of its three legs.
N: 10/40
L: 13/70 They can’t crouch or prone. When
F: 8/40 knocked down, they malfunction and
P: 7/20 they must use 4 AP to be able to move.
E: 14/30 They can still attack.
Limb Resistance +10
SH: 20

Perks Bonus Movement - Rank 1

Abilities Detector
Self Destruct
Super Mutants
A result of experimentation with the Forced Evolutionary Virus. Super Mutants have been around since before the
apocalypse and depending on the one you’re facing will either befriend you, are eat your skull. Maybe both. Super
Mutant are classified into two categories. Western Super Mutants, remnants of the Masters Army. And the Eastern
Super Mutants from Vault 87. Both have unique qualities and alterations that define their origin.

Eastern Super Mutants


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

STR PER END CHA INT AGI LCK

10 6 7 3 3 7 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Large an average human.

Health 80

Big Guns 75%


Detection 50%
Energy Weapons 75%
Melee Weapons 100%
Small Guns 75%
Throwing 50%
Unarmed 100%

Weapons Rheinmetall MG3


Sledgehammer
Machete
Spear
AK-74
Hunting Rifle
1d3 Molotov Cocktails

Armor Mutant Rag Armor

Perks Charge! - Rank 1


Breaker - Rank 1

Abilities None
Eastern Super Mutant Brute
A cut above the average Super Mutant. A Brute is more vicious and brutal with better equipment.

STR PER END CHA INT AGI LCK

11 6 8 3 3 7 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Large an average human.

Health 100

Big Guns 100%


Detection 75%
Energy Weapons 100%
Melee Weapons 100%
Small Guns 100%
Throwing 75%
Unarmed 100%

Weapons Rheinmetall MG3


Sledgehammer
Machete
Claymore
AK-74
Rangemaster
Pump Action Shotgun
H&K 31415 Laser Carbine
1d3 Molotov Cocktails
1d3 Fragmentation Grenades

Armor Mutant Plate Armor

Perks Unstoppable - Rank 1


Charge! - Rank 1
Breaker - Rank 1
Toughness
Tough Hide
Bonus Movement - Rank 1

Abilities Banner
Redo
Eastern 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.

STR PER END CHA INT AGI LCK

12 7 9 3 4 7 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Large an average human.

Health 120

Big Guns 100%


Detection 100%
Energy Weapons 125%
Melee Weapons 125%
Small Guns 125%
Throwing 100%
Unarmed 125%

Weapons B.A.R.
Rockwell CZ53 Minigun
Sledgehammer
Claymore
M16A2
Rangemaster
Pump Action Shotgun
Wattz 2000 Laser RIfle
Gatling Laser
1d3 Molotov Cocktails
1d3 Fragmentation Grenades

Armor Spiked Mutant Plate Armor

Perks Iron Fist - Rank 1


Big Leagues - Rank 1
Unstoppable - Rank 1
Charge! - Rank 2
Breaker - Rank 2
Toughness
Tough Hide
Focus Fire - Rank 1
Two For One
Die Hard
Bonus Movement - Rank 2

Abilities Banner
Rally
Redo
Eastern Super Mutant Overlord
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.

STR PER END CHA INT AGI LCK

13 8 10 3 4 7 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Huge an average human.

Health 200

Big Guns 125%


Energy Weapons 100%
Melee Weapons 125%
Small Guns 125%
Throwing 100%
Unarmed 125%
Detection 100%

Weapons Browning M2 Minigun


Super Sledgehammer
Claymore
M16A3
Wattz 3210b Laser RIfle
Gatling Laser
Winchester Model P94 Plasma Rifle
1d3 Fragmentation Grenades
1d3 Plasma Grenades

Armor Spiked Mutant Plate Armor

Perks Iron Fist - Rank 2


Big Leagues - Rank 2
Unstoppable - Rank 2
Charge! - Rank 2
Breaker - Rank 2
Toughness
Tough Hide
Focus Fire - Rank 2
Two For One
Die Hard
Rebuke - Rank 1
Bonus Movement - Rank 3

Abilities Banner
Charge
Rally
Redo
Eastern Super Mutant Primus
The second ultimate Super Mutant. The Primus is a de facto leader of a Super Mutant Army.

STR PER END CHA INT AGI LCK

13 9 11 3 3 7 5

Defcon Tier 2 Notes


Targeted Attacks follow the standard of
Size Huge an average human.

Health 400

Big Guns 150%


Detection 125%
Energy Weapons 150%
Melee Weapons 150%
Small Guns 150%
Throwing 125%
Unarmed 150%

Weapons Browning M2 Minigun


Super Sledgehammer
Claymore
M16A3
Wattz 3210b Laser RIfle
Gatling Laser
Winchester Model P94 Plasma Rifle
1d3 Fragmentation Grenades
1d3 Plasma Grenades

Armor Spiked Mutant Plate Armor

Perks Iron Fist - Rank 2


Big Leagues - Rank 2
Unstoppable - Rank 2
Charge! - Rank 2
Breaker - Rank 2
Toughness
Tough Hide
Focus Fire - Rank 2
Two For One
Die Hard
Rebuke - Rank 2
Bonus Movement - Rank 3

Abilities Banner
Charge
Helping Hand
Rally
Redo
Eastern Super Mutant Behemoth
The Behemoth is the most monstrous of all the Super Mutants. They have the potential to level towns.

STR PER END CHA INT AGI LCK

15 5 12 3 1 7 5

Defcon Tier 1 Notes


Targeted Attacks follow the standard of
Size Huge an average human.

Health 600

Detection 100%
Melee Weapons 125%
Unarmed 125%

Weapons Fire Hydrant Club


4d10+20 Normal Damage

Armor Natural Armor


AC: 15
All DT: 15
All DR: 30

Perks Iron Fist - Rank 2


Big Leagues - Rank 2
Unstoppable - Rank 2
Charge! - Rank 2
Breaker - Rank 2
Mr. Green
Omae Wa Mou Shindeiru
Toughness
Tough Hide
Two For One
Die Hard
Rebuke - Rank 2
Bonus Movement - Rank 2

Abilities Charge
Redo
Western Super Mutant
Remnants of the Master’s Army, the Western Super Mutant retain their sanity and memories from their past.
Althouhh their not as strong as their eastern counterparts, their years of experience have made them formidable
opponents in the wasteland. They mostly tend to themselves.

STR PER END CHA INT AGI LCK

10 8 8 5 7 7 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Large an average human.

Health 200

Big Guns 125%


Detection 100%
Energy Weapons 125%
Melee Weapons 125%
Small Guns 125%
Sneak 100%
Throwing 125%
Unarmed 125%

Weapons B.A.R.
Browning M2 Minigun
Super Sledgehammer
Claymore
M16A3
Wattz 2000 Laser RIfle
1d3 Fragmentation Grenades

Armor Spiked Mutant Plate Armor

Perks Iron Fist - Rank 1


Big Leagues - Rank 1
Breaker - Rank 1
Toughness
Tough Hide
Rebuke - Rank 1
Focus Fire - Rank 2
Die Hard
Make A Bigger Hole - Rank 2
Trigger Discipline
Bonus Movement - Rank 2

Abilities Banner
Bear Hold
Charge
Rally
Redo
Nightkin
A unique version of the Western Super Mutant whom 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.

STR PER END CHA INT AGI LCK

10 9 8 5 7 7 5

Defcon Tier 2 Notes


Targeted Attacks follow the standard of
Size Large an average human.

Health 250

Big Guns 125%


Detection 100%
Energy Weapons 125%
Melee Weapons 125%
Small Guns 125%
Sneak 100%
Throwing 125%
Unarmed 125%

Weapons B.A.R.
Browning M2 Minigun
Super Sledgehammer
Claymore
Wattz 2000 Laser RIfle
1d3 Fragmentation Grenades

Armor Spiked Mutant Plate Armor

Perks Iron Fist - Rank 1


Big Leagues - Rank 1
Unstoppable - Rank 1
Charge! - Rank 1
Breaker - Rank 1
RAAAAA!!!!
Toughness
Tough Hide
Focus Fire - Rank 2
Die Hard
Make A Bigger Hole - Rank 2
Trigger Discipline
Bonus Movement - Rank 2

Abilities Banner
Bear Hold
Redo
Stealth Boy
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 health by a quarter per each Defcon Tier.

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

STR PER END CHA INT AGI LCK

7 5 5 1 1 7 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 30

Unarmed 75%

Attacks Bite:​ (S: 3 T: 4 1d6+MD Rad +20) R: 1


Slap:​ (S: 2 T: 3 1d4+MD) R: 1

Armor None

Perks Dodger - Rank 1

Abilities Takedown
Glowing One
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. They’ve taken up too much rads
more rads than they should and are the living embodiment of radiation. Glowing Ones emit a strange heat and
don’t travel alone.

STR PER END CHA INT AGI LCK

7 5 3 1 1 7 5

Defcon Tier 5 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 30

Unarmed 100%

Attacks Bite​: (S: 3 T: 4 1d6+MD Rad +50) R: 1


Slap:​ (S: 2 T: 3 1d4+MD Rad + 20) R: 1

Armor None

Perks Dodger - Rank 2

Abilities Takedown
Radiation Bath
Feral Ghoul Reaver
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. 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.

STR PER END CHA INT AGI LCK

8 6 6 1 1 8 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 50

Unarmed 100%

Attacks Bite​: (S: 3 T: 4 1d8+MD Rad +20) R: 1


Metal Slap​: (S: 2 T: 3 1d8+MD) R: 1

Armor Ruined Metal Armor


N: 4/30
L: 3/40
F: 2/10
P: 2/20
E: 2/20
El: -30%

Perks Dodger - Rank 2


Iron Fist - Rank 1
Unstoppable - Rank 1
Charge! - Rank 1

Abilities Takedown
Redo
Withered Feral Ghoul
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. The most dangerous and
formiddle ghouls hiding away in the darkest depths. One strike has the potential to bring you down.

STR PER END CHA INT AGI LCK

9 6 7 1 1 9 5

Defcon Tier 4 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 75

Unarmed 125%

Attacks Bite​: (S: 3 T: 4 1d8+MD Rad +20) R: 1


Slap:​ (S: 1 T: 2 1d8+MD) R: 1

Armor N: 4/40
L: 4/40
F: 4/40
P: 4/40
E: 4/40

Perks Dodger - Rank 2


Iron Fist - Rank 2
Unstoppable - Rank 2
Charge! - Rank 2
Toughness

Abilities Takedown
Redo
Gangrenous/Rotting Feral Ghoul
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. Although rarer than the
Withered Feral Ghoul, the Gangrenous is stronger and more durable. Rotting Feral Ghouls are more bloated but
have double the health.

STR PER END CHA INT AGI LCK

9 6 8 1 1 9 5

Defcon Tier 3 Notes


Targeted Attacks follow the standard of
Size Medium an average human.

Health 100

Unarmed 125%

Attacks Bite​: (S: 3 T: 4 2d8+5+MD Rad +100) R: 1


Slap:​ (S: 1 T: 2 2d8+5+MD) R: 1

Armor N: 8/50
L: 8/50
F: 4/40
P: 4/40
E: 8/50

Perks Dodger - Rank 2


Iron Fist - Rank 2
Unstoppable - Rank 3
Charge! - Rank 2
Toughness
Rebuke - Rank 2

Abilities Takedown
Rally
Redo
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. Glowing variants deal an extra 3d10+10 Radiation upon a hit,
but they retain the same stats of the creature.

Radroach
Kill it with fire.

STR PER END CHA INT AGI LCK

1 4 1 1 3 5 10

Defcon Tier 5

Size Small

Health 10

Unarmed 50%

Attacks Tackle:​ (S: 2 T: 3 1d4+2 Rads +10) R: 1

Armor Immune to Radiation

Perks None

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

STR PER END CHA INT AGI LCK

1 7 1 1 3 8 5

Defcon Tier 5

Size Small

Health 15

Throwing 75%

Attacks Ooze​: (S: 2 T: 3 1d6+2 Rads +10) R: 10

Armor Immune to Radiation

Perks Bonus Movement - Rank 2

Abilities None
Bloodbug
Giant mutated mosquitoes that hunger for blood.

STR PER END CHA INT AGI LCK

1 6 1 1 3 6 5

Defcon Tier 5

Size Small

Health 20

Unarmed 100%

Attacks Blood Suck​: (S: 2 T: 3 2d4+2 True Damage


Poison 1d10) R: 1
The damage they deal is how much HP
they gain. They can’t surpass their max
HP.

Armor Immune to Radiation

Perks Bonus Movement - Rank 2

Abilities None
Giant Ant
After years of being burned and beaten, the giant ants come back for revenge in packs.

STR PER END CHA INT AGI LCK

3 6 2 1 3 7 5

Defcon Tier 5

Size Medium

Health 25

Unarmed 75%

Attacks Bite​: (S: 2 T: 3 2d4+2) R: 1

Armor Immune to Radiation

Perks Bonus Movement - Rank 1

Abilities None
Giant Soldier Ant
The grand army of the ants that will fight to protect their colony and their queen.

STR PER END CHA INT AGI LCK

4 6 2 1 3 7 5

Defcon Tier 5

Size Medium

Health 40

Unarmed 100%

Attacks Bite​: (S: 2 T: 3 2d4+4) R: 1

Armor Immune to Radiation

Perks Bonus Movement - Rank 2

Abilities None
Giant Fire Ant
They harnessed the power of the sun and breath fire.

STR PER END CHA INT AGI LCK

4 6 2 1 3 7 5

Defcon Tier 4

Size Medium

Health 60

Throwing 100%
Unarmed 100%

Attacks Bite​: (S: 2 T: 3 2d4+4) R: 1


Fire Breath:​ (S: 2 T: 3 2d10+10) R: 3

Armor F: 15/85
Immune to Radiation

Perks Bonus Movement - Rank 2

Abilities None
Giant Ant Queen
The queen of the ants will spit at the non believers.

STR PER END CHA INT AGI LCK

4 6 2 1 3 7 5

Defcon Tier 3

Size Medium

Health 1000

Throwing 100%
Unarmed 100%

Attacks Bite​: (S: 2 T: 3 4d4+4) R: 1


Acid Spit:​ (S: 3 T: N/A 4d6+4 True
Damage) R: 10

Armor Immune to Radiation

Perks Bonus Movement - Rank 1

Abilities None
Young Cazador
Young satanic tarantula hawk spider wasps that need to die.

STR PER END CHA INT AGI LCK

4 7 4 1 3 8 5

Defcon Tier 3

Size Medium

Health 150

Unarmed 100%

Attacks Tackle:​ (S: 2 T: 3 2d8+8) R: 1


Poison Sting:​ (S: 3 T: N/A 2d6+6. If you
succeed you take half the Poison Damage.
If you fail you suffer 30 Poison Damage
Per Hour, Roll EN-4 every hour for the
next two hours. If you succeed you don’t
take Poison Damage.) R: 1

Armor AC: +10


Immune to Radiation

Perks Bonus Movement - Rank 2


Breaker - Rank 1
Earlier Sequence - Rank 1
Unstoppable - Rank 1

Abilities Flight
Redo
Cazador
Satanic tarantula hawk spider wasps that need to die.

STR PER END CHA INT AGI LCK

5 8 5 1 3 10 5

Defcon Tier 2

Size Large

Health 300

Unarmed 150%

Attacks Tackle:​ (S: 2 T: 3 4d8+8) R: 1


Poison Sting:​ (S: 3 T: N/A 4d6+6. If you
succeed you take half the Poison Damage.
If you fail you suffer 30 Poison Damage
Per Hour, Roll EN-4 every hour for the
next two hours. If you succeed you don’t
take Poison Damage.) R: 1

Armor AC: +20


Immune to Radiation

Perks Bonus Movement - Rank 3


Breaker - Rank 2
Earlier Sequence - Rank 2
Unstoppable - Rank 2

Abilities Flight
Redo
Giant Cazador
Kill it with a mini nuke!

STR PER END CHA INT AGI LCK

7 10 6 1 4 12 5

Defcon Tier 1

Size Large

Health 500

Unarmed 200%

Attacks Tackle:​ (S: 2 T: 3 6d8+8) R: 1


Poison Sting:​ (S: 3 T: N/A 6d6+6. If you
succeed you take half the Poison Damage.
If you fail you suffer 30 Poison Damage
Per Hour, Roll EN-4 every hour for the
next two hours. If you succeed you don’t
take Poison Damage.) R: 1

Armor AC: +30


Immune to Radiation

Perks Bonus Movement - Rank 3


Breaker - Rank 3
Earlier Sequence - Rank 3
Unstoppable - Rank 3

Abilities Flight
Redo
Animals
​The native wildlife of the wastes that have been altered throughout the years of living in the open radiation.
Glowing variants deal an extra 3d10+10 Radiation upon a hit, but they retain the same stats of the creature.

Giant Rat
It wouldn’t be an apocalypse without giant rats lurking about. These little dimples love to eat garbage and human
flesh.

STR PER END CHA INT AGI LCK

5 6 1 1 5 7 5

Defcon Tier 5

Size Small

Health 10

Unarmed 50%

Attacks Claw​: (S: 2 T: 3 1d4+3) R: 1


Bite​: (S: 3 T: 4 1d4+4, Roll EN. If you
succeed you take half the Poison Damage.
If you fail you suffer 3 Poison Damage Per
Hour, Roll EN every hour for the next two
hours. If you succeed you don’t take
Poison Damage.) R: 1

Armor Immune to Radiation

Perks None

Abilities None
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.

STR PER END CHA INT AGI LCK

6 3 5 1 1 3 5

Defcon Tier 5

Size Medium

Health 20

Unarmed 75%

Attacks Headbutt​: (S: 3 T: 4 2d4+4) R: 1

Armor AC: +2
N: 1/20
Immune to Radiation

Perks None

Abilities None
Brahmiluff
A two headed scorched male cow commonly used to breed more brahmin. They’re a bit more aggressive.They can
carry up to 700 lbs of items.

STR PER END CHA INT AGI LCK

7 4 6 1 1 4 5

Defcon Tier 5

Size Medium

Health 40

Unarmed 75%

Attacks Gore:​ (S: 3 T: N/A 2d8+6) R: 1

Armor AC: +6
N: 2/20
Immune to Radiation

Perks None

Abilities None
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 bugger burrow themselves into the ground and sprout out at times for an ambush.

STR PER END CHA INT AGI LCK

5 6 2 2 4 7 5

Defcon Tier 5

Size Small

Health 15

Unarmed 60%

Attacks Claw​: (S: 2 T: 3 1d4+3) R: 1


Bite​: (S: 3 T: 4 1d6+5, Roll EN. If you
succeed you take half the Poison Damage.
If you fail you suffer 5 Poison Damage Per
Hour, Roll EN every hour for the next two
hours. If you succeed you don’t take
Poison Damage) R: 1

Armor Immune to Radiation

Perks None

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

STR PER END CHA INT AGI LCK

6 7 4 1 5 8 5

Defcon Tier 4

Size Medium

Health 60

Unarmed 100%

Attacks Claw​: (S: 2 T: 3 1d4+5) R: 1


Bite​: (S: 3 T: 4 1d6+5, Roll END.If you
succeed you take half the Poison Damage.
If you fail you suffer 10 Poison Damage
Per Hour, Roll EN-1 every hour for the
next two three. If you succeed you don’t
take Poison Damage.) R: 1

Armor Immune to Radiation

Perks None

Abilities Pounce
Burrow
Dog
Man’s best friend that surprisingly didn’t mutate. They can be your companion but if you don’t take care of them
it’ll be your fault.

STR PER END CHA INT AGI LCK

5 8 5 5 5 8 5

Defcon Tier 5

Size Medium

Health 30

Unarmed 75%
Detection 75%
Sneak 75%
Survival 75%

Attacks Claw​: (S: 2 T: 3 1d8+4) R: 1


Bite​: (S: 3 T: 4 2d6+4) R: 1
If the bite is successful, they're able to
hold onto you. Roll ST vs. ST to get them
off. Once you push them off, you take 5
True Damage and start to bleed out. Roll
a d4 each turn till you're treated.

Armor AC: +7
N: 1/20
L: 1/10
F: 0/10
Immune to Radiation

Perks Iron Fist - Rank 1

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

STR PER END CHA INT AGI LCK

7 7 5 2 5 8 6

Defcon Tier 5

Size Medium

Health 50

Unarmed 100%
Detection 100%
Sneak 100%

Attacks Claw​: (S: 2 T: 3 1d8+4) R: 1


Bite​: (S: 3 T: 4 2d6+4) R: 1
If the bite is successful, they're able to
hold onto you. Roll ST vs. ST to get them
off. Once you push them off, you take 5
True Damage and start to bleed out. Roll
a d4 each turn till you're treated.

Armor AC: +7
N: 2/20
L: 1/20
F: 0/30
Immune to Radiation

Perks Iron Fist - Rank 1

Abilities Detector
Pounce
Takedown
Radscorpion
A freak of nature that will instantly destroy you with its stringer. These things can burrow into the ground and
sprout out and strike like a ninja.

STR PER END CHA INT AGI LCK

6 5 6 3 6 8 5

Defcon Tier 4

Size Medium

Health 60

Detection 75%
Melee Weapons 100%
Sneak 100%
Unarmed 100%

Attacks Claw Strike​: (S: 2 T: 3 1d8+15+MD) R: 1


Stringer​: (S: 3 T: 4 2d8+15+MD, Roll EN -2.
If you succeed you take half the Poison
Damage. If you fail you suffer 15 Poison
Damage Per Hour, Roll EN-2 every hour
for the next six hours. If you succeed you
don’t take Poison Damage.) R: 2

Armor AC: +22


N: 4/30
L: 2/20
F: 3/30
P: 1/20
E: 3/20
Immune to Radiation

Perks Iron FIst - Rank 1


Unstoppable - Rank 2
Breaker - Rank 1

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

STR PER END CHA INT AGI LCK

8 6 8 3 6 8 5

Defcon Tier 3

Size Large

Detection 100%
Melee Weapons 150%
Sneak 125%
Unarmed 150%

Attacks Claw Strike​: (S: 2 T: 3 3d8+25)+MD R: 2


Stringer​: (S: 3 T: 4 4d8+25+MD, Roll EN -3
If you succeed you take half the Poison
Damage. If you fail you suffer 20 Poison
Damage Per Hour, Roll EN-3 every hour
for the next six hours. If you succeed you
don’t take Poison Damage.) R: 4

Armor AC: +30


N: 8/40
L: 5/40
F: 6/30
P: 5/20
E: 6/40
Immune to Radiation

Perks Iron FIst - Rank 2


Unstoppable - Rank 3
Breaker - Rank 2
Toughness
Rebuke - Rank 2

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

STR PER END CHA INT AGI LCK

2 4 1 1 3 5 5

Defcon Tier 5

Size Small

Health 15

Unarmed 50%

Attacks Tackle:​ (S: 2 T: 3 1d4+2 Rads +10) R: 1

Armor N: 1/20
Immune to Radiation

Perks None

Abilities Pounce
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 make them difficult to sneak attack from behind.

STR PER END CHA INT AGI LCK

8 5 7 2 4 6 5

Defcon Tier 4

Size Medium

Health 70

Detection 75%
Unarmed 150%

Attacks Claw Stab​: (S: 3 T: 4 2d10+6+MD) R: 1


Claw Swing:​ (S: 3 2d6+6+MD) R: 1

Armor AC: +20


N: 4/50
L: 5/50
F: 1/30
P: 4/40
E: 5/40
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 15 Limb
Resistance.
Immune to Radiation

Perks Iron FIst - Rank 1


Unstoppable - Rank 1
Breaker - Rank 1
Toughness

Abilities Repel
Swim
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.

STR PER END CHA INT AGI LCK

8 6 8 2 4 8 5

Defcon Tier 3

Size Medium

Health 70

Detection 75%
Throwing 100%
Unarmed 150%

Attacks Claw Stab​: (S: 3 T: 4 2d10+6+MD) R: 1


Claw Swing:​ (S: 3 2d6+6+MD) R: 1
Acid Spit:​ (S: 4 2d8+4 True Damage,
Throwing Skill, for every increments of 10
check 1 Armor Condition.)

Armor AC: +20


N: 7/40
L: 5/40
F: 2/30
P: 4/40
E: 5/40
Immune to Radiation

Perks Iron FIst - Rank 1


Unstoppable - Rank 1
Breaker - Rank 1
Toughness

Abilities Swim
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.

STR PER END CHA INT AGI LCK

12 8 7 3 5 12 5

Defcon Tier 3

Size Large

Health 120

Detection 100%
Throwing 100%
Unarmed 150%

Attacks Claw Stab​: (S: 2 T: 3 2d10+8+MD) R: 2


Claw Swing:​ (S: 3 2d8+8+MD) R: 2
Sonic Blast:​ (S: 4 2d10+5 True Damage,
Throwing Skill)

Armor AC: +25


N: 8/50
L: 5/50
F: 1/30
P: 4/40
E: 5/40
Immune to Radiation

Perks Iron Fist - Rank 2


Unstoppable - Rank 2
Breaker - Rank 2
Adrenaline - Rank 1
Toughness
Die Hard
Rebuke - Rank 1
Adamantium Skeleton - Rank 1
Bonus Movement - Rank 1

Abilities Detector
Repel
Sonic Blast
Swim
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.

STR PER END CHA INT AGI LCK

16 8 7 3 5 4 5

Defcon Tier 1

Size Huge

Health 400

Detection 100%
Throwing 100%
Unarmed 150%

Attacks Claw Stab​: (S: 2 T: 3 4d10+8+MD) R: 2


Claw Swing:​ (S: 3 4d8+8+MD) R: 2
Acid Spit:​ (S: 4 2d10+5 True Damage,
Throwing Skill, for every increments of 10
check 1 Armor Condition.)

Armor AC: +30


N: 9/50
L: 11/50
F: 4/30
P: 4/40
E: 10/40
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 30 Limb Resistance.
Cannot be Knocked Down.
Immune to Radiation

Perks Iron Fist - Rank 2


Unstoppable - Rank 3
Breaker - Rank 3
Toughness
Die Hard
Rebuke - Rank 2
Adamantium Skeleton - Rank 2

Abilities Action Points: Has only 8 AP.


Repel
Swim
Spawn
Yaoguai
Not as terrifying as a Deathclaw, but definitely more resilient. 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.

STR PER END CHA INT AGI LCK

12 10 10 3 5 8 5

Defcon Tier 3

Size Large

Health 120

Detection 75%
Sneak 75%
Survival 100%
Unarmed 150%

Attacks Claw Swing:​ (S: 3 T: N/A 2d8+6+MD) R: 2


Bite​: (S: 3 T: 4 2d6+6+MD) R: 1
If the bite is successful, they're able to
hold onto you. Roll ST vs. ST to get them
off. Once you push them off, you take 5
True Damage and start to bleed out. Roll
a 1d4 each turn till you're treated.

Armor AC: +20


N: 5/40
L: 4/30
F: 5/40
P: 3/20
E: 4/30
Immune to Radiation

Perks Iron Fist - Rank 2


Unstoppable - Rank 2
Charge! - Rank 2
Breaker - Rank 2
Toughness
Die Hard
Rebuke - Rank 1

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

STR PER END CHA INT AGI LCK

14 10 8 3 6 10 5

Defcon Tier 3

Size Large

Health 150

Detection 100%
Sneak 100%
Survival 100%
Unarmed 150%

Attacks Claw Swing:​ (S: 3 T: N/A 3d8+10+MD) R: 2


Claw Stab​: (S: 3 T: 4 2d10+10+MD) R: 2
Gore ( S: 4 T: N/A 2d8+20+MD) R: 2

Armor AC: +20


N: 9/40
L: 10/40
F: 6/40
P: 8/30
E: 8/40
Immune to Radiation

Perks Iron Fist - Rank 1


Weight Lifting
Unstoppable - Rank 2
Charge! - Rank 1
Breaker - Rank 2
Toughness
Die Hard
Rebuke - Rank 1
Adamantium Skeleton - Rank 1

Abilities Detector
Pounce
Repel
Scorchbeast
If you ever fight this, you’re going to die.

STR PER END CHA INT AGI LCK

18 12 12 3 5 10 5

Defcon Tier 1 - You’re Screwed

Size Huge

Health 1,000

Detection 175%
Survival 175%
Throwing 100%
Unarmed 150%

Attacks Claw Sweep​: (S: 3 T: N/A 2d8+20+MD) R:


3
Claw Stab​: (S: 3 T: 4 2d10+20+MD) R: 3
Sonic Blast:​ (S: 3 2d20+10 True Damage)
Radiation Gas:​ (S:5 2d20+20 Radiation.
1d20+10 Poison Damage. Roll EN-2, on a
success you take half the Poison Damage)
R: Six spaces centered on creature

Armor AC: +40


N: 17/50
L: 18/50
F: 15/50
P: 13/50
E: 14/50
Immune to Radiation

Perks Iron Fist - Rank 2


Weight Lifting
Unstoppable - Rank 3
Charge! - Rank 2
Breaker - Rank 2
Adrenaline - Rank 2
Toughness
Die Hard
Rebuke - Rank 2
Adamantium Skeleton - Rank 2
Bonus Movement - Rank 2

Abilities Detector
Flight
Repel
Sonic Blast
Wind Push

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

STR PER END CHA INT AGI LCK

20 12 15 3 5 10 5

Defcon Tier 1 - You’re ​REALLY​ Screwed

Size Gargantuan

Health 3,000

Detection 175%
Survival 175%
Throwing 100
Unarmed 175%

Attacks Claw Sweep​: (S: 3 T: N/A 3d8+20+MD) R:


3
Claw Stab​: (S: 3 T: 4 3d10+20+MD) R: 3
Sonic Blast:​ (S: 3 2d20+10 True Damage)
Radiation Gas:​ (S:5 2d20+20 Radiation.
1d20+10 Poison Damage. Roll EN-2, on a
success you take half the Poison Damage)
R: ten spaces centered on creature

Armor AC: +50


N: 18/50
L: 19/50
F: 16/50
P: 14/50
E: 15/50
Immune to Radiation

Perks Iron Fist - Rank 2


Weight Lifting
Unstoppable - Rank 3
Charge! - Rank 2
Breaker - Rank 3
Adrenaline - Rank 2
Toughness
Die Hard
Rebuke - Rank 2
Adamantium Skeleton - Rank 2
Bonus Movement - Rank 3

Abilities Flight
Wind Push
Repel
Sonic Blast

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