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FALLOUT: VAULTS & DEATHCLAWS

PEN & PAPER SYSTEM

BESTIARY

By: Osvel Cabrera

© Bethesda Softworks. All rights reserved.


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Table of Contents

Table of Contents 1

Abilities 3

Variants 6

Sizes Chart 8

Defcon Tiers 9

Animals 10

Brotherhood of Steel 66

Caesar Legion 74

Church of the Children of Atom 82

Cryptids 85

Enclave 93

Feral Ghouls 101

Forced Evolutionary Virus 106

Ghost People 124

Insects 127

Institute 146

Marked Men 150

Mercenaries 153

Mole Miners 157

New California Republic 160

People’s Republic of China 170

Robots 173

Swampfolk 195

Tribals 198

Trog 201

Tunneler 205

Turrets 209

Wastelanders 213

Homebrew 232

1
2
ABILITIES

Abilities are similar to Perk and are typically given to high


Detector Multiply Detection Modifier by 3 instead
tier NPCs. Abilities do not stack on top of each other. If an of 2.
ability doesn’t state that the NPC gets the bonuses from
the ability, they do not. Do not Bonuses given to players. Earlier +5 to Sequence.
Animals cannot execute Special Moves. Apply AC based Sequence
on AG and Armor. As an optional rule, NPCs can have
Melee Weapon/Small Gun Specialization. Overseer’s you Flight Can fly around in the air. Ignore Difficult
can add perks to NPCs to make encounters more Terrain penalties for Rocky Terrain,
Shallow Water, Snow Fall, and Swamp
interesting and apply Additional Range from PE to Ranged
Mud. You can apply the Run and Sprint
Weapons. All abilities are off when the creature dies. movement to this ability.

Ability Description Gills Can breathe underwater.

Action Boost Total AP +5. Ironwall Immune to knockdown. Ignores the


critical effects of knockdown as well.
Armor Ignore DR 20% with an Unarmed Attack.
Breaker It Just Automatically critically succeed in an
Works attack once a day.
Armor Ignore DT 4 with an Unarmed Attack.
Penetration Limb Can never be crippled, even from a
Immunity critical hit.
Bear Hold When executing an Unarmed Hold
technique, get ST +2. Martial Artist Special Moves for Melee Weapons and
Unarmed cost -1 AP.
Bee Spawn Spawn 1d4 Bee Swarms once per turn
for 2 AP. Melee Boost +5 Melee Damage.

Bonus Rank 1: Grants +3 Free Movement. Melee Buff +10 Melee Damage and AP -1 for
Movement Rank 2: Grants +6 Free Movement. Unarmed and Melee Weapon Attacks.
Rank 3: Grants +9 Free Movement.
This doesn’t stack. Mesmetron Once per round for 5 AP, attempt to
Beam pacify a creature for one turn. They must
Burrow 2 AP to go down. Cannot be hit while roll CH -2. If they succeed, they shrug
underneath the ground. 1 AP is one off the effect. If they fail, they don’t feel
space. Cannot dash nor sprint while like fighting anything till their next turn. A
underground. 2 AP to go back up. You lesser version of a Mesmetron.
cannot burrow through metal and
concrete floors. Mirelurk Roll 1d6 every turn to try and spawn
Spawn babies. On 5 - 6, spawn 1d4 Mirelurk
Climber Can climb without movement being Spawns.
penalized and it costs 1 AP to climb 5 ft
with no S.P.E.C.I.A.L. check required. Missed Me Any attacks that successfully hit can be
You may be able to scale off walls and ignored once per round. Doesn’t work
ceilings but it depends on the durability on Critical Successes.
of the surface. For Robots, this allows
them to climb. Pounce Roll AG or ST. Enemy must roll ST to
stop it or AG to dodge it. If they fail, they
Controller Point to a creature or robot within 30 ft will be knocked down prone. This costs
and they must roll IN -2. This costs 2 AP 4 AP.
per individual. If they fail, they’re under
your control for 1 minute. If you succeed Quick Reloading is a Free Action.
you ignore the effects of the ability for Reload
the entire day. Every round you may
attempt to roll IN -1 to break free of its Quiver With At the cost of 2 AP, any opponents
control. In combat this costs 2 AP to Fear within sight must roll CH -2. Opponents
break free from on your turn. that fail get a -50 Hit Chance penalty to
all attacks for 1d4 turns.
Critical Ignore the Instant Death Critical Effect.
Immunity Radiation Anyone within 50 ft takes 2d10+2
Bath Radiation Damage. This occurs at the

3
start of every round. round.

Radiation Costs 5 AP. Deals 2d20+10 Poison Spore Costs 4 AP. Deals 20 Gas Damage. Anyone
Gas Damage. Anyone caught in the gas Gas not wearing a helmet that provides 100%
must roll EN -2. If you succeed you take Gas Resistance while within the gas will take
half the Poison Damage. If you fail you this damage. Anyone within 10 ft from the
take full damage. Anyone within 20 ft creature is affected by this.
from the creature is affected by this.
Stealth Turn invisible for an hour once a day. Refer
Rebuke Every time you would be downed or Boy to Stealth Boy for more information.
killed, roll EN to stay at 1 HP. For every
10 damage from the final damage result, Swimmer Ignore movement penalties when in water.
subtract 1 from EN rolls. It stacks.
Takedown Roll ST vs. ST. Similar creatures within 5 ft
Redo Can reroll any attack roll once per add a +1. If you fail you are knocked down.
combat encounter depending on the Does not count as Unarmed Special Move.
Defcon Tier. This costs +1 AP of the attack. Cannot be
Defcon Tier 5: 1 Redo Targeted. Deals no damage.
Defcon Tier 4: 2 Redo
Defcon Tier 3: 3 Redo Thick Immune to unconscious critical effect.
Defcon Tier 2: 4 Redo Skull
Defcon Tier 1: 5 Redo
Two For Can wield two-handed weapons as one-
Regeneratio Get 20 HP once per round. One handed weapons.
n
Wind For 3 AP, it flaps its wings and everyone
Repel Twice per round, when someone is Push within 25 ft must roll ST -2. If they fail they’re
going to attack with a Melee pushed back to the edge of the Wing Push
Weapon/Unarmed, Roll ST vs. ST. range. Those that pass don’t move unless
Defender knocks the opponent back 15 they want to. No one takes damage.
ft and knocks them down. They take
falling damage and the beast takes no
damage. This can be done for free. VARIANTS

Screw Luck Ignore all bonus damage from Critical Aside from abilities, there are also variations of creatures
Hits. This doesn’t apply to Critical
that have altered stats. The notes section will state if the
Success and Body Part bonus damage.
creature has a variant or not.

Self Once they drop to 0 HP, everyone within 15 Variant Description


Destruct ft must roll an AG -2. Those that pass take
half a 6d6+30 Plasma Explosion. Those that Albino Their texture is a light pink all throughout the
fail to take full damage. body. Double there hit points and they deal
an additional 10 Melee Damage.
Self Every turn, a robot heals for 1d10 of total hit
Repair points. Bloated Only ghouls can have this variant as they
gain 100 HP, DT +5 and DR +30% to all
Sixth Immune to blindness. Natural Armor. They appear bloated and
Sense more menacing.

Smoke Choose an area within 25 ft and place a Bloodrage A black texture covering the body with
Screen smoke screen that’s 3 by 3. Anyone in the glowing red eyes. Their max hp is doubled.
Smoke Screen is blinded and you can’t see Increase DT +5 and DR +15%. Add two
through the smoke. additional dice and a +5 to their attacks.
Their Defcon Tier increases by 2. They gain
Sonic Can pass through creatures but not through the Bonus Movement - Rank 3 ability.
Blast solid structures. Roll EN -2. If you succeed Replace Melee Boost with Melee Buff.
you take half damage rounded up. Throwing
Skill is applied. It has a range of 50 ft. Every Cybernetic Add any cybernetics you desire from the
turn you roll 1d10. On a 6 - 10, you’re able to Cybernetics Section of the Dweller’s Guide.
use this ability again for the next round. It Anything can have cybernetics.
deals 2d10+5 True Damage for 4 AP. Sonic
Blast can only be done up to two times a Evolved Fatter and larger than their normal selves.

4
They have triple the max HP and double the
damage after it’s rolled. They get a +2 to
each S.P.E.C.I.A.L., to all armor, DT +5 and
DR +20%. Their Defcon Tier increases to 3.
SIZES CHART
Glowing The texture is black with green glowing veins
that expand all around the body giving off Sizes refer towards the height, width, and depth of the
radiation. Every unarmed attack that hits character's personal space. Refer to the chart below.
deals 3d10+10 Radiation.

Golden Giving off a golden scale texture all around Size Space in Feet Hex/Square Bonus
the body, the radiation has given them
additional radiation damage to deal, but not Small 2.5 ft by 2.5 ft 0.5 by 0.5 AC +15
to the extent of Glowing. Every unarmed
attack that hits deals 1d10+5 Radiation. Medium 5 by 5 ft 1 by 1 -

Hairy A variant found in the former states of Large 10 by 10 ft 2 by 2 -


Deathclaw Illinois, Missouri, and Kansas. They’re
notably distinguished from other Deathclaws Huge 15 by 15 ft 3 by 3 -
by having mammal-like primate body type,
more developed arms and long sharp claws, Gargantua 20 by 20 ft or 4 by 4 or -
horns of several herbivore mammal types, n Larger Larger
and a predatory maw. They’re covered with
patches of fur and some are noted to be
capable of speech. These Deathclaws get The range of an attack is not dependent on the size. The
the Climber ability and Max HP +50. attack specifies the range of the body part/weapon. Small
creatures can share a space with one creature.
Hardened Hardened plating added to robots. DT +6
and DR +20% to all Armor Stats. Double
Max HP. AC +30. DEFCON TIERS

Legendary Their HP is doubled and receives a +1 to all Trying to figure out what NPCs are best suited for certain
S.P.E.C.I.A.L. stats. DT +5 and DR +30% to levels can be difficult at times. In this system we have
all. Damage Modifier increases by 0.2 for all
Defcon Tiers. Defcon Tiers are a range of five levels that
attacks. When they’re at half their hit points,
they go back to full hp. They can only do this will determine the difficulty of NPCs. The chart below
once a day. Anything can be Legendary. defines the Defcon Tier to its corresponding level range.

Nuka They emit a light blue glow all around their This is assuming the character their equipment aligns with
body through cracks. Max HP +100 the level they’re at. This doesn’t include exotic equipment.
For Defcon Tier 1 it's assumed for a party of four. A basic
Scorched All who are Scorched are linked via a hive party will consist of a Normal Damage Character, Energy
mind born of a fungal infection. They work
as one. They also work with Scorchbeasts. Damage Character, a Tank, and a Support. Support
Their skin is pink and shredded with several appears broad but there are plenty of perks that allow the
sores and small crystalline ultracite character to give buffs to other allies.
protrusions poking out. The ultracite gives
off a weak radiation signature that makes Defcon Tier also relates to how much XP gained from
them easier to track. This also makes them killing a group of NPCs. Refer to the chart below.
weak to the depleted form of the mineral.
Weapons and Armor that aren’t part of the Equipment
They take double damage from Ultracite
Rounds. section have a specific rarity for the purposes of their
Weapon Resistance and sale price.
Swamp A variant that exists in swamps. They ignore
movement penalties that regard water,
Defcon Level Experience Rarity
they’re able to swim, and get a +25 Sneak
Tier Range Points Range
when in the water.
5 1-5 1 - 100 Common /
Uncommon

4 6 - 10 125 - 950 Rare

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

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

1 21+ 11,000+ Epic

If by some stroke of charm or luck you manage to recruit


an NPC, they take the middle level of that Defcon Tier as
their starting level. A raider with a Defcon Tier 5, if
recruited, will have a starting level of 3 if they join the party
as a companion. If the party’s level is above the
recommended Defcon Tier range, the NPC recruited will
instead take the highest level possible of the Defcon Tier
they’re in. A level 10 party that recruits a Defcon Tier 5
Raider, will have a Raider that’s level 5 as their new
companion level. Their stats will always be their base and
they will level up with the party.

Starter companions however will be the same level as the


player levels up with them, but they still get the base stats.
Tagged Skills for NPCs are chosen by the GM, unless the
skills displayed on the NPC page in the Bestiary is below
or equal to 4 Skills. If it’s below four skills, the GM does
nothing. If the NPC has only three or fewer skills listed, the
player may speak to the GM about a 4th, or 5th if it’s a
Ghoul. If allowed, all you do is Tag the skill. No extra
points are given. For weapons, an NPC would usually
have one - three weapons on them.

RESISTANCES

Secondary Statistics like Poison Resistance, Radiation


Resistance, etc. are still applied, but some creatures, just
like player characters, get a bonus to the statistic. These
statistics are applied before any equipment bonuses. This
can be found in the notes section of NPCs. For factions
such as the Brotherhood of Steel which is composed of
Humans, you apply the player character Secondary
Statistics of Humans. This can be applied to
Wastelanders, Mercenaries, etc. You may be able to apply
the same with Ghouls, Synths, Eastern/Western Super
Mutants. Robot Secondary statistics and extra bilities are
applied to the Institute, Turrets, and all the Robots in the
Bestiary.

6
ANIMALS

The native wildlife of the wastes that have been altered Any small bird that comes to mind.
throughout the years of living in the open radiation.
ST PE EN CH IN AG LK
Angler
Mutated fish with a 1 8 3 4 3 10 5
fleshy
bioluminescent
growth that sits atop Defcon Tier 5
their heads to act as
camouflage for Size Small
predators to disguise
themselves as the Hit Points 5
surrounding lure
Unarmed 75
weed to fool their Detection 75
prey. Sneak 100
Survival 50
ST PE EN CH IN AG LK Attacks Peck: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft
8 7 6 3 4 8 5 Armor AC: +10
ER: 0%
Defcon Tier 3
GR: 0%
Size Large PR: 0%
RR: 60%
Hit Points 300
Abilities Bonus Movement - Rank 3
Unarmed 100
Detector
Detection 100
Flight
Sneak 50
Survival 100
Notes
Birds cannot take Targeted Attacks to the arm.
Attacks Fireball: S: 4 T: N/A Dmg: 2d10+10 Rng:
30 ft
All Targeted Attacks to any bird will have a -60 Penalty to
Claw Swing: S: 3 T: 4 Dmg: 2d8+8+MD
any part of the body.
Rng: 10 ft
The rest of the Targeted Attacks follow the standard of an
Armor AC: +32 ER: +20% average human.
N: 8/40 GR: 0%
L: 10/50 PR: 0% Variant: Scorched
F: 6/30
RR: Immune
P: 5/20
E: 6/30
Bighorner
Abilities Armor Breaker
Bonus Movement - Rank 2
Climber
Gills
Melee Buff
Swimmer

Notes
Targeted Attacks follow the standard of an average
human.

Variants: Albino, Glowing, and Scorched

Bird

7
Bloodworm Larva

Mutated bighorn sheep that live in the high mountains.

ST PE EN CH IN AG LK

8 5 6 1 1 6 5

Defcon Tier 5

Size Large

Hit Points 40
A carnivorous worm that has adapted and grown to be a
Unarmed 100 predator. However, it's only a baby in this stage.

Attacks Headbutt: S: 3 T: 4 Dmg: 2d6+4+MD Rng: ST PE EN CH IN AG LK


5 ft
5 6 4 2 4 6 5
Armor AC: +5 ER: +20%
N: 3/20 GR: 0%
L: 1/10 PR: 0% Defcon Tier 5
RR: 80%
Size Small
Abilities Melee Buff
Hit Points 50
Notes
Bighorners cannot take Targeted Attacks to the arm. Unarmed 75
Detection 75
It’s four limbs all take the leg penalty when attempting a Sneak 75
Targeted Attack. Survival 50

The rest of the Targeted Attacks follow the standard of an Attacks Bite: S: 2 T: 3 Dmg: 1d6+4+MD Rng: 5 ft
average human.
Armor AC: +19 ER: +20%
GR: 0%
PR: 0%
RR: Immune

Abilities Armor Breaker


Bonus Movement - Rank 1
Detector
Burrow

Notes
Bloodworm Larvas can only take Targeted Attacks to the
Torso.

Variant: Scorched

8
Bloodworm
Attacks Bite: S: 2 T: 3 Dmg: 3d6+15+MD Rng: 5 ft
A carnivorous worm that has adapted and grown to be a
predator. They can be as big as humans. Armor AC: +21 ER: +20%
GR: 0%
ST PE EN CH IN AG LK PR: 0%
RR: Immune
6 6 5 2 4 7 5
Abilities Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Defcon 5 Burrow
Tier Detector
Melee Buff
Size Medium
Notes
Hit Points 70
Bloodworm Queen can only take Targeted Attacks to the
Unarmed 100 Torso.
Detection 75
Sneak 75 Variant: Scorched
Survival 50

Attacks Bite: S: 2 T: 3 Dmg: 2d6+10+MD Rng: 5 ft

Armor AC: +18 ER: +20% .


GR: 0%
PR: 0%
RR: Immune
.
Abilities Armor Breaker
Armor Penetration
Bonus Movement - Rank 2
Detector
Burrow

Notes

Bloodworm can only take Targeted Attacks to the Torso.


Variant: Scorched
Brahmin
Bloodworm Queen
The queen of the Bloodworms. She protects her future
babies with her life.

ST PE EN CH IN AG LK

8 6 6 2 5 9 5

Defcon Tier 4

Size Large

Hit Points 150

Unarmed 125
Detection 100
Sneak 50 A two headed scorched female cow commonly used by
Survival 100 caravans and provides plenty of food. They can carry up to
500 lbs of items.

9
ST PE EN CH IN AG LK
Defcon Tier 5
6 3 5 1 1 5 5
Size Medium

Defcon Tier 5 Hit Points 40

Size Medium Unarmed 75


Survival 25
Hit Points 20
Attacks Gore: S: 3 T: N/A Dmg: 2d8+6+MD Rng: 5
Unarmed 75 ft

Attacks Headbutt: S: 3 T: 4 Dmg: 2d4+4+MD Armor AC: +10 ER: +20%


Rng: 5 ft N: 2/20 GR: 0%
PR: 0%
Armor AC: +5 ER: +20% RR: 80%
N: 1/20 GR: 0%
PR: 0% Abilities None
RR: 80%
Notes
Abilities None Brahmins cannot take Targeted Attacks to the arm.

Notes It’s four limbs all take the leg penalty when attempting a
Brahmins cannot take Targeted Attacks to the arm. Targeted Attack.

It’s four limbs all take the leg penalty when attempting a The rest of the Targeted Attacks follow the standard of an
Targeted Attack. average human.

The rest of the Targeted Attacks follow the standard of an Gore attack uses the horns.
average human. Cat

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.

ST PE EN CH IN AG LK
The little shits that’ll look you Straight in the eye and knock
7 4 6 1 1 4 5
the vase down.

10
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5
ST PE EN CH IN AG LK ft
Bite: S: 3 T: 4 Dmg: 2d6+4+MD Rng: 5 ft
3 7 5 5 6 10 5
Armor AC: +7 ER: +20%
N: 1/20 GR: 0%
L: 1/10 PR: 0%
Defcon Tier 5
F: 0/10
Size Small
Abilities Bonus Movement - Rank 2
Detector
Hit Points 20
Pounce
Sixth Sense
Unarmed 75 Takedown
Detection 75
Sneak 100
Notes
Survival 50
Coyote cannot take Targeted Attacks to the arm.
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft It’s four limbs all take the leg penalty when attempting a
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft Targeted Attack. The tail also takes the leg penalty.
Armor AC: +20 ER: +20% The rest of the Targeted Attacks follow the standard of an
GR: 0% average human.
PR: 0%
Variants: Scorched
Abilities Bonus Movement - Rank 2
Detector
Pounce
Sixth Sense

Notes
Cats cannot take Targeted Attacks to the arm.

It’s four limbs all take the leg penalty when attempting a
Targeted Attack. The tail also takes the leg penalty.

The rest of the Targeted Attacks follow the standard of an


average human.

Coyote

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

ST PE EN CH IN AG LK

5 8 5 5 5 8 5

Defcon Tier 5

Size Medium

Hit Points 30

Unarmed 75
Detection 75
Sneak 75
Survival 75

11
Young Deathclaw The scariest and most
These immature intimidating creatures in
Deathclaws are about the the wasteland. With
same size as a human and massive claws of death
they’re easy pickings for and a horn just as big,
the most experienced they will destroy
wastelanders. However, anything in their path.
they often travel with an They can even flip cars.
adult.

ST PE EN CH IN AG LK

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

Defcon Tier 4 Size Large

Size Large Hit Points 350

Hit Points 150 Unarmed 150


Detectio 100
n 100
Unarmed 100
Sneak 100
Detection 75
Survival
Sneak 75
Survival 75
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+10+MD
Rng: 10 ft
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+5+MD
Claw Stab: S: 3 T: 4 Dmg: 2d10+10+MD
Rng: 5 ft
Rng: 10 ft
Claw Stab: S: 3 T: 4 Dmg: 2d10+5+MD
Bite: S: 3 T: 4 Dmg: 2d6+12+MD
Rng: 5 ft
Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 2d6+8+MD
Gore S: 4 T: N/A Dmg: 2d8+20+MD
Rng: 5 ft
Rng: 10 ft
Armor AC: +15 ER: +20%
Armor AC: +20 ER: +30%
N: 4/30 GR: 0% N: 9/40 GR: 0%
L: 5/30 PR: +50% L: 10/40 PR: +50%
F: 3/30
RR: Immune F: 6/40
P: 4/20 RR: Immune
P: 8/30
E: 4/30
E: 8/40
Abilities Armor Breaker
Abilities Armor Breaker
Bonus Movement - Rank 1 Armor Penetration
Detector Bonus Movement - Rank 2
Pounce Detector
Repel Melee Buff
Sixth Sense Pounce
Takedown Quiver With Fear
Rebuke
Repel
Notes Sixth Sense
Targeted Attacks follow the standard of an average human. Takedown
A Targeted Leg Attack can be done to its tail.
Crippling the tail does nothing to the creature except anger Notes
it.
Variants: Albino, Glowing, Hairy Deathclaw, Scorched, and Targeted Attacks follow the standard of an average human.
Swamp. A Targeted Leg Attack can be done to its tail.
Crippling the tail does nothing to the creature except anger it.
Variants: Albino, Glowing, Hairy Deathclaw, Scorched, and Swamp.
Gore attack uses the horns.
Deathclaw

12
Deathclaw Matriarch The pack leader of a
The spawners of Satan Deathclaw nest. Their
themselves. Deathclaw horns are longer and
Matriarchs are very curved. If you see one, it’s
protective of their young already too late.
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.

ST PE EN CH IN AG LK ST PE EN CH IN AG LK

16 12 10 3 6 12 5 16 10 10 3 6 10 5

Defcon Tier 2 Defcon Tier 2

Size Huge Size Huge

Hit Points 450 Hit Points 650

Unarmed 150 Unarmed 150


Detection 150 Detectio 150
Sneak 100 n 100
Survival 150 Sneak 150
Survival
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+15+MD
Rng: 10 ft Attacks Claw Swing: S: 3 T: N/A Dmg: 4d8+15+MD Rng: 10
Claw Stab: S: 3 T: 4 Dmg: 2d10+15+MD ft
Rng: 10 ft Claw Stab: S: 3 T: 4 Dmg: 3d10+15+MD
Bite: S: 3 T: 4 Dmg: 2d6+16+MD Rng: 10 ft
Rng: 5 ft Bite: S: 3 T: 4 Dmg: 2d6+14+MD
Rng: 5 ft
Gore S: 4 T: N/A Dmg: 3d8+25+MD
Gore S: 4 T: N/A Dmg: 4d8+25+MD
Rng: 10 ft
Rng: 10 ft
Armor AC: +33 ER: +40%
Armor AC: +40 ER: +50%
N: 10/40 GR: 0% N: 12/50
L: 12/50 GR: 0%
PR: +50% L: 14/50
F: 8/50 F: 10/50 PR: +50%
P: 10/30 RR: Immune
P: 12/40 RR: Immune
E: 10/40 E: 12/50

Abilities Armor Breaker Abilities Armor Breaker


Armor Penetration
Armor Penetration Bonus Movement - Rank 2
Bonus Movement - Rank 3 Detector
Detector Melee Buff
Melee Buff Pounce
Pounce Quiver With Fear
Quiver With Fear Rebuke
Rebuke Repel
Repel Sixth Sense
Sixth Sense Takedown
Takedown Thick Skull

Notes Notes
Targeted Attacks follow the standard of an average human. Targeted Attacks follow the standard of an average human.
A Targeted Leg Attack can be done to its tail. A Targeted Leg Attack can be done to its tail.
Crippling the tail does nothing to the creature except anger it. Crippling the tail does nothing to the creature except anger it.
Variants: Albino, Glowing, Hairy Deathclaw, Scorched, and Swamp. Variants: Albino, Glowing, Hairy Deathclaw, Scorched, and Swamp.
Gore attack uses the horns. Gore attack uses the horns.
Alpha Deathclaw

13
Dog Fog Crawler
Shrimp-like
Man’s best friend that abomination that
surprisingly didn’t exists to torment
mutate. They can be all of us.
your companion but if
you don’t take care of ST PE EN CH IN AG LK
them it’ll be your fault.
15 10 12 3 7 10 5

Defcon Tier 2

Size Huge

Hit Points 300


ST PE EN CH IN AG LK
Unarmed 150
5 8 5 5 5 8 5 Detection 100
Survival 100

Defcon Tier 5 Attacks Claw Stab: S: 3 T: 4 Dmg: 2d10+15+MD Rng:


10 ft
Size Small or Medium Slam: S: 4 T: N/A Dmg: 2d8+8+MD
Rng: 10 ft.
Hit Points 30
Armor AC: +30 ER: +40%
Unarmed 75 N: 12/50 GR: 0%
Detection 75 L: 13/40 PR: +30%
Sneak 75 F: 9/20
RR: Immune
Survival 75 P: 10/40
E: 12/50
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5
ft Abilities Armor Breaker
Armor Penetration
Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft
Bonus Movement - Rank 3
Detector
Armor AC: +7 ER: +20% Gills
N: 1/20 GR: 0% Ironwall
L: 1/10 PR: 0% Melee Buff
F: 0/10 Quiver With Fear
Rebuke
Redo
Abilities Bonus Movement - Rank 2
Repel
Detector Sixth Sense
Pounce Swimmer
Sixth Sense Takedown
Takedown Thick Skull

Notes Notes
Dogs cannot take Targeted Attacks to the arm. Fog Crawlers cannot take Targeted Attacks to the groin.
A Targeted Head Attack can be done to it’s head as normal.
A Targeted Eye Attack can be done to its eight eyes.
It’s four limbs all take the leg penalty when attempting a
A Targeted Torso Attack can be done to its main body.
Targeted Attack. The tail also takes the leg penalty. A Targeted Arm Attack can be done to both it’s meaty claws.
A Targeted Leg Attack can be done to any of its six legs.
The rest of the Targeted Attacks follow the standard of an They can’t crouch or prone. When knocked down they simply fall on
average human. their back and use 4 AP to get back up.
A Targeted Attack to the Eyes are only possible from the front and
Crippling the tail does nothing to the creature except anger sides.
it. Variants: Glowing and Scorched

Fox
Variants: Scorched
It’s a fox.
.
ST PE EN CH IN AG LK

4 7 5 5 6 10 5

14
Unarmed 75
Defcon Tier 5 Survival 50

Size Small Attacks Claw: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft


Bite: S: 3 T: 4 Dmg: 1d6+8+MD Rng: 5 ft
Hit Points 20
Armor AC: +8
Unarmed 75 N: 1/30 ER: +20%
Detection 75 L: 1/10 GR: 0%
Sneak 100 F: 0/20 PR: 0%
Survival 50 P: 0/10
RR: Immune
E: 0/10
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft Abilities Bonus Movement - Rank 1
Climber
Armor AC: +20 ER: +20% Pounce
GR: 0% Swimmer
PR: 0%
Notes
Targeted Attacks follow the standard of an average human.
Abilities Bonus Movement - Rank 2
A Targeted Leg Attack can be done to its tail.
Notes
Foxes cannot take Targeted Attacks to the arm. Crippling the tail does nothing to the creature except anger
it.
It’s four limbs all take the leg penalty when attempting a
Targeted Attack. The tail also takes the leg penalty. Variants: Golden
Crippling the tail does nothing to the creature except anger
it.

The rest of the Targeted Attacks follow the standard of an


average human.

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

ST PE EN CH IN AG LK

5 6 4 1 4 7 5

Defcon Tier 5

Size Small

Hit Points 30

15
Young Fire A reptilian creature
Gecko that stands, often
A reptilian travels with a pack to
creature that search for prey.
stands, often These types are not
travels with a fully mature with a
pack to search for light green texture.
prey. These types
are not fully
ST PE EN CH IN AG LK
mature with a
dark purple 5 6 4 1 4 7 5
texture and spikes
on their back. Defcon Tier 5

Size Small

ST PE EN CH IN AG LK Hit Points 30

5 6 4 1 4 7 5 Throwin 75
g 75
Unarmed 50
Defcon Tier 5 Detectio 50
n 50
Size Small Sneak
Survival
Hit Points 30
Attacks Claw: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft
Throwing 75 Bite: S: 3 T: 4 Dmg: 1d6+8+MD Rng: 5 ft
Unarmed 75 Poison Breath: S: 2 T: 3 Dmg: 10
Detection 50 Rng: 30 ft
Sneak 50 Throwing skill is applied to Poison Breath. If Poison
Breath hits, it deals Poison Damage and the target
Survival 50
rolls EN -1. If the target succeeds, they take half the
Poison Damage. If the target fails, they suffer 10
Attacks Claw: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft Poison Damage Per Hour, Roll EN -1 every hour for
Bite: S: 3 T: 4 Dmg: 1d6+8+MD Rng: 5 ft the next two hours. If they succeed the EN roll, the
Fire Breath: S: 2 T: 3 Dmg: 2d6+5 Rng: 15 ft target doesn’t take Poison Damage for the hour.
Throwing skill is applied to Fire Breath.
Armor AC: +8 ER: +20%
Armor AC: +8 ER: +20% N: 1/30 GR: 0%
N: 1/30 GR: 0% L: 1/10 PR: +30%
L: 1/10 PR: 0% F: 1/10
RR: Immune
F: Immune P: 0/10
RR: Immune
P: 0/10 E: 0/10
E: 0/10
Abilities Bonus Movement - Rank 1
Abilities Bonus Movement - Rank 1 Climber
Climber Pounce
Pounce Swimmer
Swimmer
Notes
Notes Targeted Attacks follow the standard of an average human.
A Targeted Leg Attack can be done to its tail.
Targeted Attacks follow the standard of an average human.
Crippling the tail does nothing to the creature except anger it.
A Targeted Leg Attack can be done to its tail.

Crippling the tail does nothing to the creature except anger


it.

Young Green Gecko

16
Gecko
ft
A reptilian creature that stands, often travels with a pack to search
Throwing skill is applied to Fire Breath.
for prey. They’re fully mature.

ST PE EN CH IN AG LK Armor AC: +17 ER: +20%


N: 3/30 GR: 0%
5 7 5 1 4 8 5 L: 2/20 PR: 0%
F: Immune
RR: Immune
Defcon 4 P: 1/10
Tier E: 2/10

Size Medium Abilities Bonus Movement - Rank 2


Climber
Hit Points 50 Pounce
Swimmer
Unarmed 100
Detection 75
Targeted Attacks follow the standard of an average human.
Sneak 75
A Targeted Leg Attack can be done to its tail.
Survival 50
Crippling the tail does nothing to the creature except anger it.

Attacks Claw: S: 2 T: 3 Dmg: 2d4+8+MD Rng: 5 ft


Bite: S: 3 T: 4 Dmg: 1d6+10+MD Rng: 5 ft Green Gecko
A reptilian creature that stands, often travels with a pack to search
Armor AC: +17 ER: +20% for prey. They’re fully mature with a light green texture.
N: 3/30 GR: 0%
L: 2/20 ST PE EN CH IN AG LK
PR: 0%
F: 1/20
RR: Immune
P: 1/10 5 7 5 1 4 8 5
E: 2/10
Defcon Tier 4
Abilities Bonus Movement - Rank 2
Climber Size Medium
Pounce
Swimmer Hit Points 60

Notes Throwing 100


Targeted Attacks follow the standard of an average human. Unarmed 100
A Targeted Leg Attack can be done to its tail. Detection 75
Crippling the tail does nothing to the creature except anger it. Sneak 75
Variants: Golden Survival 50

Attacks Claw: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft


Fire Gecko Bite: S: 3 T: 4 Dmg: 1d6+8+MD Rng: 5 ft
A reptilian creature that stands, often travels with a pack to search Poison Breath: S: 2 T: 3 Dmg: 20
for prey. They’re fully mature with a dark purple texture and spikes Rng: 30 ft
on their back. Throwing skill is applied to Poison Breath. If Poison
Breath hits, it deals Poison Damage and the target
ST PE EN CH IN AG LK rolls EN -1. If the target succeeds, they take half the
Poison Damage. If the target fails, they suffer 20
5 7 5 1 4 8 5 Poison Damage Per Hour, Roll EN -1 every hour for
the next two hours. If they succeed the EN roll, the
Defcon 4 target doesn’t take Poison Damage for the hour.
Tier
Armor AC: +17 ER: +20%
Size Medium N: 3/30 GR: 0%
L: 2/20 PR: +40%
Hit Points 60 F: 1/20
RR: Immune
P: 1/10
Throwing 100 E: 2/10
Unarmed 100
Detection 75 Abilities Bonus Movement - Rank 2
Sneak 75 Climber
Survival 50
Pounce
Swimmer
Attacks Claw: S: 2 T: 3 Dmg: 2d4+8+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d6+10+MD Rng: 5 ft Targeted Attacks follow the standard of an average human.
Fire Breath: S: 2 T: 3 Dmg: 2d10+5 Rng: 15 A Targeted Leg Attack can be done to its tail.

17
Crippling the tail does nothing to the creature except anger it.
Gojira
Hunter Gecko A massive Fire
A reptilian Gecko that
creature that wreaks havoc
stands, often wherever it
travels with a goes.
pack to search
for prey.
ST PE EN CH IN AG LK
They’re fully
mature and 15 10 15 3 5 10 10
because of their
experience Defcon 1
makes them Tier
faster and
Size Gargantuan
stronger.
Hit Points 1,000

Throwing 175
ST PE EN CH IN AG LK Unarmed 175
Detection 150
6 7 5 2 4 9 5 Survival 100

Attacks Claw: S: 2 T: 3 Dmg: 4d4+18+MD Rng: 5 ft


Bite: S: 3 T: 4 Dmg: 2d6+20+MD Rng: 5 ft
Defcon Tier 4
Fire Breath: S: 2 T: 3 Dmg: 5d10+20
Rng: 100 ft
Size Medium
Throwing skill is applied to Fire Breath.
Hit Points 70
Armor AC: +40 ER: +50%
N: 12/50 GR: 0%
Unarmed 125 L: 12/50
Detection 100 PR: Immune
F: 12/50
Sneak 100 RR: Immune
P: 12/50
Survival 75 E: 12/50
Attacks Claw: S: 2 T: 3 Dmg: 2d4+10+MD Rng: 5 ft Abilities AP Boost
Bite: S: 3 T: 4 Dmg: 2d6+10+MD Rng: 5 ft Armor Breaker
Armor Penetration
Armor AC: +21 ER: +20% Bonus Movement - Rank 3
N: 3/30 GR: 0% Climber
L: 2/20 Critical Immunity
PR: +00% Detector
F: 2/30
RR: Immune Ironwall
P: 1/20 Melee Buff
E: 3/20 Pounce
Quiver With Fear
Abilities Bonus Movement - Rank 3 Repel
Climber Rebuke
Melee Buff Sixth Sense
Swimmer
Pounce
Takedown
Swimmer Thick Skull

Notes Notes
Notes Targeted Attacks follow the standard of an average human.
Targeted Attacks follow the standard of an average human. A Targeted Leg Attack can be done to its tail.
Crippling the tail does nothing to the creature except anger it.
A Targeted Leg Attack can be done to its tail.

Crippling the tail does nothing to the creature except anger


it.

Variants: Golden

18
Gatorclaw
A water
Deathclaw.

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
12 10 8 3 6 10 5
5 6 1 1 5 7 5
Defcon 3
Tier
Defcon 5
Size Large Tier
Hit Points 250 Size Small
Unarmed 150 Hit 10
Detection 100 Points
Sneak 100
Survival 100 Unarmed 50
Survival 50
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d6+10+MD
Rng: 10 ft Attacks Claw: S: 2 T: 3 Dmg: 1d4+3+MD Rng: 5 ft
Claw Stab: S: 3 T: 4 Dmg: 1d10+10+MD Bite: S: 3 T: 4 Dmg: 1d4+4+MD Rng: 5 ft
Rng: 10 ft If a Bite hits, the target rolls EN -1. If the target
Bite: S: 3 T: 4 Dmg: 2d6+15+MD succeeds, they take half the Poison Damage. If
Rng: 10 ft the target fails, they suffer 3 Poison Damage
Per Hour, roll EN -1 every hour for the next two
Armor AC: +25 ER: +30% hours. If they succeed the EN roll, the target
N: 7/30 GR: 0% doesn’t take Poison Damage for the hour.
L: 9/40 PR: 00%
F: 4/30 Armor AC: +8
RR: Immune
P: 6/30
Cannot grab. ER: +10%
E: 8/40
GR: 0%
Abilities Armor Breaker PR: 0%
Armor Penetration RR: Immune
Bonus Movement - Rank 2
Detector Abilities Bonus Movement - Rank 3
Melee Buff Sixth Sense
Quiver With Fear
Rebuke Notes
Repel Giant Rats cannot take Targeted Attacks to the arm.
Sixth Sense
Swimmer It’s four limbs all take the leg penalty when attempting a
Targeted Attack.
Notes
Targeted Attacks follow the standard of an average human. The rest of the Targeted Attacks follow the standard of an
A Targeted Leg Attack can be done to its tail. average human.
Crippling the tail does nothing to the creature except anger it.
Variants: Albino, Glowing, and Scorched
Variants: Glowing and Scorched

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

19
Young Gulper
The hatching mutated-
salamander-like
creature that can hang
on trees to catch victims
by surprise.

ST PE EN CH IN AG LK

8 8 6 3 3 10 5
ST PE EN CH IN AG LK

6 6 5 2 3 8 5 Defcon Tier 3

Size Large
Defcon Tier 4
Hit Points 80
Size Medium
Detection 75
Sneak 100
Hit Points 50 Survival 100
Unarmed 75
Detection 75
Sneak 75 Attacks Bite: S: 3 T: 4 Dmg: 2d6+5+M Rng: 10 ft
Survival 75 Paw Swing: S: 3 T: 4 Dmg: 1d8+8+MD
Unarmed 75 Rng: 10 ft
Attacks Bite: S: 3 T: 4 Dmg: 1d8+4+MD Rng: 5 ft Armor AC: +30 ER: +20%
Paw Swing: S: 3 T: 4 Dmg: 1d6+4+MD N: 4/30
Rng: 5 ft GR: 0%
L: 7/40 PR: 0%
F: 2/30
Armor AC: +17 ER: +10% RR: Immune
P: 2/20
N: 3/20 GR: 0% E: 3/30
L: 5/30 PR: 0%
F: 2/20
RR: Immune Abilities Armor Breaker
P: 1/10 Bonus Movement - Rank 2
E: 2/20 Climber
Detector
Abilities Bonus Movement - Rank 1 Gills
Climber Melee Buff
Detector Swimmer
Gills
Melee Boost Notes
Swimmer Targeted Attacks follow the standard of an average
human.
Notes A Targeted Leg Attack can be done to its tail.
Targeted Attacks follow the standard of an average human. Crippling the tail does nothing to the creature except anger it.
A Targeted Leg Attack can be done to its tail.
Crippling the tail does nothing to the creature except anger Variants: Glowing and Scorched.
it.
Hermit
Variants: Glowing and Scorched Crab
Gulper A massive
A mutated-salamander-like creature that can hang on monstrosity
trees to catch victims by surprise. that uses a
trailer as its

20
shell. You’d think the trailer would slow them down? You’re
wrong.
ST PE EN CH IN AG LK

12 5 10 1 4 5 5

Defcon Tier 3

Size Huge

Hit Points 200

Unarmed 150
Detectio 50
n 50
Survival

Attacks Claw Stab: S: 3 T: 4 Dmg: 3d6+10+MD ST PE EN CH IN AG LK


Rng: 10 ft
Claw Swing: S: 3 T: N/A Dmg: 3d10+10+MD
5 8 5 3 5 8 5
Rng: 10 ft
Defcon Tier 4
Armor AC: +35 It’s Trailer Shell at the back
N: 4/50 makes ignores all damage
down to the Hermit Crab. Size Large
L: 5/50
The Trailer Shell can be
F: 1/30 Hit Points 80
broken, but its shell has a
P: 4/40 Limb Resistance of 20. The
E: 5/40 Hermit Crab may also be Unarmed 75
ER: +30% able to get instead for cover Detection 75
GR: 0% and it can only be attacked Sneak 50
from the front when this
PR: 0%
happens. Weapons Bite: S: 3 T: 4 Dmg: 2d6+15+MD Rng: 5 ft
RR: Immune If a bite attack is successful to the arms or
legs, it can execute a Death Roll for 5 AP.
Abilities AP Boost It’s ST vs. ST. If the alligator wins, they
Armor Breaker cripple the arm/leg that was hit. If the
Armor Penetration defender succeeds, they’re able to break
Bonus Movement - Rank 2 free and nothing happens. Damage is still
Gills dealt from the attack.
Melee Buff
Repel
Armor AC: +22 ER: +20%
Sixth Sense N: 1/30 GR: 0%
Swimmer L: 1/10 PR: 0%
F: 1/10
Notes RR: 80%
P: 0/10
Hermit Crabs cannot take Targeted Attacks to the neck and groin. E: 0/10
A Targeted Head Attack can be done to the small head as normal.
A Targeted Eye Attack can be done to its two eyes. Abilities Armor Breaker
A Targeted Torso Attack can be done to its main body. Armor Penetration
A Targeted Arm Attack can be done to both it’s meaty claws. Bonus Movement - Rank 1
A Targeted Leg Attack can be done to any of its four legs. Melee Buff
They can’t crouch or prone. When knocked down they simply fall on Rebuke
their back and use 4 AP to get back up. Repel
A Targeted Attacks are not possible when attacking from its back. Sixth Sense
Swimmer
Variants: Glowing and Scorched Takedown
Komod Dragon
Notes
Unlike Gatorclaws, it’s a giant komod dragons, well it’s
Alligators cannot take Targeted Attacks to the groin and arms.
like a alligators. Targeted Leg Attacks can be done to one of its four legs and tail.
The rest of the Targeted Attacks follow the standard of an
average human.

Variants: Glowing

Baby Megasloth

21
That’s right. A giant mutated sloth with algae growing on its That’s right. A giant mutated sloth with algae growing on its
back. Although they’re typically docile, they’ll do anything to back. Although they’re typically docile, they’ll do anything to
protect their young. protect their young.

ST PE EN CH IN AG LK

12 5 8 3 5 8 5

Defcon Tier 3

Size Large
S P E C I A L
T E N H N G K Hit Points 250
1 5 8 3 5 6 5 Unarmed 100
2 Detection 75
Sneak 25
Survival 75
Defcon 4
Tier Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+5+MD
Rng: 10 ft
Size Medium Claw Stab: S: 3 T: 4 Dmg: 2d10+5+MD
Rng: 10 ft
Hit Points 100
Armor AC: +22 ER: +30%
Unarmed 75 N: 5/40 GR: 0%
Detectio 50 L: 6/40 PR: 0%
n 25 F: 4/40
RR: Immune
Sneak 50 P: 5/30
Survival E: 5/40

Attacks Claw Swing: S: 3 T: N/A Dmg: 2d8+2+MD Rng: Abilities Armor Breaker
5 ft Bonus Movement - Rank 1
Claw Stab: S: 3 T: 4 Dmg: 1d10+2+MD Melee Buff
Rng: 5 ft Repel
Sixth Sense
Armor AC: +14 ER: +20% Spore Gas
N: 3/30 GR: 0% Takedown
L: 4/30 PR: 0%
F: 2/20 Notes
RR: Immune
P: 3/20 Targeted Attacks follow the standard of an average human.
E: 3/20
A Targeted Leg Attack can be done to its tail.
Abilities Melee Buff
Repel Crippling the tail does nothing to the creature except anger
Sixth Sense it.
Spore Gas
Takedown Variants: Glowing and Scorched.

Notes
Targeted Attacks follow the standard of an average human.
A Targeted Leg Attack can be done to its tail.
Crippling the tail does nothing to the creature except anger
it.
.
Variants: Glowing and Scorched

Megasloth

22
Mirelurk Spawn If giant crabs
They may look cute to some (They’re not), but in swarms survive the
these little buggers will overrun you. 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.

ST PE EN CH IN AG LK

8 5 7 2 4 6 5

Defcon Tier 4
ST PE EN CH IN AG LK
Size Medium
2 4 1 1 3 5 5
Hit Points 70

Defcon Tier 5 Unarmed 150


Detection 75
Sneak 50
Size Small
Survival 50

Hit Points 20 Attacks Claw Stab: S: 3 T: 4 Dmg: 2d6+6+MD


Rng: 5 ft
Unarmed 50 Claw Swing: S: 3 T: N/A Dmg:
2d10+6+MD Rng: 5 ft
Attacks Tackle: S: 2 T: 3 Dmg: 1d4+2+MD Rng: 5
ft Armor AC: +20 It’s Shell on the back
Upon hit they deal Rads +10. N: 4/50 and sides have 50 AC
L: 5/50 and it only takes a
Armor AC: +10 F: 1/30 quarter of the damage
N: 1/20 P: 4/40 as the initial damage.
Immune to Radiation E: 5/40 Apply DT and DR
ER: +20% after. The shell has 15
ER: 0% Limb Resistance.
GR: 0%
GR: 0% PR: 0%
PR: 0% RR: Immune
RR: Immune
Abilities Armor Breaker
Abilities Pounce Armor Penetration
Bonus Movement - Rank 1
Notes Melee Boost
Repel
Mirelurk Spawns cannot take Targeted Attacks to the eyes, Sixth Sense
neck, arms, groin, and legs. Swimmer

A Targeted Head attack can be done to the small head as Notes


normal. Mirelurks cannot take Targeted Attacks to the neck and groin.
A Targeted Head Attack can be done to the small head as normal.
A Targeted Torso Attack can be done to its main body. A Targeted Eye Attack can be done to its two eyes.
A Targeted Torso Attack can be done to its main body.
They can’t crouch or prone. When knocked down they A Targeted Arm Attack can be done to both it’s meaty claws.
A Targeted Leg Attack can be done to any of its four legs.
simply fall on their back and use 4 AP to get back up.
They can’t crouch or prone. When knocked down they simply fall on
their back and use 4 AP to get back up.
Variants: Nuka, Scorched, and Swamp. A Targeted Attack to the Head, Eyes, and Torso are only possible
from the front.
If a Mirelurk hides in its shell and stands still, it gets a +25 to Sneak.
Variants: Bloodrage, Glowing, Nuka, Scorched, and Swamp.
Mirelurk

23
Mirelurk
Variants: Albino, Glowing, Nuka, Scorched, and Swamp.
Hunter
A variant of the Mirelurk King
mirelurks that The king lurks underneath the waters killing all in its path. They’re
originated as not as feared as Deathclaws, but their Sonic Blast begs to differ.
lobsters, they’re a This can also be used for Lakelurks.
bit stronger than
the average
Mirelurk and
come with an acid
spit attack that
makes everyone
cry.

ST PE EN CH IN AG LK

8 6 8 2 4 8 5

Defcon Tier 3

Size Medium ST PE EN CH IN AG LK

Hit Points 90 12 8 7 3 5 12 5

Throwing 100 Defcon Tier 2


Unarmed 150
Detection 75 Size Large
Survival 75
Hit Points 300
Attacks Claw Stab: S: 3 T: 4 Dmg: 2d6+6+MD
Rng: 5 ft Throwing 100
Claw Swing: S: 3 T: N/A Dmg: Unarmed 150
2d10+6+MD Rng: 5 ft Detection 100
Acid Spit: S: 4 T: N/A Dmg: 2d8+4 Rng: Survival 100
15 ft Acid Spit deals True Damage and
uses the Throwing Skill. Attacks Claw Stab: S: 2 T: 3 Dmg: 2d8+8+MD
Rng: 10 ft
Armor AC: +27 ER: +20% Claw Swing: S: 3 T: N/A Dmg:
N: 7/40 GR: 0% 2d10+8+MD Rng: 10 ft
L: 5/40 PR: 0%
F: 2/30 Armor AC: +28 ER: +40%
RR: Immune
P: 4/40 N: 8/50 GR: 0%
E: 5/40 L: 5/50 PR: 0%
F: 1/30
RR: Immune
Abilities Armor Breaker P: 4/40
Armor Penetration E: 5/40
Bonus Movement - Rank 2
Melee Boost
Abilities Armor Breaker
Repel
Armor Penetration
Sixth Sense
Bonus Movement - Rank 3
Swimmer
Detector
Melee Buff
Notes Quiver With Fear
Mirelurk Hunters cannot take Targeted Attacks to the neck and Repel
groin. Sixth Sense
A Targeted Head Attack can be done to the small head as normal. Sonic Blast
A Targeted Eye Attack can be done to its two eyes. Swimmer
A Targeted Torso Attack can be done to its main body.
A Targeted Arm Attack can be done to both it’s meaty claws.
Notes
A Targeted Leg Attack can be done to any of its eight legs.
Targeted Attacks follow the standard of an average human.
They can’t crouch or prone. When knocked down they simply fall on
A Targeted Leg Attack can be done to its tail.
their back and use 4 AP to get back up.

24
Variants: Glowing, Nuka, Scorched, and Swamp. A Targeted Leg Attack can be done to any of its four legs.
They can’t crouch or prone. When knocked down they simply fall on
their back and use 4 AP to get back up.
Mirelurk Queen
A massive abomination
Mole Rat
that spawns babies and
The oddest creature that no one expected in the
spits acid out at
apocalypse. Mole rats travel in packs and are often led by a
everyone. Every
Brood Mother. These little buggers burrow themselves into
wastelander that sees
the ground and sprout out at times for an ambush.
this creature better run
or they’ll have to face
the Queen and her
horde.

ST PE EN CH IN AG LK

16 8 7 3 5 4 5

Defcon Tier 1

Size Gargantuan

Hit Points 1500


ST PE EN CH IN AG LK
Throwing 100
5 6 2 2 4 7 5
Unarmed 150
Detection 100
Survival 100
Defcon Tier 5
Attacks Claw Stab: S: 2 T: 3 Dmg: 4d6+8+MD
Rng: 10 ft Size Small
Claw Swing: S: 3 4d10+8+MD Rng: 10 ft
Acid Spit: S: 4 T: N/A Dmg: 2d10+5 Rng: 30 ft
Hit Points 20
Acid Spit deals True Damage and uses the
Throwing Skill.
Unarmed 60
Armor AC: +46 ER: Immune Detection 50
N: 12/70 Sneak 50
GR: 0%
L: 15/60 Survival 50
F: 8/50 PR: 0%
P: 8/60 RR: Immune Attacks Claw: S: 2 T: 3 Dmg: 1d4+3+MD Rng: 5 ft
E: 20/70 Bite: S: 3 T: 4 Dmg: 1d6+5+MD Rng: 5 ft
Abilities Action Boost
Armor Breaker Armor AC: +5
Armor Penetration ER: +10%
Bonus Movement - Rank 3 GR: 0%
Detector PR: 0%
Melee Buff
Mirelurk Spawn RR: Immune
Quiver With Fear
Repel Abilities Bonus Movement - Rank 1
Sixth Sense Burrow
Swimmer Pounce
Thick Skull Sixth Sense
Notes Notes
Mirelurks cannot take Targeted Attacks to the neck and groin. Mole Rats cannot take Targeted Attacks to the arm.
A Targeted Head Attack can be done to the small head as normal.
A Targeted Eye Attack can be done to its two eyes. It’s four limbs all take the leg penalty when attempting a Targeted
A Targeted Torso Attack can be done to its main body. Attack.
A Targeted Arm Attack can be done to both it’s meaty claws.

25
The rest of the Targeted Attacks follow the standard of an average Attacks Claw: S: 2 T: 3 Dmg: 2d4+5+MD Rng: 5 ft
human. Bite: S: 3 T: 4 3d4+5+MD Rng: 5 ft
Variants: Glowing
Armor AC: +12
ER: +20%
GR: 0%
Broodmother Mole Rat PR: 0%
The mothers of the Mole rat packs. These things are fatter RR: Immune
and hit harder, but all in favor of the pack.
Abilities Bonus Movement - Rank 2
Burrow
Pounce
Sixth Sense

Notes
Broodmother Mole Rats cannot take Targeted Attacks to the
arm.

It’s four limbs all take the leg penalty when attempting a
Targeted Attack.

The rest of the Targeted Attacks follow the standard of an


average human.

Variants: Glowing
Nightmare
Remains of the horses, are extremely aggressive,
carnivorous and even cannibals. With pale skin without furs
and thorns where one day it haves horsehair. Taming them
is not easy, sometimes some Ghouls can do it.

ST PE EN CH IN AG LK

8 4 6 1 1 8 5

Defcon Tier 5

Size Medium

Hit Points 75

Unarmed 75
ST PE EN CH IN AG LK Survival 40

6 7 4 1 5 8 5 Attacks Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft


Gore: S: 3 T: N/A Dmg: 2d8+6+MD
Rng: 5 ft
Defcon Tier 4 Hooves S: 4 T: N/A Dmg: 3d6+6+MD
Rng: 5
Size Medium
Armor AC: +17
Hit Points 60 N: 1/30
L: 0/10
Unarmed 100 ER: +20%
Detection 50 GR: 0%
Sneak 50 PR: 0%
Survival 75 RR: Immune

26
Abilities Bonus Movement - Rank 2 Sneak 75
Pounce Survival 75
Takedown
Attacks Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft
Notes If a Bite hits, the target rolls EN -1. If the target
succeeds, they take half the Poison Damage. If
Nightmares cannot take Targeted Attacks to the arm.
the target fails, they suffer 20 Poison Damage Per
It’s four limbs all take the leg penalty when attempting a Hour, roll EN -1 every hour for the next hour. If
Targeted Attack. they succeed the EN roll, the target doesn’t take
The rest of the Targeted Attacks follow the standard of an Poison Damage for the hour.
average human.
Armor AC: +17
Gore attack uses the horns. N: 1/20
L: 1/10
Variants: Scorched, Glowing. F: 0/10
ER: +20%
Nightstalker
GR: 0%
With the body of a coyote, the head of a snake, and the tail
PR: +20%
of a snake, these abominations travel as a pack.
RR: Immune

Abilities Bonus Movement - Rank 2


Detector
Pounce
Sixth Sense
Stealth Boy
Takedown

Notes
Nightstalker cannot take Targeted Attacks to the arm.
It’s four limbs all take the leg penalty when attempting a Targeted
Attack. The tail also takes the leg penalty.
The rest of the Targeted Attacks follow the standard of an average
human.
Crippling the tail does nothing to the creature except anger it.
When skinning for meat assume its a Defcon 5.
Variants: Scorched

Mongrel
The adverse effects of radiation has given mongrels a withered
skeletal appearance, no common dog nose, and almost total hair
loss. Their frequent location near places where dogs would have
lived before the War suggests that at least some mongrels are
actually pre-War canines that underwent ghoulification.

ST PE EN CH IN AG LK

4 8 5 4 5 7 5

Defcon Tier 5

Size Small or Medium

Hit Points 35
ST PE EN CH IN AG LK
Unarmed 75
5 8 5 5 5 8 5 Detection 75
Sneak 75
Defcon Tier 4 Survival 75

Size Medium Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5


ft
Hit Points 70 Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft

Unarmed 75 Armor AC: +13


Detection 75 N: 1/20

27
L: 1/10 Armor AC: +12
F: 0/10 ER: 0%
ER: +20% GR: 0%
GR: 0% PR: 0%
PR: 00% RR: 80%
RR: Immune
Abilities Bonus Movement - Rank 2
Abilities Bonus Movement - Rank 1 Climber
Melee Buff
Detector Notes
Pounce Opossums cannot take Targeted Attacks to the arm.
Sixth Sense
Takedown It’s four limbs all take the leg penalty when attempting a
Targeted Attack.
Notes
Mongrel cannot take Targeted Attacks to the arm. The rest of the Targeted Attacks follow the standard of an
It’s four limbs all take the leg penalty when attempting a Targeted average human.
Attack. The tail also takes the leg penalty.
The rest of the Targeted Attacks follow the standard of an average
human. They can use Deception to play dead.
Rad Chicken
Crippling the tail does nothing to the creature except anger it.
It’s a chicken. That’s been radiated.
Variants: Scorched

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

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
1 5 3 5 2 6 5
4 7 5 5 6 8 5

Defcon Tier 5
Defcon Tier 5
Size Small
Size Small
Hit Points 10
Hit Points 20
Unarmed 25
Unarmed 75 Detection 50
Deception 100 Sneak 50
Detection 75 Survival 25
Sneak 100
Survival 50 Attacks Peck: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft

Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft Armor AC: +14


Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft ER: 0%

28
GR: 0% Rabbits cannot take Targeted Attacks to the arm.
PR: 0%
RR: 80% It’s four limbs all take the leg penalty when attempting a
Targeted Attack. The tail also takes the leg penalty.
Abilities Bonus Movement - Rank 2
The rest of the Targeted Attacks follow the standard of an
Notes average human.
Targeted Attacks follow the standard of an average human.

A Targeted Leg Attack has the same penalty as the Eye.

The rest of the Targeted Attacks follow the standard of an


average human.
Rad Squirrel
.
It’s a hairless squirrel that’s been radiated.

Rad Rabbit
It’s a rabbit. That’s been radiated.

ST PE EN CH IN AG LK

2 7 3 5 5 10 5

Defcon Tier 5

Size Small
ST PE EN CH IN AG LK
Hit Points 20
1 7 3 5 5 10 5
Unarmed 75
Detection 75
Defcon Tier 5 Sneak 100
Survival 50
Size Small
Attacks Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
Hit Points 20
Armor AC: +20
Unarmed 75 ER: 0%
Detection 75 GR: 0%
Sneak 100 PR: 0%
Survival 50
RR: 80%
Attacks Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
Abilities Bonus Movement - Rank 3
Armor AC: +15 Climber
ER: 0%
GR: 0% Notes
PR: 0% Squirrels cannot take Targeted Attacks to the arm.
RR: 80%
It’s four limbs all take the leg penalty when attempting a
Abilities Bonus Movement - Rank 2 Targeted Attack. The tail also takes the leg penalty.

Notes The rest of the Targeted Attacks follow the standard of an

29
average human. Targeted Attacks follow the standard of an average human.

A Targeted Leg Attack has the same penalty as the Eye.

The rest of the Targeted Attacks follow the standard of an


average human.

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

ST PE EN CH IN AG LK

5 10 4 1 1 10 5

Defcon Tier 5

Size Medium

Hit Points 40

Unarmed 75
ST PE EN CH IN AG LK
Detection 50
Survival 50
3 5 5 3 2 7 5
Attacks Kick: S: 3 T: 4 Dmg: 2d4+4+MD Rng: 5
ft
Defcon Tier 5
Gore: S: 3 T: N/A Dmg: 2d8+6+MD Rng:
Size Medium 5 ft

Armor AC +10
Hit Points 20
N: 2/20
L: 1/10
Unarmed 50
ER: 10%
Detection 50
Sneak 50 GR: 0%
Survival 50 PR: 0%
RR: 80%
Attacks Peck: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft

Armor AC: +13 Abilities Bonus Movement - Rank 3


ER: 0%
GR: 0% Notes
PR: 0% Will likely flee if he detects a threat before combat has
begun or he has low Hit Points, that is unless he is
RR: 80%
defending his territory or his does.
Radstags cannot take Targeted Attacks to the arm.
Abilities Bonus Movement - Rank 1 Its four limbs all take the leg penalty when attempting a
Targeted Attack.
Notes The rest of the Targeted Attacks follow the standard of an

30
average human. average human.

Variants: Glowing Variants: Glowing

Gore attack uses the horns.


Radscorpion
Radstag Doe A freak of
The best source of two-headed meat in the wasteland, nature that will
considering you don’t have to worry about it turning YOU instantly
into dinner. However it’s important that you manage to destroy you
land a good shot on the first try to down her before she with its
can escape. stinger. These
things can
burrow into
the ground
and sprout out
and strike like
a ninja.
ST PE EN CH IN AG LK

6 5 6 3 6 8 5

Defcon Tier 4

Size Medium

Hit Points 60

ST PE EN CH IN AG LK Unarmed 100
Detection 75
3 10 3 1 1 9 5 Sneak 100
Survival 75

Attacks Claw Strike: S: 2 T: 3 Dmg: 1d8+15+MD


Defcon Tier 5 Rng: 5 ft
Stinger: S: 3 T: 4 Dmg: 2d8+15+MD
Size Medium Rng: 10 ft
If Stinger hits, the target rolls EN -2. If the
Hit Points 30 target succeeds, they take half the Poison
Damage. If the target fails, they suffer 15
Poison Damage Per Hour, roll EN -2 every
Unarmed 50 hour for the next six hours. If they succeed
Detection 50 the EN roll, the target doesn’t take Poison
Survival 50 Damage for the hour.

Attacks Kick: S: 3 T: 4 Dmg: 2d4+4+MD Rng: 5 ft Armor AC: +17 ER: +20%
N: 4/30 GR: 0%
Armor AC: +11 L: 2/20 PR: 0%
N: 2/20 F: 3/30
RR: Immune
L: 1/10 P: 1/20
ER: 10% E: 3/20
GR: 0%
PR: 0% Abilities Armor Breaker
Bonus Movement - Rank 1
RR: 80% Burrow
Melee Buff
Abilities Bonus Movement - Rank 2 Sixth Sense

Notes Notes
Will always flee from combat if possible. Radscorpions cannot take Targeted Attacks to the groin.
Radstags cannot take Targeted Attacks to the arm. A Targeted Head Attack can be done to the small head as normal.
A Targeted Eye Attack can be done to its many eyes.
It’s four limbs all take the leg penalty when attempting a
A Targeted Torso Attack can be done to its main body.
Targeted Attack. A Targeted Neck Attack can be done to its stinger.
The rest of the Targeted Attacks follow the standard of an A Targeted Arm Attack can be done to both it’s meaty claws.

31
A Targeted Leg Attack can be done to any of its six legs. A Targeted Arm Attack can be done to both it’s meaty claws.
They can’t crouch or prone. When knocked down they simply fall on A Targeted Leg Attack can be done to any of its six legs.
their back and use 4 AP to get back up. They can’t crouch or prone. When knocked down they simply fall on
their back and use 4 AP to get back up.
Variants: Albino Variants: Albino, Glowing, and Scorched
Giant Radscorpion Bark
A freak of nature Radscorpion
that will instantly A smaller
destroy you with its variant of the
stinger. These traditional
things can burrow radscorpion
into the ground found in the
and sprout out and desert. They’re
strike like a ninja. faster but
weaker than
standard.

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
4 5 5 3 5 8 5
8 6 8 3 6 8 5
Defcon Tier 5
Defcon Tier 3
Size Small
Size Large
Hit Points 40
Hit Points 100
Unarmed 75
Unarmed 150 Detection 50
Detection 100 Sneak 75
Sneak 125 Survival 50
Survival 100
Attacks Claw Strike: S: 2 T: 3 Dmg:
Attacks Claw Strike: S: 2 T: 3 Dmg: 3d8+25+MD 1d8+8+MD
Rng: 10 ft Rng: 5 ft
Stinger: S: 3 T: 4 Dmg: 4d8+25+MD Stinger: S: 3 T: 4 Dmg: 2d8+8+MD
Rng: 20 ft Rng: 5 ft
If Stinger hits, the target rolls EN -3. If the
target succeeds, they take half the Poison
If Stinger hits,the target rolls EN -1. If
Damage. If the target fails, they suffer 20 the target succeeds, they take half
Poison Damage Per Hour, roll EN -3 every the Poison Damage. If the target
hour for the next six hours. If they succeed fails, they suffer 5 Poison Damage
the EN roll, the target doesn’t take Poison Per Hour, roll EN -1 every hour for
Damage for the hour. the next two hours. If they succeed
the EN roll, the target doesn’t take
Armor AC: +32 ER: +40% Poison Damage for the hour.
N: 8/40 GR: 0%
L: 5/40
F: 6/30 PR: 0% Armor AC: +17 ER: +10%
P: 5/20 RR: Immune N: 2/20 GR: 0%
E: 6/40 L: 1/20 PR: 0%
F: 2/20
RR: Immune
Abilities Armor Breaker P: 1/10
Armor Penetration E: 1/10
Bonus Movement - Rank 2
Burrow Abilities Bonus Movement - Rank 2
Melee Buff Burrow
Sixth Sense
Sixth Sense
Notes
Notes
Giant Radscorpions cannot take Targeted Attacks to the groin.
Radscorpions cannot take Targeted Attacks to the groin.
A Targeted Head Attack can be done to the small head as normal.
A Targeted Head Attack can be done to the small head as normal.
A Targeted Eye Attack can be done to its many eyes.
A Targeted Eye Attack can be done to its many eyes.
A Targeted Torso Attack can be done to its main body.
A Targeted Torso Attack can be done to its main body.
A Targeted Neck Attack can be done to its stinger.
A Targeted Neck Attack can be done to its stinger.

32
A Targeted Arm Attack can be done to both it’s meaty claws. A Targeted Torso Attack can be done to its main body.
A Targeted Leg Attack can be done to any of its six legs. A Targeted Neck Attack can be done to its stinger.
They can’t crouch or prone. When knocked down they simply fall on A Targeted Arm Attack can be done to both it’s meaty claws.
their back and use 4 AP to get back up. A Targeted Leg Attack can be done to any of its six legs.
They can’t crouch or prone. When knocked down they simply fall on
Variants: Scorched their back and use 4 AP to get back up.

Bark Radscorpion Variants: Scorched


Hunter
Rad Toad
A smaller variant of the
A giant toad that’ll slap you with its tongue.
traditional radscorpion
found in the desert.
They’re faster and more
experienced that their
younger versions.

ST PE EN CH IN AG LK

5 6 5 3 5 9 5

Defcon Tier 5

Size Small

Hit Points 60
ST PE EN CH IN AG LK
Unarmed 100
Detection 100 2 5 4 1 4 8 5
Sneak 100
Survival 75
Defcon Tier 5
Attacks Claw Strike: S: 2 T: 3 Dmg:
1d8+10+MD Size Medium
Rng: 5 ft
Stinger: S: 3 T: 4 Dmg: 2d8+10+MD Hit Points 20
Rng: 5 ft
If Stinger hits, the target rolls EN -1. If the
Unarmed 50
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 10 Detection 50
Poison Damage Per Hour, roll EN -1 every Sneak 50
hour for the next six hours. If they succeed Survival 75
the EN roll, the target doesn’t take Poison
Damage for the hour. Attacks Tongue Slap: S: 2 T: 3 Dmg: 2d4+4+MD
Rng: 10 ft
Armor AC: +21 ER: +15%
N: 2/30 GR: 0% Armor AC: +12
L: 2/20 PR: 0% ER: 0%
F: 2/20 GR: 0%
RR: Immune
P: 1/10
PR: 0%
E: 2/20
RR: Immune
Abilities Armor Breaker
Bonus Movement - Rank 3 Abilities Bonus Movement - Rank 1
Burrow
Sixth Sense Notes
RadToads cannot take Targeted Attacks to the groin.
Notes
Radscorpions cannot take Targeted Attacks to the groin. The rest of the Targeted Attacks follow that of an average
A Targeted Head Attack can be done to the small head as normal.
human.
A Targeted Eye Attack can be done to its many eyes.

33
Variants: Glowing and Scorched It’s four limbs all take the leg penalty when attempting a Targeted
Attack.
Crippling the tail does nothing to the creature except anger it.
The rest of the Targeted Attacks follow the standard of an average
human.

Scorchbeast
If you ever fight this, you’re going to die. Scorchbeast Queen
If you ever fight this, you really pissed off the GM.

ST PE EN CH IN AG LK ST PE EN CH IN AG LK

18 12 12 3 5 10 5 20 12 15 3 5 10 5

Defcon Tier 1 - You’re Screwed Defcon Tier 1 - You’re REALLY Screwed

Size Huge Size Gargantuan

Hit Points 1,000 Hit Points 3,000

Throwing 100 Throwing 100


Unarmed 150 Unarmed 175
Detection 75 Detection 100

Attacks Claw Stab: S: 3 T: 4 Dmg: 2d10+20+MD Rng: 15 ft Attacks Claw Stab: S: 3 T: 4 Dmg: 3d10+20+MD Rng: 15 ft
Bite: S: 3 T: 4 Dmg: 2d6+10+MD Rng: 5 ft Bite: S: 3 T: 4 Dmg: 3d6+10+MD Rng: 5 ft

Armor AC: +40 ER: Immune Armor AC: +50 ER: Immune
N: 17/50 GR: 0% N: 18/60
L: 18/50 GR: 0%
L: 19/60
F: 15/50 PR: +50% F: 16/60 PR: +50%
P: 13/50 RR: Immune P: 14/60 RR: Immune
E: 14/50 E: 15/60

Abilities Action Boost Abilities Action Boost


Armor Breaker Armor Breaker
Armor Penetration Armor Penetration
Bonus Movement - Rank 3 Bonus Movement - Rank 3
Detector Critical Immunity
Flight Detector
Ironwall Flight
Limb Immunity Ironwall
Melee Buff Limb Immunity
Quiver With Fear Melee Buff
Radiation Gas Quiver With Fear
Rebuke Radiation Gas
Repel Rebuke
Sixth Sense Repel
Sonic Blast Sixth Sense
Takedown Sonic Blast
Thick Skull Takedown
Wind Push Thick Skull
Wind Push
Notes
Scorchbeasts cannot take Targeted Attacks to the arm. Notes

34
Scorchbeast Queens cannot take Targeted Attacks to the arm. It’s four limbs all take the leg penalty when attempting a
It’s four limbs all take the leg penalty when attempting a Targeted Targeted Attack.
Attack. The rest of the Targeted Attacks follow the standard of an
Crippling the tail does nothing to the creature except anger it.
average human.
The rest of the Targeted Attacks follow the standard of an average
human.
Variants: Glowing
Wolf
Wolves typically
roam in packs led
Yao Guai
by the Alpha.
Not as terrifying
Rarely do you
as a Deathclaw,
see them alone.
but just as
terrifying. The
Yaoguai is a
large bear that
has barely
mutated but still
wanders the
waste. Be wary
ST PE EN CH IN AG LK of these beasts
for once they
7 7 5 2 5 8 6 get you, it can
snap your neck in an instant.

Defcon Tier 4 ST PE EN CH IN AG LK

Size Medium 12 10 10 3 5 8 5

Hit Points 50 Defcon Tier 3

Unarmed 100 Size Large


Detection 100
Sneak 100 Hit Points 300

Unarmed 125
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5 ft Detection 75
Bite: S: 3 T: 4 Dmg: 2d6+4+MD Rng: 5 ft Sneak 75
If a bite is successful, they're able to hold Survival 100
onto you. Roll ST vs. ST to get them off.
Once you push them off, you take 5 True Attacks Claw Swing: S: 4 T: N/A Dmg: 2d8+6+MD Rng: 5 ft
Damage and start to bleed out. Roll a 1d4 Bite: S: 3 T: 4 Dmg: 2d6+6+MD Rng: 5 ft
each turn till you're treated. If the bite is successful, they're able to hold onto
you. Roll ST vs. ST to get them off. Once you push
Armor AC: +22 them off, you take 5 True Damage and start to
bleed out. Roll a 1d4 each turn till you're treated.
N: 2/20
L: 1/20
Armor AC: +32 ER: +30
F: 0/30 N: 5/40
ER: +20% GR: 0%
L: 4/30
GR: 0% F: 5/40 PR: +20%
PR: 0% P: 3/20 RR: Immune
E: 4/30
RR: 80%
Abilities Armor Breaker
Abilities Bonus Movement - Rank 1 Armor Penetration
Detector Bear Hold
Melee Buff Bonus Movement - Rank 2
Pounce Climber
Sixth Sense Detector
Takedown Melee Buff
Quiver With Fear
Repel
Notes Sixth Sense
Wolves cannot take Targeted Attacks to the arm. Takedown

35
Notes I Ex: 6/40%
Yaoguais cannot take Targeted Attacks to the arm. ER: 35%
It’s four limbs all take the leg penalty when attempting a Targeted RR: 20%
Attack.
The rest of the Targeted Attacks follow the standard of an average Abilities Melee Boost
human. Redo
Variants: Albino and Glowing

Brotherhood of Steel Notes


Although they’re well trained, the Brotherhood doesn’t have the Targeted Attacks follow the standard of an average
numbers of N.C.R. possess. What they make up for numbers they human.
make up in skill. The Brotherhood is the most spread out faction
Brotherhood Knight
and each chapter is led by an Elder which forms a council led by
the High Elder.
The typical soldier on the field.
Knight is a fully recognized
Brotherhood Initiate/Aspirant member of the Brotherhood of
The lowest and intensely trained Steel.
individuals of the Brotherhood.
Initiates become Aspirants when they
demonstrate their worth.

ST PE EN CH IN AG LK

7 7 6 5 6 7 5

Defcon Tier 3

ST PE EN CH IN AG LK Size Medium / Large (Only in P.A.)

6 6 5 5 5 6 5 Hit Points 120

Defcon Tier 4 Big Guns 125


Energy 125
Size Medium Weapons 100
Melee Weapons 100
Hit Points 90 Throwing 100
Unarmed 75
Energy 100 Detection 100
Weapons 75 Sneak
Melee Weapons 75
Throwing 75 Weapons Fist & Feet
Unarmed 75 Exo Suit Fist & Feet S:2 D:3d4
Detection 75 Gatling Laser B:6 R:40 D: 4d6+16
Sneak Laser Rifle S:5 R:45 D:5d6+20
Sharpened Combat Knife S:2 D1d10+3
Weapons Fist & Feet 1d4 Fragmentation Grenade
Laser Pistol S:4 R:35 D:6d4+6
Plasma Pistol S:4 R:20 D:10d4+10 Armor AC: 37 N: 12/30%
Laser Carbine S:4 R:35 D:5d4+15 T-45 Helmet L: 18/70%
Laser Rifle S:5 R:45 D:5d6+20 BOS Uniform F: 11/50%
Combat Knife S:2 D1d8+2 Exo Suit P: 10/30%
1d4 Fragmentation Grenade T-45 Ex: 20/40%
ER: -50%
Armor AC: 26 N: 5/40% RR: 30%
Combat Helmet L: 8/60%
B.O.S. Uniform F: 4/30%
Combat Armor MK P: 4/50% Abilities Bonus Movement - Rank 1
Detector

36
Earlier Sequence
Melee Buff
Quick Reload
Redo

Notes
Targeted Attacks follow the standard of an average
human.

37
Brotherhood Paladin
The true embodiment Brotherhood Star
of the Brotherhood of Paladin
Steel. They’re the A rare rank among
most experienced the Brotherhood
soldiers that are that are are
equivalent to a United equivalent to
States Colonel. Brigadier General.

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
8 8 7 6 7 8 6
9 9 8 6 8 9 6
Defcon Tier 3
Defcon Tier 2
Size Medium / Large (Only in P.A.)
Size Medium / Large (Only in P.A.)
Hit Points 150
Hit Points 200
Big Guns 150
Energy 150 Big Guns 150
Weapons 125 Energy 150
Melee Weapons 100 Weapons 125
Throwing 100 Melee Weapons 125
Unarmed 100 Throwing 125
Detection 125 Unarmed 125
Sneak Detection 125
Sneak
Weapons Fist & Feet
Exo Suit Fist & Feet S:2 D:3d4 Weapons Exo Suit Fist & Feet S:2 D:3d4
Gatling Laser B:6 R:40 D: 4d6+16 Gatling Laser B:6 R:40 D: 4d6+16
Advanced Laser Rifle S:5 R:55 D:2d6+25 Advanced Laser Rifle S:5 R:55 D:2d6+25
Plasma Rifle S:5 R:25 D:5d8+25 Plasma Rifle S:5 R:25 D:5d8+25
Bowie Knife S:3 D:2d8+10 Sharpened Combat Knife S:2 D1d10+3
1d4 Stimpacks 1d4 Fragmentation Grenades
1d4 Fragmentation Grenade 1d4 Plasma Grenades
1d4 Stimpacks
Armor AC:48 N: 13/40% 1d4 Super Stimpacks
T-51 Helmet L: 19/70%
B.O.S. Uniform F: 14/60% Armor AC: 54 N: 14/50%
Exo Suit P: 13/40% T-60 Helmet L: 19/70%
T-51 Power Armor Ex: 20/50% B.O.S. Uniform F: 15/50%
ER: -40% Exo Suit P: 14/40%
RR: 30% T-60 Ex: 20/50%
ER: -40%
Abilities Armor Breaker RR: 50%
Armor Penetration
Bear Hold Abilities Armor Breaker
Bonus Movement - Rank 2 Armor Penetration
Detector Bear Hold
Earlier Sequence Bonus Movement - Rank 3
Ironwall Detector
Melee Buff Earlier Sequence
Quick Reload Ironwall
Redo Melee Buff
Quick Reload
Notes Rebuke
Targeted Attacks follow the standard of an average Redo
human.

38
Notes
Targeted Attacks follow the standard of an average
human.

39
Brotherhood Sentinel
The rank below Elder.
Sentinel’s are equivalent Brotherhood Lancer
to a General and they’re The pilots of the Brotherhood
the scariest and most of Steel. They’re experts in
badass members of the Vehicles.
Brotherhood of Steel.

ST PE EN CH IN AG LK

10 10 9 7 9 10 7

Defcon Tier 1
ST PE EN CH IN AG LK
Size Medium / Large (Only in P.A.)
6 7 5 6 8 7 5
Hit Points 300

Big Guns 150


Energy 150 Defcon Tier 3
Weapons 150
Melee Weapons 150 Size Medium
Throwing 150
Unarmed 125 Hit Points 80
Detection 125
Sneak Energy 100
Weapons 75
Weapons Fist & Feet Exo Suit Fist & Feet S:2 D:3d4 Melee Weapons 75
Gatling Laser B:6 R:40 D: 4d6+16 Throwing 75
Plasma Rifle S:5 R:25 D:5d8+25 Unarmed 100
Bowie Knife S:3 D:2d8+10 Detection 125
1d4 Fragmentation Grenades Engineer 125
1d4 Plasma Grenades
1d4 Stimpacks
Pilot 100
1d4 Super Stimpacks Sneak

Armor AC: 58 N: 15/60% Weapons Fist & Feet


T-65 Helmet L: 19/70% Laser Pistol S:4 R:35 D:6d4+6
B.O.S. Uniform F: 15/50% Plasma Pistol S:4 R:20 D:10d4+10
Exo Suit P: 14/50% Laser Rifle S:5 R:45 D:5d6+20
T-65 Ex: 20/50% Combat Knife S:2 D1d8+2
ER: -40% 1d4 Fragmentation Grenade
RR: 55%
Armor B.O.S. Uniform
Abilities Armor Breaker
Armor Penetration Abilities Redo
Bear Hold
Bonus Movement - Rank 3
Detector Notes
Earlier Sequence Targeted Attacks follow the standard of an average
Ironwall human.
Melee Buff
Quick Reload
Rebuke
Redo

Notes
Targeted Attacks follow the standard of an average
human.

40
Brotherhood Scribe
The best and brightest of the
Brotherhood. Scribes dedicate their
lives to the research of Pre-War and
Post-War technologies.

ST PE EN CH IN AG LK

10 10 10 10 10 10 10

Defcon Tier 1

Size Medium / Large (Only in P.A.)

Hit Points 1000

Big Guns 200


Energy Weapons 200
Melee Weapons 150
ST PE EN CH IN AG LK Throwing 150
Unarmed 150
Detection 150
5 6 5 5 8 6 5 Sneak 150

Weapons Fist & Feet Exo Suit Fist & Feet S:2 D:3d4
Gatling Laser B:6 R:40 D: 4d6+16
Defcon Tier 4
Turbo Plasma Rifle S:4 R:35 D:5d8+40
Bowie Knife S:3 D:2d8+10
Size Medium
Armor AC: 58 N: 15/60%
Hit Points 70 T-65 Helmet L: 19/70%
B.O.S. Uniform F: 15/50%
P: 14/50%
Energy Weapons 75 Exo Suit Ex: 20/50%
Unarmed 75 T-65 ER: -40%
Detection 50 RR: 55%
Blacksmith 100
Computer Science 100 Abilities Action Boost
Bonus Movement - Rank 3
Doctor 100 Detector
Engineer 100 Earlier Sequence
Gunsmith 100 Ironwall
It Just Works
Nature Science 100 Martial Artist
Melee Buff
Weapons Fist & Feet Quick Reload
Quiver With Fear
Laser Pistol S:4 R:35 D:6d4+6 Rebuke
1d2 Stimpaks Redo
Repel
Sixth Sense
Armor B.O.S. Scribe Outfit Takedown
Thick Skull
Abilities None
Notes
Targeted Attacks follow the standard of an average human.
Notes 1d4 Fragmentation Grenades
Targeted Attacks follow the standard of an average 1d4 Plasma Grenades
human. 1d4 Stimpacks
1d4 Super Stimpacks
Not every Brotherhood Scribe has 100 in Computer Caesar Legion
Science, Doctor, Engineer, and Nature Science. An autocratic, traditionalist, and imperialistic
slaver society founded in 2247 by Edward
Elder Arthur Maxson Sallow who calls himself Caesar. Caesar
The leader of the Eastern Brotherhood of Steel and the last based his society off of the Roman Empire
descendent of the Roger Maxson, the founder of the and successfully united multiple tribes under
Brotherhood of Steel. his banner.

41
Legionnaire Recruit
The lowest rank of the
Legion trained in close
combat with only one
goal in mind, to prove
their worth.
ST PE EN CH IN AG LK

6 6 5 4 5 7 5

Defcon Tier 4

Size Medium

Hit Points 45

ST PE EN CH IN AG LK Melee Weapons 100


Small Guns 100
6 5 4 5 5 6 5 Sneak 75
Throwing 100
Unarmed 100
Defcon Tier 5
Weapons Fist & Feet
Size Medium Machete Gladius S:3 1d12+8
Colt M1911 S:3 R:15 D:2d6+11 (-
10%DR)
Hit Points 40
AK-74 S:5 R:45 D: 2d8+7 (-15%DR)
Knife S:2 D1d6
Melee Weapons 75
1d4 Healing Powder
Small Guns 75
Throwing 75 N: 3/40%
Armor AC: 22
Unarmed 75 L: 1/20%
Metal Helmet
Legionary Armor F: 1/30%
Weapons Fist & Feet P: 1/10%
Colt M1911 S:3 R:15 D:2d6+11 (-10%DR) Ex: 1/20%
Machete S:3 2d6+3 ER: 10%
1d4 Healing Powder
Abilities Melee Boost
Armor AC: 21 N: 3/40% Redo
Metal Helmet L: 1/20%
Legionary Armor F: 1/30%
P: 1/10% Notes
Ex: 1/20% Targeted Attacks follow the standard of an average
ER: 10% human.

Abilities Melee Boost

Notes
Targeted Attacks follow the standard of an average
human.

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

42
Decanus Legionnaire
The standard Legionnaire
of the Legion armed with
the weapon and armor Frumentarii
parts of their fallen foes. 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.

ST PE EN CH IN AG LK

7 6 5 5 5 8 5 ST PE EN CH IN AG LK

7 6 5 5 5 9 5
Defcon Tier 4
Defcon Tier 4
Size Medium
Size Medium
Hit Points 52
Hit Points 50
Melee Weapons 100
Small Guns 100 Melee Weapons 100
Throwing 100 Small Guns 100
Unarmed 100 Throwing 100
Detection 75 Unarmed 100
Sneak 100 Detection 75
Sneak 100
Weapons Fist & Feet
Machete Gladius S:3 D1d12+8 Weapons Fist & Feet
Sharpened Spear S:3 D:1d10+6 Machete Gladius S:3 D1d12+8
Claymore S:4 D:4d8+6 Combat Knife S:2 D1d8+2
Combat Knife S:2 D1d8+2 Colt M1911 – Silencer S:3 R:15 D:2d6+11
Colt M1911 S:3 R:15 D:2d6+11 (- (-10%DR)
Rangemaster – Silencer S:4 R:40
10%DR)
D:1d6+10 (-15%AC, Ignore DT)
FN-FAL S:5 R:25 D:2d8+8 (-15%DR) Hunting Rifle – Silencer S:4 R:40 D:3d6+9
1d4 Healing Powder (-5%AC, -20%DR)
1d4 Healing Powder
Armor AC: 28 N: 4/50%
Metal Helmet L: 2/40% Armor AC: 29 N: 4/50%
Decanus Armor F: 2/20% Decanus Armor L: 2/40%
P: 2/20% F: 2/20%
Ex: 2/30% P: 2/20%
ER: 20% Ex: 2/30%
ER: 20%
Abilities Martial Artist
Melee Buff Abilities Detector
Redo Martial Artist
Melee Buff
Notes Quick Reload
Targeted Attacks follow the standard of an average Redo
human.
Notes
Targeted Attacks follow the standard of an average

43
human.

44
Centurion
The highest ranking
officers in the Legion Praetorian
and work as the The elite guard of Caesar
main commanders of himself. They’re well
the army. respected and feared for
their exceptional skill.
They’re masters of hand-to-
hand combat.

ST PE EN CH IN AG LK

9 6 6 6 7 9 5 ST PE EN CH IN AG LK

10 7 7 6 7 10 5
Defcon Tier 3

Size Medium Defcon Tier 3

Hit Points 100 Size Medium

Melee Weapons 150 Hit Points 150


Small Guns 100
Throwing 100 Melee Weapons 150
Unarmed 150 Small Guns 125
Detection 100 Throwing 100
Sneak 100 Unarmed 150
Detection 100
Weapons Fist & Feet Sneak 100
Machete Gladius S:3 D1d12+8
1d6 Sharpened Spear S:3 D:1d10+6
Sharpened Combat Knife S:2 1d10+3 Weapons Fist & Feet
Claymore S:4 D:4d8+6 Displace Glove S:2 D:2d6+15 (-50%
.44 Revolver S:4 R:15 D:3d6+12 (-10AC, Ig Stun)
DT) Power Fist S: 4d4+20
M16A3 S:5 R:40 D:2d6+12 (-20%DR) Ballistic Fist S:3 2D4+10+X
Combat Shotgun S:4 R:15 D:3d8+21 (AC-10)
Large Shield S:5 D:1d12+6 AC:-50% Armor Centurion Armor
1d4 Fragmentation Grenade
Abilities Armor Breaker
Armor AC: 29 N: 7/30%
Armor Penetration
Centurion Helmet L: 8/50%
Centurion Armor Bear Hold
F: 6/30%
P: 6/40%
Bonus Movement - Rank 2
Ex: 6/40% Detector
ER: -20% Earlier Sequence
Ironwall
Abilities Bear Hold Martial Artist
Bonus Movement - Rank 1 Melee Buff
Detector Redo
Earlier Sequence
Ironwall Notes
Martial Artist Targeted Attacks follow the standard of an average
Melee Buff
Quick Reload
human.
Redo

Notes
Targeted Attacks follow the standard of an average human.

45
Legate Lanius Legion Hound
It does not matter, Large dogs raised in Denver by the Legion to serve for
victory shall be hunting and killing.
ours, it shall be
swift, and it will be
honest, purchased
with blood.

ST PE EN CH IN AG LK

10 7 10 6 8 10 7
ST PE EN C IN AG LK
H
Defcon Tier 1 7 8 4 4 5 7 5
Size Large

Hit Points 500 Defcon Tier 4

Melee Weapons 200 Size Medium


Throwing 200
Unarmed 200 Hit Points 40
Detection 150
Unarmed 100
Weapons Fist & Feet Detection 100
Blade of the East Sneak 75

Armor AC: 40 N: 10/40% Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng:


Legate L: 12/60% 5 ft
Helmet F: 10/40% Claw: S: 2 T: 3 Dmg: 1d6+2+MD
Legate Armor P: 8/40% Rng: 5 ft
Ex: 13/40%
ER: -30% Armor AC: +18 ER: +20%
N: 2/30 GR: 0%
Abilities Action Boost L: 1/20 PR: 0%
Armor Breaker
Armor Penetration RR: 40%
Bear Hold
Bonus Movement - Rank 3
Critical Immunity Abilities Armor Penetration
Detector Bonus Movement - Rank 2
Earlier Sequence Melee Buff
Ironwall
It Just Works
Pounce
Martial Artist
Melee Buff Notes
Quiver With Fear Legion Hounds cannot take Targeted Attacks to the arm.
Rebuke
Redo It’s four limbs all take the leg penalty when attempting a
Repel Targeted Attack.
Sixth Sense
Thick Skull
Two For One The rest of the Targeted Attacks follow the standard of an
average human.
Notes
Targeted Attacks follow the standard of an average
human.

46
Church of the Children of Atom
The holy religion of the great Atom. His children spread his
glow. They originated in Megaton and have spread all over Child of Atom Preacher
the East Coast. The leaders of the church that carry the good barrel of Atom’s glow.
ST PE EN CH IN AG LK
5 6 8 8 6 6 8
Child of Atom
Defcon Tier 4
The new members of
the Church. Armed Size Medium
with Gamma Guns,
they spread the good Hit Points 90

word one radiation at a Energy Weapons 100


time. Small Guns 100
Unarmed 75
Detection 75
Sneak 75

Weapons Fist & Feet


Gamma Gun S:4 R:10 D:100rad
M16A2 S:5 R:40 D:2d6+10 (-20%DR)
Laser Carbine S:4 R:25 D:5d4+15
Nuka Grenade

Armor Children of Atom Immune to Radiation


Rags SH: 5
AC: +15
N: +3/30
L: +3/20
F: +2/20
P: +1/20
E: +2/30

Abilities Bonus Movement: Rank 2


Redo
T PE EN C IN AG LK
H Child of Atom Enforcers
The enforcers that protect the glow from nonbelievers.
5 5 8 6 5 6 6 ST PE EN CH IN AG LK
6 6 9 7 6 8 8

Defcon Tier 3

Defcon Tier 4
Size Medium

Size Medium Hit Points 120

Hit Points 70 Energy Weapons 125


Small Guns 125
Unarmed 100
Energy 75 Detection 75
Weapons 100 Sneak 75
Small Guns 50
Unarmed 50 Weapons Fist & Feet
Gamma Gun S:4 R:10 D:100rad
Detection 50
M16A3 S:5 R:40 D:2d6+12 (-20%DR)
Sneak Laser Rifle S;5 R:45 D:5d6+20
Radium Rifle S:4 R:50 D:2d4+12+50Rad (-
Weapons Fist & Feet 10AC Ig. DT
1d4 Nuka Grenades
Gamma Gun S:4 R:10 D:100rad
M16A2 S:5 R:40 D:2d6+10 (-20%DR) Armor Children of Atom Immune to Radiation
Laser Carbine S:4 R:25 D:5d4+15 Rags SH: 10
AC: +20
N: +5/40
Armor Children of Atom Rags L: +4/30
Immune to Radiation F: +3/30
P: +2/20
E: +3/20
Abilities Bonus Movement: Rank 1
Redo
Abilities Bonus Movement: Rank 2
It Just Works
Notes Melee Boost
Targeted Attacks follow the standard of an average Quick Reload
Redo
human.

47
Notes
Targeted Attacks follow the standard of an average human.

48
Cryptids Alien
A variation to animals that are related to local folklore and a It’s the Zetans!
questionable existence. They’re everywhere!

Abominations
The experiments of the ST PE EN CH IN AG LK
Zetans. Kill on sight.
5 10 5 8 10 10 10

Defcon Tier 1

Size Medium

Hit Points 200

Energy 200
Weapons 125
Detection 125
Sneak

ST PE EN CH IN AG LK Weapons Alien Atomizer S:3 R:20 D:12d4+20


Alien Blaster S:4 R:10 D:20d4+40
7 5 7 3 3 7 5 Alien Disintegrator S:4 R:40 D:16d4+30
Drone Cannon S: 5 R:40 8d8+20

Defcon 5 Armor AC: +50 Immune to


Tier N: +10/60 Electricity
L: +10/60 Immune to Gas
Size Medium F: +10/60 Immune to Poison
P: +10/60 Immune to
E: +10/60 Radiation
Hit Points 50

Unarmed 100
Detection 50
Sneak 50 Abilities Bonus Movement - Rank 3
Sixth Sense
Takedown
Attacks Smash: S: 3 T: N/A Dmg: 2d8+5+MD Rng:
5 ft
Notes
Targeted Attacks follow the standard of an average
Armor AC: +23 ER: +10%
human.
GR: 0%
PR: 0%
RR: Immune

Abilities Bonus Movement - Rank 2


Melee Buff

Notes
Targeted Attacks follow the standard of an average
human.

49
Flatwoods Monster
A rare creature that is
said to manipulate Grafton Monster
the minds of many. A massive
abomination made
of flesh by West Tek
in Huntersville. If you
see the massive wall
of flesh, run.

S P E C I A L
T E N H N G K
ST PE EN CH IN AG LK
1 5 8 3 3 8 5
6 10 10 5 10 10 5 2

Defcon Tier 2 Defcon 3


Tier
Size Medium
Size Large
Hit Points 500
Hit Points 600
Unarmed 100
Throwing 100
Attacks Claw Attack: S: 2 T: 3 Dmg: Unarmed 125
3d8+10+MD Rng: 5 ft Detection 75

Armor AC: +40 ER: +50 Attacks Smash: S: 3 T: N/A Dmg: 3d8+10+MD Rng:
N: +10/50 Immune to Gas 10 ft
L: +10/50 Immune to Poison Ooze Throw: S: 3 T: N/A Dmg: 2d6+5 True
F: +10/50 Immune to Radiation Damage Rng: 30 ft
P: +10/50
E: +10/50 Armor AC: +22 ER: +40%
GR: 0%
Abilities Armor Breaker PR: 0%
Armor Penetration RR: Immune
Bonus Movement - Rank 3
Controller Abilities Armor Breaker
Critical Immunity Armor Penetration
Detector Bonus Movement - Rank 2
Earlier Sequence Melee Buff
Flight Repel
Ironwall Sixth Sense
Limb Immunity Takedown
Rebuke
Redo Notes
Regeneration Grafton Monster cannot take Targeted Attacks to the head,
Repel eyes, and neck.
Sixth Sense
The rest of the Targeted Attacks follow the standard
Notes average human.
The Flatwoods Monster cannot take Targeted Attacks to the
eyes and groin.
A Targeted Head attack can be done to its large head.
Variants: Glowing and Scorched.
A Targeted Torso Attack can be done to its main body.
A Targeted Arm Attack can be done to its two arms.
A Targeted Leg Attack can be done to its two thrusters on the
side.

50
Mothman Sheepsquatch
The Mothman sees A mythical
all and knows all. It creature stalking
watches silently in the hills and
the distance waiting mountains of
to strike. Appalachia. Be
wary of its
massive horns.

ST PE EN CH IN AG LK ST PE EN CH IN AG LK

8 10 8 3 3 10 5 14 8 12 3 6 10 5

Defcon Tier 1
Defcon Tier 2
Size Large
Size Medium
Hit Points 1000
Hit Points 500
Throwing 150
Unarmed 150
Unarmed 100 Detection 150
Sneak 100
Attacks Claw Attack: S: 2 T: 3 Dmg: 4d8+10 Rng: Survival 150
5 ft
Attacks Claw Strike: S: 3 T: 4 Dmg: 4d10+20+MD
Armor AC: +40 ER: +60% Rng: 10 ft
GR: 0% Gore S: 4 T: N/A Dmg: 4d8+30+MD
Rng: 10 ft
PR: 0%
Urine Fur S: 3 T: N/A Dmg: 4d4+10 Rng: 100
RR: Immune Urine Fur deals Poison Damage. Upon hit, the
target rolls EN -3. If the target succeeds, thye
Abilities Armor Breaker take half the Poison damage.If the target fails,
Armor Penetration they take 30 Poison damage.
Bonus Movement - Rank 3
Critical Immunity AC: +50 E: 15/60
Armor
Detector N: 15/60 ER: Immune
Earlier Sequence L: 15/60 GR: 0%
Flight F: 15/60
Melee Buff PR: Immune
P: 15/60
Rebuke RR: Immune
E: 15/60
Redo
Repel
Sixth Sense Abilities Armor Breaker
Sonic Blast Armor Penetration
Bonus Movement - Rank 3
Ironwall
Notes Limb Immunity
Mothman cannot take Targeted Attacks to the head, neck, arms, Melee Buff
and groin. Pounce
A Targeted Eye attack can be done to one of its two red eyes. Rebuke
A Targeted Torso Attack can be done to its main body. Repel
A Targeted Arm Attack can be done to its six legs. Sixth Sense
A Targeted Leg Attack can be done to its two wings. Takedown
If both wings are limping, they can’t fly and lose their Bonus Thick Skull
Movement ability.

They can’t crouch or prone. When knocked down they simply fall on Notes
their back and use 4 AP to get back up. Targeted Attacks follow the standard of an average human.
The Gore attack uses the horns.
Variants: Glowing and Scorched Wendigo

51
A cannibal mythical monster that lurks in the wild. A
nightmare incarnate. Wendigo Colossus
MUAHAHAHAHAHA!!!

ST PE EN CH IN AG LK

15 10 12 1 5 10 6

ST PE EN CH IN AG LK Defcon Tier 1

8 8 7 1 5 10 5 Size Huge

Hit Points 1500

Defcon Tier 3 Unarmed 175


Detection 125
Size Medium Sneak 125

Attacks Claw Swing: S: 4 T: N/A Dmg: 5d8+15+MD


Hit Points 150 Rng: 10 ft
Claw Stab: S:4 T: 5 Dmg: 4d10+15+MD Rng:
Unarmed 125 10 ft
Shriek: S: 4 DMg: 3d10+15 True Damage.
Detection 100 Anyone except for Robots within 15 ft of the
Sneak 100 creature must roll EN -3. If you fail you take full
damage and you’re stunned for 1d2 turns. If you
succeed you take half the true damage and
Attacks Claw Swing: S: 3 T: N/A Dmg: aren’t stunned.
4d8+10+MD Rng: 10 ft Corrosive Spit: S: 4 T: N/A Dmg: 2d8+10 Rng:
Claw Stab: S: 3 T: 4 Dmg: 3d10+10+MD 30 ft Acid Spit deals True Damage and uses the
Rng: 10 ft Throwing Skill.
Shriek: S: 4 DMg: 2d10+10 True
Armor AC: +50 ER: Immune
Damage. Anyone except for Robots GR: 0%
within 15 ft of the creature must roll EN DT 18 and DR 80% to PR: Immune
-3. If you fail you take full damage and all Armor Stats.
RR: Immune
you’re stunned for 1d2 turns. If you
succeed you take half the true damage Abilities Action Boost
and aren’t stunned. Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Armor AC: +40 ER: +50% Critical Immunity
GR: 0% Earlier Sequence
PR: 0% Iron Wall
It Just Works
RR: Immune Limb Immunity
Melee Buff
Abilities AP Boost Missed Me
Pounce
Bonus Movement - Rank 3 Quiver With Fear
Detector Rebuke
Melee Buff Sixth Sense
Thick Skull
Sixth Sense
Thick Skull
Notes
Wendigo Colossus cannot take Targeted Attacks to the neck, arms, and
Notes groin.
Targeted Attacks follow the standard of an average A Targeted Head attack can be done to one of its three heads.
A Targeted Eye attack can be done to one of its six eyes.
human. A Targeted Torso Attack can be done to its main body.
Variants: Glowing. A Targeted Leg attack can be done to it’s four legs.
Claw Swing and Claw Stab can be done with its mouth or its feet.

52
Variants: Glowing.

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

Enclave Private/Specialist/Corporal
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 renamed as Enclave Recruits
if you’re not going by ranks).

ST PE EN CH IN AG LK
Sergeant/Warrant Officer
6 6 5 5 6 6 5
An experienced Enclave soldier that’s devoted his life to the
military for a few years. (Can be renamed as Enclave
Defcon Tier 3 Soldiers if you’re not going by ranks).
Size Medium

Hit Points 80

Big Guns 100


Energy 100
Weapons 75
Melee Weapons 75
Throwing 100
Unarmed 75
Detection 75
Sneak
ST PE EN CH IN AG LK
Weapons Fist & Feet
Plasma Defender 7 7 5 5 6 7 5
Laser Rifle
Combat Knife Defcon Tier 3
1d4 Fragmentation Grenade
Size Medium / Large (Only in P.A.)
1d4 Plasma Grenade
1d4 Stimpacks
Hit Points 110
Armor Combat Helmet Big Guns 75
Enclave Officer Uniform Energy Weapons 125
Combat Armor MK II Melee Weapons 100
Throwing 100
Abilities Redo Unarmed 100
Detection 75
Notes Sneak 75
Targeted Attacks follow the standard of an average
Weapons Fist & Feet
human.
Plasma Defender

53
Gatling Laser Plasma Rifle
Laser Rifle Sharpened Combat Knife
Plasma Rifle 1d4 Fragmentation Grenade
Combat Knife 1d4 Plasma Grenades
1d4 Stimpacks
1d4 Fragmentation Grenade Armor X-02 Helmet
1d4 Plasma Grenades Enclave Officer Uniform
Exo Suit - Nuclear Reactor Mod
Armor X-01 Helmet X-02
Enclave Officer Uniform
Exo Suit - Nuclear Reactor Mod Abilities Bear Hold
X-01 Bonus Movement - Rank 2
Detector
Abilities Bear Hold Earlier Sequence
Bonus Movement - Rank 1 Ironwall
Earlier Sequence Melee Buff
Melee Buff Quick Reload
Redo Redo

Notes Notes
Targeted Attacks follow the standard of an average human. Targeted Attacks follow the standard of an average human.

Enclave Lieutenant/Major
These men and Enclave Captain/Colonel/General
women have The true leaders of the
seen the worst Enclave, aside from the
of the world and president. These
vow to rebuild gentlemen are fierce
no matter the and hardened veterans
cost. They lead that would rather die
with pride and than let mutants roam
America is the good ol’ red, white,
always on the and blue. (Can be used
mind. as Enclave Veteran X-
01/X-02 Soldier).

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
8 8 5 6 7 8 6
9 9 5 6 8 9 6
Defcon Tier 2
Defcon Tier 2
Size Medium / Large (Only in P.A.)
Size Medium / Large (Only in P.A.)
Hit Points 140
Hit Points 170
Big Guns 125
Detection 100 Big Guns 150
Energy Weapons 150 Energy Weapons 150
Melee Weapons 125 Melee Weapons 125
Sneak 100 Throwing 125
Throwing 100 Unarmed 125
Unarmed 100 Detection 125
Sneak 100
Weapons Fist & Feet
Plasma Defender Weapons Fist & Feet
Gatling Laser Gatling Laser
Advanced Laser Rifle

54
Advanced Laser Rifle
Plasma Rifle
Sharpened Combat Knife
1d4 Fragmentation Grenades
1d4 Plasma Grenades

Armor X-02 Helmet


Enclave Officer Uniform
Exo Suit - Nuclear Reactor Mod
X-02 - Tesla Mod

Abilities Bear Hold


Bonus Movement - Rank 3
Detector
Earlier Sequence
Ironwall
Melee Buff
Quick Reload
Rebuke
Redo

Notes
Targeted Attacks follow the standard of an average human.

55
Enclave Hellfire Soldier Enclave Pilot
The elite of the elite of the The pilots of the Enclave. They’re
Enclave are given this epic experts in Vehicles.
power armor. They’re
members of Sigma Squad.

ST PE EN CH IN AG LK

6 7 5 6 8 7 5

ST PE EN CH IN AG LK
Defcon Tier 3
10 10 5 7 9 10 7
Size Medium
Defcon Tier 1

Size Medium / Large (Only in P.A.) Hit Points 80

Hit Points 250 Energy 100


Weapons 75
Big Guns 150 Melee Weapons 75
Energy Weapons 150 Throwing 75
Melee Weapons 150 Unarmed 100
Throwing 150 Detection 125
Unarmed 150 Engineer 125
Detection 125 Pilot 100
Sneak 125
Sneak
Weapons Fist & Feet
Gatling Laser Weapons Fist & Feet
Plasma Caster Plasma Defender
Advanced Laser Rifle Plasma Pistol
Plasma Rifle Laser Rifle
Sharpened Combat Knife Combat Knife
1d4 Fragmentation Grenades 1d4 Fragmentation Grenade
1d4 Plasma Grenades 1d4 Stimpacks
Armor Hellfire Helmet
Enclave Officer Uniform
Armor Enclave Officer Uniform
Exo Suit - Nuclear Reactor Mod Combat Armor MK II
Hellfire Power Armor
Abilities Redo
Abilities Action Boost
Bonus Movement - Rank 3 Notes
Detector Targeted Attacks follow the standard of an average
Earlier Sequence human.
Ironwall
Limb Immunity
Melee Buff
Quick Reload
Rebuke
Redo

Notes
Targeted Attacks follow the standard of an average human.

56
Enclave Scientist You've gotten a lot
The brightest of the Enclave farther than you
that enjoy experimenting for should have, but
the sake of America. then you haven't
met Frank
Horrigan either.
Your ride's over,
mutie. Time to die.

ST PE EN CH IN AG LK

15 15 15 10 10 10 10

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

Size Huge

Hit Points 2000


ST PE EN CH IN AG LK
Big Guns 200
5 6 5 5 9 6 5 Detection 150
Energy Weapons 150
Defcon Tier 4 Melee Weapons 150
Throwing 150
Size Medium Unarmed 150

Weapons Exo Suit Fist & Feet


Hit Points 60
Arm Mounted Plasma Cannon
Arm Mounted Serrated Claymore
Energy 75
Weapons 75 Armor AC: +70
Unarmed 50 N: 20/90
Detection 125 L: 20/90
Computer 125 F: 20/90
Science 125 P: 20/90
Doctor 125 E: 20/90
Immune to Radiation
Engineer
Nature Science
Abilities Action Boost
Armor Breaker
Weapons Fist & Feet Armor Penetration
Laser Pistol Bonus Movement - Rank 3
1d2 Stimpaks Earlier Sequence
Ironwall
Armor Enclave Scientist Outfit It Just Works
Martial Artist
Melee Buff
Abilities None Quick Reload
Quiver With Fear
Notes Rebuke
Targeted Attacks follow the standard of an average Redo
human. Repel
Sixth Sense
Takedown
Not every Enclave Scientist has 100 in Computer
Thick Skull
Science, Doctor, Engineer, and Nature Science.
Notes
Targeted Attacks follow the standard of an average human.
Wears Frank Horrigan Power Armor
1d6 Plasma Grenades
1d6 Ultra Stimpacks

Feral Ghouls
The unwanted zombies of the wasteland that exist only to
Frank Horrigan 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

57
hordes. If you want them to be a threat for higher levels,
multiply their Hit Points by a quarter per each Defcon Tier.

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.

Humanoid creatures that used to be humans. They’ve taken


up too much more rads than they should and are the living
embodiment of radiation. Glowing Ones emit a strange heat
and don’t travel alone.

ST PE EN CH IN AG LK

7 5 3 1 1 7 5
ST PE EN CH IN AG LK

7 5 5 1 1 7 5 Defcon Tier 5

Size Medium
Defcon Tier 5
Hit Points 30
Size Medium
Unarmed 100
Hit Points 30 Detection 50

Unarmed 75 Attacks Fist & Feet


Detection 50 All Unarmed Attacks upon hit they
deal Rads +200.
Attacks Fist & Feet
All Unarmed Attacks upon hit they Armor AC +5 ER: +10%
deal Rads +20. GR: 0%
PR: +40%
Armor AC +5 ER: +10% RR: Immune
GR: 0%
PR: +30% Abilities Radiation Bath
RR: Immune Takedown

Abilities Takedown Notes


Targeted Attacks follow the standard of an average
Notes human.
Targeted Attacks follow the standard of an average
human. Radiation heals them.

Radiation heals them.


Glowing
One

58
Feral Ghoul Reaver Humanoid creatures that used to be humans. The most dangerous and
formiddle ghouls hiding away in the darkest depths. One strike has the
Humanoid creatures that
potential to bring you down.
used to be humans. Far
more durable and “lucky” ST PE EN CH IN AG LK
enough to have been
9 6 7 1 1 9 5
turned into zombies with
armor on them. They’re a Defcon Tier 4
lot tougher but it only gets
Size Medium
worse from here.
Hit Points 75

Unarmed 125
Detection 75

Attacks Fist & Feet


All Unarmed Attacks upon hit they deal Rads
+75.

Armor AC: 21 ER: +20%


N: 4/40 GR: 0%
L: 4/40
F: 4/40 PR: +30%
P: 4/40 RR: Immune
ST PE EN CH IN AG LK E: 4/40

8 6 6 1 1 8 5 Abilities Melee Buff


Redo
Takedown
Defcon Tier 4 Notes
Targeted Attacks follow the standard of an average human.
Size Medium Radiation heals them.

Hit Points 50 Gangrenous/Rotting Feral Ghoul


Humanoid creatures that used to be humans. Although rarer than the
Unarmed 100 Withered Feral Ghoul, the Gangrenous is stronger and more durable. Rotting
Detection 50 Feral Ghouls are more bloated but have double the Hit Points.

ST PE EN CH IN AG LK
Attacks Fist & Feet
All Unarmed Attacks upon hit they 9 6 8 1 1 9 5
deal Rads +50.
Defcon Tier 3
Armor Metal Armor MK ER: +10%
I GR: 0% Size Medium
PR: +50%
RR: Immune Hit Points 100

Abilities Melee Buff Unarmed 125


Detection 75
Redo
Takedown
Attacks Fist & Feet
All Unarmed Attacks upon hit they deal Rads +100.
Notes
Targeted Attacks follow the standard of an average Armor AC: 31 ER: +30%
human. N: 8/50 GR: 0%
L: 8/50
F: 4/40 PR: Immune
Radiation heals them. P: 4/40 RR: Immune
E: 8/50

Abilities Melee Buff


Redo
Takedown

Notes
Targeted Attacks follow the standard of an average human.
Radiation heals them.

Withered Feral Ghoul

59
Forced Evolutionary Virus
A result of experimentation with the Forced Evolutionary Eastern Super Mutant
Virus. These experiments were a ploy to counter the New Brute
Plague but the result wasn’t what they ended, yet they A cut above the
continued. All F.E.V. creatures are immune to radiation. average Super Mutant.
A Brute is more
Eastern Super Mutants vicious and brutal with
The most common Super better equipment.
Mutant in the east. They
typically travel in squads
of 3 - 4 and pack quite
the punch.

ST PE EN CH IN AG LK

11 6 8 3 3 7 5

ST PE EN CH IN AG LK Defcon Tier 4

10 6 7 3 3 7 5 Size Large

Hit Points 100


Defcon Tier 4
Big Guns 100
Energy 100
Size Large Weapons 100
Melee Weapons 100
Hit Points 80 Small Guns 75
Throwing 100
Big Guns 75 Unarmed 75
Detection
Melee Weapons 100
Small Guns 75
Weapons Super Mutant Fist & Feet
Throwing 50
MG3
Unarmed 100 Sledgehammer
Detection 50 Machete
Claymore
Weapons Super Mutant Fist & Feet AK-74
MG3 Rangemaster
Sledgehammer Pump Action Shotgun
Laser Carbine
Machete
1d4 Molotov Cocktails
Spear 1d4 Fragmentation Grenades
AK-74
Hunting Rifle Armor Metal Helmet
1d4 Molotov Cocktails Mutant Rags
Mutant Plate Armor
Armor Mutant Rags All Natural Armor DR 20%
All Natural Armor DR 20%
Abilities Armor Breaker
Abilities Bear Hold Armor Penetration
Bear Hold
Melee Buff
Bonus Movement - Rank 1
Takedown Melee Buff
Redo
Notes
Targeted Attacks follow the standard of an average Notes
human. Targeted Attacks follow the standard of an average human.

60
61
Eastern Super Mutant Master Eastern Super
These masters lead their own Mutant Overlord
gang of Super Mutants and A step above a
take no prisoners. They’re often master, Overlord’s
more ruthless and a bit more are intelligent and
intelligent than their lesser much more
brethren. resilient. You’ll find
these types of
Super Mutants lead
a battalion of Super
Mutants.

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
13 8 10 3 5 9 6
12 7 9 3 4 8 5
Defcon Tier 2
Defcon Tier 3
Size Huge
Size Large
Hit Points 200
Hit Points 150
Big Guns 125
Big Guns 100 Energy 125
Energy Weapons 125 Weapons 150
Melee Weapons 125 Melee Weapons 125
Small Guns 125 Small Guns 125
Throwing 100 Throwing 150
Unarmed 125 Unarmed 100
Detection 100 Detection

Weapons Super Mutant Fist & Feet Weapons Super Mutant Fist & Feet
B.A.R. Browning M2
Rockwell CZ53 Super Sledgehammer
Sledgehammer M16A3
Claymore Advanced Laser RIfle
M16A2 Gatling Laser
Rangemaster Plasma Rifle
Pump Action Shotgun 1d4 Fragmentation Grenades
Laser RIfle 1d4 Plasma Grenades
Gatling Laser
1d4 Molotov Cocktails
1d4 Fragmentation Grenades Armor Power Armor Helmet
Mutant Rags
T-45
Armor Metal Helmet All Natural Armor DR 30%
Mutant Rags
Spiked Mutant Plate Armor
All Natural Armor DR 20% Abilities Armor Breaker
Armor Penetration
Bear Hold
Abilities Armor Breaker Bonus Movement - Rank 3
Armor Penetration Earlier Sequence
Bear Hold Ironwall
Bonus Movement - Rank 2 It Just Works
Earlier Sequence Martial Artist
Ironwall Melee Buff
Martial Artist Rebuke
Melee Buff Redo
Redo Repel
Repel Takedown

Notes
Targeted Attacks follow the standard of an average human.
Notes

62
Targeted Attacks follow the standard of an average Notes
human. Targeted Attacks follow the standard of an average human.

Eastern Super Mutant Eastern Super Mutant Behemoth


Primus The
The second ultimate Behemoth is
Super Mutant. The the most
Primus is a de facto monstrous of
leader of a Super all the Super
Mutant Army. Mutants.
They have
the potential
to level
towns.

ST PE EN CH IN AG LK

13 9 11 3 5 10 6

Defcon Tier 2
ST PE EN CH IN AG LK
Size Huge
17 5 12 3 1 7 7
Hit Points 400
Defcon Tier 1
Big Guns 150
Energy Weapons 150
Size Gargantuan
Melee Weapons 150
Small Guns 150
Throwing 125 Hit Points 600
Unarmed 150
Detection 125 Melee Weapons 150
Unarmed 150
Weapons Super Mutant Fist & Feet Detection 100
Browning M2
Super Sledgehammer Weapons Fire Hydrant Club: S: 4 T: 5 4d10+20+MD
Claymore Rng: 15 ft Weapon Res.: 8
M16A3 Smash: S: 2 T: 3 2d8+10+MD Rng: 10 ft
Advanced Laser RIfle
Gatling Laser Armor Natural Armor
Plasma Rifle AC: 53
1d4 Fragmentation Grenades All Natural Armor DT 15
1d4 Plasma Grenades All Natural Armor DR 60%

Armor Power Armor Helmet Abilities Armor Breaker


Mutant Rags Armor Penetration
T-51 Bear Hold
All Natural Armor DR 40% Bonus Movement - Rank 3
Earlier Sequence
Abilities Armor Breaker Ironwall
Armor Penetration It Just Works
Bear Hold Martial Artist
Bonus Movement - Rank 3 Melee Buff
Earlier Sequence Rebuke
Ironwall Redo
It Just Works Repel
Martial Artist Sixth Sense
Melee Buff Takedown
Rebuke Thick Skull
Redo
Repel Notes
Takedown Targeted Attacks follow the standard of an average human.

63
Mutant Hound New California Floaters
These dogs Abnormal abominations
have undergone that hover through the
a major air by storing noxious
mutation from gases in their flotation
FEV. Super bladders. These
Mutants keep variants reside in the
them as pets New California region.
and they’re
great for
tracking those
pesky humans.

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
6 6 7 2 4 12 6
9 8 8 2 5 8 5

Defcon Tier 4
Defcon Tier 4
Size Medium
Size Medium
Hit Points 60
Hit Points 60
Unarmed 100
Unarmed 100 Detection 75
Detection 100 Sneak 75
Sneak 100
Attacks Worm Slap: S: 2 T: 3 Dmg:
Attacks Claw: S: 2 T: 3 Dmg: 1d8+8+MD Rng: 5 ft 2d6+4+MD Rng: 10 ft
Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft If Worm Slap hits, the target rolls EN
If a bite is successful, they're able to hold -1. If the target succeeds, they take
onto you. Roll ST vs. ST to get them off. half the Poison Damage. If the target
Once you push them off, you take 5 True fails, they suffer 10 Poison Damage
Damage and start to bleed out. Roll a 1d4 Per Hour, roll EN -1 every hour for
each turn till you're treated.
the next two hours. If they succeed
the EN roll, the target doesn’t take
Armor AC: +17 ER: +20% Poison Damage for the hour.
N: 4/30 GR: 0%
L: 3/20 PR: +30% Armor AC: +13 ER: +20%
F: 3/20
RR: Immune N: 5/40 GR: 0%
P: 2/10
L: 5/40 PR: +50%
E: 3/20
F: 0/0
RR: Immune
P: 4/50
Abilities Detector E: 6/40
Melee Buff
Pounce
Abilities Bonus Movement - Rank 3
Sixth Sense
Detector
Takedown
Melee Buff
Notes
Notes
Mutant Hounds cannot take Targeted Attacks to the arm
New California Floaters cannot take Targeted Attacks to
and groin.
the eyes, neck, arms, legs, and groin.
It’s four limbs all take the leg penalty when attempting a
Targeted Attack. The tail also takes the leg penalty.
New California Floaters can take Targeted Head Attacks
The rest of the Targeted Attacks follow the standard of an
to the head.
average human.
New California Floaters can take Targeted Torso Attacks
Variants: Glowing
to their “body.”

64
Floaters Gnasher Floaters Flamer
Abnormal Abnormal abominations that
abominations that hover through the air by
hover through the storing noxious gases in
air by storing their flotation bladders.
noxious gases in Flamers primarily deal fire
their flotation damage to their prey.
bladders. Gnashers
primarily deal acid
ST PE EN CH IN AG LK
to their prey.
6 6 7 2 4 12 6

Defcon Tier 4

Size Medium
ST PE EN CH IN AG LK
Hit Points 60
6 6 7 2 4 12 6
Throwing 100
Defcon Tier 4 Unarmed 100
Detection 75
Size Medium Sneak 75

Hit Points 60 Attacks Tentacle Slap: S: 2 T: 3 Dmg:


2d6+4+MD Rng: 10 ft
Throwing 100 Fire Spit: S: 4 T: N/A Dmg: 2d8+10
Unarmed 100 Rng: 30 ft. Fire Spit deals Fire
Detection 75 Damage and uses the Throwing Skill.
Sneak 75
Armor AC: +13 ER: +20%
Attacks Tentacle Slap: S: 2 T: 3 Dmg: N: 5/40 GR: 0%
2d6+4+MD Rng: 10 ft L: 5/40 PR: +40%
Acid Spit: S: 4 T: N/A Dmg: 2d4+4 F: 12/90
Rng: 30 ft Acid Spit deals True RR: Immune
P: 4/50
Damage and uses the Throwing Skill. E: 6/40

Armor AC: +13 ER: +20% Abilities Bonus Movement - Rank 3


N: 5/40 GR: 0% Detector
L: 5/40 PR: Immune Melee Buff
F: 4/40
RR: Immune
P: 4/50 Notes
E: 6/40 Floater Flamers cannot take Targeted Attacks to the
eyes, neck, legs, and groin.
Abilities Bonus Movement - Rank 3 Floater Flamers can take Targeted Eye attacks to their
Detector one eye.
Melee Buff Floater Flamers can take Targeted Arm attacks to their
two tentacles.
Notes Floater Flamers can take Targeted Head Attacks to the
Floater Gnashers cannot take Targeted Attacks to the head.
eyes, neck, legs, and groin. Floater Flamers can take Targeted Torso Attacks to their
Floater Gnashers can take Targeted Eye attacks to their “body.”
one eye.
Floater Gnashers can take Targeted Arm attacks to their Upon death, they explode in an acidic burst. Anyone
two tentacles. within 10 ft must roll AG -2. Those that fail take 3d8+10
Floater Gnashers can take Targeted Head Attacks to the Fire Damage. Those that succeed take no damage.
head.
Floater Gnashers can take Targeted Torso Attacks to Floaters Freezer
their “body.” Abnormal
abominations that
Upon death, they explode in an acidic burst. Anyone hover through the air
within 10 ft must roll AG -2. Those that fail take 2d4+5 by storing noxious
True Damage. Those that succeed take no damage.

65
gases in their flotation bladders. Flamers primarily deal fire
damage to their prey.

ST PE EN CH IN AG LK

6 6 7 2 4 12 6

Defcon Tier 4

Size Medium

Hit Points 60 ST PE EN CH IN AG LK
Throwing 100 5 8 6 1 4 6 7
Unarmed 100
Detection 75 Defcon Tier 4
Sneak 75
Size Medium
Attacks Tentacle Slap: S: 2 T: 3 Dmg:
2d6+4+MD Rng: 10 ft Hit Points 60
Cryo Blast: S: 4 T: N/A Dmg: 2d8+10
Rng: 30 ft. Cryo Blast deals Normal Throwing 75
Damage and uses the Throwing Skill. Unarmed 100
Those hit by Cryo Blast roll EN -2. If Detection 75
you succeed, take half damage from
Cryo Blast. If you fail, you can’t Run, Attacks Tentacle Slap: S: 2 T: 3 Dmg: 2d6+3+MD
Sprint, and Charge for 1d4 turns. Rng: 5 ft
Radiation Spit: S: 3 T: N/A Dmg: N/A Rng:
Armor AC: +13 ER: +20% 30 ft
N: 10/60 Apply the Throwing skill to Radiation Spit.
GR: 0%
If Radiation spit hits, it deals 100 rads to
L: 5/40 PR: +30% the target.
F: 3/30
RR: Immune
P: 4/50
Armor AC: +19 ER: +20%
E: 6/40
N: 3/20 GR: 0%
L: 1/10 PR: 0%
Abilities Bonus Movement - Rank 3
F: 2/10
Detector RR: Immune
P: 1/10
Melee Buff
E: 2/20
Notes
Floater Flamers cannot take Targeted Attacks to the eyes, neck, Abilities Detector
legs, and groin. Melee Buff
Floater Flamers can take Targeted Eye attacks to their one eye.
Floater Flamers can take Targeted Arm attacks to their two Notes
tentacles. Centaurs cannot take Targeted Attacks to the arm, eyes, neck,
Floater Flamers can take Targeted Head Attacks to the head. and groin.
Floater Flamers can take Targeted Torso Attacks to their “body.” It’s six limbs all take the leg penalty when attempting a Targeted
Attack.
Upon death, they explode in an acidic burst. Anyone within 10 ft The rest of the Targeted Attacks follow the standard of an
must roll AG -3. Those that fail take 3d8+10 Normal Damage and average human.
can’t Run, Sprint, or Charge for 1d6 turns. Those that succeed Each tentacle takes the neck penalty. They have up to three
take half damage. tentacles.
Some may have several heads. GMs should specify any altered
versions of Centaurs.
Centaur Variants: Evolved
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.

66
Wanamingo
A strange mutant animal that lives mostly underground. Queen Wanamingo
Although some confuse them as aliens, they’re actually The Queen of the
created as F.E.V. weapons similar to Deathclaws. Wanamingo that
resides deep in the
underground.

ST PE EN CH IN AG LK

9 10 8 1 5 8 7

Defcon Tier 3

Size Medium

Hit Points 300

Unarmed 125
ST PE EN CH IN AG LK Detection 100
Sneak 75
7 8 6 1 4 7 7
Attacks Tentacle Slap: S: 2 T: 3 Dmg:
Defcon Tier 4 6d6+5+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 10d4+20+MD Rng: 5
Size Medium ft

Hit Points 100 Armor AC: +32 ER: +40%


N: 10/50 GR: 0%
Unarmed 100 L: 11/40 PR: 0%
Detection 75 F: 3/20
RR: Immune
Sneak 75 P: 10/40
E: 10/50
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 3d6+5+MD
Rng: 5 ft Abilities AP Boost
Bite: S: 3 T: 4 Dmg: 6d4+10+MD Rng: 5 ft Armor Breaker
Armor Penetration
Armor AC: +23 ER: +20% Bonus Movement - Rank 2
N: 6/40 GR: 0% Burrow
L: 7/30 PR: 0% Detector
F: 2/10 Melee Buff
RR: Immune
P: 5/30 Sixth Sense
E: 5/30 Thick Skull

Abilities Armor Breaker Notes


Armor Penetration Wanamingos cannot take Targeted Attacks to the head,
Bonus Movement - Rank 2 eyes, neck, and groin.
Burrow
Detector It’s two arm tentacles take arm penalties when attempting
Melee Buff a Targeted Attack.
Sixth Sense
Thick Skull The rest of the Targeted Attacks follow the standard of an
average human.
Notes
Wanamingos cannot take Targeted Attacks to the head,
eyes, neck, and groin.

It’s two arm tentacles take arm penalties when attempting


a Targeted Attack.

The rest of the Targeted Attacks follow the standard of an


average human.

67
Spore Carrier normalmente se encuentran junto a otras plantas para camuflarse y acechar
a sus presas. Miden unos 2 metros de altura y tienen una “flor” como la
Although not
Venus Atrapamoscas, ya que probablemente sean una mutación de esta
created through planta. Cuando sienten movimiento y calor, “disparará” una espina afilada
F.E.V., these desde su “flor”. Cuando sienten que la criatura a la que ha disparado no se
creatures were mueve, entonces procederá a comerse a la desafortunada víctima con su
flor. Aunque suene a chiste, encontrarse con 5 ó 6 de estas plantas no es
developed before nada gracioso. Normalmente crecen en grupos, ya que varios son más
the Great War in the peligrosos que uno sólo, y de esta forma por lo menos uno de ellos tiene
Big MT Research garantizada la comida. Estas plantas atacarán a cualquier cosa que esté
caliente y se mueva (ya que ellas, literalmente, están plantadas)
Facility X-22
Botanical Garden to ST PE EN CH IN AG LK
colonize the bodies
of common pests. 5 2 6 1 1 5 4

Defcon Tier 5

Size Medium
ST PE EN CH IN AG LK
Hit Points 40
7 5 5 1 1 7 5
Unarmed 75
Defcon Tier 5 Throwing 75

Size Medium Attacks Thorn: S: 2 T: 3 Dmg: 1d8+MD Rng:


15 ft
Hit Points 40
Armor None ER: Immune
Unarmed 75 GR: 0%
PR: Immune
Attacks Slap: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft RR: Immune

Armor AC: +8 ER: Immune Abilities Pounce


GR: 0% Sixth Sense
PR: Immune Spore Gas
RR: Immune
Notes
Abilities Pounce Spore Carriers cannot take Targeted Attacks to the eyes,
Sixth Sense arms, legs and groin.
Spore Gas
Takedown The rest of the Targeted Attacks follow the standard of an
average human.
Notes
Spore Carriers cannot take Targeted Attacks to the eyes
and groin.

The rest of the Targeted Attacks follow the standard of an Snallygaster


average human. A unique creature that looks
like a mutated dragon.
Typically you’ll find them in
groups of 2 - 4.

ST PE EN CH IN AG LK

6 8 6 1 4 10 7

Defcon 3
Tier
Spore Plant
Esta especie de planta
es ciertamente un Size Medium
habitante repugnante.
Crecen en casi Hit Points 200
cualquier parte, pero

68
Throwing 100 Rng: 15 ft. If Stinger hits, the target rolls EN -3. If
Unarmed 125 the target succeeds, they take half the Poison
Damage. If the target fails, they suffer 20 Poison
Detection 75 Damage Per Hour, roll EN -3 every hour for the
next six hours. If they succeed the EN roll, the
Attacks Bite: S: 3 T: 4 Dmg: 4d6+10+MD Rng: 10 target doesn’t take Poison Damage for the hour.
ft
Claw: S: 2 T: 3 Dmg: 2d8+5+MD Rng: 5 ft Armor AC: +40 ER: +50%
N: 12/30% GR: +50%
Toxic Spit: S: 3 T: N/A Dmg: 2d10+10
L: 18/70%
Rng: 30 ft PR: Immune
F: 11/50%
Acid Spit deals True Damage and uses the P: 10/30% RR: Immune
Throwing Skill. Ex: 20/40%

Armor AC: +30 ER: +30% Abilities Action Boost


GR: 0% Armor Breaker
PR: +50% Armor Penetration
Bear Hold
RR: Immune Bonus Movement - Rank 3
Climber
Abilities Armor Breaker Earlier Sequence
Armor Penetration Ironwall
Bonus Movement - Rank 2 Martial Artist
Detector Melee Buff
Melee Buff Redo
Repel
Pounce Sixth Sense
Redo Stealth Boy
Sixth Sense Takedown
Takedown
Notes
Notes Targeted Attacks follow the standard of an average human.
Snallygaster cannot take Targeted Attacks to the leg, Tail can be targeted like a arm.
eyes, neck, and groin. Radiation heals them.
It’s six limbs all take the arm penalty when attempting a Western Super Mutant
Targeted Attack.
The rest of the Targeted Attacks follow the standard of an
average human.

Variants: Glowing and Scorched

Verdughoul
Created in the most occult and terrible experiments of a
mad scientist with FEV. It was be a Ghoul or an Insect, or
both. In fact it’s Fuck Killing Machine! It’s lonely hunter.

ST PE EN CH IN AG LK
Remnants of the
10 10 10 3 4 12 6
Master’s Army, the
Defcon Tier 1 Western Super Mutant retain their sanity and memories
from their past. Although they're not as strong as their
Size Large eastern counterparts, their years of experience have made
them formidable opponents in the wasteland. They mostly
Hit Points 300
tend to themselves.
Detection 150 ST PE EN CH IN AG LK
Sneak 150
Throwing 125 10 8 8 5 7 7 5
Unarmed 150
Defcon Tier 3
Weapons Claws: S: 2 T: 3 Dmg:2d10+5+MD Rng: 5 ft
StingerTail: S: 3 T: 4 Dmg: 3d10+10+MD

69
Size Large Weapons Super Mutant Fist & Feet
B.A.R.
Hit Points 200 Browning M2 Minigun
Super Sledgehammer
Big Guns 125 Claymore
Detection 100 Wattz 2000 Laser RIfle
Energy 125 1d4 Fragmentation Grenades
Weapons 125
Melee Weapons 125 Armor Spiked Mutant Plate Armor
Small Guns 100 Mutant Rags
Sneak 125 All Natural Armor DR 10%
Throwing 125
Unarmed Abilities Armor Breaker
Armor Penetration
Bear Hold
Weapons Super Mutant Fist & Feet
Bonus Movement - Rank 2
B.A.R.
Earlier Sequence
Browning M2 Minigun
Ironwall
Super Sledgehammer
Martial Artist
Claymore
Melee Buff
M16A3
Redo
Wattz 2000 Laser RIfle
Repel
1d4 Fragmentation Grenades
Stealth Boy
Takedown
Armor Spiked Mutant Plate Armor
Mutant Rags
All Natural Armor DR 10% Notes
Targeted Attacks follow the standard of an average
Abilities Bear Hold human.
Bonus Movement - Rank 2 They have 1d4 Stealth Boys.
Earlier Sequence
Ironwall Golgotha
It Just Works Criaturas vítimas de uma dose intensa de VEF e radiação que
Martial Artist fulminariam qualquer criatura, mas o DNA desses pobres humanos
Melee Buff suportou a mutação, transformando em criaturas bizarras,
Redo disformes, melancólicas e agonizantes, que só gritam, choram e
Repel lamuriam. Tem um comportamento semelhante a um Ghoul
Takedown
selvagem. Dentro das
Notes
Targeted Attacks follow the standard of an average human.

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.

ST PE EN CH IN AG LK

10 9 8 3 7 7 5

Defcon Tier 2

Size Large
gigantes bolsas disformes
de pele e carne, há
Hit Points 250
quantidades enormes do VEF, o que os tornam muito perigosos e
altamente contagiosos. Seus ataques são fracos, no entanto
Big Guns 125
quando morrem, sua bolsa estoura librerando uma quantidade
Detection 100
Energy Weapons 125 enorme de VEF e aqueles que são contaminados, geralmente
Melee Weapons 125 ghouls são condenados a se tornarem mais um gólgota, em quanto
Small Guns 125 humanos às vezes tem a “sorte” de só se tornarem-supermutantes
Sneak 100 se não morrerem.
Throwing 125 ST PE EN CH IN AG LK
Unarmed 125
8 6 8 1 1 8 3

70
Defcon Tier 3 Attacks Tentacle Slap: S: 2 T: 3 Dmg:
2d6+4+MD Rng: 10 ft
Size Medium Acid Spit: S: 4 T: N/A Dmg: 2d4+4
Rng: 30 ft Acid Spit deals True
Hit Points 60 Damage and uses the Throwing Skill.

Unarmed 100 Armor AC: +33 ER: +30%


Detection 50
N: 4/40 GR: +30%
L: 3/40 PR: +50%
Attacks Fist & Feet
F: 2/20
All Unarmed Attacks upon hit they deal RR: Immune
Rads +100. P: 3/40
E: 2/20
Armor AC: +12 ER: +20%
N: 1/30 Abilities Bonus Movement - Rank 3
GR: 0% Detector
L: 1/20
F: 0/10 PR: Immune Burrow
P: 1/20 RR: Immune Flight
E: 0/10 Bear Hold
Melee Buff
Abilities Melee Boost
Redo Notes
Takedown Tentacle Beast cannot take Targeted Attacks to the eyes, neck,
Radiation Bath legs, and groin.
Tentacle Beast can take Targeted Arm attacks to their four
Notes tentacles or wings.
Targeted Attacks follow the standard of an average human. Tentacle Beast can take Targeted Torso Attacks to their “body.”
Radiation heals them.

Upon death, they explode in an FEV burst. Anyone within 10 ft Ghost People
must roll EN -3. If the target fails, they suffer 50 Poison Damage The Ghost People are mutated humans that worked as the
Per Hour, roll EN -3 every hour for the next twenty hours. If they
construction workers of the Sierra Madre. The mutation was
succeed the EN roll, the target doesn’t take Poison Damage for
the hour. If targets bellows 0 HP, makes a LK check, if fail then caused by the corrosive rust-like toxins unique to the Sierra
became a Golgotha, if targets pass, if a Ghoul just die, human Madre called the “Cloud.” They only lurk in the remains of
become a super-mutant. Super-Mutants are immune to this the Sierra Madre but run away at the sight of holograms.
poison.

Tentacle Beast
Uma criatura bizarra e asquerosa, com algum tipo de parentesco com
Centauros e Flutuadores, parecem com vermes de dois metros, lembrando
uma figura humanoide em sua parte inferior repleta de tentáculos, alguns que
lembram braços humanos, possui assas que lembram pele humana repleta
de veias e ataca preferencialmente com rasantes, onde ergue a vitima no
alto e taca novamente no chão, emite um som característico e agudo que
indica a sua presença. Gospe um acído radio ativo que atordoa suas vítimas,
quais depois de inconsciente ou mostas, bota seus ovos no interior dela, em
poucos dias uma nova larva começa a crecer devorando e se mesclando ao
interior do corpo seco de sua vítima, usando aquele corpo como uma espécie
de casulo. Ao final a pele é rasgada com as asas grotescas da criatura.
Parece evitar a luz do sol, apesar que isso aparentemente não lhe faz mal.

ST PE EN CH IN AG LK

8 6 8 1 2 12 5

Defcon Tier 3
Ghost Harvester
Size Large The most common type of the Ghost People. The Ghost Harvester
is small and wears a hood, waiting to ambush its prey.
Hit Points 100
ST PE EN CH IN AG LK
Throwing 100
Unarmed 100 6 6 6 1 5 8 5
Detection 75
Sneak 75 Defcon Tier 4

71
Size Medium Defcon Tier 4

Hit Points 60 Size Medium

Hit Points 90
Melee Weapons 100
Throwing 100
Melee Weapons 125
Unarmed 100 Throwing 100
Detection 50 Unarmed 100
Sneak 50 Detection 75
Sneak 75

Weapons Fist & Feet Fist & Feet


Weapons
1d6 Knife Spear 1d10 Knife Spear
1d4 Gas Bombs
Armor AC: +22 ER: +20%
N: +4/30 GR: Immune Armor AC: +25 ER: +20%
N: +5/50
L: +3/20 PR: 0% L: +5/30 GR: Immune
F: Immune F: Immune PR: 0%
RR: Immune P: +4/20
P: +2/20 RR: Immune
E: +5/40
E: +3/30
Abilities Bonus Movement - Rank 3
Abilities Bonus Movement - Rank 1 Redo
Redo
Notes
Notes Targeted Attacks follow the standard of an average human.
Targeted Attacks follow the standard of an average human.

Ghost Trapper
Ghost Trappers are larger than Harvesters and lack a hood. Often if a bear
trap is found, Trappers aren’t too far.

ST PE EN CH IN AG LK

7 7 7 1 6 9 5

Defcon Tier 4

Size Medium

Hit Points 90

Melee Weapons 100


Throwing 100
Unarmed 125
Detection 50
Sneak 50

Weapons Fist & Feet


1d6 Knife Spear
Bear Trap Fist

Armor AC: +26 ER: +20%


N: +5/40 GR: Immune
L: +4/20
F: Immune PR: 0%
P: +3/20 RR: Immune
E: +4/40

Abilities Bonus Movement - Rank 2


Redo

Ghost Seeker
A rare variant of the Ghost People. They carry Gas Bombs with them to throw
at the enemy then leap from the shadows with their Knife Spears.

ST PE EN CH IN AG LK

8 7 8 1 7 10 5

72
Insects
Variants: Glowing
The native creepy crawlers of the wastes that we all wish Ooze can be applied to the Glowing Variant effect.
were dead but they come back to haunt us. It’s a reminder
that roaches can survive nukes and mutate. Bloodbug
Giant mutated
Bloatfly mosquitoes that
Giant mutated flies that hunger for blood.
spew out a strange
disgusting ooze. They were ST PE EN CH IN AG LK
originally the tabanus horse
fly. 1 6 1 1 3 6 5

Defcon Tier 5

Size Small
ST PE EN CH IN AG LK
Hit Points 20
1 7 1 1 3 8 5
Unarmed 100
Defcon Tier 5 Detection 25
Sneak 25
Size Small
Attacks Blood Suck: S: 2 T: 3 Dmg: 2d4+2+MD
Hit Points 15 Rng: 5 ft
The damage they deal is how much
Throwing 75 HP they gain. They can’t surpass their
Detection 25 max HP. They also deal an additional
Sneak 25 1d10 True Damage.

Attacks Ooze: S: 2 T: 3 Dmg: 1d6+2 Rng: 50 Armor AC +14 ER: 0%


ft GR: 0%
Upon hit they deal Rads +10. PR: 0%
RR: Immune
Armor AC +7 ER: 0%
GR: 0% Abilities Bonus Movement - Rank 2
PR: 0% Flight
RR: Immune
Notes
Abilities Bonus Movement - Rank 1 Bloodbugs cannot take Targeted Attacks to the neck,
Flight arms, and groin.

Notes A Targeted Head attack can be done to the small head as


Bloatflies cannot take Targeted Attacks to the neck, arms, normal.
and groin.
A Targeted Eye attack can be done to one of its two
A Targeted Head attack can be done to the small head as eyes.
normal.
A Targeted Torso Attack can be done to its main body.
A Targeted Eye attack can be done to one of its two
eyes. A Targeted Leg Attack can be done to its two wings.

A Targeted Torso Attack can be done to its main body. If both wings are limping, they can’t fly and lose their
Bonus Movement ability.
A Targeted Leg Attack can be done to its two wings.
They can’t crouch or prone. When knocked down they
If both wings are limping, they can’t fly and lose their simply fall on their back and use 4 AP to get back up.
Bonus Movement ability.
Variants: Glowing and Scorched
They can’t crouch or prone. When knocked down they
simply fall on their back and use 4 AP to get back up.

73
ARACNA Tick Aracna
A ginormous tick Aranhas gigantes mutantes que chegam até um metro de altura. Se
that’ll run up and escondem em
bite yeah. buracos no chão e
em cavernas para
caçar suas presas,
capazes de criar
téias pegajosas e
fortes suficientes
para prenderem
até mesmo um
super-mutante.

ST PE EN CH IN AG LK ST PE EN CH IN AG LK

1 7 1 1 3 8 5 4 6 4 1 3 8 5

Defcon Tier 5 Defcon Tier 5

Size Small Size Small

Hit Points 10 Hit Points 30

Unarmed 50 Unarmed 100


Detection 25 Detection 75
Sneak 50 Sneak 100

Attacks Bite: S: 2 T: 3 Dmg: 1d4+4 Rng: 5 ft Attacks Bite: S: 2 T: 3 Dmg: 1d10+4 Rng: 5 ft
Upon hit they deal Rads +10. If bite hits, the target rolls EN -1. If the
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 10
Armor AC +7 ER: 0% Poison Damage Per Hour, roll EN -1
GR: 0% every hour for the next six hours. If they
PR: 0% succeed the EN roll, the target doesn’t
RR: Immune take Poison Damage for the hour.
Upon hit they deal Rads +10.
Abilities Bonus Movement - Rank 3
Armor AC: +12 ER: 0%
Notes N: 1/10 GR: 0%
Ticks cannot take Targeted Attacks to the neck, arms, PR: Immune
and groin. RR: Immune
A Targeted Head attack can be done to the small head as Abilities Bear Hold
normal. Bonus Movement - Rank 3
Climber
A Targeted Eye attack can be done to one of its two eyes. Sixth Sense
A Targeted Torso Attack can be done to its main body. Notes
Ticks cannot take Targeted Attacks to the neck, arms, and groin.
A Targeted Leg Attack can be done to its eight legs. A Targeted Head attack can be done to the small head as
normal.
They can’t crouch or prone. When knocked down they A Targeted Eye attack can be done to one of its eight eyes.
simply fall on their back and use 4 AP to get back up. A Targeted Torso Attack can be done to its main body.
A Targeted Leg Attack can be done to its eight legs.
They can’t crouch or prone. When knocked down they simply fall
If not killed in one attack, on its turn it’ll run up to the
on their back and use 4 AP to get back up.
closests individual and explode in a blood bath dealing
Poison Damage. Those hit must roll EN -1. If they Web Trap immobilizes the prey. ST: 12, cost 5 AP to escape.
succeed, they take half Poison damage. If they fail they
take 10 Poison Damage. Variants: Glowing

Variants: Glowing

74
Cave Cricket
A giant cricket that needs to die. Cave Cricket Hunter
Sturdier than their predecessors. You’ll need more than fire
power to kill this cricket.

ST PE EN CH IN AG LK

5 10 5 1 3 10 5 ST PE EN CH IN AG LK

Defcon Tier 4 6 10 6 1 3 10 5

Size Medium
Defcon Tier 4
Hit Points 70
Size Medium
Unarmed 100
Detection 50 Hit Points 90
Sneak 50
Unarmed 100
Attacks Horn Attack: S: 2 T: 3 Dmg: Detection 50
4d4+4+MD Rng: 5 ft Sneak 50
Armor AC: +20 ER: +10% Attacks Horn Attack: S: 2 T: 3 Dmg:
N: 5/40 GR: 0% 4d4+6+MD Rng: 5 ft
L: 3/10 PR: 0%
F: 3/20
RR: Immune Armor AC: +20 ER: +20%
P: 2/10
N: 7/40 GR: 0%
E: 2/20
L: 4/20 PR: 0%
F: 5/30
Abilities Bonus Movement - Rank 1 RR: Immune
P: 3/20
Pounce E: 4/30
Notes Abilities Bonus Movement - Rank 2
Cave Crickets cannot take Targeted Attacks to the arm, Pounce
neck, and groin.
A Targeted Head attack can be done to the head as
Notes
normal.
Cave Cricket Hunters cannot take Targeted Attacks to the
A Targeted Eye attack can be done to one of its two eyes.
arm, neck, and groin.
A Targeted Torso Attack can be done to its main body.
A Targeted Head attack can be done to the head as
A Targeted Leg Attack can be done to its six legs.
normal.
If one leg is limping they can’t use their Bonus Movement
A Targeted Eye attack can be done to one of its two eyes.
ability.
A Targeted Torso Attack can be done to its main body.
A Targeted Leg Attack can be done to its six legs.
They can’t crouch or prone. When knocked down they
If one leg is limping they can’t use their Bonus Movement
simply fall on their back and use 4 AP to get back up.
ability.
Variant: Glowing and Scorched
They can’t crouch or prone. When knocked down they
simply fall on their back and use 4 AP to get back up.

Variant: Glowing and Scorched

75
Cave Cricket Slasher Young Cazador
Run. Just run. Young satanic tarantula hawk spider wasps that need to die.

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
4 7 4 1 3 8 5
6 10 6 1 3 10 5

Defcon Tier 3
Defcon Tier 3
Size Medium
Size Medium
Hit Points 150
Hit Points 130
Unarmed 100
Unarmed 100
Attacks Tackle: S: 2 T: 3 Dmg: 2d8+8 Rng: 5
Detection 50
ft
Sneak 50
Poison Sting: S: 3 T: N/A Dmg: 2d6+6
Rng: 5 ft
Attacks Horn Attack: S: 2 T: 3 Dmg: If Poison Sting hits, the target rolls EN
6d4+10+MD Rng: 5 ft -2. If the target succeeds, they take
half the Poison Damage. If the target
Armor AC: +30 ER: +30% fails, they suffer 30 Poison Damage
N: 9/50 GR: 0% Per Hour, roll EN -2 every hour for the
L: 5/20 PR: 0% next two hours. If they succeed the
F: 8/40 EN roll, the target doesn’t take Poison
RR: Immune
P: 4/20 Damage for the hour.
E: 6/30
Armor AC: +22 ER: +30%
Abilities Bonus Movement - Rank 3 GR: 0%
Pounce PR: Immune
RR: Immune
Notes
Cave Cricket Hunters cannot take Targeted Attacks to the Abilities Bonus Movement - Rank 1
arm, neck, and groin. Flight
A Targeted Head attack can be done to the head as Redo
normal.
A Targeted Eye attack can be done to one of its two eyes. Notes
A Targeted Torso Attack can be done to its main body. Young Cazadors cannot take Targeted Attacks to the neck,
A Targeted Leg Attack can be done to its six legs. arms, and groin.
If one leg is limping they can’t use their Bonus Movement A Targeted Head attack can be done to the small head as
normal.
ability. A Targeted Eye attack can be done to one of its two eyes.
A Targeted Torso Attack can be done to its main body.
They can’t crouch or prone. When knocked down they A Targeted Leg Attack can be done to its four wings.
simply fall on their back and use 4 AP to get back up.
If all four wings are limping, they can’t fly and lose their Bonus
Variant: Glowing and Scorched Movement ability.

They can’t crouch or prone. When knocked down they simply fall

76
on their back and use 4 AP to get back up. A Targeted Leg Attack can be done to its four wings.
If all four wings are limping, they can’t fly and lose their Bonus
Movement ability.
Cazador
Satanic tarantula hawk spider wasps that need to die. They can’t crouch or prone. When knocked down they simply fall
on their back and use 4 AP to get back up.
Giant Cazador
Kill it with a mini nuke!
ST PE EN CH IN AG LK
7 10 6 1 4 12 5

Defcon Tier 1

Size Large

Hit Points 500

Unarmed 200

Attacks Tackle: S: 2 T: 3 Dmg: 6d8+8+MD Rng: 5 ft


Poison Sting: S: 3 T: N/A Dmg: 6d6+6+MD Rng: 5 ft
If Poison Sting hits, the target rolls EN -4. If the target succeeds,
they take half the Poison Damage. If the target fails, they suffer
50 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.
ST PE EN CH IN AG LK
Armor AC: +43 PR: Immune
5 8 5 1 3 10 5 ER: +50% RR: Immune

Defcon Tier 2 Abilities Bonus Movement - Rank 3


Flight
Quiver With Fear
Size Large Redo

Waspra
Hit Points 300 Rise beautiful Waspra! Rise!
ST PE EN CH IN AG LK
Unarmed 150 9 10 10 1 4 12 5
Detection 50
Defcon Tier 1
Sneak 25
Size Huge
Attacks Tackle: S: 2 T: 3 Dmg: 4d8+8+MD Rng: 5
ft
Hit Points 1000
Poison Sting: S: 3 T: N/A Dmg: 4d6+6+MD
Rng: 5 ft
Unarmed 200
If Poison Sting hits, the target rolls EN -3.
If the target succeeds, they take half the
Attacks Tackle: S: 2 T: 3 Dmg: 8d8+10+MD Rng: 10 ft
Poison Damage. If the target fails, they Poison Sting: S: 3 T: N/A Dmg: 6d6+10+MD Rng: 10 ft
suffer 30 Poison Damage Per Hour, roll If Poison Sting hits, the target rolls EN -5. If the target
EN -3 every hour for the next two hours. If succeeds, they take half the Poison Damage. If the
they succeed the EN roll, the target target fails, they suffer 50 Poison Damage Per Hour, roll
EN -5 every hour for the next two hours. If they succeed
doesn’t take Poison Damage for the hour. the EN roll, the target doesn’t take Poison Damage for
the hour.
Armor AC: +30 ER: +40%
GR: 0% Armor AC: +43
PR: Immune ER. GR. PR. RR: Immune
RR: Immune
Abilities AP Boost
Bonus Movement - Rank 3
Abilities Bonus Movement - Rank 2 Critical Immunity
Earlier Sequence
Flight Flight
Quiver With Fear Ironwall
Redo It Just Works
Limb Immunity
Melee Buff
Notes Missed Me
Cazadors cannot take Targeted Attacks to the neck, arms, and Quiver With Fear
Rebuke
groin. Redo
A Targeted Head attack can be done to the small head as Sonic Blast
normal. Sixth Sense
A Targeted Eye attack can be done to one of its two eyes.
A Targeted Torso Attack can be done to its main body. Notes
Giant Cazadors cannot take Targeted Attacks to the neck, arms, and groin.

77
A Targeted Head attack can be done to the small head as normal. They can’t crouch or prone. When knocked down they
A Targeted Eye attack can be done to one of its two eyes.
A Targeted Torso Attack can be done to its main body. simply fall on their back and use 4 AP to get back up.
A Targeted Leg Attack can be done to its four wings.
If all four wings are limping, they can’t fly and lose their Bonus Movement ability.
They can’t crouch or prone. When knocked down they simply fall on their back
Variants: Glowing
and use 4 AP to get back up.

If Waspra dies within 500 ft away of Gojira, Gojira gets all of his stats. Doubled.

Giant Ant Giant Soldier Ant


After years of being burned and beaten, the giant ants come
back for revenge in packs. The grand army of the ants that will fight to protect their
colony and their queen.

ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
3 6 2 1 3 7 5
4 6 2 1 3 7 5

Defcon Tier 5
Defcon Tier 5
Size Medium
Size Medium
Hit Points 25
Hit Points 40
Unarmed 75
Detection 25 Unarmed 100
Sneak 25 Detection 50
Sneak 25
Attacks Bite: S: 2 T: 3 Dmg: 2d4+2+MD Rng:
5 ft Attacks Bite: S: 2 T: 3 Dmg: 2d4+4+MD Rng:
5 ft
Armor AC +8 ER: +10%
GR: 0% Armor AC +13 ER: +10%
PR: 0% GR: 0%
RR: Immune PR: 0%
RR: Immune
Abilities Climber
Abilities Armor Breaker
Notes Climber
Giant Ants cannot take Targeted Attacks to the neck,
arms, and groin. Notes
A Targeted Head attack can be done to the small head as Giant Soldier Ants cannot take Targeted Attacks to the
normal. neck, arms, and groin.
A Targeted Eye attack can be done to one of its two A Targeted Head attack can be done to the small head as
antennas. normal.
A Targeted Torso Attack can be done to its main body. A Targeted Eye attack can be done to one of its two
A Targeted Leg Attack can be done to its six legs. antennas.

78
A Targeted Torso Attack can be done to its main body.
A Targeted Leg Attack can be done to its six legs.

They can’t crouch or prone. When knocked down they


simply fall on their back and use 4 AP to get back up.

Variants: Glowing

79
Giant Fire Ant
They can’t crouch or prone. When knocked down they
They harnessed the power of the sun and breathed fire. simply fall on their back and use 4 AP to get back up.

Giant Ant Queen


The queen of the
ants will spit at the
non believers.

ST PE EN CH IN AG LK

4 6 2 1 3 7 5

Defcon Tier 3

Size Huge

Hit Points 1000

Throwing 100
Unarmed 100

Attacks Bite: S: 2 T: 3 Dmg: 4d4+4+MD Rng: 5 ft


Acid Spit: S: 3 T: N/A Dmg: 4d6+4 Rng: 50 ft
ST PE EN CH IN AG LK Acid Spit deals True Damage.

4 6 2 1 3 7 5 Armor AC +23 ER: +30%


GR: 0%
PR: 0%
RR: Immune
Defcon Tier 4
Abilities Repel
Size Medium Redo

Hit Points 60 Notes


Giant Ant Queens cannot take Targeted Attacks to the neck, arms, and
groin.
Throwing 100 A Targeted Head attack can be done to the small head as normal.
Unarmed 100 A Targeted Eye attack can be done to one of its two antennas.
Detection 50 A Targeted Torso Attack can be done to its main body.
A Targeted Leg Attack can be done to its six legs.
Sneak 25 They can’t crouch or prone. When knocked down they simply fall on their
back and use 4 AP to get back up.
Attacks Bite: S: 2 T: 3 Dmg: 2d4+4+MD Rng:
Flying Ant Swarm
5 ft
A swarm of flying ants. Not as big as the average wall crawler.
Fire Breath: S: 2 T: 3 Dmg: 2d10+10
Rng: 15 ft ST PE EN CH IN AG LK
Throwing skill is applied to Fire
Breath. 1 6 1 1 3 10 5

Armor AC +18 ER: +20% Defcon Tier 5


F: 15/85 GR: 0%
PR: 0% Size Medium
RR: Immune
Hit Points 10
Abilities Armor Breaker
Unarmed 75
Climber
Attacks Smack: S: 3 T: N/A Dmg: 1d4+2+MD Rng: 5 ft
Notes
Giant Fire Ants cannot take Targeted Attacks to the neck, Armor AC: +30
arms, and groin. Immune to Radiation
A Targeted Head attack can be done to the small head as
normal. Abilities Flight
A Targeted Eye attack can be done to one of its two
antennas. Notes
A Targeted Torso Attack can be done to its main body. Flying Ants Swarm cannot take Targeted Attacks anywhere.
A Targeted Leg Attack can be done to its six legs.

80
Honey Beast Giant Mantis
A mutated bee that It’s a giant mantis. What else do you expect?
sends out its bee
army to their victims.

ST PE EN CH IN AG LK

8 6 8 1 3 7 5

Defcon Tier 3

Size Medium

Hit Points 100

Unarmed 125
Detection 50
Sneak 25 ST PE EN CH IN AG LK
Attacks Smack: S: 3 T: 4 Dmg: 4d4+5+MD Rng: 5 ft
1 7 2 1 3 10 5
Armor AC: +10 ER: +30%
N: 4/20 GR: 0%
L: 6/30 Defcon Tier 5
F: 3/20 PR: 0%
P: 3/30 RR: Immune Size Small
E: 3/30
Hit Points 20
Abilities Bee Spawn
Melee Buff
Redo Unarmed 75
Takedown Detection 50
Sneak 50
Notes
Honey Beasts cannot take Targeted Attacks to the neck, arms, and groin.
A Targeted Head attack can be done to the large head as normal.
Attacks Bite: S: 2 T: 3 Dmg: 2d4+4+MD Rng:
A Targeted Eye attack can be done to one of its two antennas. 5 ft
A Targeted Torso Attack can be done to its main body.
A Targeted Leg Attack can be done to its six legs. Armor AC +5 ER: 0%
They can’t crouch or prone. When knocked down they simply fall on their
back and use 4 AP to get back up. GR: 0%
Variants: Glowing Scorched PR: 0%
RR: Immune
Bee Swarm
A literal swarm of bees.
Abilities Bonus Movement - Rank 2
ST PE EN CH IN AG LK
Notes
1 6 1 1 3 10 5 Giant Mantises cannot take Targeted Attacks to the neck
and groin.
Defcon Tier 5
A Targeted Head attack can be done to the small head as
normal.
Size Medium
A Targeted Eye attack can be done to one of its two
Hit Points 10 eyes.
A Targeted Torso Attack can be done to its main body.
Unarmed 100 A Targeted Leg Attack can be done to its four legs and
two wings. Wings can only be hit if it’s Running or
Attacks Smack: S: 3 T: N/A Dmg: 1d4+5+MD Rng: 5 ft Sprinting.
If both wings are limping, they can’t Run and Sprint.
Armor AC: +30 If one leg is limping they can’t use their Bonus Movement
Immune to Radiation
ability.
Abilities Flight
They can’t crouch or prone. When knocked down they
Notes simply fall on their back and use 4 AP to get back up.
Bee Swarm cannot take Targeted Attacks anywhere.

81
Radroach Stingwings
Kill it with fire. Os stingwings são mutantes grandes de mosca e escorpião, com mandíbulas
salientes e uma cauda semelhante a de escorpião, terminando em um
ferrão. Eles geralmente podem ser encontrados em enxames. São voadores
rápidos e erráticos que freqüentemente atacam em enxames de três ou
cinco. 

ST PE EN CH IN AG LK

4 6 4 1 3 8 5

Defcon Tier 4

Size Medium

Hit Points 60

Unarmed 100

ST PE EN CH IN AG LK Attacks Poison Sting: S: 3 T: N/A Dmg: 1d12+6


Rng: 5 ft
If Poison Sting hits, the target rolls EN -2.
1 4 1 1 3 5 10 If the target succeeds, they take half the
Poison Damage. If the target fails, they
suffer 20 Poison Damage Per Hour, roll
EN -2 every hour for the next two hours. If
Defcon Tier 5 they succeed the EN roll, the target
doesn’t take Poison Damage for the hour.
Size Small
Armor AC: +17 ER: 0%
Hit Points 10 N: 2/30 GR: 0%
L: 2/20
F: 2/30 PR: 40%
Unarmed 50
P: 1/20 RR: Immune
Detection 25
E: 1/20
Sneak 25
Abilities Bonus Movement - Rank 1
Attacks Tackle: S: 2 T: 3 Dmg: 1d4+2+MD Flight
Rng: 5 ft Redo
Upon hit they deal Rads +10.
Notes
Armor AC +5 ER: 0% Stingwings cannot take Targeted Attacks to the neck, arms, and
GR: 0% groin.
PR: 0% A Targeted Head attack can be done to the small head as
normal.
RR: Immune
A Targeted Eye attack can be done to one of its two eyes.
A Targeted Torso Attack can be done to its main body.
Abilities Climber A Targeted Leg Attack can be done to its four wings.
Pounce If all two wings are limping, they can’t fly and lose their Bonus
Movement ability.
Notes
Radroaches cannot take Targeted Attacks to the eyes, They can’t crouch or prone. When knocked down they simply fall
on their back and use 4 AP to get back up.
neck, arms, groin, and legs.

A Targeted Head attack can be done to the small head as


normal.

A Targeted Torso Attack can be done to its main body.

They can’t crouch or prone. When knocked down they


simply fall on their back and use 4 AP to get back up.

Variants: Glowing and Scorched

82
Institute Second Generation Synth
The remnants of the Cambridge University in Boston, the Institute They appear human-like in design but have plating across the body that still
make them look robotic.
established themselves deep underneath the earth and have built a
ST PE EN CH IN AG LK
utopia for themselves where they experiment peacefully away from
6 8 6 2 7 8 5
the dangers of the world.
Defcon Tier 4

Size Medium

Hit Points 70

Energy Weapons 100


Throwing 75
Unarmed 100
Detection 50
Sneak 50

Weapons Fist & Feet


Institute Pistol
Institute Rifle
1d2 Fragmentation Grenades
1d2 Flash Grenades
1d2 Plasma Grenades

Armor Immune to Gas


Immune to Poison
Immune to Radiation
ER: 0%
Synth Armor

First Generation Synth Abilities Bonus Movement - Rank 2


Melee Boost
The first model of Synths used for simple tasks such as cleaning,
Redo
but some have been utilized for combat situations.
Notes
Generation 2 Synths cannot take Targeted Attacks to the groin and neck.
ST PE EN CH IN AG LK Targeted Attacks follow the standard of an average human.
Variants: Hardened
5 7 5 1 7 7 5
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 not gain weight.
Defcon Tier 5 ST PE EN CH IN AG LK
6 8 6 5 7 9 5
Size Medium
Defcon Tier 3

Hit Points 50 Size Medium

Energy Weapons 75 Hit Points 90


Throwing 75
Unarmed 75 Energy Weapons 100
Detection 50 Throwing 100
Sneak 50 Unarmed 100
Detection 75
Weapons Fist & Feet Sneak 75
Institute Pistol
1d2 Fragmentation Grenades Weapons Fist & Feet
1d2 Flash Grenades Institute Pistol
Institute Rifle
1d2 Fragmentation Grenades
Armor Immune to Gas 1d2 Flash Grenades
Immune to Poison 1d2 Plasma Grenades
Immune to Radiation 1d2 Stimpaks
ER: 0%
Armor Immune to Radiation
Synth Armor
Abilities Bonus Movement - Rank 1
Redo
Abilities Bonus Movement - Rank 2
Melee Boost
Notes Quick Reload
Generation 1 Synths cannot take Targeted Attacks to the groin Redo
and neck.
Targeted Attacks follow the standard of an average human. Notes
Targeted Attacks follow the standard of an average human.
Variants: Hardened Variants: Hardened

83
Synth Corsair
human.
These elite agents
are Generation 3 Marked Men
Synths that are Hardened ghouls with a fiery red color that used to be in the
designed to be the N.C.R. and Caesar’s Legion. The two factions banded
elite that retrieve together and have
lost synths. If a resorted to
Corsair is after you, cannibalism in order
expect to be in the to survive.
fight of your life.
Marked Men Hunter
Hunters appear to
be former N.C.R.
Troopers equipped
with powerful
ranged weapons.

ST PE EN CH IN AG LK

6 7 6 4 5 8 6
ST PE EN CH IN AG LK

7 9 7 5 8 10 5
Defcon Tier 3

Size Medium
Defcon Tier 2
Hit Points 80
Size Medium
Energy Weapons 100
Hit Points 150
Melee Weapons 75
Small Guns 100
Energy Weapons 150 Throwing 100
Throwing 150 Unarmed 75
Unarmed 150 Detection 50
Deception 125 Sneak 75
Detection 125
Insight 100
Weapons Fist & Feet
Sneak 125
Laser Rifle
M16A3
Weapons Fist & Feet Trail Carbine
Institute Pistol
1d4 Fragmentation Grenades
Institute Rifle
1d4 Fragmentation Grenades
Armor Combat Helmet ER: +20%
1d4 Flash Grenades
N.C.R. Armor GR: 0%
1d4 Plasma Grenades
PR: 0%
1d4 Stimpaks
RR: Immune

Armor Immune to Radiation


Corsair Coat Abilities Bonus Movement - Rank 1
Abilities AP Boost
Notes
Bonus Movement - Rank 3 Targeted Attacks follow the standard of an average human.
Detector
Earlier Sequence Marked
Melee Buff Men
Quick Reload Marauder
Redo Marauders
appear to
Notes
Synth Corsair cannot take Targeted Attacks to the groin.
Targeted Attacks follow the standard of an average

84
be former N.C.R. Rangers carrying powerful heavy
ST PE EN CH IN AG LK
weapons.
8 6 10 4 5 10 6

Defcon Tier 3

Size Medium

Hit Points 100

Big Guns 100


Melee 100
Weapons 100
Small Guns 100
Throwing 75
ST PE EN CH IN AG LK
Unarmed 50
Detection 75
8 8 8 4 5 8 6 Sneak

Weapons Fist & Feet


Defcon Tier 3 Thermic Lance
Super Sledgehammer
Size Medium Bumper Sword
1d4 Incendiary Grenades
Hit Points 100 1d4 Fragmentation Grenades

Big Guns 100 Armor Centurion Helmet ER: +20%


Energy 100 Centurion Armor GR: 0%
Weapons 100 PR: 0%
Throwing 75 RR: Immune
Unarmed 75
Detection 75 Abilities Bonus Movement - Rank 3
Sneak Redo

Weapons Fist & Feet Notes


Browning M2 Targeted Attacks follow the standard of an average
L72 human.
Heavy Incinerator
Gatling Laser
Plasma Caster
Arc Welder
1d4 Fragmentation Grenades

Armor Combat Helmet ER: +20%


Combat Armor MK GR: 0%
I PR: 0%
RR: Immune

Abilities Bonus Movement - Rank 2


Redo

Notes
Targeted Attacks follow the standard of an average
human.

Marked Men Ravager


Ravagers appear to be former Legionnaires that specialize
in melee weapons.

85
Mercenaries
Mercenaries can vary in skill and equipment. They often drift Mercenary
from place to place taking on any job they can. This life isn’t for the
weak. You’ve killed,
Young Mercenary guarded, bribed, etc.
New to the life of Mercenaries work hard
mercenary work. for their caps and they’ll
Young Mercenaries do whatever it takes to
travel often with get the job done.
groups, mostly friends,
just trying to make a
name for themselves.
Their training is above
ST PE EN CH IN AG LK
the average civilian.
6 7 6 5 6 7 5

Defcon Tier 4

Size Medium

Hit Points 60

Energy Weapons 90
Melee Weapons 90
Small Guns 100
Throwing 75
Unarmed 90
ST PE EN CH IN AG LK
Detection 75
Sneak 75
5 7 6 5 5 7 5

Defcon Tier 5 Weapons Fist & Feet


Laser Carbine
Size Medium M16A2
10mm Pistol
Hit Points 40 Sharpened Combat Knife
Machete
Energy Weapons 80 1d2 Fragmentation Grenades
Melee Weapons 75 1d2 Flash Grenades
Small Guns 80
Throwing 75 Armor Combat Helmet
Unarmed 75 Metal Armor MK II
Detection 50
Sneak 50
Abilities Melee Boost
Weapons Fist & Feet
Redo
Laser Pistol
M14 Notes
10mm Pistol Targeted Attacks follow the standard of an average
Combat Knife human.
Machete
1d2 Fragmentation Grenades Variants: Scorched
1d2 Flash Grenades

Armor Combat Helmet


Metal Armor MK I

Abilities None

Notes
Targeted Attacks follow the standard of an average human.

Variants: Scorched

86
Veteran Mercenary
Variants: Scorched
Known throughout the
wastes, Veteran Mercenaries
often lead a company and Elite Mercenary
are often wanted. These elites are legends
known throughout the
wastes that either travel
alone, or lead their own
mercenary company.

ST PE EN CH IN AG LK

7 8 7 6 6 8 5

ST PE EN CH IN AG LK
Defcon Tier 3
8 8 8 6 6 9 5
Size Medium
Defcon Tier 3
Hit Points 80
Size Medium
Energy 100
Weapons 100 Hit Points 100
Melee Weapons 100
Small Guns 100 Big Guns 100
Throwing 100 Energy Weapons 125
Melee Weapons 100
Unarmed 100
Small Guns 125
Detection 100 Throwing 100
Sneak Unarmed 100
Detection 100
Weapons Fist & Feet Sneak 100
Laser Rifle
M4 Carbine Weapons Fist & Feet
DKS-501 Rockwell CZ53
.357 Revolver Plasma Rifle
M4
Bowie Knife
DKS-501
1d4 Fragmentation Grenade .44 Revolver
1d4 Flash Grenades Bowie Knife
1d4 Fragmentation Grenades
Armor Advanced Combat Helmet 1d4 Flash Grenades
Military Garments
Combat Armor MK III Armor T-45 Helmet
Military Garments
Exo Suit
Abilities Earlier Sequence
T-45
Martial Artist
Melee Buff
Abilities Earlier Sequence
Redo Martial Artist
Melee Buff
Notes Redo
Targeted Attacks follow the standard of an average
human. Notes
Targeted Attacks follow the standard of an average human.

87
Variants: Scorched

88
Mole Miners ST PE EN CH IN AG LK
A remnant of Appalachia’s
past. Mole Miners are 7 6 9 4 6 9 6
former humans that were
Defcon Tier 4
heavily mutated by
unknown means and Size Medium
reside in many caves and
mines. Especially in the Hit Points 120

Ash Heap/ Some Mole Small Guns 100


Miners are docile and are Unarmed 100
Detection 50
willing to trade. Sneak 25

Mole Miner Weapons Super Mutant Fist & Feet


Remington Shotgun
The simplest Mole Miner Sawed-off Shotgun
armed with a shotgun and Mole Miner Gauntlet
hopes of surviving.
Armor AC: +21 ER: +20%
N: 7/50 GR: Immune
L: 6/30
ST PE EN CH IN AG LK F: 7/40 PR: 0%
P: 6/30 RR: Immune
E: 7/40
7 6 8 3 5 8 6
Abilities Melee Buff
Redo
Defcon Tier 4
Notes
Mole Miners cannot take Targeted Attacks to the neck.
Size Medium The rest of the Targeted Attacks follow the standard of an average human.
Variants: Glowing and Scorched
Hit Points 60
Mole Miner Foreman/Supervisor
Are often seen as second-in-command of Mole Miners.
Small Guns 100
Unarmed 75 ST PE EN CH IN AG LK
Detection 50
8 6 10 4 6 9 6
Sneak 25
Defcon Tier 3
Weapons Super Mutant Fist & Feet
Pump-Action Shotgun Size Medium
Sawed-off Shotgun
Hit Points 160
Armor AC: +12
N: 5/40 Small Guns 150
Unarmed 150
L: 3/20 Detection 100
F: 4/30 Sneak 50
P: 3/20
E: 4/30 Weapons Super Mutant Fist & Feet
ER: +20% Remington Shotgun
Combat Shotgun
GR: Immune Mole Miner Gauntlet
PR: 0% L72
RR: Immune
Armor AC: +31 ER: +30%
N: 10/60 GR: Immune
Abilities Melee Boost L: 6/40
F: 7/50 PR: 0%
Redo
P: 6/40 RR: Immune
E: 7/50
Notes
Mole Miners cannot take Targeted Attacks to the neck. Abilities Melee Buff
Redo
The rest of the Targeted Attacks follow the standard of an
average human. Notes
Mole Miners cannot take Targeted Attacks to the neck.
The rest of the Targeted Attacks follow the standard of an average human.
Variants: Glowing and Scorched Variants: Glowing and Scorched

Mole Miner Digger/Rockbreaker


The more experienced Mole Miner that also packs a punch.

89
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


Fresh off the farms of
ST PE EN CH IN AG LK
California, recruits are
the lowest and newest 6 6 5 5 5 7 5
assets of the N.C.R.

ST PE EN CH IN AG LK Defcon Tier 4

6 5 5 5 5 6 5 Size Medium

Hit Points 50
Defcon Tier 5 Melee 50
Weapons 100
Size Medium Small Guns 75
Throwing 50
Hit Points 40 Unarmed 50
Detection 75
Melee Weapons 50 Sneak
Small Guns 75
Throwing 50 Weapons Fist & Feet
Unarmed 50 9mm Pistol
Detection 50 M14
Sneak 50 Service Rifle
Knife
Weapons Fist & Feet 1d4 Fragmentation Grenades
9mm Pistol
Service Rifle Armor Combat Helmet
Knife Military Garments
N.C.R. Armor
Armor Combat Helmet
N.C.R. Armor Abilities None

Abilities None Notes


Targeted Attacks follow the standard of an average
Notes human.
Targeted Attacks follow the standard of an average
human.

N.C.R. Private/Specialist/Corporal
A bit above the average recruit. Privates, Specialists, and
Corporals are always on the field doing the dirty work.

90
N.C.R. Sergeant/Master Sergeant/Sergeant Major N.C.R. Lieutenant
A well respected officer that can Can either be first or
lead their own squad. second lieutenant. They
often stand by their
Captain and don’t often
see action anymore, but
haven’t forgotten it
either.

ST PE EN CH IN AG LK

6 7 5 6 7 9 5
ST PE EN CH IN AG LK

6 6 5 5 6 8 5 Defcon Tier 4

Size Medium
Defcon Tier 4
Hit Points 70
Size Medium
Melee Weapons 75
Hit Points 60 Small Guns 125
Throwing 100
Unarmed 75
Melee Weapons 50
Detection 75
Small Guns 100
Sneak 75
Throwing 100
Unarmed 50
Detection 75 Weapons Fist & Feet
Sneak 75 Colt M1911
M16A2
Combat Knife
Weapons Fist & Feet
1d4 Fragmentation Grenades
9mm Pistol
M14
Service Rifle Armor Advanced Combat Helmet
Combat Knife Military Garments
1d4 Fragmentation Grenades N.C.R. Armor

Armor Combat Helmets Abilities Bonus Movement - Rank 1


Military Garments Detector
N.C.R. Armor Earlier Sequence
Melee Boost
Quick Reload
Abilities Redo
Redo
Notes
Notes
Targeted Attacks follow the standard of an average
Targeted Attacks follow the standard of an average human.
human.

91
N.C.R. Major/Captain/Colonel/General
From Major and up, N.C.R. Military Police
most officers either The military police
lead from a base or corps that watch over
work in an office. the troops and keep
Their years of them in line. They’re
experience in the often found in safe
field has never left territory and try to
them and they’re maintain order.
always ready for
battle.
ST PE EN CH IN AG LK

7 7 6 6 7 8 5

Defcon Tier 4

Size Medium

Hit Points 70
ST PE EN CH IN AG LK
Melee 100
7 7 6 6 7 10 5 Weapons 100
Small Guns 100
Throwing 100
Defcon Tier 3 Unarmed 100
Detection 100
Size Medium Sneak

Hit Points 100 Weapons Fist & Feet


Colt M1911
Melee Weapons 100 Cattle Prod
Small Guns 150 Combat Knife
Throwing 125 1d4 Fragmentation Grenades
Unarmed 100
Detection 100 Armor Combat Helmet
Sneak 100 N.C.R. Armor

Weapons Fist & Feet Abilities Armor Breaker


Colt M1911 Armor Penetration
M16A3 Bear Hold
Combat Knife Detector
1d4 Fragmentation Grenades Ironwall
Melee Buff
Armor Advanced Combat Helmet Takedown
Military Garments
N.C.R. Armor Notes
Targeted Attacks follow the standard of an average
Abilities Bonus Movement - Rank 1 human.
Detector
Earlier Sequence
Melee Buff
Quick Reload
Redo

Notes
Targeted Attacks follow the standard of an average
human.

92
N.C.R. Heavy Trooper
In order to compensate for N.C.R. Guard Dog
the lack of Power Armor, Trained for military operations for the N.C.R..
the N.C.R. created the
Salvaged Power Armor in
order to combat the
Brotherhood more
effectively.

ST PE EN CH IN AG LK ST PE EN CH IN AG LK

9 7 8 5 7 8 5 6 8 4 4 4 7 5

Defcon Tier 3 Defcon Tier 4

Size Medium Size Medium

Hit Points 200 Hit Points 50

Big Guns 150 Unarmed 100


Melee Weapons 100 Detection 100
Small Guns 100 Sneak 100
Throwing 100
Unarmed 100 Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft
Detection 100 Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft

Weapons Fist & Feet Armor AC +13


B.A.R. Leather Armor
CZ53
1d4 Fragmentation Grenades Abilities Bonus Movement - Rank 2
Detector
Armor Salvaged Helmet Pounce
Military Garments
Salvaged Power Armor Notes
N.C.R. Guard Dogs cannot take Targeted Attacks to the
Abilities Armor Breaker arm.
Armor Penetration
Bear Hold It’s four limbs all take the leg penalty when attempting a
Bonus Movement - Rank 2 Targeted Attack.
Ironwall
Melee Buff The rest of the Targeted Attacks follow the standard of an
Quick Reload average human.
Rebuke
Redo

Notes
Targeted Attacks follow the standard of an average
human.

93
N.C.R. Ranger N.C.R. Veteran Ranger
Humans with a From Major and up, most
Virtuous/Samaritan officers either lead from a
Alignment base or work in an office.
From Major and up, Their years of experience in
most officers either the field has never left them
lead from a base or and they’re always ready for
work in an office. battle.
Their years of
experience in the field
has never left them
and they’re always
ready for battle.

ST PE EN CH IN AG LK

8 9 7 6 7 10 7

Defcon Tier 3
ST PE EN CH IN AG LK
Size Medium
7 9 7 6 7 9 6
Hit Points 200
Defcon Tier 3
Big Guns 125
Size Medium Melee Weapons 125
Small Guns 150
Throwing 100
Hit Points 150 Unarmed 150
Detection 100
Big Gun 125 Sneak 125
Melee Weapons 100
Small Guns 125 Weapons Fist & Feet
Throwing 125 Ranger Sequoia
Unarmed 125 M16A3
Detection 100 DKS-501
Sneak 100 Sharpened Combat Knife
AS50
Weapons Fist & Feet 1d4 Fragmentation Grenades
Hunting Revolver Spiked Brass Knuckles
M16A3
DKS-501 Armor Riot Helmet
Sharpened Combat Knife Military Garments
Barrett M107 N.C.R. Ranger Combat Armor
1d4 Fragmentation Grenades
Spiked Brass Knuckles
Abilities Armor Breaker
Armor Penetration
Armor Sheriff Hat Bear Hold
Military Garments Bonus Movement - Rank 3
N.C.R. Ranger Patrol Armor Detector
Earlier Sequence
Abilities Armor Breaker Ironwall
Armor Penetration Melee Buff
Bear Hold Quick Reload
Bonus Movement - Rank 2 Rebuke
Detector Redo
Earlier Sequence
Ironwall Notes
Melee Buff Targeted Attacks follow the standard of an average human.
Rebuke
Redo

Notes
Targeted Attacks follow the standard of an average human.

94
People’s Republic of China
A pre-war communist state in eastern Asia. China played a
ST PE EN CH IN
big role in the Resource Wars and competed with the United
States for the last remaining resources on Earth. They 7 6 7 5 5
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 Defcon Tier 3 Notes
China. Targeted
Size Medium average h
Chinese Soldier
The common soldier of the Chinese army. Hit Points 90

Big Guns 100


ST PE EN CH Melee Weapons 100
Small Guns 100
6 6 5 5 Throwing 75
Unarmed 100
Detection 75
Sneak 75
Defcon Tier 4
Weapons Fist & Feet
Size Medium
L72
Heavy Incinerator
Hit Points 70
Combat Knife
1d2 Fragmentation Grenade
Melee Weapons 100
Small Guns 100
Armor Advanced Combat Helmet
Throwing 75
Military Garment
Unarmed 75
Kevlar Armor
Detection 50
Sneak 50
Abilities Bonus Movement - Rank 1
Redo
Weapons Fist & Feet
AK-47
Chinese Pistol
Combat Knife
DKS-501
1d2 Fragmentation Grenade

Armor Combat Helmet


Military Garment
Kevlar Armor

Abilities Redo

Chinese Heavy Soldier


These soldiers are armed with powerful ranged weapons
with one goal in mind. To destroy democracy.

95
Crimson Dragoon
The elite members of the Chinese Army. These special
ST PE EN CH IN
operations agents played a major role in defending CHinese
territory during the Battle of Anchorage. Some say they 10 6 10 5 7
began their military training at birth.

ST PE EN CH Defcon Tier 2 Notes


Chimeras
Size Large the arms,
7 6 7 5
Hit Points 1000 Targeted
Antenna.
Defcon Tier 2 Big Guns 150
Detection 50 Targeted
Size Medium main bod
Attacks Laser Cannon: S: 7 T: N/A Dmg: 4d10+20
Hit Points 120 Rng: 200 ft Targeted
Laser Ca
Melee Weapons 125 Armor AC: +34
Small Guns 125 N: 9/30% Targeted
Throwing 100 many of t
L: 11/50%
Unarmed 125
Detection 75 F: 9/30% They can
Sneak 100 P: 8/20% knocked d
Ex: 12/50% must use
Weapons Fist & Feet Limb Resistance +10 can still a
DKS-501
Chinese Straight Sword Abilities Bonus Movement - Rank 3 This cann
Combat Knife Detector
1d2 Fragmentation Grenade Sixth Sense ER: Immu
Thick Skull GR: Immu
Armor Chinese Stealth Suit PR: Immu
Military Garment RR: Immu
Abilities Bonus Movement - Rank 3
Variants:
Redo

Chimera
A Chinese mining rig modified with a mounted laser cannon
acting like a Chinese tank.

96
Robots
The mechanical menaces of the wasteland that can be
ST PE EN CH IN
found everywhere. Be warned that finding robots in a pre-
war military bunker may try to kill you. Brought to you by 4 6 3 5 7
RobCo and General Atomics. Robots are immune to Gas,
Poison, and Radiation. To make custom robots refer to
Character Creation and Robot Upgrades. Laser Shot Defcon Tier 5 Notes
attacks have infinite ammo and go off the power source of Liberators
the Robot. Size Small the head,

Eyebot Hit Points 20 A Targete


cylindrica
A hovering robot used for reconnaissance and propaganda.
Energy 50
It speaks in morse code and it comes with a simple laser A Targete
Weapons 50
shot. Unarmed 50 of its four
Detection 50
Sneak They ca
ST PE EN CH knocked
Attacks Laser Shot: S: 3 T: 4 Dmg: 4d4+6 Rng: ground an
2 6 2 5
200 ft
Metal Fist Variants:

Defcon Tier 5 Armor N: 2/20


L: 3/20
Size Small F: 1/10
P: 1/10
Hit Points 30 E: 3/20
SH: 5
Energy Weapons 75
Detection 50 Abilities Bonus Movement - Rank 2
Sneak 75 Climber

Attacks Laser Shot: S: 4 T: 5 Dmg: 4d4+4 Rng:


150 ft

Armor N: 2/30
L: 2/20
F: 1/20
P: 1/20
E: 1/20
SH: 2

Abilities Bonus Movement - Rank 3


Detector
Flight

Liberator
A small pre-war drone used by the People’s Liberation
Army.

97
Mr. Handy/Ms. Nanny A robot designed for protection and manual labor. Variant
A utility robot designed for general-chore automatons, versions were made for construction, law enforcement, fire
they’re capable of defending themselves and their owners. fighting, etc.
But are far less combat efficient than the military variant
Mister Gutsy.
ST PE EN CH IN

ST PE EN CH 5 6 5 5 7

4 6 5 5
Defcon Tier 5 Notes
Protectron
Defcon Tier 5 Size Medium to the eye

Size Medium Hit Points 40 Targeted


average h
Hit Points 45 Energy 75
Weapons 75 Variants:
Energy 75 Unarmed 50
Weapons 75 Detection
Melee Weapons 75
Detection Attacks Protectron Laser: S: 4 T: 5 Dmg: 7d4+6
Rng: 250 ft
Attacks Flamer Pistol Metal Fist
Buzz Blade
Metal Fist Armor AC: +15
N: 2/20
Armor AC: +13 L: 3/40
N: 2/20 F: 2/10
L: 3/50 P: 2/20
F: 2/30 E: 2/10
P: 2/10 SH: 5
E: 2/30
SH: 5 Abilities Bonus Movement - Rank 1

Abilities Bonus Movement - Rank 1

Protectron

98
Security Robot A small crab-like utility robot in the Midwest that burrows
A powerful guard robot that travels in a pack. It was most into the dirt and pops out on unsuspecting wastelanders.
likely designed before the Great War. It hovers over the
ground and it was utilized by the Calculator.
ST PE EN CH IN

ST PE EN CH 5 6 3 5 7

5 6 5 5
Defcon Tier 5 Notes
Scurry R
Defcon Tier 5 Size Medium Attacks to

Size Medium Hit Points 50 A Targete


the small
Hit Points 45 Unarmed 75
Detection 75 A Targete
Sneak 100 spherical
Energy 75
Weapons 75
Attacks Metal Fist A Targete
Melee Weapons 100
of its six l
Detection
Armor AC: +15
N: 4/30 They ca
Attacks 9mm Pistol
L: 3/20 knocked
Laser Shot: S: 4 T: 5 Dmg: 4d6+10 Rng:
F: 2/20 ground an
150 ft
P: 2/30
E: 3/20 Variants:
Armor AC: +18
N: 2/20 SH: 5
L: 3/50
F: 2/30 Abilities Bonus Movement - Rank 2
P: 2/10 Burrow
E: 2/30 Climber
SH: 5

Abilities Bonus Movement - Rank 3


Detector
Flight

Scurry Robot

99
Think Tank
A unique brain bot created by the Big MT to preserve the six
ST PE EN CH IN
Big MT executives. Klein, Mobius, Dala, 0, 8, and Borous.
You’ll never find a robot like this outside of the Big MT. 4 6 5 5 7

ST PE EN CH
Defcon Tier 4 Notes
3 6 5 5 Eyebots
Size Small the head,

Hit Points 40 A Targete


Defcon Tier 5 base of th
Energy 75 head.
Size Medium
Weapons 50
Detection 75 A Targete
Hit Points 60 spherical
Sneak
Energy 100 They ca
Attacks Arc Blaster: S: 5 T: 6 Dmg: 4d10+10 Rng:
Weapons 100 knocked
100 ft
Melee Weapons 100 ground an
Detection
Armor AC: +21
N: 4/30 Variants:
Attacks Metal Fist
L: 4/30
F: 2/30
Armor AC: +15 P: 2/20
SH: 1 E: 3/20
SH: 5
Abilities Bonus Movement - Rank 1
Detector Abilities Bonus Movement - Rank 3
Detector
Flight

Duraframe Eyebot
ED-E My Love.

100
Hover Robot
A unique hover robot that guards and patrols the Midwest.
ST PE EN CH IN
They’re very similar to Eyebots except far more heavily
armored. 4 6 7 5 7

ST PE EN CH
Defcon Tier 4 Notes
4 6 7 5 Mr. Gutsy
Size Medium to the hea

Hit Points 70 Targeted


Defcon Tier 4 of the thre
Energy 100
Size Small Targeted
Weapons 100
Melee Weapons 100 main bod
Hit Points 80
Unarmed 100
Detection Targeted
Energy 100 three robo
Weapons 100
Attacks Flamer
Detection 100 Targeted
Buzz Blade
Sneak thruster a
Laser Shot: S: 4 T: 5 Dmg: 4d6+10 Rng:
150 ft
Attacks Laser Shot: S: 4 T: 5 Dmg: 6d4+8 Rng: Metal Fist They ca
200 ft knocked
Armor AC: +27 ground an
Armor AC: +25 N: 4/30
N: 7/60 L: 5/50 Variants:
L: 7/70 F: 4/40
F: 5/60 P: 3/20
P: 5/40 E: 3/40
E: 6/40 SH: 10
SH: 10
Abilities Bonus Movement - Rank 2
Abilities Bonus Movement - Rank 3 Detector
Detector
Flight

Mr. Gutsy
Get in line cadet! You’re in the army! A variant of the Mr.
Handy designed for military use.

101
Securitron MK I
A private security robot created and mass produced by
ST PE EN CH IN
House Industries with help from RobCo Industries.
Amazingly they can go up and down stairs. 1 6 1 5 5

ST PE EN CH
Defcon Tier 4 Notes
7 6 7 5 Spider D
Size Small Attacks to

Hit Points 40 Targeted


Defcon Tier 4 main bod
Detection 50
Size Medium Targeted
Sneak 75
done to o
Hit Points 100
Attacks Fragmentation Landmine
This is
Energy 100 moment
Armor AC: +22
Weapons 100 Spider D
SH: 1
Small Guns 75 explode.
Detection
Abilities Bonus Movement - Rank 2
Climber
Attacks Left Arm: Gatling Laser
Detector
Right Arm: H&K MP5
Metal Fist

Armor AC: +22


N: 5/40
L: 6/50
F: 4/30
P: 3/30
E: 5/40
SH: 6

Abilities Bonus Movement - Rank 1

Spider Drone
Made by the Chinese, Spider Drones are walking
landmines.

102
Support Drone can be fired at a distance. Some variants, like the
An advanced alien robot yet simple in design. Dominator, implement stealth technology.

ST PE EN CH ST PE EN CH IN

7 6 5 5 6 6 6 5 7

Defcon Tier 4 Defcon Tier 3 Notes


Assaultro
Size Medium Size Medium to the eye

Hit Points 100 Hit Points 90 Targeted


average h
Unarmed 100 Energy 100
Detection 75 Weapons 100 Variants:
Melee Weapons 100
Attacks Metal Fist Unarmed 100
Sneak 100
Armor AC: +22 Detection
N: 5/30
L: 5/30 Attacks Assaultron Blade
F: 5/30 Metal Fist
P: 5/30 Death Ray: S: 6 T: N/A Dmg: 2d20+40
E: 5/30 Rng: 250 ft Damage Type: Laser
Limb Resistance +5 DT Ignore
SH: 5 DR -30%
Death Ray takes a turn to recharge and
Abilities Bonus Movement - Rank 2 can pierce through enemies. Can hit two
Detector enemies in front of it if they’re adjacent to
the Assaultron or each other.

Armor AC: +30


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

Abilities Bonus Movement - Rank 2


Detector
Stealth Boy

Assaultron
A robot designed for the front-line of war, the Assaultron is
fast and deadly at close range with a devastating laser that

103
C-27 Series Humanoid Robot
A unique robot created by Acme Corporation before the
ST PE EN CH IN
Great War. These robots served as the main work force for
the Calculator. 6 6 8 5 7

ST PE EN CH
Defcon Tier 3 Notes
8 6 8 5 Guardian
Size Medium Attacks to

Hit Points 100 Targeted


Defcon Tier 3 top area.
Big Guns 125
Size Medium Targeted
Detection 100
main bod
Hit Points 80
Attacks Drone Cannon
Tackle: S: 2 T: 3 Dmg: 2d8+MD Rng: 5 ft Targeted
Big Guns 100 Drone Ca
Energy 100
Armor AC: +34
Weapons 100 Targeted
N: 15/60
Melee Weapons 100 hover pla
L: 15/60
Small Guns 100
F: 15/60
Throwing 100 They ca
P: 15/60
Unarmed 75 knocked
E: 15/60
Detection 75 must use
Limb Resistance +10
Sneak can still a
SH: 12
Attacks Any Weapon
Abilities Bonus Movement - Rank 2
Metal Fist
Detector
Armor AC: +28
N: 5/40
L: 6/60
F: 4/20
P: 4/20
E: 4/20
Limb Resistance +4
SH: 10

Abilities Bonus Movement - Rank 2


Detector

Guardian Drone
An advanced alien robot armed with a drone cannon. They’ll
defend the mothership at any cost.

104
Humanoid Brain Robot A robot designed for both the military and civilian sector.
A unique robot created by the Calculator that consists of a Official records show that only chimpanzee brains were
large humanoid robotic suit housing a human brain used but at least some human brains were taken from the
connected to a robotic program. bodies of executed criminals and placed into Robobrains.

ST PE EN CH ST PE EN CH IN

10 6 10 5 6 6 6 5 7

Defcon Tier 3 Defcon Tier 3 Notes


Robobrai
Size Large Size Large to the nec

Hit Points 100 Hit Points 80 Targeted


eye which
Big Guns 125 Energy 100
Melee Weapons 125 Weapons 75 Targeted
Unarmed 125 Detection brain cas
Detection 100
Attacks Metal Fist Targeted
Attacks Left Arm: Browning M25 and M72 LAW Laser Shot: S: 4 T: 5 Dmg: 4d5+10 Rng: main bod
Right Arm: Metal Fist 150 ft
Targeted
Armor AC: +37 Armor AC: +24 two robot
N: 10/70 N: 4/40
L: 4/20 L: 6/50 Targeted
F: 12/80 F: 5/40 two rollers
P: 4/20 P: 3/20
E: 10/60 E: 5/30 They ca
Limb Resistance +5 Limb Resistance +1 knocked d
SH: 10 SH: 8 must use
can still a
Abilities Bonus Movement - Rank 1 Abilities Bonus Movement - Rank 1
Detector Detector Variants:
Melee Buff Mesmetron
Smoke Screen

Robobrain

105
Robo-Scorpion Once the platinum chip was inserted, Securitrons had full
A special security robot created by the Big MT Research capabilities to all their functions. They’re much more
Company. They were created by Dr. Mobius and his team in fearsome and even have their own auto repair system.
the X-42 Robo-Warfare Facility in the Big MT. They’re Amazingly they can go up and down stairs.
powered by fission battery.
ST PE EN CH IN
ST PE EN CH
7 6 7 5 7
7 6 8 5

Defcon Tier 3 Notes


Defcon Tier 3 Securitron
Size Medium to the hea
Size Medium
Hit Points 200 Targeted
Hit Points 100 main bod
Big Guns 125
Energy 100 Energy 100 Targeted
Weapons 100 Weapons 100 two robot
Unarmed 75 Small Guns 75
Detection 100 Detection Targeted
Sneak 75 one whee
Survival Attacks Left Arm: Gatling Laser
Right Arm: H&K MP5 They ca
Attacks Claw Strike: S: 2 T: 3 Dmg: 1d8+15+MD Shoulders (Far Distance): Rockwell L72 knocked
Rng: 5 ft Rocket Launcher ground an
Sting Laser: S: 3 T: 4 Dmg: 6d4+10 Laser Shoulders (Close DIstance): AGS-17
Damage Plamya 30mm Grenade Launcher Variants:
Rng: 50 ft Metal Fist

Armor AC: +25 Armor AC: +42


N: 5/30 N: 5/40
L: 7/20 L: 6/50
F: 4/30 F: 4/30
P: 4/30 P: 3/30
E: 5/30 E: 5/40
SH: 7 SH: 6

Abilities Armor Breaker Abilities Bonus Movement - Rank 1


Armor Penetration Detector
Bonus Movement - Rank 2 Self Repair
Burrow
Melee Buff
Sixth Sense

Securitron MK II

106
Sentry Bot A walking corpse, animated by a robotic harness. Without a
A robot designed for security before the Great War and they designated home base, the suit will wander on its own. The
participated in the heaviest of firefights during the war. suit learns how the wearer used to move. This is practically
Although they have trouble fitting through a door, these a walking coffin with a gun.These can only be found in the
mechanical beasts have powerful weapons at their disposal. Big MT.
They’re powered by a fusion core and if they're ever killed,
make sure you’re not close to them.
ST PE EN CH IN

ST PE EN CH 6 6 8 5 7

10 6 10 5
Defcon Tier 2 Notes
Y-17 Tra
Defcon Tier 3 Size Medium take Targ
and groin
Size Large Hit Points 150
Targeted
Hit Points 400 Big Guns 150 average h
Energy 150
Weapon 125 A literal s
Big Guns 150
Detection suit.
Detection 125
Sneak -75
Attacks Fist & Feet
Attacks Browning M2 Minigun Laser Rifle
M72 LAW Plasma Rifle
Gatling Laser Gauss Rifle
Metal Fist Gatling Laser
Plasma Caster
Armor AC: +34
N: 10/40 Armor AC: +27
L: 13/70 N: 10/40
F: 8/40 L: 13/70
P: 7/20 F: 8/40
E: 14/30 P: 7/20
Limb Resistance +10 E: 14/30
SH: 20 Limb Resistance +10
SH: 20
Abilities Bonus Movement - Rank 1
Detector Abilities Bonus Movement - Rank 3
Self Destruct Detector

Y-17 Trauma Override Harness

107
Swampfolk
ST PE EN CH IN
The products of radiation and incest, Swampfolk reside in
Point Lookout. They all act and sound like stereotypical 10 6 8 4 3
hicks. It’s speculated that the New Plague has affected the
population.
Defcon Tier 3 Notes
Brawler Targeted
Brawlers are large humanoid creatures that love to fight up Size Large average h
and personal but don’t mind hunting with a rifle or two.
Hit Points 200

ST PE EN CH Melee Weapons 125


Unarmed 100
8 6 8 4 Detection 50
Sneak 50

Defcon Tier 4 Weapons Super Mutant Fist & Feet


Axe
Size Large
Armor Clothes
Hit Points 110 AC: +28
N: 6/30
Melee Weapons 100 L: 6/30
Small Guns 100 F: 6/30
Unarmed 75 P: 6/30
Detection 50 E: 6/30
Sneak 50 Immune to Radiation

Weapons Super Mutant Fist & Feet Abilities Bonus Movement - Rank 1
Axe Limb Immunity
Baseball Bat Martial Artist
Combat Knife Melee Buff
Cowboy Repeater
Winchester Shotgun

Armor Clothes
AC: +22
N: 4/20
L: 4/20
F: 4/20
P: 4/20
E: 4/20
Immune to Radiation

Abilities Bonus Movement - Rank 1


Melee Buff

Bruiser
Bruisers are stronger than any of the other Swampfolk
around. They typically wear a bloody “Bill’s” mechanic outfit.

108
Scrapper learn a thing or two about warfare. These are only a base
The smallest and weakest of the swampfolk. They’re skinny and their weaponry may change depending on the tribe's
and with distended bellies and only wear pants. They origin.
appear to have the least amount of mutation/disfiguration,
excluding their body structure. Tribal
A simple tribal that knows how to hunt.
ST PE EN CH
ST PE EN CH IN
6 6 8 4
6 5 7 5 5

Defcon Tier 4
Defcon Tier 5 Notes
Size Medium Targeted
Size Medium average h
Hit Points 90
Hit Points 30 Variants:
Melee Weapons 100
Small Guns 100 Archery 75
Unarmed 100 Melee Weapons 75
Detection 50 Unarmed 75
Sneak 50 Detection 50
Sneak 50
Weapons Fist & Feet Survival 75
Axe
Cowboy Repeater Weapons Fist & Feet
WInchester Shotgun Short Bow
Knife
Armor Clothes Spear
AC: +21
N: 4/10 Armor Clothes
L: 4/10 Tribal Armor
F: 4/10
P: 4/10 Abilities None
E: 4/10
Immune to Radiation

Abilities Bonus Movement - Rank 2


Melee Buff
Redo

.
.
.
.

Tribals
Spread out across the wasteland there are those that know
nothing of the world before and have managed to survive
with the bare essentials. Although be warned, some did

109
Tribal Scout
ST PE EN CH IN
A tribal that focuses on scouting for enemies and animals.
7 6 7 5 6
ST PE EN CH

6 9 7 5 Defcon Tier 4 Notes


Targeted
Size Medium average h
Defcon Tier 5
Hit Points 50 Variants:
Size Medium
Archery 100
Hit Points 40 Melee Weapons 100
Unarmed 100
Detection 75
Archery 75
Sneak 75
Melee Weapons 75
Survival 75
Unarmed 75
Detection 100
Sneak 100 Weapons Fist & Feet
Survival 100 Long Bow
Combat Knife
Sharpened Spear
Weapons Fist & Feet
Long Bow
Knife Armor Clothes
Spear Tribal Armor

Armor Clothes Abilities None


Tribal Armor

Abilities None

Tribal Warrior
The strongest of the tribe destined to protect the tribe till the
bitter end.

110
Trog
Originating from an infection called Troglodyte Degeneration
ST PE EN CH IN
Contagion, 25% of the population of the Pitt have turned into
what many called the Trog. The disease has caused them to 5 5 5 1 4
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 Defcon Tier 5 Notes
on all fours with four fingers and four toes. Their feet appear Targeted
to be turning into hands. They retain some intelligence and Size Medium average h
can even communicate with each other. They work like a
pack of wolves and slowly circle their prey. Hit Points 40 They wal

Unarmed 75
Trog Fledgling
Detection 75
The weakest and smallest of the trog. They’re quite fast and Sneak 75
may overwhelm even the most experienced wastelanders.
Weapons Smack: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5
ft
ST PE EN CH
Armor AC: +17
4 5 4 1 ER: +20%
GR: 0%
PR: 0%
Defcon Tier 5
RR: Immune
Size Medium
Abilities Bonus Movement - Rank 2
Pounce
Hit Points 20
Redo
Takedown
Unarmed 75
Detection 50
Sneak 50

Weapons Smack: S: 2 T: 3 Dmg: 1d4+2+MD Rng: 5


ft

Armor AC: +13


ER: +10%
GR: 0%
PR: 0%
RR: Immune

Abilities Bonus Movement - Rank 1


Pounce
Takedown

Trog
The most common type of trog.

111
Trog Brute
Brutes are slightly larger than their common variant but they
ST PE EN CH IN
hit twice as hard.
8 5 6 1 5
ST PE EN CH

7 5 6 1 Defcon Tier 4 Notes


Targeted
Size Medium average h
Defcon Tier 4
Hit Points 90 They wal
Size Medium
Unarmed 125
Hit Points 70 Detection 100
Sneak 100
Unarmed 100
Detection 100 Weapons Smack: S: 2 T: 3 Dmg: 1d4+15+MD Rng: 5
Sneak 100 ft

Weapons Smack: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 Armor AC: +21


ft ER: +30%
GR: 0%
Armor AC: +21 PR: 0%
ER: +30% RR: Immune
GR: 0%
PR: 0% Abilities Bonus Movement - Rank 3
RR: Immune Melee Buff
Pounce
Redo
Abilities Bonus Movement - Rank 3
Takedown
Melee Buff
Pounce
Redo
Takedown

Trog Savage
The Strongest of the trog but rarely encountered.

112
Tunneler
Although their origins are unknown, the Tunneler is believed
ST PE EN CH IN
to have been created after the Great War and reside in deep
underground nests. They pose a threat to the Mojave if they 8 5 7 1 3
continue to spread.

Tunneler Defcon Tier 3 Notes


The most common type of Tunneler can pose to be a great Targeted
threat in a swarm. Size Medium average h

Hit Points 80 They wal


ST PE EN CH
Unarmed 100 They run
6 5 6 1 Detection 75 they’re li
Sneak 50 ground.

Defcon Tier 4 Weapons Smack: S: 2 T: 3 Dmg: 4d4+10+MD Rng: 5


ft
Size Medium
Armor AC: +22
Hit Points 40 ER: +30%
GR: 0%
Unarmed 100 PR: 0%
Detection 50 RR: Immune
Sneak 75
Abilities Armor Breaker
Weapons Smack: S: 2 T: 3 Dmg: 2d4+10+MD Rng: 5 Armor Penetration
ft Bonus Movement - Rank 1
Burrow
Armor AC: +20 Climber
ER: +20% Melee Buff
GR: 0% Pounce
PR: 0% Takedown
RR: Immune

Abilities Armor Breaker


Bonus Movement - Rank 3
Burrow
Climber
Melee Buff
Pounce

Hulking Tunneler
Only second in size to the Queen, these Tunnelers aren’t as
fast but they have the potential to knock you down.

113
Venomous Tunneler
They’re smaller than the average Tunneler and don't hit as
ST PE EN CH IN
hard, but they have poison to make up for it.
9 6 8 1 3
ST PE EN CH

4 5 5 1 Defcon Tier 3 Notes


Targeted
Size Medium average h
Defcon Tier 3
Hit Points 150 They wal
Size Medium
Unarmed 100 They run
Detection 75 they’re li
Hit Points 40 ground.
Sneak 50
Unarmed 100
Detection 50 Weapons Smack: S: 2 T: 3 Dmg: 8d4+10+MD Rng: 5
Sneak 75 ft

Weapons Smack: S: 2 T: 3 Dmg: 2d4+10+MD Rng: 5 Armor AC: +40


ft ER: +10%
If a Smack is successful, the target rolls GR: 0%
EN -2. If the target succeeds, they take PR: Immune
half the Poison Damage. If the target fails, RR: Immune
they suffer 20 Poison Damage Per Hour,
roll EN -2 every hour for the next two Abilities Armor Breaker
hours. If they succeed the EN roll, the Armor Penetration
target doesn’t take Poison Damage for the Bonus Movement - Rank 3
hour. Burrow
Climber
Armor AC: +30 Melee Buff
ER: +40% Pounce
GR: 0% Takedown
PR: Immune
RR: Immune

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 3
Burrow
Climber
Pounce

Tunneler Queen
Only second in size to the Queen, these Tunnelers aren’t as
fast but they have the potential to knock you down.

114
Turrets
ST PE EN CH IN
A stationary contraption that rains down bullets and lasers.
5 10 5 1 1
Turret MK I
A basic turret that fires ballistics or lasers.
Defcon Tier 4 Notes
Turrets c
ST PE EN CH
Size Medium the eyes,
5 10 5 1 Targeted
Hit Points 55
entire bod
Energy 100
Defcon Tier 5 Weapons 100 Turrets c
Small Guns 75 weapons.
Size Medium Detection
Variants:
Hit Points 40 Attacks M16A2
H&K 31415 Laser Carbine
Energy 75
Weapons 75 Armor AC: +20
Small Guns 50 N: 5/50
Detection L: 5/50
F: 5/50
Attacks 10mm Pistol P: 5/50
Wattz 1600 Laser Pistol E: 5/50
SH: 5
Armor AC: +15
N: 3/30 Abilities AP Boost
L: 3/30
F: 3/30
P: 3/30
E: 3/30
SH: 5

Abilities None

Turret MK II
A more advanced turret that fires ballistics or lasers.

115
Turret MK III
5 10 5 1 1
A minigun with a targeting computer that fires .50 cals or
lasers.
Defcon Tier 2 Notes
ST PE EN CH Turrets c
Size Medium the eyes,
5 10 5 1
Hit Points 100 Targeted
entire bod
Big Guns 150
Defcon Tier 3 Turrets c
Energy 150
Weapons 125 weapons.
Size Medium
Detection
Variants:
Hit Points 70
Attacks M3M FN Herstal MG
Wattz 3120b Laser Rifle
Big Guns 125
Energy 125
Armor AC: +25
Weapons 100
N: 10/90
Detection
L: 10/90
F: 10/90
Attacks Browning M2 Minigun P: 10/90
Gatling Laser E: 10/90
SH: 15
Armor AC: +20
N: 7/70 Abilities AP Boost
L: 7/70
F: 7/70
P: 7/70
E: 7/70
SH: 10

Abilities AP Boost

Turret MK IV
Run. Just run.

ST PE EN CH

116
Vault Dwellers
ST PE EN CH IN
A rare sight in the wasteland to behold nowadays. Vault
Dwellers originate from pre-war Vaults constructed by 6 7 6 7 6
Vault-Tec.

Vault Dweller Defcon Tier 5 Notes


The common Vault citizen mostly tasked with maintenance Targeted
with some background in sports. Size Medium average h

Hit Points 50 Variants:


ST PE EN CH
Melee Weapons 100
6 6 5 6 Small Guns 100
Unarmed 100
Detection 50
Defcon Tier 5 Sneak 50

Size Medium Weapons Fist & Feet


10mm Pistol
Hit Points 35 Police Baton

Melee Weapons 75 Armor Vault Security Helmet


Small Guns 75 Vault Security Armor
Unarmed 75 Vault Jumpsuit
Detection 50
Sneak 50 Abilities Bonus Movement - Rank 1
Engineer 50 Redo

Weapons Fist & Feet


Baseball Bat
Knife
Leadpipe

Armor Vault Jumpsuit

Abilities Redo

Vault Security
The protectors and enforcers of the Vault. Your loyal Vault
Security officers.

117
Vault Scientist
Big brain energy of the Vault. Wastelander
The most common type of individual you’ll find in the
wasteland. Wastelands vary in skill and equipment but
ST PE EN CH
overall they only carry the bare essentials to survive. They
5 7 5 7 can be either a human or a ghoul.

ST PE EN CH IN
Defcon Tier 5
5 5 5 5 5
Size Medium

Hit Points 25
Defcon Tier 5 Notes
Targeted
Unarmed 50 average h
Size Medium
Detection 50
Blacksmith 100 Variants:
Hit Points 20
Computer 100
Science 100
Doctor 100 Melee Weapons 50
Engineer 100 Small Guns 50
Gunsmith 100 Unarmed 50
Nature Science Detection 25

Weapons Fist & Feet Weapons Fist & Feet


Knife 9mm Pistol
Knife
Leadpipe
Armor Lab Coat
Vault Jumpsuit
Armor Clothes
Abilities N/A
Abilities None

.
.
.
.
.
.
.

.
.

.
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.

118
Thug
Basic scumbag that could be rehabilitated. You’ll find them
ST PE EN CH IN AG LK
either alone or with one other individual.
5 5 5 4 5 6 5
ST PE EN CH

5 5 4 4 Defcon Tier 5 Notes


Targeted
Size Medium average h
Defcon Tier 5
Hit Points 25 Variants:
Size Medium
Melee Weapons 50
Hit Points 20 Small Guns 75
Unarmed 50
Melee Weapons 50
Small Guns 50 Weapons Fist & Feet
Unarmed 50 9mm Pistol
Knife
Machete
Weapons Fist & Feet
Spear
9mm Pistol
Knife
Leadpipe Armor Greaser Outfit

Armor Clothes Abilities None


Robe

Abilities None

Bandit
More threatening and commonly found in slums and in the
open waste in very small groups of 2 - 3

119
Raider Raider Scum
The common bastard found in the waste. They only look out Considered the second-in-command of a smallgang, the
for themselves and travel in groups of 3 - 5 Raider Scum keeps a close eye out and mows down his
enemies.
ST PE EN CH IN AG LK
ST PE EN CH IN AG LK
5 5 5 4 5 6 5
6 6 5 4 5 6 5

Defcon 5 Notes
Tier Targeted Attacks Defcon Tier 5 Notes
follow the standard of Targeted
Size Medium an average human. Size Medium average h

Hit 30 They carry one Hit Points 35 They car


Points chem. Jet. and Jet.
Melee Weapons 75
Melee 75 Variants: Scorched Small Guns 100 Variants:
Weapon 75 Unarmed 75
s 75
Small Weapons Fist & Feet
Guns 10mm Pistol
Unarme M14
d Knife
Machete
Weapon Fist & Feet Healing Powder
s 10mm Pistol
M17-A Armor Raider Armor - Sadist
Knife
Machete Abilities None
Spear

Armor Raider Armor -


Badlands

Abilities None

120
Raider Waster
This is the equivalent of a small gang leader.
ST PE EN CH IN AG LK

ST PE EN CH IN AG LK 7 7 6 6 5 8 5

7 6 6 5 5 7 5
Defcon 4 Notes
Tier Targeted Attacks
Defcon Tier 5 follow the standard of
Size Medium an average human.
Size Medium
Hit 50 They carry four
Hit Points 40 Points chems. Med-X,
Psycho, Stimpaks,
Small 100 and Jet.
Energy 75
Weapons 100 Guns 100
Melee 75 Variants: Scorched
Melee Weapons 100
Small Guns 75 Weapon 100
Throwing 75 s 50
Unarmed 25 Unarme 50
Detection 50 d
Sneak Energy
Weapon
Weapons Fist & Feet s
10mm Pistol Detectio
AK-47 n
Sneak
Laser Pistol
Knife Weapon Fist & Feet
Machete s Colt M1911
1d4 Molotov Cocktails FN-FAL
Laser Pistol
Armor Metal Helmet
Combat Knife
Leather Armor MK II
Machete
1d4 Molotov
Abilities None
Cocktails
1d4 Fragmentation
Grenade

Armor Combat Helmet


Leather Armor MK III

Abilities Redo

Raider Veteran
This either a local mercenary or medium sized gang leader
of 10-15.

121
Raider Heavy
ST PE EN CH IN
A special Raider focused on hitting hard and fast at close
range. 8 7 6 6 5

ST PE EN CH IN AG LK
Defcon Tier 5 Notes
9 6 6 4 5 7 5 Targeted
Size Medium average h

Hit Points 50 They car


Defcon Tier 5 and Jet.
Unarmed 100
Size Medium Variants:
Sneak 50
Detection 50
Hit Points 35
Weapons Fist & Feet
Melee Weapons 100
Brass Knuckles
Unarmed 75
Armor Leather Armor MK II
Weapons Fist & Feet
Sledgehammer
Abilities Armor Penetration
Axe
Bear Hold
Combat Knife
Melee Buff
Machete

Armor Combat Helmet


Metal Armor MK I

Abilities Melee Bluff

Raider Pugilist
For those raiders like to get handy and personal.

122
Raider Hound
Typically big dogs tamed by raiders for that are thirsty for
ST PE EN CH IN
blood
5 5 4 5 5
ST PE EN CH IN AG LK

6 8 4 4 4 6 5 Defcon Tier 4 Notes


Targeted
Size Medium average h
Defcon Tier 5
Hit Points 50 Variants:
Size Medium
Melee Weapons 75
Hit Points 30 Small Guns 100
Unarmed 75
Detection 50
Unarmed 100
Sneak 50
Detection 75
Sneak 50
Survival 50 Weapons Fist & Feet
Brass Knuckles
.22 Pistol
Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft
Switchblade
Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft
Thompson SMG
Armor AC: +4
Armor Hat
N: 1/20
Gambler Suit - Kevlar Weave Mod
Abilities Pounce
Abilities Redo

Gangster
Often found in civilized societies working in the shadows to
keep the Don in power.

123
Young Great Khan
ST PE EN CH IN
The up and comers of the Great Khans are looking to be
prosperous drug dealers. Can only be found on the west 7 7 7 5 6
coast.

ST PE EN CH Defcon Tier 4 Notes


Targeted
Size Medium average h
6 6 6 5
Hit Points 80 There ar
Armor.
Defcon Tier 4 Melee Weapons 100
Small Guns 125 They car
Size Medium Throwing 100 Stimpak,
Unarmed 100
Hit Points 60 Detection 100
Sneak 75
Melee Weapons 100
Small Guns 100 Weapons Fist & Feet
Throwing 75 10mm SMG
Unarmed 100 Sharpened Combat Knife
Detection 75 1d2 Fragmentation Grenades
Sneak 65
Armor Leather Armor MK III
Weapons Fist & Feet
10mm SMG Abilities Bonus Movement - Rank 1
Combat Knife Earlier Sequence
1d2 Fragmentation Grenades Melee Buff
Redo
Armor Leather Armor MK II

Abilities Redo

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.

124
Veteran Great Khan
Often considered the leaders of the Great Khans that run
ST PE EN CH IN
the day-to-day operations. Can only be found in the west
coast. 5 6 5 5 5

ST PE EN CH
Defcon Tier 5 Notes
8 7 7 5 Targeted
Size Medium average h

Hit Points 30
Defcon Tier 3
Melee Weapons 75
Size Medium
Small Guns 75
Throwing 75
Hit Points 120
Unarmed 50
Detection 50
Melee Weapons 125 Sneak 50
Small Guns 130 Engineer 75
Throwing 100 Nature Sciences 75
Unarmed 100
Detection 100
Weapons Fist & Feet
Sneak 100
9mm Pistol
9mm SMG
Weapons Fist & Feet Knife
12.7mm Pistol 1d4 Dynamite
Bowie Knife
Armor Clothes (N.C.R.C.F. Prison Outfit)
Armor Metal Armor MK III
Abilities None
Abilities Bonus Movement - Rank 2
Earlier Sequence
Melee Buff
Redo

Powder Ganger
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.

125
Hardened Powder Ganger
ST PE EN CH IN
A more hardened convict that has taken command of the
Powder Gangers. 8 6 8 5 5

ST PE EN CH
Defcon Tier 4 Notes
5 6 6 5 Targeted
Size Medium average h

Hit Points 120 1d2 Psyc


Defcon Tier 5 1d2 Med-
Melee Weapons 125 1d2 Jet
Size Medium 1d2 Stimp
Unarmed 100
Detection 75
Hit Points 40
Sneak 75
Melee Weapons 75
Weapons Fist & Feet
Small Guns 100
Nephi’s Golf Driver
Throwing 100
Unarmed 50
Armor Metal Armor MK III
Detection 50
Sneak 50
Engineer 75 Abilities Bonus Movement - Rank 2
Nature Sciences 75 Critical Immunity
Earlier Sequence
Melee Buff
Weapons Fist & Feet
Rebuke
10mm Pistol
Redo
10mm SMG
Combat Knife
1d6 Dynamite

Armor Clothes (N.C.R.C.F. Prison Outfit)


Kevlar Armor

Abilities Redo

Driver Nephi
Armed with a Golf Driver, Driver Nephi is one you shouldn’t
take lightly. A feared member of the Fiends.

126
Violet
ST PE EN CH IN
Accompanied by multiple guard dogs whom she breeds
herself, she’s a cannibal that feeds her dogs human flesh. A 8 7 6 7 6
feared member of the Fiends.

ST PE EN CH Defcon Tier 3 Notes


Targeted
Size Medium average h
6 7 5 6
Hit Points 160 1d2 Psyc
1d2 Med-
Defcon Tier 4 1d2 Jet
Melee Weapons 150
Unarmed 100 1d2 Stimp
Size Medium Detection 75
Sneak 75
Hit Points 160
Weapons Fist & Feet
Melee Weapons 75 Chainsaw
Small Guns 100
Unarmed 75 Armor Combat Armor MK I
Detection 75
Sneak 75
Abilities Bonus Movement - Rank 2
Critical Immunity
Weapons Fist & Feet Earlier Sequence
M19 Melee Buff
Rebuke
Armor Leather Armor MK III Redo

Abilities Bonus Movement - Rank 1


Critical Immunity
Sixth Sense
Redo

Motor Runner
The leader of the Fiends.

127
Homebrew
5 8 5 3 5
These creatures are not part of the Fallout world but they’ve
been created for the 1st and 2nd Playtest Campaign I run.
More of them will come as the Campaign progresses. Defcon Tier 5 Notes
Targeted
New Size Small (Medium when flying) of its two
New creatures to come.
Hit Points 30 Targeted
head.
ST PE EN CH Unarmed 75
Detection 75 Targeted
Sneak 50 of its two

Weapons Talons: S: 2 T: 3 Dmg: 2d4+4+MD Rng: 5 The rest


Defcon Tier ft standard
Peck: S: 2 T: 3 Dmg: 1d4+4+MD Rng: 5 ft
Size Variants:
Armor AC +15
Hit Points
Abilities Bonus Movement - Rank 1
Unarmed Flight
Detection
Sneak

Weapons

Armor

Abilities

Bald Eagle
America!

ST PE EN CH

128

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