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Fallout: Vaults & Deathclaws Pen & Paper System Bestiary By: Osvel Cabrera
Fallout: Vaults & Deathclaws Pen & Paper System Bestiary By: Osvel Cabrera
BESTIARY
Table of Contents 1
Abilities 3
Variants 6
Sizes Chart 8
Defcon Tiers 9
Animals 10
Brotherhood of Steel 66
Caesar Legion 74
Cryptids 85
Enclave 93
Insects 127
Institute 146
Mercenaries 153
Robots 173
Swampfolk 195
Tribals 198
Trog 201
Tunneler 205
Turrets 209
Wastelanders 213
Homebrew 232
1
2
ABILITIES
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.
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 -
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
5
2 16 - 20 5,000 - 10,000 Legendary
RESISTANCES
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.
Bird
7
Bloodworm Larva
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.
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
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
Notes
ST PE EN CH IN AG LK
8 6 6 2 5 9 5
Defcon Tier 4
Size Large
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
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
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.
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
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
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
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
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.
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.
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
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.
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
Unarmed 150
Detectio 50
n 50
Survival
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
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
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
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.
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
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
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
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
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
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.
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.
29
average human. 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
30
average human. average human.
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 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.
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
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
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
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
ST PE EN CH IN AG LK
7 7 6 5 6 7 5
Defcon Tier 3
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
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
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
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
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
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
Defcon Tier 3
Defcon Tier 4
Size Medium
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
Energy 200
Weapons 125
Detection 125
Sneak
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
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
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
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
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
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
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
Size Huge
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.
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
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
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
Notes
Targeted Attacks follow the standard of an average human.
Radiation heals them.
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
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.
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%
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
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
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
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
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%
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.
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 90
Melee Weapons 100
Throwing 100
Melee Weapons 125
Unarmed 100 Throwing 100
Detection 50 Unarmed 100
Sneak 50 Detection 75
Sneak 75
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
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.
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
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.
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
Unarmed 200
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.
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.
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.
ST PE EN CH IN AG LK
4 6 2 1 3 7 5
Defcon Tier 3
Size Huge
Throwing 100
Unarmed 100
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
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
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
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
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
Notes
Targeted Attacks follow the standard of an average
human.
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
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
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.
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
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
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
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
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.
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8 9 7 6 7 10 7
Defcon Tier 3
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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
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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
Abilities Redo
95
Crimson Dragoon
The elite members of the Chinese Army. These special
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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.
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
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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,
Armor N: 2/30
L: 2/20
F: 1/20
P: 1/20
E: 1/20
SH: 2
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.
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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
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.
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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
Scurry Robot
99
Think Tank
A unique brain bot created by the Big MT to preserve the six
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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
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Defcon Tier 4 Notes
3 6 5 5 Eyebots
Size Small the head,
Duraframe Eyebot
ED-E My Love.
100
Hover Robot
A unique hover robot that guards and patrols the Midwest.
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They’re very similar to Eyebots except far more heavily
armored. 4 6 7 5 7
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Defcon Tier 4 Notes
4 6 7 5 Mr. Gutsy
Size Medium to the hea
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
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House Industries with help from RobCo Industries.
Amazingly they can go up and down stairs. 1 6 1 5 5
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Defcon Tier 4 Notes
7 6 7 5 Spider D
Size Small Attacks to
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.
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7 6 5 5 6 6 6 5 7
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
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Great War. These robots served as the main work force for
the Calculator. 6 6 8 5 7
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Defcon Tier 3 Notes
8 6 8 5 Guardian
Size Medium Attacks to
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.
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10 6 10 5 6 6 6 5 7
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.
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ST PE EN CH
7 6 7 5 7
7 6 8 5
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.
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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
107
Swampfolk
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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
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
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.
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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
.
.
.
.
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
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A tribal that focuses on scouting for enemies and animals.
7 6 7 5 6
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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
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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
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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
Trog
The most common type of trog.
111
Trog Brute
Brutes are slightly larger than their common variant but they
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hit twice as hard.
8 5 6 1 5
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Trog Savage
The Strongest of the trog but rarely encountered.
112
Tunneler
Although their origins are unknown, the Tunneler is believed
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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.
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
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hard, but they have poison to make up for it.
9 6 8 1 3
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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
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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
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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.
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116
Vault Dwellers
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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.
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
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overall they only carry the bare essentials to survive. They
5 7 5 7 can be either a human or a ghoul.
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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
.
.
.
.
.
.
.
.
.
.
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
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either alone or with one other individual.
5 5 5 4 5 6 5
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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.
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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
Abilities None
120
Raider Waster
This is the equivalent of a small gang leader.
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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
Abilities Redo
Raider Veteran
This either a local mercenary or medium sized gang leader
of 10-15.
121
Raider Heavy
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A special Raider focused on hitting hard and fast at close
range. 8 7 6 6 5
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Defcon Tier 5 Notes
9 6 6 4 5 7 5 Targeted
Size Medium average h
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
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blood
5 5 4 5 5
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Gangster
Often found in civilized societies working in the shadows to
keep the Don in power.
123
Young Great Khan
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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.
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
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the day-to-day operations. Can only be found in the west
coast. 5 6 5 5 5
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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
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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
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
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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.
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
Armor
Abilities
Bald Eagle
America!
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128