FALLOUT: VAULTS & DEATHCLAWS
ROLEPLAYING SYSTEM
BESTIARY GUIDE - PLAYTEST VERSION
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Welcome to the Bestiary Guide of Fallout: Vaults & Deathclaws Roleplaying System. Here we have multiple entries of creatures and wastelanders that roam the world of Fallout. This is primarily for Overseers to get ideas on how to set up NPCs for their campaigns. Be sure to take note of the topics below before looking into the stats of the NPCs.
All the information in each entry is to be taken at face value. For example, if in an entry for states they cannot Jump, they cannot jump. But if it doesn’t say it, they can.
Trying to figure out what NPCs are best suited for certain levels can be difficult at times. In this system we have Defcon Tiers. Defcon Tiers are a range of five levels that will determine the difficulty of NPCs. The chart below defines the Defcon Tier to its corresponding level range. Some are higher than others within the same Defcon Tier. This is identified with the following markings: Low (<), Medium (-), and High (>). Low being the weakest within the Defcon Tier and High being the strongest within the Defcon Tier. This can help Overseers identify what threats may be too high or too easy for level range. This doesn’t apply to Defcon Tier 2 and 1. This range can also be used to identify how many of an entry can be used in an encounter. If the Level of a Player Character matches that of a range, such as a Level 1, they should be able to fight a Defcon Tier 5 < but they’ll struggle. However, the same cannot be said about Level 5. A Level 5 can easily defeat a Defcon Tier 5 <. Therefore to offer a slight challenge, you put them against four of the same Defcon Tier 5 <. If they face 5 - you put only two. | This is not an exact measurement as many factors can change the circumstances such as items, the environment, etc. For higher Levels, it’s best to look into Group Tactics as it’s not recommended to have a Level 10 fight eight Defcon 5 < entries. For Defcon Tier 2 and 1 it's assumed that two are fighting one of them. Defcon Tier also relates to how much XP gained from killing an NPCs. Check the general descriptions of Bestiary sections as it’ll provide information that applies to all in the category.
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Size refers to the height and width of the character's personal space. Each entry already has the size effects from the DGB. One Small creature can share a space with one creature. It’s possible for some Humanoid entries to have their race switched such as Wastelanders. If the Overseer wants to switch the race to a Ghoul or Synth, apply the RR change to them. Ghouls get RR +100 while Synths get RR +50. The race of unique characters such as Frank Horrigan is upon the Overseer’s discretion as they have their own lore. | Body type refers to the physiology of the individual which is either Humanoid, Creature, or Robot. The information regarding the Body Type is applied to each entry through perks and notes. For Targeted Attacks, usually it’s that of the average Human, but in some cases you’ll have additional areas you can target such as multiple heads, legs, etc. In other cases you won’t have areas to hit like Arms or Legs. Those entries will specify this. |
Many entries in the Bestiary have items they use to support them in battle. All the stats of the item are already included in the entry. This includes Secondary Stats as well. To provide a smoother understanding, the items include if necessary their weapon type. Example: If an enemy is using an Assaultron Blade, it’ll state it’s a Sword so the Overseer can quickly reference the Special Moves for Swords if they decide to use them in combat. This also includes mods and Burst Attacks. Weapons that can only Burst have their damage set for Burst Attacks. Some weapon names have the name of the Ammo and the type of weapon it uses. Example: .44 Revolver uses .44 for the Ammo and is a Revolver. For Robots, if the Ammo isn’t displayed, that means the weapon is attached and the Robots Power Core powers the Weapon. Ammo cannot be collected in this case. NPCs don’t have to worry about reloading weapons. Ammo and capacity amount upon death is Overseer discretion. It’s recommended to use 2d20 for the ammo amount. For materials used as ammo it’s upon the Overseer’s discretion. Some entries have Weapon Sets that the Overseer can choose to apply to that entry for the combat. Apply that however you wish. Some entries will have Variants. These variants are alternatives of the base entry. If you wish to use them, apply the changes specified in the Variant. You may notice that information such as Carry Weight is missing. That's because it was deemed unnecessary in the entry. If you wish to use it, calculate it as normal. | For System Shock, for most entries it doesn’t matter or apply. However, in the few cases it does, Overseers, the END is the System Shock. Keep track of it on the units that it matters on. Overseers, when it comes to Players looting items from the corpses there are a few things to keep in mind. If the Total DR reaches 0, all Armor is Broken. If they have at least 1 DR, it’s Pristine. For all other items they’re Pristine unless they were hit at any point with sufficient damage. That’s upon your discretion. If you wish to be more specific, you can subtract the DR from each Armor starting from Power Armor Plating, Armor Set, Under Armor, then Helmet. Some Armors may be at 0 but they won’t be considered Broken as long as the Total DR left is 1 when they are dead or Unconscious. The AC for entries that use Armor is rounded up to the nearest 5 or 10. The leftover AC is part of their Base AC if the Armor is ever removed. If you, the Overseer, remove an item such as an Armor that provides stats and you notice some is left over, those are the Base Stats of the entry. Some entries will have Immunities and Vulnerabilities. Immunities state what an entry is immune to while Vulnerabilities are what they’re weak to. Vulnerabilities only apply to Damage. Any Damage Type or Status Effect that inflicts damage that is stated in Vulnerabilities will take double damage before DT. |
The Skills presented for the entries in the Bestiary are its set skills which include bonuses and its base. All other skills ignore the Skill Formula and are all 25. Special Moves function the same for NPCs as Players. In regards to Gamble Points and Lore Points, Bestiary Entries cannot use them unless it specifies GP or LP. They ignore the amount that is given with the skills and use the amount stated in the entry. For Unarmed Attacks, some entries have to use a specific part of the body to inflict specific effects. They must be stated before rolling the attack. | Languages can be tricky but usually, in the world of Fallout, most humanoids speak English, unless specified. Creatures are incapable of speaking, reading, and writing any language, but can communicate with others in their own creature-like way. Robot Languages are upon the Overseer’s discretion. However, it’s common for them to know English along with Binary for each Language they know. |
A method to make low level enemies a threat against high level players and easier to manage, Groups. Groups comprise multiple of the same Bestiary entry grouped together as one unit. Groups function as a single NPC in Combat but if an SM states it can hit multiple targets they’ll apply as normal. You can only make Groups made up to Defcon Tier 4 -. For Large entries they can only be made up to Defcon Tier 5 >. Entries that are Huge or Gargantuan cannot be made for Groups. Groups cannot split during combat. When creating Groups, the following happens:
On the next page you’ll find a few examples.
Mirelurk Spawn Group Mirelurk Spawns are weak hatchlings that linger around their birthplace. If attacked, they’ll scatter if no mature Mirelurks are around, but if they are around they’ll swarm you. You’ll find them in and near bodies of water. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 100 | AP CC DE SQ | 10 1 45 3 | STR: 2 PER: 4 END: 1 CHA: 1 INT: 2 AGI: 5 LCK: 1 | Unarmed Observation Sneak Survival | 75 50 25 100 | Only the Torso can be Targeted. Can breathe underwater. When in water or in a swamp, they get Sneak +25. Leather cannot be gained from this Creature. Armor cannot be put on this Animal. Night Vision 30 ft. Immunities: Radiation. Bestiary Perks: Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S:2 T: 3 Dmg: 1d6+8 Dmg Type: N Rng: 5 ft AC -10, DT -10, Rads +20. | AC: 40 N: 10 L: 10 F: 10 P: 10 Ex: 10 SPECIAL +2 |
NCR Recruit Soldier Group Fresh off the farms of California, NCR Recruit Soldiers are the lowest and newest assets of the NCR Military. They’re given basic training and minimal equipment, and they’re shipped out to battle. These soldiers are the following ranks: Private and Private First Class. They’re often led by a Sergeant in a squad of four to six. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Large 120 | AP CC DE SQ | 10 5 75 6 | STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 6 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 100 125 75 75 100 50 | Bestiary Perks: 2189. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+10 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+26 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. Set 1 -9mm Pistol Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d4+18 Dmg Type: N Rng: 70 ft Qualities: H1, Holdout (+10) AC -15, DT -13. Set 2 -Service Rifle (5.56mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d12+20 Dmg Type: N Rng: 200 ft Qualities: BM (Spray), H2 AC -20, DT -19. | AC: 60 N: 20 L: 14 F: 13 P: 13 Ex: 20 DR: 110 RR: 27 Qualities: Hardplate (Head) SPECIAL +2 | Armor Combat Helmet 4 Clothes 4 NCR Recruit Armor 4 Items Handheld Radio 4 |
Eastern Super Mutant Dreg Group These are the common and followers of the more intelligent and stronger Super Mutants. Although sometimes they’re just wanderers trying to survive. You’ll usually find two to five of them at one place. The Western variant is from the west coast and is slightly less aggressive than the counterparts. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Huge 150 | AP CC DE SQ | 10 5 70 5 | STR: 9 PER: 5 END: 7 CHA: 3 INT: 3 AGI: 6 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 125 100 100 105 75 50 | Immunities: Diseases, Radiation. Bestiary Perks: Aggressive, Armor Breaker R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+28 Dmg Type: N Rng: 5 ft AC -20, DT -20. Set 1 -Hunting Rifle (.308) Skill: Small Guns S: 3 T: 4 Dmg: 3d6+44 Dmg Type: N Rng: 350 ft Qualities: H2 AC -20, DT -16. Set 2 -Handmade Rifle (7.62mm, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d8+22 Dmg Type: N Rng: 160 ft Qualities: H2 AC -15, DT -15. Set 3 -Multi-Purpose Axe Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+44 Dmg Type: N Rng: 5 ft Qualities: H3 AC -20, DT -20. -Molotov Cocktails (2) Skill: Throwing S: 3 Dmg: 4d4+10 Dmg Type: F Rng: 70 ft Qualities: Restrict (All) AC -20, DT -20, 10 Burn, 5 ft radius. | AC: 60 N: 26 L: 22 F: 22 P: 22 Ex: 26 DR: 90 SPECIAL +2 | Armor Leather Rags Scrapper Armor Variants Western: All listed Skills +10, remove Aggressive. |
Below is a list of perks that many Bestiary entries have. The Overseer is free to use these to add to other entries and for inspiration. These can only be given to NPCs and are not obtained through Level Up. Some NPCs have their own Bestiary Perks in their entries. They can’t have more than one of the same perks. All perks cease when the NPC dies. As an optional rule, NPCs can have Spec Perks or DGB Perks to make encounters interesting. Bestiary Perks that affect stats, inflict AC, inflict DT, increase, damage, etc. are already applied. However, if they're a unique case that can only be activated by specific circumstances, those aren’t applied to the entry.
Bestiary Perk | Effects |
2189 | When members of the NCR are within 15 ft of each other, they’ll get +25 Hit Chance; this does not stack and it doesn’t apply to Groups. When NCR Groups are attacked, all attacks towards them get -10 Hit Chance. |
Ad Victoriam | For members of the Brotherhood entering and exiting Exo Suits is a Free Action and reduce the AP Cost for all Energy Weapons by -1. |
Blood of the Patriots | For members of the Enclave, they get +1 Dice Damage, +10 Flat Damage, and inflict AC -10 for Plasma and Special Energy Weapons. |
Synthetic Horde | Any Synths within 50 ft of each other gets AC +15; this does not stack and it doesn’t apply to Groups. Increase SPECIAL penalties inflicted by items by -2. |
True to Caesar | When members of Caesar’s Legion flank, they get an additional +15 Hit Chance. All Melee and Unarmed SMs they do get SPECIAL +1. |
Bestiary Perk | Effects |
Armor Breaker | This only applies to all Melee, Non-Explosive Throwing, and Unarmed Attacks. R1: Inflict AC -10, DT -10. R2: Inflict AC -20, DT -20. R3: Inflict AC -30, DT -30. R4: Inflict AC -40, DT -40. |
Big Hitter | For H2 and H3 Melee Weapons, inflict AC -10, +1 Dice Damage, and add your END to the Flat Damage. This also applies for Non-Explosive Throwing Attacks. |
Blaster | For Laser and Plasma Weapons add your INT to the Flat Damage inflict AC and DT -5. |
Burner | For weapons that inflict Fire Damage inflict AC -15 and +10 Burn. |
Cavalry Training | Ignore Mounted penalties and reduce Mount Action by AP -2. |
Combat Ready | For Burst Attack Penalties, apply the Set-Up Burst Penalties instead. You no longer have to take the Set-Up Action for these penalties. |
Bestiary Perk | Effects |
Demolisher | Double all damage after rolling towards objects, structures, and Vehicles before DT. |
Dual Fighter | Ignore Dual Wield Penalty. |
Gunslinger | For Small Guns add your PER to the Flat Damage and inflict DT -10. |
Heavy Lifter | All items with H2 can be used like an H3. This does not apply with Archery Weapons, Artillery, and Heavy Cannons. |
Heavy Weapons Expert | For Big Guns, get +1 Dice Damage, and add your END to the Flat Damage. |
Hunter | When using Archery Weapons, get +2 Dice Damage and inflict DT -8. |
Martial Training | AP -1 for all Melee and Unarmed SMs. Targets of these SMs suffer SPECIAL -2 to resist them. |
Pinpoint Targeting | This only applies to all Ranged Weapons Attacks and Explosives. Doesn’t apply to Non-Explosive Throwing Attacks. R1: Inflict AC -10, DT -5. R2: Inflict AC -20, DT -10. R3: Inflict AC -30, DT -15. R4: Inflict AC -40, DT -25. |
Pugilist | Add your AGI to the Flat Damage for all Unarmed Attacks and inflict DT -5. If you apply this to a Creature, reduce AP cost for all Unarmed Attacks by -1. |
Sneaky | The Sneak Action is a Free Action and get CC +10 to Sneak Attack. |
Storm of Strikes | For H1 Melee Weapons, inflict AC and DT -5 and add your AGI to the Flat Damage. This also applies for Non-Explosive Throwing Attacks. |
Trample | You can choose to attempt to trample over targets as if moving over their spaces. You cannot do this against targets that are of your size or bigger. In order to trample, you must Run at least 20 ft in a straight line. All movement after the 20 ft will inflict damage. If you’re Large, everyone on the path must roll AGI -2. If they fail they take 1d10+5 True and they’re Knocked Down. For each size above Large, increase the penalty by -2 and increase the damage by 1d10+5 True. Attacks of Opportunity cannot be triggered while something is Trampling. You cannot end your turn on the same space as an enemy. If Carry Weight is used, it’s doubled. Large: AGI -2, 1d10+5 True, Knock Down. Huge: AGI -4, 2d10+10 True, Knock Down. Gargantuan: AGI -6, 3d10+15, Knock Down. |
Bestiary Perk | Effects |
Addict | Double the effects and duration of Consumables except for Servings when used on yourself. This doesn’t stack with perks that have similar effects. |
Burrow | For 4 AP you can dig down into the earth by 5 ft. While underground for 4 AP you can dig in any direction by 5 ft. You cannot Run when making a hole while underground, but you can use it to move freely in the spaces you have dug. You cannot burrow if you’re mounted on a Creature. AP Cost cannot be lowered. Others can use the hole you made as well. If you’re underground and an item with a radius that inflicts damage activates, you don't take damage, nor are you affected by the item, but instead take 1d10+5 True for every 5 ft you’re away from the surface. If you’re outside of the radius you’re not affected. You cannot burrow through metal or concrete floors. The tunnel may collapse through special circumstances but that's upon the Overseer’s discretion. |
Catfall | Half all damage inflicted from Falling and Knockback after DT. Cannot be Crippled when Falling. |
Climber | You can climb without movement being penalized and it costs 1 AP to climb 5 ft with no SPECIAL check required. |
Crafty | When you’re crafting or repairing, half the time for the skills mentioned in the entry. This doesn’t apply if you’re assisting. This doesn’t stack with perks that reduce the crafting time. |
Fast Hands | Reduce the Get Up Action to 2 AP, and can choose to get into any Stance as a Free Action. The Equip and Use/Switch Item Action costs only 1 AP. |
Flight | This character can fly because they have wings. Wings are associated with the Body Part that gives it flight and they’re considered extra Arms. If it specifies a different Body Part, apply that instead. |
Gotta Go Fast | When Walking, increase movement distance from 5 ft to 10 ft. When Running, increase movement distance from 10 ft to 20 ft. |
Keen Sense | You get PER +2 and Observation and Survival +25 when tracking or using the Sense Action. You can do the Detect Action as a Free Action. They also get DE +20. |
Leaper | You no longer have to roll AGI for Long Jump up to 15 ft. The penalty starts at 20 ft. For High Jump you can do up to 10 ft. |
Lifesaver | When this character does the Stabilize Action they also heal the target's HP equal to your INT. When you use an item that only heals, add your INT to the HP gained. |
Lightning Reflexes | When rolling SQ, you roll twice and take the highest result. |
Power Armor Training | You ignore the penalties of Exo Suits. |
Resilience | SPECIAL +2 to resist Status Effects. This applies to Explosives with Destruction. |
Sixth Sense | You can never be Surprised and may do your turn during the Surprise Round as normal. You retain half your AC against Sneak Attacks. |
Slippery | You may move through enemy spaces but you cannot end your turn in the same space as an enemy. |
Stench | Whenever an enemy moves within 20 ft of you, they must roll END -6 to resist the nauseating smell. If they fail, they get AP -4 on their turn while within your range. This goes away if they succeed or if they step out of the range. They can only roll once a round to ignore this. Those immune to Gas are not affected by this perk. |
Sure Footed | Ignore all Difficult Terrain penalties. Doesn’t apply to terrain that includes a lot of water. |
Bestiary Perk | Effects |
Swimmer | Ignore all Difficult Terrain penalties that include water. Ignore Melee / Unarmed Attacks penalty while Underwater. |
Bestiary Perk | Effects |
Aggressive | You may not do the following actions: Counter Attack, Defend, Dodge, and Parry. |
Light Blindness | When in bright light such as flashlights, daylight, or other powerful sources of life you get -50 to all Skill and SPECIAL -4. Small sources of light like a candle or small fire cannot trigger this perk. |
Mechanical | Cannot Climb, Crouch, Prone, Jump, or attack with your Legs. |
Natural | Cannot wield weapons, Crouch or Prone, or do SMs. Hold is exempt from this. |
Slow Reflexes | When rolling SQ, you roll twice and take the lowest result. |
In the wasteland you’ll come across some variants of known Creatures, Humanoids, and Robots. These variants can be applied to entries specified in the perk. These variants are optional and are for unique encounters. Some entries can be given more than one variant template.
Bestiary Perk | Effects |
Albino | Their complexion is a light pink all throughout the body. They get Max HP +100 and +2 Dice Damage to all attacks. Can only be applied to Creatures. |
Diseased | All Unarmed Attacks have a chance to give diseases to opponents. The disease is the Overseer's decision. When an Unarmed Attack is successful and deals damage to a target’s HP, the Overseer rolls in secret a 1d100. On a 51 - 100 the target will be infected with the disease and the effects and symptoms will activate the next day. FEV and Robots cannot be this variant. Add the Bestiary Perk Stench if they don’t already have it. If they are immune to Diseases, they cannot get this Variant. Cannot be applied to Robots. |
Glowing | Their complexion is black with green glowing veins that expand all around the body giving off radiation. Unarmed Attacks that hit inflict Rads +50. Radiation inflicted on you heals you instead. The entry specifies if it can be this variant. Can only be applied to Creatures except Feral Ghouls. |
Hardened | DT +10 to all, double Max HP, and AC +25. Can only be applied to Robots. |
Nuka | They emit a light blue glow all around their body through cracks. Max HP +200. Can only be applied to Creatures. |
Scorched | All who are Scorched are linked via a hive mind born of a fungal infection. They work as one. They also work with Scorchbeasts. Their skin is pink and shredded with several sores and small crystalline ultracite protrusions poking out. The ultracite gives off a weak radiation signature that makes them easier to track. Cannot be applied to Aliens, Feral Ghouls, Robots, and Super Mutants. |
Unlike the other perks, these are perks you can add to a Bestiary entry for tougher battles such as boss fights. These are best used for important characters, pivotal combat encounters in a campaign, or boss creatures. It’s recommended to apply what is best represented by the character. Some entries have a few of these perks as their unique. Refer to them for inspiration.
Bestiary Perk | Effects |
Adaptable | These can only be used in Combat after SQ is rolled. Overseer’s must declare how many Adaptable Charges are being used and which one they’re using. This perk can be given to anyone. R1 is best for Defcon Tier 5, 4, and 3. R2 for Defcon Tier 3 and 2. R3 for Defcon Tier 2 and 1. R1: Gain two charges that reset at the start of their next turn and with one charge you can do one of the following actions:
R2: Increases charges up to four.
R3: Increases charges up to six. |
Baneful Presence (X) | All enemies within (X) get -25 to all Skills and SPECIAL -2. The perk is best given to characters that are meant to be terrifying. |
Combat Master | Enemies can never benefit from flanking you, you ignore Movement Hit Chance penalties, and AC reduction from Stun is ignored. This perk can be given to anyone but it’s recommended to give it to someone who is a master of close combat. |
Conquer (X) | All allies within (X) get +10 Flat Damage and inflict DT -10. This perk is best given to characters who act like field commanders on the battlefield. |
Demoralize (X) | For 2 AP, choose a target within (X). The target rolls CHA -4. If they fail, on their next turn their AP is reduced by -3. This action can be done up to twice a turn. The AP cannot be lowered for this action. This perk is best given to characters that utilize physiological warfare during combat. |
Frenzy | If your HP is below 50%, you inflict +30 Hit Chance and inflict DT -15. This lasts until the end of the Combat Encounter. This perk is best given to characters that are consumed by their rage in intense situations. |
Leader (X) | All allies within (X) get +25 to all listed Skills and SPECIAL +2. You cannot benefit from this perk if an ally has it. This perk is best given to characters whom people look up to for guidance and leadership. |
Rise | If you’d go Comatose or die, roll END. If you succeed, stay at 1 HP instead. For every 50 damage from one Attack Roll that you would have of the final damage result, subtract 1 from END, this negative bonus persists through the rest of the combat encounter. When doing the Stabilize Action the AP Cost is reduced by -2. This perk is best given to characters that are leaders of a group of faction for Defcon Tier 3, 2, or 1. |
Shrug It Off | Remove one Status Effect at the end of your turn after rolling for any Status Effects. This perk is best given to characters that are leaders of a group or faction for Defcon Tier 3, 2, or 1. |
Undying (X) | At the beginning of your turn before applying damages or effects, as long as you are above 0 HP, you heal X HP. This perk is best given to characters that are leaders of a group of faction. For (X), 25 is best for Defcon Tier 5 and 4. 50 is best for Defcon Tier 3. 75 is best for Defcon Tier 2. 100 is best for Defcon Tier 1. This perk is best given to characters that are very durable. |
No one truly knows if it’s true. But some say they have spotted those from outer space landing on our planet. For what purpose are they here? No one knows. This section is organized alphabetically.
Abominations Abominations are Zetan experiments. When they spot anyone that isn’t an ally, they’ll point at them, wail loudly, then immediately attack. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Humanoid Medium 50 | AP CC DE SQ | 9 5 50 4 | STR: 7 PER: 5 END: 7 CHA: 3 INT: 3 AGI: 7 LCK: 5 | Unarmed Observation Sneak | 100 50 50 | Immunities: Radiation. Bestiary Perks: Aggressive. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft | AC: 35 |
Alien The Alien, or known by Alien investigators, Zetans, are a race from outer space with technology that surpasses any we have on Earth. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 200 | AP CC DE SQ | 10 10 75 17 | STR: 10 PER: 10 END: 10 CHA: 10 INT: 10 AGI: 10 LCK: 10 | Energy Weapons Melee Weapons Unarmed Intimidation Observation Sneak | 150 150 50 125 125 125 | Night Vision 500 ft. Immunities: Crippled, Radiation. Bestiary Perks: Combat Master, Pinpoint Targeting R3. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+10 Dmg Type: N Rng: 5 ft -Alien Shock Baton (Bludgeon) Skill: Melee Weapons S: 2 T: 3 Dmg: 3d8+20 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth If you hit, roll END -6. If you fail, you’re Stunned for 1d2+1 turns. Set 1 -Alien Atomizer Skill: Energy Weapons S: 3 T: 4 Dmg: 12d4+20 Dmg Type: P Rng: 100 ft Qualities: H1, Insulated AC -30, DT -25, ignore DR. Set 2 -Alien Blaster Skill: Energy Weapons S: 4 T: 5 Dmg: 20d4+40 Dmg Type: P Rng: 50 ft Qualities: H1, Insulated AC -30, DT -30, ignore DR. Set 3 -Alien Disintegrator Skill: Energy Weapons S: 4 T: 5 Dmg: 16d4+30 Dmg Type: P Rng: 200 ft Qualities: H2, Insulated AC -30, DT -25, ignore DR. | AC: 70 N: 20 L: 20 F: 20 P: 20 Ex: 20 DR: 150 |
Flatwoods Monster The Flatwoods Monster is a myth to many in Appalachia. But those that have faced this creature felt as if they couldn’t control their actions and fought for the Flatwoods Monster. It caused them to turn on their friends leaving many to die. The motive for this monster is unknown, but one thing is known for sure, it’ll vanish at any moment's notice. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 500 | AP CC DE SQ | 15 7 75 13 | STR: 6 PER: 10 END: 10 CHA: 5 INT: 10 AGI: 10 LCK: 7 | Unarmed Intimidation Observation Sneak | 100 125 50 50 | Groin cannot be Targeted, one Leg. Can fly due to Legs. Night Vision 500 ft. Immunities: Crippled, Radiation. Bestiary Perks: Combat Master, Flight, Gotta Go Fast, Natural. Controller (Perk): For 2 AP, select one Creature or Robot within 30 ft and they must roll INT -3. If they succeed, nothing happens and this cannot be done to the target again for the next 24 hours. If they fail, they’ll be under the control of the Flatwoods Monster for 1 minute. At the end of every round, those under control can roll INT -6 to try and break free. This is a Free Action at the beginning of the turn. Teleport (Perk): If the Flatwoods Monster is below 25% of its Max HP, on its turn for 6 AP it’ll teleport away and they cannot be tracked. They can’t use this perk if they’re under any Status Effect or Unconscious. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 6d4+11 Dmg Type: N Rng: 5 ft AC -30, DT -10. | AC: 70 N: 26 L: 26 F: 26 P: 26 Ex: 26 |
Guardian Drone An advanced alien robot armed with a drone cannon. They’ll defend the mothership at any cost. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Robot Large 200 | AP CC DE SQ | 12 5 55 10 | STR: 6 PER: 6 END: 6 CHA: 5 INT: 7 AGI: 6 LCK: 5 | Big Guns Unarmed Observation | 150 75 75 | Head, Arms, and Legs cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Pinpoint Targeting R2, Mechanical, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+11 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Drone Cannon Skill: Big Guns S: 5 Dmg: 8d8+20 Dmg Type: P Rng: 200 ft Qualities: Insulated AC -35, DT -20, 5 ft radius. If it hits roll AGI -3. If you succeed, take half damage. | AC: 75 N: 40 L: 40 F: 40 P: 40 Ex: 40 DR: 200 Qualities: Conductive, Hardplate (Torso) |
Support Drone An advanced alien robot that functions as an assistant. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Robot Medium 100 | AP CC DE SQ | 10 5 55 7 | STR: 7 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Unarmed Engineer Observation | 100 100 75 | Head, Arms, and Legs cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Mechanical, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. | AC: 50 N: 15 L: 15 F: 15 P: 15 Ex: 15 DR: 50 Qualities: Conductive, Hardplate (Torso) |
Mutated by the radiation lingering from the Great War and prior. The creatures of the wasteland come in all shapes and sizes, and their main goal is a supply of food and water. This section is organized alphabetically. Within the same Animals they’re organized by Defcon Tier.
Alligator Alligators and Crocodiles are similar to each other. Their most distinct feature is their long massive mouths that if they latch onto you, they’ll roll and break your limbs. Both linger near water and are extremely territorial. They’ll latch onto you with their bite and drag you into the water. They’re often solitary but can be found in groups bathing in the sun. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Large 80 | AP CC DE SQ | 9 5 65 6 | STR: 8 PER: 8 END: 6 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 125 100 50 100 | Arms and Groin cannot be Targeted, four Legs. Can hold its breath up to 12 hours. Night Vision 100 ft. Immunities: Knock Down, Radiation. Bestiary Perks: Armor Breaker R2, Keen Sense, Natural, Swimmer. Death Roll (Perk): For 4 AP, roll Attacker STR +2 vs. Defender STR to a target adjacent to you. If the Attacker wins, the Defender is Crippled. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+18 Dmg Type: N Rng: 5 ft AC -20, DT -20. | AC: 40 N: 25 L: 12 F: 5 P: 8 Ex: 20 DR: 80 | Variants Crocodile: STR and END +2 to checks. |
Angler Mutated fish with a fleshy bioluminescent growth that sits atop their heads to act as camouflage for predators to disguise themselves as the surrounding lure weed to fool their prey. Anglers are solitary and remain in areas near or in water. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Creature Large 300 | AP CC DE SQ | 10 5 60 6 | STR: 8 PER: 7 END: 8 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Throwing Unarmed Intimidation Observation Sneak Survival | 125 125 125 75 50 100 | Groin cannot be Targeted. Can breathe underwater. Night Vision 200 ft. Immunities: Radiation. Vulnerabilities: Poison. Bestiary Perks: Armor Breaker R2, Climber, Light Blindness, Natural, Sneaky, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d6+18 Dmg Type: N Rng: 10 ft AC -20, DT -20. -Fireball Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: F Rng: 30 ft 15 Burn. | AC: 60 N: 5 L: 20 F: 20 P: 20 Ex: 5 DR: 70 |
Bighorner Bighorners are big horned mutated sheep that live in mountain ranges. They’re docile for the most part, but if you appear threatening or are threatening towards them, they’ll go on the offensive and trample you. Female Bighorners are often found in herds of ten while males tend to be solitary. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Large 80 | AP CC DE SQ | 8 5 50 3 | STR: 8 PER: 5 END: 8 CHA: 3 INT: 3 AGI: 6 LCK: 5 | Unarmed Intimidation Observation Survival | 100 100 50 100 | Arms cannot be Targeted, four Legs. Immunities: Knock Down, Radiation. Bestiary Perks: Armor Breaker R1, Natural, Sure Footed, Trample. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d6+18 Dmg Type: N Rng: 5 ft AC -10, DT -10. | AC: 30 N: 15 L: 7 F: 7 P: 7 Ex: 14 DR: 50 |
Bloatfly Bloatflies are mutated tabanus horse flies. They’re harmless unless they’re hungry. They’re always hungry. It’s common to find several traveling together. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 15 | AP CC DE SQ | 8 3 50 4 | STR: 1 PER: 5 END: 1 CHA: 1 INT: 2 AGI: 8 LCK: 3 | Throwing Unarmed Observation Survival | 75 75 50 125 | Arms, Legs, and Groin cannot be Targeted, two Wings. Hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 50 ft Immunities: Radiation. Bestiary Perks: Flight, Natural, Slippery | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+1 Dmg Type: N Rng: 5 ft -Maggot Spit Skill: Throwing S: 3 Dmg: 2d4+4 Dmg Type: N Rng: 25 ft 1d4 True, Rads +20. | AC: 40 |
Bloodbug Bloodbugs are mutated mosquitoes that have one purpose: suck the blood out of anything. It’s common to find them traveling in groups. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 60 | AP CC DE SQ | 10 5 55 5 | STR: 3 PER: 6 END: 3 CHA: 2 INT: 2 AGI: 10 LCK: 5 | Unarmed Observation Sneak Survival | 100 100 75 125 | Arms, Legs, and Groin cannot be Targeted, two Wings. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Flight, Gotta Go Fast, Lightning Reflexes, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+8 Dmg Type: N Rng: 5 ft AC -10, DT -10, 2d6 True, Rads +30. Any damage inflicted heals the Bloodbug. | AC: 50 DR: 30 |
Bloodworm Larva A Bloodworm Larva is a carnivorous worm that has adapted and grown to be a predator. However, it's only a baby at this stage. They focus on swarming their prey along with their fellow Bloodworms. They often swarm in groups of six to ten. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 20 | AP CC DE SQ | 8 5 55 3 | STR: 3 PER: 6 END: 3 CHA: 2 INT: 2 AGI: 6 LCK: 5 | Unarmed Observation Sneak Survival | 75 75 75 100 | Only the Torso can be Targeted. Armor cannot be put on this Animal. Immunities: Radiation. Bestiary Perks: Burrow, Keen Sense, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+3 Dmg Type: N Rng: 5 ft If the target of this attack is below -50% Max HP, double the damage after rolling. | AC: 30 |
Bloodworm Bloodworms are carnivorous worms that have adapted and grown to be a predator. They can be as big as humans. They focus on swarming their prey along with their fellow Bloodworms. They often swarm in groups of four to eight. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 80 | AP CC DE SQ | 9 5 55 4 | STR: 4 PER: 6 END: 4 CHA: 2 INT: 2 AGI: 7 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 75 75 75 100 | Only the Torso can be Targeted. Armor cannot be put on this Animal. Immunities: Radiation. Bestiary Perks: Burrow, Keen Sense, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+9 Dmg Type: N Rng: 5 ft If the target of this attack is below -50% Max HP, double the damage after rolling. | AC: 35 |
Bloodworm Queen The queen of the Bloodworms. She protects her future babies with her life. She will command Bloodworms to go in first and use them as shields to allow herself to run away. If she’s cornered, she’ll go on the offensive and send any remaining Bloodworms towards you. The Queen has several Bloodworms with her as she fights. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Large 180 | AP CC DE SQ | 10 5 55 6 | STR: 8 PER: 6 END: 6 CHA: 2 INT: 3 AGI: 9 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 100 100 50 125 | Only the Torso can be Targeted. Armor cannot be put on this Animal. Immunities: Radiation. Bestiary Perks: Armor Breaker R2, Burrow, Gotta Go Fast, Keen Sense, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d6+18 Dmg Type: N Rng: 5 ft AC -20, DT -20. If the target of this attack is below -50% Max HP, double the damage after rolling. | AC: 45 |
Brahmin The famous Brahmin is a two headed female cow commonly used by caravans and provides plenty of food. They’re found in a large herd and are mostly docile and will run away most of the time unless they’re cornered. They follow a strength in numbers mentality. The male Brahmin is known as a Brahmin Bull. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Large 40 | AP CC DE SQ | 8 5 40 3 | STR: 7 PER: 3 END: 7 CHA: 1 INT: 3 AGI: 5 LCK: 5 | Unarmed Observation Survival | 100 50 100 | Arms and Groin cannot be Targeted, four Legs. Immunities: Radiation. Bestiary Perks: Natural, Trample. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d6+17 Dmg Type: N Rng: 5 ft | AC: 20 | Variants Brahmin Bull: Max HP +60. |
Brahmiluff Brahmiluff are two-headed buffalos. They often travel in herds with other buffalo and will trample anyone that disturbs them. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Large 60 | AP CC DE SQ | 9 5 45 3 | STR: 8 PER: 4 END: 8 CHA: 1 INT: 3 AGI: 5 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 100 50 25 100 | Arms and Groin cannot be Targeted, four Legs. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Natural, Trample. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d8+18 Dmg Type: N Rng: 5 ft AC -10, DT -15. | AC: 30 DR: 30 |
Butcher Butchers are Honey Badgers that have evolved into menaces with one goal in life. Whatever breathes must learn its place. Butchers will fight anyone and they won’t stop until they’re dead. Butchers are solitary animals and if you ever see two in one place, run because they’re hunting. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Creature Large 350 | AP CC DE SQ | 12 8 65 9 | STR: 10 PER: 8 END: 10 CHA: 3 INT: 4 AGI: 10 LCK: 8 | Unarmed Intimidation Observation Sneak Survival | 150 150 100 100 125 | Arms and Groin cannot be Targeted, four Legs. Immunities: Knock Down, Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Burrow, Climber, Natural, Stench. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+20 Dmg Type: N Rng: 5 ft AC -30, DT -30, 10 Bleed. -Toxic Gas S: 3 Dmg: 30 Dmg Type: Poison 15 ft radius. Toxic Gas inflicts Damage in the form of a Gas. Anyone within the radius of the creature is affected by this and must roll END -5. If they succeed they take half the Poison Damage. | AC: 70 N: 28 L: 26 F: 10 P: 10 Ex: 26 DR: 200 |
Cat Cats are confident animals that’ll look you straight in the eye and knock your favorite vase down. They’re cunning and will always avoid a fight. Cats are often solitary and can sense danger just before it happens. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 20 | AP CC DE SQ | 10 9 95 5 | STR: 2 PER: 10 END: 2 CHA: 6 INT: 5 AGI: 10 LCK: 9 | Unarmed Observation Sneak Survival | 75 100 150 100 | Arms and Groin cannot be Targeted, four Legs. Cannot do any Handy SMs. Heavy Armor cannot be put on this Animal. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Catfall, Climber, Gotta Go Fast, Keen Sense, Leaper, Natural, Slippery, Sneaky. | |||
Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+2 Dmg Type: N Rng: 5 ft 1d4 True. | AC: 40 |
Cave Cricket The Cave Cricket is a rare find in forests, but in caves they’re far more common. They’ll primarily leap towards you and stab you with their massive horns. Don’t get too comfortable as you’ll often find more than three in one cave. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 120 | AP CC DE SQ | 10 5 75 7 | STR: 5 PER: 10 END: 6 CHA: 1 INT: 2 AGI: 10 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 75 50 50 100 | Arms and Groin cannot be Targeted, six Legs. Can jump up to 20 ft high and long with no penalties. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Heavy Armor cannot be put on this Animal. Night Vision 50 ft. Immunities: Radiation. Vulnerabilities: Plasma. Bestiary Perks: Armor Breaker R1, Climber, Gotta Go Fast, Leaper, Natural, Slippery, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+10 Dmg Type: N Rng: 5 ft AC -10, DT -15, Rads +40. | AC: 40 N: 17 L: 16 F: 9 P: 9 Ex: 9 DR: 75 |
Caza-Claw A Cazador with the killer instinct of a Deathclaw. The two minds of the creatures melded as one creates the ultimate killing machine. If you see one, pray. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Creature Huge 1000 | AP CC DE SQ | 15 15 85 18 | STR: 16 PER: 12 END: 15 CHA: 3 INT: 5 AGI: 12 LCK: 10 | Unarmed Observation Sneak | 200 150 100 | Groin cannot be Targeted, two Wings. Night Vision 300 ft. Immunities: Knock Down, Radiation. Vulnerabilities: Fire. Bestiary Perks: Adaptable R3, Armor Breaker R3, Baneful Presence (100 ft), Flight, Natural, Rise, Shrug It Off, Undying (100). Happy Halloween (Perk): Double the penalties for Baneful Presence. Also, all enemies within Baneful Presence get AP -2. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 6d8+31 Dmg Type: N Rng: 15 ft AC -30, DT -45. If you hit the target rolls END -5. If the target fails, they take 50 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 100 N: 42 L: 42 F: 42 P: 42 Ex: 42 DR: 250 |
Young Cazador Young satanic tarantula hawk spider wasps that need to die. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Creature Medium 150 | AP CC DE SQ | 10 5 60 6 | STR: 4 PER: 7 END: 4 CHA: 1 INT: 2 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Survival | 100 100 50 100 | Arms, Legs, and Groin cannot be Targeted, two Wings. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 100 ft. Immunities: Radiation. Vulnerabilities: Fire. Bestiary Perks: Armor Breaker R1, Flight, Gotta Go Fast, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+9 Dmg Type: N Rng: 5 ft AC -15, DT -15. When you hit the target with your stinger, they roll END -3. If the target fails, they take 20 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 75 |
Cazador Satanic tarantula hawk spider wasps that need to die. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Creature Large 300 | AP CC DE SQ | 12 5 65 9 | STR: 5 PER: 8 END: 5 CHA: 1 INT: 2 AGI: 10 LCK: 5 | Unarmed Intimidation Observation Survival | 150 125 50 100 | Arms, Legs and Groin cannot be Targeted, two Wings. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 100 ft. Immunities: Radiation. Vulnerabilities: Fire. Bestiary Perks: Armor Breaker R2, Flight, Gotta Go Fast, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+15 Dmg Type: N Rng: 5 ft AC -25, DT -25. When you hit the target with your stinger, they roll END -5. If the target fails, they take 30 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 100 |
Giant Cazador Kill it with a mini nuke! | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Creature Huge 500 | AP CC DE SQ | 15 5 75 14 | STR: 7 PER: 10 END: 6 CHA: 1 INT: 2 AGI: 12 LCK: 5 | Unarmed Intimidation Observation Survival | 175 150 100 125 | Legs and Groin cannot be Targeted, two Wings. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 100 ft. Immunities: Radiation. Vulnerabilities: Fire. Bestiary Perks: Armor Breaker R3, Flight, Gotta Go Fast, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 6d8+22 Dmg Type: N Rng: 10 ft AC -35, DT -35. When you hit the target with your stinger, they roll END -7. If the target fails, they take 50 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 125 |
Centaur Centaurs are an amalgamation of various races tossed into FEV and fused together. The mix includes humans, dogs, cats, and other animals. Centaurs serve as pets for their Super Mutant masters and they’ll spit radiation at you from a distance. They’ll only fight in close combat as a last resort. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 100 | AP CC DE SQ | 8 7 55 3 | STR: 5 PER: 6 END: 6 CHA: 1 INT: 3 AGI: 6 LCK: 7 | Throwing Unarmed Observation Sneak | 100 100 85 25 | Legs and Groin cannot be Targeted, three Arms. Some may have additional Arms. Overseers should specify any altered versions of Centaurs. Cannot get Variant Perks. Night Vision 50 ft. Immunities: Crippled, Diseases, FEV, Radiation. Bestiary Perks: Aggressive, Armor Breaker R1, Natural, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+10 Dmg Type: N Rng: 10 ft AC -20, DT -10. Inflict AP -1 on their next turn. -Rad Spit Skill: Throwing S: 3 Dmg: 1d8+5 Dmg Type: True Rng: 30 ft AC -10. Rads +50. | AC: 40 |
Evolved Centaur Evolved Centaurs are larger centaurs that have evolved in size and experience. They serve the highest ranks of Super Mutants and only listen to them. They support them in combat and will die for them. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Large 300 | AP CC DE SQ | 9 8 75 8 | STR: 7 PER: 10 END: 8 CHA: 1 INT: 4 AGI: 8 LCK: 8 | Throwing Unarmed Observation Sneak | 100 125 100 25 | Legs and Groin cannot be Targeted, three Arms. Some may have additional Arms. Overseers should specify any altered versions of Evolved Centaurs. Cannot get Variant Perks. Night Vision 100 ft. Immunities: Crippled, Diseases, FEV, Radiation. Bestiary Perks: Aggressive, Armor Breaker R2, Natural, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+17 Dmg Type: N Rng: 5 ft AC -35, DT -20. Inflict AP -1 on their next turn. -Rad Spit Skill: Throwing S: 3 Dmg: 2d10+5 Dmg Type: True Rng: 60 ft AC -20. Rads +150. | AC: 60 DR: 200 |
Critters The creatures here are commonly found in the wasteland often hiding from predators. Critters vary between being encountered alone or in groups, depending on the species such as Giant Mantis, Opossums, Giant Rats, etc. The Water Critter variant applies to lizards, fish, frogs, etc. The Flying Critter variant applies to birds such as crows and ravens. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 10 | AP CC DE SQ | 10 7 70 5 | STR: 2 PER: 5 END: 1 CHA: 5 INT: 3 AGI: 10 LCK: 5 | Unarmed Observation Sneak Survival | 75 100 100 100 | Only the Torso can be Targeted. Armor cannot be put on this Animal. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Burrow, Climber, Keen Sense, Natural, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+2 Dmg Type: N Rng: 5 ft 1d4 True. | AC: 45 | Variants Flying Critter: Two Wings but they cannot be targeted, Flight, Slippery. Remove Burrow and Climber. Radroach: Hide cannot be extracted. Can survive a nuke. Inflicts Rads +25 when it hits. Tick: Inflict 1d4 True if you hit. Any damage inflicted heals the Tick. Upon death it’ll explode in a blood bath and inflict 10 Poison with a 5 ft radius. Those hit must roll END -1. If they succeed, they take half Poison damage. Can’t survive a nuke. Water Critter: Slippery, Swimmer. Remove Climber and Burrow. |
Young Deathclaw Young Deathclaws are apex hunters in training. If you're in the vicinity of a Young Deathclaw they will use their keen sense of smell to track you down and maul you. Young Deathclaws are often encountered in groups of three to five, and sometimes are accompanied by their parents too. Young Deathclaws often remain with other Young Deathclaws in groups of three to five. Young Hairy Deathclaws are found in the former states of Illinois, Missouri, and Kansas. They’re mammal-like and are covered in patches of fur. They’re somewhat capable of speech. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Creature Medium 150 | AP CC DE SQ | 10 5 55 7 | STR: 10 PER: 6 END: 6 CHA: 3 INT: 3 AGI: 10 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 100 75 75 100 | Groin cannot be Targeted. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R2, Keen Sense, Leaper, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d6+15 Dmg Type: N Rng: 5 ft AC -30, DT -25, 5 Bleed. | AC: 55 N: 25 L: 20 F: 10 P: 16 Ex: 10 DR: 100 | Variants Young Hairy Deathclaw: Max HP -50, Climber. |
Deathclaw The ever famous devil of the wastes, the Deathclaw is a genetically engineered creature designed to kill. Deathclaws often travel in packs led by an Alpha, although some have been known to travel on their own. If you’re within their vicinity, they’ll hunt you down and kill you. Deathclaws often hunt alone, but they will always return to the nest where other Deathclaws can be found. Nest sizes vary, but they commonly have four Deathclaws and two to five Young Deathclaws. Hairy Deathclaws are found in the former states of Illinois, Missouri, and Kansas. They’re mammal-like and are covered in patches of fur. They’re somewhat capable of speech. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Creature Large 350 | AP CC DE SQ | 12 7 65 9 | STR: 14 PER: 8 END: 8 CHA: 3 INT: 3 AGI: 10 LCK: 7 | Unarmed Intimidation Observation Sneak Survival | 150 100 100 100 100 | Groin cannot be Targeted. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R3, Keen Sense, Leaper, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+24 Dmg Type: N Rng: 5 ft AC -40, DT -35, 10 Bleed. | AC: 70 N: 30 L: 25 F: 10 P: 25 Ex: 10 DR: 150 | Variants Gatorclaw: Swimmer and Death Roll Perk from the Alligator. Remove Leaper. Hairy Deathclaw: Max HP -100, Climber. |
Deathclaw Matriarch Deathclaw Matriarchs are second in the hierarchy in the Deathclaw social system. They’re extremely territorial and protective of their young. She will command the other Deathclaws to attack first as she charges from behind to swarm you. The Matriarch does not fight alone and is usually near the nest. She’s always surrounded by other Deathclaws and often looming in the background is the Alpha. Hairy Deathclaw Matriarchs are found in the former states of Illinois, Missouri, and Kansas. They’re mammal-like and are covered in patches of fur. They’re somewhat capable of speech. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Creature Huge 650 | AP CC DE SQ | 14 10 85 14 | STR: 16 PER: 12 END: 10 CHA: 6 INT: 4 AGI: 12 LCK: 10 | Unarmed Intimidation Observation Sneak Survival | 175 125 150 100 125 | Groin cannot be Targeted. Night Vision 200 ft. Immunities: Knock Down, Radiation. Bestiary Perks: Armor Breaker R4, Frenzy, Keen Sense, Leader (50 ft), Leaper, Natural, Rise, Undying (75). | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 6d8+31 Dmg Type: N Rng: 5 ft AC -50, DT -40, 15 Bleed. | AC: 90 N: 46 L: 41 F: 18 P: 37 Ex: 18 | Variants Hairy Deathclaw Matriarch: Max HP -150, Climber. |
Alpha Deathclaw Alpha Deathclaws are the pack leaders of Deathclaws. The Alpha calls the shots and if you pose a threat to anyone in his pack, he’ll ignore the rest of the pack and charge head first and tear you limb from limb. The Alpha travels where he wants but will always return to the nest. They must always demonstrate they’re the Alpha when Deathclaws are not getting along. They’ll protect their kind if threatened, especially their Matriarch and children. They’ll never fight alone as they have the whole pack on their side. Hairy Alpha Deathclaws are found in the former states of Illinois, Missouri, and Kansas. They’re mammal-like and are covered in patches of fur. They’re somewhat capable of speech. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Creature Huge 800 | AP CC DE SQ | 16 10 75 14 | STR: 16 PER: 10 END: 12 CHA: 7 INT: 4 AGI: 12 LCK: 10 | Unarmed Intimidation Observation Sneak Survival | 175 125 150 100 125 | Groin cannot be Targeted. Night Vision 200 ft. Immunities: Knock Down, Radiation. Bestiary Perks: Armor Breaker R4, Baneful Presence (100 ft), Frenzy, Keen Sense, Leaper, Natural, Rise, Undying (75). | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 6d8+31 Dmg Type: N Rng: 10 ft AC -50, DT -50, 15 Bleed. | AC: 100 N: 41 L: 46 F: 18 P: 37 Ex: 18 DR: 300 | Variants Hairy Alpha Deathclaw: Max HP -200, Climber. |
Dog Dogs have a similar pack mentality but they sometimes travel with Humans, their best friend. Coyotes operate similar to wolves in that they follow the alpha male and female coyote often in groups of four to eight. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 50 | AP CC DE SQ | 10 5 95 4 | STR: 5 PER: 10 END: 5 CHA: 4 INT: 3 AGI: 8 LCK: 5 | Unarmed Observation Sneak Survival | 100 100 100 100 | Arms and Groin cannot be Targeted, four Legs. When extracting Raw Meat and Hide this is considered Small. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Keen Sense, Natural, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft AC -10, DT -10, 1d6 True. | AC: 40 DR: 30 | Variants Coyote: AC -10. |
Dolphin Dolphins after the Great War grew a third eye, sharper teeth, and another row of teeth. They’re usually friendly, but if you’re their food, they’ll toy with you and slowly kill you. Trust me, you don’t want to be sashimi for these things. Dolphins often travel in groups of five to ten. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Creature Large 200 | AP CC DE SQ | 10 7 75 5 | STR: 8 PER: 10 END: 8 CHA: 6 INT: 5 AGI: 10 LCK: 7 | Unarmed Observation Sneak Survival | 125 100 75 125 | Arms, Legs, and Groin cannot be Targeted. Can hold its breath for up to 10 minutes. Night Vision 300 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R2, Gotta Go Fast, Keen Sense, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+18 Dmg Type: N Rng: 5 ft AC -20, DT -25, 5 Bleed. | AC: 55 N: 12 L: 12 F: 8 P: 4 Ex: 4 |
Eagle Eagles are majestic animals with the ability to fly. They’re mostly solitary. You can use the Eagle for similar birds such as Hawks, Falcons, and Vultures. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Small 30 | AP CC DE SQ | 10 5 65 4 | STR: 5 PER: 8 END: 5 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 75 100 75 100 | Arms and Groin cannot be Targeted, two Wings. Heavy Armor cannot be put on this Animal. Immunities: Radiation. Bestiary Perks: Flight, Gotta Go Fast, Keen Sense, Lightning Reflexes, Natural, Sneaky. Death From Above (Perk): When making a Charge attack while flying, get +10 Hit Chance and +10 Flat Damage. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+5 Dmg Type: N Rng: 5 ft DT -5, 1d4 True. | AC: 40 | Variants Turkey: Remove two Wings, Death From Above, and Flight. |
Flying Ants / Bee Swarm A swarm of flying ants or bees. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Medium 30 | AP CC DE SQ | 10 5 55 5 | STR: 1 PER: 6 END: 1 CHA: 1 INT: 1 AGI: 10 LCK: 5 | Unarmed Observation Sneak Survival | 75 75 75 125 | Cannot be Targeted and cannot do SMs. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 50 ft. Immunities: Crippled, Radiation. Bestiary Perks: Catfall, Flight, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 Dmg: 1d4+1 Dmg Type: True Rng: 5 ft AC -15. If you hit the target rolls END. If the target fails, they take 20 Poison Damage. If the target succeeds, they take no Poison Damage. | AC: 50 |
Floaters Floaters are abominations that hover through the air by using the noxious gasses in their flotation bladders to keep afloat. They’re often found with Super Mutants and Centaurs and serve as domesticated pets for Super Mutants. Floaters will work with their group to trap you and wither your life away as the rest of the group go for the kill. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 90 | AP CC DE SQ | 10 6 55 6 | STR: 6 PER: 6 END: 7 CHA: 2 INT: 3 AGI: 8 LCK: 6 | Unarmed Observation Sneak | 100 75 50 | Arms, Legs, and Groin cannot be Targeted. When Skinning, you can roll to harvest Pharma Supplies from this creature as if you were harvesting Meat from a Small Creature. Armor cannot be put on this Animal. Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R1, Burrow, Natural, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+11 Dmg Type: N Rng: 5 ft AC -20, DT -10. If Tentacle hits, the target rolls END -3. If the target fails, they take 10 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 40 |
Floaters Flamer Floater Flamers are a variant of the Floater that instead inflict fire to their prey. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 90 | AP CC DE SQ | 10 6 55 6 | STR: 6 PER: 6 END: 7 CHA: 2 INT: 3 AGI: 8 LCK: 6 | Throwing Unarmed Observation Sneak | 100 100 75 50 | Arms, Legs, and Groin cannot be Targeted. When Skinning, you can roll to harvest Pharma Supplies from this creature as if you were harvesting Meat from a Small Creature. Armor cannot be put on this Animal. Immunities: Burn, Diseases, Fire, Radiation. Bestiary Perks: Armor Breaker R1, Burrow, Natural, Sure Footed. Flame Explosion (Perk): Upon death, they explode in a fiery burst. Anyone within 10 ft must roll AGI -4. Those that fail take 3d8+10 Fire with DT -10 and 10 Burn. Those that succeed take half damage and the Burn does not apply. Floater Flamers aren’t affected by this. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+11 Dmg Type: N Rng: 5 ft AC -10, DT -15, 3d6 Fire with DT -10. Inflict AP -1 on their next turn. -Fire Spit Skill: Throwing S: 3 Dmg: 2d8+10 Dmg Type: F Rng: 30 ft DT -10, 10 Burn. | AC: 40 |
Floaters Freezer Floater Freezers are a variant of the Floater that instead inflict cryo to their prey. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 90 | AP CC DE SQ | 10 6 55 6 | STR: 6 PER: 6 END: 7 CHA: 2 INT: 3 AGI: 8 LCK: 6 | Throwing Unarmed Observation Sneak | 100 100 75 50 | Arms, Legs, and Groin cannot be Targeted. When Skinning, you can roll to harvest Pharma Supplies from this creature as if you were harvesting Meat from a Small Creature. Armor cannot be put on this Animal. Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R1, Burrow, Natural, Sure Footed. Cryo Explosion (Perk): Upon death, they explode in a cryo burst. Anyone within 10 ft must roll AGI -3. Those that fail take 3d8+10 Normal with DT -10 and you’re Dazed for 1d4+1 turns. Those that succeed take half damage. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+11 Dmg Type: N Rng: 5 ft AC -10, DT -10. Inflict AP -3 on their next turn. -Ice Spit Skill: Throwing S: 3 Dmg: 2d8+10 Dmg Type: N Rng: 30 ft DT -20. If you hit roll END -4. If you fail you’re Dazed for one turn. | AC: 40 |
Floaters Gnasher Floater Gnashers are a variant of the Floater that instead inflict acid to their prey. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 90 | AP CC DE SQ | 10 6 55 6 | STR: 6 PER: 6 END: 7 CHA: 2 INT: 3 AGI: 8 LCK: 6 | Throwing Unarmed Observation Sneak | 100 100 75 50 | Arms, Legs, and Groin cannot be Targeted. When Skinning, you can roll to harvest Pharma Supplies from this creature as if you were harvesting Meat from a Small Creature. Armor cannot be put on this Animal. Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R1, Burrow, Natural, Sure Footed. Acid Explosion (Perk): Upon death, they explode in an acidic burst. Anyone within 10 ft must roll AGI -4. Those that fail take 2d4+5 True. Those that succeed take half damage. Floater Gnashers aren’t affected by this. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+11 Dmg Type: N Rng: 5 ft AC -10, DT -15, 2d6 True. Inflict AP -2 on their next turn. -Acid Spit Skill: Throwing S: 3 Dmg: 2d4+4 Dmg Type: True Rng: 30 ft | AC: 40 |
Fog Crawler Fog Crawlers are shrimp-like abominations that exist to torment all of us with their intimidating size and massive claws. Fog Crawlers are often found alone and anyone that’s unlucky enough to be within their vicinity will meet their end. Fog Crawlers are solitary but they won’t fight another Fog Crawler. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Creature Huge 600 | AP CC DE SQ | 15 10 75 13 | STR: 15 PER: 10 END: 12 CHA: 3 INT: 4 AGI: 10 LCK: 10 | Unarmed Intimidation Observation Sneak Survival | 175 150 100 50 125 | Groin cannot be Targeted, six Legs. Can breathe underwater. Leather cannot be gained from this Creature. Immunities: Knock Down, Radiation. Vulnerabilities: Bleed, Fire, Poison. Bestiary Perks: Armor Breaker R3, Combat Master, Natural, Rise, Swimmer, Trample. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 6d8+30 Dmg Type: N Rng: 10 ft AC -30, DT -40. All attacks hit everyone around the Fog Crawler except for allies. | AC: 110 N: 38 L: 40 F: 20 P: 20 Ex: 42 DR: 300 |
Young Geckos Young Geckos are small, curious creatures that are found in areas with clutter like dumpsters, or open areas like a desert. Usually they’ll run to their parents and afterward swarm you with them. Young Golden Geckos are a strange variant with a gold complexion. Young Fire Geckos are small courageous creatures that are found around mountainous areas and caves. With their ability to breathe fire, they’ll team up with other Fire Geckos and burn you. They like their food charred. Young Green Geckos are small venomous creatures only found in Zion Canyon. They’ll start a fight by spewing out their Poison Breath then charging forward with its pack. Young Geckos travel in groups of four to six of the same species with one or two Geckos. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 40 | AP CC DE SQ | 9 5 55 4 | STR: 5 PER: 6 END: 4 CHA: 3 INT: 3 AGI: 7 LCK: 5 | Unarmed Observation Sneak Survival | 75 50 50 75 | Groin cannot be targeted. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Climber, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+5 Dmg Type: N Rng: 5 ft DT -2. -Fire Breath (Young Fire Gecko Only) Skill: Throwing S: 3 Dmg: 2d6+5 Dmg Type: Fire Rng: 15 ft 5 Burn. -Poison Breath (Young Green Gecko Only) Skill: Throwing S: 3 Dmg Type: Poison Rng: 30 ft If Poison Breath hits, the target rolls END -1. If the target fails, they take 10 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 25 | Variants Young Fire Gecko: Immune to Fire, Throwing 75. Young Golden Gecko: Inflict Rads +25 to Unarmed Strikes. Young Green Gecko: Immune to Poison, Throwing 75. When you hit the target with an Unarmed Strike, they roll END. If the target fails, they take 5 Poison Damage. If the target succeeds, they take half the Poison Damage. |
Young Glide Geckos Young Glide Geckos are unique in that they can fly. They evolved from the Cliff Diving Geckos before the Great War. They would hang at the top of cliffs then swoop down into the canyons in search of food. These often travel with mature Glide Geckos. You’ll find Young Glide Geckos in groups of three to five with a mature Glide Gecko. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Small 50 | AP CC DE SQ | 10 5 65 4 | STR: 5 PER: 8 END: 4 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Observation Sneak Survival | 100 50 50 75 | Groin cannot be targeted, two Wings. Heavy Armor cannot be put on this Animal. Night Vision 75 ft. Immunities: Radiation. Bestiary Perks: Climber, Flight, Gotta Go Fast, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+5 Dmg Type: Normal Rng: 5 ft DT -5. | AC: 35 |
Gecko Geckos are excitable creatures that when they spot prey, they’ll swarm you as fast as possible without hesitation. However, if they know they’ll lose, they’ll immediately run away. Golden Geckos are a strange variant with a gold complexion. Fire Geckos are large purple scaled creatures found around mountainous areas and caves. With their ability to breathe fire, they prefer their food charred and if you enter their territory, they’ll try to burn you alive with the rest of the pack. Green Geckos are venomous creatures only found in Zion Canyon. If by themselves they’ll run away, but as a pack they’ll divide themselves into two groups. Half will fire poison from a distance, the other half will bite and claw you. When they’re not with their Younglings, Geckos will travel in groups of four to six and swarm their prey. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 60 | AP CC DE SQ | 10 5 60 4 | STR: 5 PER: 7 END: 5 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Observation Sneak Survival | 100 75 75 100 | Groin cannot be targeted. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Climber, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft DT -5. -Fire Breath (Fire Gecko Only) Skill: Throwing S: 3 Dmg: 2d10+5 Dmg Type: F Rng: 30 ft 10 Burn. -Poison Breath (Green Gecko Only) Skill: Throwing S: 3 Dmg Type: Poison Rng: 30 ft If Poison Breath hits, the target rolls END -1. If the target fails, they take 20 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 30 DR: 30 | Variants Fire Gecko: Immune to Fire, Throwing 100. Golden Gecko: Inflict Rads +50 to Unarmed Strikes. Green Gecko: Immune to Poison, Throwing 100. When you hit the target with your mouth, they roll END. If the target fails, they take 10 Poison Damage. If the target succeeds, they take half the Poison Damage. Per Hour, roll END every hour for the next two hours. If they succeed the END roll, the target doesn’t take Poison Damage for the hour. If they fail they take 10 Poison Damage for the hour. |
Glide Gecko Glide Geckos are mature Young Glide Geckos that behave similarly. They’re main difference is that they focus less on swarming, and more on trapping their opponent with other Glide Geckos. When not with their younglings, Glide Geckos travel in groups of five and use the skies to their advantage. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 70 | AP CC DE SQ | 10 5 60 5 | STR: 5 PER: 7 END: 5 CHA: 3 INT: 3 AGI: 10 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 75 75 75 100 | Groin cannot be targeted, two Wings. Heavy Armor cannot be put on this Animal. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Climber, Flight, Gotta Go Fast, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft DT -5. | AC: 40 |
Gojira Gojira is a destroyer and will annihilate everything in her path. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Creature Gargantuan 5000 | AP CC DE SQ | 20 10 100 17 | STR: 15 PER: 10 END: 15 CHA: 5 INT: 10 AGI: 10 LCK: 10 | Throwing Unarmed Intimidation Observation Sneak Survival | 200 200 150 75 75 150 | Groin cannot be targeted. Night Vision 500 ft. Immunities: Crippled, Knock Down, Radiation. Bestiary Perks: Adaptable R3, Armor Breaker R4, Baneful Presence (100 ft), Climber, Demolisher, Natural, Rise, Shrug It Off, Swimmer, Trample, Undying (100). | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 10d8+35 Dmg Type: N Rng: 15 ft AC -40, DT -40, 2d10 True. -Atomic Breath Skill: Throwing S: 3 Dmg: 5d10+20 Dmg Type: P Rng: 200 ft Qualities: Line AC -30, DT -30. 30 Burn, Rads 300. | AC: 100 N: 50 L: 50 F: 50 P: 50 Ex: 50 DR: 500 |
Giant Ant Hatchling Giant Ant Hatchlings are newly born ants with one goal, keep the colony alive. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 20 | AP CC DE SQ | 8 1 45 3 | STR: 3 PER: 4 END: 3 CHA: 1 INT: 1 AGI: 5 LCK: 1 | Unarmed Observation Survival | 75 50 75 | Only the Torso can be Targeted. Hide and Meat cannot be extracted. Armor cannot be put on this Animal. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+3 Dmg Type: N Rng: 5 ft DT -5. | AC: 25 |
Giant Ant After years of being burned and beaten, the giant ants come back for revenge in packs. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 40 | AP CC DE SQ | 8 5 65 3 | STR: 7 PER: 4 END: 5 CHA: 1 INT: 2 AGI: 6 LCK: 5 | Unarmed Observation Survival | 100 75 100 | Arms cannot be Targeted, six Legs. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R1, Burrow, Climber, Gotta Go Fast, Keen Sense, Natural, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d6+12 Dmg Type: N Rng: 5 ft AC -10, DT -15. | AC: 30 N: 12 L: 6 F: 6 P: 6 Ex: 10 DR: 40 |
Giant Soldier Ant After years of being burned and beaten, the giant ants come back for revenge in packs. The soldiers of the ant colony are much more aggressive and well protected than their normal counterparts. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 110 | AP CC DE SQ | 9 5 75 6 | STR: 10 PER: 6 END: 7 CHA: 1 INT: 2 AGI: 7 LCK: 5 | Unarmed Observation Survival | 125 75 100 | Arms cannot be Targeted, six Legs. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R2, Burrow, Climber, Gotta Go Fast, Keen Sense, Natural, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d6+15 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Fire Breath (Giant Fire Ant Only) Skill: Throwing S: 3 Dmg: 3d10+10 Dmg Type: F Rng: 20 ft Qualities: RM (Medium), Line. 10 Burn. | AC: 45 N: 19 L: 12 F: 8 P: 8 Ex: 13 DR: 90 | Variants Giant Fire Ant: Immune to Burn and Fire, Throwing 100, DR -30. |
Giant Ant Queen The queen of the ants will spit at the non-believers. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Huge 1000 | AP CC DE SQ | 9 9 75 8 | STR: 12 PER: 6 END: 8 CHA: 4 INT: 3 AGI: 7 LCK: 5 | Throwing Unarmed Intimidation Observation Survival | 125 150 100 100 100 | Arms cannot be Targeted, six Legs, two Wings. When extracting Raw Meat, it’s considered Large. Hide cannot be extracted. Night Vision 500 ft. Immunities: Knock Down, Radiation. Bestiary Perks: Armor Breaker R2, Baneful Presence (100 ft), Burrow, Climber, Combat Master, Flight, Keen Sense, Leader (100 ft), Natural, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d8+27 Dmg Type: N Rng: 5 ft AC -20, DT -35. -Acid Spit Skill: Throwing S: 3 Dmg: 4d6+8 Dmg Type: True Rng: 50 ft -Fire Breath Skill: Throwing S: 3 Dmg: 5d10+25 Dmg Type: F Rng: 100 ft Qualities: RM (Medium), Line. AC -20, DT -10. 20 Burn. Giant Fire Ant Queen only. | AC: 70 N: 20 L: 32 F: 20 P: 20 Ex: 32 DR: 200 | Variants Giant Fire Ant: Immune to Burn and Fire. |
Grafton Monster The Grafton Monster is a massive flesh abomination created by West Tek in Huntersville. Usually the Grafton Monster wanders Grafton but some have been sighted all over Appalachia. Anything that it perceives as a threat is met with pure hostility. | ||||||||||
Defcon Tier Body Type Size Max HP AP | 3 > Creature Large 400 13 | CC DE SQ | 5 50 8 | STR: 12 PER: 5 END: 10 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Throwing Unarmed Observation Sneak Survival | 125 125 50 50 100 | Head and Groin cannot be Targeted. Immunities: Knock Down, Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Frenzy, Grapple (12), Natural, Slow Reflexes, Rise. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+22 Dmg Type: N Rng: 10 ft AC -30, DT -30. -Ooze Skill: Throwing S: 3 Dmg: 2d6+5 Dmg Type: True Rng: 50 ft | AC: 60 N: 30 L: 15 F: 10 P: 15 Ex: 30 DR: 150 |
Honey Beast A mutated bee that sends out its bee army to their victims. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Creature Medium 200 | AP CC DE SQ | 9 5 75 6 | STR: 8 PER: 6 END: 8 CHA: 1 INT: 3 AGI: 7 LCK: 5 | Unarmed Intimidation Observation Survival | 125 100 50 100 | Arms cannot be Targeted, six Legs. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Climber, Keen Sense, Natural, Sure Footed. Bee Spawn (Perk): Spawn 1d4 Bee Swarms at the beginning of the turn. No more than eight Bee Swarms can be out at once. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+13 Dmg Type: N Rng: 5 ft AC -15, DT -13. | AC: 45 |
Great White Shark / Orcas Great White Sharks and Orcas are massive sea creatures feared by all on the high seas. Great White Sharks often travel alone, always moving forward and hunting. Once a Great White Shark has eyes on their prey, they’ll strike and tear you apart. Orcas can be found alone, but also travel with their children and mate. Orcas play with their food and once they’re satisfied, they’ll finish you off. Sharks are solitary while Orcas usually travel in groups of two to four. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Creature Gargantuan 600 | AP CC DE SQ | 15 10 95 13 | STR: 15 PER: 10 END: 10 CHA: 3 INT: 3 AGI: 10 LCK: 10 | Unarmed Intimidation Observation Sneak Survival | 175 150 150 100 150 | Arms, Legs, and Groin cannot be Targeted. Orcas can hold their breath for up to 15 minutes. Sharks can only breathe underwater. Both can also Run while maintaining a Hold SM on a target. When out of water it’s considered to be on Hard Difficult Terrain. Night Vision 300 ft. Immunities: Crippled, Knock Down, Radiation. Vulnerabilities: Explosive. Bestiary Perks: Armor Breaker R4, Gotta Go Fast, Keen Sense, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 10d8+35 Dmg Type: N Rng: 15 ft AC -40, DT -45, 20 Bleed. | AC: 60 N: 50 L: 50 F: 45 P: 40 Ex: 15 DR: 250 | Variants Orca: Combat Master. Orca can do the SM Power Throw with its tail. |
Young Gulper Young Gulpers are mutated salamanders found near freshwater rivers and lakes. The Young Gulpers tag along with matured Gulpers and remain on trees. Waiting for their prey to come close so they can drop down and ambush them. They do the same for those traveling near or by water. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Creature Medium 60 | AP CC DE SQ | 10 4 60 5 | STR: 6 PER: 7 END: 5 CHA: 3 INT: 3 AGI: 9 LCK: 4 | Unarmed Observation Sneak | 75 75 75 | Groin cannot be Targeted. Can hold their breath for up to 10 minutes. Night Vision 100 ft. Immunities: Radiation. Vulnerabilities: Bleed. Bestiary Perks: Armor Breaker R1, Climber, Natural, Sneaky, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+11 Dmg Type: N Rng: 5 ft AC -15, DT -13. | AC: 40 N: 6 L: 10 F: 9 P: 9 Ex: 6 DR: 30 |
Gulper Gulpers are mature and smarter mutated salamanders. They often strategize like the Young Gulpers, except they focus on outmaneuvering you with their numbers. Gulpers are found in packs of three to five. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 90 | AP CC DE SQ | 12 5 65 7 | STR: 8 PER: 8 END: 6 CHA: 3 INT: 3 AGI: 10 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 75 75 75 75 100 | Groin cannot be Targeted. Can hold their breath for up to 20 minutes. Night Vision 150 ft. Immunities: Radiation. Vulnerabilities: Bleed. Bestiary Perks: Armor Breaker R2, Climber, Natural, Sneaky, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+13 Dmg Type: N Rng: 5 ft AC -25, DT -23. | AC: 50 N: 8 L: 17 F: 14 P: 13 Ex: 8 DR: 30 |
Hermit Crab Hermit Crabs have grown distinctively larger to the point that they can’t have normal shells. They instead use small trailers to protect their real body and hide inside when they’re sleeping. You’d think the trailer would slow them down, but you’re wrong. They may travel alone, but they’ll chase you down and beat you mercilessly with their claws. On the defensive they’ll hide in their trailer-shell. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Creature Large 350 | AP CC DE SQ | 12 7 50 7 | STR: 12 PER: 5 END: 10 CHA: 1 INT: 3 AGI: 5 LCK: 7 | Unarmed Intimidation Observation Sneak Survival | 150 125 50 25 100 | Torso and Groin cannot be Targeted, four Legs. Can hold their breath for up to 30 minutes. Leather cannot be gained from this Creature. While remaining completely still, this creature gains +75 Sneak as long as it has been still for at least a whole minute. Immunities: Radiation. Vulnerabilities: Bleed, Fire. Bestiary Perks: Armor Breaker R3, Natural, Slow Reflexes, Swimmer. Hermit Shield (Perk): For 4 AP, the Hermit Crab’s AC is doubled and all damage is halved before DT. It cannot do any attacks and it can only Walk for 2 AP per 5 ft. Targeted Attacks cannot be done towards the Hermit Crab while this action is active. You can end this action with 2 AP. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+22 Dmg Type: Normal Rng: 10 ft AC -30, DT -35, 1d6 True. | AC: 65 N: 15 L: 30 F: 10 P: 30 Ex: 15 DR: 150 |
Horse Some say Horses became extinct after the Great War. They were wrong. Horses can be found in the open wilds running in plains prairies. They often travel with their herd and if spooked they’ll run away. However, if you pose a threat to a foal, you’re going to get kicked to death by the herd. You’ll sometimes see these majestic animals being ridden or pulling wagons. They’re loyal and lifelong companions if treated well. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Creature Large 100 | AP CC DE SQ | 10 5 65 5 | STR: 8 PER: 8 END: 7 CHA: 3 INT: 3 AGI: 10 LCK: 5 | Unarmed Observation Survival | 75 50 100 | Arms and Groin cannot be Targeted, four Legs. Night Vision 100 ft. Immunities: Knock Down, Radiation. Bestiary Perks: Gotta Go Fast, Natural, Trample. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d6+18 Dmg Type: N Rng: 5 ft DT -10. If you hit, the target rolls END -4. If the target fails they are knocked back 5 ft and Knocked Down. | AC: 40 N: 10 L: 5 F: 5 P: 5 Ex: 5 DR: 30 |
Baby Megasloth The Baby Megasloth is an adorable, slow, smelly, playful, and docile beast. However, don’t linger too long or hurt the baby, because the parents are nearby. They’ll often run to their parents if they're in danger. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 200 | AP CC DE SQ | 8 5 50 5 | STR: 10 PER: 5 END: 8 CHA: 5 INT: 3 AGI: 5 LCK: 5 | Unarmed Observation Survival | 100 50 100 | Legs and Groin cannot be Targeted, four Arms. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Climber, Natural, Slow Reflexes, Stench. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+15 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Spore Gas S: 3 Dmg: 15 Dmg Type: Poison 10 ft radius. Spore Gas inflicts Damage in the form of a Gas. Anyone within the radius is affected by this and must roll END -2. If they succeed they take half the Poison Damage. | AC: 50 |
Megasloth The Megasloth is a slow, smelly, and docile creature that won’t attack unless attacked. They’re easy to find due to their smell and they’ll use the spores on their body to their advantage as they claw you. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Large 500 | AP CC DE SQ | 11 7 50 8 | STR: 12 PER: 5 END: 10 CHA: 5 INT: 3 AGI: 8 LCK: 7 | Unarmed Intimidation Observation Survival | 125 100 75 125 | Legs and Groin cannot be Targeted, four Arms. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R3, Climber, Natural, Slow Reflexes, Stench. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+22 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Spore Gas S: 3 Dmg: 30 Dmg Type: Poison 20 ft radius. Spore Gas inflicts Damage in the form of a Gas. Anyone within the radius is affected by this and must roll END -4. If they succeed they take half the Poison Damage. | AC: 60 |
Mirelurk Spawn Mirelurk Spawns are weak hatchlings that linger around their birthplace. If attacked, they’ll scatter if no mature Mirelurks are around, but if they are around they’ll swarm you. You’ll find them in and near bodies of water. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 20 | AP CC DE SQ | 8 1 45 3 | STR: 2 PER: 4 END: 1 CHA: 1 INT: 2 AGI: 5 LCK: 1 | Unarmed Observation Sneak Survival | 50 25 25 75 | Only the Torso can be Targeted. Can breathe underwater. When in water or in a swamp, they get Sneak +25. Leather cannot be gained from this Creature. Armor cannot be put on this Animal. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+2 Dmg Type: N Rng: 5 ft Rads +20. | AC: 25 |
Mirelurk Mirelurks are giant crabs living near bodies of water. They travel in packs of four to six and don't stray too far from their eggs. Their only tactic in combat is to swarm. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Creature Medium 60 | AP CC DE SQ | 9 5 50 3 | STR: 8 PER: 5 END: 7 CHA: 2 INT: 3 AGI: 6 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 100 75 50 100 | Groin and Torso cannot be Targeted, four Legs. Can breathe underwater. When in water or in a swamp, they get Sneak +25. Leather cannot be gained from this Creature. Targeted Head Attacks to Mirelurks get DT -5. Night Vision 100 ft. Immunities: Radiation. Vulnerabilities: Bleed. Bestiary Perks: Armor Breaker R1, Natural, Resilience, Slow Reflexes, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+13 Dmg Type: N Rng: 5 ft AC -10, DT -15. | AC: 50 N: 17 L: 11 F: 10 P: 10 Ex: 17 DR: 100 |
Mirelurk Hunter Mirelurk Hunters are evolved lobsters that function the same as Mirelurks. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 100 | AP CC DE SQ | 10 6 55 6 | STR: 8 PER: 6 END: 8 CHA: 2 INT: 3 AGI: 7 LCK: 6 | Throwing Unarmed Intimidation Observation Sneak Survival | 100 150 100 75 75 100 | Head and Groin cannot be Targeted, six Legs. Can breathe underwater. When in water or in a swamp, they get Sneak +25. Leather cannot be gained from this Creature. Night Vision 100 ft. Immunities: Radiation. Vulnerabilities: Bleed. Bestiary Perks: Armor Breaker R2, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+13 Dmg Type: N Rng: 5 ft AC -20, DT -25. Acid Spit Skill: Throwing S: 3 Dmg: 2d8+4 Dmg Type: True Rng: 15 ft | AC: 40 N: 18 L: 8 F: 8 P: 8 Ex: 18 DR: 80 |
Bloodrage Mirelurk Bloodrage Mirelurks are veteran Mirelurks that fight smarter than the average Mirelurk. They’ll use the environment around them to their advantage and close the gap between your life and death. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Creature Medium 140 | AP CC DE SQ | 11 10 55 5 | STR: 9 PER: 6 END: 8 CHA: 4 INT: 3 AGI: 6 LCK: 10 | Unarmed Intimidation Observation Sneak Survival | 150 125 100 100 100 | Torso and Groin cannot be Targeted, four Legs. Can breathe underwater. When in water or in a swamp, they get Sneak +50. Leather cannot be gained from this Creature. Targeted Head Attacks to Mirelurks get DT -5. Night Vision 100 ft. Immunities: Radiation. Vulnerabilities: Bleed. Bestiary Perks: Armor Breaker R2, Natural, Resilience, Slow Reflexes, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+14 Dmg Type: N Rng: 5 ft AC -30, DT -25. | AC: 70 N: 20 L: 16 F: 16 P: 16 Ex: 20 DR: 200 |
Mirelurk King Mirelurk Kings are the ultimate Mirelurks, second only to the Queen. They’re her personal guard and they fight and function like Deathclaws. They’re most terrifying tactic is the Sonic Blast that they use to weaken you, only for other Mirelurks to swarm you. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Creature Large 300 | AP CC DE SQ | 15 10 65 10 | STR: 12 PER: 8 END: 10 CHA: 3 INT: 4 AGI: 12 LCK: 5 | Throwing Unarmed Intimidation Observation Sneak Survival | 125 150 125 100 75 125 | Groin cannot be Targeted. Can breathe underwater. Night Vision 200 ft. Immunities: Knock Down, Radiation. Vulnerabilities: Bleed. Bestiary Perks: Armor Breaker R3, Natural, Resilience, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+22 Dmg Type: N Rng: 5 ft AC -30, DT -35. -Sonic Blast Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: True Rng: 50 ft Qualities: Line Anyone hit rolls END -2. If they succeed, they take half the damage. | AC: 80 N: 10 L: 30 F: 22 P: 28 Ex: 10 DR: 150 |
Mirelurk Queen The Mirelurk Queen is the absolute ruler of her Mirelurk horde; all Mirelurks under her command follow her orders without question. She will first send lesser Mirelurks to fight for her, but will personally fight if she feels threatened, spewing acid and sending Mirelurk Spawn to fight. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Creature Gargantuan 3000 | AP CC DE SQ | 20 10 75 15 | STR: 18 PER: 8 END: 10 CHA: 4 INT: 4 AGI: 5 LCK: 10 | Throwing Unarmed Intimidation Observation Survival | 150 150 150 100 125 | Head and Groin cannot be Targeted, six Legs. Can breathe underwater. Night Vision 300 ft. Immunities: Knock Down, Radiation. Vulnerabilities: Bleed. Bestiary Perks: Adaptable R2, Armor Breaker R4, Baneful Presence (100 ft), Combat Master, Conquer (100 ft), Demolisher, Frenzy, Natural, Resilience, Rise, Swimmer, Trample. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 10d8+38 Dmg Type: N Rng: 15 ft AC -40, DT -50, 10 True. -Acid Spit Skill: Throwing S: 3 Dmg: 3d10+10 Dmg Type: True Rng: 100 ft | AC: 110 N: 58 L: 50 F: 44 P: 44 Ex: 54 DR: 400 |
Mole Rat Mole Rats are the oddest creature to have survived the Great War. They’re extremely territorial and protective of their Broodmother. They’ll often burrow into the ground and surprise you with their pack. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 25 | AP CC DE SQ | 9 5 55 4 | STR: 4 PER: 6 END: 4 CHA: 3 INT: 3 AGI: 7 LCK: 5 | Unarmed Observation Sneak Survival | 50 50 75 100 | Only the Head and Torso can be Targeted. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Burrow, Gotta Go Fast, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+4 Dmg Type: N Rng: 5 ft 5 True. | AC: 30 |
Broodmother Mole Rat Broodmother Mole Rats are the leaders of the Mole Rat pack. Broodmothers don’t fight each other for control of packs, they’ll work together and command their packs to burrow and swarm. If you attempt to go after the newborns, the Broodmother will grab whoever they can and burrow away. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Creature Medium 50 | AP CC DE SQ | 9 5 60 4 | STR: 6 PER: 7 END: 5 CHA: 4 INT: 3 AGI: 8 LCK: 5 | Unarmed Observation Sneak Survival | 80 50 75 100 | Only the Head and Torso can be Targeted. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Burrow, Gotta Go Fast, Leader (25 ft), Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d6+11 Dmg Type: N Rng: 5 ft DT -5, 5 True. | AC: 40 |
Mothman Little is known of the Mothman. According to locals they have bright eyes that pierce through the darkness. Those that aren’t affiliated with the Cult of the Mothman will tell you that Mothman aren’t hostile unless attacked. If you approach them they’ll fly away. If they fight however, they’ll run away the second you’re distracted. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Creature Medium 500 | AP CC DE SQ | 20 8 75 13 | STR: 8 PER: 10 END: 8 CHA: 3 INT: 3 AGI: 10 LCK: 8 | Throwing Unarmed Intimidation Observation Sneak Survival | 125 125 125 50 50 125 | Head and Groin cannot be Targeted, two Arms. When extracting Raw Meat, all Insects are considered Small and hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 500 ft. Immunities: Radiation. Bestiary Perks Armor Breaker R3, Flight, Natural, Rise. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 6d4+13 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Sonic Blast Skill: Throwing S: 3 Dmg: 3d10+10 Dmg Type: True Rng: 100 ft Qualities: Line Anyone hit rolls END -4. If they succeed, they take half the damage. | AC: 120 |
Mutant Hound Mutants Hounds are the result of FEV experimentation with dogs. Super Mutants often keep them as pets and their lifelong companions. If you ever see one wandering about, their master is close by. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 100 | AP CC DE SQ | 9 6 85 6 | STR: 8 PER: 8 END: 8 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Observation Sneak Survival | 100 100 75 100 | Arms and Groin cannot be Targeted, four Legs. Night Vision 100 ft. Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R1, Gotta Go Fast, Keen Sense, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d6+13 Dmg Type: N Rng: 5 ft AC -10, DT -15, 2d4 True, Rads +20. | AC: 50 N: 14 L: 14 F: 11 P: 9 Ex: 12 |
Nightstalker Nightstalkers are a unique creature that was created in the Big MT. They possess the body of a coyote and the head and tail of a snake. They fight as a pack and will always swarm. However, they often use strategy and wait for opportunities to strike fatal blows. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 100 | AP CC DE SQ | 11 6 80 6 | STR: 6 PER: 7 END: 5 CHA: 3 INT: 3 AGI: 8 LCK: 6 | Unarmed Intimidation Observation Sneak Survival | 100 125 75 100 100 | Arms and Groin cannot be Targeted, four Legs. When extracting Raw Meat and Hide this is considered Small. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Keen Sense, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+11 Dmg Type: N Rng: 5 ft AC -10, DT -10. When you hit the target with your mouth, they roll END -3. If the target fails, they take 30 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 50 | Variants Invisible Nightstalker: Apply the effects of a Stealth Boy to them. |
Pigasus The famous flying pig of Texas, the Pigasus. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 30 | AP CC DE SQ | 8 5 50 3 | STR: 5 PER: 5 END: 7 CHA: 3 INT: 3 AGI: 6 LCK: 5 | Unarmed Observation Survival | 75 50 100 | Groin cannot be targeted, four Legs, two Wings. When extracting Raw Meat this is considered Large. Immunities: Radiation. Bestiary Perks: Flight, Keen Sense, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft | AC: 50 |
Bark Radscorpion Bark Radscorpions are a unique variant found in deserts. They're smaller, faster, and they travel in groups of three to five and will attempt to swarm you with some burrowing and others going straight towards you. The behavior is similar to Radscorpions. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Small 50 | AP CC DE SQ | 9 3 70 4 | STR: 5 PER: 5 END: 4 CHA: 3 INT: 3 AGI: 7 LCK: 3 | Unarmed Intimidation Observation Sneak Survival | 75 75 50 75 100 | Groin cannot be Targeted, three Arms, six Legs. Leather cannot be gained from this Creature. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Burrow, Climber, Keen Sense, Natural, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 1d6+5 Dmg Type: N Rng: 5 ft AC -20, DT -10. 1d6 True only if you hit with your Arms. When you hit the target with your stinger, they roll END -1. If the target fails, they take 15 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 40 N: 10 L: 10 F: 2 P: 6 Ex: 2 DR: 20 |
Radscorpion Radscorpions are enormous scorpions that evolved because of the radiation. They’ll hide and wait for their prey by either burrowing into the ground or sneaking through the environment. They often travel alone, but they share the same sleeping den with other Radscorpions. They’ll use their Poison Sting to slow you down and surprise you then proceed to beat you with their claws. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Creature Medium 100 | AP CC DE SQ | 10 5 70 6 | STR: 6 PER: 5 END: 6 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 100 75 100 100 | Groin cannot be Targeted, three Arms, six Legs. Leather cannot be gained from this Creature. Immunities: Radiation. Bestiary Perks: Armor Breaker R2, Burrow, Climber, Keen Sense, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+11 Dmg Type: N Rng: 5 ft AC -20, DT -23. 1d6 True only if you hit with your Arms. When you hit the target with your stinger, they roll END -3. If the target fails, they take 15 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 45 N: 17 L: 17 F: 6 P: 14 Ex: 6 DR: 70 |
Giant Radscorpion Giant Radscorpions behave the same as Radscorpions except they’re bigger. They’re often the parent of five other Radscorpions. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Large 200 | AP CC DE SQ | 11 7 75 8 | STR: 8 PER: 6 END: 8 CHA: 3 INT: 3 AGI: 8 LCK: 7 | Unarmed Intimidation Observation Sneak Survival | 150 125 100 125 125 | Groin cannot be Targeted, three Arms, six Legs. Leather cannot be gained from this Creature. Immunities: Radiation. Bestiary Perks: Armor Breaker R3, Burrow, Climber, Keen Sense, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+18 Dmg Type: N Rng: 5 ft AC -30, DT -35. 1d10 True only if you hit with your Arms. When you hit the target with your stinger, they roll END -5. If the target fails, they take 25 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 55 N: 25 L: 25 F: 14 P: 22 Ex: 14 DR: 150 |
Radstag Radstags are fast creatures with two heads and large antlers. They’re often hunted due to their great source of meat. They usually compete against other Radstags for dominance and their Does are never far. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Large 70 | AP CC DE SQ | 9 5 75 4 | STR: 7 PER: 10 END: 6 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Observation Sneak Survival | 75 100 100 100 | Arms and Groin cannot be Targeted, four Legs. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Gotta Go Fast, Leaper, Natural, Resilience. Sweet Spot (Perk): Radstags take an additional +10 True from Targeted Head Attacks. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d6+17 Dmg Type: N Rng: 5 ft DT -5. | AC: 45 |
Radstag Doe Radstag Does are skittish, docile creatures that will run away from danger at a moments notice. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Medium 50 | AP CC DE SQ | 10 5 75 5 | STR: 5 PER: 10 END: 3 CHA: 3 INT: 3 AGI: 10 LCK: 5 | Unarmed Observation Sneak Survival | 50 100 100 100 | Arms and Groin cannot be Targeted, four Legs. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Leaper, Natural, Resilience. Sweet Spot (Perk): Radstag Doe’s take an additional +10 True from Targeted Head Attacks. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d6+10 Dmg Type: N Rng: 5 ft | AC: 35 | Variants Mature Radstag Doe: STR and END +1, Max HP +10, +6 Flat Damage for Unarmed Attacks, and Large. |
Radtoad Radtoads are very big toads that are usually alone. They often find lone stragglers and shoot out their tongue to trap them as they bring them in close to eat them. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 50 | AP CC DE SQ | 9 3 55 4 | STR: 5 PER: 6 END: 5 CHA: 3 INT: 3 AGI: 8 LCK: 3 | Unarmed Observation Sneak Survival | 75 75 75 100 | Arms and Groin cannot be Targeted, four Legs. Can hold its breath up to 7 hours. Can jump up to 30 ft high and long with no penalties. Heavy Armor cannot be put on this Animal. You can use AGI instead of STR for Handy SMs. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Leaper, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft DT -3. If you attack with your tongue, inflict 1d6 True and Rng +15 ft, and the target must roll attacker STR vs Defender STR; on a fail, the Defender is pulled 10 ft towards the Attacker. | AC: 25 N: 11 L: 7 F: 7 P: 7 Ex: 8 DR: 30 |
Sand Shark Sand Sharks are calm bottom feeder sharks that lurk near the shorelines of tropical environments. They often travel alone but if they have a mate they’ll travel with them forever. As long as you don’t mess with them, they won’t attack. If you do mess with them, they’ll go straight for the bite and won’t let go. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Creature Large 100 | AP CC DE SQ | 10 5 65 6 | STR: 6 PER: 8 END: 8 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 75 100 50 100 | Arms, Legs, and Groin cannot be Targeted. Can only breathe underwater. When out of water it’s considered on Hard Difficult Terrain. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d6+16 Dmg Type: N Rng: 5 ft AC -10, DT -10, 1d10 True. | AC: 50 N: 20 L: 10 F: 10 P: 10 Ex: 20 DR: 70 |
Scorchbeast Scorchbeasts are mutated bats created by the Enclave that have evolved. They’re responsible for the creation of the Scorched and can even command those infected by the Scorch to fight for them. These massive beasts have their homes in underground caves with massive rifts serving as their entrances that are filled with radiation. They usually travel alone but will command any Scorched nearby to fight alongside them. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Creature Gargantuan 3000 | AP CC DE SQ | 15 10 85 17 | STR: 18 PER: 12 END: 14 CHA: 3 INT: 3 AGI: 10 LCK: 10 | Throwing Unarmed Intimidation Observation Survival | 175 175 175 75 150 | Torso cannot be Targeted, two Wings. Cannot get the Glowing Perk. Night Vision 500 ft. Immunities: Crippled, Knock Down, Radiation. Bestiary Perks: Adaptable R2, Armor Breaker R4, Combat Master, Demolisher, Flight, Frenzy, Gotta Go Fast, Natural, Resilience, Rise, Scorch, Shrug It Off. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 10d8+38 Dmg Type: N Rng: 15 ft AC -30, DT -40, 10 True. -Sonic Blast Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: True Rng: 100 ft Qualities: Line Anyone hit rolls END -4. If they succeed, they take half the damage. -Toxic Gas S: 3 Dmg: 35 Dmg Type: Poison 20 ft radius. Toxic Gas inflicts Damage in the form of a Gas. Anyone within the radius is affected by this and must roll END -6. If they succeed they take half the Poison Damage. -Wind Push S: 3 25 ft radius. Anyone within the radius must roll STR -4. If they succeed, they don’t move and are unaffected. If they fail they’ll be pushed back to the edge of Wind Push. | AC: 100 N: 46 L: 46 F: 46 P: 46 Ex: 46 DR: 1000 | Variants Scorchbeast Queen: Adaptable R3, Max HP +2000, AC +25, all DT +4, increase Wind Push penalty from -4 to -6, increase the size by 10 ft all around. All Scorched within 1000 ft of the Queen get +1 Dice Damage. This doesn’t apply to other Scorchbeasts. When the Queen reaches half her HP, she heals back to Max HP. This can be done again after 12 hours. |
Sheepsquatch Little is known of the origin of the Sheepsquatch found in Appalachia. Few who encounter them escape with their lives. It is sad that the Sheepsquatch can sense you from a mile away and track you down. Except it won’t kill you, at least not at first. It’ll wait for you to be alone, at your most vulnerable. When the opportunity arrives it’ll strike. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Creature Large 1000 | AP CC DE SQ | 18 10 65 17 | STR: 15 PER: 8 END: 12 CHA: 6 INT: 3 AGI: 10 LCK: 5 | Throwing Unarmed Intimidation Observation Sneak Survival | 200 200 150 150 100 125 | Groin cannot be Targeted. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Adaptable R3, Armor Breaker R4, Climber, Frenzy, Keen Sense, Leaper, Natural, Rise. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 8d6+25 Dmg Type: N Rng: 10 ft AC -40, DT -40, 10 Bleed. If you hit, the target rolls. If they fail they lose 1 AP from their next turn. -Urine Fur Skill: Throwing S: 3 Dmg: 50 Dmg Type: Poison Rng: 100 ft If Urine Fur hits, the target rolls END -5. If the target succeeds, they take half the damage. | AC: 80 N: 45 L: 45 F: 30 P: 25 Ex: 45 DR: 350 |
Spore Carrier Spore Carriers weren’t created through FEV, but they’re experiments that were along the same track. They were developed before the Great War in the Big MT. Spore Carriers focus on killing their targets in swarms and colonizing the bodies to create more of themselves. They don’t only swarm, they poison the air around them and trap their victims. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Medium 40 | AP CC DE SQ | 9 5 70 4 | STR: 7 PER: 5 END: 5 CHA: 1 INT: 2 AGI: 7 LCK: 5 | Unarmed Observation Sneak | 75 25 25 | Groin cannot be Targeted. When in an environment with lots of greenery they get Sneak +100. Armor cannot be put on this Animal. Night Vision 25 ft. Immunities: Crippled, Diseases, Poison, Radiation. Vulnerabilities: Burn, Fire. Bestiary Perks: Aggressive, Leaper, Lightning Reflexes, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+7 Dmg Type: N Rng: 5 ft -Spore Gas S: 3 Dmg: 10 Dmg Type: Poison 10 ft radius. Spore Gas inflicts Damage in the form of a Gas. Anyone within the radius must roll END -2. If they succeed they take half the damage. | AC: 30 |
Snake Snakes are calm and patient creatures that can be found all across the wasteland. They often travel alone but have been known to group up with other snakes. They stalk and wait for weakness before striking. When they strike they’ll bite and attempt to wrap themselves around you to strangle you. The Venomous Snake variant behaves just like Snakes except they have unique bright colored patterns on their body to let those stalking know that they’re poisonous. This often causes prey to run away. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Medium 50 | AP CC DE SQ | 9 5 60 4 | STR: 8 PER: 7 END: 8 CHA: 3 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 90 100 75 100 100 | Arms, Legs, and Groins cannot be Targeted. Armor cannot be put on this Animal. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Climber, Natural, Sneaky, Sure Footed, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+8 Dmg Type: N Rng: 5 ft AC -10, DT -10. While you have someone in a Hold that has Stay, inflict STR True at the end of its turn. STR +2 for Handy SMs. | AC: 40 N: 8 L: 8 F: 8 P: 8 Ex: 8 DR: 30 | Variants Venomous Snake: When you hit the target with an Unarmed Strike, they roll END -2. If the target fails, they take 20 Poison Damage. If the target succeeds, they take half the Poison Damage. |
Snallygaster Snallygasters are the result of recombinant strains of FEV in Appalachia. They’re disturbing to look at and most run at the sight of one. Those that face one are always ambushed by two other Snallygasters that are lingering around. They don’t only swarm with their group, they torture their victims and once they’re done, they consume. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Large 400 | AP CC DE SQ | 12 9 85 9 | STR: 6 PER: 8 END: 6 CHA: 1 INT: 3 AGI: 10 LCK: 7 | Throwing Unarmed Observation Sneak | 125 125 75 75 | Arms and Groin cannot be Targeted, six Legs. Night Vision 100 ft. Immunities: Diseases, Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Keen Sense, Natural. | |||
Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+16 Dmg Type: N Rng: 10 ft AC -30, DT -35. -Acid Spit Skill: Throwing S: 3 Dmg: 2d10+10 Dmg Type: True Rng: 100 ft | AC: 80 DR: 200 |
Stingwing Stingwings are mutated scorpion flies that are extremely fast and are fond of a “dive-bombing” tactic where it circles around its target and rushes in for a hit before circling back. It’s common to find them traveling in groups and when one goes for a strike, the rest follow. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Creature Medium 50 | AP CC DE SQ | 10 5 55 5 | STR: 5 PER: 6 END: 3 CHA: 2 INT: 2 AGI: 10 LCK: 5 | Unarmed Observation Sneak Survival | 100 100 75 125 | Arms, Legs, and Groin cannot be Targeted, two Wings. When extracting Raw Meat, it’s considered Small. Hide cannot be extracted. Armor cannot be put on this Animal. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Flight, Gotta Go Fast, Lightning Reflexes, Natural, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft AC -30, DT -10. When you hit the target with your stinger, they roll END -3. If the target fails, they take 10 Poison Damage. If the target succeeds, they take half the Poison Damage. | AC: 50 DR: 30 |
Tigark The Tigark is a unique creature with unknown origins. It’s a shark with a tiger-like body that behaves just like a tiger. They’re typically loners and are docile unless you infringe on their territory. On rare occasions they’ll collaborate with other Tigarks on hunts. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Medium 250 | AP CC DE SQ | 12 6 95 9 | STR: 10 PER: 10 END: 10 CHA: 5 INT: 3 AGI: 10 LCK: 6 | Unarmed Intimidation Observation Sneak Survival | 125 125 100 100 125 | Arms and Groin cannot be Targeted, four Legs. Can breathe underwater. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R3, Gotta Go Fast, Keen Sense, Leaper, Lightning Reflexes, Natural, Swimmer. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d4+15 Dmg Type: N Rng: 5 ft AC -30, DT -30. | AC: 60 N: 25 L: 25 F: 10 P: 12 Ex: 18 DR: 125 |
Titan Titans are mutated Moose that walk on their hind legs and have a massive beaver-like tail. It may be a herbivore but don’t let that fool you. They’re very territorial and if they’re threatened they’ll pick up the biggest boulder nearby and throw it at you. If you manage to survive, it’ll be too late as it’ll smash its head to your body. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Creature Huge 500 | AP CC DE SQ | 10 7 65 8 | STR: 14 PER: 8 END: 12 CHA: 3 INT: 3 AGI: 8 LCK: 7 | Unarmed Intimidation Observation Survival | 150 125 100 125 | Groin cannot be Targeted, three Arms. Titans can do the SM Power Throw with STR +2 with its tail or head. Night Vision 300 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R3, Keen Sense, Natural, Slow Reflexes, Trample. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d8+29 Dmg Type: N Rng: 10 ft AC -30, DT -35. | AC: 70 N: 35 L: 35 F: 18 P: 18 Ex: 14 DR: 175 |
Wanamingo Some confuse Wanamingos for aliens due to their large mouths, raptor legs, and tentacle arms. But they’re actually FEV weapons similar to Deathclaws created for war. After the Great War, the few that survived hid underground for many years. Some claim that they’ve been wiped out, but life finds a way in the wasteland. Records indicate that they burrow through the ground and surprise their victims. They traveled in groups of four to six. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Creature Medium 150 | AP CC DE SQ | 11 10 85 6 | STR: 8 PER: 8 END: 6 CHA: 3 INT: 4 AGI: 8 LCK: 5 | Unarmed Observation Sneak | 125 75 75 | Head and Groin cannot be Targeted. Immunities: Diseases, Radiation. Vulnerabilities: Burn, Fire. Bestiary Perks: Armor Breaker R2, Burrow, Keen Sense, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+13 Dmg Type: N Rng: 5 ft AC -25, DT -25, 1d8 True. Inflict AP -1 on their next turn. | AC: 60 N: 24 L: 12 F: 7 P: 12 Ex: 17 DR: 60 |
Queen Wanamingo Queen Wanamingos are the oldest Wanamingos. They’re the rulers of their nest and they’ll never leave unless the nest is at risk of dying. They’re cunning and destructive in their actions. They’ll do anything to survive. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Creature Large 350 | AP CC DE SQ | 14 10 95 8 | STR: 10 PER: 10 END: 8 CHA: 5 INT: 5 AGI: 8 LCK: 7 | Unarmed Observation Sneak | 150 100 75 | Head and Groin cannot be Targeted. Immunities: Diseases, Radiation. Vulnerabilities: Burn, Fire. Bestiary Perks: Armor Breaker R3, Baneful Presence (70 ft), Burrow, Keen Sense, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 3d4+20 Dmg Type: N Rng: 5 ft AC -30, DT -35, 1d8 True. Inflict AP -1 on their next turn. | AC: 75 N: 28 L: 15 F: 15 P: 15 Ex: 27 DR: 150 |
Wendigo The Wendigo is rumored to be a human that ate human flesh and gained unique powers. However, they never said what the downside would be. The humans become a grotesque shell of their former selves seeking to quench their never ending hunger. Wendigo’s are intelligent and will stalk you for miles although they usually prefer to stay in their hunting grounds. The most Wendigos you’ll find in one place is three, if you’re lucky. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Medium 200 | AP CC DE SQ | 11 5 65 9 | STR: 8 PER: 8 END: 7 CHA: 4 INT: 3 AGI: 10 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 125 100 125 100 | Groin cannot be Targeted. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Climber, Gotta Go Fast, Keen Sense, Leaper, Light Blindness, Natural. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d4+13 Dmg Type: N Rng: 5 ft AC -30, DT -30, 5 Bleed. -Shriek S: 3 Dmg: 2d10+10 Dmg Type: True 15 ft radius. For Shriek, anyone except for Robots within the radius must roll END -3. If you fail you’re Stunned for 1d2 turns. If you succeed you take half the True. | AC: 50 DR: 100 |
Wendigo Colossus The Wendigo Colossus is a monster that climbed through hell with one purpose: kill. Some say Wendigos performed a ritual and turned into this horrid abomination. Strangely enough, Wendigos often fight alongside the Wendigo Colossus making it an even more terrifying cryptid. The best advice against this thing is one word: run. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Creature Gargantuan 3000 | AP CC DE SQ | 20 10 75 17 | STR: 15 PER: 10 END: 12 CHA: 1 INT: 4 AGI: 10 LCK: 10 | Unarmed Intimidation Observation Survival | 175 175 125 125 | Arms and Groin cannot be Targeted, three Heads. Night Vision 500 ft. Immunities: Crippled, Radiation. Bestiary Perks: Adaptable R3, Armor Breaker R4, Combat Master, Demolisher, Frenzy, Light Blindness, Natural, Resilience, Rise. Deathly Wail (Perk): At the beginning of a Combat Encounter, it’ll let out a load shriek and everyone that can hear it within 200 ft must roll END -5. Those that fail are Stunned for one round. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 10d8+35 Dmg Type: N Rng: 15 ft AC -40, DT -40, 12 True. -Shriek S: 3 Dmg: 2d10+10 Dmg Type: True 30 ft radius. For Shriek, anyone except for Robots within the radius of the creature must roll END -3. If you fail you’re Stunned for 1d2 turns. If you succeed you take half the damage. -Acid Spit S: 3 Dmg: 2d8+10 Dmg Type: True Rng: 30 ft | AC: 125 DR: 1000 |
Wolf Wolves are cunning creatures that roam in packs led by an Alpha. If an Alpha falls, the rest will run away. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Creature Medium 70 | AP CC DE SQ | 10 5 85 4 | STR: 6 PER: 8 END: 5 CHA: 4 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 100 125 125 100 | Arms and Groin cannot be Targeted, four Legs. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Gotta Go Fast, Keen Sense, Natural. The Pack (Perk): All Wolves get +10 Hit Chance when they’re flanking. | |||
-Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 2d4+11 Dmg Type: N Rng: 5 ft DT -10, 1d6 True. | AC: 40 N: 12 L: 6 F: 6 P: 6 Ex: 10 DR: 40 |
Yao Guai Yao Guai are large bears that mutated from the radiation. They’re often alone unless they’re with their cubs. If you pose a threat or infringe upon a Yao Guai’s territory, its first instinct is to maul you to death. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Creature Large 300 | AP CC DE SQ | 9 5 85 8 | STR: 10 PER: 8 END: 10 CHA: 4 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 125 125 75 125 | Arms and Groin cannot be Targeted, four Legs. Night Vision 200 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Climber, Keen Sense, Natural, Swimmer. | |||
Unarmed Strike Skill: Unarmed S: 3 T: 4 Dmg: 4d6+20 Dmg Type: N Rng: 5 ft AC -40, DT -30, 10 Bleed. | AC: 60 N: 17 L: 27 F: 27 P: 15 Ex: 14 DR: 130 |
The main powerhouses of the wasteland that struggle for control. The wars they wage leave many to suffer, for only one can survive. This section is organized by Defcon Tier.
The Brotherhood of Steel are a Post-War techno-religious paramilitary organization operating throughout the ruins of the United States. They’re goal is to seize and regulate Pre-War technology in the wasteland. The BOS are well trained and are spread out through chapters, each led by an Elder. Although they’re well trained, the Brotherhood doesn’t have the numbers of the NCR. What they lack in numbers they make up in skill and technology, specifically Energy Weapons and Power Armor. Their combat style is similar to the United States Army with squads consisting of four to six. They are squad-based and tactical, ensuring the safety of each other and their objective. Everyone in the Brotherhood knows English.
Brotherhood Initiate Brotherhood Initiates are the lowest and newest members of the Brotherhood of Steel. They go through intense training and are often in squads led by Knights and sometimes Aspirants. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 80 | AP CC DE SQ | 9 5 55 4 | STR: 6 PER: 6 END: 5 CHA: 5 INT: 6 AGI: 7 LCK: 5 | Energy Weapons Small Guns Melee Weapons Throwing Unarmed Engineer Observation Sneak | 100 100 75 75 75 75 75 75 | Bestiary Perks: Ad Victoriam, Armor Breaker R1, Blaster, Lightning Reflexes, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+14 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -Frag Grenade (1) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 55 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -AER9 Laser Rifle (MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 4d6+26 Dmg Type: L Rng: 250 ft Qualities: H2 AC -15, DT -10. Set 2 -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 120 ft Qualities: H2 AC -20, DT -8. | AC: 55 N: 30 L: 19 F: 10 P: 11 Ex: 20 DR: 95 RR: 55 Qualities: Hardplate (Head Torso) | Armor Combat Helmet -Headlamp BOS Uniform Combat Armor MK I Items Handheld Radio Healing Salve |
Brotherhood Lancer Lancers are the pilots of the Brotherhood of Steel. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 80 | AP CC DE SQ | 9 5 55 4 | STR: 6 PER: 6 END: 5 CHA: 5 INT: 6 AGI: 7 LCK: 5 | Energy Weapons Small Guns Melee Weapons Throwing Unarmed Engineer Observation Pilot Sneak Survival | 100 100 75 75 75 100 100 125 75 100 | Immunities: Gas. Bestiary Perks: Ad Victoriam, Armor Breaker R1, Blaster, Lightning Reflexes, Pinpoint Targeting R1, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+14 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -Frag Grenade (1) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 55 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -AER9 Laser Rifle (MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 4d6+26 Dmg Type: L Rng: 250 ft Qualities: H2 AC -15, DT -10. Set 2 -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 120 ft Qualities: H2 AC -20, DT -8. | Flight Helmet Flight Suit (Ballistic Vest) AC: 20 N: 5 L: 5 F: 2 P: 3 Ex: 5 DR: 70 RR: 30 PER +2 Observation and Pilot +10 | Armor Flight Helmet Flight Suit -Ballistic Vest Items Handheld Radio Healing Salve |
Brotherhood Aspirant Brotherhood Aspirants are Brotherhood that have passed basic training. Sometimes they’ll lead a squad of three Aspirants, or they’ll work under a Knight’s personal squad. The Journeyman Knight variant is the lowest rank of the Knights who have proven themselves to be valiant members of the Brotherhood. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 9 5 60 6 | STR: 6 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Small Guns Melee Weapons Throwing Unarmed Engineer Observation Sneak | 125 115 100 100 100 100 75 75 | Immunities: Gas. Bestiary Perks: Ad Victoriam, Armor Breaker R1, Blaster, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -Frag Grenades (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 65 ft Qualities: Destruction, H1 AC -50, DT -20, 15 radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -AER9 Laser Rifle (Reflex Scope, MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 4d6+26 Dmg Type: L Rng: 375 ft Qualities: H2 AC -25, DT -15. PER +1 and Observation +10 when looking for something at a distance. Set 2 -Auto Laser Rifle (MFC) Skill: Energy Weapons S: 3 T: 4 B: 5 Dmg: 5d4+18 Dmg Type: L Rng: 200 ft Qualities: BM (Storm), H2 AC -25, DT -20. Set 3 -Infantry Rifle Mark I (5.56mm, Assault Rifle, Calibrated Receiver) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d12+14 Dmg Type: N Rng: 230 ft Qualities: H2 AC -30, DT -15, CC +5, +15 Hit Chance. | AC: 65 N: 35 L: 25 F: 12 P: 13 Ex: 25 DR: 120 RR: 77 Qualities: Hardplate (Head Groin Torso) PER +2 | Armor Advanced Combat Helmet -Headlamp BOS Uniform Combat Armor MK II Items Gas Mask Handheld Radio Healing Salve 2 Variants Journeyman Knight: Max HP +50, all DT +10, Energy Weapons & Small Guns +15. |
Brotherhood Aspirant Scout The Brotherhood Aspirant Scout is specifically trained in reconnaissance and assassinations. The Journeyman Knight variant is the lowest rank of the Knights who have proven themselves to be valiant members of the Brotherhood as a scout. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 120 | AP CC DE SQ | 9 5 60 6 | STR: 6 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Small Guns Melee Weapons Throwing Unarmed Engineer Observation Sneak | 125 125 100 100 100 100 90 100 | Night Vision 150 ft. Immunities: Gas. Bestiary Perks: Ad Victoriam, Armor Breaker R1, Blaster, Pinpoint Targeting R2, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -Frag Grenades (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 65 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -AER9 Laser Rifle (Reflex Scope, MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 4d6+26 Dmg Type: L Rng: 375 ft Qualities: H2 AC -25, DT -15. PER +1 and Observation +10 when looking for something at a distance. Set 2 -DKS-501 (.308, Rifle, Silencer, Reflex Scope) Skill: Small Guns S: 4 T: 5 Dmg: 3d6+34 Dmg Type: N Rng: 600 ft Qualities: H2 AC -30, DT -26. PER +1 and Observation +10 when looking for something at a distance. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. | AC: 55 N: 30 L: 19 F: 10 P: 11 Ex: 21 DR: 105 RR: 42 Qualities: Hardplate (Head Torso) Observation +10 Sneak +20 | Armor Recon Helmet -Headlamp BOS Uniform Recon Armor Items Binoculars Mechanical Watch Variants Journeyman Knight Scout: Max HP +50, all DT +10, Energy Weapons & Small Guns +15. |
Brotherhood Knight - Shock Trooper A Brotherhood Knight is a fully recognized member of the Brotherhood of Steel. They lead squads of Aspirants and Initiates on missions. The variants are different Knight ranks being the following: Knight Sergeant, Knight Captain, Knight Commander, and Head Knight. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Humanoid Medium 150 | AP CC DE SQ | 10 5 60 9 | STR: 7 PER: 7 END: 6 CHA: 6 INT: 7 AGI: 9 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Engineer Observation Sneak | 135 115 100 115 100 75 100 | Night Vision 100 ft. Immunities: Gas. Bestiary Perks: Ad Victoriam, Armor Breaker R1, Blaster, Fast Hands, Pinpoint Targeting R2, Power Armor Training, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+22 Dmg Type: N Rng: 5 ft Qualities: H3, Smooth, Technique (Cleaving Blow) AC -10, DT -10, 1d6 True. -Frag Grenades (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 70 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -AER9 Laser Rifle (MFC, Energy Focuser) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 4d6+14 Dmg Type: L Rng: 250 ft Qualities: H2 AC -35, DT -25, 2d4 True. | AC: 65 N: 35 L: 25 F: 12 P: 13 Ex: 25 DR: 120 RR: 77 Qualities: Hardplate (Head Groin Torso) PER +2 | Armor Advanced Combat Helmet -Headlamp -Night Vision HUD BOS Uniform Combat Armor MK II Items Gas Mask Handheld Radio Stimpak 2 Variants Sergeant: Max HP +30, all listed Skills +10. Captain: Lightning Reflexes, Max HP +55, all DT +5, all listed Skills +25. Commander: Max HP +80, all listed Skills +25, SQ +2. Head: Leader (50 ft), Max HP +100, all DT +10, all listed Skills +25. |
Brotherhood Knight - Power Armor A Brotherhood Knight is a fully recognized member of the Brotherhood of Steel. They lead squads of Aspirants and Initiates on missions. The variants are different Knight ranks being the following: Knight Sergeant, Knight Captain, Knight Commander, and Head Knight. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Large 150 | AP CC DE SQ | 10 5 60 9 | STR: 7 PER: 7 END: 6 CHA: 6 INT: 7 AGI: 9 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Engineer Observation | 135 115 100 115 100 75 | Night Vision 100 ft. Immunities: Crippled, Gas, Radiation. Bestiary Perks: Ad Victoriam, Armor Breaker R1, Blaster, Fast Hands, Pinpoint Targeting R2, Power Armor Training, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+21 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Frag Grenades (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 70 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Gatling Laser (MFC) Skill: Energy Weapons B: 4 Dmg: 4d6+14 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -30, DT -20. Set 3 -Super Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 8d4+37 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -10, DT -10. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. Set 3 -Power Fist (Exo-Fitter) Skill: Unarmed S: 3 T: 4 Dmg: 4d4+42 Dmg Type: N Rng: 5 ft AC -10, DT -15. Cannot do SMs with Handy with this Arm. | AC: 75 N: 49 L: 49 F: 46 P: 47 Ex: 49 DR: 410 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER +1 AGI +1 against Explosives | Armor T-45 Helmet -Headlamp -Night Vision HUD BOS Uniform Exo Suit T-45 Items Handheld Radio Stimpak 2 Variants Sergeant: Max HP +30, all listed Skills +10. Captain: Lightning Reflexes, Max HP +55, all DT +5, all listed Skills +25. Commander: Max HP +80, all listed Skills +25, SQ +2, Jetpack. Head: Leader (50 ft), Max HP +100, all DT +10, all listed Skills +25. |
Brotherhood Paladin - Valiant Trooper Brotherhood Paladins are the true embodiment of the Brotherhood of Steel. They lead squads or are field commanders. The variants are different Paladin ranks with the others being Paladin Commander, Star Paladin, and Head Paladin. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 180 | AP CC DE SQ | 11 7 65 9 | STR: 8 PER: 8 END: 7 CHA: 7 INT: 7 AGI: 10 LCK: 7 | Energy Weapons Melee Weapons Throwing Unarmed Engineer Observation Sneak | 140 135 125 125 125 100 125 | Immunities: Gas. Bestiary Perks: Ad Victoriam, Armor Breaker R2, Blaster, Fast Hands, Pinpoint Targeting R3, Power Armor Training, Sneaky | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+25 Dmg Type: N Rng: 5 ft Qualities: H3, Smooth, Technique (Cleaving Blow) AC -20, DT -20. 1d6 True. -Plasma Grenades (3) Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: P Rng: 65 ft Qualities: Destruction, H1 AC -80, DT -25, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. -AER12 Laser Rifle (MFC, Overcharged Capacitor) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 8d6+47 Dmg Type: L Rng: 200 ft Qualities: H2 AC -30, DT -28. | AC: 85 N: 40 L: 25 F: 22 P: 13 Ex: 20 DR: 145 RR: 79 Qualities: Hardplate (Head Groin Torso) PER +2 | Armor Advanced Combat Helmet -Headlamp -Night Vision HUD BOS Uniform Polymer Combat Armor -Ballistic Lining Items Gas Mask Handheld Radio Stimpaks 2 Super Stimpak Variants Commander: Max HP +100, all listed Skills +25. Star: Combat Ready, Lightning Reflexes, Max HP +75, all DT +5, SQ +4, all listed Skills +25. Head: Leader (100 ft), Combat Ready, Max HP +150, all DT +10, all listed Skills +25. |
Brotherhood Paladin - Power Armor Brotherhood Paladins are the true embodiment of the Brotherhood of Steel. They lead squads or are field commanders. The variants are different Paladin ranks with the others being Paladin Commander, Star Paladin, and Head Paladin. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Large 180 | AP CC DE SQ | 11 7 65 9 | STR: 8 PER: 8 END: 7 CHA: 7 INT: 7 AGI: 10 LCK: 7 | Energy Weapons Melee Weapons Throwing Unarmed Engineer Observation | 140 135 125 125 125 100 | Night Vision 100 ft. Immunities: Crippled, Gas, Radiation. Bestiary Perks: Ad Victoriam, Armor Breaker R2, Blaster, Fast Hands, Pinpoint Targeting R3, Power Armor Training, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Exo Suit Strike (Power Armor Set Only) Skill: Unarmed S: 2 T: 3 Dmg: 4d4+22 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Plasma Grenades (3) Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: P Rng: 65 ft Qualities: Destruction, H1 AC -80, DT -25, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Gatling Laser (MFC, Energy Focuser) Skill: Energy Weapons B: 4 Dmg: 4d6+7 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -45, DT -35, 2d4 True. Set 2 -Super Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 8d4+38 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -20, DT -20. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. Set 3 -Power Fist Skill: Unarmed S: 3 T: 4 Dmg: 4d4+43 Dmg Type: N Rng: 5 ft AC -20, DT -25. Cannot do SMs with Handy with this Arm. | AC: 80 N: 59 L: 59 F: 56 P: 57 Ex: 59 DR: 460 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER & CHA +1 AGI +2 against Explosives | Armor T-51 Helmet -Headlamp -Night Vision HUD BOS Uniform Exo Suit T-51 Items Gas Mask Handheld Radio Stimpaks 2 Super Stimpak Variants Commander: Max HP +100, all listed Skills +25, Jetpack. Star: Combat Ready, Lightning Reflexes, Max HP +75, all DT +5, SQ +4, all listed Skills +25. Head: Leader (100 ft), Combat Ready, Max HP +150, all DT +10, all listed Skills +25. |
Brotherhood Sentinel Brotherhood Sentinels are a unique rank between Star Paladin and Elder. Sentinels do not require orders and instead conduct their own operations. This rank is rare and many chapters go years without one. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Humanoid Large 300 | AP CC DE SQ | 14 8 75 13 | STR: 10 PER: 10 END: 9 CHA: 7 INT: 9 AGI: 10 LCK: 8 | Big Guns Energy Weapons Melee Weapons Throwing Unarmed Observation | 175 175 165 160 165 150 | Night Vision 100 ft Immunities: Crippled, Gas, Radiation. Bestiary Perks: Adaptable R2, Ad Victoriam, Armor Breaker R3, Big Hitter, Blaster, Combat Ready, Fast Hands, Leader (70 ft), Martial Training, Pinpoint Targeting R4, Power Armor Training, Pugilist, Resilience, Rise, Shrug It Off. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+10 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+34 Dmg Type: N Rng: 5 ft AC -30, DT -35. -High Explosive Grenades (2) Skill: Throwing S: 3 Dmg: 6d8+40 Dmg Type: Ex Rng: 75 ft Qualities: Destruction AC -90, DT -40, 5 ft radius. If it hits roll AGI -3. If you succeed, take half damage. Set 1 -Gauss Rifle (2mm EMC) Skill: Big Guns S: 4 T: 5 Dmg: 6d6+69 Dmg Type: Ex Rng: 500 ft Qualities: H2, Line AC -55, DT -40. Set 2 -Destroyer (.50, Minigun) Skill: Big Guns B: 5 Dmg: 8d12+20 Dmg Type: N Rng: 400 ft Qualities: H2, Line AC -60, DT -60. Set 3 -Thermal Axe (MFC, Heated Coils) Skill: Melee Weapons S: 4 T: 5 Dmg: 6d10+49 Dmg Type: P Rng: 10 ft Qualities: H2, Smooth AC -40, DT -38. 4d4+4 True. -High Explosive Grenades +2 | AC: 105 N: 59 L: 64 F: 61 P: 62 Ex: 64 DR: 580 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER & CHA +1 AGI +2 against Explosives | Armor T-60 Helmet -Headlamp -Night Vision HUD BOS Uniform -Ballistic Vest Exo Suit T-60 -Model F Items Handheld Radio Stimpaks 4 Super Stimpaks 2 |
Brotherhood Scribe Brotherhood Scribes are tasked with creating and keeping records of all technology found and used by the Brotherhood. There are three Scribe Orders, each led by a Proctor appointed by the Head Scribe. The orders are the Sword (Weapons Research and Development), Shield (Defense Research), and the Quill (Bookkeepers of all Brotherhood knowledge). The Field Scribe variant is a combat-trained Scribe that can be seen out in the field. They serve as field researchers and medics. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 50 | AP CC DE SQ | 8 5 55 3 | STR: 5 PER: 6 END: 5 CHA: 5 INT: 8 AGI: 6 LCK: 5 | Energy Weapons Melee Weapons Unarmed Observation | 75 75 50 50 | They have at max 135 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer, Gunsmith, and Lore. This is upon the Overseer’s discretion. Bestiary Perks: Ad Victoriam, Blaster, Crafty. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Multi-Tool Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+10 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. Set 1 -AEP7 Laser Pistol (EC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 7d4+18 Dmg Type: L Rng: 175 ft Qualities: H1 AC -10, DT -5. Set 2 -AER9 Laser Rifle (MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 4d6+28 Dmg Type: L Rng: 250 ft Qualities: H2 AC -5, DT -5. | AC: 50 N: 13 L: 20 F: 17 P: 8 Ex: 12 DR: 30 RR: 50 Qualities: Insulated All Crafting Skills +10 | Armor BOS Uniform BOS Scribe Outfit Items Handheld Radio Flashlight Geiger Counter Stimpak Variants Head Scribe: Lightning Reflexes, Pinpoint Targeting R1, Max HP +75, Support Skills chosen get +35. Proctor: Lightning Reflexes, Pinpoint Targeting R1, Max HP +50, Support Skills chosen get +25. Field Scribe: Lifesaver, Lightning Reflexes, Pinpoint Targeting R1, Max HP +35, all DT +5, Survival 100. |
Veronica Santangelo Veronica is a Scribe with a knack for fisticuffs. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 150 | AP CC DE SQ | 9 5 55 6 | STR: 7 PER: 6 END: 8 CHA: 3 INT: 8 AGI: 8 LCK: 5 | Energy Weapons Unarmed Engineer Lore Observation Sneak | 75 125 125 125 75 100 | Bestiary Perks: Ad Victoriam, Armor Breaker R1, Crafty, Martial Training, Pugilist, Sneaky. Scribe Assistant (Perk): Veronica functions like a Workbench that you can use. She can still give the Assist Action while she’s being used as a Workbench. Scribe Counter (Perk): AP Cost for Parry, Counter Attack, and Feint are reduced by -1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+15 Dmg Type: N Rng: 5 ft AC -10, DT -15. -AEP7 Laser Pistol (EC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 7d4+10 Dmg Type: L Rng: 175 ft Qualities: H1 AC -5. -Power Fist Skill: Unarmed S: 3 T: 4 Dmg: 4d4+40 Dmg Type: N Rng: 5 ft Qualities: Smooth AC -10, DT -25. Cannot do SMs with Handy with this Arm. Fist is for Arms. | AC: 50 N: 16 L: 23 F: 20 P: 18 Ex: 15 DR: 30 RR: 56 Qualities: Insulated All Crafting Skills +10 | Armor BOS Uniform BOS Scribe Outfit Items Flashlight Handheld Radio Tool Set |
Christine Royce A member of the Circle of Steel seeking to put an end to Elder Elijah. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Humanoid Medium 200 | AP CC DE SQ | 10 5 80 9 | STR: 6 PER: 7 END: 5 CHA: 6 INT: 7 AGI: 9 LCK: 5 | Small Guns Throwing Unarmed Computer Science Engineer Observation Sneak | 125 100 100 100 100 100 125 | Night Vision 100 ft. Immunities: Gas. Bestiary Perks: Adaptable R1, Ad Victoriam, Armor Breaker R1, Blaster, Fast Hands, Pinpoint Targeting R2, Sneaky. Circle of Steel (Perk): While you’re within 50 ft of Christine, reduce the AP Cost for Targeted Attacks by -1 and get Sneak +25. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 55 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -DKS-501 (.308, Rifle, Silencer, Sniper Scope) Skill: Small Guns S: 4 T: 5 Dmg: 3d6+34 Dmg Type: N Rng: 400 ft Scope Rng: 1200 ft Qualities: H2 AC -30, DT -26. Scope Range applies to Targeted Attacks. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. PER +2 and Observation +20 when looking for something at a distance. | AC: 65 N: 35 L: 25 F: 12 P: 13 Ex: 25 DR: 120 RR: 75 Qualities: Hardplate (Head Groin Torso) PER +2 | Armor Advanced Combat Helmet -Headlamp -Night Vision HUD BOS Uniform Combat Armor MK II Items Gas Mask Handheld Radio Stimpak |
HR 1205 A reprogrammed C-27 Humanoid Enforcer Robot loyal to the Midwestern Brotherhood of Steel. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Robot Medium 220 | AP CC DE SQ | 10 7 55 8 | STR: 10 PER: 6 END: 8 CHA: 5 INT: 7 AGI: 8 LCK: 7 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 150 125 125 125 100 100 | Groin cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Ad Victoriam, Armor Breaker R1, Big Hitter, Blaster, Mechanical, Pinpoint Targeting R1, Sneaky. Programmed Loyalty (Perk): HR 1205 has PL 50 ft. All allies within HR 1205’s PL get DT +8. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+10 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Frag Grenade (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 75 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -Gatling Laser (ECP) Skill: Energy Weapons B: 4 Dmg: 4d6+14 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -30, DT -20. | AC: 70 N: 45 L: 30 F: 30 P: 40 Ex: 30 DR: 170 Qualities: Conductive, Hardplate (Head Torso) | Armor -Night Sight -Robot Hands |
Star Paladin Cross Star Paladin Cross is the second highest ranking soldier in Lyons' Brotherhood who serves as an advisor and bodyguard to Elder Lyons. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Large 350 | AP CC DE SQ | 11 6 70 9 | STR: 9 PER: 9 END: 8 CHA: 8 INT: 8 AGI: 10 LCK: 6 | Energy Weapons Throwing Unarmed Observation | 150 100 125 125 | Night Vision 100 ft. Immunities: Crippled, Gas, Radiation. Bestiary Perks: Adaptable R2, Ad Victoriam, Armor Breaker R2, Blaster, Combat Ready, Fast Hands, Leader (50 ft), Pinpoint Targeting R3, Power Armor Training, Resilience, Rise. Honor (Perk): Cross no longer has to sleep, drink, or eat to survive. Cross can use her Adaptable charges on her allies. Also, the bonus from the perk Leader is doubled. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+9 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+33 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Anti-Tank Grenade (4) Skill: Throwing S: 3 Dmg: 8d8+40 Dmg Type: Ex Rng: 70 ft Qualities: Destruction, Sabotage AC -70, DT -45, 2d6 True, 5 ft radius. If it hits roll AGI -4. If you succeed, take half damage. -Gatling Plasma (Plasma Core, Fined-Tuned Energy Focuser) Skill: Big Guns B: 4 Dmg: 4d6+6 Dmg Type: P Rng: 100 ft Qualities: BM (Storm), H2 AC -50, DT -35. Ignore DR. | AC: 80 N: 64 L: 64 F: 61 P: 62 Ex: 64 DR: 460 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER & CHA +1 AGI +2 against Explosives | Armor T-51 Helmet -Headlamp -Night Vision HUD BOS Uniform Exo Suit T-51 Items Handheld Radio Stimpaks 2 Super Stimpak |
Elder Arthur Maxson The charismatic, military genius, Elder of the Eastern Brotherhood of Steel. He is the last descendant of Roger Maxson, the founder of the Brotherhood of Steel. | ||||||||||
Defcon Tier Body Type Size Max HP AP | 2 Humanoid Large 1000 | AP CC DE SQ | 15 10 100 13 | STR: 10 PER: 10 END: 10 CHA: 10 INT: 7 AGI: 10 LCK: 7 | Big Guns Energy Weapons Throwing Unarmed Observation Sneak | 200 200 150 150 150 125 | Night Vision 100 ft. Immunities: Crippled, Gas, Radiation. Bestiary Perks: Adaptable R3, Ad Victoriam, Armor Breaker R3, Blaster, Combat Ready, Fast Hands, Leader (100 ft), Pinpoint Targeting R4, Power Armor Training, Resilience, Rise, Shrug It Off, Undying (75). High Elder (Perk): Maxson has PL 100 ft. At the beginning of Maxson’s turn, all allies within Maxson’s PL are healed by +50 HP as long as they're alive. They also get +1 Dice Damage. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+10 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+24 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Frag Grenades (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 75 ft Qualities: Destruction, H1 AC -70, DT -35, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -Anti-Tank Grenade (4) Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Ex Rng: 75 ft Qualities: Destruction AC -80, DT -55, 2d6 True, 5 ft radius. If it hits roll AGI -4. If you succeed, take half damage. -P94 Plasma Rifle (PC) Skill: Energy Weapons S: 3 T: 4 Dmg: 6d6+37 Dmg Type: P Rng: 200 ft Qualities: H2 AC -45, DT -30. -Maxson’s Gatling Plasma (Plasma Core) Skill: Big Guns B: 4 Dmg: 5d6+11 Dmg Type: P Rng: 100 ft Qualities: BM (Storm), H2 AC -45, DT -30, 5 True. | AC: 120 N: 69 L: 74 F: 61 P: 72 Ex: 64 DR: 580 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER & CHA +1 AGI +2 against Explosives | Armor T-60 Helmet -Headlamp -Night Vision HUD BOS Uniform -Ballistic Vest Exo Suit T-60 -Model F Items Handheld Radio Stimpaks 4 Super Stimpak 2 |
An autocratic, traditionalist, and imperialistic slaver society founded in 2247 by Edward Sallow who calls himself Caesar. Caesar based his society off of the Roman Empire and successfully united multiple tribes under his banner. Everyone in the Legion knows English and Latin.
In battle, the Legion sends in their Recruits first to soften the enemy, then they send in the Primes to tear down the defenses. Lastly they send in the Veterans for extermination. They overwhelm their enemy with numbers. The Legion may appear comical in their sports equipment, but in battle they’re a nightmare. They are loyal and will never disobey a superior officer. Insubordination means death
Legionary Recruit The Legionary Recruit is the lowest rank of the Legion that serves a single purpose, to charge head first and never look back. They’re trained for close combat and focus on overwhelming their enemies with sheer numbers. The Recruit Decanus variant is a squad leader that commands ten Legionary Recruits. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 50 | AP CC DE SQ | 8 5 50 3 | STR: 6 PER: 5 END: 6 CHA: 5 INT: 5 AGI: 6 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Sneak Observation | 75 50 75 75 50 50 | Bestiary Perks: Armor Breaker R1, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. Set 1 -Machete (Serrated Blade, Sword) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+10 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -10. 1d4+1 True. -Small Shield Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+10 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -10, DT -10, AC +10 when equipped. Set 2 -Spear (6, Pole Arm, Serrated Blade) Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+11 Dmg Type: N Rng: 10 ft Qualities: H3 AC -10, DT -10, 1d4+1 True. Throwing Range is 70 ft. Set 3 -9mm Pistol Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d4+9 Dmg Type: N Rng: 70 ft Qualities: H1 AC -5, DT -3. Set 4 -Varmint Rifle (5.56mm, Glow Sights) Skill: Small Guns S: 3 T: 4 Dmg: 1d12+19 Dmg Type: N Rng: 250 ft Qualities: H2 AC -10, DT -5. Night-Time and Total Darkness are halved when using this weapon. | AC: 40 N: 10 L: 5 F: 5 P: 5 Ex: 5 DR: 55 RR: 20 AGI +1 | Armor Legionary Helmet Clothes Legionary Recruit Armor Variants Recruit Decanus: All listed Skills +10, Intimidation 75, Max HP +40, replace Legionary Helmet with Decanus Helmet. |
Prime Legionary Prime Legionary are the standard Legionary that’s survived a few battles. They wear the armor of their opponents and use their weapons. The Prime Decanus variant is a squad leader that commands ten Prime Legionaries. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 60 | AP CC DE SQ | 9 5 55 4 | STR: 7 PER: 6 END: 8 CHA: 5 INT: 5 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 100 75 100 100 75 75 | Bestiary Perks: Armor Breaker R1, Big Hitter, Pinpoint Targeting R1, Pugilist, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+15 Dmg Type: N Rng: 5 ft AC -10, DT -15. Set 1 -Machete Gladius (Sword) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+16 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. If you do the Charge get +10 Hit Chance. -Medium Shield Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+14 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -10, DT -10, AC +15 when equipped. Set 2 -Soviet Assault Rifle (5.45) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d10+11 Dmg Type: N Rng: 200 ft Qualities: H2 AC -15, DT -7. Set 3 -.44 Revolver Skill: Small Guns S: 3 T: 4 B: 3 Dmg: 2d10+15 Dmg Type: N Rng: 100 ft Qualities: H1 AC -25, DT -10. -Spear (6, Pole Arm, Serrated Blade) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+21 Dmg Type: N Rng: 10 ft Qualities: H3 AC -20, DT -10, 1d4+1 True. Throwing Range is 75 ft. Set 4 -Hunting Rifle (.308, Glow Sights) Skill: Small Guns S: 4 T: 5 Dmg: 3d6+22 Dmg Type: N Rng: 350 ft Qualities: H2 AC -20, DT -11. Night-Time and Total Darkness are halved when using this weapon. | AC: 55 N: 19 L: 11 F: 11 P: 11 Ex: 18 DR: 70 RR: 41 | Armor Legionary Helmet Clothes Legionary Recruit Armor Items Healing Powder Variants Prime Decanus: Leader (25 ft), Martial Training, Max HP +20, all DT +3, replace Legionary Helmet with Decanus Helmet. |
Legionary Explorer Legionary Explorers are advanced scouts and messengers. They’re essential for Legion communication and reconnaissance. The Speculatores variant is a unique rank that is a step above the Legionary Explorer. However, the Speculatores is given mount training to travel long distances. The Recruit Frumentarii is a low-tier Frumentarii that functions as an assassin and spy. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 85 | AP CC DE SQ | 10 5 85 7 | STR: 6 PER: 8 END: 7 CHA: 5 INT: 5 AGI: 9 LCK: 5 | Archery Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 100 100 100 100 100 100 100 100 | Bestiary Perks: Armor Breaker R1, Hunter, Keen Sense, Pinpoint Targeting R2, Pugilist, Sneaky, Sure Footed, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+15 Dmg Type: N Rng: 5 ft AC -10, DT -15. Set 1 -Hunting Rifle (.308, Glow Sights, Silencer) Skill: Small Guns S: 4 T: 5 Dmg: 3d6+22 Dmg Type: N Rng: 350 ft Qualities: H2 AC -30, DT -16. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 2 -Machete Gladius (Sword) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+18 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. If you do the Charge get +10 Hit Chance. Set 3 -Composite Bow (Bullet Point Arrow) Skill: Archery S: 2 T: 3 B: 3 Dmg: 5d4+8 Dmg Type: N Rng: 300 ft Qualities: Built-In (Silencer), H2 AC -35, DT -21. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. | AC: 60 N: 15 L: 7 F: 7 P: 7 Ex: 14 DR: 55 RR: 39 Observation +10 Sneak +15 | Armor Wolf Cowl Clothes Legionary Explorer Armor Items Bitter Drink Healing Powder 2 Matches Variants Recruit Frumentarii: Max HP +25, all DT +5, SQ +2, Sneak +25. Speculatores: Cavalry Training, Max HP +35, all DT +5, all listed Skills +15, a Horse travels with them with a Pack Saddle. |
Legion Hound Legion Hounds are large dogs raised in Denver trained to hunt and kill for the Legion. They’re often paired with a tamer. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 100 | APCC DE SQ | 9 5 85 6 | STR: 7 PER: 8 END: 7 CHA: 4 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 125 125 125 75 125 | Arms and Groin cannot be Targeted, it has four Legs. When extracting Hide this is considered Small. Night Vision 100 ft. Immunities: Radiation. Bestiary Perks: Armor Breaker R1, Gotta Go Fast, Keen Sense, Pugilist, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 3d4+15 Dmg Type: N Rng: 5 ft AC -10, DT -15. | AC: 40 N: 15 L: 8 F: 7 P: 7 Ex: 13 DR: 60 |
Veteran Legionary Veteran Legionary are battle hardened soldiers that have survived many battles. They don’t only use what they get from their enemies, but are given the best the Legion has to offer both in commodities and slaves off the battlefield. The Veteran Decanus variant is a squad leader that commands ten Veteran Legionaries. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 120 | AP CC DE SQ | 9 6 55 6 | STR: 8 PER: 6 END: 8 CHA: 5 INT: 6 AGI: 8 LCK: 6 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 125 100 125 125 125 100 | Bestiary Perks: Armor Breaker R2, Big Hitter, Martial Training, Pinpoint Targeting R1, Pugilist, Storm of Strikes, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+16 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Frag Grenade (1) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 65 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Hook Spear (Pole Arm) Skill: Melee Weapons S: 3 T: 4 Dmg: 3d6+23 Dmg Type: N Rng: 10 ft Qualities: H3, Technique (Weapon Hook) AC -35, DT -20. Throwing Range is 80 ft. -Large Shield Skill: Melee Weapons S: 4 T: 5 Dmg: 1d12+24 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Weapon Hook) AC -25, DT -25, AC +20 when equipped. Set 2 -Chinese Assault Rifle (5.56mm, Advanced Receiver, Red-Dot Sight) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 1d12+24 Dmg Type: N Rng: 200 ft Qualities: H2 AC -20, DT -20. Get +10 Hit Chance when firing at half the Base Weapon Range or lower. Set 3 -Marksman Carbine (5.56mm, Advanced Receiver, Reflex Scope) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d12+16 Dmg Type: N Rng: 525 ft Qualities: H2 AC -20, DT -10. PER +1 and Observation +10 when looking for something at a distance. Set 4 -Machete Gladius (2, Sword) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+24 Dmg Type: N Rng: 5 ft Qualities: H1 AC -25, DT -27. If you do the Charge get +10 Hit Chance. | AC: 60 N: 40 L: 30 F: 25 P: 25 Ex: 35 DR: 120 RR: 46 Qualities: Hardplate (Groin Torso) Targeted Attacks to your Head get -15 Hit Chance | Armor Legionary Helmet -Protective Plates Leather Rags Legionary Veteran Armor -Kevlar Weave Items Bitter Drink Healing Powder 2 Variants Veteran Decanus: Leader (50 ft), Max HP +30, all DT +2, replace Legionary Helmet with Decanus Helmet. |
Vexillarius The Vexillarius is unique amongst the ranks as their purpose is to inspire other Legionnaires to fight. The flag of the Legion can be seen hanging above their armor as they charge in. Do not be fooled by the lavish armor as they’re formidable opponents. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Humanoid Medium 170 | AP CC DE SQ | 9 7 55 6 | STR: 7 PER: 6 END: 8 CHA: 7 INT: 6 AGI: 8 LCK: 7 | Melee Weapons Small Guns Throwing Unarmed Intimidation Observation Sneak | 125 125 125 125 100 125 100 | Bestiary Perks: Armor Breaker R2, Leader (50 ft), Martial Training, Pinpoint Targeting R2, Pugilist, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+15 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Frag Grenade (1) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Marksman Carbine (5.56mm, Advanced Receiver, Reflex Scope) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d12+16 Dmg Type: N Rng: 525 ft Qualities: H2 AC -30, DT -15. PER +1 and Observation +10 when looking for something at a distance. Set 2 -.45 Auto SMG (Hair-Trigger Receiver) Skill: Small Guns S: 3 T: 4 B: 3 Dmg: 3d12+10 Dmg Type: N Rng: 80 ft Qualities: H3 AC -20, DT -10. -Machete Gladius (Sword) Skill: Melee Weapons S: 2 T: 3 Dmg: 4d6+16 Dmg Type: N Rng: 5 ft Qualities: H1 AC -20, DT -22. If you do the Charge get +10 Hit Chance. Set 3 -DKS-501 (.308, Sniper Scope, Advanced Receiver) Skill: Small Guns S: 4 T: 5 Dmg: 3d6+39 Dmg Type: N Rng: 400 ft Scope Rng: 1200 ft Qualities: H2 AC -30, DT -26. Scope Range applies to Targeted Attacks. PER +2 and Observation +20 when looking for something at a distance. | AC: 50 N: 37 L: 27 F: 22 P: 22 Ex: 32 DR: 150 RR: 46 Qualities: Hardplate (Groin Torso) AGI +1 | Armor Wolf Cowl Leather Rags Vexillarius Armor -Kevlar Weave Items Bitter Drink Handheld Radio Healing Powder 2 Trumpet |
Frumentarii The Frumentarii are the assassins and infiltrators of the Legion. They’ve managed to infiltrate high positions of authority in organizations such as the NCR. They’ll send Frumentarii years in advance to prepare for future invasions. Unlike the Explorers and Speculatores, they function within their own organization and take orders from Caesar or Vulpes Inculta only. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Humanoid Medium 210 | AP CC DE SQ | 10 7 90 9 | STR: 7 PER: 9 END: 7 CHA: 7 INT: 7 AGI: 10 LCK: 7 | Melee Weapons Small Guns Throwing Unarmed Deception Insight Observation Sneak | 125 150 125 125 100 100 125 125 | Bestiary Perks: Armor Breaker R2, Keen Sense, Martial Training, Pinpoint Targeting R2, Pugilist, Sneaky, Sure Footed, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+17 Dmg Type: N Rng: 5 ft AC -20, DT -25. Set 1 -Soviet Carbine (5.45, Hardened Receiver, Silencer) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d10+14 Dmg Type: N Rng: 150 ft Qualities: Built-In (Folding Stock), H3, Holdout (20), Restrict (Stock) AC -35, DT -17. Ignore up to -10 Hit Chance for Movement penalties. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 2 -Trail Carbine (.44, Hardened Receiver, Reflex Scope, Silencer) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d10+20 Dmg Type: N Rng: 300 ft AC -45, DT -20. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 3 -Machete Gladius (Sword, Stealth Blade) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+23 Dmg Type: N Rng: 5 ft Qualities: H1 AC -20, DT -25. If you do the Charge get +10 Hit Chance. CC +5, additional CC +5 when Sneak Attacking. -.45 Auto Pistol (Refined Receiver, Silencer) Skill: Small Guns S: 3 T: 3 B: 4 Dmg: 2d12+10 Dmg Type: N Rng: 50 ft AC -20, DT -10, +10 Hit Chance. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. | AC: 65 N: 42 L: 32 F: 27 P: 27 Ex: 37 DR: 100 RR: 44 Qualities: Hardplate (Groin Torso) | Armor Wolf Cowl Leather Rags Legionary Veteran Armor -Kevlar Weave Items Binoculars Bitter Drink Handheld Radio Healing Powder 2 |
Centurion The Centurion is the highest ranking officer in the Legion aside from the Legate. A Centurion commands a company of one hundred men and they serve as the main commanders of the army. Centurions enjoy a plethora of commodities but do not be fooled as they’ll always participate in battle. The Grand Centurion is a veteran Centurion that is on his way to being a Legate. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 250 | AP CC DE SQ | 11 7 60 9 | STR: 9 PER: 7 END: 8 CHA: 8 INT: 7 AGI: 9 LCK: 7 | Melee Weapons Small Guns Throwing Unarmed Intimidation Observation Sneak | 150 125 125 150 125 100 100 | Items: Binoculars, Bitter Drink 2, Handheld Radio, Healing Salve 4, Trumpet, Smelling Salts, 3 Torches. Bestiary Perks: Armor Breaker R3, Martial Training, Pinpoint Targeting R3, Pugilist, True to Caesar. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+18 Dmg Type: N Rng: 5 ft AC -30, DT -35. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 70 ft Qualities: Destruction, H1 AC -60, DT -25, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Riot Shotgun (12 Gauge Flechette, Advanced Receiver) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 3d6+30 Dmg Type: N Rng: 30 ft Qualities: BM (Spray), H2 AC -50, DT -25. You can hit up to two targets that are adjacent to each other with one Attack Roll. +10 Flat Damage against Groups. Set 2 -Storm Carbine (5.56mm, Advanced Receiver Reflex Scope) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d12+26 Dmg Type: N Rng: 255 ft Qualities: H2 AC -40, DT -20. Set 3 -Large Shield Skill: Melee Weapons S: 4 T: 5 Dmg: 1d12+17 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -30, DT -30, AC +20 when equipped. -Machete Gladius (Sword, Heavy Blade) Skill: Melee Weapons S: 3 T: 4 Dmg: 5d6+27 Dmg Type: N Rng: 5 ft Qualities: H1 AC -40, DT -32. If you do the Charge get +10 Hit Chance. -Frag Grenades (+2) | AC: 70 N: 38 L: 36 F: 18 P: 20 Ex: 28 DR: 180 RR: 51 Qualities: Hardplate (Head Groin Torso) Intimidation +10 Sneak -25 | Armor Legionary Centurion Helmet Leather Rags Ballistic Vest Legionary Centurion Armor -Ballistic Lining Items Binoculars Bitter Drink Healing Powder 3 Variants Grand Centurion: Conquer (50 ft), Leader (50 ft), Undying (50), Max HP +100, all DT +4, SQ +2. |
Praetorian Praetorians are the elite guard of Caesar himself. They’re masters of hand-to-hand combat and they’ll die before any harm comes to Caesar. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Medium 350 | AP CC DE SQ | 11 7 65 9 | STR: 10 PER: 8 END: 9 CHA: 6 INT: 8 AGI: 10 LCK: 7 | Melee Weapons Small Guns Throwing Unarmed Insight Intimidation Observation Sneak | 175 125 150 200 160 150 150 125 | Bestiary Perks: Armor Breaker R3, Martial Training, Pinpoint Targeting R3, Pugilist, Rise, True to Caesar, Undying (50). Elite Guard (Perk): While within 50 ft of Caesar, inflict DT -10. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+20 Dmg Type: N Rng: 5 ft AC -30, DT -35. -Plasma Grenade (4) Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: P Rng: 75 ft Qualities: Destruction AC -80, DT -25, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Displacer Glove (EC) Skill: Unarmed S: 2 T: 3 Dmg: 2d6+35 Dmg Type: N Rng: 5 ft Qualities: Artisan (Engineer), Smooth AC -30, DT -35. If you hit, roll END -4. If you fail, you’re Stunned for 1d2 turns. Set 2 -Power Fist Skill: Unarmed S: 3 T: 4 Dmg: 4d4+45 Dmg Type: N Rng: 5 ft Qualities: Smooth AC -30, DT -45. Cannot do SMs with Handy with this Arm. Set 3 -12.7mm SMG (Advanced Receiver) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+19 Dmg Type: N Rng: 120 ft Qualities: H3 AC -50, DT -20. | AC: 80 N: 42 L: 40 F: 22 P: 24 Ex: 32 DR: 150 RR: 43 Qualities: Hardplate (Head Groin Torso) Intimidation +10 | Armor Leather Rags -Ballistic Vest Praetorian Armor -Ballistic Lining Items Antivenom (3) 2 Bitter Drink 2 Healing Powder 4 |
Vulpes Inculta A master assassin, infiltrator, and leader of the Frumentarii of Caesar’s Legion. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 200 | AP CC DE SQ | 10 7 100 9 | STR: 7 PER: 10 END: 5 CHA: 7 INT: 8 AGI: 10 LCK: 7 | Melee Weapons Small Guns Throwing Unarmed Deception Insight Observation Sneak | 125 125 100 125 150 150 150 150 | Night Vision 50 ft. Bestiary Perks: Adaptable R1, Armor Breaker R2, Keen Sense, Martial Training, Pinpoint Targeting R2, Pugilist, Sneaky, Sure Footed, True to Caesar. The Fox (Perk): For one charge, Vulpes can ignore all AC for one Attack Roll. He can do this up his PER/2 and it resets after an R&R. You must declare you’re using this perk before you use it. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+17 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Machete Gladius (Sword, Stealth Blade) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+23 Dmg Type: N Rng: 5 ft Qualities: H1 AC -20, DT -25. If you do the Charge get +10 Hit Chance. CC +5, additional CC +5 when Sneak Attacking. -.45 Auto Pistol (Refined Receiver, Silencer) Skill: Small Guns S: 3 T: 3 B: 4 Dmg: 2d12+10 Dmg Type: N Rng: 50 ft AC -20, DT -10, +10 Hit Chance. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. -Smoke Grenades (4) Skill: Throwing S: 3 Rng: 60 ft All Hit Chance penalties and AC are ignored, 10 ft radius. Only Poisons in the form of a gas can be stored inside. Most commonly found as a Smoke Grenade. | AC: 65 N: 42 L: 32 F: 27 P: 27 Ex: 37 DR: 100 RR: 44 Qualities: Hardplate (Head Groin Torso) | Armor Wolf Cowl Leather Rags Legionary Veteran Armor -Kevlar Weave Items Antivenom (3) 2 Binoculars Bitter Drink 2 Compass Healing Powder 4 Make-Up Kit |
Legate Lanius It does not matter, victory shall be ours, it shall be swift, and it will be honest, purchased with blood. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Humanoid Large 1000 | AP CC DE SQ | 15 5 65 13 | STR: 10 PER: 8 END: 10 CHA: 5 INT: 7 AGI: 10 LCK: 5 | Melee Weapons Throwing Unarmed Intimidation Observation | 175 150 175 150 150 | Bestiary Perks: Adaptable R3, Armor Breaker R4, Baneful Presence (100 ft), Big Hitter, Conquer (100 ft), Heavy Lifter, Martial Training, Pugilist, Resilience, Rise, True to Caesar, Undying (75). Monster of the East (Perk): When reduced to half HP, heal back up to max and get +2 Dice Damage to all Attacks for one hour. This resets after an R&R. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+25 Dmg Type: N Rng: 5 ft AC -40, DT -45. -Blade of the East (Bumper Sword) Skill: Melee Weapons S: 4 T: 5 Dmg: 5d6+36 Dmg Type: N Rng: 10 ft Qualities: H2 AC -55, DT -40, 10 True. If you hit a target, they must roll STR -8. If they fail, they’re Knocked Down. | AC: 55 N: 47 L: 57 F: 42 P: 32 Ex: 42 DR: 190 RR: 45 Qualities: Hardplate (Head Groin Torso) Normal DT +10 vs Melee/Unarmed Attacks Sneak -25 | Armor Legate Helmet Leather Rags Legate Armor Items Antivenom (3) 2 Bitter Drink 2 Healing Powder 4 |
Caesar Formerly known as Edward Sallow, Caesar is the leader of Caesar’s Legion, the first nation to truly challenge the NCR’s might. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Humanoid Medium 750 | AP CC DE SQ | 12 6 75 12 | STR: 6 PER: 6 END: 6 CHA: 9 INT: 9 AGI: 8 LCK: 6 | Melee Weapons Small Guns Throwing Unarmed Charm Intimidation Observation Sneak | 125 125 100 125 125 125 100 100 | Immunities: Crippled. Bestiary Perks: Adaptable R2, Armor Breaker R3, Conquer (200 ft), Leader (200 ft), Pinpoint Targeting R2, Pugilist, Rise, True to Caesar, Undying (75). Veni, Vidi, Vici (Perk): The bonuses from Conquer and Leader are doubled. Caesar has a PL of 90 ft. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+14 Dmg Type: N Rng: 5 ft AC -30, DT -35. -Displacer Glove Skill: Unarmed S: 2 T: 3 Dmg: 2d6+29 Dmg Type: N Rng: 5 ft Qualities: Smooth AC -30, DT -35. If you hit, roll END -4. If you fail, you’re Stunned for 1d2 turns. | AC: 70 N: 47 L: 40 F: 42 P: 34 Ex: 37 DR: 115 RR: 67 Qualities: Hardplate (Head Groin Torso) While wearing this Armor all allies within your PL get DE +20, SPECIAL +2, and all Skills +15. | Armor Leather Rags Caesar’s Armor Items Stimpak 2 |
The Enclave is a shadow organization that aims to pursue a dream of a new America in the destroyed world. They consist of remnants of the United States government and some businesses like Vault-Tec. The Enclave didn't see Humans in the wasteland as normal Humans but as mutants. They consider all mutants to be abominations and only those in the Enclave and in Vaults are true Humans. This mentality would prove to be the Enclave's downfall causing the destruction of their main headquarters, the Oil Rig.
Over the years the Enclave were hunted down by the NCR and Brotherhood of Steel and although a few live, they’ve integrated themselves into the wasteland, letting go of the Enclave. Some have taken it upon themselves to rally together and hide away like at Raven Rock on the east coast. Although Raven Rock was destroyed by the Brotherhood of Steel, other divisions and detachments of the Enclave may still live. In combat, the Enclave operates similarly to the Brotherhood of Steel with a larger focus on Power Armor and Plasma Weapons. They focus on full extermination of mutants above all. All Enclave members are Humans and speak English.
Enclave Soldier The Enclave Soldier is the common unit of the Enclave that undertakes several fields and tasks. Some are given unique training to serve various purposes in the battlefield such as Mechanic, Medic, Pilot, Scout, and Squad Leaders. These soldiers are the following ranks: Private, Private First Class, Corporal, and Specialist. Squad Leaders tend to be Sergeants, Tech Sergeants, Staff Sergeants, Master Sergeants, or First Sergeants. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 80 | AP CC DE SQ | 9 5 55 6 | STR: 6 PER: 6 END: 5 CHA: 5 INT: 6 AGI: 7 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 100 100 75 100 75 75 | Bestiary Perks: Armor Breaker R1, Blaster, Blood of the Patriots, Fast Hands, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+22 Dmg Type: N Rng: 5 ft Qualities: H3, Smooth, Technique (Cleaving Blow) AC -10, DT -10, 1d6 True. -Plasma Grenade (2) Skill: Throwing S: 3 Dmg: 11d6+70 Dmg Type: P Rng: 55 ft Qualities: Destruction AC -70, DT -15, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Auto Plasma Rifle (PC) Skill: Energy Weapons S: 4 T: 5 B: 6 Dmg: 4d6+31 Dmg Type: P Rng: 100 ft Qualities: BM (Spray), H2 AC -30, DT -10. Set 2 -Urban Plasma Rifle (PC) Skill: Energy Weapons S: 4 T: 5 Dmg: 5d8+36 Dmg Type: P Rng: 150 ft Qualities: H2 AC -25, DT -15. | AC: 65 N: 34 L: 26 F: 15 P: 15 Ex: 25 DR: 120 RR: 70 Qualities: Hardplate (Head Groin Torso) PER +2 CHA +1 | Armor Advanced Combat Helmet Enclave Officer Uniform Combat Armor MK II Items Gas Mask Handheld Radio Healing Salve Variants Mechanic: Engineer 125, Tool Set, Armor Patch Kit. Medic: Lifesaver, Doctor 125, Doctor’s Bag, Medical Kit, Stimpaks 2. Pilot: Engineer 75, Pilot 150, Goggles, Tool Set. Scout: Sneaky, Observation +25, Sneak +25, Binoculars, Mechanical Watch. Squad Leader: Leader (60 ft), Max HP +20, AP +1, SQ +3. |
Enclave Commanding Officer Enclave Commanding Officers have served for a long time in the Enclave and now have the authority to command. They range from leading squads to entire divisions but often they’re not on the battlefield itself. Divisions can range from Special Operations to Military Police similar to the NCR. These officers are the following ranks: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General, and General. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Humanoid Medium 100 | AP CC DE SQ | 9 5 60 6 | STR: 6 PER: 7 END: 6 CHA: 7 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 125 125 100 125 100 100 | Bestiary Perks: Armor Breaker R1, Blaster, Blood of the Patriots, Demoralize (80 ft), Fast Hands, Lightning Reflexes, Pinpoint Targeting R2, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+23 Dmg Type: N Rng: 5 ft Qualities: H3, Smooth, Technique (Cleaving Blow) AC -10, DT -10, 1d6 True. -Plasma Grenade (2) Skill: Throwing S: 3 Dmg: 11d6+70 Dmg Type: P Rng: 65 ft Qualities: Destruction AC -70, DT -15, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Auto Plasma Rifle (PC) Skill: Energy Weapons S: 4 T: 5 B: 6 Dmg: 4d6+31 Dmg Type: P Rng: 100 ft Qualities: BM (Spray), H2 AC -40, DT -15. Set 2 -Urban Plasma Rifle (PC) Skill: Energy Weapons S: 4 T: 5 Dmg: 5d8+36 Dmg Type: P Rng: 150 ft Qualities: H2 AC -35, DT -20. Set 3 -Plasma Defender (PC, 2) Skill: Energy Weapons S: 3 T: 4 Dmg: 7d4+31 Dmg Type: P Rng: 80 ft Qualities: H1 AC -35, DT -15. | AC: 65 N: 39 L: 31 F: 20 P: 20 Ex: 30 DR: 120 RR: 72 Qualities: Hardplate (Head Groin Torso) PER +2 CHA +1 | Armor Advanced Combat Helmet Enclave Officer Uniform Combat Armor MK II Items Gas Mask Handheld Radio Stimpak |
Enclave Power Armor Trooper - X-01 Unlike the Enclave Soldier, Enclave Power Armor Troopers are given Power Armor training. They’re rigorously trained and are used to exterminate mutants and any major threats. The ranks are the same as the Enclave Soldier. The same applies to Squad Leaders. Frontline COs function similarly to the Enclave Commanding Officer except they’re out in the field giving orders. The main difference is they’re trained to wear Power Armor. The Hardened variant are experienced soldiers that are one their way to becoming Elite Troopers. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Humanoid Large 150 | AP CC DE SQ | 9 5 60 8 | STR: 7 PER: 7 END: 6 CHA: 7 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation | 125 125 75 100 100 | Immunities: Crippled, Radiation. Bestiary Perks: Armor Breaker R2, Blaster, Blood of the Patriots, Fast Hands, Power Armor Training, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+21 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+34 Dmg Type: N Rng: 5 ft Qualities: H3, Smooth, Technique (Cleaving Blow) AC -20, DT -20, 1d6 True. -Plasma Grenade (2) Skill: Throwing S: 3 Dmg: 11d6+70 Dmg Type: P Rng: 60 ft Qualities: Destruction AC -80, DT -20, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Gatling Laser (ECP) Skill: Energy Weapons B: 5 Dmg: 4d6+13 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -30, DT -20. Set 2 -P94 Plasma Rifle (PC, Boosted Capacitor) Skill: Energy Weapons S: 4 T: 5 Dmg: 8d6+51 Dmg Type: P Rng: 200 ft Qualities: H2 AC -35, DT -15. Set 3 -Super Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 8d4+37 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -20, DT -20. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. | AC: 90 N: 68 L: 70 F: 69 P: 69 Ex: 69 DR: 490 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER +2 CHA -1 AGI +3 against Explosives | Armor X-01 Helmet Enclave Officer Uniform Exo Suit -Nuclear Reactor X-01 Items Handheld Radio Stimpak 2 Variants Frontline CO: Lightning Reflexes, SQ +5. Squad Leader: Combat Ready, Conquer (50 ft), Resilience, Sure Footed, Max HP +50, AP +1, SQ +5. Veteran: Defcon Tier 3 -, Combat Ready, Max HP +50, AP +1. |
Enclave Power Armor Trooper - X-02 Unlike the Enclave Soldier, Enclave Power Armor Troopers are given Power Armor training. They’re rigorously trained and are used to exterminate mutants and any major threats. The ranks are the same as the Enclave Soldier. The same applies to Squad Leaders. Frontline COs function similarly to the Enclave Commanding Officer except they’re out in the field giving orders. The main difference is they’re trained to wear Power Armor. The Hardened variant are experienced soldiers that are one their way to becoming Elite Troopers. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Humanoid Large 150 | AP CC DE SQ | 9 5 60 8 | STR: 7 PER: 7 END: 6 CHA: 7 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation | 125 125 75 100 100 | Immunities: Crippled, Radiation. Bestiary Perks: Armor Breaker R2, Blaster, Blood of the Patriots, Fast Hands, Power Armor Training, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+21 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+34 Dmg Type: N Rng: 5 ft Qualities: H3, Smooth, Technique (Cleaving Blow) AC -20, DT -20, 1d6 True. -Plasma Grenade (2) Skill: Throwing S: 3 Dmg: 11d6+70 Dmg Type: P Rng: 60 ft Qualities: Destruction AC -80, DT -20, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Gatling Laser (ECP) Skill: Energy Weapons B: 5 Dmg: 4d6+13 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -30, DT -20. Set 2 -P94 Plasma Rifle (PC, Boosted Capacitor) Skill: Energy Weapons S: 4 T: 5 Dmg: 8d6+51 Dmg Type: P Rng: 200 ft Qualities: H2 AC -35, DT -15. Set 3 -Super Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 8d4+37 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -20, DT -20. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. | X-01 Helmet Enclave Officer Uniform Exo Suit (Nuclear Reactor), X-01 AC: 100 N: 73 L: 70 F: 64 P: 64 Ex: 74 DR: 530 Qualities: Conductive, Hardplate (Head Groin Torso), Rad-Proof STR +3 PER +2 CHA -1 AGI +3 against Explosives | Armor X-02 Helmet Enclave Officer Uniform Exo Suit -Nuclear Reactor X-02 Items Handheld Radio Stimpak 2 Variants Frontline CO: Lightning Reflexes, SQ +5. Squad Leader: Combat Ready, Conquer (50 ft), Resilience, Sure Footed, Max HP +50, AP +1, SQ +5. Veteran: Defcon Tier 3 -, Combat Ready, Max HP +50, AP +1. |
Enclave Sigma Squad Trooper Enclave Sigma Squad Trooper is part of an elite unit that wears the all-powerful Hellfire Power Armor. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Large 200 | AP CC DE SQ | 10 7 65 9 | STR: 8 PER: 8 END: 8 CHA: 8 INT: 7 AGI: 10 LCK: 7 | Energy Weapons Melee Weapons Throwing Unarmed Observation | 150 150 100 150 125 | Immunities: Burn, Crippled, Gas, Radiation. Bestiary Perks: Armor Breaker R2, Baneful Presence (90 ft), Blaster, Blood of the Patriots, Burner, Combat Ready, Fast Hands, Power Armor Training, Pinpoint Targeting R3, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+22 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Plasma Grenade (4) Skill: Throwing S: 3 Dmg: 11d6+70 Dmg Type: P Rng: 65 ft Qualities: Destruction AC -90, DT -25, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Heavy Incinerator (Gasoline, Napalm Pack) Skill: Energy Weapons S: 5 B: 6 Dmg: 6d10+45 Dmg Type: F Rng: 90 ft Qualities: BM (Duo), H2, Insulated AC -115, DT -30, 40 Burn, 10 ft radius. Environmental flames last double the normal amount of time. Set 2 -Super Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 8d4+38 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -20, DT -20. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. | AC: 105 N: 63 L: 75 F: 69 P: 69 Ex: 59 DR: 570 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER +2 CHA -1 AGI +2 against Explosives | Armor Hellfire Helmet Enclave Officer Uniform Exo Suit -Nuclear Reactor Hellfire Items Handheld Radio Super Stimpak 2 |
Enclave Secret Service Agent Enclave Secret Service Agents are the handpicked bodyguards of the President. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Medium 200 | AP CC DE SQ | 10 7 65 9 | STR: 8 PER: 8 END: 8 CHA: 8 INT: 7 AGI: 10 LCK: 7 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 150 150 100 150 125 125 | Night Vision 200 ft. Immunities: Gas. Bestiary Perks: Armor Breaker R2, Blaster, Blood of the Patriots, Combat Ready, Dual Fighter, Fast Hands, Pinpoint Targeting R3, Sneaky.. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+25 Dmg Type: N Rng: 5 ft AC -20, DT -20, 1d6 True. Qualities: H3, Smooth, Technique (Cleaving Blow) -Plasma Grenade (4) Skill: Throwing S: 3 Dmg: 11d6+70 Dmg Type: P Rng: 65 ft Qualities: Destruction AC -90, DT -25, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -P94 Plasma Rifle (PC, Duo-Beam Splitter) Skill: Energy Weapons S: 4 Dmg: 10d6+47 Dmg Type: P Rng: 100 ft Qualities: H2 AC -55, DT -25. Set 2 -Gauss Pistol (2, 2mm EMC) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 7d6+30 Dmg Type: Ex Rng: 120 ft Qualities: BM (Duo), H1, Line AC -60, DT -25. | AC: 65 N: 51 L: 36 F: 36 P: 21 Ex: 21 DR: 275 RR: 186 Qualities: Hardplate (Head Groin Torso) PER +3 | Armor Secret Service Helmet Secret Service Uniform Secret Service Armor Items Handheld Radio Super Stimpak 2 |
Enclave Scientist The brightest of the Enclave that enjoy experimenting for the sake of America. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 60 | AP CC DE SQ | 8 5 55 3 | STR: 5 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 6 LCK: 6 | Energy Weapons Unarmed Observation Sneak | 75 50 50 50 | They have at max 150 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, and Gunsmith. This is upon the Overseer’s discretion. Immunities: Gas. Bestiary Perks: Blaster, Blood of the Patriots, Crafty. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Plasma Pistol (EC) Skill: Energy Weapons S: 4 T: 5 Dmg: 5d4+30 Dmg Type: L Rng: 50 ft Qualities: H1 AC -15, DT -5. | AC: 35 N: 3 L: 3 F: 3 P: 3 Ex: 3 DR: 45 Qualities: Rad-Proof INT +2 Doctor & Engineer +15 | Armor Lab Coat Enclave Scientist Suit Items Handheld Radio Geiger Counter Stimpak Variants Head Scientist: Lightning Reflexes, Pinpoint Targeting R1, Max HP +40, Support Skills chosen get +25. |
Frank Horrigan You've gotten a lot farther than you should have, but then you haven't met Frank Horrigan either. Your ride's over, mutie. Time to die. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Humanoid Huge 5000 | AP CC DE SQ | 15 10 100 20 | STR: 15 PER: 10 END: 15 CHA: 5 INT: 5 AGI: 10 LCK: 10 | Energy Weapons Melee Weapons Unarmed Observation | 200 200 200 150 | Night Vision 100 ft. Immunities: Crippled, Radiation, Unconscious. Bestiary Perks: Adaptable R3, Armor Breaker R3, Blaster, Blood of the Patriots, Combat Ready, Pinpoint Targeting R4, Resilience, Rise, Shrug It Off, Undying (100). Semper Fi (Perk): Frank cannot be mind controlled. If Frank is reduced to 0 HP, he’ll instantly heal back to Max HP, get Max AP +5, and SPECIAL +5 to checks for one hour. He can only do this once every 12 hours. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+25 Dmg Type: N Rng: 10 ft AC -30, DT -30. -End Boss Plasma Cannon (Right, Attached, Plasma Core, Photon Agitator) Skill: Energy Weapons S: 4 Dmg: 11d10+60 Dmg Type: P Rng: 500 ft Qualities: H2, Sabotage AC -115, DT -45, +20 Hit Chance, CC +10, 15 ft radius. If it hits, roll AGI -6. If you succeed you take half damage. The wielder isn’t affected by this weapon's damage and effects. On the same hand you can still wield items. -End Boss Verti-Claymore (Left, Attached, Sword, Tempered Blade) Skill: Melee Weapons S: 3 T: 4 Dmg: 8d10+50 Dmg Type: N Rng: 15 ft Qualities: H2 AC -40, DT -49. On the same hand you can still wield items. | AC: 150 N: 65 L: 65 F: 65 P: 65 Ex: 65 DR: 1000 Qualities: Hardplate (Head Groin Torso) PER +1 CHA -1 AGI +2 against Explosives | Armor Frank Horrigan X-01 Helmet -Night Vision HUD Frank Horrigan X-01 Plating Items Handheld Radio Geiger Counter Stimpak 2 |
The remnants of the Commonwealth Institute of Technology in Boston, the Institute established themselves deep underneath the earth and have built a utopia for themselves where they experiment in peace away from the dangers of the world. Everyone in the Institute knows English and any additional languages the Overseer wishes.
3rd Generation Synths are the pride and joy of the Institute. 3rd Gens are human-like down to the cellular level, but their aging is slow and they do not gain weight. They also do not require food, water, or sleep, although they can partake if they need to maintain a disguise. They’re also immune to Diseases and get RR +50. Most 3rd Gens are unaware that they were replaced. They possess all the memories of those they replaced. They can replace any Human and you can copy their stats. They have an implant in their head that holds their programming and removing the implant will cause the 3rd Gen to die. The Institute is capable of controlling their Synths with specific codes which is how they capture runaway Synths and wipe their mind. However, the problem with runaways has solely been with 3rd Gen.
The Institute utilizes teleportation to move their agents across the Commonwealth using a radio frequency. They don’t use this for people to witness unless they plan to kill them. Their main enemy is the Railroad, a group of people and Synths dedicated to freeing Synths. The Institute doesn't view Synths as people but as property because they created them. If the party is above Level 5 and they fight the Institute, they’ll always face them as Groups except for the Synth Courser.
1st Generation Synth 1st Generation Synths are the first model of Synths used for simple tasks such as cleaning, but some have been utilized for combat situations. They’re designed to be expendable and easily replaceable. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 80 | AP CC DE SQ | 10 5 55 5 | STR: 5 PER: 6 END: 5 CHA: 1 INT: 5 AGI: 7 LCK: 5 | Energy Weapons Throwing Unarmed Observation Sneak | 75 50 75 75 50 | This is a Robot. Groin cannot be Targeted. They have at max 75 in one of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, and Gunsmith. This is upon the Overseer’s discretion. Can use items like a Human. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Pinpoint Targeting R1, Slow Reflexes, Synthetic Horde. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+5 Dmg Type: N Rng: 5 ft -Institute Pistol (MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 6d4+10 Dmg Type: L Rng: 275 ft Qualities: H1 AC -10, DT -8. | AC: 15 Qualities: Conductive AC +15 (Synthetic Horde) | Armor Radio |
Institute Scientist Institute Scientists believe they’re the most intelligent people in the world. They hide underneath the ruins of the Commonwealth Institute of Technology. They’ve conducted scientific experiments in several fields. They created Synths for the purposes of rebuilding humanity but to what end no one truly knows. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 60 | AP CC DE SQ | 8 5 55 3 | STR: 5 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 6 LCK: 5 | Energy Weapons Melee Weapons Unarmed Observation Sneak | 75 75 50 50 50 | They have at max 175 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, and Gunsmith. This is upon the Overseer’s discretion. Bestiary Perks: Crafty, Lifesaver. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft Set 1 -Institute Pistol (MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 6d4+10 Dmg Type: L Rng: 275 ft Qualities: H1 DT -3. Set 2 -Shock Baton (EC, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+14 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth If you hit, roll END -2. If you fail, you’re Stunned for one turn. | AC: 15 RR: 10 INT +2 Computer Science & Doctor +15 | Armor Institute Scientist Garb Items Stimpak |
2nd Generation Synth 2nd Generation Synths are the common foot soldier of the Institute. Those unarmed are often used for tasks similar to the Gen 1 Synths. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Robot Medium 90 | AP CC DE SQ | 10 5 60 5 | STR: 6 PER: 7 END: 6 CHA: 3 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 75 75 50 75 75 50 | Groin cannot be Targeted. Can use items like a Human. They have at max 75 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, and Gunsmith. This is upon the Overseer’s discretion. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1, Synthetic Horde. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. Set 1 -Institute Pistol (EOC MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 7d4+15 Dmg Type: L Rng: 275 ft Qualities: H1 AC -10, DT -8. Set -Shock Baton (EC, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+16 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth If you hit, roll END -4. If you fail, you’re Stunned for one turn. AC -10, DT -10. | AC: 25 AC +15 (Synthetic Horde) | Armor -Radio |
2nd Generation Synth - Patroller 2nd Generation Synths are the common foot soldier of the Institute. They follow their orders and nothing else. The Trooper variant is specialized in ranged combat while the Eradicator specializes in melee. These variants are Defcon Tier 4 <. The Leader variant is an advanced Synth that can give orders and adjust to many combat situations. This variant is Defcon Tier 4 - and is never in a Group. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Robot Medium 90 | AP CC DE SQ | 10 5 60 5 | STR: 6 PER: 7 END: 6 CHA: 3 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 100 100 75 100 50 50 | Groin cannot be Targeted. Can use items like a Human. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1, Synthetic Horde. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Flashbang (2) Skill: Throwing S: 3 Rng: 55 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -5. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -4. If you fail, you’re Stunned for one turn. Set 1 -Institute Pistol (EOC MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 7d4+15 Dmg Type: L Rng: 275 ft Qualities: H1 AC -10, DT -8. Set 3 -Shock Baton (EC, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+16 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth If you hit, roll END -4. If you fail, you’re Stunned for one turn. AC -10, DT -10. | AC: 45 N: 14 L: 25 F: 12 P: 10 Ex: 9 DR: 95 Qualities: Hardplate (Head Torso) AC +15 (Synthetic Horde) | Armor Synth Helmet Synth Armor -Radio Variants Trooper: Pinpoint Targeting R2, Max HP +25, Energy Weapons +25, all other Skills +15. Leader: Leader (50 ft), CHA 5, Max HP +60, all DT +10, SQ +5, all listed Skills +35. |
2nd Generation Synth - Stormer 2nd Generation Synths are the common foot soldier of the Institute. They follow their orders and nothing else. The Trooper variant is specialized in ranged combat while the Eradicator specializes in melee. These variants are Defcon Tier 4 <. The Leader variant is an advanced Synth that can give orders and adjust to many combat situations. This variant is Defcon Tier 4 - and is never in a Group. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Robot Medium 90 | AP CC DE SQ | 10 5 60 5 | STR: 6 PER: 7 END: 6 CHA: 3 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 100 100 75 100 50 50 | Groin cannot be Targeted. Can use items like a Human. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1, Synthetic Horde. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Flashbang (2) Skill: Throwing S: 3 Rng: 55 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -5. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -4. If you fail, you’re Stunned for one turn. Set 1 -Institute Rifle (EOC MFC) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 6d6+15 Dmg Type: L Rng: 325 ft Qualities: H2 AC -20, DT -5. Set 2 -Shock Baton (EC, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+16 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth If you hit, roll END -4. If you fail, you’re Stunned for one turn. AC -10, DT -10. | AC: 55 N: 20 L: 30 F: 20 P: 10 Ex: 10 DR: 150 Qualities: Hardplate (Torso) AC +15 (Synthetic Horde) | Armor Synth Field Helmet Microcarbon Synth Armor -Radio Variants Eradicator: Armor Breaker R1, Max HP +40, all DT +5, Melee Weapons +25, all other listed Skills +15. Leader: Leader (50 ft), CHA 5, Max HP +60, all DT +10, SQ +5, all listed Skills +35. |
Synth Courser Synth Coursers are modified 3rd Gen Synths that take direct orders from the leaders of the Institute. They focus on Synth Retention and leading the fight against the Railroad. Coursers are cold, calculated, and efficient in their job. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 400 | AP CC DE SQ | 12 7 70 10 | STR: 7 PER: 9 END: 7 CHA: 5 INT: 8 AGI: 10 LCK: 7 | Energy Weapons Melee Weapons Throwing Unarmed Observation Deception Insight Sneak | 150 150 100 150 125 125 125 125 | Night Vision 100 ft. Immunities: Crippled. Bestiary Perks: Armor Breaker R2, Pinpoint Targeting R3, Pugilist, Synthetic Horde, Undying (50).
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-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+17 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Institute Pistol (EOC MFC, Boosted Capacitor, Fine-Tuned Energy Focuser) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 8d4+10 Dmg Type: L Rng: 275 ft AC -45, DT -33, ignore DR. -Security Shock Baton (EC, Bludgeon) Skill: Melee Weapons S: 2 T: 3 Dmg: 6d4+26 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -20, DT -20. If you hit, roll END -6. If you fail, you’re Stunned for 1d2+1 turns. -Flashbang (4) Skill: Throwing S: 3 Rng: 60 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -5. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -4. If you fail, you’re Stunned for one turn. -Teleporter Grenade (4) Skill: Throwing S: 3 Rng: 60 ft A Group of 1st Gen Synths will spawn. Can only be used by allies of the Institute. They cannot spawn indoors and you need enough space. | AC: 55 N: 54 L: 44 F: 33 P: 32 Ex: 32 DR: 90 RR: 114 AC +15 (Synthetic Horde) AGI +1 | Armor Military Garments Courser Coat Items Binoculars Handheld Radio Handcuffs Stealth Boy Stimpak 2 |
X6-88 An elite Synth Courser designed for high-risk assault and retrieval operations above ground. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Humanoid Medium 1000 | AP CC DE SQ | 15 7 85 15 | STR: 8 PER: 12 END: 10 CHA: 5 INT: 8 AGI: 12 LCK: 7 | Energy Weapons Melee Weapons Throwing Unarmed Observation Deception Sneak | 175 150 150 150 150 100 100 | Night Vision 100 ft. Immunities: Crippled. Bestiary Perks: Adaptable R2, Armor Breaker R2, Pinpoint Targeting R3, Pugilist, Synthetic Horde, Undying (75). Crowd Control (Perk): When X6-88 hits a target, the target rolls END -6. If they fail they’re Knocked Down. This perk can only activate once a turn. You can choose when this perk activates.
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-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+20 Dmg Type: N Rng: 5 ft AC -20, DT -25. -X6-88 Institute Pistol (MFC, Boosted Capacitor, Fine-Tuned Energy Focuser) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 7d4+8 Dmg Type: L Rng: 275 ft AC -45, DT -33, ignore DR. CC +10. -Security Shock Baton (EC, Bludgeon) Skill: Melee Weapons S: 2 T: 3 Dmg: 6d4+28 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -20, DT -20. If you hit, roll END -6. If you fail, you’re Stunned for 1d2+1 turns. -Flashbang (4) Skill: Throwing S: 3 Rng: 65 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -5. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -4. If you fail, you’re Stunned for one turn. -Teleporter Grenade (4) Skill: Throwing S: 3 Rng: 65 ft A Group of 1st Gen Synths will spawn. Can only be used by allies of the Institute. They cannot spawn indoors and you need enough space. | AC: 60 N: 59 L: 49 F: 38 P: 37 Ex: 37 DR: 120 RR: 120 AC +15 (Synthetic Horde) AGI +1 | Armor Military Garments -Ballistic Vest Courser Coat Items Binoculars Handheld Radio Handcuffs Stealth Boy Super Stimpak 2 |
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. However, it’s unclear if they’ve learned from the mistakes of the old world. The military of the NCR follow a chain of command and they’re mostly loyal to their nation. The NCR can be used as a base for factions similar to them. The combat style is similar to the Brotherhood of Steel but they also overwhelm their enemies with numbers like the Legion. If you see several soldiers on the horizon, they tend to be recruits, but far behind them looking through their scopes are the Veterans waiting for you to get out of position.
NCR Recruit Soldier Fresh off the farms of California, NCR Recruit Soldiers are the lowest and newest assets of the NCR Military. They’re given basic training and minimal equipment, and they’re shipped out to battle. These soldiers are the following ranks: Private and Private First Class. They’re often led by a Sergeant in a squad of four to six. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 40 | AP CC DE SQ | 8 5 55 3 | STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 6 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 75 100 50 50 75 50 | Bestiary Perks: 2189. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+13 Dmg Type: N Rng: 5 ft Qualities: H1 DT -2. Set 1 -9mm Pistol Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d4+9 Dmg Type: N Rng: 70 ft Qualities: H1, Holdout (+10) AC -5, DT -3. Set 2 -Service Rifle (5.56mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d12+10 Dmg Type: N Rng: 200 ft Qualities: BM (Spray), H2 AC -10, DT -9. | AC: 40 N: 10 L: 4 F: 3 P: 3 Ex: 10 DR: 55 RR: 27 Qualities: Hardplate (Head) | Armor Combat Helmet Clothes NCR Recruit Armor Items Handheld Radio |
NCR Enlisted Soldier NCR Enlisted Soldiers are experienced soldiers that have seen battle. Some are given unique training to serve various purposes in the battlefield such as Heavy, K9 Tamer, Mechanic, Medic, Military Police, Pilots, Scouts, and Squad Leaders. These soldiers are the following ranks: Specialist, Corporal, Sergeant, Tech Sergeant, Staff Sergeant, Master Sergeant, and First Sergeant. These squads consist of 4 - 6 members and the highest rank leads. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 80 | AP CC DE SQ | 9 5 55 4 | STR: 6 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5 | Melee Weapons Big Guns Small Guns Throwing Unarmed Observation Sneak | 75 100 100 75 75 75 75 | Bestiary Perks: 2189, Pinpoint Targeting R1, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 DT -2. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 55 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 150 ft Qualities: H2 AC -20, DT -8. Assault, K9 Tamer, Mechanic, Medic, and Pilot only. Set 2 -9mm Pistol Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d4+9 Dmg Type: N Rng: 70 ft Qualities: H1, Holdout (+10) AC -15, DT -8. Military Police only. -Cattle Prod (EC, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+16 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -10, DT -10. If you hit, roll END -2. If you fail, you’re Stunned for one turn. Set 3 -Euro MG (7.62mm) Skill: Big Guns S: 3 T: 4 B: 5 Dmg: 2d8+15 Dmg Type: N Rng: 250 ft Qualities: H2 AC -15, DT -10. Heavy only. Set 4 -Hunting Rifle (.308, Reflex Scope) Skill: Small Guns S: 3 T: 4 Dmg: 3d6+22 Dmg Type: N Rng: 525 ft Qualities: H2 AC -20, DT -11. PER +1 and Observation +10 when looking for something at a distance. Scout only. | AC: 50 N: 24 L: 15 F: 9 P: 8 Ex: 9 DR: 70 RR: 47 Qualities: Hardplate (Head) AGI +1 | Armor Combat Helmet Military Garments NCR Soldier Armor Items Binoculars Handheld Radio Variants K9 Tamer: Survival 125, Rope 15 ft. Mechanic: Crafty, Engineer 125, Tool Set, Armor Patch Kit. Medic: Lifesaver, Resilience, Doctor 100, Doctor’s Bag, Medical Kit, Stimpaks 2. Military Police: Armor Breaker R1, Melee Weapons and Unarmed 100. Pilot: Engineer 75, Pilot 125, Goggles, Tool Set. Scout: Sneaky, Observation 100, Binoculars. Squad Leader: Leader (50 ft), Max HP +20, AP +1, SQ +5. |
NCR Guard Dog NCR Guard Dogs are trained by the military for tracking, explosive detection, patrols, search and rescue, and attack. They usually have a handler that’s an NCR Enlisted Soldier. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Creature Medium 50 | AP CC DE SQ | 9 5 85 4 | STR: 6 PER: 8 END: 6 CHA: 4 INT: 3 AGI: 8 LCK: 5 | Unarmed Intimidation Observation Sneak Survival | 100 100 100 100 100 | Arms and Groin cannot be Targeted, it has four Legs. When extracting Raw Meat and Hide this is considered Small. Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: 2189, Armor Breaker R1, Gotta Go Fast, Keen Sense, Natural, Pugilist. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+19 Dmg Type: N Rng: 5 ft AC -10, DT -15. | AC: 50 N: 20 L: 11 F: 6 P: 6 Ex: 7 DR: 80 | Armor NCR Soldier Armor |
NCR Commanding Officer NCR Commanding Officers have served for a long time and have even taken up their own command ranging from squads to entire divisions. Frontline COs are found on battlefields and near battlefields. Intelligence COs run Special Operations and spy rings to gain information. Military Police COs run annexed towns and cities of the NCR and serve as a Sheriff of a sort. These officers are the following ranks: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General, and General. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Humanoid Medium 120 | AP CC DE SQ | 10 6 60 7 | STR: 7 PER: 7 END: 6 CHA: 6 INT: 7 AGI: 9 LCK: 6 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 100 125 125 100 100 100 | Bestiary Perks: 2189, Armor Breaker R1, Gunslinger, Lightning Reflexes, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+17 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -10, DT -12. STR +1 for Blunt Strike. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Infantry Rifle MK I (5.56mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d12+21 Dmg Type: N Rng: 230 ft Qualities: H2 AC -30, DT -25, +15 Hit Chance. Frontline CO only. Set 2 -Super Cattle Prod (EC, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+25 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -10, DT -10. If you hit, roll END -4. If you fail, you’re Stunned for 1d2+1 turns. Military Police CO only. -Frag Grenade (+2) Set 3 -.44 Revolver Skill: Small Guns S: 4 T: 5 B: 4 Dmg: 2d10+22 Dmg Type: N Rng: 100 ft Qualities: H1 AC -35, DT -25. Intelligence CO only. | AC: 50 N: 39 L: 29 F: 23 P: 22 Ex: 32 DR: 95 RR: 62 Qualities: Hardplate (Head Groin Torso) PER +2 AGI +1 | Armor Advanced Combat Helmet Military Garments NCR Veteran Armor Items Binoculars Handheld Radio Variants Frontline CO: Conquer (60 ft). Intelligence CO: Leader (60 ft), Observation and Sneak +25. Military Police CO: Demoralize (60 ft), SQ +3. |
NCR Heavy Trooper In order to compensate for the lack of functioning Power Armor, the NCR created Salvaged Power Armor from scraps of Power Armor to combat the Brotherhood effectively and create Heavy Trooper Squads. They’re often found in squads of 3 - 5. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 300 | AP CC DE SQ | 11 5 60 9 | STR: 9 PER: 7 END: 8 CHA: 5 INT: 7 AGI: 9 LCK: 5 | Big Guns Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 150 150 100 100 125 100 75 | Immunities: Gas. Bestiary Perks: 2189, Armor Breaker R3, Combat Ready, Pinpoint Targeting R2, Slow Reflexes. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+14 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+24 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -30, DT -32. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 70 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -The Pig (.308, Machine Gun) Skill: Big Guns S: 4 T: 5 B: 6 Dmg: 3d6+28 Dmg Type: N Rng: 300 ft Qualities: Built-In (Bipod), H2 AC -30, DT -16. Set 2 -Avenger (5mm, Minigun) Skill: Big Guns B: 4 Dmg: 4d6+22 Dmg Type: N Rng: 250 ft Qualities: H2, Line AC -50, DT -13. Can only hit up to three targets with one Attack Roll on the line of attack. Set 3 -Super Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 8d4+34 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -30, DT -30. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. -Frag Grenade (+2) | AC: 55 N: 44 L: 34 F: 18 P: 17 Ex: 37 DR: 345 RR: 96 Qualities: Conductive, Hardplate (Head Groin Torso) PER +1 AGI -1 Sneak -25 | Armor T-45 Helmet -Built-in Radio Military Garments NCR Heavy Trooper Armor Items Armor Repair Kit Stimpak 2 |
NCR Ranger NCR Rangers are a volunteer special forces division renowned for their expert reconnaissance capabilities and their combat prowess. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 250 | AP CC DE SQ | 11 6 70 9 | STR: 7 PER: 9 END: 7 CHA: 6 INT: 7 AGI: 9 LCK: 6 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 100 125 125 125 125 125 125 | Night Vision 100 ft. Immunities: Gas. Bestiary Perks: 2189, Armor Breaker R2, Dual Fighter, Fast Hands, Gunslinger, Keen Sense, Lightning Reflexes, Pinpoint Targeting R3, Resilience, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+19 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -20, DT -22. -Frag Grenade (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -60, DT -25, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Combat Shotgun (12 Gauge Buckshot) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d10+25 Dmg Type: N Rng: 80 ft Qualities: BM (Duo), H2 AC -45, DT -30. You can hit up to two targets that are adjacent to each other with one Attack Roll. +15 Flat Damage against Groups. Set 2 -Brush Gun (.45-70 Gov’t, Reflex Scope) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 3d10+34 Dmg Type: N Rng: 375 ft Qualities: H2 AC -45, DT -31, +15 Hit Chance for Burst Attacks. PER +1 and Observation +10 when looking for something at a distance. Set 3 -Hunting Revolver (2, .45-70 Gov’t, Reflex Scope) Skill: Small Guns S: 3 T: 4 B: 3 Dmg: 3d10+19 Dmg Type: N Rng: 225 ft Qualities: H2 AC -45, DT -31. PER +1 and Observation +10 when looking for something at a distance. | AC: 70 N: 34 L: 23 F: 16 P: 15 Ex: 22 DR: 115 RR: 74 Qualities: Hardplate (Head Torso) AGI +1 Sneak +15 | Armor Riot Helmet -Built-in Radio Military Garments -Ballistic Vest NCR Ranger Patrol Armor Items Armor Repair Kit Binoculars Stimpak 2 |
NCR Veteran Ranger Unlike the standard NCR Rangers, the Veteran Rangers are the finest of the NCR Republic Rangers. They have years of experience making them deadly opponents in a crossfire. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Medium 500 | AP CC DE SQ | 12 7 75 10 | STR: 8 PER: 10 END: 10 CHA: 6 INT: 7 AGI: 10 LCK: 7 | Big Guns Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 150 150 150 125 150 150 150 150 | Night Vision 150 ft. Immunities: Gas. Items: Armor Repair Kit, Binoculars, Super Stimpaks 2. Bestiary Perks: 2189, Armor Breaker R2, Dual Fighter, Fast Hands, Gunslinger, Keen Sense, Lightning Reflexes, Pinpoint Targeting R3, Resilience, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+20 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -20, DT -22. -Frag Grenade (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 70 ft Qualities: Destruction, H1 AC -60, DT -25, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Anti-Materiel Rifle (.50, Sniper Scope) Skill: Small Guns S: 4 T: 5 Dmg: 4d12+55 Dmg Type: N Rng: 500 ft Scope Rng: 1500 ft Qualities: H2 AC -45, DT -45. Scope Range applies to Targeted Attacks. PER +2 and Observation +20 when looking for something at a distance. Set 2 -Soviet Prototype Rifle (5.45, Assault Rifle, Reflex Scope) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d10+36 Dmg Type: N Rng: 375 ft Qualities: H2 AC -35, DT -32, CC +5. 2-Shot Burst Attacks with this weapon get +10 Hit Chance and -1 AP Cost. PER +1 and Observation +10 when looking for something at a distance. Set 3 -Destroyer (.50, Minigun) Skill: Big Guns B: 5 Dmg: 8d12+20 Dmg Type: N Rng: 400 ft Qualities: H2, Line AC -50, DT -50. Set 4 -Ranger Sequoia (2, .45-70 Gov’t, Revolver) Skill: Small Guns S: 4 T: 5 B: 4 Dmg: 3d10+35 Dmg Type: N Rng: 200 ft Qualities: H1 AC -45, DT -31. CC +5. | AC: 75 N: 54 L: 44 F: 33 P: 32 Ex: 32 DR: 260 RR: 90 Qualities: Hardplate (Head Groin Torso) PER & AGI +1 Sneak +15 | Armor Advanced Riot Helmet -Built-in Radio Military Garments NCR Ranger Combat Armor -Ballistic Lining Items Armor Repair Kit Binoculars Super Stimpak |
The unwanted zombies of the wasteland that exist only to kill. They’re mindless creatures that for some strange reason avoid sane Ghouls and Super Mutants. Too much radiation can turn you into a Ghoul, but constant exposure can lead to becoming a Feral Ghoul. They live for a very long time but will slowly rot away. This section is organized by Defcon Tier.
Feral Ghoul Feral Ghouls are one of the most common enemies found in the wasteland. You’ll often find them in groups of four to six lingering around. Sometimes you’ll find them laying down on the ground appearing dead, only for them to get up and attempt to eat you. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Medium 30 | AP CC DE SQ | 9 5 50 4 | STR: 5 PER: 5 END: 5 CHA: 1 INT: 2 AGI: 7 LCK: 5 | Unarmed Observation Sneak | 100 50 50 | Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Natural, Slow Reflexes. Withering Body (Perk): If the killing blow is a Targeted Attack, that Body Part explodes. This perk doesn’t apply to Groups. Rads inflicted heals instead. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft Rads +25, 1d6 True. | AC: 25 N: 4 L: 4 F: 4 P: 4 Ex: 4 |
Glowing One Glowing Ones are a unique Feral Ghoul that lingered too long in radiation and developed a strange mutation. They can heal and revive other Feral Ghouls around them. You’ll often find them in the back healing the horde. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 50 | AP CC DE SQ | 9 5 50 6 | STR: 7 PER: 5 END: 7 CHA: 3 INT: 2 AGI: 7 LCK: 5 | Unarmed Observation | 125 75 | Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R1, Natural, Slow Reflexes. Withering Body (Perk): If the killing blow is a Targeted Attack, that Body Part explodes. This perk doesn’t apply to Groups. Rads inflicted heals instead. Radiation Bath (Perk): For 3 AP, anyone within a 15 ft radius takes 100 Rads. If there are any dead Feral Ghouls that have an intact body within the range, they’ll be revived, fully healed, and will get up. Feral Ghouls that were turned to ash, goo piles, or die from Targeted Attacks cannot be revived. If any Feral Ghouls revived are in the same space as another, they’ll immediately die and won’t be brought back to life. If the Feral Ghouls are a Group they can be revived through this perk. This can only be done once a round. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 3d4+12 Dmg Type: N Rng: 5 ft AC -10, DT -10. Rads +100, 2d6 True. | AC: 50 N: 8 L: 8 F: 8 P: 8 Ex: 8 | Variants Bloated Glowing One: Max HP +50, all DT +7, Radiation Bath Rads increased to 300. |
Feral Ghoul Reaver Feral Ghoul Reavers are Feral Ghouls that were lucky enough to turn feral with armor. What makes them scary isn’t the armor, it’s that they’ve lived longer and have the experience to become true killing machines. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 80 | AP CC DE SQ | 10 5 50 6 | STR: 8 PER: 5 END: 6 CHA: 1 INT: 2 AGI: 7 LCK: 5 | Unarmed Observation Sneak | 150 70 50 | Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R2, Keen Sense, Leaper, Natural, Pugilist, Resilience, Slow Reflexes. Withering Body (Perk): If the killing blow is a Targeted Attack, that Body Part explodes. This perk doesn’t apply to Groups. Rads inflicted heals instead. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 3d4+13 Dmg Type: N Rng: 5 ft AC -20, DT -20. Rads +50, 1d6 True. | AC: 35 N: 30 L: 20 F: 20 P: 20 Ex: 30 DR: 95 Qualities: Conductive AGI -1 | Armor Enameled Metal Armor -Metal Plates |
Withered Feral Ghoul Withered Feral Ghouls are one of the most dangerous and formidable Feral Ghouls you’ll face. You’ll often find them in the darkest depths watching you from a distance. They’re surprisingly agile, moving like skeletal killing machines through the darkness at high speeds. They developed a mutation that poison will seep through your body. It’s got a slight acidic sting to it. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Creature Medium 100 | AP CC DE SQ | 11 7 60 7 | STR: 8 PER: 7 END: 7 CHA: 1 INT: 2 AGI: 10 LCK: 7 | Unarmed Observation Sneak | 135 100 85 | Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R2, Keen Sense, Leaper, Natural. Caustic Poison (Perk): On a Critical Success, the Withered Feral Ghoul inflicts 30 Poison on its target. The target rolls END -3. If the target succeeds, they take half the Poison Damage. Withering Body (Perk): If the killing blow is a Targeted Attack, that Body Part explodes. This perk doesn’t apply to Groups. Rads inflicted heals instead. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 3d4+13 Dmg Type: N Rng: 5 ft AC -20, DT -20. Rads +75, 3d6 True. | AC: 60 N: 10 L: 10 F: 10 P: 10 Ex: 10 |
Gangrenous Feral Ghoul The two rarest Feral Ghouls to find are the Gangrenous and the Rotting Feral Ghoul. They’re skin is both durable and they’re strikes deadlier. If you ever see one coming your way, run immediately as four more may appear. As the most ancient of Feral Ghouls they’ll be more tactical. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Creature Medium 120 | AP CC DE SQ | 11 9 60 7 | STR: 9 PER: 7 END: 8 CHA: 1 INT: 2 AGI: 10 LCK: 9 | Unarmed Observation Sneak | 140 100 75 | Night Vision 50 ft. Immunities: Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Keen Sense, Leaper, Natural, Pugilist, Resilience. Withering Body (Perk): If the killing blow is a Targeted Attack, that Body Part explodes. This perk doesn’t apply to Groups. Rads inflicted heals instead. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 3d4+24 Dmg Type: N Rng: 5 ft AC -30, DT -35. Rads +100, 2d6 True. Everytime you hit a target, you heal HP equal to the damage after DT. This doesn’t apply to True. | AC: 70 N: 10 L: 10 F: 10 P: 10 Ex: 10 | Variants Rotting Feral Ghoul: Diseased, Stench, Max HP -20, SQ +2, increase True by +1d6. Bloated Rotting Ghoul: Diseased, Stench, Max HP +80, all DT +10. |
The mechanical menaces of the wasteland that can be found everywhere. Be warned that robots in a pre-war military bunker may try to kill you. Their weapons are either already part of the body or are attached to an arm. Which arm is determined by the Overseer. Energy Weapons are powered by the Robot’s Power Core if attached. Robots in this section are full units unlike creating your own player-made robot, or your own character.
All the robots listed were found by the Calculator AI and turned into its private army. Their true origin is unknown. The Calculator’s forces fight as a tightly organized unit with each unit serving their purposes perfectly. However, they rely on the Calculator and Pacification Robots for orders. Without their orders they’ll continue to do the last task they were given.
Security Robot Security Robots are a patrol robot model designed before the Great War. These Robots can be found with three others of the same kind patrolling the Midwest. They focus on long range tactics and don’t let their opponents get close to them. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 80 | AP CC DE SQ | 10 5 55 5 | STR: 5 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 7 LCK: 5 | Energy Weapons Unarmed Observation | 75 75 100 | Head, Legs, and Groin cannot be Targeted, four Arms. Cannot Crouch, Prone, or Jump. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Dual Fighter, Mechanical, Pinpoint Targeting R1, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+5 Dmg Type: N Rng: 5 ft -Wattz Laser Pistol (4, Attached) Skill: Energy Weapons S: 4 T: 5 T: 5 Dmg: 6d4+5 Dmg Type: L Rng: 150 ft AC -10, DT -5. One is attached to each arm. | AC: 35 N: 15 L: 15 F: 15 P: 15 Ex: 15 DR: 50 Qualities: Conductive | Armor Security Robot Plate Security Robot Parts |
Scurry Robot The Scurry Robot is a crab-like utility robot that burrows into the ground and attacks unsuspecting wastelanders. By itself it isn't much of a threat, but when several appear you’ve ventured too far into Calculator territory. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 80 | AP CC DE SQ | 10 5 55 5 | STR: 7 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 10 LCK: 5 | Unarmed Observation Sneak | 75 75 100 | Head, Arms, and Groin cannot be Targeted, six Legs. Cannot Crouch, Prone, or Jump. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Burrow, Climber, Mechanical, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+5 Dmg Type: N Rng: 5 ft AC -10, DT -10. | AC: 30 N: 15 L: 25 F: 10 P: 20 Ex: 25 DR: 70 Qualities: Conductive | Armor Scurry Robot Plate Scurry Robot Parts |
Hover Robot The Hover Robot is a unique Robot in that it’s commonly found with Explosive Rockets. If you see one, seek cover immediately and wait for it to fire its three rockets. Once its three rockets are gone it’ll ram the target. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Robot Small 50 | AP CC DE SQ | 10 5 55 12 | STR: 5 PER: 6 END: 7 CHA: 5 INT: 7 AGI: 10 LCK: 5 | Big Guns Unarmed Observation Sneak | 100 50 100 100 | Head, Arms, Legs, and Groin cannot be Targeted. Can only fly up to 15 ft off of any surface. Cannot Crouch, Prone, or Jump. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Flight, Mechanical. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+4 Dmg Type: N Rng: 5 ft -Missile Launcher (Explosive Rocket, Rocket Launcher) Skill: Big Guns S: 5 Dmg: 10d8+25 Dmg Type: Ex Rng: 400 ft Qualities: Destruction AC -60, DT -10, 20 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Once three Rockets have been fired, this attack cannot be done again. | AC: 40 N: 22 L: 22 F: 12 P: 17 Ex: 7 DR: 70 Qualities: Conductive, Hardplate (Torso) | Armor Hover Robot Plate Hover Robot Parts |
Loadlifter Enforcer Robot Loadlifters are utility Robots that were adopted for combat by the Calculator. Loadlifters were used to move large objects and items but the Calculator uses them as front line fighters and walls. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Robot Medium 100 | AP CC DE SQ | 10 5 55 5 | STR: 11 PER: 6 END: 8 CHA: 5 INT: 7 AGI: 7 LCK: 5 | Energy Weapons Unarmed Observation Sneak | 125 125 100 50 | Groin cannot be Targeted, one Leg. You can’t climb nor go up or down ladders. Cannot Crouch, Prone, or Jump. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Mechanical, Pinpoint Targeting R1, Slow Reflexes, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+17 Dmg Type: N Rng: 5 ft AC -10, DT -10. -AER9 Laser Rifle (Right, Attached) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 4d6+20 Dmg Type: L Rng: 250 ft AC -10, DT -5. -Mace Glove (Left, Attached) Skill: Unarmed S: 2 T: 3 Dmg: 3d4+25 Dmg Type: N Rng: 5 ft Qualities: Smooth AC -10, DT -13. | AC: 60 N: 30 L: 20 F: 20 P: 10 Ex: 15 DR: 110 Qualities: Conductive | Armor Loadlifter Robot Plate Loadlifter Enforcer Parts |
Loadlifter Utility Robot This variant of the Loadlifter is designed for its original intended purpose, to move large objects. Although the Calculator may send them out to the frontlines, these Loadlifters are found in facilities delivering the next supply of Calculator forces. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Robot Large 160 | AP CC DE SQ | 10 5 55 7 | STR: 9 PER: 6 END: 8 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Melee Weapons Observation Sneak | 125 100 50 | Groin cannot be Targeted, one Leg. You can’t climb nor go up or down ladders. Cannot Crouch, Prone, or Jump. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Gotta Go Fast, Mechanical, Slow Reflexes. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+14 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Lifter Blade (2, Attached) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+24 Dmg Type: N Rng: 10 ft AC -10, DT -15. | AC: 60 N: 30 L: 20 F: 20 P: 10 Ex: 15 DR: 110 Qualities: Conductive | Armor Loadlifter Robot Plate Loadlifter Utility Parts |
Tank Track Robot A utility bot used for agriculture before the Great War, the Tank Track Robot has been adapted by the Calculator as an all-terrain melee combat machine. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Robot Huge 500 | AP CC DE SQ | 12 5 55 10 | STR: 10 PER: 6 END: 10 CHA: 5 INT: 7 AGI: 5 LCK: 5 | Unarmed Observation | 150 100 | Head, Arm, and Groin cannot be Targeted, one Leg. Night Vision 300 ft. Cannot Crouch, Prone, or Jump. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R3, Demolisher, Gotta Go Fast, Heavy Lifter, Mechanical, Resilience, Sure Footed, Slow Reflexes, Trample. | |||
-Flail Spin Skill: Unarmed S: 3 Dmg: 2d6+25 Dmg Type: N Rng: 10 ft AC -30, DT -30. -30 Hit Chance for targets attempting to Counter Attack or Parry against this attack. | AC: 70 N: 50 L: 45 F: 40 P: 50 Ex: 50 DR: 150 Qualities: Conductive | Armor -Night Sight |
C-27 Series Agile Humanoid Robot A unique robot created by Acme Corporation before the Great War. These robots served as the main workforce for the Calculator. They can wield weapons like a Human. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Robot Medium 190 | AP CC DE SQ | 12 5 55 8 | STR: 5 PER: 6 END: 6 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 125 125 125 125 100 100 | Groin cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Gunslinger, Leaper, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+5 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 50 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Infantry Rifle MK II (5.56, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d12+19 Dmg Type: N Rng: 250 ft Qualities: H2 AC -20, DT -20. +10 Hit Chance. Set 2 -Trident (Pole Arms) Skill: Melee Weapons S: 3 T: 4 Dmg: 3d6+9 Dmg Type: N Rng: 10 ft Qualities: H3 AC -20, DT -20. 1d6 True. -Large Shield Skill: Melee Weapons S: 4 T: 5 Dmg: 1d12+13 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -20, DT -20, AC +20 when equipped. -Frag Grenades (+2) | AC: 80 N: 39 L: 24 F: 24 P: 34 Ex: 24 DR: 170 Qualities: Conductive, Hardplate (Head Torso) | Armor C-27 Plate -Night Sight -Robot Hands C-27 Agile Parts |
C-27 Series Enforcer Humanoid Robot A unique robot created by Acme Corporation before the Great War. These robots served as the main workforce for the Calculator. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Robot Medium 220 | AP CC DE SQ | 10 5 55 8 | STR: 10 PER: 6 END: 8 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Big Guns Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 125 125 125 125 125 100 100 | Groin cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Big Hitter, Blaster, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+10 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 75 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Gatling Laser (ECP) Skill: Energy Weapons B: 5 Dmg: 4d6+14 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -20, DT -15. Set 2 -Claymore (2, Sword) Skill: Melee Weapons S: 3 T: 4 Dmg: 5d8+33 Dmg Type: N Rng: 10 ft Qualities: H2 SM: Highland Slash - -20 Hit Chance and +10 Flat Damage. AC -30, DT -20. STR +1 for Blunt Strike and Murder Stroke. -Frag Grenades (+2) | AC: 70 N: 45 L: 30 F: 30 P: 40 Ex: 30 DR: 170 Qualities: Conductive, Hardplate (Head Torso) | Armor C-27 Plate -Night Sight -Robot Hands C-27 Enforcer Parts |
C-27 Series Utility Humanoid Robot A unique robot created by Acme Corporation before the Great War. These robots served as the main workforce for the Calculator. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Robot Medium 170 | AP CC DE SQ | 10 5 55 8 | STR: 8 PER: 6 END: 8 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Energy Weapons Throwing Unarmed Observation Sneak | 125 125 125 100 100 | Groin cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Blaster, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+8 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -25, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Auto Laser Rifle (Right, Attached) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 5d4+19 Dmg Type: N Rng: 200 ft Qualities: BM (Storm), H2 AC -20, DT -20. Set 2 -Mace Glove (Right, Attached) Skill: Unarmed S: 2 T: 3 Dmg: 3d4+24 Dmg Type: N Rng: 5 ft Qualities: Smooth AC -10, DT -13. | AC: 70 N: 42 L: 27 F: 27 P: 37 Ex: 27 DR: 170 Qualities: Conductive, Hardplate (Head Torso) | Armor C-27 Plate -Night Sight -Robot Hands C-27 Utility Parts |
Humanoid Brain Robot A unique robot created by the Calculator that consists of a large humanoid robotic suit housing a human brain connected to a robotic program. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Robot Large 280 | AP CC DE SQ | 10 5 55 9 | STR: 10 PER: 6 END: 10 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Big Guns Melee Weapons Unarmed Observation | 125 125 125 100 | Groin cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R3, Pinpoint Targeting R1, Sixth Sense. Cranial Unit (Perk): For Targeted Head Attacks towards Humanoid Brain Robots, instead of Dazed they take Bleed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+10 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Ma Deuce (Right, .50, Machine Gun, Attached) Skill: Big Guns S: 5 T: 6 B: 6 Dmg: 4d12+5 Dmg Type: N Rng: 500 ft AC -20, DT -20. -Tube Launcher (Left, Armor-Piercing Rocket, Rocket Launcher, Attached) Skill: Big Guns S: 5 Dmg: 10d6+35 Dmg Type: Ex Rng: 500 ft Qualities: Destruction, Sabotage AC -90, DT -35, 20 ft radius. If it hits roll AGI -4. If you succeed, take half damage. | AC: 90 N: 28 L: 48 F: 53 P: 33 Ex: 28 DR: 190 Qualities: Conductive, Hardplate (Head Torso) | Armor Humanoid Brain Robot Plate -Night Sight Humanoid Brain Robot Parts |
Pacification Robot An interesting Robot that the Calculator uses for local tactical command and control over lesser robotic entities. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Robot Huge 1000 | AP CC DE SQ | 14 5 75 10 | STR: 15 PER: 10 END: 15 CHA: 10 INT: 7 AGI: 8 LCK: 5 | Big Guns Unarmed Observation | 150 125 125 | Head, Arms, and Groin cannot be Targeted, four Legs. Night Vision 500 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Combat Ready, Gotta Go Fast, Heavy Weapons Expert, Leader (100 ft), Mechanical, Pinpoint Targeting R2, Rise, Slow Reflexes, Sure Footed. Advanced Weapons Targeting (Perk): The Pacification Robot may make Dual-Wield Attacks with its Destroyers for no extra AP cost. Local Command Unit (Perk): If a Calculator Robot dies within 100 ft of the Pacification Robot, the Pacification Robot is Dazed for one round. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d8+30 Dmg Type: N Rng: 10 ft AC -30, DT -30. -Destroyer (2, .50, Minigun, Attached) Skill: Big Guns B: 5 Dmg: 10d12+35 Dmg Type: N Rng: 400 ft Qualities: Line AC -30, DT -45. | AC: 100 N: 40 L: 40 F: 40 P: 10 Ex: 40 DR: 200 Qualities: Conductive |
Behemoth The largest and most dangerous robot of the Calculator’s Army. This six-legged hulk of pure destruction can wipe out a town in an instant. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Robot Gargantuan 2000 | AP CC DE SQ | 18 5 75 15 | STR: 20 PER: 10 END: 20 CHA: 5 INT: 7 AGI: 7 LCK: 5 | Big Guns Unarmed Observation | 175 150 100 | Arms and Groin cannot be Targeted, six Legs. Night Vision 1000 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Combat Master, Combat Ready, Demolisher, Gotta Go Fast, Heavy Weapons Expert, Mechanical, Pinpoint Targeting R3, Rise, Shrug It Off, Slow Reflexes, Sure Footed, Trample. Prototype Targeting System (Perk): The AP Cost for Dual Wield Attacks with Ranged Weapons is the same as the Burst Attack. Ignore the Dual Wield penalty. Too Much Metal (Perk): Change the Conductive penalty to END -15. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d8+45 Dmg Type: N Rng: 15 ft AC -30, DT -30. -Destroyer (4, .50, Minigun, Attached) Skill: Big Guns B: 5 Dmg: 10d12+40 Dmg Type: N Rng: 400 ft Qualities: Line AC -40, DT -50. | AC: 120 N: 60 L: 60 F: 60 P: 20 Ex: 60 DR: 500 Qualities: Conductive, Hardplate (Head Torso) |
Chinese Robots are designed to serve one purpose for their intended design. Although little is known of their research on robotics, they’re just as dangerous as any RobCo Robot.
Liberator A small pre-war drone used by the People’s Liberation Army to spread propaganda after the Great War in the US. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Robot Small 50 | AP CC DE SQ | 10 5 75 5 | STR: 4 PER: 6 END: 3 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Energy Weapons Unarmed Observation Sneak | 75 75 100 100 | Head, Arms, and Groin cannot be Targeted, four Legs. Only knows how to speak Mandarin. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Climber, Keen Sense, Gotta Go Fast, Leaper, Mechanical, Slippery. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+4 Dmg Type: N Rng: 5 ft -Recharger Laser Pistol (Attached) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 4d4+4 Dmg Type: L Rng: 100 ft DT -5. | AC: 35 N: 12 L: 17 F: 8 P: 15 Ex: 8 DR: 40 Qualities: Conductive | Armor Liberator Plate Liberator Parts |
Spider Drone Spider Drones are small robots that can be sent to a location to act as a martyr. They’re small and difficult to spot making them ideal for explosive infiltration. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Robot Small 70 | AP CC DE SQ | 10 5 55 5 | STR: 2 PER: 6 END: 1 CHA: 5 INT: 5 AGI: 8 LCK: 5 | Unarmed Observation Sneak | 75 125 125 | Torso, Arms, Legs, and Groin cannot be Targeted. Only knows how to speak Mandarin. Their Frag Grenade will explode upon death. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Climber, Gotta Go Fast, Mechanical, Slippery, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+2 Dmg Type: N Rng: 5 ft -Frag Grenade (Self Detonate) S: 3 Dmg: 70 Dmg Type: Ex Qualities: Destructive DT -10, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. | AC: 40 DR: 10 Qualities: Conductive | Armor -Self-Detonate |
Chimera A Chinese mining rig modified with a mounted laser cannon acting like a Chinese tank that is controlled by a robot. They serve similar functions as tanks. They only exist in the Anchorage Reclamation Simulation, but to General Chase it's real. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Robot Huge 1000 | AP CC DE SQ | 16 5 55 15 | STR: 10 PER: 6 END: 10 CHA: 1 INT: 5 AGI: 5 LCK: 5 | Big Guns Unarmed Observation | 175 100 50 | Head, Arms, Legs, and Groin cannot be Targeted. Hovers 1 ft above the ground. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Aggressive, Armor Breaker R3, Combat Master, Combat Ready, Demolisher, Mechanical, Pinpoint Targeting R3, Rise, Shrug It Off, Slow Reflexes, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 3 Dmg: 2d8+25 Dmg Type: N Rng: 10 ft AC -30, DT -30. -Laser Cannon Skill: Big Guns S: 5 Dmg: 4d10+20 Dmg Type: L Rng: 500 ft AC -30, DT -25. | AC: 110 N: 60 L: 60 F: 60 P: 60 Ex: 60 DR: 400 Qualities: Conductive, Hardplate (Torso) | Armor -Night Sight |
One of the first companies to introduce modern robots to the market. They were a competitor of RobCo Industries and eventually joined with them on a joint venture to design Liberty Prime. Their behaviors are similar to that of the RobCo Industries Robots.
Mr. Handy / Ms. Nanny Assistant A utility robot designed as a general-chore automaton, they’re capable of defending themselves and their owners. But are far less combat efficient than the military variant Mister Gutsy. Includes the “Miss Nanny” Medical Bot. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 80 | AP CC DE SQ | 10 5 55 5 | STR: 5 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 7 LCK: 5 | Unarmed Observation | 75 75 | Head and Groin cannot be Targeted, three Arms, one Leg. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Mechanical, Sure Footed. Carpenter: Engineer 125, Tool Attachment Mod (Right Arm, Tool Set). Firewatch: Survival 125. Librarian: Lore 125. Nurse: Doctor 125, Tool Attachment Mod (Right Arm, Doctor’s Bag). | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+5 Dmg Type: N Rng: 5 ft | AC: 30 N: 13 L: 20 F: 20 P: 11 Ex: 11 DR: 40 Qualities: Conductive | Armor Mr. Handy / Ms. Nanny Plate -Robot Hands Mr. Handy / Ms Nanny Assistant Parts |
Mr. Handy / Ms. Nanny Utility A utility robot designed as a general-chore automaton, they’re capable of defending themselves and their owners. But are far less combat efficient than the military variant Mister Gutsy. Includes the “Miss Nanny” Medical Bot. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Robot Medium 80 | AP CC DE SQ | 10 5 55 8 | STR: 6 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 7 LCK: 5 | Energy Weapons Melee Weapons Unarmed Observation | 75 75 50 75 | Head and Groin cannot be Targeted, three Arms, one Leg. Mr. Handys and Ms. Nannys may have one the following Skills at 100, depending on their holotape: Computer Science, Engineer, Doctor, Insight, Lore, or Survival. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Mechanical, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: N Rng: 5 ft -Flamer Pistol (Biofuel, Attached) Skill: Energy Weapons S: 3 Dmg: 3d6+10 Dmg Type: F Rng: 25 ft Qualities: Insulated, RM ( Long) AC -10. 10 Burn. -Buzzsaw (Special, Attached) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+11 Dmg Type: N Rng: 5 ft DT -4. | AC: 30 N: 13 L: 20 F: 20 P: 11 Ex: 11 DR: 40 Qualities: Conductive | Armor Mr. Handy / Ms. Nanny Plate -Robot Hands Mr. Handy / Ms Nanny Utility Parts |
Mr. Gutsy Get in line, maggot! You’re in the Army! A variant of the Mr. Handy designed for military use. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Robot Medium 125 | AP CC DE SQ | 12 5 75 7 | STR: 6 PER: 6 END: 7 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Small Guns Unarmed Observation | 115 115 115 115 100 | Head and Groin cannot be Targeted, three Arms, one Leg. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Keen Sense, Mechanical, Pinpoint Targeting R1, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Flamer (Biofuel, Flamer Fire Pack, Attached) Skill: Energy Weapons S: 4 Dmg: 4d10+30 Dmg Type: F Rng: 50 ft Qualities: Insulated, Line, RM (Long) AC -10, DT -5. 10 Burn. Set 1 -Infantry Rifle MK II (5.56, Assault Rifle, Attached) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d12+13 Dmg Type: N Rng: 250 ft AC -20, DT -10. +10 Hit Chance. Set 2 -Laser Rapid Capacitor Weapon (Attached) Skill: Energy Weapons S: 3 T: 4 B: 5 Dmg: 6d4+5 Dmg Type: L Rng: 120 ft Qualities: BM (Storm) AC -15, DT -10. Set 3 -Assault SMG (10mm, Attached) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d4+13 Dmg Type: N Rng: 120 ft AC -10, DT -12. | AC: 50 N: 30 L: 25 F: 20 P: 25 Ex: 20 DR: 80 Qualities: Conductive, Hardplate (Torso) | Armor Mr. Gutsy Plate -Night Sight -Robot Hands Mr. Gutsy Parts |
Robobrain A robot designed for both the military and civilian sector. Official records show that only chimpanzee brains were used but at least some human brains were taken from the bodies of executed criminals and placed into Robobrains. This robot was a joint venture between General Atomics, RobCo Industries, and the United States Army’s Robotics Division. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Robot Medium 210 | AP CC DE SQ | 10 5 55 7 | STR: 6 PER: 6 END: 6 CHA: 5 INT: 8 AGI: 6 LCK: 5 | Energy Weapons Small Guns Unarmed Observation | 125 125 125 75 | Groin cannot be Targeted, one Leg. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Mechanical, Pinpoint Targeting R2, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Mesmetron Beam S: 5 Rng: 50 ft AC -20, DT -20. Once per round for 5 AP, attempt to pacify one Humanoid or Creature for one turn that you can see. They must roll CHA -2. If they succeed, they shrug off the effect. If they fail, they don’t feel like fighting anything until the end of their next turn. -Smoke Screen S: 4 Rng: 25 ft 10 ft radius. All attacks going through or inside the smoke take the Heavy Fog Environmental Penalty. This is a gas. The smoke lasts for 20 seconds upon use. Set 1 -AER9 Laser Rifle (Attached) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 4d6+20 Dmg Type: L Rng: 250 ft AC -10, DT -5. Set 2 -Laser Rapid Capacitor Weapon (Attached) Skill: Energy Weapons S: 3 T: 4 B: 5 Dmg: 6d4+5 Dmg Type: L Rng: 120 ft Qualities: BM (Storm) AC -15, DT -10. Set 3 -Urban Plasma Rifle (Attached) Skill: Energy Weapons S: 4 T: 5 Dmg: 4d8+20 Dmg Type: P Rng: 150 ft AC -10, DT -5. | AC: 60 N: 29 L: 39 F: 19 P: 34 Ex: 24 DR: 120 Qualities: Conductive | Armor Robobrain Plate -Mesmetron Beam -More Wires 2 -Night Sight -Robot Hands -Smoke Screen |
All the robots listed were created by RobCo Industries led by the genius Robert House. These Robots will deteriorate overtime and will often stick to their prime directive which can vary on their location. For example, if they act as security for a building, they’ll treat everyone entering it as hostile. If they’re a Nurse at a hospital, they’ll remain at their post and do tasks as if the Great War never occurred.
Recon Eyebot A hovering robot used for reconnaissance and propaganda. It speaks in Morse code and it comes with a simple laser shot. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Robot Small 50 | AP CC DE SQ | 10 5 55 5 | STR: 2 PER: 6 END: 2 CHA: 5 INT: 7 AGI: 11 LCK: 5 | Energy Weapons Unarmed Observation Sneak | 50 50 100 100 | Only the Head can be Targeted. Can fly due to Torso. Can only fly up to 75 ft with a surface underneath. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Flight, Gotta Go Fast, Mechanical, Slippery, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+2 Dmg Type: N Rng: 5 ft -Wattz Laser Pistol (Attached) Skill: Energy Weapons S: 4 T: 5 T: 5 Dmg: 6d4+5 Dmg Type: L Rng: 150 ft | AC: 35 N: 17 L: 12 F: 10 P: 9 Ex: 12 DR: 50 Qualities: Conductive | Armor Eyebot Plate Recon Eyebot Parts |
Skirmisher Eyebot A hovering robot used for reconnaissance and propaganda. It speaks in Morse code and it comes with a simple laser shot. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Small 70 | AP CC DE SQ | 10 5 55 5 | STR: 4 PER: 6 END: 4 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Energy Weapons Unarmed Observation Sneak | 100 50 75 50 | Only the Head can be Targeted. Can fly due to Torso. Can only fly up to 25 ft with a surface underneath. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Flight, Gotta Go Fast, Mechanical, Slippery, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+4 Dmg Type: N Rng: 5 ft -Wattz Laser Rifle (Attached) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 4d6+10 Dmg Type: L Rng: 150 ft +10 Hit Chance. | AC: 30 N: 17 L: 12 F: 10 P: 9 Ex: 12 DR: 70 Qualities: Conductive | Armor Eyebot Plate Skirmisher Eyebot Parts |
Utility Eyebot A hovering robot used for reconnaissance and propaganda. It speaks in Morse code and it comes with a simple laser shot. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Robot Small 50 | AP CC DE SQ | 10 5 55 5 | STR: 2 PER: 6 END: 3 CHA: 5 INT: 7 AGI: 10 LCK: 5 | Energy Weapons Unarmed Observation Sneak | 75 50 50 50 | Only the Head can be Targeted. Can fly due to Torso. Can only fly up to 25 ft with a surface underneath. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Flight, Gotta Go Fast, Mechanical, Slippery, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+2 Dmg Type: N Rng: 5 ft -Hand-Held Taser (Attached) Skill: Energy Weapons S: 3 Rng: 5 ft AC -20. If you hit, the target rolls END -3. If they fail, they’re Stunned for 1d2+1 turns. | AC: 30 N: 17 L: 12 F: 10 P: 9 Ex: 12 DR: 60 Qualities: Conductive | Armor Eyebot Plate Utility Eyebot Parts |
Enforcer Protectron A robot designed for protection and manual labor. Variant versions were made for construction, law enforcement, fire fighting, etc. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 100 | AP CC DE SQ | 10 5 55 5 | STR: 6 PER: 6 END: 6 CHA: 5 INT: 7 AGI: 5 LCK: 5 | Energy Weapons Unarmed Observation | 85 85 65 | Groin cannot be Targeted. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Blaster, Mechanical, Pugilist. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+16 Dmg Type: N Rng: 5 ft DT -5. Set 1 -Hand-Held Taser (Left, Attached) Skill: Unarmed S: 3 Rng: 5 ft AC -20. If you hit, the target rolls END -3. If they fail, they’re Stunned for 1d2+1 turns. -Wattz Laser Pistol (Right, Attached) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+12 Dmg Type: L Rng: 150 ft AC -5, DT -5. Set 2 -AEP7 Laser Pistol (Right, Attached) Skill: Energy Weapons S: 4 T: 5 T: 5 Dmg: 7d4+17 Dmg Type: L Rng: 175 ft AC -10, DT -5. | AC: 40 N: 23 L: 13 F: 18 P: 13 Ex: 23 DR: 80 Qualities: Conductive | Armor Protectron Plate Protectron Enforcer Parts |
Hauler Protectron A robot designed for protection and manual labor. The Hauler type includes Construction bots, and Lumberjack bots. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 80 | AP CC DE SQ | 10 5 55 5 | STR: 7 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 5 LCK: 5 | Small Guns Unarmed Observation | 75 100 50 | Groin cannot be Targeted. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Mechanical. Construction: Engineer 100, Tool Attachment Mod (Right Arm, Tool Set). Lumberjack: Melee Weapons 100, More Wires Mod (Max HP +30), Armor Breaker R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+7 Dmg Type: N Rng: 5 ft Set 1 -Nail Gun (Left, Attached) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d6+8 Dmg Type: N Rng: 20 ft Qualities: BM (Storm), Built-In (Silencer) DT -2. Construction only. Set 2 -Multi-Purpose Axe (Left, Attached) Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+15 Dmg Type: N Rng: 5 ft Qualities: Light AC -10, DT -10. Lumberjack only. | AC: 40 N: 20 L: 10 F: 15 P: 10 Ex: 20 DR: 80 Qualities: Conductive | Armor Protectron Plate -Robot Hands Protectron Hauler Parts |
Utility Protectron A robot designed for protection and manual labor. The Utility type includes general purpose Protectrons, and Paramedic bots. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 90 | AP CC DE SQ | 10 5 55 7 | STR: 5 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 5 LCK: 5 | Energy Weapons Unarmed Observation | 75 75 50 | Groin cannot be Targeted. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Mechanical. Paramedic: Doctor 100, Tool Attachment Mod (Right Arm, Doctor’s Bag) | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+5 Dmg Type: N Rng: 5 ft Set 1 -Wattz Laser Pistol (Right, Attached) Skill: Energy Weapons S: 4 T: 5 T: 5 Dmg: 6d4+5 Dmg Type: L Rng: 150 ft Set 2 -Hand-Held Taser (Left, Attached) Skill: Energy Weapons S: 3 Rng: 5 ft AC -20. If you hit, the target rolls END -3. If they fail, they’re Stunned for 1d2+1 turns. Paramedic only. | AC: 40 N: 20 L: 10 F: 15 P: 10 Ex: 20 DR: 80 Qualities: Conductive | Armor Protectron Plate Protection Utility Parts |
Hopeville Eyebot These eyebots are only found in the Great Divide. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Robot Small 80 | AP CC DE SQ | 12 5 55 7 | STR: 4 PER: 6 END: 5 CHA: 5 INT: 7 AGI: 9 LCK: 5 | Energy Weapons Unarmed Observation Sneak | 100 75 50 100 | Only the Head can be Targeted. Can fly due to Torso. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Flight, Mechanical, Pinpoint Targeting R1, Slippery, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+4 Dmg Type: N Rng: 5 ft -Arc Blaster (Attached) Skill: Energy Weapons S: 2 T: 3 Dmg: 4d10+10 Dmg Type: P Rng: 100 ft AC -10, DT -10. | AC: 40 N: 22 L: 17 F: 9 P: 10 Ex: 22 DR: 110 Qualities: Conductive | Armor Hopeville Eyebot Plate Hopeville Eyebot Parts |
Securitron MK I A private security robot that was created and mass-produced by House Industries with help from RobCo Industries. Amazingly they can go up and down stairs. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Robot Large 180 | AP CC DE SQ | 10 5 55 7 | STR: 7 PER: 6 END: 7 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Energy Weapons Small Guns Unarmed Observation | 125 125 100 100 | Head and Groin cannot be Targeted, one Leg. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Blaster, Gotta Go Fast, Gunslinger, Lightning Reflexes, Mechanical, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+12 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Gatling Laser (Right, Attached) Skill: Energy Weapons B: 5 Dmg: 4d6+14 Dmg Type: L Rng: 150 ft Qualities: BM (Storm) AC -20, DT -15. -9mm SMG (Left, Attached) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d4+15 Dmg Type: N Rng: 80 ft AC -15, DT -18. +10 Hit Chance with Burst Attacks. | AC: 60 N: 40 L: 30 F: 25 P: 25 Ex: 30 DR: 110 Qualities: Conductive, Hardplate (Torso) | Armor Securitron Plate Securitron Parts |
Securitron MK II Once the platinum chip was inserted, Securitrons had full capabilities to all their functions. They’re much more fearsome and even have their own auto repair system. Amazingly they can go up and down stairs. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Robot Large 300 | AP CC DE SQ | 10 5 55 7 | STR: 7 PER: 6 END: 7 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Big Guns Energy Weapons Small Guns Unarmed Observation | 135 135 135 125 100 | Head and Groin cannot be Targeted, one Leg. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Blaster, Gotta Go Fast, Heavy Weapons Expert, Lightning Reflexes, Mechanical, Pinpoint Targeting R3. Self Repair (Perk): At the end of every round, heal 10 HP, heal DR +10. Due to the upgrade, it also gets Max HP +100. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+12 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Gatling Laser (Right, Attached) Skill: Energy Weapons B: 5 Dmg: 4d6+14 Dmg Type: L Rng: 150 ft Qualities: BM (Storm) AC -35, DT -20. -9mm SMG (Left, Attached) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d4+15 Dmg Type: N Rng: 80 ft AC -35, DT -23. +10 Hit Chance with Burst Attacks. -Tube Launcher (Right Shoulder, Explosive Rocket, Rocket Launcher) Skill: Big Guns S: 5 Dmg: 11d8+42 Dmg Type: Ex Rng: 500 ft Qualities: Destruction AC -90, DT -25, 20 ft radius. If it hits roll AGI -6. If you succeed, take half damage. -Auto Grenade Launcher (Left Shoulder, 40mm Frag) Skill: Big Guns S: 4 B: 5 Dmg: 4d12+37 Dmg Type: Ex Rng: 150 ft Qualities: BM (Spray), H2, Sabotage AC -65, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. | AC: 60 N: 50 L: 40 F: 35 P: 35 Ex: 40 DR: 110 Qualities: Conductive, Hardplate (Torso) | Armor Securitron Plate -Night Sight Securitron Parts |
Assaultron Dominator A robot designed for the front-line of war, the Assaultron is fast and deadly at close range with a devastating laser that can be fired at a distance. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Robot Medium 190 | AP CC DE SQ | 12 5 55 7 | STR: 4 PER: 6 END: 6 CHA: 5 INT: 7 AGI: 10 LCK: 5 | Energy Weapons Melee Weapons Unarmed Sneak Observation | 125 150 125 100 100 | Groin cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Gotta Go Fast, Leaper, Pinpoint Targeting R2, Sneaky, Storm of Strikes. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+4 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Assaultron Blade (2, Sword, Attached) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d12+30 Dmg Type: N Rng: 5 ft SM: Stealth Slash - Only when sneak attacking, get a +10 Hit Chance and a CC +15. AC -25, DT -25. -Death Ray Skill: Energy Weapons S: 5 Dmg: 4d10+40 Dmg Type: P Rng: 250 ft Qualities: Line AC -20, DT -30. Once Death Ray is used, it’ll take one turn to recharge. | AC: 55 N: 36 L: 41 F: 21 P: 21 Ex: 36 DR: 130 Qualities: Conductive, Hardplate (Head Torso) | Armor Assaultron Plate -Night Sight Assaultron Dominator Parts |
Assaultron Eliminator A robot designed for the front-line of war, the Assaultron is fast and deadly at close range with a devastating laser that can be fired at a distance. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Robot Medium 150 | AP CC DE SQ | 12 5 55 7 | STR: 8 PER: 6 END: 6 CHA: 5 INT: 7 AGI: 10 LCK: 5 | Energy Weapons Melee Weapons Unarmed Sneak Observation | 150 125 125 100 100 | Groin cannot be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Blaster, Gotta Go Fast, Leaper, Lightning Reflexes, Pinpoint Targeting R3, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+4 Dmg Type: N Rng: 5 ft AC -20, DT -10, +20 Hit Chance. -Assaultron Blade (Right, Sword, Attached) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d12+20 Dmg Type: N Rng: 5 ft SM: Stealth Slash - Only when sneak attacking, get a +10 Hit Chance and a CC +15. AC -20, DT -20, +20 Hit Chance. -Urban Plasma Rifle (Left, Attached, Duo Beam Splitter) Skill: Energy Weapons, S: 4 Dmg: 7d8+27 Dmg Type: P Rng: 75 ft AC -45, DT -25, +20 Hit Chance. -Death Ray Skill: Energy Weapons S: 5 Dmg: 4d10+47 Dmg Type: P Rng: 250 ft Qualities: Line AC -35, DT -40, +20 Hit Chance. Once Death Ray is used, it’ll take one turn to recharge. | AC: 55 N: 36 L: 41 F: 21 P: 21 Ex: 36 DR: 130 Qualities: Conductive, Hardplate (Head Torso) | Armor Assaultron Plate -Night Sight Assaultron Eliminator Parts |
Assaultron Invader A robot designed for the front-line of war, the Assaultron is fast and deadly at close range with a devastating laser that can be fired at a distance. This variant utilizes a Stealth Boy making it the perfect assassin. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Robot Medium 150 | AP CC DE SQ | 12 5 55 7 | STR: 4 PER: 6 END: 6 CHA: 5 INT: 7 AGI: 10 LCK: 5 | Energy Weapons Melee Weapons Unarmed Sneak Observation | 125 125 125 100 100 | Groin cannot be Targeted. Can Crouch, Prone, and Jump. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R3, Gotta Go Fast, Leaper, Pinpoint Targeting R2, Pugilist, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+14 Dmg Type: N Rng: 5 ft AC -30, DT -35. -Assaultron Blade (Right, Sword, Attached) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d12+20 Dmg Type: N Rng: 5 ft SM: Stealth Slash - Only when sneak attacking, get a +10 Hit Chance and a CC +15. AC -30, DT -30. -Sweeper Ray Skill: Energy Weapons S: 4 Dmg: 2d10+20 Dmg Type: P Rng: 100 ft AC -15, DT -20. +15 Flat Damage against Groups. | AC: 65 N: 36 L: 41 F: 21 P: 21 Ex: 36 DR: 120 Qualities: Conductive, Hardplate (Head Torso) | Armor Assaultron Plate -Night Sight -Stealth Boy Assaultron Invader Parts |
Sentry Bot Enforcer A robot designed for security before the Great War and they participated in the heaviest of firefights during the war. Although they have trouble fitting through a door, these mechanical beasts have powerful weapons at their disposal. They’re powered by a fusion core and if they're ever killed, make sure you’re not close to them. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Robot Large 310 | AP CC DE SQ | 12 5 55 5 | STR: 10 PER: 6 END: 10 CHA: 5 INT: 7 AGI: 6 LCK: 5 | Big Guns Energy Weapons Unarmed Observation | 150 150 125 125 | Groin cannot be Targeted, three Legs. You can’t climb nor go up or down ladders. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R3, Combat Ready, Heavy Weapons Expert, Mechanical, Pinpoint Targeting R2, Sure Footed. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+15 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Plasma Grenade (Self Detonate) Dmg: 120 Dmg Type: P Qualities: Destruction DT -10, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. -Gatling Laser (Right, Attached) Skill: Energy Weapons B: 5 Dmg: 4d6+10 Dmg Type: L Rng: 150 ft Qualities: BM (Storm) AC -25, DT -15. -Tube Launcher (2, Back, Attached, Armor-Piercing Rocket, Rocket Launcher) Skill: Big Guns S: 5 Dmg: 11d6+45 Dmg Type: Ex Rng: 500 ft Qualities: Destruction, Sabotage AC -100, DT -40, 5 ft radius. If it hits roll AGI -4. If you succeed, take half damage. Set 1 -Avenger (Left, 5mm APR, Minigun, Attached) Skill: Big Guns B: 4 Dmg: 6d6+16 Dmg Type: N Rng: 250 ft Qualities: Line AC -56, DT -33. Ignore DR. Can only hit up to three targets with one Attack Roll on the line of attack. Set 2 -Auto Grenade Launcher (Left, 40mm Plasma, Attached) Skill: Big Guns S: 5 B: 6 Dmg: 6d10+40 Dmg Type: P Rng: 150 ft Qualities: BM (Spray) AC -55, DT -18, 5 ft radius. If it hits roll AGI -4. If you succeed, take half damage. | AC: 90 N: 58 L: 48 F: 38 P: 38 Ex: 38 DR: 230 Qualities: Conductive, Hardplate (Head Torso) | Armor Sentry Bot Plate -Action Program -More Wires -Night Sight -Self Detonate Sentry Bot Enforcer Parts |
Sentry Bot Hauler A robot designed for security before the Great War and they participated in the heaviest of firefights during the war. Although they have trouble fitting through a door, these mechanical beasts have powerful weapons at their disposal. They’re powered by a fusion core and if they're ever killed, make sure you’re not close to them. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Robot Large 265 | AP CC DE SQ | 12 5 55 7 | STR: 11 PER: 6 END: 10 CHA: 5 INT: 7 AGI: 7 LCK: 5 | Big Guns Energy Weapons Unarmed Observation | 150 150 125 125 | Groin cannot be Targeted, three Legs. You can’t climb nor go up or down ladders. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R2, Combat Ready, Mechanical, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+17 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Plasma Grenade (Self Detonate) Dmg: 120 Dmg Type: P Qualities: Destruction DT -10, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Gatling Laser (2, Attached) Skill: Energy Weapons B: 5 Dmg: 4d6+10 Dmg Type: L Rng: 150 ft Qualities: BM (Storm) AC -25, DT -15. Set 2 -Rockwell CZ53 (2, Attached, 5mm, Minigun) Skill: Big Guns B: 5 Dmg: 8d6+15 Dmg Type: N Rng: 250 ft Qualities: Line AC -30, DT -13. Can only hit up to three targets with one Attack Roll on the line of attack. Set 3 -Auto Grenade Launcher (2, Attached, 40mm Plasma) Skill: Big Guns S: 5 B: 6 Dmg: 5d10+30 Dmg Type: P Rng: 150 ft Qualities: BM (Spray) AC -55, DT -18, 5 ft radius. If it hits roll AGI -4. If you succeed, take half damage. | AC: 90 N: 55 L: 45 F: 35 P: 35 Ex: 35 DR: 230 Qualities: Conductive, Hardplate (Head Torso) | Armor Sentry Bot Plate -Night Sight -Self Detonate Sentry Bot Hauler Parts |
Sentry Bot Tank A robot designed for security before the Great War and they participated in the heaviest of firefights during the war. Although they have trouble fitting through a door, these mechanical beasts have powerful weapons at their disposal. They’re powered by a fusion core and if they're ever killed, make sure you’re not close to them. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Robot Large 355 | AP CC DE SQ | 12 5 55 5 | STR: 12 PER: 6 END: 12 CHA: 5 INT: 7 AGI: 6 LCK: 5 | Big Guns Energy Weapons Unarmed Observation | 150 150 125 125 | Groin cannot be Targeted, three Legs. You can’t climb nor go up or down ladders. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Armor Breaker R3, Blaster, Combat Ready, Mechanical, Pinpoint Targeting R3. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+22 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Plasma Grenade (Self Detonate) Dmg: 120 Dmg Type: P Qualities: Destruction DT -25, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. -Tube Launcher (Back, Attached, Explosive Rocket, Rocket Launcher) Skill: Big Guns S: 5 Dmg: 10d8+35 Dmg Type: Ex Rng: 500 ft Qualities: Destruction AC -90, DT -25, 20 ft radius. If it hits roll AGI -6. If you succeed, take half damage. Set 1 -Gatling Laser (Right, Attached, Fine-Tuned Energy Focuser) Skill: Energy Weapons B: 5 Dmg: 8d6+14 Dmg Type: L Rng: 150 ft Qualities: BM (Storm) AC -50, DT -35. Ignore DR. Set 2 -Rockwell CZ53 (Right, 5mm ARP, Minigun, Attached) Skill: Big Guns B: 5 Dmg: 8d6+8 Dmg Type: N Rng: 250 ft QUalities: Line AC -50, DT -41. Ignore DR. Can only hit up to three targets with one Attack Roll on the line of attack. Set 3 -Auto Grenade Launcher (2, Attached, 40mm Plasma) Skill: Big Guns S: 5 B: 6 Dmg: 5d10+30 Dmg Type: P Rng: 150 ft Qualities: BM (Spray) AC -65, DT -23, 5 ft radius. If it hits roll AGI -4. If you succeed, take half damage. | AC: 90 N: 62 L: 52 F: 42 P: 42 Ex: 42 DR: 230 Qualities: Conductive, Hardplate (Head Torso) | Armor Sentry Bot Plate -Action Program -More Wires -Night Sight -Self Detonate Sentry Bot Tank Parts |
Similar but different from Robots. Turrets have one goal, shoot whatever isn’t authorized. Turrets do not know any languages. Turrets are connected by a network that is controlled by a terminal. Whoever has access to the terminal they can command the turrets to shut down or attack other targets.
Turret MK 1.0 A basic turret that fires ballistics or lasers. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 60 | AP CC DE SQ | 10 5 75 5 | STR: 5 PER: 10 END: 5 CHA: 1 INT: 1 AGI: 6 LCK: 5 | Energy Weapons Small Guns Observation | 75 75 50 | Only the Head and Weapons can be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Combat Ready, Mechanical, Pinpoint Targeting R1. Just A Gun (Perk): Cannot do STR, CHA, and AGI checks. If they have to do one of these checks they automatically fail. It’s stationary and cannot do any Movement Actions. | |||
Set 1 -10mm SMG (Attached) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d4+9 Dmg Type: N Rng: 100 ft AC -10, DT -10. Set 2 -AEP7 Laser Pistol (Attached) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 7d4+10 Dmg Type: L Rng: 175 ft AC -15, DT -5. | AC: 30 N: 10 L: 10 F: 10 P: 10 Ex: 10 DR: 50 Qualities: Conductive | Armor -Night Sight |
Turret MK 2.0 A more advanced turret that fires ballistics or lasers. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Robot Medium 90 | AP CC DE SQ | 12 5 75 7 | STR: 6 PER: 10 END: 5 CHA: 1 INT: 1 AGI: 8 LCK: 5 | Energy Weapons Small Guns Observation | 125 125 75 | Only the Head and Weapons can be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Combat Ready, Mechanical, Pinpoint Targeting R2. Just A Gun (Perk): Cannot do STR, CHA, and AGI checks. If they have to do one of these checks they automatically fail. It’s stationary and cannot do any Movement Actions. | |||
Set 1 -Infantry Rifle MK II (Attached, 5.56, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d12+13 Dmg Type: N Rng: 250 ft AC -30, DT -25. +10 Hit Chance. Set 2 -Auto Laser Rifle (Attached) Skill: Energy Weapons S: 4 T: 5 B: 6 Dmg: 5d4+12 Dmg Type: L Rng: 200 ft Qualities: BM (Storm) AC -20, DT -15. | AC: 50 N: 20 L: 20 F: 20 P: 20 Ex: 20 DR: 75 Qualities: Conductive | Armor -Night Sight |
Turret MK 3.0 Run. Just run. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Robot Medium 120 | AP CC DE SQ | 15 8 75 9 | STR: 7 PER: 10 END: 5 CHA: 1 INT: 1 AGI: 10 LCK: 5 | Big Guns Energy Weapons Observation | 150 150 100 | Only the Head and Weapons can be Targeted. Night Vision 300 ft. Immunities: Bleed, Crippled, Gas, Knock Down, Poison, Radiation. Bestiary Perks: Combat Ready, Mechanical, Pinpoint Targeting R3. Just A Gun (Perk): Cannot do STR, CHA, and AGI checks. If they have to do one of these checks they automatically fail. It’s stationary and cannot do any Movement Actions. | |||
Set 1 -Avenger (Attached, 5mm, Minigun) Skill: Big Guns B: 4 Dmg: 6d6+22 Dmg Type: N Rng: 250 ft Qualities: Line AC -40, DT -38. Can only hit up to three targets with one Attack Roll on the line of attack. Set 2 -Gatling Laser (Attached) Skill: Energy Weapons B: 5 Dmg: 4d6+10 Dmg Type: L Rng: 150 ft Qualities: BM (Storm) AC -35, DT -20. Set 3 -Auto Plasma Rifle (Attached) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+15 Dmg Type: P Rng: 100 ft Qualities: BM (Spray) AC -35, DT -15. Set 4 -Tube Launcher (Attached, Armor-Piercing Rocket, Rocket Launcher) Skill: Big Guns S: 5 Dmg: 10d6+35 Dmg Type: Ex Rng: 500 ft Qualities: Destruction, Sabotage AC -110, DT -45, 10 ft radius. If it hits roll AGI -4. If you succeed, take half damage. | AC: 70 N: 35 L: 35 F: 35 P: 35 Ex: 35 DR: 100 Qualities: Conductive | Armor -Night Sight |
Super Mutants are the result of FEV experimentation. Many have delved into the research and those included are West-Tek, the Master, Vault-Tec, the Institute, and the Enclave. The purpose of FEV was to correct DNA but it only led to random mutations and monstrosities. One of these mutations were Super Mutants. Two types of Super Mutants exist: Eastern Super Mutants and Western Super Mutants. Both are similar in that they’re muscular, mean looking, and they know English, usually.
Eastern Super Mutants have yellow and green skin. They’re very aggressive and view all Humans as meat. It’s very rare to find one that won’t try to eat you. They also have the potential to grow bigger into a Behemoth. Western have dark green skin. They can be as aggressive as the Eastern, but sometimes they're willing to talk. Many of their minds are muddled and rely on others to guide them at times. They cannot grow into Behemoths.
Eastern Super Mutant Dreg These are the common and followers of the more intelligent and stronger Super Mutants. Although sometimes they’re just wanderers trying to survive. You’ll usually find two to five of them at one place. The Western variant is from the west coast and is slightly less aggressive than the counterparts. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Large 75 | AP CC DE SQ | 8 5 50 3 | STR: 9 PER: 5 END: 7 CHA: 3 INT: 3 AGI: 6 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 100 75 75 80 50 50 | Immunities: Diseases, Radiation. Bestiary Perks: Aggressive, Armor Breaker R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+14 Dmg Type: N Rng: 5 ft AC -10, DT -10. Set 1 -Hunting Rifle (.308) Skill: Small Guns S: 3 T: 4 Dmg: 3d6+22 Dmg Type: N Rng: 350 ft Qualities: H2 AC -10, DT -6. Set 2 -Handmade Rifle (7.62mm, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d8+11 Dmg Type: N Rng: 160 ft Qualities: H2 AC -5, DT -5. Set 3 -Multi-Purpose Axe Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+22 Dmg Type: N Rng: 5 ft Qualities: H3 AC -10, DT -10. -Molotov Cocktails (2) Skill: Throwing S: 3 Dmg: 4d4+5 Dmg Type: F Rng: 70 ft Qualities: Restrict (All) AC -10, DT -10, 10 Burn, 5 ft radius. | AC: 30 N: 16 L: 12 F: 12 P: 12 Ex: 16 DR: 45 | Armor Leather Rags Scrapper Armor Variants Western: All listed Skills +10, remove Aggressive. |
Eastern Super Mutant These are your typical Super Mutant, not quite a pushover like the Dregs, but still following the bigger, stronger, and more experienced mutants as their soldiers and lackeys. The Western variant is from the west coast and is slightly less aggressive than the counterparts. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Large 120 | AP CC DE SQ | 9 5 55 4 | STR: 10 PER: 6 END: 8 CHA: 3 INT: 3 AGI: 7 LCK: 5 | Energy Weapons Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 90 115 90 90 115 75 50 | Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Molotov Cocktails (2) Skill: Throwing S: 3 Dmg: 4d4+5 Dmg Type: F Rng: 75 ft Qualities: Restrict (All) AC -10, DT -10, 10 Burn, 5 ft radius. Set 1 -AER9 Laser Rifle (MFC) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 4d6+20 Dmg Type: L Rng: 250 ft Qualities: H2 AC -10, DT -5. Set 2 -Soviet Assault Rifle (5.45) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d10+11 Dmg Type: N Rng: 200 ft Qualities: H2 AC -15, DT -7. Set 3 -Fire Axe Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+27 Dmg Type: N Rng: 5 ft Qualities: H2, Technique (Ice Pick) AC -10, DT -10. -Molotov Cocktails +2 Set 4 -Mini Nuke Skill: Throwing S: 3 Dmg: 24d20+50 Dmg Type: P Rng: 70 ft Qualities: Destruction AC -100, DT -30, 30 ft radius. If it hits roll AGI -5. If you succeed, take half damage. The radius inflicts 50 rads an hour for a decade. Use against Level 10 and above. These are abundant and extremely rare. Eastern only. | AC: 35 N: 28 L: 18 F: 18 P: 18 Ex: 28 DR: 75 Qualities: Conductive AGI -1 | Armor Leather Rags Enameled Metal Armor Variants Western: All listed Skills +15, remove Aggressive. |
Eastern Super Mutant Brute Brutes are experienced Super Mutants that often have a small gang of other Super Mutants with them. They often command and lead the charge in battle. The Western variant is from the west coast and is slightly less aggressive than the counterparts. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Large 200 | AP CC DE SQ | 9 5 55 6 | STR: 11 PER: 6 END: 8 CHA: 3 INT: 4 AGI: 8 LCK: 5 | Big Guns Energy Weapons Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 100 100 125 100 75 125 85 50 | Immunities: Diseases, Radiation. Bestiary Perks: Aggressive, Armor Breaker R2, Big Hitter, Pinpoint Targeting R1, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+16 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Pipe Bombs (2) Skill: Throwing S: 3 Dmg: 2d10+20 Dmg Type: Ex Rng: 80 ft AC -30, DT -5, 15 ft radius. If it hits roll AGI -3. If you succeed, take half damage. Set 1 -Auto Laser Rifle (MFC) Skill: Energy Weapons S: 4 T: 5 B: 6 Dmg: 5d4+12 Dmg Type: L Rng: 200 ft Qualities: BM (Storm), H2 AC -10, DT -10. Set 2 -Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 4d8+42 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -30, DT -20. 1d6 True. If you hit with a Targeted Attack to the Torso, the target is knocked back 5 ft away from you. You can choose to use this effect after you roll. -Pipe Bombs (+2) Set 3 -Rockwell CZ53 (5mm, Minigun) Skill: Big Guns B: 5 Dmg: 8d6+15 Dmg Type: N Rng: 250 ft Qualities: H2, Line AC -20, DT -8. Can only hit up to three targets with one Attack Roll on the line of attack. Set 4 -Mutant Punch Dagger Skill: Unarmed S: 2 T: 3 Dmg: 3d4+26 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Pipe Bombs (+2) | AC: 50 N: 45 L: 30 F: 22 P: 22 Ex: 36 DR: 120 Qualities: Conductive, Hardplate (Torso) AGI -2 | Armor Metal Helmet Leather Rags Polished Metal Armor Variants Western: All listed Skills +20, remove Aggressive. |
Eastern Super Mutant Master Masters aren’t just experienced Super Mutants, they’ve learned from those experiences and command several Super Mutants. They’re tactical and always display their power and superiority to those under them. They never fight alone. The Western variant is from the west coast and is slightly less aggressive than the counterparts. Another variant is the Nightkin. Nightkin are Super Mutants that have overused Stealth Boys to the point that their skin pigment turns blue and their mental state is affected to the point they despise being seen. Nightkin have gone insane to the point that they often find their grasp on reality slipping, and are often quite unpredictable. They are incredibly easy to goad into mistakes but also very erratic. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Humanoid Large 300 | AP CC DE SQ | 10 6 60 8 | STR: 12 PER: 7 END: 9 CHA: 4 INT: 5 AGI: 8 LCK: 6 | Big Guns Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 125 125 150 100 150 120 50 | Night Vision 50 ft. Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R3, Big Hitter, Heavy Lifter, Pinpoint Targeting R2, Resilience, Undying (50). | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+17 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 85 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Gatling Laser (ECP) Skill: Energy Weapons B: 5 Dmg: 4d6+10 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -25, DT -15. Set 2 -Rockwell CZ53 (5mm, Minigun) Skill: Big Guns B: 5 Dmg: 8d6+15 Dmg Type: N Rng: 250 ft Qualities: H2, Line AC -30, DT -13. Can only hit up to three targets with one Attack Roll on the line of attack. Set 3 -Ballistic Fist (12 Gauge Slug) Skill: Unarmed S: 3 T: 4 Dmg: 2d4+3d8+17 Dmg Type: N Rng: 5 ft Qualities: H1 AC -30, DT -40. -Frag Grenades (+2) Set 4 -Bumper Sword Skill: Melee Weapons S: 4 T: 5 Dmg: 5d6+42 Dmg Type: N Rng: 10 ft Qualities: H2 AC -35, DT -30. -Large Shield Skill: Melee Weapons S: 4 T: 5 Dmg: 1d12+25 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -30, DT -30, AC +20 when equipped. | AC: 70 N: 52 L: 51 F: 27 P: 27 Ex: 42 DR: 160 Qualities: Conductive, Hardplate (Head Torso) AGI -2. | Armor Combat Helmet Leather Rags Polished Robot Armor Variants Western: All listed Skills +25. Nightkin: Sneaky, all listed Skills +20, Stealth Boy. Feint attempts against them automatically succeed, and Deception checks against them gain a +20 bonus. |
Eastern Super Mutant Overlord Overlords are a step above Master in size and intelligence. However, their intelligence differs. Overlords will focus on overpowering their enemies and they command through fear and power. In battle they’ll lead the charge. A variant of the Overlord is the Commando of the Western Super Mutants. Commandos are remnants of the Master’s Army that retain their sanity and memories from their past. They lead and think like soldiers. They’ll use any advantage to not only overpower you, but outsmart you. However, Commando’s could be talked to under the right circumstances. Just don’t shoot first. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Huge 400 | AP CC DE SQ | 12 6 65 9 | STR: 13 PER: 8 END: 10 CHA: 4 INT: 5 AGI: 9 LCK: 6 | Big Guns Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 125 135 150 125 150 120 75 | Night Vision 100 ft. Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R3, Big Hitter, Dual Fighter, Frenzy, Heavy Lifter, Martial Training, Pinpoint Targeting R2, Resilience, Rise, Undying (50). | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+23 Dmg Type: N Rng: 10 ft AC -30, DT -30. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 90 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -AER12 Laser Rifle (MFC, Tri-Beam Splitter) Skill: Energy Weapons S: 4 B: 5 Dmg: 11d6+30 Dmg Type: L Rng: 100 ft Qualities: H2 AC -40, DT -18. Set 2 -Destroyer (.50, Minigun) Skill: Big Guns B: 5 Dmg: 8d12+20 Dmg Type: N Rng: 400 ft Qualities: H2, Line AC -40, DT -45. Set 3 -Super Sledgehammer (2, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 9d4+53 Dmg Type: N Rng: 15 ft Qualities: H2, Smooth AC -40, DT -30. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. -Frag Grenades (+2) | AC: 85 N: 42 L: 42 F: 42 P: 42 Ex: 42 DR: 310 Qualities: Conductive, Hardplate (Head Groin Torso) PER +1 AGI +1 against Explosives | Armor T-45 Helmet Leather Rags T-45 Variants Western Commando: Baneful Presence (40 ft), all listed Skills +25, Max HP +50. |
Eastern Super Mutant Primus Primuses are the de facto leaders of Super Mutant armies. They’re feared and respected by all in its legion and they operate similar to Overlords with slight tactics like Western Commandos. As leaders they’ll send their underlings first but if their position is threatened, they won’t hesitate to display their power. A variant of the Primus are the Western Super Mutant Lieutenants. They are the most cunning of all Super Mutants as they command their armies strategically as though they were Pre-War Generals. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Humanoid Huge 600 | AP CC DE SQ | 12 7 70 13 | STR: 15 PER: 9 END: 10 CHA: 4 INT: 5 AGI: 10 LCK: 7 | Big Guns Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 150 150 175 125 150 135 100 | Night Vision 100 ft. Immunities: Diseases, Radiation. Bestiary Perks: Armor Breaker R3, Baneful Presence (40 ft), Big Hitter, Dual Fighter, Heavy Lifter, Martial Training, Pinpoint Targeting R3, Rise, Shrug it Off, Undying (75). | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+25 Dmg Type: N Rng: 10 ft AC -30, DT -30. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 100 ft Qualities: Destruction, H1 AC -60, DT -25, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Gatling Plasma (Plasma Core) Skill: Big Guns B: 5 Dmg: 4d6+10 Dmg Type: P Rng: 100 ft Qualities: BM (Storm), H2 AC -30, DT -15. Set 2 -Destroyer (.50, Minigun) Skill: Big Guns B: 5 Dmg: 8d12+20 Dmg Type: N Rng: 400 ft Qualities: H2, Line AC -50, DT -50. Set 3 -Verti-Claymore (2, Sword) Skill: Melee Weapons S: 4 T: 5 Dmg: 5d10+60 Dmg Type: N Rng: 15 ft Qualities: H2 AC -35, DT -35. -Frag Grenades (+2) | AC: 100 N: 52 L: 52 F: 52 P: 52 Ex: 52 DR: 380 Qualities: Conductive, Hardplate (Head Groin Torso) PER & CHA +1 AGI +2 against Explosives | Armor T-51 Helmet Leather Rags T-51 Variants Lieutenant: Conquer (30 ft), Resilience, Max HP +100. |
Eastern Super Mutant Behemoth Behemoths are Eastern Super Mutants that have lived for a very long time. They’re the rarest, the deadliest to find, and they can destroy a town in seconds. Their only objective in life is to survive and consume. If you see one, bring a tank. | ||||||||||
Defcon Tier Body Type Size Max HP | 1 Humanoid Gargantuan 3000 | AP CC DE SQ | 15 5 55 15 | STR: 18 PER: 6 END: 12 CHA: 1 INT: 1 AGI: 6 LCK: 5 | Big Guns Melee Weapons Throwing Unarmed Observation | 150 175 150 175 100 | Night Vision 100 ft. Immunities: Crippled, Diseases, Radiation. Bestiary Perks): Aggressive, Armor Breaker R4, Frenzy, Gotta Go Fast, Heavy Lifter, Rise, Slow Reflexes, Trample, Undying (100). The Bigger They Are (Perk): When a Super Mutant Behemoth would be Knock Down, they instead lose 1 AP from their next turn instead of taking the Knock Down effect. This can go up to 5 AP a round. They cannot be Knocked Down. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+28 Dmg Type: N Rng: 15 ft AC -40, DT -40. 12 True. Set 1 -Fire Hydrant Club (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 5d10+54 Dmg Type: N Rng: 20 ft Qualities: H2, Smooth AC -40, DT -50, 1d10+5 True. Increase CND gain damage by +50. Set 2 -Storm 40mm Cannon (40mm, Heavy Cannon) Skill: Big Guns S: 6 Dmg: 10d12+75 Dmg Type: N Rng: 500 ft Qualities: H2 AC -20, DT -25. Set 3 -Ex-Wife (140mm Tank Shell, Heavy Cannon) Skill: Big Guns S: 6 Dmg: 30d20+100 Dmg Type: Ex Rng: 2500 ft Qualities: Destruction, H2 AC -100, DT -50. If it hits roll AGI -8. If you succeed, take half damage. | AC: 100 N: 40 L: 40 F: 40 P: 40 Ex: 40 DR: 750 |
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 in the wasteland, for wastelanders don’t travel alone.
Marauders are the bad apples of the wasteland that range from the common street thug to slavers. These no gooders are bad to the bone. This section is organized by Defcon Tier.
Bandit / Thug In the Wasteland there are those who want to let others do the hard work, and then grab what they can. These brutish ruffians take what they want from the weak. Not tough enough to be raiders, but they’re violent and greedy muggers by trade. You can also use the Bandit / Thug to represent low-level gangsters, greasers, junkies, or other petty criminals. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Humanoid Medium 30 | AP CC DE SQ | 8 5 55 3 | STR: 5 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 6 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak Sleight of Hand | 75 75 75 75 50 50 75 | ||||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Switchblade (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+9 Dmg Type: N Rng: 5 ft Qualities: Artisan (Engineer), H1, Holdout (+25) For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. Set 1 -Sawed-off Shotgun (12 Gauge Buckshot) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 3d10+2 Dmg Type: N Rng: 20 ft Qualities: H3, Holdout (+10), Restrict (Barrels) AC -30. You can hit up to two targets that are adjacent to each other with one Attack Roll. +15 Flat Damage against Groups. Set 2 -9mm Pistol Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d4+9 Dmg Type: N Rng: 70 ft Qualities: H1, Holdout (+10) AC -5, DT -3. Set 3 -9mm SMG Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d4+9 Dmg Type: N Rng: 80 ft Qualities: H3 AC -5, DT -3. +10 Hit Chance with Burst Attacks. Set 4 -Machete (Sword) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+10 Dmg Type: N Rng: 5 ft Qualities: H1 -Molotov Cocktails (2) Skill: Throwing S: 3 Dmg: 4d4+5 Dmg Type: F Rng: 50 ft Qualities: Restrict (All) AC -10, DT -5, 10 Burn, 5 ft radius. | AC: 35 N: 8 L: 8 F: 5 P: 4 Ex: 5 DR: 25 RR: 20 Badlands: Energy Weapons & Small Guns +5 Blastmaster: Big Guns & Throwing +5 Painspike: AGI +1, Intimidation +10 Powder Ganger: AGI +1, Throwing +10 Sadist: Melee Weapons & Unarmed +5 | Armor Clothes Raider Armor (Badlands, Blastmaster, Painspike, Powder Ganger, Sadist) Variants Powder Ganger: Cigarettes, Lighter, Molotov Cocktail +2. |
Raider Raiders are the common bastards found in the wasteland, striking fear into the hearts of many. They kill, pillage, and sometimes eat those they kill. They often travel with three other Raiders. When they’re on the verge of defeat, they’ll retreat back to their home. The variants are specialized and will focus on their strengths rather than their weaknesses. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 60 | AP CC DE SQ | 9 5 55 4 | STR: 7 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 100 100 100 75 50 50 | Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+10 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+15) AC -10, DT -12. -Dynamite (1) Skill: Throwing S: 3 Dmg: 2d10+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction AC -30, DT -10, 10 ft radius. If it hits roll AGI -2. If you succeed, take half damage. Set 1 -Handmade Rifle (7.62mm, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d8+11 Dmg Type: N Rng: 160 ft Qualities: H2 AC -15, DT -10. Set 2 -10mm SMG Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d4+9 Dmg Type: N Rng: 100 ft Qualities: H3 AC -10, DT -10. Set 3 -Hunting Rifle (.308) Skill: Small Guns S: 4 T: 5 Dmg: 3d6+22 Dmg Type: N Rng: 350 ft Qualities: H2 AC -20, DT -11. Set 4 -Baseball Bat (Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+16 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth AC -10, DT -10. CC +5 for Targeted Head Attacks. -Dynamite (+1) | AC: 50 N: 15 L: 15 F: 10 P: 5 Ex: 5 DR: 90 RR: 49 AGI +1 | Armor Metal Helmet Clothes Plated Leather Items Cigarette Lighter Variants Fiend: Addict, Beer, Buffout, Jet. Powder Ganger Convict: Throwing +15, Dynamite +2. Psycho: Max HP +20, all DT +5, SQ +3, Melee Weapons +25. Scrapper: Martial Training, Pugilist, Max HP +20, all DT +5, SQ +2, Unarmed +50. Survivalist: Max HP +30, Survival 100, Lightning Reflexes. Waster: Max HP +10, SQ +1, Big & Small Guns +15. |
Raider Veteran Raider Veterans are Raiders with experience. They’re smarter and often send their gangs first to deal with a problem. If the problem comes to them, they won’t hesitate to take care of it. The Boss variant is above the Raider Veteran. They don’t just lead gangs, they lead clans. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 100 | AP CC DE SQ | 9 5 60 4 | STR: 7 PER: 7 END: 6 CHA: 6 INT: 5 AGI: 8 LCK: 5 | Big Guns Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 125 100 125 100 100 75 75 | Bestiary Perks: Armor Breaker R1, Lightning Reflexes, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -Frag Grenades (1) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 150 ft Qualities: H2 AC -20, DT -8. Set 2 -Euro MG (7.62mm) Skill: Big Guns S: 3 T: 4 B: 5 Dmg: 2d8+15 Dmg Type: N Rng: 250 ft Qualities: H2 AC -15, DT -10. Set 3 -Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 3d8+25 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -10, DT -10, 1d6 True. If you hit with a Targeted Attack to the Torso, the target is knocked back 5 ft away from you. You can choose to use this effect after you roll. -Frag Grenades (+1) | AC: 40 N: 24 L: 14 F: 13 P: 12 Ex: 22 DR: 95 RR: 47 Qualities: Conductive, Hardplate (Head) | Armor Combat Helmet Military Garments Enameled Metal Armor Items Cigar Jet Lighter Variants Boss: Adaptable R1, Max HP +50, all listed Skills +15, SQ +3. Fiend Fanatic: Addict, Beer, Buffout, Med-X. |
Great Khan The Great Khans are an old raider tribe that were on the brink of extinction. They were built from the ground up and make a living drug-trafficking, occasional raiding, and salvaging. They’re but a shadow of their former selves and are more organized than the common raider tribe. They’re led by the Great Khan Elder. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 10 5 60 7 | STR: 7 PER: 7 END: 7 CHA: 5 INT: 6 AGI: 10 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Chemistry Observation Sneak Survival | 125 125 100 125 100 100 100 100 | Bestiary Perks: Addict, Armor Breaker R2, Cavalry Training, Fast Hands, Martial Training, Pinpoint Targeting R1, Pugilist. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+17 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+20 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -20, DT -22. STR +1 for Blunt Strike. -Frag Grenades (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Infantry Rifle MK II (5.56mm, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d12+13 Dmg Type: N Rng: 250 ft Qualities: H2 AC -20, DT -10, +10 Hit Chance. Set 2 -Trail Carbine (.44, Rifle) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d10+20 Dmg Type: N Rng: 200 ft Qualities: H2 AC -25, DT -10. Set 3 -Razor Claw Skill: Unarmed S: 2 T: 3 Dmg: 6d4+22 Dmg Type: N Rng: 5 ft AC -20, DT -25. +10 Hit Chance when doing Counter Attack or Parry. -Frag Grenades +2 Set 4 -Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 3d8+25 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -20, DT -20. 1d6 True. If you hit with a Targeted Attack to the Torso, the target is knocked back 5 ft away from you. You can choose to use this effect after you roll. -Frag Grenades +2 | AC: 50 N: 34 L: 24 F: 18 P: 17 Ex: 27 DR: 140 RR: 39 Qualities: Hardplate (Head Groin Torso) AGI +1 | Armor Combat Helmet Military Garments Enameled Metal Armor Items Beer Buffout Jet Psycho Variants Young Great Khan: Lightning Reflexes, Max HP -20. Remove Martial Training. Great Khan Elder: Adaptable R1, Max HP +50, all DT +5, AP +2, SQ +3. |
Slaver Slavers are opportunists that have involved themselves in the business of human trafficking and slavery. They sell to any that are willing to buy and capture those in the wasteland. They consider themselves professionals and don’t go out telling people of their business. The Torturer watches over the Slave Pens and focuses on breaking slaves. The Trapper leads other Slavers to capture unsuspecting travelers. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 80 | AP CC DE SQ | 9 5 50 6 | STR: 6 PER: 5 END: 6 CHA: 6 INT: 5 AGI: 7 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 75 115 50 115 75 75 50 | Immunities: Gas. Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Police Baton (Bludgeon) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+9 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth, Technique (Hold, Choke Hold) AC -10, DT -10. Set 1 -10mm Pistol Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+11 Dmg Type: N Rng: 50 ft Qualities: H1 AC -15, DT -10. Set 2 -Euro SMG (9mm) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d4+10 Dmg Type: N Rng: 100 ft Qualities: H3, Holdout (+15) AC -15, DT -13. Set 3 -Cowboy Repeater (.357, Rifle, Glow Sights) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+16 Dmg Type: N Rng: 150 ft Qualities: H2 AC -20, DT -7. Night-Time and Total Darkness penalties are halved. Set 4 -Double-Barrel Shotgun (12 Gauge Rubber Slugs) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+10 Dmg Type: N Rng: 40 ft Qualities: H2 AC -10, +15 Hit Chance. All DT reductions are ignored. You can choose to knock any target that would be dead to 1 HP and Unconscious for one hour. | AC: 45 N: 30 L: 20 F: 15 P: 15 Ex: 25 DR: 150 RR: 47 Qualities: Hardplate (Groin Torso) | Armor Metal Helmet Clothes Kevlar Armor -Metal Plates Items Explosive Collar Flashlight Gas Mask Handcuff Handheld Radio Healing Powder Variants Torturer: Baneful Presence (25 ft), Max HP +70, SQ +4. Trapper: Climber, Keen Sense, Leaper, Max HP +20, DE +20, SQ +8, Observation Sneak & Survival +50, Trapper’s Essentials. |
Slaver Lieutenant The Slave Lieutenant is the second in command of any Slaver operation. They keep their slaves in line and they’ll put down their own to ensure the business is safe. Chiefs are the real leaders of the operation. They often take the lead in large business transactions. They built their operation from the ground up and refuse to let it die. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 130 | AP CC DE SQ | 9 5 55 6 | STR: 8 PER: 6 END: 7 CHA: 7 INT: 5 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Intimidation Observation Sneak Survival | 100 130 100 130 75 100 100 75 | Immunities: Gas. Bestiary Perks: Armor Breaker R2, Keen Sense, Lightning Reflexes, Pinpoint Targeting R2, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Cattle Prod (EC, Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+16 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -20, DT -20. If you hit, roll END -2. If you fail, you’re Stunned for one turn. -Flashbangs (2) Skill: Throwing S: 3 Rng: 65 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -2. If you fail, you’re Stunned for one turn. Set 1 -.44 Revolver Skill: Small Guns S: 3 T: 4 B: 3 Dmg: 2d10+15 Dmg Type: N Rng: 100 ft Qualities: H1 AC -35, DT -15. -Flashbangs +2 Set 2 -Infantry Rifle MK II (5.56mm, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d12+13 Dmg Type: N Rng: 250 ft Qualities: H2 AC -30, DT -15, +10 Hit Chance. Set 3 -Combat Shotgun (12 Gauge Rubber Slugs) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+20 Dmg Type: N Rng: 50 ft Qualities: BM (Duo), H2 AC -20, +15 Hit Chance. All DT reductions are ignored. You can choose to knock any target that would be dead to 1 HP and Unconscious for one hour." | AC: 65 N: 29 L: 18 F: 11 P: 10 Ex: 17 DR: 95 RR: 54 Qualities: Hardplate (Head Torso) | Armor Combat Helmet Military Garments Combat Armor MK I -Kevlar Weave Items Afterburner Gum Explosive Collar Flashlight Gas Mask Handcuff Handheld Radio Healing Powder Variants Chief: Adaptable R1, Baneful Presence (70 ft), Max HP +70, SQ +2, AP +2. |
A remnant of Appalachia’s past. Mole Miners are former humans that were heavily mutated by unknown means and reside in many caves and mines. Especially in the Ash Heap. Some Mole Miners are docile and are willing to trade. All Mole Miners can only read and write English. This section is organized by Defcon Tier.
Mole Miner The simplest Mole Miner armed with a shotgun and hopes of surviving. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 60 | AP CC DE SQ | 9 6 75 6 | STR: 7 PER: 6 END: 6 CHA: 3 INT: 5 AGI: 8 LCK: 6 | Small Guns Unarmed Observation Sneak | 100 100 50 50 | Night Vision 50 ft. Immunities: Gas. Bestiary Perks: Demolisher, Keen Sense, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+7 Dmg Type: N Rng: 5 ft Set 1 -Trench Gun (12 Gauge Slug) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+15 Dmg Type: N Rng: 40 ft Qualities: H2 AC -10, DT -15, +15 Hit Chance. Set 2 -Sawed-off Shotgun (2, 12 Gauge Buckshot) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 3d10+2 Dmg Type: N Rng: 20 ft Qualities: H3, Holdout (+10), Restrict (Barrels) AC -40, DT -5. You can hit up to two targets that are adjacent to each other with one Attack Roll. +15 Flat Damage against Groups. | AC: 50 N: 15 L: 12 F: 5 P: 5 Ex: 13 DR: 100 RR: 87 Qualities: Hardplate (Head) AGI +1 against Explosives | Items Gas Mask |
Mole Miner Digger / Rockbreaker The more experienced Mole Miner that also packs a punch. Diggers are close combat fighters while Rockbreakers prefer to use shotguns. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Humanoid Medium 120 | AP CC DE SQ | 10 6 75 7 | STR: 8 PER: 6 END: 7 CHA: 4 INT: 6 AGI: 9 LCK: 6 | Small Guns Unarmed Observation Sneak | 125 125 75 50 | Night Vision 75 ft. Immunities: Gas. Bestiary Perks: Armor Breaker R2, Demolisher, Keen Sense, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. Set 1 (Digger) -Trench Gun (12 Gauge Slug, Shotgun) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+15 Dmg Type: N Rng: 40 ft Qualities: H2 AC -20, DT -25, +15 Hit Chance. Set 2 (Rockbreaker) -Mole Miner Gauntlet Skill: Unarmed S: 3 T: 4 Dmg: 4d4+23 Dmg Type: N Rng: 5 ft AC -20, DT -22. Cannot do SMs with Handy. | AC: 60 N: 15 L: 12 F: 5 P: 5 Ex: 13 DR: 140 RR: 89 Qualities: Hardplate (Head Groin) AGI +2 against Explosives | Items Gas Mask |
Mole Miner Foreman / Supervisor The leaders of the Mole Miners. Supervisors are the second-in-command while the Foreman are the leaders. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 160 | AP CC DE SQ | 10 6 75 9 | STR: 8 PER: 6 END: 8 CHA: 4 INT: 6 AGI: 10 LCK: 6 | Big Guns Small Guns Unarmed Observation Sneak | 125 150 150 100 75 | Night Vision 75 ft. Immunities: Gas. Bestiary Perks: Armor Breaker R2, Conquer (40 ft), Demolisher, Keen Sense, Pinpoint Targeting R3. Foreman: Adaptable R2, Frenzy. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. Set 1 -Combat Shotgun (12 Gauge Flechette) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d6+20 Dmg Type: N Rng: 80 ft Qualities: BM (Duo), H2 AC -50, DT -30. You can hit up to two targets that are adjacent to each other with one Attack Roll. +10 Flat Damage against Groups. Set 2 -Tube Launcher (Explosive Rocket, Rocket Launcher) Skill: Big Guns S: 5 Dmg: 10d8+35 Dmg Type: Ex Rng: 500 ft Qualities: Destruction, H2 AC -90, DT -25, 20 ft radius. If it hits roll AGI -6. If you succeed, take half damage. | AC: 70 N: 19 L: 16 F: 9 P: 9 Ex: 17 DR: 170 RR: 91 Qualities: Hardplate (Head Groin Torso) AGI +2 against Explosives | Items Gas Mask |
A rare sight in the wasteland to behold nowadays. Vault Dwellers originate from pre-war Vaults constructed by Vault-Tec. All Vault Dwellers know English and one additional language chosen by the Overseer. They also all wear Pip-Boys. This section is organized alphabetically.
Vault Dweller The common Vault citizen is mostly tasked with running the various facilities of the vault, such as kitchens, storage areas, entertainment wings, and libraries. Most have some background in sports, and some even have skills in farming in certain vaults. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 35 | AP CC DE SQ | 9 7 50 3 | STR: 5 PER: 5 END: 4 CHA: 6 INT: 6 AGI: 6 LCK: 7 | Melee Weapons Small Guns Unarmed Observation Sneak Survival | 75 75 75 50 50 50 | ||||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft Set 1 -BB Gun Skill: Small Guns S: 2 T: 3 Dmg: 1d4+4 Dmg Type: N Rng: 30 ft Qualities: Built-In (Silencer), H2 Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. The attack can still be heard. Set 2 -Baseball Bat (Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+14 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth CC +5 for Targeted Head Attacks. Set 3 -Switchblade (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+9 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. | AC: 20 N: 2 L: 5 F: 3 P: 5 Ex: 5 RR: 23 | Armor Vault Jumpsuit Items Pip-Boy |
Vault Security The protectors and enforcers of the Vault. Your loyal Vault Security officers. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 50 | AP CC DE SQ | 10 7 55 4 | STR: 6 PER: 6 END: 5 CHA: 7 INT: 6 AGI: 8 LCK: 7 | Melee Weapons Small Guns Unarmed Observation Insight Sneak | 100 100 100 75 75 50 | Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. Set 1 -10mm Pistol Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+11 Dmg Type: N Rng: 50 ft Qualities: H1 AC -15, DT -10. Set 2 -Baseball Bat (Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+16 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth AC -10, DT -10. CC +5 for Targeted Head Attacks. Set 3 -Switchblade (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+10 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) AC -10, DT -10. For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. | AC: 50 N: 32 L: 25 F: 18 P: 20 Ex: 30 DR: 110 RR: 75 Qualities: Hardplate (Head Groin Torso) AGI +1 against Explosives | Armor Vault Security Riot Helmet Vault Jumpsuit Vault Security Armor Items Flashlight Handcuffs Pip-Boy |
Vault Scientist The big brain energy of the Vault. Often assigned to Vault science projects, researching the inhabitants, the outside world, or other purviews of science. Bathed in the glow of terminals, and the smell of cooking beakers, they are an odd bunch. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Humanoid Medium 30 | AP CC DE SQ | 9 7 55 3 | STR: 4 PER: 6 END: 5 CHA: 7 INT: 9 AGI: 6 LCK: 7 | Energy Weapons Small Guns Unarmed Observation | 75 75 50 50 | Vault Scientists carry whatever Tools they may need for their job. They have at max 150 in two of the following Support Skills: Chemistry, Computer Science, Doctor, and Engineer. This is upon the Overseer’s discretion. Bestiary Perks: Lifesaver. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: N Rng: 5 ft -Wattz Laser Pistol (EC) Qualities: H1 Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+5 Dmg Type: L Rng: 150 ft | AC: 20 N: 2 L: 5 F: 3 P: 5 Ex: 5 RR: 25 Computer Science & Doctor +10 | Armor Vault-Tec Lab Coat Items Pip-Boy |
Vault Technician The big brain energy of the Vault. Often assigned to Vault science projects, researching the inhabitants, the outside world, or other purviews of science. Bathed in the glow of terminals, and the smell of cooking beakers, they are an odd bunch. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Humanoid Medium 30 | AP CC DE SQ | 9 7 55 3 | STR: 4 PER: 6 END: 5 CHA: 7 INT: 9 AGI: 6 LCK: 7 | Energy Weapons Small Guns Unarmed Observation | 75 75 50 50 | Vault Scientists carry whatever Tools they may need for their job. They have at max 150 in two of the following Support Skills: Chemistry, Computer Science, Doctor, and Engineer. This is upon the Overseer’s discretion. Bestiary Perks: Crafty. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: N Rng: 5 ft -Multi-Tool (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+8 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. | AC: 20 N: 2 L: 5 F: 3 P: 5 Ex: 5 RR: 25 Engineer +15 | Armor Vault-Tec Mechanic Items Pip-Boy |
Butch DeLoria “The damned G.O.A.T. said I’m supposed to be a hairdresser, but that ain’t me! Tunnel Snakes Rule!” | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 50 | AP CC DE SQ | 10 7 55 4 | STR: 7 PER: 6 END: 5 CHA: 7 INT: 5 AGI: 7 LCK: 7 | Melee Weapons Unarmed Observation Charm Intimidation | 75 50 50 75 75 | Tunnel Snakes Rule (Perk): Butch has PL 70 ft. Whenever Butch or an ally within his PL is attacked, the attacker gets a -25 Hit Chance. While you’re traveling with Butch, one player can generate one VP once every two R&Rs. Whoever gets the VP is up to the players. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft -Butch’s Toothpick (Switchblade, Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+11 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) 1d6 True. For Dagger SMs only get +50 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. | AC: 20 N: 2 L: 5 F: 3 P: 5 Ex: 5 DR: 15 RR: 25 Charm & Intimidation +15 | Armor Tunnel Snakes Jumpsuit Items Cigarette Lighter Pip-Boy |
The common citizens that wander the wasteland. They’re both good and bad. This section is organized by Defcon Tier.
Wastelander The most common type of individual you’ll find in the wasteland. Wastelanders vary in skill and equipment but overall they only carry the bare essentials to survive. They can be either a human or a ghoul. They could be friendly, or they’ll try to rob you. The variants are some occupations that you’ll encounter in the wasteland. Overseer’s can make their own occupations to fill the world. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Humanoid Medium 30 | AP CC DE SQ | 8 5 50 2 | STR: 5 PER: 5 END: 5 CHA: 5 INT: 5 AGI: 5 LCK: 5 | Melee Weapons Small Guns Unarmed Observation Sneak | 50 50 50 50 50 | ||||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft Set 1 -Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+15) DT -2. Set 2 -9mm Pistol Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d4+9 Dmg Type: N Rng: 70 ft Qualities: H1, Holdout (+10) AC -5, DT -3. Set 3 -Caravan Shotgun (12 Gauge Buckshot) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d10+18 Dmg Type: N Rng: 40 ft Qualities: H2 AC -15. +20 Hit Chance for Targeted Attacks. You can hit up to two targets that are adjacent to each other with one Attack Roll. +15 Flat Damage against Groups. Set 4 -Varmint Rifle (5.56mm) Skill: Small Guns S: 3 T: 4 Dmg: 1d12+19 Dmg Type: N Rng: 250 ft Qualities: H2 AC -10, DT -5. | AC: 10 RR: 10 | Armor Clothes Variants Animal Herder: Survival 100, Whistle. Cook: Survival 100, Cooking Tools. Chemist: Chemistry 100, Chemistry Kit. Doctor: Doctor 100, Doctor’s Bag, Medical Kit. Gambler: Deception & Gambling 100, Deck of Cards. Innkeeper: Charm & Insight 100. Librarian: Lore 100, Pre-War Book. Mechanic: Engineer 100, Tool Set. Railroad Stand Runners, Safehouse Owner, Tourist: Deception and Insight 100. Tailor: Survival 75, Sewing Kit. |
Veteran Wastelander Veteran Wastelanders are experienced wastelanders for a higher status in profession and skill set. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 60 | AP CC DE SQ | 8 5 55 3 | STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 6 LCK: 5 | Archery Melee Weapons Small Guns Unarmed Observation Sneak | 75 75 75 75 75 75 | Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+13 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. Set 1 -Hunting Rifle (.308, Rifle Sling) Skill: Small Guns S: 3 T: 4 Dmg: 3d6+22 Dmg Type: N Rng: 350 ft Qualities: H2 AC -20, DT -11. You can equip this weapon as a free action. Set 2 -Handmade Rifle (7.62mm, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d8+11 Dmg Type: N Rng: 160 ft Qualities: H2 AC -15, DT -10. Set 3 -Revolutionary Sword Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+12 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -10. +25 Hit Chance when doing Parry or Counter Attack. Set 4 -Double-Barrel Shotgun (12 Gauge Buckshot) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d10+10 Dmg Type: N Rng: 40 ft Qualities: H2 AC -25, DT -5. You can hit up to two targets that are adjacent to each other with one Attack Roll. +15 Flat Damage against Groups. Set 5 -Longbow (Field Point Arrow) Skill: Archery S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 400 ft Qualities: Built-In (Silencer), H2 AC -10, DT -11, +10 Hit Chance. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. | AC: 50 N: 15 L: 15 F: 10 P: 5 Ex: 5 DR: 60 RR: 47 PER +2 AGI +1 | Armor Hat Clothes Plated Leather Armor Items Flashlight Healing Powder Variants Bartender: Charm 125, 2 Beer, 2 Wine. Hired Gun: Fast Hands, Pinpoint Targeting R2, Max HP +20, AP +2. Hunter: Sneaky, Archery and Small Guns 100. Rope 50 ft, Compass, Fire Starter Kit, Skinning Kit. Town Guard Captain: Leader (50 ft), Max HP +20, all DT +5, SQ +2, all listed Skills +25, Insight and Intimidation 100. Merchant: Charm, Deception, and Insight 75. 100 caps. Militia: Small Guns and Unarmed 100. Railroad Stand Runners, Safehouse Owner, Tourist: Deception and Insight 100. Scavenger: Sneaky, Sneak & Survival 100. Gas Mask, Flashlight. Town Guard: Lightning Reflexes, Insight and Intimidation 75, all listed Combat Skills +25, Cigarettes, Flashlight Handcuffs, Lighter, Signal Whistle. |
Child of Atom Members of the Church of the Children of Atom. A religion that worships nuclear weapons, that urges adherents to spread the radiation one detonation at a time. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 70 | AP CC DE SQ | 8 6 50 3 | STR: 5 PER: 5 END: 8 CHA: 6 INT: 5 AGI: 6 LCK: 5 | Small Guns Throwing Unarmed Observation Sneak | 100 100 50 50 50 | Atom’s Blessing (Perk): Child of Atom members get RR +100 and they ignore the effects of Radiation unless they have 999 Rads. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Gamma Gun (Gamma Round) Skill: Small Guns S: 3 Rng: 25 ft Qualities: H1, Restrict (Barrel, Muzzle, Scopes) 1d20+5 True, Rads 200. -Nuka Grenade (1) Skill: Throwing S: 3 Dmg: 10d10+60 Dmg Type: P Rng: 50 ft Qualities: Destruction AC -60, DT -30, 10 ft radius. If it hits, roll AGI -8. If you succeed, take half damage. Leaves a residue of radiation that deals 15 rads an hour. Not recommended to use below Level 10. | AC: 15 DR: 5 RR: 154 END +2 | Armor Church of Atom Rags Items Electric Lantern Small Trinket of Atom |
Minuteman When the horns of battle are heard, the Minutemen will be there ready to defend the people of the Commonwealth. They often carry Smoke Grenades to relay the artillery to fire upon that location. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 70 | AP CC DE SQ | 9 5 60 4 | STR: 5 PER: 7 END: 5 CHA: 5 INT: 5 AGI: 7 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak | 100 75 75 75 50 75 | Bestiary Perks: Pinpoint Targeting R1. At A Minute’s Notice (Perk): When members of the Minutemen are within 15 ft of each other, they inflict AC -10. This doesn’t stack. As Groups they’ll get the AC bonus but they don’t have to be within 15 ft of another Group. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+14 Dmg Type: N Rng: 5 ft Qualities: H1 DT -2. -Gas Grenade (2, Smoke) Skill: Throwing S: 3 Rng: 50 ft All Hit Chance penalties and AC are ignored, 15 ft radius. All attacks going through or inside the smoke take the Heavy Fog Environmental Penalty for 1 minute. -Laser Musket (MFC, Combat Knife Bayonet) Skill: Energy Weapons S: 4 T: 5 Dmg: 3d20+5 Dmg Type: L Rng: 150 ft Qualities: H2 AC -15, DT -10. | AC: 15 N: 5 L: 5 F: 5 P: 5 Ex: 5 RR: 10 PER +2 CHA & AGI +1 Energy Weapons & Observation +10 | Armor Hat Minuteman Outfit Items Flashlight Handheld Radio |
Tribal After the Great War, some of humanity has been rendered down to tribes once more. Some have created their own languages or modified Pre-War languages. Those that are affiliated with tribes are referred to as Tribals. All tribes have their own customs that have been passed down through the generations. They commonly use primitive technology and techniques to survive. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 50 | AP CC DE SQ | 9 6 55 4 | STR: 7 PER: 6 END: 8 CHA: 5 INT: 5 AGI: 7 LCK: 6 | Archery Melee Weapons Unarmed Observation Survival Sneak | 100 100 100 75 100 75 | Night Vision 50 ft. Bestiary Perks: Armor Breaker R1, Cavalry Training, Hunter, Keen Sense, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Tomahawk (2, Axe) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+11 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -10. +1 Dice Damage when used as a Throwing Weapon. Throwing Range is 90 ft. Set 1 -Longbow (Bullet Point Arrow) Skill: Archery S: 3 T: 4 B: 5 Dmg: 5d4+15 Dmg Type: N Rng: 400 ft Qualities: Built-In (Silencer), H2 AC -25, DT -16. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 2 -Battle Axe Skill: Melee Weapons S: 4 T: 5 Dmg: 2d10+22 Dmg Type: N Rng: 5 ft Qualities: H3, Technique (Ice Pick, Stab) STR +1 for Blunt Strike. AC -10, DT -10. -Medium Shield Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+13 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -10, DT -10, AC +15 when equipped. Set 3 -Hook Spear (Pole Arm) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+14 Dmg Type: N Rng: 10 ft Qualities: H3, Technique (Weapon Hook) AC -15, DT -10. Throwing Range is 75 ft. | AC: 30 N: 10 L: 17 F: 17 P: 7 Ex: 9 DR: 60 RR: 46 Qualities: Insulated | Armor Leather Rags Studded Leather Armor Items Matches Skinning Kit |
Gangster Gangsters are often affiliated with organized crime in towns and cities. They don’t commit crimes outright in the daylight, they work in the shadows with extortions, shakedowns, etc. Often these gangs are family oriented and are led by the Don. The Don calls the shots and if they need something handled, they’ll send the Muscle. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 80 | AP CC DE SQ | 9 10 55 4 | STR: 6 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Intimidation Observation Sleight of Hand Sneak | 100 100 75 75 75 75 50 75 | Bestiary Perks: Armor Breaker R1, Big Hitter, Pinpoint Targeting R1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Switchblade (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+10 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) AC -10, DT -10. For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. Set 1 -.45 Auto SMG Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d12+10 Dmg Type: N Rng: 80 ft Qualities: H3 AC -10, DT -5. Set 2 -Baseball Bat (Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d10+21 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth AC -20, DT -10. CC +5 for Targeted Head Attacks. -Molotov Cocktails (2) Skill: Throwing S: 3 Dmg: 4d4+5 Dmg Type: F Rng: 55 ft Qualities: Restrict (All) AC -20, DT -10, 10 Burn, 5 ft radius. Set 3 -.22 Pistol Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 1d6+7 Dmg Type: N Rng: 40 ft Qualities: Built-In (Silencer), H1, Holdout (+30), Restrict (Muzzle) AC -20, DT -5. CC +5. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. | AC: 25 N: 5 L: 5 F: 5 P: 5 Ex: 5 RR: 10 PER & LCK +1 Gambling +10 | Armor Hat Gambler Suit -Kevlar Weave Items Buffout Cigarette Lighter |
Gangster Muscle Gangsters are often affiliated with organized crime in towns and cities. They don’t commit crimes outright in the daylight, they work in the shadows with extortions, shakedowns, etc. Often these gangs are family oriented and are led by the Don. The Don calls the shots and if they need something handled, they’ll send the Muscle. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 100 | AP CC DE SQ | 9 10 55 4 | STR: 6 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Intimidation Observation Sleight of Hand Sneak | 125 100 75 75 125 75 50 75 | Bestiary Perks: Armor Breaker R1, Big Hitter, Pinpoint Targeting R1, Resilience. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Switchblade (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+10 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) AC -10, DT -10. For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. Set 1 -.45 Auto SMG Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d12+10 Dmg Type: N Rng: 80 ft Qualities: H3 AC -10, DT -5. Set 2 -Trench Gun (12 Gauge Slug) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+15 Dmg Type: N Rng: 40 ft Qualities: H2 AC -10, DT -15, +15 Hit Chance. Set 3 -Baseball Bat (Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d10+21 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth AC -20, DT -10. CC +5 for Targeted Head Attacks. -Molotov Cocktails (2) Skill: Throwing S: 3 Dmg: 4d4+5 Dmg Type: F Rng: 55 ft Qualities: Restrict (All) AC -20, DT -10, 10 Burn, 5 ft radius. | AC: 40 N: 35 L: 25 F: 20 P: 20 Ex: 30 DR: 100 RR: 35 PER & LCK +1 Gambling +10 | Armor Hat Gambler Suit Kevlar Armor Items Buffout Cigarette Lighter Variants Don: Adaptable R1, Conquer (50 ft), Max HP +50, Charm Deception & Insight 100, Intimidation +25, Cigar. |
Assassin As long as people want other people dead, these ruthless killers will deliver death, and make a mountain of caps while doing it. Assassins are professional killers that strike from the shadows. They often use poisons and operate alone but if a target is big they’ll team up with other assassins. Assassins can take several jobs such as thieves, spies, and bounty hunting. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 100 | AP CC DE SQ | 10 10 65 8 | STR: 6 PER: 8 END: 6 CHA: 7 INT: 6 AGI: 10 LCK: 10 | Melee Weapons Small Guns Throwing Unarmed Deception Observation Sleight of Hand Sneak | 125 125 100 125 100 125 100 125 | Bestiary Perks: Armor Breaker R2, Dual Fighter, Pinpoint Targeting R2, Sneaky. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -20, DT -20 -Butterfly Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 4d4+14 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) SM: Flourish - +2 Dice Damage and CC +5. AC -20, DT -24. -Agent Handgun (.32 SAP, Pistol, Silencer) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 1d8+8 Dmg Type: N Rng: 40 ft Qualities: H1, Holdout (+50) AC -25, DT -20. 1d8 True. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 1 -Trail Carbine (.44 HOP, Rifle, Reflex Scope) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 4d10+30 Dmg Type: N Rng: 300 ft Qualities: H2 AC -35. Set 2 -Soviet Carbine (5.45 SAP, SMG, Silencer) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d10+7 Dmg Type: N Rng: 150 ft Qualities: Built-In (Folding Stock), H3, Holdout (20), Restrict (Stock) AC -30, DT -17. 1d10 True. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 3 -DKS-501 (.308 ARP, Rifle, Sniper Scope, Silencer) Skill: Small Guns S: 4 T: 5 Dmg: 3d6+17 Dmg Type: N Rng: 400 ft Scope Rng: 1200 ft Qualities: H2 AC -40, DT -52, ignore DR. Scope Range applies to Targeted Attacks. PER +2 and Observation +20 when looking for something at a distance. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. | AC: 60 N: 29 L: 18 F: 11 P: 10 Ex: 17 DR: 100 RR: 37 Qualities: Hardplate (Head Torso) PER +2 AGI +1 Sneak +20 | Armor Advanced Combat Helmet Military Garments -Ballistic Vest Recon Armor Cloak Items Climbing Gear Handheld Radio Lockpick Set Make-Up Kit Clothes Stimpak 2 |
Mercenary Mercenaries consider themselves professionals in their field. Their jobs can range from guard duty to hitman to bounty hunting. Some of them however have a moral code and won’t do random acts of violence. Mercenaries aren’t cheap either so hiring one may cost from 250 to 1000 caps per job. Sometimes Veterans work with others and are seen as the leader or the second in command. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 9 5 60 6 | STR: 6 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 100 100 100 100 75 90 90 | Bestiary Perks: Armor Breaker R2, Pinpoint Targeting R2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 AC -20, DT -22. -Flashbang (2) Skill: Throwing S: 3 Rng: 55 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -2. If you fail, you’re Stunned for one turn. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 55 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Infantry Rifle MK I (5.56mm, Assault Rifle, Advanced Receiver) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d12+19 Dmg Type: N Rng: 230 ft Qualities: H2 AC -30, DT -15, +15 Hit Chance. Set 2 -AER9 Laser Rifle (MFC, Boosted Capacitor) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+25 Dmg Type: L Rng: 250 ft Qualities: H2 AC -20, DT -10. Set 3 -Assaultron Blade (Reinforced Blade, Sword) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d12+18 Dmg Type: N Rng: 5 ft Qualities: H3 SM: Stealth Slash - Only when sneak attacking, get a +10 Hit Chance and a CC +15. AC -20, DT -20. -Flashbang (+2) -Frag Grenade (+2) | AC: 55 N: 29 L: 18 F: 11 P: 10 Ex: 17 DR: 95 RR: 52 Qualities: Hardplate (Head Torso) AGI +1 | Armor Combat Helmet Military Garments Combat Armor MK I Items Flashlight Handheld Radio Stimpak 2 Variants Veteran: Resilience, Max HP +50, all listed Skills +20. |
Heavy Mercenary Heavy Mercenaries are the same normal Mercenaries except they use advanced equipment. They’re often the second in command or the heavy hitters of a mercenary group. Sometimes the heavy hitter of a mercenary group is the second in command. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Humanoid Medium 175 | AP CC DE SQ | 10 5 70 7 | STR: 8 PER: 9 END: 8 CHA: 6 INT: 6 AGI: 10 LCK: 5 | Big Guns Energy Weapons Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 125 125 125 125 125 100 100 100 | Bestiary Perks: Armor Breaker R2, Pinpoint Targeting R3, Power Armor Training, Pugilist. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+18 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+17 Dmg Type: N Rng: 5 ft Qualities: H1 AC -20, DT -22. +10 Flat Damage for Power Armor Set. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 65 ft Qualities: Destruction, H1 AC -60, DT -25, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Urban Plasma Rifle (PC) Skill: Energy Weapons S: 4 T: 5 Dmg: 4d8+20 Dmg Type: P Rng: 150 ft Qualities: H2 AC -30, DT -15. Set 2 -Storm Carbine (5.56mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d12+21 Dmg Type: N Rng: 170 ft Qualities: H2 AC -40, DT -20. | AC: 60 N: 44 L: 29 F: 28 P: 17 Ex: 22 DR: 145 RR: 66 Qualities: Hardplate (Head Groin Torso) PER +2 AGI +1 | Armor Advanced Combat Helmet -Headlamp Military Garments Polymer Combat Armor Items Afterburner Gum Handheld Radio Stimpak 2 |
Mercenary Commander The Mercenary Commander is the leader of the mercenaries and they do what is necessary to keep his people in line. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Humanoid Large 200 | AP CC DE SQ | 10 5 70 7 | STR: 8 PER: 9 END: 8 CHA: 6 INT: 6 AGI: 10 LCK: 5 | Big Guns Energy Weapons Melee Weapons Small Guns Throwing Unarmed Observation Sneak | 125 125 125 125 125 100 100 100 | Night Vision 100 ft. Immunities: Crippled, Gas, Radiation. Bestiary Perks: Armor Breaker R2, Conquer (60 ft), Pinpoint Targeting R3, Power Armor Training, Pugilist. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+18 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+32 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 65 ft Qualities: Destruction, H1 AC -60, DT -25, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. Set 1 -Flamer (Gasoline, Napalm Pack) Skill: Big Guns S: 4 Dmg: 6d10+30 Dmg Type: F Rng: 50 ft Qualities: H2, Insulated, Line, RM (Cancel, Long) AC -50, DT -30. 10 Burn. Set 2 -Claymore (Sword) Skill: Melee Weapons S: 4 T: 5 Dmg: 4d8+23 Dmg Type: N Rng: 10 ft Qualities: H2 SM: Highland Slash - -20 Hit Chance and +10 Flat Damage. AC -20, DT -20. STR +1 for Blunt Strike and Murder Stroke. +10 Flat Damage for Power Armor Set. -Large Shield Skill: Melee Weapons S: 4 T: 5 Dmg: 1d12+16 Dmg Type: N Rng: 5 ft Qualities: H1, Smooth AC -20, DT -20, AC +20 when equipped. +10 Flat Damage for Power Armor Set. -Frag Grenade (+2) | AC: 75 N: 53 L: 53 F: 52 P: 51 Ex: 51 DR: 390 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER & AGI +1 AGI +1 against Explosives | Armor T-45 Helmet -Headlamp -Night Vision HUD Military Garments Exo Suit T-45 Items Afterburner Gum Handheld Radio Stimpak 2 |
Railroad Agent Railroad Agents are common agents found in the Commonwealth. Agents are standard Railroad units trained in the art of sabotage and infiltration to find Synths and free them from the Institute. The Hacker variant focuses on making the Railroads equipment and hacking into the Institute's systems. The Veteran Agent is usually the leader or a small squad. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 9 5 75 7 | STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 7 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Deception Insight Observation Sleight of Hand Sneak | 100 125 75 75 100 75 100 75 100 | Bestiary Perks: Armor Breaker R1, Freedom Trail, Lightning Reflexes, Pinpoint Targeting R1, Sneaky. Freedom Trail (Perk): When wearing a disguise they get Deception +50. Also, they can do one of the following actions as a Free Action once per turn: Equip/Switch Item, Pickpocket, or Use Item Action. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+12 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -.45 Auto Pistol (Silencer) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d12+10 Dmg Type: N Rng: 50 ft Qualities: H1 AC -10, DT -5. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 1 -Pocket SMG (9mm, Silencer) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d4+16 Dmg Type: N Rng: 80 ft Qualities: H3, Holdout (+20) AC -15, DT -8. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. -Flashbang (2) Skill: Throwing S: 3 Rng: 50 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -2. If you fail, you’re Stunned for one turn. Set 2 -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 150 ft Qualities: H2 AC -20, DT -8. -Pipe Bombs (2) Skill: Throwing S: 3 Dmg: 2d10+20 Dmg Type: F Rng: 50 ft AC -30, DT -5, 15 ft radius. If it hits roll AGI -3. If you succeed, take half damage. Set . -Infantry Rifle MK II (5.56, Assault Rifle, Advanced Receiver) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d12+18 Dmg Type: N Rng: 250 ft Qualities: H2 AC -20, DT -10, +10 Hit Chance. Veteran Agent only. | AC: 40 N: 29 L: 39 F: 28 P: 17 Ex: 27 DR: 130 RR: 87 Qualities: Conductive, Hardplate (Head Groin Torso) AGI +1 Sneak -50 | Armor Combat Helmet Military Garments Railroad Armored Coat MK I Items Binoculars Flashlight Handheld Radio Lockpick Set Make-Up Kit Clothes Variants Hacker: Crafty, Computer Science & Engineer 100, Overclocker. Veteran Agent: Max HP +50, all list Skills +25. |
Railroad Agent Heavy Railroad Heavy agents are the main fighters of the Railroad. They take the fight directly to the Institute. The Veteran variant often lead the assault for the heavies. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 120 | AP CC DE SQ | 9 5 75 7 | STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 7 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Deception Insight Observation Sleight of Hand Sneak | 100 125 75 75 100 75 125 75 100 | Items: Binoculars, Flashlight, Handheld Radio. Bestiary Perks: Armor Breaker R1, Freedom Trail, Lightning Reflexes, Pinpoint Targeting R1, Sneaky. Freedom Trail (Perk): When wearing a disguise they get Deception +50. Also, they can do one of the following actions as a Free Action once per turn: Equip/Switch Item, Pickpocket, or Use Item Action. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+12 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -.45 Auto Pistol (Silencer) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d12+10 Dmg Type: N Rng: 50 ft Qualities: H1 AC -10, DT -5. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 1 -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 150 ft Qualities: H2 AC -20, DT -8. -Pipe Bombs (2) Skill: Throwing S: 3 Dmg: 2d10+20 Dmg Type: F Rng: 50 ft AC -30, DT -5, 15 ft radius. If it hits roll AGI -3. If you succeed, take half damage. Set 2 -Railway Rifle (Railway Spikes) Skill: Small Guns S: 3 T: 4 Dmg: 4d10+30 Dmg Type: N Rng: 100 ft Qualities: H2 AC -25, DT -15, 10 Bleed. -Pipe Bombs (2) Set 3 -Gauss Rifle (2mm EMC) Skill: Small Guns S: 5 T: 6 Dmg: 6d10+60 Dmg Type: Ex Rng: 500 ft Qualities: H2 AC -25, DT -20. Veteran Agent only. | AC: 45 N: 49 L: 34 F: 33 P: 22 Ex: 27 DR: 130 RR: 99 Qualities: Hardplate (Head Groin Torso) AGI +1 | Armor Combat Helmet -Headlamp Military Garments -Ballistic Vest Railroad Armored Coat MK II -Kevlar Weave Items Binoculars Flashlight Handheld Radio Variants Veteran Agent: Max HP +50, all list Skills +25. |
The world of Fallout is filled with characters that have impacted the world aside from yourself. These NPCs have unique personalities and abilities that only they have. If you do not plan to use these NPCs, we recommend using them as a base for custom NPCs. They cannot be companions for Character Creation. This section is organized alphabetically.
Argyle The faithful, and hyper-competent, Ghoul manservant of Herbert “Daring” Dashwood. Submitted by INSERTUSERNAME. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 150 | AP CC DE SQ | 9 4 70 6 | STR: 10 PER: 9 END: 8 CHA: 4 INT: 7 AGI: 8 LCK: 4 | Throwing Unarmed Intimidation Observation Sleight of Hand Sneak | 125 150 100 100 75 100 | Bestiary Perks: Adaptable R1, Armor Breaker R2, Martial Training, Pugilist, Sneaky. Eagle Claw! (Perk): For 5 AP, roll Unarmed with -70 against a target. If you hit, roll 1d10. On 4 - 10, the target takes 1d20+10 True. On 1 - 3, the target’s heart is ripped out and dies. AP Cost cannot be lowered for this perk. The -70 doesn’t count as a Hit Chance penalty. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+18 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Frag Grenade (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 75 ft Qualities: Destruction, H1 AC -30, DT -10, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. | AC: 55 N: 25 L: 14 F: 8 P: 8 Ex: 15 DR: 75 RR: 146 Qualities: Hardplate (Torso) | Armor Clothes Combat Armor MK I |
Arcade Gannon A member of the Followers of the Apocalypse with the goal of researching potential medical uses of naturally occurring compounds in the Mojave Wasteland. But don’t let this fool you as there is more to him than meets the eye. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 120 | AP CC DE SQ | 9 5 60 4 | STR: 5 PER: 7 END: 4 CHA: 6 INT: 10 AGI: 7 LCK: 5 | Energy Weapons Unarmed Observation Doctor Engineer Lore Sneak | 75 50 50 125 125 125 50 | Arcade has 6 LP. Bestiary Perks: Blaster, Crafter, Lifesaver. Gannon PHD (Perk): Arcade can heal up to four targets at once with the Doctor Skill. Also, you can roll twice when using items to heal. You can choose the higher result between the two. This also applies to the Doctor Skill. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Plasma Defender (EC) Skill: Energy Weapons S: 3 T: 4 Dmg: 6d4+25 Dmg Type: P Rng: 80 ft Qualities: H1 AC -5, DT -5. | AC: 15 DR: 5 RR: 8 INT +2, Doctor & Engineer +15 | Armor Lab Coat Items Doctor’s Bag Medical Kit Stimpak 2 |
Benny "Maybe Khans kill people without looking them in the face, but I ain't a fink, dig?" | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 80 | AP CC DE SQ | 9 5 50 4 | STR: 5 PER: 5 END: 5 CHA: 7 INT: 7 AGI: 8 LCK: 5 | Melee Weapons Small Guns Unarmed Charm Deception Intimidation Observation Sneak | 75 100 50 100 100 100 50 75 | Bestiary Perks: Armor Breaker R1, Pinpoint Targeting R1. I Ain’t A Fink (Perk): While wielding Maria, Benny inflicts AC -25, DT -10, and get CC +5. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Switchblade (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+12 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+25) AC -10, DT -10. For Dagger SMs only get +25 Hit Chance. This doesn’t apply if the SM can be used with another Weapon type. -Maria (9mm) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 2d4+19 Dmg Type: N Rng: 50 ft Qualities: BM (Spray), H1, Holdout (+10) AC -15, DT -8. | AC: 25 N: 5 L: 5 F: 5 P: 5 Ex: 5 DR: 5 RR: 10 LCK +1 Gambling +10 | Armor Gambler Suit -Kevlar Weave Items Cigarette Lighter |
Butters A small dog that’s a chihuahua and terrier mix. She has a light brown coat with white legs and a small white mark on the back of her head. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Small 1 | AP CC DE SQ | 9 10 85 4 | STR: 3 PER: 8 END: 5 CHA: 6 INT: 5 AGI: 8 LCK: 10 | Unarmed Charm Observation Sneak Survival | 50 75 50 50 75 | Arms and Groin cannot be Targeted, four Legs. Can never wear Armor. Night Vision 50 ft. Immunities: Crippled, Radiation. Bestiary Perks: Gotta Go Fast, Keen Sense. Good Girl (Perk): Butters can also roll for Player Loot. Butters is immune to all damage and cannot die. She cannot increase any Combat Skill. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d6+3 Dmg Type: N Rng: 5 ft 1d6 True. | AC: 45 |
Cait Cage fighter, former slave, mercenary, take your pick. Cait’s a fighter, through and through. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 9 7 45 6 | STR: 8 PER: 4 END: 7 CHA: 5 INT: 4 AGI: 8 LCK: 7 | Melee Weapons Small Guns Unarmed Intimidation Observation Sleight of Hand Sneak | 100 75 100 75 50 75 50 | Bestiary Perks: Addict, Armor Breaker R1, Big Hitter, Pugilist. Irish Courage (Perk): Cait can never be addicted to Drinks. While Cait is under the effects of Drinks, she heals 5 HP every 10 seconds. During Combat this applies at the beginning of her turn. This stacks up to three Drinks. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+16 Dmg Type: N Rng: 5 ft AC -10, DT -15. -Spiked Knuckles Skill: Unarmed S: 2 T: 3 Dmg: 1d6+20 Dmg Type: N Rng: 5 ft Qualities: Holdout (+15) AC -10, DT -17. -Baseball Bat (Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d10+23 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth AC -20, DT -10. CC +5 for Targeted Head Attacks. -Sawed-Off Shotgun (12 Gauge Slugs) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 3d8+2 Dmg Type: N Rng: 20 ft Qualities: H3, Holdout (+10), Restrict (Barrels) AC -15, DT -10, +15 Hit Chance. | AC: 55 N: 17 L: 17 F: 12 P: 7 Ex: 7 DR: 110 RR: 54 AGI +1 | Armor Leather Rags Plated Leather -Kevlar Plate Items Beer 2 Buffout Flashlight Jet |
Charon This life isn’t for the weak. They’ve killed, guarded, bribed, etc. Mercenaries work hard for their caps and they’ll do whatever it takes to get the job done. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 80 | AP CC DE SQ | 9 5 60 6 | STR: 6 PER: 7 END: 3 CHA: 2 INT: 3 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Engineer Sneak | 75 125 100 75 75 75 75 | Bestiary Perks: Pinpoint Targeting R1, Resilience. Contract Job (Perk): Charon can choose to bond with one player character. This will take one hour. After this Charon, and the player character will get the following bonuses as long as either one isn’t Comatose or dead: +1 Dice Damage, AC +10, AP +2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 DT -2. -Combat Shotgun (12 Gauge Flechette) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d6+20 Dmg Type: N Rng: 80 ft Qualities: BM (Duo), H2 AC -30, DT -20. You can hit up to two targets that are adjacent to each other with one Attack Roll. +10 Flat Damage against Groups. -Flashbang (2) Skill: Throwing S: 3 Rng: 55 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -2. If you fail, you’re Stunned for one turn. | AC: 35 N: 40 L: 25 F: 17 P: 17 Ex: 31 DR: 115 RR: 136 Qualities: Hardplate (Head Groin Torso) Big Guns, Energy Weapons, & Small Guns +10 | Armor Combat Helmet Military Fatigues Polished Metal Armor Items Flashlight Multitool |
Codsworth A domestic-model Mister Handy purchased by the Sole Survivor. Codsworth mostly spends his days cleaning up dust in Sanctuary Hills. Sadly his job can never be completed. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Robot Medium 60 | AP CC DE SQ | 10 5 55 5 | STR: 6 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 7 LCK: 5 | Big Guns Energy Weapons Melee Weapons Small Guns Unarmed Engineer Observation Survival | 75 75 75 75 50 100 75 100 | Head cannot be Targeted, three Arms, one Leg. Immunities: Bleed, Gas, Poison, Radiation. Bestiary Perks: Mechanical, Sure Footed. Robot Butler (Perk): All allies get SPECIAL +2 and Skills +15 when Looting. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+5 Dmg Type: N Rng: 5 ft -Flamer Pistol (Biofuel, Attached) Skill: Energy Weapons S: 3 Dmg: 3d6+10 Dmg Type: F Rng: 25 ft Qualities: Insulated, RM (Cancel, Long) AC -10. 10 Burn. -Buzzsaw (Special, Attached) Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+11 Dmg Type: N Rng: 5 ft Qualities: H2 DT -4. | AC: 30 N: 13 L: 20 F: 20 P: 11 Ex: 11 DR: 40 | Armor Mr. Handy / Ms. Nanny Plate -Robot Hands Mr. Handy / Ms. Nanny Utility Parts |
Craig Boone An Ex-NCR 1st Recon Sniper and the last thing you never see. He’s as passionate to his wife as his hatred for the Legion. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 10 10 95 7 | STR: 5 PER: 10 END: 5 CHA: 3 INT: 7 AGI: 10 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 75 150 75 75 125 125 100 | Bestiary Perks: 2189, Adaptable R1, Armor Breaker R1, Fast Hands, Gunslinger, Keen Sense, Pinpoint Targeting R3, Sneaky. Spotter (Perk): Once per turn, Boone will mark an enemy and all damage the enemy takes from Boone and his allies inflict DT -10. Only one target can be marked and it can only be changed on Boone’s turn. Once the target dies the mark disappears. Marking is a Free Action. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+20 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -10, DT -12. STR +1 for Blunt Strike. -Frag Grenade (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 50 ft Qualities: Destruction, H1 AC -60, DT -25, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -Hunting Rifle (.308, Rifle, Silencer, Sniper Scope) Skill: Small Guns S: 3 T: 4 Dmg: 3d6+32 Dmg Type: N Rng: 350 ft Scope Rng: 1050 ft AC -40, DT -31. Scope Range applies to Targeted Attacks. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. PER +2 and Observation +20 when looking for something at a distance. | AC: 50 N: 39 L: 29 F: 23 P: 22 Ex: 32 DR: 70 RR: 60 Qualities: Hardplate (Groin Torso) PER +2 AGI +1 | Armor 1st Recon Beret Military Garments NCR Veteran Armor Items Binoculars Fire Starter Flashlight |
Curie From a modified Miss Nanny to a walking breathing Synth, Curie gets to experience life in a different way. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 50 | AP CC DE SQ | 9 5 50 4 | STR: 5 PER: 5 END: 5 CHA: 7 INT: 11 AGI: 7 LCK: 5 | Energy Weapons Unarmed Observation Doctor Sneak | 50 50 50 125 50 | Curie is a Synth. If you want to use her Ms. Nanny body, use the Ms. Nanny Utility stats but apply her PER, CHA, INT, LCK, Skills, and the perk Combat Medic. Bestiary Perks: Lifesaver. Combat Medic (Perk): Curie has PL 100 ft. If Curie or an ally within her PL would be Comatose, they instead remain at 1 HP. Curie can do this up to her INT/2 and it resets after an R&R. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -AER9 Laser Rifle (MFC) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 4d6+20 Dmg Type: L Rng: 250 ft Qualities: H2 | AC: 15 RR: 60 | Armor Clothes Items Doctor’s Bag Medical Kit Stimpak 2 |
Danse A ex-Paladin of the Brotherhood of Steel who is now being hunted down for being a Synth. He still believes in the Brotherhood’s goals and values. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Large 400 | AP CC DE SQ | 10 5 65 9 | STR: 7 PER: 8 END: 7 CHA: 7 INT: 7 AGI: 10 LCK: 5 | Big Guns Energy Weapons Melee Weapons Throwing Unarmed Engineer Observation Sneak | 125 150 125 125 125 125 100 125 | Night Vision 100 ft. Immunities: Crippled, Gas, Radiation. Bestiary Perks: Adaptable R2, Ad Victoriam, Armor Breaker R2, Blaster, Fast Hands, Leader (50 ft), Pinpoint Targeting R3, Power Armor Training, Rise. Know Your Enemy (Perk): While Danse is traveling with you, get +10 Flat Damage when attacking Creatures, Ghouls, Mutants, and Synths. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+17 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Exo Suit Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d4+21 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Ripper (EC, Dagger) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+25 Dmg Type: N Rng: 5 ft Qualities: H3, Smooth, Technique (Cleaving Blow) AC -20, DT -20. 1d6 True. -Plasma Grenade (4) Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: P Rng: 70 ft Qualities: Destruction AC -60, DT -15, 10 ft radius. If it hits roll AGI -4. If you succeed, take half damage. -Danse’s AER12 Laser Rifle (MFC, Overcharged Capacitor) Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 8d6+47 Dmg Type: L Rng: 200 ft Qualities: H2 AC -30, DT -22, CC +5. Can reroll Critical Failures once and choose either result. This resets after a Break or R&R. | AC: 85 N: 59 L: 64 F: 51 P: 62 Ex: 54 DR: 455 Qualities: Conductive, Hardplate (Head Groin Torso) STR +3 PER & CHA +1 AGI +2 against Explosives | Armor T-60 Helmet -Headlamp -Night Vision HUD BOS Uniform Exo Suit T-60 Items Handheld Radio Stimpak 2 Super Stimpak |
Deacon One of the top agents of the Railroad. He is a man of mystery, subterfuge, and lies, and his true identity or origins are unknown. Some say he was a synth, or an Institute agent, or perhaps he was just a concerned wastelander? He also claims to be the true secret head of the Railroad, but this is unknown. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 > Humanoid Medium 125 | AP CC DE SQ | 9 5 75 7 | STR: 6 PER: 6 END: 7 CHA: 6 INT: 6 AGI: 8 LCK: 5 | Small Guns Unarmed Deception Insight Observation Sleight of Hand Sneak | 125 75 150 150 125 100 150 | Bestiary Perks: Adaptable R1, Armor Breaker R1, Freedom Trail, Lightning Reflexes, Pinpoint Targeting R2, Sneaky. Cloak & Dagger (Perk): When Deacon does a Sneak Attack, he gets +1 Dice Damage and +10 Flat Damage. Freedom Trail (Perk): When wearing a disguise they get Deception +50. Also, they can do one of the following actions as a Free Action once per turn: Equip/Switch Item, Pickpocket, or Use Item Action. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Deliverer (10mm Pistol, Silencer) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+19 Dmg Type: N Rng: 50 ft Qualities: H1 AC -25, DT -15. Ignore up to -20 Hit Chance penalties. -Flashbang (4) Skill: Throwing S: 3 Rng: 55 ft Ignore all AC, 10 ft radius. If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. In addition, targets must roll END -2. If you fail, you’re Stunned for one turn. | AC: 50 N: 20 L: 20 F: 15 P: 10 Ex: 10 DR: 65 RR: 49 AGI +1 Reduce Glare penalties by -1 | Armor Clothes Plated Leather Items Binoculars Flashlight Handheld Radio Sunglasses |
Dean Domino The King of Swing. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 60 | AP CC DE SQ | 9 7 40 4 | STR: 4 PER: 3 END: 8 CHA: 8 INT: 6 AGI: 7 LCK: 7 | Melee Weapons Small Guns Throwing Unarmed Charm Chemistry Engineer Observation Survival | 50 100 50 50 100 75 75 75 100 | Bestiary Perks: Addict, Pinpoint Targeting R1, Undying (25). King of Swing (Perk): Dean has PL 80 ft. If you’re Comatose and within Dean’s PL, you get one Success to Reaper Checks before you roll. Also, all allies not Comatose within heal 5 HP at the beginning of their turn during combat while within Dean’s PL. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: N Rng: 5 ft -Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+9 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+15) DT -2. -Defender (9mm, Pistol) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+12 Dmg Type: N Rng: 70 ft Qualities: H1 AC -15, DT -8. -Tin Grenade (2) Skill: Throwing S: 3 Dmg: 2d8+15 Dmg Type: Ex Rng: 50 ft Qualities: H1 AC -20, DT -10, 10 ft radius. If it hits roll AGI -2. If you succeed, take half damage. | AC: 10 DR: 5 RR: 116 CHA +2 Charm, Deception, & Insight +10 | Armor Tuxedo Items Whiskey |
Dog and God A psychologically disturbed Nightkin with a split personality. Dog is the subservient identity who follows Elijah’s orders like the Master did in his previous life. God is the independent and intelligent identity who seeks to move on and be free from Elijah. Dog will come out upon hearing Elijah’s voice while God will come out upon hearing his own voice. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 < Humanoid Large 400 | AP CC DE SQ | 10 7 70 9 | STR: 13 PER: 9 END: 10 CHA: 3 INT: 5 AGI: 10 LCK: 7 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 150 125 125 125 100 100 100 | Night Vision 50 ft. Immunities: Diseases, Radiation. Bestiary Perks: Adaptable R1, Armor Breaker R3, Big Hitter, Gunslinger, Heavy Lifter, Pinpoint Targeting R2, Resilience, Rise, Undying (50). Broken Mind (Perk): Dog and God can switch between who’s in control. Depending on who’s in control it’ll apply different effects. When Dog is in control he gets DT +10. While God is in control he heals 5 HP every minute. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+18 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Verti-Claymore (Sword) Skill: Melee Weapons S: 4 T: 5 Dmg: 4d10+53 Dmg Type: N Rng: 10 ft Qualities: H2 AC -45, DT -35. -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+24 Dmg Type: N Rng: 150 ft Qualities: H2 AC -30, DT -23. | AC: 20 N: 15 L: 15 F: 15 P: 15 Ex: 15 | Armor Clothes |
Dogmeat In honor of River, the German Shepherd. Dogmeat can be a boy or a girl. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 < Creature Medium 40 | AP CC DE SQ | 9 5 85 4 | STR: 5 PER: 8 END: 5 CHA: 4 INT: 5 AGI: 8 LCK: 5 | Unarmed Observation Intimidation Sneak Survival | 100 75 75 75 100 | Arms and Groin cannot be Targeted, four Legs. When extracting Raw Meat and Hide this is considered Small. Night Vision 50 ft. Bestiary Perks: Keen Sense. Immortal (Perk): When Dogmeat dies, another Dogmeat will appear within 24 hours before you. Dogmeat retains all perks, skills, and levels. Search and Mark (Perk): Dogmeat can also roll for Player Loot but instead use her Survival. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+10 Dmg Type: N Rng: 5 ft 1d6 True. | AC: 30 DR: 15 |
Driver Nephi Armed with a Golf Driver, Driver Nephi is one you shouldn’t take lightly. A feared member of the Fiends. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Creature Medium 150 | AP CC DE SQ | 9 5 55 6 | STR: 8 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 8 LCK: 5 | Melee Weapons Small Guns Unarmed Observation Sneak | 150 100 100 75 75 | Bestiary Perks: Adaptable R1, Addict, Armor Breaker R2, Big Hitter, Martial Training, Resilience. Birdie (Perk): Driver Nephi is always first on the Turn Order for all combat encounters. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Nephi’s Golf Driver (Bludgeon) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d12+24 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth For Targeted Groins Attacks get CC +10 and ignore -20 Hit Chance. | AC: 45 N: 39 L: 29 F: 23 P: 22 Ex: 32 DR: 120 RR: 49 Qualities: Hardplate (Head Groin Torso) AGI +1 | Armor Combat Helmet Military Garments Kevlar Armor Items Jet Med-X Psycho |
ED-E The greatest character in Fallout and the only Duraframe Eyebot in existence. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Robot Small 65 | AP CC DE SQ | 10 10 65 20 | STR: 4 PER: 8 END: 5 CHA: 5 INT: 7 AGI: 8 LCK: 10 | Energy Weapons Unarmed Computer Science Observation Sneak | 100 75 150 150 100 | Only the Head can be Targeted. Can fly due to Head. Immunities: Bleed, Gas, Poison, Radiation. Bestiary Perks: Flight, Mechanical, Pinpoint Targeting R1, Slippery, Sneaky. Duraframe Terminal (Perk): ED-E functions like a Terminal that you can use. He can still give the Assist Action while he’s being used as a Terminal. Enhanced Sensors (Perk): ED-E will know how many individuals are within 500 ft of him. This doesn’t reveal their location. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+4 Dmg Type: N Rng: 5 ft Set 1 -ED-E’s Zapper (Spasm Gun, Attached) Skill: Energy Weapons S: 4 Dmg: 5d4+10 Dmg Type: L Rng: 25 ft Qualities: H1 AC -10, DT -5. If it hits, roll END -3. If you fail you’re Stunned for 1d4 turns. Set 2 -Follower’s Arc Blaster (Attached) Skill: Energy Weapons S: 2 T: 3 Dmg: 4d10+20 Dmg Type: P Rng: 100 ft AC -20, DT -15, +25 Hit Chance. | AC: 40 N: 22 L: 17 F: 9 P: 10 Ex: 22 DR: 110 | Armor ED-E Plate -Flashlight -Radio ED-E Parts Variants ED-E Boss Upgrade: Max HP +35, DR +40, all DT +10. |
Elijah Finding it, though, that's not the hard part. It's letting go. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Humanoid Medium 300 | AP CC DE SQ | 11 5 80 13 | STR: 6 PER: 8 END: 6 CHA: 5 INT: 10 AGI: 10 LCK: 5 | Energy Weapons Throwing Unarmed Computer Science Engineer Observation Sneak | 150 125 75 175 175 125 100 | Bestiary Perks: Ad Victoriam, Adaptable R1, Blaster, Pinpoint Targeting R4, Resilience. For the Brotherhood (Perk): Elijah has PL 50 ft. When Elijah hits a target their skills are reduced by -50 for 1d4 turns. This doesn’t stack. This doesn’t apply as Hit Chance. Elijah always has two Sentry Bot Tanks with him and while they’re within his PL they get +25 Hit Chance, INT +4, and heal 25 HP at the start of their turn. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft -Gauss Rifle (2mm EMC) Skill: Energy Weapons S: 5 T: 6 Dmg: 6d6+70 Dmg Type: Ex Rng: 500 ft Qualities: H2, Line AC -60, DT -45. -Plasma Grenades (4) Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 60 ft Qualities: Destruction AC -90, DT -35, 10 ft radius. If it hits roll AGI -6. If you succeed, take half damage. | AC: 55 N: 25 L: 32 F: 29 P: 20 Ex: 24 DR: 40 RR: 52 Qualities: Insulated | Armor BOS Uniform BOS Elder Outfit Items Mentats Pip-Boy |
Fawkes A calm Super Mutant from Vault 87. Fawkes memory may be fading away, but his heart is always in the right place. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Large 350 | AP CC DE SQ | 10 5 50 9 | STR: 13 PER: 5 END: 12 CHA: 7 INT: 7 AGI: 9 LCK: 5 | Big Guns Melee Weapons Unarmed Lore Observation Sneak | 150 150 150 100 100 75 | Night Vision 75 ft. Immunities: Diseases, Radiation. Bestiary Perks: Adaptable R1, Armor Breaker R3, Heavy Lifter, Pinpoint Targeting R2, Resilience, Rise, Undying (50). Calm Heart (Perk): Fawkes has a PL 70 ft. If an ally is within Fawkes PL he can give you a reroll. Fawkes can do this up to his END and it resets after 24 hours. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+18 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Gatling Laser (MFC EMC, Boosted Capacitor) Skill: Big Guns B: 5 Dmg: 5d6+13 Dmg Type: L Rng: 150 ft Qualities: BM (Storm), H2 AC -25, DT -23. -Super Sledgehammer (Bludgeon) Skill: Melee Weapons S: 3 T: 4 Dmg: 8d4+38 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -30, DT -30. If you hit with a Targeted Attack to the Torso, the target is knocked back 10 ft away from you. You can choose to use this effect after you roll. | AC: 20 N: 17 L: 17 F: 17 P: 17 Ex: 17 | Armor Leather Rags |
Follows-Chalk A tribal living in Zion Canyon and part of the Dead Horses tribe. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 60 | AP CC DE SQ | 8 5 70 3 | STR: 5 PER: 7 END: 7 CHA: 3 INT: 5 AGI: 6 LCK: 5 | Archery Melee Weapons Unarmed Observation Survival Sneak | 75 75 75 100 100 100 | Bestiary Perks: Hunter, Keen Sense, Sneaky. Well-Stacked Cairns (Perk): The Detect and Sneak Action is a Free Action for Follows-Chalk. Follows-Chalk will always know his cardinal directions and while traveling he can use his END instead of LCK for scavenging for food and water. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Tomahawk (2, Axe) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+10 Dmg Type: N Rng: 5 ft Qualities: H1 +1 Dice Damage when used as a Throwing Weapon. +30 ft Base Throwing Range. Set 1 -Short Bow (Field Point Arrow) Skill: Archery S: 3 T: 4 B: 4 Dmg: 4d6+6 Dmg Type: N Rng: 100 ft Qualities: Built-In (Silencer), H2 DT -14, +10 Hit Chance. Anyone within 50 ft gets an Observation -25 when trying to find you if you attacked. Beyond the range you get Observation -50. Set 2 -.45 Auto Pistol Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d12+10 Dmg Type: N Rng: 50 ft Qualities: H1 | AC: 20 N: 2 L: 2 F: 2 P: 2 Ex: 2 RR: 19 PER +2 | Armor Hat Leather Rags Items Matches Skinning Kit |
Goris An Intelligent Deathclaw and the son of Gruthar. He’s a scholar who roams the wastes that desires to learn about the world. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Creature Large 400 | AP CC DE SQ | 10 5 60 9 | STR: 15 PER: 7 END: 10 CHA: 5 INT: 6 AGI: 10 LCK: 5 | Unarmed Lore Observation Sneak Survival | 150 125 100 100 125 | Groin cannot be Targeted. Night Vision 100 ft. Goris has 6 LP. Immunities: Knock Down, Radiation. Bestiary Perks: Adaptable R1, Armor Breaker R3, Frenzy, Keen Sense, Leaper, Rise, Undying (50). Wandering Scholar (Perk): Goris can substitute Lore for all Utility Skills. Goris knows all Unarmed SMs. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 4d6+24 Dmg Type: N Rng: 5 ft AC -40, DT -35, 10 Bleed. | AC: 70 N: 30 L: 28 F: 8 P: 26 Ex: 8 DR: 160 | Armor Robe |
Herbert “Daring” Dashwood (Young) “You’re listening to the adventures of me, Herbert “Daring” Dashwood! And my stalwart Ghoul manservant Argyle!” Submitted by INSERTUSERNAME. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 9 9 65 6 | STR: 7 PER: 8 END: 6 CHA: 8 INT: 7 AGI: 7 LCK: 9 | Energy Weapons Small Guns Unarmed Gambling Observation Sneak | 75 125 75 100 75 75 | Herbert has 4 GP. Bestiary Perks: Pinpoint Targeting R2, Sneaky. Faithful Bodyguard (Perk): Dashwood has PL 50 ft. So as long as Argyle remains within the PL he gains AC +20 and +10 Flat Damage. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft -Combat Shotgun (12 Gauge Buckshot) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d10+20 Dmg Type: N Rng: 80 ft AC -35, DT -15. You can hit up to two targets that are adjacent to each other with one Attack Roll. +15 Flat Damage against Groups. -AEP7 Laser Pistol (EC) Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 7d4+10 Dmg Type: L Rng: 175 ft Qualities: H1 AC -25, DT -10. | AC: 50 N: 25 L: 14 F: 8 P: 8 Ex: 15 DR: 75 RR: 42 Qualities: Hardplate (Torso) | Armor Clothes Combat Armor MK I |
Jericho An ex-raider that spends his twilight years in the city of Megaton. Jericho is looking for a reason to go back out to the wastes. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 100 | AP CC DE SQ | 9 5 60 6 | STR: 7 PER: 7 END: 7 CHA: 4 INT: 5 AGI: 7 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Intimidation Observation Sneak | 100 125 100 100 100 75 75 | Bestiary Perks: Armor Breaker R1, Lightning Reflexes, Pinpoint Targeting R1. Twilight Years: Jericho has PL 40 ft. All allies within his PL get DT +8. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+14 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -Frag Grenades (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -Chinese Assault Rifle (5.56mm, Assault Rifle) Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 1d12+19 Dmg Type: N Rng: 200 ft Qualities: H2 AC -20, DT -15. | AC: 40 N: 37 L: 22 F: 14 P: 14 Ex: 28 DR: 90 RR: 49 Qualities: Hardplate (Groin Torso) AGI -2 | Armor Leather Rags Polished Metal Armor Items Jet 2 |
John Hancock The good-natured ghoul Junkie of the town of Goodneighbor, Hancock embodies the phrase “Of the People, for the People” including when you can huff, gulp down, or inject something into you. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 125 | AP CC DE SQ | 9 7 40 6 | STR: 6 PER: 4 END: 10 CHA: 8 INT: 8 AGI: 7 LCK: 7 | Melee Weapons Small Guns Unarmed Charm Chemistry Insight Observation Sneak | 125 125 75 100 100 75 75 75 | Bestiary Perks: Addict, Armor Breaker R1, Pinpoint Targeting R1. Friendly Pick-Me-Up (Perk): Every R&R you spend with Hancock at a settlement, if you are his ally, he will give you a random Chem. Roll 1d10. On a result of 1 - 7, he will give you a Common Chem. On a result of 8 - 9 he will give you an Uncommon Chem. On a result of a 10, he will give you a Rare Chem. Isodoped (Perk): Hancock has PL 80 ft. When any ally within Hancock’s PL has at least 100 Rads, they gain CC +10 and ignore all of the negative effects of Rads less than 400. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Combat Knife (Dagger, Reinforced Blade) Skill: Melee Weapons S: 2 T: 3 Dmg: 4d4+14 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -12. -Combat Shotgun (12 Gauge Flechette) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d6+20 Dmg Type: N Rng: 80 ft AC -30, DT -20. You can hit up to two targets that are adjacent to each other with one Attack Roll. This cannot be done for Targeted Attacks. +10 Flat Damage against Groups. Qualities: H2 AC -30, DT -15. You can hit up to two targets that are adjacent to each other with one Attack Roll. +10 Flat Damage against Groups. | AC: 40 N: 30 L: 20 F: 15 P: 15 Ex: 25 DR: 100 RR: 145 Qualities: Hardplate (Groin Torso) PER +2 | Armor Hat Hancock’s Frock Coat -Ballistic Vest Kevlar Armor Items Brewer’s Kit Cigarettes Lighter Mentat 2 |
Joshua Graham I don't enjoy killing, but when done righteously, it's just a chore, like any other. We can’t expect God to do all the work. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Medium 850 | AP CC DE | 10 6 75 9 | STR: 6 PER: 10 END: 6 CHA: 9 INT: 9 AGI: 9 LCK: 6 | Small Guns Melee Weapons Throwing Unarmed Lore Observation Survival Sneak Gunsmith | 200 200 150 150 100 125 125 125 125 | Immunities: Crippled. Vulnerabilities: Burn, Fire. Bestiary Perks: Adaptable R2, Armor Breaker R3, Demoralize (50 ft), Gunslinger, Lightning Reflexes, Martial Training, Pinpoint Targeting R3, Pugilist. The Burned Man (Perk): When Joshua Graham scores a Critical Success Hit, he may roll twice on the Critical Table and choose which result to use. Graham will automatically succeed in any Disarm Action regardless of Critical Success. If Joshua's body is intact when he dies, he’ll come back to life in 24 hours. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+15 Dmg Type: N Rng: 5 ft AC -30, DT -35. -Light Shining In Darkness (.45 Auto Pistol) Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d12+20 Dmg Type: N Rng: 50 ft Qualities: BM (Spray), H1 AC -30, DT -25, CC +10. | AC: 85 N: 44 L: 34 F: 23 P: 22 Ex: 32 DR: 125 RR: 62 Qualities: Hardplate (Groin Torso) AGI +1 | Armor Military Garments -Ballistic Vest Combat Armor Mark II -Ballistic Lining Items Bitter Drink 2 Flashlight Holy Bible |
Lillian Marie Bowen Also known as Lily, she’s a Nightkin Super Mutant created by the Master. She now spends her days in Jacobstown tending to the Bighorner and wondering about her grandchildren Becky and Jimmy. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Large 300 | AP CC DE SQ | 10 7 70 9 | STR: 15 PER: 9 END: 10 CHA: 3 INT: 5 AGI: 10 LCK: 7 | Charm Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 75 150 100 100 125 75 125 100 | Night Vision 50 ft. Immunities: Diseases, Radiation. Bestiary Perks: Adaptable R1, Armor Breaker R3, Big Hitter, Frenzy, Heavy Lifter, Pinpoint Targeting R2, Resilience, Rise, Sneaky, Undying (50). Our Favorite Granny (Perk): All allies within 30 ft of Lillian get SPECIAL +2 and all Skills +20. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+20 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Assault Carbine (5mm, Assault Rifle) Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+15 Dmg Type: N Rng: 150 ft Qualities: H2 AC -30, DT -13. -Verti-Claymore Skill: Melee Weapons S: 4 T: 5 Dmg: 5d10+55 Dmg Type: N Rng: 10 ft Qualities: H2 AC -45, DT -35. | AC: 20 N: 5 L: 5 F: 5 P: 5 Ex: 5 PER +2 | Armor Hat Clothes Items Stealth Boy |
Marcus I’m Marcus. Helped build the place. Now I’m sheriff. Yeah, I’m an ugly mutant. I also run this place. You got a problem with that? | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Large 300 | AP CC DE SQ | 10 6 65 9 | STR: 12 PER: 8 END: 10 CHA: 5 INT: 7 AGI: 9 LCK: 6 | Big Guns Throwing Unarmed Charm Intimidation Lore Observation Sneak | 150 125 150 50 125 75 100 75 | Night Vision 50 ft. Immunities: Diseases, Radiation. Bestiary Perks: Adaptable R1, Armor Breaker R3, Heavy Lifter, Pinpoint Targeting R2, Resilience, Rise, Undying (50). For A Friend (Perk): If an ally of Marcus ever fails a check, they can reroll the result after knowing the result. Marcus can use this perk up to 10 times. This resets after 24 hours. The range of this perk is infinite except in death. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+17 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Frag Grenade (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 85 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -Rockwell CZ53 (5mm, Minigun) Skill: Big Guns B: 5 Dmg: 8d6+15 Dmg Type: N Rng: 250 ft Qualities: H2, Line AC -30, DT -13. Can only hit up to three targets with one Attack Roll on the line of attack. | AC: 20 N: 10 L: 10 F: 10 P: 10 Ex: 10 | Armor Clothes |
Mother The Matriarch of the Hairy Deathclaws who’s an ally of the Midwestern Brotherhood of Steel. | ||||||||||
Defcon Tier Body Type Size Max HP | 2 Creature Huge 650 | AP CC DE SQ | 14 10 65 13 | STR: 17 PER: 8 END: 10 CHA: 5 INT: 7 AGI: 10 LCK: 10 | Unarmed Charm Observation Intimidation Sneak Survival | 200 100 125 150 125 125 | Groin cannot be Targeted. Night Vision 100 ft. Immunities: Knock Down, Radiation. Bestiary Perks: Adaptable R2, Armor Breaker R4, Frenzy, Keen Sense, Leaper, Rise, Undying (75). The Matriarch (Perk): Mother has a PL 50 ft. All allies within Mother’s PL get DT +5 and SQ +3. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 6d8+31 Dmg Type: N Rng: 5 ft AC -50, DT -40, 15 Bleed. | AC: 90 N: 46 L: 41 F: 18 P: 37 Ex: 18 |
Motor Runner “You? Take care of me? Ha! You don't look half-tough enough." | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 200 | AP CC DE SQ | 10 5 60 7 | STR: 8 PER: 7 END: 8 CHA: 7 INT: 6 AGI: 10 LCK: 5 | Melee Weapons Small Guns Unarmed Observation Sneak | 150 100 100 75 75 | Bestiary Perks: Adaptable R1, Addict, Armor Breaker R2, Big Hitter, Martial Training, Pugilist. Decapitation (Perk): Everytime Motor Runner hits a target, he inflicts 5 Bleed. He also has two dogs with him called BoneGnash and GhashBone. They get +2 Dice Damage and DT -5 as long as Motor Runner is alive. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+18 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Electric Chainsaw (EC) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d10+36 Dmg Type: N Rng: 5 ft Qualities: H2, Smooth AC -30, DT -20, 1d6+2 True. | AC: 50 N: 34 L: 24 F: 18 P: 17 Ex: 27 RR: 51 Qualities: Hardplate (Head Groin Torso) AGI +1 | Armor Combat Helmet Military Garments Kevlar Armor Items Beer 6 Jet Psycho |
Nick Valentine A prototype 2nd-Generation Synth with the personality and memories of a Pre-War police officer named Nick Valentine living in Diamond City. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Robot Medium 100 | AP CC DE SQ | 10 6 60 7 | STR: 6 PER: 7 END: 6 CHA: 8 INT: 9 AGI: 8 LCK: 6 | Melee Weapons Small Guns Unarmed Computer Science Insight Observation Sleight of Hand Sneak | 75 100 75 125 125 125 50 100 | Can use items like a Human. Night Vision 300 ft. Immunities: Bleed, Gas, Poison, Radiation. Bestiary Perks: Fast Hands, Lightning Reflexes, Pinpoint Targeting R1. Sass Master (Perk): Nick always has PL 100 ft. If a target is within Nick’s PL, for 3 AP, on the next check the target makes, they'll get a -50. For SPECIAL it’s a -4. This can be done once a turn per target. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: N Rng: 5 ft -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 AC -10, DT -2. -.44 Revolver Skill: Small Guns S: 3 T: 4 B: 3 Dmg: 2d10+15 Dmg Type: N Rng: 100 ft Qualities: H1 AC -25, DT -10. | AC: 40 N: 30 L: 20 F: 15 P: 15 Ex: 25 DR: 100 Qualities: Hardplate (Groin Torso) PER & AGI +2 Sleight of Hand & Sneak +15 | Armor Detective’s Hat Trenchcoat Kevlar Armor -Night Sight 2nd Gen Synth Parts Items Detective’s Kit Flashlight Handcuffs Lockpick Set |
Piper Wright Piper is a reporter living in Diamond City. She runs her own newspaper called Publick Occurrences with her little sister Nat. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 - Humanoid Medium 60 | AP CC DE SQ | 9 6 60 4 | STR: 5 PER: 7 END: 4 CHA: 8 INT: 7 AGI: 7 LCK: 6 | Melee Weapons Small Guns Unarmed Charm Observation Sneak | 50 75 50 75 50 50 | Freedom of the Press (Perk): Piper can use her Charm for Deception and Insight checks. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: N Rng: 5 ft -Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+9 Dmg Type: N Rng: 5 ft Qualities: H1, Holdout (+15) DT -2. -Police Revolver (.357) Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 3d6+4 Dmg Type: N Rng: 50 ft Qualities: H1, Holdout (+15) AC -10, DT -2. | AC: 15 RR: 8 PER +2 | Armor Hat Clothes Items Binoculars Flashlight Notepad Nuka Cola Pen |
Preston Garvey Why are you reading this? Another settlement needs your help. I’ll mark it down on your map for you. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 80 | AP CC DE SQ | 9 5 70 4 | STR: 6 PER: 7 END: 5 CHA: 7 INT: 5 AGI: 8 LCK: 5 | Energy Weapons Melee Weapons Throwing Unarmed Observation Sneak Survival | 100 50 75 50 75 50 75 | Bestiary Perks: Pinpoint Targeting R1. For The Commonwealth (Perk): Preston has PL 100 ft. Any allies that are within his PL get SQ +5, AP +1, and +1 Dice Damage. But if any of them are Minutemen, they get +2 Dice Damage instead of +1. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 DT -2. -Smoke Grenade (2) Skill: Throwing S: 3 Rng: 55 ft All Hit Chance penalties and AC are ignored, 15 ft radius. All attacks going through or inside the smoke take the Heavy Fog Environmental Penalty for 1 minute. -Laser Musket (MFC, Combat Knife Bayonet) Skill: Energy Weapons S: 4 T: 5 Dmg: 3d20+5 Dmg Type: L Rng: 150 ft Qualities: H2 AC -15, DT -10. | AC: 15 N: 5 L: 5 F: 5 P: 5 Ex: 5 DR: 40 RR: 10 PER +2 CHA & AGI +1 Energy Weapons +10 | Armor Hat Minuteman Outfit -Ballistic Vest Items Flare Sticks 3 Flashlight Handheld Radio |
Raul Alfonso Tejada From a delinquent living in Hidalgo Ranch to a Ghoul gunslinging mechanic, Raul is a man trying to figure out his life. Won’t you lend him a hand? | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 50 | AP CC DE SQ | 9 6 55 4 | STR: 6 PER: 6 END: 4 CHA: 3 INT: 8 AGI: 8 LCK: 6 | Small Guns Unarmed Observation Computer Science Engineer Gunsmith Sneak | 125 100 75 100 125 125 100 | Bestiary Perks: Crafty, Pinpoint Targeting R1. Full Maintenance (Perk): Raul functions as a Workbench and a Gunner’s Bench when he’s assisting someone for crafting and repairing. Bonuses from Tools don’t apply. He can only function as one Station and person at a time. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft -.44 Revolver Skill: Small Guns S: 3 T: 4 B: 3 Dmg: 2d10+15 Dmg Type: N Rng: 100 ft Qualities: H1 AC -25, DT -10. | AC: 15 DR: 5 RR: 108 INT +2 Engineer +20 | Armor Mechanic Jumpsuit Items Beer 2 Flashlight Multi-Tool Tool Set |
Rex A Mk. III Cyberhound, LEO Support Model, Serial Num. B955883, or Rex. He is a good boy. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Creature Medium 70 | AP CC DE SQ | 10 6 90 7 | STR: 6 PER: 9 END: 6 CHA: 3 INT: 5 AGI: 9 LCK: 6 | Unarmed Observation Sneak Survival | 100 100 125 100 | Arms and Groin cannot be Targeted, four Legs. Raw Meat and Hide cannot be extracted. Night Vision 50 ft. Cybernetics: Brain, Heart, Legs (3) Immunities: Dazed, Poison, Radiation. Bestiary Perks: Keen Sense. LEO (Perk): When Rex does a Handy SM, the AP Cost is 2. Doesn’t apply to SMs above 100. Search and Mark (Perk): Rex can also roll for Player Loot but instead use his Survival. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 3d4+11 Dmg Type: N Rng: 5 ft 1d6 True. | AC: 40 DR: 50 AGI +3 |
Robert MacCready From a leader of Little Lamplight to a father looking for a cure for his son. Robert MacCready is a man of action that grew up and accepted the reality of the wasteland. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 < Humanoid Medium 110 | AP CC DE SQ | 9 8 55 6 | STR: 7 PER: 6 END: 6 CHA: 8 INT: 5 AGI: 8 LCK: 8 | Melee Weapons Small Guns Throwing Unarmed Intimidation Insight Observation Sneak | 75 100 75 75 75 75 100 75 | Bestiary Perks: Lightning Reflexes, Pinpoint Targeting R2. Killshot (Perk): MacCready can add his PER to the Flat Damage for all his attacks. He also inflicts AC equal to his PER. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+13 Dmg Type: N Rng: 5 ft AC -6. -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+21 Dmg Type: N Rng: 5 ft Qualities: H1 AC -6, DT -2. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+36 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -56, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -Battle Rifle (.308, Reflex Scope) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d6+34 Dmg Type: N Rng: 525 ft Qualities: H2 AC -36, DT -22, +15 Hit Chance. PER +1 and Observation +10 when looking for something at a distance. | AC: 55 N: 29 L: 18 F: 11 P: 10 Ex: 17 DR: 70 RR: 52 Qualities: Hardplate (Torso) PER +2, AGI +1 | Armor Hat Military Garments Combat Armor MK I Items Beer Binoculars Flashlight |
Rose of Sharon Cassidy Also known as Cass or Whiskey Rose, Rose is the owner of Cassidy Caravans. The company was founded by her father John Cassidy and she’s done what she could to keep it afloat. Sadly her caravans were wiped out and she drank her life away at the Mojave Outpost. | ||||||||||
Defcon Tier Body Type Size Max HP | 5 > Humanoid Medium 100 | AP CC DE SQ | 9 5 65 4 | STR: 6 PER: 8 END: 8 CHA: 5 INT: 6 AGI: 8 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 75 125 100 75 75 75 100 | Bestiary Perks: Addict, Demoralize (50 ft), Pinpoint Targeting R1, Sneaky. Heartache by the Number (Perk): For each Drink effect Rose has, she gets +2 Dice Damage. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft -Combat Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d4+15 Dmg Type: N Rng: 5 ft Qualities: H1 DT -2. -Trench Gun (12 Gauge Slug, Shotgun) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+15 Dmg Type: N Rng: 40 ft Qualities: H2 AC -10, DT -20, +15 Hit Chance. | AC: 35 N: 20 L: 10 F: 10 P: 10 Ex: 20 DR: 75 RR: 41 Qualities: Conductive PER +2, AGI -1 | Armor Hat Clothes Enameled Metal Armor Items Bourbon Rum Scotch Vodka Whiskey |
Strong Strong hope we find milk of human kindness soon. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Large 300 | AP CC DE SQ | 9 5 60 9 | STR: 13 PER: 7 END: 9 CHA: 3 INT: 4 AGI: 8 LCK: 5 | Big Guns Melee Weapons Throwing Unarmed Intimidation Observation Sneak | 100 150 125 150 100 100 50 | Night Vision 100 ft. Immunities: Diseases, Radiation. Bestiary Perks: Adaptable R2, Armor Breaker R3, Frenzy, Heavy Lifter, Martial Training, Pinpoint Targeting R2, Resilience, Rise, Undying (50). Milk of Human Kindness (Perk): For Charm and Deception checks, Strong can use Intimidation instead. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 2d4+18 Dmg Type: N Rng: 5 ft AC -30, DT -30. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 90 ft Qualities: Destruction, H1 AC -50, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. -Sledgehammer (Bludgeon) Skill: Melee Weapons S: 4 T: 5 Dmg: 3d8+36 Dmg Type: N Rng: 10 ft Qualities: H2, Smooth AC -30, DT -30. 1d6 True. If you hit with a Targeted Attack to the Torso, the target is knocked back 5 ft away from you. You can choose to use this effect after you roll. | AC: 15 N: 15 L: 15 F: 15 P: 15 Ex: 15 | Armor Clothes |
Tycho A noble Desert Ranger that roams the wastes. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 - Humanoid Medium 250 | AP CC DE SQ | 10 5 70 8 | STR: 7 PER: 9 END: 7 CHA: 5 INT: 7 AGI: 9 LCK: 5 | Melee Weapons Small Guns Throwing Unarmed Observation Sneak Survival | 100 125 125 125 100 125 125 | Night Vision 100 ft. Immunities: Gas. Bestiary Perks: Armor Breaker R2, Fast Hands, Gunslinger, Lightning Reflexes, Pinpoint Targeting R3, Resilience, Sneaky. The Man In The Trench Coat (Perk): Inflict AC -10 and DT -5 with Small Gun Ranged Attacks. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: N Rng: 5 ft AC -20, DT -20. -Hunting Revolver (.45-70 Gov’t, Reflex Scope) Skill: Small Guns S: 3 T: 4 B: 3 Dmg: 3d10+19 Dmg Type: N Rng: 225 ft Qualities: H2 AC -55, DT -36. PER +1 and Observation +10 when looking for something at a distance. -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+19 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -20, DT -22. STR +1 for Blunt Strike. -Frag Grenade (4) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 60 ft Qualities: Destruction, H1 AC -60, DT -20, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. | AC: 65 N: 44 L: 29 F: 28 P: 17 Ex: 22 DR: 170 RR: 89 Qualities: Hardplate (Head Groin Torso) PER & AGI +1 | Armor Riot Helmet Military Garments -Ballistic Vest Riot Gear -Ballistic Lining Items Armor Repair Kit Binoculars Handheld Radio Stimpak 2 |
Ulysses Missile silos exploded from beneath the ground, cracked the landscape. Sand, ash... the dead... the Divide skies became a graveyard. | ||||||||||
Defcon Tier Body Type Size Max HP | 3 > Humanoid Medium 300 | AP CC DE SQ | 10 5 75 9 | STR: 8 PER: 10 END: 8 CHA: 5 INT: 6 AGI: 9 LCK: 5 | Small Guns Melee Weapons Throwing Unarmed Lore Observation Survival Sneak | 150 150 125 125 150 125 125 150 | Bestiary Perks: Adaptable R1, Armor Breaker R2, Martial Training, Pinpoint Targeting R2, Pugilist, Rise, Sneaky, Sure Footed. The Divide (Perk): When Ulysses is below 50% of his Max HP, he gets the following perks: Resilience and Shrug It Off. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+17 Dmg Type: N Rng: 5 ft AC -20, DT -25. -Old Glory (Trident, Polearm) Skill: Melee Weapons S: 3 T: 4 Dmg: 4d6+12 Dmg Type: N Rng: 10 ft Qualities: H3 AC -30, DT -20, 1d6 True. For the SM Figure 8, you can attack four times instead of two. -12.7mm SMG Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+14 Dmg Type: N Rng: 120 ft Qualities: H3 AC -40, DT -15. -Anti-Materiel Rifle (.50, Sniper Scope) Skill: Small Guns S: 4 T: 5 Dmg: 4d12+45 Dmg Type: N Rng: 500 ft Scope Rng: 1500 ft Qualities: H2 AC -35, DT -35. Scope Range applies to Targeted Attacks. PER +2 and Observation +20 when looking for something at a distance. | AC: 65 N: 39 L: 29 F: 18 P: 17 Ex: 27 DR: 95 RR: 66 Qualities: Hardplate (Groin Torso) AGI +1 | Armor Military Garments Combat Armor MK II Items Gas Mask Super Stimpak 2 |
Violet Violet is a feared member of the fiends who is always accompanied by her dogs she breeds herself. She’s a cannibal that feeds her dogs human flesh. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 120 | AP CC DE SQ | 9 5 60 6 | STR: 6 PER: 7 END: 5 CHA: 7 INT: 6 AGI: 7 LCK: 5 | Melee Weapons Small Guns Unarmed Observation Sneak | 100 125 75 100 75 | Bestiary Perks: Adaptable R1, Addict, Armor Breaker R1, Gunslinger, Pinpoint Targeting R1, Resilience. The Pack: Violet always has eight Raider Hounds with her. All her dogs get +2 Dice Damage. Everytime one of Violet’s Dogs dies, she inflicts an additional AC and DT -2. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: N Rng: 5 ft -Bowie Knife (Dagger) Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+17 Dmg Type: N Rng: 5 ft Qualities: H1, Technique (Overhead Cut) AC -10, DT -12. STR +1 for Blunt Strike. -Hunting Rifle (.308, Reflex Scope) Skill: Small Guns S: 3 T: 4 Dmg: 3d6+29 Dmg Type: N Rng: 525 ft Qualities: H2 AC -20, DT -11. PER +1 and Observation +10 when looking for something at a distance. -Frag Grenade (2) Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Ex Rng: 55 ft Qualities: Destruction, H1 AC -40, DT -15, 15 ft radius. If it hits roll AGI -5. If you succeed, take half damage. | AC: 45 N: 39 L: 29 F: 23 P: 22 Ex: 32 DR: 120 RR: 49 Qualities: Hardplate (Head Groin Torso) AGI +1 | Armor Combat Helmet Military Garments Kevlar Armor Items Afterburner Gum Psycho |
Waking Cloud A tribal living in Zion Canyon and part of the Sorrows tribe. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Humanoid Medium 250 | AP CC DE SQ | 10 5 70 10 | STR: 7 PER: 6 END: 8 CHA: 3 INT: 6 AGI: 9 LCK: 5 | Unarmed Observation Sneak Survival | 125 100 125 125 | Bestiary Perks: Armor Breaker R1, Keen Sense, Pugilist, Sneaky. Quiet As The Waters (Perk): If you’re an ally within 50 ft of Waking Cloud, get Sneak +25. Also, all attacks towards Waking Cloud get -30 Hit Chance. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d4+16 Dmg Type: N Rng: 5 ft AC -10, DT -15. -Yao Guai Gauntlet Skill: Unarmed S: 3 T: 4 Dmg: 5d4+31 Dmg Type: N Rng: 5 ft Qualities: Technique (Swipe) AC -10, DT -20. Cannot do SMs with Handy with this Arm. | AC: 25 N: 7 L: 7 F: 7 P: 7 Ex: 7 RR: 21 | Armor Leather Rags Items Bitter Drink 2 |
Yes Man Yes Man is a hacked Securitron MK I that’ll always say yes and is helpful to everyone. | ||||||||||
Defcon Tier Body Type Size Max HP | 4 - Robot Large 180 | AP CC DE SQ | 10 5 55 7 | STR: 7 PER: 6 END: 7 CHA: 5 INT: 7 AGI: 8 LCK: 5 | Energy Weapons Small Guns Unarmed Computer Science Engineer Observation | 125 125 50 125 125 100 | Head cannot be Targeted, one Leg. Immunities: Bleed, Gas, Poison, Radiation. Bestiary Perks: Armor Breaker R1, Blaster, Gotta Go Fast, Gunslinger, Lightning Reflexes, Mechanical, Pinpoint Targeting R1. Forced Friendship (Perk): Yes Man has a PL of 50 ft. Everyone within Yes Man’s PL get SPECIAL +3 and all listed Skills +25. | |||
-Unarmed Strike Skill: Unarmed S: 2 T: 3 Dmg: 1d8+12 Dmg Type: N Rng: 5 ft AC -10, DT -10. -Gatling Laser (Right, Attached) Skill: Energy Weapons B: 5 Dmg: 4d6+14 Dmg Type: L Rng: 150 ft Qualities: BM (Storm) AC -20, DT -15. -9mm SMG (Left, Attached) Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d4+15 Dmg Type: N Rng: 80 ft AC -15, DT -18. +10 Hit Chance with Burst Attacks. | AC: 60 N: 40 L: 30 F: 25 P: 25 Ex: 30 DR: 110 Qualities: Hardplate (Torso) | Armor Securitron Plate Securitron Parts |