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By Albert-Jan Buwalda
Wasteland Rules
Radiation
In the wastelands there are some places that were hit directly by atomic bombs or
nuclear reactors that had a meltdown. These sectors have high radiation levels and
PCs will suffer the consequences. Upon entering such an area every PC must take a
toughness test every hour they are exposed to radiation. If the test is failed the PC
takes 1D5 of damage and a level of fatigue.
During the nuclear armsrace many warheads were made, yet not all were detonated
during the conflict. Most remaining were not launched and a few didn’t detonate at
all. Chances are that you will encouter one during your trip trough the wasteland.
What you do with them is up to you.
Action Test
Hacking into the mainframe Tech-Use -10
Disarm Bomb Trade (Technomat)
Arm Bomb Trade (Technomat)
Set detonation time Trade (Technomat) -10
Wasteland NPCs
Raider
Movement: 3/6/9/18
Skills: Awareness (Per), Carouse (T), Ciphers (Warband) (Int), Common Lore
(Wasteland) (Int), Dodge (Ag), Intimidate (S), Speak Language (Low Gothic) (Int)
Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol
Training (SP)
Armour: Flak Vest (Body: 3)
Weapons:
(Choose one)
- Stub Automatic with three clips, a Frag Grenade and a Knife (Mono)
- Autogun with two clips and a Knife (Mono)
- Bastard Sword (Mono)
Raider Bodyguard
Movement: 3/6/9/18
Skills: Awareness (Per), Carouse (T), Ciphers (Warband) (Int), Common Lore
(Wasteland) (Int), Dodge (Ag), Intimidate (S), Speak Language (Low Gothic) (Int)
Talents: Basic Weapon Training (SP),Die Hard, Iron Jaw, Leap Up, Melee Weapon
Training (Primitive), Pistol Training (SP)
Armour: Xeno Vest (Body: 4)
Weapons: Hercutor with two clips
Raider Chieftain
Movement: 3/6/9/18
Skills: Awareness +10 (Per), Carouse (T), Ciphers (Warband) (Int), Common Lore
(Wasteland) (Int), Dodge (Ag), Intimidate +10 (S), Speak Language (Low Gothic) (Int)
Talents: Ambidextrous, Basic Weapon Training (SP),Die Hard, Iron Jaw, Leap Up,
Melee Weapon Training (Primitive, Chain), Pistol Training (SP, Bolt)
Armour: Xeno Mesh (Arms, Body, Legs: 4)
Weapons: Bolt Pistol with three clips and Chainsword
Movement: 3/6/9/18
Skills: Awareness +10 (Per), Ciphers (Mercenary) +10 (Int), Common Lore
(Wasteland) (Int), Concealment (Ag), Dodge (Ag), Intimidate (S), Security (Ag),
Speak Language (Low Gothic) (Int), Tracking (Int)
Talents: Basic Weapon Training (SP, Las, Bolt), Deadeye Shot, Die Hard, Insanely
Faithful, Iron Jaw, Leap Up, Melee Weapon Training (Primitive), Pistol Training (SP,
Las, Bolt), Rapid Reload
Armour: Light Enforcer Carapace (Arms, Body, Legs: 5)
Weapons:
(Choose One)
- Hellgun with a Back Pack and 2 Frag Grenades
- Armageddon Autogun with 4 Clips of Man-Stopper Bullets and 3 Fire Bombs
- Boltgun with two Clips with a Red-Dot Laser Sight
Super Mutant
Movement: 3/6/9/18
Skills: Awareness (Per), Common Lore (Wasteland, Mutants) (Int), Dodge (Ag),
Intimidate +10 (S), Speak Language (Low Gothic) (Int)
Talents: Bulging Muscles, Die Hard, Insanely Faithful, Heavy Weapon Training (SP),
Iron Jaw, Melee Weapon Training (Primitive, Power), Nerves of Steal, Rapid Reload,
Resistance (Poisons), Unnatural Strength, Unnatural Toughness
Armour: None
Weapons:
(Choose One)
- Assault Cannon with one Clip
- Missile Launcher with 8 Krak Missiles
- Power Hammer (See profile below)
Enclave Soldier
Movement: 3/6/9/18
Skills: Awareness (Per), Common Lore (Wasteland, Mutants) (Int), Dodge (Ag),
Intimidate +10 (S), Speak Language (Low Gothic) (Int), Tech-Use +20 (Int)
Talents: Basic Weapon Training (Plasma), Bulging Muscles, Deadeye Shot, Die
Hard, Fearless, Heavy Weapon Training (SP), Iron Jaw, Rapid Reload, Technical
Knock
Armour: Power Armour (All: 9) with intergrated Micro Fusion Cell (120 years of
power), Auspex, Micro Bead Infra-Red Goggles and Vox-Caster
Weapons:
(Choose One)
- Assault Cannon with one Clip
- Mark III Sunfury with 2 Plasma Flasks