Vous êtes sur la page 1sur 239

FALLOUT: VAULTS & DEATHCLAWS

PEN & PAPER SYSTEM

BESTIARY

By: Osvel Cabrera

© Bethesda Softworks. All rights reserved.


Not affiliated with Bethesda Softworks®
Support us on our Discord Server for updates!

Table of Contents

Table of Contents 1

Abilities 3

Variants 6

Sizes Chart 8
Resistances 8

Defcon Tiers 9

Animals 10

Brotherhood of Steel 66

Caesar Legion 74

Church of the Children of Atom 82

Cryptids 85

Enclave 93

Feral Ghouls 101

Forced Evolutionary Virus 106

Ghost People 124

Insects 127

Institute 146

Marked Men 150

Mercenaries 153

Mole Miners 157

New California Republic 160

People’s Republic of China 170

Robots 174

Swampfolk 196

1
Tribals 199

Trog 202

Tunneler 206

Turrets 210

Vault Dwellers 214

Wastelanders 217

Homebrew 236

2
Abilities
Abilities are similar to Perk and are typically given to high tier NPCs. Abilities do not stack on top
of each other. If an ability doesn’t state that the NPC gets the bonuses from the ability, they do
not. Do not Bonuses given to players. Animals cannot execute Special Moves. Apply AC based
on AG and Armor. As an optional rule, NPCs can have Melee Weapon/Small Gun Specialization.
Overseer’s you can add perks to NPCs to make encounters more interesting and apply
Additional Range from PE to Ranged Weapons. All abilities are gone when the creature dies.

The Skills presented for the entries in the Bestiary are its set skills which include bonuses and its
base. All other skills follow standard skill equations.

Ability Description

Action Boost Total AP +5.

Armor Breaker Ignore DR 20% with an Unarmed Attack.

Armor Ignore DT 4 with an Unarmed Attack.


Penetration

Bear Hold When executing an Unarmed Hold technique, get ST +2.

Bee Spawn Spawn 1d4 Bee Swarms once per turn for 2 AP.

Bonus Rank 1: Grants +3 Free Movement.


Movement Rank 2: Grants +6 Free Movement.
Rank 3: Grants +9 Free Movement.
This doesn’t stack.

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

Climber Can climb without movement being penalized and it costs 1 AP to climb 5 ft with no
S.P.E.C.I.A.L. check required. You may be able to scale off walls and ceilings but it depends on
the durability of the surface. For Robots, this allows them to climb.

Controller Point to a creature or robot within 30 ft and they must roll IN -2. This costs 2 AP per
individual. If they fail, they’re under your control for 1 minute. If you succeed you ignore the
effects of the ability for the entire day. Every round you may attempt to roll IN -1 to break
free of its control. In combat this costs 2 AP to break free from on your turn.

Critical Ignore the Instant Death Critical Effect.


Immunity

Detector Multiply Detection Modifier by 3 instead of 2.

Earlier Sequence +5 to Sequence.

3
Ability Description

Flight Can fly around in the air. Ignore Difficult Terrain penalties for Rocky Terrain, Shallow Water,
Snow Fall, and Swamp Mud. You can apply the Run and Sprint movement to this ability.

Gills Can breathe underwater.

Ironwall Immune to knockdown. Ignores the critical effects of knockdown as well.

It Just Works Automatically critically succeed in an attack once a day.

Limb Immunity Can never be crippled, even from a critical hit.

Martial Artist Special Moves for Melee Weapons and Unarmed cost -1 AP.

Melee Boost +5 Melee Damage.

Melee Buff +10 Melee Damage and AP -1 for Unarmed and Melee Weapon Attacks.

Mesmetron Once per round for 5 AP, attempt to pacify a creature for one turn. They must roll CH -2. If
Beam they succeed, they shrug off the effect. If they fail, they don’t feel like fighting anything till
their next turn. A lesser version of a Mesmetron.

Mirelurk Spawn Roll 1d6 every turn to try and spawn babies. On 5 - 6, spawn 1d4 Mirelurk Spawns.

Missed Me Any attacks that successfully hit can be ignored once per round. Doesn’t work on Critical
Successes.

Pounce Roll AG or ST. Enemy must roll ST to stop it or AG to dodge it. If they fail, they will be knocked
down prone. This costs 4 AP.

Quick Reload Reloading is a Free Action.

Quiver With At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50
Fear Hit Chance penalty to all attacks for 1d4 turns.

Radiation Bath Anyone within 50 ft takes 2d10+2 Radiation Damage. This occurs at the start of every round.

Radiation Gas Costs 5 AP. Deals 2d20+10 Poison Damage. Anyone caught in the gas must roll EN -2. If you
succeed you take half the Poison Damage. If you fail you take full damage. Anyone within 20
ft from the creature is affected by this.

Rebuke Every time you would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from
the final damage result, subtract 1 from EN rolls. It stacks.

Redo Can reroll any attack roll once per combat encounter depending on the Defcon Tier.
Defcon Tier 5: 1 Redo
Defcon Tier 4: 2 Redo
Defcon Tier 3: 3 Redo
Defcon Tier 2: 4 Redo
Defcon Tier 1: 5 Redo

Regeneration Get 20 HP once per round.

4
Ability Description

Repel Twice per round, when someone is going to attack with a Melee Weapon/Unarmed, Roll ST
vs. ST. Defender knocks the opponent back 15 ft and knocks them down. They take falling
damage and the beast takes no damage. This can be done for free.

Screw Luck Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success and Body
Part bonus damage.

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

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

Sixth Sense Immune to blindness.

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

Sonic Blast Can pass through creatures but not through solid structures. Roll EN -2. If you succeed you
take half damage rounded up. Throwing Skill is applied. It has a range of 50 ft. Every turn you
roll 1d10. On a 6 - 10, you’re able to use this ability again for the next round. It deals 2d10+5
True Damage for 4 AP. Sonic Blast can only be done up to two times a round.

Spore Gas Costs 4 AP. Deals 20 Gas Damage. Anyone not wearing a helmet that provides 100% Gas
Resistance while within the gas will take this damage. Anyone within 10 ft from the creature
is affected by this.

Stealth Boy Turn invisible for an hour once a day. Refer to Stealth Boy for more information.

Swimmer Ignore movement penalties when in water.

Takedown Roll ST vs. ST. Similar creatures within 5 ft add a +1. If you fail you are knocked down. Does
not count as Unarmed Special Move. This costs +1 AP of the attack. Cannot be Targeted.
Deals no damage.

Thick Skull Immune to unconscious critical effect.

Two For One Can wield two-handed weapons as one-handed weapons.

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

5
Variants
Aside from abilities, there are also variations of creatures that have altered stats. The notes
section will state if the creature has a variant or not.

Variant Description

Albino Their texture is a light pink all throughout the body. Double there hit points and they deal an
additional 10 Melee Damage.

Bloated Only ghouls can have this variant as they gain 100 HP, DT +5 and DR +30% to all Natural
Armor. They appear bloated and more menacing.

Bloodrage A black texture covering the body with glowing red eyes. Their max hp is doubled. Increase
DT +5 and DR +15%. Add two additional dice and a +5 to their attacks. Their Defcon Tier
increases by 2. They gain the Bonus Movement - Rank 3 ability. Replace Melee Boost with
Melee Buff.

Cybernetic Add any cybernetics you desire from the Cybernetics Section of the Dweller’s Guide.
Anything can have cybernetics.

Evolved Fatter and larger than their normal selves. They have triple the max HP and double the
damage after it’s rolled. They get a +2 to each S.P.E.C.I.A.L., to all armor, DT +5 and DR +20%.
Their Defcon Tier increases to 3.

Glowing The texture is black with green glowing veins that expand all around the body giving off
radiation. Every unarmed attack that hits deals 3d10+10 Radiation.

Golden Giving off a golden scale texture all around the body, the radiation has given them additional
radiation damage to deal, but not to the extent of Glowing. Every unarmed attack that hits
deals 1d10+5 Radiation.

Hairy A variant found in the former states of Illinois, Missouri, and Kansas. They’re notably
Deathclaw distinguished from other Deathclaws by having mammal-like primate body type, more
developed arms and long sharp claws, horns of several herbivore mammal types, and a
predatory maw. They’re covered with patches of fur and some are noted to be capable of
speech. These Deathclaws get the Climber ability and Max HP +50.

Hardened Hardened plating added to robots. DT +6 and DR +20% to all Armor Stats. Double Max HP. AC
+30.

Legendary Their HP is doubled and receives a +1 to all S.P.E.C.I.A.L. stats. DT +5 and DR +30% to all.
Damage Modifier increases by 0.2 for all attacks. When they’re at half their hit points, they
go back to full hp. They can only do this once a day. Anything can be Legendary.

Nuka They emit a light blue glow all around their body through cracks. Max HP +100

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. This also makes them weak to the depleted form
of the mineral. They take double damage from Ultracite Rounds.

6
Variant Description

Swamp A variant that exists in swamps. They ignore movement penalties that regard water, they’re
able to swim, and get a +25 Sneak when in the water.

7
Sizes Chart
Sizes refer towards the height, width, and depth of the character's personal space. Refer to the
chart below.

Size Space in Feet Hex/Square Bonus

Small 2.5 ft by 2.5 ft 0.5 by 0.5 AC +15

Medium 5 by 5 ft 1 by 1 -

Large 10 by 10 ft 2 by 2 -

Huge 15 by 15 ft 3 by 3 -

Gargantuan 20 by 20 ft or Larger 4 by 4 or Larger -

The range of an attack is not dependent on the size. The attack specifies the range of the body
part/weapon. Small creatures can share a space with one creature.

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

8
Defcon Tiers
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.

This is assuming the character their equipment aligns with the level they’re at. This doesn’t
include exotic equipment. For Defcon Tier 1 it's assumed for a party of four. A basic party will
consist of a Normal Damage Character, Energy Damage Character, a Tank, and a Support.
Support appears broad but there are plenty of perks that allow the character to give buffs to
other allies.

Defcon Tier also relates to how much XP gained from killing a group of NPCs. Refer to the chart
below. Weapons and Armor that aren’t part of the Equipment section have a specific rarity for
the purposes of their Weapon Resistance and sale price.

Defcon Tier Level Range Experience Points Range Rarity

5 1-5 1 - 100 Common / Uncommon

4 6 - 10 125 - 950 Rare

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

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

1 21+ 11,000+ Epic

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

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

9
Animals
The native wildlife of the wastes that have been altered throughout the years of living in the open radiation.

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.

ST PE EN CH IN AG LK

8 7 6 3 4 8 5

Defcon Tier 3 Notes


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

Hit Points 300 Variants: Albino, Glowing, and Scorched

Throwing 125 ER: +20%


Unarmed 125
GR: 0%
Detection 75
PR: 0%
Sneak 50
Survival 100 RR: Immune

Attacks Fireball: S: 4 T: N/A Dmg: 2d10+10 Rng:


30 ft
Claw Swing: S: 3 T: 4 Dmg: 2d8+8+MD
Rng: 10 ft

Armor AC: +40


N: 8/40
L: 10/50
F: 6/30
P: 5/20
E: 6/30

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 2
Climber
Gills
Melee Buff
Sixth Sense
Swimmer

10
Bird
Any small bird that comes to mind.

ST PE EN CH IN AG LK

1 8 3 4 3 10 5

Defcon Tier 5 Notes


Birds cannot take Targeted Attacks to the
Size Small arm.

Hit Points 5 All Targeted Attacks to any bird will have a


-60 Penalty to any part of the body.
Unarmed 75
Detection 75 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Survival 50
Variant: Scorched
Attacks Peck: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft
ER: 0%
Armor AC: +20
GR: 0%
Abilities Bonus Movement - Rank 3 PR: 0%
Detector RR: Immune
Flight

11
Bighorner
Mutated bighorn sheep that live in the high mountains.

ST PE EN CH IN AG LK

8 5 6 1 1 6 5

Defcon Tier 5 Notes


Bighorners cannot take Targeted Attacks
Size Large to the arm.

Hit Points 40 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 50 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
ER: +20%
Attacks Headbutt: S: 3 T: 4 Dmg: 2d6+4+MD Rng:
GR: 0%
5 ft
PR: 0%
Armor AC: +5 RR: Immune
N: 3/20
L: 1/10

Abilities Melee Buff

12
Bloodworm Larva
A carnivorous worm that has adapted and grown to be a predator. However, it's only a baby in this stage.

ST PE EN CH IN AG LK

5 6 4 2 4 6 5

Defcon Tier 5 Notes


Bloodworm Larvas can only take Targeted
Size Small Attacks to the Torso.

Hit Points 50 Variant: Scorched

Unarmed 75 ER: +20%


Detection 75
GR: 0%
Sneak 75
PR: 0%
Survival 50
RR: Immune
Attacks Bite: S: 2 T: 3 Dmg: 1d6+4+MD Rng: 5 ft

Armor AC: +20

Abilities Armor Breaker


Bonus Movement - Rank 1
Detector
Burrow

13
Bloodworm
A carnivorous worm that has adapted and grown to be a predator. They can be as big as humans.

ST PE EN CH IN AG LK

6 6 5 2 4 7 5

Defcon Tier 5 Notes


Bloodworm can only take Targeted
Size Medium Attacks to the Torso.

Hit Points 70 Variant: Scorched

Unarmed 100 ER: +20%


Detection 75
GR: 0%
Sneak 75
PR: 0%
Survival 50
RR: Immune
Attacks Bite: S: 2 T: 3 Dmg: 2d6+10+MD Rng: 5 ft

Armor AC: +20

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 2
Detector
Burrow

14
Bloodworm Queen
The queen of the Bloodworms. She protects her future babies with her life.

ST PE EN CH IN AG LK

8 6 6 2 5 9 5

Defcon Tier 4 Notes


Bloodworm Queen can only take Targeted
Size Large Attacks to the Torso.

Hit Points 150 Variant: Scorched

Unarmed 125 ER: +20%


Detection 100
GR: 0%
Sneak 50
PR: 0%
Survival 100
RR: Immune
Attacks Bite: S: 2 T: 3 Dmg: 3d6+15+MD Rng: 5 ft

Armor AC: +31

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 3
Burrow
Detector
Melee Buff

15
Brahmin
A two headed scorched female cow commonly used by caravans and provides plenty of food. They can carry up to
500 lbs of items.

ST PE EN CH IN AG LK

6 3 5 1 1 5 5

Defcon Tier 5 Notes


Brahmins cannot take Targeted Attacks to
Size Medium the arm.

Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 75
Detection 25 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
ER: +20%
Attacks Headbutt: S: 3 T: 4 Dmg: 2d4+4+MD Rng:
GR: 0%
5 ft
PR: 0%
Armor AC: +2 RR: Immune
N: 1/20

Abilities None

16
Brahmiluff
A two headed scorched male cow commonly used to breed more brahmin. They’re a bit more aggressive. They can
carry up to 700 lbs of items.

ST PE EN CH IN AG LK

7 4 6 1 1 4 5

Defcon Tier 5 Notes


Brahmins cannot take Targeted Attacks to
Size Medium the arm.

Hit Points 40 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 75
Detection 25 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
Gore attack uses the horns.
Attacks Gore: S: 3 T: N/A Dmg: 2d8+6+MD Rng: 5
ft ER: +20%
Armor AC: +6 GR: 0%
N: 2/20 PR: 0%
RR: Immune
Abilities None

17
Cat
The little shits that’ll look you Straight in the eye and knock the vase down.

ST PE EN CH IN AG LK

3 7 5 5 6 10 5

Defcon Tier 5 Notes


Cats cannot take Targeted Attacks to the
Size Small arm.

Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 100 The rest of the Targeted Attacks follow
Survival 50 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft ER: +20%
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
GR: 0%
Armor AC: +20 PR: 0%
RR: Immune
Abilities Bonus Movement - Rank 2
Detector
Pounce
Sixth Sense

18
Coyote
Similar to dogs, coyotes live in the wild and are not as tame. They could be confused as dogs from a glance.

ST PE EN CH IN AG LK

5 8 5 5 5 8 5

Defcon Tier 5 Notes


Coyote cannot take Targeted Attacks to
Size Medium the arm.

Hit Points 30 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 75 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5 ft Variants: Scorched
Bite: S: 3 T: 4 Dmg: 2d6+4+MD Rng: 5 ft
ER: +20%
Armor AC: +7
N: 1/20 GR: 0%
L: 1/10 PR: 0%
F: 0/10 RR: Immune

Abilities Bonus Movement - Rank 2


Detector
Pounce
Sixth Sense
Takedown

19
Young Deathclaw
These immature Deathclaws are about the same size as a human and they’re easy pickings for the most
experienced wastelanders. However, they often travel with an adult.

ST PE EN CH IN AG LK

10 6 6 3 5 10 5

Defcon Tier 4 Notes


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

Hit Points 150 A Targeted Leg Attack can be done to its


tail.
Unarmed 100
Detection 75 Crippling the tail does nothing to the
Sneak 75 creature except anger it.
Survival 75
Variants: Albino, Glowing, Hairy
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+5+MD Deathclaw, Scorched, and Swamp.
Rng: 5 ft
Claw Stab: S: 3 T: 4 Dmg: 2d10+5+MD ER: +20%
Rng: 5 ft
GR: 0%
Bite: S: 3 T: 4 Dmg: 2d6+8+MD
Rng: 5 ft PR: +50%
RR: Immune
Armor AC: +15
N: 4/30
L: 5/30
F: 3/30
P: 4/20
E: 4/30

Abilities Armor Breaker


Bonus Movement - Rank 1
Detector
Pounce
Repel
Sixth Sense
Takedown

20
Deathclaw
The scariest and most intimidating creatures in the wasteland. With massive claws of death and a horn just as big,
they will destroy anything in their path. They can even flip cars.

ST PE EN CH IN AG LK

14 8 8 3 6 10 5

Defcon Tier 3 Notes


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

Hit Points 350 A Targeted Leg Attack can be done to its


tail.
Unarmed 150
Detection 100 Crippling the tail does nothing to the
Sneak 100 creature except anger it.
Survival 100
Variants: Albino, Glowing, Hairy
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+10+MD Deathclaw, Scorched, and Swamp.
Rng: 10 ft
Claw Stab: S: 3 T: 4 Dmg: 2d10+10+MD Gore attack uses the horns.
Rng: 10 ft
Bite: S: 3 T: 4 Dmg: 2d6+12+MD ER: +30%
Rng: 5 ft
GR: 0%
Gore S: 4 T: N/A Dmg: 2d8+20+MD
Rng: 10 ft PR: +50%
RR: Immune
Armor AC: +40
N: 9/40
L: 10/40
F: 6/40
P: 8/30
E: 8/40

Abilities Armor Breaker


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

21
Deathclaw Matriarch
The spawners of Satan themselves. Deathclaw Matriarchs are very protective of their young and if even one gets
hurt, or worse, they’ll enter a rage against anything that isn’t a Deathclaw. They’re not as Strong as Alphas, but
they’re a lot faster.

ST PE EN CH IN AG LK

16 12 10 3 6 12 5

Defcon Tier 2 Notes


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

Hit Points 450 A Targeted Leg Attack can be done to its


tail.
Unarmed 150
Detection 150 Crippling the tail does nothing to the
Sneak 100 creature except anger it.
Survival 150
Variants: Albino, Glowing, Hairy
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+15+MD Deathclaw, Scorched, and Swamp.
Rng: 10 ft
Claw Stab: S: 3 T: 4 Dmg: 2d10+15+MD Gore attack uses the horns.
Rng: 10 ft
Bite: S: 3 T: 4 Dmg: 2d6+16+MD ER: +40%
Rng: 5 ft
GR: 0%
Gore S: 4 T: N/A Dmg: 3d8+25+MD
Rng: 10 ft PR: +50%
RR: Immune
Armor AC: +48
N: 10/40
L: 12/50
F: 8/50
P: 10/30
E: 10/40

Abilities Armor Breaker


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

22
Alpha Deathclaw
The pack leader of a Deathclaw nest. Their horns are longer and curved. If you see one, it’s already too late.

ST PE EN CH IN AG LK

16 10 10 3 6 10 5

Defcon Tier 2 Notes


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

Hit Points 650 A Targeted Leg Attack can be done to its


tail.
Unarmed 150
Detection 150 Crippling the tail does nothing to the
Sneak 100 creature except anger it.
Survival 150
Variants: Albino, Glowing, Hairy
Attacks Claw Swing: S: 3 T: N/A Dmg: 4d8+15+MD Deathclaw, Scorched, and Swamp.
Rng: 10 ft
Claw Stab: S: 3 T: 4 Dmg: 3d10+15+MD Gore attack uses the horns.
Rng: 10 ft
Bite: S: 3 T: 4 Dmg: 2d6+14+MD ER: +50%
Rng: 5 ft
GR: 0%
Gore S: 4 T: N/A Dmg: 4d8+25+MD
Rng: 10 ft PR: +50%
RR: Immune
Armor AC: +60
N: 12/50
L: 14/50
F: 10/50
P: 12/40
E: 12/50

Abilities Armor Breaker


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

23
Dog
Man’s best friend that surprisingly didn’t mutate. They can be your companion but if you don’t take care of them
it’ll be your fault.

ST PE EN CH IN AG LK

5 8 5 5 5 8 5

Defcon Tier 5 Notes


Dogs cannot take Targeted Attacks to the
Size Small or Medium arm.

Hit Points 30 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 75 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5 ft Crippling the tail does nothing to the
Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft creature except anger it.
Armor AC: +7
Variants: Scorched
N: 1/20
L: 1/10
ER: +20%
F: 0/10
GR: 0%
Abilities Bonus Movement - Rank 2 PR: 0%
Detector RR: Immune
Pounce
Sixth Sense
Takedown

24
Fog Crawler
Shrimp-like abomination that exists to torment all of us.

ST PE EN CH IN AG LK

15 10 12 3 7 10 5

Defcon Tier 2 Notes


Fog Crawlers cannot take Targeted
Size Huge Attacks to the groin.

Hit Points 500 A Targeted Head Attack can be done to


it’s head as normal.
Unarmed 150
Detection 100 A Targeted Eye Attack can be done to its
Sneak 50 eight eyes.
Survival 100
A Targeted Torso Attack can be done to
Attacks Claw Stab: S: 3 T: 4 Dmg: 2d10+15+MD its main body.
Rng: 10 ft
Slam: S: 4 T: N/A Dmg: 2d8+8+MD A Targeted Arm Attack can be done to
Rng: 10 ft. both it’s meaty claws.
Armor AC: +40
A Targeted Leg Attack can be done to any
N: 12/50
of its six legs.
L: 13/40
F: 9/20
They can’t crouch or prone. When
P: 10/40
knocked down they simply fall on their
E: 12/50
back and use 4 AP to get back up.
Abilities Armor Breaker
A Targeted Attack to the Eyes are only
Armor Penetration
possible from the front and sides.
Bonus Movement - Rank 3
Detector
Variants: Glowing and Scorched
Gills
Ironwall
ER: +40%
Melee Buff
Quiver With Fear GR: 0%
Rebuke PR: +30%
Redo RR: Immune
Repel
Sixth Sense
Swimmer
Takedown
Thick Skull

25
Fox
It’s a fox.

ST PE EN CH IN AG LK

4 7 5 5 6 10 5

Defcon Tier 5 Notes


Foxes cannot take Targeted Attacks to the
Size Small arm.

Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 Crippling the tail does nothing to the
Survival 50 creature except anger it.
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft The rest of the Targeted Attacks follow
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft the standard of an average human.
Armor AC: +20
ER: +20%
Abilities Bonus Movement - Rank 2 GR: 0%
PR: 0%
RR: Immune

26
Young Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature.

ST PE EN CH IN AG LK

5 6 4 1 4 7 5

Defcon Tier 5 Notes


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

Hit Points 30 A Targeted Leg Attack can be done to its


tail.
Unarmed 75
Detection 50 Crippling the tail does nothing to the
Sneak 50 creature except anger it.
Survival 50
Variants: Golden
Attacks Claw: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d6+8+MD Rng: 5 ft ER: +20%
Armor AC: +13 GR: 0%
N: 1/30 PR: 0%
L: 1/10 RR: Immune
F: 0/20
P: 0/10
E: 0/10

Abilities Bonus Movement - Rank 1


Climber
Pounce
Swimmer

27
Young Fire Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature with
a dark purple texture and spikes on their back.

ST PE EN CH IN AG LK

5 6 4 1 4 7 5

Defcon Tier 5 Notes


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

Hit Points 30 A Targeted Leg Attack can be done to its


tail.
Throwing 75
Unarmed 75 Crippling the tail does nothing to the
Detection 50 creature except anger it.
Sneak 50
Survival 50 ER: +20%
GR: 0%
Attacks Claw: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d6+8+MD Rng: 5 ft PR: 0%
Fire Breath: S: 2 T: 3 Dmg: 2d6+5 Rng: 15 RR: Immune
ft
Throwing skill is applied to Fire Breath.

Armor AC: +13


N: 1/30
L: 1/10
F: Immune
P: 0/10
E: 0/10

Abilities Bonus Movement - Rank 1


Climber
Pounce
Swimmer

28
Young Green Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature with
a light green texture.

ST PE EN CH IN AG LK

5 6 4 1 4 7 5

Defcon Tier 5 Notes


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

Hit Points 30 A Targeted Leg Attack can be done to its


tail.
Throwing 75
Unarmed 75 Crippling the tail does nothing to the
Detection 50 creature except anger it.
Sneak 50
Survival 50 ER: +20%
GR: 0%
Attacks Claw: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d6+8+MD Rng: 5 ft PR: +30%
Poison Breath: S: 2 T: 3 Dmg: 10 RR: Immune
Rng: 30 ft
Throwing skill is applied to Poison Breath.
If Poison Breath hits, it deals Poison
Damage and the target rolls EN -1. If the
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 10
Poison Damage Per Hour, Roll EN -1 every
hour for the next two hours. If they
succeed the EN roll, the target doesn’t
take Poison Damage for the hour.

Armor AC: +13


N: 1/30
L: 1/10
F: 1/10
P: 0/10
E: 0/10

Abilities Bonus Movement - Rank 1


Climber
Pounce
Swimmer

29
Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature.

ST PE EN CH IN AG LK

5 7 5 1 4 8 5

Defcon Tier 4 Notes


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

Hit Points 50 A Targeted Leg Attack can be done to its


tail.
Unarmed 100
Detection 75 Crippling the tail does nothing to the
Sneak 75 creature except anger it.
Survival 50
Variants: Golden
Attacks Claw: S: 2 T: 3 Dmg: 2d4+8+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 2d6+10+MD Rng: 5 ft ER: +20%
Armor AC: +17 GR: 0%
N: 3/30 PR: 0%
L: 2/20 RR: Immune
F: 1/20
P: 1/10
E: 2/10

Abilities Bonus Movement - Rank 2


Climber
Pounce
Swimmer

30
Fire Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature with a dark
purple texture and spikes on their back.

ST PE EN CH IN AG LK

5 7 5 1 4 8 5

Defcon Tier 4 Notes


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

Hit Points 60 A Targeted Leg Attack can be done to its


tail.
Throwing 100
Unarmed 100 Crippling the tail does nothing to the
Detection 75 creature except anger it.
Sneak 75
Survival 50 ER: +20%
GR: 0%
Attacks Claw: S: 2 T: 3 Dmg: 2d4+8+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 2d6+10+MD Rng: 5 ft PR: 0%
Fire Breath: S: 2 T: 3 Dmg: 2d10+5 Rng: 15 RR: Immune
ft
Throwing skill is applied to Fire Breath.

Armor AC: +17


N: 3/30
L: 2/20
F: Immune
P: 1/10
E: 2/10

Abilities Bonus Movement - Rank 2


Climber
Pounce
Swimmer

31
Green Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature with a light green
texture.

ST PE EN CH IN AG LK

5 7 5 1 4 8 5

Defcon Tier 4 Notes


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

Hit Points 60 A Targeted Leg Attack can be done to its


tail.
Throwing 100
Unarmed 100 Crippling the tail does nothing to the
Detection 50 creature except anger it.
Sneak 50
Survival 50 ER: +20%
GR: 0%
Attacks Claw: S: 2 T: 3 Dmg: 2d4+6+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft PR: +40%
Poison Breath: S: 4 T: N/A Dmg: 20 RR: Immune
Rng: 30 ft
Throwing skill is applied to Poison Breath.
If Poison Breath hits, it deals Poison
Damage and the target rolls EN -1. If the
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 20
Poison Damage Per Hour, Roll EN -1 every
hour for the next two hours. If they
succeed the EN roll, the target doesn’t
take Poison Damage for the hour.

Armor AC: +17


N: 3/30
L: 2/20
F: 1/20
P: 1/10
E: 2/10

Abilities Bonus Movement - Rank 2


Climber
Pounce
Swimmer

32
Hunter Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature and because of
their experience makes them faster and stronger.

ST PE EN CH IN AG LK

6 7 5 2 4 9 5

Defcon Tier 4 Notes


Notes
Size Medium Targeted Attacks follow the standard of
an average human.
Hit Points 70
A Targeted Leg Attack can be done to its
Unarmed 125 tail.
Detection 100
Sneak 100 Crippling the tail does nothing to the
Survival 75 creature except anger it.
Attacks Claw: S: 2 T: 3 Dmg: 2d4+10+MD Rng: 5 ft Variants: Golden
Bite: S: 3 T: 4 Dmg: 2d6+10+MD Rng: 5 ft
ER: +20%
Armor AC: +21
N: 3/30 GR: 0%
L: 2/20 PR: 0%
F: 2/30 RR: Immune
P: 1/20
E: 3/20

Abilities Bonus Movement - Rank 3


Climber
Melee Buff
Pounce
Swimmer

33
Gojira
A massive Fire Gecko that wreaks havoc wherever it goes.

ST PE EN CH IN AG LK

15 10 15 3 5 10 10

Defcon Tier 1 Notes


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

Hit Points 1,000 A Targeted Leg Attack can be done to its


tail.
Throwing 175
Unarmed 175 Crippling the tail does nothing to the
Detection 150 creature except anger it.
Sneak 25
Survival 100 ER: +50%
GR: 0%
Attacks Claw: S: 2 T: 3 Dmg: 4d4+18+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 2d6+20+MD Rng: 5 ft PR: Immune
Fire Breath: S: 2 T: 3 Dmg: 5d10+20 RR: Immune
Rng: 100 ft
Throwing skill is applied to Fire Breath.

Armor AC: +70


N: 12/50
L: 12/50
F: 12/50
P: 12/50
E: 12/50

Abilities AP Boost
Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Climber
Critical Immunity
Detector
Ironwall
Melee Buff
Pounce
Quiver With Fear
Repel
Rebuke
Sixth Sense
Swimmer
Takedown
Thick Skull

34
Gatorclaw
A water Deathclaw.

ST PE EN CH IN AG LK

12 10 8 3 6 10 5

Defcon Tier 3 Notes


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

Hit Points 250 A Targeted Leg Attack can be done to its


tail.
Unarmed 150
Detection 100 Crippling the tail does nothing to the
Sneak 100 creature except anger it.
Survival 100
Variants: Albino, Glowing, and Scorched
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d6+10+MD
Rng: 10 ft ER: +30%
Claw Stab: S: 3 T: 4 Dmg: 1d10+10+MD
GR: 0%
Rng: 10 ft
Bite: S: 3 T: 4 Dmg: 2d6+15+MD PR: 0%
Rng: 10 ft RR: Immune

Armor AC: +30


N: 7/30
L: 9/40
F: 4/30
P: 6/30
E: 8/40
Cannot grab.

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 2
Detector
Melee Buff
Quiver With Fear
Rebuke
Repel
Sixth Sense
Swimmer

35
Giant Rat
It wouldn’t be an apocalypse without giant rats lurking about. These little dimples love to eat garbage and human
flesh.

ST PE EN CH IN AG LK

5 6 1 1 5 7 5

Defcon Tier 5 Notes


Giant Rats cannot take Targeted Attacks
Size Small to the arm.

Hit Points 10 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 50
Detection 25 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
Variants: Glowing and Scorched
Attacks Claw: S: 2 T: 3 Dmg: 1d4+3+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d4+4+MD Rng: 5 ft ER: +10%
If a Bite hits, the target rolls EN -1. If the
GR: 0%
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 3 PR: 0%
Poison Damage Per Hour, roll EN -1 every RR: Immune
hour for the next two hours. If they
succeed the EN roll, the target doesn’t
take Poison Damage for the hour.

Armor AC +8

Abilities Bonus Movement - Rank 3


Sixth Sense

36
Young Gulper
The hatching mutated-salamander-like creature that can hang on trees to catch victims by surprise.

ST PE EN CH IN AG LK

6 6 5 2 3 8 5

Defcon Tier 4 Notes


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

Hit Points 50 A Targeted Leg Attack can be done to its


tail.
Detection 75
Sneak 75 Crippling the tail does nothing to the
Survival 75 creature except anger it.
Unarmed 75
Variants: Glowing and Scorched
Attacks Bite: S: 3 T: 4 Dmg: 1d8+4+MD Rng: 5 ft
Paw Swing: S: 3 T: 4 Dmg: 1d6+4+MD ER: +10%
Rng: 5 ft
GR: 0%
Armor AC: +22 PR: 0%
N: 3/20 RR: Immune
L: 5/30
F: 2/20
P: 1/10
E: 2/20

Abilities Bonus Movement - Rank 1


Climber
Detector
Gills
Melee Boost
Swimmer

37
Gulper
A mutated-salamander-like creature that can hang on trees to catch victims by surprise.

ST PE EN CH IN AG LK

8 8 6 3 3 10 5

Defcon Tier 3 Notes


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

Hit Points 80 A Targeted Leg Attack can be done to its


tail.
Detection 75
Sneak 100 Crippling the tail does nothing to the
Survival 100 creature except anger it.
Unarmed 75
Variants: Glowing and Scorched
Attacks Bite: S: 3 T: 4 Dmg: 2d6+5+M Rng: 10 ft
Paw Swing: S: 3 T: 4 Dmg: 1d8+8+MD ER: +20%
Rng: 10 ft
GR: 0%
Armor AC: +30 PR: 0%
N: 4/30 RR: Immune
L: 7/40
F: 2/30
P: 2/20
E: 3/30

Abilities Armor Breaker


Bonus Movement - Rank 2
Climber
Detector
Gills
Melee Buff
Swimmer

38
Hermit Crab
A massive monstrosity that uses a trailer as its shell. You’d think the trailer would slow them down? You’re wrong.

ST PE EN CH IN AG LK

12 5 10 1 4 5 5

Defcon Tier 3 Notes


Hermit Crabs cannot take Targeted
Size Huge Attacks to the neck and groin.

Hit Points 200 A Targeted Head Attack can be done to


the small head as normal.
Unarmed 150
Detection 50 A Targeted Eye Attack can be done to its
Sneak 25 two eyes.
Survival 50
A Targeted Torso Attack can be done to
Attacks Claw Stab: S: 3 T: 4 Dmg: 3d6+10+MD its main body.
Rng: 10 ft
Claw Swing: S: 3 T: N/A Dmg: A Targeted Arm Attack can be done to
3d10+10+MD Rng: 10 ft both it’s meaty claws.
Armor AC: +35
A Targeted Leg Attack can be done to any
N: 4/50
of its four legs.
L: 5/50
F: 1/30
They can’t crouch or prone. When
P: 4/40
knocked down they simply fall on their
E: 5/40
back and use 4 AP to get back up.
It’s Trailer Shell at the back ignores all
damage down to the Hermit Crab. The
Targeted Attacks are not possible when
Trailer Shell can be broken, but its shell
attacking from its back.
has a Limb Resistance of 20. The Hermit
Crab may also be able to get instead for
Variants: Glowing and Scorched
cover and it can only be attacked from
the front when this happens
ER: +30%
Abilities AP Boost GR: 0%
Armor Breaker PR: 0%
Armor Penetration RR: Immune
Bonus Movement - Rank 2
Gills
Melee Buff
Repel
Sixth Sense
Swimmer

39
Baby Megasloth
That’s right. A giant mutated sloth with algae growing on its back. Although they’re typically docile, they’ll do
anything to protect their young.

ST PE EN CH IN AG LK

12 5 8 3 5 6 5

Defcon Tier 4 Notes


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

Hit Points 100 A Targeted Leg Attack can be done to its


tail.
Unarmed 75
Detection 50 Crippling the tail does nothing to the
Sneak 25 creature except anger it.
Survival 50
Variants: Glowing and Scorched.
Attacks Claw Swing: S: 3 T: N/A Dmg: 2d8+2+MD
Rng: 5 ft ER: +20%
Claw Stab: S: 3 T: 4 Dmg: 1d10+2+MD
GR: 0%
Rng: 5 ft
PR: 0%
Armor AC: +14 RR: Immune
N: 3/30
L: 4/30
F: 2/20
P: 3/20
E: 3/20

Abilities Melee Buff


Repel
Sixth Sense
Spore Gas
Takedown

40
Megasloth
That’s right. A giant mutated sloth with algae growing on its back. Although they’re typically docile, they’ll do
anything to protect their young.

ST PE EN CH IN AG LK

12 5 8 3 5 8 5

Defcon Tier 3 Notes


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

Hit Points 250 A Targeted Leg Attack can be done to its


tail.
Unarmed 100
Detection 75 Crippling the tail does nothing to the
Sneak 25 creature except anger it.
Survival 75
Variants: Glowing and Scorched.
Attacks Claw Swing: S: 3 T: N/A Dmg: 3d8+5+MD
Rng: 10 ft ER: +30%
Claw Stab: S: 3 T: 4 Dmg: 2d10+5+MD
GR: 0%
Rng: 10 ft
PR: 0%
Armor AC: +22 RR: Immune
N: 5/40
L: 6/40
F: 4/40
P: 5/30
E: 5/40

Abilities Armor Breaker


Bonus Movement - Rank 1
Melee Buff
Repel
Sixth Sense
Spore Gas
Takedown

41
Mirelurk Spawn
They may look cute to some (They’re not), but in swarms these little buggers will overrun you.

ST PE EN CH IN AG LK

2 4 1 1 3 5 5

Defcon Tier 5 Notes


Mirelurk Spawns cannot take Targeted
Size Small Attacks to the eyes, neck, arms, groin, and
legs.
Hit Points 20
A Targeted Head attack can be done to
Unarmed 50 the small head as normal.
Detection 25
Sneak 25 A Targeted Torso Attack can be done to its
Survival 50 main body.
Attacks Tackle: S: 2 T: 3 Dmg: 1d4+2+MD Rng: 5 ft They can’t crouch or prone. When
Upon hit they deal Rads +10. knocked down they simply fall on their
back and use 4 AP to get back up.
Armor AC +10
N: 1/20
Variants: Nuka, Scorched, and Swamp.
Abilities Pounce
ER: 0%
GR: 0%
PR: 0%
RR: Immune

42
Mirelurk
If giant crabs survive the apocalypse, everyone living on the coast will feast upon them. Mirelurks travel in packs
and have a hard shell on the back that makes them difficult to sneak attack from behind.

ST PE EN CH IN AG LK

8 5 7 2 4 6 5

Defcon Tier 4 Notes


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

Hit Points 70 A Targeted Head Attack can be done to


the small head as normal.
Unarmed 150
Detection 75 A Targeted Eye Attack can be done to its
Sneak 50 two eyes.
Survival 50
A Targeted Torso Attack can be done to
Attacks Claw Stab: S: 3 T: 4 Dmg: 2d6+6+MD its main body.
Rng: 5 ft
Claw Swing: S: 3 T: N/A Dmg: A Targeted Arm Attack can be done to
2d10+6+MD Rng: 5 ft both it’s meaty claws.
Armor AC: +24
A Targeted Leg Attack can be done to any
N: 4/50
of its four legs.
L: 5/50
F: 1/30
They can’t crouch or prone. When
P: 4/40
knocked down they simply fall on their
E: 5/40
back and use 4 AP to get back up.
It’s Shell on the back and sides have 50 AC
and it only takes a quarter of the damage
A Targeted Attack to the Head, Eyes, and
as the initial damage. Apply DT and DR
Torso are only possible from the front.
after. The Shell has 15 Limb Resistance. If
the Shell’s Limb Resistance is 0, the shell
If a Mirelurk hides in its shell and stands
breaks.
still in the environment, it gets a +25 to
Sneak.
Abilities Armor Breaker
Armor Penetration
Variants: Bloodrage, Glowing, Nuka,
Bonus Movement - Rank 1
Scorched, and Swamp.
Melee Boost
Repel
ER: +20%
Sixth Sense
Swimmer GR: 0%
PR: 0%
RR: Immune

43
Mirelurk Hunter
A variant of the mirelurks that originated as lobsters, they’re a bit stronger than the average Mirelurk and come
with an acid spit attack that makes everyone cry.

ST PE EN CH IN AG LK

8 6 8 2 4 8 5

Defcon Tier 3 Notes


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

Hit Points 90 A Targeted Head Attack can be done to


the small head as normal.
Throwing 100
Unarmed 150 A Targeted Eye Attack can be done to its
Detection 75 two eyes.
Sneak 75
Survival 75 A Targeted Torso Attack can be done to
its main body.
Attacks Claw Stab: S: 3 T: 4 Dmg: 2d6+6+MD
Rng: 5 ft A Targeted Arm Attack can be done to
Claw Swing: S: 3 T: N/A Dmg: both it’s meaty claws.
2d10+6+MD Rng: 5 ft
Acid Spit: S: 4 T: N/A Dmg: 2d8+4 Rng: 15 A Targeted Leg Attack can be done to any
ft Acid Spit deals True Damage and uses of its eight legs.
the Throwing Skill.
They can’t crouch or prone. When
Armor AC: +27
knocked down they simply fall on their
N: 7/40
back and use 4 AP to get back up.
L: 5/40
F: 2/30
Variants: Albino, Glowing, Nuka,
P: 4/40
Scorched, and Swamp.
E: 5/40
ER: +20%
Abilities Armor Breaker
Armor Penetration GR: 0%
Bonus Movement - Rank 2 PR: 0%
Melee Boost RR: Immune
Repel
Sixth Sense
Swimmer

44
Mirelurk King
The king lurks underneath the waters killing all in its path. They’re not as feared as Deathclaws, but their Sonic
Blast begs to differ. This can also be used for Lakelurks.

ST PE EN CH IN AG LK

12 8 7 3 5 12 5

Defcon Tier 2 Notes


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

Hit Points 300 A Targeted Leg Attack can be done to its


tail.
Throwing 100
Unarmed 150 Variants: Glowing, Nuka, Scorched, and
Detection 100 Swamp.
Sneak 75
Survival 100 ER: +40%
GR: 0%
Attacks Claw Stab: S: 2 T: 3 Dmg: 2d8+8+MD
Rng: 10 ft PR: 0%
Claw Swing: S: 3 T: N/A Dmg: RR: Immune
2d10+8+MD Rng: 10 ft

Armor AC: +28


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

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 3
Detector
Melee Buff
Quiver With Fear
Repel
Sixth Sense
Sonic Blast
Swimmer

45
Mirelurk Queen
A massive abomination that spawns babies and spits acid out at everyone. Every wastelander that sees this
creature better run or they’ll have to face the Queen and her horde.

ST PE EN CH IN AG LK

16 8 7 3 5 4 5

Defcon Tier 1 Notes


Mirelurks cannot take Targeted Attacks to
Size Gargantuan the neck and groin.

Hit Points 1500 A Targeted Head Attack can be done to


the small head as normal.
Throwing 150
Unarmed 150 A Targeted Eye Attack can be done to its
Detection 100 two eyes.
Sneak 25
Survival 100 A Targeted Torso Attack can be done to its
main body.
Attacks Claw Stab: S: 2 T: 3 Dmg: 4d6+8+MD
Rng: 10 ft A Targeted Arm Attack can be done to
Claw Swing: S: 3 4d10+8+MD Rng: 10 ft both it’s meaty claws.
Acid Spit: S: 4 T: N/A Dmg: 2d10+5 Rng: 30
ft A Targeted Leg Attack can be done to any
Acid Spit deals True Damage and uses the of its four legs.
Throwing Skill.
They can’t crouch or prone. When
Armor AC: +46
knocked down they simply fall on their
N: 12/70
back and use 4 AP to get back up.
L: 15/60
F: 8/50
A Targeted Attack to the Head, Eyes, and
P: 8/60
Torso are only possible from the front.
E: 20/70
Variants: Nuka, Scorched, and Swamp.
Abilities Action Boost
Armor Breaker
ER: Immune
Armor Penetration
Bonus Movement - Rank 3 GR: 0%
Detector PR: 0%
Melee Buff RR: Immune
Mirelurk Spawn
Quiver With Fear
Repel
Sixth Sense
Swimmer
Thick Skull

46
Mole Rat
The oddest creature that no one expected in the apocalypse. Mole rats travel in packs and are often led by a Brood
Mother. These little buggers burrow themselves into the ground and sprout out at times for an ambush.

ST PE EN CH IN AG LK

5 6 2 2 4 7 5

Defcon Tier 5 Notes


Mole Rats cannot take Targeted Attacks
Size Small to the arm.

Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 60
Detection 50 The rest of the Targeted Attacks follow
Sneak 50 the standard of an average human.
Survival 50
Variants: Glowing
Attacks Claw: S: 2 T: 3 Dmg: 1d4+3+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d6+5+MD Rng: 5 ft ER: +10%
Armor AC +8 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 1 RR: Immune
Burrow
Pounce
Sixth Sense

47
Broodmother Mole Rat
The mothers of the Mole rat packs. These things are fatter and hit harder, but all in favor of the pack.

ST PE EN CH IN AG LK

6 7 4 1 5 8 5

Defcon Tier 4 Notes


Broodmother Mole Rats cannot take
Size Medium Targeted Attacks to the arm.

Hit Points 60 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 50 The rest of the Targeted Attacks follow
Sneak 50 the standard of an average human.
Survival 75
Variants: Glowing
Attacks Claw: S: 2 T: 3 Dmg: 2d4+5+MD Rng: 5 ft
Bite: S: 3 T: 4 3d4+5+MD Rng: 5 ft ER: +20%
Armor AC +12 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 2 RR: Immune
Burrow
Pounce
Sixth Sense

48
Nightstalker
With the body of a coyote, the head of a snake, and the tail of a snake, these abominations travel as a pack.

ST PE EN CH IN AG LK

5 8 5 5 5 8 5

Defcon Tier 4 Notes


Nightstalker cannot take Targeted Attacks
Size Medium to the arm.

Hit Points 70 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 75 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft Crippling the tail does nothing to the
If a Bite hits, the target rolls EN -1. If the creature except anger it.
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 20 Variants: Scorched
Poison Damage Per Hour, roll EN -1 every
hour for the next hour. If they succeed When skinning for meat assume its a
the EN roll, the target doesn’t take Poison Defcon 5.
Damage for the hour.
ER: +20%
Armor AC: +17
N: 1/20 GR: 0%
L: 1/10 PR: +20%
F: 0/10 RR: Immune

Abilities Bonus Movement - Rank 2


Detector
Pounce
Sixth Sense
Stealth Boy
Takedown

49
Opossum
The other nature’s ninja but with three heads.

ST PE EN CH IN AG LK

4 7 5 5 6 8 5

Defcon Tier 5 Notes


Opossums cannot take Targeted Attacks
Size Small to the arm.

Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 75
Deception 100 The rest of the Targeted Attacks follow
Detection 75 the standard of an average human.
Sneak 75
Survival 50 They can use Deception to play dead.
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft ER: 0%
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
GR: 0%
Armor AC: +12 PR: 0%
RR: Immune
Abilities Bonus Movement - Rank 2
Climber

50
Rad Chicken
It’s a chicken. That’s been radiated.

ST PE EN CH IN AG LK

2 5 3 5 2 6 5

Defcon Tier 5 Notes


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

Hit Points 10 A Targeted Leg Attack has the same


penalty as the Eye.
Unarmed 25
Detection 50 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 25
ER: 0%
Attacks Peck: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
GR: 0%
Armor AC: +14 PR: 0%
RR: Immune
Abilities Bonus Movement - Rank 2

51
Rad Rabbit
It’s a rabbit. That’s been radiated.

ST PE EN CH IN AG LK

2 7 3 5 5 10 5

Defcon Tier 5 Notes


Rabbits cannot take Targeted Attacks to
Size Small the arm.

Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 50 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft ER: 0%
Armor AC: +10 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 2 RR: Immune

52
Rad Squirrel
It’s a hairless squirrel that’s been radiated.

ST PE EN CH IN AG LK

2 7 3 5 5 10 5

Defcon Tier 5 Notes


Squirrels cannot take Targeted Attacks to
Size Small the arm.

Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 100 The rest of the Targeted Attacks follow
Survival 50 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft ER: 0%
Armor AC: +20 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 3 RR: Immune
Climber

53
Rad Turkey
Happy Turkey Day!

ST PE EN CH IN AG LK

3 5 5 3 2 7 5

Defcon Tier 5 Notes


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

Hit Points 20 A Targeted Leg Attack has the same


penalty as the Eye.
Unarmed 50
Detection 50 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
ER: 0%
Attacks Peck: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
GR: 0%
Armor AC: +13 PR: 0%
RR: Immune
Abilities Bonus Movement - Rank 1

54
Radstag
Still a great source of two-headed meat, but it’s very important to down them quickly, as you don’t want to be on
the business end of his antlers.

ST PE EN CH IN AG LK

5 10 4 1 1 10 5

Defcon Tier 5 Notes


Will likely flee if he detects a threat
Size Medium before combat has begun or he has low
Hit Points, that is unless he is defending
Hit Points 40 his territory or his does.

Unarmed 75 Radstags cannot take Targeted Attacks to


Detection 50 the arm.
Sneak 50
Survival 50 Its four limbs all take the leg penalty when
attempting a Targeted Attack.
Attacks Kick: S: 3 T: 4 Dmg: 2d4+4+MD Rng: 5 ft
Gore: S: 3 T: N/A Dmg: 2d8+6+MD Rng: 5 The rest of the Targeted Attacks follow
ft the standard of an average human.

Armor AC +10 Variants: Glowing


N: 2/20
L: 1/10 Gore attack uses the horns.

Abilities Bonus Movement - Rank 3 ER: +10%


GR: 0%
PR: 0%
RR: Immune

55
Radstag Doe
The best source of two-headed meat in the wasteland, considering you don’t have to worry about it turning YOU
into dinner. However it’s important that you manage to land a good shot on the first try to down her before she
can escape.

ST PE EN CH IN AG LK

3 10 3 1 1 9 5

Defcon Tier 5 Notes


Will always flee from combat if possible.
Size Medium
Radstags cannot take Targeted Attacks to
Hit Points 30 the arm.

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


Detection 50 when attempting a Targeted Attack.
Sneak 75
Survival 50 The rest of the Targeted Attacks follow
the standard of an average human.
Attacks Kick: S: 3 T: 4 Dmg: 2d4+4+MD Rng: 5 ft
Variants: Glowing
Armor AC: +16
N: 2/20
ER: +10%
L: 1/10
GR: 0%
Abilities Bonus Movement - Rank 2 PR: 0%
RR: Immune

56
Radscorpion
A freak of nature that will instantly destroy you with its stinger. These things can burrow into the ground and
sprout out and strike like a ninja.

ST PE EN CH IN AG LK

6 5 6 3 6 8 5

Defcon Tier 4 Notes


Radscorpions cannot take Targeted
Size Medium Attacks to the groin.

Hit Points 60 A Targeted Head Attack can be done to


the small head as normal.
Unarmed 100
Detection 75 A Targeted Eye Attack can be done to its
Sneak 100 many eyes.
Survival 75
A Targeted Torso Attack can be done to its
Attacks Claw Strike: S: 2 T: 3 Dmg: 1d8+15+MD main body.
Rng: 5 ft
Stinger: S: 3 T: 4 Dmg: 2d8+15+MD A Targeted Neck Attack can be done to its
Rng: 10 ft stinger.
If Stinger hits, the target rolls EN -2. If the
target succeeds, they take half the Poison A Targeted Arm Attack can be done to
Damage. If the target fails, they suffer 15 both it’s meaty claws.
Poison Damage Per Hour, roll EN -2 every
hour for the next six hours. If they A Targeted Leg Attack can be done to any
succeed the EN roll, the target doesn’t of its six legs.
take Poison Damage for the hour.
They can’t crouch or prone. When
Armor AC: +27
knocked down they simply fall on their
N: 4/30
back and use 4 AP to get back up.
L: 2/20
F: 3/30
Variants: Albino, Glowing, and Scorched
P: 1/20
E: 3/20
ER: +20%
Abilities Armor Breaker GR: 0%
Bonus Movement - Rank 1 PR: 0%
Burrow RR: Immune
Melee Buff
Sixth Sense

57
Giant Radscorpion
A freak of nature that will instantly destroy you with its stinger. These things can burrow into the ground and
sprout out and strike like a ninja.

ST PE EN CH IN AG LK

8 6 8 3 6 8 5

Defcon Tier 3 Notes


Giant Radscorpions cannot take Targeted
Size Large Attacks to the groin.

Hit Points 100 A Targeted Head Attack can be done to


the small head as normal.
Unarmed 150
Detection 100 A Targeted Eye Attack can be done to its
Sneak 125 many eyes.
Survival 100
A Targeted Torso Attack can be done to its
Attacks Claw Strike: S: 2 T: 3 Dmg: 3d8+25+MD main body.
Rng: 10 ft
Stinger: S: 3 T: 4 Dmg: 4d8+25+MD A Targeted Neck Attack can be done to its
Rng: 20 ft stinger.
If Stinger hits, the target rolls EN -3. If the
target succeeds, they take half the Poison A Targeted Arm Attack can be done to
Damage. If the target fails, they suffer 20 both it’s meaty claws.
Poison Damage Per Hour, roll EN -3 every
hour for the next six hours. If they A Targeted Leg Attack can be done to any
succeed the EN roll, the target doesn’t of its six legs.
take Poison Damage for the hour.
They can’t crouch or prone. When
Armor AC: +37
knocked down they simply fall on their
N: 8/40
back and use 4 AP to get back up.
L: 5/40
F: 6/30
Variants: Albino, Glowing, and Scorched
P: 5/20
E: 6/40
ER: +40%
Abilities Armor Breaker GR: 0%
Armor Penetration PR: 0%
Bonus Movement - Rank 2 RR: Immune
Burrow
Melee Buff
Sixth Sense

58
Bark Radscorpion
A smaller variant of the traditional radscorpion found in the desert. They’re faster but weaker than standard.

ST PE EN CH IN AG LK

4 5 5 3 5 8 5

Defcon Tier 5 Notes


Radscorpions cannot take Targeted
Size Small Attacks to the groin.

Hit Points 40 A Targeted Head Attack can be done to


the small head as normal.
Unarmed 75
Detection 50 A Targeted Eye Attack can be done to its
Sneak 75 many eyes.
Survival 50
A Targeted Torso Attack can be done to its
Attacks Claw Strike: S: 2 T: 3 Dmg: 1d8+8+MD main body.
Rng: 5 ft
Stinger: S: 3 T: 4 Dmg: 2d8+8+MD A Targeted Neck Attack can be done to its
Rng: 5 ft stinger.
If Stinger hits,the target rolls EN -1. If the
target succeeds, they take half the Poison A Targeted Arm Attack can be done to
Damage. If the target fails, they suffer 5 both it’s meaty claws.
Poison Damage Per Hour, roll EN -1 every
hour for the next two hours. If they A Targeted Leg Attack can be done to any
succeed the EN roll, the target doesn’t of its six legs.
take Poison Damage for the hour.
They can’t crouch or prone. When
Armor AC: +17
knocked down they simply fall on their
N: 2/20
back and use 4 AP to get back up.
L: 1/20
F: 2/20
Variants: Scorched
P: 1/10
E: 1/10
ER: +10%
Abilities Bonus Movement - Rank 2 GR: 0%
Burrow PR: 0%
Sixth Sense RR: Immune

59
Bark Radscorpion Hunter
A smaller variant of the traditional radscorpion found in the desert. They’re faster and more experienced that their
younger versions.

ST PE EN CH IN AG LK

5 6 5 3 5 9 5

Defcon Tier 5 Notes


Radscorpions cannot take Targeted
Size Small Attacks to the groin.

Hit Points 60 A Targeted Head Attack can be done to


the small head as normal.
Unarmed 100
Detection 100 A Targeted Eye Attack can be done to its
Sneak 100 many eyes.
Survival 75
A Targeted Torso Attack can be done to its
Attacks Claw Strike: S: 2 T: 3 Dmg: 1d8+10+MD main body.
Rng: 5 ft
Stinger: S: 3 T: 4 Dmg: 2d8+10+MD A Targeted Neck Attack can be done to its
Rng: 5 ft stinger.
If Stinger hits, the target rolls EN -1. If the
target succeeds, they take half the Poison A Targeted Arm Attack can be done to
Damage. If the target fails, they suffer 10 both it’s meaty claws.
Poison Damage Per Hour, roll EN -1 every
hour for the next six hours. If they A Targeted Leg Attack can be done to any
succeed the EN roll, the target doesn’t of its six legs.
take Poison Damage for the hour.
They can’t crouch or prone. When
Armor AC: +21
knocked down they simply fall on their
N: 2/30
back and use 4 AP to get back up.
L: 2/20
F: 2/20
Variants: Scorched
P: 1/10
E: 2/20
ER: +15%
Abilities Armor Breaker GR: 0%
Bonus Movement - Rank 3 PR: 0%
Burrow RR: Immune
Sixth Sense

60
Rad Toad
A giant toad that’ll slap you with its tongue.

ST PE EN CH IN AG LK

2 5 4 1 4 8 5

Defcon Tier 5 Notes


RadToads cannot take Targeted Attacks to
Size Medium the groin.

Hit Points 20 The rest of the Targeted Attacks follow


that of an average human.
Unarmed 50
Detection 50 Variants: Glowing and Scorched
Sneak 50
Survival 75 ER: 0%
GR: 0%
Attacks Tongue Slap: S: 2 T: 3 Dmg: 2d4+4+MD
Rng: 10 ft PR: 0%
RR: Immune
Armor AC: +12

Abilities Bonus Movement - Rank 1

61
Scorchbeast
If you ever fight this, you’re going to die.

ST PE EN CH IN AG LK

18 12 12 3 5 10 5

Defcon Tier 1 - You’re Screwed Notes


Scorchbeasts cannot take Targeted
Size Huge Attacks to the arm.

Hit Points 1,000 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Throwing 100
Unarmed 150 Crippling the tail does nothing to the
Sneak 25 creature except anger it.
Detection 75
The rest of the Targeted Attacks follow
Attacks Claw Stab: S: 3 T: 4 Dmg: 2d10+20+MD the standard of an average human.
Rng: 15 ft
Bite: S: 3 T: 4 Dmg: 2d6+10+MD ER: Immune
Rng: 5 ft
GR: 0%
Armor AC: +40 PR: +50%
N: 17/50 RR: Immune
L: 18/50
F: 15/50
P: 13/50
E: 14/50

Abilities Action Boost


Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Detector
Flight
Ironwall
Limb Immunity
Melee Buff
Quiver With Fear
Radiation Gas
Rebuke
Repel
Sixth Sense
Sonic Blast
Takedown
Thick Skull
Wind Push

62
Scorchbeast Queen
If you ever fight this, you really pissed off the GM and probably deserve it.

ST PE EN CH IN AG LK

20 12 15 3 5 10 5

Defcon Tier 1 - You’re REALLY Screwed Notes


Scorchbeast Queens cannot take Targeted
Size Gargantuan Attacks to the arm.

Hit Points 3,000 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Throwing 100
Unarmed 175 Crippling the tail does nothing to the
Sneak 25 creature except anger it.
Detection 100
The rest of the Targeted Attacks follow
Attacks Claw Stab: S: 3 T: 4 Dmg: 3d10+20+MD the standard of an average human.
Rng: 15 ft
Bite: S: 3 T: 4 Dmg: 3d6+10+MD ER: Immune
Rng: 5 ft
GR: 0%
Armor AC: +70 PR: +50%
N: 18/60 RR: Immune
L: 19/60
F: 16/60
P: 14/60
E: 15/60

Abilities Action Boost


Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Critical Immunity
Detector
Flight
Ironwall
Limb Immunity
Melee Buff
Quiver With Fear
Radiation Gas
Rebuke
Repel
Sixth Sense
Sonic Blast
Takedown
Thick Skull
Wind Push

63
Wolf
Not as altered as other species, wolves typically roam in packs led by the Alpha. Rarely do you see them alone.

ST PE EN CH IN AG LK

7 7 5 2 5 8 6

Defcon Tier 4 Notes


Wolves cannot take Targeted Attacks to
Size Medium the arm.

Hit Points 50 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 100 The rest of the Targeted Attacks follow
Sneak 100 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5 ft Variants: Glowing
Bite: S: 3 T: 4 Dmg: 2d6+4+MD Rng: 5 ft
If a bite is successful, they're able to hold ER: +20%
onto you. Roll ST vs. ST to get them off.
GR: 0%
Once you push them off, you take 5 True
Damage and start to bleed out. Roll a 1d4 PR: 0%
each turn till you're treated. RR: Immune

Armor AC: +22


N: 2/20
L: 1/20
F: 0/30

Abilities Detector
Melee Buff
Pounce
Sixth Sense
Takedown

64
Yao Guai
Not as terrifying as a Deathclaw, but just as terrifying. The Yaoguai is a large bear that has barely mutated but still
wanders the waste. Be wary of these beasts for once they get you, it can snap your neck in an instant.

ST PE EN CH IN AG LK

12 10 10 3 5 8 5

Defcon Tier 3 Notes


Yaoguais cannot take Targeted Attacks to
Size Large the arm.

Hit Points 300 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 125
Detection 75 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Survival 100
Variants: Albino and Glowing
Attacks Claw Swing: S: 4 T: N/A Dmg: 2d8+6+MD
Rng: 5 ft ER: +30
Bite: S: 3 T: 4 Dmg: 2d6+6+MD Rng: 5 ft
GR: 0%
If the bite is successful, they're able to
hold onto you. Roll ST vs. ST to get them PR: +20%
off. Once you push them off, you take 5 RR: Immune
True Damage and start to bleed out. Roll
a 1d4 each turn till you're treated.

Armor AC: +32


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

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 2
Climber
Detector
Melee Buff
Quiver With Fear
Repel
Sixth Sense
Takedown

65
Brotherhood of Steel
Although they’re well trained, the Brotherhood doesn’t have the numbers of N.C.R. possess. What they make up
for numbers they make up in skill. The Brotherhood is the most spread out faction and each chapter is led by an
Elder which forms a council led by the High Elder.

Brotherhood Initiate/Aspirant
The lowest and intensely trained individuals of the Brotherhood. Initiates become Aspirants when they
demonstrate their worth.

ST PE EN CH IN AG LK

6 6 5 5 5 6 5

Defcon Tier 4 Notes


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

Hit Points 90

Energy Weapons 100


Melee Weapons 75
Throwing 75
Unarmed 75
Detection 75
Sneak 75

Weapons Fist & Feet


Laser Pistol
Plasma Pistol
Laser Carbine
Laser Rifle
Combat Knife
1d4 Fragmentation Grenade

Armor Combat Helmet


B.O.S. Uniform
Combat Armor MK I

Abilities Melee Boost


Redo

66
Brotherhood Knight
The typical soldier on the field. Knight is a fully recognized member of the Brotherhood of Steel.

ST PE EN CH IN AG LK

7 7 6 5 6 7 5

Defcon Tier 3 Notes


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

Hit Points 120

Big Guns 125


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

Weapons Fist & Feet


Exo Suit Fist & Feet
Gatling Laser
Laser Rifle
Sharpened Combat Knife
1d4 Fragmentation Grenade

Armor T-45 Helmet


BOS Uniform
Exo Suit
T-45

Abilities Bonus Movement - Rank 1


Detector
Earlier Sequence
Melee Buff
Quick Reload
Redo

67
Brotherhood Paladin
The true embodiment of the Brotherhood of Steel. They’re the most experienced soldiers that are equivalent to a
United States Colonel.

ST PE EN CH IN AG LK

8 8 7 6 7 8 6

Defcon Tier 3 Notes


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

Hit Points 150

Big Guns 150


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

Weapons Fist & Feet


Exo Suit Fist & Feet
Gatling Laser
Advanced Laser Rifle
Plasma Rifle
Bowie Knife
1d4 Stimpacks
1d4 Fragmentation Grenade

Armor T-51 Helmet


B.O.S. Uniform
Exo Suit
T-51 Power Armor

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 2
Detector
Earlier Sequence
Ironwall
Melee Buff
Quick Reload
Redo

68
Brotherhood Star Paladin
A rare rank among the Brotherhood that are equivalent to Brigadier General.

ST PE EN CH IN AG LK

9 9 8 6 8 9 6

Defcon Tier 2 Notes


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

Hit Points 200

Big Guns 150


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

Weapons Fist & Feet


Gatling Laser
Advanced Laser Rifle
Plasma Rifle
Sharpened Combat Knife
1d4 Fragmentation Grenades
1d4 Plasma Grenades
1d4 Stimpacks
1d4 Super Stimpacks

Armor T-60 Helmet


B.O.S. Uniform
Exo Suit
T-60

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 3
Detector
Earlier Sequence
Ironwall
Melee Buff
Quick Reload
Rebuke
Redo

69
Brotherhood Sentinel
The rank below Elder. Sentinel’s are equivalent to a General and they’re the scariest and most badass members of
the Brotherhood of Steel.

ST PE EN CH IN AG LK

10 10 9 7 9 10 7

Defcon Tier 1 Notes


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

Hit Points 300

Big Guns 150


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

Weapons Fist & Feet


Gatling Laser
Plasma Rifle
Sharpened Combat Knife
1d4 Fragmentation Grenades
1d4 Plasma Grenades
1d4 Stimpacks
1d4 Super Stimpacks

Armor T-60 Helmet


B.O.S. Uniform
Exo Suit
T-60

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 3
Detector
Earlier Sequence
Ironwall
Melee Buff
Quick Reload
Rebuke
Redo

70
Brotherhood Lancer
The pilots of the Brotherhood of Steel. They’re experts in Vehicles.

ST PE EN CH IN AG LK

6 7 5 6 8 7 5

Defcon Tier 3 Notes


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

Hit Points 80

Energy Weapons 100


Melee Weapons 75
Throwing 75
Unarmed 75
Detection 100
Engineer 125
Pilot 125
Sneak 100

Weapons Fist & Feet


Laser Pistol
Plasma Pistol
Laser Rifle
Combat Knife
1d4 Fragmentation Grenade

Armor B.O.S. Uniform

Abilities Redo

71
Brotherhood Scribe
The best and brightest of the Brotherhood. Scribes dedicate their lives to the research of Pre-War and Post-War
technologies.

ST PE EN CH IN AG LK

5 6 5 5 8 6 5

Defcon Tier 4 Notes


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

Hit Points 70 Not every Brotherhood Scribe has 100 in


Computer Science, Doctor, Engineer, and
Energy Weapons 75 Nature Science.
Unarmed 75
Detection 50
Blacksmith 100
Computer Science 100
Doctor 100
Engineer 100
Gunsmith 100
Nature Science 100

Weapons Fist & Feet


Laser Pistol
1d2 Stimpaks

Armor B.O.S. Scribe Outfit

Abilities None

72
Elder Arthur Maxson
The leader of the Eastern Brotherhood of Steel and the last descendent of Roger Maxson, the founder of the
Brotherhood of Steel.

ST PE EN CH IN AG LK

10 10 10 10 10 10 10

Defcon Tier 1 Notes


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

Hit Points 1000 1d4 Fragmentation Grenades


1d4 Plasma Grenades
Big Guns 200 1d4 Stimpacks
Energy Weapons 200 1d4 Super Stimpacks
Melee Weapons 150
Throwing 150
Unarmed 150
Detection 150
Sneak 150

Weapons Fist & Feet


Gatling Laser
Turbo Plasma Rifle
Sharpened Combat Knife

Armor T-60 Helmet


B.O.S. Uniform
Exo Suit
T-60

Abilities Action Boost


Bonus Movement - Rank 3
Detector
Earlier Sequence
Ironwall
It Just Works
Martial Artist
Melee Buff
Quick Reload
Quiver With Fear
Rebuke
Redo
Repel
Sixth Sense
Takedown
Thick Skull

73
Caesar Legion
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.

Legionnaire Recruit
The lowest rank of the Legion trained in close combat with only one goal in mind, to prove their worth.

ST PE EN CH IN AG LK

6 5 4 5 5 6 5

Defcon Tier 5 Notes


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

Hit Points 40

Melee Weapons 75
Small Guns 75
Throwing 75
Unarmed 75

Weapons Fist & Feet


Colt M1911
Machete
1d4 Healing Powder

Armor Metal Helmet


Legionary Armor

Abilities Melee Boost

74
Prime Legionnaire
Humans with a Renegade Alignment
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.

ST PE EN CH IN AG LK

6 6 5 4 5 7 5

Defcon Tier 4 Notes


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

Hit Points 45

Melee Weapons 100


Small Guns 100
Sneak 75
Throwing 100
Unarmed 100

Weapons Fist & Feet


Machete Gladius
Colt M1911
AK-74
Knife
1d4 Healing Powder

Armor Metal Helmet


Legionary Armor

Abilities Melee Boost


Redo

75
Decanus Legionnaire
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.

ST PE EN CH IN AG LK

7 6 5 5 5 8 5

Defcon Tier 4 Notes


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

Hit Points 52

Melee Weapons 100


Small Guns 100
Throwing 100
Unarmed 100
Detection 75
Sneak 100

Weapons Fist & Feet


Machete Gladius
Sharpened Spear
Claymore
Combat Knife
Colt M1911
FN-FAL
1d4 Healing Powder

Armor Metal Helmet


Decanus Armor

Abilities Martial Artist


Melee Buff
Redo

76
Frumentarii
The scouts, assassins, and infiltrators of the Legion. They are everywhere and you better pray they haven’t
infiltrated into a position of high authority.

ST PE EN CH IN AG LK

7 6 5 5 5 9 5

Defcon Tier 4 Notes


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

Hit Points 50

Melee Weapons 100


Small Guns 100
Throwing 100
Unarmed 100
Detection 75
Sneak 100

Weapons Fist & Feet


Machete Gladius
Combat Knife
Colt M1911 - Silencer
Rangemaster - Silencer
Hunting Rifle - Silencer
1d4 Healing Powder

Armor Decanus Armor

Abilities Detector
Martial Artist
Melee Buff
Quick Reload
Redo

77
Centurion
The highest ranking officers in the Legion and work as the main commanders of the army.

ST PE EN CH IN AG LK

9 6 6 6 7 9 5

Defcon Tier 3 Notes


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

Hit Points 100

Melee Weapons 150


Small Guns 100
Throwing 100
Unarmed 150
Detection 100
Sneak 100

Weapons Fist & Feet


Machete Gladius
1d6 Sharpened Spear
Sharpened Combat Knife
Claymore
.44 Revolver
M16A3
Combat Shotgun
Large Shield
1d4 Fragmentation Grenade

Armor Centurion Helmet


Centurion Armor

Abilities Bear Hold


Bonus Movement - Rank 1
Detector
Earlier Sequence
Ironwall
Martial Artist
Melee Buff
Quick Reload
Redo

78
Praetorian
The elite guard of Caesar himself. They’re well respected and feared for their exceptional skill. They’re masters of
hand-to-hand combat.

ST PE EN CH IN AG LK

10 7 7 6 7 10 5

Defcon Tier 3 Notes


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

Hit Points 150

Melee Weapons 150


Small Guns 125
Throwing 100
Unarmed 150
Detection 100
Sneak 100

Weapons Fist & Feet


Displace Glove
Power Fist
Punch Gun

Armor Centurion Armor

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 2
Detector
Earlier Sequence
Ironwall
Martial Artist
Melee Buff
Redo

79
Legate Lanius
It does not matter, victory shall be ours, it shall be swift, and it will be honest, purchased with blood.

ST PE EN CH IN AG LK

10 7 10 6 8 10 7

Defcon Tier 1 Notes


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

Hit Points 500

Melee Weapons 200


Throwing 200
Unarmed 200
Detection 150

Weapons Fist & Feet


Blade of the East

Armor Legate Helmet


Legate Armor

Abilities Action Boost


Armor Breaker
Armor Penetration
Bear Hold
Bonus Movement - Rank 3
Critical Immunity
Detector
Earlier Sequence
Ironwall
It Just Works
Martial Artist
Melee Buff
Quiver With Fear
Rebuke
Redo
Repel
Sixth Sense
Thick Skull
Two For One

80
Legion Hound
Large dogs raised in Denver by the Legion to serve for hunting and killing.

ST PE EN CH IN AG LK

7 8 4 4 5 7 5

Defcon Tier 4 Notes


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

Hit Points 40 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 100 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft ER: +20%
Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft
GR: 0%
Armor AC +18 PR: 0%
N: 2/30 RR: Immune
L: 1/20

Abilities Armor Penetration


Bonus Movement - Rank 2
Melee Buff
Pounce

81
Church of the Children of Atom
The holy religion of the great Atom. His children spread his glow. They originated in Megaton and have spread all
over the East Coast.

Child of Atom
The new members of the Church. Armed with Gamma Guns, they spread the good word one radiation at a time.

ST PE EN CH IN AG LK

5 5 8 6 5 6 6

Defcon Tier 4 Notes


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

Hit Points 70

Energy Weapons 75
Small Guns 100
Unarmed 50
Detection 50
Sneak 50

Weapons Fist & Feet


Gamma Gun
M16A2
Laser Carbine

Armor Children of Atom Rags


Immune to Radiation

Abilities Bonus Movement: Rank 1


Redo

82
Child of Atom Preacher
The leaders of the church that carry the good barrel of Atom’s glow.

ST PE EN CH IN AG LK

5 6 8 8 6 6 8

Defcon Tier 4 Notes


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

Hit Points 90

Energy Weapons 100


Small Guns 100
Unarmed 75
Detection 75
Sneak 75

Weapons Fist & Feet


Gamma Gun
M16A2
Laser Carbine
Nuka Grenade

Armor Children of Atom Rags


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

Abilities Bonus Movement: Rank 2


Redo

83
Child of Atom Enforcers
The enforcers that protect the glow from nonbelievers.

ST PE EN CH IN AG LK

6 6 9 7 6 8 8

Defcon Tier 3 Notes


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

Hit Points 120

Energy Weapons 125


Small Guns 125
Unarmed 100
Detection 75
Sneak 75

Weapons Fist & Feet


Gamma Gun
M16A3
Laser Rifle
Radium Rifle
1d4 Nuka Grenades

Armor Children of Atom Rags


AC: +20
N: +5/40
L: +4/30
F: +3/30
P: +2/20
E: +3/20
Immune to Radiation
SH: 10

Abilities Bonus Movement: Rank 2


It Just Works
Melee Boost
Quick Reload
Redo

84
Cryptids
A variation to animals that are related to local folklore and a questionable existence.

Abominations
The experiments of the Zetans. Kill on sight.

ST PE EN CH IN AG LK

7 5 7 3 3 7 5

Defcon Tier 5 Notes


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

Hit Points 50 ER: +10%


GR: 0%
Unarmed 100
PR: 0%
Detection 50
Sneak 50 RR: Immune

Attacks Smash: S: 3 T: N/A Dmg: 2d8+5+MD Rng:


5 ft

Armor AC: +23

Abilities Bonus Movement - Rank 2


Melee Buff

85
Alien
It’s the Zetans! They’re everywhere!

ST PE EN CH IN AG LK

10 10 10 10 10 10 10

Defcon Tier 1 Notes


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

Hit Points 600 ER: Immune


GR: Immune
Energy Weapons 200
PR: Immune
Detection 125
Sneak 125 RR: Immune

Weapons Alien Atomizer


Alien Blaster
Alien Disintegrator
Drone Cannon

Armor AC: +50


N: +10/60
L: +10/60
F: +10/60
P: +10/60
E: +10/60

Abilities Bonus Movement - Rank 3


Sixth Sense
Takedown

86
Flatwoods Monster
A rare creature that is said to manipulate the minds of many.

ST PE EN CH IN AG LK

6 10 10 5 10 10 5

Defcon Tier 2 Notes


The Flatwoods Monster cannot take
Size Medium Targeted Attacks to the eyes and groin.

Hit Points 500 A Targeted Head attack can be done to its


large head.
Unarmed 100
Detection 50 A Targeted Torso Attack can be done to its
Sneak 50 main body.
Attacks Claw Attack: S: 2 T: 3 Dmg: 3d8+10+MD A Targeted Arm Attack can be done to its
Rng: 5 ft two arms.
Armor AC: +40
A Targeted Leg Attack can be done to its
N: +10/50
two thrusters on the side.
L: +10/50
F: +10/50
ER: +50
P: +10/50
E: +10/50 GR: Immune
PR: Immune
Abilities Armor Breaker RR: Immune
Armor Penetration
Bonus Movement - Rank 3
Controller
Critical Immunity
Detector
Earlier Sequence
Flight
Ironwall
Limb Immunity
Rebuke
Redo
Regeneration
Repel
Sixth Sense

87
Grafton Monster
A massive abomination made of flesh by West Tek in Huntersville. If you see the massive wall of flesh, run.

ST PE EN CH IN AG LK

12 5 8 3 3 8 5

Defcon Tier 3 Notes


Grafton Monster cannot take Targeted
Size Large Attacks to the head, eyes, and neck.

Hit Points 600 The rest of the Targeted Attacks follow


the standard average human.
Throwing 100
Unarmed 125 Variants: Glowing and Scorched.
Detection 75
ER: +40%
Attacks Smash: S: 3 T: N/A Dmg: 3d8+10+MD Rng:
GR: 0%
10 ft
Ooze Throw: S: 3 T: N/A Dmg: 2d6+5 True PR: 0%
Damage Rng: 30 ft RR: Immune

Armor AC: +22

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 2
Melee Buff
Repel
Sixth Sense
Takedown

88
Mothman
The Mothman sees all and knows all. It watches silently in the distance waiting to strike.

ST PE EN CH IN AG LK

8 10 8 3 3 10 5

Defcon Tier 2 Notes


Mothman cannot take Targeted Attacks to
Size Medium the head, neck, arms, and groin.

Hit Points 500 A Targeted Eye attack can be done to one


of its two red eyes.
Unarmed 125
Detection 75 A Targeted Torso Attack can be done to its
Sneak 75 main body.
Attacks Claw Attack: S: 2 T: 3 Dmg: 4d8+10 Rng: 5 A Targeted Arm Attack can be done to its
ft six legs.
Armor AC: +40
A Targeted Leg Attack can be done to its
two wings.
Abilities Armor Breaker
Armor Penetration
If both wings are limping, they can’t fly
Bonus Movement - Rank 3
and lose their Bonus Movement ability.
Critical Immunity
Detector
They can’t crouch or prone. When
Earlier Sequence
knocked down they simply fall on their
Flight
back and use 4 AP to get back up.
Melee Buff
Rebuke
Variants: Glowing and Scorched
Redo
Repel
ER: +60%
Sixth Sense
Sonic Blast GR: 0%
PR: 0%
RR: Immune

89
Sheepsquatch
A mythical creature stalking the hills and mountains of Appalachia. Be wary of its massive horns.

ST PE EN CH IN AG LK

14 8 12 3 6 10 5

Defcon Tier 1 Notes


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

Hit Points 1000 The Gore attack uses the horns.

Throwing 150 ER: Immune


Unarmed 150
GR: 0%
Detection 150
PR: Immune
Sneak 100
Survival 150 RR: Immune

Attacks Claw Strike: S: 3 T: 4 Dmg: 4d10+20+MD


Rng: 10 ft
Gore S: 4 T: N/A Dmg: 4d8+30+MD
Rng: 10 ft
Urine Fur S: 3 T: N/A Dmg: 4d4+10 Rng:
100
Urine Fur deals Poison Damage. Upon hit,
the target rolls EN -3. If the target
succeeds, thye take half the Poison
damage.If the target fails, they take 30
Poison damage.

Armor AC: +59


N: 15/60
L: 15/60
F: 15/60
P: 15/60
E: 15/60

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 3
Ironwall
Limb Immunity
Melee Buff
Pounce
Rebuke
Repel
Sixth Sense
Takedown
Thick Skull

90
Wendigo
A cannibal mythical monster that lurks in the wild. A nightmare incarnate.

ST PE EN CH IN AG LK

8 8 7 1 5 10 5

Defcon Tier 3 Notes


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

Hit Points 150 Variants: Glowing.

Unarmed 125 ER: +50%


Detection 100
GR: 0%
Sneak 100
PR: 0%
Attacks Claw Swing: S: 3 T: N/A Dmg: 4d8+10+MD RR: Immune
Rng: 10 ft
Claw Stab: S: 3 T: 4 Dmg: 3d10+10+MD
Rng: 10 ft
Shriek: S: 4 DMg: 2d10+10 True Damage.
Anyone except for Robots within 15 ft of
the creature must roll EN -3. If you fail
you take full damage and you’re stunned
for 1d2 turns. If you succeed you take half
the true damage and aren’t stunned.

Armor AC: +40

Abilities AP Boost
Bonus Movement - Rank 3
Detector
Melee Buff
Sixth Sense
Thick Skull

91
Wendigo Colossus
MUAHAHAHAHAHAHAHA!!!

ST PE EN CH IN AG LK

15 10 12 1 5 10 6

Defcon Tier 1 Notes


Wendigo Colossus cannot take Targeted
Size Gargantuan Attacks to the neck, arms, and groin.

Hit Points 1500 A Targeted Head attack can be done to


one of its three heads.
Unarmed 175
Detection 125 A Targeted Eye attack can be done to one
Sneak 25 of its six eyes.
Attacks Claw Swing: S: 4 T: N/A Dmg: 5d8+15+MD A Targeted Torso Attack can be done to its
Rng: 10 ft main body.
Claw Stab: S: 4 T: 5 Dmg: 4d10+15+MD
Rng: 10 ft A Targeted Leg attack can be done to it’s
Shriek: S: 4 DMg: 3d10+15 True Damage. four legs.
Anyone except for Robots within 15 ft of
the creature must roll EN -3. If you fail Claw Swing and Claw Stab can be done
you take full damage and you’re stunned with its mouth or its feet.
for 1d2 turns. If you succeed you take half
the true damage and aren’t stunned. Variants: Glowing.
Corrosive Spit: S: 4 T: N/A Dmg: 2d8+10
Rng: 30 ft Acid Spit deals True Damage ER: Immune
and uses the Throwing Skill.
GR: 0%
Armor AC: +60 PR: Immune
DT 18 and DR 80% to all Armor Stats. RR: Immune

Abilities Action Boost


Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Critical Immunity
Earlier Sequence
Iron Wall
It Just Works
Limb Immunity
Melee Buff
Missed Me
Pounce
Quiver With Fear
Rebuke
Sixth Sense
Thick Skull

92
Enclave
Remnants of the United States government, (And possibly Vault-Tec Industries) the Enclave is a shadow
organization that aims to pursue a dream of a new America in the destroyed world.

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

ST PE EN CH IN AG LK

6 6 5 5 6 6 5

Defcon Tier 3 Notes


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

Hit Points 80

Big Guns 100


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

Weapons Fist & Feet


Plasma Defender
Laser Rifle
Combat Knife
1d4 Fragmentation Grenade
1d4 Plasma Grenade
1d4 Stimpacks

Armor Combat Helmet


Enclave Officer Uniform
Combat Armor MK II

Abilities Redo

93
Enclave Sergeant/Master Sergeant/Warrant Officer
An experienced Enclave soldier that’s devoted his life to the military for a few years. (Can be renamed as Enclave
Soldiers if you’re not going by ranks).

ST PE EN CH IN AG LK

7 7 5 5 6 7 5

Defcon Tier 3 Notes


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

Hit Points 110

Big Guns 75
Energy Weapons 125
Melee Weapons 100
Throwing 100
Unarmed 100
Detection 75
Sneak 75

Weapons Fist & Feet


Plasma Defender
Gatling Laser
Laser Rifle
Plasma Rifle
Combat Knife
1d4 Stimpacks
1d4 Fragmentation Grenade
1d4 Plasma Grenades

Armor X-01 Helmet


Enclave Officer Uniform
Exo Suit - Nuclear Reactor Mod
X-01

Abilities Bear Hold


Bonus Movement - Rank 1
Earlier Sequence
Melee Buff
Redo

94
Enclave Lieutenant/Major
These men and women have seen the worst of the world and vow to rebuild no matter the cost. They lead with
pride and America is always on the mind.

ST PE EN CH IN AG LK

8 8 5 6 7 8 6

Defcon Tier 2 Notes


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

Hit Points 140

Big Guns 125


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

Weapons Fist & Feet


Plasma Defender
Gatling Laser
Advanced Laser Rifle
Plasma Rifle
Sharpened Combat Knife
1d4 Fragmentation Grenade
1d4 Plasma Grenades

Armor X-02 Helmet


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

Abilities Bear Hold


Bonus Movement - Rank 2
Detector
Earlier Sequence
Ironwall
Melee Buff
Quick Reload
Redo

95
Enclave Captain/Colonel/General
The true leaders of the Enclave, aside from the president. These gentlemen are fierce and hardened veterans that
would rather die than let mutants roam the good ol’ red, white, and blue. (Can be used as Enclave Veteran X-01/X-
02 Soldier).

ST PE EN CH IN AG LK

9 9 5 6 8 9 6

Defcon Tier 2 Notes


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

Hit Points 170

Big Guns 150


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

Weapons Fist & Feet


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

Armor X-02 Helmet


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

Abilities Bear Hold


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

96
Enclave Hellfire Soldier
The elite of the elite of the Enclave are given this epic power armor. They’re members of Sigma Squad.

ST PE EN CH IN AG LK

10 10 5 7 9 10 7

Defcon Tier 1 Notes


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

Hit Points 250

Big Guns 150


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

Weapons Fist & Feet


Gatling Laser
Plasma Caster
Advanced Laser Rifle
Plasma Rifle
Sharpened Combat Knife
1d4 Fragmentation Grenades
1d4 Plasma Grenades

Armor Hellfire Helmet


Enclave Officer Uniform
Exo Suit - Nuclear Reactor Mod
Hellfire Power Armor

Abilities Action Boost


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

97
Enclave Pilot
The pilots of the Enclave. They’re experts in Vehicles.

ST PE EN CH IN AG LK

6 7 5 6 8 7 5

Defcon Tier 3 Notes


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

Hit Points 80

Energy Weapons 100


Melee Weapons 75
Throwing 75
Unarmed 75
Detection 100
Engineer 125
Pilot 125
Sneak 100

Weapons Fist & Feet


Plasma Defender
Plasma Pistol
Laser Rifle
Combat Knife
1d4 Fragmentation Grenade
1d4 Stimpacks

Armor Enclave Officer Uniform


Combat Armor MK II

Abilities Redo

98
Enclave Scientist
The brightest of the Enclave that enjoy experimenting for the sake of America.

ST PE EN CH IN AG LK

5 6 5 5 9 6 5

Defcon Tier 4 Notes


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

Hit Points 60 Not every Enclave Scientist has 100 in


Computer Science, Doctor, Engineer, and
Energy Weapons 75 Nature Science.
Unarmed 75
Detection 50
Computer Science 125
Doctor 125
Engineer 125
Nature Science 125

Weapons Fist & Feet


Laser Pistol
1d2 Stimpaks

Armor Enclave Scientist Outfit

Abilities None

99
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.

ST PE EN CH IN AG LK

15 15 15 10 10 10 10

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


You've gotten a lot farther than you
Size Huge should have, but then you haven't met
Frank Horrigan either. Your ride's over,
Hit Points 2000 mutie. Time to die.

Big Guns 200 Targeted Attacks follow the standard of


Detection 150 an average human.
Energy Weapons 150
Melee Weapons 150 Wears Frank Horrigan Power Armor
Throwing 150
Unarmed 150 1d6 Plasma Grenades
1d6 Ultra Stimpacks
Weapons Exo Suit Fist & Feet
Arm Mounted Plasma Cannon
Arm Mounted Serrated Claymore

Armor AC: +70


N: 20/90
L: 20/90
F: 20/90
P: 20/90
E: 20/90
Immune to Radiation

Abilities Action Boost


Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Earlier Sequence
Ironwall
It Just Works
Martial Artist
Melee Buff
Quick Reload
Quiver With Fear
Rebuke
Redo
Repel
Sixth Sense
Takedown
Thick Skull

100
Feral Ghouls
The unwanted zombies of the wasteland that exist only to kill. They’re mindless creatures that for some strange
reason avoid sane Ghouls and Super Mutants. If you’re anything else you’ll be attacked by them and most likely in
hordes. If you want them to be a threat for higher levels, multiply their Hit Points by a quarter per each Defcon
Tier.

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

ST PE EN CH IN AG LK

7 5 5 1 1 7 5

Defcon Tier 5 Notes


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

Hit Points 30 Radiation heals them.

Unarmed 75 ER: +10%


Detection 25
GR: 0%
Sneak 25
PR: +30%
Attacks Fist & Feet RR: Immune
All Unarmed Attacks upon hit they deal
Rads +20.

Armor AC +13

Abilities Takedown

101
Glowing One
Humanoid creatures that used to be humans. They’ve taken up too much more rads than they should and are the
living embodiment of radiation. Glowing Ones emit a strange heat and don’t travel alone.

ST PE EN CH IN AG LK

7 5 3 1 1 7 5

Defcon Tier 5 Notes


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

Hit Points 30 Radiation heals them.

Unarmed 100 ER: +10%


Detection 25
GR: 0%
Sneak 25
PR: +40%
Attacks Fist & Feet RR: Immune
All Unarmed Attacks upon hit they deal
Rads +200.

Armor AC +13

Abilities Radiation Bath


Takedown

102
Feral Ghoul Reaver
Humanoid creatures that used to be humans. Far more durable and “lucky” enough to have been turned into
zombies with armor on them. They’re a lot tougher but it only gets worse from here.

ST PE EN CH IN AG LK

8 6 6 1 1 8 5

Defcon Tier 4 Notes


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

Hit Points 50 Radiation heals them.

Unarmed 100 ER: +10%


Detection 50
GR: 0%
Sneak 25
PR: +50%
Attacks Fist & Feet RR: Immune
All Unarmed Attacks upon hit they deal
Rads +50.

Armor Metal Armor MK I

Abilities Melee Buff


Redo
Takedown

103
Withered Feral Ghoul
Humanoid creatures that used to be humans. The most dangerous and formiddle ghouls hiding away in the darkest
depths. One strike has the potential to bring you down.

ST PE EN CH IN AG LK

9 6 7 1 1 9 5

Defcon Tier 4 Notes


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

Hit Points 75 Radiation heals them.

Unarmed 125 ER: +20%


Detection 75
GR: 0%
Sneak 50
PR: +30%
Attacks Fist & Feet RR: Immune
All Unarmed Attacks upon hit they deal
Rads +75.

Armor AC +21
N: 4/40
L: 4/40
F: 4/40
P: 4/40
E: 4/40

Abilities Melee Buff


Redo
Takedown

104
Gangrenous/Rotting Feral Ghoul
Humanoid creatures that used to be humans. Although rarer than the Withered Feral Ghoul, the Gangrenous is
stronger and more durable. Rotting Feral Ghouls are more bloated but have double the Hit Points.

ST PE EN CH IN AG LK

9 6 8 1 1 9 5

Defcon Tier 3 Notes


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

Hit Points 100 Radiation heals them.

Unarmed 125 ER: +30%


Detection 75
GR: 0%
Sneak 50
PR: Immune
Attacks Fist & Feet RR: Immune
All Unarmed Attacks upon hit they deal
Rads +100.

Armor AC +31
N: 8/50
L: 8/50
F: 4/40
P: 4/40
E: 8/50

Abilities Melee Buff


Redo
Takedown

105
Forced Evolutionary Virus
A result of experimentation with the Forced Evolutionary Virus. These experiments were a ploy to counter the New
Plague but the result wasn’t what they ended, yet they continued. All F.E.V. creatures are immune to radiation.

Eastern Super Mutants


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

ST PE EN CH IN AG LK

10 6 7 3 3 7 5

Defcon Tier 4 Notes


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

Hit Points 80 ER: +10%


GR: 0%
Big Guns 75
Melee Weapons 100 PR: +20%
Small Guns 75 RR: Immune
Throwing 50
Unarmed 100
Detection 50
Sneak 25

Weapons Super Mutant Fist & Feet


MG3
Sledgehammer
Machete
Spear
AK-74
Hunting Rifle
1d4 Molotov Cocktails

Armor Leather Rags


Metal Armor MK I
All Natural Armor DR 20%

Abilities Bear Hold


Melee Buff
Takedown

106
Eastern Super Mutant Brute
A cut above the average Super Mutant. A Brute is more vicious and brutal with better equipment.

ST PE EN CH IN AG LK

11 6 8 3 3 7 5

Defcon Tier 4 Notes


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

Hit Points 100

Big Guns 100


Energy Weapons 100
Melee Weapons 100
Small Guns 100
Throwing 75
Unarmed 100
Detection 75
Sneak 25

Weapons Super Mutant Fist & Feet


MG3
Sledgehammer
Machete
Claymore
AK-74
Rangemaster
Pump Action Shotgun
Laser Carbine
1d4 Molotov Cocktails
1d4 Fragmentation Grenades

Armor Metal Helmet


Leather Rags
Metal Armor MK II
All Natural Armor DR 20%

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 1
Melee Buff
Redo

107
Eastern Super Mutant Master
These masters lead their own gang of Super Mutants and take no prisoners. They’re often more ruthless and a bit
more intelligent than their lesser brethren.

ST PE EN CH IN AG LK

12 7 9 3 4 8 5

Defcon Tier 3 Notes


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

Hit Points 150

Big Guns 100


Energy Weapons 125
Melee Weapons 125
Small Guns 125
Throwing 100
Unarmed 125
Detection 100
Sneak 50

Weapons Super Mutant Fist & Feet


B.A.R.
Rockwell CZ53
Sledgehammer
Claymore
M16A2
Rangemaster
Pump Action Shotgun
Laser RIfle
Gatling Laser
1d4 Molotov Cocktails
1d4 Fragmentation Grenades

Armor Metal Helmet


Leather Rags
Metal Armor MK III
All Natural Armor DR 20%

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 2
Earlier Sequence
Ironwall
Martial Artist
Melee Buff
Redo

108
Repel

Eastern Super Mutant Overlord


A step above a master, Overlord’s are intelligent and much more resilient. You’ll find these types of Super Mutants
lead a battalion of Super Mutants.

ST PE EN CH IN AG LK

13 8 10 3 5 9 6

Defcon Tier 2 Notes


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

Hit Points 200

Big Guns 125


Energy Weapons 125
Melee Weapons 150
Small Guns 125
Throwing 125
Unarmed 150
Detection 100
Sneak 75

Weapons Super Mutant Fist & Feet


Browning M2
Super Sledgehammer
M16A3
Advanced Laser RIfle
Gatling Laser
Plasma Rifle
1d4 Fragmentation Grenades
1d4 Plasma Grenades

Armor Power Armor Helmet


Leather Rags
T-45
All Natural Armor DR 30%

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 3
Earlier Sequence
Ironwall
It Just Works
Martial Artist
Melee Buff
Rebuke

109
Redo
Repel
Takedown

Eastern Super Mutant Primus


The second ultimate Super Mutant. The Primus is a de facto leader of a Super Mutant Army.

ST PE EN CH IN AG LK

13 9 11 3 5 10 6

Defcon Tier 2 Notes


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

Hit Points 400

Big Guns 150


Energy Weapons 150
Melee Weapons 150
Small Guns 150
Throwing 125
Unarmed 150
Detection 125
Sneak 100

Weapons Super Mutant Fist & Feet


Browning M2
Super Sledgehammer
Claymore
M16A3
Advanced Laser RIfle
Gatling Laser
Plasma Rifle
1d4 Fragmentation Grenades
1d4 Plasma Grenades

Armor Power Armor Helmet


Leather Rags
T-51
All Natural Armor DR 40%

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 3
Earlier Sequence
Ironwall
It Just Works
Martial Artist

110
Melee Buff
Rebuke
Redo
Repel
Takedown

Eastern Super Mutant Behemoth


The Behemoth is the most monstrous of all the Super Mutants. They have the potential to level towns.

ST PE EN CH IN AG LK

17 5 12 3 1 7 7

Defcon Tier 1 Notes


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

Hit Points 600

Melee Weapons 150


Unarmed 150
Detection 100
Sneak 25

Weapons Fire Hydrant Club: S: 4 T: 5 4d10+20+MD


Rng: 15 ft Weapon Res.: 8
Smash: S: 2 T: 3 2d8+10+MD Rng: 10 ft

Armor Natural Armor


AC +53
All Natural Armor DT 15
All Natural Armor DR 60%

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 3
Earlier Sequence
Ironwall
It Just Works
Martial Artist
Melee Buff
Rebuke
Redo
Repel
Sixth Sense
Takedown
Thick Skull

111
Mutant Hound
These dogs have undergone a major mutation from FEV. Super Mutants keep them as pets and they’re great for
tracking those pesky humans.

ST PE EN CH IN AG LK

9 8 8 2 5 8 5

Defcon Tier 4 Notes


Mutant Hounds cannot take Targeted
Size Medium Attacks to the arm and groin.

Hit Points 60 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 100 tail also takes the leg penalty.
Detection 100
Sneak 75 The rest of the Targeted Attacks follow
the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+8+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft Variants: Glowing
If a bite is successful, they're able to hold
onto you. Roll ST vs. ST to get them off. ER: +20%
Once you push them off, you take 5 True
GR: 0%
Damage and start to bleed out. Roll a 1d4
each turn till you're treated. PR: +30%
RR: Immune
Armor AC: +17
N: 4/30
L: 3/20
F: 3/20
P: 2/10
E: 3/20

Abilities Detector
Melee Buff
Pounce
Sixth Sense
Takedown

112
New California Floaters
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. These
variants reside in the New California region.

ST PE EN CH IN AG LK

6 6 7 2 4 12 6

Defcon Tier 4 Notes


New California Floaters cannot take
Size Medium Targeted Attacks to the eyes, neck, arms,
legs, and groin.
Hit Points 60
New California Floaters can take Targeted
Unarmed 100 Head Attacks to the head.
Detection 75
Sneak 50 New California Floaters can take Targeted
Torso Attacks to their “body.”
Attacks Worm Slap: S: 2 T: 3 Dmg: 2d6+4+MD
Rng: 10 ft ER: +20%
If Worm Slap hits, the target rolls EN -1. If
GR: 0%
the target succeeds, they take half the
Poison Damage. If the target fails, they PR: +50%
suffer 10 Poison Damage Per Hour, roll EN RR: Immune
-1 every hour for the next two hours. If
they succeed the EN roll, the target
doesn’t take Poison Damage for the hour.

Armor AC: +13


N: 5/40
L: 5/40
F: 0/0
P: 4/50
E: 6/40

Abilities Bonus Movement - Rank 3


Detector
Melee Buff

113
Floaters Gnasher
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Gnashers
primarily deal acid to their prey.

ST PE EN CH IN AG LK

6 6 7 2 4 12 6

Defcon Tier 4 Notes


Floater Gnashers cannot take Targeted
Size Medium Attacks to the eyes, neck, legs, and groin.

Hit Points 60 Floater Gnashers can take Targeted Eye


attacks to their one eye.
Throwing 100
Unarmed 100 Floater Gnashers can take Targeted Arm
Detection 75 attacks to their two tentacles.
Sneak 50
Floater Gnashers can take Targeted Head
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 2d6+4+MD Attacks to the head.
Rng: 10 ft
Acid Spit: S: 4 T: N/A Dmg: 2d4+4 Rng: 30 Floater Gnashers can take Targeted Torso
ft Acid Spit deals True Damage and uses Attacks to their “body.”
the Throwing Skill.
Upon death, they explode in an acidic
Armor AC +13
burst. Anyone within 10 ft must roll AG -2.
N: 5/40
Those that fail take 2d4+5 True Damage.
L: 5/40
Those that succeed take no damage.
F: 4/40
P: 4/50
ER: +20%
E: 6/40
GR: 0%
Abilities Bonus Movement - Rank 3 PR: Immune
Detector RR: Immune
Melee Buff

114
Floaters Flamer
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Flamers
primarily deal fire damage to their prey.

ST PE EN CH IN AG LK

6 6 7 2 4 12 6

Defcon Tier 4 Notes


Floater Flamers cannot take Targeted
Size Medium Attacks to the eyes, neck, legs, and groin.

Hit Points 60 Floater Flamers can take Targeted Eye


attacks to their one eye.
Throwing 100
Unarmed 100 Floater Flamers can take Targeted Arm
Detection 75 attacks to their two tentacles.
Sneak 50
Floater Flamers can take Targeted Head
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 2d6+4+MD Attacks to the head.
Rng: 10 ft
Fire Spit: S: 4 T: N/A Dmg: 2d8+10 Rng: 30 Floater Flamers can take Targeted Torso
ft. Fire Spit deals Fire Damage and uses Attacks to their “body.”
the Throwing Skill.
Upon death, they explode in an acidic
Armor AC +13
burst. Anyone within 10 ft must roll AG -2.
N: 5/40
Those that fail take 3d8+10 Fire Damage.
L: 5/40
Those that succeed take no damage.
F: 12/90
P: 4/50
ER: +20%
E: 6/40
GR: 0%
Abilities Bonus Movement - Rank 3 PR: +40%
Detector RR: Immune
Melee Buff

115
Floaters Freezer
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Flamers
primarily deal fire damage to their prey.

ST PE EN CH IN AG LK

6 6 7 2 4 12 6

Defcon Tier 4 Notes


Floater Flamers cannot take Targeted
Size Medium Attacks to the eyes, neck, legs, and groin.

Hit Points 60 Floater Flamers can take Targeted Eye


attacks to their one eye.
Throwing 100
Unarmed 100 Floater Flamers can take Targeted Arm
Detection 75 attacks to their two tentacles.
Sneak 50
Floater Flamers can take Targeted Head
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 2d6+4+MD Attacks to the head.
Rng: 10 ft
Cryo Blast: S: 4 T: N/A Dmg: 2d8+10 Rng: Floater Flamers can take Targeted Torso
30 ft. Cryo Blast deals Normal Damage Attacks to their “body.”
and uses the Throwing Skill. Those hit by
Cryo Blast roll EN -2. If you succeed, take Upon death, they explode in an acidic
half damage from Cryo Blast. If you fail, burst. Anyone within 10 ft must roll AG -3.
you can’t Run, Sprint, and Charge for 1d4 Those that fail take 3d8+10 Normal
turns. Damage and can’t Run, Sprint, or Charge
for 1d6 turns. Those that succeed take
Armor AC +13
half damage.
N: 10/60
L: 5/40
ER: +20%
F: 3/30
P: 4/50 GR: 0%
E: 6/40 PR: +30%
RR: Immune
Abilities Bonus Movement - Rank 3
Detector
Melee Buff

116
Centaur
A complete mess of FEV experimentation by tossing in a mix of humans, dogs, cats, and other animals. An
abomination of what an FEV chimera would be. Beware of the tentacles.

ST PE EN CH IN AG LK

5 8 6 1 4 6 7

Defcon Tier 4 Notes


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

Hit Points 60 It’s six limbs all take the leg penalty when
attempting a Targeted Attack.
Throwing 75
Unarmed 100 The rest of the Targeted Attacks follow
Detection 75 the standard of an average human.
Sneak 25
Each tentacle takes the neck penalty.
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 2d6+3+MD They have up to three tentacles.
Rng: 5 ft
Radiation Spit: S: 3 T: N/A Dmg: N/A Rng: Some may have several heads. GMs
30 ft should specify any altered versions of
Apply the Throwing skill to Radiation Spit. Centaurs.
If Radiation spit hits, it deals 100 rads to
the target. Variants: Evolved
Armor AC: +19
ER: +20%
N: 3/20
L: 1/10 GR: 0%
F: 2/10 PR: 0%
P: 1/10 RR: Immune
E: 2/20

Abilities Detector
Melee Buff

117
Wanamingo
A strange mutant animal that lives mostly underground. Although some confuse them as aliens, they’re actually
created as F.E.V. weapons similar to Deathclaws.

ST PE EN CH IN AG LK

7 8 6 1 4 7 7

Defcon Tier 4 Notes


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

Hit Points 100 It’s two arm tentacles take arm penalties
when attempting a Targeted Attack.
Unarmed 125
Detection 75 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 3d6+5+MD ER: +20%
Rng: 5 ft
GR: 0%
Bite: S: 3 T: 4 Dmg: 6d4+10+MD Rng: 5 ft
PR: 0%
Armor AC: +23 RR: Immune
N: 6/40
L: 7/30
F: 2/10
P: 5/30
E: 5/30

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 2
Burrow
Detector
Melee Buff
Sixth Sense
Thick Skull

118
Queen Wanamingo
The Queen of the Wanamingo that resides deep in the underground.

ST PE EN CH IN AG LK

9 10 8 1 5 8 7

Defcon Tier 3 Notes


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

Hit Points 300 It’s two arm tentacles take arm penalties
when attempting a Targeted Attack.
Unarmed 150
Detection 100 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 6d6+5+MD ER: +40%
Rng: 5 ft
GR: 0%
Bite: S: 3 T: 4 Dmg: 10d4+20+MD Rng: 5 ft
PR: 0%
Armor AC: +32 RR: Immune
N: 10/50
L: 11/40
F: 3/20
P: 10/40
E: 10/50

Abilities Armor Breaker


Armor Penetration
AP Boost
Bonus Movement - Rank 2
Burrow
Detector
Melee Buff
Sixth Sense
Thick Skull

119
Spore Carrier
Although not created through F.E.V., these creatures were developed before the Great War in the Big MT Research
Facility X-22 Botanical Garden to colonize the bodies of common pests.

ST PE EN CH IN AG LK

7 5 5 1 1 7 5

Defcon Tier 5 Notes


Spore Carriers cannot take Targeted
Size Medium Attacks to the eyes and groin.

Hit Points 40 The rest of the Targeted Attacks follow


the standard of an average human.
Unarmed 75
Detection 25 ER: Immune
Sneak 25
GR: 0%
Attacks Slap: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft PR: Immune
RR: Immune
Armor AC +13

Abilities Pounce
Sixth Sense
Spore Gas
Takedown

120
Snallygaster
A unique creature that looks like a mutated dragon. Typically you’ll find them in groups of 2 - 4.

ST PE EN CH IN AG LK

6 8 6 1 4 10 7

Defcon Tier 3 Notes


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

Hit Points 200 It’s six limbs all take the arm penalty
when attempting a Targeted Attack.
Throwing 100
Unarmed 125 The rest of the Targeted Attacks follow
Detection 75 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 4d6+10+MD Rng: 10 ft Variants: Glowing and Scorched
Claw: S: 2 T: 3 Dmg: 2d8+5+MD Rng: 5 ft
Toxic Spit: S: 3 T: N/A Dmg: 2d10+10 ER: +30%
Rng: 30 ft
GR: 0%
Acid Spit deals True Damage and uses the
Throwing Skill. PR: +50%
RR: Immune
Armor AC: +30

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 2
Detector
Melee Buff
Pounce
Redo
Sixth Sense
Takedown

121
Western Super Mutant
Remnants of the Master’s Army, the Western Super Mutant retain their sanity and memories from their past.
Although they're not as strong as their eastern counterparts, their years of experience have made them formidable
opponents in the wasteland. They mostly tend to themselves.

ST PE EN CH IN AG LK

10 8 8 5 7 7 5

Defcon Tier 3 Notes


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

Hit Points 200

Big Guns 125


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

Weapons Super Mutant Fist & Feet


B.A.R.
Browning M2 Minigun
Super Sledgehammer
Claymore
M16A3
Laser Rifle
1d4 Fragmentation Grenades

Armor Combat Armor MK III


Leather Rags
All Natural Armor DR 10%

Abilities Bear Hold


Bonus Movement - Rank 2
Earlier Sequence
Ironwall
It Just Works
Martial Artist
Melee Buff
Redo
Repel
Takedown

122
Nightkin
A unique version of the Western Super Mutant who had too push exposure to Stealth Boys. Overuse of the Stealth
Boys caused their skin to turn blue and for their personalities to change. They prefer to not be seen and are
obsessed with Stealth Boys. Finding a tamed Nightkin is nearly impossible.

ST PE EN CH IN AG LK

10 9 8 3 7 7 5

Defcon Tier 2 Notes


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

Hit Points 250 They have 1d4 Stealth Boys.

Big Guns 125


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

Weapons Super Mutant Fist & Feet


B.A.R.
Browning M2 Minigun
Super Sledgehammer
Claymore
Laser RIfle
1d4 Fragmentation Grenades

Armor Combat Armor MK IV


Leather Rags
All Natural Armor DR 10%

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 2
Earlier Sequence
Ironwall
Martial Artist
Melee Buff
Redo
Repel
Stealth Boy
Takedown

123
Ghost People
The Ghost People are mutated humans that worked as the construction workers of the Sierra Madre. The mutation
was caused by the corrosive rust-like toxins unique to the Sierra Madre called the “Cloud.” They only lurk in the
remains of the Sierra Madre but run away at the sight of holograms.

Ghost Harvester
The most common type of the Ghost People. The Ghost Harvester is small and wears a hood, waiting to ambush its
prey.

ST PE EN CH IN AG LK

6 6 6 1 5 8 5

Defcon Tier 4 Notes


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

Hit Points 60 ER: +20%


GR: Immune
Melee Weapons 100
PR: 0%
Throwing 100
Unarmed 100 RR: Immune
Detection 50
Sneak 50

Weapons Fist & Feet


1d6 Knife Spear

Armor AC: +22


N: +4/30
L: +3/20
F: Immune
P: +2/20
E: +3/30

Abilities Bonus Movement - Rank 1


Redo

124
Ghost Trapper
Ghost Trappers are larger than Harvesters and lack a hood. Often if a bear trap is found, Trappers aren’t too far.

ST PE EN CH IN AG LK

7 7 7 1 6 9 5

Defcon Tier 4 Notes


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

Hit Points 90 ER: +20%


GR: Immune
Melee Weapons 100
PR: 0%
Throwing 100
Unarmed 125 RR: Immune
Detection 50
Sneak 50

Weapons Fist & Feet


1d6 Knife Spear
Bear Trap Fist

Armor AC: +26


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

Abilities Bonus Movement - Rank 2


Redo

125
Ghost Seeker
A rare variant of the Ghost People. They carry Gas Bombs with them to throw at the enemy then leap from the
shadows with their Knife Spears.

ST PE EN CH IN AG LK

8 7 8 1 7 10 5

Defcon Tier 4 Notes


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

Hit Points 90 ER: +20%


GR: Immune
Melee Weapons 125
PR: 0%
Throwing 100
Unarmed 100 RR: Immune
Detection 75
Sneak 75

Weapons Fist & Feet


1d10 Knife Spear
1d4 Gas Bombs

Armor AC: +25


N: +5/50
L: +5/30
F: Immune
P: +4/20
E: +5/40
Immune to Radiation
Immune to Gas

Abilities Bonus Movement - Rank 3


Redo

126
Insects
The native creepy crawlers of the wastes that we all wish were dead but they come back to haunt us. It’s a
reminder that roaches can survive nukes and mutate.

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

ST PE EN CH IN AG LK

1 7 1 1 3 8 5

Defcon Tier 5 Notes


Bloatflies cannot take Targeted Attacks to
Size Small the neck, arms, and groin.

Hit Points 15 A Targeted Head attack can be done to


the small head as normal.
Throwing 75
Detection 25 A Targeted Eye attack can be done to one
Sneak 25 of its two eyes.
Attacks Ooze: S: 2 T: 3 Dmg: 1d6+2 Rng: 50 ft A Targeted Torso Attack can be done to its
Upon hit they deal Rads +10. main body.
Armor AC +7
A Targeted Leg Attack can be done to its
two wings.
Abilities Bonus Movement - Rank 1
Flight
If both wings are limping, they can’t fly
and lose their Bonus Movement ability.

They can’t crouch or prone. When


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

Variants: Glowing

Ooze can be applied to the Glowing


Variant effect.

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

127
Bloodbug
Giant mutated mosquitoes that hunger for blood.

ST PE EN CH IN AG LK

1 6 1 1 3 6 5

Defcon Tier 5 Notes


Bloodbugs cannot take Targeted Attacks
Size Small to the neck, arms, and groin.

Hit Points 20 A Targeted Head attack can be done to


the small head as normal.
Unarmed 100
Detection 25 A Targeted Eye attack can be done to one
Sneak 25 of its two eyes.
Attacks Blood Suck: S: 2 T: 3 Dmg: 2d4+2+MD Rng: A Targeted Torso Attack can be done to its
5 ft main body.
The damage they deal is how much HP
they gain. They can’t surpass their max A Targeted Leg Attack can be done to its
HP. They also deal an additional 1d10 two wings.
True Damage.
If both wings are limping, they can’t fly
Armor AC +14
and lose their Bonus Movement ability.
Abilities Bonus Movement - Rank 2
They can’t crouch or prone. When
Flight
knocked down they simply fall on their
back and use 4 AP to get back up.

Variants: Glowing and Scorched

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

128
Tick
A ginormous tick that’ll run up and bite yeah.

ST PE EN CH IN AG LK

1 7 1 1 3 8 5

Defcon Tier 5 Notes


Ticks cannot take Targeted Attacks to the
Size Small neck, arms, and groin.

Hit Points 10 A Targeted Head attack can be done to


the small head as normal.
Unarmed 50
Detection 25 A Targeted Eye attack can be done to one
Sneak 50 of its two eyes.
Attacks Bite: S: 2 T: 3 Dmg: 1d4+4 Rng: 5 ft A Targeted Torso Attack can be done to its
Upon hit they deal Rads +10. main body.
Armor AC +7
A Targeted Leg Attack can be done to its
eight legs.
Abilities Bonus Movement - Rank 3
They can’t crouch or prone. When
knocked down they simply fall on their
back and use 4 AP to get back up.

If not killed in one attack, on its turn it’ll


run up to the closests individual and
explode in a blood bath dealing Poison
Damage. Those hit must roll EN -1. If they
succeed, they take half Poison damage. If
they fail they take 10 Poison Damage.

Variants: Glowing

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

129
Cave Cricket
A giant cricket that needs to die.

ST PE EN CH IN AG LK

5 10 5 1 3 10 5

Defcon Tier 4 Notes


Cave Crickets cannot take Targeted
Size Medium Attacks to the arm, neck, and groin.

Hit Points 70 A Targeted Head attack can be done to


the head as normal.
Unarmed 100
Detection 50 A Targeted Eye attack can be done to one
Sneak 50 of its two eyes.
Attacks Horn Attack: S: 2 T: 3 Dmg: 4d4+4+MD A Targeted Torso Attack can be done to its
Rng: 5 ft main body.
Armor AC: +20
A Targeted Leg Attack can be done to its
N: 5/40
six legs.
L: 3/10
F: 3/20
If one leg is limping they can’t use their
P: 2/10
Bonus Movement ability.
E: 2/20
They can’t crouch or prone. When
Abilities Bonus Movement - Rank 1
knocked down they simply fall on their
Pounce
back and use 4 AP to get back up.

Variant: Glowing and Scorched

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

130
Cave Cricket Hunter
Sturdier than their predecessors. You’ll need more than fire power to kill this cricket.

ST PE EN CH IN AG LK

6 10 6 1 3 10 5

Defcon Tier 4 Notes


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

Variant: Glowing and Scorched

ER: +20%
GR: 0%
PR: 0%
RR: Immune

131
Cave Cricket Slasher
Run. Just run.

ST PE EN CH IN AG LK

6 10 6 1 3 10 5

Defcon Tier 3 Notes


Cave Cricket Hunters cannot take
Size Medium Targeted Attacks to the arm, neck, and
groin.
Hit Points 130
A Targeted Head attack can be done to
Unarmed 100 the head as normal.
Detection 50
Sneak 50 A Targeted Eye attack can be done to one
of its two eyes.
Attacks Horn Attack: S: 2 T: 3 Dmg: 6d4+10+MD
Rng: 5 ft A Targeted Torso Attack can be done to its
main body.
Armor AC: +30
N: 9/50
A Targeted Leg Attack can be done to its
L: 5/20
six legs.
F: 8/40
P: 4/20
If one leg is limping they can’t use their
E: 6/30
Bonus Movement ability.
Abilities Bonus Movement - Rank 3
They can’t crouch or prone. When
Pounce
knocked down they simply fall on their
back and use 4 AP to get back up.

Variant: Glowing and Scorched

ER: +30%
GR: 0%
PR: 0%
RR: Immune

132
Young Cazador
Young satanic tarantula hawk spider wasps that need to die.

ST PE EN CH IN AG LK

4 7 4 1 3 8 5

Defcon Tier 3 Notes


Young Cazadors cannot take Targeted
Size Medium Attacks to the neck, arms, and groin.

Hit Points 150 A Targeted Head attack can be done to


the small head as normal.
Unarmed 100
Detection 50 A Targeted Eye attack can be done to one
Sneak 25 of its two eyes.
Attacks Tackle: S: 2 T: 3 Dmg: 2d8+8+MD Rng: 5 ft A Targeted Torso Attack can be done to its
Poison Sting: S: 3 T: N/A Dmg: 2d6+6+MD main body.
Rng: 5 ft
If Poison Sting hits, the target rolls EN -2. A Targeted Leg Attack can be done to its
If the target succeeds, they take half the four wings.
Poison Damage. If the target fails, they
suffer 30 Poison Damage Per Hour, roll EN If all four wings are limping, they can’t fly
-2 every hour for the next two hours. If and lose their Bonus Movement ability.
they succeed the EN roll, the target
doesn’t take Poison Damage for the hour. They can’t crouch or prone. When
knocked down they simply fall on their
Armor AC: +42
back and use 4 AP to get back up.
Abilities Bonus Movement - Rank 1
ER: +30%
Flight
Redo GR: 0%
PR: Immune
RR: Immune

133
Cazador
Satanic tarantula hawk spider wasps that need to die.

ST PE EN CH IN AG LK

5 8 5 1 3 10 5

Defcon Tier 2 Notes


Cazadors cannot take Targeted Attacks to
Size Large the neck, arms, and groin.

Hit Points 300 A Targeted Head attack can be done to


the small head as normal.
Unarmed 150
Detection 50 A Targeted Eye attack can be done to one
Sneak 25 of its two eyes.
Attacks Tackle: S: 2 T: 3 Dmg: 4d8+8+MD Rng: 5 ft A Targeted Torso Attack can be done to its
Poison Sting: S: 3 T: N/A Dmg: 4d6+6+MD main body.
Rng: 5 ft
If Poison Sting hits, the target rolls EN -3. A Targeted Leg Attack can be done to its
If the target succeeds, they take half the four wings.
Poison Damage. If the target fails, they
suffer 30 Poison Damage Per Hour, roll EN If all four wings are limping, they can’t fly
-3 every hour for the next two hours. If and lose their Bonus Movement ability.
they succeed the EN roll, the target
doesn’t take Poison Damage for the hour. They can’t crouch or prone. When
knocked down they simply fall on their
Armor AC: +50
back and use 4 AP to get back up.
Abilities Bonus Movement - Rank 2
ER: +40%
Flight
Quiver With Fear GR: 0%
Redo PR: Immune
RR: Immune

134
Giant Cazador
Kill it with a mini nuke!

ST PE EN CH IN AG LK

7 10 6 1 4 12 5

Defcon Tier 1 Notes


Giant Cazadors cannot take Targeted
Size Large Attacks to the neck, arms, and groin.

Hit Points 500 A Targeted Head attack can be done to


the small head as normal.
Unarmed 200
Detection 75 A Targeted Eye attack can be done to one
Sneak 25 of its two eyes.
Attacks Tackle: S: 2 T: 3 Dmg: 6d8+8+MD Rng: 5 ft A Targeted Torso Attack can be done to its
Poison Sting: S: 3 T: N/A Dmg: 6d6+6+MD main body.
Rng: 5 ft
If Poison Sting hits, the target rolls EN -4. A Targeted Leg Attack can be done to its
If the target succeeds, they take half the four wings.
Poison Damage. If the target fails, they
suffer 50 Poison Damage Per Hour, roll EN If all four wings are limping, they can’t fly
-4 every hour for the next two hours. If and lose their Bonus Movement ability.
they succeed the EN roll, the target
doesn’t take Poison Damage for the hour. They can’t crouch or prone. When
knocked down they simply fall on their
Armor AC: +53
back and use 4 AP to get back up.
Abilities Bonus Movement - Rank 3
ER: +50%
Flight
Quiver With Fear GR: 0%
Redo PR: Immune
RR: Immune

135
Waspra
Rise beautiful Waspra! Rise!

ST PE EN CH IN AG LK

9 10 10 1 4 12 5

Defcon Tier 1 Notes


Waspra cannot take Targeted Attacks to
Size Huge the neck, arms, and groin.

Hit Points 1000 A Targeted Head attack can be done to


the small head as normal.
Unarmed 200
Detection 125 A Targeted Eye attack can be done to one
Sneak 25 of its two eyes.
Attacks Tackle: S: 2 T: 3 Dmg: 8d8+10+MD Rng: 10 A Targeted Torso Attack can be done to its
ft main body.
Poison Sting: S: 3 T: N/A Dmg:
6d6+10+MD Rng: 10 ft A Targeted Leg Attack can be done to its
If Poison Sting hits, the target rolls EN -5. four wings.
If the target succeeds, they take half the
Poison Damage. If the target fails, they If all four wings are limping, they can’t fly
suffer 50 Poison Damage Per Hour, roll EN and lose their Bonus Movement ability.
-5 every hour for the next two hours. If
they succeed the EN roll, the target They can’t crouch or prone. When
doesn’t take Poison Damage for the hour. knocked down they simply fall on their
back and use 4 AP to get back up.
Armor AC: +58
If Waspra dies within 500 ft away of
Abilities AP Boost
Gojira, Gojira gets all of his stats. Doubled.
Bonus Movement - Rank 3
Critical Immunity
ER: Immune
Earlier Sequence
Flight GR: Immune
Ironwall PR: Immune
It Just Works RR: Immune
Limb Immunity
Melee Buff
Missed Me
Quiver With Fear
Rebuke
Redo
Sixth Sense
Sonic Blast

136
Giant Ant
After years of being burned and beaten, the giant ants come back for revenge in packs.

ST PE EN CH IN AG LK

3 6 2 1 3 7 5

Defcon Tier 5 Notes


Giant Ants cannot take Targeted Attacks
Size Medium to the neck, arms, and groin.

Hit Points 25 A Targeted Head attack can be done to


the small head as normal.
Unarmed 75
Detection 25 A Targeted Eye attack can be done to one
Sneak 25 of its two antennas.
Attacks Bite: S: 2 T: 3 Dmg: 2d4+2+MD Rng: 5 ft A Targeted Torso Attack can be done to its
main body.
Armor AC +8
A Targeted Leg Attack can be done to its
Abilities Climber
six legs.

They can’t crouch or prone. When


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

Variants: Glowing

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

137
Giant Soldier Ant
The grand army of the ants that will fight to protect their colony and their queen.

ST PE EN CH IN AG LK

4 6 2 1 3 7 5

Defcon Tier 5 Notes


Giant Soldier Ants cannot take Targeted
Size Medium Attacks to the neck, arms, and groin.

Hit Points 40 A Targeted Head attack can be done to


the small head as normal.
Unarmed 100
Detection 50 A Targeted Eye attack can be done to one
Sneak 25 of its two antennas.
Attacks Bite: S: 2 T: 3 Dmg: 2d4+4+MD Rng: 5 ft A Targeted Torso Attack can be done to its
main body.
Armor AC +13
A Targeted Leg Attack can be done to its
Abilities Armor Breaker
six legs.
Climber
They can’t crouch or prone. When
knocked down they simply fall on their
back and use 4 AP to get back up.

Variants: Glowing

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

138
Giant Fire Ant
They harnessed the power of the sun and breathed fire.

ST PE EN CH IN AG LK

4 6 2 1 3 7 5

Defcon Tier 4 Notes


Giant Fire Ants cannot take Targeted
Size Medium Attacks to the neck, arms, and groin.

Hit Points 60 A Targeted Head attack can be done to


the small head as normal.
Throwing 100
Unarmed 100 A Targeted Eye attack can be done to one
Detection 50 of its two antennas.
Sneak 25
A Targeted Torso Attack can be done to its
Attacks Bite: S: 2 T: 3 Dmg: 2d4+4+MD Rng: 5 ft main body.
Fire Breath: S: 2 T: 3 Dmg: 2d10+10
Rng: 15 ft A Targeted Leg Attack can be done to its
Throwing skill is applied to Fire Breath. six legs.
Armor AC +18
They can’t crouch or prone. When
F: 15/85
knocked down they simply fall on their
back and use 4 AP to get back up.
Abilities Armor Breaker
Climber
ER: +20%
GR: 0%
PR: 0%
RR: Immune

139
Giant Ant Queen
The queen of the ants will spit at the non believers.

ST PE EN CH IN AG LK

4 6 2 1 3 7 5

Defcon Tier 3 Notes


Giant Ant Queens cannot take Targeted
Size Huge Attacks to the neck, arms, and groin.

Hit Points 1000 A Targeted Head attack can be done to


the small head as normal.
Throwing 100
Unarmed 100 A Targeted Eye attack can be done to one
Detection 100 of its two antennas.
Sneak 50
A Targeted Torso Attack can be done to its
Attacks Bite: S: 2 T: 3 Dmg: 4d4+4+MD Rng: 5 ft main body.
Acid Spit: S: 3 T: N/A Dmg: 4d6+4 Rng: 50
ft A Targeted Leg Attack can be done to its
Acid Spit deals True Damage. six legs.
Armor AC +33
They can’t crouch or prone. When
knocked down they simply fall on their
Abilities Redo
back and use 4 AP to get back up.
Repel
ER: +30%
GR: 0%
PR: 0%
RR: Immune

140
Flying Ant Swarm
A swarm of flying ants. Not as big as the average wall crawler.

ST PE EN CH IN AG LK

1 6 1 1 3 10 5

Defcon Tier 5 Notes


Flying Ants Swarm cannot take Targeted
Size Medium Attacks anywhere.

Hit Points 10 ER: 0%


GR: 0%
Unarmed 75
PR: 0%
Detection 25
Sneak 25 RR: Immune

Attacks Smack: S: 3 T: N/A Dmg: 1d4+2+MD Rng:


5 ft

Armor AC: +30


Immune to Radiation

Abilities Flight

141
Honey Beast
A mutated bee that sends out its bee army to their victims.

ST PE EN CH IN AG LK

8 6 8 1 3 7 5

Defcon Tier 3 Notes


Honey Beasts cannot take Targeted
Size Medium Attacks to the neck, arms, and groin.

Hit Points 100 A Targeted Head attack can be done to


the large head as normal.
Unarmed 125
Detection 50 A Targeted Eye attack can be done to one
Sneak 25 of its two antennas.
Attacks Smack: S: 3 T: 4 Dmg: 4d4+5+MD Rng: 5 ft A Targeted Torso Attack can be done to its
main body.
Armor AC: +10
N: 4/20
A Targeted Leg Attack can be done to its
L: 6/30
six legs.
F: 3/20
P: 3/30
They can’t crouch or prone. When
E: 3/30
knocked down they simply fall on their
back and use 4 AP to get back up.
Abilities Bee Spawn
Melee Buff
Variants: Glowing Scorched
Redo
Takedown
ER: +30%
GR: 0%
PR: 0%
RR: Immune

142
Bee Swarm
A literal swarm of bees.

ST PE EN CH IN AG LK

1 6 1 1 3 10 5

Defcon Tier 5 Notes


Bee Swarm cannot take Targeted Attacks
Size Medium anywhere.

Hit Points 10 ER: 0%


GR: 0%
Unarmed 100
PR: 0%
Detection 25
Sneak 25 RR: Immune

Attacks Smack: S: 3 T: N/A Dmg: 1d4+5+MD Rng:


5 ft

Armor AC: +30


Immune to Radiation

Abilities Flight

143
Giant Mantis
It’s a giant mantis. What else do you expect?

ST PE EN CH IN AG LK

1 7 2 1 3 10 5

Defcon Tier 5 Notes


Giant Mantises cannot take Targeted
Size Small Attacks to the neck and groin.

Hit Points 20 A Targeted Head attack can be done to


the small head as normal.
Unarmed 75
Detection 50 A Targeted Eye attack can be done to one
Sneak 50 of its two eyes.
Attacks Bite: S: 2 T: 3 Dmg: 2d4+4+MD Rng: 5 ft A Targeted Torso Attack can be done to its
main body.
Armor AC +5
A Targeted Leg Attack can be done to its
Abilities Bonus Movement - Rank 2
four legs and two wings. Wings can only
be hit if it’s Running or Sprinting.

If both wings are limping, they can’t Run


and Sprint.

If one leg is limping they can’t use their


Bonus Movement ability.

They can’t crouch or prone. When


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

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

144
Radroach
Kill it with fire.

ST PE EN CH IN AG LK

1 4 1 1 3 5 10

Defcon Tier 5 Notes


Radroaches cannot take Targeted Attacks
Size Small to the eyes, neck, arms, groin, and legs.

Hit Points 10 A Targeted Head attack can be done to


the small head as normal.
Unarmed 50
Detection 25 A Targeted Torso Attack can be done to its
Sneak 25 main body.
Attacks Tackle: S: 2 T: 3 Dmg: 1d4+2+MD Rng: 5 ft They can’t crouch or prone. When
Upon hit they deal Rads +10. knocked down they simply fall on their
back and use 4 AP to get back up.
Armor AC +5
Variants: Glowing and Scorched
Abilities Climber
Pounce
ER: 0%
GR: 0%
PR: 0%
RR: Immune

145
Institute
The remnants of the Cambridge University in Boston, the Institute established themselves deep underneath the
earth and have built a utopia for themselves where they experiment peacefully away from the dangers of the
world.

First Generation Synth


The first model of Synths used for simple tasks such as cleaning, but some have been utilized for combat situations.

ST PE EN CH IN AG LK

5 7 5 1 7 7 5

Defcon Tier 5 Notes


Generation 1 Synths cannot take Targeted
Size Medium Attacks to the groin and neck.

Hit Points 50 Targeted Attacks follow the standard of


an average human.
Energy Weapons 75
Throwing 75 Variants: Hardened
Unarmed 75
Detection 50
Sneak 50

Weapons Fist & Feet


Institute Pistol
1d2 Fragmentation Grenades
1d2 Flash Grenades

Armor -

Abilities Bonus Movement - Rank 1


Redo

146
Second Generation Synth
They appear human-like in design but have plating across the body that still make them look robotic.

ST PE EN CH IN AG LK

6 8 6 2 7 8 5

Defcon Tier 4 Notes


Generation 2 Synths cannot take Targeted
Size Medium Attacks to the groin and neck.

Hit Points 70 Targeted Attacks follow the standard of


an average human.
Energy Weapons 100
Throwing 75 Variants: Hardened
Unarmed 100
Detection 50
Sneak 50

Weapons Fist & Feet


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

Armor Synth Armor

Abilities Bonus Movement - Rank 2


Melee Boost
Redo

147
Third Generation Synth
The pride and joy of the Institute. Generation 3 Synths are human-like down to the cellular level, but they can’t
reproduce and not gain weight.

ST PE EN CH IN AG LK

6 8 6 5 7 9 5

Defcon Tier 3 Notes


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

Hit Points 90 Variants: Hardened

Energy Weapons 100


Throwing 100
Unarmed 100
Detection 75
Sneak 75

Weapons Fist & Feet


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

Armor Synth Armor

Abilities Bonus Movement - Rank 2


Melee Boost
Quick Reload
Redo

148
Synth Courser
These elite agents are Generation 3 Synths that are designed to be the elite that retrieve lost synths. If a Courser is
after you, expect to be in the fight of your life.

ST PE EN CH IN AG LK

7 9 7 5 8 10 5

Defcon Tier 2 Notes


Synth Courser cannot take Targeted
Size Medium Attacks to the groin.

Hit Points 150 Targeted Attacks follow the standard of


an average human.
Energy Weapons 150
Throwing 150 Gets all the benefits of the Synth race.
Unarmed 150
Deception 125
Detection 125
Insight 100
Sneak 125

Weapons Fist & Feet


Institute Pistol
Institute Rifle
1d4 Fragmentation Grenades
1d4 Flash Grenades
1d4 Plasma Grenades
1d4 Stimpaks

Armor Courser Coat

Abilities AP Boost
Bonus Movement - Rank 3
Detector
Earlier Sequence
Melee Buff
Quick Reload
Redo

149
Marked Men
Hardened ghouls with a fiery red color that used to be in the N.C.R. and Caesar’s Legion. The two factions banded
together and have resorted to cannibalism in order to survive.

Marked Men Hunter


Hunters appear to be former N.C.R. Troopers equipped with powerful ranged weapons.

ST PE EN CH IN AG LK

6 7 6 4 5 8 6

Defcon Tier 3 Notes


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

Hit Points 80 ER: +20%


GR: 0%
Energy Weapons 100
PR: 0%
Melee Weapons 75
Small Guns 100 RR: Immune
Throwing 100
Unarmed 75
Detection 50
Sneak 75

Weapons Fist & Feet


Laser Rifle
M16A3
Trail Carbine
1d4 Fragmentation Grenades

Armor Combat Helmet


N.C.R. Armor

Abilities Bonus Movement - Rank 1

150
Marked Men Marauder
Marauders appear to be former N.C.R. Rangers carrying powerful heavy weapons.

ST PE EN CH IN AG LK

8 8 8 4 5 8 6

Defcon Tier 3 Notes


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

Hit Points 100 ER: +20%


GR: 0%
Big Guns 100
PR: 0%
Energy Weapons 100
Throwing 100 RR: Immune
Unarmed 75
Detection 75
Sneak 75

Weapons Fist & Feet


Browning M2
L72
Heavy Incinerator
Gatling Laser
Plasma Caster
Arc Welder
1d4 Fragmentation Grenades

Armor Combat Helmet


Combat Armor MK I

Abilities Bonus Movement - Rank 2


Redo

151
Marked Men Ravager
Ravagers appear to be former Legionnaires that specialize in melee weapons.

ST PE EN CH IN AG LK

8 6 10 4 5 10 6

Defcon Tier 3 Notes


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

Hit Points 100 ER: +20%


GR: 0%
Big Guns 100
PR: 0%
Melee Weapons 100
Small Guns 100 RR: Immune
Throwing 100
Unarmed 75
Detection 50
Sneak 75

Weapons Fist & Feet


Thermic Lance
Super Sledgehammer
Bumper Sword
1d4 Incendiary Grenades
1d4 Fragmentation Grenades

Armor Centurion Helmet


Centurion Armor

Abilities Bonus Movement - Rank 3


Redo

152
Mercenaries
Mercenaries can vary in skill and equipment. They often drift from place to place taking on any job they can.

Young Mercenary
New to the life of mercenary work. Young Mercenaries travel often with groups, mostly friends, just trying to make
a name for themselves. Their training is above the average civilian.

ST PE EN CH IN AG LK

5 7 6 5 5 7 5

Defcon Tier 5 Notes


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

Hit Points 40 Variants: Scorched

Energy Weapons 80
Melee Weapons 75
Small Guns 80
Throwing 75
Unarmed 75
Detection 50
Sneak 50

Weapons Fist & Feet


Laser Pistol
M14
10mm Pistol
Combat Knife
Machete
1d2 Fragmentation Grenades
1d2 Flash Grenades

Armor Combat Helmet


Metal Armor MK I

Abilities None

153
Mercenary
This life isn’t for the weak. You’ve killed, guarded, bribed, etc. Mercenaries work hard for their caps and they’ll do
whatever it takes to get the job done.

ST PE EN CH IN AG LK

6 7 6 5 6 7 5

Defcon Tier 4 Notes


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

Hit Points 60 Variants: Scorched

Energy Weapons 90
Melee Weapons 90
Small Guns 100
Throwing 75
Unarmed 90
Detection 75
Sneak 75

Weapons Fist & Feet


Laser Carbine
M16A2
10mm Pistol
Sharpened Combat Knife
Machete
1d2 Fragmentation Grenades
1d2 Flash Grenades

Armor Combat Helmet


Metal Armor MK II

Abilities Melee Boost


Redo

154
Veteran Mercenary
Known throughout the wastes, Veteran Mercenaries often lead a company and are often wanted.

ST PE EN CH IN AG LK

7 8 7 6 6 8 5

Defcon Tier 3 Notes


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

Hit Points 80 Variants: Scorched

Energy Weapons 100


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

Weapons Fist & Feet


Laser Rifle
M4 Carbine
DKS-501
.357 Revolver
Bowie Knife
1d4 Fragmentation Grenade
1d4 Flash Grenades

Armor Advanced Combat Helmet


Military Garments
Combat Armor MK I

Abilities Earlier Sequence


Martial Artist
Melee Buff
Redo

155
Elite Mercenary
These elites are legends known throughout the wastes that either travel alone, or lead their own mercenary
company.

ST PE EN CH IN AG LK

8 8 8 6 6 9 5

Defcon Tier 3 Notes


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

Hit Points 100 Variants: Scorched

Big Guns 100


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

Weapons Fist & Feet


Rockwell CZ53
Plasma Rifle
M4
DKS-501
.44 Revolver
Bowie Knife
1d4 Fragmentation Grenades
1d4 Flash Grenades

Armor T-45 Helmet


Military Garments
Exo Suit
T-45

Abilities Earlier Sequence


Martial Artist
Melee Buff
Redo

156
Mole Miners
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.

Mole Miner
The simplest Mole Miner armed with a shotgun and hopes of surviving.

ST PE EN CH IN AG LK

7 6 8 3 5 8 6

Defcon Tier 4 Notes


Mole Miners cannot take Targeted
Size Medium Attacks to the neck.

Hit Points 60 The rest of the Targeted Attacks follow


the standard of an average human.
Small Guns 100
Unarmed 75 Variants: Glowing and Scorched
Detection 50
Sneak 25 ER: +20%
GR: Immune
Weapons Super Mutant Fist & Feet
Pump-Action Shotgun PR: 0%
Sawed-off Shotgun RR: Immune

Armor AC: +22


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

Abilities Melee Boost


Redo

157
Mole Miner Digger/Rockbreaker
The more experienced Mole Miner that also packs a punch.

ST PE EN CH IN AG LK

7 6 9 4 6 9 6

Defcon Tier 4 Notes


Mole Miners cannot take Targeted
Size Medium Attacks to the neck.

Hit Points 120 The rest of the Targeted Attacks follow


the standard of an average human.
Small Guns 100
Unarmed 100 Variants: Glowing and Scorched
Detection 50
Sneak 25 ER: +20%
GR: Immune
Weapons Super Mutant Fist & Feet
Remington Shotgun PR: 0%
Sawed-off Shotgun RR: Immune
Mole Miner Gauntlet

Armor AC: +26


N: 7/50
L: 6/30
F: 7/40
P: 6/30
E: 7/40

Abilities Melee Buff


Redo

158
Mole Miner Foreman/Supervisor
Are often seen as second-in-command of Mole Miners.

ST PE EN CH IN AG LK

8 6 10 4 6 9 6

Defcon Tier 3 Notes


Mole Miners cannot take Targeted
Size Medium Attacks to the neck.

Hit Points 160 The rest of the Targeted Attacks follow


the standard of an average human.
Small Guns 150
Unarmed 150 Variants: Glowing and Scorched
Detection 100
Sneak 50 ER: +30%
GR: Immune
Weapons Super Mutant Fist & Feet
Remington Shotgun PR: 0%
Combat Shotgun RR: Immune
Mole Miner Gauntlet
L72

Armor AC: +31


N: 10/60
L: 6/40
F: 7/50
P: 6/40
E: 7/50

Abilities Melee Buff


Redo

159
New California Republic
Started off in the west coast in California, the New California Republic is built upon the teachings and knowledge of
the old world. They focus on expanding their reach as much as possible but still have gangs and criminals that still
lurk and have small territory within their borders.

N.C.R. Recruit Soldier


Fresh off the farms of California, recruits are the lowest and newest assets of the N.C.R.

ST PE EN CH IN AG LK

6 5 5 5 5 6 5

Defcon Tier 5 Notes


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

Hit Points 40

Melee Weapons 50
Small Guns 75
Throwing 50
Unarmed 50
Detection 50
Sneak 50

Weapons Fist & Feet


9mm Pistol
Service Rifle
Knife

Armor Combat Helmet


N.C.R. Armor

Abilities None

160
N.C.R. Private/Specialist/Corporal
A bit above the average recruit. Privates, Specialists, and Corporals are always on the field doing the dirty work.

ST PE EN CH IN AG LK

6 6 5 5 5 7 5

Defcon Tier 4 Notes


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

Hit Points 50

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

Weapons Fist & Feet


9mm Pistol
M14
Service Rifle
Knife
1d4 Fragmentation Grenades

Armor Combat Helmet


Military Garments
N.C.R. Armor

Abilities None

161
N.C.R. Sergeant/Master Sergeant/Sergeant Major
A well respected officer that can lead their own squad.

ST PE EN CH IN AG LK

6 6 5 5 6 8 5

Defcon Tier 4 Notes


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

Hit Points 60

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

Weapons Fist & Feet


9mm Pistol
M14
Service Rifle
Combat Knife
1d4 Fragmentation Grenades

Armor Combat Helmets


Military Garments
N.C.R. Armor

Abilities Redo

162
N.C.R. Lieutenant
Can either be first or second lieutenant. They often stand by their Captain and don’t often see action anymore, but
haven’t forgotten it either.

ST PE EN CH IN AG LK

6 7 5 6 7 9 5

Defcon Tier 4 Notes


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

Hit Points 70

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

Weapons Fist & Feet


Colt M1911
M16A2
Combat Knife
1d4 Fragmentation Grenades

Armor Advanced Combat Helmet


Military Garments
N.C.R. Armor

Abilities Bonus Movement - Rank 1


Detector
Earlier Sequence
Melee Boost
Quick Reload
Redo

163
N.C.R. Major/Captain/Colonel/General
From Major and up, most officers either lead from a base or work in an office. Their years of experience in the field
has never left them and they’re always ready for battle.

ST PE EN CH IN AG LK

7 7 6 6 7 10 5

Defcon Tier 3 Notes


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

Hit Points 100

Melee Weapons 100


Small Guns 150
Throwing 125
Unarmed 100
Detection 100
Sneak 100

Weapons Fist & Feet


Colt M1911
M16A3
Combat Knife
1d4 Fragmentation Grenades

Armor Advanced Combat Helmet


Military Garments
N.C.R. Armor

Abilities Bonus Movement - Rank 1


Detector
Earlier Sequence
Melee Buff
Quick Reload
Redo

164
N.C.R. Military Police
The military police corps that watch over the troops and keep them in line. They’re often found in safe territory
and try to maintain order.

ST PE EN CH IN AG LK

7 7 6 6 7 8 5

Defcon Tier 4 Notes


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

Hit Points 70

Melee Weapons 100


Small Guns 100
Throwing 100
Unarmed 100
Detection 100
Sneak 100

Weapons Fist & Feet


Colt M1911
Cattle Prod
Combat Knife
1d4 Fragmentation Grenades

Armor Combat Helmet


N.C.R. Armor

Abilities Armor Breaker


Armor Penetration
Bear Hold
Detector
Ironwall
Melee Buff
Takedown

165
N.C.R. Heavy Trooper
In order to compensate for the lack of Power Armor, the N.C.R. created the Salvaged Power Armor in order to
combat the Brotherhood more effectively.

ST PE EN CH IN AG LK

9 7 8 5 7 8 5

Defcon Tier 3 Notes


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

Hit Points 200

Big Guns 150


Melee Weapons 100
Small Guns 100
Throwing 100
Unarmed 100
Detection 100

Weapons Fist & Feet


B.A.R.
CZ53
1d4 Fragmentation Grenades

Armor Salvaged Helmet


Military Garments
Salvaged Power Armor

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 2
Ironwall
Melee Buff
Quick Reload
Rebuke
Redo

166
N.C.R. Guard Dog
Trained for military operations for the N.C.R..

ST PE EN CH IN AG LK

6 8 4 4 4 7 5

Defcon Tier 4 Notes


N.C.R. Guard Dogs cannot take Targeted
Size Medium Attacks to the arm.

Hit Points 50 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 100 The rest of the Targeted Attacks follow
Sneak 100 the standard of an average human.
Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft
Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft

Armor AC +13
Leather Armor

Abilities Bonus Movement - Rank 2


Detector
Pounce

167
N.C.R. Ranger
Humans with a Virtuous/Samaritan Alignment
From Major and up, most officers either lead from a base or work in an office. Their years of experience in the field
has never left them and they’re always ready for battle.

ST PE EN CH IN AG LK

7 9 7 6 7 9 6

Defcon Tier 3 Notes


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

Hit Points 150

Big Gun 125


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

Weapons Fist & Feet


Hunting Revolver
M16A3
DKS-501
Sharpened Combat Knife
Barrett M107
1d4 Fragmentation Grenades
Spiked Brass Knuckles

Armor Sheriff Hat


Military Garments
N.C.R. Ranger Patrol Armor

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 2
Detector
Earlier Sequence
Ironwall
Melee Buff
Rebuke
Redo

168
N.C.R. Veteran Ranger
From Major and up, most officers either lead from a base or work in an office. Their years of experience in the field
has never left them and they’re always ready for battle.

ST PE EN CH IN AG LK

8 9 7 6 7 10 7

Defcon Tier 3 Notes


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

Hit Points 200

Big Guns 125


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

Weapons Fist & Feet


Ranger Sequoia
M16A3
DKS-501
Sharpened Combat Knife
AS50
1d4 Fragmentation Grenades
Spiked Brass Knuckles

Armor Riot Helmet


Military Garments
N.C.R. Ranger Combat Armor

Abilities Armor Breaker


Armor Penetration
Bear Hold
Bonus Movement - Rank 3
Detector
Earlier Sequence
Ironwall
Melee Buff
Quick Reload
Rebuke
Redo

169
People’s Republic of China
A pre-war communist state in eastern Asia. China played a big role in the Resource Wars and competed with the
United States for the last remaining resources on Earth. They waged an eleven year long war to conquer Alaska.
China ceased to exist in 2077 once the Great War began. There is no information that can be found to verify the
situation of China.

Chinese Soldier
The common soldier of the Chinese army.

ST PE EN CH IN AG LK

6 6 5 5 5 6 5

Defcon Tier 4 Notes


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

Hit Points 70

Melee Weapons 100


Small Guns 100
Throwing 75
Unarmed 75
Detection 50
Sneak 50

Weapons Fist & Feet


AK-47
Chinese Pistol
Combat Knife
DKS-501
1d2 Fragmentation Grenade

Armor Combat Helmet


Military Garment
Kevlar Armor

Abilities Redo

170
Chinese Heavy Soldier
These soldiers are armed with powerful ranged weapons with one goal in mind. To destroy democracy.

ST PE EN CH IN AG LK

7 6 7 5 5 8 5

Defcon Tier 3 Notes


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

Hit Points 120

Big Guns 100


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

Weapons Fist & Feet


L72
Flamer
Combat Knife
1d2 Fragmentation Grenade

Armor Advanced Combat Helmet


Military Garment
Kevlar Armor

Abilities Bonus Movement - Rank 1


Redo

171
Crimson Dragoon
The elite members of the Chinese Army. These special operations agents played a major role in defending CHinese
territory during the Battle of Anchorage. Some say they began their military training at birth.

ST PE EN CH IN AG LK

7 6 7 5 5 10 5

Defcon Tier 2 Notes


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

Hit Points 200

Melee Weapons 125


Small Guns 125
Throwing 100
Unarmed 125
Detection 75
Sneak 100

Weapons Fist & Feet


DKS-501
Chinese Straight Sword
Combat Knife
1d2 Fragmentation Grenade

Armor Chinese Stealth Suit


Military Garment

Abilities Bonus Movement - Rank 3


Redo

172
Chimera
A Chinese mining rig modified with a mounted laser cannon acting like a Chinese tank.

ST PE EN CH IN AG LK

10 6 10 5 7 5 5

Defcon Tier 2 Notes


Chimeras cannot take Targeted Attacks to
Size Large the arms, legs, and groin.

Hit Points 1000 Targeted Eye Attacks can be done to its


Antenna. This is only effective twice.
Big Guns 150
Detection 50 Targeted Torso Attacks can be done to its
main body.
Attacks Laser Cannon: S: 7 T: N/A Dmg: 4d10+20
Rng: 200 ft Targeted Head Attacks can be done to its
Laser Cannon.
Armor AC: +34
N: 9/30%
Targeted Neck Attacks can be done to
L: 11/50% many of the screws on its body.
F: 9/30%
P: 8/20% They can’t crouch or prone. When
Ex: 12/50% knocked down, they malfunction and they
Limb Resistance +10 must use 4 AP to be able to move. They
can still attack.
Abilities Bonus Movement - Rank 3
Detector This cannot be grabbed or stunned.
Sixth Sense
Thick Skull ER: Immune
GR: Immune
PR: Immune
RR: Immune

Variants: Hardened

173
Robots
The mechanical menaces of the wasteland that can be found everywhere. Be warned that finding robots in a pre-
war military bunker may try to kill you. Brought to you by RobCo and General Atomics. Robots are immune to Gas,
Poison, and Radiation. To make custom robots refer to Character Creation and Robot Upgrades. Laser Shot attacks
have infinite ammo and go off the power source of the Robot.

Eyebot
A hovering robot used for reconnaissance and propaganda. It speaks in morse code and it comes with a simple
laser shot.

ST PE EN CH IN AG LK

2 6 2 5 7 11 5

Defcon Tier 5 Notes


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

Hit Points 30 A Targeted Eye attack can be done to the


base of the main antenna on the top of its
Energy Weapons 75 head.
Detection 50
Sneak 75 A Targeted Torso Attack can be done to
its spherical body.
Attacks Laser Shot: S: 4 T: 5 Dmg: 4d4+4 Rng: 150
ft They can’t crouch or prone. When
knocked down they simply fall to the
Armor N: 2/30
ground and use 4 AP to get back up.
L: 2/20
F: 1/20
Variants: Hardened
P: 1/20
E: 1/20
SH: 2

Abilities Bonus Movement - Rank 3


Detector
Flight

174
Liberator
A small pre-war drone used by the People’s Liberation Army.

ST PE EN CH IN AG LK

4 6 3 5 7 8 5

Defcon Tier 5 Notes


Liberators cannot take Targeted Attacks
Size Small to the head, eyes, neck, arms, and groin.

Hit Points 20 A Targeted Torso Attack can be done to


its cylindrical body.
Energy Weapons 50
Unarmed 50 A Targeted Leg Attack can be done to one
Detection 50 of its four legs.
Sneak 50
They can’t crouch or prone. When
Attacks Laser Shot: S: 3 T: 4 Dmg: 4d4+6 Rng: 200 knocked down they simply fall to the
ft ground and use 4 AP to get back up.
Metal Fist
Variants: Hardened
Armor N: 2/20
L: 3/20
F: 1/10
P: 1/10
E: 3/20
SH: 5

Abilities Bonus Movement - Rank 2


Climber

175
Mr. Handy/Ms. Nanny
A utility robot designed for general-chore automatons, they’re capable of defending themselves and their owners.
But are far less combat efficient than the military variant Mister Gutsy.

ST PE EN CH IN AG LK

4 6 5 5 7 7 5

Defcon Tier 5 Notes


Mr. Handys/Ms. Nannys cannot take
Size Medium Targeted Attacks to the head, neck, and
legs.
Hit Points 45
Targeted Eye Attacks can be done to any
Energy Weapons 75 of the three eyes at the top.
Melee Weapons 75
Detection 75 Targeted Torso Attacks can be done to its
main body.
Attacks Flamer Pistol
Buzz Blade Targeted Arm Attacks can be done to its
Metal Fist three robot arms.
Armor AC: +13
Targeted Groin Attacks can be done to its
N: 2/20
thruster at the bottom.
L: 3/50
F: 2/30
They can’t crouch or prone. When
P: 2/10
knocked down they simply fall to the
E: 2/30
ground and use 4 AP to get back up.
SH: 5
Variants: Hardened
Abilities Bonus Movement - Rank 1

176
Protectron
A robot designed for protection and manual labor. Variant versions were made for construction, law enforcement,
fire fighting, etc.

ST PE EN CH IN AG LK

5 6 5 5 7 5 5

Defcon Tier 5 Notes


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

Hit Points 40 Targeted Attacks follow the standard of


an average human.
Energy Weapons 75
Unarmed 75 Variants: Hardened
Detection 50

Attacks Protectron Laser: S: 4 T: 5 Dmg: 7d4+6


Rng: 250 ft
Metal Fist

Armor AC: +15


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

Abilities Bonus Movement - Rank 1

177
Security Robot
A powerful guard robot that travels in a pack. It was most likely designed before the Great War. It hovers over the
ground and it was utilized by the Calculator.

ST PE EN CH IN AG LK

5 6 5 5 7 7 5

Defcon Tier 5 Notes


Security Robots cannot take Targeted
Size Medium Attacks to the head, eyes, neck, and legs.

Hit Points 45 Targeted Torso Attacks can be done to its


main body.
Energy Weapons 75
Unarmed 75 Targeted Arm Attacks can be done to its
Detection 100 four robot arms.
Attacks Laser Shot: S: 4 T: 5 Dmg: 4d6+10 Rng: Targeted Groin Attacks can be done to its
150 ft thruster at the bottom.
Metal Fist
They can’t crouch or prone. When
Armor AC: +18
knocked down they simply fall to the
N: 2/20
ground and use 4 AP to get back up.
L: 3/50
F: 2/30
Variants: Hardened
P: 2/10
E: 2/30
SH: 5

Abilities Bonus Movement - Rank 3


Detector
Flight

178
Scurry Robot
A small crab-like utility robot in the Midwest that burrows into the dirt and pops out on unsuspecting
wastelanders.

ST PE EN CH IN AG LK

5 6 3 5 7 10 5

Defcon Tier 5 Notes


Scurry Robots cannot take Targeted
Size Medium Attacks to the eyes, neck, arms, and groin.

Hit Points 50 A Targeted Head Attack can be done to


the small head.
Unarmed 75
Detection 75 A Targeted Torso Attack can be done to
Sneak 100 its spherical body.
Attacks Metal Fist A Targeted Leg Attack can be done to one
of its six legs.
Armor AC: +15
N: 4/30
They can’t crouch or prone. When
L: 3/20
knocked down they simply fall to the
F: 2/20
ground and use 4 AP to get back up.
P: 2/30
E: 3/20
Variants: Hardened
SH: 5

Abilities Bonus Movement - Rank 2


Burrow
Climber

179
Think Tank
A unique brain bot created by the Big MT to preserve the six Big MT executives. Klein, Mobius, Dala, 0, 8, and
Borous. You’ll never find a robot like this outside of the Big MT.

ST PE EN CH IN AG LK

3 6 5 5 10 5 5

Defcon Tier 5 Notes


Think Tank cannot take Targeted Attacks
Size Medium to the eyes, neck, legs, and groin.

Hit Points 60 Targeted Head Attacks can be done to any


of the three monitors.
Energy Weapons 100
Melee Weapons 100 Targeted Torso Attacks can be done to its
Detection 100 main body that holds the brain.
Attacks Metal Fist Targeted Arm Attacks can be done to its
three robot arms.
Armor AC: +15
SH: 1
Targeted Groin Attacks can be done to its
thruster at the bottom.
Abilities Bonus Movement - Rank 1
Detector
They can’t crouch or prone. When
knocked down they simply fall to the
ground and use 4 AP to get back up.

180
Duraframe Eyebot
ED-E My Love.

ST PE EN CH IN AG LK

4 6 5 5 7 9 5

Defcon Tier 4 Notes


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

Hit Points 40 A Targeted Eye attack can be done to the


base of the main antenna on the top of its
Energy Weapons 75 head.
Detection 50
Sneak 75 A Targeted Torso Attack can be done to
its spherical body.
Attacks Arc Blaster: S: 5 T: 6 Dmg: 4d10+10 Rng:
100 ft They can’t crouch or prone. When
knocked down they simply fall to the
Armor AC: +21
ground and use 4 AP to get back up.
N: 4/30
L: 4/30
Variants: Hardened
F: 2/30
P: 2/20
E: 3/20
SH: 5

Abilities Bonus Movement - Rank 3


Detector
Flight

181
Hover Robot
A unique hover robot that guards and patrols the Midwest. They’re very similar to Eyebots except far more heavily
armored.

ST PE EN CH IN AG LK

4 6 7 5 7 10 5

Defcon Tier 4 Notes


Hover Robots cannot take Targeted
Size Small Attacks to the head, neck, arms, groin,
and legs.
Hit Points 80
A Targeted Eye attack can be done to the
Energy Weapons 100 base of the main antenna on the top of its
Detection 100 head.
Sneak 100
A Targeted Torso Attack can be done to
Attacks Laser Shot: S: 4 T: 5 Dmg: 6d4+8 Rng: 200 its spherical body.
ft
They can’t crouch or prone. When
Armor AC: +25
knocked down they simply fall to the
N: 7/60
ground and use 4 AP to get back up.
L: 7/70
F: 5/60
Variants: Hardened
P: 5/40
E: 6/40
SH: 10

Abilities Bonus Movement - Rank 3


Detector
Flight

182
Mr. Gutsy
Get in line cadet! You’re in the army! A variant of the Mr. Handy designed for military use.

ST PE EN CH IN AG LK

4 6 7 5 7 8 5

Defcon Tier 4 Notes


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

Hit Points 70 Targeted Eye Attacks can be done to any


of the three eyes at the top.
Energy Weapons 100
Melee Weapons 100 Targeted Torso Attacks can be done to its
Unarmed 100 main body.
Detection 100
Targeted Arm Attacks can be done to its
Attacks Flamer three robot arms.
Buzz Blade
Laser Shot: S: 4 T: 5 Dmg: 4d6+10 Rng: Targeted Groin Attacks can be done to its
150 ft thruster at the bottom.
Metal Fist
They can’t crouch or prone. When
Armor AC: +27
knocked down they simply fall to the
N: 4/30
ground and use 4 AP to get back up.
L: 5/50
F: 4/40
Variants: Hardened
P: 3/20
E: 3/40
SH: 10

Abilities Bonus Movement - Rank 2


Detector

183
Securitron MK I
A private security robot created and mass produced by House Industries with help from RobCo Industries.
Amazingly they can go up and down stairs.

ST PE EN CH IN AG LK

7 6 7 5 7 8 5

Defcon Tier 4 Notes


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

Hit Points 100 Targeted Torso Attacks can be done to its


main body.
Energy Weapons 100
Small Guns 100 Targeted Arm Attacks can be done to its
Detection 75 two robot arms.
Attacks Left Arm: Gatling Laser Targeted Leg Attacks can be done to its
Right Arm: H&K MP5 one wheel. It doesn’t pop when shot.
Metal Fist
They can’t crouch or prone. When
Armor AC: +22
knocked down they simply fall to the
N: 5/40
ground and use 4 AP to get back up.
L: 6/50
F: 4/30
Variants: Hardened
P: 3/30
E: 5/40
SH: 6

Abilities Bonus Movement - Rank 1

184
Spider Drone
Made by the Chinese, Spider Drones are walking landmines.

ST PE EN CH IN AG LK

1 6 1 5 5 8 5

Defcon Tier 4 Notes


Spider Drones cannot take Targeted
Size Small Attacks to the head, neck, arms, and
groin.
Hit Points 40
Targeted Torso Attacks can be done to its
Detection 50 main body.
Sneak 75
Targeted Eye Attack penalties can be
Attacks Fragmentation Landmine done to one of its four legs.
Armor AC: +22
This is a walking landmine and the
SH: 1
moment anyone is near it, it’ll explode.
Spider Drones die instantly when they
Abilities Bonus Movement - Rank 2
explode.
Climber
Detector

185
Support Drone
An advanced alien robot yet simple in design.

ST PE EN CH IN AG LK

7 6 5 5 7 8 5

Defcon Tier 4 Notes


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

Hit Points 100 Targeted Head Attacks can be done to its


top area.
Unarmed 100
Detection 75 Targeted Torso Attacks can be done to its
main body.
Attacks Metal Fist
Targeted Arm Attacks can be done to its
Armor AC: +22
two arms.
N: 5/30
L: 5/30
Targeted Leg Attacks can be done to its
F: 5/30
hover platform at the bottom.
P: 5/30
E: 5/30
They can’t crouch or prone. When
Limb Resistance +5
knocked down, they malfunction and they
SH: 5
must use 4 AP to be able to move. They
can still attack.
Abilities Bonus Movement - Rank 2
Detector
Variants: Hardened

186
Assaultron
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. Some variants, like the Dominator, implement stealth technology.

ST PE EN CH IN AG LK

6 6 6 5 7 10 5

Defcon Tier 3 Notes


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

Hit Points 90 Targeted Attacks follow the standard of


an average human.
Energy Weapons 100
Melee Weapons 100 Variants: Hardened
Unarmed 100
Sneak 100
Detection 100

Attacks Assaultron Blade


Metal Fist
Death Ray: S: 6 T: N/A Dmg: 2d20+40
Rng: 250 ft Damage Type: Laser
DT Ignore
DR -30%
Death Ray takes a turn to recharge and
can pierce through enemies. Can hit two
enemies in front of it if they’re adjacent
to the Assaultron or each other.

Armor AC: +30


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

Abilities Bonus Movement - Rank 2


Detector
Stealth Boy

187
C-27 Series Humanoid Robot
A unique robot created by Acme Corporation before the Great War. These robots served as the main work force
for the Calculator.

ST PE EN CH IN AG LK

8 6 8 5 7 7 5

Defcon Tier 3 Notes


C-27 Series Humanoid Robots cannot take
Size Medium Targeted Attacks to the eyes, neck, and
groin.
Hit Points 80
Targeted Attacks follow the standard of
Big Guns 100 an average human.
Energy Weapons 100
Melee Weapons 100 Variants: Hardened
Small Guns 100
Throwing 100
Unarmed 100
Detection 75
Sneak 75

Attacks Any Weapon


Metal Fist

Armor AC: +28


N: 5/40
L: 6/60
F: 4/20
P: 4/20
E: 4/20
Limb Resistance +4
SH: 10

Abilities Bonus Movement - Rank 2


Detector

188
Guardian Drone
An advanced alien robot armed with a drone cannon. They’ll defend the mothership at any cost.

ST PE EN CH IN AG LK

6 6 8 5 7 6 5

Defcon Tier 3 Notes


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

Hit Points 100 Targeted Head Attacks can be done to its


top area.
Big Guns 125
Detection 100 Targeted Torso Attacks can be done to its
main body.
Attacks Drone Cannon
Tackle: S: 2 T: 3 Dmg: 2d8+MD Rng: 5 ft Targeted Arm Attack can be done to the
Drone Cannon.
Armor AC: +34
N: 15/60
Targeted Leg Attacks can be done to its
L: 15/60
hover platform at the bottom.
F: 15/60
P: 15/60
They can’t crouch or prone. When
E: 15/60
knocked down, they malfunction and they
Limb Resistance +10
must use 4 AP to be able to move. They
SH: 12
can still attack.
Abilities Bonus Movement - Rank 2
Detector

189
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.

ST PE EN CH IN AG LK

10 6 10 5 7 8 5

Defcon Tier 3 Notes


Humanoid Brain Robots cannot take
Size Large Targeted Attacks to the eyes, neck, and
groin.
Hit Points 100
Targeted Attacks follow the standard of
Big Guns 125 an average human.
Melee Weapons 125
Unarmed 125 Variants: Hardened
Detection 100

Attacks Left Arm: Browning M25 and M72 LAW


Right Arm: Metal Fist

Armor AC: +37


N: 10/70
L: 4/20
F: 12/80
P: 4/20
E: 10/60
Limb Resistance +5
SH: 10

Abilities Bonus Movement - Rank 1


Detector
Melee Buff

190
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.

ST PE EN CH IN AG LK

6 6 6 5 7 6 5

Defcon Tier 3 Notes


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

Hit Points 80 Targeted Eye Attacks can be done to one


eye which is in front of the brain.
Energy Weapons 100
Detection 75 Targeted Head Attacks can be done to its
brain casing.
Attacks Metal Fist
Laser Shot: S: 4 T: 5 Dmg: 4d5+10 Rng: Targeted Torso Attacks can be done to its
150 ft main body.
Armor AC: +24
Targeted Arm Attacks can be done to its
N: 4/40
two robot arms.
L: 6/50
F: 5/40
Targeted Leg Attacks can be done to its
P: 3/20
two rollers
E: 5/30
Limb Resistance +1
They can’t crouch or prone. When
SH: 8
knocked down, they malfunctions and
they must use 4 AP to be able to move.
Abilities Bonus Movement - Rank 1
They can still attack.
Detector
Mesmetron
Variants: Hardened
Smoke Screen

191
Robo-Scorpion
A special security robot created by the Big MT Research Company. They were created by Dr. Mobius and his team
in the X-42 Robo-Warfare Facility in the Big MT. They’re powered by fission batteries.

ST PE EN CH IN AG LK

7 6 8 5 7 10 5

Defcon Tier 3 Notes


Robo-Scorpions cannot take Targeted
Size Medium Attacks to the groin.

Hit Points 100 A Targeted Head Attack can be done to


the small head as normal.
Energy Weapons 100
Unarmed 100 A Targeted Eye Attack can be done to its
Detection 75 many eyes.
Sneak 100
Survival 75 A Targeted Torso Attack can be done to its
main body.
Attacks Claw Strike: S: 2 T: 3 Dmg: 1d8+15+MD
Rng: 5 ft A Targeted Neck Attack can be done to its
Sting Laser: S: 3 T: 4 Dmg: 6d4+10 Laser stinger.
Damage
Rng: 50 ft A Targeted Arm Attack can be done to
both it’s meaty claws.
Armor AC: +25
N: 5/30
A Targeted Leg Attack can be done to any
L: 7/20
of its six legs.
F: 4/30
P: 4/30
They can’t crouch or prone. When
E: 5/30
knocked down they simply fall on their
SH: 7
back and use 4 AP to get back up.
Abilities Armor Breaker
Variants: Hardened
Armor Penetration
Bonus Movement - Rank 2
Burrow
Melee Buff
Sixth Sense

192
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.

ST PE EN CH IN AG LK

7 6 7 5 7 8 5

Defcon Tier 3 Notes


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

Hit Points 200 Targeted Torso Attacks can be done to its


main body.
Big Guns 125
Energy Weapons 100 Targeted Arm Attacks can be done to its
Small Guns 100 two robot arms.
Detection 75
Targeted Leg Attacks can be done to its
Attacks Left Arm: Gatling Laser one wheel. It doesn’t pop when shot.
Right Arm: H&K MP5
Shoulders (Far Distance): Rockwell L72 They can’t crouch or prone. When
Rocket Launcher knocked down they simply fall to the
Shoulders (Close DIstance): AGS-17 ground and use 4 AP to get back up.
Plamya 30mm Grenade Launcher
Metal Fist Variants: Hardened
Armor AC: +42
N: 5/40
L: 6/50
F: 4/30
P: 3/30
E: 5/40
SH: 6

Abilities Bonus Movement - Rank 1


Detector
Self Repair

193
Sentry Bot
A robot designed for security before the Great War and they participated in the heaviest of firefights during the
war. Although they have trouble fitting through a door, these mechanical beasts have powerful weapons at their
disposal. They’re powered by a fusion core and if they're ever killed, make sure you’re not close to them.

ST PE EN CH IN AG LK

10 6 10 5 7 6 5

Defcon Tier 3 Notes


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

Hit Points 400 Targeted Head Attacks can be done to its


small head.
Big Guns 150
Detection 125 Targeted Torso Attacks can be done to its
Sneak -75 main body.
Attacks Browning M2 Minigun Targeted Arm Attacks can be done to its
M72 LAW two robot arms.
Gatling Laser
Metal Fist Targeted Leg Attacks can be done to one
of its three legs.
Armor AC: +34
N: 10/40
They can’t crouch or prone. When
L: 13/70
knocked down, they malfunction and they
F: 8/40
must use 4 AP to be able to move. They
P: 7/20
can still attack.
E: 14/30
Limb Resistance +10
Variants: Hardened
SH: 20

Abilities Bonus Movement - Rank 1


Detector
Self Destruct

194
Y-17 Trauma Override Harness
A walking corpse, animated by a robotic harness. Without a designated home base, the suit will wander on its own.
The suit learns how the wearer used to move. This is practically a walking coffin with a gun.These can only be
found in the Big MT.

ST PE EN CH IN AG LK

6 6 8 5 7 8 5

Defcon Tier 2 Notes


Y-17 Trauma Override Harness cannot
Size Medium take Targeted Attacks to the eyes, neck
and groin.
Hit Points 150
Targeted Attacks follow the standard of
Big Guns 150 an average human.
Energy Weapon 150
Detection 125 A literal skeleton will be found wearing
the suit.
Attacks Fist & Feet
Laser Rifle
Plasma Rifle
Gauss Rifle
Gatling Laser
Plasma Caster

Armor AC: +27


N: 10/40
L: 13/70
F: 8/40
P: 7/20
E: 14/30
Limb Resistance +10
SH: 20

Abilities Bonus Movement - Rank 3


Detector

195
Swampfolk
The products of radiation and incest, Swampfolk reside in Point Lookout. They all act and sound like stereotypical
hicks. It’s speculated that the New Plague has affected the population.

Brawler
Brawlers are large humanoid creatures that love to fight up and personal but don’t mind hunting with a rifle or
two.

ST PE EN CH IN AG LK

8 6 8 4 4 8 5

Defcon Tier 4 Notes


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

Hit Points 110

Melee Weapons 100


Small Guns 100
Unarmed 75
Detection 50
Sneak 50

Weapons Super Mutant Fist & Feet


Axe
Baseball Bat
Combat Knife
Cowboy Repeater
Winchester Shotgun

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

Abilities Bonus Movement - Rank 1


Melee Buff

196
Bruiser
Bruisers are stronger than any of the other Swampfolk around. They typically wear a bloody “Bill’s” mechanic
outfit.

ST PE EN CH IN AG LK

10 6 8 4 3 7 5

Defcon Tier 3 Notes


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

Hit Points 200

Melee Weapons 125


Unarmed 100
Detection 50
Sneak 50

Weapons Super Mutant Fist & Feet


Axe

Armor Clothes
AC: +28
N: 6/30
L: 6/30
F: 6/30
P: 6/30
E: 6/30
Immune to Radiation

Abilities Bonus Movement - Rank 1


Limb Immunity
Martial Artist
Melee Buff

197
Scrapper
The smallest and weakest of the swampfolk. They’re skinny and with distended bellies and only wear pants. They
appear to have the least amount of mutation/disfiguration, excluding their body structure.

ST PE EN CH IN AG LK

6 6 8 4 3 9 5

Defcon Tier 4 Notes


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

Hit Points 90

Melee Weapons 100


Small Guns 100
Unarmed 100
Detection 50
Sneak 50

Weapons Fist & Feet


Axe
Cowboy Repeater
WInchester Shotgun

Armor Clothes
AC: +21
N: 4/10
L: 4/10
F: 4/10
P: 4/10
E: 4/10
Immune to Radiation

Abilities Bonus Movement - Rank 2


Melee Buff
Redo

198
Tribals
Spread out across the wasteland there are those that know nothing of the world before and have managed to
survive with the bare essentials. Although be warned, some did learn a thing or two about warfare. These are only
a base and their weaponry may change depending on the tribe's origin.

Tribal
A simple tribal that knows how to hunt.

ST PE EN CH IN AG LK

6 5 7 5 5 7 5

Defcon Tier 5 Notes


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

Hit Points 30 Variants: Scorched

Archery 75
Melee Weapons 75
Unarmed 75
Detection 50
Sneak 50
Survival 75

Weapons Fist & Feet


Short Bow
Knife
Spear

Armor Clothes
Tribal Armor

Abilities None

199
Tribal Scout
A tribal that focuses on scouting for enemies and animals.

ST PE EN CH IN AG LK

6 9 7 5 5 9 5

Defcon Tier 5 Notes


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

Hit Points 40 Variants: Scorched

Archery 75
Melee Weapons 75
Unarmed 75
Detection 100
Sneak 100
Survival 100

Weapons Fist & Feet


Long Bow
Knife
Spear

Armor Clothes
Tribal Armor

Abilities None

200
Tribal Warrior
The strongest of the tribe destined to protect the tribe till the bitter end.

ST PE EN CH IN AG LK

7 6 7 5 6 8 5

Defcon Tier 4 Notes


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

Hit Points 50 Variants: Scorched

Archery 100
Melee Weapons 100
Unarmed 100
Detection 75
Sneak 75
Survival 75

Weapons Fist & Feet


Long Bow
Combat Knife
Sharpened Spear

Armor Clothes
Tribal Armor

Abilities None

201
Trog
Originating from an infection called Troglodyte Degeneration Contagion, 25% of the population of the Pitt have
turned into what many called the Trog. The disease has caused them to turn hairless, naked, and primate-like with
long gangly arms and legs. Their skin appears raw and wrinkled with a scrunched face with their teeth constantly
bared. They walk on all fours with four fingers and four toes. Their feet appear to be turning into hands. They
retain some intelligence and can even communicate with each other. They work like a pack of wolves and slowly
circle their prey.

Trog Fledgling
The weakest and smallest of the trog. They’re quite fast and may overwhelm even the most experienced
wastelanders.

ST PE EN CH IN AG LK

4 5 4 1 3 7 6

Defcon Tier 5 Notes


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

Hit Points 20 They walk on all fours.

Unarmed 75 ER: +10%


Detection 50
GR: 0%
Sneak 50
PR: 0%
Weapons Smack: S: 2 T: 3 Dmg: 1d4+2+MD Rng: 5 ft RR: Immune

Armor AC: +13

Abilities Bonus Movement - Rank 1


Pounce
Takedown

202
Trog
The most common type of trog.

ST PE EN CH IN AG LK

5 5 5 1 4 8 6

Defcon Tier 5 Notes


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

Hit Points 40 They walk on all fours.

Unarmed 75 ER: +20%


Detection 75
GR: 0%
Sneak 75
PR: 0%
Weapons Smack: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft RR: Immune

Armor AC: +17

Abilities Bonus Movement - Rank 2


Pounce
Redo
Takedown

203
Trog Brute
Brutes are slightly larger than their common variant but they hit twice as hard.

ST PE EN CH IN AG LK

7 5 6 1 5 9 6

Defcon Tier 4 Notes


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

Hit Points 70 They walk on all fours.

Unarmed 100 ER: +30%


Detection 100
GR: 0%
Sneak 100
PR: 0%
Weapons Smack: S: 2 T: 3 Dmg: 1d4+6+MD Rng: 5 ft RR: Immune

Armor AC: +21

Abilities Bonus Movement - Rank 3


Melee Buff
Pounce
Redo
Takedown

204
Trog Savage
The Strongest of the trog but rarely encountered.

ST PE EN CH IN AG LK

8 5 6 1 5 9 6

Defcon Tier 4 Notes


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

Hit Points 90 They walk on all fours.

Unarmed 125 ER: +30%


Detection 100
GR: 0%
Sneak 100
PR: 0%
Weapons Smack: S: 2 T: 3 Dmg: 1d4+15+MD Rng: 5 RR: Immune
ft

Armor AC: +21

Abilities Bonus Movement - Rank 3


Melee Buff
Pounce
Redo
Takedown

205
Tunneler
Although their origins are unknown, the Tunneler is believed to have been created after the Great War and reside
in deep underground nests. They pose a threat to the Mojave if they continue to spread.

Tunneler
The most common type of Tunneler can pose to be a great threat in a swarm.

ST PE EN CH IN AG LK

6 5 6 1 3 10 5

Defcon Tier 4 Notes


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

Hit Points 40 They walk on all fours.

Unarmed 100 They run away from Flash Bangs and if


Detection 50 they’re lit on fire they’ll burrow into the
Sneak 75 ground.
Weapons Smack: S: 2 T: 3 Dmg: 2d4+10+MD Rng: 5 ER: +20%
ft
GR: 0%
Armor AC: +20 PR: 0%
RR: Immune
Abilities Armor Breaker
Bonus Movement - Rank 3
Burrow
Climber
Melee Buff
Pounce

206
Hulking Tunneler
Only second in size to the Queen, these Tunnelers aren’t as fast but they have the potential to knock you down.

ST PE EN CH IN AG LK

8 5 7 1 3 8 5

Defcon Tier 3 Notes


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

Hit Points 80 They walk on all fours.

Unarmed 100 They run away from Flash Bangs and if


Detection 75 they’re lit on fire they’ll burrow into the
Sneak 50 ground.
Weapons Smack: S: 2 T: 3 Dmg: 4d4+10+MD Rng: 5 ER: +30%
ft
GR: 0%
Armor AC: +22 PR: 0%
RR: Immune
Abilities Armor Breaker
Armor Penetration
Bonus Movement - Rank 1
Burrow
Climber
Melee Buff
Pounce
Takedown

207
Venomous Tunneler
They’re smaller than the average Tunneler and don't hit as hard, but they have poison to make up for it.

ST PE EN CH IN AG LK

4 5 5 1 3 10 5

Defcon Tier 3 Notes


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

Hit Points 40 They walk on all fours.

Unarmed 100 They run away from Flash Bangs and if


Detection 50 they’re lit on fire they’ll burrow into the
Sneak 75 ground.
Weapons Smack: S: 2 T: 3 Dmg: 2d4+10+MD Rng: 5 ER: +40%
ft
GR: 0%
If a Smack is successful, the target rolls EN
-2. If the target succeeds, they take half PR: Immune
the Poison Damage. If the target fails, RR: Immune
they suffer 20 Poison Damage Per Hour,
roll EN -2 every hour for the next two
hours. If they succeed the EN roll, the
target doesn’t take Poison Damage for
the hour.

Armor AC: +30

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 3
Burrow
Climber
Pounce

208
Tunneler Queen
Only second in size to the Queen, these Tunnelers aren’t as fast but they have the potential to knock you down.

ST PE EN CH IN AG LK

9 6 8 1 3 10 5

Defcon Tier 3 Notes


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

Hit Points 150 They walk on all fours.

Unarmed 100 They run away from Flash Bangs and if


Detection 75 they’re lit on fire they’ll burrow into the
Sneak 50 ground.
Weapons Smack: S: 2 T: 3 Dmg: 8d4+10+MD Rng: 5 ER: +10%
ft
GR: 0%
Armor AC: +40 PR: Immune
RR: Immune
Abilities Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Burrow
Climber
Melee Buff
Pounce
Takedown

209
Turrets
A stationary contraption that rains down bullets and lasers.

Turret MK I
A basic turret that fires ballistics or lasers.

ST PE EN CH IN AG LK

5 10 5 1 1 5 5

Defcon Tier 5 Notes


Turrets cannot take Targeted Attacks to
Size Medium the eyes, neck, arms, legs, and groin.

Hit Points 40 Targeted Torso Attacks can be done to


the entire body.
Energy Weapons 75
Small Guns 75 Turrets cannot roll AG to half throwing
Detection 50 weapons.
Attacks 10mm Pistol Variants: Hardened
Wattz 1600 Laser Pistol

Armor AC: +15


N: 3/30
L: 3/30
F: 3/30
P: 3/30
E: 3/30
SH: 5

Abilities None

210
Turret MK II
A more advanced turret that fires ballistics or lasers.

ST PE EN CH IN AG LK

5 10 5 1 1 5 5

Defcon Tier 4 Notes


Turrets cannot take Targeted Attacks to
Size Medium the eyes, neck, arms, legs, and groin.

Hit Points 55 Targeted Torso Attacks can be done to


the entire body.
Energy Weapons 100
Small Guns 100 Turrets cannot roll AG to half throwing
Detection 75 weapons.
Attacks M16A2 Variants: Hardened
H&K 31415 Laser Carbine

Armor AC: +20


N: 5/50
L: 5/50
F: 5/50
P: 5/50
E: 5/50
SH: 5

Abilities AP Boost

211
Turret MK III
A minigun with a targeting computer that fires .50 cals or lasers.

ST PE EN CH IN AG LK

5 10 5 1 1 10 5

Defcon Tier 3 Notes


Turrets cannot take Targeted Attacks to
Size Medium the eyes, neck, arms, legs, and groin.

Hit Points 70 Targeted Torso Attacks can be done to


the entire body.
Big Guns 125
Energy Weapons 125 Turrets cannot roll AG to half throwing
Detection 100 weapons.
Attacks Browning M2 Minigun Variants: Hardened
Gatling Laser

Armor AC: +20


N: 7/70
L: 7/70
F: 7/70
P: 7/70
E: 7/70
SH: 10

Abilities AP Boost

212
Turret MK IV
Run. Just run.

ST PE EN CH IN AG LK

5 10 5 1 1 10 5

Defcon Tier 2 Notes


Turrets cannot take Targeted Attacks to
Size Medium the eyes, neck, arms, legs, and groin.

Hit Points 100 Targeted Torso Attacks can be done to


the entire body.
Big Guns 150
Energy Weapons 150 Turrets cannot roll AG to half throwing
Detection 125 weapons.
Attacks M3M FN Herstal MG Variants: Hardened
Wattz 3120b Laser Rifle

Armor AC: +25


N: 10/90
L: 10/90
F: 10/90
P: 10/90
E: 10/90
SH: 15

Abilities AP Boost

213
Vault Dwellers
A rare sight in the wasteland to behold nowadays. Vault Dwellers originate from pre-war Vaults constructed by
Vault-Tec.

Vault Dweller
The common Vault citizen mostly tasked with maintenance with some background in sports.

ST PE EN CH IN AG LK

6 6 5 6 6 7 5

Defcon Tier 5 Notes


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

Hit Points 35 Variants: Scorched

Melee Weapons 75
Small Guns 75
Unarmed 75
Detection 50
Sneak 50
Engineer 50

Weapons Fist & Feet


Baseball Bat
Knife
Leadpipe

Armor Vault Jumpsuit

Abilities Redo

214
Vault Security
The protectors and enforcers of the Vault. Your loyal Vault Security officers.

ST PE EN CH IN AG LK

6 7 6 7 6 7 5

Defcon Tier 5 Notes


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

Hit Points 50 Variants: Scorched

Melee Weapons 100


Small Guns 100
Unarmed 100
Detection 50
Sneak 50

Weapons Fist & Feet


10mm Pistol
Police Baton

Armor Vault Security Helmet


Vault Security Armor
Vault Jumpsuit

Abilities Bonus Movement - Rank 1


Redo

215
Vault Scientist
Big brain energy of the Vault.

ST PE EN CH IN AG LK

5 7 5 7 8 6 5

Defcon Tier 5 Notes


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

Hit Points 25 Variants: Scorched

Unarmed 50 Not every Vault Scientist has 100 in


Detection 50 Computer Science, Doctor, Engineer, and
Blacksmith 100 Nature Science.
Computer Science 100
Doctor 100
Engineer 100
Gunsmith 100
Nature Science 100

Weapons Fist & Feet


Knife

Armor Lab Coat


Vault Jumpsuit

Abilities N/A

216
Wastelanders
Wastelanders refers to the people roaming in the wastes be it a common civilian or a hardened veteran raider. It’s
best to be wary of whom you face out in the wasteland for wastelanders don’t travel alone.

Wastelander
The most common type of individual you’ll find in the wasteland. Wastelands vary in skill and equipment but
overall they only carry the bare essentials to survive. They can be either a human or a ghoul.

ST PE EN CH IN AG LK

5 5 5 5 5 5 5

Defcon Tier 5 Notes


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

Hit Points 20 Variants: Scorched

Melee Weapons 50
Small Guns 50
Unarmed 50
Detection 25

Weapons Fist & Feet


9mm Pistol
Knife
Leadpipe

Armor Clothes

Abilities None

217
Thug
Basic scumbag that could be rehabilitated. You’ll find them either alone or with one other individual.

ST PE EN CH IN AG LK

5 5 4 4 4 5 5

Defcon Tier 5 Notes


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

Hit Points 20 Variants: Scorched

Melee Weapons 50
Small Guns 50
Unarmed 50

Weapons Fist & Feet


9mm Pistol
Knife
Leadpipe

Armor Clothes
Robe

Abilities None

218
Bandit
More threatening and commonly found in slums and in the open waste in very small groups of 2 - 3

ST PE EN CH IN AG LK

5 5 5 4 5 6 5

Defcon Tier 5 Notes


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

Hit Points 25 Variants: Scorched

Melee Weapons 50
Small Guns 75
Unarmed 50

Weapons Fist & Feet


9mm Pistol
Knife
Machete
Spear

Armor Greaser Outfit

Abilities None

219
Raider
The common bastard found in the waste. They only look out for themselves and travel in groups of 3 - 5

ST PE EN CH IN AG LK

5 5 5 4 5 6 5

Defcon Tier 5 Notes


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

Hit Points 30 They carry one chem. Jet.

Melee Weapons 75 Variants: Scorched


Small Guns 75
Unarmed 75

Weapons Fist & Feet


10mm Pistol
M17-A
Knife
Machete
Spear

Armor Raider Armor - Badlands

Abilities None

220
Raider Scum
Considered the second-in-command of a smallgang, the Raider Scum keeps a close eye out and mows down his
enemies.

ST PE EN CH IN AG LK

6 6 5 4 5 6 5

Defcon Tier 5 Notes


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

Hit Points 35 They carry three chems. Med-X, Psycho,


and Jet.
Melee Weapons 75
Small Guns 100 Variants: Scorched
Unarmed 75
Detection 25
Sneak 25

Weapons Fist & Feet


10mm Pistol
M14
Knife
Machete
Healing Powder

Armor Raider Armor - Sadist

Abilities None

221
Raider Waster
This is the equivalent of a small gang leader.

ST PE EN CH IN AG LK

7 6 6 5 5 7 5

Defcon Tier 5 Notes


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

Hit Points 40 They carry three chems. Med-X, Psycho,


and Jet.
Energy Weapons 75
Melee Weapons 100 Variants: Scorched
Small Guns 100
Throwing 75
Unarmed 75
Detection 25
Sneak 50

Weapons Fist & Feet


10mm Pistol
AK-47
Laser Pistol
Knife
Machete
1d4 Molotov Cocktails

Armor Metal Helmet


Leather Armor MK II

Abilities None

222
Raider Veteran
This either a local mercenary or medium sized gang leader of 10-15.

ST PE EN CH IN AG LK

7 7 6 6 5 8 5

Defcon Tier 4 Notes


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

Hit Points 50 They carry four chems. Med-X, Psycho,


Stimpaks, and Jet.
Small Guns 100
Melee Weapons 100 Variants: Scorched
Unarmed 75
Energy Weapons 100
Detection 50
Sneak 50

Weapons Fist & Feet


Colt M1911
FN-FAL
Laser Pistol
Combat Knife
Machete
1d4 Molotov Cocktails
1d4 Fragmentation Grenade

Armor Combat Helmet


Leather Armor MK III

Abilities Redo

223
Raider Heavy
A special Raider focused on hitting hard and fast at close range.

ST PE EN CH IN AG LK

9 6 8 4 5 7 5

Defcon Tier 4 Notes


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

Hit Points 80 They carry three chems. Med-X, Psycho,


and Jet.
Big Guns 100
Melee Weapons 100 Variants: Scorched
Unarmed 100
Detection 50
Sneak 50

Weapons Fist & Feet


MG3
Sledgehammer
Axe
Combat Knife
Machete

Armor Combat Helmet


Metal Armor MK I

Abilities Melee Bluff

224
Raider Pugilist
For those raiders like to get handy and personal.

ST PE EN CH IN AG LK

8 7 6 6 5 8 5

Defcon Tier 5 Notes


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

Hit Points 50 They carry three chems. Med-X, Psycho,


and Jet.
Unarmed 100
Sneak 50 Variants: Scorched
Detection 50

Weapons Fist & Feet


Brass Knuckles

Armor Leather Armor MK II

Abilities Armor Penetration


Bear Hold
Melee Buff

225
Raider Hound
Typically big dogs tamed by raiders for that are thirsty for blood

ST PE EN CH IN AG LK

6 8 4 4 4 6 5

Defcon Tier 5 Notes


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

Hit Points 30 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 75 The rest of the Targeted Attacks follow
Sneak 50 the standard of an average human.
Survival 50
Variants: Scorched
Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft
Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft

Armor N: 1/20

Abilities Pounce

226
Gangster
Often found in civilized societies working in the shadows to keep the Don in power.

ST PE EN CH IN AG LK

5 5 4 5 5 5 5

Defcon Tier 4 Notes


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

Hit Points 50 Variants: Scorched

Melee Weapons 75
Small Guns 100
Unarmed 75
Detection 50
Sneak 50

Weapons Fist & Feet


Brass Knuckles
.22 Pistol
Switchblade
Thompson SMG

Armor Hat
Gambler Suit - Kevlar Weave Mod

Abilities Redo

227
Young Great Khan
The up and comers of the Great Khans are looking to be prosperous drug dealers. Can only be found on the west
coast.

ST PE EN CH IN AG LK

6 6 6 5 6 8 5

Defcon Tier 4 Notes


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

Hit Points 60 Their armor is considered Great Khan


Armor.
Melee Weapons 100
Small Guns 100 They carry four chems. Med-X, Psycho,
Throwing 75 Stimpak, and Jet.
Unarmed 100
Detection 75
Sneak 65

Weapons Fist & Feet


10mm SMG
Combat Knife
1d2 Fragmentation Grenades

Armor Leather Armor MK II

Abilities Redo

228
Great Khan
Official members of the Great Khans. You’ll often find them making deals with raiders. Can only be found in the
west coast.

ST PE EN CH IN AG LK

7 7 7 5 6 8 5

Defcon Tier 4 Notes


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

Hit Points 80 There armor is considered Great Khan


Armor.
Melee Weapons 100
Small Guns 125 They carry four chems. Med-X, Psycho,
Throwing 100 Stimpak, and Jet.
Unarmed 100
Detection 100
Sneak 75

Weapons Fist & Feet


10mm SMG
Sharpened Combat Knife
1d2 Fragmentation Grenades

Armor Leather Armor MK III

Abilities Bonus Movement - Rank 1


Earlier Sequence
Melee Buff
Redo

229
Veteran Great Khan
Often considered the leaders of the Great Khans that run the day-to-day operations. Can only be found in the west
coast.

ST PE EN CH IN AG LK

8 7 7 5 6 8 5

Defcon Tier 3 Notes


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

Hit Points 120 There armor is considered Great Khan


Armor.
Melee Weapons 125
Small Guns 130 They carry four chems. Med-X, Psycho,
Throwing 100 Stimpak, and Jet.
Unarmed 100
Detection 100
Sneak 100

Weapons Fist & Feet


12.7mm Pistol
Bowie Knife

Armor Metal Armor MK III

Abilities Bonus Movement - Rank 2


Earlier Sequence
Melee Buff
Redo

230
Powder Ganger
Convicts that escaped using explosives from the New California Correctional Facility. The N.C.R. thought it would
be a good idea to give convicts explosives for mining. They were wrong.

ST PE EN CH IN AG LK

5 6 5 5 5 7 5

Defcon Tier 5 Notes


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

Hit Points 30

Melee Weapons 75
Small Guns 75
Throwing 75
Unarmed 50
Detection 50
Sneak 50
Engineer 75
Nature Sciences 75

Weapons Fist & Feet


9mm Pistol
9mm SMG
Knife
1d4 Dynamite

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

Abilities None

231
Hardened Powder Ganger
A more hardened convict that has taken command of the Powder Gangers.

ST PE EN CH IN AG LK

5 6 6 5 5 8 5

Defcon Tier 5 Notes


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

Hit Points 40

Melee Weapons 75
Small Guns 100
Throwing 100
Unarmed 50
Detection 50
Sneak 50
Engineer 75
Nature Sciences 75

Weapons Fist & Feet


10mm Pistol
10mm SMG
Combat Knife
1d6 Dynamite

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


Kevlar Armor

Abilities Redo

232
Driver Nephi
Armed with a Golf Driver, Driver Nephi is one you shouldn’t take lightly. A feared member of the Fiends.

ST PE EN CH IN AG LK

8 6 8 5 5 8 5

Defcon Tier 4 Notes


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

Hit Points 120 1d2 Psycho


1d2 Med-X
Melee Weapons 125 1d2 Jet
Unarmed 100 1d2 Stimpak
Detection 75
Sneak 75

Weapons Fist & Feet


Nephi’s Golf Driver

Armor Metal Armor MK III

Abilities Bonus Movement - Rank 2


Critical Immunity
Earlier Sequence
Melee Buff
Rebuke
Redo

233
Violet
Accompanied by multiple guard dogs whom she breeds herself, she’s a cannibal that feeds her dogs human flesh. A
feared member of the Fiends.

ST PE EN CH IN AG LK

6 7 5 6 6 7 5

Defcon Tier 4 Notes


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

Hit Points 160

Melee Weapons 75
Small Guns 100
Unarmed 75
Detection 75
Sneak 75

Weapons Fist & Feet


M19

Armor Leather Armor MK III

Abilities Bonus Movement - Rank 1


Critical Immunity
Sixth Sense
Redo

234
Motor Runner
The leader of the Fiends.

ST PE EN CH IN AG LK

8 7 6 7 6 8 5

Defcon Tier 3 Notes


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

Hit Points 160 1d2 Psycho


1d2 Med-X
Melee Weapons 150 1d2 Jet
Unarmed 100 1d2 Stimpak
Detection 75
Sneak 75

Weapons Fist & Feet


Chainsaw

Armor Combat Armor MK I

Abilities Bonus Movement - Rank 2


Critical Immunity
Earlier Sequence
Melee Buff
Rebuke
Redo

235
Homebrew
These creatures are not part of the Fallout world but they’ve been created for the 1st and 2nd Playtest Campaign I
run. More of them will come as the Campaign progresses.

New
New creatures to come.

ST PE EN CH IN AG LK

Defcon Tier Notes


Targeted Attacks follow the standard of
Size an average human.

Hit Points Variants:

Unarmed
Detection
Sneak

Weapons

Armor

Abilities

236
Alligator
Unlike Gatorclaws, alligators are well, alligators.

ST PE EN CH IN AG LK

5 8 5 3 5 8 5

Defcon Tier 4 Notes


Alligators cannot take Targeted Attacks to
Size Large the groin and arms.

Hit Points 80 Targeted Leg Attacks can be done to one


of its four legs and tail.
Unarmed 75
Detection 75 The rest of the Targeted Attacks follow
Sneak 50 the standard of an average human.
Weapons Bite: S: 3 T: 4 Dmg: 2d6+15+MD Rng: 5 ft Variants: Glowing
If a bite attack is successful to the arms or
legs, it can execute a Death Roll for 5 AP. ER: +20%
It’s ST vs. ST. If the alligator wins, they
GR: 0%
cripple the arm/leg that was hit. If the
defender succeeds, they’re able to break PR: 0%
free and nothing happens. Damage is still RR: Immune
dealt from the attack.

Armor AC +27

Abilities Armor Breaker


Armor Penetration
Bonus Movement - Rank 1
Melee Buff
Rebuke
Repel
Sixth Sense
Swimmer
Takedown

237
Bald Eagle
America!

ST PE EN CH IN AG LK

5 8 5 3 5 8 5

Defcon Tier 5 Notes


Targeted Eye attacks can be done to one
Size Small (Medium when flying) of its two legs and two eyes.

Hit Points 30 Targeted Head Attacks can be done to its


head.
Unarmed 75
Detection 75 Targeted Arm Attacks can be done to one
Sneak 50 of its two wings.
Weapons Talons: S: 2 T: 3 Dmg: 2d4+4+MD Rng: 5 ft The rest of the Targeted Attacks follow
Peck: S: 2 T: 3 Dmg: 1d4+4+MD Rng: 5 ft the standard of an average human.
Armor AC +17
Variants: Glowing
Abilities Bonus Movement - Rank 1
ER: +10%
Flight
GR: 0%
PR: 0%
RR: Immune

238

Vous aimerez peut-être aussi