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Bestiary P2 - Fallout Vaults & Deathclaws PNP

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FALLOUT: VAULTS & DEATHCLAWS

PEN & PAPER SYSTEM

BESTIARY - PART 2

© Bethesda Softworks. All rights reserved.


Not affiliated with Bethesda Softworks®

Support us on our Discord and Guilded for updates!


Table of Contents
Table of Contents 2

Disclaimer 3

Acknowledgments 3

Document Links 4

Factions 5
Brotherhood of Steel 5
Caesar’s Legion 13
Enclave 20
Institute 28
New California Republic 33
People’s Republic of China 40
The Railroad 44

Wastelanders 47
Wasteland Citizens 47
Marked Men 62
Mole Miners 65
Raiders 68
Slavers 73
Swampfolk 77
Vault Dwellers 80

Wasteland Legends 84
East Coast 85
West Coast 106
Disclaimer
We do not own nor are we affiliated with Bethesda Softworks, ZeniMax Media Inc, or any
company associated with the Fallout franchise. We take no responsibility for translations and
any legal disputes for this is a free project and purely funded through passion. Please give credit
if you plan to use this PNP.

Acknowledgments
Thank you Black Isles Studios, Obsidian Entertainment, Bethesda Softworks for creating and
working on one of my favorite franchises of all time. I would like to thank all the people that are
helping make this Pen and Paper System better. This passion project could not have even seen
light without people backing me up.

Maybe one day, Bethesda will find this and support it.

I would like to thank my players for being the first playtesters and main team for the PNP, Vaults
& Deathclaws. We would like to thank the Vaults & Deathclaws Community and their
contributions.

Vaults & Deathclaws Team


Osvel Cabrera (Skyeris), Arnold Norona (Thenonexistent), Jose Daniel Cuellar Jr. (Winnings),
Michael Carmine (Chuckles), Vladimir, ChronoKing777, and Ace of Consultants.

Honorable Mentions
DJCP2506 and Lex.
Document Links
Discord Server
If you want to get involved with the project, by all means, join our Discord Server!

DGB - Part 1
The first part of the Dweller’s Guidebook. It consists of Character Creation, Level Advancement,
Roleplaying, and Combat.

DGB - Part 2
The second part of the Dweller’s Guidebook. It consists of the Equipment Rules, Crafting, Robot
Upgrades, Cybernetics, Implants, and Vehicles section.

Bestiary - Part 1
Bestiary is being updated when possible. Covers How to Use the Bestiary, Creatures, FEV, and
Robots.

Items Guide
The Items Guide is in its own section to make load time for the document faster.

Overseer’s Guide
A guide for those that wish to run their own Fallout Campaign. This guide covers some basics
but if you want additional ideas ask us on the Discord. All who wish to run a Fallout Campaign
should read this document.

Vaults & Deathclaws - YouTube Channel


For those who like to listen to Roleplaying Streams or wish to see how the system has evolved
since its creation with a fun and gritty campaign. We also have Video guides to better explain
the V&D PNP system. The more subscribers we get the more cool stuff we can do.

r/FalloutVNDPNP
We have our own subreddit now! Discuss in our thread the wonders of Fallout and the Fallout:
Vaults & Deathclaws PNP System.

Character Sheet
A simple Character Sheet to be used for home games.
Factions
The main powerhouses of the wasteland that struggle for control. The wars they wage leave many to suffer, for
only one can survive. These are Humanoids unless specified.

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. Everyone in the Brotherhood knows English. All Brotherhood
carry a Handheld Radio that’s either attached to a Helmet or on their person. Some have Binoculars, a Flashlight,
Geiger Counter, and a Mechanical Watch.

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

Defcon Tier 4< STR: 6 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7

Skills Notes

Energy Weapons 100 1 Healing Salve.


Melee Weapons 75
Throwing 75 Armor Breaker R1
Unarmed 75
Observation 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-AER9 Laser Rifle (MFC, Two-Handed) Combat Armor MK I
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 400 ft
-Combat Knife (Dagger, One-Handed) AC: 50
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft N: 14/60%
Can do the SM: Murder Stroke. L: 10/60%
-Frag Grenade (1) F: 9/55%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft P: 5/40%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. Ex: 6/50%
LR: 6
PR: 25%
RR: 35%

PT 4.
Brotherhood Aspirant
The rank and file of the Brotherhood’s Journeyman, well on their way to finish their training to become a Knight.

Defcon Tier 4- STR: 6 PER: 7 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5


Size Medium
Max HP 100
AP 9
Sequence 8

Skills Notes

Energy Weapons 115 2 Healing Salve.


Melee Weapons 100
Throwing 100 Adaptable R1
Unarmed 100 Armor Breaker R1
Observation 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-Combat Knife (Dagger, One-Handed) Combat Armor MK II
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 55
-Frag Grenade (2) N: 17/65%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft L: 12/70%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. F: 11/65%
P: 7/50%
Set 1 Ex: 9/60%
-AER9 Laser Rifle (MFC, Energy Maxcharge, Two-Handed) LR: 7
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 425 ft PR: 30%
DT -5 and DR -20%. RR: 47%
Set 2
-Auto Laser Rifle (MFC, Energy Maxcharge, Two-Handed) Battle Cup.
Skill: Energy Weapons S: 5 T: 6 B: 6 Dmg: 5d4+10 Dmg Type: Laser WR: 6 Rng: 340 ft PT 4.
DT -5 and DR -20%. Burst max is ten.
Brotherhood Knight
The typical soldier on the field. Knight is a fully recognized member of the Brotherhood of Steel.

Defcon Tier 3< STR: 7 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 9 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 18

Skills Notes

Big Guns 125 1 Stimpak.


Energy Weapons 125
Melee Weapons 100 Adaptable R2
Throwing 100 Armor Breaker R2
Unarmed 100 Assassin (Armor 1 Only)
Observation 75 Light Step R1
Sneak 100

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Advanced Combat Helmet T-45 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+17 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform B.O.S. Uniform
-Exo Suit Fist & Feet (Only with Armor 2) Combat Armor MK II T-45, Exo Suit
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+28 Dmg Type: Normal Rng: 5 ft
-Ripper (EC, Dagger, One-Handed) AC: 55 AC: 70
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+37 Dmg Type: Normal WR: 6 Rng: 5 ft N: 17/65% N: 34/80%
DR -10%. +7 Base Damage if in Armor 2. L: 12/70% L: 27/80%
-Frag Grenades (2) F: 11/65% F: 24/75%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft P: 7/50% P: 23/70%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. Ex: 9/60% Ex: 26/65%
-Anti-Tank Grenade (2) LR: 7 LR: 11
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 60 ft EXR: 5 ft PR: 30% PR: 30%
DT -15, and DR -25%. If it hits roll AGI -2. If you succeed, take half damage. RR: 49% RR: 62%

Set 1 Battle Cup. Battle Cup, Chestplate, Super


-Gatling Laser (MFC, Beam Focuser, Two-Handed) PT 5 and PER +2. Conductive, and immune to
Skill: Energy Weapons B: 5 Dmg: 4d6+20 Dmg Type: Laser WR: 8 Rng: 255 ft Flashbangs and Gas.
AC -15, DT -10, and DR -20%. Burst ranges from five to ten. PT 17, STR +3, AGI -2, MD +10,
Set 2 CW +200, and Sleight of Hand
and Sneak -50.
-AER9 Laser Rifle (MFC, Beam Focuser, Energy Maxcharge, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+10 Dmg Type: Laser WR: 4 Rng: 425 ft
AC -15, DT -15, and DR -40%.
-Frag Grenades (+2)
Set 3
-Avenger (5mm Armor-Piercing, Minigun, Two-Handed)
Skill: Big Guns B: 4 Dmg: 4d10+9 Dmg Type: Normal WR: 8 Rng: 425 ft
AC -15, DT -29, and DR -35%.
Brotherhood Paladin
The true embodiment of the Brotherhood of Steel.

Defcon Tier 3- STR: 8 PER: 8 END: 7 CHA: 6 INT: 7 AGI: 10 LCK: 6


Size Medium
Max HP 300
AP 10
Sequence 19

Skills Notes

Big Guns 150 2 Stimpaks.


Energy Weapons 150
Melee Weapons 125 Adaptable R2
Throwing 125 Armor Breaker R2
Unarmed 100 Assassin (Armor 1 Only)
Observation 100 Iron Will
Sneak 125 Light Step R2

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Advanced Combat Helmet T-51 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+18 Dmg Type: Normal Rng: 5 ft (Night Vision HUD) B.O.S. Uniform
-Exo Suit Fist & Feet (Only with Armor 2) B.O.S. Uniform T-51, Exo Suit
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+30 Dmg Type: Normal Rng: 5 ft Polymer Combat Armor
-Ripper (EC, Dagger, One-Handed) AC: 75
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+38 Dmg Type: Normal WR: 6 Rng: 5 ft AC: 55 N: 36/80%
DR -10%. +8 Base Damage if in Armor 2. N: 18/70% L: 37/90%
-Frag Grenades (2) L: 11/60% F: 29/75%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 65 ft EXR: 25 ft F: 10/75% P: 25/70%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 9/40% Ex: 36/70%
-Anti-Tank Grenade (2) Ex: 12/65% LR: 13
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 65 ft EXR: 5 ft LR: 8 PR: 35%
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This PR: 35% RR: 74%
inflicts double damage to Environmental Objects and Vehicles. RR: 44%
Battle Cup, Chestplate, Super
Set 1 Battle Cup and Night Vision up Conductive, and immune to
-Gatling Laser (MFC, Beam Focuser, Two-Handed) to 100 ft. Flashbangs and Gas.
Skill: Energy Weapons B: 5 Dmg: 4d6+10 Dmg Type: Laser WR: 8 Rng: 270 ft PT 5 and PER +2. PT 20, STR +3, AGI -2, MD +10,
AC -15, DT -10, and DR -20%. Burst ranges from five to ten. CW +200, and Sleight of Hand
Set 2 and Sneak -50.
-Rockwell M76 (Armor-Piercing Rocket, Two-Handed)
Skill: Big Guns S: 6 Dmg: 10d6+35 Dmg Type: Explosive WR: 8 Rng: 900 ft
AC -30, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage.
Inflicts double damage to Environmental Objects and Vehicles.
Set 3
-AER12 Laser Rifle (MFC, Beam Focuser, Energy Overcharge, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 8d6+40 Dmg Type: Laser WR: 8 Rng: 360 ft
AC -15, DT -10, and DR -20%.
-Anti-Tank Grenade +2
Brotherhood Star Paladin
A rare rank among the Brotherhood that is equivalent to Brigadier General.

Defcon Tier 2 STR: 9 PER: 9 END: 8 CHA: 6 INT: 8 AGI: 10 LCK: 6


Size Large
Max HP 400
AP 10
Sequence 20

Skills Notes

Big Guns 150 4 Stimpaks.


Energy Weapons 150
Melee Weapons 125 Adaptable R3
Throwing 125 Armor Breaker R3
Unarmed 125 Iron Will
Observation 125 Light Step R3
Sneak 125 Rebuke

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-51 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+37 Dmg Type: Normal Rng: 5 ft HUD)
-Frag Grenades (2) B.O.S. Uniform
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 70 ft EXR: 25 ft T-51 (Model F), Exo Suit
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage.
-Anti-Tank Grenade (2) AC: 95
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 70 ft EXR: 5 ft N: 41/90%
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This L: 42/100%
inflicts double damage to Environmental Objects and Vehicles. F: 34/85%
P: 30/80%
Set 1 Ex: 41/80%
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) LR: 13
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+18 Dmg Type: Plasma WR: 8 Rng: 380 ft PR: 40%
DT -5 and DR -20%. RR: 76%
Set 2
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) Battle Cup, Chestplate, Super
Skill: Big Guns B: 5 Dmg: 4d6+8 Dmg Type: Plasma WR: 10 Rng: 190 ft Conductive, and immune to
AC -20, DT -5, and DR -40%. Burst ranges from five to ten. Flashbangs and Gas.
Set 3 PT 20, STR +3, AGI -2, MD +10,
-Super Sledgehammer (Bludgeon, Two-Handed) CW +200, and Sleight of Hand
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+63 Dmg Type: Normal WR: 10 Rng: 10 ft and Sneak -50.
SM: Knockback - If you hit with a Targeted Attack to the Torso, knockback the opponent
15 ft back.
-Frag Grenades +2
Brotherhood Sentinel
The rank below Elder. Sentinel’s are equivalent to a General and they’re the most badass members of the Brotherhood of Steel.

Defcon Tier 1 STR: 10 PER: 10 END: 9 CHA: 7 INT: 9 AGI: 10 LCK: 7


Size Large
Max HP 500
AP 10
Sequence 25

Skills Notes

Big Guns 175 2 Super Stimpaks.


Energy Weapons 175
Melee Weapons 150 Adaptable R3
Throwing 150 Armor Breaker R4
Unarmed 150 Iron Will
Observation 150 Light Step R3
Sneak 150 Rebuke

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-60 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+43 Dmg Type: Normal Rng: 5 ft HUD)
-Frag Grenades (2) B.O.S. Uniform
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 70 ft EXR: 25 ft T-60 (Model F), Exo Suit
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage.
-Anti-Tank Grenade (2) AC: 105
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 70 ft EXR: 5 ft N: 45/100%
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This L: 44/100%
inflicts double damage to Environmental Objects and Vehicles. F: 37/90%
P: 33/80%
Set 1 Ex: 46/80%
-Gauss Rifle (2mm EMC, Two-Handed) LR: 20
Skill: Big Guns S: 5 T: 6 Dmg: 6d6+60 Dmg Type: Explosive WR: 12 Rng: 1000 ft PR: 40%
AC -20, DT -30, and DR -30%. Uses Rifle range. RR: 86%
Set 2
-Browning M2HB (.50 Armor-Piercing, Minigun, Two-Handed) Battle Cup, Chestplate, Super
Skill: Big Guns B: 5 Dmg: 6d8+15 Dmg Type: Normal WR: 10 Rng: 800 ft Conductive, and immune to
AC -25, DT -35, and DR -40%. Burst ranges from five to ten. Flashbangs and Gas.
Set 3 PT 20, STR +3, AGI -2, MD +10,
-Thermal Axe (Two-Handed) CW +200, and Sleight of Hand
Skill: Melee Weapons S: 3 T: 4 Dmg: 5d10+60 Dmg Type: Plasma WR: 12 Rng: 10 ft and Sneak -50.
DT -8 and DR -20%.
-Frag Grenades +2
Brotherhood Lancer
The pilots of the Brotherhood of Steel. They’re experts in Vehicles.

Defcon Tier 4- STR: 6 PER: 7 END: 5 CHA: 6 INT: 8 AGI: 7 LCK: 7


Size Medium
Max HP 120
AP 8
Sequence 7

Skills Notes

Energy Weapons 125 Compass, Parachute, and 1 Healing Salve.


Melee Weapons 75
Throwing 75 Armor Breaker R1
Unarmed 75
Observation 100
Pilot 125
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Flight Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Flight Suit
-AEP7 Laser Pistol (EC, One-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 7d4+12 Dmg Type: Laser WR: 4 Rng: 300 ft AC: 20
-Combat Knife (Dagger, One-Handed) N: 2/10%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft L: 1/15%
Can do the SM: Murder Stroke. F: 1/15%
-Frag Grenades (2) P: 1/10%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft Ex: 0/10%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. LR: 3
PR: 25%
RR: 20%

PT 7, PER +2, and Pilot +10.


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

Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 8 AGI: 6 LCK: 5
Size Medium
Max HP 70
AP 8
Sequence 6

Skills Notes

Energy Weapons 75 They have at max 125 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Unarmed 75 and Gunsmith. This is upon the Overseer’s discretion. Brotherhood Scribes carry a Tool Set, a Handheld Radio, a
Engineer 75 Mechanical Watch, a Geiger Counter, and a Stimpak.
Lore 75
Observation 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet B.O.S. Uniform


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft B.O.S. Scribe Outfit
-AEP7 Laser Pistol (EC, One-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 7d4+12 Dmg Type: Laser WR: 4 Rng: 280 ft AC: 40
N: 7/45%
L: 6/65%
F: 6/65%
P: 4/40%
Ex: 2/40%
LR: 3
PR: 25%
RR: 20%
Caesar’s 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.
Everyone in the Legion knows English and Latin. Some Legionnaires carry a Torch, a Matches, and Binoculars.

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

Defcon Tier 5- STR: 6 PER: 5 END: 6 CHA: 5 INT: 5 AGI: 6 LCK: 5


Size Medium
Max HP 40
AP 8
Sequence 6

Skills Notes

Melee Weapons 100 1 Healing Powder.


Small Guns 75
Throwing 75
Unarmed 75
Observation 50

Weapons / Attacks Armor

-Fist & Feet Legionary Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Normal Clothes
-Knife (Dagger, One-Handed) Legionary Recruit Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+8 Dmg Type: Normal WR: 2 Rng: 5 ft
Sleight of Hand +15 when concealing. AC: 25
-Spear (4, Pole Arm, One/Two-Handed) N: 4/30%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+11 Dmg Type: Normal WR: 2 Rng: 10 ft L: 2/10%
F: 2/20%
Set 1 P: 0/10%
-Beretta M9 (9mm, One-Handed) Ex: 2/20%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+10 Dmg Type: Normal WR: 2 Rng: 105 ft LR: 3
AC -15 and DT -2. PR: 30%
Set 2 RR: 12%
-Machete (Sword, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+12 Dmg Type: Normal WR: 2 Rng: 5 ft PT 3.
Set 3
-Cowboy Repeater (.357, Rifle, Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+12 Dmg Type: Normal WR: 4 Rng: 225 ft
AC -15, DT -5, and DR -15%. Burst range is up to two.
Set 4
-Caravan Shotgun (20 Gauge Buckshot, Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+14 Dmg Type: Normal WR: 2 Rng: 45 ft
AC -20. Buckshot effect.
Prime Legionary
The standard Legionary of the Legion armed with the weapon and armor parts of their fallen foes.

Defcon Tier 5> STR: 7 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 7

Skills Notes

Melee Weapons 125 2 Healing Powder.


Small Guns 100
Sneak 75 Adaptable R1
Throwing 100 Armor Breaker R1
Unarmed 100

Weapons / Attacks Armor

-Fist & Feet Legionary Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft Leather Rags
-Combat Knife (Dagger, One-Handed) Legionary Prime Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+16 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 45
-Spear (4, Pole Arm, One/Two-Handed) N: 9/55%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+16 Dmg Type: Normal WR: 2 Rng: 10 ft L: 5/30%
F: 5/20%
Set 1 P: 3/20%
-Machete Gladius (Sword, One-Handed) Ex: 3/30%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d12+19 Dmg Type: Normal WR: 6 Rng: 5 ft LR: 6
DT -2 and DR -10%. PR: 35%
-Medium Shield (Shield, One-Handed) RR: 19%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+17 Dmg Type: Normal WR: 4 Rng: 5 ft
AC +15. PT 3.
Set 2
-Sledgehammer (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 4 T: 5 Dmg: 2d8+29 Dmg Type: Normal WR: 6 Rng: 10 ft
SM: Knockback - When targeting the chest, knockback opponent 5 ft back, DM +0.1.
Set 3
-AK-74 (5.45, Assault Rifle, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 3d4+10 Dmg Type: Normal WR: 5 Rng: 320 ft
AC -5, DT -5, and DR -20%. MD +10.
Set 4
-Hunting Rifle (.308, Two-Handed)
Skill: Small Guns S: 4 T: 5 Dmg: 3d6+24 Dmg Type: Normal WR: 4 Rng: 560 ft
AC -10, DT -5, and DR -20%.
Decanus / Vexillarius Legionary
Decanus Legionaries are officers that have demonstrated leadership during battle consistently. They’re given up to ten men to lead.
Vexillarius are the Legion’s flag bearers that rally and inspire trolls with morale during heated exchanges.

Defcon Tier 4- STR: 7 PER: 6 END: 7 CHA: 7 INT: 6 AGI: 8 LCK: 5


Size Medium
Max HP 100
AP 9
Sequence 7

Skills Notes

Melee Weapons 125 2 Healing Powder and 1 Bitter Drink.


Small Guns 125
Throwing 125 Adaptable R1
Unarmed 125 Armor Breaker R1.
Observation 75 Light Step R1
Sneak 100

Weapons / Attacks Decanus Set Vexillarius Set

-Fist & Feet Decanus Helmet Wolf Cowl


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft Leather Rags Leather Rags
-Machete Gladius (One-Handed) Legionary Veteran Armor Vexillarius Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+20 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -2 and DR -10%. AC: 45 AC: 40
N: 12/60% N: 10/70%
Set 1 L: 6/40% L: 4/50%
-Remington Shotgun (12 Gauge Slug, Shotgun, Two-Handed) F: 6/30% F: 4/40%
Skill: Small Guns S: 3 T: 4 Dmg: 3d10+40 Dmg Type: Normal WR: 4 Rng: 65 ft P: 5/25% P: 3/35%
DT -5 and DR -20%. Ex: 11/55% Ex: 9/65%
Set 2 LR: 7 LR: 7
-Thompson SMG (.45, One/Two-Handed) PR: 35% PR: 35%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+13 Dmg Type: Normal WR: 6 Rng: 130 ft RR: 29% RR: 29%
DT -2 and DR -15%.
Set 3 PT 2 and PER +1. PT 4, CHA and AGI +1.
-Razor Claws
Skill: Unarmed S: 2 T: 3 Dmg: 6d4+17 Dmg Type: Normal WR: 6 Rng: 5 ft
+10 Hit Chance when doing Deflect or Counterattack.
-Frag Grenades (2)
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage.
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.

Defcon Tier 4> STR: 7 PER: 8 END: 7 CHA: 7 INT: 7 AGI: 10 LCK: 5
Size Medium
Max HP 150
AP 10
Sequence 19

Skills Notes

Melee Weapons 125 Compass and 2 Healing Salve.


Small Guns 125
Throwing 100 Adaptable R1
Unarmed 125 Armor Breaker R1
Observation 125 Assassin
Sneak 150 Light Step R1

Weapons / Attacks Armor

-Fist & Feet Wolf Cowl


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft Leather Rags
-Machete Gladius (Sword, One-Handed) Legionary Veteran Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+20 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -2 and DR -10%. AC: 50
-Smoke Grenades (2) N: 12/60%
Skill: Throwing S: 3 Rng: 115 ft EXR: 20 ft L: 6/40%
All AC and Penalties are ignored. All attacks going through or inside the smoke take the F: 6/30%
Heavy Fog Environmental Penalty for 1 minute. P: 5/25%
Ex: 11/55%
Set 1 LR: 7
-SVD-4000 (.308 Armor-Piercing, Rifle, Sniper Scope, Silencer, Two-Handed) PR: 35%
Skill: Small Guns S: 4 T: 5 B: 4 Dmg: 3d8+10 Dmg Type: Normal WR: 6 Rng: 900 ft RR: 29%
AC -20, DT -25, and DR -40%. Scope Rng: 2900 ft. Burst max is two.
Set 2 PT 4 and AGI +1.
-Chinese Assault Rifle (5.56, Silencer, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+18 Dmg Type: Normal WR: 6 Rng: 360 ft
AC -10, DT -5, and DR -25%.
Set 3
-Colt M1911 (.45 Armor-Piercing, Pistol, Silencer, One-Handed)
Skill: Small Guns S: 3 T: 4 B:4 Dmg: 3d4+7 Dmg Type: Normal WR: 4 Rng: 90 ft
AC -10, DT -19, and DR -35%.
Legion Hound
Large dogs raised in Denver by the Legion to serve for hunting and killing.

Defcon Tier 4< STR: 6 PER: 8 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 8

Skills Notes

Unarmed 100 Arms cannot be Targeted and it has four Legs. This is a Creature. When tracking they get Survival +50.
Observation 100
Sneak 75 Armor Breaker R1
Light Step R2
Sixth Sense

Weapons / Attacks Armor

-Bite/Claw AC: 50
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+11 Dmg Type: Normal Rng: 5 ft LR: 3
1d6 True Damage. PR: 30%
Centurion
The highest ranking officers in the Legion and work as the main commanders of the army.

Defcon Tier 3- STR: 9 PER: 7 END: 8 CHA: 8 INT: 7 AGI: 9 LCK: 7


Size Medium
Max HP 250
AP 10
Sequence 18

Skills Notes

Melee Weapons 175 2 Healing Salve, and 2 Bitter Drinks.


Small Guns 150
Throwing 150 Adaptable R2
Unarmed 175 Armor Breaker R2
Observation 150 Iron Will
Sneak 100 Light Step R2
Rebuke

Weapons / Attacks Armor

-Fist & Feet Centurion Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+19 Dmg Type: Normal Rng: 5 ft Leather Rags
-Machete Gladius (Sword, One-Handed) Century Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d12+26 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -2 and DR -10%. AC: 50
-Frag Grenades (2) N: 16/75%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 70 ft EXR: 25 ft L: 8/50%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. F: 8/40%
P: 6/30%
Set 1 Ex: 7/45%
-12.7mm SMG (12.7mm Armor-Piercing, SMG, One/Two-Handed) LR: 6
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+10 Dmg Type: Normal WR: 10 Rng: 205 ft PR: 40%
AC -15, DT -20, and DR -35%. RR: 43%
Set 2
-SPAS-12 (12 Gauge Slug Armor-Piercing, Shotgun, Two-Handed) PT 6 and Intimidation +10.
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 2d10+15 Dmg Type: Normal WR: 6 Rng: 140 ft
AC -10, DT -20, and DR -40%.
Set 3
-Knight Sword (Sword, One/Two-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+37 Dmg Type: Normal WR: 8 Rng: 5 ft
DR -10%.
-Large Shield (Shield, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d12+27 Dmg Type: Normal WR: 6 Rng: 5 ft
AC +20.
-Frag Grenades (+2)
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.

Defcon Tier 2 STR: 10 PER: 8 END: 9 CHA: 6 INT: 8 AGI: 10 LCK: 7


Size Medium
Max HP 300
AP 10
Sequence 20

Skills Notes

Melee Weapons 175 4 Healing Salves and 4 Bitter Drinks.


Small Guns 125
Throwing 125 Adaptable R3
Unarmed 200 Armor Breaker R3
Observation 150 Iron Will
Sneak 100 Light Step R2
Rebuke
Two For One

Weapons / Attacks Armor

-Fist & Feet Centurion Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+25 Dmg Type: Normal Rng: 5 ft Leather Rags
-Plasma Grenade (4) Century Armor (Ballistic
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 70 ft EXR: 15 ft Plate)
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply
Explosive effect. AC: 65
-12.7mm SMG (12.7mm Armor-Piercing, One/Two-Handed) N: 20/90%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 6d6+10 Dmg Type: Normal WR: 10 Rng: 220 ft L: 10/60%
AC -15, DT -24, and DR -40%. F: 10/50%
P: 8/35%
Set 1 Ex: 11/60%
-Displacer Glove LR: 15
Skill: Unarmed S: 1 T: 2 Dmg: 2d6+40 Dmg Type: Normal WR: 12 Rng: 5 ft PR: 45%
If you hit, roll END -4. If you fail, you’re Stunned for 1d2 turns. Requires an EC to RR: 43%
function.
Set 2 PT 6 and Intimidation +10.
-Power Fist
Skill: Unarmed S: 2 T: 3 Dmg: 4d4+50 Dmg Type: Normal WR: 8 Rng: 5 ft
DT -10 and DR -20%. Cannot do SMs with Handy.
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. Everyone in the Enclave knows
English. All Enclave members carry a Handheld Radio that’s either attached to a Helmet or on their person. Some
have Binoculars, a Flashlight, Geiger Counter, and a Mechanical Watch.

Enclave Recruit Soldier


The lowest rank in the Enclave Military. Their training is more intense because of their low numbers, but their experience on the field
dwindles. These soldiers are the following ranks: Private and Private First Class.

Defcon Tier 4> STR: 6 PER: 6 END: 5 CHA: 5 INT: 6 AGI: 7 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7

Skills Notes

Energy Weapons 100 1 Stimpak.


Melee Weapons 100
Throwing 75 Adaptable R1
Unarmed 100 Armor Breaker R1
Observation 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform
-Ripper (EC, Dagger, One-Handed) Combat Armor MK II
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+31 Dmg Type: Normal WR: 6 Rng: 5 ft
DR -10%. AC: 50
-Plasma Grenade (2) N: 16/70%
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 60 ft EXR: 15 ft L: 12/65%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply F: 10/60%
Explosive effect. P: 8/50%
Ex: 10/55%
Set 1 LR: 7
-Auto Plasma Rifle (PC, Two-Handed) PR: 30%
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+15 Dmg Type: Plasma WR: 6 Rng: 160 ft RR: 45%
Burst ranges from two to six.
Set 2 Battle Cup and Chestplate.
-Urban Plasma Rifle (PC, Two-Handed) PT 5 and PER +2.
Skill: Energy Weapons S: 4 T: 5 Dmg: 6d8+30 Dmg Type: Plasma WR: 6 Rng: 240 ft
Enclave Veteran Soldier
An experienced Enclave soldier that’s devoted his life to the military for a few years. These soldiers are the following ranks: Specialist,
Corporal, Sergeant, Staff Sergeant, Sergeant First Class, Master Sergeant, First Sergeant, Sergeant Major, Command Sergeant Major,
and Sergeant Major of the Army.

Defcon Tier 3< STR: 7 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 150
AP 9
Sequence 18

Skills Notes

Energy Weapons 125 2 Stimpaks.


Melee Weapons 100
Throwing 75 Adaptable R2
Unarmed 100 Armor Breaker R2
Observation 75 Light Step R1
Sneak 75

Weapons / Attacks Armor 1 Armor 2

-Exo Suit Fist & Feet X-01 Helmet X-02 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+28 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform Enclave Officer Uniform
-Ripper (EC, Dagger, One-Handed) Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+44 Dmg Type: Normal WR: 6 Rng: 5 ft X-01 X-02
DR -10%.
-Plasma Grenade (2) AC: 85 AC: 90
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 60 ft EXR: 15 ft N: 31/100% N: 33/100%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply L: 33/95% L: 33/95%
Explosive effect. F: 25/85% F: 25/85%
P: 32/80% P: 32/90%
Set 1 Ex: 29/75% Ex: 33/85%
-Gatling Laser (MFC, Beam Focuser, Two-Handed) LR: 16 LR: 18
Skill: Energy Weapons B: 5 Dmg: 4d6+10 Dmg Type: Laser WR: 8 Rng: 255 ft PR: 50% PR: 50%
AC -15, DT -10, and DR -20%. Burst ranges from five to ten. RR: 97% RR: 107%
Set 2
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) Battle Cup, Chestplate, Super Same effects as Armor 1.
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+18 Dmg Type: Plasma WR: 8 Rng: 340 ft Conductive, and immune to
AC -10, DT -5, and DR -20%. Flashbangs and Gas.
PT 25, STR +3, AGI -2, MD +10,
CW +200, and Sleight of Hand
and Sneak -50. Exo Suit
doesn’t require a Fusion Core
to operate.
Enclave Commanding Officer
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 their mind. These soldiers are the following ranks: Warrant Officer, Chief Warrant Officer, Lieutenant, Captain, Major,
Lieutenant Colonel, and Colonel.

Defcon Tier 3> STR: 8 PER: 8 END: 7 CHA: 6 INT: 7 AGI: 9 LCK: 6
Size Medium
Max HP 170
AP 10
Sequence 20

Skills Notes

Energy Weapons 150 4 Stimpaks.


Melee Weapons 125
Throwing 100 Adaptable R2
Unarmed 100 Armor Breaker R2
Observation 100 Light Step R2
Sneak 100

Weapons / Attacks Armor 1 Armor 2

-Exo Suit Fist & Feet X-01 Helmet (Night Vision) X-02 Helmet (Night Vision)
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+30 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform Enclave Officer Uniform
-Ripper (EC, Dagger, One-Handed) Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+50 Dmg Type: Normal WR: 6 Rng: 5 ft X-01 X-02
DR -10%.
-Plasma Grenade (2) AC: 95 AC: 100
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 65 ft EXR: 15 ft N: 31/100% N: 33/100%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply L: 33/95% L: 33/95%
Explosive effect. F: 25/85% F: 25/85%
P: 32/80% P: 32/90%
Set 1 Ex: 29/75% Ex: 33/85%
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) LR: 16 LR: 18
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+18 Dmg Type: Plasma WR: 8 Rng: 360 ft PR: 50% PR: 50%
AC -10, DT -5, and DR -20%. RR: 97% RR: 107%
Set 2
-Gauss Pistol (2, 2mm EMC, One-Handed) Battle Cup, Chestplate, Super Same effects as Armor 1.
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+20 Dmg Type: Explosive WR: 12 Rng: 145 Conductive, immune to
ft Flashbangs and Gas, and Night
AC -10, DT -10, and DR -10%. Burst max is two. Vision up to 100 ft.
Set 3 PT 25, STR +3, AGI -2, MD +10,
-Super Sledgehammer (Bludgeon, Two-Handed) CW +200, and Sleight of Hand
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+56 Dmg Type: Normal WR: 10 Rng: 10 ft and Sneak -50. Exo Suit
-Plasma Grenades +2 doesn’t require a Fusion Core
to operate.
Enclave General
The true leaders of the Enclave, aside from the president. These soldiers are the following ranks: Brigadier General, Major General,
Lieutenant General, and General.

Defcon Tier 2 STR: 9 PER: 9 END: 8 CHA: 6 INT: 8 AGI: 10 LCK: 6


Size Medium
Max HP 250
AP 10
Sequence 20

Skills Notes

Energy Weapons 175 2 Super Stimpaks.


Melee Weapons 150
Throwing 150 Adaptable R3
Unarmed 150 Armor Breaker R3
Observation 125 Iron Will
Sneak 125 Light Step R3
Rebuke

Weapons / Attacks Armor 1 Armor 2

-Exo Suit Fist & Feet X-01 Helmet (Night Vision) X-02 Helmet (Night Vision)
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+37 Dmg Type: Normal Rng: 5 ft Enclave Officer Uniform Enclave Officer Uniform
-Ripper (EC, Dagger, One-Handed) Exo Suit (Nuclear Reactor), Exo Suit (Nuclear Reactor),
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+53 Dmg Type: Normal WR: 6 Rng: 5 ft X-01 X-02
DR -10%.
-Plasma Grenade (4) AC: 105 AC: 110
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 70 ft EXR: 15 ft N: 31/100% N: 33/100%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply L: 33/95% L: 33/95%
Explosive effect. F: 25/85% F: 25/85%
P: 32/80% P: 32/90%
Set 1 Ex: 29/75% Ex: 33/85%
-Plasma Thrower (PC, Plasma Focuser, Two-Handed) LR: 16 LR: 18
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+18 Dmg Type: Plasma WR: 10 Rng: 60 ft PR: 50% PR: 50%
AC -10, DT -10, and DR -20%. Line attack up to range targeted. Inflicts 30 Persistent RR: 97% RR: 107%
Plasma Damage a turn. Environmental flames last for 2 turns. Uses Pistol Range with
Long Range being the maximum. Battle Cup, Chestplate, Super Same effects as Armor 1.
Set 2 Conductive, immune to
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) Flashbangs and Gas, and Night
Skill: Energy Weapons B: 5 Dmg: 4d6+8 Dmg Type: Plasma WR: 10 Rng: 190 ft Vision up to 100 ft.
AC -10, DT -5, and DR -30%. Burst ranges from five to ten. PT 25, STR +3, AGI -2, MD +10
Set 3 CW +200, and Sleight of Hand
-Super Sledgehammer (Bludgeon, Two-Handed) and Sneak -50. Exo Suit
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+53 Dmg Type: Normal WR: 10 Rng: 10 ft doesn’t require a Fusion Core
SM: Knockback - Targeted Attacks to the Torso knockback 15 ft. to operate.
-Plasma Grenades +2
Enclave Secret Service
The protectors of the most important being in the world, the President of the United States.

Defcon Tier 2 STR: 10 PER: 10 END: 9 CHA: 6 INT: 8 AGI: 10 LCK: 7


Size Medium
Max HP 400
AP 10
Sequence 25

Skills Notes

Energy Weapons 175 3 Super Stimpaks.


Melee Weapons 150
Throwing 150 Adaptable R3
Unarmed 150 Armor Breaker R3
Observation 125 Assassin (Armor 1 Only)
Sneak 125 Iron Will
Light Step R3
Rebuke

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Marine Helmet X-02 Helmet (Night Vision)


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+25 Dmg Type: Normal Rng: 5 ft Secret Service Uniform Secret Service Uniform
-Exo Suit Fist & Feet (Only with Armor 2) Secret Service Armor Exo Suit (Nuclear Reactor),
Skill: Unarmed S: 1 T: 2 Dmg: 4d4+39 Dmg Type: Normal Rng: 5 ft X-02
-Plasma Grenade (4) AC: 80
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 70 ft EXR: 15 ft N: 29/100% AC: 115
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply L: 23/95% N: 33/100%
Explosive effect. F: 19/90% L: 33/95%
P: 17/85% F: 25/90%
Set 1 Ex: 22/100% P: 32/95%
-Plasma Cannon (PC, Plasma Focuser, Two-Handed) LR: 12 Ex: 33/100%
Skill: Energy Weapons S: 6 Dmg: 10d10+23 Dmg Type: Plasma WR: 12 Rng: 1000 ft PR: 70% LR: 18
EXR: 10 ft RR: 103% PR: 50%
AC -10, DT -25, and DR -50%. Anything within 10 ft of the center also takes damage. Roll RR: 107%
AGI -3. If you succeed you take half damage. Battle Cup, Chestplate,
Set 2 Insulated, immune to Battle Cup, Chestplate, Super
-Thermal Axe (Two-Handed) Flashbangs and Gas, and Night Conductive, immune to
Skill: Melee Weapons S: 3 T: 4 Dmg: 5d10+45 Dmg Type: Plasma WR: 12 Rng: 10 ft Vision up to 500 ft. Flashbangs and Gas, and
DT -8 and DR -20%. +10 Damage if in Armor 2. PT 12 and PER +1. Night Vision up to 100 ft.
Set 3 PT 25, STR +3, AGI -2, MD +10,
-Gauss Pistol (2, Super 2mm EMC, One-Handed) CW +200, and Sleight of Hand
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+20 Dmg Type: Explosive WR: 12 Rng: 160 and Sneak -50. Exo Suit
ft doesn’t require a Fusion Core
AC -20, DT -15, and DR -30%. Apply Pistol Range. Burst max is two. to operate.
Enclave Hellfire Soldier
The elite of the elite of the Enclave are given this epic power armor. They’re members of Sigma Squad.

Defcon Tier 1 STR: 10 PER: 10 END: 10 CHA: 6 INT: 9 AGI: 10 LCK: 10


Size Medium
Max HP 500
AP 15
Sequence 30

Skills Notes

Energy Weapons 175 2 Ultra Stimpaks.


Melee Weapons 175
Throwing 150 Adaptable R3
Unarmed 150 Armor Breaker R4
Observation 150 Iron Will
Sneak 150 Light Step R3
Rebuke

Weapons / Attacks Armor

-Exo Suit Fist & Feet Hellfire Helmet (Night


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+44 Dmg Type: Normal Rng: 5 ft Vision HUD)
-Ripper (EC, Dagger, One-Handed) Secret Service Uniform
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+60 Dmg Type: Normal WR: 6 Rng: 5 ft Exo Suit (Nuclear Reactor),
DR -10%. Hellfire
-Plasma Grenade (4)
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 70 ft EXR: 15 ft AC: 125
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply N: 35/100%
Explosive effect. L: 33/100%
F: 30/100%
Set 1 P: 33/100%
-P94 Plasma Caster (PC, Plasma Focuser, Two-Handed) Ex: 35/100%
Skill: Energy Weapons S: 5 B: 6 Dmg: 5d10+20 Dmg Type: Plasma WR: 8 Rng: 200 ft LR: 20
AC -10, DT -5, and DR -40%. Burst range is from two to six. ER: -15%
Set 2 PR: 50%
-Heavy Incinerator (Gasoline, Napalm Pack, Two-Handed) RR: 117%
Skill: Energy Weapons S: 5 B: 6 Dmg: 4d10+45 Dmg Type: Fire WR: 10 Rng: 180 ft
AC -10, DT -10, and DR -20%. Anyone within 10 ft away from the center takes damage. Battle Cup, Chestplate, Super
20 Persistent Fire Damage a turn. Environmental flames from this weapon last for four Conductive, immune to
turns. Burst range is from two to three. Uses Grenade Launcher Ranges. Flashbangs and Gas, and Night
Set 3 Vision up to 100 ft.
-Thermal Axe (Two-Handed) PT 30, STR +3, AGI -2, MD +10,
Skill: Melee Weapons S: 3 T: 4 Dmg: 5d10+60 Dmg Type: Plasma WR: 12 Rng: 10 ft CW +200, and Sleight of Hand
DT -8 and DR -20%. and Sneak -5. Exo Suit doesn’t
-Plasma Grenades +2 require a Fusion Core to
operate.
Enclave Pilot
The pilots of the Enclave. They’re experts in Vehicles.

Defcon Tier 4- STR: 6 PER: 8 END: 6 CHA: 6 INT: 8 AGI: 7 LCK: 5


Size Medium
Max HP 100
AP 8
Sequence 8

Skills Notes

Energy Weapons 125 Compass, Parachute, and 1 Stimpak.


Melee Weapons 75
Throwing 75 Armor Breaker R1
Unarmed 75 Light Step R1
Observation 100
Pilot 150
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Flight Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Flight Suit (Ballistic Vest)
-Combat Knife (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft AC: 30
Can do the SM: Murder Stroke. N: 2/20%
-Urban Plasma Rifle (PC, Two-Handed) L: 3/30%
Skill: Energy Weapons S: 4 T: 5 Dmg: 6d8+30 Dmg Type: Plasma WR: 6 Rng: 270 ft F: 2/25%
-Plasma Grenades (2) P: 1/20%
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 60 ft EXR: 15 ft Ex: 0/20%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply LR: 3
Explosive effect. PR: 25%
RR: 20%

PT 7, PER +2, and Pilot +10.


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

Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 6 LCK: 5
Size Medium
Max HP 60
AP 8
Sequence 6

Skills Notes

Energy Weapons 75 They have at max 150 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Small Guns 75 and Gunsmith. This is upon the Overseer’s discretion. Enclave Scientists carry sets of Tools appropriate to their skills,
Unarmed 75 Mechanical Watch, a Compass, a Flashlight, a Handheld Radio, Binoculars, a Geiger Counter and a Stimpak.
Observation 50

Weapons / Attacks Armor

-Fist & Feet Enclave Officer Uniform


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Enclave Scientist Suit
-Plasma Pistol (EC, One-Handed)
Skill: Energy Weapons S: 4 T: 5 Dmg: 8d4+15 Dmg Type: Plasma WR: 4 Rng: 80 ft AC: 30
N: 1/35%
L: 3/35%
F: 1/20%
P: 2/20%
Ex: 1/25%
LR: 3
PR: 40%
RR: 120%
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. Everyone in the Institute knows English and any additional languages the Overseer wishes. All Institute
members carry a Handheld Radio that’s either attached to a Helmet or on their person.

First Generation Synth


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

Defcon Tier 5- STR: 5 PER: 7 END: 5 CHA: 1 INT: 5 AGI: 7 LCK: 5


Size Medium
Max HP 50
AP 9
Sequence 7

Skills Notes

Energy Weapons 75 This is a Robot.


Melee Weapons 75
Throwing 75 Light Step R1: 3 FM.
Unarmed 75
Observation 50
Sneak 50

Weapons / Attacks Armor

-Metal Fist & Feet AC: 10


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft LR: 4
-Institute Pistol (MFC, One-Handed) PR: Immune
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 470 ft
-Police Baton (Bludgeon, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal Rng: 5 ft
SM: Police Lock - Can execute a Hold or Choke Hold with Melee Weapons.
-Flashbang (1)
Skill: Throwing S: 3 Rng: 55 ft EXR: 20 ft
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn.
Second Generation Synth
They appear human-like in design but have plating across the body that still makes them look robotic.

Defcon Tier 4< STR: 6 PER: 8 END: 6 CHA: 2 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 8

Skills Notes

Energy Weapons 100 This is a Robot.


Melee Weapons 100
Throwing 75 Adaptable R1
Unarmed 100 Armor Breaker
Observation 50 Light Step R2
Sneak 50

Weapons / Attacks Armor

-Metal Fist & Feet Synth Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d8+14 Dmg Type: Normal Rng: 5 ft Synth Armor
-Flashbang (1)
Skill: Throwing S: 3 Rng: 60 ft EXR: 20 ft AC: 45
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re N: 11/45%
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. L: 10/55%
-Frag Grenade (1) F: 3/30%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft P: 3/30%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. Ex: 6/35%
LR: 6
Set 1 PR: Immune
-Institute Pistol (MFC, One-Handed)
Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 500 ft Chestplate.
PT 4.
-Frag Grenade (+1)
Set 2
-Institute Rifle (MFC, Two-Handed)
Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 5d6+10 Dmg Type: Laser WR: 10 Rng: 590 ft
Set 3
-Cattle Prod (EC, Bludgeon, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+19 Dmg Type: Normal WR: 8 Rng: 5 ft
Non-Robots hit have to roll END -1. If they fail, they’re Unconscious for one turn.
-Flashbang (+1)
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 do not
gain weight. They also do not require food, water, or sleep, although they can partake if they need to maintain a disguise.

Defcon Tier 4> STR: 6 PER: 8 END: 6 CHA: 5 INT: 7 AGI: 9 LCK: 5
Size Medium
Max HP 90
AP 10
Sequence 9

Skills Notes

Energy Weapons 100 This is a Humanoid. They carry 2 Stimpaks.


Melee Weapons 100
Throwing 100 Adaptable R1
Unarmed 100 Armor Breaker
Observation 75 Light Step R2
Sneak 75

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Synth Helmet Synth Field Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Military Garment Military Garment
-Flashbang (2) Synth Armor Microcarbon Synth Armor
Skill: Throwing S: 3 Rng: 60 ft EXR: 20 ft
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re AC: 55 AC: 55
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. N: 12/55% N: 14/60%
-Frag Grenade (2) L: 11/65% L: 17/70%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft F: 4/40% F: 8/50%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 4/40% P: 6/50%
Ex: 4/45% Ex: 11/55%
Set 1 LR: 3 LR: 3
-Institute Pistol (MFC, One-Handed) ER: 55% ER: 55%
Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 500 ft PR: 40% PR: 40%
-Frag Grenade (+2) RR: Immune RR: Immune
Set 2
Insulated Chestplate and Insulated.
-Institute Rifle (MFC, Two-Handed)
PT 4 and AGI +1. PT 6 and AGI +1.
Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 5d6+10 Dmg Type: Laser WR: 10 Rng: 590 ft
Set 3
-Cattle Prod (EC, Bludgeon, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+19 Dmg Type: Normal WR: 8 Rng: 5 ft
Non-Robots hit have to roll END -1. If they fail, they’re Unconscious for one turn.
-Flashbang (+2)
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.

Defcon Tier 3> STR: 7 PER: 9 END: 7 CHA: 5 INT: 8 AGI: 10 LCK: 7
Size Medium
Max HP 400
AP 10
Sequence 20

Skills Notes

Energy Weapons 150 They carry Handcuffs, Binoculars, and 2 Super Stimpaks.
Melee Weapons 150
Throwing 150 Adaptable R3
Unarmed 150 Armor Breaker
Observation 125 Assassin
Deception 125 Light Step R3
Insight 125 Rebuke
Sneak 125

Weapons / Attacks Armor

-Fist & Feet Synth Field Helmet (Night


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+17 Dmg Type: Normal Rng: 5 ft Vision HUD)
-Institute Pistol (MFC, Beam Focuser, One-Handed) Military Garment
Skill: Energy Weapons S: 3 T: 4 B:4 Dmg: 6d4+5 Dmg Type: Laser WR: 10 Rng: 525 ft Courser Coat
AC -10, DT -10, and DR -20%.
-Super Cattle Prod (EC, Bludgeon, One-Handed) AC: 60
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+32 Dmg Type: Normal WR: 10 Rng: 5 ft N: 21/65%
Non-Robots hit have to roll END -1. If they fail, they’re Unconscious for 1d2 turns. L: 15/45%
-Flashbang (4) F: 14/60%
Skill: Throwing S: 3 Rng: 60 ft EXR: 20 ft P: 11/50%
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re Ex: 13/60%
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. LR: 8
-Frag Grenade (4) ER: 35%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft PR: 50%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. RR: Immune

Battle Cup and Chestplate.


PT 6.
Institute Scientist
The scientists of the Institute are a secretive and intelligent lot, but rarely participate in combat. They typically command Synths to
fight for them, but they are a resourceful bunch.

Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 6 LCK: 5
Size Medium
Max HP 60
AP 8
Sequence 6

Skills Notes

Energy Weapons 65 Light Step R1


Unarmed 50
Observation 50 They have at max 175 in two of the following Support Skills: Blacksmith, Chemistry, Computer Science, Doctor, Engineer,
Sneak 50 and Gunsmith. This is upon the Overseer’s discretion. Institute Scientists carry whatever Tools necessary for their job, a
Flashlight, a Mechanical Watch, a Handheld Radio.

Weapons / Attacks Armor

-Fist & Feet Institute Scientist Garbs


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Institute Pistol (MFC, One-Handed) AC: 15
Skill: Energy Weapons S: 3 T: 4 B: 4 Dmg: 6d4+10 Dmg Type: Laser WR: 10 Rng: 440 ft LR: 3
PR: 30%
RR: 10%

INT +1, Computer Science and


Doctor +10.
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. All NCR carry a Handheld Radio that’s
either attached to a Helmet or on their person. Some carry Binoculars, 2 Cigarettes, Flashlights, Matches, or
Mechanical Watches.

N.C.R. Recruit Soldier


Fresh off the farms of California, recruits are the lowest and newest assets of the N.C.R. These soldiers are the following ranks:
Private and Private First Class.

Defcon Tier 5- STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 6 LCK: 5


Size Medium
Max HP 40
AP 8
Sequence 6

Skills Notes

Melee Weapons 50 -
Small Guns 75
Throwing 50
Unarmed 50
Observation 75
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Normal Clothes
-M&A 9mm Pistol (9mm, Pistol, One-Handed) N.C.R. Recruit Armor
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+6 Dmg Type: Normal WR: 2 Rng: 80 ft
AC -10. AC: 30
-Service Rifle (5.56, Assault Rifle, Two-Handed) N: 5/35%
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+9 Dmg Type: Normal WR: 2 Rng: 320 ft L: 2/20%
AC -10, DT -5, and DR -25%. Burst max is four. F: 1/10%
-Combat Knife (Dagger, One-Handed) P: 2/15%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+9 Dmg Type: Normal WR: 4 Rng: 5 ft Ex: 2/25%
Can do the SM: Murder Stroke. LR: 3
PR: 30%
RR: 12%

PT 4.
N.C.R. Enlisted Soldier
N.C.R. Enlisted Soldiers have combat experience and have served the N.C.R. faithfully as infantry and military police. These soldiers
are the following ranks: Specialist, Corporal, Sergeant, Tech Sergeant, Staff Sergeant, Master Sergeant, and First Sergeant. They can
also cover certain roles like Medic and Scouts.

Defcon Tier 4< STR: 6 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7

Skills Notes

Melee Weapons 75 Medics carry a Doctor’s Bag, and 2 Stimpaks. Scouts carry a Compass and a Geiger Counter.
Big Guns 100
Small Guns 100 Adaptable R1
Throwing 75 Armor Breaker R1
Unarmed 75
Observation 75
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Military Garment
-Combat Knife (Dagger, One-Handed) N.C.R. Soldier Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 45
-Frag Grenade (2) N: 12/60%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft L: 4/40%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. F: 3/30%
P: 3/30%
Set 1 Ex: 8/55%
-Assault Carbine (5mm, Assault Rifle, Two-Handed) LR: 4
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 240 ft PR: 30%
AC -5, DT -7, and DR -15%. RR: 22%
Set 2
-Cattle Prod (EC, Bludgeon, One-Handed) PT 4.
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+19 Dmg Type: Normal WR: 8 Rng: 5 ft
Non-Robots hit have to roll END -1. If they fail, they’re Unconscious for one turn.
Set 3
-HK21 (7.62, Bipod, Machine Gun, Two-Handed)
Skill: Big Guns S: 3 T: 4 B: 5 Dmg: 4d4+13 Dmg Type: Normal WR: 4 Rng: 400 ft
AC -5, DT -3, and DR -15%. Bipod Rng: 450 ft.
Set 4
-Hunting Rifle (.308, Reflex Scope, Silencer, Two-Handed)
Skill: Small Guns S: 4 T: 5 Dmg: 3d6+24 Dmg Type: Normal WR: 4 Rng: 560 ft
AC -10, DT -5, and DR -20%. Scope Rng: 910 ft.
N.C.R. Commanding Officer
N.C.R. Commanding Officers have served for a long time and have even taken up their own command ranging from squads to entire
divisions. These officers are the following ranks: Second Lieutenant, First Lieutenant, Captain, Major, Colonel, Brigadier General, and
General.

Defcon Tier 3< STR: 7 PER: 7 END: 6 CHA: 6 INT: 7 AGI: 9 LCK: 6
Size Medium
Max HP 150
AP 10
Sequence 19

Skills Notes

Melee Weapons 100 Adaptable R2


Small Guns 150 Armor Breaker R1
Throwing 125 Light Step R1
Unarmed 100
Observation 100
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft Military Garment
-Bowie Knife (Dagger, One-Handed) NCR Veteran Armor
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+26 Dmg Type: Normal WR: 6 Rng: 5 ft
-Frag Grenade (2) AC: 50
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft N: 15/60%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. L: 8/40%
F: 8/40%
Set 1 P: 7/35%
-M16A2 (5.56 Armor-Piercing, Assault Rifle, Two-Handed) Ex: 13/65%
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+8 Dmg Type: Normal WR: 6 Rng: 425 ft LR: 7
AC -20, DT -25, and DR -45%. PR: 30%
Set 2 RR: 22%
-Super Cattle Prod (EC, Bludgeon, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+26 Dmg Type: Normal WR: 10 Rng: 5 ft Battle Cup.
Non-Robots hit have to roll END -2. If they fail, they’re Unconscious for 1d2 turns. PT 6 and PER +2.
-Frag Grenade (+2)
Set 3
-.44 Revolver (.44 Armor-Piercing, One-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+8 Dmg Type: Normal WR: 6 Rng: 170 ft
AC -15, DT -21, and DR -40%.
N.C.R. Heavy Trooper
In order to compensate for the lack of functioning Power Armor, the N.C.R. created Salvaged Power Armor from scraps of Power
Armor in order to combat the Brotherhood more effectively.

Defcon Tier 3> STR: 9 PER: 7 END: 8 CHA: 5 INT: 7 AGI: 9 LCK: 5
Size Medium
Max HP 300
AP 10
Sequence 18

Skills Notes

Big Guns 150 They carry a Hiking Backpack and 2 Stimpaks.


Melee Weapons 125
Small Guns 100 Adaptable R2
Throwing 100 Armor Breaker R2
Unarmed 125 Iron Will
Observation 100 Light Step R1
Rebuke

Weapons / Attacks Armor

-Fist & Feet T-45 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+16 Dmg Type: Normal Rng: 5 ft HUD)
-Bowie Knife (Dagger, One-Handed) Military Garment
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+23 Dmg Type: Normal WR: 6 Rng: 5 ft Salvaged Power Armor
-Frag Grenade (2)
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 70 ft EXR: 25 ft AC: 55
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. N: 25/80%
L: 21/65%
Set 1 F: 13/55%
-M60 (.308 Armor-Piercing, Machine Gun, Two-Handed) P: 10/55%
Skill: Big Guns S: 4 T: 5 B: 6 Dmg: 3d6+12 Dmg Type: Normal WR: 8 Rng: 570 ft Ex: 21/65%
AC -20, DT -25, and DR -40%. LR: 9
Set 2 PR: 40%
-Avenger (5mm Armor-Piercing, Minigun, Two-Handed) RR: 41%
Skill: Big Guns B: 4 Dmg: 2d10+9 Dmg Type: Normal WR: 8 Rng: 475 ft
AC -15, DT -29, and DR -35%. Battle Cup, Chestplate, Super
Set 3 Conductive, and immune to
-Super Sledgehammer (Bludgeon, Two-Handed) Flashbangs and Gas.
Skill: Melee Weapons S: 4 T: 5 Dmg: 6d4+44 Dmg Type: Normal WR: 10 Rng: 10 ft PT 17, STR +3, AGI -3, Sleight
SM: Knockback - Targeted Attacks to the Torso knockback 15 ft and +0.1 DM. of Hand and Sneak -75.
-Frag Grenade (+2)
N.C.R. Guard Dog
Trained for military operations for the N.C.R.

Defcon Tier 4< STR: 6 PER: 10 END: 6 CHA: 4 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 50
AP 9
Sequence 9

Skills Notes

Unarmed 100 Arms cannot be Targeted and it has four Legs. This is a Creature. When tracking they get Survival +50. When extracting
Observation 100 Raw Meat and Hide this is considered Small.
Sneak 100
Armor Breaker R1
Light Step R2
Sixth Sense

Weapons / Attacks Armor

-Bite/Claw N.C.R. Soldier Armor


Skill: Unarmed S: 3 Dmg: 2d4+11 Dmg Type: Normal Rng: 5 ft
DR -10%. AC: 35
N: 11/50%
L: 3/30%
F: 2/20%
P: 2/20%
Ex: 7/45%
LR: 3
PR: 30%
RR: Immune
N.C.R. Ranger
N.C.R. Rangers are a volunteer special forces division renowned for their expert reconnaissance capabilities and their combat
prowess.

Defcon Tier 3- STR: 7 PER: 9 END: 7 CHA: 6 INT: 7 AGI: 9 LCK: 6


Size Medium
Max HP 250
AP 10
Sequence 18

Skills Notes

Big Gun 125 2 Stimpaks.


Melee Weapons 100
Small Guns 125 Adaptable R2
Throwing 125 Armor Breaker R2
Unarmed 125 Assassin
Observation 100 Iron Will
Sneak 125 Light Step R2
Rebuke

Weapons / Attacks Armor

-Fist & Feet Riot Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+17 Dmg Type: Normal Rng: 5 ft Military Garment
-Hunting Revolver (.45-70 Gov’t, One-Handed) N.C.R. Ranger Patrol
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+20 Dmg Type: Normal WR: 8 Rng: 285 ft Armor
AC -10, DT -10, and DR -25%.
-Bowie Knife (Dagger, One-Handed) AC: 60
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+26 Dmg Type: Normal WR: 6 Rng: 5 ft N: 16/65%
-Frag Grenade (4) L: 10/60%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft F: 10/60%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 7/50%
Ex: 10/60%
Set 1 LR: 8
-Combat Shotgun (12 Gauge Buckshot Armor-Piercing, Two-Handed) PR: 40%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+10 Dmg Type: Normal WR: 6 Rng: 115 ft RR: 34%
AC -25, DT -15, and DR -20%. Burst range is from two to four. Buckshot effect.
Set 2 Immune to Flashbangs, Glare
-Brush Gun (.45-70 Gov’t Armor-Piercing, Combat Scope, Two-Handed) Penalties, and Gas, and Night
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+13 Dmg Type: Normal WR: 8 Rng: 475 ft Vision up to 150 ft.
AC -20, DT -35, and DR -45%. Burst max is two. PT 8.
N.C.R. Veteran Ranger
The best of the best.

Defcon Tier 2 STR: 8 PER: 10 END: 10 CHA: 6 INT: 7 AGI: 10 LCK: 7


Size Medium
Max HP 500
AP 15
Sequence 25

Skills Notes

Big Guns 150 2 Super Stimpaks.


Melee Weapons 150
Small Guns 125 Adaptable R3
Throwing 125 Armor Breaker R2
Unarmed 175 Assassin
Observation 150 Iron Will
Sneak 150 Light Step R3
Rebuke

Weapons / Attacks Armor

-Fist & Feet Advanced Riot Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+18 Dmg Type: Normal Rng: 5 ft Military Garment
-Ranger Sequoia (.45-70 Gov’t, One-Handed) N.C.R. Ranger Combat
Skill: Small Guns S: 5 T: 6 B: 6 Dmg: 4d8+30 Dmg Type: Normal WR: 10 Rng: 400 ft Armor
AC -10, DT -10, and DR -25%.
-Bowie Knife (Dagger, One-Handed) AC: 60
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+26 Dmg Type: Normal WR: 6 Rng: 5 ft N: 19/75%
-Frag Grenade (6) L: 13/55%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 65 ft EXR: 25 ft F: 13/70%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 9/60%
Ex: 11/70%
Set 1 PR: 50%
-Barrett M107 (.50 Armor-Piercing, Sniper Scope, Two-Handed) RR: 50%
Skill: Small Guns S: 4 T: 5 Dmg: 6d8+23 Dmg Type: Normal WR: 10 Rng: 1000 ft
AC -25, DT -35, and DR -40%. Scope Rng: 1750 ft. Immune to Flashbangs and
Set 2 Gas, ignore Environmental
-AN-94 (5.45 Armor-Piercing, Assault Rifle, Two-Handed) Effects except for Night Time
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 3d4+10 Dmg Type: Normal WR: 10 Rng: 500 ft and Total Darkness, but get
AC -15, DT -25, and DR -45%. 2-Round Burst Attacks with this weapon get +10 Hit Night Vision up to 200 ft.
Chance and -1 AP Cost. PT 10 and PER +1.
Set 3
-Browning M2HB (.50, Minigun, Two-Handed)
Skill: Big Guns B: 5 Dmg: 6d8+30 Dmg Type: Normal WR: 10 Rng: 800 ft
AC -15, DT -10, and DR -20%.
People’s Republic of China
China played a big role in the Resource Wars and competed with the United States for the last remaining resources
on Earth. China ceased to exist in 2077 once the Great War began. All Chinese only know Mandarin. All Chinese
carry a Handheld Radio and Flashlight that’s either attached to a Helmet or on their person.

Chinese Soldier
The common soldier of the Chinese army.

Defcon Tier 5> STR: 5 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 7

Skills Notes

Melee Weapons 100 Light Step R1


Small Guns 100
Throwing 75
Unarmed 100
Observation 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Chinese Officer’s Hat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Chinese Army Uniform
-Combat Knife (Bayonet, Pole Arm) (Ballistic Vest)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+9 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 30
-Chinese Pistol (10mm, One-Handed) N: 0/20%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+11 Dmg Type: Normal WR: 2 Rng: 130 ft L: 0/20%
AC -10 and DT -3. F: 0/20%
-Frag Grenade (2) P: 0/20%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 55 ft EXR: 25 ft Ex: 0/20%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. LR: 3
PR: 25%
Set 1 RR: 10%
-Chinese Assault Rifle (5.56, Bayonet, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+18 Dmg Type: Normal WR: 6 Rng: 320 ft PER and AGI +1.
AC -10, DT -5, and DR -25%.
Set 2
-PPSH-41 (9mm, SMG, Bayonet, Two-Handed)
Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 1d8+14 Dmg Type: Normal WR: 8 Rng: 115 ft
AC -15 and DT -2. Bayonet is the same as Set 1.
-Frag Grenade +1
Set 3
-SVD-4000 (.308, Sniper Scope, Bayonet, Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+20 Dmg Type: Normal WR: 6 Rng: 800 ft
AC -10, DT -5, and DR -20%. Burst max is two. Scope Rng: 1550 ft.
Chinese Heavy Soldier
These soldiers are armed with powerful ranged weapons with one goal in mind. To destroy democracy.

Defcon Tier 4> STR: 7 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 120
AP 9
Sequence 7

Skills Notes

Big Guns 125 Adaptable R1


Melee Weapons 100 Armor Breaker R1
Throwing 75 Light Step R2
Unarmed 100
Observation 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft Chinese Army Uniform
-Chinese Pistol (10mm, One-Handed) (Ballistic Vest)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+11 Dmg Type: Normal WR: 2 Rng: 130 ft Kevlar Armor
AC -10 and DT -3. Gas Mask
-Combat Knife (Dagger, One-Handed)
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d10+16 Dmg Type: Normal WR: 4 Rng: 5 ft AC: 48
Can do the SM: Murder Stroke. N: 10/70%
-Anti-Tank Grenade (4) L: 3/50%
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 60 ft EXR: 5 ft F: 3/50%
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This P: 2/55%
inflicts double damage to Environmental Objects and Vehicles. Ex: 8/75%
LR: 7
Set 1 PR: 35%
-RPG-7 (Explosive Rocket, Red Dot Sight, Two-Handed) RR: 24%
Skill: Big Guns S: 5 Dmg: 10d8+18 Dmg Type: Explosive WR: 6 Rng: 480 ft EXR: 30 ft
AC -20 and DR -20%. If it hits roll AGI -4. If you succeed, take half damage. If you PT 6, PER +2 and AGI +1.
succeed, take half damage. +10 Hit Chance when firing at ½ Base Weapon Range or
closer, before scope modifiers.
Set 2
-Flamer (Gasoline, Flamer Fire Pack, Two-Handed)
Skill: Big Guns S: 4 Dmg: 4d10+30 Dmg Type: Normal WR: 6 Rng: 50 ft
AC -5 and DR -15%. All in the line of the attack are hit. Inflicts 25 Persistent Fire Damage
a turn. Flames last for one turn. Uses Pistol Ranges. Long Range is Maximum Range.
Set 3
-RPD (7.62, Machine Gun, Bipod, Two-Handed)
Skill: Big Guns S: 4 T: 5 B: 6 Dmg: 4d4+14 Dmg Type: Normal WR: 2 Rng: 320 ft
AC -5, DT -3, and DR -15%. Bipod Rng: 360 ft.
Chinese Officer
The officers of the People’s Liberation Army are brutal and strong-spirited, and push the soldiers of the People’s Republic forward
with ever-increasing fervor.

Defcon Tier 3< STR: 7 PER: 7 END: 8 CHA: 8 INT: 7 AGI: 9 LCK: 7
Size Medium
Max HP 200
AP 10
Sequence 8

Skills Notes

Melee Weapons 150 2 Stimpaks.


Small Guns 125
Throwing 100 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 125 Light Step R2
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+17 Dmg Type: Normal Rng: 5 ft Chinese Officer Uniform
-Chinese Pistol (10mm Armor-Piercing, Hardened Receiver, One-Handed) (Ballistic Vest)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+6 Dmg Type: Normal WR: 2 Rng: 140 ft Kevlar Armor (Ballistic
AC -35, DT -20, and DR -30%. Plate)
-Frag Grenade (2) Gas Mask
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. AC: 63
-Anti-Tank Grenade (2) N: 10/70%
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 60 ft EXR: 5 ft L: 6/50%
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This F: 6/50%
inflicts double damage to Environmental Objects and Vehicles. P: 5/45%
Ex: 8/75%
Set 1 LR: 7
-Chinese Assault Rifle (5.56 Armor-Piercing, Two-Handed) PR: 40%
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+9 Dmg Type: Normal WR: 6 Rng: 340 ft RR: 26%
AC -20, DT -25, and DR -45%. Equipping this weapon is a free action.
Set 2 PT 6, PER +2, and AGI +1.
-Chinese Straight Sword (Tempered Blade, Sword, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d4+34 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -4 and DR -20%. -25 Hit Chance for targets attempting to Deflect, Parry, or Counter
Attack against you.
-Frag Grenade +2
-Anti-Tank Grenade +2
Set 3
-Chinese Commando SMG (.32 Armor-Piercing, One/Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+10 Dmg Type: Normal WR: 10 Rng: 170 ft
AC -15, DT -19, and DR -40%.
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.

Defcon Tier 2 STR: 7 PER: 8 END: 10 CHA: 7 INT: 7 AGI: 10 LCK: 10


Size Medium
Max HP 400
AP 15
Sequence 25

Skills Notes

Melee Weapons 175 2 Super Stimpaks.


Small Guns 175
Throwing 175 Adaptable R3
Unarmed 200 Armor Breaker R3
Observation 150 Assassin
Sneak 150 Iron Will
Light Step R3
Screw Luck

Chinese Stealth Suit: Turn invisible up to six hours and get Sneak +75 and -60 Hit Chance to all attacks towards you.
Duration lowers only when this item is active.

Weapons / Attacks Armor

-Fist & Feet Chinese Stealth Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+22 Dmg Type: Normal Rng: 5 ft Military Garment (Ballistic
-Anti-Tank Grenade (6) Vest)
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 60 ft EXR: 5 ft Chinese Stealth Suit
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This
inflicts double damage to Environmental Objects and Vehicles. AC: 75
N: 10/70%
Set 1 L: 10/70%
-SVD-4000 (.308 Armor-Piercing, Silencer, Sniper Scope, Two-Handed) F: 10/70%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+10 Dmg Type: Normal WR: 6 Rng: 900 ft P: 10/70%
AC -20, DT -25, and DR -45%. Burst max is two. Scope Rng: 1650 ft. Ex: 10/70%
Set 2 LR: 7
-Chinese Straight Sword (Tempered Blade, Sword, One-Handed) PR: 100%
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d4+39 Dmg Type: Normal WR: 6 Rng: 5 ft RR: 120%
DT -4 and DR -20%. -25 Hit Chance for targets attempting to Deflect, Parry, or Counter
Attack against you. Immune to Flashbangs and
Set 3 Gas, ignore Environmental
-Chinese Commando SMG (.32 Armor-Piercing, Silencer, One/Two-Handed) Effects except for Night Time
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+10 Dmg Type: Normal WR: 10 Rng: 180 ft and Total Darkness, but get
AC -15, DT -19, and DR -40%. Night Vision up to 500 ft.
PT 10.
The Railroad
An underground movement with the primary aim for free sentient Synths created by the Institute. Members can
either be Human or Synth and they’re upon the Overseer’s discretion. Stats stated are that of Humans. If Synth is
chosen, Synths are immune to Radiation and PR +10%. All Railroad members carry Binoculars and Handheld Radio
and some carry a Flashlight and a Lockpick Set.

Railroad Recruit
A new recruit of the Railroad.

Defcon Tier 5> STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 60
AP 9
Sequence 7

Skills Notes

Small Guns 100 1 Healing Salve.


Melee Weapons 75
Throwing 75 Adaptable R1
Unarmed 75
Deception 75
Observation 50
Sleight of Hand 75
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Plated Leather
-Combat Knife (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+9 Dmg Type: Normal WR: 4 Rng: 5 ft AC: 35
Can do the SM: Murder Stroke. N: 9/40%
-Pipe Bombs (2) L: 5/55%
Skill: Throwing S: 4 Dmg: 2d10+20 Dmg Type: Fire Rng: 55 ft EXR: 10 ft F: 5/55%
AC -15 and DR -5%. If it hits roll AGI -3. If you succeed, take half damage. Shooting the P: 2/25%
explosive and breaking its WR will also detonate it. Ex: 6/25%
LR: 4
Set 1 PR: 30%
-Colt M1911 (.45, Silencer, One-Handed) RR: 27%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+14 Dmg Type: Normal WR: 4 Rng: 80 ft
DT -2 and DR -15%.
Set 2
-TEC-9 (9mm, SMG, Silencer, One/Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 1d8+11 Dmg Type: Normal WR: 4 Rng: 115 ft
AC -15 and DT -2. Sleight of Hand +10 when concealing this weapon.
Railroad Agent
An operative of the Railroad. They work in the shadows ensuring the freedom and safety for Gen 3 Synths.

Defcon Tier 4- STR: 6 PER: 6 END: 7 CHA: 6 INT: 6 AGI: 8 LCK: 5


Size Medium
Max HP 100
AP 9
Sequence 10

Skills Notes

Small Guns 125 They carry 2 Healing Salves.


Melee Weapons 100
Throwing 75 Armor Breaker R1
Unarmed 75 Light Step R1
Deception 100
Observation 125
Sleight of Hand 100
Sneak 125

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Military Garments
-Frag Grenade (2) Railroad Armored Coat
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft MK I
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage.
-Combat Knife (Dagger, Reinforced Blade, One-Handed) AC: 40
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+20 Dmg Type: Normal WR: 4 Rng: 5 ft N: 13/65%
DR -15%. Can do the SM: Murder Stroke. L: 11/80%
F: 6/45%
Set 1 P: 4/45%
-Desert Eagle (.357, Silencer, Laser Sight, One-Handed) Ex: 11/45%
Skill: Small Guns S: 3 T: 3 B: 4 Dmg: 2d8+15 Dmg Type: Normal WR: 4 Rng: 115 ft LR: 4
AC -15, DT -2, DR -15%. +20 Hit Chance for Targeted Attacks. PR: 35%
Set 2 RR: 39%
-Steyr AUG Carbine (5.56, SMG, Silencer, Foregrip, Reflex Scope,
One/Two-Handed) Battle Cup, Chestplate, and
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+11 Dmg Type: Normal WR: 6 Rng: 320 ft Conductive.
AC -10, DT -5, and DR -25%. Scope Rng: 420 ft. When used with two hands get +20 Hit PT 4 and AGI +1.
Chance.
Railroad Heavy
An operative of the Railroad. They work in the shadows ensuring the freedom and safety for Gen 3 Synths.

Defcon Tier 3< STR: 8 PER: 6 END: 8 CHA: 6 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 20

Skills Notes

Small Guns 125 They carry a Hiking Backpack, Afterburner Gum, and 2 Stimpaks.
Melee Weapons 100
Throwing 100 Adaptable R2
Unarmed 75 Armor Breaker R2
Deception 100 Light Step R1
Observation 100
Sleight of Hand 100
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+18 Dmg Type: Normal Rng: 5 ft Military Garments
-Frag Grenade (2) Railroad Armored Coat
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 65 ft EXR: 25 ft MK II
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage.
-Combat Knife (Dagger, Reinforced Blade, One-Handed) AC: 55
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+22 Dmg Type: Normal WR: 4 Rng: 5 ft N: 17/70%
DR -15%. Can do the SM: Murder Stroke. L: 9/50%
F: 9/70%
Set 1 P: 9/45%
-Railway Rifle (Railway Spikes, Two-Handed) Ex: 13/65%
Skill: Small Guns S: 3 T: 4 Dmg: 4d10+30 Dmg Type: Normal WR: 12 Rng: 160 ft LR: 8
AC -10, DT -10, and DR -20%. Against PT and LR, it counts as two per hit. For crits it's PR: 40%
doubled. RR: 66%
Set 2
-P90 (5.7mm, SMG, Silencer, Reflex Scope, One/Two-Handed) Ignore Environmental Effects
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d4+15 Dmg Type: Normal WR: 6 Rng: 355 ft except for Night Time and
AC -20, DT -12, and DR -30%. Scope Rng: 420 ft. Total Darkness.
Set 3 PT 6, PER +2, and AGI +1.
-Avenger (5mm Armor-Piercing, Minigun, Two-Handed)
Skill: Big Guns B: 4 Dmg: 4d10+9 Dmg Type: Normal WR: 8 Rng: 400 ft
AC -5, DT -70, and DR -15%.
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 in the wasteland, for wastelanders don’t travel alone. Wastelanders can either
be Humans or Ghouls. Wastelanders can vary in language but usually know English. Other common languages
spoken by Wastelanders are French or Spanish.

Wasteland Citizens
The common citizens that wander the wasteland. They’re both good and bad.

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. They could be friendly, or they’ll try to rob you.

Defcon Tier 5< STR: 5 PER: 5 END: 5 CHA: 5 INT: 5 AGI: 5 LCK: 5
Size Medium
Max HP 20
AP 8
Sequence 5

Skills Notes

Melee Weapons 50 Some Wastelanders learned a trade, or have a particular set of skills that allows them to have jobs or provide services to
Small Guns 50 people. They have at max 100 in one or two of the following Support Skills: Blacksmith, Chemistry, Computer Science,
Unarmed 50 Doctor, Engineer, Gunsmith, and Survival. These skills can also be Tagged. This is upon the Overseer’s discretion. They
Observation 50 carry a broad array of gear.
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Knife (Dagger, One-Handed) AC: 10
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal WR: 2 Rng: 5 ft LR: 3
PR: 25%
Set 1 RR: 10%
-Multi-Purpose Axe (One/Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+13 Dmg Type: Normal WR: 2 Rng: 5 ft
Set 2
-M&A 9mm Pistol (9mm, One-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+6 Dmg Type: Normal WR: 2 Rng: 75 ft
AC -15 and DT -2.
Set 3
-Caravan Shotgun (20 Gauge Buckshot, Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+14 Dmg Type: Normal WR: 2 Rng: 60 ft
AC -20. Buckshot effect.
Militia
Professional soldiers aren’t everywhere in the wasteland. Sometimes the local populace has to take up arms to protect themselves
and their communities, with what little training and gear they have. You can also use Militia as paranoid farmers, less professional
caravan guards, and soldiers of weaker factions.

Defcon Tier 5- STR: 5 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 6 LCK: 5


Size Medium
Max HP 35
AP 8
Sequence 6

Skills Notes

Melee Weapons 75 They carry a Flashlight and 1 Healing Powder.


Small Guns 75
Unarmed 50 Light Step R1
Observation 75
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Normal Clothes
-Combat Knife (Dagger, One-Handed) Leather Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+9 Dmg Type: Normal WR: 4 Rng: 5 ft
AC: 25
Set 1 N: 2/20%
-Varmint Rifle (.223 FMJ, Glow Sights, Two-Handed) L: 6/30%
Skill: Small Guns S: 3 T: 4 Dmg: 1d10+18 Dmg Type: Normal WR: 2 Rng: 400 ft F: 6/30%
AC -10, DT -2, DR -10%. Night and Total Darkness Hit Chance penalty are halved. P: 0/15%
Set 2 Ex: 0/15%
-Police Revolver (.357 HP, Revolver, One-Handed) LR: 3
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 4d8+14 Dmg Type: Normal WR: 2 Rng: 80 ft PR: 30%
DT -2. RR: 12%
Set 3
-Caravan Shotgun (20 Gauge Buckshot, Two-Handed) Insulated and PER +1.
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d6+14 Dmg Type: Normal WR: 2 Rng: 65 ft
AC -20. Buckshot effect.
Roving Trader
Everyone needs caps, and everyone needs things to spend them on. That’s where roving traders make their living, wandering the
wastes with Brahmin caravans and armed guards. They might be kindly merchants, greedy opportunists, hucksters, and anything in
between. They know to keep their heads down and let their guards do most of the fighting. Roving Traders are usually accompanied
by Mercenaries or Settlement Guards. They carry a vast array of goods for sale, depending on the kind of trader, from a weapons
trader, a medical supplier, to a general trader stocking odds-and-ends. You can also use the Roving Trader as a drug dealer, shop
owner, a conman, and any other charismatic NPC.

Defcon Tier 5- STR: 5 PER: 6 END: 5 CHA: 7 INT: 6 AGI: 7 LCK: 5


Size Medium
Max HP 50
AP 8
Sequence 7

Skills Notes

Small Guns 60 They carry a Geiger Counter, Hiking Backpack, and a Jerry Can. They often travel with a Brahmin or two.
Melee Weapons 50
Observation 60 Adaptable R1
Charm 100 Light Step R1
Deception 100
Insight 100

Weapons / Attacks Armor

-Fist & Feet Baseball Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Roving Trader Outfit
-Knife (Dagger, One-Handed) Leather Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal WR: 2 Rng: 5 ft
AC: 25
Set 1 N: 2/20%
-Beretta M9 (9mm Hollow Point, Pistol, One-Handed) L: 6/30%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d8+20 Dmg Type: Normal WR: 2 Rng: 115 ft F: 6/30%
AC -15 and DT -2. P: 0/15%
Set 2 Ex: 0/15%
-Holdout Revolver (.45 Armor-Piercing, Revolver, One-Handed) LR: 3
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+6 Dmg Type: Normal WR: 2 Rng: 50 ft PR: 25%
AC -10, DT -20, and DR -30%. Sleight of Hand +25 when concealing. One-Handed. RR: 10%
Set 3
-Sawed-off Winchester (12 Gauge Buckshot, Shotgun, Shotgun Choke, Insulated, PER +1, CW +50,
One-Handed) Charm +20.
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+14 Dmg Type: Normal WR: 2 Rng: 35 ft
AC -35. Buckshot effect.
Thug / Bandit
In the Wasteland there are those who want to let others do the hard work, and then grab what they can. These musclebound ruffians
take what they want from the weak. Not tough enough to be raiders, but they’re violent and greedy muggers by trade. You can also
use the Thug / Bandit to represent low-level gangs, junkies, or other petty criminals.

Defcon Tier 5< STR: 7 PER: 4 END: 7 CHA: 4 INT: 4 AGI: 4 LCK: 5
Size Medium
Max HP 40
AP 7
Sequence 4

Skills Notes

Small Guns 60 They carry 1 Beer, 2 Cigarettes, and a Lighter.


Throwing 60
Unarmed 70 Light Step R1
Melee Weapons 70
Intimidation 85
Observation 35
Sleight of Hand 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Greaser Outfit


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft
-Knife (Dagger, One-Handed) AC: 10
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+9 Dmg Type: Normal WR: 2 Rng: 5 ft LR: 4
PR: 35%
Set 1 RR: 14%
-Pocket Revolver (.32, Revolver, One-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+7 Dmg Type: Normal WR: 2 Rng: 50 ft Charm, Deception, and
AC -5. Sleight of Hand +30 when concealing. Intimidation +10.
Set 2
-Club (Bludgeon, One/Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+9 Dmg Type: Normal WR: 2 Rng: 5 ft.
-Molotov Cocktails (2)
Skill: Throwing S: 4 Dmg: 4d4+5 Dmg Type: Fire Rng: 60 ft EXR: 5 ft
AC -10. 15 Persistent Fire Damage. Roll AGI -3. If you succeed, take half damage.
Set 3
-Pipe Shotgun (20 Gauge Buckshot, Shotgun, Two-Handed)
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+8 Dmg Type: Normal WR: 2 Rng: 25 ft.
AC -20. Buckshot effect.
Scavenger / Gambler
Scavengers are the foolhardy or desperate folk who go where few others will, to make their fortune off of lost spoils. They’re wily,
and unpredictable. You can also use Scavengers to represent expert thieves, prospectors, and moderately skilled hitmen. They can
also be Gamblers you’d find in casinos or alleyways looking to test themselves with lady luck.

Defcon Tier 5- STR: 3 PER: 7 END: 5 CHA: 5 INT: 5 AGI: 8 LCK: 7


Size Medium
Max HP 75
AP 9
Sequence 8

Skills Notes

Small Guns 90 Scavengers carry a Lockpick Set, 50 feet of Rope, and a Geiger Counter, and a Flashlight. For Gamblers, replace Sleight of
Melee Weapons 90 Hand with Gambling and Engineer with Insight. Gamblers carry a deck of Playing Cards and a Dice Bag.
Observation 75
Deception 75 Light Step R1
Engineer 75
Sleight of Hand 100
Sneak 125

Weapons / Attacks Armor

-Fist & Feet Fedora


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+3 Dmg Type: Normal Rng: 5 ft Scavenger Outfit
-Switchblade (Dagger, One-Handed) Leather Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+5 Dmg Type: Normal WR: 4 Rng: 5 ft
Sleight of Hand +25 when concealing this weapon. AC: 25
SM: Tunnel Snakes Rule! - Ignore DT and DR. Can only be a Targeted Attack to the Head. N: 2/20%
L: 6/30%
Set 1 F: 6/30%
-Colt M1911 (.45, Pistol, Silencer, One-Handed) P: 0/15%
Skill: Small Guns S: 3 T: 4 B:4 Dmg: 3d4+13 Dmg Type: Normal WR: 4 Rng: 85 ft. Ex: 0/15%
DT -2 and DR -15%. LR: 3
-Crowbar (Bludgeon, One/Two-Handed) PR: 25%
Skill: Melee Weapons S: 3 T: 4 B:4 Dmg: 2d4+7 Dmg Type: Normal WR: 2 Rng: 5 ft. RR: 20%
SM: Bird Down - When hitting a prone target, CC +10.
Set 2 Insulated, PER +2 and Survival
-Varmint Rifle (5.56mm, Reflex Sight, One-Handed) +10
Skill: Small Guns S: 3 T: 4 Dmg: 2d6+18 Dmg Type: Normal WR: 2 Rng: 550 ft.
AC -10, DT -5, and DR -25%.
Hunter
Every settlement needs food to keep their bellies fed, and pelts to keep themselves warm. Hunters fill both those jobs. Proficient in
bushcraft and skilled with a long gun, they’re not pushovers, but they tend to pick their fights, and are more than willing to trade.
You can also use Hunters to represent Wastelanders and farmers in rural communities that need a lot more personal protection than
a guarded, secure settlement, as well as low-level hitmen or snipers for criminal organizations.

Defcon Tier 5- STR: 5 PER: 8 END: 6 CHA: 5 INT: 5 AGI: 7 LCK: 5


Size Medium
Max HP 50
AP 8
Sequence 10

Skills Notes

Small Guns 100 They carry a Compass, 50 ft of Rope, and a Skinning Kit.
Melee Weapons 75
Unarmed 50 Assassin
Observation 100 Light Step R1
Survival 100
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Hunter’s Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Outdoorsman’s Outfit
-Bowie Knife (Dagger, One-Handed) Gridded Leather Armor
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+19 Dmg Type: Normal WR: 6 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 30
N: 4/30%
Set 1 L: 8/45%
-Hunting Rifle (.308, Night Sight, Two-Handed) F: 8/45%
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+24 Dmg Type: Normal WR: 4 Rng: 700 ft P: 2/20%
AC -10, DT -5, and DR -20%. Ex: 2/20%
Set 2 LR: 3
-Winchester Shotgun (12 Gauge Buckshot, Two-Handed) PR: 30%
Skill: Small Guns S: 4 T: 5 Dmg: 3d8+16 Dmg Type: Normal WR: 2 Rng: 75 ft RR: 12%
AC -15. Buckshot effect.
Insulated, END +2, PER +1,
and Survival +10.
Settlement Guard
These well-equipped and well-trained wastelanders keep a stern watch over settlements, defending against raiders, punishing and
imprisoning troublemakers, and otherwise dispensing the law of the land.

Defcon Tier 5> STR: 7 PER: 7 END: 8 CHA: 6 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 10

Skills Notes

Small Guns 115 They carry Handcuffs and 1 Stimpak. Some carry a Lighter and 2 Cigarettes.
Melee Weapons 100
Unarmed 100 Adaptable R1
Observation 75 Light Step R1
Intimidation 75
Insight 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garment
-Combat Knife (Dagger, One-Handed) Plated Leathers
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+11 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 40
N: 10/50%
Set 1 L: 6/65%
-R91 Assault Rifle (5.56mm, Two-Handed) F: 6/65%
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+9 Dmg Type: Normal WR: 4 Rng: 290 ft P: 3/35%
AC -10, DT -5, and DR -25%. Ex: 7/35%
Set 2 LR: 5
-Hunting Rifle (.308, Combat Scope, Two-Handed) PR: 40%
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+24 Dmg Type: Normal WR: 4 Rng: 595 ft RR: 16%
AC -10, DT -5, and DR -20%.
Set 3 PT 4.
-Mossberg 500 (12 Gauge Buckshot, Two-Handed)
Skill: Small Guns S: 3 T: 4 Dmg: 3d8+25 Dmg Type: Normal WR: 4 Rng: 45 ft
AC -15. Buckshot effect.
Assassin
As long as people want other people dead, these ruthless killers will deliver death, and make a mountain of caps while doing it. You
can also use Assassins to represent extremely skilled and violent thieves, spies, and bounty hunters.

Defcon Tier 3< STR: 6 PER: 8 END: 6 CHA: 7 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 15

Skills Notes

Small Guns 150 Some carry a few of the following items: Lockpick Set, Make-Up Kit, Handheld Radio, 2 Stimpaks, Climbing Gear, and a
Melee Weapons 150 Clothes for a disguise.
Throwing 100
Unarmed 100 Adaptable R2
Deception 125 Armor Breaker R2
Observation 150 Assassin
Sleight of Hand 125 Light Step R2
Sneak 150

Weapons / Attacks Armor

-Fist & Feet Hat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+16 Dmg Type: Normal Rng: 5 ft Cloak
-Butterfly Knife (Dagger, Stealth Blade, One-Handed) Military Garment
Skill: Melee Weapons S: 1 T: 2 Dmg: 2d8+25 Dmg Type: Normal WR: 6 Rng: 5 ft (Ballistic Vest, Kevlar
Sleight of Hand +25 when concealing. Weave)
SM: Flourish - Increase DM +0.2 and CC +5.
-Walther PPK (.32 Armor-Piercing, Pistol, Advanced Receiver, Silencer, AC: 50
One-Handed) N: 6/20%
Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 1d8+12 Dmg Type: Normal WR: 6 Rng: 75 ft. L: 6/20%
AC -15, DT -15, and DR -20%. Sleight of Hand +25 when concealing. F: 6/20%
P: 6/20%
Set 1 Ex: 6/20%
-DKS-501 (.308 Armor-Piercing, Night Sight, Silencer, Two-Handed) LR: 3
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+15 Dmg Type: Normal WR: 6 Rng: 800 ft ER: 35%
AC -20, DT -25, and DR -40%. PR: 40%
Set 2 RR: 22%
-AKS-74U (5.45 Armor-Piercing, SMG, Silencer, One/Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d4+7 Dmg Type: Normal WR: 9 Rng: 270 ft PER +1, AGI +1, and
AC -15, DT -25, and DR -40%. Sleight of Hand and
Sneak +10.
Child of Atom
Members of the Church of the Children of Atom. A holy religion to the great Atom and his children spread his glow one radiation at a
time.

Defcon Tier 5> STR: 5 PER: 5 END: 8 CHA: 6 INT: 5 AGI: 6 LCK: 5
Size Medium
Max HP 70
AP 8
Sequence 6

Skills Notes

Small Guns 100 Some carry an Electric Lantern and a small trinket of Atom that’s roughly the size of their palm. It’s not recommended to
Unarmed 50 use Nuka Grenades against a player below Level 10.
Observation 50
Sneak 50 Light Step R1

Weapons / Attacks Armor

-Fist & Feet Church of Atom Rags


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Combat Knife (Dagger, One-Handed) AC: 30
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+9 Dmg Type: Normal WR: 6 Rng: 5 ft ER: 20%
Can do the SM: Murder Stroke. PR: 25%
-Gamma Gun (Gamma Round, One-Handed) RR: Immune
Skill: Small Guns S: 3 Dmg: 1d20+5 Dmg Type: True WR: 8 Rng: 100 ft
RR -50%. Rads 100. Apply Pistol range. END +2.
-Nuka Grenade (1)
Skill: Throwing S: 4 Dmg: 10d10+60 Dmg Type: Plasma Rng: 75 ft EXR: 20 ft
AC -10, DT -40, and DR -50%. If it hits, roll AGI -5. If you succeed, take half damage.
Leaves a residue of radiation that deals 15 rads an hour. Apply Explosive effect.
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 People don’t speak any languages.

Defcon Tier 4- STR: 6 PER: 6 END: 6 CHA: 1 INT: 5 AGI: 8 LCK: 6


Size Medium
Max HP 60
AP 9
Sequence 7

Skills Notes

Melee Weapons 100 If not killed with a Targeted Head, Arm, or Leg Attack, they’ll get right back up at full HP within an hour.
Throwing 100
Unarmed 100 Adaptable R1
Observation 50 Armor Breaker R1
Sneak 50 Light Step R3

Weapons / Attacks Armor

-Fist & Feet AC: 50


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+10 Dmg Type: Normal Rng: 5 ft N: 8/50%
-Gas Bomb L: 6/40%
Skill: Throwing S: 4 Dmg: 2d6+10 Dmg Type: Explosive Rng: 85 ft EXR: 10 ft F: 15/70%
DT -5 and DR -5%. If it hits, take 10 Persistent Fire Damage and roll AGI -3. If you P: 5/40%
succeed, take half damage. Ex: 6/50%
ER: 20%
Set 1 PR: 50%
-Bear Trap Fist RR: Immune
Skill: Unarmed S: 1 T: 2 Dmg: 3d4+25 Dmg Type: Normal WR: 6 Rng: 5 ft
DT -8. Immune to Gas and Persistent
Set 2 Fire Damage.
-Cosmic Knife Spear (5, Pole Arm, One/Two-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+23 Dmg Type: Normal WR: 10 Rng: 10 ft
Ignore LR.
Set 3
-Cosmic Knife (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+21 Dmg Type: Normal WR: 5 Rng: 10 ft
Ignore LR.
Gangster
Often found in civilized societies working in the shadows to keep the Don in power.

Defcon Tier 5> STR: 6 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 8 LCK: 6
Size Medium
Max HP 80
AP 9
Sequence 7

Skills Notes

Melee Weapons 100 They carry 1 Jet and 1 Buffout.


Small Guns 125
Throwing 100 Adaptable R1
Unarmed 100 Light Step R2
Observation 75
Sleight of Hand 50
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Hat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Gambler Suit (Kevlar Weave,
-.22 Pistol (.22LR, Silencer, One-Handed) Ballistic Vest)
Skill: Small Guns S: 3 T: 4 B:4 Dmg: 1d6+7 Dmg Type: Normal WR: 4 Rng: 65 ft
AC -10 and CC +5. Sleight of Hand +20 when concealing. AC: 30
-Switchblade (Dagger, One-Handed) N: 5/10%
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d8+8 Dmg Type: Normal WR: 4 Rng: 5 ft L: 5/10%
SM: Tunnel Snakes Rule! - Ignore DT and DR when aiming for the Head. F: 5/10%
Sleight of Hand +20 when concealing. P: 5/10%
Ex: 5/10%
Set 1 ER: 20%
-Thompson SMG (.45, Foregrip, One/Two-Handed) PR: 30%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+13 Dmg Type: Normal WR: 6 Rng: 130 ft RR: 10%
DT -2 and DR -15%. +20 Hit Chance in two hands.
Set 2 PER and LCK +1 and Gambling
-Remington Shotgun (12 Gauge Slug, Two-Handed) +10,
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d10+40 Dmg Type: Normal WR: 6 Rng: 100 ft
DT -5 and DR -20%.
Set 3
-Baseball Bat (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+14 Dmg Type: Normal WR: 4 Rng: 5 ft
SM: Homerun! - Targeted Attack to the Head gets CC +5.
-Molotov Cocktails (2)
Skill: Throwing S: 4 Dmg: 4d4+5 Dmg Type: Fire Rng: 85 ft EXR: 5 ft
15 Persistent Fire Damage.
Mercenary
This life isn’t for the weak. They’ve killed, guarded, bribed, etc. Mercenaries work hard for their caps and they’ll do whatever it takes
to get the job done.

Defcon Tier 5> STR: 6 PER: 7 END: 6 CHA: 5 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 70
AP 9
Sequence 8

Skills Notes

Energy Weapons 100 They carry a Handheld Radio and a Flashlight.


Melee Weapons 75
Small Guns 100 Adaptable R1
Throwing 100
Unarmed 75
Observation 50
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Military Garments
-Combat Knife (Dagger, One-Handed) Enameled Metal Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 40
-Flashbang (1) N: 11/55%
Skill: Throwing S: 3 Rng: 60 ft EXR: 20 ft L: 3/40%
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re F: 3/40%
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. P: 2/35%
-Frag Grenades (1) Ex: 4/35%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft EXR: 25 ft LR: 4
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. ER: 5%
PR: 35%
Set 1 RR: 12%
-M16A1 (5.56mm, Assault Rifle, Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+12 Dmg Type: Normal Rng: 390 ft Conductive.
AC -10, DT -5, and DR -25%. PT 4 and AGI +1.
Set 2
-AER9 Laser Rifle (MFC, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 320 ft
Set 3
-H&K MP9 (10mm, One/Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 4 Dmg: 3d4+5 Dmg Type: Normal WR: 2 Rng: 170 ft
AC -10 and DT -3.
Set 4
-Revolutionary Sword (One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+12 Dmg Type: Normal WR: 4 Rng: 5 ft
-Flashbang +1
-Frag Grenade +1
Elite Mercenary
These elites are legends known throughout the wastes that either travel alone, or lead their own mercenary company.

Defcon Tier 3< STR: 8 PER: 9 END: 8 CHA: 6 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 150
AP 10
Sequence 20

Skills Notes

Big Guns 125 They carry a Handheld Radio, a Flashlight, 2 Stimpaks, and 1 Afterburner Gum.
Energy Weapons 150
Melee Weapons 150 Adaptable R2
Small Guns 150 Armor Breaker R2
Throwing 125 Assassin
Unarmed 150 Light Step R2
Observation 100
Sneak 100

Weapons / Attacks Armor 1 Armor 2

-Fist & Feet Advanced Combat Helmet T-45 Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+18 Dmg Type: Normal Rng: 5 ft Military Garments B.O.S. Uniform
-Combat Knife (Dagger, One-Handed) Polymer Combat Armor T-45, Exo Suit
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+22 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 55 AC: 70
-Frag Grenades (2) N: 17/70% N: 34/80%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft EXR: 25 ft L: 9/50% L: 27/80%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. F: 9/70% F: 24/75%
P: 9/45% P: 23/70%
Set 1 Ex: 13/65% Ex: 26/65%
-Flamer (Gasoline, Napalm Pack, Two-Handed) LR: 7 LR: 11
Skill: Big Guns S: 4 Dmg: 6d10+30 Dmg Type: Normal WR: 6 Rng: 40 ft PR: 40% PR: 30%
AC -20, DT -10, and DR -25%. All in the line of the attack are hit. Inflicts 50 Persistent RR: 36% RR: 62%
Fire Damage. Environmental flames last 1 turn. Pistol Ranges. Long Range is Max Range.
Set 2 Ignore Environmental Effects Battle Cup, Chestplate, Super
-Urban Plasma Rifle (PC, Plasma Focuser, Two-Handed) except for Night Time and Conductive, and immune to
Skill: Energy Weapons S: 4 T: 5 Dmg: 6d8+15 Dmg Type: Plasma WR: 6 Rng: 285 ft Total Darkness. Flashbangs and Gas.
AC -10, DT -5, and DR -20%. PT 5, PER +2, and AGI +1. PT 17, STR +3, AGI -2, CW
Set 3 +200, and Sleight of Hand and
-M4 (5.56 Armor-Piercing, Assault Rifle, Two-Handed) Sneak -50.
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 2d6+8 Dmg Type: Normal WR: 8 Rng: 325 ft
AC -20, DT -25, and DR -45%.
Set 4
-Claymore (Sword, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d8+28 Dmg Type: Normal WR: 8 Rng: 10 ft
SM: Highland Slash - -20 Hit Chance, DM +0.2.
-Frag Grenade +2
Tribal
The strongest of the tribe destined to protect the tribe till the bitter end.

Defcon Tier 5> STR: 7 PER: 6 END: 8 CHA: 5 INT: 5 AGI: 9 LCK: 6
Size Medium
Max HP 70
AP 10
Sequence 8

Skills Notes

Archery 125 They carry a Skinning Kit, 2 Torches, and Matches.


Melee Weapons 125
Unarmed 125 Adaptable R1
Observation 75 Light Step R2
Survival 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Leather Rags


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Metal Armor
-Tomahawk (2, Dagger, One-Handed)
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d8+9 Dmg Type: Normal WR: 2 Rng: 5 ft AC: 35
Increase DM +0.2 when used as a Throwing Weapon. Throwing range is 60 ft. N: 9/45%
L: 1/25%
Set 1 F: 1/15%
-Longbow (Field Point Arrow, Two-Handed) P: 1/15%
Skill: Archery S: 4 T: 5 B: 5 Dmg: 1d4+15 Dmg Type: Normal WR: 2 Rng: 640 ft Ex: 4/25%
DT -5 and DR -10%. LR: 5
Set 2 PR: 30%
-War Axe (One-Handed) RR: 21%
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 4 Rng: 5 ft
-Medium Shield (Shield, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+13 Dmg Type: Normal WR: 4 Rng: 5 ft
AC +15.
Set 3
-Hook Spear (Pole Arm, One/Two-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d6+14 Dmg Type: Normal WR: 6 Rng: 10 ft
Minuteman
When the horns of battle are heard, the Minutemen will be there ready to defend the people of the Commonwealth.

Defcon Tier 5- STR: 5 PER: 7 END: 5 CHA: 5 INT: 5 AGI: 7 LCK: 5


Size Medium
Max HP 70
AP 9
Sequence 17

Skills Notes

Energy Weapons 100 They carry a Handheld Radio and a Flashlight.


Melee Weapons 75
Throwing 75 Light Step R1
Unarmed 75
Observation 50
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Minuteman Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft MInuteman Outfit
-Combat Knife (Dagger, One-Handed) Military Garment
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+9 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 20
-Combat Knife Bayonet (Dagger, One-Handed) N: 1/10%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+19 Dmg Type: Normal WR: 4 Rng: 5 ft L: 1/10%
DR -10%. F: 1/10%
-Frag Grenades (1) P: 1/10%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 75 ft EXR: 25 ft Ex: 1/10%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. LR: 3
-Laser Musket (MFC, Combat Knife Bayonet, Two-Handed) PR: 25%
Skill: Energy Weapons S: 4 T: 5 Dmg: 8d6+20 Dmg Type: Laser WR: 6 Rng: 255 ft RR: 10%
DT -15.
PER, CHA, and AGI +1, and
Energy Weapons +10
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 resorted to cannibalism in order to survive.

Marked Men Hunter


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

Defcon Tier 3- STR: 6 PER: 7 END: 6 CHA: 4 INT: 5 AGI: 8 LCK: 6


Size Medium
Max HP 150
AP 9
Sequence 15

Skills Notes

Energy Weapons 125 Adaptable R1


Melee Weapons 100 Armor Breaker R2
Small Guns 125 Light Step R1
Throwing 100
Unarmed 75
Observation 50
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+16 Dmg Type: Normal Rng: 5 ft Military Garment
-Colt M1911 (.45 Armor-Piercing, One-Handed) NCR Veteran Armor
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+10 Dmg Type: Normal WR: 8 Rng: 85 ft
AC -10, DT -19, and DR -35%. AC: 50
-Combat Knife (Dagger, One-Handed) N: 15/60%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+20 Dmg Type: Normal WR: 4 Rng: 5 ft L: 8/40%
Can do the SM: Murder Stroke. F: 8/40%
-Frag Grenade (2) P: 7/35%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft EXR: 25 ft Ex: 13/65%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. LR: 7
PR: 30%
Set 1 RR: 22%
-AER12 Laser Rifle (MFC, Beam Focuser, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+15 Dmg Type: Laser WR: 8 Rng: 370 ft Battle Cup.
AC -15, DT -10, and DR -20%. PT 6 and PER +2.
Set 2
-M16A2 (5.56 Armor-Piercing, Assault Rifle, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+8 Dmg Type: Normal WR: 6 Rng: 320 ft
AC -20, DT -25, and DR -45%.
Set 3
-DKS-501 (.308 Armor-Piercing, Sniper Scope, Rifle, Two-Handed)
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+15 Dmg Type: Normal WR: 6 Rng: 680 ft
AC -20, DT -25, and DR -40%. Scope Rng: 1280 ft.
Marked Men Marauder
Marauders appear to be former N.C.R. Rangers carrying powerful heavy weapons.

Defcon Tier 3- STR: 8 PER: 8 END: 8 CHA: 4 INT: 5 AGI: 8 LCK: 6


Size Medium
Max HP 200
AP 9
Sequence 28

Skills Notes

Big Guns 125 Adaptable R2


Energy Weapons 125 Armor Breaker R2
Throwing 125 Light Step R2
Melee Weapons 100
Unarmed 100
Observation 75
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Riot Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+18 Dmg Type: Normal Rng: 5 ft Military Garment
-Hunting Revolver (.45-70 Gov’t, One-Handed) N.C.R. Ranger Patrol
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+20 Dmg Type: Normal WR: 8 Rng: 270 ft Armor
AC -10, DT -10, and DR -25%.
-Bowie Knife (Dagger, One-Handed) AC: 60
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+30 Dmg Type: Normal WR: 6 Rng: 5 ft N: 16/65%
-Frag Grenade (2) L: 10/60%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 105 ft EXR: 25 ft F: 10/60%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 7/50%
Ex: 10/60%
Set 1 LR: 8
-Browning M2HB (.50, Minigun, Two-Handed) PR: 40%
Skill: Big Guns B: 5 Dmg: 6d8+15 Dmg Type: Normal WR: 10 Rng: 720 ft RR: 34%
AC -15, DT -10, and DR -20%.
Set 2 Immune to Flashbangs, Glare
-Heavy Incinerator (Gasoline, Napalm Pack, Two-Handed) Penalties, and Gas, and Night
Skill: Energy Weapons S: 5 B: 6 Dmg: 4d10+45 Dmg Type: Fire WR: 10 Rng: 165 ft Vision up to 150 ft.
AC -10, DT -10, and DR -20%. Anyone within 10 ft away from the center takes damage. PT 8.
20 Persistent Fire Damage a turn. Environmental flames from this weapon last for four
turns. Burst range is from two to three. Uses Grenade Launcher Ranges.
Set 3
-Arc Welder (ECP, Two-Handed)
Skill: Energy Weapons S: 5 Dmg: 6d10+40 Dmg Type: Plasma WR: 12 Rng: 40 ft
DT -5 and DR -20%. If it hits, you’re Pulsed for one turn. The electrical discharges will
chain if any target is within 5 ft of anyone hit by this. Those adjacent roll END -5. If you
fail you’re Stunned for one turn. Damage inflicted is not split. Everyone takes the same
amount of damage. This weapon uses Pistol Ranges. DM +0.25 vs. Robots and those in
Exo Suits.
Marked Men Ravager
Ravagers appear to be former Legionaries that specialize in melee weapons.

Defcon Tier 3> STR: 10 PER: 6 END: 10 CHA: 4 INT: 5 AGI: 10 LCK: 6
Size Medium
Max HP 300
AP 10
Sequence 20

Skills Notes

Big Guns 125 Adaptable R3


Melee Weapons 150 Armor Breaker R2
Small Guns 125 Light Step R3
Throwing 125
Unarmed 100
Observation 75
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Centurion Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+20 Dmg Type: Normal Rng: 5 ft Leather Rags
-Bowie Knife (Dagger, One-Handed) Century Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+34 Dmg Type: Normal WR: 6 Rng: 5 ft
-Frag Grenades (2) AC: 50
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 70 ft EXR: 25 ft N: 16/75%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. L: 8/50%
F: 8/40%
Set 1 P: 6/30%
-Super Sledgehammer (Bludgeon, Two-Handed) Ex: 7/45%
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+45 Dmg Type: Normal WR: 10 Rng: 50 ft LR: 6
SM: Knockback - If you hit with a Targeted Attack to the Torso, knockback the opponent PR: 40%
15 ft back. RR: 43%
Set 2
-Claymore (Sword, Two-Handed) PT 6 and Intimidation +10.
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d8+40 Dmg Type: Normal WR: 8 Rng: 10 ft
SM: Highland Slash - -20 Hit Chance, DM +0.2.
Set 3
-Thermic Lance (Pole Arm, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d8+45 Dmg Type: Plasma WR: 12 Rng: 10 ft
DT -10 and DR -25%.
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. All Mole Miners can only read and write English.

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

Defcon Tier 4< STR: 7 PER: 6 END: 8 CHA: 3 INT: 5 AGI: 8 LCK: 6
Size Medium
Max HP 60
AP 9
Sequence 7

Skills Notes

Small Guns 100 Adaptable R1


Unarmed 100 Armor Breaker R1
Observation 50 Light Step R1
Sneak 50

Weapons / Attacks Armor

-Large Fist & Feet AC: 40


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+16 Dmg Type: Normal Rng: 5 ft N: 9/55%
L: 11/60%
Set 1 F: 6/40%
-Remington Shotgun (12 Gauge Slug, Two-Handed) P: 6/40%
Skill: Small Guns S: 3 T: 4 Dmg: 3d10+40 Dmg Type: Normal WR: 4 Rng: 65 ft Ex: 11/60%
DT -5 and DR -20%. LR: 4
Set 2 PR: 40%
-Sawed-off Winchester (12 Gauge Buckshot, Shotgun, One-Handed) RR: Immune
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+14 Dmg Type: Normal WR: 2 Rng: 35 ft
AC -35. Buckshot effect. Immune to Gas and
Flashbangs.
PT 4.
Mole Miner Digger/Rockbreaker
The more experienced Mole Miner that also packs a punch. Diggers are close combat fighters while Rockbreakers prefer to use
shotguns.

Defcon Tier 4> STR: 8 PER: 6 END: 9 CHA: 4 INT: 6 AGI: 9 LCK: 6
Size Medium
Max HP 120
AP 10
Sequence 8

Skills Notes

Small Guns 125 Adaptable R1


Unarmed 125 Armor Breaker R1
Observation 75 Light Step R2
Sneak 50

Weapons / Attacks Armor

-Large Fist & Feet AC: 50


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+17 Dmg Type: Normal Rng: 5 ft N: 12/65%
L: 14/70%
Set 1 F: 9/50%
-Remington Shotgun (12 Gauge Slug Armor-Piercing, Two-Handed) P: 9/50%
Skill: Small Guns S: 3 T: 4 Dmg: 3d10+20 Dmg Type: Normal WR: 4 Rng: 65 ft Ex: 14/70%
AC -10, DT -25, and DR -40%. LR: 5
Set 2 ER: 60%
-Mole Miner Gauntlet PR: 45%
Skill: Unarmed S: 3 T: 4 Dmg: 4d4+28 Dmg Type: Normal WR: 6 Rng: 5 ft RR: Immune
DT -4 and DR -10%. Cannot execute Hold, Choke Hold, or Disarm.
Immune to Gas and
Flashbangs.
PT 6.
Mole Miner Foreman/Supervisor
The leaders of the Mole Miners. Supervisors are the second-in-command while the Foreman are the leaders.

Defcon Tier 3- STR: 8 PER: 6 END: 10 CHA: 4 INT: 6 AGI: 10 LCK: 6


Size Medium
Max HP 160
AP 10
Sequence 18

Skills Notes

Small Guns 150 Mole Miner Diggers/Rockbreakers cannot take Targeted Attacks to the neck. The rest of the Targeted Attacks follow the
Unarmed 150 standard of a Human.
Observation 100
Sneak 75 Adaptable R2
Armor Breaker R3
Light Step R3

Weapons / Attacks Armor

-Large Fist & Feet AC: 60


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+22 Dmg Type: Normal Rng: 5 ft N: 15/75%
L: 17/80%
Set 1 F: 12/60%
-Combat Shotgun (12 Gauge Flechette Armor-Piercing, Two-Handed) P: 12/60%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d10+10 Dmg Type: Normal WR: 6 Rng: 95 ft Ex: 17/80%
DT -20 and DR -40%. Burst range is from two to four. LR: 5
Set 2 PR: 50%
-Rockwell M72 (Armor-Piercing Rocket, Rocket Launcher) RR: Immune
Skill: Big Guns S: 6 Dmg: 10d6+35 Dmg Type: Explosive WR: 8 Rng: 560 ft EXR: 20 ft
AC -30, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. Immune to Gas and
Inflicts double damage to Environmental Objects and Vehicles. Flashbangs.
PT 8.
Raiders
The scourge of the wastes. Raiders only think about themselves or the group they’re associated with.

Raider / Powder Ganger / Fiend Recruit


Raiders are the common bastards found in the wasteland. Powder Gangers are 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.

Defcon Tier 5< STR: 5 PER: 6 END: 5 CHA: 5 INT: 5 AGI: 6 LCK: 5
Size Medium
Max HP 30
AP 8
Sequence 6

Skills Notes

Melee Weapons 75 Raiders carry 1 Beer and 1 Jet. Powder Gangers carry a Lighter and 2 Cigarettes.
Small Guns 75
Throwing 75 Addict (Fiend Only)
Unarmed 75
Observation 25
Sneak 25

Weapons / Attacks Raider Armor Powder Armor

-Fist & Feet Normal Clothes Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Raider Armor (Badlands, Metal Armor
-Knife (Dagger, One-Handed) Blastmaster, Painspike, or
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal WR: 2 Rng: 5 ft Sadist) AC: 35
-Molotov Cocktails (1) N: 8/35%
Skill: Throwing S: 4 Dmg: 4d4+5 Dmg Type: Fire Rng: 75 ft EXR: 5 ft AC: 30 L: 0/15%
If hit, take 15 Persistent Fire Damage. N: 4/15% F: 0/15%
L: 1/15% P: 0/15%
Set 1 F: 1/15% Ex: 3/25%
-Sawed-off Winchester (12 Gauge Buckshot, Shotgun, One-Handed) P: 0/10% LR: 4
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+14 Dmg Type: Normal WR: 2 Rng: 35 ft Ex: 0/15% PR: 30%
AC -35. Buckshot effect. LR: 3 RR: 12%
Set 2 PR: 25%
-M&A 9mm Pistol (9mm, One-Handed) RR: 10% Conductive.
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+6 Dmg Type: Normal WR: 2 Rng: 80 ft
AC -15 and DT -2. Badlands: Energy Weapons &
Set 3 Small Guns +5.
-Pipe SMG (.45, One/Two-Handed) Blastmaster: Big Guns &
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d4+5 Dmg Type: Normal WR: 2 Rng: 65 ft Throwing +5.
DT -2 and DR -15%. PainspikeL Intimidation +10,
Set 4 AGI +1.
-Machete (Sword, One-Handed) Sadist: Melee Weapons and
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+11 Dmg Type: Normal WR: 2 Rng: 5 ft Unarmed +5.
-Molotov Cocktails +2
Raider Waster / Hardened Powder Ganger / Fiend
The second-in-command of raider gangs, Hardened Powder Gangers are high profile convicts, and the Fiends are the Fiends.

Defcon Tier 5- STR: 7 PER: 6 END: 6 CHA: 5 INT: 5 AGI: 8 LCK: 5


Size Medium
Max HP 60
AP 9
Sequence 7

Skills Notes

Big Guns 100 Raider Wasters carry 1 Buffout. Fiends carry 1 Jet and 1 Beer. Hardened Powder Gangers carry a Lighter and 1 Cigar.
Melee Weapons 100
Small Guns 100 Addict (Fiend Only)
Throwing 100
Unarmed 75
Observation 50
Sneak 50

Weapons / Attacks Waster / Fiend Armor Powder Armor

-Fist & Feet Metal Helmet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Normal Clothes Enameled Metal Armor
-Knife (Dagger, One-Handed) Plated Leather
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+9 Dmg Type: Normal WR: 2 Rng: 5 ft AC: 40
-Dynamite (1) AC: 35 N: 10/45%
Skill: Throwing S: 4 Dmg: 2d10+30 Dmg Type: Explosive Rng: 95 ft EXR: 15 ft N: 9/40% L: 2/30%
AC -5, DT -5 and DR -10%. If it hits roll AGI -2. If you succeed, take half damage. L: 5/55% F: 2/30%
F: 5/55% P: 1/25%
Set 1 P: 2/25% Ex: 3/25%
-AK-47 (7.62, Assault Rifle, Two-Handed) Ex: 6/25% LR: 5
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 4d4+8 Dmg Type: Normal WR: 2 Rng: 255 ft LR: 4 PR: 30%
AC -5, DT -3, and DR -15%. ER: 35% RR: 12%
Set 2 PR: 30%
-B.A.R. (.30-06, Machine Gun, Two-Handed) RR: 12% Conductive.
Skill: Big/Small Guns S: 4 T: 5 B: 6 Dmg: 4d6+12 Dmg Type: Normal WR: 2 Rng: 480 ft
AC -5, DT -7, and DR -25%. PT 2.
Set 3
-Hunting Rifle (.308, Two-Handed)
Skill: Small Guns S: 4 T: 5 Dmg: 3d6+24 Dmg Type: Normal WR: 4 Rng: 630 ft
AC -10, DT -5, and DR -20%.
Set 4
-H&K MP9 (10mm, One/Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 4 Dmg: 3d4+5 Dmg Type: Normal WR: 2 Rng: 160 ft
AC -10 and DT -3.
Set 5
-Baseball Bat (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft
SM: Homerun! - Targeted Attack to the head gets CC +5.
-Dynamite +1
Fiend Fanatic / Raider Veteran / Young Great Khan
Raider Veterans are the leaders of raider gangs. The up and comers of the Great Khans are looking to be prosperous drug dealers.
Can only be found on the west coast.

Defcon Tier 5> STR: 7 PER: 7 END: 6 CHA: 6 INT: 5 AGI: 9 LCK: 5
Size Medium
Max HP 100
AP 10
Sequence 8

Skills Notes

Big Guns 125 Raider Veterans carry 1 Jet, a Lighter, and 1 Cigar. Young Great Khans carry 1 Med-X, 1 Jet, and 1 Buffout.
Melee Weapons 100
Small Guns 125 Addict (Fiend Only)
Throwing 100 Light Step R1
Unarmed 100
Observation 75
Sneak 75

Weapons / Attacks Fanatic / Veteran Armor Khan Armor

-Fist & Feet Combat Helmet Great Khan Spike Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garments Military Garments
-Combat Knife (Dagger, One-Handed) Kevlar Armor Great Khan Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+11 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 48 AC: 48
-Frag Grenades (1) N: 11/60% N: 11/70%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft EXR: 25 ft L: 7/40% L: 7/50%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. F: 7/40% F: 7/50%
P: 6/35% P: 6/45%
Set 1 Ex: 9/65% Ex: 9/75%
-Assault Carbine (5mm, Assault Rifle, Two-Handed) LR: 6 LR: 6
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 320 ft ER: 55% ER: 45%
AC -5, DT -7, and DR -15%. PR: 30% PR: 30%
Set 2 RR: 22% RR: 22%
-HK21 (7.62, Bipod, Machine Gun, Two-Handed)
Skill: Big Guns S: 3 T: 4 B: 5 Dmg: 4d4+13 Dmg Type: Normal WR: 4 Rng: 425 ft PT 4 and AGI +1. Same effect as Armor 1.
AC -5, DT -3, and DR -15%.
Set 3
-Sledgehammer (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+26 Dmg Type: Normal WR: 6 Rng: 10 ft
SM: Knockback - When targeting the chest, knockback opponent 5 ft back, DM +0.1.
-Frag Grenades +1
Raider Hound
Typically big dogs are tamed by raiders that are thirsty for blood.

Defcon Tier 5- STR: 6 PER: 9 END: 4 CHA: 4 INT: 5 AGI: 7 LCK: 5


Size Medium
Max HP 35
AP 9
Sequence 8

Skills Notes

Unarmed 100 Cannot take Targeted Attacks to the arm. Targeted Leg Attacks can be done to one of its four Legs. This is a Creature.
Observation 100 When tracking they get Survival +50. When extracting Raw Meat and Hide this is considered Small.
Sneak 100
Light Step R2
Sixth Sense

Weapons / Attacks Metal Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+6 Dmg Type: Normal Rng: 5 ft N: 8/35%
1d6 True Damage. L: 0/15%
F: 0/15%
P: 0/15%
Ex: 3/25%
LR: 3
PR: 20%
RR: Immune

Conductive.
Great Khan
Official members of the Great Khans. You’ll often find them making deals with raiders. Can only be found on the west coast.

Defcon Tier 4< STR: 7 PER: 7 END: 7 CHA: 5 INT: 6 AGI: 10 LCK: 5
Size Medium
Max HP 100
AP 10
Sequence 12

Skills Notes

Energy Weapons 125 They carry 1 Jet, 1 Psycho, 1 Beer, and 1 Buffout.
Melee Weapons 125
Small Guns 125 Adaptable R1
Throwing 125 Addict (Fiend Fanatic Only)
Unarmed 125 Armor Breaker R1
Observation 100 Light Step R1
Sneak 100

Weapons / Attacks Khan / Fiend Armor

-Fist & Feet Great Khan Spike Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Military Garments
-Frag Grenades (2) Great Khan Armor
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. AC: 45
N: 11/70%
Set 1 L: 4/50%
-M16A2 (5.56, Assault Rifle) F: 4/50%
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+15 Dmg Type: Normal WR: 6 Rng: 425 ft P: 3/45%
AC -10, DT -5, and DR -25%. Ex: 9/75%
Set 2 LR: 6
-Trail Carbine (.44, Rifle, Two-Handed) PR: 30%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+20 Dmg Type: Normal WR: 6 Rng: 340 ft RR: 22%
AC -5, DT -3, and DR -20%. Burst range is up to two.
Set 3 PT 4 and AGI +1.
-Razor Claw
Skill: Unarmed S: 2 T: 3 Dmg: 6d4+12 Dmg Type: Normal WR: 6 Rng: 5 ft
+10 Hit Chance when doing Deflect or Counter Attack.
-Frag Grenades +2
Set 4
-Sledgehammer (Bludgeon, Two-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+26 Dmg Type: Normal WR: 6 Rng: 10 ft
SM: Knockback - If you hit with a Targeted Attack to the Torso, knockback the opponent
15 ft back.
-Frag Grenades +2
Slavers
Slavers are opportunists with little more principles than raiders, but they do take people alive… usually. All Slavers
carry Handcuffs, an Explosive Collar, a Handheld Radio, and a Flashlight.

Slaver
The bottom of the rung on the slavers’ ladder, these thugs help capture potential ‘assets’ and defend slaver settlements.

Defcon Tier 5> STR: 6 PER: 5 END: 6 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 7

Skills Notes

Small Guns 100 1 Healing Powder.


Melee Weapons 100
Unarmed 75 Light Step R1
Throwing 50
Observation 50
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Metal Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Gas Mask
-Knife (Dagger, One-Handed) Normal Clothes
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+8 Dmg Type: Normal WR: 2 Rng: 5 ft Gridded Leather Armor
Sleight of Hand +15 when Concealing this weapon. (Metal Plate)
-Police Baton (Bludgeon, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+8 Dmg Type: Normal WR: 2 Rng: 5 ft AC: 35
SM: Police Lock - Can execute the SMs Hold or Choke Hold with Melee Weapons. N: 8/30%
L: 11/45%
Set 1 F: 10/45%
-N102 10mm Combat Pistol (10mm, Pistol, One-Handed) P: 4/20%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+8 Dmg Type: Normal WR: 2 Rng: 105 ft Ex: 5/20%
AC -10 and DT -3. LR: 3
Set 2 ER: 20%
-MP5 (9mm, SMG, One/Two-Handed) PR: 30%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+9 Dmg Type: Normal WR: 2 Rng: 150 ft RR: 12%
AC -15 and DT -2.
Set 3 Insulated and immune to Gas.
-Cowboy Repeater (.357, Rifle, Glow Sights, Two-Handed) PT 2.
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d8+12 Dmg Type: Normal WR: 4 Rng: 225 ft
AC -15, DT -5, and DR -15%.
Set 4
-Winchester Shotgun (12 Gauge Rubber Slugs, Shotgun, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d10+16 Dmg Type: Normal WR: 2 Rng: 90 ft
DR -20%, DM -0.2, and 1d8 True Damage. May choose to render a target Comatose and
Stabilized when reducing them to 0 HP.
Hardened Slaver
These well-equipped and motivated slavers have proven themselves capable of supporting operations, and keeping slaves in line.

Defcon Tier 4< STR: 8 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 130
AP 9
Sequence 10

Skills Notes

Small Guns 125 1 Afterburner Gum


Melee Weapons 125
Unarmed 100 Adaptable R1
Throwing 100 Armor Breaker R1
Observation 75 Light Step R1
Intimidation 75
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+13 Dmg Type: Normal Rng: 5 ft Gas Mask
-Cattle Prod (EC, Bludgeon, One-Handed) Military Garment
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+21 Dmg Type: Normal WR: 8 Rng: 5 ft Polished Metal Armor
Non-Robots hit have to roll END -1. If they fail, they’re Unconscious for one turn. (Kevlar Weave)
-Flashbangs (2)
Skill: Throwing S: 3 Rng: 65 ft EXR: 20 ft AC: 40
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re N: 15/75%
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. L: 14/55%
F: 7/40%
Set 1 P: 7/35%
-.44 Revolver (.44 Armor-Piercing, One-Handed) Ex: 11/55%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+8 Dmg Type: Normal WR: 6 Rng: 160 ft LR: 7
AC -15, DT -21, and DR -40%. PR: 35%
Set 2 RR: 14%
-FN FAL (.308, Assault Rifle, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 3d6+18 Dmg Type: Normal WR: 4 Rng: 480 ft Chestplate, Conductive, and
AC -10, DT -5, DR -20%. immune to Gas.
-Flashbangs +2 PT 4.
Set 3
-Combat Shotgun (12 Gauge Rubber Slugs, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 2d10+16 Dmg Type: Normal WR: 6 Rng: 145 ft
DR -20%. DM -0.2. 1d8 True Damage. May choose to render a target Comatose and
Stabilized when reducing them to 0 HP. Burst Max is Four.
Slaver Lieutenant
Slaver Lieutenants lead small teams and settlements of slavers, enforcing obedience with an iron fist.

Defcon Tier 4> STR: 8 PER: 7 END: 8 CHA: 7 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 200
AP 9
Sequence 10

Skills Notes

Small Guns 150 1 Stimpak and 1 Afterburner Gum.


Melee Weapons 150
Unarmed 125 Adaptable R1
Throwing 125 Armor Breaker
Observation 100 Light Step R1
Intimidation 125
Insight 100
Sneak 100

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+13 Dmg Type: Normal Rng: 5 ft Gas Mask
-Cattle Prod (EC, Bludgeon, One-Handed) Military Garment
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+21 Dmg Type: Normal WR: 8 Rng: 5 ft Combat Armor MK I
Non-Robots hit have to roll END -1. If they fail, they’re Unconscious for one turn.
-Flashbangs (4) AC: 50
Skill: Throwing S: 3 Rng: 65 ft EXR: 20 ft N: 13/60%
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re L: 8/50%
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. F: 8/50%
P: 5/40%
Set 1 Ex: 7/50%
-Desert Eagle .44 (.44, Pistol, One-Handed) LR: 7
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+15 Dmg Type: Normal WR: 6 Rng: 170 ft PR: 40%
AC -5, DT -3, and DR -20%. RR: 31%
Set 2
-Chinese Assault Rifle (5.56 Armor-Piercing, Reflex Scope, Two-Handed) Chestplate and immune to
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+14 Dmg Type: Normal WR: 7 Rng: 440 ft Gas.
AC -20, DT -25, and DR -45%. MD +10. PT 6, PER +2, and AGI +1.
Set 3
-Riot Shotgun (12 Gauge Rubber Slugs, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d10+23 Dmg Type: Normal WR: 6 Rng: 145 ft
DR -30%, DM -0.2. +5 Hit Chance. 1d8 True Damage. May choose to render a target
Comatose and Stabilized when reducing them to 0 HP. Burst Max is Four.
Slaver Boss
Slaver Bosses are the head of entire slaver factions and organizations. Hundreds of slaves reside under these grim tyrants.

Defcon Tier 3> STR: 8 PER: 7 END: 8 CHA: 7 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 350
AP 9
Sequence 11

Skills Notes

Small Guns 150 3 Stimpaks and 1 Fury.


Melee Weapons 150
Unarmed 125 Adaptable R2
Throwing 125 Armor Breaker R2
Observation 125 Light Step R1
Intimidation 125 Quiver With Fear
Insight 100
Sneak 100

Weapons / Attacks Armor

-Fists & Feet Advanced Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+16 Dmg Type: Normal Rng: 5 ft Military Garments
-Super Cattle Prod (EC, Bludgeon, One-Handed) Combat Armor MK II
Skill: Melee Weapons S: 3 T: 4 Dmg: 4d4+24 Dmg Type: Normal WR: 8 Rng: 5 ft (Reinforced Ballistic)
Non-Robots hit have to roll END -2. If they fail, they’re Unconscious for 1d2 turns.
-Poison Gas Grenades- Knockout Juice (2) AC: 75
Skill: Throwing S: 4 Rng: 65 ft EXR: 20 ft N: 21/80%
All AC and Penalties are ignored. Fog Environmental Penalty in EXR for 1 minute. Those L: 15/75%
without Immunity to Gas must roll END -2 every turn inside the cloud or become F: 15/75%
Unconscious for 1 Minute. P: 12/65%
-Desert Eagle (.50 AE Hollow Points, Pistol, Hardened Receiver, One-Handed) Ex: 15/75%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 8d8+25 Dmg Type: Normal WR: 8 Rng: 170 ft LR: 7
AC -15, DR -10%. PR: 30%
-FN SCAR-H (.308 Armor-Piercing, Assault Rifle, Reflex Scope, Two-Handed) RR: 45%
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 3d6+15 Dmg Type: Normal WR: 9 Rng: 510 ft
AC -20, DT -25, and DR -40%. Battle Cup and Chestplate.
PT 6, PER +2, and AGI +1.
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. All Swampfolk know English.

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

Defcon Tier 4< STR: 8 PER: 6 END: 8 CHA: 4 INT: 4 AGI: 8 LCK: 6
Size Large
Max HP 110
AP 9
Sequence 7

Skills Notes

Melee Weapons 100 Armor Breaker R1


Small Guns 100 Light Step R1
Unarmed 100
Observation 75
Sneak 50

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+15 Dmg Type: Normal Rng: 5 ft
AC: 40
Set 1 N: 8/40%
-Multi-Purpose Axe (One/Two-Handed) L: 8/40%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d8+21 Dmg Type: Normal WR: 2 Rng: 5 ft F: 8/40%
Set 2 P: 8/40%
-Winchester Shotgun (12 Gauge Slug, Two-Handed) Ex: 8/40%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d10+16 Dmg Type: Normal WR: 2 Rng: 65 ft LR: 4
DT -5 and DR -20%. PR: 40%
RR: Immune
Bruiser
Bruisers are stronger than any of the other Swampfolk around. They typically wear a bloody “Bill’s” mechanic outfit.

Defcon Tier 4> STR: 10 PER: 6 END: 8 CHA: 4 INT: 4 AGI: 7 LCK: 6
Size Large
Max HP 200
AP 9
Sequence 7

Skills Notes

Melee Weapons 150 Armor Breaker R1


Unarmed 100 Light Step R2
Observation 75
Sneak 50

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+19 Dmg Type: Normal Rng: 5 ft
-Battle Axe (One/Two-Handed) AC: 60
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d10+27 Dmg Type: Normal WR: 6 Rng: 10 ft N: 11/60%
L: 11/60%
F: 11/60%
P: 11/60%
Ex: 11/60%
LR: 4
PR: 60%
RR: Immune
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.

Defcon Tier 4- STR: 6 PER: 6 END: 8 CHA: 4 INT: 4 AGI: 9 LCK: 6


Size Medium
Max HP 90
AP 10
Sequence 8

Skills Notes

Melee Weapons 125 Adaptable R1


Small Guns 125 Armor Breaker R1
Unarmed 100 Light Step R2
Observation 50
Sneak 50

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 2d4+13 Dmg Type: Normal Rng: 5 ft
AC: 50
Set 1 N: 9/50%
-War Axe (One-Handed) L: 9/50%
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d8+20 Dmg Type: Normal WR: 4 Rng: 5 ft F: 9/50%
Set 2 P: 9/50%
-Winchester Shotgun (12 Gauge Slug, Two-Handed) Ex: 9/50%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d10+16 Dmg Type: Normal WR: 2 Rng: 65 ft LR: 4
DT -5 and DR -20%. PR: 50%
Set 3 RR: Immune
-Cowboy Repeater (.357, Rifle, Two-Handed)
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d8+12 Dmg Type: Normal WR: 4 Rng: 240 ft
AC -15, DT -5, and DR -15%. Burst range is up to two.
Vault Dwellers
A rare sight in the wasteland to behold nowadays. Vault Dwellers originate from pre-war Vaults constructed by
Vault-Tec. All Vault Dwellers know English and one additional language chosen by the Overseer. They also all wear
Pip-Boys.

Vault Dweller
The common Vault citizen is mostly tasked with running the various facilities of the vault, such as kitchens, storage areas,
entertainment wings, and libraries. Most have some background in sports, and some even have skills in farming in certain vaults.

Defcon Tier 5- STR: 5 PER: 6 END: 5 CHA: 6 INT: 6 AGI: 7 LCK: 5


Size Medium
Max HP 35
AP 10
Sequence 7

Skills Notes

Melee Weapons 75 Adaptable R1


Small Guns 75
Unarmed 75
Observation 50
Sneak 50
Survival 50

Weapons / Attacks Armor

-Fist & Feet Vault-Tec Jumpsuit


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
AC: 20
Set 1 N: 2/10%
-N102 10mm Combat Pistol (10mm, Pistol, One-Handed) L: 2/15%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+8 Dmg Type: Normal WR: 2 Rng: 115 ft F: 2/10%
AC -10 and DT -3. P: 2/10%
Set 2 Ex: 0/10%
-Baseball Bat (Bludgeon, Two-Handed) PR: 25%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+13 Dmg Type: Normal WR: 4 Rng: 5 ft RR: 25%
SM: Homerun! - Targeted Attack to the head gets CC +5.
Set 3
-Switchblade (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+7 Dmg Type: Normal WR: 4 Rng: 5 ft
SM: Tunnel Snakes Rule!: +20 Hit Chance when doing the Backstab Special Move; can
attempt this Special Move regardless of Skill when using this weapon. Sleight of Hand
+25 when concealing this weapon.
Vault Security
The protectors and enforcers of the Vault. Your loyal Vault Security officers.

Defcon Tier 5> STR: 6 PER: 7 END: 6 CHA: 7 INT: 6 AGI: 8 LCK: 5
Size Medium
Max HP 50
AP 10
Sequence 10

Skills Notes

Melee Weapons 100 They carry Handcuffs, a Flashlight, and a Handheld Radio.
Small Guns 100
Unarmed 100 Adaptable R1
Observation 75 Light Step R1
Insight 75
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Vault Security Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft Vault-Tec Jumpsuit
-N102 10mm Combat Pistol (10mm Hollow-Point, One-Handed) Vault Security Armor
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 6d4+18 Dmg Type: Normal WR: 2 Rng: 120 ft
AC -10, DT -3. AC: 50
-Police Baton (Bludgeon, One-Handed) N: 12/60%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+8 Dmg Type: Normal WR: 2 Rng: 5 ft L: 5/45%
DT -3. F: 5/40%
SM: Security Lock - Can execute a Hold or Choke Hold with Melee Weapons. P: 4/35%
Ex: 8/65%
Set 1 LR: 6
-H&K MP9 (10mm Hollow-Point, One/Two-Handed) PR: 30%
Skill: Small Guns S: 4 T: 5 B: 4 Dmg: 6d4+15 Dmg Type: Normal WR: 2 Rng: 170 ft RR: 37%
AC -10 and DT -3.
Set 2 Immune to Flashbangs, and
-Mossberg 500 (12 Gauge Buckshot, Two-Handed) ignore Environmental Effects
Skill: Small Guns S: 3 T: 4 Dmg: 3d8+25 Dmg Type: Normal WR: 2 Rng: 85 ft except for Night Time and
AC -15. Buckshot effect. Total Darkness.
PT 8.
Vault Scientist
The big brain energy of the Vault. Often assigned to Vault science projects, researching the inhabitants, the outside world, or other
purviews of science. Bathed in the glow of terminals, and the smell of cooking beakers, they are an odd bunch.

Defcon Tier 5< STR: 4 PER: 7 END: 5 CHA: 7 INT: 9 AGI: 6 LCK: 5
Size Medium
Max HP 30
AP 9
Sequence 7

Skills Notes

Energy Weapons 75 Vault Scientists carry whatever Tools they may need for their job. They have at max 150 in two of the following Support
Small Guns 75 Skills: Chemistry, Computer Science, Doctor, and Engineer. This is upon the Overseer’s discretion.
Unarmed 50
Observation 50 Adaptable R1

Weapons / Attacks Armor

-Fist & Feet Vault-Tec Lab Coat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+4 Dmg Type: Normal Rng: 5 ft
-Wattz Laser Pistol (EC, One-Handed) AC: 20
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d4+7 Dmg Type: Laser WR: 2 Rng: 255 ft N: 2/10%
L: 2/15%
F: 2/10%
P: 2/10%
Ex: 0/10%
LR: 3
PR: 25%
RR: 25%

Computer Science and Doctor


+10.
Vault Technician
Vaults are full of machinery, computers, electronics, oxygen recyclers, and the humming radioactive engines of nuclear reactors.
Technicians make sure these things stay running. Because if they don’t stay running, the Vault is as good as dead.

Defcon Tier 5- STR: 7 PER: 4 END: 6 CHA: 5 INT: 7 AGI: 7 LCK: 5


Size Medium
Max HP 45
AP 10
Sequence 7

Skills Notes

Melee Weapons 100 They carry a Tool Kit, a Utility Belt, a Handheld Radio, and a Flashlight. They have at max 150 in two of the following
Small Guns 50 Support Skills: Blacksmith, Engineer, Gunsmith and Sleight of Hand. This is upon the Overseer’s discretion.
Unarmed 75
Observation 75 Adaptable R1
Armor Breaker R1

Weapons / Attacks Armor

-Fist & Feet Vault-Tec Mechanic


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Jumpsuit
-Multi-Tool (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal WR: 4 Rng: 5 ft AC: 20
SM: Tunnel Snakes Rule!: +20 Hit Chance when doing the Backstab Special Move; can N: 2/10%
attempt this Special Move regardless of Skill when using this weapon. Sleight of Hand L: 2/15%
+25 when concealing this weapon. F: 2/10%
P: 2/10%
Ex: 0/10%
LR: 3
PR: 25%
RR: 25%

Engineer +10.
Wasteland Legends
The world of Fallout is filled with characters that have impacted the world aside from yourself.
These NPCs have unique personalities and abilities that only they have. If you do not plan to use
these NPCs, we recommend using them as a base for custom NPCs.
East Coast
Arthur Maxson
The charismatic, military genius, and the Elder of the Eastern Brotherhood of Steel and the last descendent of Roger Maxson, the
founder of the Brotherhood of Steel.

Defcon Tier 1 STR: 10 PER: 10 END: 10 CHA: 10 INT: 10 AGI: 10 LCK: 10


Size Medium
Max HP 1000
AP 15
Sequence 25

Skills Notes

Big Guns 200 Arthur is a Human and has Good Karma.


Energy Weapons 200
Throwing 150 Adaptable R4
Melee Weapons 150 Armor Breaker R4
Unarmed 150 Iron Will
Observation 150 Light Step R
Sneak 150 Rebuke
Two For One

Ad Victoriam: At the beginning of Maxson’s turn, all allies within Maxson sight are healed by 50 HP. For each ally of
Maxson healed by this ability, his DM increases by 0.1 till the beginning of his next turn.

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-60 Helmet (Night Vision


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+44 Dmg Type: Normal Rng: 5 ft HUD)
-P94 Plasma Rifle (PC, Plasma Focuser, Two-Handed) B.O.S. Uniform
Skill: Energy Weapons S: 4 T: 5 Dmg: 10d8+20 Dmg Type: Plasma WR: 8 Rng: 400 ft T-60 (Model F), Exo Suit
AC -10, DT -5, and DR -20%.
-Maxson’s Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) AC: 125
Skill: Big Guns B: 5 Dmg: 4d6+8 Dmg Type: Plasma WR: 20 Rng: 200 ft N: 45/100%
AC -10, DT -5, and DR -40%. Burst ranges from five to ten. Apply Set-Up Burst Penalties. L: 44/100%
-Frag Grenades (8) F: 37/90%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 70 ft EXR: 25 ft P: 33/80%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. Ex: 46/80%
-Anti-Tank Grenade (8) LR: 20
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 70 ft EXR: 5 ft PR: 40%
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This RR: 86%
inflicts double damage to Environmental Objects and Vehicles.
Battle Cup, Chestplate, Super
Conductive, immune to
Flashbangs and Gas.
PT 20, STR +3, AGI -2, MD +10,
CW +200, and Sleight of Hand
and Sneak -50.
Butch DeLoria
The damned G.O.A.T. said I’m supposed to be a hairdresser, but that ain’t me! Tunnel Snakes Rule!

Defcon Tier 5- STR: 7 PER: 6 END: 5 CHA: 7 INT: 5 AGI: 7 LCK: 5


Size Medium
Max HP 50
AP 9
Sequence 7

Skills Notes

Melee Weapons 100 Carries a Lighter and a pack of Cigarettes. Butch is a Human and has Neutral Karma.
Small Guns 75
Unarmed 75 Light Step R1
Observation 50
Charm 100 Gang Leader: Butch always has a Personality of 50 ft. Whenever Butch or an ally is within his Personality is attacked, the
Intimidation 75 attacker gets a -25 Hit Chance.
Sleight of Hand 75 Tunnel Snakes: While you’re traveling with Butch, you generate one VP once every two R&Rs.
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Tunnel Snakes Jumpsuit


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Butch’s Toothpick (Switchblade, Dagger, One-Handed) AC: 20
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d8+9 Dmg Type: Normal WR: 2 Rng: 5 ft N: 2/10%
Sleight of Hand +25 when concealing this weapon. L: 2/15%
SM: Tunnel Snakes Rule! - Ignore DT and DR. Can only be a Targeted Attack to the Neck. F: 2/10%
-N102 10mm Combat Pistol (10mm Hollow Points, Pistol, One-Handed) P: 2/10%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 6d4+13 Dmg Type: Normal WR: 2 Rng: 115 ft Ex: 0/10%
AC -10 and DT -3. LR: 3
PR: 25%
RR: 25%

Charm & Intimidation +15


Cait
Only thing better than gettin' pissed is pickin' a fight. Am I right? Cage fighter, former slave, mercenary, take your pick. Cait’s a fighter,
through and through.

Defcon Tier 4< STR: 8 PER: 4 END: 7 CHA: 5 INT: 4 AGI: 8 LCK: 7
Size Medium
Max HP 100
AP 9
Sequence 6

Skills Notes

Unarmed 125 Carries a Flashlight, 2 Beers, Jet, and Buffout. Cait is a Human and has Neutral Karma.
Melee Weapons 125
Small Guns 100 Adaptable R1
Throwing 50 Armor Breaker R1
Chemistry 100 Light Step R1
Intimidation 100
Observation 75 Gang Up: When Flanking with party members, Cait and all members that are flanking increase their Hit Chance bonus to
Sneak 50 +20 and deal 1d6 True Damage with every hit.
Irish Courage: The effects and durations of Drinks and Chems used on Cait are doubled.

Weapons / Attacks Armor

-Fist & Feet Leather Rags


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+13 Dmg Type: Normal Rng: 5 ft Plated Leather (Kevlar Weave)
-Spiked Knuckles (Unarmed, One-Handed)
Skill: Unarmed S: 2 T: 3 Dmg: 1d6+17 Dmg Type: Normal WR: 3 Rng: 5 ft AC: 45
DR -10%. Sleight of Hand +15 when Concealing. N: 14/50%
-Baseball Bat (Bludgeon, Nails, Two-Handed) L: 9/65%
Skill: Melee Weapons S: 3 T: 4 Dmg: 1d10+21 Dmg Type: Normal WR: 4 Rng: 5 ft F: 8/55%
DR -10%. P: 5/25%
-Sawed-Off Winchester (12 Gauge Buckshot, One/Two-Handed) Ex: 10/25%
Skill: Small Guns S: 3 T: 4 Dmg: 3d8+14 Dmg Type: Normal WR: 4 Rng: 30 ft LR: 5
AC -35. Sleight of Hand +10 when Concealing. Buckshot effect. PR: 35%
RR: 19%

PT 4.
Charon
This life isn’t for the weak. They’ve killed, guarded, bribed, etc. Mercenaries work hard for their caps and they’ll do whatever it takes
to get the job done.

Defcon Tier 4< STR: 6 PER: 7 END: 3 CHA: 2 INT: 3 AGI: 8 LCK: 5
Size Medium
Max HP 100
AP 9
Sequence 8

Skills Notes

Small Guns 125 Charon is a Ghoul and has Neutral Karma. He carries a Flashlight and a Multitool.
Throwing 100
Melee Weapons 75 Adaptable R1
Unarmed 75 Armor Breaker R1
Chemistry 75 Light Step R1
Observation 75
Engineer 75 Contract Job: Charon can choose to bond with one player character. This will take one hour. After this Charon and the
Sneak 125 player character will get the following bonuses as long as either one isn’t Comatose or dead: DM +0.1, AC +10, AP +2, heal
5 HP at the start of every round.

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Military Fatigues
-Combat Knife (Dagger, One-Handed) Polished Metal Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 45
-Combat Shotgun (12 Gauge Flechette Armor-Piercing, Two-Handed) N: 11/75%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d6+10 Dmg Type: Normal WR: 6 Rng: 105 ft L: 11/55%
AC -30, DT -35, and DR -30%. Burst range is from two to four. F: 5/40%
-Flashbang (2) P: 5/35%
Skill: Throwing S: 3 Rng: 60 ft EXR: 20 ft Ex: 8/55%
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re LR: 5
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. PR: 45%
-Frag Grenades (2) RR: 86%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. Battle Cup and Conductive.
PT 4.
Clover
Clover is a slave held captive in Paradise Falls and pressed into slavery by Eulogy Jones. Clover is a prostitute and she’ll be crazy-in
love with whoever holds her leash.

Defcon Tier 4< STR: 4 PER: 7 END: 4 CHA: 6 INT: 5 AGI: 8 LCK: 7
Size Medium
Max HP 100
AP 9
Sequence 7

Skills Notes

Melee Weapons 75 Clover is a Human and has Bad Karma. She carries 1 Jet.
Small Guns 100
Throwing 75 Addict
Unarmed 75 Armor Breaker R1
Charm 100 Light Step R1
Deception 100
Insight 100 The Power of Love: Clover will be in love with whoever is her “owner.” Clover can only have one lover. While Clover is in
Observation 50 Love, both her and the lover will inflict AC -20 and DR -20%. This effect goes away once Clover has a new lover or she dies.
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Leather Rags


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+9 Dmg Type: Normal Rng: 5 ft Polished Metal Armor
-Combat Knife (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+13 Dmg Type: Normal WR: 4 Rng: 5 ft AC: 45
Can do the SM: Murder Stroke. N: 11/75%
-Frag Grenades (1) L: 11/55%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 50 ft EXR: 25 ft F: 5/30%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 5/25%
-Remington Shotgun (12 Gauge Slug, Two-Handed) Ex: 8/45%
Skill: Small Guns S: 3 T: 4 Dmg: 3d10+40 Dmg Type: Normal WR: 4 Rng: 70 ft LR: 6
AC -5 and DR -20%. PR: 50%
RR: 13%

Battle Cup and Conductive.


PT 4.
Codsworth
A domestic-model Mister Handy purchased by the Sole Survivor. Codsworth mostly spends his days cleaning up dust in Sanctuary
Hills. Sadly his job can never be completed.

Defcon Tier 5- STR: 5 PER: 6 END: 5 CHA: 5 INT: 10 AGI: 7 LCK: 5


Size Medium
Max HP 60
AP 9
Sequence 10

Skills Notes

Energy Weapons 100 Head cannot be Targeted, it has three Arms, and it has one Leg. Ignore Difficult Terrain penalties unless the Leg is crippled.
Melee Weapons 100 Codsworth is a Robot and has Good Karma.
Unarmed 100
Charm 75 Light Step R2
Lore 100
Observation 100 Robot Butler: When a player wants to loot, they can instead use Codsworth. This can only be done for one player and
Sneak 50 Codsworth uses his INT instead of LCK for Looting.
Robot Sympathy: Codsworth always has a Personality of 50 ft. Whenever a Robot hits Codsworth or his allies, the damage
is reduced by 25% after DT and DR.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 30


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+9 Dmg Type: Normal Rng: 5 ft N: 7/60%
-Flamer Pistol (Biofuel, One-Handed) L: 5/40%
Skill: Energy Weapons S: 3 Dmg: 3d6+10 Dmg Type: Fire WR: 4 Rng: 25 ft F: 5/40%
AC -10. All within the line of attack are hit. Inflicts 15 Persistent Fire Damage a turn. P: 5/20%
Uses Pistol Ranges. Long Range is Maximum Range. Ex: 5/40%
-Buzzsaw (EC, Special, Reinforced Blade, One-Handed) LR: 3
Skill: Melee Weapons S: 3 T: 4 Dmg: 2d6+20 Dmg Type: Normal WR: 4 Rng: 5 ft
DR -15%.
Curie
From a modified Miss Nanny to a walking breathing Synth, Curie gets to experience life in a different way.

Defcon Tier 5> STR: 5 PER: 5 END: 5 CHA: 7 INT: 11 AGI: 7 LCK: 5
Size Medium
Max HP 90
AP 10
Sequence 9

Skills Notes

Energy Weapons 100 Curie is a Synth and has Good Karma. If you wish to use her Miss Nanny body, use the Miss Nanny stat entry and give her
Melee Weapons 75 the Combat Medic and CVRIE abilities. As a Synth she carries a Doctor’s Bag, a Medical Kit, and 2 Stimpaks.
Throwing 100
Unarmed 75 Addict
Observation 50 Light Step R2
Doctor 150
Sneak 50 Combat Medic: Curie has a Personality of 100 ft. If Curie or an ally within her Personality would be Comatose, they
instead remain at 1 HP. Curie can use this ability up to 10 times and it resets after 24 hours.
CVRIE: Whenever Curie heals someone with an item or a chem that only heals, the heals are doubled after rolling.

Weapons / Attacks Armor

-Fist & Feet Normal Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Flashbang (2) AC: 20
Skill: Throwing S: 3 Rng: 55 ft EXR: 20 ft LR: 3
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re PR: 40%
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn. RR: Immune
-AER9 Laser Rifle (MFC, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 5d6+20 Dmg Type: Laser WR: 4 Rng: 375 ft PT 4.
Deacon
One of the top agents of the Railroad. He is a man of mystery, subterfuge, and lies, and his true identity or origins are unknown.
Some say he was a synth, or an Institute agent, or perhaps he was just a concerned wastelander? He also claims to be the true secret
head of the Railroad, but this is unknown.

Defcon Tier 4- STR: 6 PER: 6 END: 7 CHA: 6 INT: 6 AGI: 8 LCK: 5


Size Medium
Max HP 125
AP 9
Sequence 10

Skills Notes

Small Guns 125 Deacon is a Human with Neutral Karma. He carries a Make-Up Kit, Sunglasses, and a Handheld Radio.
Melee Weapons 100
Throwing 75 Armor Breaker R1
Unarmed 75 Light Step R2
Deception 125
Observation 100 Cloak & Dagger: When Deacon does a Sneak Attack, increase the DM by +1.
Sleight of Hand 100
Sneak 125

Weapons / Attacks Armor

-Fist & Feet Military Garments


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Railroad Armored Coat
-Frag Grenade (2) MK I
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 55 ft EXR: 25 ft
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. AC: 40
-Combat Knife (Dagger, One-Handed) N: 13/65%
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft L: 11/80%
Can do the SM: Murder Stroke. F: 6/45%
-Deliverer (10mm Armor-Piercing, Walter PPK, Silencer, One-Handed) P: 4/45%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 3d4+4 Dmg Type: Normal WR: 4 Rng: 65 ft Ex: 11/45%
AC -20, DT -19, and DR -20%. LR: 4
PR: 35%
RR: 39%

Battle Cup and Chestplate.


PT 4 and AGI +1.
Fawkes
A calm Super Mutant from Vault 87. Fawkes memory may be fading away, but his heart is always in the right place.

Defcon Tier 3- STR: 12 PER: 5 END: 12 CHA: 7 INT: 7 AGI: 9 LCK: 5


Size Large
Max HP 300
AP 10
Sequence 19

Skills Notes

Big Guns 150 Fawkes is an Eastern Super Mutant and has Good Karma. He carries a Pre-War and Post-War Almanac.
Melee Weapons 150
Unarmed 150 Adaptable R3
Lore 100 Armor Breaker R2
Observation 100 Light Step R2
Sneak 75 Rebuke
Two For One

Trust: Fawkes always has a Personality of 100 ft. If an ally is within Fawkes Personality he can give you a reroll. Fawkes can
use this ability up to 10 times and it resets after 24 hours.
Words of Wisdom: Fawkes provides words of wisdom for up to four allies. Allies can use this wisdom to give themselves a
bonus to a check before a roll is made within 30 minutes. For skills you’ll get a +25. For SPECIAL you’ll get a +2. This ability
resets after 24 hours.

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+26 Dmg Type: Normal Rng: 5 ft
AC: 75
Set 1 N: 20/80%
-Gatling Laser (MFC, Beam Focuser, Two-Handed) L: 20/80%
Skill: Big Guns B: 5 Dmg: 4d6+10 Dmg Type: Laser WR: 8 Rng: 225 ft F: 20/80%
AC -15, DT -10, and DR -20%. Burst ranges from five to ten. P: 20/80%
Set 2 Ex: 20/80%
-Super Sledgehammer (Bludgeon, Two-Handed) LR: 10
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+42 Dmg Type: Normal WR: 10 Rng: 10 ft PR: 100%
SM: Knockback - If you hit with a Targeted Attack to the Torso, knockback the opponent
10 ft back and they end up Knocked Down. PT 6.
Herbert “Daring” Dashwood (Young)
“You’re listening to the adventures of me, Herbert “Daring” Dashwood! And my stalwart Ghoul manservant Argyle!”
Submitted by INSERTUSERNAME.

Defcon Tier 4> STR: 7 PER: 8 END: 6 CHA: 8 INT: 7 AGI: 7 LCK: 4
Size Medium
Max HP 150
AP 9
Sequence 7

Skills Notes

Small Guns 125 Adaptable R2


Energy Weapons 100
Throwing 100 Faithful Bodyguard: Wherever Dashwood goes, Argyle follows. Dashwood has a Personality of 50ft, so as long as Argyle
Sneak 100 remains within that radius he gains AC +10, DT +2, DR +15%, & DM +0.1.
Observation 75 Lady Killer: When attacking someone of the opposite sex, increase DM by +0.2.
Unarmed 75

Weapons / Attacks Armor

-Fist & Feet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+7 Dmg Type: Normal Rng: 5 ft Combat Armor
-Combat Shotgun (12 Gauge Buckshot, Two-Handed)
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+20 Dmg Type: Normal WR: 6 Rng: 155 ft AC: 45
AC -15. Burst range is from two to four. Buckshot effect. N: 12/50%
-AEP7 Laser Pistol (Pistol, One-Handed) L: 7/40%
Skill: Energy Weapons S: 3 T: 4 Dmg: 6d4+12 Dmg Type: Laser WR: 2 Rng: 255 ft F: 7/40%
P: 4/30%
Ex: 6/40%
LR: 6
PR: 30%
RR: 27%
Argyle
The faithful, and hyper-competent, Ghoul manservant of Herbert “Daring” Dashwood.
Submitted by INSERTUSERNAME.

Defcon Tier 3< STR: 10 PER: 9 END: 8 CHA: 4 INT: 7 AGI: 8 LCK: 4
Size Medium
Max HP 250
AP 9
Sequence 9

Skills Notes

Unarmed 150 Adaptable R2


Melee Weapons 125 Armor Breaker R2
Throwing 125 Light Step R2
Sleight of Hand 125
Observation 100 Eagle Claw!: Costs 5 AP. Roll Unarmed with -70 Hit Chance against an opponent. If you hit, the opponent rolls 1d10. If 4 -
Sneak 100 10 is rolled, the target takes 1d20+10 True Damage. If 1 - 3 is rolled, the target's heart is ripped out and instantly dies.
Engineer 100

Weapons / Attacks Armor

-Fist & Feet Normal Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+20 Dmg Type: Normal Rng: 5 ft Studded Leather Armor
-Frag Grenade (4)
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 125 ft EXR: 25 ft AC: 35
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. N: 5/35%
L: 5/50%
F: 5/50%
P: 3/30%
Ex: 2/30%
LR: 4
PR: 70%
RR: 96%

Insulated.
Jericho
An ex-raider that spends his Twilight years in the city of Megaton. Jericho is looking for a reason to go back out to the wastes.

Defcon Tier 4< STR: 7 PER: 7 END: 7 CHA: 4 INT: 5 AGI: 7 LCK: 5
Size Medium
Max HP 150
AP 9
Sequence 7

Skills Notes

Melee Weapons 100 Jericho is a Human and has Bad Karma. He carries 2 Jet.
Small Guns 125
Throwing 100 Armor Breaker R1
Unarmed 100 Light Step R1
Observation 75
Intimidation 100 Twilight Years: Jericho has a Personality of 50 ft. All allies within his Personality get DT +4 and DR +20% to Armor.
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Leather Rags


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft Polished Metal Armor
-Combat Knife (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+16 Dmg Type: Normal WR: 4 Rng: 5 ft AC: 45
Can do the SM: Murder Stroke. N: 14/75%
-Frag Grenades (2) L: 13/60%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 95 ft EXR: 25 ft F: 10/40%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 6/30%
-Chinese Assault Rifle (5.56mm Armor-Piercing, Two-Handed) Ex: 9/40%
Skill: Small Guns S: 4 T: 5 B: 6 Dmg: 2d6+9 Dmg Type: Normal WR: 7 Rng: 340 ft LR: 7
AC -20, DT -25, and DR -45%. PR: 30%
RR: 17%

Battle Cup and Conductive.


PT 4.
John Hancock
The good-natured ghoul Junkie of the town of Goodneighbor, Hancock embodies the phrase “Of the People, for the People”
including when you can huff, gulp down, or inject something into you.

Defcon Tier 4< STR: 6 PER: 4 END: 10 CHA: 8 INT: 8 AGI: 7 LCK: 7
Size Medium
Max HP 125
AP 9
Sequence 15

Skills Notes

Melee Weapons 125 Hancock is a Ghoul and has Good Karma. He carries a Brewer’s Kit, 2 Mentats, a Lighter, and 2 Cigarettes.
Small Guns 125
Unarmed 75 Armor Breaker R1
Charm 100 Rebuke
Chemistry 100
Lore 75 Friendly Pick-Me-Up: Every R&R you spend with Hancock, if you are his ally, he will give you a random Chem. Roll 1d10.
Observation 75 On a result of 1 - 7, he will give you a Common Chem. On a result of 8 - 9 he will give you an Uncommon Chem. On a result
Sneak 75 of a 10, he will give you a Rare Chem.
Isodoped: When any ally within Hancock’s Personality has at least 100 Rads, they gain CC +10 and ignore all of the
negative effects of Rads less than 400.

Weapons / Attacks Armor

-Fist & Feet Tricorn Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Hancock’s Frock Coat
-Combat Knife (Dagger, Reinforced Blade, One-Handed) (Ballistic Vest)
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft Kevlar Armor
DR -15%. Can do the SM: Murder Stroke.
-Winchester Shotgun (12 Gauge Flechette, Two-Handed) AC: 38
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d6+16 Dmg Type: Normal WR: 4 Rng: 55 ft N: 10/60%
AC -20, DT -10, and DR -10%. Burst max is two. L: 3/40%
F: 3/40%
P: 2/35%
Ex: 8/65%
LR: 8
PR: 80%
RR: 110%

PT 4 and PER +1.


Nick Valentine
A prototype Second-Generation Synth with the personality and memories of a Pre-War police officer named Nick Valentine. He’s a
private detective that is well respected through Diamond City.

Defcon Tier 4< STR: 6 PER: 7 END: 6 CHA: 8 INT: 9 AGI: 8 LCK: 6
Size Medium
Max HP 100
AP 9
Sequence 10

Skills Notes

Melee Weapons 75 Cannot take Targeted Attacks to the Groin. Nick is a Robot and has Good Karma. He carries a Detective’s Kit, Lockpick Set,
Small Guns 100 and a Flashlight.
Unarmed 75
Computer Science 125 Adaptable R1
Observation 125 Armor Breaker R1
Sleight of Hand 50 Light Step R2
Sneak 100
Private Eye: Nick can use Observation for Observation and Insight checks.
Sass Master: Nick always has a Personality of 100 ft. If a target is within Nick’s Personality, for 3 AP, on the next check the
target makes, they'll get a -50. For SPECIAL it’s a -4. This can be done once a turn per target.

Weapons / Attacks Armor

-Fist & Feet Detective’s Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Trenchcoat
-Combat Knife (Dagger, One-Handed) Kevlar Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. AC: 45
-.44 Revolver (.44 Armor-Piercing, One-Handed) N: 10/50%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+8 Dmg Type: Normal WR: 6 Rng: 170 ft L: 6/30%
AC -15, DT -21, and DR -40%. F: 6/30%
P: 5/25%
Ex: 8/55%
LR: 6
PR: Immune
RR: Immune

PT 4, PER and AGI +1, and


Sleight of Hand & Sneak +10
Paladin Danse
A loyal member of the Brotherhood of Steel who is now being hunted down for being a Synth. He still believes in the Brotherhood’s
goals and values.

Defcon Tier 3- STR: 8 PER: 8 END: 7 CHA: 6 INT: 7 AGI: 10 LCK: 10


Size Medium
Max HP 400
AP 10
Sequence 20

Skills Notes

Energy Weapons 150 Paladin Danse is a Synth with Good Karma. He carries a Sensor Module.
Melee Weapons 125
Throwing 150 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 125 Iron Will
Sneak 125 Light Step R1

Know Your Enemy: While Danse is traveling with you, increase your DM by +0.25 when attacking Creatures, Ghouls,
Mutants, and Synths.

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-51 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+32 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-Ripper (EC, Dagger, One-Handed) T-51, Exo Suit
Skill: Melee Weapons S: 2 T: 3 Dmg: 3d6+38 Dmg Type: Normal WR: 6 Rng: 5 ft
DR -10%. AC: 75
-Danse’s AER12 Laser Rifle (MFC, Beam Focuser, Two-Handed) N: 36/80%
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+15 Dmg Type: Laser WR: 8 Rng: 360 ft L: 37/90%
AC -15, DT -10, and DR -20%. Increase the DM by +1 when attacking with this weapon. F: 29/75%
-Frag Grenades (4) P: 25/70%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 65 ft EXR: 25 ft Ex: 36/70%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. LR: 13
-Anti-Tank Grenade (4) ER: -15%
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 65 ft EXR: 5 ft PR: 35%
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This RR: 74%
inflicts double damage to Environmental Objects and Vehicles.
Battle Cup, Chestplate, Super
Conductive, and immune to
Flashbangs and Gas.
PT 20, STR +3, AGI -2, MD +10,
CW +200, and Sleight of Hand
and Sneak -50.
Piper Wright
Piper is a reporter living in Diamond City. She runs her own newspaper called Publick Occurrences with her little sister Nat.

Defcon Tier 5> STR: 5 PER: 7 END: 4 CHA: 8 INT: 7 AGI: 7 LCK: 6
Size Medium
Max HP 60
AP 9
Sequence 7

Skills Notes

Melee Weapons 50 Piper is a Human and has Good Karma. She carries Binoculars, a Flashlight, and 1 Nuka Cola.
Small Guns 75
Unarmed 50 Light Step R1
Charm 125
Observation 100 Freedom of the Press: Piper can use her Charm for Deception and Insight checks.
Sleight of Hand 50 For Nat: Whenever Piper does an attack roll that uses a Combat Skill to a target, she can inflict DT -10 and DR -50%. Piper
Sneak 100 can do this up to four times and it resets after 24 hours.

Weapons / Attacks Armor

-Fist & Feet Reporter’s Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Normal Clothes
-Knife (Dagger, One-Handed) Plated Leather
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal WR: 2 Rng: 5 ft
-Police Revolver (.357, Revolver, Hardened Receiver, One-Handed) AC: 35
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 2d8+14 Dmg Type: Normal WR: 2 Rng: 60 ft N: 9/40%
AC -15, DT -5, and DR -15%. Sleight of Hand +15 when concealing. L: 5/55%
F: 5/55%
P: 2/25%
Ex: 6/25%
LR: 3
PR: 20%
RR: 8%

PER +1
Preston Garvey
Why are you reading this? Another settlement needs your help. I’ll mark it down on your map for you.

Defcon Tier 5> STR: 6 PER: 7 END: 4 CHA: 7 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 80
AP 9
Sequence 20

Skills Notes

Energy Weapons 125 Preston Garvey is a Human with Good Karma. He carries a Flashlight, a Handheld Radio, and 3 Flare Sticks.
Melee Weapons 100
Throwing 100 Light Step R2
Unarmed 75
Observation 100 For The Commonwealth: Preston has a Personality of 100 ft. Any allies that are within his Personality get SQ +5, AP +1,
Survival 75 and DM +0.1. But if any of them are Minutemen, their DM bonus is increased to +0.5.
Sneak 50

Weapons / Attacks Armor

-Fist & Feet Minuteman Hat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft MInuteman Outfit
-Combat Knife (Bayonet, Dagger, One-Handed) Plated Leather
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft
Can do the SM: Murder Stroke. DM +0.5 when mounted as Bayonet. AC: 45
-Frag Grenades (2) N: 9/40%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft L: 5/55%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. F: 5/55%
-Smoke Grenades (2) P: 2/25%
Skill: Throwing S: 3 Rng: 60 ft EXR: 20 ft Ex: 6/25%
All AC and Penalties are ignored. All attacks going through or inside the smoke take the LR: 3
Heavy Fog Environmental Penalty for 1 minute. PR: 20%
-Preston’s Laser Musket (MFC, Bayonet, Two-Handed) RR: 8%
Skill: Energy Weapons S: 4 T: 5 Dmg: 8d6+20 Dmg Type: Laser WR: 6 Rng: 255 ft
AC -15 and DT -15. Increase the DM by +0.5. Can use Energy Weapons instead of Melee PER, CHA, & AGI +1, Energy
Weapons for Bayonet and Gun Melee Attacks. Weapons +10
Robert MacCready
From a leader of Camp Searchlight to a father looking for a cure for his son. Robert MacCready is a man of action that grew up and
accepted the reality of the wasteland.

Defcon Tier 4< STR: 7 PER: 6 END: 6 CHA: 8 INT: 5 AGI: 8 LCK: 10
Size Medium
Max HP 110
AP 9
Sequence 15

Skills Notes

Melee Weapons 100 Robert is a Human and has Good Karma. He carries Binoculars, a Flashlight, and 1 Beer.
Small Guns 125
Throwing 100 Adaptable R1
Unarmed 75 Armor Breaker R1
Intimidation 75 Light Step R2
Insight 75
Observation 100 Long Road Ahead: MacCready always has a Personality of 50 ft. Allies within his Personality get CC +5 and inflict AC -15.
Sneak 100 Killshot: Increase the DM for all attacks by MacCready by +0.25.

Weapons / Attacks Armor

-Fist & Feet Gunner Hat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft Military Garment
-Combat Knife (Dagger, One-Handed) Combat Armor MK I
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+16 Dmg Type: Normal WR: 2 Rng: 5 ft
-Frag Grenade (2) AC: 50
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft N: 13/60%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. L: 8/50%
-Rangemaster (.223 FMJ, Reflex Scope, Two-Handed) F: 8/50%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d10+15 Dmg Type: Normal WR: 4 Rng: 630 ft P: 5/40%
AC -10, DT -3, and DR -10%. +15 Hit Chance with Targeted Attacks. Ex: 7/50%
LR: 6
PR: 30%
RR: 27%

PT 2 and PER +1.


Star Paladin Cross
Star Paladin Cross is the second highest ranking soldier stationed in the Citadel of Lyons Brotherhood. Just behind Sentinel Sarah
Lyons. Cross serves as an advisor and bodyguard to Elder Lyons.

Defcon Tier 3> STR: 9 PER: 9 END: 8 CHA: 6 INT: 8 AGI: 10 LCK: 6
Size Large
Max HP 350
AP 10
Sequence 20

Skills Notes

Big Guns 150 Star Paladin Cross is a Human and has Good Karma.
Energy Weapons 150
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 125 Iron Will
Sneak 75 Light Step R3
Rebuke

Cyborg: Cross doesn’t need to eat or sleep.


Honor: While Cross is allied with you and you’re within her sight, if you’re ever Dazed, Stunned, or Unconscious, Cross can
use her Adaptable charges on an ally.

Weapons / Attacks Armor

-Exo Suit Fist & Feet T-51 Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 4d4+33 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-Anti-Tank Grenade (4) T-51 (Model F), Exo Suit
Skill: Throwing S: 3 Dmg: 16d4+40 Dmg Type: Explosive Rng: 70 ft EXR: 5 ft
AC -20, DT -30, and DR -40%. If it hits roll AGI -2. If you succeed, take half damage. This AC: 100
inflicts double damage to Environmental Objects and Vehicles. N: 41/95%
-Gatling Plasma (Plasma Core, Plasma Focuser, Two-Handed) L: 42/100%
Skill: Big Guns B: 5 Dmg: 4d6+8 Dmg Type: Plasma WR: 10 Rng: 190 ft F: 34/90%
AC -10, DT -5, and DR -40%. Burst ranges from five to ten. P: 30/85%
Ex: 41/85%
LR: 13
PR: 35%
RR: 74%

Battle Cup, Chestplate, Super


Conductive, and immune to
Flashbangs and Gas.
PT 20, STR +3, AGI -2, MD +10,
CW +200, and Sleight of Hand
and Sneak -50.
Strong
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.

Defcon Tier 3- STR: 13 PER: 7 END: 9 CHA: 3 INT: 4 AGI: 8 LCK: 5


Size Large
Max HP 300
AP 9
Sequence 18

Skills Notes

Melee Weapons 150 Strong is an Eastern Super Mutant with Neutral Karma.
Throwing 125
Unarmed 150 Adaptable R3
Big Guns 100 Armor Breaker R2
Observation 100 Iron Will
Intimidation 75 Light Step R2
Sneak 50 Two For One

Milk of Human Kindness: If you’re Human and Strong considers you an ally, increase your DM for all attacks by +0.25. This
goes away when Strong dies.

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+27 Dmg Type: Normal Rng: 5 ft
-Frag Grenade (2) AC: 100
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft EXR: 25 ft N: 23/80%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. L: 23/80%
-Strong’s Sledgehammer (Bludgeon, Two-Handed) F: 23/80%
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d4+43 Dmg Type: Normal WR: 10 Rng: 10 ft P: 23/80%
DR -10%. SM: Strong Knockback - If you hit with a Targeted Attack to the Torso, Ex: 23/80%
knockback the opponent 20 ft back and they end up Knocked Down. LR: 10
PR: 100%
RR: Immune

PT 8.
X6-88
An elite Synth Courser designed for high-risk assault and retrieval operations above ground.

Defcon Tier 2 STR: 8 PER: 12 END: 10 CHA: 5 INT: 8 AGI: 12 LCK: 10


Size Medium
Max HP 1000
AP 15
Sequence 22

Skills Notes

Energy Weapons 200 X6-88 is a Synth and has Neutral Karma. He carries Handcuffs, a Handheld Radio, and a Flashlight.
Melee Weapons 175
Throwing 175 Adaptable R3
Unarmed 175 Armor Breaker R3
Observation 200 Light Step R3
Deception 175 Rebuke
Insight 175
Sneak 175 High-Risk Assault: When X6-88 rolls an attack, they can increase the DM for the attack by 0.5. This can only be done once
per attack roll. X6-88 can do this up to twelve times and it resets after 12 hours.

Weapons / Attacks Armor

-Fist & Feet Courser Coat


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+23 Dmg Type: Normal Rng: 5 ft
-X6-88 Institute Pistol (MFC, Beam Focuser, One-Handed) AC: 75
Skill: Energy Weapons S: 2 T: 3 B: 3 Dmg: 6d4+5 Dmg Type: Laser WR: 10 Rng: 605 ft N: 21/65%
AC -15, DT -10, and DR -20%. CC +10. L: 15/45%
-Super Cattle Prod (EC, Bludgeon, One-Handed) F: 14/60%
Skill: Melee Weapons S: 2 T: 3 Dmg: 4d4+38 Dmg Type: Normal WR: 10 Rng: 5 ft P: 11/50%
Non-Robots hit have to roll END -1. If they fail, they’re Unconscious for 1d2 turns. Ex: 13/60%
-Flashbang (6) LR: 8
Skill: Throwing S: 3 Rng: 80 ft EXR: 20 ft PR: 50%
If it hits, roll AGI -3. If you fail, you’re Dazed for 1d2+1 turns. If they succeed, they’re RR: Immune
Dazed for one round. In addition, targets must roll END -2 or be stunned for one turn.
Battle Cup and Chestplate.
-Frag Grenade (6)
PT 6.
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 80 ft EXR: 25 ft
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage.
West Coast
Arcade Gannon
A member of the Followers of the Apocalypse with the goal of researching potential medical uses of naturally occurring compounds
in the Mojave Wasteland. But don’t let this fool you as there is more to him than meets the eye.

Defcon Tier 5> STR: 5 PER: 7 END: 4 CHA: 6 INT: 10 AGI: 7 LCK: 5
Size Medium
Max HP 120
AP 9
Sequence 12

Skills Notes

Energy Weapons 125 Arcade is a Human and has Good Karma. He carries a Doctor’s Bag, 2 Stimpaks, and 1 Medical Kit.
Melee Weapons 75
Throwing 100 Adaptable R1
Unarmed 75 Light Step R1
Observation 75
Doctor 125 Better Healing: When Arcade uses chems that only heal, the effects are doubled after rolling.
Engineer 50 Family History: When Arcade hits a target, half the damage from an attack is dealt to the target at the end of the round as
Lore 75 Plasma Damage. This applies for each attack on his turn and only with Plasma Weapons.
Sneak 75

Weapons / Attacks Armor

-Fist & Feet Lab Coat


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft Kevlar Armor
-Ripper (EC, Dagger, One-Handed)
Skill: Melee Weapons S: 3 T: 4 Dmg: 3d6+25 Dmg Type: Normal Rng: 5 ft AC: 38
DR -10%. N: 10/50%
-Plasma Defender (EC, One-Handed) L: 6/30%
Skill: Energy Weapons S: 3 T: 4 Dmg: 10d4+20 Dmg Type: Plasma WR: 6 Rng: 140 ft F: 6/30%
P: 5/25%
Ex: 8/55%
LR: 5
PR: 25%
RR: 20%

PT 2, INT +1, and Doctor and


Engineer +10.
Christine Royce
A member of the Circle of Steel seeking to put an end to Elder Elijah.

Defcon Tier 3< STR: 6 PER: 7 END: 5 CHA: 6 INT: 7 AGI: 9 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 20

Skills Notes

Melee Weapons 75 1 Stimpak.


Small Guns 125
Throwing 75 Adaptable R2
Unarmed 100 Armor Breaker R2
Computer Science 125 Assassin
Engineer 125 Light Step R1
Observation 100
Sneak 125 Circle of Steel: While you’re within 50 ft of Christine, reduce the AP Cost for all Types of Attacks by -1.

Weapons / Attacks Armor

-Fist & Feet Advanced Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-Frag Grenades (4) Recon Armor
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. AC: 50
-DKS-501 (.308 Armor-Piercing, Sniper Scope, Hardened Receiver, Silencer, N: 14/60%
Two-Handed) L: 10/60%
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+15 Dmg Type: Normal WR: 6 Rng: 680 ft F: 9/55%
AC -35, DT -25, and DR -50%. Scope Rng: 1280 ft. P: 5/40%
Ex: 6/50%
LR: 6
PR: 25%
RR: 20%

Battle Cup.
PT 5, PER +2, and Sneak +20.
Craig Boone
An Ex-NCR 1st Recon Sniper and the last thing you never see. He’s as passionate to his wife as his hatred for the Legion.

Defcon Tier 3< STR: 5 PER: 10 END: 5 CHA: 3 INT: 7 AGI: 10 LCK: 5
Size Medium
Max HP 200
AP 10
Sequence 20

Skills Notes

Melee Weapons 75 Craig is a Human and has Good Karma. He carries Binoculars, a Flashlight, and a Fire Starter.
Small Guns 150
Throwing 125 Adaptable R2
Unarmed 100 Assassin
Observation 150 Light Step R3
Sneak 150
Survival 125 For Carla: Once per turn, Boone will mark an enemy and all damage the enemy takes from Boone and his allies inflict DR
-50%. Only one target can be marked and it can only be changed on Boone’s turn. Once the target dies the mark
disappears. Marking is a Free Action.
Spotter: Boone ignores Targeted Attack Penalties when he does Targeted Attacks.

Weapons / Attacks Armor

-Fist & Feet 1st Recon Beret


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft Military Garment
-DKS-501 (.308 Armor-Piercing, Sniper Scope, Hardened Receiver, Silencer, N.C.R. Veteran Soldier
Two-Handed) Armor
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+15 Dmg Type: Normal WR: 6 Rng: 800 ft
AC -35, DT -25, and DR -50%. Scope Rng: 1400 ft. AC: 45
-Bowie Knife (Dagger, One-Handed) N: 15/60%
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 6 Rng: 5 ft L: 8/40%
-Frag Grenade (4) F: 8/40%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 55 ft EXR: 25 ft P: 7/35%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. Ex: 13/65%
LR: 6
PR: 25%
RR: 20%

PT 4, PER +2, and CC +5.


Dean Domino
The King of Swing.

Defcon Tier 5> STR: 4 PER: 3 END: 8 CHA: 8 INT: 6 AGI: 7 LCK: 7
Size Medium
Max HP 60
AP 8
Sequence 10

Skills Notes

Small Guns 100 Dean Domino is a Humanoid with Neutral Karma. He carries 1 Whiskey.
Throwing 75
Charm 100 Adaptable R1
Insight 75 Assassin
Observation 75 Light Step R1
Sneak 75
Survival 100 King of Swing: For 2 AP and within 100 ft, Dean and give someone a bonus/penalty to a target for checks. You choose.
This must be down before the roll. For d10 rolls you give a bonus 1d4 and for d100 rolls you give 1d20+20. For Reaper
Checks it increases the Success Chance only and it cannot apply to Damage Rolls. If it’s a bonus the target can choose
when to use it but if not used within 10 minutes it’ll go away. If it’s a penalty it’ll immediately apply on their next check.
This can be done outside of Dean’s turn for 2 AP from his next turn. This can be done up to 10 times and it resets after an
R&R.

Weapons / Attacks Armor

-Fist & Feet Tuxedo (Kevlar Weave)


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+5 Dmg Type: Normal Rng: 5 ft
-Knife (Dagger, One-Handed) AC: 22
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d6+7 Dmg Type: Normal WR: 2 Rng: 5 ft N: 5/0%
-Glock 17 (9mm, One-Handed) L: 5/0%
Skill: Small Guns S: 3 T: 4 B: 4 Dmg: 1d8+20 Dmg Type: Normal WR: 6 Rng: 80 ft F: 5/0%
AC -15 and DT -2. +10 Hit Chance for Burst Attacks. P: 5/0%
Ex: 5/0%
LR: 4
PR: 40%
RR: 106%

CHA +2, Charm, Deception,


and Insight +10.
Dog and God
A psychologically disturbed Nightkin with a split personality. Dog is the subservient identity who follows Elijah’s orders like the
Master did in his previous life. God is the independent and intelligent identity who seeks to move on and be free from Elijah. Dog will
come out upon hearing Elijah’s voice while God will come out upon hearing his own voice.

Defcon Tier 3- STR: 15 PER: 9 END: 10 CHA: 3 INT: 5 AGI: 10 LCK: 7


Size Large
Max HP 400
AP 10
Sequence 20

Skills Notes

Melee Weapons 150 Dog and God is a Western Super Mutant and has Neutral Karma.
Small Guns 125
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 100 Assassin
Sneak 100 Iron Will
Survival 100 Light Step R3
Rebuke
Two For One

Split Personality: Dog and God can switch between who’s in control. Depending on who’s in control it’ll apply different
effects.
Dog: When Dog is in control gain DR +30%.
God: When God is in control he heals 10 HP every minute.

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+29 Dmg Type: Normal Rng: 5 ft
-Frag Grenade (4, Concentrated Charge) AC: 70
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 90 ft EXR: 25 ft N: 15/70%
AC -15, DT -20, DR -30%, and DM +0.25. If it hits roll AGI -3. If you succeed, take half L: 15/70%
damage. F: 15/70%
-Dog’s Verti-Claymore (Sword, Two-Handed) P: 15/70%
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d6+50 Dmg Type: Normal WR: 10 Rng: 10 ft Ex: 15/70%
DT -4 and DR -20%. Anyone hit by this gets a -10 Hit Chance to their next attack. This LR: 9
can stack on the same target. PR: 70%
-God’s Assault Carbine (5mm, Assault Rifle, Silencer, Advanced Receiver,
Two-Handed) PT 5.
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d10+22 Dmg Type: Normal WR: 4 Rng: 285 ft
AC -5, DT -7, and DR -15%.
Dogmeat
In honor of River, the German Shepherd.

Defcon Tier 5< STR: 5 PER: 8 END: 5 CHA: 4 INT: 5 AGI: 8 LCK: 5
Size Medium
Max HP 50
AP 9
Sequence 15

Skills Notes

Unarmed 100 Arms cannot be Targeted and it has four Legs. When tracking they get Survival +50. When extracting Raw Meat and Hide
Observation 75 this is considered Small. Dogmeat is a Creature with Good Karma.
Intimidation 75
Sneak 75 Light Step R2
Survival 100 Sixth Sense

Immortal: When Dogmeat dies, another Dogmeat will appear within 24 hours before you. Dogmeat retains all perks, skills,
and levels.
Search and Mark: You can use Dogmeat when looting. This only applies to one player. Dogmeat can use the Survival Skill
for looting.

Weapons / Attacks Armor

-Bite/Claw AC: 25
Skill: Unarmed S: 2 T: 3 Dmg: 2d4+5 Dmg Type: Normal Rng: 5 ft LR: 3
DR -10% and 1d6 True Damage. PR: 25%
Driver Nephi
Armed with a Golf Driver, Driver Nephi is one you shouldn’t take lightly. A feared member of the Fiends.

Defcon Tier 4- STR: 8 PER: 6 END: 7 CHA: 5 INT: 5 AGI: 8 LCK: 5


Size Medium
Max HP 150
AP 9
Sequence 17

Skills Notes

Melee Weapons 150 Driver Nephi is a Human and has Bad Karma. He carries 1 Psycho, 1 jet, adn 1 Med-X.
Small Guns 100
Unarmed 100 Adaptable R1
Observation 75 Armor Breaker R1
Sneak 75 Light Step R2
Rebuke

Birdie: Driver Nephi is always first on the Turn Order for all combat encounters.

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+13 Dmg Type: Normal Rng: 5 ft Military Garments
-Nephi’s Golf Driver (Bludgeon, Two-Handed) Kevlar Armor
Skill: Melee Weapons S: 1 T: 2 Dmg: 1d12+22 Dmg Type: Normal WR: 20 Rng: 5 ft
AC -20. SM: Fore! - When targeting the Head, CC +5. AC: 40
N: 11/60%
L: 4/40%
F: 4/40%
P: 3/35%
Ex: 9/65%
LR: 6
PR: 35%
RR: 20%

PT 4 and AGI +1.


ED-E
The greatest character in Fallout and the only Duraframe Eyebot in existence.

Defcon Tier 4- STR: 4 PER: 10 END: 5 CHA: 5 INT: 10 AGI: 8 LCK: 10


Size Small
Max HP 100
AP 10
Sequence 20

Skills Notes

Energy Weapons 100 Can only take Targeted Attacks to the Head. ED-E is a Robot and has Neutral Karma. ED-E has a built-in Radio and
Unarmed 75 Flashlight.
Computer Science 150
Observation 150 Flight
Sneak 100 Light Step R3

Duraframe Terminal: ED-E functions like a Terminal that you can use. He can still give the Assist Action while he’s being
used as a Terminal.
Enhanced Sensors: For the Dodge and Defend Action, ED-E can use PER instead of AGI. Also, he will know how many
individuals are within 500 ft of him. This doesn’t reveal their location.

Weapons / Attacks Armor 1 Armor 2

-Metal Fist & Feet AC: 50 B.O.S. Upgrade


Skill: Unarmed S: 2 T: 3 Dmg: 1d8+6 Dmg Type: Normal Rng: 5 ft N: 7/35%
Set 1 L: 7/35% AC: 90
-ED-E’s Zapper F: 4/35% N: 13/95%
Skill: Energy Weapons S: 2 T: 3 Dmg: 6d4+15 Dmg Type: Laser Rng: 50 ft P: 4/25% L: 13/95%
DR -10%. Attacks cannot exceed past the range. Ex: 6/25% F: 7/95%
Set 2 P: 7/65%
-Follower’s Arc Blaster Ex: 10/65%
Skill: Energy Weapons S: 2 T: 3 B: 3 Dmg: 4d10+20 Dmg Type: Plasma Rng: 150 ft
AC -15, DT -10, and DR -50%. +25 Hit Chance. Max HP +100.
Increase Defcon Tier to 3 <.
Elijah
Finding it, though, that's not the hard part. It's letting go.

Defcon Tier 3 STR: 6 PER: 8 END: 6 CHA: 5 INT: 12 AGI: 10 LCK: 10


Size Medium
Max HP 500
AP 10
Sequence 15

Skills Notes

Energy Weapons 150 Elijah is a Human and has Neutral Karma. He carries a Pip-Boy.
Throwing 125
Unarmed 75 Adaptable R2
Computer Science 175 Iron Will
Engineer 175 Light Step R3
Observation 125
Sneak 100 Old World Blues: Elijah has a Personality of 50 ft. When Elijah hits a target their skills are reduced by -50 for 1d4 turns.
This doesn’t stack. Elijah always has two Sentry Bots with him and while they’re within his Personality they get +25 Hit
Chance, INT +4, and heal 25 HP at the start of their turn.

Weapons / Attacks Armor

-Fist & Feet B.O.S. Elder Outfit


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+6 Dmg Type: Normal Rng: 5 ft B.O.S. Uniform
-Elijah’s Holorifle (MFC, Two-Handed)
Skill: Energy Weapons S: 4 T: 5 Dmg: 8d8+40 Dmg Type: Plasma WR: 8 Rng: 135 ft AC: 40
DT -20 and DR -40%. N: 9/55%
-Gauss Rifle (2mm EMC, Two-Handed) L: 10/80%
Skill: Energy Weapons S: 5 T: 6 Dmg: 6d6+60 Dmg Type: Explosive WR: 12 Rng: 900 ft F: 9/65%
AC -20, DT -30, and DR -30%. Uses Rifle range. P: 6/50%
-Plasma Grenades (10) Ex: 4/50%
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 60 ft EXR: 15 ft LR: 3
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply PR: 30%
Explosive effect. RR: 50%

Chestplate.
PT 10.
Frank Horrigan
You've gotten a lot farther than you should have, but then you haven't met Frank Horrigan either. Your ride's over, mutie. Time to die.

Defcon Tier 1 STR: 15 PER: 15 END: 15 CHA: 10 INT: 10 AGI: 10 LCK: 10


Size Huge
Max HP 5000
AP 20
Sequence 35

Skills Notes

Energy Weapons 200 Frank is a Human and has Neutral Karma.


Melee Weapons 200
Throwing 200 Adaptable R4
Unarmed 200 Armor Breaker R4
Observation 150 Iron Will
Light Step R3
Quiver With Fear
Rebuke
Screw Luck

Semper Fi: If Frank is reduced to 0 HP, he’ll instantly heal back to Max HP. He can only do this once every 12 hours. Also,
for every 100 HP he loses, his DM is increased by +0.1. This stacks if he regains HP but not when reduced to 0 and brought
back up to Max HP. Upon death, he’ll explode like a Mini Nuke.

Weapons / Attacks Armor

-Large Fist & Feet AC: 150


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+44 Dmg Type: Normal Rng: 10 ft N: 50/100%
-Frank’s Plasma Cannon (PC, Two-Handed) L: 50/100%
Skill: Energy Weapons S: 5 Dmg: 10d10+45 Dmg Type: Plasma WR: 20 Rng: 900 ft EXR: F: 50/100%
20 ft P: 50/100%
DT -20 and DR -30%. This weapon is mounted onto the right arm thus allowing the Ex: 50/100%
hand to be free. If it hits roll AGI -3. If you succeed, take half damage. LR: 30
-Frank’s Verti-Claymore (Sword, Two-Handed) PR: 100%
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d6+65 Dmg Type: Normal WR: 20 Rng: 15 ft RR: Immune
DT -4 and DR -20%.
Immune to Flashbangs and
-Plasma Grenade (10)
Gas, and Night Vision up to
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 90 ft EXR: 15 ft
500 ft.
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply
PT 30.
Explosive effect.
Goris
An Intelligent Deathclaw and the son of Grunthar. He’s a scholar who roams the wastes that desires to learn about the world.

Defcon Tier 3> STR: 15 PER: 7 END: 10 CHA: 5 INT: 6 AGI: 10 LCK: 5
Size Large
Max HP 400
AP 10
Sequence 19

Skills Notes

Unarmed 150 Gorris is an Intelligent Deathclaw with Neutral Karma. He has Horns. He carries a Pre-War and Post-War Almanac.
Lore 125
Observation 100 Adaptable R2
Sneak 100 Armor Breaker R2
Survival 125 Light Step R3
Quiver With Fear
Rebuke
Sixth Sense

The Scholar: Goris can substitute Lore for all skills that have IN in their Skill Formula. Goris knows all Unarmed SMs.

Weapons / Attacks Armor

-Bite/Claw Robe
Skill: Unarmed S: 2 T: 3 Dmg: 2d6+35 Dmg Type: Normal Rng: 10 ft
AC: 80
N: 19/70%
L: 22/80%
F: 14/70%
P: 17/60%
Ex: 17/60%
LR: 4
PR: 50%
HR 1205
A reprogrammed C-27 Humanoid Robot loyal to the Midwestern Brotherhood of Steel.

Defcon Tier 3- STR: 10 PER: 6 END: 8 CHA: 5 INT: 7 AGI: 8 LCK: 5


Size Medium
Max HP 250
AP 9
Sequence 17

Skills Notes

Big Guns 125 Can Crouch and Prone. HR 1205 is a Robot with Neutral Karma.
Energy Weapons 150
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2
Observation 100 Light Step R2
Sneak 100 Two For One

Programmed Loyalty: All allies within 50 ft get DT +5 and DR +10%.

Weapons / Attacks Armor

-Metal Fist & Feet AC: 60


Skill: Unarmed S: 1 T: 2 Dmg: 1d8+24 Dmg Type: Normal Rng: 5 ft N: 11/70%
-Frag Grenade (2) L: 10/50%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 70 ft EXR: 25 ft F: 8/30%
AC -15 and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. P: 8/30%
-AER12 Laser Rifle (MFC, Beam Focuser, Two-Handed) Ex: 8/30%
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 6d6+15 Dmg Type: Laser WR: 8 Rng: 320 ft LR: 8
AC -15, DT -10, and DR -20%
PT 5.
Joshua Graham
I don't enjoy killing, but when done righteously, it's just a chore, like any other. We can’t expect God to do all the work.

Defcon Tier 2 STR: 8 PER: 10 END: 10 CHA: 10 INT: 8 AGI: 10 LCK: 10


Size Medium
Max HP 850
AP 15
Sequence 30

Skills Notes

Small Guns 200 Joshua is a Human and has Good Karma. He carries a Flashlight, 2 Bitter Drink, and the Holy Bible.
Melee Weapons 200
Throwing 150 Adaptable R4
Unarmed 150 Armor Breaker R3
Lore 150 Iron Will
Observation 150 Light Step R2
Survival 150 Rebuke
Sneak 150 Sixth Sense
Gunsmith 150
The Burned Man: When reduced below 50% of his Max HP, Joshua Graham’s attacks inflict DM +1.0. When Joshua
Graham scores a Critical Success Hit, he may roll twice on the Critical Table and choose which result to use. Graham will
automatically succeed in any Disarm Action regardless of Critical Success.

Weapons / Attacks Armor

-Fists & Feet Military Garment (Ballistic


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+23 Dmg Type: Normal Rng: 5 ft Vest)
-A Light Shining In Darkness (.45 Armor-Piercing, Heavy Frame, Hardened Combat Armor Mark II
Receiver, One-Handed) (Reinforced Ballistic)
Skill: Small Guns S: 2 T: 3 B: 3 Dmg: 3d4+30 Dmg Type: Normal Rng: 100 ft
AC -20, DT -20, and DR -40%. CC +10. Critical Damage is multiplied by 200% instead of AC: 80
150%. Burst max is six. N: 21/90%
L: 15/85%
F: 15/85%
P: 12/75%
Ex: 15/85%
LR: 9
PR: 80%
RR: 100%

PT 8.
Legate Lanius
It does not matter, victory shall be ours, it shall be swift, and it will be honest, purchased with blood.

Defcon Tier 2 STR: 10 PER: 8 END: 10 CHA: 10 INT: 8 AGI: 10 LCK: 10


Size Large
Max HP 1000
AP 15
Sequence 24

Skills Notes

Melee Weapons 200 Legate Lanius is a Human and has Neutral Karma.
Throwing 200
Unarmed 200 Adaptable R4
Small Guns 150 Armor Breaker R4
Intimidation 150 Iron Will
Lore 150 Light Step R3
Observation 150 Quiver With Fear
Rebuke
Sixth Sense
Two For One

Monster of the East: When reduced to half HP, heal back up to max and increase DM by +0.5. This can only be done once
every 12 hours. Also, once during Lanius’s turn for one attack roll, ignore all DT and DR. This must be declared before the
attack is rolled.

Weapons / Attacks Armor

-Large Fist & Feet Legate Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+29 Dmg Type: Normal Rng: 5 ft Leather Rags
-Blade of the East (Verti-Claymore, Sword, One-Handed) Legate Armor
Skill: Unarmed S: 3 T: 4 Dmg: 6d6+50 Dmg Type: Normal WR: 20 Rng: 10 ft
If you hit a target, they must roll STR -8. If they fail, they’re Knocked Down. AC: 100
-Plasma Grenade (10) N: 22/70%
Skill: Throwing S: 3 Dmg: 10d6+60 Dmg Type: Plasma Rng: 70 ft EXR: 15 ft L: 12/60%
DT -15 and DR -25%. If it hits roll AGI -4. If you succeed, take half damage. Apply F: 9/40%
Explosive effect. P: 12/60%
Ex: 12/60%
LR: 20
PR: 100%
RR: 100%

Battle Cup, Chestplate, and Conductive.


PT 10.
Lillian Marie Bowen
Also known as Lily, she’s a Nightkin Super Mutant created by the Master. She now spends her days in Jacobstown tending to the
Bighorner and wondering about her grandchildren Becky and Jimmy.

Defcon Tier 3- STR: 15 PER: 9 END: 10 CHA: 3 INT: 5 AGI: 10 LCK: 7


Size Large
Max HP 300
AP 10
Sequence 20

Skills Notes

Melee Weapons 150 Lillian is a Western Super Mutant and has Good Karma.
Throwing 125
Unarmed 125 Adaptable R2
Observation 100 Armor Breaker R2
Sneak 100 Assassin
Survival 100 Iron Will
Light Step R3
Rebuke
Two For One

Our Favorite Granny: Lily always has a Personality of 50 ft. Allies within her Personality get +20 to Skills and +2 to SPECIAL
checks.
Stealth Mode: Can turn invisible at will for up to three hours. This can be turned off/on up until the three hours are used
up throughout a day. While invisible they get Sneak +50 and all attacks toward them get a -25 Hit Chance. This resets after
an R&R.

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+29 Dmg Type: Normal Rng: 5 ft
-Frag Grenade (4, Concentrated Charge) AC: 70
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 90 ft EXR: 25 ft N: 12/70%
AC -15, DT -20, DR -30%, and DM +0.25. If it hits roll AGI -3. If you succeed, take half L: 12/70%
damage. F: 12/70%
-Lily’s Verti-Claymore (Sword, Two-Handed) P: 12/70%
Skill: Melee Weapons S: 3 T: 4 Dmg: 6d6+50 Dmg Type: Normal WR: 10 Rng: 10 ft Ex: 12/70%
DT -4 and DR -20%. Anyone hit by this gets a -10 Hit Chance to their next attack. This LR: 9
can stack on the same target. PR: 70%
-Assault Carbine (5mm, Assault Rifle, Silencer, Advanced Receiver,
Two-Handed) PT 5.
Skill: Small Guns S: 3 T: 4 B: 5 Dmg: 1d10+22 Dmg Type: Normal WR: 4 Rng: 285 ft
AC -5, DT -7, and DR -15%.
Marcus
I’m Marcus. Helped build the place. Now I’m sheriff. Yeah, I’m an ugly mutant. I also run this place. You got a problem with that?

Defcon Tier 3> STR: 12 PER: 8 END: 10 CHA: 5 INT: 7 AGI: 9 LCK: 6
Size Huge
Max HP 300
AP 10
Sequence 15

Skills Notes

Big Guns 150 Marcus is s Western Super Mutant with Good Karma.
Energy Weapons 125
Throwing 125 Adaptable R3
Unarmed 150 Armor Breaker R2
Charm 75 Iron Will
Intimidation 125 Light Step R3
Lore 100 Rebuke
Observation 100 Two For One
Sneak 75
For A Friend: If an ally of Marcus ever fails a check, they can reroll the result after knowing the result. Marcus can use this
ability up to 10 times. This resets after 24 hours. The range of this ability is infinite except in death.

Weapons / Attacks Armor

-Large Fist & Feet Normal Clothes


Skill: Unarmed S: 1 T: 2 Dmg: 2d4+26 Dmg Type: Normal Rng: 5 ft
-Frag Grenade (2, Concentrated Charge) AC: 90
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 80 ft EXR: 25 ft N: 15/75%
AC -15, DT -20, DR -30%, and DM +0.25. If it hits roll AGI -3. If you succeed, take half L: 15/75%
damage. F: 15/75%
-AER12 Laser Rifle (MFC, Beam Focuser, Two-Handed) P: 15/75%
Skill: Energy Weapons S: 4 B: 5 Dmg: 6d6+15 Dmg Type: Laser WR: 8 Rng: 360 ft Ex: 15/75%
AC -15, DT -10, and DR -20%. LR: 9
-Vindicator (4.7mm Armor-Piercing, Minigun, Two-Handed) PR: 70%
Skill: Big Guns B: 4 Dmg: 2d10+15 Dmg Type: Normal WR: 8 Rng: 630 ft RR: Immune
AC -25, DT -30, and DR -50%.
PT 10.
Mother
The Matriarch of the Hairy Deathclaws who’s an ally of the Midwestern Brotherhood of Steel.

Defcon Tier 2- STR: 17 PER: 8 END: 10 CHA: 5 INT: 7 AGI: 10 LCK: 5


Size Large
Max HP 650
AP 14
Sequence 25

Skills Notes

Unarmed 190 Mother is an Intelligent Deathclaw with Neutral Karma. She has Horns.
Charm 100
Observation 125 Adaptable R3
Intimidation 150 Armor Breaker R3
Sneak 125 Climber
Survival 125 Light Step R2
Quiver With Fear
Rebuke
Sixth Sense

The Matriarch: Mother has a PL of 50 ft. All allies within Mother’s Personality get SQ +5, DT +5 and DR +10% to all Base
Armor.

Weapons / Attacks Khan Armor

-Bite/Claw AC: 100


Skill: Unarmed S: 2 T: 3 Dmg: 2d6+42 Dmg Type: Normal Rng: 10 ft N: 25/80%
L: 28/90%
F: 30/80%
P: 23/70%
Ex: 23/70%
LR: 8
PR: 50%
Motor Runner
The leader of the Fiends.

Defcon Tier 4- STR: 8 PER: 7 END: 8 CHA: 7 INT: 6 AGI: 10 LCK: 5


Size Medium
Max HP 200
AP 10
Sequence 15

Skills Notes

Melee Weapons 150 Motor Runner is a Human and has Bad Karma. He carries 6 Beers.
Small Guns 100
Unarmed 100 Adaptable R2
Observation 75 Armor Breaker R1
Sneak 75 Light Step R2

Decapitation: Motor Runner can ignore LR and PT up to four times. This resets after 12 hours. He also has two dogs with
him called BoneGnash and GhashBone. Their DM is increased by 0.5 while Motor Runner is still alive.

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+13 Dmg Type: Normal Rng: 5 ft Military Garments
-Electric Chainsaw (EC, Two-Handed) Kevlar Armor
Skill: Melee Weapons S: 3 T: 4 Dmg: 3d10+33 Dmg Type: Normal WR: 8 Rng: 5 ft
AC: 43
N: 11/60%
L: 7/40%
F: 7/40%
P: 6/35%
Ex: 9/65%
LR: 6
PR: 35%
RR: 20%

PT 4 and AGI +1.


Raul Alfonso Tejada
From a delinquent living in Hidalgo Ranch to a Ghoul gunslinging mechanic, Raul is a man trying to figure out his life. Won’t you lend
him a hand?

Defcon Tier 4> STR: 6 PER: 6 END: 4 CHA: 3 INT: 8 AGI: 8 LCK: 5
Size Medium
Max HP 125
AP 9
Sequence 17

Skills Notes

Small Guns 125 Raul is a Ghoul and has Neutral Karma. He carries a Multi-Tool, a Flashlight, and 2 Beers.
Unarmed 100
Observation 75 Adaptable R1
Computer Science 100 Light Step R2
Engineer 125
Gunsmith 125 Full Maintenance: Whenever Raul removes all CMs from an item through repair, instead of 10, the CM is assumed to be at
Sneak 100 20. Raul can do this to one item once every 24 hours. If an item is broken, Raul may use 1 lb of Scrap Metal to quickly
repair it and ignore all CM for 1 minute. This costs 5 AP to do during combat. This can only be done once a day per
weapon. In addition, Raul may fix broken items for half of the materials.
Old Vaquero: Whenever Raul attempts a Targeted Attack to a Weapon in Hand, he can shoot it out of their hand instead.
If the weapon is an attachment this cannot be done. The weapon will land within the same space as the individual that
held it. This can be done up to ten times and it resets after 12 hours.

Weapons / Attacks Armor

-Fist & Feet Mechanic Jumpsuit


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+10 Dmg Type: Normal Rng: 5 ft Kevlar Armor
-Brass Knuckles (Unarmed, Serrated Blade, One-Handed)
Skill: Unarmed S: 1 T: 2 Dmg: 1d4+12 Dmg Type: Normal Rng: 5 ft AC: 35
1d4+1 True Damage. N: 10/50%
-.44 Revolver (.44 Armor-Piercing, One-Handed) L: 3/30%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d8+7 Dmg Type: Normal WR: 6 Rng: 160 ft F: 3/30%
AC -15, DT -21, and DR -40%. P: 2/25%
Ex: 8/55%
LR: 3
PR: 20%
RR: 88%

PT 4, INT +1, and Engineer


+10.
Rex
A Mk. III Cyberhound, LEO Support Model, Serial Num. B955883, or Rex.

Defcon Tier 4- STR: 7 PER: 10 END: 7 CHA: 6 INT: 7 AGI: 10 LCK: 5


Size Medium
Max HP 100
AP 10
Sequence 15

Skills Notes

Unarmed 125 Arms cannot be Targeted and it has four Legs. When tracking they get Survival +50. When extracting Raw Meat and Hide
Observation 100 this is considered Small. Rex is a Dog and has Good Karma.
Sneak 100
Survival 125 Adaptable R1
Armor Breaker R1
Light Step R4
Sixth Sense

LEO: When Rex does a Handy SM, the AP Cost is 2. Doesn’t apply to SMs above 100.
Search and Mark: You can use Rex when looting. This only applies to one player. Rex can use the Survival Skill for looting.

Weapons / Attacks Armor

-Bite/Claw AC: 50
Skill: Unarmed S: 1 T: 2 Dmg: 2d4+12 Dmg Type: Normal Rng: 5 ft N: 11/40%
1d6+2 True Damage. L: 8/50%
F: 5/35%
P: 6/30%
Ex: 8/45%
LR: 4
PR: immune

PT 5 and STR +3.


Rose of Sharon Cassidy
Also known as Cass or Whiskey Rose, Rose is the owner of Cassidy Caravans. The company was founded by her father John Cassidy
and she’s done what she could to keep it afloat. Sadly her caravans were wiped out and she drank her life away at the Mojave
Outpost.

Defcon Tier 4- STR: 6 PER: 8 END: 8 CHA: 5 INT: 6 AGI: 8 LCK: 5


Size Medium
Max HP 100
AP 9
Sequence 8

Skills Notes

Melee Weapons 75 Rose is a Human and has Good Karma. Rose carries 1 Bourbon, 1 Rum, 1 Scotch, 1 Vodka, and 1 Whiskey.
Small Guns 125
Throwing 100 Adaptable R1
Unarmed 75 Light Step R1
Gambling 100
Observation 75 Heartache by the Number: Rose has a System Shock of 5. For each drink effect Rose has, her DM is increased by 0.2 and
Sneak 75 her Max HP is increased by +20.
Survival 100 Whiskey Rose: Rose always has a Personality of 50 ft. If Rose or her allies use a Drink within her Personality, they get
double the bonuses. Negatives are ignored. Stepping outside returns the effects back to normal. This ability doesn’t apply
if you already have the perk Party Boy / Girl.

Weapons / Attacks Armor

-Fist & Feet Normal Clothes


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+8 Dmg Type: Normal Rng: 5 ft Enameled Metal Armor
-Combat Knife (Dagger, One-Handed)
Skill: Melee Weapons S: 2 T: 3 Dmg: 1d10+10 Dmg Type: Normal WR: 4 Rng: 5 ft AC: 35
Can do the SM: Murder Stroke. N: 10/45%
-Combat Shotgun (12 Gauge Slug Armor-Piercing, Two-Handed) L: 2/30%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d10+10 Dmg Type: Normal WR: 6 Rng: 220 ft F: 2/30%
AC -10, DT -25, and DR -35%. Burst range is from two to four. P: 1/25%
-Frag Grenades (2) Ex: 3/25%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 85 ft EXR: 25 ft LR: 5
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. PR: 40%
RR: 16%

Conductive.
PT 2.
Tycho
A noble Desert Ranger that roams the wastes.

Defcon Tier 3- STR: 7 PER: 9 END: 7 CHA: 5 INT: 7 AGI: 9 LCK: 5


Size Medium
Max HP 250
AP 10
Sequence 20

Skills Notes

Melee Weapons 100 Tycho is a Human with Good Karma. He carries a Handheld Radio and 3 Stimpaks.
Small Guns 125
Throwing 125 Adaptable R2
Unarmed 125 Armor Breaker R2.
Lore 100 Assassin
Observation 100 Iron Will
Sneak 125 Light Step R2
Survival 125
The Man In The Trench Coat: Inflict AC -10, DT -3, and DR -15% with Small Gun Ranged Attacks.

Weapons / Attacks Armor

-Fist & Feet Riot Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+17 Dmg Type: Normal Rng: 5 ft Military Garment
-Hunting Revolver (.45-70 Gov’t, Calibrated Receiver, One-Handed) Riot Gear
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 4d8+20 Dmg Type: Normal WR: 8 Rng: 285 ft
AC -10, DT -5, and DR -25%. CC +5. AC: 55
-Combat Shotgun (12 Gauge Flechette Armor-Piercing, Two-Handed) N: 16/60%
Skill: Small Guns S: 4 T: 5 B: 5 Dmg: 3d6+10 Dmg Type: Normal WR: 6 Rng: 230 ft L: 8/40%
AC -30, DT -30 and DR -30%. Burst range is from two to four. F: 8/60%
-Bowie Knife (Dagger, One-Handed) P: 8/35%
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+16 Dmg Type: Normal WR: 6 Rng: 5 ft Ex: 12/55%
-Frag Grenade (4) LR: 8
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft PR: 35%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. RR: 44%

Battle Cup, immune to


Flashbangs, Glare Penalties,
and Gas, and Night Vision up
to 150 ft.
PT 8.
Veronica Santangelo
The best and brightest of the Brotherhood. Scribes dedicate their lives to the research of Pre-War and Post-War technologies.

Defcon Tier 3< STR: 7 PER: 6 END: 8 CHA: 3 INT: 8 AGI: 8 LCK: 5
Size Medium
Max HP 300
AP 9
Sequence 18

Skills Notes

Energy Weapons 75 Veronica is a Human and has Good Karma. She carries a Tool Set, a Handheld Radio, and a Flashlight.
Unarmed 125
Engineer 125 Adaptable R2
Lore 125 Armor Breaker R2
Observation 75 Light Step R2
Sneak 100 Rebuke

Scribe Assistant: Veronica functions like a Workbench that you can use. She can still give the Assist Action while she’s
being used as a Workbench.
Scribe Counter: When Veronica does the following Unarmed SMs: Deflect, Counter Attack, and Feint, the AP Cost is 2.

Weapons / Attacks Armor

-Fist & Feet B.O.S. Uniform


Skill: Unarmed S: 2 T: 3 Dmg: 1d4+17 Dmg Type: Normal Rng: 5 ft Kevlar Armor
-AEP7 Laser Pistol (EC, One-Handed) Robe
Skill: Energy Weapons S: 4 T: 5 B: 5 Dmg: 7d4+12 Dmg Type: Laser WR: 4 Rng: 280 ft
-Power Fist AC: 53
Skill: Unarmed S: 2 T: 3 Dmg: 4d4+41 Dmg Type: Normal WR: 8 Rng: 5 ft N: 12/60%
DT -10 and DR -20%. Cannot do SMs with Handy. L: 9/50%
F: 8/45%
P: 6/35%
Ex: 8/65%
LR: 7
PR: 40%
RR: 36%

PT 4.
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. She’s usually with eight Raider Hounds she considers her family.

Defcon Tier 4- STR: 6 PER: 7 END: 5 CHA: 7 INT: 6 AGI: 7 LCK: 5


Size Medium
Max HP 120
AP 9
Sequence 10

Skills Notes

Melee Weapons 100 Violet is a Human and has Bad Karma. She carries 1 Afterburner Gum and 1 Psycho.
Small Guns 125
Unarmed 75 Adaptable R1
Observation 100 Armor Breaker R1
Sneak 75 Light Step R1

The Pack: Violet always has 10 Dogs with her and all their DMs are increased by 0.25. Whenever one of her dogs dies,
Violet’s DM increases by 0.1.

Weapons / Attacks Armor

-Fist & Feet Combat Helmet


Skill: Unarmed S: 1 T: 2 Dmg: 1d4+11 Dmg Type: Normal Rng: 5 ft Military Garments
-Bowie Knife (Dagger, One-Handed) Kevlar Armor
Skill: Melee Weapons S: 2 T: 3 Dmg: 2d8+18 Dmg Type: Normal WR: 6 Rng: 5 ft
-Hunting Rifle (.308 Armor-Piercing, Glow Sights, Two-Handed) AC: 43
Skill: Small Guns S: 3 T: 4 Dmg: 3d6+12 Dmg Type: Normal WR: 6 Rng: 595 ft N: 11/60%
AC -20, DT -25, and DR -40%. L: 7/40%
-Frag Grenades (2) F: 7/40%
Skill: Throwing S: 3 Dmg: 10d4+30 Dmg Type: Explosive Rng: 60 ft EXR: 25 ft P: 6/35%
AC -15, DT -10, and DR -15%. If it hits roll AGI -3. If you succeed, take half damage. Ex: 9/65%
LR: 6
PR: 35%
RR: 20%

PT 4 and AGI +1.

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