I’m well into the processing of getting ready for my next game, a Savage Worlds conversion of Fallout set in Texas. I’ll be posting a more detailed conversion later, once I’ve got it laid out in a more pretty fashion, but for now here’s a sample or two of some iconic Fallout creatures, as well as one of my own.
The most common mirelurk is a large arthropod with a thick, dome-like shell and a pair of vicious pincers. It spends most of its time in the water or buried in the mud; while dug in it tends to look like a large rock protruding from the ground. When roused, it bursts forth from the ground and charges at any threats or prey it sees, letting loose a clattering shriek to alert others nearby.
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d4
Charisma: 0; Pace: 5; Parry: 5; Rad Resist: –; Toughness: 12 (6)
- Aquatic: Mirelurks can breathe both air and water equally. They are too heavy to swim effectively; instead they walk along the bottom of the water at their normal pace.
- Armor +6: The carapace of a mirelurk can shrug off most gunfire without much effect. The legs (called shot at -2) and head (-4) are considerably less armored at Armor +2.
- Bloodrage: A few mirelurks are maddened by the scent of blood. They have the Frenzy edge, and whenever a living creature within 10” of them takes a Wound, they go Berserk, as the edge. They gain +2 to Fighting attacks, melee damage rolls, and Toughness, but suffer a -2 penalty to their Parry. Additionally, if they roll a 1 on a melee attack they may hit any adjacent target, as the Innocent Bystander rules.
- Dig In: A mirelurk can dig into the mud or sand, gaining Heavy Cover (+4 to Stealth rolls and -4 to attacks against it, and preventing called shots against any of its more vulnerable points). In this state, it can see without any issues, though it takes a turn for the mirelurk to dig itself free before it can attack or move. Most of the time several mirelurks will wait until prey is close or even amongst the creatures before they start bursting out of the ground.
- Immune to Radiation: Mirelurks are immune to radiation.
Rattlers are large, two-headed rattlesnakes native to the central and western wastes. They are over twenty feet long, and when threatened they coil up, their two heads weaving to find a good position to strike while their tail rattle hisses a final warning. They are large enough to hunt humans, but tend to prefer easier prey like molerats and radstags unless food has been scarce. They are prized for their poison, fangs, and leather, which are marks of honor among tribals and some raider gangs.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Intimidate d8, Notice d8
Charisma: 0; Pace: 6; Parry: 6; Rad Resist: 6; Toughness: 10 (2)
- Armor +2: The scaled hide of a rattler is tough.
- Bite: Str+d4, Reach 2” and poison. A creature shaken by a rattler’s bite must make a Vigor roll each round or suffer a wound; a raise on the Vigor roll ends this.
- Extra Action: The two heads of a rattler can act somewhat independently, allowing them to take an extra action each turn without a multi-action penalty.
- Infravision: As pit vipers, rattlers can sense the heat of living creatures. They ignore all darkness penalties.
- Rattle: When roused to anger, the tail that gives the rattler its name lets out a loud buzz. This functions as an Intimidate Test of Will against all creatures within 6” of the rattler as an action.
- Size +2: Rattlers are large creatures, around twenty feet long and weighing hundreds of pounds. When coiled to fight, they occupy a 2” square on the battlefield.
Deathclaw (Wild Card)
This terror of the wasteland is a deadly beast, capable of tearing apart even power armor soldiers with its armor-piercing claws. It was created as a shocktrooper by the pre-War US government, but has since spread across the wasteland as a deadly apex predator. It’s roughly humanoid, with scaled skin and a horned head. A long tail extends behind it as it walks with a hunched posture, though it can also move comfortably on all fours. In combat, it mostly tears into its prey with its claws, though it’s more than clever enough to surprise with its tactical cunning.
Attributes: Agility d10, Smarts d8 (A), Spirit d10, Strength d12+4, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d6
Charisma: 0; Pace: 8; Parry: 7; Rad Resist: –; Toughness: 16 (4)
- Armor +4: The scaly hide of a deathclaw is highly resistant to weapons.
- Claws: The claws of a deathclaw are Str+d8 Reach 1” AP6 heavy weapons.
- Combat Reflexes: Engineered for battle, deathclaws get a +2 bonus to recover from shaken.
- Hardy: Deathclaws ignore additional shaken results if they’re already shaken.
- Immune to Radiation: Deathclaws are creatures of the wastes, and are immune to radiation.
- Improved Frenzy: The claws of a deathclaw move with terrifying speed – they can make two Fighting attacks each round without penalty, rolling a single wild die.
- Infravision: Deathclaws can detect the heat of living creatures, and halve the penalties for bad lighting when attacking living targets.
- Quick: Deathclaws are fast creatures, discarding and redrawing any action card of a 5 or less.
- Size +3: On a battlemap, a deathclaw occupies a 2” square.
- Tail Sweep: A deathclaw can sweep with its whiplike tail as an action. Make a Fighting roll against all adjacent enemies. A success deals Str damage; a raise deals the same damage and knocks the target prone.