ALL-OUT APOCALYPSE!
A post-apocalyptic tabletop game
CONTENTS
THE BASICS
- TESTS
- STATS AND SKILLS
- STATS
- SKILLS
- EXAMPLE TEST
HEALTH, RESTING, DEATH
- HIT POINTS
- RADIATION
- RESTING
- FOOD & DRINK
- EXAMPLE REST
INVENTORY AND LOOTING
- USING ITEMS
- SCRAP
- LOOTING
- WHERE
- WHAT
COMBAT
- INITIATIVE
- CONTESTS
- MELEE CONTESTS
- MOVEMENT
- ACTIONS IN COMBAT
- FALLING
- SPEED
- SPEED EXAMPLE
- EXAMPLE COMBAT ROUND
TRAVEL AND EXPLORATION
- TRAVELLING SPEED
- DIFFICULT WEATHER AND TERRAIN
- DIRECTIONS
CREATING A CHARACTER
- LEVELLING UP
- CHARACTER SHEET
APPENDIX
- 100 EXAMPLE LOOT ITEMS
- EXAMPLE SPECIAL ITEMS
BESTIARY
- BANDITS
- OGREMEN
- AUTOGLOTS
- THIRSTERS
- WILDLIFE
- ROBOTS
MISCELLANEOUS DESIGN NOTES
THE BASICS
What do you need?
Paper, writing utensils, a pile of six sided dice (they're the regular square kind) and at least two players: one to control a player character, and one to be the WarMaster who describes the scenario.
--------TESTS--------
When your player character (PC) tries to do something and the results are not obvious, roll six-sided dice and succeed if any show a 5 or 6. This is called a test. How many dice do you roll?
- 1 die for each of your current hit points
- 1 die for any relevant skill you have
- 1 die for any relevant item you use (mark off one use)
- 1 die for any situational benefits like having the element of surprise or having the high ground
Stats can also be used to convert failed dice into successes (detailed in the stats section)
STATS AND SKILLS
--------STATS--------
These are the basic attributes that describe your character. Relevant stats can be used to gain extra successes in a test. Each point invested in a stat can turn one die from a roll into a 6. You can use each point once per day, and these uses reset after a night of rest.
Senses: This is situational awareness. Noticing stuff.
Toughness: This is used when you need to endure physical hardship.
Agility: This is your balance and speed. Precise movements.
Brawn: Brute strength. Determines how well you can lift and throw.
Manipulate: Influence the actions of others. Coerce, convince, etc.
Education: Do you know how things work both in theory and practice.
--------SKILLS--------
These skills represent specific areas of expertise. When applicable they can be applied to tests to gain a bonus die. In order to learn skills at character creation or when levelling up you must have at least one point in the associated stat.
Barter (Manipulate): Applies when trading with others.
Burglary (Agility): Applies whenever you are trying to avoid detection.
Computers (Education): Applies whenever using or understanding those infernal machines.
Doctoring (Education): Applies whenever creating or using medical supplies, and when understanding biological stuff.
Explosives (Agility, Education): Applies to the handling and operation of explosive devices.
Guns (Agility): Applies when you shoot at stuff.
Hand-to-Hand (Brawn): Applies during physical, close-quarters engagements, both with weapons and without.
Intimidate (Manipulate or Brawn): Applies whenever you are trying to coerce someone using fear.
Intuit (Senses or Manipulate): Applies when probing for a character or creature’s true intentions. Also applies during initiative.
Keen Eyed (Senses): Applies when keeping watch at rest or on the move.
Marathon Runner (Toughness): Applies when food, water, and shelter needs aren’t met.
Radioactive (Toughness): Radiation damage heals you instead of hurting you, but normal damage doesn’t heal as fast - resting for a night only heals 1hp.
Repair (Education or Agility): Applies when attempting to assemble, dismantle, or otherwise adjust a machine’s operation. Furthermore, repairing items during downtime can be performed at a rate of 1 scrap = 1 usage point.
Roleplay (Manipulation): Applies when pretending to be someone else.
Scrounger (Senses or Education): Applies whenever you are searching for items.
Sprinter (Agility or Brawn): Applies whenever you want to move quickly.
Wayfinding (Senses or Education): Applies whenever a sense of direction is needed.
This list is not necessarily exhaustive - work with your WarMaster to invent new skills that describe your character’s special capabilities.
--------EXAMPLE TEST--------
Snogmar is trying to pick a lock. He has two hit points, so he adds two dice. He also has the Burglary skill, so he adds another dice. He has a box of hairpins to use as lockpicks so he gains another dice (and marks off one use of his box of hairpins). That is a total of four dice. He rolls them and gets a result of 2, 4, 4, and 3. Failure!! Fortunately, Snogmar has a point in his Agility stat, so he uses it to convert one of them to a 6. His failure is now a success, but he can’t use that Agility stat point again until he sleeps for a night.
HEALTH, RESTING, DEATH
--------HIT POINTS--------
All PCs start with 3 hit points. They can lose these in various ways, such as being hit with an attack, falling down from a height, or eating something bad. If a PC drops to 0 hit points they immediately fall unconscious. They must roll 1d6 to determine in how many rounds they will die unless someone intervenes. If they would have lost more hit points than they had remaining, or lose more hit points before receiving medical attention, subtract the excess lost hit points from this number.
A dying PC can be stabilized by restoring them to at least one hit point before they die. Any excess damage taken beyond their remaining hit points (as described above) must be healed first before restoring normal hit points.
PCs can regain hit points in various ways, such as taking special medicine, or resting (see the resting section for more details).
--------RADIATION--------
Some types of damage are worse than others. radiation damage acts like normal damage except that it cannot be healed through normal means, and can only be healed with special medicine or medical facilities.
--------RESTING--------
If a PC spends a night (or really eight uninterrupted hours at any time of day) sleeping they regain all their lost hit points (aside from radiation damage), and regain the use of all their stat points.
--------FOOD & DRINK--------
When resting for an hour, PCs may eat food or drink water to regain a point of health. This comes with risks: if the food was found in the wild (water from a stagnant puddle, meat from a mutated animal, etc.) the PC must perform a test to avoid immediately losing that hit point to radiation.
--------EXAMPLE REST--------
Maltodexter had found a small cave in a cliffside in which she and Patricia - the woman she was hired to escort through this wretched canyon - can rest for the night. They’ve fought off wild dogs, dodged pot-shots from bandits, and tumbled more than a few times. They’re both in rough shape. Malt has two hit points, and Patricia has only one. They need to rest, badly. However, Malt is worried they’re being pursued by the bandits.
She tells Patricia to sleep while she keeps watch. So long as they’re not interrupted Patricia will wake up with a full complement of hit points. Malt decides to stay awake and eat a couple of those weird eggs they found earlier. She doesn’t dare light a fire to cook them, so she just cracks them open and gulps them down. She performs a test for both of them. She passes the first one, but fails the other! She gains a hit point for each egg, but is at risk of losing one to radiation. Malt uses her point of Toughness to turn her failure into a success. She’s spared the radiation damage, but won’t get that Toughness point back this sleepless night.
INVENTORY AND LOOTING
Loot is the main way characters increase their chances of success. Finding and using useful items is a key element to this game.
--------USING ITEMS--------
When PCs pick up a cool new item, roll 1D6. That's how many usage points it has.
When characters perform a test, they may use applicable items from their inventory to gain a bonus die for their dice pool. For example, using binoculars to improve the odds of spotting hazards, a rifle to perform a weapon attack, or medicine to enhance hand-eye coordination. Most items only provide one additional die to a test when used, but some rare, special items may provide bonus dice and unique rules for usage.
When you use an item to gain a bonus die on a test, mark off one usage point from that item. This abstraction represents different things in the fiction of the game: wear and tear, eating or applying medicine, depleting ammunition, and so on. Once an item's usage points are depleted, it is destroyed, and you gain scrap equal to the number of usage points the item originally had. Unwanted items can be converted to scrap at any time.
Food, medicine, grenades, and that sort of thing do not turn into scrap when depleted.
A note on item usage: In some cases it may make sense to not consume an item’s usage point when applying it to a roll (“I’m not actually using this bar of gold, I’m just waving it around to sell the fact that I’m rich!”). In these cases you can frame it as a situational advantage instead of an item usage, but be cautious about over-using this approach. Part of the fun of the game is finding new stuff and fixing it up. Use your best judgement and discuss disagreements with your table.
--------SCRAP--------
Scrap is the currency of the realm. It can also be used to repair other items. While resting PCs can spend 2 scrap to add one usage point to an item. This process takes an hour. Note that while an item can be improved beyond its original usage points, this does not increase the amount of scrap gained when that item’s usage points are depleted.
--------LOOTING--------
Most items characters find come from scrounging around the world. Characters can spend one hour searching for stuff in their area, assuming they are able to do so safely (the WarMaster will roll for random encounters when appropriate).
Two main factors contribute to their chances of success: where they're looking and what they're looking for.
--------WHERE--------
This game uses three types of scavenging territory:
- Loot Deserts: Empty fields, unsettled forests, and literal deserts. These are places where looting is simply not feasible. Unless you're looking for sticks and rocks, you're not going to find much of value here. Performing a scrounging roll isn’t possible in these areas.
- Lootable Areas: Residential areas, office buildings, strip malls, etc. These are places where people frequented in the before-times. Scrounging rolls can be performed here, but be cautious: you might not be the only ones searching for supplies, and frequent visitors could attract predators.
- Hoards: Distribution warehouses, dumps, before-time stockpiles, and now-time encampments. These places have an unusually high concentration of useful items. Scrounging rolls here are made with a situational advantage die. However, there’s a reason the loot hasn’t been taken yet: There is ALWAYS a challenge or threat to deal with.
--------WHAT--------
There are three types of loot:
- Common: Items like hammers, nails, pens, pencils, shoes, furniture, computer accessories, and connector cables. If you would expect to find these items in most homes or workplaces, they’re considered common. Any success in a scrounging roll can be declared to be a common item of your choosing.
- Specialty: If you wouldn’t expect to find these items in most homes or workplaces today but could easily purchase them, they fall into this category. Items like R.C. cars, cultural / religious paraphernalia, musical instruments, niche sporting gear, etc. This also includes consumable items like sunscreen, batteries, candles, and spices, as well as intact instances of delicate items: light bulbs, fine china, and computers. To find these items, you must not only get at least one success, but the other dice in the roll must total at least 10. If you find a store or location specialising in these items, you can treat the roll as if you’re searching for a common item.
- Unique: Rare items with special bonus mechanics, such as fancy weaponry, expertly constructed machines, or equipment not available to the public in the before-times. These items are not found through scrounging rolls but are typically rewards for adventuring, discovered through rumours, or requisitioned from defeated foes.
Make it make sense: Some items may be treated as Common in one region but Specialty in another. For example: a group travelling along an old highway through farm country might be searching for a bottle of windshield washer fluid and a laser printer (for some reason). While it’s unlikely they would find a laser printer in this rural setting, there’s probably a bottle of windshield washer fluid in every third car they pass. In this case, they can roll normally for the windshield washer fluid, but the WarMaster decides they can’t choose a laser printer as their salvage unless they treat it like a specialty item (they’d need a sum of 10 on the other dice on top of getting a success). Not to worry: a city skyline is on the horizon, and the office buildings there will surely have what the players need.
Some kinds of loot are so common that rolling for them is unnecessary. Players can simply pick up objects from the scenery if established in the narrative. If players start overdoing this, remind them that lingering radiation, acid rain, and neglect have weakened most items found lying around. A scrounging roll is needed to find items in good enough condition to add a bonus die to dice pools.
COMBAT
Sometimes you have to fight some bad guys or terrible monsters.
Combat is divided into rounds. During each round every participant declares their action in order as determined by initiative, and then those actions are resolved simultaneously. Once everyone’s action has been resolved, a new round begins.
--------INITIATIVE--------
Each PC in combat performs an initiative test.
Those who fail must declare their action first. The Monsters then declare their actions with the benefit of that knowledge. Finally, the players who succeeded declare their actions with the knowledge of what everyone else in the combat is planning to do.
Each combatant performs a test to see if they succeed in their declared action.
--------CONTESTS--------
If two combatants are engaged in opposition to one another (such as counter-hacking a network, performing a tug-of-war, etc.), use a contest: both combatants test, and their successes cancel each other out. Then if either combatant has successes remaining, their action succeeds and the other’s fails. Ties result in no change to the situation.
--------MELEE CONTESTS--------
Engaging in a physical altercation has special rules. If a PC and an NPC attack one another in melee combat, the PC can elect to forego the usual contest rules, not cancelling out opposing successes, and instead allowing both sides to connect with their damage. This decision can be made after the test results have been revealed.
--------MOVEMENT--------
Character can move as a part of their action if they wish. They can move a short distance: from one side of the room to another, up a flight of stairs, or across a street. Moving greater distances quickly can be adjudicated using a test.
--------ACTIONS IN COMBAT--------
PCs and other creatures in combat can attempt to do anything they like in combat, but here are some common actions they might choose:
Attack: Each success you achieve deals one hit point of damage to the target. If the target is wearing armour, they can deplete uses of the armour to reduce the damage by one point each.
Defend: Test with a bonus die. Successes can be used to cancel out incoming attacks from hand-to-hand attackers. Successes can be distributed among multiple incoming attacks.
Dodge Missiles: Test with a bonus die. Successes can be used to cancel out incoming attacks from ranged attackers. Successes can be distributed among multiple incoming attacks.
Aid: If it seems plausible that you could help another character to do something, you may donate any dice you would gain from your skills, items, or circumstance bonuses to their dice pool.
Create an Advantage: Take an action to set up a favourable situation for future tests. For each success you achieve while creating the advantage, you grant an additional die to the dice pool of the character who will use the advantage later.
-------FALLING-------
When a character falls greater than ten feet the WarMaster tests to see how much damage is taken, rolling one die for every ten feet fallen.
--------SPEED--------
When resolving actions simultaneously it may be necessary to determine the order in which the actions occur. In these cases use the following metrics to determine whose action resolves first, moving down the list in the case of ties:
- Whoever has the most sixes
- Whoever has the most fives
- Whoever’s dice pool sums higher
If none of these metrics work, simply make contested 1d6 rolls until one participant rolls a higher number.
--------SPEED EXAMPLE--------
Silent Sam is desperately navigating a computer terminal’s byzantine menu system looking for the door lock controls. Through the video monitor he can see Linda pounding her fist on the door in terror as a scythe lizard sprints her way, claws ready for evisceration.
Sam rolls 3d6 to see if he can get the door unlocked (one for each of his 3 hit point, and no relevant skills): 5, 1, 3.
The scythe lizard rolls 7d6 to reach Linda before the door opens (one for each of its 6 hit points, and one for its powerful legs): 5, 4, 1, 1, 2, 4, 3.
In order to determine if Silent Sam can get the door open before the scythe lizard reaches Linda, the WarMaster compares their rolls: They got the same number of sixes (none), and the same number of fives (one), so they move on to comparing the sum of their rolls:9 vs 20.
Sorry Linda.
--------EXAMPLE COMBAT ROUND--------
Reily, Donovan, Brick, Butcher, and Theo are in a firefight with three heavily armed ogremen inside of an old hotel. They suspect more will arrive soon due to the noise of gunfire, so they are trying to escape through a jammed stairwell door.
Reily, Donovan, and Brick fail their initiative tests, so they declare their actions first. Donovan is going to use his torch to work on the stairwell door, and Brick uses her chaingun (a special weapon that gives a bonus die) to try to take down the nearest ogreman. Reily is out of ammo so she decides to rush an ogreman with her chainsaw.
The ogremen decide next. Two of the ogremen see that Brick is going to shoot at them so they fire at her with their machine guns. The other sees Reily charging forward and decides to go for a grapple.
Theo and Butcher go next. Butcher is more of a doctor than a fighter and knows they are doomed if the door stays jammed shut, so he spends his turn digging out a dose of SuperGo from his pack to feed Donovan to help him focus.
Theo is well-armoured and knows the team can’t afford to lose Brick and her chaingun, so he tries to get up in the front line to absorb some of the incoming machine gun fire. There’s no predefined rule for this so the WarMaster rules that if Theo can pass his test he can become the target of one of the machine gun blasts instead of Brick.
Everyone rolls their dice:
Reily: 3 dice (2hp + weapon), 0 success
Butcher: No roll needed, it just happens
Donovan: 5 dice (2hp + torch + repair skill + SuperGo), 2 successes
Brick: 6 dice (3hp + special chaingun + guns skill), 3 successes
Theo: 2 dice (2hp, no other bonuses), 1 success
Ogreman 1: 5 dice (4hp + weapon), 4 successes
Ogreman 2: 5 dice (4hp + weapon), 1 success
Ogreman 3: 5 dice (4hp + brute strength skill), 1 success
Reily charges an ogreman but he bats the blow aside and picks her up off the ground (ogreman’s 1 success beats Reily’s 0). Reily has no points in brawn so she can’t buy a success.
Theo leaps forward successfully, but is punished for it. The first ogre rolled very well, dealing 4 damage. Theo has armour on and so can reduce the damage by 1, but 3 damage still depletes his 2hp and he crumples to the ground. He rolls a d6 to see how many rounds until he bleeds out and rolls a 1, but he has to subtract the 1 excess damage, and so he dies instantly! Brick screams in rage and sorrow as she fires her chaingun at the ogremen. She uses her point in agility for another success, killing an ogreman. A couple bullets hit her for 1 damage, but she uses a point of armour to absorb the blow.
Butcher crams a purple pill into Donovan’s mouth. Donovan’s hand steadies and he manages to cut the top hinge off the door, and it crashes inward, leaving a gap. “DOOR’S OPEN, LET’S GO!”
TRAVEL AND EXPLORATION
Navigating the world is dangerous and often ill-advised. It’s best to stay in whatever hole you’re laying in and wallow. If you’re forced to travel about, here are some things to look out for.
--------TRAVELLING SPEED--------
If you travel fast, you can cover about 5 km per hour. Travelling in this way is the most efficient use of resources, but it does nothing to hide your appearance from watchful eyes. The WarMaster should roll 1d6 every hour travelled. If it results in a 1, a random encounter will occur. Not every random encounter is bad, but most are.
If you travel slowly, you can only cover 2.5 km per hour. However, your reduced speed allows you to make good use of whatever cover exists in the region (assuming there is any), and as such the WarMaster should only roll for random encounters every four hours. If there is no cover in the region, you may as well move quickly.
--------DIFFICULT WEATHER AND TERRAIN--------
Some areas in the world are open, easy terrain built for a brisk walk. Others are not. Tumbled skyscrapers, clogged roadways, muddy swamps, labyrinthine processing plants, etc. When travelling through regions like this, half the travelling speed.
Weather can also affect travelling speed. Twice a day the WarMaster rolls 1d6. If the result is 1, the weather is clear. If it’s 4, 5, or 6 the weather progresses along this path:
Clear > Cloudy > Drizzle > Rain > Storm
If the weather is Rainy or Stormy, reduce the travel speed by half.
--------DIRECTIONS--------
If you have a clear path to follow like a river, road, or canyon, ignore this part.
If you are traversing unmarked territory, perform a test every 5km. Failing the test means that you have become lost and must spend an hour attempting another test to become un-lost and continue making progress. Each failed test uses another hour. If there is a distant visible landmark in sight you can add a situational advantage die to the test.
CREATING A CHARACTER
All PCs start with 3 hit points.
Assign 3 points to your stats in any arrangement.
Choose 2 skills for which you meet the stat requirements.
Everyone starts with one Healing Serum with 1 usage point. When used it restores 1d6 hit points, up to the target’s maximum hit points. Then choose up to 6 basic items and assign 6 usage points to them in any arrangement (each item must have at least one usage point). You can also choose to convert any of those 6 usage points into scrap.
--------LEVELLING UP--------
When you level up (after completing a major task or surviving a harrowing hardship) put a new point into one of your stats. When you achieve odd-numbered levels you can also choose a new skill.
--------CHARACTER SHEET--------
Name:___________________________________Level:_____
--------HIT POINTS-------
[_][_][_]
------------STATS---------
Senses [_][_][_][_][_]
Toughness [_][_][_][_][_]
Agility [_][_][_][_][_]
Brawn [_][_][_][_][_]
Manipulate [_][_][_][_][_]
Education [_][_][_][_][_]
----------------------SKILLS---------------------
_________________________________________________|
_________________________________________________|
_________________________________________________|
_________________________________________________|
_________________________________________________|
------------ITEMS---------------------USES-------
0.___________________________| [_][_][_][_][_][_]
1.___________________________| [_][_][_][_][_][_]
2.___________________________| [_][_][_][_][_][_]
3.___________________________| [_][_][_][_][_][_]
4.___________________________| [_][_][_][_][_][_]
5.___________________________| [_][_][_][_][_][_]
6.___________________________| [_][_][_][_][_][_]
7.___________________________| [_][_][_][_][_][_]
8.___________________________| [_][_][_][_][_][_]
9.___________________________| [_][_][_][_][_][_]
--------SCRAP-----
[____]
APPENDIX
-----100 EXAMPLE LOOT ITEMS-----
|
1. Electric stand mixer 2. Golf club 3. Glass “hologram” cube (cat) 4. Bicycle wheel 5. Medical alert bracelet 6. E cig 7. Copper wire 8. Prescription pills (assorted) 9. Chain 10. Condiments 11. Tinned food 12. Tortoise shell 13. Halloween costume (niche) 14. Elastic bands 15. Powdered soap 16. Fire hose 17. Matches 18. Binoculars 19. Makeup compact 20. Shoe polish 21. Adjustable wrench 22. Toothpaste 23. InstaRice 24. Fuel canister 25. Tissue box 26. Box of tea 27. Outboard motor 28. Notepad 29. Clock radio 30. Ink printer 31. Batteries 32. Nunchucks 33. Boots 34. Fire axe 35. Desk fan 36. Motorcycle helmet 37. Football pads 38. Basketball hoop (no net) 39. Duct tape 40. Acrylic paint set 41. Rifle 42. Cleats 43. Electric coffee maker 44. Bottle of glass cleaner 45. Cutlery 46. Nails 47. Circular saw 48. Pool cue 49. Wood glue 50. Katana |
51. Scented candle 52. Dog kibble 53. CB radio 54. Rope 55. Store brand hotdog packet 56. Mothballs 57. Clear packing tape 58. Camping medkit 59. Uncooked flour 60. Leather jacket 61. Makeshift gun 62. Toilet paper 63. Road sign 64. Breakfast cereal 65. Coffee tin 66. Raffle ticket roll 67. Fish hooks 68. Shotgun 69. Fireworks 70. Bottle cap collection 71. Hunting knife 72. Baseball bat 73. Jerky 74. Homemade mace (club) 75. Homemade mace (spray) 76. Honey 77. Blacklight bulb 78. Bulletproof vest 79. Pistol 80. Religious vestments 81. Chewing gum 82. Novelty large pencil 83. White glue 84. Tennis racket 85. High-end rice cooker 86. Bubble gun 87. Masking tape 88. India ink 89. Rope net 90. Firefighter helmet 91. Motion detector 92. Baseball 93. Bathrobe 94. Mediaeval lance 95. PVC pipe 96. Adhesive removal liquid 97. String lights 98. Driving gloves 99. Mouse trap 100. Stapler |
-----EXAMPLE SPECIAL ITEMS------
Powerful Armour:
This huge metal armour is like a tank that walks. This is the pinnacle of personal battlefield technology, and is deeply coveted. It has a nuclear battery which enhances your movements. While wearing this armour you gain 1 additional point in Brawn. While wearing this armour you also ignore one point of incoming damage without having to expend an item usage, and are immune to radiation damage.
Chaingun:
An enormous, two handed, belt-fed bullet hose. Grants an additional die when shooting and successes can be divided among up to two targets.
Solar Cannon:
Grants a bonus die when shooting. Spending an hour outdoors in sunny weather adds one usage point to this item, up to a total of three.
Blunderbuss:
Twin barrels full of loose change and nails. 4s also count as successes when shooting with this gun.
Rifle Turret:
When activated, this item automatically takes a shot at a random target every round that it is able, expending a usage point. It has 3hp.
Energy Shield:
A shimmering orb large enough to surround a person. Reflects one point of incoming damage back at the attacker.
Molotov Cocktail:
A glass bottle filled with flammable liquid, thrown like a grenade. Successes can be distributed among up to three targets. Targets must spend a turn patting out the flames or else take 1 additional damage each combat turn. Creates an area of deadly flames. One use only.
Healing Serum:
A shockingly commonplace medicine which speeds up the natural healing process immensely. When administered it restores 1d6 hit points.
Computer Armband:
An incredible arm-mounted computer packed with features. When you would deplete usage points from another item you may deplete those usage points from this item instead. Its built-in targeting system can be used in combat like a stat to change a die result to a 6.
Spin-up lazer: This weapon has a hand-cranked flywheel which charges the battery. It allows you to spend any number of its usage points at once.
The Big Kaboom: The ultimate missile launcher, lobbing an enormous bomb at the target. Grants a bonus die while shooting. 4s, 5s, and 6s all count as successes. All successes can be applied to up to three targets. Deals radiation damage. Its usage points cannot be replenished.
BESTIARY
WarMasters should pick monsters from this list or invent new ones as the need arises. Monsters get hit points, skills (they often get unique ones unavailable to PCs), and maybe a piece of equipment or two with usage points indicated with ○. The only thing they don't get are stat points. They build a dice pool just like PCs. Mooks may often have no more than a couple of hit points. Boss monsters can be made by adding some hp and a few pieces of useful equipment.
-------BANDITS--------
Bandits are cruel, greedy humans who revel in violence
Bandit Ruffian:
1 hp
makeshift weapon (ranged or melee) ○○○
Bandit Bruiser:
1hp
bladed cudgel ○○○○
leather jacket ○○
Bandit Gorelord:
2hp
Cruel Streak
grenade (+bonus die, divide successes among up to 2 targets) ○
magnum revolver ○○○
-------OGREMEN--------
Ogremen are hulking brutes born from ancient bio-factories sunk deep inside the mountains
Ogreman Trash:
3hp
Radiation Immunity
machete ○○○
Ogreman Ravager: 4hp
Radiation Immunity, Brute Strength
machine gun ○○○
Ogrelord: 5hp
Radiation Immunity, Brute Strength
tough skin ○○
missile launcher (+2 bonus dice, +2 bonus targets) ○○
Ogreman Greenspear:
3hp
Radiation Immunity, Radioactive Hide
greenspear (applies radiation damage) ○○○
-------AUTOGLOTS--------
The Autoglots are evil hive-mind machines who aim to hypnotise humans and undermine their communities through sleeper agents
Autoglot Drone:
1hp
whirling rotors ○○○
Autoglot Hypnologist:
2hp
chrome husk ○○
brain scrambler (if this weapon depletes a target’s hp they become an Autoglot Thrall carrying whatever equipment they had) ○○○
Autoglot Thrall
1hp
Utter Lack of Self-Preservation
makeshift tool ○○○
Autoglot Environment Management Drone:
5hp
Hovering
gunmetal shroud ○○
robotic tentacles ○○○○
-------THIRSTERS--------
Thirsters are people (or animals) exposed to aerosolized Megaflex construction polymers. They are consumed by thirst and become more withered, violent, and desperate as their affliction progresses.
Thirster:
1hp
Dark vision
knife ○○
Thirster Blood-Drinker:
2hp
Dark vision
Crusty skin
Thirster Bear
5hp
Dark vision
Claws (ongoing bleed damage, save ends)
-------WILDLIFE--------
Mutated wildlife stalks the wilderness of the world, preying on each other and any humans foolish enough to step beyond the edges of their makeshift settlements. Animals can typically be harvested for food, though it should be cooked before eaten to reduce the risk of radiation damage.
Blood Beetle:
1hp
glistening carapace ○○
sharp proboscis ○○○
Road Toad:
2hp
bursting warts (can attack anyone who approaches within a few feet, radioactive) ○
sticky tongue ○○○
Scythe Lizard:
6hp
Armour-Piercing Claws (attacks cannot be blocked by armour)
powerful legs ○○○
Lobstrosity:
4hp
chitinous plates ○○○
vice grip pincers ○○○○
-------ROBOTS--------
Robots from the old world still clank along trying to fulfill old directives, or else co-opted by enterprising tinkerers. When destroyed, all robots drop scrap equal to their hp.
Utili-bot:
2hp
Repair
metal hull ○○
electro-charger ○
nail gun ○
blowtorch ○
extinguisher ○
Military Treadbot:
4hp
Tactical Mind (it takes 2 successes to beat in initiative)
titanium shroud ○○○
missile launcher (+bonus die, +bonus target) ○
bullet hose ○○○○
Floating Armbot:
3hp
British
manipulator arms ○○
flamethrower ○○
Capitalist Titan:
8hp
Enormous Stature
steel cowling ○○○
eyebeams ○○○○○○
Last updated: March 28 2026