Soldiers

Conscript

Medium humanoid (human or ghoul)


Armour Class 12 (light chest, 4 light limbs)
Hit Points 9 (2d8)
Rad Resist 5
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

Senses passive Perception 10
Languages American English
Challenge 1/8 (25 XP)


Actions

10mm Pistol. Ranged weapon attack: +2 to hit, range 50/150 ft., one target. Hit: 7 (2d6) piercing damage.

Combat Knife. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Recruit

Medium humanoid (human or ghoul)


Armour Class 13 (light chest, 4 light limbs, helmet)
Hit Points 16 (3d8 + 3)
Rad Resist 6
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Senses passive Perception 10
Languages American English
Challenge 1/4 (50 XP)


Actions

10mm Pistol. Ranged weapon attack: +2 to hit, range 50/150 ft., one target. Hit: 7 (2d6) piercing damage.

Combat Knife. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Private

Medium humanoid (human or ghoul)


Armour Class 16 (medium chest, 4 medium limbs, helmet)
Hit Points 26 (4d8 + 8)
Rad Resist 7
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Senses passive Perception 10
Languages American English
Challenge 1/2 (100 XP)


Coordinated Fire. Once per turn, the private has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the private’s last turn.

Actions

Assault Rifle. Ranged weapon attack: +4 to hit, range 70/210 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

10mm Pistol. Ranged weapon attack: +4 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Corporal

Medium humanoid (human or ghoul)


Armour Class 16 (medium chest, 4 medium limbs, helmet)
Hit Points 45 (7d8 + 14)
Rad Resist 8
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Senses passive Perception 11
Languages American English
Challenge 2 (450 XP)


Coordinated Fire. Once per turn, the corporal has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the corporal’s last turn.

Actions

Multiattack. The corporal makes two attacks.

Automatic Assault Rifle. Ranged weapon attack: +5 to hit, range 70/210 ft., one target or burst fire. Hit: 12 (2d8 + 3) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 13 Dexterity saving throw (with advantage if they are more than 70 feet from the corporal), taking 12 (2d8 + 3) piercing damage on a failed saving throw or half that on a success.

10mm Pistol. Ranged weapon attack: +5 to hit, range 50/150 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Combat Knife. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Sergeant

Medium humanoid (human or ghoul)


Armour Class 16 (medium chest, 4 medium limbs, helmet)
Hit Points 65 (10d8 + 20)
Rad Resist 9
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 12 (+1)

Senses passive Perception 11
Languages American English
Challenge 3 (700 XP)


Coordinated Fire. Once per turn, the sergeant has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the sergeant’s last turn.

Actions

Multiattack. The sergeant makes three attacks.

Automatic Assault Rifle. Ranged weapon attack: +5 to hit, range 70/210 ft., one target or burst fire. Hit: 12 (2d8 + 3) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 13 Dexterity saving throw (with advantage if they are more than 70 feet from the sergeant), taking 12 (2d8 + 3) piercing damage on a failed saving throw or half that on a success.

10mm Pistol. Ranged weapon attack: +5 to hit, range 50/150 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Combat Knife. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Lieutenant

Medium humanoid (human or ghoul)


Armour Class 19 (heavy chest, 4 heavy limbs, helmet)
Hit Points 90 (12d8 + 36)
Rad Resist 12
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 14 (+2)

Senses passive Perception 12
Languages American English
Challenge 5 (1,800 XP)


Coordinated Fire. Once per turn, the lieutenant has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the lieutenant’s last turn.

Actions

Incite Action. A lower ranking ally of the lieutenant who can hear them and has a lower CR than the lieutenant immediately takes an Action or moves up to their speed.

Multiattack. The lieutenant makes three attacks.

Automatic Recoil-Compensating Assault Rifle. Ranged weapon attack: +7 to hit, range 70/210 ft., one target or burst fire. Hit: 12 (2d8 + 3) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 15 Dexterity saving throw (with advantage if they are more than 70 feet from the lieutenant), taking 12 (2d8 + 3) piercing damage on a failed saving throw or half that on a success.

Comfort Gripped 10mm Pistol. Ranged weapon attack: +7 to hit, range 50/150 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Combat Knife. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Captain

Medium humanoid (human or ghoul)


Armour Class 19 (heavy chest, 4 heavy limbs, helmet)
Hit Points 120 (16d8 + 48)
Rad Resist 14
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 16 (+3)

Senses passive Perception 13
Languages American English
Challenge 7 (2,900 XP)


Coordinated Fire. Once per turn, the captain has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the captain’s last turn.

Actions

Incite Action. A lower ranking ally of the captain who can hear them and has a lower CR than the captain immediately takes an Action or moves up to their speed.

Multiattack. The captain makes four attacks.

Automatic Recoil-Compensating Assault Rifle. Ranged weapon attack: +8 to hit, range 70/210 ft., one target or burst fire. Hit: 13 (2d8 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 16 Dexterity saving throw (with advantage if they are more than 70 feet from the captain), taking 13 (2d8 + 4) piercing damage on a failed saving throw or half that on a success.

Comfort Gripped Automatic 10mm Pistol. Ranged weapon attack: +8 to hit, range 50/150 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 16 Dexterity saving throw (with advantage if they are more than 50 feet from the captain), taking 11 (2d6 + 4) piercing damage on a failed saving throw or half that on a success.

Serrated Combat Knife. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed at a DC 12 Constitution saving throw or take 1d4 piercing damage at the beginning of each of their turns. The target can repeat their saving throw at the end of every turn.

Major

Medium humanoid (human or ghoul)


Armour Class 19 (heavy chest, 4 heavy limbs, helmet)
Hit Points 142 (19d8 + 57)
Rad Resist 16
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 16 (+3)

Senses passive Perception 13
Languages American English
Challenge 9 (5,000 XP)


Coordinated Fire. Once per turn, the major has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the major’s last turn.

Actions

Incite Action. A lower ranking ally of the major who can hear them and has a lower CR than the major immediately takes an Action or moves up to their speed.

Multiattack. The major makes five attacks.

Automatic Recoil-Compensating Assault Rifle. Ranged weapon attack: +9 to hit, range 70/210 ft., one target or burst fire. Hit: 13 (2d8 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 17 Dexterity saving throw (with advantage if they are more than 70 feet from the major), taking 13 (2d8 + 4) piercing damage on a failed saving throw or half that on a success.

Comfort Gripped Automatic 10mm Pistol. Ranged weapon attack: +9 to hit, range 50/150 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 17 Dexterity saving throw (with advantage if they are more than 50 feet from the major), taking 11 (2d6 + 4) piercing damage on a failed saving throw or half that on a success.

Serrated Combat Knife. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed at a DC 12 Constitution saving throw or take 1d4 piercing damage at the beginning of each of their turns. The target can repeat their saving throw at the end of every turn.

Colonel

Medium humanoid (human or ghoul)


Armour Class 19 (heavy chest, 4 heavy limbs, helmet)
Hit Points 172 (23d8 + 69)
Rad Resist 18
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 11 (+0) 18 (+4) 16 (+3)

Senses passive Perception 14
Languages American English
Challenge 11 (7,200 XP)


Coordinated Fire. Once per turn, the colonel has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the colonel’s last turn.

Actions

Incite Action. A lower ranking ally of the colonel who can hear them and has a lower CR than the colonel immediately takes an Action or moves up to their speed.

Multiattack. The colonel makes six attacks.

Automatic Recoil-Compensating Assault Rifle. Ranged weapon attack: +10 to hit, range 70/210 ft., one target or burst fire. Hit: 13 (2d8 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 18 Dexterity saving throw (with advantage if they are more than 70 feet from the colonel), taking 13 (2d8 + 4) piercing damage on a failed saving throw or half that on a success.

Comfort Gripped Automatic 10mm Pistol. Ranged weapon attack: +10 to hit, range 50/150 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 18 Dexterity saving throw (with advantage if they are more than 50 feet from the colonel), taking 11 (2d6 + 4) piercing damage on a failed saving throw or half that on a success.

Serrated Combat Knife. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed at a DC 12 Constitution saving throw or take 1d4 piercing damage at the beginning of each of their turns. The target can repeat their saving throw at the end of every turn.

Brigadier

Medium humanoid (human or ghoul)


Armour Class 19 (heavy chest, 4 heavy limbs, helmet)
Hit Points 210 (28d8 + 84)
Rad Resist 20
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 11 (+0) 18 (+4) 16 (+3)

Senses passive Perception 14
Languages American English
Challenge 13 (10,000 XP)


Coordinated Fire. Once per turn, the brigadier has advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack against the same target since the brigadier’s last turn.

Actions

Incite Action. A lower ranking ally of the brigadier who can hear them and has a lower CR than the brigadier immediately takes an Action or moves up to their speed.

Multiattack. The brigadier makes six attacks.

Automatic Recoil-Compensating Assault Rifle. Ranged weapon attack: +11 to hit, range 70/210 ft., one target or burst fire. Hit: 13 (2d8 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 19 Dexterity saving throw (with advantage if they are more than 70 feet from the brigadier), taking 13 (2d8 + 4) piercing damage on a failed saving throw or half that on a success.

Comfort Gripped Automatic 10mm Pistol. Ranged weapon attack: +11 to hit, range 50/150 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 19 Dexterity saving throw (with advantage if they are more than 50 feet from the brigadier), taking 11 (2d6 + 4) piercing damage on a failed saving throw or half that on a success.

Serrated Combat Knife. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed at a DC 12 Constitution saving throw or take 1d4 piercing damage at the beginning of each of their turns. The target can repeat their saving throw at the end of every turn.

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