Book Rust Devils
Book Rust Devils
Book Rust Devils
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Introduction
DEVILISH SCAVENGERS
The Rust Devils are the most technologically savvy
“The Rust Devils are a group of ruthless raiders who and dangerous raider gang. They are obsessed with
utilize robots for their nefarious practices. They scour robots and can often be encountered scouring the
the Commonwealth looking for my kind. What they Commonwealth for robots to reprogramme or salvage,
can’t capture and reprogramme, they strip down for festooning themselves and their bases with tangles of
spare parts.” —Ada wires, circuitry, and spare parts—even going so far as to
fashion armor and weapons from their salvage. You may
only encounter a few human gang members at a time
but rest assured their reprogrammed robots will never
be far away.
Chapter One
RUST DEVILS
RAIDERS
Rust Devils are distinguishable from other raiders by their repurposed robot armor and lack of circuitry.
Whether recruits or veterans, they all have one thing in common, they won’t go anywhere without an entourage
of repurposed robots. Rust Devils are distinguishable from other raiders by their repurposed robot armor and lack
of circuitry. Whether recruits or veterans, they all have one thing in common, they won’t go anywhere without an
entourage of repurposed robots.
7 11 1 SPECIAL ABILITIES
SKILLS
Wrench, 10+5 D
C rounds of .38 ammo, Wealth 1
Athletics 1 Science 2
Repair 2 Unarmed 1
( Tag Skill)
Level 3, Human, Normal Character (24XP) Level 5, Human, Normal Character (38XP)
S P E C I A L S P E C I A L
6 6 5 4 5 7 4 5 7 5 4 5 7 5
8 13 1 10 14 1
CARRY WEIGHT MELEE BONUS LUCK POINTS CARRY WEIGHT MELEE BONUS LUCK POINTS
2 (Torso, 2 (Head);
2
Legs); 0 0 3 (Chest); 2 (Head,
(Torso, Legs) 0 0
1 (Arms) 2 (Legs); Torso, Legs)
1 (Arms)
SKILLS
( Tag Skill)
ATTACKS
INVENTORY
SPECIAL ABILITIES
RUST DEVIL SCRAPPER
LET RIP: Once per combat, the Rust Devil Welder
may ‘let rip’ with a volley from their Assault Adept at letting others do their dirty work, you’ll
Rifle. This adds the weapons Fire Rate of 2 to the find a Rust Devil Scrapper enacting subroutines
weapon’s damage for a single attack (for 7 D
C from somewhere out of the firing line or bagging the
total). The welder may use the Assault Rifle’s Burst choicest parts after a shootout.
effect for free on this attack, but the weapon’s
Accurate quality may not be used on this attack. Level 6, Human, Normal Character (45XP)
RUST DEVIL SUBROUTINES: The Rust Devil
S P E C I A L
Welder may spend a minor action to order a Rust
Devil robot of equal or lower level within Close 4 8 5 4 6 6 5
Athletics 1 Science 2
INVENTORY
Medicine 1 Small Guns 4
Robot Armor Heavy Chest, Raider Arm, Knuckles,
Scoped Assault Rifle, 8+4 D
C 5.56mm rounds, Melee Weapons 2 Survival 2
Welder’s Visor, Robot Repair Kit, 3 Frag Grenades, Repair 3 Unarmed 1
Wealth 1
( Tag Skill)
ATTACKS
-
6+3 D
C .308 rounds, Robot Armor Chest, Robot
200 lbs. -
arm armor x2, Wealth 2
PHYS. DR ENERGY DR RAD. DR POISON DR
2 (Chest, 2 (Chest,
Arms); Arms); 0 0
1 (Legs) 1 (Legs) RUST DEVIL SPLICER
SKILLS
Sometimes, an Assaultron is far too damaged to make
Melee Weapons 2 Sneak 2
the simplest combat robot. In this case, a splicer
Repair 4 Survival 3 must find other uses or applications. If you’re brave
Science 3 Unarmed 1 or creative enough to attempt it, you can remove the
Small Guns 4 head and wield it as a hand weapon. Using such a
weapon is the mark of the Rust Devil Splicers and is
( Tag Skill)
considered an honor within the gang.
ATTACKS
Level 12, Human, Normal Character (88XP)
UNARMED STRIKE: STR + Unarmed (TN 6),
2 D
C Physical damage S P E C I A L
KNUCKLES: STR + Unarmed (TN 6), 3 D
C 5 7 6 5 6 7 5
Physical damage, Concealed
HP INITIATIVE DEFENSE
SCOPED LONG HARDENED PIPE BOLT-ACTION
RIFLE: AGI + Small Guns (TN 11), 18 14 1
6 D
C Piercing Physical damage, Fire Rate 0, CARRY WEIGHT MELEE BONUS LUCK POINTS
Range L, Two-handed, Accurate, Unreliable
200 lbs. - -
2 (All) 2 (All) 0 0
Athletics 1 Repair 4
Medicine
1
2
Small Guns
Survival
2
2
Rust Devil Splicers
Rust Devil Splicers roam the Commonwealth
Melee Weapons 2 Unarmed 2
wasteland, scavenging and reassembling
( Tag Skill)
advanced robotic parts to suit their needs.
ATTACKS
By attaching an Assaultron’s head to its arm
UNARMED STRIKE: STR + Unarmed (TN 7),
as a makeshift bladed melee weapon, the Rust
2 D
C Physical damage
Devil Splicers demonstrate their resourcefulness
ASSAULTRON HEAD MK IV: PER + Energy
and aptitude for using robotic components in
Weapons (TN 11), 7 D
C Piercing Energy
innovative ways.
damage, Fire Rate 0, Range C,
Unstable Radiation
SPECIAL ABILITIES
INVENTORY
2 (All) 2 (All) 0 0
x2, Power Fist, Double-Barrel Shotgun, 6 + 3 D
C
Shotgun Shells, Stimpack, Wealth 3
SKILLS
Explosives 3 Sneak 3
SPECIAL ABILITIES
LET RIP: Once per combat, Ivy may ‘let rip’ with a
volley from her Tesla Rifle. This adds the weapons
Fire Rate of 2 to the weapon’s damage for a
single attack (for 9 D
C total).
ADVANCED RUST DEVIL SUBROUTINES: Ivey
may spend a minor action to order any Rust Devil
robot to immediately perform a minor action.
Alternatively, she may spend a major action to
order a Rust Devil robot to take a major action
immediately.
Legs, 10 Arms) The robot can also use their “once per combat”
abilities again. The robot must be physically
CARRY WEIGHT MELEE BONUS LUCK POINTS intact and not destroyed.
360 lbs. +3 D
C 9 REWIRE: As a minor action, Ivey may tinker with
systems within her knowledge to increase the
PHYS. DR ENERGY DR RAD. DR POISON DR
power of one robot within reach. The robot may
7 (Head); 6 (Head); reroll a single d20 on its next attack.
9 (Chest);
9 (Chest); 8 (Chest);
7 (Head, 0 TARGET THE JOINTS: Once per combat, Ivey may
6 (Arms, 5 (Arms,
Legs) Legs)
Arms, Legs) add +2 D
C damage to any attack that targets a
robot.
SKILLS
INVENTORY
Athletics 4 Science 4
Power Armor Frame, Full Suit of T-60 Power Armor,
Energy Weapons 5 Speech 3 Tesla Bracers, Tesla Rifle, 14+7 D
C Fusion Cells,
Medicine 2 Survival 4 Wealth 3
Repair 5
( Tag Skill)
ROBOTS
Robots under the control of the Rust devils all SPECIAL ABILITIES
have one in common: devotion. Whether they are ROBOT: The Protectron is a robot. They are
scavenged, salvaged, or modded beyond recognition, immune to the effects of starvation, thirst, and
all are loyal to Ivey and her devils. Programmed to suffocation. They are also immune to Poison and
work alongside the human members of the Rust Radiation damage. However, machines cannot
Devils, these robots are particularly collaborative use food and drink or other consumables, they do
and strategize effortlessly with their gang. Exposed not heal naturally, and the Medicine skill cannot
circuitry, visible welds, and bones are commonplace— be used to heal them: damage to them must be
transforming their rusted bodies from junkyard waste repaired (Fallout: The Roleplaying Game: Core
Rule Book Chapter 2: Combat p.34).
to nightmarish machinations.
IMMUNE TO POISON: The Protectron reduces all
Poison damage suffered to 0 and cannot suffer
any damage or effects from poison.
PROTECTRON DEVIL IMMUNE TO RADIATION: The Protectron reduces
all Radiation damage suffered to 0 and cannot
One of RobCo Industries’ most successful lines of
suffer any damage or effects from radiation.
robots, salvaged and repurposed by the Rust Devils.
IMMUNE TO DISEASE: the Protectron is immune
This robot’s armor has been stripped away, and
to the effects of all diseases, and they will never
repurposed to protect its human masters, exposing its
suffer the symptoms of any disease.
circuitry. Usually found in packs either accompanying
ARM LASERS: If one of a Protectron’s arms
Rust Devils or other Protectron Devils as they roam
suffers an injury, the Fire Rate of its Arm Lasers
the Commonwealth searching for more robots to
decreases to 2. If both its arms are injured, it can
salvage.
no longer attack with its Arm Lasers.
Level 2, Robot, Normal Creature (17 XP) LET RIP: Once per combat, the Protectron may
‘let rip’ with a volley from their Arm Lasers. This
BODY MIND MELEE GUNS OTHER adds the weapon’s Fire Rate of 4 to the weapon’s
4 5 2 2 2 damage for a single attack (for 7 D
C total),
and allows them to use the Burst damage effect
HP INITIATIVE DEFENSE without spending ammo. If one of the Protectron’s
6 9 1 Arm Lasers is injured, this special attack
decreases to 5 D
C damage.
PHYS. DR ENERGY DR RAD. DR POISON DR SELF-DESTRUCT: If both of a Protectron’s arms are
3 (All) 3 (All) Immune Immune injured, or it has been reduced to half or fewer of
its maximum HP, it will move towards the nearest
ATTACKS enemy and use its major action to self-destruct.
This self-destruct is an attack centered upon itself
CLAWS: BODY + Melee (TN 6),
and destroys the Protectron Devil after it attempts
3 D
C Physical damage
this attack.
ARM LASERS: BODY + Melee (TN 6), 3 D
C Burst,
JAGGED ARMOR: When the Protectron Devil
Piercing Energy damage, Range C, Fire Rate 4
is attacked with a melee attack, if no hits are
SELF DESTRUCT: BODY + Melee (TN 6),
scored, the attacker takes 2 D
C physical damage.
6 D
C Physical damage, Blast
SALVAGE: Scavengers can salvage from a destroyed IMMUNE TO POISON: The Protectron reduces all
Protectron with a successful INT + Science test with Poison damage suffered to 0 and cannot suffer
a difficulty of 1. This yields 2 D
C units of common any damage or effects from poison.
materials with +1 D
C per AP spent, and each Effect ROBOT: The Protectron is a robot. They are
yields 1 uncommon material. immune to the effects of starvation, thirst, and
suffocation. They are also immune to Poison and
Radiation damage. However, machines cannot
PROTECTRON SCOURGE use food and drink or other consumables, they do
not heal naturally, and the Medicine skill cannot
Trading the clean lines and round shapes of its be used to heal them: damage to them must be
original design for jagged metal and tangled wire, the repaired (Fallout: The Roleplaying Game: Core
Rust Devils upgraded this Protectron in every way. Rule Book Chapter 2: Combat p.34).
Thicker armor and better targeting protocols result IMMUNE TO POISON: The Protectron reduces all
in a deadlier and tougher robot than its predecessor. Poison damage suffered to 0 and cannot suffer
Utilized whenever the Protectron Devil isn’t quite any damage or effects from poison.
enough anywhere the Rust Devils go, the Protectron
IMMUNE TO RADIATION: The Protectron reduces
Scourge will follow. all Radiation damage suffered to 0 and cannot
suffer any damage or effects from radiation.
Level 6, Robot, Raider,
Normal Creature (45XP) IMMUNE TO DISEASE: The Protectron is immune
to the effects of all diseases, and they will never
BODY MIND MELEE GUNS OTHER suffer the symptoms of any disease.
6 5 4 3 2 ARM LASERS: If one of a Protectron’s arms
suffers an injury, the Fire Rate of its Arm Lasers
HP INITIATIVE DEFENSE decreases to 2. If both its arms are injured, it can
12 11 1 no longer attack with its Arm Lasers
CLAWS: BODY + Melee (TN 10), without spending ammo. If one of the Protectron’s
4 D
C Physical damage Arm Lasers is injured, this special attack
decreases to 6 D
C damage.
ARM LASERS: BODY + Guns (TN 9), 4 D
C Burst,
Piercing Energy damage, Range C, Fire Rate 4 SELF-DESTRUCT: If both of a Protectron’s arms are
injured, or it has been reduced to half or fewer of
SELF DESTRUCT: BODY + Melee (TN 10),
its maximum HP, it will move towards the nearest
6 D
C Physical damage, Blast enemy and use its major action to self-destruct.
SPECIAL ABILITIES This self-destruct is an attack centered upon
itself and destroys the Protectron Scourge after it
ROBOT: The Protectron is a robot. They are
attempts this attack.
immune to the effects of starvation, thirst, and
suffocation. They are also immune to Poison and JAGGED ARMOR: When the Protectron Scourge
Radiation damage. However, machines cannot is attacked with a melee attack, if no hits are
use food and drink or other consumables, they do scored, the attacker takes 2 D
C Physical damage.
not heal naturally, and the Medicine skill cannot
be used to heal them: damage to them must be
repaired (Fallout: The Roleplaying Game: Core
Rule Book Chapter 2: Combat p.34).
INVENTORY
DOOM PROTECTRON
different roles, such as law enforcement, medical
assistance, security and maintenance or even
customer service.
Both inside and out, this Protectron is truly a new
beast. With upgraded weapons and an advanced
Doom Protectrons are commonly found in and
targeting card, the improvements to a Doom
around factories, military installations, and vaults.
Protectron are more than just software tweaks. Still,
unlike other expensive variants, the Doom Protection
remains a sturdy and easily produced machine. These
robots can still be found abundantly amongst Rust
Devil raiding groups in smaller numbers than their
predecessors.
HP INITIATIVE DEFENSE
17 13 1
ATTACKS
SALVAGE: Scavengers can salvage from a destroyed IMMUNE TO POISON: The Protectron reduces all
Protectron with a successful INT + Science test with Poison damage suffered to 0 and cannot suffer
a difficulty of 1. This yields 3 D
C units of common any damage or effects from poison.
materials with +1D
C per AP spent, and each Effect IMMUNE TO RADIATION: The Protectron reduces
yields 1 uncommon material. all Radiation damage suffered to 0 and cannot
suffer any damage or effects from radiation.
LET RIP: Once per combat, the Protectron may HP INITIATIVE DEFENSE
‘let rip’ with a volley from their Flame Jet. This 13 11 1
adds the weapon’s Fire Rate of 4 to the weapon’s
CARRY WEIGHT MELEE BONUS LUCK POINTS
damage for a single attack (for 7 D
C total),
and allows them to use the Burst damage effect 150 lbs. - -
without spending ammo. This special attack
PHYS. DR ENERGY DR RAD. DR POISON DR
cannot be used if the Protectron’s Flame Jet is
injured. 1 (All) 1 (All) Immune Immune
Handy variant charges headfirst into the fray, heedless IMMUNE TO POISON: The Mister Handy War
of its own survival. Machine reduces all Poison damage suffered to
0 and cannot suffer any damage from the effects
of poison.
INVENTORY
BUZZSAW: STR + Melee (TN 11), JAGGED ARMOR: When the Mister Handy
4 D
C Piercing Physical damage Annihilator is targeted with a melee attack, if
FLAMER: END + Big Guns (TN 9), no hits are scored, the attacker suffers 2 D
C
Physical damage.
3 D
C Burst, Persistent, Spread, Energy damage,
Range C, Fire Rate 4, Debilitating, Inaccurate
INVENTORY
SELF DESTRUCT: END + Explosives (TN 7) 8 D
C SALVAGE: Scavengers can salvage from a destroyed
Physical damage, Blast
Mister Handy Annihilator with a successful INT +
SPECIAL ABILITIES Science test with a difficulty of 1. This yields 2d20
IMMUNE TO DISEASE: The Mister Handy BODY MIND MELEE GUNS OTHER
Annihilator is immune to the effects of all
diseases, and they will never suffer the symptoms
8 5 5 - 4
of any disease.
HP INITIATIVE DEFENSE
MISTER HANDY: The Mister Handy Annihilator
17 13 1
has 360° vision and improved sensory systems
that can detect smells, chemicals, and radiation,
PHYS. DR ENERGY DR RAD. DR POISON DR
reducing the difficulty of PEW tests that rely on
sight and smell by 1. It moves by jet propulsion, 3 (All) 3 (All) Immune Immune
hovering about the ground, unaffected by difficult
ATTACKS
terrain or obstacles.
CLAWS: BODY + Melee (TN 13),
SELF-DESTRUCT: If all of a Mister Handy
Annihilator’s arms are injured, or it has been
4 D
C Breaking Physical damage
reduced to half or fewer of its maximum HP, it
will move towards the nearest enemy and use its
major action to self-destruct. This self-destruct is
an attack centered upon itself and destroys the
Mister Handy Annihilator after it attempts this
attack.
JAGGED ARMOR: When the Assaultron Devil LASER: BODY + Guns (TN 14),
is targeted with a melee attack, if no hits are 9 D
C Vicious Energy damage, Range L
scored, the attacker suffers 2 D
C physical SPECIAL ABILITIES
damage.
ROBOT: The Assaultron Succubus is a robot. They
INVENTORY are immune to the effects of starvation, thirst, and
SALVAGE: Scavengers can salvage from a destroyed suffocation. They are also immune to Poison and
Assultron Devil with a successful INT + Science test Radiation damage. However, machines cannot
with a difficulty of 1. This test yields use food and drink or other consumables, they do
2 D
C common materials, and each Effect yielding 1 not heal naturally, and the Medicine skill cannot
uncommon material. be used to heal them: damage to them must be
repaired (Fallout: The Roleplaying Game: Core
Rule Book Chapter 2: Combat p.34).
ASSAULTRON GORGON
Welding two flaming shishkebabs, these assaultrons
are purposely built for hand-to-hand combat. One
can always be found at Ivey’s side as a testament to
their proficiency and effectiveness, a personal honor
guard providing her close combat support and extra
firepower. Stronger and faster than other assaultrons,
the Gorgon often dives head first into combat, eager
to eviscerate anything it doesn’t recognize as friendly.
HP INITIATIVE DEFENSE
50 17 1
ATTACKS
SALVAGE: Scavengers can salvage from a destroyed IMMUNE TO RADIATION: The Assaultron Gorgon
Assultron Succubus with a successful reduces all Radiation damage suffered to 0 and
INT + Science test with a difficulty of 1. This test cannot suffer any damage from the effects of
radiation.
yields 1 D
C uncommon materials, and each Effect
yields 1 fusion core. IMMUNE TO DISEASE: The Assaultron Gorgon
is immune to the effects of all diseases, and they
will never suffer the symptoms of any disease.
DUAL WIELDING: When the Assaultron Gorgon BODY MIND MELEE GUNS OTHER
attacks with one of its shishkebabs, it may take
8 7 4 4 3
a second major action for 1 AP so long as
the second action is an attack with the other
HP INITIATIVE DEFENSE
Shishkebab. It cannot use this ability if either of
its arms are injured. 34 15 1
CHAIN GUN: BODY + Guns (TN 12), LET RIP: Once per combat, the Sentry Bot Ripper
5 D
C Physical damage, Burst, Spread, Range M, may ‘let rip’ with a volley from its Chain Gun.
Fire Rate 5 This adds the weapon’s Fire Rate of 5 to the
UNARMED: BODY + Melee (TN 12), weapon’s damage for a single attack (for 10 D
C
total), and allows them to use the Burst damage
8 D
C Vicious Physical Damage
effect without spending ammo.
MISSILE LAUNCHER: BODY + Melee:
AGGRESSIVE: The Sentry Bot Ripper is quick to
(TN 12) 11 D
C Physical damage, Blast, Fire Rate
0, Range L. action when it senses prey. When the Sentry Bot
Ripper enters a scene, immediately generate 1
SELF DESTRUCT: BODY + Melee: (TN 12), 10 D
C AP. If the Sentry Bot Ripper is an ally then this
Radioactive Physical damage, Blast
goes into the group pool. If it is an enemy, it goes
SPECIAL ABILITIES into the GM’s pool.
ROBOT: The Sentry Bot Ripper is a robot. They MODIFIED SELF-DESTRUCT: If both of the Sentry
are immune to the effects of starvation, thirst, and Bot Ripper’s arms are injured, or it has been
suffocation. They are also immune to Poison and reduced to a quarter or fewer of its maximum HP,
Radiation damage. However, machines cannot it will move towards the nearest enemy and use
use food and drink or other consumables, they do its major action to self-destruct. This self-destruct
not heal naturally, and the Medicine skill cannot is an attack centered upon itself and destroys the
be used to heal them: damage to them must be Sentry Bot Ripper after it attempts this attack.
repaired (Fallout: The Roleplaying Game: Core
INVENTORY
Rule Book Chapter 2: Combat p.34).
SALVAGE: Scavengers can salvage from a destroyed
IMMUNE TO POISON: The Sentry Bot Ripper
Sentry Bot Ripper with a successful INT + Science
reduces all Poison damage suffered to 0 and
test with a difficulty of 1. This yields 1 fusion core,
cannot suffer any damage or effects from poison.
2 D
C units of common materials with +1 D
C per AP
IMMUNE TO RADIATION: The Sentry Bot Ripper spent, and each effect yields 1 uncommon material.
reduces all Radiation damage suffered to 0
and cannot suffer any damage or effects from
42 17 1
6 (All) 5 (All) Immune Immune LET RIP: Once per combat, the Sentry Bot
Carnage may ‘let rip’ with a volley from their
ATTACKS Gatling Laser. This adds twice the weapon’s Fire
PHYS. DR ENERGY DR RAD. DR POISON DR Butcher’s senses are especially keen; they can
attempt to detect creatures or objects which
5 (All) 5 (All) Immune Immune
characters normally cannot, and they reduce the
difficulty of all other PER tests by 1
ATTACKS
(to a minimum of 0)
HEAVY INCINERATOR: BODY + Guns (TN 17),
LET RIP: Once per combat, the Sentry Bot Butcher
5 D
C Energy damage, Burst, Persistent, Spread, may ‘let rip’ with a volley from their Chain Gun.
Range M, Fire Rate 3, Debilitating
This adds the weapon’s Fire Rate of 5 to the
CHAIN GUN: BODY + Guns (TN 17), weapon’s damage for a single attack (for 10 D
C
5 D
C Physical damage, Burst, Spread, Range M, total), and allows them to use the Burst damage
Fire Rate 5 effect without spending ammo.
UNARMED: BODY + Melee (TN 16), AGGRESSIVE: The Sentry Bot Butcher is quick to
8 D
C Vicious Physical damage action when it senses prey. When the Sentry Bot
MISSILE LAUNCHER: BODY + Guns: Butcher enters a scene, immediately generate 1
(TN 12), 11 D
C Physical damage, Blast, Range L AP. If the Sentry Bot Butcher is an ally then this
goes into the group pool. If it is an enemy, it goes
SELF DESTRUCT: BODY + Melee: (TN 16),
into the GM’s pool.
9 D
C Radioactive Physical damage, Blast
MODIFIED SELF-DESTRUCT: If both of the Sentry
SPECIAL ABILITIES Bot Butcher’s arms are injured, or it has been
ROBOT: The Sentry Bot Butcher is a robot. They reduced to a quarter or fewer of its maximum HP,
are immune to the effects of starvation, thirst, and it will move towards the nearest enemy and use
suffocation. They are also immune to Poison and its major action to self-destruct. This self-destruct
Radiation damage. However, machines cannot is an attack centered upon itself and destroys the
use food and drink or other consumables, they do Sentry Bot Butcher after it attempts this attack.
not heal naturally, and the Medicine skill cannot
be used to heal them: damage to them must be
repaired (Fallout: The Roleplaying Game: Core
Rule Book Chapter 2: Combat p.34).
HP INITIATIVE DEFENSE
132 20 1
ATTACKS
ROBOT: Ahab is a robot. They are immune to KEEN SENSES: One or more of Ahabs’ senses
the effects of starvation, thirst, and suffocation. are especially keen; they can attempt to detect
They are also immune to Poison and Radiation creatures or objects which characters normally
damage. However, machines cannot use food cannot, and they reduce the difficulty of all other
and drink or other consumables, they do not heal PER tests by 1 (to a minimum of 0)
naturally, and the Medicine skill cannot be used LET RIP: Once per combat, Ahab may ‘let rip’
to heal them: damage to them must be repaired with a volley from their Heavy Incinerator. This
(Fallout: The Roleplaying Game: Core Rule Book adds the weapon’s Fire Rate of 3 to the weapon’s
Chapter 2: Combat p.34). damage for a single attack (for 8 D
C total),
IMMUNE TO HACKING: Ahab’s advanced and allows them to use the Burst damage effect
security protocols prevent it from being hacked. without spending ammo.
Any Science tests attempting to hack Ahab AGGRESSIVE: Ahab is quick to action when
automatically fail. it senses prey. When the Sentry Bot Butcher
IMMUNE TO POISON: Ahab reduces all Poison enters a scene, immediately generate 1 AP. If the
damage suffered to 0 and cannot suffer any Sentry Bot Butcher is an ally then this goes into
damage from the effects of poison. the group pool. If it is an enemy, it goes into the
IMMUNE TO DISEASE: Ahab is immune to the quarter or fewer of its maximum HP, it will move
effects of all diseases, and they will never suffer towards the nearest enemy and use its major
Chapter Two
SCAVENGING
NEW EQUIPMENT
ENERGY WEAPONS
WEAPON DAMAGE DAMAGE DAMAGE FIRE
NAME RANGE QUALITIES WEIGHT COST RARITY
TYPE RATING EFFECTS TYPE RATE
Close
Energy Burst, quarters,
Flame Jet
Weapon
3 D
C Persistent
Energy 3 C
Inaccurate
3 125 3
Limited
Energy Two-
Tesla Rifle
Weapon
5 D
C Arc Energy 2 M
Handed
8 180 4
Scraped together from spare parts, this repurposed The head of an Assaultron contains a high-yield
fire hose takes its name a little too literally. Trading laser emitter shielded behind sturdy armor plating.
size for range, this weapon is perfect for immolating Assaultrons use this laser to blast the enemy as they
foes close up, though its lack of causing makes it quite close into melee. The laser uses a capacitor to build
unsubtle for anyone with skin. up an extremely powerful charge, which requires
considerable energy for each fully charged blast.
Special: Flame Jets are integrated into the arms of Due to the solid design, the head can be used as an
robots and can’t be used as a handheld weapon. impromptu hand-held laser.
Mister Handy
Buzz Blade
Melee Weapon 4 D
C Vicious Physical Two-Handed 10 50 2
Robot Armor
ROBOT MODULE
ASSAULTRON TOTEM
A severed assaultron head welded to an amalgam Special: The Assaultron Totem can be disarmed with
of robot and engine parts resembling a vaguely an AGI + Energy Weapons test at a difficulty of 2.
humanoid shape surrounded by laser tripwires. These Once disarmed, the totem can be looted for 1 D
C
unusual traps are found within the Rust Devils’ base common materials, and an Effect yields an Assaultron
and effectively deter would-be trespassers. Head.
ROLL TABLES
The Rust Devils can be substituted for any appropriately leveled robot or raider encounter found in the Fallout:
The Roleplaying Game Gamemaster’s Toolkit, however here are some extra ideas to get you rolling.
SCAVENGING PATROL: The PCs come across a group of Rust Devils scavenging a destroyed
automatron. The leader shouts at the group to get moving as she brandishes a weapon in their direction.
1-2
The PCs can make an AGI + Sneak test with a difficulty of 2 to wait until the Rust Devils leave. Failure
means the Rust Devils’ attack. If they do this, they may scavenge the remains of the bot at a +2 difficulty.
CARAVAN AMBUSH: The PCs hear screams and gunfire in the distance. Upon investigation, they find
3-4 a well-armed Rust Devils patrol attacking a merchant’s caravan.
For higher levels. the Rust Devils are accompanied by a Sentry Bot of an appropriate level.
GANG FIGHT: A band of Rust Devils and another local faction are fighting amongst themselves
5-6
(Fallout: The Roleplaying Game Gamemaster’s Toolkit, p. 24).
SHELTERED DROID: A terrified domesticated Mister Handy approaches the PCs, claiming a group of
7-8
Rust Devils has been chasing it for parts. It’s now late for dinner and wishes to be escorted home.
HEYWIRE ROBOT: The PCs find a group of Rust devils fighting their own robots. An error in programming
9-10
has caused them to recognize a nearby ghoul as their true master and defend it to the death.
AMBUSH PROTOCOL: The PCs are approached by a Mister Handy Annihilator festooned in a higher-
than-usual number of skulls and bones. It asks the PCs for help finding its master’s teddy bear, leading
to a darkened house. A group of Rust Devils is inside the house, ready to ambush the PCs.
13-14
The Mister Handy is quite insistent. However, a PC can make an opposed CHA + Speech test opposed
to convince the Mister Handy that the PCs are not helpful and attempt to escape. Failure means the
Rust Devils and the Mister Handy attack the PCs.
RUST DEVIL PROPAGANDA: An eyebot reprogrammed by the Rust Devils is found floating in the
15-16 wastelands, broadcasting that all robots in the area are the property of the Rust Devils, and any thieves
will be dealt with. It also proclaims any grudges Ivey holds against any faction or rival gang leader.
TRAVELING MERCHANT: The PCs are approached by a traveling merchant with an entourage of Rust
Devil Automatrons. The merchant wants to buy robot mods and parts but seems very nervous about
17-18 selling any.
An opposed CHA + Speech test convinces the trader to part with some of their wares, at which point
the robot guard attacks them and you.
ROBOT REMAINS: The PCs come across the site of a fierce battle with half a dozen Rust Devils’
corpses. At the center of the carnage, sparking and shaking Sentry Bot Butcher. Its systems attempt to
fire on their approach while emitting insistent and accelerating beeps. The PCs can loot the corpses
19
with a PER + Athletics with a difficulty of 1 (+1 to difficulty for each additional corpse looted), disarm
the sentry bot with an INT + Repair with a difficulty of 4, or flee. If not disarmed, the Self Destruct
ability of the Sentry Bot Butcher triggers, destroying all the surrounding corpses and loot.
RUST DEVILS DECENTER: The PCs find Hank, a Brotherhood of Steel scribe who the Rust Devils
captured. Having broken the Brotherhood’s oaths and escaped from the Rust Devils, he hopes to start
a new life somewhere safe, far away from either group.
20 In truth, he secretly stole a rare robot mod from the Rust Devils and intends to sell it to the Brotherhood
in an attempt to rebuy their favor. Hank offers bottle caps and assistance in modding weapons as a
reward. If the players instead choose to kill Hank, they find Holotags and a Tesla Coil robot mod on
his body.
LOOT
Item listing for the area.
IVEY’S WORKSHOP
Active Forges: The forges in Ivey’s workshop produce
“Shadows dance around you, cast by flickering forge open flames. A stray shot or misfire may cause sparks
flame. The heavy scent of smoke fills your nostrils, or molten scraps of metal to fly out, inflicting 2 D
C
each breath kicking up loose soot that clings to every Energy damage to everyone in the zone.
surface. Robotic carcasses hang from the ceiling,
High-Security Case: A locked weapons case is
and bones scatter the floor. You see now the origin of
near Ivey’s private quarters. A successful PER +
their name, for even in the wastelands, this place is a
Lockpick test with a difficulty of 5 opens the
living hell. Inside this sanctum, Ivey stands, forging
container revealing a Fat Man and 2 mini-nukes.
her mechanical devils. Surrounded in fire and oil,
incandescent as solder sparks, as the wired eye of an
assaultron paints the world red.” CLEARANCE REWARDS
After clearing the Rust Devils from the base, the PCs
OBSTACLES AND THREATS can use Fort Hagen to create a settlement. Otherwise,
Fort Hagen does not stay empty for long; a passing
Ivey: In her workshop, the PCs encounter Ivey,
Brotherhood of Steel chapter takes up residence shortly
leader of the Rust Devils. Be wary. She is
after the occupants are evicted. However, despite its
seldom alone.
strong defenses, the settlement will likely be assaulted
Assaultron Gorgon: A trio of Assualtron Gorgons by any Rust Devil remnants as time passes.
(p. 22) stands vigil over Ivey and her workshop,
ready to attack intruders by Ivey’s command.