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Radscorpion

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BackgroundEdit

Radscorpions are mutated from the North American Scorpion, which were prolific in pet stores during the Great War because cats and dogs were quickly dying in the New Plague. Contrary to many expectations, their venom grew more potent when they mutated rather than dilluted. Though considered nocturnal and sensitive to light, radscorpions are active during daytime.

VariantsEdit

Lesser RadscorpionEdit

Statistics Resistances (DR / DT) Inventory Moves
  • HP: 26
  • AP: 8
  • Sequence: 8
  • Perception:
  • Experience: 200
  • Crit. Chance: 4%
  • Armor Class: 7
  • Melee Damage: 0
  • Poison Resist: 100%
  • Radiation Resist: 25%
  • Normal (1 DR / 5 DT)
  • Laser (0 DR / 0 DT)
  • Fire (4 DR / 20 DT)
  • Plasma (0 DR / 10 DT)
  • Electrical (0 DR / 15 DT)
  • Explosive (1 DR / 5 DT)
  • EMP (500 DR / 0 DT)
  • Gas (30 DR / 100 DT)
  • Radscorpion Poison Gland (80%)
  • Move -- 1 AP
  • Burrow -- Movement is doubled and you can't attack, but you hide from any possible attacks.
  • Claw -- 80% ; 3 AP ; 1d6 Damage + MD
  • Tail -- 60% ; 4 AP ; 1d10 Damage + MD (5 Poison Damage /turn & -2 Perception fo Three Turns)

RadscorpionEdit

Statistics Resistances (DR / DT) Inventory Moves
  • HP: 35
  • AP: 8
  • Sequence: 8
  • Perception: 4
  • Experience: 400
  • Crit. Chance: 5%
  • Armor Class: 10
  • Melee Damage: 0
  • Poison Resist: 100%
  • Radiation Resist: 50%
  • Normal (1 DR / 5 DT)
  • Laser (0 DR / 0 DT)
  • Fire (4 DR / 20 DT)
  • Plasma (0 DR / 10 DT)
  • Electrical (0 DR / 15 DT)
  • Explosive(1 DR / 5 DT)
  • EMP (500 DR / 0 DT)
  • Gas (50 DR / 100 DT)
  • Radscorpion Poison Gland (90%)
  • Move -- 1 AP
  • Burrow -- Movement is doubled and you can't attack, but you hide from any possible attacks.
  • Claw -- 80% ; 3 AP ; 1d8 Damage + MD
  • Tail -- 80% ; 4 AP ; 1d12 Damage + MD (5 Poison Damage /turn & -2 Perception fo Three Turns)

Bark RadscorpionEdit

Statistics Resistances (DR / DT) Inventory Moves
  • HP: 10
  • AP: 7
  • Sequence: 4
  • Perception: 4
  • Experience: 24
  • Crit. Chance: 2%
  • Armor Class: 5
  • Melee Damage: 4
  • Poison Resist: 100%
  • Radiation Resist: 10%
  • Normal (0 DR / 2 DT)
  • Laser (50 DR / 4 DT)
  • Fire (10 DR / 2 DT)
  • Plasma (10 DR / 2 DT)
  • Electrical (30 DR / 0 DT)
  • Explosive(20 DR / 2 DT)
  • EMP (500 DR / 0 DT)
  • Gas (30 DR / 100 DT)
  • Bark Radscorpion Poison Gland (50%)
  • Move -- 1 AP
  • Burrow -- Movement is doubled and you can't attack, but you hide from any possible attacks.
  • Claw -- 80% ; 3 AP ; 1d8 Damage + MD
  • Tail -- 80% ; 4 AP ; 1d12 Damage + MD (5 Poison Damage /turn & -2 Perception fo Three Turns)

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