The Enclave (5e Fallout Supplement)

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Enclave[edit]

Formed out of the remnants of the United States Government, the Enclave primarily uses advanced power armor and plasma weaponry to make the will of what they believe to be the only “true” humans known.

Officer[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 12 All (Combat Jumpsuit)
Hit Points 22 (5d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 15 (+2)

Saving Throws Dex +2, Wis +4
Skills Athletics +2, Arcana +5, History +8, Intimidation +5, Deception +5, Insight
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)


Rad Pool. The Enclave officer has a rad pool of 20 points.

ACTIONS

Plasma Pistol. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 10 (1d12 + 4) Energy damage. Must be reloaded after 12 shots.


Enclave officers are typically not found in combat due to their training prioritizing command over fighting.

Enclave_officer.png
An enclave officer, Fallout 3


Soldier[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 18 All (X-01)
Hit Points 84 (13d8 + 26)
Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Charisma + 2
Skills Survival + 2, Intimidation +3
Damage Immunities Poison Energy
Senses passive Perception 10
Languages Common
Challenge 5 (1,800 XP)


Powered. The soldier counts as a construct for the sake of Pulse and Burning weaponry.

Rad Pool. Soldiers have a rad pool of 120 points.

Powered Strength The soldier has advantage on Strength checks

ACTIONS

Multiattack. The soldier makes two attacks.

Plasma Rifle. Ranged Weapon Attack: +8 to hit, range 45/200 ft., one target. Hit: (3d6 + 5) energy damage. Must be reloaded as an action after 12 shots.


Clad in power armor, even the lowest ranks in the Enclave are a force to be reckoned with.

RemnantsPowerArmor.png
An Enclave soldier, Fallout New Vegas


Tesla Trooper[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 19 All (X-02)
Hit Points 91 (14d8 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Saving Throws Str +6, Int +4
Skills Athletics +6, Perception +3, Intimidation +3
Damage Immunities Poison Energy
Senses passive Perception 13
Languages Common
Challenge 9 (5,000 XP)


Tesla Coils. If a creature makes a melee attack against a tesla trooper, they must succeed a DC 15 Dexterity saving throw or take 1d8 + 1 energy damage.

Powered. The tesla trooper counts as a construct for the sake of Pulse and Burning weaponry.

Powered Strength The tesla trooper has advantage on Strength checks

Rad Pool. The tesla trooper has a rad pool of 300 points.

ACTIONS

Multiattack. The tesla soldier makes three attacks.

Gatling Plasma. Ranged Weapon Attack: +14 to hit, range 80/240 ft., one target. Hit: 17 (3d8 + 10) energy damage.


Elite Enclave soldiers are given advanced armor and heavier weaponry. Unlike their lower-rank counterparts, they rarely do patrols or outpost guard duty. Instead, they are deployed by Vertibird when a conflict outside of a normal force’s ability occurs.

FO3_Tesla_Power_Armor.png
A tesla trooper, Fallout 3.


Hellfire Trooper[edit]

Medium humanoid (Human), lawful neutral


Armor Class 20 All (X-03)
Hit Points 127 (15d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 18 (+4) 15 (+2) 15 (+2) 19 (+4)

Saving Throws Str +12, Dex +10, Con +9, Wis +7
Skills Acrobatics +10, Athletics +10, Perception +10, Stealth +10
Damage Resistances Melee
Damage Immunities Poison Energy
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 20
Languages Common
Challenge 16 (15,000 XP)


Brave. The hellfire trooper has advantage on saving throws against being frightened.

Indomitable (3/Day). The hellfire trooper can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The hellfire trooper has advantage on Wisdom (Perception) checks that rely on sight.

Powered. The hellfire trooper counts as a construct for the sake of Pulse and Burning weaponry.

Powered Strength The hellfire trooper has advantage on Strength checks

Rad Pool. The hellfire trooper has a rad pool of 800 points.

ACTIONS

Note - hellfire troopers typically only have 1 weapon.

Multiattack. The hellfire trooper makes 3 ranged attacks.

Plasma Caster. Ranged Weapon Attack: +15 to hit, range 100/300 ft., one target. Hit: 26 (3d12 + 10) energy damage. Must be reloaded as an action after 12 shots.

Tesla Cannon. Ranged Weapon Attack: +15 to hit, range 300/350 ft., one target. Hit: 33 (4d12 + 10) energy damage. Must be reloaded as an action after 4 shots.

Fat Man. Ranged Weapon Attack: +12 to hit, range 15/400 ft., one target. Hit: 85 (12d12 + 7) explosive damage. Must be reloaded as an action after each shot.


Comprised of only the most skilled Enclave soldiers, the Hellfire division crushes its opposition with extreme force.

Fo3BS_Hellfire_Power_Armor.png
A Hellfire trooper, Fallout 3.
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