The New California Republic (5e Fallout Supplement)

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NCR[edit]

While the following were designed to reflect the troops of the NCR, similar units exist across the wasteland including the Minuteme in the Commonwealth and Reilly’s Rangers in the Capital Wasteland.

Riot Trooper[edit]

Medium humanoid (any race), lawful neutral


Armor Class 10 Explosive; 11 Energy, Melee; 12 Ballistic (NCR Armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


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

Skills Survival + 2
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)


Rad Pool. Riot troopers have a rad pool of 12 points.

ACTIONS

Stun Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+1 melee damage. On a hit, the target must succeed a DC 11 Constitution saving throw, falling unconcious until the beginning of their next turn.


Used to non-lethally quell riots, act as military police, create an NCR presence in civilian areas, or to give rank to personnel a commanding officer would rather not get injured, such as the son of a senator, the NCR riot forces fight drunken gamblers and boredom more than anything else.

NCRMilitaryPolice.png
NCR military policeman, Fallout New Vegas


Trooper[edit]

Medium humanoid (any races), any alignment


Armor Class 11 Energy, Explosive; 12 Melee; 12 Ballistic (NCR Armor, Combat Armor Shoulders)
Hit Points 22 (4d8 + 4)
Speed 30 ft.


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

Saving Throws Charisma + 2
Skills Survival + 2
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)


Rad Pool. Troopers have a rad pool of 20 points.

ACTIONS

Service Rifle. Ranged Weapon Attack: +4 to hit, range 100/300 ft., one target. Hit: (2d6 + 2) ballistic damage. Must be reloaded as an action after 20 shots.

Marksman’s Carbine. Ranged Weapon Attack: +4 to hit, range 15/300 ft., one target. Hit: (2d4 + 2) ballistic damage. Must be reloaded as an action after 4 shots. If the trooper does not move, they may make an attack at long range without disadvantage.


The primary force of the NCR, troopers are deployed to numerous outposts in and outside NCR territory. While wholly unexceptional and mediocrely equipped, what a group of motivated troopers can do on the battlefield can not be understated.

Troopers_concept.jpg
NCR troopers, Fallout New Vegas


Ranger[edit]

Medium humanoid (any race), lawful good


Armor Class 16 All (Ranger Armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 13 (+1) 13 (+1) 17 (+3)

Saving Throws Con +7, Wis +5
Skills Athletics +8, Perception +5, Persuasion +7
Senses passive Perception 15
Languages Common
Challenge 6 (2,300 XP)


Rad Pool. Rangers have a rad pool of 45 points.

Brave. The ranger has advantage on saving throws against being frightened.

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

ACTIONS

Lever-Action Rifle. Ranged Weapon Attack: +8 to hit, range 90/600 ft., one target. Hit: 14 (3d4 + 4) ballistic damage. Must be reloaded as an action every 5 shots.


Leadership (Recharges after a Short or Long Rest). For 1 minute, the ranger can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the ranger. A creature can benefit from only one Leadership die at a time. This effect ends if the ranger is incapacitated.


Members of the NCR’s elite ranger force, rangers are handpicked from the most accurate and stealthy of the NCR infantry. They are well known for their ability to infiltrate enemy territory and successfully complete missions with great efficiency. Their force of will and general determination has made them famous across the NCR as expert troops.

NCRRanger.jpg
An NCR Ranger defending Hoover Dam, Fallout New Vegas


Heavy Trooper[edit]

Medium humanoid (any race), lawful good


Armor Class 14 All (NCR Salavaged Power Armor)
Hit Points 150 (20d8 + 60)
Speed 20 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 15 (+2) 16 (+3) 13 (+1)

Saving Throws Str +8, Dex +8, Con +7, Wis +7
Skills Athletics +8, Insight +7, Intimidation +5, Perception +7, Persuasion +5
Senses passive Perception 17
Languages any two languages
Challenge 10 (5,900 XP)


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

Rad Pool. The heavy trooper has a rad pool of 105 points.

ACTIONS

Multiattack. The heavy trooper makes 2 Minigun attacks.

Minigun. Melee Weapon Attack: +9 to hit, range 30/300 ft., one target. Hit: 14 (2d8 + 5) ballistic damage. Must be reloaded after 25 attacks.


Deployed exclusively to defend NCR hard-points and important individuals, heavy troopers are chosen among NCR elite soldiers who lack the subtlety required to become a ranger, but retain the conviction and patriotism to defend the NCR against any threat.

FNV_NCR_salvaged_armor.png
An NCR heavy trooper, Fallout New Vegas


Veteran Ranger[edit]

Medium humanoid (any race), any alignment


Armor Class 22 (Veteran NCR Ranger Armor)
Hit Points 171 (18d8 + 90)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 20 (+5) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Constitution +9, Wisdom +5, Charisma +7
Skills Stealth +9, Intimidation +7
Condition Immunities frightened
Senses Darkvision 60 ft., passive Perception 11
Languages Common
Challenge 12 (8,400 XP)


Brave. The ranger has advantage on saving throws against being frightened.

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

Rad Pool. Veteran Rangers have a rad pool of 150 points.

ACTIONS

Anti-Material Rifle. Ranged Weapon Attack: +9 to hit, range 15/1,500 ft., one target. Hit: 29 (8d6 + 5) ballistic damage. If the ranger does not move, it can make attacks at long range without disadvantage. Must be reloaded as an action after 8 shots. Attacks can not be made on consecutive turns.

Riot Shotgun. Ranged Weapon Attack: +9 to hit, range 10/30 ft., one target. Hit: 6 (2d10 + 5) ballistic damage. Must be reloaded as an action after 12 shots.


Easily the deadliest, best outfitted soldiers in the NCR military, the strength of a veteran ranger can not be overstated. They are often deployed in teams of one to three soldiers to resolve issues one to three platoons could not solve. In the two cases that the NCR has called upon the entire ranger force, they became almost completely unstoppable. While most soldiers haven’t even met one, their legend of “chewing nails and spitting napalm” echoes throughout every NCR base.

Nv-rifle-dude.jpg
A veteran ranger, Fallout New Vegas

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