The New California Republic (5e Fallout Supplement)
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 Riot Armor)
Skills Survival + 2 Rad Pool. Riot troopers have a rad pool of 12 points. ACTIONSStun 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.
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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.
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Trooper[edit]
Medium humanoid (any races), any alignment Armor Class 12 Energy; Explosive 13; Melee; 15 Ballistic 16 (NCR Armor)
Saving Throws Charisma + 2 Rad Pool. Troopers have a rad pool of 20 points. ACTIONSService 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.
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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.
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Ranger[edit]
Medium humanoid (any race), lawful good Armor Class 17 All (Ranger Armor)
Saving Throws Con +7, Wis +5 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. ACTIONSMultiattack. The Ranger makes 2 Ranged attacks. Lever-Action Rifle. Ranged Weapon Attack: +7 to hit, range 90/600 ft., one target. Hit: 14 (3d4 + 4) ballistic damage. Must be reloaded as an action every 5 shots.
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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.
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Heavy Trooper[edit]
Medium humanoid (any race), lawful good Armor Class 17 All (NCR Salavaged Power Armor)
Saving Throws Str +7, Dex +3, Con +7, Wis +7 Brave. The heavy trooper has advantage on saving throws against being frightened. Rad Pool. The heavy trooper has a rad pool of 105 points. ACTIONSMultiattack. The heavy trooper makes 2 Minigun attacks. Minigun. Melee Weapon Attack: +8 to hit, range 30/300 ft., one target. Hit: 13 (2d8 + 4) ballistic damage. Must be reloaded after 25 attacks.
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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.
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Veteran Ranger[edit]
Medium humanoid (any race), any alignment Armor Class 23 All (Veteran NCR Ranger Armor)
Saving Throws Constitution +9, Wisdom +5, Charisma +7 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. ACTIONSMultiattack. The Ranger makes 3 attacks. 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: +5 to hit, range 10/30 ft., one target. Hit: 9 (2d10 + 5) ballistic damage. Must be reloaded as an action after 12 shots.
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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.
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