Rad Scorpion

Chris Van Deelen

No. Enc: 2d6
Alignment:  Neutral
Movement: 150’ (50’)
AC: -1
HD: 7
Attacks: 2 pincers, 1 sting
Damage: 2d3+2/ 2d3+2, 2d6 + class 7 poison
Save: L7
Morale: 6
Hoard Class: None

Well before the final wars, giant insects were the stuff of legend. They were staples of the ‘B’ movies and as far back as the middle of the 20 th century these creatures were said to have been spawned from the fallout of nuclear tests. It is not known if this was merely science fantasy or if these creatures were spawned by the nuclear testing during this era.

After the final wars ended, it was discovered that these creatures of the midnight cinema came to horrific life. Giant mutant insects were no longer just the stuff of legend and nightmare, but were in fact a reality in the radioactive wastelands. Gargantuan Ants , Giant Spiders, and Insectoids (see Wisdom from the Wastelands issue 4: New Races ) appeared all over the world, spawned from the radiation and toxins released during the final war.

Many desert regions of the planet were home to the common and often deadly species of scorpion. Like so many other creatures, instead of going extinct due to the fallout and toxins, and thanks to their prolific breeding rates, these creatures survived and mutated.

One of the most common forms of mutation to be discovered among the insects of the world was gigantism. These mutant scorpions possess this mutation. They grow up to six feet in length and are incredibly heavy due to their thick exoskeleton carapace. The typical mutant scorpion weighs in excess of 250 pounds.  This also makes the creatures very resilient to physical damage. They possess a high damage reduction when it comes to any sort of kinetic damage, and many forms of energy are simply reflected off the surface of their carapace. To make matters worse for those who encounter these monsters, they are immune to radiation and often make highly radioactive zones their homes.

In combat, the creatures will use their two powerful pincer claws and a single sting. The sting of the creature is quite powerful (class 7). As previously mentioned, any kinetic attacks (melee, bullets, etc.) meet with a DR of 20. Any light-based energy attacks are randomly reflected (use grenade scatter rules, or see Wisdom from the Wasteland issue 11: Optional combat rules for more details). The scorpions carry enough venom in their tails for 3d6+6 strikes and they replace this venom at the rate of 1d6+2 doses per day.

The flesh of the creature is considered to be a delicacy and is highly nutritious. A single pound of flesh from one of these mutant insects provides enough nutritional value that the consumer does not have to eat again for 1d3+1 days. The average creature will provide up to 50 pounds of flesh, if someone is capable of breaking through the hardened shell to get at the meat. The shell of the creature can also be turned into a carapace armor, which weighs 30 pounds and provides an