Ok, spent a few minutes putting together a really quick list. Still need to do factions, but thought I’d share what I’ve got so people can give feedback if they want to. (And before people ask, Robots will be handled as part of the “Factions” grouping.)
Thoughts? Comments? Opinions? Certain monster groupings appearing too often? Not often enough? Did I miss something that should be on the list? Anyone have better ideas for stat adjustments for the two Molerat variants I threw in to mix things up?
Mob Encounter Table:
15-16 Faction Force
1-6 Young Deathclaws
10 Roll two creatures from the Deathclaw list
1-3 Add 1d6 Molerats
4-5 Add 2d4 Molerats and one Molerat Broodmother
6 Reroll and add 1 Glowing Molerat for every 3 Molerats in this force.
+1 Physical and Energy resistance.
+2 Physical and Energy resistance.
1-4 Add 1d3 Dogs
5-6 Add 1d6 Dogs
NOTE: Roll 1d6, halve and round up.
1-5 Add 1d5 Weak Feral Ghouls
6-8 Add 1d5 Feral Ghouls
9 Add 1d5 Weak Feral Ghouls AND 1d5 Feral Ghouls
10 Roll again and double the die rolled (1d5 would become 2d5, 2d5 would become 4d5 if unlucky enough to roll 10 twice, etc).
NOTEL 1d5 would be rolled on a 1d10 with the result halved, rounded up.
For every 5 ghouls added from the table above:
1-3 Bloated Glowing One
3-6 Putrid Glowing One
1-6 Add 2d4 Radroaches
7-10 Add 2d4 Radroaches. Add one Glowing Radroach for every 3 normal Radroaches in your force.
8-10 Radscorion x 2
1d4 Stingwings. (RPG Book p115)
1d4 Radstags (RPG Book p119)
What you’d roll to trigger a group could be done a lot of different ways. And what’s right for one group of players isn’t going to be right for the next. I’m thinking rolling a 1d6 at the end of each round, on a 1 the group you rolled arrives.
Alternately, you could roll 1d8 before the game arrives to determine what round they appear during. Or you could roll a d4, d10, or something else depending on how often you’d like such encounters to appear.
Additionally, group size would likely be affected by the point value of your game. I’m thinking this would likely work best if the average encounter group ranged somewhere between 20-50% of the original build value for each player’s group.