FAUNA![]()
DIGGERS : GAZILLA
MONSTERS : KAIUTES : LANDSHARKS
The New West is anything but a peaceable kingdom. Most of the animal life has picked up a few new tricks, which they actively use to obliterate each other in new and terrifying ways. The most dangerous of these is intelligence,which makes for some of the deadliest critters of all. All you humans out there should take a minute and get to know the competition. There's some new players in town.
HIT DICE: 6
THACO: R18/M14
MOVE: 6
ARMOR CLASS: 4
M.S.: 2d6+6
ATTACKS: 2
NUMBERS: 3d6+4
MUTATIONS: Scientific Genius,
Burrowing Claws, Mind Shield, Full
Carapace, Sophisticated Hands, Crude
Vocal Chords, Full Biped.
Diggers are a civilized breed of mutant armadillo. They live in loose tribal communities of burrows and stone structures. They are posessed of a full carapace, as well as burrowing claws that allow them to do ldlO per hit in combat and burrow up to 3 feet a round. These creatures are totally immune to telepathic Mental Attacks. Digger society is ruled by Shamans, who each have 1d4-1 Mental Mutations. They are skilled herbalists, and are the source of many of the folk medicines, such as Medicine Paints (a.k.a. Neutralizing Pigments), available in the New West. They also make moonshine vodka and know the secret of gunpowder. Diggers are generally non-violent, but will fight if cornered. Most settlements of these creatures will pay nearby towns of humans or Kaiute packs, whoever's stronger, with liquor and gunpowder for protection, so they can tend their roots in peace. If they arm themselvs at all it's usually with some form of rifle, musket, or shotgun if they gan get it. They use their claws if they can' t.
GAZILLA MONSTERS : KAIUTES : LANDSHARKS

| HIT DICE: 22 | THACO: M 7 |
| MOVE: 18 | ARMOR CLASS: 2 |
| M.S.: 12 | ATTACKS: 1 |
| NUMBERS: 1 | MUTATIONS: Taller, Sonic Blast, |
One of the most terrifying menaces of the deep deserts, these gigantic
mutant gila monsters are generally 50 to 70 feet long, and constantly give
off Intensity Level 10 Radiation. They bite for 5d8 damage, also injecting
an Intensity Level 15 Poison. They can loose a mighty roar similar to a
SONIC BLAST. Gazilla Monsters hunt giant insects, and will sometimes mistake
vehicles for prey animals. They occupy the top of the natural food chain,
and only have each other and combat robots to look out for. They aren't
as universally feared as the Landshark because they are very
rarely encountered near settled areas.
DIGGERS : KAIUTES : LANDSHARKS
HIT DICE: 8
THACO: M 12 / R ll
MOVE: 15
ARMOR CLASS: 6 (9)
M.S.: 2d6+4
ATTACKS: 2
NUMBERS: 2d12
MUTATIONS: Military Genius, Body Control, Sound Imitation, Precision Telekinesis,
Bite Attack, Partial Biped, Sophisticated Hands, Sophisticated Vocal Chords.
These mutant coyotes have developed into a tribal society that are the sworn
enemys of humankind. They control large portions of the Okayhome Territory,
and are pushing into Texas at an alarming rate. The Kaiutes are well organized,
and skilled at traps and sabotage. They are posessed of a black sense of
humor, pulling nasty pranks on those they can't or don't want to kill outright.
Kaiute packs usually arm themselves with spears or muskets, and wear fiber
armor, riding Centisteeds as mounts, but they are not adverse to using artifact
weapons when they can get them. They can also bite for 1d8 damage. Kaiutes
are ruthless and opportunistic. Their one weakness is alchohol, and they
can be bribed with it in some situations. Many dangerous Cryptic Alliances,
especially Animal Supremacy groups, count whole Kaiute tribes as members.
They worship their own trickster diety, and greatly fear the sentient machines
of the ancients.
DIGGERS : GAZILLA MONSTERS : LANDSHARKS
LANDSHARKS (Also known as "Seps" in 1st. Edition Gamma World.)
HIT DICE: 17
THACO: M 6
MOVE: 12
ARMOR CLASS: 6
(0 underground)
M.S.: 12
ATTACKS: 1
NUMBERS: 1d6
MUTATIONS:
Bite Attack, Telekinetic Burrowing, Air Breathing, New Skin Covering
Well, if ever a slice of hell got served up here on earth, it'd be the
Landshark. These mutant sharks have long since left the water and have taken
to hunting the deserts and gravel flats, moving itself telekinetically through
all types of earth except concrete and stone. They sense victims through
temperature and vibration at a range of 50 feet. Then the beast springs
from the ground and bites for 9d6 damage with their huge maw, diving again
for 1 or 2 more rounds to get anouther angle of attack. Their leathery brown
skin is A.C. 6, but only for the brief combat round they surface to bite.
Landsharks moving near the surface will sometimes leave furrows in their
wake. Slain victims, as well as buried dead, are usually dragged deep underground
and eaten. Most towns cremate or suspend their dead indian style these days.
Settlements near large deserts will usualy have a stone or metal shark fence
buried up to 10 feet to keep these creatures out. Moats work well too, since
these creatures have lost thier ancestor's ability to move through water,
but are impractical in the dry wastelands of the New West. Landsharks will
avoid electricity if they can,
as it plays hell with their navigational organs.