Here is a random D100 table designed for a post-apocalyptic setting using the SIEGE Engine by Troll Lord Games. This blog entry picks right up from d100 Random Sword & Sorcery Barbarian Hordes For Castles & Crusades rpg Campaign
To keep this perfectly tailored to the system, each entry includes essential mechanical anchors: Hit Dice (HD), Armor Class (AC), Primary Attributes (Primes) for saving throws/SIEGE checks, primary weapons, and their specific Combat Abilities or Special Hazards.
How to Use the Primes in Combat:
When characters target these raiders with spells, hazards, or special maneuvers, the listed Primes determine the raider's Challenge Base (12 if it's a Prime, 18 if it's a Secondary).
The D100 Post-Apocalyptic Barbarians & Raiders Table
| d100 | Raider/Barbarian Profile | HD & AC | Primes | Primary Weapons | Special SIEGE Engine Ability / Combat Hazard |
| 01-04 | Rust-Choked Scrapper Desperate scavengers clad in sharp, oxidized scrap metal sheet armor. | 1d8 (AC 14) | STR, CON | Rust-pitted machete (1d6 + Tetanus) | Tetanus: Failing a CON save vs. the Scrapper's HD allows infection, reducing DEX by 1 point per day until cured. |
| 05-08 | Chrome-Jaw Zealot Cyber-worshipping raiders who huff aerosolized fuel before charging into battle. | 2d12 (AC 12) | STR, DEX | Heavy iron pipe wrench (1d8+2) | Fuel Rush: Imparts a +2 to hit but a -2 to AC. They add their full HD to any STR checks to break down doors or barriers. |
| 09-12 | Road-Wraith Outrider Sleek, leather-clad highwaymen who ambush travelers from modified dirt bikes. | 2d6 (AC 15) | DEX, WIS | Sawn-off scrap-shotgun (2d4 close range) | Mobile Cover: While mounted, any ranged attacks against them require a DEX-based SIEGE check to hit cleanly; otherwise, the bike takes the hit. |
| 13-16 | Ash-Walker Stalker Silent hunters from the irradiated gray wastes wearing thick filter masks. | 3d6 (AC 13) | DEX, INT | Pneumatic dart rifle (1d4 + Poison) | Rad-Veil: They add their level (+3) to all DEX (Hide/Move Silent) checks. A target hit by a dart must pass a CON save or suffer radiation sickness (-2 to all physical Primes). |
| 17-20 | Glow-Barbarian Berserker Massive warriors mutated by nuclear run-off, carrying crude glowing stone axes. | 4d10 (AC 14) | STR, CON | Rad-石 Axe (2d6 + Rads) | Irradiating Presence: Standing within 5ft of a Berserker requires a CON saving throw every round or the character takes 1d4 points of non-lethal stamina drain. |
| 21-24 | Chem-Witch Slaver Cruel tacticians who utilize combat drugs to bend captives and subordinates to their will. | 3d4 (AC 11) | INT, CHA | Spiked shock-whip (1d4 + stun) | Neuro-Stun: Being struck by the whip requires a WIS save to avoid being dazed for 1 round, losing the character's next action. |
| 25-28 | Diesel-Baron Enforcer Heavy infantry guarding the fuel reserves of prominent warlords. Clad in welded boiler plates. | 5d10 (AC 18) | STR, CON | Heavy rivet-gun (1d10) or Sledgehammer (1d10+3) | Immovable Bastion: Knock-down or trip attacks automatically fail unless the attacker passes an opposed STR check with a Challenge Level equal to the Enforcer's HD (5). |
| 29-32 | Sump-Rat Skirmisher Subterranean ambushers who navigate ruined sewer networks and metro tunnels. | 1d6 (AC 13) | DEX, WIS | Spiked crossbow (1d6) and jagged shanks (1d4) | Sump-Blindness: They strike from total darkness with no penalties. Targets must pass a WIS (Listen) check to pinpoint them before attacking. |
| 33-36 | The Plastic-Fleshed Barbarians who melt ancient synthetic polymer sheets directly onto their skin as permanent armor. | 3d8 (AC 16) | CON, CHA | Heavy rebar club (1d8+1) | Polymer Seal: Immune to acid and chemical-based attacks. However, fire attacks deal double damage and melt the armor, forcing a CON save against blinding fumes. |
| 37-40 | Lead-Head Cannibal Degenerate raiders driven mad by consuming contaminated livestock and lead-laced water. | 2d8 (AC 12) | STR, CON | Jagged bone cleaver (1d6+2) | Frenzied Bite: If a Cannibal successfully grapples a target (STR check), they deal an automatic 1d4 bite damage per round until broken. |
| 41-44 | Iron-Scribe Reclaimer Fanatical tech-raiders seeking to purge the world of "unworthy" technology users. | 4d6 (AC 15) | INT, WIS | Repurposed laser-torch (1d8 fire) | Tech-Disruption: They can jury-rig a pulse device. Once per encounter, they can force all electronic gear within 20ft to shut down unless a WIS save is passed by the holder. |
| 45-48 | Guzzler Pyromaniac Unstable raiders strapped with jars of volatile, refined petroleum. | 2d4 (AC 11) | DEX, CHA | Flamethrower lance (1d12 fire, limited use) | Volatile Demise: If killed by a piercing or fire attack, they explode. Everyone within 10ft must make a DEX save or take 2d6 fire damage. |
| 49-52 | Wire-Hunted Beastmaster Nomadic barbarians who use barbed-wire harnesses to control mutated fighting beasts. | 3d8 (AC 14) | STR, WIS | Spiked goad (1d6) and 1d3 Pit-Hounds | Pack Tactics: For every Pit-Hound engaging the same target as the Beastmaster, the Beastmaster gains a +1 bonus to hit (up to +3). |
| 53-56 | Tar-Skinned Marauder Raiders from the asphalt flats who coat their bodies in boiling tar to form a horrific second skin. | 3d10 (AC 15) | STR, CON | Serrated broad-blade (2d4) | Sticky Defense: Anyone striking the Marauder with a melee weapon must pass a STR check or find their weapon stuck fast in the tar armor. |
| 57-60 | Mutant Warlord A towering, multi-limbed behemoth ruling over a disparate patchwork clan of raiders. | 7d12 (AC 17) | STR, CON, CHA | Dual-wielded scrap car doors (2d8) | Combat Dominance: Can make two primary attacks per round. Opponents must pass a CHA (Fear) save when the Warlord charges or suffer a -2 to hit. |
| 61-64 | Spoke-Rider Lancer Cavalry units mounted on armored, mutant draft horses or heavy road-quads. | 3d6 (AC 14) | DEX, STR | Mechanized charging spear (1d10 + triple damage on a successful charge) | Trample: If the lancer moves at least 30ft before an attack, the target must pass a DEX save or be knocked prone and trampled for 1d8 damage. |
| 65-68 | Glass-Desert Nomad Wind-beaten raiders who use cloaks made of fused green glass scales to blend into radioactive deserts. | 2d6 (AC 13) | DEX, WIS | Composite bone bow (1d6) or glass poniard (1d4) | Mirage Camouflage: In desert or ruins, they require an active WIS (Spot) check at a -4 penalty to notice before they initiate a surprise round. |
| 69-72 | Screamer Cultist Barbarians who have surgically modified their vocal cords to emit devastating ultrasonic frequencies. | 2d6 (AC 12) | DEX, CHA | Spiked knuckle-dusters (1d4) | Sonic Shriek: Once per combat, can emit a cone of sound. Targets must pass a CON save or be deafened and suffer a -2 penalty to AC for 1d4 rounds. |
| 73-76 | Scrap-Plate Gladiator Elite fighters who have survived the thunder-domes of the waste cities. | 5d8 (AC 16) | STR, DEX | Flail made of engine blocks (1d10+2) | Weapon Specialization: They receive a +2 bonus to damage rolls with their flail and can attempt a disarm maneuver as a free action on a natural roll of 18-20. |
| 77-80 | Null-Zone Shaman Tribal mystics who worship the dead zones where electronics and radiation completely cancel out. | 4d4 (AC 12) | INT, WIS | Staff capped with a pre-war vacuum tube (1d6) | Dampening Aura: High-tech relics and energy weapons fail to function within a 30ft radius of the Shaman unless a WIS check is made by the user each turn. |
| 81-84 | Rust-Bolt Sniper Patient, cold-blooded marksmen who camp out in ruined high-rises and freeway overpasses. | 2d4 (AC 12) | DEX, INT | High-caliber hunting rifle (1d12) | Deadly Aim: If the sniper takes a full round to aim without moving or taking damage, their next attack roll adds +4 to hit and bypasses non-heavy armor. |
| 85-88 | Bone-Stitcher Chirurgeon The combat medics of the raider hordes, patched together with leather aprons and bone needles. | 3d6 (AC 13) | INT, WIS | Bone saw (1d6) and chemical syringes | Combat Stimulants: Can administer a shot to an ally within 5ft, instantly restoring 1d8 hit points and granting a temporary +1 to all STR checks for 3 rounds. |
| 89-92 | Salt-Flats Skiffer Raiders who operate land-sails and wind-skiffs across the vast, dried-out ocean beds. | 2d6 (AC 14) | DEX, WIS | Harpoon gun (1d8 + pull) | Harpoon Drag: On a successful ranged hit, the target must succeed on a STR check or be pulled 10ft toward the skiff or knocked prone. |
| 93-96 | The Iron Mask Vanguard Shock troopers whose faces are permanently sealed inside heavy steel welding masks. | 4d8 (AC 17) | STR, CON | Two-handed heavy iron cleaver (2d6) | Blind Fury: Immune to gaze attacks, blinding flashes, and psychological effects, but suffer a permanent -2 penalty to WIS (Perception) checks involving sight. |
| 97-00 | Doomsday Prophet Mad messiahs leading a fanatical horde, convinced the world hasn't ended enough yet. | 6d6 (AC 14) | WIS, CHA | Spiked scepter (1d8) and ancient holy texts | Fanatical Devotion: All allied raiders within 30ft of the Prophet gain a +2 bonus to morale and saving throws against fear or mind-altering effects. |
Castle Keeper’s Tip for the SIEGE Engine:
When your players encounter these raiders, remember that any situational environmental factors (e.g., radioactive ash storms, slick oil slicks, or crumbling highway overpasses) should modify the Challenge Level (CL) of the SIEGE checks. Add the Raider's HD directly to the difficulty when characters try to trick, sneak past, or physically overpower them!