
100 Raider Attacks - Faction-Flavored Combat Scenes for Post-Apocalyptic Games
On Quisicosas since 2 June 2026
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2 June 2026 (on Substack)
What it is about
100 Raider Attacks
Faction-Flavored Combat Scenes for Post-Apocalyptic Games
Stop Running Raiders Like Furniture
The smoke appears on the horizon. Your players tense up. You flip to the encounter table.
And then it happens: "A group of raiders blocks the road. Roll initiative."
The fight ends. Nobody remembers it. Because there was nothing to remember.
The real problem is not the combat. It is everything before the combat, when you need a specific group doing a specific thing for a specific reason, and all you have is a stat block. So the raiders shout something generic, fire first, and become Bandits Number Three. Again.
And when your players start asking questions, it gets worse.
What do they actually want?
Can we negotiate our way out of this?
Why are they hitting us and not the settlement down the road?
Who sent them?
You improvise. The answers come out thin. The raiders feel like obstacles, not people. The encounter ends and the table moves on, because there was nothing to hold onto.
This book puts the scene back before the dice hit the table.
Each of the 100 entries is a complete attack scenario built around a specific moment of contact:
? How the raiders arrive and what it looks like from the settlement's point of view
? What their signature tactic or gimmick is
? What they actually want, which is not always what it looks like
? Where the negotiation lives, and what it will cost
? The complication that makes this a scene instead of just a fight
Open any entry during prep or drop one mid-session when the players hit the road. Each one reads in under a minute. The raiders arrive with texture, logic, and a reason to be remembered.
Roll initiative when you are ready. Not because you ran out of ideas.
Examples from the Book
The Toll Gate - Three vehicles parked bumper to bumper across the only road, a hand-painted sign reading TARIFF ZONE, and a teenager with a rifle who looks like he has done this a hundred times. He has done this four times. The man behind him has done it four hundred.
The Splinter Faction - Halfway through the negotiation, one of the raiders gets a message on a handheld unit and goes quiet. He shows it to the woman beside him. She shakes her head once. He overrules her. Something about the original plan just changed, and the settlement's offer may no longer be sufficient.
Compatible with any post-apocalyptic RPG. No setting-specific content. System-neutral scenarios.
Give your raiders a reason to be remembered.
If you liked this volume, you might be interested in the other books:
Other books in the series





