Centaur
From The Vault
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Centaurs are misshapen, mutated creatures. They are a by-product of the Forced Evolutionary Virus, and some of them were created by the Master by tossing a varied mix of humans, dogs and other animals into an FEV vat and seeing what came out the other end. As a result, they can differ quite a lot from one another.
The Centaurs are not only created by the FEV, they also seem to live in a heavily irradiated environment.
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[edit] Variations
[edit] West Coast
In the Core Region, centaurs are created by the Master and frequently travel in packs with floaters. They encompassed a large bulk of the Master's armies and are commonly found with the nightkin and other remnants of the Master's army who roam Northern California.
[edit] Capital Wasteland
The Centaurs encountered in the Capital Wasteland are physically different from the Centaurs from the Core Region, trading the dog-like head for a human one and the feelers on the back for 3 long, tentacle like tongues. Like their western counterparts, they are created by FEV along with the Super Mutants, so their birthplace is Vault 87. Unlike its core region "cousins", the Capital Wasteland Centaur uses a ranged attack: a high-arcing, slow-moving projectile that can carry lethal doses of radiation. Oddly enough, it is capable of igniting lingering gas vapors as well, indicating some kind of pyrophoric quality. Centaurs are known to accompany Super Mutants as "guard dogs", so if you see one, expect super mutants ahead.
[edit] Combat statistics
[edit] Fallout and Fallout 2
| SPECIAL | |
|---|---|
| Statistic | Value |
| Strength | 7 |
| Perception | 2 |
| Endurance | 7 |
| Charisma | 1 |
| Intelligence | 2 |
| Agility | 9 |
| Luck | 6 |
| XP | {{{XP}}} |
| Derived Statistics | |
|---|---|
| Statistic | Value |
| Carry Weight | 200 |
| Sequence | 16 |
| Hit Points | 150 |
| Healing Rate | 2 |
| Armor Class | 24 |
| Action Points | 9 |
| Critical Chance | 6 |
| Unarmed Damage | 0 |
| Melee Damage | 10 |
| Defense | ||
|---|---|---|
| Type | Resistance | Threshold |
| Normal | 35% | 4% |
| Laser | 20% | 4% |
| Fire | 15% | 4% |
| Plasma | 25% | 4% |
| Explosive | 30% | 4% |
| Electrical | 10% | 1% |
| EMP | 500% | 0% |
| Poison | 35% | |
| Radiation | 14% | |
| Skills | |
|---|---|
| Skill | Value |
| Small Guns | 0 |
| Big Guns | 0 |
| Energy Weapons | 0 |
| Unarmed | 48% |
| Melee Weapons | 58% |
| Throwing | 0 |
[edit] Fallout 3
Centaurs can pose, at best, a moderate threat level to players but are generally a weak enemy . Their weak spot is their long, tentacle-like tongues which can be easily targeted in V.A.T.S.. Usually they don't carry anything, although they sometimes carry chems like Jet, small amounts of caps, and rarely random items like Teddy Bears. Also another possible drop is a bobby pin or two. They spit slow moving, radioactive balls as a ranged attack which may ignite nearby gas leaks, but is relatively easy to dodge. The damage done by the spit itself is low, but can increase your rads quickly (+4 per second for 10 seconds). When up close, the Centaur whips its tongue at you. This melee attack is rather delayed, usually slower than the player's melee attacks. Centaurs are rarely found wandering alone and so may indicate that Super Mutants are nearby.
[edit] Notes
Given their origins as a collection of various creatures, is likely that there should be a high variation in the composition and appearance of both Capital Wasteland and Core Region centaurs. However they are represented by one type of model, presumably for the budget reasons and time contraints. Of course, there is the possibility that the FEV mutates organisms in certain ways, and this could be accounted by the uniform appearance and demeanor of the Super Mutants.
An easy way to kill centaurs is to let them chase you into a river, then swim into deep water. Centaurs cannot float or swim, causing them to eventually drown.
Centaurs may pose a threat due to their stealthiness (a walking Centaur sounds similar to the thumping sound a wounded player will hear) and high Perception (according to an in-game loading message, they serve as "watchdogs" for Super Mutants. Centaurs are likely to cause unintended "jumpy" moments; when they spot a careless player in sneak mode and manage to attack said player from behind. They are prone to doing this in places like Vault 87, Chryslus Building, Our Lady of Hope Hospital, and Georgetown.
It may be preferable to take out a Centaur with a close-quarter weapon such as a Combat Shotgun or a strong melee weapon. They tend to be sturdier than Raiders, but are so slow moving that they're generally less of a threat. Their tongue-based melee attack is much more predictable and less harmful than their radiation spit attack, which has the nasty side-effect of causing some significant rad increases. They will only use their melee attack at close range, and they will use their radiation spit at any other range.
[edit] Appearances
Centaurs appear in Fallout, Fallout 2 and Fallout 3.


