The wasteland’s changed, darlin’. New words, new sights, pages updated and stories stirred. Thought you knew it? Look again.
Born from the bones of a powerful pre-fall mafia, the Snookers have since evolved into a paramilitary brotherhood that fuses mob tradition with special ops ruthlessness, wrapped in ritual and metaphor. Each member wears a polished cue ball helmet, ranked by solids, stripes, or the revered black 8-ball. Their names are replaced by numbers, earned in the initiation ritual, the Rack-Up. Snookers fight with calculated efficiency, wielding:
Cue Stick Bōs – reinforced staffs that split into escrima sticks.
Breaker Gauntlets – fist weapons mimicking a pool break.
Chalk Bombs – blue smoke grenades launched via slings or cannons.
Their signature move, the Headbutt Break, uses their cue ball helmets to disorient foes. Their armored war machine, Big Betty, resembles a rolling cue ball fortress.
Believing life is a billiards table, they seek “clean breaks” – swift, orderly victories. They aim to establish Billiard Halls—safe zones where disputes are settled over pool games, and skill dictates rank.
An alteration on the chalk bomb design to be incorporated within a fragmentation hand grenade
The Snookers view the post-apocalyptic world not as a battlefield, but as a broken billiards table. Their mission: bring order to the break. To them, every war is a game, every victory a calculated shot, and every loss a lesson. Their guiding principle is the Clean Break, swift, surgical engagements with no collateral, no chaos, and no second chances. To support this doctrine, they’ve begun erecting Billiard Halls, neutral zones scattered across the wasteland. In these fortified arenas, disputes are not solved by bullets, but by cue sticks.
A torn page likely from the instructional manual for Big Betty
8 Ball is aware that as much as he tries to maintain his order, people will always find new reasons to fight. The Halls in this way have also developed into a method of entrapment by providing an illusion of safety they lure the most ambitious and arrogant of the wasteland into a game they don’t fully understand. The Snookers hold the table, and they always play to win. Those who challenge them and lose find themselves in debt, owing favours and supplies. 8 Ball plays a long game, and every move is calculated. The ultimate goal? Control the board. The wasteland will never be peaceful, but under the Snookers, it will at least be ordered.
An older version of the helmet worn by a previous Number 3 found without its red outer shell
(He/ Any)
The only Snooker to wear the black suit, the only one to bear the number 8, he is thought to be the last of the original players—the last connection to the old crime family that existed before the bombs fell. Some say he's never removed his helmet others say its bolted down so we never could. As if the lack of a face wasn't mysterious enough 8 Ball rarely speaks and when he does; every command, every response, every decree comes from the cryptic wisdom of his namesake:
"Reply hazy, try again."
"Don’t count on it"
"Without a doubt."
Those 20 phrases are like gospel to his crew, interpreting his will with the same devotion a soldier would give their general.
Despite this, 8 Ball is not just a mindless figurehead. He is a force of nature, a strategist beyond compare. In combat, he moves with deliberate, effortless calculation, lining up his shots as if the world itself were just another table, his enemies just another set waiting to be sunk. And if you find yourself standing across from him at the table, staring down the black ball with everything on the line, you’d better pray the answer that rises in the dark fluid of his mind says: "Ask again later."
For all his cruelty, 8 Ball is not without his own code. He plays by the rules, even if the world doesn’t.
The Rack-Up is sacred. Every Snooker earns their number. No exceptions.
A clean break is a clean victory. No sloppiness, no loose ends. Efficiency over brutality.
Children do not belong at the table. No one under 20 can be recruited. If 8 Ball finds an abandoned child, they are taken to a safer place, out of the game entirely.
The Billiard Halls are neutral ground. Disputes end in a game, not in slaughter. Violence inside the halls is met with swift punishment.