FOWW Campaign Handbook Digital Final
FOWW Campaign Handbook Digital Final
FOWW Campaign Handbook Digital Final
SURVIVORS
The Wasteland is a harsh and unforgiving place, even for the
well-prepared Sole Survivor. When mutated fiends and flesh-wearing
synths stalk from every shadow, the only strength is in numbers.
The Survivors faction represents rag-tag groups of humans banding
together. Individually they are weaker than many other denizens of
the Wasteland, but they thrive as a group. Survivors also have a high
number of named characters with individual special abilities.
The layers of bonuses to your force and negatives to the enemy gives
the Survivors a serious edge in combat, with the whole becoming much
greater than the sum of its parts.
SUPER MUTANTS
The Super Mutants see themselves as lords of the wastes, and
inheritors of civilization (just don’t ask them to spell civilization).
They go chest to chest with anything the Wasteland can throw
at them, and usually come out on top. Super Mutants are combat
monsters, charging into the fray and hacking the enemy apart
with crude, bludgeoning weapons. They tend not to have heavy
armor or power at long range, but they make up for this with
bulk, endurance and very powerful close assaults. Gang up and
charge in – meat bags don’t fill themselves!
INTRODUCTION
This Campaign Handbook contains additional The ‘Settling Down’ chapter allows you to face
WAR–
rules to those found in the Rules of Play book. the challenges of Wasteland survival by developing
GAMING
Here you will discover how to build an ongoing your own Settlement. A player with a Settlement
ROOKIE?
Read these first! Settlement, and how to play solo or co-operatively, has restricted access to cards like Items and Perks,
plus this book features numerous ready-to-play but they can gain such cards through development
game scenarios including linked and stand-alone of their settlement between battles. Additionally,
encounters, as well as tutorial scenarios designed to players with Settlements can explore the Wasteland
be played in parallel with the Rules of Play. between battles, with potential consequences
during their next battle.
The ‘Into the Wasteland’ chapter contains several
card types – Events, Perks, Boosts, and Quests – The ‘Scenarios’ chapter shows you how to create a
that can be added to the core Fallout: Wasteland force, and how to set up a scenario. It also includes
Warfare Rules of Play for the full experience of fifteen ready-to-play scenarios: ten story scenarios,
the game. and five Solo/Co-op scenarios). You can, of course,
build your own scenarios. The final chapter of this
The ‘Against the Wasteland’ chapter covers solo
book adds the five Tutorial Scenarios.
and co-operative play against the game, with an
‘Artificial Intelligence’ (AI) system representing the Players seeking a more competitive or less
behavior of opposing forces. There are five specially- narrative game, focused more on combat, might
designed encounters in the Scenarios chapter, but like to play using Battle Mode rules and army
players can use the Solo / Co-op rules to provide an building lists, available as a download from
opponent for most scenarios. www.modiphius.com/fallout.
2 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-003-111 — SECTION 2.1
EVENTS
Events add some unexpected situations and effects
during each battle. These may be a vicious lightning
HELPFUL HINT
No- 10 from Vault Boy!
storm, a brahmin stampede, or the appearance of a
stranger, but also can be something totally benign,
such as a local radio broadcast.
THE CARDS USED FOR THE EVENT DECK CAN BE SELECTED
The Event Deck for your battle is created during
COMPLETELY AT RANDOM OR PLAYERS CAN CHOOSE THEIR
set-up. First create a deck from all your Event
MIXTURE. SOME EVENT CARDS DO NOT RESULT IN ANY
cards, then randomly draw one fewer Event cards
IMPACT ON THE BATTLE, SO THE AMOUNT OF IMPACT
than the number of rounds the battle is due to last
THE EVENTS HAVE ON A GAME CAN BE INCREASED OR
(as instructed by the scenario, or decided between
DECREASED BY THE NUMBER OF THESE CARDS SHUFFLED
the players). Add to this deck any ‘Consequence’
INTO THE EVENT DECK.
cards (see following page) that need to be included
in the battle, with Event cards face-down and
‘Consequence’ cards face-up. Then shuffle this deck The Wasteland (see Rules of Play, p.31). This will
and place it in the area by the battlefield called be the Event Deck for your battle.
DURING BATTLE
At the start of each round except the first, if there Flip Icon
is no Event card already in play, draw the Event If, at any time, the top card on the Event Deck
card currently on the top of the Event Deck, and shows the Flip icon, immediately turn the card
FLIP ICON
apply any effects from it immediately. Unless face-up and leave it on top of the deck. All players
otherwise instructed, this card is discarded at the may read it. The revealed Event card is still part of
end of the round. the deck, so the event it describes is not yet in effect.
Flipping the event card gives players some advance
notice of more impactful and foreseeable events, so
that they can potentially prepare for them.
Examples:
Card 1 has no Flip icon, and is revealed
when drawn.
4 FALLOUT – WA S T EL A ND WAR FA R E
CONSEQUENCES
Some decisions made when using Settlements
between battles (see p.19), during Quests (see p.6),
as a result of a Boost card (see below), or incidents
in previous scenarios, can have effects during a
battle. For example, did you pay a mercenary to
help you in your next battle? Did you turn away the
travelers who said they had been robbed without
giving them food? Did you deal with that flying
ant swarm? These cards are identified by the word
‘CONSEQUENCE’ on them.
‘Consequence’ cards are drawn and resolved If new Consequences need adding during a battle,
immediately when on top of the Event Deck. add them to the Event Deck at the end of a round by
If identical ‘Consequence’ cards were added by setting the top card aside, shuffling the Consequence
multiple players, randomize which player the into the Event deck, and then replacing the top card
drawn card belongs to. back on top of the Event deck.
SECTION 2.2
FOWW 2PB-003-111 —
PERKS
Some inhabitants of the Wasteland have additional
abilities, setting them apart from others. These are
represented by Perks.
BOOSTS
During battle, some inhabitants of the Wasteland one-off enhancements. The details of
can pull off surprising feats or have inspired the cards a player holds are secret, but
moments. These are represented by Boosts, of an opponent is allowed to know how
which there are four types: many Boost cards a player holds at any
time. A player reveals and uses a Boost
nn Practiced (which mainly increase results)
card when relevant, discarding it once
nn Cunning (which mainly alter results)
resolved. Only one Boost card may be
nn Tactical (which mainly modify movement and
played per Action.
reactions)
nn Instinctive (covering a broad range of effects) When creating their force and not using THIS BOOST CARD ALLOWS THE
Settlement rules, a player can select PLAYER TO SWAP ONE YELLOW,
Boost cards are not assigned to a specific unit,
a number of Boosts up to half their GREEN OR BLUE BONUS DICE FOR
but are instead held by the player during a battle.
Leader’s highest attribute, rounded up A BLACK BONUS DICE
They are played when relevant, to add minor,
(see ‘Leaders’, Rules of Play, p.50).
S E CT I O N 2 – I N T O T H E WASTELAND 5
FOWW 2PB-003-111 — SECTION 2.4
QUESTS
Wastelanders never seem short of tasks to A player must always start a multi-part Quest
complete, whether it is helping someone in need, with the first card in the Quest, and cannot attempt
tracking down a thief, fulfilling a bet, or something other parts of a Quest until directed to do so by
else. These are represented by Quests. the cards. A Quest card will describe which Quest
card a player should progress to upon completion.
Quests are personal tasks for a player to complete
A player can choose not to automatically attempt
during a battle, and successfully completing
the next part of a Quest.
a Quest gives the player a reward. Quests are
independent of battle objectives or other players’
For example, a player completes ‘Handy
Quests. A player can use Quests even if their
Delivery: Part 1’ which allows them to move
opponent does not. A player does not get to see
on to ‘Handy Delivery: Part 2’. When starting
the details of their opponent’s Quest card, but
their next battle, they can select ‘Handy
should be made aware that they have a Quest
Delivery: Part 2’ or can choose a different
to complete.
Quest card and select ‘Handy Delivery: Part 2’
To use Quests, a player picks one Quest card at before a later battle.
the start of a battle, and it cannot be changed
during a battle. All Quest cards are double-sided.
The side with the black title area shows the card’s
BLACK-TITLED QUEST CARD title and describes what has happened. The side
with the blue title describes the task the player
must perform, and the rewards, depending on the
outcome. (In some cases, all information is on one
side whilst the other shows an item that can be
earned by completing the quest.)
COMPLETING QUESTS
Completing a Quest card may give the player a same battle. Unless indicated on the Quest card,
reward (described on the Quest card) and/or lead to each Quest can only be completed once by a player.
the next part of a Quest. Rewards are only gained
Unless directed otherwise by a Quest, when a Quest
once the battle is over.
is not completed, the player may re-attempt it in
If a Quest card is completed during a battle, a their next, or a future, battle.
player cannot start another Quest card during the
QUEST REWARDS
Some Quest rewards are special items, and these 2 random Boost cards at the start of their next
reward items can only be used by a player that battle (in addition to any already taken and the
has successfully completed the relevant Quest. usual maximum) instead of the reward shown on
Once gained, these reward items can be included the card.
in the player’s force, as with other items. Quest
Cards gained from Quests for the next battle are
reward items are never added to the Item Deck in
added after the force is built so do not require
The Wasteland.
Stores and are not part of the pool to select from.
Some Quest rewards only have impact on a The exception to this is Unique Items which
player if they have a Settlement (see p.18); for must be included within the total caps value of
example, receiving Caps as a reward. A player their force.
not using Settlement rules can choose to draw
6 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-003-111
FOWW 2PB-003-111 — SECTION 3.1
SET-UP
NUMBER TOKEN When playing against an AI player, set up a 3. Take Number Tokens equal to the number of
scenario as usual (see p.27) and follow the steps models that comprise the AI’s forces and place
below to set-up the AI player’s forces: them at random on the unit cards – one for each
model in that AI unit.
1. Lay out the AI player’s unit cards with their
respective AI cards face-up near the battlefield.
For example, an AI is comprised of two units –
BACK FRONT
2. Equip each unit card with all weapons and 3 Field Scribes and 1 Paladin – so one Number
AI MARKER
ICONS other equipment shown on the AI card. Token would be placed on the Paladin unit card
and 3 numbered tokens on the Field Scribe
unit card. Which specific number token goes on
which unit card does not matter.
8 FALLOUT – WA S T EL A ND WAR FA R E
OBJECTIVE AND SUBJECT
During an AI game, the AI player has a task that For example, a scenario requires the AI player
their models aim to accomplish. The task consists to steal a prototype fusion core and get away
of an Objective and the Subject of the Objective. with it. To start, the AI player would have the
These influence an AI model’s Actions, are Objective of ‘Use Fusion Core’ (where a model
determined by the scenario, and may change that uses it will pick it up) and, once the AI
during the scenario. player possesses the Fusion Core, the Objective
will change to ‘Go to Entry Point’ so they can
Where X is the Subject, Objectives can be:
escape with their stolen property.
1. Defeat X
2. Protect X
3. Go To X
4. Use X
HELPFUL HINT
5. None No- 11 from Vault Boy!
The Subject (X) in the Objectives above can be: ONE OF THE MOST IMPORTANT THINGS IN NARRATIVE AI
PLAY IS THE FEEL OF THE GAME. WHILE THE AI IS DESIGNED
AI SUBJECT TO WORK IN ALL SITUATIONS, NOTHING CAN LEGISLATE
SUBJECT EXAMPLES FOR EVERY POSSIBLE SCENARIO! IF YOU ARE USING
Specific location Point on battlefield (place or object MORE ADVANCED SCENARIOS OR MAYBE SOME YOU
like a terminal or Searchable Marker) HAVE CREATED YOURSELF, THERE MAY BE MOMENTS THAT
DON’T QUITE CHIME WITH THE CHARACTER OF THE UNIT
General location A side of the battlefield. A building.
INVOLVED OR SEEM ODD IN THE CIRCUMSTANCES. IN SUCH
Specific model(s) C
ould be friendly (i.e. to Defend
SITUATIONS, THERE’S NO PROBLEM WITH CHANGING TO
them), or an enemy (to Attack).
A DIFFERENT LISTED BEHAVIOUR IF IT HELPS YOUR SOLO
General model(s) Any model (i.e the closest, GAME FEEL MORE CINEMATIC AND NARRATIVE.
strongest etc)
S E CT I O N 3 – AG AI N S T T H E WASTELAND 9
FOWW 2PB-003-111 — SECTION 3.2
ACTIVATING AI MODELS
When activated, an AI model will carry out two In the example below left, the two stars result
Actions. To determine which Actions, roll one blue was rolled, and the model currently has
Special Effect Dice and consult the matrix on the 3 Health, so the model’s response is . M
model’s AI card as follows:
An AI model’s Response is only defined once at the
1. Use the row that matches the icon(s) rolled on
start of its activation, and it uses that Response
the Special Effect Dice (note that the number
for the whole activation. However, the AI model
of icons rolled may be important – see ‘Method’,
NUKA COLA assesses which Actions to execute before each one,
BOTTLE ICON p.11). The combined bottle and star result is
in case circumstances may have changed.
resolved as if it were a single star icon.
For example, an AI model that attacks at Close
2. The column is determined by the model’s
Combat with its first Action may need to Move for
current Situation. This might be based on how
BLAST ICON their next Action if the model they were attacking
much Health the model has, how many friendly
has been removed, or is no longer engaged with
models are nearby, etc. Going from the left, use
them after being Pushed Back.
the first column that is true for the AI model.
Use the last column if no previous columns The background shading of the cell shows the
STAR ICON
match the situation. model’s Attitude – ‘how’ the AI will carry out their
Actions:
The resultant cell on the matrix shows a letter
which is the AI model’s Response (see ‘Responses’, nn A shaded cell means its Attitude is Reckless.
following page). This determines which Actions the nn An unshaded means its Attitude is Careful.
AI model will perform. nn If the Response is underlined, the model will
stay engaged, rather than break engagement to
carry out its Response (see ’Engaged Models’,
page 15).
SITUATION VALUE,
1 THE RESPONSE IS O FOR
OBJECTIVE, BUT THE SHADED
IN THIS CASE, 1-3 HEALTH
BACKGROUND INDICATES A
1 2 RECKLESS ATTITUDE IN CARRYING
THE BLUE SPECIAL
OUT THAT RESPONSE.
EFFECT DICE RESULT IS
CROSS-REFERENCED 2 THE SAME RESPONSE AS ABOVE,
WITH THE NUMERICAL BUT WITH A CAREFUL ATTITUDE.
SITUATION. SO, 3 HEALTH
CROSS-REFERENCED ON
3 THE RESPONSE IS A FOR ATTACK,
BUT WHICHEVER TARGET IS HIGHEST
THE MATRIX WITH A DICE 3 ON ITS PRIORITY LIST (SEE P.12),
RESULT OF TWO STARS
THE UNDERLINE INDICATES IT
RESULTS IN M .
WILL NOT BREAK ITS PRESENT
ENGAGEMENT.
10 FALLOUT – WA S T EL A ND WAR FA R E
SECTION 3.3
FOWW 2PB-003-111 —
RESPONSES
A Response uses a hierarchy of activities to To determine which Action an AI model executes,
determine the Actions that an AI model will execute. follow the numbered sequence of activities for the
There are five main responses: relevant Response, and execute the first activity
that is possible. For each Action, consult the list
A Attack
afresh, from the top, as circumstances may have
M Move changed since the previous action. For example,
Close Combat for the first activity may have
O Objective
removed the previous Target, or a new Target may
F Fall Back have become the priority. If a model is engaged,
remember to check the ‘Engaged Models’ rules –
D Defend
see page 15.
A ATTACK
This Response addresses the AI model’s tactical 2. Weapon Choice
intent to attack a target (based on the model’s own If an AI model is equipped with a choice of
preference) – whether they favor Close Combat or weapons that can perform the selected Method,
RANGED COMBAT
Ranged attack – even if they do not actively attack it will use their ‘preferred’ weapon: the weapon METHOD
during this Action. For example, they might merely whose name is underlined on the model’s AI card.
Move during this Action, in preparation for an If an AI model’s preferred weapon is unavailable,
attack. Before working out whom to target, a couple (for example, if it is a Slow Firing weapon which
CLOSE COMBAT
of elements must be identified first. is not loaded), they will use their other weapon, METHOD
S E CT I O N 3 – AG AI N S T T H E WASTELAND 11
Activity List (Ranged Combat Method):
1. Shoot.
2. Move so that the enemy is within range of a
Shoot attack next Action. Once Shoot is possible,
Move no closer than Yellow from the target.
3. Move towards the enemy.
4. Perform O
instead.
Target Priorities
As described, an AI model follows the activity list,
performing the first activity that is possible. If there
are multiple models on which the activity could be
focused, use the AI card’s Target Priority List
THIS TARGET PRIORITY (shown left, and in situ, right) to determine which
LIST TARGETS THE MOST model to target first. Use each Target Priority in
WOUNDED ENEMIES order as the tie-breaker between current potential
FIRST. IF ALL ENEMIES targets until only one target remains. If no single
ARE EQUALLY WOUNDED model results after all of the model’s target
(OR UNWOUNDED), THE priorities are assessed, randomize which of the
Example 1 (opposite page): A Super Mutant
MODEL WILL INSTEAD remaining potential targets is the target.
AI model with 6 Health rolls a Blast result,
TARGET THE WEAKEST
(LEAST HEALTH). IF ALL The different target priorities are:
A
so will ttack using Ranged Combat (their
Bolt-Action Pipe Rifle). The matrix cell is not
ENEMIES HAVE EQUAL
TARGET PRIORITIES shaded so they will be Careful.
WOUNDS AND HEALTH,
THE MODEL WILL SIMPLY PRIORITY DEFINITION The Ranged Combat Activity List starts
ATTACK THE NEAREST Nearest For Movement: Judged on the fewest with Shoot. There are several models that
ENEMY. number of Moves required (factoring could be targeted, so the Super Mutant uses
in Difficult Terrain) the Target Priority List to decide which.
For Shooting: Judged on shortest shot First, they will target the most Wounded
Weakest Least remaining Health model. The Sole Survivor is the most wounded
Largest Highest maximum Health (ignores (5 wounds), but they are engaged (with a
current health level or damage taken) Mutant Hound) so the Super Mutant, being
Careful, will not target them. (If the Super
Wounded Most Damage taken
Mutant had been Reckless, they would have
Healthiest Most remaining Health shot at the Sole Survivor even though it may
Vulnerable Lowest Armor have hit the Mutant Hound.)
Slowest Shortest Move
The other two enemy models, a Settler and
Fastest Longest Charge Dogmeat, are equally wounded (both with
Best Chance Least penalties / greatest bonus for 3 wounds). As a tie-breaker, the next Target
Skill Roll Priority in the Super Mutant’s list is the
Prepared ‘Ready’ before ‘Not Ready’ Weakest – the model with the least remaining
Health. The Settler has 1 remaining, while
Spent ‘Used’ before ‘Ready’
Dogmeat has 5, so the Settler is the target.
Importance Nearest to Subject
Not Engaged Not Engaged only The Super Mutant shoots and hits, removing
the Settler. Dogmeat uses a Reaction (due to the
Engaged Engaged only
Trigger of a friendly enemy being hit) to Move
Capable Targets capable of performing their back through the doorway, out of LoS).
Objective (i.e. has Computer skill when
Objective is to hack a computer). For the Super Mutant’s second action, it runs
down the Ranged Combat Activity List again,
Note: If the scenario’s Objective is to defeat one starting with Shoot. There are now no viable
or more player models, and the AI model is the targets, so it moves to the next item: to Move
last remaining, the AI model will always select so an enemy can be shot with their next action.
the Subject of the Objective before following their The Super Mutant moves as far as possible but
Target Priority List tie-breakers. will stop as soon as Yellow from an enemy.
12 FALLOUT – WA S T EL A ND WAR FA R E
THE BUILDING’S WALL
BLOCKS THE
LINE OF SIGHT
SETTLER
SUPER
MUTANT (AI)
DOGMEAT
EXAMPLES 1 AND 2: SUPER MUTANT AI VERSUS THE SOLE SURVIVOR, DOGMEAT AND A SETTLER
M MOVE
This Response requires that the AI model Moves If Careful: The AI model must Move at least
towards the Subject of the scenario’s Objective. It half of the possible Move distance, halting as far
is not a combat response, so the AI model will not as possible along their Move, yet ending at the
engage when performing this Response. safest location for the AI model (e.g. cover, the
least chance of being attacked).
1. If within Move of the Subject, perform
3. If there are multiple Subjects, select the
O instead.
Nearest (judged on the fewest number of Moves
2. Move towards the Subject without engaging.
required, factoring in Difficult Terrain)
If Reckless: Go direct – ignore cover.
O OBJECTIVE
This Response sees the AI model prioritizing the O
If an AI model has no way to perform , the
scenario’s current Objective. The Objective itself A
AI model performs . Examples of when this
(and its Subject) determines what Actions the can occur include when the Objective is to hack
model will perform. a computer terminal but the AI model has no
Computers skill, the Objective is to defeat a specific
1. Defeat X Perform A with Subject as the
model but that model has been removed already, or
only target to be considered
when the Objective is to take an item which the AI
2. Protect X Perform D side already possesses.
3. Go To X Perform M
4. Use X 1. Interact to Use Subject
2. Move into contact with Subject.
3. Perform M
F FALL BACK
This Response indicates that the AI model favors nn Perform M– use the AI model’s initial
self-preservation over the Objective at this moment. deployment point as the Subject.
S E CT I O N 3 – AG AI N S T T H E WASTELAND 13
D DEFEND
This Response prioritizes defending the Subject. The If the result is that the target could not be attacked
AI model identifies the target it feels is the Subject’s or engaged during the AI model’s Action, M ove
biggest threat (as if they were in the Subject’s towards the Subject instead.
position), then attempts to attack that target.
nn If Careful: If the subject is engaged with the
First, follow the relevant Activity List as if the AI target model, a model using Ranged Combat
A
model were performing , whilst positioned at will use the Close Combat Method instead
the location of the Subject, and as if they were not (rather than risk firing into the engagement).
engaged. Then, perform A
but with the selected
enemy model as the only target to be considered. Example: A Super Mutant AI model with 6
Ignore the ‘Perform O instead’ step. Health rolls the one Nuka Cola result, so the
matrix result is O for Objective. The matrix cell
is shaded so they will be Reckless. Following
the Objective Activity List leads to Defend X,
and the Subject is a Prisoner.
SUPER
MUTANT (AI)
SETTLER
SOLE
PRISONER
SURVIVOR
SUPER MUTANT AI DEFENDS A PRISONER FROM THE SOLE SURVIVOR AND A SETTLER
14 FALLOUT – WA S T EL A ND WAR FA R E
SECTION 3.4
FOWW 2PB-003-111 —
PUSH BACK
Whether a model follows up a Push Back (and 3. If the Response on the matrix is O D or ,
remains engaged) depends on the circumstances. only follow up if the Attitude is Reckless.
Work through the following sequence in order, and
Note that Steps 2 or 3 are based on the Response
apply the first item that is possible:
shown on the matrix, regardless of the actual
1. If the AI model Charged, always follow up. Response being performed by the model. For
A
2. If the Response on the matrix is , only follow example, a model could be performing Aas a result
up if the Method is Close Combat . of their matrix showing D Oor ), in which case
Steps 2 and 3 are based onD O or , not . A
MOVING
Cover
A Careful model will always seek to benefit from SUPER MUTANT
cover when moving. BRUTE (AI)
Slide
After an AI model makes a Close Combat attack,
if the engaged enemy could potentially use the AI
model to Slide into base-to-base contact with the
Subject (or an AI model currently base-to-base with KNIGHT
the Subject), the AI model instead Slides as far as
possible from that Subject (or AI model interacting
with the Subject), in order to deny the enemy that
opportunity. They cannot leave the battlefield while
making this Slide. (See Rules of Play, p.25) EXAMPLE OF SLIDING
Example: An AI Super Mutant Brute could potentially slide around them (after
performs Close Combat on a Knight, with the performing a Close Combat) into base-to-base
Subject (a desk that requires unlocking) nearby. contact with the Subject, so the Brute Slides to
If the Brute remains where they are, the Knight be as far from the desk as possible.
S E CT I O N 3 – AG AI N S T T H E WASTELAND 15
WEAPONS EFFECTS, ACTION POINTS, AND HEROIC
Weapon Effects Heroic
If there is a choice on how to spend Special Effect A Heroic AI model is resolved the same as a non-
icons, the AI model will choose the effect that Heroic model with the following additions:
spends the most icons per use, and will spend icons
nn Roll V.A.T.S. at the start of the Heroic AI model’s
until it is not possible to spend more.
activation. If any number of APs are rolled, the
model performs a single Quick Action after, and
Action Points
in the same way as, its usual two Actions.
An AI model does not use any Action Points
received during its activation unless specifically nn Earn CP as usual and always use a Critical
mentioned on their AI card. APs can only be used Attack if there are enough CP on the relevant
for the effect(s) shown on the AI card. An AI model weapon being used.
uses APs after the model’s normal responses have
nn Use Luck whenever possible, but limited to
been resolved. If an AI model uses APs to remove
Tough (to attempt to reduce damage by 1).
radiation or regular damage, remove regular
damage before radiation damage. Unless stated
otherwise, an AI model can spend multiple APs
during their activation.
2. A
s a result of the damage caused to Target
A, Target B is now Healthier than Target A,
HELPFUL HINT so the model uses its second Action to Shoot
No- 12 from Vault Boy! at Target B.
Example 3:
THE ENTIRE FALLOUT: WASTELAND WARFARE RANGE IS
DESIGNED TO BE USED BOTH IN PICK-UP 1v1 GAMES AND 1. A
n AI model is to perform O (and the
IN AI/COOPERATIVE GAMES. EACH NEW ADD-ON PACK OR Objective is to Go To a point far across the
EXPANSION ADDS NOT ONLY TO THE MODELS THAT YOU battlefield). However, it is engaged with
HAVE FOR YOUR FORCES, BUT ALSO TO THE DANGERS another model.
AVAILABLE TO DISCOVER AND OVERCOME IN THE
The AI model’s card shows they will remain
WASTELAND. THIS MEANS THAT AS YOUR FORCES GROW,
engaged, so its first Action is to Close
YOU CAN CREATE GREATER AND GREATER CHALLENGES AS
Combat the engaged model.
WELL AS EVEN MORE INTERESTING NARRATIVE SET-UPS.
The target is hit and gets Pushed Back as
THE AI SYSTEM IS DESIGNED TO EMULATE A HUMAN
a result.
PLAYER’S APPROACH TO ATTACKING MODELS AND
INTERACTING WITH OBJECTIVES. HOWEVER, AS YOU ADD The model’s matrix shows its Attitude is
TO YOUR COLLECTION, YOU MAY WANT TO PLAY AGAINST Careful, so it does not follow-up the Pushed
TWO DIFFERENT AI FORCES AT ONCE, OR HAVE CREATURES Back target.
OR ROBOTS ROAM THE BATTLEFIELD. IN THESE CASES,
2. N
ow that the AI model is no longer
CREATIVE THINKING WITH THE TURN SEQUENCE AND
engaged, for its second Action, it performs
JUDICIOUS USE OF NARRATIVE PLAY WILL ALLOW YOU
TO GET CAUGHT IN THE CROSSFIRE, BE INTERRUPTED BY
O and Moves.
16 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-003-111 — SECTION 4.1
SETTLEMENT OVERVIEW
A Settlement consists of Structures (buildings When a player uses their Settlement, they follow
and other elements built into them) which you these steps:
purchase using Caps earned during battle. You use
the Structures in your Settlement after a battle to Step 1: Build
gain access to Item cards not available as standard, A player can spend Caps they have earned during
as well as Perks, Boosts, and Explore cards. battles to add Structures to their Settlement, and
buy Perks.
18 FALLOUT – WA S T EL A ND WAR FA R E
SECTION 4.3
FOWW 2PB-003-111 —
AFTER A BATTLE
After a battle, the winner adds 200 Caps to page). Any Unique items are automatically added to
their Caps total, and the loser adds 120 Caps. the pool without the need for Maintenance Sheds.
However, if the forces were each 1,000 caps or
Then, any of the gathered Items that have not been
greater in size, both players receive an extra 50
retained are sold for their Caps value, which is
Caps. Individual scenario rules may sometimes
added to the player’s Caps total.
modify these rewards.
If your Leader was removed during the battle,
Before using their Settlement, the player removes
you may change your Leader before using your
from each unit of their force every Item card
Settlement (see ‘Leaders and Settlements’, p.24).
not usually available to that unit (see ‘Standard
Once using a Settlement has begun, the Leader
Equipment’, p.24), also removing any unused Boost
may not be changed.
cards from their hand. A player with Maintenance
Sheds (see p.22) in their Settlement may retain 1 Note that any models that were removed during
Item (or up to 2 Boost cards) of those gathered for a battle are not eliminated, but are considered
each Maintenance Shed. Any Counting Tokens on incapacitated enough that they could play no
COUNTING
Item cards show multiple copies of the card: count further part in that battle. Therefore, any model TOKENS
these as 1 card each. Retained cards form the start with Perks removed during a battle has the same
of a pool of cards from which the player may select Perks available for use in the next battle (see
cards for their next battle (see ‘Step 3’, previous ‘Perks and Settlements’, p.24).
Example: The Sole Survivor entered a The player chooses to retain one Stimpak The Hunting Rifle is
battle with a Hunting Rifle (the Item and the Bolt-Acton Pipe Rifle, which automatically retained. The
always available to them), 2 Stimpaks forms the start of their pool for Step 3. Boost card and the Counting
and 3 Boost cards. Token representing a second
Stimpak card are discarded but
During the battle, the Sole Survivor used
the player receives the Caps
neither Stimpak, used 2 Boost cards, and
value of those cards.
found a Bolt-Acton Pipe Rifle.
S E CT I O N 4 – S E TTLING D OWN 19
FOWW 2PB-003-111 — SECTION 4.4
STEP 1: BUILD
During Step 1, a player can spend Caps to A Settlement Sheet can be used to easily record
purchase Structures. Structures in a player’s what Structures have been bought, and this can be
Settlement determine: downloaded from www.modiphius.com/fallout
During this Build step, a player can voluntarily When a player has finished building and providing
scrap any of their Structures, and receives 50% of power to their Structures, they move on to Step 2.
the Caps cost back. A Structure cannot be scrapped Once a player has drawn a card in Step 2, they
if it is a requirement for another Structure the cannot return to Step 1 until after the next battle.
player has built, unless the Structures that rely on
it are also scrapped.
STEP 2: DRAW
During Step 2, players use their Structures to draw of three decks which are created when using a
cards and explore the Wasteland. Otherwise, each Settlement. One deck contains Item cards, one
Structure can be used once only. The Structures Boost card, and the other Explore cards.
may be used in any order, so a player can see the
outcome of using one Structure before deciding nn The Item Deck is created from all Item cards
which to use next. All drawn Item and Boost Cards available, except Unique items.
are placed together into a pool of cards which the
nn The Boost Deck is created from all the Boost
player will select from in Step 3. When a player has
cards available.
finished using all of their Structures, they move on
to Step 3. No benefit comes from unused structures: nn The Explore Deck is created from all the
the opportunity to use them is not carried over to Explore cards available.
the next Settlement phase.
If instructed to draw a card of a specific type, draw
Drawing Cards cards from the relevant deck until you draw one
When a player using a Structure during Step 2 of the matching type. For example, to draw a Mod,
is instructed to draw a card, they draw from one draw from the Items Deck until you draw a Mod.
STEP 3: SELECT
During Step 3, the number of Stores a player has cards from the pool for each of the powered Stores
built determines how many of cards from the pool within their Settlement. Any cards not selected are
of drawn cards they can take into their next battle. discarded, and the player receives the Caps value
The player may choose 1 Item card or up to 2 Boost of these.
20 FALLOUT – WA S T EL A ND WAR FA R E
SECTION 4.5
FOWW 2PB-003-111 —
STRUCTURES
The term Structures includes not only Buildings, but also all other elements that can be built into the
Settlement, such as workbenches, generators, etc.
INFRASTRUCTURE
Some Structures serve a general purpose.
INFRASTRUCTURE
STRUCTURE NAME COST DETAILS
Generator – Small 100 Provides 3 Power. (No Power required)
Generator – Medium 200 Provides 7 Power. (No Power required)
Generator – Large 300 Provides 12 Power. (No Power required)
Water Pump 50 Provides 3 Water. (No Power required)
Water Purifier 100 Provides 12 Water. Requires:1 Power
Crop Field 30 Used to allow drawing Food & Drink and Alcohol cards when using the Cooking
Station (see below). Maximum: 5 Crop Fields in a Settlement.
Requires: 1 Water each (but no Power)
Note: Super Mutants have Meat Bags instead of Crop Fields. Their effect is the same.
CRAFTING STRUCTURES
Crafting Structures allow a player to create or modify specific types of items.
CRAFTING STRUCTURES
STRUCTURE NAME COST DETAILS
Weapons Workbench 100 For each Weapons Workbench, draw and keep 1 Mod from the Items Deck of a
type you are able to attach. Requires: Blacksmith or any Gun Nut Perk.
Armor Workbench 100 Draw and keep 1 Armor Mod from the Items Deck (excluding Power Armor Mods)
or add 1 Armor Boost Token to a Unit. Requires: Armorer Perk.
Power Armor Station 100 For each Power Armor Station, draw and keep 1 Power Armor Mod from the Items
Deck. A Power Armor Station is required to repair Power Armor from ‘degraded’
(yellow) to ‘undegraded’ (green) between battles. Requires: Armorer Perk.
Chemistry Station 100 Draw and keep 1 Chem item.
Cooking Station 100 Draw 1 Food & Drink item for each Crop Field in the Settlement, and keep only 1.
Maximum draw limit of 5.
ITEM STRUCTURES
Item Structures allow a player to source equipment name. The column header shows how many Item
from traders or from having their own settlers cards you draw and keep, if you have one of the
scavenging the local wasteland. The table below structures in that column. The row shows what type
shows the Item Structures with the cost after each of Item cards are drawn for that structure.
ITEM STRUCTURES
ITEM TYPE DRAW 1 KEEP 1 COST DRAW 2 KEEP 1 COST DRAW 3 KEEP 1 COST
Any Scavenging Stand 50 Scavenging Stall 100 Scavenging Stores 150
Junk / Gear Trading Stand 100 Trading Shop 150 Trading Emporium 200
Weapon Weapons Stand 100 Weapons Shop 150 Weapons Emporium 200
Armor Armor Stand 100 Armor Shop 150 Armor Emporium 200
Clothing Clothing Stand 100 Clothing Shop 150 Clothing Emporium 200
Food & Drink / Alcohol Drink Stand 100 Bar 150 Restaurant 200
Medical* First Aid Station 100 Clinic 150 Surgery Center 200
*A Medical Item is any Item that removes damage or conditions which is not Food & Drink or Alcohol. A player may
ignore Medical cards which would not benefit their models, e.g. Robot Repair Kit if they have no Robots.
S E CT I O N 4 – S E TTLING D OWN 21
EXPLORATION STRUCTURES
Exploration Structures allow a player to Explore Any Skill Tests required when resolving Explore
the Wasteland by drawing and resolving Explore cards (e.g. Attribute Tests) are made using the
cards. These cards are not added to the pool for Skills and Attributes of your Leader. If your Leader
Step 3; they are instead drawn and resolved was removed from play during the last battle, Skills
immediately. If a card shows a Consequence after it and Attributes are all at a -2 penalty.
is resolved, it will be added to the Event Deck (see
Any damage (or other effects) gained from Explore
‘Consequences’, p.5) during the next battle set-up
cards must be allocated to models during set-up,
phase. This will not count towards the total number
after models have been selected for the next battle.
of cards selected in Step 3..
EXPLORATION STRUCTURES
STRUCTURE NAME COST DETAILS
Listening Post FREE Pay 50 Caps (the cost of sending a team out) to draw and resolve 1 Exploration Card.
Unlike most Structures, a Listening Post can be used multiple times, but a player must pay
the cost for each use. A Listening Post only requires 1 Power regardless of how many
times it is used.
A Settlement may have only one of these Structures.
Ranger Outpost 100 Use this Structure to draw and resolve 1 Exploration Card. Unlike Listening Post, this
does not require a Caps payment.
Scout Camp 200 Use this Structure to discard and re-draw 1 Exploration Card. It can be used after
drawing an Exploration Card, but before carrying out any Tests. If any Tests have been
attempted (pass or fail), the Exploration Card cannot be discarded using the Scout Camp.
OTHER STRUCTURES
Some Structures have varied purposes.
OTHER STRUCTURES
STRUCTURE NAME COST DETAILS
Stores 150 In Step 3, 1 Item card OR up to 2 Boost cards can be selected from the pool and
taken into the next battle.
Maintenance 60 Retain 1 Item card OR up to 2 Boost cards for each Maintenance Shed (which goes
Shed directly into the pool for selection in Step 3). Counting Tokens on cards count as multiple
copies of the card.
Brahmin Pen 300 Whilst using a Structure that says ‘Draw X keep Y cards’, use this structure to re-draw
ALL the drawn cards for that Structure’s use – the cards initially drawn are discarded
and new cards drawn from the deck. All cards must be re-drawn, not just some.
Requires: ‘Local Leader’ Perk
Brahmin Troughs 200 Whilst using a Structure that says ‘Draw X keep Y cards’, use this Structure to
draw 1 additional card for that Structure’s use. The player can choose to use this
Structure after drawing, and before keeping, cards.
Requires: ‘Local Leader’ Perk
Brahmin Ranch 250 Whilst using a Structure that says ‘Draw X keep Y cards’, use this Structure to
keep 1 additional card from that Structure’s use. The player can choose to use it after
drawing, and before keeping, cards.
Maximum: A Settlement may have only one of these Structures.
Requires: ‘Local Leader II’ Perk
Operations 400 Use this Structure to use any one existing, already-used Structure.
Room Maximum: A Settlement may have only one of these Structures.
Requires: ‘Local Leader II’ Perk
Leader’s Office 500 Instead of ‘Draw X keep Y’, use this Structure to draw 1 named item of the relevant
type, e.g. a specific Mod when drawing a Mod.
Maximum: A Settlement may have only one of these Structures.
Requires: ‘Local Leader II’ Perk
Land See Cost is 500 caps or complete 5 Quests. Adds extra land with space for 10 structures.
details This does not count as a Structure, and does not require power.
22 FALLOUT – WA S T EL A ND WAR FA R E
BOOST STRUCTURES
Boost Structures allow a player to draw Boost table below shows the Boost Structures with the
cards. Boosts are split into several types and some cost after each name. The column header shows how
Structures allow you to draw specific types. See the many Boost cards you Draw and Keep if you have
‘Boosts’ section (p.5) for more about Boost cards. one of the Structures in that column, and the row
shows what type of Boost cards are drawn for that
Each Boost Structure is represented in Fallout by
structure. These structures do not require power.
a magazine rack holding a specific publication. The
BOOST STRUCTURES
BOOST TYPE DRAW 1 KEEP 1 (SMALL RACK) DRAW 2 KEEP 1 (MEDIUM RACK) DRAW 3 KEEP 1 (LARGE RACK)
Any Boston Bugle Boston Bugle Boston Bugle
Cost: 35 Cost: 55 Cost: 75
Practiced Grognak the Barbarian Grognak the Barbarian Grognak the Barbarian
Cost: 50 Cost: 75 Cost: 100
Instinctive Wasteland Survival Guide Wasteland Survival Guide Wasteland Survival Guide
Cost: 50 Cost: 75 Cost: 100
Tactical U.S. Covert Ops Manual U.S. Covert Ops Manual U.S. Covert Ops Manual
Cost: 50 Cost: 75 Cost: 100
Cunning Astoundingly Awesome Tales Astoundingly Awesome Tales Astoundingly Awesome Tales
Cost: 50 Cost: 75 Cost: 100
SECTION 4.6
FOWW 2PB-003-111 —
SETTLEMENT: AN EXAMPLE
After battle, a player used their one Maintenance draw ‘Damaged Hazmat Suit’ and ‘Sturdy Leather
Shed to retain a Stimpak, which forms the start of Armor’. They choose to keep the Sturdy Leather
their pool. Armor, adding it to their pool, and discard the
Damaged Hazmat Suit.
The player’s Settlement consists of:
nn 3 x Small Generators Then, the player uses their small Boston Bugle
nn 2 x Stores Magazine Rack to draw and keep 2 Boost cards of
nn 1 x Maintenance Shed any type. They draw ‘Take Two’ and ‘Get Ready’ and
nn 1 x Listening Post place them in their pool.
nn 1 x Small Boston Bugle Magazine Rack, and
Finally, the player pays 50 caps to use the
nn The Gun Nut (Rifle) Perk (which gives a free
Listening Post, drawing and resolving an Explore
Weapons Workbench).
card. Drawing ‘Gun For Hire’, the Player chooses to
nn Plus, the player has 257 Caps.
pay a mercenary 30 caps, hoping they fulfil their
In Step 1, the player builds an Armor Shop deal to assist the player via the card’s ‘Consequence’
costing 150 Caps. The player decides to end during the next battle. (The player now has 27 caps.
building there, leaving them 107 Caps. The player If the player had not paid the mercenary, it would
has a total of 7 Structures that require power have had no effect, but they would have had enough
(2 x Stores, Maintenance Shed, Listening Post, caps remaining to potentially use the Listening Post
Magazine Rack, Weapons Workbench and Armor again for another 50 caps.)
Shop) so has enough power to use all of them (and
Having used all of their Structures, the player
does not need to decide which aren’t available).
moves on to Step 3. The player can select 1 Item
During Step 2, the player uses their Settlement’s card, or 2 Boosts, from their pool (‘Stimpak’, ‘Comfort
Structures. First, using their Weapons Workbench Grip’, ‘Sturdy Leather Armor’, ‘Take Two’ and ‘Get
to draw a Mod from the Item deck, they draw ‘Stun Ready’) for each of their 2 Stores. They choose to use
Pack’, but, as they only have the Gun Nut (Rifle) one Store to keep the 2 Boost cards (‘Take Two’ and
Perk, they can only keep the first Mod that can ‘Get Ready’) and the other Stores to keep ‘Sturdy
be attached to a Rifle (not a Melee weapon). They Leather Armor’. The other cards are discarded, but
ignore the Stun Pack and continue drawing. the player receives their Caps value. The Explore
A few cards later they draw ‘Comfort Grip’ which card is automatically added to the Event Deck of the
can be fitted to a Rifle, so this is added to the pool. next battle without using Stores.
Next, they used their Armor Shop, allowing them Now the player is ready to create their force for
to draw 2 Armor cards and keep 1 of them. They their next battle.
S E CT I O N 4 – S E TTLING D OWN 23
FOWW 2PB-003-111 — SECTION 4.7
RULES ADAPTIONS
When using the Settlement rules, some standard battle to the pool, but a player still needs Stores to
rules are adapted as follows: take cards into a battle. Occasionally, some units
come equipped with Unique weapons (so these do
Perks and Settlements not need drawing from the pool).
During Step 1, a player can spend Caps to purchase
Perks which give special abilities. Buying Perks Mods and Settlements
does not require Structures. A model may have Mods can only be used if the Settlement has the
no more than one new Perk bought for it between relevant Perks allowing them, e.g. the Gun Nut
battles. Any Perks that do not deliver a benefit to a (Rifle) Perk is required to equip Rifle mods. Only
specific model do not need assigning to a model, e.g. Mods that are in the pool can be selected in Step 3.
Armorer, Gun Nut, Blacksmith, Local Leader. Mods a Unit receives for free (shown on their unit
card) are in addition to the normal limits and do
Perks remain with models from one battle to the
not need to be selected in Step 3.
next, even if removed during battle, so do not need
purchasing again. Perks can be voluntarily removed
Power Armor and Settlements
during Step 1, but the player receives no refund for
Power Armor that is degraded when a battle ends
this and the Perk card returns to the deck (though
does not automatically repair. If not repaired,
it can be bought again through the usual process).
degraded Power Armor can still be taken into
A Perk cannot be removed if it is a requirement for
the next battle, but using only the degraded side.
another Perk, unless reliant Perks are also removed.
Damaged Power Armor can be repaired when a
When a player creates their force, they can choose Settlement is used before a battle, allowing the non-
to equip a model for the next battle with any degraded (green) side to be used when equipped.
Perks that a model has already bought. Any Perks One suit of Power Armor can be repaired for each
that a model owns, but are not included in their Power Armor Station in a player’s Settlement.
equipment for that battle, are not calculated in
the model’s Caps value. These unequipped Perks
are not lost and can be equipped by the model for
future battles, though they cannot use them during
this battle. This allows a player to have models
with lots of Perks, yet be able to customize their use
within affordable total Caps values.
Creating a Force and Settlements
When creating a force for battle (see p.26), a player
Consequences and Settlements
creates their force within the Caps limit of the
Any Consequences a player added to the Event
battle as usual. However, the cards they can equip
Deck, but which were not resolved during battle, are
their force with are strictly limited.
added to the Event Deck of that player’s next battle.
All units are available to a player and each unit
Boosts and Settlements can be equipped with any or all of their standard
The maximum number of Boosts a player can equipment (shown in black under the unit name
select in Step 3 is equal to their Leader’s highest on each AI card – see above). Note: units cannot
Attribute. share standard equipment with other units.
24 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-003-111 — SECTION 5.1
CREATING A FORCE
To create your force, pick the units and equipment A regular-sized force can be up to 750 Caps.
you wish to use. Unless you are using the For a smaller game, use a 500 caps limit.
Settlement rules, you can use any card available For a larger game, use a 1,000 caps limit.
to you except for Creature units (and some specific
Things to remember:
rules may not allow some specific combinations,
i.e. Super Mutants can not wear Power Armor). nn Each model in a unit must be equipped the
CREATURE TYPE
ICON same.
Each unit can consist of one or more models, except
for Unique units which must be single-model units. nn Limited Use items are for a unit as a whole,
not per model in the unit. For example, a unit
Each card has a value in Caps. The total Caps
can be equipped with 2 stimpaks regardless of
value of your entire force must not exceed the total
UNIQUE UNIT how many models it comprises. (Each Limited
ICON allowed for the battle. To calculate the total Caps
Use Item card is one use and Counting Tokens
value of your force, add up the cost of each model
can be used to show multiple copies of a card.)
in each unit including any Items, Perks, etc.
The Caps cost of each card can be found at: nn A force must contain a Leader.
www.modiphius.com/fallout
nn Some cards can only be used by single-model
units: Leader, Heroic, Perks, Power Armor,
Items with diminishing effects, Unique items,
Slow Firing weapons.
FORCE SET-UP
To set up the cards for your force, set up each unit 4. If the unit has Power Armor, slide the relevant
as follows: Power Armor card under the right of the Unit
card so the relevant side is showing and sticks
1. Place the Unit card on the table, with any
out to show its abilities.
Weapon cards the unit is equipped with to its
left. If the unit is not Heroic, tuck the Critical 5. Place any other Items or Perks the unit
LOADED EMPTY Meter of the Weapon card(s) under the Unit possesses below the Unit card.
SLOW FIRING card, as that is not required.
MARKER ICONS 6. If the unit uses Luck, place a number of Luck
2. If the unit is Heroic, slide a Heroic card under Tokens equal to the Unit’s Luc attribute on the
the top of the Unit card, with the details Unit card.
showing.
7. If a weapon is Slow Firing, place a Slow Firing
3. If the unit is a Leader, slide the Leader card Weapon Marker on it, ‘Loaded’ side up.
COUNTING
TOKENS under the top of the Unit card (or Heroic card if
8. If a Unit has multiples of the same Item, use
there is one), with the details showing.
Counting Tokens to represent additional cards.
26 FALLOUT – WA S T EL A ND WAR FA R E
Example 2: A unit of 3 Settler models are armed with Assault
Rifles and a total of 4 grenades between them. The caps
value is equal to 3 Settlers, plus 3 Assault Rifles, plus the 4
Fragmentation Grenades. The Sole Survivor is a Unique unit
so is a single-model unit. They are armed with a Laser Rifle and
wear T-60 Power Armor. Also, they are Heroic, are the Leader
of their force (‘Wasteland Searcher’), have a Perk (‘Mysterious
Stranger’), and have a Stimpak. The cost of the Unit is the
Caps values of all their cards added together.
As the unit is Heroic, and has Luc 4, four Luck tokens are added.
SECTION 5.3
FOWW 2PB-003-111 —
BATTLEFIELD SET-UP
To set-up for a game of Fallout: Wasteland give cover, etc. (see Rules of Play book, p.17
Warfare, follow these steps: and p.18).
S E CT I O N 5 – SCENARIOS 27
SECTION 5.4
FOWW 2PB-003-111 —
STAND-ALONE SCENARIOS
This chapter begins with five stand-alone scenarios of varying five AI scenarios specifically designed for a player to utilize
complexity. They are followed by five more scenarios which are Solo/Co-op rules. They, like the five scenarios that begin this
linked, and are specifically designed to be played in sequence, chapter, are not designed as a narrative sequence. However,
illustrating how Fallout: Wasteland Warfare games can be there is nothing to prevent you from playing them back-to-back
played as a campaign series. Rounding out this chapter are as a campaign.
HUB TERMINAL
SCENARIO RULES
The game ends instantly upon any of the following:
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table. Salvage
Distribute 8 Searchable Markers around the battlefield:
A general spread of wrecked buildings should be used with items
2 blanks plus 6 random markers from the 14 makers which do
of cover littered around.
not show letters or blanks.
Computer Terminals
Initial Unit Placement
Use the following Investigation Markers: 2 blanks and
Players start on opposite sides of the battlefield. Starting with
6 numbered (#1-6). The numbered markers represent
Blue, the players take turns placing units one at a time within
computer terminals (#1 is the hub terminal) and the 2 blanks
Red distance of their side of the battlefield, until all are placed.
are nothing.
#1 should be placed face-up, roughly equidistant from both Rad Weapons vs. Rad-Immune Units
players’ starting zones. Mix the remaining tokens face-down, If units come with rad weapons, exchange them for a
and players then take turns adding them to the battlefield similar weapon that does physical damage when fighting
without knowing what is on the underside. Blue places first. rad-immune units.
Each terminal should be at least Red distance from any
other terminal.
28 FALLOUT – WA S T EL A ND WAR FA R E
‘BLUE’ OBJECTIVE
Obtaining Data from Computers Action. A maximum of one piece of data can be obtained from
Retrieve data from 4 of the 6 terminals. Any Blue model each terminal.
which is in base-to-base contact with a computer terminal can
Faction: Super Mutant
obtain one piece of data with a successful Use Computers
Super Mutants cannot be Blue.
‘RED’ OBJECTIVE
Foil Blue Every time any Super Mutant model (excluding Mutant Hounds)
Stop Blue from obtaining data from 4 or more terminals. is aware of a Trigger caused by a Blue model performing a Use
Computers Action at a terminal (successfully or not), the Super
Faction: The Brotherhood of Steel Mutant player makes a single Int Skill Test using the highest
One terminal at the center of the battlefield is the network Skill Value of the models aware of the Trigger; if 3 or more were
hub. Any model in base-to-base contact with the hub terminal aware of the Trigger, add 1 green dice. This is a free Action, so
can upload a defensive counter-measure with a successful does not require a Reaction.
Use Computers Action. Once successfully uploaded, all
nn If the Skill Test fails, they can attempt this roll again the
Use Computers Actions by Blue models to access any
next time Blue computer access is noticed.
terminal are made at a -4 penalty for the remainder of the
nn If successful, the Super Mutant faction now understands
scenario. Uploading the virus activates all the terminals
Blue is after data from the computers and can choose to attack
and their screens light up – when uploaded, reveal all
computer terminals for the rest of the scenario.
Investigation Markers.
Terminals each have Armor Rating 2 physical / 1 energy /
Faction: Super Mutants 0 radiation and 4 Health. Use Computers Actions cannot be
At the start of the scenario, the Super Mutants do not used on a destroyed terminal. The scenario ends immediately if it
understand Blue’s mission is to retrieve data from the is no longer possible for the Brotherhood to retrieve data from a
computer terminals. total of four terminals, because too many have been destroyed.
SCENARIO RULES
If at any point in time, an Attacker’s model is in
base contact with the Investigation Marker, the
Attackers win the game. If the game ends without
this event happening, the Defenders win.
VICTORY CONDITIONS
Whoever comes out victorious receives 150 caps for
their next game (and for Settlement mode).
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet
(90cm x 90cm) table.
(Investigation Marker) along the middle of the their deployment zone (which is Green from their edge). They can also place
board, Yellow from their board edge. Then, they 2 turrets within the deployment zone for free (see Rules of Play, p.51).
place four walls, each no longer than Red, within Attacker deploys within Yellow of the edge.
S E CT I O N 5 – SCENARIOS 29
DEMOLITION
This scenario requires two factions, here identified
as ‘Blue’ and ‘Red’. DEPLOYMENT ZONE 1
SPECIAL RULES
Pillars
Each support pillar is shown by a Number Token.
When any pillars are destroyed, remove them DEPLOYMENT ZONE 2
from the battlefield and put them aside, without
revealing them. The numbers on the pillar tokens NOT TO SCALE
30 FALLOUT – WA S T EL A ND WAR FA R E
BLUE OBJECTIVES
Objective: Destroy the Overpass Re-activating Charges
Use explosive charges to destroy enough of the overpass supports During its activation, a non-engaged model which is in contact
to bring it down. with an inactive charge can re-activate it by making a successful
Int Test. If successful, the charge immediately becomes active.
Explosive Charges
Blue starts with 8 explosive charges and 3 dummy charges. Detonating Active Charges
Only Blue can hold explosive charges. If a unit is removed whilst There is only one detonator, which is controlled via radio by a
it possesses charges, leave the charge(s) face-down at the location friend at a vantage point off the battlefield. Blue can order the
where that model was removed. During its activation, a model detonation during any of their model’s activations – they simply
can hand one or more charges to one or more friendly models, say they are activating the charges, and every active charge will
if they are within Orange, and have LoS, and neither holder or explode at the end of the following round. If the charges have not
recipient are engaged – this does not require an Action. been triggered by Blue, every active charge will be triggered at
the end of round 6. When detonated, each charge has a Yellow
Setting and Activating Charges area of effect, and any pillars in the blast area(s) are destroyed.
During its activation, a non-engaged model can use an Action The detonator can only be triggered once. All models caught in
to place one charge it holds on the battlefield in contact with the blast area(s) are eliminated and removed.
the model’s base. This does require an Action. The charge
immediately becomes active. Once placed, a charge cannot be Faction: Super Mutants
moved. (Dogs can carry charges, but can only place a charge if The detonation from the blast of a Super Mutant Suicider’s
they are within a friendly, non-dog model’s Command distance.) mini-nuke can also destroy pillars.
RED OBJECTIVES
Objective: Foil Blue Deactivating Charges
Stop Blue from destroying the overpass, as you have an alliance During its activation, a model in contact (and not engaged)
with the gang who control it. with an active charge can deactivate it by making a successful
Int Test. If successful, the charge immediately becomes inactive.
Inactive charges can be activated again by a Blue model.
A CONSTANT FLOW OF GANGS IS SERVED BY THE OVERPASS, MAKING IT THE LOCAL FLASHPOINT
S E CT I O N 5 – SCENARIOS 31
SUPER DUPER SWEEP
Game shows were big business: Super Duper
Sweep was a hit TV game show in its time. The
Raiders of Nuka-Town USA had created a combat RED DEPLOYMENT ZONE
survival challenge, ‘The Gauntlet’, that drew
crowds – crowds of sociopaths that enjoyed the
pain and misery of others, but crowds all the same.
So, when some of those Raiders set up outside
Lexington, and wanted something to encourage OUTER ZONE
trade and footfall, they turned to old favourites
and breathed new life into the Super Duper Sweep
format. Open to all-comers, and with prizes up
for grabs, the event draws people monthly from
around the territory.
CENTRAL ZONE
The game ends instantly upon any of the following:
NOT TO SCALE
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table. The numbers are the star prizes which are:
A general spread of LoS blocking items and cover (such as crates, 1. Power boat
fallen trees, parts of old buildings, containers, etc.) should be 2. Caravan
spread around the battlefield. 3. City break at Diamond City
4. Bobble head
The Advantage Marker is allocated based on models as usual, but
randomly if it is a tie. Starting with the player with the Advantage Marker, players take
turns placing an Investigation Marker on the battlefield face-
Players will set-up on opposite sides of the battlefield, after the
down and unseen. First, 8 markers are placed in the central
prizes and banks have been placed. The prizes and banks will
zone; then, 8 markers are placed in the two outer zones (4 in
be placed first before deciding which player is Blue and which
each outer zone) at least Red distance from the battlefield edge.
is Red, and then the players will deploy along their edge of the
battlefield. The Blue and Red zones are Red wide, and the two
Set-up: Regular Prize Items
outer zones and central zone are each Green wide.
Searchables are used to show the locations of regular prizes.
Take the following Searchable Markers and mix them face-down:
Set-up: Star Prize Items
Investigation Markers are used to show the potential location
:
of the star prizes, but models will need to look to see what is
really there. The star prizes themselves are large foam models
which they place on the survival area to represent the prizes and
not the actual items themselves – a model isn’t expected to pick-
up an entire power boat!
Make a stack of 8 of these markers, and place it off the battlefield.
Each location contains a star prize, a regular prize, or nothing. These are the Searchable Markers that will be used when
Mix the following Investigation Markers face-down: Investigation Markers show a Searchable icon.
32 FALLOUT – WA S T EL A ND WAR FA R E
Set-up: Banks Set-up: Create the Wasteland
Searchable Markers A and B represent each player’s ‘bank’. Create the Wasteland as usual.
They are placed face-up, and do not count as Searchables during
the battle. The player with the Advantage Marker places both Initial Unit Placement
banks on the battlefield: A along the line where one outer zone The player without the Advantage Marker chooses who places
meets the central zone, and B along the line where the other outer the first unit. Players then take turns placing one unit each on
zone meets the central zone. Both banks must be at least Black the battlefield in their zone. Models must be within Red from
from the battlefield edges, on ground level. Once placed, the player their edge of the battlefield and at least Red from their bank.
without the Advantage Marker decides which player uses which All models must start on ground level.
Bank. Players deploy their units in the set-up zone furthest from
their bank – in the diagram opposite, the player using Bank A Rad Weapons vs. Rad-Immune Units
deploys in the Blue zone, the player using B in the Red zone. If units come with rad weapons, exchange them for a
similar weapon that does physical damage when fighting
: rad-immune units.
SPECIAL RULES
Prizes Any model within Orange of their own bank can store any prizes
The goal is to collect a high value of prizes. The items placed they hold – this does not require an Action. Models cannot bank
during set-up are the prizes, found on many of the Searchables equipment with which they started the battle. A model cannot
and Investigation Markers on the battlefield. Equipment a model bank any prizes if they are engaged.
begins with at the start of the battle does not count as a prize, does
not count towards any player’s total value, and cannot be banked. Removed Models
When a model is removed, any prizes the model is carrying are
Usable Prizes dropped onto the battlefield where the model was removed.
If a prize is a usable item, e.g. a pistol, it can be used, but A model’s starting equipment is not dropped in this manner.
still counts as a prize. If the item is discarded after use, e.g. a Dropped prizes can be taken by other models (of either side),
Stimpak, then it no longer counts towards any points total. as usual. Whilst on the ground, the prizes do not count towards
either player’s total.
Star Prizes
Star prizes cannot be banked during the first 3 rounds. As the Scoring After 6 Rounds
star prizes are large and awkward to carry, a model cannot carry If neither player has won by accumulating a great enough total
multiple star prizes simultaneously. Star prizes are half their of banked prizes, the battle ends at the end of the 6th round, and
value, if not banked by the end of the game. the player with the highest total value of prizes wins (combining
the value of banked prizes with prizes still held by models). All
Handling Prizes prizes held by models (but not banked) are worth their normal
Before or after each of its Action, a model can: value, if they are regular prizes, but half their normal value if
they are star prizes. Prizes that are neither banked nor held
A. Pick up prizes as they would items. This requires no extra
by either player are worth nothing. A player with no remaining
Action, although any tests on the Searchables Markers to gain
models suffers a penalty equal to their most valuable prize.
them still apply.
However, their total is still valid, and could still potentially win.
B. Pass one or more prizes to one or more friendly models, if they
are within Orange distance, and have LoS, and neither prize Prize Values
holder or recipient are engaged; and/or The prize values are:
S E CT I O N 5 – SCENARIOS 33
SCENARIO: SUIT UP
You have been told that, in the eastern part of
Poville, the Brotherhood of Steel has left behind ATTACKER DEPLOYMENT ZONE
a functioning suit of Power Armor. Your faction
sets off to retrieve it, but, on their way, they are
ambushed. They need to fight their way to the prize
and out of town.
SCENARIO RULES
Objective: The Attacker must find the Power
Armor and exit one of the edges with one of their
models wearing the armor. Only factions whose
models are able to wear Power Armor can be chosen
as Attacker.
VICTORY CONDITION
PLAYER VICTORY CONDITION
Attacker 200 Caps Find the Power Armor and
leave the battlefield from any
edge wearing it.
Defender Major If no enemy units are wearing DEFENDER DEPLOYMENT ZONE
200 Caps the Power Armor at the end of
the game. NOT TO SCALE
Searchables
There are 5 Searchable Markers in the area:
nn 2 Blank
nn 1 Stimpack (use the Wrench / Item Marker)
nn 1 Danger
nn 1 Item (use Searchable Marker ‘A’) – the Power Armor
Preset
Arrange some buildings to create a cul-de-sac that represent the outer part of
Poville. Scatter other cluster objects.
Place the Searchable Markers within Black distance from the center of the
board and at least Red distance from one another. Each player, in alternate
order starting with the Attacker, must place one marker, until all five are on
the board.
Deployment
The Attacker deploys within Yellow distance from the edge and at least Green
from the sides.
The Defender splits the force in two groups equal in number (if odd, leave the
remaining one with the second group). The first group deploys within Black
from the sides or the edge, on the half of the board not used by the Attacker.
See diagram.
The second group will enter the board at the beginning of round 3 from the
edge used by the Attacker as their deployment zone. They will have only one
Action in their first turn, but act as normal in subsequent turns.
GRAB THE POWER ARMOR!
34 FALLOUT – WA S T EL A ND WAR FA R E
SECTION 5.5
FOWW 2PB-003-111 —
LINKED SCENARIOS
1: DEFEND THE FARM
Dogmeat sniffs at the dying embers of the fire for
a scent. He whimpers and turns to you. You don’t
envy him his nose – even you can tell the Super
Mutants weren’t cooking Salisbury Steaks.
SCENARIO RULES
ATTACKER DEPLOYMENT ZONE
The Attacker gets the first turn as they chose
the optimal moment to start their raid. Starting NOT TO SCALE
The Defender deploys the entirety of their forces first, in the farm (within the
Game Duration: 5 rounds
area created by the four Investigation Markers). The Attacker deploys second,
within Yellow of any table edge.
VICTORY CONDITIONS
PLAYER VICTORY CONDITION CAMPAIGN CONSEQUENCES
Defender Major Defender brings the defence PLAYER VICTORY CONDITION
network online by activating all
Defender Major Defender chooses and allocates 3 Food cards for the final
four markers.
battle. They also choose and allocate 1 Food card for the
Minor Defender wipes out the attackers next battle.
Attacker Major Attacker burns 6 plants Minor Defender chooses and allocates 1 Food card for the next
Minor Attacker wipes out the defenders battle.
Attacker Major Defender has 50 Caps less to spend in the final scenario
(‘Hold the Fort’).
Minor Attacker chooses and allocates 1 Food card for the next battle.
S E CT I O N 5 – SCENARIOS 35
2: NEWSHOUND
You drag the last settler from the burning barn. His
hacking cough proves he’s alive for now. Slumping
next to him, you wipe the grime and corn smoke
from your face. Sure, you saved the people, but the
farmstead may never recover. Dogmeat pads up to
you. Fur ashen and spotted with blood, he looks ATTACKER DEPLOYMENT ZONE
how you feel. You lie back, exhausted.
SCENARIO RULES
The Defender specifies one of their models as the
journalist, who gathers information each time she
moves into contact with an Investigation Marker:
remove the marker from the table as this happens. DEFENDER DEPLOYMENT ZONE
The Attacker does not start the game in control
of their models. They flip a Luck Token each turn NOT TO SCALE
Attacker Major Attacker ends the game with Minor The Defender gains 1 Action Point for three models in the next
all 4 markers remaining on scenario, and starts the first turn with priority.
the board. Attacker Minor The Attacker chooses who starts with priority in the next
Minor Attacker ends the game with at scenario (‘Hurt Locker’).
least 3 markers remaining on Major The Attacker deploys second in the final scenario, and chooses
the board. who starts with priority in the next scenario (‘Hurt Locker’).
36 FALLOUT – WA S T EL A ND WAR FA R E
3: HURT LOCKER
Piper leaves somewhat the worse for wear, but you
kept her standing. Still, without her investigation, DEPLOYMENT ZONE 1
you never would have found the weapon stashes.
With the location logged into your Pip Boy, you
head back to Sanctuary Hills. For the settlement to
survive and thrive, you’ll have to protect yourselves,
and this is your best chance. There might even be
enough scrap to set up turrets or build some walls.
DEPLOYMENT ZONE 2
SCENARIO RULES
NOT TO SCALE
From round 2 onwards, a model that is touching
a Searchable Marker can perform a Use Search BATTLEFIELD SET-UP
Action to see if they have found the weapons stash
This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table. Both forces
(the Searchable showing the Item icon). Once it
should have 750 Caps’ worth of models and equipment. If the Attacker’s
is located, remove the remaining Searchables from
Leader failed their Cha Test, their force is composed of 550 Caps instead.
the board. That player must hold the location until
the end of round 5, at which point reinforcements The table should be filled with multiple pieces of small and large terrain to
arrive to secure the kit. A location is held if no create an interesting playing space. Place 3 small buildings/bunkers at the
enemy model is base-to-base with the marker at the center of the map (at least Blue + Red distance from each player’s board edge).
end of the round.
The Defender then takes 3 Searchables Markers (2 Blanks and 1 Item)
If players are following the linked narrative story shuffles them, and places one face down on each building without looking at
arc, Settlers/Brotherhood of Steel are Attackers and which is which. These represent potential locations for the weapons.
Super Mutants/Creatures are Defenders.
Players flip Luck to see who deploys first. Each player may deploy up to Yellow
If playing with the Settlers, it is suggested that
from opposing board edges.
players use Cait (from the Boston Companions
expansion) as a part of their force.
CAMPAIGN CONSEQUENCES
S E CT I O N 5 – SCENARIOS 37
4: REINFORCEMENTS HAVE ARRIVED
It’s almost midday. The air is close and stifling,
low cloud hangs all around, and the air is greasy. DEFENDER DEPLOYMENT ZONE
Dull rumbling comes from a few miles off. Thunder
maybe? Or something more ominous?
“Not far ’til home”, you call. They look weary, but
soon they can rest.
Defender Major The Defender gets at least half PLAYER VICTORY CONDITION
their models (rounded up) off the Defender Major The Defender adds 50 caps of troops to their force for free in
opposing table edge. the final scenario.
Minor The Defender wipes out the Minor The Defender adds 25 caps of troops to their force for free in
attacker and/or gets a quarter the final scenario.
of their models (rounded up) off
Attacker Major The Attacker can choose who has priority in the final scenario.
the escaping table edge.
The Attacker also gets to deploy all their models up to Red onto
Attacker Major The Attacker wipes out the the table instead of Yellow in the final scenario..
Defender’s force
Minor Attacker can choose who has priority in the final scenario.
Minor The Defender gets fewer than a
quarter of their models (rounded
up) off the exit.
38 FALLOUT – WA S T EL A ND WAR FA R E
5: HOLD THE FORT
You lost some of your best soldiers on the route,
but finally you’re back where you belong – back
where it all began. With the scrap that you
and your fellow settlers managed to get back ATTACKER DEPLOYMENT ZONE
to Sanctuary, you reinforced your walls as best
you could. You’ve handed out the weapons you
retrieved, and patched up those that managed to
make it through the ambush.
S E CT I O N 5 – SCENARIOS 39
SECTION 5.6
FOWW 2PB-003-111 —
AI SCENARIOS
AMBUSH THE CAMP
The AI has been marauding the area, and your SPECIAL RULES
force has planned a surprise attack to get rid of
nn Objective: Defeat; Subject: Any enemy model.
them once and for all.
Game Duration: 6 rounds.
VICTORY CONDITIONS
The player wins if all AI models are removed. BATTLEFIELD SET-UP
AI models will not leave the battlefield.
nn Player Deployment: Spread around the perimeter of battlefield, up to
Orange distance from the edge.
nn AI Marker Deployment: In the center of battlefield, at least Blue distance
from any battlefield edge.
(As ‘Cut Off the Head’, opposite, but with deployment zones reversed).
SPECIAL RULES
Place an Investigation Marker representing
the helmet near the center of the battlefield, but
preferably not completely in the open. HELMET
VICTORY CONDITIONS
The AI wins if a model carrying the helmet leaves the
battlefield due to movement.
40 FALLOUT – WA S T EL A ND WAR FA R E
CUT OFF THE HEAD
The AI have gathered and, rather than wait, they
have decided to defend themselves by striking you
first. Their goal: to defeat your Leader, in the hope
that drives you from this region.
SPECIAL RULES
The player’s Leader cannot leave the battlefield.
BATTLEFIELD SET-UP
nn Player Deployment: In the center of
battlefield, at least Blue from battlefield edges.
nn AI Marker Deployment: Spread around the
edge of battlefield, up to Orange from the edges.
AI DEPLOYMENT ZONE
SPECIAL RULES
The AI’s mission is to salvage the loot before the
player: See ‘Objective’ below.
VICTORY CONDITIONS
The player that collected the highest total value of
items in caps wins. PLAYER DEPLOYMENT ZONE
NOT TO SCALE
BATTLEFIELD SET-UP nn Player Deployment: Along one edge of the battlefield up to Yellow from
nn Place 8 non-lettered Searchable Markers on the edge.
the table, at least red from each board edge and nn AI Marker Deployment: Along the opposite edge of the battlefield up to
yellow from each other. Yellow from the edge.
S E CT I O N 5 – SCENARIOS 41
ESCORT THE BRAHMIN
Trade between Sanctuary Hills and Concord has
been reestablished, but you need to make sure
that merchants consider it a safe route. Escort
Mr. Waldorf and his trusty brahmin across the
Wasteland, and help bring these settlements
back to life!
SCENARIO RULES
The Objective for the AI is to kill the Brahmin. At
the end of each round, the Brahmin will move Red
towards the opposite edge (you can choose how
it moves). When the Brahmin moves, AI models
engaged with the Brahmin do not get a free close
combat attack.
VICTORY CONDITIONS
PLAYER DEPLOYMENT ZONE
If the Brahmin survives with 6 or more hit points left,
the player wins with 200 Caps to spend.
If the Brahmin survives with 5 or less hit points left, NOT TO SCALE
Place buildings on the board as you see fit, leaving a space in the middle
between your board edge and the opposite edge. Once all terrain has been
placed, deploy your forces as well as the Brahmin model (or a marker if you do
not own a Brahmin model), as shown in the diagram above. Afterwards, place
AI Markers at Orange from the left and right board edges (alternating between
both). Each AI Marker should be Red (Yellow if you have more than 10 models
for the enemy’s side) away from each other. The enemy force composition should
cost 100 Caps more than yours.
nn Player’s Deployment: Red distance from the player’s table edge, Black
distance from side edges.
TUTORIAL SCENARIOS
The following scenarios are designed to be played when wish to read the advice on arrangement of cards given under
prompted, while working through the Rules of Play book. They ‘Force Set-up’ (p.26).
feature two forces – Survivors and Super Mutants – tailored to
After each scenario, turn to page 49, where each player should
illustrate the rules of the chapters in that book, and do not use
read the outcome for their force, based on that scenario. There
the full Force Building rules from this book. However you may
are different consequences for different victory conditions.
1. TROUBLED BEGINNINGS
Survivors: Having woken up in the cryo facility in
Vault 111 days earlier, Nora is still trying to make
sense of the harsh and strange world in which she
finds herself. Is this really the same world she knew
before? Armed with a pistol, and traveling with a
group of settlers she met on the road, she hears a
scuffle nearby. Over the hill, she sees a group of
ogre-like creatures amongst the squalid trees. They
are attempting to grab a cattle dog caught in a trap.
DOGMEAT
SEARCHABLES ONLY
SCENARIO RULES
Both the Super Mutants and the Survivors must
try to seize as much equipment as possible. All
Items can be used, once drawn, during the battle.
Game Duration: 4 rounds nn Three Super Mutants with Board and Hunting Rifles.
nn Brute with Sledgehammer.
VICTORY CONDITIONS
PLAYER CONDITION Build the Wasteland Deck to include Combat Rifle, Laser Pistol, .44
Revolver, Pipe Wrench, Baseball Bat, Combat Shotgun, Bolt-Action
Survivors Eliminate all opposing models or if,
by the end of round 4, they have Pipe Rifle, Bourbon, Mentats, Iguana Bits, Mutant Hound Meat, Blood
more items than the opposing player. Pack, Stimpak, Sledgehammer, Pipe Pistol, Board, and all Clothing and
Armor cards.
Super Mutants Eliminate all opposing models or if,
by the end of round 4, they have Place terrain to represent a small piece of dry wasteland, littered with rubble
more items than the opposing player. and various rusty metal chunks which can be used for cover. Then create a
pool of 14 Searchables (all those showing a Skill and/or Danger,
3 showing Items and 2 blanks) and a pool of 8 Investigation Markers
(4 numbered, 4 showing Searchable icons).
Players then take turns placing (face-down) the 8 Investigation Markers then
10 Searchables Markers in the areas shown on the diagram (each marker
at least Yellow from other markers). Set the remaining 4 Searchables aside
– they are used if an Investigation Marker shows a Searchable icon. Next, the
Survivor player deploys their force within one deployment zone, then the Super
Mutant player deploys their force in the other zone. The Super Mutant player
starts with the Advantage Marker.
3. WATER TREATMENT PLANT
Survivors: The dry season has taken its toll on the
water supplies, making the journey to the pumps
at the old water treatment plant unavoidable. The
generator found there could be used to move water
to the settlement’s reservoir, but its systems seem
to have broken down. The main problem is that the
treatment plant is located deep in Super Mutant
territory. This won’t be a walk in the park.
SCENARIO RULES
A Survivor model can perform a Use Computers on
any of the 4 pumps. Each round, the first successful
SUPER MUTANT DEPLOYMENT ZONE
Use Computers Action pumps 6,000 gallons of
NOT TO SCALE
water, and additional successes that same round
will pump 1,000 more gallons. A Survivor model can BATTLEFIELD SET-UP
perform a Use Computers Action on the generator
This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table.
to start it running. Once started, the Generator
automatically pumps 5,000 gallons of water at the The Survivors’ force consists of the following units:
end of each round until the end of the battle.
nn Sole Survivor Day One with 10mm Pistol and Jet.
The Enslaved Tech is managing the tricky nn Two Settlers with Assault Rifle card and one Nuka-Cherry.
procedure – if the Enslaved Tech is not inside the nn Dogmeat with Dog Bite.
pumping area at the start of a round, the first 2,000 nn Enslaved Tech with Combat Shotgun and Sturdy Leather Armor.
gallons pumped that round are lost. If a Survivor
The Super Mutants’ force consists of the following units:
model is removed from the battlefield due to Close
Combat, it is considered ‘captured’ by the Super nn Two Super Mutants with Board, Bolt-Action Pipe Rifle and one
Mutants. Capturing the Enslaved Tech counts as Blood Pack card
2 captured models. nn Brute with Sledgehammer, Nuka-Cola and one Psycho card.
nn One Mutant Hound with Hound Bite card.
Game Duration: 6 rounds
Build the Wasteland Deck: Hunting Rifle, Baseball Bat, Pipe Pistol, Combat
VICTORY CONDITIONS Rifle, Laser Pistol, .44 Revolver, Pipe Wrench, Bourbon, Mentats, Iguana
PLAYER CONDITION Bits, Mutant Hound Meat, 2 x Stimpak, 2 random Clothing, Junk, and
Survivors Pump 30,000 gallons of water Armor cards. Place 4 Computer Markers (these are pumps) in a square in
the center of the battlefield with Blue distance on each side of the square. Place
Super Mutants Capture 4 models, or after 6 rounds
a Searchable Marker showing an Item icon face-up, Yellow distance from a
Survivors have not pumped 30,000
battlefield corner (this is the generator).
gallons.
Create a pool of 13 Searchables Markers (3 blanks, 5 Items, 3 showing red
Danger and 2 showing Search). The hill is crowned with the remnants of the
concrete water plant. After placing terrain, follow the same alternating order,
taking turns to place 10 of the Searchables Markers face-down, at least Yellow
distance outside the water pump area (discarding the other 3 unseen).
Next, the Survivor player deploys their models within the Pump Area.
Then, the Super Mutant player deploys within Orange of any battlefield edge(s).
The Super Mutant player starts with the Advantage Marker.
4. THE LOST JOURNAL
The battered stranger in Power Armor staggers into
DEPLOYMENT ZONE 1
the settlement.
If a model carrying the journal is removed from nn Super Mutant with Sledgehammer fitted with Stun Pack Mod.
the battlefield, the journal remains at that point nn Aviator with Aviator Cap, Bolt-Action Pipe Rifle and Board.
on the battlefield, and another Survivor model nn Mutant Hound with Hound Bite.
can interact with it to pick it up. Whenever a nn Brute with Missile Launcher and Pipe Wrench.
model ends its activation within Yellow of one or
more waste barrels (Radiation Markers), roll a The locale shows the signs of rad-induced corrosion, with the corpse of what
black Damage Effect Dice for each barrel and was once a building eaten away by orange and red stains. After placing terrain,
resolve radiation damage equal to the total damage mix a pool of 4 Investigation Markers (3 blank and 1 Searchable icon)
symbols shown. and a pool of 8 Searchables Markers (A, B, C, 1 blank and 4 random Item
icons). Following the same alternating order, players take turns placing
Game Duration: 6 rounds 4 Investigation Markers face-down, at least Blue distance apart, then the
8 Searchables Markers face-down, at least Orange from other markers.
VICTORY CONDITIONS These markers must all be in the central area shown on the diagram above.
PLAYER CONDITION
Next, take turns adding 6 Radiation Damage Markers to the battlefield,
Survivors Model leaves battlefield with Journal. representing radioactive waste barrels (each within Orange of at least one
Super Mutants Journal not removed from the Searchables Marker).
battlefield by game end.
Finally, both players alternate deploying their forces, one model at a time,
within Orange distance of opposing board edges.
SCENARIO RULES
After each model’s activation, flip Luck. After SIREN
the fifth marker lands Lucky side up, place the
Deathclaw model on ‘B’. Then, read aloud:
ZONE 2
into the area, raising its head towards
the blackened skies. Years ago, a group of
Wastelanders set up a series of sirens to assist
DEPLOYMENT
DEPLOYMENT
hunting the beasts. As its gaze passes over
every combatant, your instincts kick in —
DEATHCLAW ENTRY POINT
hopefully the sirens still work!
NOT TO SCALE
The Deathclaw is equipped with Deathclaw
Swipe and Deathclaw Crush. It acts at the end of BATTLEFIELD SET-UP
each round, performing two Actions. Each Action, it
This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table.
performs the first of the following:
The Survivors’ force consists of the following units:
1. If it is engaged, it Attacks (randomize the
target, if engaged with multiple models). nn Sole Survivor with Heroic, Leader: Hunter, Stimpak and Laser Rifle.
2. Charge the nearest model (using Battle Cry, nn Aspirant Goddard with T-60 Power Armor, Baseball Bat,
performing Push Back and following it up). .44 Revolver, Blood Pack.
3. Move towards the nearest model in LoS. nn Two Settlers with two Nuka-Cherry cards and Assault Rifles.
4. Move towards the nearest model. nn Dogmeat with Dog Bite.
VICTORY CONDITIONS
Randomize one player who places all the terrain. The other then choose which
PLAYER CONDITION
of the two deployment zones is theirs.
Survivors Immediately after the Brute model is
removed Starting with the Super Mutant player, players alternate deploying their forces
in their zone one model at a time. Next, place markers face-up, as shown in
Super Mutants Immediately after the Sole Survivor
the diagram: 5 Searchables showing Item (face-up), each representing a
model is removed.
Hunting Siren, Searchable Marker ‘A’ represents the Cave Entrance, and
Both After 6 rounds, player with Leader
Searchable Marker ‘B’ shows where the Deathclaw will arrive).
closest to Cave wins.
TUTORIAL SCENARIO OUTCOMES
SURVIVORS SUPER MUTANTS
Scenario 1: Troubled Beginnings Scenario 1: Troubled Beginnings
Win: Maybe the Super Mutants will now reconsider searching Win: Meat at last! The Super Mutants had found lean
for food in this area. pickings recently, but their meat bags will be filled tonight.
If the dog was not freed: It seems the dog in the snare Win or Loss: The humans seemed light on gear – maybe they
managed to escape, and follows the Survivors on their way were camped nearby. Such a source of food would be most
back to the settlement. welcome. Capture it and this could even restore their pack’s
standing in the region.
Win or Loss: Nora spends some time winning the trust of
the dog with a soothing voice and some scraps of food. A name
Scenario 2: Fort Davis
though… “Well, you were almost dog meat, so that seems a
Win: At least, the new equipment will help turn this from
fitting name. Stick with me, Dogmeat, and we’ll be alright…
an irritation into a stable supply of food and prisoners with
I hope…”
which to barter. Boss Ram will be pleased.
Scenario 2: Fort Davis Win or Loss: While it is hard to tell humans apart, these
Win: At least, the new weapons would restore some morale had the same stench as those that interfered with the food
at the settlement and increase their chances of removing this gatherers the other day. They need subjugating. They could
imminent threat. even be replacements for the slaves that recently escaped.
CARD ANATOMY
UNIT CARDS
A A UNIQUE UNIT (SEE RULES OF PLAY, P.12) G SKILLS (SEE RULES OF PLAY, P.10)
B UNIT NAME H SPECIALITIES PANEL
B C FACTION (SEE RULES OF PLAY, P.51) I ARMOR RATINGS (PHYSICAL, ENERGY,
C D MOVE DISTANCE (RANGE BY COLOR) AND RADIATION) (SEE ‘ARMOR’,
D E (SEE RULES OF PLAY, P.15) RULES OF PLAY, P.21)
F E CHARGE DISTANCE (RANGE BY COLOR) J AWARENESS RANGE (BY COLOR)
(SEE RULES OF PLAY, P.23) K CAPACITY TO USE QUICK ACTIONS, CRITICAL
F S.P.E.C.I.A.L. ATTRIBUTE VALUES POINTS OR LUCK POINTS MAY BE SHOWN IN
G (SEE RULES OF PLAY, P.9) THE LOWER LEFTCORNER OF THE CARD
1 AI CARDS
1 MODEL NAME
2 2 STANDARD EQUIPMENT
3 SITUATION TYPE – HEALTH,
NUMBER OF MODELS, ETC.
H
I 3 – AND VALUE
4 BLUE DICE RESULT
5 ATTITUDE MATRIX:
J K SHADED = RECKLESS;
UNSHADED = CAREFUL;
UNDERLINED = MODEL
5
WILL NOT BREAK
4 6
ENGAGEMENT FOR A
7 HIGHER-PRIORITY TARGET
WEAPONS CARDS 6 KNIFE ICON = WILL USE
CLOSE COMBAT
A B 7 CROSSHAIR ICON = WILL
USE RANGED ATTACK
8 ACTION POINT USE
8
F 9 TARGET PRIORITIES
9
G (SEE THE SOLO/CO-OP
C D CHAPTER OF THIS BOOK, P.8)
E H HEROIC CARD