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FOWW Rules of Play Digital Final

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War... War never changes.

The 21st century was plagued by the


shadow of war. Years of consumption lead
to shortages of every major resource.
The entire world unraveled.
Peace seemed a distant
memory. In 2077, the
hammer fell. In two brief
hours, most of the planet
was reduced to cinders
in atomic fire, forever
changing the world
as we knew it to the
wasteland of today.

It is now 2287, and


from the ashes of nuclear
devastation a new civilization
will struggle to arise.
The combatants have changed.

But war… war never changes.


CON TEN TS
VAULT DWEL L ER S SECTION 1 – INTRODUCTION
Designer James Sheahan 1.1 Playing in the World of Fallout 2
Additional Material Mark Latham, Jon Webb, 1.2 Assembling Your Models 3
James Barry, Federico Sohns 1.3 Painting Your Models 4
Line Development James Barry
1.4 Fully Equipped 6
Editing Richard L. Gale, James Barry,
Chris Birch
Photography & Video Salwa Azar, Steve Daldry SECTION 2 – LEAVING THE VAULT
Graphic Design Michal E. Cross, Stephanie Toro
Layout Richard L. Gale 2.1 Getting Started in the Wasteland 8
Sculpt Art Direction Mischa Thomas, James Barry, 2.2 Color Ranges 9
Jon Webb 2.3 S.P.E.C.I.A.L. Attributes 9
Lead 3D Artist Jonny La Trobe-Lewis
Staff 3D Artists Domingo Díaz Fermín, Alex Gargett,
2.4 Skill Tests 10
Chris Peacey 2.5 Units and Models 12
Freelance 3D Artists Roy Gabriel, M. Mar García, 2.6 Game Structure 13
Gael Goumon, Tobias Kornemann, 2.7 Action: Move 15
Jamie Phipps, Ana Román Peña,
Romeo Salbatecu, Luigi Terzi, 2.8 Action: Shoot 16
Ben Wolseley-Charles 2.9 Damage 19
Painters Ben “Brush Demon” Macintyre, 2.10 Armor 21
Adam Huenecke, Jon Webb
Scenery Dreamspirit Wargaming Studio
2.11 Combat, Damage and Armor: An Example 22
Development Team Jon Webb, James Barry, Federico 2.12 Action: Charge 23
Sohns, Stefano Guerriero, Javier 2.13 Action: Close Combat 24
Angeriz-Caburrasi, Katya Thomas
Playtesters Adam Brown, Costin Becheanu,
Troels Rohde Hansen, Ian Henderson,
SECTION 3 – SEARCHING THE WASTELAND
Clive Oldfield, Christoph Krumm, 3.1 Action: Use Expertise 28
Jeremy Wininger
Produced & Art Directed by Chris Birch 3.2 Scavenging 29
Publishing Assistant and Salwa Azar 3.3 Items 32
  Social Media Manager
Production Manager Steve Daldry SECTION 4 – READY FOR ACTION
Community Support Lloyd Gyan
Operations Manager Garry Harper 4.1 Battle Cry 36
Thanks to Mike Kockis and his design team, 4.2 Terrain 37
all at Bethesda, Rita Birch, John 4.3 Quick Actions 40
Houlihan, Sam Webb, Rob Harris,
and Giles Pritchard 4.4 Action: Prepare 41

SECTION 5 – THE TOOLS OF WAR


5.1 Action: Throw 44
Modiphius Entertainment, 39 Harwood Road,
London. SW6 4QP. United Kingdom 5.2 Power Armor 45
© 2018 Bethesda Softworks LLC. FALLOUT and related logos are 5.3 Advanced Weapons 46
trademarks or registered trademarks of ZeniMax Media Inc. or its 5.4 Conditions 48
affiliates in the U.S. and/or other countries. All Rights Reserved.
The Modiphius Entertainment logo is TM of Modiphius Entertainment.
All rights reserved to their respective owners. SECTION 6 – WASTELAND HEROES
Any unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner; no infringement is 6.1 Advanced Units and Models 50
intended. This is a work of fiction. Any similarity with actual people and events, 6.2 Luck 52
past or present, is purely coincidental and unintentional except
for those people and events described in an historical context. 6.3 Critical Attacks 53
Actual components may vary from those shown. Made in China.
Appendices 54
FOWW 2PB-002-111 ­— SECTION 1.1

PLAYING IN THE WORLD


OF FALLOUT
Welcome to Fallout: Wasteland Warfare, a table- forge a better world with the Brotherhood of Steel?
top wargame where you explore the world outside Or will you subvert and replace humanity with
your protective vault, encounter strange peoples duplicate Synths, implementing your own shadowy
and creatures, and build up a motley crew to take agenda as the Institute?
on the Wasteland! It’s a narrative gaming event,
The blasted, post-apocalyptic landscape is yours
but it’s also an in-depth hobby experience; the
to explore or exploit as you see fit, building your
hobby covers everything from large-scale campaigns
forces to take on all comers. This rich setting gives
to solo play, and competitive tournaments to
players the opportunity for a vast array of different
weekend narratives fought between friends.”
game types and play styles, as well as collecting
This rule set gives you an insight into the and modelling highly detailed, characterful
background, factions, and immersive wargaming in miniatures from the Fallout universe. The hobby
the world of Fallout. Will you start a Settlement, (and this book) covers everything from large-scale
investigate mysterious signals, and protect the campaigns to solo play, competitive tournaments to
innocent, as settlers and survivors? Will you turn weekend narratives fought between friends. There
feral, leading your Super Mutant horde against the are also tips on painting and collecting, background
squishy Huuumansss, filling your meat sacks with information on your faction, and advanced rules
tender morsels? Are you set on protecting humanity for multiple play styles – all designed to help you
from itself, harnessing and collecting technology to explore and conquer the Wasteland!

THE BATTLE FOR THE DRUMLIN DINER

2 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 1.2
FOWW 2PB-002-111 —

ASSEMBLING YOUR MODELS


Putting together your Fallout: Wasteland everything the Wasteland can throw at you.
Warfare crew can seem daunting, but it couldn’t If you have purchased the starter set in plastic,
be simpler. With a little careful attention, you can your models are pre-assembled. If you have any
have a gorgeous-looking force ready to take on of the other sets in resin, read on!

1. WASHING MODELS 2. REMOVING COMPONENTS 3. REMOVE MOLD LINE

ASSEMBLY FOR PVC


4. PREPARE GLUE SURFACE 5. APPLY GLUE
1. Wash miniatures in lukewarm water
with a small amount of dish soap.
ASSEMBLY FOR RESIN Allow to dry.
1. Wash sprues in lukewarm water, a face mask while filing, dampen your
2. If any components have become
with a small amount of dish soap. tools to reduce dust, and fully clean up
bent, gently heat with a hair dryer
Allow to dry fully. your working environment when done.
and bend back into alignment.
2. Remove each piece of the the model 4. Prepare glue surface. Score each
3. Using a sharp, clean scalpel,
from the sprue using side clippers. flat surface that will have glue applied
remove the mold line that runs
Small, delicate pieces can be removed in a hatched (criss-cross) pattern
around the model. This will need
with a sharp scalpel instead. with a scalpel. This will increase the
to be gently sliced away from
surface area for gluing and ensure a
3. Remove mold line. Each piece of the model.
stronger join.
the model will have a raised line that
4. If there are any remnants of the
runs around it (the mold line formed 5. Apply glue. Apply a small amount of
mold line, they can be removed
when the two halves of the mold are superglue (Cyanoacrylate glue) to each
using a very fine emery board.
pushed together). This needs to be area to be joined. Immediately push
removed. You can scrape and slice the two parts together and hold until 5. If any components are loose or
them off using a sharp scalpel blade, securely bonded. You have a moment or have fallen off the model, they can
or alternatively file them off with a two to tweak your pose before the glue be glued back into place using
needle file or emery board. Resin dust sets. Less is more with superglue, so superglue.
can be hazardous, so ensure you wear use it sparingly to ensure a strong join.

S E CT I O N 1 – I NTROD UCTION 3
FOWW 2PB-002-111 ­— SECTION 1.3

PAINTING YOUR MODELS


This guide will take you through four stages used to 3. Wash
paint the example models shown. All the paint and Shading is added to models using Army Painter
brushes used were from The Army Painter. Feel washes. These will run into the deeper recesses of
free to experiment using your own color mixes. a model and enhance the shadows of the model.
Use your medium brush again, to keep this fast
1. Priming and smooth.
The model is undercoated, or primed using a solid
flat coat of a suitable color. This is done with Army Highlight
Painter Spray Primers. Lighter-colored paint is applied to the edges and
raised areas of a model to further accentuate the
2. Basecoat details of the sculpt. Use a sharp pointed small
The base colors are applied to each area of a model. brush (size 1) to keep these crisp and tidy.
The basecoat should be neat and smooth, and is
built up with several thin coats of paint. Use a
medium brush (size 2) to speed up painting and
ensure smooth coats.

PRESTON GARVEY

1. UNDERCOAT 2. BASECOAT 3. WASH 4. HIGHLIGHT

1. Undercoat 3. Wash
Matt Monster Monster Brown Strong Strong Tone Leather Leather Brown
Matt Black Primer
Black Brown Tone Brown
WP1101 WP1120

Coat WP1135

Skin / hat / belts / base WP1123

Wood / hat / belts
Dark Dark Stone Blue Blue Tone Ice Ice Storm
Stone Tone Storm
WP1425

Hat / straps / gun stock WP1139

Trousers / shirt / scarf WP1432

Scarf
2. Basecoat
Gun Gun Metal Mid Mid Brown Combat Combat Fatigues
Matt Black Metal
Gun / radio
Brown

Fatigues

Matt
Black
WP1131 WP1469
Coat / bandages WP1409
Gun details

WP1101
Gloves / boots
Army Army Green Dark Dark Tone Ultramarine Ultramarine Blue
Wolf Grey Green
Gun details
Tone

Blue

Wolf
Grey
WP1110 WP1136
Gun WP1115
Shirt
WP1119

Trousers
Banshee Banshee Brown Fur Fur Brown
Dirt Spatter Brown

Brown
Skin
Dirt
Spatter
WP1404
Wrapping WP1122

WP1416

Skin 4. Highlight
Dragon Dragon Red Plate Mail Plate Mail Metal
Moon Dust Red
 Fog Grey Metal

Moon
Dust
WP1105
Laser beam Fog
Grey
WP1130
Gun
WP1438
Wires 
Trousers
WP1427

Wasteland Wasteland Soil Mars Mars Red


Electric Blue Soil
 Dungeon Grey Red

Electric
Blue
WP1463
Base Dungeon
Grey
WP1436
Laser
WP1113

Scarf WP1418

Boots / gloves
Werewolf Werewolf Fur Bright Bright Gold
Dark Sky Fur
 Banshee Brown Gold

Dark
Sky
WP1464
Wood Banshee
Brown
WP1144
Buttons
WP1415

Shirt WP1404
Coat

Warpaints, Quickshade Washes and the rest of The Army Painter product range are the intellectual property of The Army Painter ApS
– learn more about The Army Painters range of products at www.TheArmyPainter.com

4 FALLOUT – WA S T EL A ND WAR FA R E
BROTHERHOOD OF STEEL PALADIN

1. UNDERCOAT 2. BASECOAT 3. WASH 4. HIGHLIGHT

1. Undercoat 3. Wash
Gun True True Copper Dark Dark Tone Electric Electric Blue
Metal Gun Metal Primer

Copper

Tone

Blue

WP1131 WP1467
Armor details Model
WP1136 WP1113
Eye lens
Angel Angel Green Strong Strong Tone Matt Greedy Gold
Green Tone Black
WP1112

Gun barrel WP1135

Base WP1101

Armor details
2. Basecoat
Pure Pure Red Daemonic Daemonic Yellow
Plate Mail Metal Red

Yellow

Plate Mail
Metal
WP1104
Gun detail WP1107
Wires
WP1130

Gun 4. Highlight
Monster Monster Brown Banshee Banshee Brown
Matt Black Brown
 Plate Mail Metal Brown

Matt
Black
WP1120
Base Plate Mail
Metal
WP1404
Base
WP1101


Hoses / cables WP1130

Armor
Werewolf Werewolf Fur Dry Dry Rust
Ultramarine Blue Fur

 Elf Green Rust

Ultramarine
Blue
WP1464
Wood Elf
Green
WP1479
Armor weathering
WP1115


Eye lens WP1420

Laser barrel
Mars Mars Red
Red
WP1436

Gun detail

SUPER MUTANT

1. UNDERCOAT 2. BASECOAT 3. WASH 4. HIGHLIGHT

1. Undercoat 4. Highlight
Leather Banshee Banshee Brown Leather Leather Brown Drake Drake Tooth
Brown Leather Brown

Brown

Brown

Tooth

WP1123 WP1404
Ropes WP1123
Base WP1417
Ropes
Werewolf Werewolf Fur Monster Monster Brown Pure Pure Red
Fur Brown Red
WP1464

Base WP1120

Base WP1104

Eyes
2. Basecoat
Plate Mail Plate Mail Metal Dark Dark Tone
Venom Wyrm Metal

Tone

Venom
Wyrm
WP1130
Armor / gun WP1136
Gun

Skin
WP1461

3. Wash
Commando Commando Green Dry Dry Rust
Plate Mail Metal Strong Tone Green

Rust

Plate Mail
Metal
Strong
Tone
WP1410
Skin WP1479
Armor weathering
WP1130

Metal / gun WP1135

Whole model
Desert Desert Yellow
Yellow
WP1121

Cloth

S E CT I O N 1 – I NTROD UCTION 5
FOWW 2PB-002-111 ­— SECTION 1.4

FULLY EQUIPPED
Included with your starter set are markers and
tokens to help you track damage and mark
objects on the battlefield, two sets of range rulers,
a number of colored dice, and unit cards and
miniatures to represent your force.

You will have noticed that there are many more


cards than just unit cards. However, some of these
are essential to the rules covered in Rules of Play.
These types of card are shown in the right-hand
column below.

Those in the left-hand column are primarily used


for solo play and campaigns, and are explained in
THE BLUE-BACKED UNIT CARDS
MARKERS AND TOKENS the Campaign Handbook. You won’t need them
DETAIL THE ABILITIES OF MODELS.
– THESE WILL EACH for Rules of Play, so you can set them aside for
TOGETHER WITH ITEM CARDS, THEY ARE
BE EXPLAINED, BUT now, if you wish.
THE CARDS YOU WILL USE MOST OFTEN.
A SUMMARY MAY BE
FOUND ON PAGE 54.

ASIDE FROM UNIT


CARDS, THE OTHER
LARGE CARDS IN THE SET
ARE REFERENCE CARDS
FOR A MODEL’S FACTIONS,
AND ‘AI CARDS’ USED
ITEM CARDS DESCRIBE ALL THE OBJECTS YOU MAY UTILIZE IN
IN SOLO PLAY.
THE GAME, FROM WEAPON CARDS TO POWER ARMOR, FOOD
AND DRINK, CHEMS, AND MORE.

THE LEADER CARD ALLOWS


A MODEL TO INFLUENCE
THOSE AROUND THEM,
EVENT CARDS – COVERED IN
WHILE A HEROIC MODEL
THE CAMPAIGN HANDBOOK
GAINS QUICK ACTIONS
– UNLEASH THE WASTELAND’S
AND A LITTLE BIT OF
UNPREDICTABLE NATURE.
EXTRA LUCK!
PERKS AND BOOSTS GRANT
EXPLORERS OF THE WASTELAND DANGER, STRANGER,
SPECIAL FEATS AND ABILITIES. AND CREATURE CARDS
COMPRISE ‘THE WASTELAND’,
A DECK OF RANDOM ENCOUNTERS.

EXPLORE CARDS
OFFER INCENTIVE TO
VENTURE OUT INTO THE
WASTELAND, AND ARE
PART OF THE GAME’S
NARRATIVE DIMENSION
ADDED BY THE
CAMPAIGN RULES.

6 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-002-111
FOWW 2PB-002-111 ­— SECTION 2.1

GETTING STARTED IN THE


WASTELAND
Fallout: Wasteland Warfare is a tabletop Skill Tests, along with the other mechanics of the
wargame, but the Wasteland is not only about war. game, will be explained in the following chapters.
In addition to combat, exploring the Fallout setting You’ll start, as you might expect, with such things
involves asset acquisition and investigation, with as measuring and movement, shooting and close
several ‘game modes’ including a Solo/Co-op Mode, combat, damage and armor. You’ll then progress to
a narrative Settlement Mode, and a 2-player Mode. skill use and scavenging, tactical matters such as
In this book, we concentrate on the rules necessary terrain, cover and prepared actions, before bringing
for the 2-player Mode, while others are covered in out the big guns for advanced weapons, critical
the Campaign Handbook. attacks and power armor. And if the dice aren’t
being kind to you, the Luck section allows you to
WAR– If you are new to tabletop wargaming, you may
fudge some of your results just a little!
GAMING prefer to begin with the Getting Acclimated booklet
ROOKIE? and return to Rules of Play afterwards. If you’ve The game cards’ many icons may seem daunting at
Read this first! already worked through that booklet’s tutorials, or first, but as you read through the chapters, icons
feel you don’t need to, prepare for battle! and markers are highlighted in the margins for
easy reference and identification, and you will be
Your force, which will belong to one of the Fallout
guided through the anatomy of the game cards.
factions, is built from models and their related unit
cards, using weapon cards and other item cards Additionally, the chapters will prompt you to work
acquired along the way. During the game, players through five new tutorial scenarios which use the
take turns, using Actions to move, fire weapons, full extent of the Rules of Play. These are located at
attack in combat and interact with the Wasteland the back of the Campaign Booklet to make it easy
itself. Attacks and skill use are both resolved to keep the scenarios open in that book, in case you
through Skill Tests made with dice rolls. need to revisit the rules in this one.

NORA KEEPS THE SUPER MUTANTS AT BAY SO OTHER SURVIVORS CAN ESCAPE

8 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 2.2
FOWW 2PB-002-111 —

COLOR RANGES
Fallout: Wasteland Warfare uses range rulers

Move Distance
for all measurements. Any player can measure

Awareness
and/or pre-measure anything at any time. Icons on

Search
the unit cards, ranges on weapon cards, and other
items are color-coded to show which color range
ruler is required in each circumstance.

Orange

COLOR BLIND MARKERS
To assist color blind players, color icons have Yellow

corner shapes unique to their colors, signifying
the range ruler required: round icons have corners
Red
on the outside of the icons, as shown below.

To find the matching range ruler, look for the


Green
symbol with the same corners as shown on the
icon (as a rule of thumb, from range Orange
to range Blue, the more corners, the longer the Blue

distance). Sample icons, and the corresponding
range rulers (shown at 70% size), are shown right.
Black

­ SECTION 2.3
FOWW 2PB-002-111 —

S.P.E.C.I.A.L. ATTRIBUTES
In the world of Fallout: Wasteland Warfare, Endurance (End)
each model, from the distinguished Elder Maxson Endurance is most often used as the attribute that
of the Brotherhood of Steel to the lowliest shows how tough a model is and how much damage
radroach, has a set of attributes and information it can take before dying. It sometimes indicates a
on their unit card. These attributes – the initials model’s ability with a Thrown Weapon.
of which spell out S.P.E.C.I.A.L. – indicate how
good a model is at combat, how tough they are, Charisma (Cha)
and how well they interact with other models, Charisma is used for a variety
objectives, and enemy models. of Skill Tests, and shows how
charming, intimidating, or
While the list below shows the most common
cunning a model is.
uses for S.P.E.C.I.A.L. attributes, it represents
a broad guide only. Different models, characters
Intelligence (Int)
and factions in the games may use different
Intelligence is used for
attributes for Skill Tests (dice rolls to determine
interacting with computer
if a model succeeds at a task – see p.10). For
terminals, lock picking and
example, while most models will use Perception
many other Skill Tests.
for ranged combat, others may use Agility or even
Strength instead.
Agility (Agi)
Agility shows how nimble a
Strength (Str)
model is. It is often used for
Strength is most often used to show how good
Thrown Weapons, and sometimes
a model is at close combat, and how able they
for close combat or shooting.
are with a Melee Weapon (a weapon specifically
designed for close combat).
Luck (Luc)
Especially heroic models may use
Perception (Per)
Luck to make near-miss attacks
Perception is often used to show a model’s ability
hit, or dodge potentially fatal
with a Ranged Weapon. It also affects how easily
damage.
they can detect dangers and react to enemy activity.

S E CT I O N 2 – L E AVI NG TH E VAULT 9
FOWW 2PB-002-111 ­— SECTION 2.4

SKILL TESTS
During a game of Fallout: Wasteland Warfare,
players attempt activities such as shooting, lock- OPPOSED SKILL TEST
picking and close combat. When a player attempts
An Opposed Skill Test occurs when a model
an activity, the result is determined by a Skill Test:
tries to beat something that resists, usually
a player rolls the Skill Dice – a twenty-sided
another model. To perform an Opposed Skill Test,
dice (or ‘d20’) with numbers and icons – usually
all parties involved make rolls against the Skill
accompanied by one or more Effect Dice – twelve-
Value(s) required. The highest successful result
sided dice (‘d12’) which come in a variety of colors
wins. Note: the winning roll must be a success
indicating different effects (see following page).
even if the other parties involved do not have the
Every model’s unit card includes ‘S.P.E.C.I.A.L.’ requisite skill, or all fail their rolls. In case of a
attributes, with scores for Strength, Perception, tie, use the highest Skill Value.
Endurance, Charisma, Intelligence, Agility and
Luck. Next to these are icons representing skills
that correspond with those attributes. before being applied to the skill being used. If the
adjusted Skill Value is less than 1, the roll only
For a Skill Test to succeed, the result (after any
succeeds if a is rolled.
modifications) must be equal to or lower than the
Skill Value (the attribute number next to the icon).
Example: A Paladin using a weapon with a
Note: Sometimes a specific attribute will be tested comfort grip is firing at a target behind two
rather than a skill – in these cases, the result of the items of cover. The Paladin receives a +2 bonus
Skill Test must be equal to or lower than the value to their Skill Value for the comfort grip, but a
of the relevant attribute. -4 penalty for 2x cover (explained on page 17);
therefore, a total -2 modifier is applied to the
Bonuses and penalties adjust the Skill Value that
rifle Skill Value of 7 for an adjusted Skill
the player needs to roll equal to or less than. All
Value of 5. They need to make a Skill Roll of 5
modifiers – bonuses and penalties – are totalled
or lower on the Skill Dice to be successful.
RIGHT: THIS
BROTHERHOOD PALADIN Some dice results (especially from the green
HAS A RIFLE SKILL ICON Accuracy Effect Dice) modify the Skill Dice roll.
NEXT TO A PERCEPTION Minus numbers help achieve a lower (better) result,
VALUE OF 7, SO THE RIFLE with this modified total compared to the adjusted
SKILL VALUE IS ALSO 7. TO Skill Value.
SUCCEED AT A SHOOTING
ATTACK USING THEIR Example: The Paladin’s adjusted
RIFLE SKILL, THEY NEED TO Skill Value is 5. The Paladin rolls
MAKE AN ADJUSTED SKILL the Skill Dice plus one Accuracy
ROLL OF 7 OR LOWER ON Effect Dice (due to the weapon he
THE SKILL DICE. uses). The Skill Dice shows a 6 and
the Accuracy Effect Dice shows -2;
thus, the adjusted Skill Test result is
BELOW: FALLOUT DICE
4 – below the adjusted skill and thus a success.
INCLUDE A WHITE SKILL
DICE. RED ARMOR DICE
If the Skill Test fails, none of the effect icons count
AND FOUR EFFECT DICE.
apart from any Action Point icons on the Skill
Dice which are available to be used (Action Points
are discussed later, on p.40).

If a X is rolled on the Skill Dice, the Skill Test


is always a failure and cannot be adjusted by
numerical bonuses.

Some unit cards have abilities called Specialities.


A model which has a Speciality receives +2 on any
Skill Values when using the relevant item or skill
with which they have the Speciality.

If a model does not have a specific skill icon on their


unit card, it cannot make a Skill Test of that type.

10 FALLOUT – WA S T EL A ND WAR FA R E
SKILL DICE ICONS

ICON ICON NAME EFFECT FULL DESCRIPTION

The number faces – ranging from 2 to 10 – represent the unmodified result of the roll.
Numbered The numerical result To determine whether the result of a Skill Test is a success, any numerical modifiers from the
2 10 Face of the roll Effect Dice are applied to this number, and the total is then compared to the Skill Value
(see previous page).
This result counts as a result of 1.
Allows some
Additionally, it counts as 1 Action Point; some models can use Action Points (AP) to
Action Point models to perform
carry out Quick Actions – extra minor activities – in addition to their main Actions.
Quick Actions
See ‘Quick Actions’, p.40.
This result counts as a result of 1.
Allows some
Additionally, it counts as 1 Critical Point; some models can use the Critical Effects of
models to use
Critical Point weapons, powerful attacks usable when enough Critical Points (CP) have been collected.
powerful, critical
Each Critical Point icon rolled gives that model 1 additional CP if their Skill Test is
weapon effects
successful. See ‘Critical Attacks’, p.53.
The X icon means the Skill Test has failed.
X
The Skill Test has As X is not a number, numerical bonuses cannot modify it into a success. In other words,
X Fail
not been successful it is an automatic fail. One X also bears an Action Point icon so, while an automatic
fail, it does grant an Action Point.

DICE ICONS
Skill Dice nn Damage Effect Dice (black):
The Skill Dice is a white 20-sided dice with primarily adds extra Damage Points.
numbered results from 2 to 10, and other faces DAMAGE
nn Accuracy Effect Dice (green): EFFECT DICE
which bear icons as shown in the table above.
primarily modifies the Skill Dice roll.

Effect Dice nn Armor Reduction Effect Dice (yellow):


In addition to the Skill Dice, Effect Dice are primarily reduces the effectiveness of the ACCURACY
EFFECT DICE
often rolled alongside the Skill Roll to determine target’s armor for that attack.
extra effects. There are four types of Effect Dice,
nn Special Effect Dice (blue): primarily helps
each with a different color. Which dice are rolled
to trigger weapon/equipment effects.
is usually determined by the weapon and the ARMOR
REDUCTION
range of the target – melee, short or long (see EFFECT DICE
Maximum Effect Dice
p.16). Each Effect Dice is a twelve-sided dice
A single Skill Test cannot contain more than 4 of
with up to two icons on a face. Each color of dice
the same color Effect Dice. Any dice over this limit
represents a different type of effect: SPECIAL
go unused. For example, if a model’s equipment EFFECT DICE

and abilities total 5 black dice and 2 yellow dice,


the Skill Test would consist of 4 black dice and TO HELP COLOR BLIND
2 yellow dice, with the fifth black dice discarded PLAYERS IDENTIFY
before the roll. WHICH DICE ARE BEING
REFERENCED ON CARDS,
THE ICONS FOR EFFECT
EFFECT DICE ICONS DICE HAVE DOTS IN
DIFFERING CORNERS.
ICON NAME EFFECT FULL DESCRIPTION

These are used for weapon damage where each Extra


Extra
Adds damage Damage icon adds 1 to the total damage before armor is
Damage
accounted for. See ‘Damage’, p.19.

Each Reduce Armor icon reduces the target’s armor by 1,


Reduce Reduces target’s
making damage from this attack more likely to get through.
Armor Armor Rating
See ‘Armor’, p.21.

Increases chances These bonuses modify the number rolled on the Skill
Bonus to
of success from a Dice during a Skill Test, making success more likely.
-1 -2 - 3 Skill
Skill Dice roll See ‘Skill Tests’, previous page.
These three special icons are mostly used to trigger specific
Allows use of special
Special effects written on weapon and equipment cards. These are
weapons, equipment,
Effects used when they are rolled in order to use an effect or ability.
or abilities
See ‘Special Effects, p.20.

S E CT I O N 2 – L E AVI NG TH E VAULT 11
FOWW 2PB-002-111 ­— SECTION 2.5

UNITS AND MODELS


A player’s forces are made up of units, each
comprising one or more models.

Each unit has a unit card which details that unit’s


models. Whilst each model in a unit shares the
same traits shown on their unit card, each model is
resolved individually on the battlefield. All models
in a unit are equipped the same, as shown by the
item cards – including weapon cards – placed with
the unit card. See page 32 for more on items.

UNIQUE UNITS
If a unit has the Unique icon in the top left corner
of their unit card, it is known as a Unique unit.
There can only be one model of each Unique
UNIQUE ICON unit in a player’s force, although a player’s force
may contain multiple, different Unique units.
Alternative versions of the same unit count as the
same unit. For example, there are multiple versions
of some cards such as Dogmeat and Dogmeat Loner.
Both count as Dogmeat, so only one of those two
could be included by a player in their force.

THE WASTELAND IS FULL OF COLORFUL CHARACTERS, EACH WITH THEIR OWN STORY

12 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-002-111 ­— SECTION 2.6

GAME STRUCTURE
OVERVIEW OF A ROUND
Each game is played over several rounds. During Advantage Marker
each round, players take turns to Ready and The player with the Advantage Marker (shown
subsequently Use each of their models once. The right) decides which player will take the first turn
ADVANTAGE
players choose in which order their models activate. in a round. Players then alternate turns: MARKER

1. Each turn, one player must make one of their nn Unless dictated otherwise by a scenario
models Ready. This Model must not previously set-up, at the start of the first round, the
have had a Readiness Marker showing Ready Advantage Marker is given to the player with
( ) or Used ( ) applied to it. the fewest models, or allocated randomly if
there is a tie.
2. The player then either:
nn At the start of each subsequent round, the
A. Activates none of their Ready models
player with fewest models remaining receives
or
the Advantage Marker.
B. Activates all of their Ready models
(see ‘Activating Models’, below). nn Excluding the first round, if both players
have the same number of models at the start
When all models on both sides have taken their
of a round, the player with the Advantage
Actions, the round is over and a new round begins
Marker passes it to their opponent before
in which every model must be activated again.
anything else.

ACTIVATING MODELS
Models are always in one of three states of If any models are still Ready when a player
Readiness: Unready, Ready, or Used. All models declares they have finished their turn, they are READY USED

start the round as Unready. considered Used and their Readiness Markers READINESS MARKER
ICONS
are turned to .
On their turn, a player places a Readiness Marker
with the blue side ( ) up, next to any one of their When a player Uses multiple ready models, it does
Unready models, indicating that it is now Ready. not matter if they are from the same or different
The player must then either: units. Also, it does not matter if only some models of
a unit are being Used, or if others in the same unit
A. Use NONE of their Ready models
have already been Used.
(which means their turn ends); or
B. Use ALL of their Ready models (see below), If all of a player’s models have been Used (that is,
even if this is just one model. they all have Readiness Markers), the player
takes no more turns in the current round; their
A player MUST choose Option B if all of their
opponent continues to take turns until all of their
models now have Readiness Markers next to them
models have Readiness Markers also.
(whether or )

Using Ready Models READINESS STATES


If a player chooses to Use a Ready model they STATE ICON QUALITIES
MUST Use ALL of their Ready models. As each of If a model has not been made Ready or been Used yet this
Unready None
these models is Used, their Readiness Markers round, it has no Readiness Marker placed next to it.
are turned to . When a model is made Ready, but has not yet been Used,
When Using multiple Ready models, a player it has a Readiness Marker placed next to it with the blue
Ready side showing.
Uses one model after another in any order they
choose. The player must resolve the Use of each It must subsequently be Used this round.
model fully before moving on to the next model. When a model has been Used, it’s Readiness Marker is
A model that has completed its activation cannot be turned to the gray side.
Used
activated again during the same turn even if it did Once Used, a model cannot be made Ready or be Used
not use all of its Actions (discussed on page 14). again that round.

END OF A ROUND
When all of both players’ models have gray Readiness Markers are removed from all the
Readiness Markers ( ), the round ends. All models, and a new round begins.

S E CT I O N 2 – L E AVI NG TH E VAULT 13
2
3
4
READY USED

READINESS MARKER
ICONS
1
SETTLERS

A
SUPER MUTANTS B

EXAMPLE OF ACTIVATIONS WITHIN A ROUND

EXAMPLE OF ACTIVATIONS WITHIN A ROUND


If it is the Settler player’s turn (see above), Ready), or they can choose not to activate any
they must apply the Ready side of a Readiness models for now.
Marker to a model without an Readiness
Marker. As Settler 1 and 3 already have If it is the Super Mutant player’s turn,
Readiness Markers (one Ready, one Used), the they must allocate Ready to Super Mutant A
player must make either Settler 2 or Settler and then must activate their Ready models
4 Ready; afterwards, they can choose to activate (Super Mutant B and Super Mutant C)
all their Ready models (Settler 1 plus either because all of that player’s models will have a
2 or 4 depending on which one they just made Readiness Marker.

ACTIONS
When Used, a model can perform up to TWO main A new Action cannot be started until a current
Actions. These can be any mixture of those below – Action is complete, i.e. a model cannot Shoot
including performing the same Action twice – plus part-way through a Move Action.
any specific Actions a model has access to due to
During all Actions, models have no directional
their abilities or equipment. They may also execute
facing; they are treated as being able to see/hear/
Quick Actions (see p.40) by spending Action
attack/move in any direction, unless blocked by
Points, often acquired through Effect Dice results.
other factors such as terrain.
The different Actions are listed in the table below,
and will be introduced fully throughout this book.

TYPES OF ACTION
ACTION DESCRIPTION SEE PAGE
Move Moves the model 15
Shoot Attack at range with a Pistol, Rifle, or Heavy Weapon 16
Charge A potentially longer Move into base-to-base contact with a target 23
Close Combat Attack a target with which the model is in base-to-base contact 24
Use Expertise Use one of the Expertise skills: Search, Computers, Lockpick, and Presence 28
Prepare Get ready to react to an opposing model’s Action (or Quick Action) 41
Throw Use a Thrown Weapon (i.e. grenade) 44

14 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 2.7
FOWW 2PB-002-111 —

ACTION: MOVE
The Move Action allows the model to move up to
its full Move distance – the length of the colored
range ruler indicated in the top left of the model’s
card. This move is measured from the front of the
original base position to the rear of the new base
position (with front and rear being based on the MOVE DISTANCE
direction being moved). To move the maximum
distance in a straight line, place the relevant
color range ruler against the model’s base and
move the model so it touches the other end (see
diagram, right).

A model may choose not to move the full distance of


a range ruler. The path of travel does not have to
be a single straight line. However, the full distance
along the path may not be more than the Move
distance color.

MOVING THROUGH DIFFICULT


TERRAIN
Sometimes a model will pass through Difficult
Terrain – marshy or rocky surfaces, or over
obstacles that may be leaped – causing its
Blocking
movement rate to be impeded. In such cases,
Models cannot pass through opposing models
the model uses the next shortest color range
(as defined by the width of their bases).
ruler from their usual range ruler for that Move.
See ‘Terrain’, page 37. Models can pass through friendly models but
cannot end their move with their bases overlapping.

HUMANS ARE OFTEN OUTPACED BY THE DENIZENS OF THE WASTELAND!

S E CT I O N 2 – L E AVI NG TH E VAULT 15
FOWW 2PB-002-111 ­— SECTION 2.8

ACTION: SHOOT
A model can use an Action (or Quick Action, see equipment, abilities, or perks (see the Campaign
p.40) to make an attack. Each weapon type has a Handbook, p.5) may modify the Skill Test result.
skill icon in the top right of its weapon card; if the
model has the skill to use this weapon, this icon Example: If the Sole Survivor wants to fire
also appears next to one of the model’s attributes a plasma rifle (which has a Rifle icon on the
(see example, below). Attacks are resolved by weapon card), they will need a result of 7 or
making a Skill Test (see p.10) using that attribute’s lower from their Skill Test for it to be a success.
Value. Effect Dice gained from the weapon,
Making a shooting Action
To make a Shoot Action using a Ranged Weapon
(Pistol, Rifle or Heavy Weapon):

1. The attacking model must have the relevant


skill, and
2. The target must be within the weapon’s range,
and
3. The attacking model must have Line of Sight
to the target.

As well as models, a target of combat can be an


SKILL ICONS ARE object or specific point on the battlefield.
SHOWN TOP LEFT ON
WEAPON CARDS
RANGE
Fallout: Wasteland Warfare uses only two
ranges: short and long. Range is calculated using
the colored range rulers indicated by the weapon
card (below right), with short range on the left and
long range on the right. When measuring weapon
range, long range starts where short range ends so
to measure the full range of a weapon, simply place
the two relevant range rulers together, end to end.
Some weapons do not have a long range.

When a shooting player makes their Skill Roll, they


add all the Effect Dice shown beneath the relevant
target range on the weapon card. If a target’s base
falls within both short and long range, the attacker
may choose which range to use.

Example: The Sole Survivor is armed with


an assault rifle. When shooting at Super
Mutant A (see below), the target will be at
short range, so the player rolls the Skill Dice
plus one Accuracy (green) Effect Dice and one
Damage (black) Effect Dice. If the Sole Survivor
fires at Super Mutant B, the target will be at
SHORT RANGE LONG RANGE
long range, requiring the roll of the Skill Dice
plus one Damage (black) Effect Dice.

B
LONG
1 RANGE

SHORT
A
RANGE

16 FALLOUT – WA S T EL A ND WAR FA R E
LINE OF SIGHT HUGE MODELS MODEL BASE
An attacker has Line of Sight (LoS) if a straight SIZES
Models with bases of 60mm diameter or wider
line can be drawn (viewed from above) from any
block Line of Sight for any smaller models (as well 32mm = Normal
part of the attacking model’s base to any part
as impeding movement as usual). Additionally, 40mm = Large
of the target model’s base (or object, or point of
Huge models count as cover for smaller models 60mm or wider
the battlefield) without being blocked by objects
(excluding models engaged with the Huge model). = Huge
designated as blocking LoS (see Helpful Hint #1,
p.18). Normal-sized models do not block LoS, but
may make it harder to hit your target (see below).

COVER
While Line of Sight helps determine whether KNIGHT
shooting a target is even possible, cover indicates PATROL
whether objects between shooter and target make
a possible shot more difficult. To check for cover,
a line is drawn (when viewed from above) from BUILDING
the center of the shooter’s base to the center
of the target’s base. This is referred to as the
Line of Cover (LoC). KEY:

nn Each object that the Line of Cover fully LINE OF SIGHT


passes through (enters and exits) places a
LINE OF COVER BRUTE
temporary -2 cover modifier on the Skill
Value of the attacker. Any cover which the
EXAMPLE 1: LINE OF SIGHT AND LINE OF COVER
shooter’s base is touching is excluded.

nn Any shot affected by cover also increases the


target’s armor by 1. This increase is only
applied once (before the effect of the shot is
resolved) no matter how many items of cover
affect the shot.
A
In Example 1, the crate does not block Line of
KEY:
Sight so the Knight Patrol can shoot. The Line B
of Cover goes through the building and the crate LINE OF SIGHT
but the Knight Patrol ignores the building as its
LINE OF COVER
base touches it. The value of the Knight Patrol’s 1
weapon skill is modified by -2 and the Super
Mutant’s Armor Rating increases by 1. While EXAMPLE 2: SHOOTING PAST
FRIENDLY/NON-FRIENDLY MODELS
they share LoS, any shot returned by the Super
Mutant is resolved against a -4 modification of
its weapon’s Skill Value because of the crate and
the building), but the Knight Patrol’s Armor
KNIGHT
Rating still only increases by 1.
PATROL

Normal-sized models which are not friendly to the


shooting model also give cover, determined by the
location of their bases. Models on the shooter’s own
KEY:
side do not give cover as they are working together.
LINE OF SIGHT
BRUTE
In Example 2, Settler A is shooting at Knight
LINE OF COVER
Patrol 1 with Line of Sight, as Normal-sized
models do not block LoS. Settler B is on the same
EXAMPLE 3: LINE OF COVER
side as Settler A, so does not count as cover
(despite being along the LoS). If Knight Patrol 1
In Example 3, above, the Knight Patrol is
were to return fire, Settler B is not on the same
standing on top of a desk, rather than standing
side as Knight Patrol 1, so does count as cover.
behind it. As the Line of Cover enters but does
not pass through the desk, it does not count as
A Line of Cover must fully pass through (that is,
cover. The Line of Cover does, however, enter
enter and exit) an object to give the benefit of cover.
and exit the crate, so that does count as cover.

S E CT I O N 2 – L E AVI NG TH E VAULT 17
1 FOREST HELPFUL HINT
AREA No- 1 from Vault Boy!
A NO
COVER DURING SET-UP, PLAYERS SHOULD AGREE EACH
BATTLEFIELD OBJECT’S EFFECT ON LINE OF SIGHT AND
3 COVER.
BOS PALADIN EFFECTS MAY CHANGE FROM DIFFERENT DIRECTIONS,
AND MAY DEPEND ON MODEL SIZE, ELEVATION, ETC.
E.G. A BEHEMOTH MAY SEE OVER SOME OBJECTS THAT
COVER BLOCK LINE OF SIGHT FOR SMALLER MODELS (AND COUNT
2 AS COVER INSTEAD), BUT MAY NOT GAIN COVER FROM
NO SMALL CRATES THAT GIVE COVER TO SMALLER MODELS.
COVER
TYPICAL COVER: CORVEGA SEDAN; NUKA-COLA MACHINE;
HEAVY DUTY CONSOLE; PILE OF BOXES; LOW WALL;
EXAMPLE 4: LINE OF COVER IN AREA TERRAIN
VAULT TEC CONTAINERS; RADIOACTIVE BARRELS; PILE OF
JUNK; BARRICADE.
Area Terrain
The only exception to the rule that a Line of Cover EXAMPLES OF LINE OF SIGHT BLOCKING TERRAIN:
must enter and exit an object is when there is Area HIGH WALLS, BUILDINGS, LARGE CONTAINERS.
Terrain, such as a forest or cloud of smoke. To
count towards cover, the Line of Cover needs only
enter the Area Terrain. does not enter the Area Terrain, so Super
Mutant 1 gains no benefit of cover from the
In Example 4, a Paladin is shooting at some forested area. Super Mutants 2 and 3 both gain
Super Mutants. Even though Super Mutant 1’s cover, even though Super Mutant 2 is not much
base is partially within the forested area, the further within the forest than Super Mutant 1.
Line of Cover (always drawn center-to-center) As usual, because all the Super Mutants are
touching the forest area, it would not count as
cover if they were shooting at the Raider.

Note that some very dense areas may actually block


LoS. If that was the case above, the situation is the
same for Super Mutants 1 and 2, but the Paladin
lacks LoS to shoot at Super Mutant 3. What
counts as cover, Area Terrain, and whether each
Area Terrain blocks LoS must be defined during
battlefield set-up.

ELEVATION ADVANTAGE
When shooting, a model whose base is at least
Orange distance above another model’s base is
Elevated. Edges of terrain that lead to areas at
least Orange lower are called Significant Edges.

Significant Edges block LoS to and from an


Elevated model if the Elevated model is more than
Orange away from that Significant Edge.

When shooting at an Elevated model, Significant


Edges count as cover for an Elevated model if the
Elevated model is within Orange of that
Significant Edge.

When an Elevated model shoots, only cover within


Orange of the target is counted.

As with huge models (see page 17), some terrain


effects may be different for Elevated models, i.e.
a wall that would block LoS at the same level may
NORA GETS THE DROP ON A MUTANT HOUND only act as cover against an Elevated model’s shot.

18 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 2.9
FOWW 2PB-002-111 —

DAMAGE
Each model has a Health icon next to one of
the attributes on its unit card (see right), often
Endurance, but not always. If the total damage
HEALTH
they have taken in the game equals or exceeds this ICON

value, the model is removed from the battlefield.


A model may have additional Health due to
abilities or equipment.

TYPES OF DAMAGE
There are three types of damage in Fallout:
physical, energy and radiation. Damage from
a weapon is usually of a single type, but if more
than one type of damage is caused, each is resolved
individually using any relevant armor.

Each weapon card states the base damage a PHYSICAL ENERGY


DAMAGE DAMAGE
weapon does on the left side of the card. Next to ICON ICON

this icon is the base damage of the weapon.

APPLYING DAMAGE THIS ASSAULT RIFLE DOES A BASE DAMAGE OF RADIATION


DAMAGE
2 PHYSICAL DAMAGE ICON
The sequence for applying damage is as follows:

1. Check the base damage as shown on the


weapon card (see above).
TAKES 2X
2. When resolving the attack, some icons rolled on
Effect Dice may indicate additional damage, as
PHYSICAL/ ENERGY
well as other effects described on the weapon DAMAGE TOKEN

card. For example, each icon rolled on the (AKA ‘REGULAR’


DAMAGE TOKEN)
Damage (black) Effect Dice usually adds
FLIPS 2 OF THE REGULAR DAMAGE TOKENS TO THEIR
1 damage to the base damage of the weapon.
RADIATION DAMAGE SIDE.
See also ‘Special Effects’, p.20.
EXAMPLE 1: 3X REGULAR DAMAGE
3. Armor and other effects may block some, or all, TAKES 2X RADIATION DAMAGE
damage from taking effect (see ‘Armor’, p.21). RADIATION
DAMAGE
TOKEN
4. Each point of damage caused to a model which
TAKES 3X
is not blocked is recorded by adding a Damage
Token (see below) next to the model.

Damage Tokens are double-sided, showing a


FIRST 2 RADIATION DAMAGE FLIPS THE
‘Regular Damage Token’ on one side (physical or
2 REGULAR MARKERS. THIRD RADIATION
energy damage) and a Radiation Damage Token on DAMAGE ADDS RADIATION MARKER.
the other. Whichever side is showing, it represents
one point of damage. EXAMPLE 2: 2X REGULAR DAMAGE
TAKES 3X RADIATION DAMAGE

Recording Radiation Damage


When a model takes radiation damage, each point
TAKES 2X
is recorded by turning over one of the model’s
Regular Damage Tokens to the radiation damage
side (see Example 1).

If there are not enough Regular Damage Tokens FIRST RADIATION DAMAGE FLIPS THE
to turn over, turn over as many Regular Damage REGULAR DAMAGE TOKEN AND ADDS
1 RADIATION DAMAGE.
Tokens as are available, then add one Radiation
Damage Token for each addition point of radiation EXAMPLE 3: 2X REGULAR DAMAGE,
damage yet to be applied (see Examples 2 and 3). 1X RADIATION DAMAGE TAKES
2X RADIATION DAMAGE

S E CT I O N 2 – L E AVI NG TH E VAULT 19
MODELS ELIMINATED DUE TO DAMAGE ELIMINATED WHEN READY
After Damage Tokens have been added to a model,
If a model that is Ready but not yet Used (see
if the total number of Damage Tokens (regular
p.13) is eliminated from play, take a Luck Token
plus radiation) is equal to or more than the model’s
LUCK from the supply and flip it. If it lands Luck side
TOKEN Health, then the model is removed from play. This
up, the model gets a single free Quick Action
does not mean the model is ‘dead’, but it can take no
(see p.40) and then must be removed.
further part in the battle.

SPECIAL EFFECTS
Some weapon cards include Special Effects activated
by spending the matching icon results (found
primarily on the blue Special Effect Dice) shown
NUKA COLA
BOTTLE ICON next to them. Symbols shown in white on the lower
level of weapon cards are the requirements; those
in black are the outcome. These outcomes often
indicate conditions, as detailed on page 48.

BLAST ICON nn Each dice result can only be used once.

nn Some Special Effects require spending multiple


results. For example, ignoring a particular
armor may cost 2 Nuka Cola Bottle results.
STAR ICON
CRITICAL METER
nn Special Effect icons that are not used during
an attack are discarded and never carry over SPECIAL EFFECT 1
from one attack to the next, and cannot be SPECIAL EFFECT 2
transferred to other models or weapons.

nn You can use the Special Effect of a weapon or Special Effects and Criticals
item multiple times in a models activation. Special Effect descriptions may appear inside or
outside the Critical Meter section of the weapon
Example: On the Laser Rifle card (above right),
card. Special Effects detailed outside the Critical
Special Effect 1 costs 1 Nuka Cola Bottle result
Meter section of the card can be used with any
to activate and Special Effect 2 costs 2 Nuka
attack, while those shown inside the Critical Meter
Cola Bottle results to activate. If a player rolls
can only be used during a Critical Attack (see
two Nuka Cola Bottles and uses one to activate
‘Critical Attacks’, p.53).
effect A, they then no longer have enough to
activate effect B, yet could activate A again with The laser rifle (above) has two Special Effects:
their one remaining Nuka Cola Bottle.
1. When fired, the model can use one Nuka Cola
Bottle icon (which are on the blue dice) for
nn While some Special Effects can be used
1 damage to ignore armor, and
multiple times during the same attack, some
2. The model can use two Nuka Cola Bottle results
are limited in the number of times they can
to set the target alight.
be used per attack. Such limits are shown by
a circled number after the icons required. If All attacks with this laser rifle can potentially use
there is no number, there is no limit. See below: the Special Effects.

If an effect says ‘If target takes damage’, the effect


SAMPLE SPECIAL EFFECT ACTIVATIONS
happens if there is damage to be added after any
ICONS REQUIREMENTS AND LIMITS
armor roll. This includes damage a model takes
Requires 1 Blast icon. that is placed on other items, such as Power Armor.
No limit per attack.
Requires Nuka Cola Bottle icons.
No limit per attack.
Requires 1 Nuka Cola Bottle icon and HELPFUL HINT
1 Star icon. No limit per attack. No- 2 from Vault Boy!
Requires 1 Nuka Cola Bottle icon.
IF THERE ARE ANY RULE CONFLICTS BETWEEN THE
3 Can be used a maximum of three times
per attack only. FALLOUT: WASTELAND WARFARE RULE BOOKS AND
Requires 2 Star icons for each use. CARDS, RULES ON CARDS TAKE PRIORITY OVER THOSE
1 Can be used a maximum of once per IN THE RULE BOOKS.
attack only.

20 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-002-111 ­— SECTION 2.10

ARMOR
If a model hit with an attack or other potentially so 1 point of damage is blocked and the Knight
3

THE RED ARMOR DICE


damaging effect has armor that matches the type takes 2 points of damage. If the armor roll had REVEALS IF AND HOW
of damage done, it makes an armor roll to see if the been 3 or 4, no damage would have been blocked MUCH DAMAGE IS
armor has blocked any of the damage. and the Knight would take all 3 damage. NEGATED BY ARMOR

Each model has an Armor Rating for each type


A model’s Armor Ratings are derived from one card
of damage – physical, energy, and radiation. Most
which sets their values (often their own unit card)
Armor Ratings are shown as a single number,
plus up to one card of each card type that modifies
which is the maximum damage that it can block.
those values. A model can set which cards it is using
To check if – and how much – damage has been for its Armor Ratings at the start of its activation.
blocked, the red 12-sided Armor Dice is rolled,
resulting in a number between 1 and 4. Strong Armor
If an Armor Rating shows two numbers separated
nn If the number rolled is equal to or lower
by a ‘+’ (e.g. ‘3+1’), the second number is a ‘Strong
than the relevant Armor Rating (e.g. matching
Armor bonus’. This is a fixed amount of damage
physical Armor Rating to physical damage), the
that the armor will always block, in addition to the
damage is reduced by the number rolled.
armor roll indicated by the first number.
nn If the number rolled is greater than the Armor
Rating, no damage is blocked. Example: A Paladin wearing Power Armor
with a physical Armor Rating of 3+1 is hit
For example, a Brotherhood Knight with by an attack dealing 3 physical damage.
Armor Ratings of physical 2 / energy 2 is The Paladin rolls a 2 so the armor blocks 2+1,
hit by an attack doing 3 physical damage. making a total of 3 damage blocked. Had the THIS POWER ARMOR
The Knight rolls the Armor Dice and gets a 1, roll been a 4, the armor would have blocked HAS A PHYSICAL ARMOR
0+1 for a total of 1 damage blocked. RATING OF 3+1

ARMOR BOOST TOKENS


Some armor temporarily offers extra protection –
would cause energy damage, the Raider resolves
whether physical protection, energy dissipation,
the armor as if it had a rating of 2+2, after
radiation resistance, etc. – which can wear down.
which the Armor Boost Token is turned to the
Armor Boost Tokens are used to record and track
single-icon side. Hit again, but by a physical
this – these tokens have an Armor Boost icon on TWO SIDES OF THE
damage attack, the armor is resolved as a rating ARMOR BOOST TOKEN
one side and two Armor Boost icons on the other.
of 3+1, with the remaining Armor Boost icon
Each Armor Boost icon that a model possesses adds then discarded.
one Strong Armor bonus (see above) to the Armor
Rating shown on a model’s card. Each time a model Armor Boost icons are additional to other Strong
with Armor Boost icons is hit by an attack, one Armor bonuses a model may have, but cannot be
Armor Boost icon is discarded after the attack is applied to other sources of armor for a model, such LOWEST ICON

resolved (regardless of whether damage is caused). as Power Armor.


WHERE THE LOWEST
ICON APPEARS ON A
Example: A Raider has an Armor Rating of For example, a +1 Armor Boost icon applied
CARD, USE THE LOWEST
3 physical / 2 energy, and a token showing the to a model whose card shows an Armor Rating
OF THE ARMOR
+2 Armor Boost icon. Hit by an attack that of 2+1 resolves their armor as 2+2, but a model
VALUES SHOWN.
wearing Power Armor would gain nothing.

ARMOR REDUCTION ICONS


Some icons on the Effect Dice can cause damage
Example: a Brotherhood Knight with physical
which includes Armor Reduction. For each Armor
Armor Rating of 3+1 is hit by an attack that
Reduction icon, one point of the target’s Armor ARMOR
includes 2 Armor Reduction icons, reducing REDUCTION
Rating is ignored when making the armor roll. ICON
it to 1+1. If the Knight’s original physical Armor
Armor Reduction affects all armor types equally. If
Rating had been 1+1, 2 Armor Reduction icons
the Armor Rating is reduced to zero or lower, it is
would have reduced it to 0+1 for this attack.
treated as zero (and no armor roll is necessary).

Armor Reduction icons do not affect an armor’s Armor Reduction icons only reduce an Armor
Strong Armor bonus (see above). Rating for the attack during which they are caused.

S E CT I O N 2 – L E AVI NG TH E VAULT 21
­ SECTION 2.11
FOWW 2PB-002-111 —

COMBAT, DAMAGE AND ARMOR:


AN EXAMPLE
A Heroic Brotherhood Knight Patrol is using an
Action to shoot their Institute laser rifle at a Super
Mutant (for more about Heroic cards, see p.50).
As the Butcher straddles short and long
range, the Knight Patrol chooses to fire
using short range, rolling the Skill Dice
with one yellow and one green
Effect Dice.

The Knight Patrol has a rifle skill of 5 but the


Super Mutant benefits from cover due to the crate
(-2 modifier to Skill Value), so the Knight Patrol’s
adjusted Skill Value is 3, temporarily.

The Knight Patrol rolls a 4 on the Skill Dice. The


Effect Dice for the Institute laser rifle at short
range results in a -2 modifier to the Skill Roll,
1 extra damage, and 1 Armor Reduction.

The -2 modifier makes the Skill Dice result 2,


equal to or less than the Knight Patrol’s adjusted
skill of 3: a hit!

The Institute laser rifle deals 1 energy damage as


standard. However, the black Damage Dice added
1 damage for a total of 2 energy damage. The
Super Mutant has an energy Armor Rating of 1
plus 1 due to having cover. However, the yellow
Armor Reduction dice shows 1 Armor Reduction
icons so this Armor Rating is reduced to 1 when
resolving this shot.

The Super Mutant rolls 2 on the armor dice; as this


is not equal to or below the adjusted rating, their
armor does not block any of the damage. The Super
Mutant suffers all 2 energy damage.

22 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-002-111 ­— SECTION 2.12

ACTION: CHARGE
Models may charge to enter into base-to-base
contact, earning the option to add a bonus in an
ensuing Close Combat attack, (including Battle Cry
if they have access to that ability – see page 36).

As well as a Move distance, each model has a


Charge distance. To use this for movement, the
following three requirements must all be fulfilled:

1. The Charging model must move into base-


MOVE CHARGE DISTANCE,
to-base contact with an opposing model. DISTANCE IN THIS CASE, RED

2. A model cannot start a Charge from base-


to-base contact with an opposing model. A model’s Charge movement ends as soon as it
enters base-to-base contact with an opposing
3. At the start of a Charge, the model must have
model. When a model completes a Charge, they
Line of Sight to the opposing model with
either place a Charge Bonus Marker (choosing
which it will enter base-to-base contact.
black or green) next to the Charging model or
they can choose to use Battle Cry instead if they
have that ability.

CHARGE BONUS
A model with Charge Bonus Marker(s) adds dice If a model with Charge Bonus Marker(s) performs
CHARGE BONUS MARKERS
of the matching color(s) to their Skill Roll if they any Action (including Quick Actions) other than
perform a Close Combat attack against the model a Close Combat attack against the same model
they charged to earn the bonus. A green marker they charged to earn the bonus, the Charge Bonus
adds a green dice and a black marker adds a Marker(s) are discarded without effect.
black dice.

BLOCKED LINE OF SIGHT LINE OF SIGHT

TARGET TARGET

KNIGHT PATROL

KNIGHT PATROL
EXAMPLE 1: THIS KNIGHT PATROL COULD MOVE
TO ENGAGE THE TARGET BUT NOT CHARGE EXAMPLE 2: THIS KNIGHT PATROL COULD
BECAUSE THE KNIGHT PATROL DOES NOT HAVE CHARGE TO ENGAGE THE TARGET AS IT
LINE OF SIGHT TO THE MUTANT HOUND. STARTS WITH LINE OF SIGHT.

S E CT I O N 2 – L E AVI NG TH E VAULT 23
­ SECTION 2.13
FOWW 2PB-002-111 —

ACTION: CLOSE COMBAT


When a model is in base-to-base contact with an
opposing model (i.e. with bases touching), they are
HELPFUL HINT
No- 3
said to be engaged. Once engaged, that model’s
attacks can only be Close Combat attacks. These from Vault Boy!
can only be directed at opposing models with which
they are engaged. NO MELEE WEAPON? DON’T PANIC! UNLESS SPECIFIED ON
THEIR UNIT CARD, ALL UNITS HAVE A MELEE WEAPON.
Resolving the Skill Roll THIS DOES NOT REQUIRE A CARD AND HAS IMPROVISED
Each weapon type has a skill icon in the top left of WEAPON STATISTICS AS SHOWN BELOW. THIS MELEE
its weapon card (see left). If the model has the skill WEAPON CAN NEVER BE DISCARDED OR LOST.
to use this weapon, this icon also appears next to
one of the model’s attributes. Attacks are resolved by
EAPON
making a Skill Test (see p.10) using that attribute’s IMPROVISED W
Value. Any Effect Dice gained from the weapon,
equipment, abilities, or perks (see Campaign
Handbook, p.5) modify the Skill Dice roll.

Close Combat Strength Bonus


Any model with a total Str 7 or more which uses
SKILL ICONS ARE a melee weapon in close combat adds 1 bonus
SHOWN TOP LEFT ON Damage (black) Effect Dice to that melee
WEAPON CARDS weapon attack.

Super Mutant Close Combat Attacks


USING RANGED WEAPONS IN
Super Mutants making a Close Combat attack
CLOSE COMBAT
with a pistol or rifle weapon may use their Melee
skill for the Skill Roll (not the relevant weapon A model can use a Ranged Weapon (Rifle,
skill), although the penalties for using a ranged Pistol, Heavy Weapon) or Thrown Weapon for a
weapon in Close Combat (see box, right) still apply. Close Combat attack, but the attack is made as
if one piece of cover affected the shot: a -2 Skill
Value penalty and the target’s Armor Rating is
OUTNUMBERED MODELS IN
increased by 1.
CLOSE COMBAT
If a weapon has a minimum short range
A model which is engaged with multiple opposing
greater than zero, it cannot be used for a
Models is ‘outnumbered’. Any Close Combat
Close Combat attack.
attacks against a model which is outnumbered
receive 1 bonus Accuracy (green) Effect Dice.
See below:

A
A

B
B
1
2 1

EXAMPLE 1: SUPERMUTANT 1 IS EXAMPLE 2: SUPERMUTANTS 2 AND 3


OUTNUMBERED BY THE BROTHERHOOD ENGAGE TOO. BROTHERHOOD OF STEEL A
OF STEEL MODELS SO ANY CLOSE COMBAT AND SUPERMUTANT 1 ARE OUTNUMBERED:
ATTACKS AGAINST SUPERMUTANT 1 RECEIVE ANY CLOSE COMBAT ATTACKS AGAINST THEM
A BONUS GREEN (ACCURACY) EFFECT DICE. RECEIVE A BONUS GREEN EFFECT DICE.

24 FALLOUT – WA S T EL A ND WAR FA R E
MOVEMENT WHEN ENGAGED
Close Combat is not a static affair. After performing
a Close Combat attack, a model is allowed a special
bonus movement, but only if it does not break
engagement with any models with which it is
1
engaged. This is called a Slide and must follow the
requirements of a Movement; for example, it cannot
end overlapping another base. As the Slide does not
break engagement, it does not result in any free
attacks. A Slide can move a model into engagement
with a model it was not already engaged with.

The Slide is part of a Close Combat attack so any


B A
Triggers (see p.42) based on the Close Combat occur
after the Slide has finished.

Withdrawing from Being Engaged EXAMPLE 1: A BEHEMOTH MAKES A CLOSE COMBAT ATTACK
AGAINST DOGMEAT
A model which is engaged with an enemy model
can Move out of base-to-base contact (although it
may not Charge – see p.25). However, each model
with which they break engagement also gets an
immediate and free Quick Action attack on them, as
long as they are not engaged with any other models
themselves (such a Quick Action suffering the usual
-2 Skill Value modifier; see p.40). 1
The free attacks are made after the player has
committed to the model moving out of engagement
and before the model executes its move.

CLOSE COMBAT FOLLOWING A CHARGE


If a model making a Close Combat attack has a
single Charge Bonus Marker next to it (see
B A
‘Charge Bonus’, page 23) and the target is the
model that was Charged to get the bonus, one
black or one green Effect Dice is added to the EXAMPLE 2: THE BEHEMOTH THEN SLIDES TO MOVE AROUND
attack roll depending on the color of the Charge DOGMEAT WHILST MAINTAINING BASE-TO-BASE CONTACT.
DOGMEAT A DOES NOT GET A FREE ATTACK BECAUSE THE
Bonus Marker. If a model making a Close Combat BEHEMOTH DID NOT WITHDRAW FROM THEIR ENGAGEMENT.
attack has TWO Charge Bonus Markers next to it
and it performs a Close Combat attack against the
model which it Charged, one black and one green
dice are added to the attack roll. Any Charge Bonus
Markers are then discarded.

STUNNED WHILE ENGAGED


Models engaged with Stunned models (see
Stunned’, p.48) can perform Close Combat
B
attacks on the Stunned models, gaining a
+2 modifier to their Skill Value for the attack. A
Stunned engaged models do not get the usual
free attack on an engaged model which EXAMPLE 3: IF THE BEHEMOTH LEAVES THE ENGAGEMENT, BOTH
withdraws from engagement (see ‘Withdrawing DOGMEAT AND THE SOLE SURVIVOR GET A FREE MELEE ATTACK. IF THE
SOLE SURVIVOR LEAVES THE ENGAGEMENT, THE BEHEMOTH DOES NOT
from Engagement’, p.25).
GET A FREE ATTACK AS IT IS STILL ENGAGED WITH DOGMEAT.

S E CT I O N 2 – L E AVI NG TH E VAULT 25
SHOOTING INTO ENGAGED MODELS
A model can shoot at a specific model which If all models have been assigned a number
is engaged with other models, but with little before all four numbers are allocated, a new
control over which engaged model will be hit. circuit of number allocation occurs, again
The attacker determines their target as usual starting with the target.
(which can be a friendly model) and rolls the
2. Once the numbers 1-4 are assigned, roll the
attack as normal with a +2 modifier to their Skill
red Armor Dice – the number rolled determines
Value (because of the increased target size of the
which model has the effect of the attack
general melee). A failure is a miss, as usual. With
applied to it.
a success, decide on any special effects and then
determine which of the engaged models has been The same system is used for any area effect
hit, as follows: or thrown weapon (see p.44) that targets an
engaged model. In those cases, if it hits, the
1. The numbers 1-4 are allocated to models in
model selected by the dice is where the effect is
the melee, starting with the target model as
centered. If it misses, any scatter is applied from
number 1. The numbers 2-4 are then allocated
the intended target.
to any other models in the melee which are both

(1) in base-to-base contact with the target


and
(2) in the attacker’s LoS.

TARGET
TARGET

DIAGRAM 1. WITH TWO MODELS, THE


TARGET IS ASSIGNED 1 AND 3, AND THE
OTHER MODEL 2 AND 4. DIAGRAM 2. WITH THREE MODELS,
THE TARGET IS ASSIGNED 1, THE OTHER
MODELS 2 AND 3, LOOPING BACK
TO THE TARGET FOR 4.

HELPFUL HINT
ATTACKER No- 4 from Vault Boy!
SHOOTING TO HIT A BRAWL IS EASY. SHOOTING TO HIT
THE RIGHT PERSON IN A BRAWL HOWEVER IS MORE
LUCK THAN JUDGEMENT. SOMETIMES THOUGH, THE RISK
BUILDING TARGET IS WORTH IT IN ORDER TO ACHIEVE YOUR OBJECTIVE. IF
IT WORKS, YOU’LL BE THE TALK OF THE REGION; IF NOT,
BETTER GET YOUR APOLOGY READY!

KEY:

LINE OF SIGHT

BROKEN LINE OF SIGHT

EXAMPLE OF LINE OF SIGHT WHEN SHOOTING INTO ENGAGED


MODELS: THE ATTACKER DOES NOT HAVE LINE OF SIGHT TO ONE OF
THE MODELS THAT IS IN BASE-TO-BASE CONTACT WITH THE TARGET
(DUE TO THE BUILDING); THEREFORE, THE NUMBERS ARE
ALLOCATED TO THE TARGET AND THE OTHER MODEL
(AS THE ATTACKER HAS LINE OF SIGHT TO BOTH OF THOSE).

26 FALLOUT – WA S T EL A ND WAR FA R E
,FOWW 2PB-002-111 ­— SECTION 3.1

ACTION: USE EXPERTISE


Achieving objectives in Fallout: Wasteland Skill: Lockpick
Warfare sometimes requires more than raw When a model Interacts with them, the Lockpick
combat prowess. Expertise is the group name for skill may be used to open lockboxes to gain items, or
COMPUTER SKILL ICON
the skills Search, Computers, Lockpick, and open locked doors.
Presence. The Use Expertise Action allows a
model to use one of these skills, if they have the Skill: Search
appropriate skill icon. Search may be used to find objects or notice
LOCKPICK SKILL ICON
recent tracks, etc, when the model is Interacting
Most Expertise Skill Tests require a model to
with them.
be able to Interact with something. A model can
Interact with an object if they are in base-to-base
Skill: Presence
SEARCH SKILL ICON contact with it and they are not engaged.
Presence may be used to inspire or intimidate
others, using abilities detailed on their unit cards.
Skill: Computers
To Use the Presence skill:
This skill may be used to hack terminals or open
PRESENCE SKILL ICON safes with which the model is Interacting. If the 1. A model must not be engaged, and
Computers Skill Roll is an X, the terminal or safe 2. The target must be within the color of the
is locked for the remainder of the current player’s model’s Presence icon.
turn, during which no other Use Computers
INTERACT ICON attempts can be made on that terminal.

TECH EXPERTS WITH AN EYEBOT HACK INTO A VAULT WHILE A BROTHERHOOD PALADIN STANDS GUARD

28 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 3.2
FOWW 2PB-002-111 —

SCAVENGING
Depending on the scenario, the battlefield may have or sell inside locked cabinets, Nuka Cola Machines,
some items to be discovered, retrieved, avoided, etc. Vault-Tec supply cases, piles of waste, or even
It may be a hunt for a Deathclaw’s nest, an attempt booby-trapped desks. These are represented by
to access the few working computer terminals, or Investigation and Searchables Markers which
just searching for food, chems and weapons to use are defined by the scenario.

INVESTIGATION MARKERS
Investigation Markers represent items that need
to be seen by a model from a distance to understand
what they are. These may be obvious just by seeing INVESTIGATION
MARKER
them (for example, Deathclaw tracks, a dropped
backpack containing medical samples, a wrecked
car, a breach in compound walls). Some may require
closer inspection (such as determining in which
direction tracks lead, or what’s inside a backpack or
filing cabinet) – see ‘Searchables’, p.30.

When added to the battlefield (often at the start of


a battle), Investigation Markers are placed face-
down on the battlefield. A player can look at any
face-down Investigation Marker(s) which are both:

A. wholly or partly within the Awareness range,


and
B. within Line of Sight of any of their models
A
(regardless of the models’ activation).

Example: There are three Investigation B


Markers near Aspirant Goddard, who has
THE BUILDING’S WALL
Blue Awareness. Aspirant Goddard’s BLOCKS THE
position allows its owning player to look at LINE OF SIGHT
Investigation Marker A because it is within
the Blue range and the model has Line of Sight ASPIRANT
to the token. The model’s position does not allow GODDARD
the player to look at Investigation Marker B
because it does not have LoS to the token, or
at Investigation Marker C because it is
outside the Blue range. KEY:

A player can look at any number of Investigation


LINE OF SIGHT C
Markers that fulfil the requirements (above) at any
time (even when it is not their turn) apart from EXAMPLE OF RANGE FOR INVESTIGATION MARKERS

during a movement by one of their own models – so


models must be at the start or end of a movement INVESTIGATION MARKER UNDERSIDES
when judging which Investigation Markers are NAME ICON DESCRIPTION
within range.
Numbers represent various items defined in the scenario,
No roll or Action is required to look at an Number such as a computer terminal, the body of a Deathclaw, part
Investigation Marker. of the prototype Synth, Mirelurk tracks.

Unless directed otherwise, the player looks at the


Blank Blank means there is nothing here.
Investigation Marker(s) without showing the other
player and then returns the Marker(s) to a face-
This marker represents a Searchable (see p.30) and
down position in the same location. A player can
inspecting it can result in gaining an item or something of
look at any Investigation Marker they have already
value. While a player’s model is in base-to-base contact
viewed even if they no longer fulfil the requirements. Searchable
with this Investigation Marker, they may reveal and
The underside of the Marker shows one of the icons replace the Investigation Marker with a Searchable
shown in the table (right). Marker (face-down).

S E CT I O N 3 – S E ARCHI N G T HE WASTELAND 29
SEARCHABLES
Searchables Markers represent objects that must Actions (but not during an Action, i.e. not part-
be examined close-up to understand what they are, way through a movement). It does not require an
and may be closed containers that need opening, Action to look at a Searchable Marker. In most
SEARCHABLE MARKER
(BACK) such as a Vault-Tec supply case. cases, the player can choose whether to interact
with the Searchable – if the player does not want
When added to the battlefield (often at the start of
to (or cannot) interact with the token, they put it
a battle), Searchable Markers are placed face-down
back face-down. However, if the underside of the
according to the scenario set-up. These can be a
Searchable has a red (or half-red) background,
mix of specific objects for the scenario (e.g. the keys
then the player has no choice but to interact with
to the doors, the Brotherhood’s plans, the missing
it immediately.
Deathclaw egg) as well as general salvage that
litters the Wasteland. When a player interacts with a Searchable Marker,
they reveal it and the icons on the underside
A player can look at a Searchable Marker if the
explain any actions required and what the
model they are currently activating is unengaged
outcomes are. Some Searchables simply give an
and in base-to-base contact with the Searchable
immediate benefit (e.g. draw an Item), but some
Marker, before or after each of that model’s
Searchables require a Use Expertise Action first,
before any rewards/penalties. For example, the
SEARCHABLE MARKER UNDERSIDES suitcase needs lockpicking successfully to get the
NAME ICON DESCRIPTION item inside, or the pile of refuse needs searching
Letters represent various items determined by the scenario, successfully to find the item within it. A model must
Letters such as a key, the antidote, a delivery schedule showing perform a Use Expertise Action to carry out any
the location of the captured villagers. relevant test:

Indicates a successful test.


Blank Blanks mean there is nothing here
Indicates
 a failed test. No red cross indicates
nothing happens if the test is failed.
An item is there for taking without any skills or tests.
Item When a Searchable Marker has been fully resolved
Draw an Item card from The Wasteland (see p.31).
and all benefits taken, discard the marker.

MAMA MURPHY RETRIEVES CERTAIN ‘ITEMS’…

30 FALLOUT – WA S T EL A ND WAR FA R E
EVEN THE BROTHERHOOD CAN BITE OFF MORE THAN THEY CAN CHEW WHEN SEARCHING FOR LOOT!

Found Items SEARCHABLE MARKER UNDERSIDES


When an Item is found, draw an Item card from ICON DESCRIPTION
The Wasteland (see below), and choose either to:
The model must perform a Use Expertise Action to make a Lockpick
nn keep the Item and place it with that model’s Skill Test.
unit card, or Success: Draw an Item card.
Failure: Remains locked, but can be re-attempted.
nn leave the Item.

If left, place the card face-down somewhere off As ‘Lockpick Required’ (above) but requires a Search Skill Test instead of
the battlefield without revealing it, so long as it Lockpick.
is possible to tell which Searchable marker it now
relates to. Any model interacting later with that As ‘Lockpick Required’ (above) but requires a Computers Skill Test instead
Searchable marker uses the same drawn Item card. of Lockpick.

Found Items kept during a battle are held by, and The Model can tell that this object is locked but it is also trapped.
can be used by, the specific model that kept the A successful Lockpick Skill Roll will gain the item without triggering the trap.
Fail: Draw a Danger card from The Wasteland (see below)
Item. If the model that takes an Item is part of a
Then, Success or Fail: Draw an Item card. A model can choose not to
unit containing multiple-models, the Item is only
Use Expertise and leave the lock alone.
held by the specific model that found it. Limited
Use Items found during battle can be shared with The Model must draw and resolve a Danger card from The Wasteland.
nearby models as usual (see page 32). After resolving it, draw an item.

The Model must draw and resolve a Danger card from The Wasteland.
THE WASTELAND There is no other effect and no item.
The Wasteland is an area next to the battlefield
where several decks of cards are located. Unless card requires a Skill Test, such as testing Agi
directed otherwise by the scenario, create The or making a Lockpick test, this does not require
Wasteland during set-up by placing all unused an Action.
Item, Danger, Creature and Stranger Cards
in separate decks and shuffle each separately. The Adding a Stranger to the Battlefield
Event Card deck is also part of The Wasteland (see To add a Stranger to the Battlefield, add a blank
the Campaign Handbook, page 4). or numbered Searchable Marker face-down. When
a player Interacts with the marker, they draw a
Drawing and Resolving Cards Stranger card, Once the Stranger card is drawn, the
When a card is to be drawn during a battle, it same card is used for that Stranger (i.e. a different
is drawn from the decks in The Wasteland. If a one may not be drawn).

S E CT I O N 3 – S E ARCHI N G T HE WASTELAND 31
FOWW 2PB-002-111 ­— SECTION 3.3

ITEMS
Each unit can have one or more items assigned to Every model in a unit is equipped with, or has
them, such as weapons, gear, chems, food, drink, access to, the same items.
etc. and these cards are placed with their unit card.

ITEM TYPES
TYPE ICON DESCRIPTION LIMITED USE

Alcohol can have many varied benefits, but can also result in negative
Alcohol
effects of addiction after use. See ‘Addiction’ p.34.

Armor offers protection against harm. A model’s Armor Ratings are


derived from one card that sets armor values (which may be their own
Armor unit card) plus up to one card that alters those values. A model can set
which cards it is using for its Armor Ratings at the start of its activation.
See ‘Armor’ p.21.

Chems can have powerful mind- and body-altering effects, but can also
Chems
result in negative effects of addiction after use. See ‘Addiction’ p.34.

Clothing can increase attribute values and offer extra abilities.


Clothing
A model may equip up to one clothing Item.

Food and Drink items can heal damage, increase stats, increase
resistances, and more. When cooked, some food and drink has increased
Food and effects and removes the harmful radiation gained from exposure to the
Drink Wasteland. A model may use the cooked effect on a card if the card
was equipped by a model in their force at the start of the battle.
Super Mutants may always use the cooked effect.
The Wasteland is full of weird and useful items which can vary, from a
Gear Stealth Boy that temporarily renders the wearer practically invisible,
to Stuffed Monkey toys which can be used to warn of enemy activity.
Many Wastelanders survive by scavenging junk and selling it for Caps.
Junk Junk serves no other use than its value in Caps, which be used to expand
your Settlement. See the Campaign Handbook: ‘Settlements’ – p.18.
Mods are modifications to Weapons, Armor and Power Armor which
improve their capabilities. Up to one Mod card can be attached to an
Mods item which is of the same type, i.e. Rifles can only be fitted with Mods
showing the Rifle weapon type icon. Mods cannot be fitted or changed
during a battle.
Power Armor is amongst the toughest protection in the wastelands.
Power Armor A model may equip up to one Power Armor Item. See ‘Power Armor’
p.45.

Grenades
Weapons (Various) The main offensive power on the battlefield.
and Mines

LIMITED USE ITEMS


Some Items are discarded after use and these are A model has access to any Limited Use items
called Limited Use Items. A unit can be equipped its unit is equipped with, and/or any Limited
with multiple copies of the same Limited Use Item Use item possessed by any unengaged friendly
using one card and placing counting tokens on the model within Yellow range and Line of Sight, as
card equal to the additional number equipped, i.e. if they were equipped with it themselves. This is
COUNTING TOKEN two Stimpak cards can be represented by 1 Stimpak called sharing because models on the same side
card and a single Counting Token. in Fallout: Wasteland Warfare work together
regardless of which unit they belong to (‘Hey,
A model may use up to one Limited Use Item each
Nate! Throw me a stimpak!’). Using a Limited Use
Action (or Quick Action).
Item via sharing does not transfer the item’s card
Any exceptions are described on the relevant cards. to the unit using it.

32 FALLOUT – WA S T EL A ND WAR FA R E
In the example (right), Aspirant Goddard KNIGHT
is equipped with a stimpak. Knight Patrol PATROL
A is within Red range and LoS, and is not
engaged so could use the stimpak. However, KNIGHT
Knight Patrols B, C or D could not use the PATROL
stimpak as they are (B) not within LoS, (C)
beyond Red, and (D) engaged.

AVIATOR
USING ITEMS
THE BUILDING’S WALL
Items can be used by any model which has access BLOCKS THE
KNIGHT LINE OF SIGHT
to them immediately before or after the model
PATROL
performs any Action (so it can even be before or
ASPIRANT
after a Reaction – see ‘Prepare’, p.41).
GODDARD
When made active, item effects have three types KNIGHT
PATROL
of duration – Instant, Fixed and Diminishing,
KEY:
as shown in the table below. Fixed Effect duration
items can be identified by the Fixed Effects LINE OF SIGHT
Duration icon, Diminishing duration items can be
identified by the columns and rows showing their
EXAMPLE OF RANGE FOR SHARING ITEMS
effects over time, and all other Items are Instant
duration, so take place immediately.
the right so that all green columns with dots at the
When an item’s effect ends, discard its card (or bottom are showing. Bonuses and penalties that
discard one of its Counting Tokens instead). If the affect S.P.E.C.I.A.L. stats are cumulative, so should
FIXED EFFECTS
item shows the Addictive icon, check for addiction be added together by reading across the extended DURATION ICON

(see ‘Addiction’, page 34). column to give the new adjusted value of the stat.
Some benefits provided other effects (i.e. +1 AP).
Fixed Effects
When activating a fixed effect item, place Counting In the example below, a Paladin takes some
Tokens on its card equal to the number next to the Buffout. The initial effect is +3 Str and
Fixed Effects Duration icon to show its duration. If +3 End, giving them Str 9 and End 8.
zero, add no Counting Token – it will last until the
model’s next activation. The duration an item lasts for is tracked by sliding
the item card under the unit card by one step
As soon as a model is activated, update each of its
as soon as the model is activated. If a column
active fixed effect cards by discarding any cards
containing a modifier becomes covered by the
with no duration counting markers first, then
reducing the number of duration Counting Tokens
on each remaining card by 1.

Diminishing Effects
Some items have diminishing effects which last for
several turns but change as time progresses. These
can only be used by single-model units. When made
active, the effect of the items starts and the card
is placed underneath the unit’s card protruding to

OPERATIONAL DURATION FOR ITEMS


EFFECT DESCRIPTION
The effect takes place immediately
with no on-going effect (for
Instant
example, a Stimpak heals regular
damage and then is discarded).
The effect starts and then lasts for
Fixed a period of time with the same
effect.

The effect starts and then lasts for


Diminishing a period of time with the
diminishing effect.

S E CT I O N 3 – S E ARCHI N G T HE WASTELAND 33
unit card after sliding beneath it, then the
benefit/penalty is no longer in effect, reflecting
the reducing influence of the item over time.

Example: When the Paladin is next activated,


the card slides one step under, which means the
+2 Str benefit has gone, but the +1 Str,
+3 End remain, leaving the Paladin with Str 7
and End 8.

When the Paladin is activated during the turn


after that, the Item card slides beneath the unit
card one step further.

When the Paladin is activated during the turn


after that, the Item card will slide entirely
underneath the unit card and all effects will end.

A unit may only have one item with a diminishing


effect in progress at any time. For example, a
unit with an operational Buffout chem would not
be able to make another item operational with a
diminishing effect until the effect of the Buffout
chem had completely finished. However, the model
could still use items that have instant effects
or fixed effects whilst a diminishing effect is in
progress. A unit cannot choose to end a diminishing
effect early.

ADDICTION
Some substances such as chems and alcohol have
an addictive downside after use. When the effect
of an item card with the Addictive icon ends, a
Special Effect Dice is rolled. If the result matches
the icon shown next to the Addicted face, the model
has become addicted; instead of discarding the card,
the card is turned 180 degrees and slid under the
unit card, with the red section showing the effects
ADDICTIVE ICON of this addiction. These effects remain until the
addiction is cured (by various items in a similar way
to a stimpak); the effects do not degrade over time.
If the dice result did not match the icon on the card,
the item is discarded and there is no addiction effect.
Note that the result that shows both a bottle and a
star is resolved as if it was just a star.

Example: The Buffout effect ends so the


Paladin rolls a Special Effect dice. The result
is a star, so the Paladin suffers the addiction
effects which result in Str 5 and End 4.

HEALING ITEMS
REGULAR RADIATION Healing Regular Damage Healing Radiation Damage
DAMAGE DAMAGE
TOKEN TOKEN When a model uses an item to heal regular When a model uses an item to heal radiation
(physical and energy) damage, a number of Damage damage, a number of Radiation Damage Tokens
Tokens are removed, as directed by the item card. are flipped over to the regular damage side. If
STOP!
Now’s a great If the healing effect on a model would remove more the healing effect would flip over more Radiation
time to try out Regular Damage Tokens than there are next to a Damage Tokens than there are on the unit card, the
TUTORIAL 2 model, the excess is ignored. Radiation Damage excess is ignored. Regular Damage Tokens are not
IN THE CAMPAIGN HANDBOOK Tokens are not affected by healing regular damage. affected by healing radiation damage.

34 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-002-111 ­— SECTION 4.1

BATTLE CRY
During a Charge Action, some units can use the
Battle Cry skill to attempt to intimidate enemies.

nn A colored Battle Cry skill icon shows a unit


has the Battle Cry skill (and also has the Resist
Battle Cry skill). The color of the icon shows
BATTLE CRY SKILL ICON
(ORANGE RANGE) the distance a successful Battle Cry may push
back a defender, as described below.

nn A white Battle Cry skill icon shows a unit Note: Battle Cry is part of the Charge Action so
whose models have only the Resist Battle any triggers are resolved after the Battle Cry is
RESIST BATTLE CRY Cry skill. resolved (including any Push Back).
ICON

nn Some units, though they have neither Battle


Battle Cry Example:
Cry nor Resist Battle Cry icons, may still be
immune to Battle Cry themselves, showing the A Brute declares they are charging a Lancer,
Battle Cry Immunity icon on their cards. using their Battle Cry skill. The Brute Charges
BATTLE CRY
IMMUNITY ICON into base-to-base contact with the Lancer and
To perform a Battle Cry, after moving your model
chooses a black Charge Bonus Marker. To
into base-to-base contact, resolve an Opposed Skill
resolve the Battle Cry Test, the Brute rolls the
Test (see page 10): charger’s Battle Cry skill versus
Skill Dice and needs to roll their Battle Cry
defender’s Resist Battle Cry skill. The highest
Value of 8 or less (the same as their Str) to be
successful result wins. If tied, the charger wins.
successful, and rolls a 2.
If the charger wins the Battle Cry Test, they receive
the following bonuses: The Lancer has Resist Battle Cry, so rolls the
Skill Dice, needing to roll 3 or less (the same
1. The Charge does not count as a Trigger for the
as their Cha stat) to be successful, and rolls a
defender, so the defender cannot use a Reaction
1. Both models have successful rolls but the
in response to that Charge (see ‘Reactions to a
Brute’s result is highest so it is successful
Charge’, p.41).
and it gain the benefits. (The Lancer has a
2. The charger receives one Black and one Reaction Marker, but cannot use it in response
Green Charge Bonus Markers. to the Charge due to the successful Battle Cry
– see p.36).
3. After engaging the defender, the charger may
CHARGE BONUS MARKERS
perform a Push Back on them, up to a distance
If the Lancer had rolled a 3, they would have
equal to the color of the charger’s Battle Cry
resisted, the Brute would have received no
icon (see ‘Push Back’, below).
bonuses, and removed the Black Charge Bonus
If the defender wins the Battle Cry Test, the Marker too. Also, the Lancer could then have
charger gains no benefits, plus the defender may used their Reaction Marker in response to the
immediately use a Reaction to move their model Charge as normal to either attack the Brute
out of engagement with the charger without giving or to move out of being engaged without it
PUSH BACK ICON the charger a free attack (see ‘Reactions’, page 41). resulting in the usual free attack.

PUSH BACK
Push Back is a special movement which can be used when an ability or effect
PUSHED
specifies it. The pushing model can move the target model a maximum distance MODEL
equal to the Push Back color (usually their Battle Cry icon) for each Push Back.
A model affected by a Push Back is moved in a direct line away from the
pushing model (drawn center-to-center between Models). PUSHER

The pusher may move their model with the target so that they remain in base-to-
base contact. Push Back movement stops if either model comes into contact with
any another model or scenery that is cover or blocks movement. Push Back does
not allow a free attack on a model being pushed out of base-to-base contact.

If the Push Back is part of an attack, any damage from the attack is resolved
before the Push Back.
BATTLE CRY EXAMPLE: A BRUTE CHARGES

36 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 4.2
FOWW 2PB-002-111 —

TERRAIN
Pieces of terrain and scenery can be classified as
Normal, Difficult, Impassable and/or Climbable
HELPFUL HINT
No- 5 from Vault Boy!
(as well as whether they block Line of Sight and/or
count as cover – see page 17).

DURING SET-UP, PLAYERS SHOULD AGREE THE EFFECTS OF


Normal Terrain
THE TERRAIN:
There are no restrictions, bonuses or penalties for
movement across Normal Terrain.  DIFFICULT
 IMPASSABLE
Difficult Terrain  CLIMBABLE
A model whose base will pass over any amount
THE EFFECTS MAY BE DIFFERENT DEPENDING ON MODELS:
of Difficult Terrain during its movement uses one
A DEATHCLAW MIGHT CONSIDER SOME WATER OR A
color range ruler shorter for their Movement than
SMALL PILE OF CRATES AS NORMAL TERRAIN WHICH
their usual Movement distance. Difficult Terrain
SMALLER MODELS WOULD CONSIDER DIFFICULT TERRAIN.
can be rocky or unstable surfaces, items that can be
leaped like barriers, desks, etc. TYPICAL DIFFICULT TERRAIN: LADDERS, RUBBLE, MUD,
SHALLOW WATER, ROAD BARRIER.
Example: A Mutant Hound has a blue Charge
TYPICAL IMPASSABLE TERRAIN: BRICK WALL, CHAINLINK
distance. It charges over the rubble of a fallen
FENCE, BURNING RUBBISH PILE.
building (Difficult Terrain), so its Charge
distance is resolved with the green range ruler. TYPICAL CLIMBABLE TERRAIN: VERTICAL WALLS OF A
BUILDING, ROUGH CLIFF FACE.
Some models are unaffected by Difficult Terrain
and Move and/or Charge over it as they would
over Normal Terrain. This is indicated by the Examples: Deep water might be impassible
Unimpeded icon, right. to a Sentry Bot, whereas Mr Handy could
float over it. An open furnace or spiked pit
Impassable Terrain would be impassible to humans, creatures
Unless otherwise agreed no model can move and robots alike. UNIMPEDED ICON

through Impassable Terrain.

DOWNED BROTHERHOOD LANCERS TAKE COVER

S E CT I O N 4 – RE ADY FOR ACTION 37


AN OPTIMISTIC SUPER MUTANT LEAPS FROM HEIGHT

CLIMBING AND FALLING


Climbable Terrain
Any Movement that includes climbing up or down
HELPFUL HINT
No- 6
a climbable surface counts as moving over Difficult
Terrain. However, at the start of any climb’s vertical from Vault Boy!
movement, the climbing model must make an Agi
Test. If successful, the model climbs up/down the HIGH UP AND SHORT ON TIME? JUMPING DOWN CAN
surface as if traversing Difficult Terrain. If the test BE DANGEROUS, BUT IS THE FASTEST WAY DOWN –
fails, the model falls to the ground (calculating AND BETTER THAN FALLING SHOULD YOU SLIP AS YOU
falling damage from their start position – see below), START YOUR CLIMB DOWN! IT CAN EVEN BE A QUICK
and their Move Action ends. ESCAPE FROM AN OPPONENT, ESPECIALLY IF YOU
KNOW YOU CAN SURVIVE THE FALL WHILE THEY MAY
Models Mid-Climb NOT. JUST REMEMBER TO BEND THE KNEES AND ROLL
Remove the model from the battlefield and AS YOU LAND!
record where their base would have been when
their Movement Action (Move or Charge) ended;
that model starts its next Movement from there down from up to Orange distance incurs no damage.
(remembering to make a new Agi Test). A model The jump down counts as a Move but the model
that is mid-climb cannot attack or Use Expertise will always complete their jump even if their Move
(see p.28). A model that is mid-climb can still be distance does not cover the full distance required.
attacked by ranged weapons and can be engaged by
non-friendly models if the attacking model’s base is Inability to climb
within Orange range (above or below) the target’s Units showing the Inability to Climb icon (right)
base. Place the model back on the battlefield when cannot climb or use ladders.
INABILITY TO CLIMB ICON it is no longer climbing.
Falling Damage
Jumping Down The amount of falling damage taken by a model is
Instead of climbing down, models can jump down based on the distance fallen plus a roll on the black
vertically which results in suffering Falling dice. Measure from the start point of the model’s
Damage (see following page), but is resolved as if Movement to the point of impact and use the
from one color range ruler in height less. Jumping Falling Damage table on the opposite page.

38 FALLOUT – WA S T EL A ND WAR FA R E
If a model suffers any damage (after an armor roll)
from falling, that Movement Action ends where
they land. If they are undamaged and still have
remaining movement (after the distance of the fall),
they may keep moving.

FALLING DAMAGE
DISTANCE UP TO DAMAGE

+2

+4

+6

+8
Example: The Sole Survivor falls from a
rooftop which is higher than the yellow range
+10
ruler but within the red range ruler. The
player rolls 1 black dice (getting 1 icon)
> Black Remove model from Battlefield
and adds 4 to the damage result making a
total of 5 damage.
Each Damage icon ( ) rolled on the black 1 DAMAGE ICON =
+1 DAMAGE
dice while calculating falling damage equals The Sole Survivor has physical armor 3 and WHEN ROLLING FALLING
DAMAGE
+1 damage. rolls 2 on the Armor Dice, leaving a
total of 3 damage. More than a scratch,
Each Nuka-Cola Bottle icon ( ) rolled on the
but not too bad for falling over two stories.
black dice while calculating falling damage equals
-1 Armor Reduction. 1 NUKA-COLA =
Models in Power Armor -1 ARMOR REDUCTION
WHEN ROLLING FALLING
All other icons are ignored. Models in Power Armor ignore ALL falling damage. DAMAGE

EDGE OF THE BATTLEFIELD


A model is deemed to have left the battlefield
when any part of their base moves over the edge,
even part-way through a movement. Models
can use their own movement (or the effect of a
friendly model) to leave the battlefield willingly.
Unless the scenario dictates otherwise, models
that do so are treated as if they were eliminated
for points scoring, but as if they survived the
battle in all other respects.

When any part of a model’s base would be


forced over the edge of the battlefield by the
effect of a non-friendly model (such as during a
Push Back (see p.36), the edge of the battlefield
is treated as a hard edge, so models cannot be
forced to leave the battlefield. However, each
time any part of a model’s base would have been
forced over the edge by a non-friendly action,
the model suffers 1 regular damage (with no
Armor Roll to prevent it).

A model cannot choose to leave the battlefield


when forced by a non-friendly model.

DOGMEAT
DOGMEAT ABOUT
ABOUT TO
TO TAKE
TAKE DAMAGE
DAMAGE FROM
FROM PUSHBACK
PUSHBACK

S E CT I O N 4 – RE ADY FOR ACTION 39


­ SECTION 4.3
FOWW 2PB-002-111 —

QUICK ACTIONS
Quick Actions are bursts of activity a model may nn Quick Actions that require a Skill Test suffer a
perform in addition to regular Actions, but at a -2 modifier to the Skill Value.
penalty. Quick Actions are mostly used when:
nn Quick Actions that require Movement use a
nn models spend Action Points (see below), or range ruler one color shorter than usual.

nn when making a Reaction to a Trigger, thus Additionally, any Action Points generated during a
performing Actions during an opposing player’s Quick Action are ignored, whether from the dice or
turn, (see ‘Prepare Action’, p.41). any other source.

When a model performs a Quick Action, it is As with regular Actions, a model can only perform a
resolved the same way as the Action of the same specific Quick Action if they have the relevant skill.
name, but with a penalty depending on the Action:

ACTION POINTS
Action Points (APs) allow some models to perform
Quick Actions. Models can spend APs on any
Action Point Use icons they have on their cards.
Primarily, the Action Point Use icons are found on
Heroic Cards (see, p.50), but sometimes appear on
unit cards or other cards.

Gaining APs
A model may gain APs from abilities, perks (see
the Campaign Handbook, p.5), and Items, as well
as from dice results during their activation’s Skill
Tests. For example, the Cog icons on the Skill Dice A MODEL WITH THIS V.A.T.S. THIS HEROIC CARD ALLOWS
give 1 AP. Note that APs cannot be gained during ABILITY GAINS 1 AP FOR A MODEL TO PERFORM
Quick Actions. APs are specific to each individual EACH NUKA COLA BOTTLE QUICK ACTIONS TO MOVE
model and cannot be transferred between models ICON ROLLED ON 1 SPECIAL OR CHARGE, MAKE ATTACKS,
even within the same unit. (BLUE) EFFECT DICE. OR USE EXPERTISE.

V.A.T.S. Using APs


Heroic Cards give a unit the V.A.T.S. (Vault- A model with APs can spend them to perform Quick
Tec Assisted Targeting System) ability which can Actions during its activation in addition to its
generate APs for a model each turn. When the regular Actions. A model’s cards may show one or
model of a unit with a V.A.T.S. ability is Used, more Action Point Use icons on its unit card and/or
roll a Special (blue) Effect Dice and gain 1 AP equipment and ability cards. The Action Point Use
for each rolled Nuka-Cola Bottle. This roll is icons are shown in the table, below left:
separate to any Test during the model’s activation.
It costs 1 AP to perform the Quick Action associated
with one of the Action Point Use icons on the
ACTION POINT USE ICONS
model’s cards. Each Action Point Use icon can only
ICON NAME USAGE
be used once during a model’s activation.

Allows a Model to perform a Movement (Quick Action):


Movement For example, a model with 2 APs and only
Move or Charge
1 Movement Action Point Use icon could spend
1 AP on a Quick Action Movement but not 2 APs
Allows a Model to perform an Attack (Quick Action): to perform two Quick Action Movements.
Attack
Shoot, Close combat, Thrown or Heavy Weapon
If more than one model in a unit has APs to use, the
Action Point Use icons used by one model do not
Allows a Model to perform a Use Expertise (Quick
Expertise affect those other models in the same unit may use.
Action): Computers, Lockpick, Search or Presence

Unused Action Points


Any APs remaining at the end of a model’s
Prepare Allows a Model to Prepare
activation are discarded. As a result, APs cannot be
carried over, transferred, or kept.

40 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 4.4
FOWW 2PB-002-111 —

ACTION: PREPARE
As an Action, a player may Prepare, allowing A model that performs a Prepare Action has a
a model to make a Reaction in response to Reaction Marker placed next to them (it may
something an opposing model may do (the ‘Trigger’ never Prepare more than one Reaction, so will
REACTION
see p.42) during one of their opponent’s turns. never have more than one Reaction Marker). MARKER

A Reaction is an immediate Quick Action (see p.40) If a model uses an Action to Prepare and then
chosen by the reacting model’s player at the time of performs other Actions during their activation, the
a Trigger. Reaction Marker is not lost; Prepare does not need
to be the last Action a model takes during PREPARE ACTION
Awareness of any Action except Prepare by a POINT USE ICON
its activation.
model on the opposing side can be that Trigger, as
would the model or any allied models being hit by A model can only Prepare using an Action Point
an attack. (see p.40) if they have the Prepare Action Point
Use icon.

REACTIONS
If a model has a Reaction Marker next to it, and Charge, as the target of the Charge is considered
is aware of a Trigger (see page 42) it may use a momentarily intimidated (see ‘Battle Cry’, p.36).
Reaction.
Limits to Reactions
All Reactions are Quick Actions with the usual
A model can only have one Reaction Marker next
options and restrictions available to the model as
to it at any time. In rare exceptions when a model
if they were taking an Action, but with the usual
is allowed to make multiple Reactions, a model can
Quick Action penalty (page 40).
only perform one Reaction for each Trigger they
Note: Reactions are declared and its Quick Action are aware of, i.e. a model can perform a Reaction
resolved after the Action that provided the Trigger to move after being aware of a valid Trigger, but
is resolved, but before the next Action (see ‘Reaction cannot then immediately use another Reaction to
Timing’, page 42). shoot until aware of another Trigger.

Reactions that are Attacks Resetting Reaction Markers


If a Reaction is an attack (Close Combat, Shoot, When a model is activated, its Reaction Marker is
Throw), the attack can ONLY target the model that discarded. This means Reaction Markers are not
caused the Trigger, with the usual LoS conditions removed from models automatically at the end of a
applying after the Trigger Action has completed. round – only at the start of a model’s activation.

Reactions When Engaged After a Reaction


If a model is in base-to-base contact with one or When a Reaction is complete, the Reaction
more enemy models, that model can only use their Marker next to the model is removed (apart
Reaction to: from one exception – see ‘Action Points During REMOVE
REACTION ICON
Reactions’, below).
A. Respond to Triggers caused by an enemy
with which they are engaged, or
Action Points During Reactions
B. Move, if they take damage from any source A model does not gain APs generated during a
(not just from models with which they are in Reaction because a Reaction is a Quick Action.
base-to-base contact).

Reactions to a Charge
A model that Reacts to being Charged by using a HELPFUL HINT
Ranged Weapon to shoot at the Charging model No- 7 from Vault Boy!
does not suffer the usual penalties for using a
Ranged Weapon in Close Combat – they enjoyed a WAITING FOR THAT RIGHT MOMENT CAN HAVE
moment extra within which to time their shot. This ADVANTAGES. USE PREPARE TO WAIT UNTIL A BETTER
lasts for that Reaction only and any further attacks TARGET STEPS INTO RANGE, OR MAYBE JUST DETER
whilst engaged will incur the penalties for using a UNWANTED GUESTS FROM COMING ANY NEARER. USE
Ranged Weapon in Close Combat as usual. YOUR REACTION TO MOVE OUT OF SIGHT AFTER THAT
RAIDER MOVES INTO VIEW, OR HACK THE COMPUTER AS
Note that a Charge paired with a successful Battle
THE DEATHCLAW CLOSES IN.
Cry does not provide a Trigger for a Reaction to a

S E CT I O N 4 – RE ADY FOR ACTION 41


TRIGGERS
Triggers are Actions that can prompt enemy
models to make a Reaction (see above), if they are
HELPFUL HINT
No- 8
aware of it. For example, a model close enough to
see an opposing model move or shoot can choose from Vault Boy!
to use their Reaction Marker to perform a Quick
Action to shoot at that model, pursue them, run IF IT’S NOT PEOPLE SHOOTING AT YOU TO STEAL YOUR
away, etc. STUFF, IT’S PEOPLE WAITING TO SHOOT AT YOU AND
STEAL YOUR STUFF. BE AWARE OF THE TRIGGERS YOU
What Qualifies as a Trigger? CAUSE, BECAUSE THE ENEMY MAY BE POISED AND READY
Except for Prepare, awareness of any Action TO REACT TO THEM. SEEING YOU MOVE, OR HEARING
by a model on the opposing side would count as a YOUR GUNFIRE, CAN BE JUST THE PROMPT THEY NEED TO
Trigger. A model being hit by an attack (whether LOCKPICK THE GATE OR DISAPPEAR INTO THE DISTANCE
it does damage or not) is also a Trigger. BEFORE YOU CAN BLOCK THEIR ESCAPE.

Occasionally, special events during a game may


also act as a Trigger – these will be described in
For example, when measuring range for
the scenario details.
Awareness, a model in the unit shown below
would use the green range ruler indicated by
Being Aware of a Trigger
the icon in the bottom left of the card.
To be aware of a Trigger, a model needs to have
Line of Sight to the Trigger AND be close
At up to one range ruler length away, a Trigger is
enough to the Action. The maximum distance
any Action (except Prepare) or any allied model
within which a model is aware of a Trigger
(including themselves) being hit by an attack.
depends on (a) the Action, and (b) the color of the
The only Triggers a model can be aware of at up
Awareness icon on the lower left of the Prepared
to two range ruler lengths away are movements
model’s unit card.
and attacks.

Multiple Perceptions of a Single Trigger


When multiple models are aware of the same
Trigger, the player that owns those models must
declare (and commit to) any Reactions they wish
to perform before resolving any of them, and then
must resolve all (and only) the ones declared in the
order they wish.

REACTION TIMING
If a player wants to use a model’s Reaction,
the Reaction is resolved after the opponent’s
Triggering Action has been completed and before
the next opponent Action (by the same model,
or by a different model) is started. Any part of
that Action can be a Trigger (even during the
Action) but the Reaction is not assessed and
resolved until the Triggering Action is complete.
For example, if a Triggering model moves out of
the reacting model’s Line of Sight before they can
react, the reacting model may subsequently use
a Move Quick Action to re-establish LoS, but will
be unable to target the Triggering model with a
Shoot Quick Action.
THIS BRUTE’S AWARENESS RANGE IS GREEEN

TRIGGER ACTIONS BY RANGE

STOP!
Now’s a great ONE LENGTH TWO LENGTHS
time to try out
Any Activity (except Prepare) Movement
TUTORIAL 3
IN THE CAMPAIGN HANDBOOK Friendly Model hit by an attack Attack

42 FALLOUT – WA S T EL A ND WAR FA R E
FOWW 2PB-002-111 ­— SECTION 5.1

ACTION: THROW
A model may use the throw action if they have the
throw skill icon.
THROW SKILL
ICON
Range
The range of Thrown Weapons is based on the color
of the Throw Skill icon of the model throwing it.
To reflect this, Thrown Weapon cards show a white
range bar bearing the Throw Skill icon on it.

Target, Line of Sight, and Cover


The targets, LoS and cover for a Thrown Weapon
are determined in the same way as shooting (see
page 16).

Throw Skill Roll


To launch a Thrown Weapon, the player performs
THROWN WEAPON a Throw Skill Test. Any cover that benefits the
CARDS SHOW A WHITE target (model or fixed point) is determined in the
RANGE BAR BEARING THE same way as with shooting (see page 16).
THROWN SKILL ICON ON IT
THE THROW SKILL ICON
Thrown Weapon Scatter
OF THE SUPERMUTANT AVIATOR IS
If the Throw Skill Test is failed on a Thrown
SHOWN BLUE, INDICATING THAT IT
Weapon with the Scatter icon, a scatter occurs
USES THE BLUE RANGE RULER.
before their effect is resolved. See ‘Scatter’ p.47.
SCATTER ICON
Using Thrown Weapons When Engaged
If a model is engaged and uses a Thrown Weapon,
HELPFUL HINT they must make a Skill Test to throw the weapon as
No- 9 from Vault Boy! usual, but can only target models with which they
are engaged.
THROWN WEAPONS WITH AN AREA OF EFFECT (SEE
PAGE 46) ARE A GOOD CHOICE WHEN TAKING ON UNITS Thrown Weapons and Criticals
WITH LARGE NUMBERS OF WEAKER MODELS, LIKE RAD Thrown Weapons do not use Criticals (see page 53),
ROACHES OR MASSED GROUPS OF GEN-1 SYNTHS. so any Critical icons rolled when using a Thrown
Weapon are ignored.

GRIME THE MUTANT PREPARES A MOLOTOV…

44 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 5.2
FOWW 2PB-002-111 —

POWER ARMOR
Power Armor is incredibly effective, usually
providing good amounts of armor, a Strong Armor
bonus (see page 21), and often other benefits such
as increased Strength or Action Points.

Power Armor can only be used by single-model


units. A unit with Power Armor places the Power
Armor card underneath the unit card so that its
undamaged (green) side protrudes to the right (see
Example 1), with attribute lines aligned to show
the benefits. The Power Armor’s Armor Ratings are
shown at the bottom of the card. Items that increase
Armor Ratings cannot be added to Power Armor.

A model wearing Power Armor only gets one armor


roll when hit, regardless of any armor worn beneath
it. Before a model wearing Power Armor makes an
armor roll, the player can choose to use the Armor
Ratings shown on the model’s Power Armor card,
instead of the model’s usual Armor Ratings.

Note: The Armor Ratings of Power Armor cannot be


Example 1: A Paladin is wearing T-60 power
increased by equipment other than Power Armor
armor that offers +3 Str and +4 End bonuses.
mods. Also, Power Armor be only be repaired by items
The model has a total of Str 9 and End 9.
that specifically state they affect Power Armor.
However, the Armor Ratings do not stack.

DAMAGE TO POWER ARMOR


When damage is applied to a model wearing
undamaged Power Armor, Damage Tokens are
placed beside the Power Armor card until the total
Damage Tokens equal the armor’s End bonus. (Note
that it does not matter what attribute the model
wearing the Power Armor uses for Health.)

In Example 1, the first 4 Damage Tokens will


be applied to the Power Armor card before any
are placed on the model.

When the total Damage Tokens on the armor card


equal the armor’s End bonus, the Power Armor is
categorized as degraded: its card is rotated from
its green side to its yellow side to show the new
benefits. Any remaining damage is then applied.
Even when degraded, Power Armor continues to give
benefits such as increased strength, negating falling A FOURTH DAMAGE
damage, and and other effects as shown on its card. TOKEN EQUALS THE
ENDURANCE BONUS OF
In Example 2, a Paladin with T-60 Power THE GREEN SIDE OF THE
Armor has 3 Damage Tokens on their Power POWER ARMOR CARD.
Armor card. With an End bonus of +4, the IT IS NOW ROTATED TO
Power Armor is not yet degraded. Then the THE YELLOW SIDE.
Paladin takes 2 more damage. The first Armor Ratings are lower (although still better
Damage Token is added to the Power Armor than the Paladin’s unit card). The second of the
card which now has 4 Damage Tokens, 2 Damage Tokens is added to the unit card.
equalling the End bonus: the Power Armor is
now degraded. The player rotates the card 180 Falling Damage and Power Armor
degrees to show its degraded side. It still gives Power Armor always negates ALL damage from
+3 Str, but there is no more End bonus and the falling (including jumping).

S E CT I O N 5 – T HE T OOLS OF WAR 45
FOWW 2PB-002-111 ­— SECTION 5.3

ADVANCED WEAPONS
MINES
An unengaged model can use a Move Action to place nn Such a model ends any Action within the
a mine up to Orange from the model. Note: the proximity trigger area, or
model cannot move anywhere during this Action,
nn When the base of such a model enters, or
MINE but such a Move Action is a Trigger, and can be a
MARKER moves within, the proximity trigger area, in a
Reaction to a Trigger (see pp.41-42). A Mine Marker
case when their Action would otherwise end
is placed on the battlefield to show the center of the
back outside the proximity trigger area. The
mine’s proximity trigger area – an area around the
movement is paused to resolve the damage
marker equal to the color of the short-range bar on
before it is completed.
the mine’s weapon card.
Blast Radius
Mines become active at the start of the next turn
The diameter of the damage blast from a triggered
of the player which dropped it. An active mine
mine is an area effect (see below) shown on the
is triggered only by models not on the side that
mine’s weapon and centered on the mine’s marker.
dropped it, either when:

AREA EFFECT WEAPON DAMAGE


The color of the damage value on the weapon
card not only indicates that it is an area effect
weapon, but shows the diameter of the effect
centered on the target. Damage from an area
effect weapon is applied to every model (friendly
or not) whose base is partially or wholly caught
in the area of the effect. Every model’s damage
is resolved individually, and each gets its own
armor roll (if they have any relevant armor).

Objects that offer cover between the center of


the area of effect and an affected model either
THE COLORED CIRCLE
block the effect if they block Line of Sight, or
INDICATES THAT THIS IS AN
count as cover by increasing the model’s Armor
AREA EFFECT WEAPON AND
Rating by 1.
THAT THE DIAMETER OF
THAT AREA IS YELLOW.
YELLOW DIAMETER AREA EFFECT

HEAVY WEAPONS
Firing Heavy Weapons uses a different skill icon to A Heavy Weapon can only be fired if currently
shooting Pistols and Rifles. If a unit card does not loaded (see ‘Slow Firing Weapons’, below).
show a Heavy Weapon icon, that unit cannot use
HEAVY WEAPON
ICON Heavy Weapons.

SLOW FIRING WEAPONS


Some weapons can only be fired once between the The weapon can only be used when the ‘Loaded’
activation of the model wielding the weapon and side of the Slow Firing Marker is showing. After the
SLOW FIRING the start of their next activation. These weapons weapon is used, the Slow Firing Marker is flipped
ICON
are marked with the Slow Firing icon at the to show the ‘Empty’ side. When a model equipped
top of their weapon card. At the start of a battle, with a Slow Firing weapon is activated, turn the
place a Slow Firing Marker on the weapon’s card Slow Firing Marker to the ‘Loaded’ side (if not
showing the ‘Loaded’ side. showing already). Slow Firing weapons can only be
equipped by single-model units.

UNIQUE WEAPONS
LOADED EMPTY
Some weapons are also Unique: there can be Only single-model units can equip themselves with
SLOW FIRING
MARKER ICONS only one of each such weapon in a player’s force.  such weapons.

46 FALLOUT – WA S T EL A ND WAR FA R E
PRIMED WEAPONS
Some weapons need priming before use. These
Primed Weapons can only be used once they have
acquired a requisite number of tokens (e.g. a ‘Primed
COUNTING
3’ weapon requires 3 tokens before it can be used). TOKENS

Use Counting Tokens to track this, placing them


next to the model whose weapon is being primed.

The circumstances in which these weapons


gain tokens – as well as the procedure for their
activation – are detailed on the weapon or relevant
unit card. Note that while their activation may be
detailed in the Critical Meter area of a weapon card,
Primed Weapon attacks are not Critical Attacks.

WALKED FIRE
Weapons with the Walked Fire ability fire multiple gain a maximum of 1 AP during each Shoot Action
shots each time a Shoot Action is used to fire them. (excluding Quick Actions).
Each shot is resolved with a separate Skill Test.
A shot that hits a target gains one additional WALKED FIRE
After a shot is resolved, the target of the next shot ICON
Armor Reduction icon for each successive hit by
can be the same target or any viable target within
the weapon on the same target (during the same THE WALKED FIRE ICON
the color shown on the weapon card (remember that
Action). This effect is cumulative. Therefore, this ABOVE SHOWS THAT THE
a target can also be a point on the battlefield). Cover
effect resets if a shot misses or changes target. WEAPON FIRES 5 TIMES,
and LoS are calculated for each shot as usual.
WITH A MAXIMUM
All shots fired are Triggers but all Reactions take
Walked Fire weapons can gain a maximum of 1 DISTANCE BETWEEN
place after the entire Shoot Action or Quick Action
Critical Point during each Shoot Action, and can TARGETS OF YELLOW.
is completed (as usual) and a model can only
respond to one of the Triggers.

SCATTER
When a Shoot or Throw Action Skill Test fails while
For example, if an attack with the Missile
using a weapon whose card shows the Scatter icon,
Launcher failed by a margin of 3 or 4, it would
its Skill Dice result will determine if it deviates from
scatter Yellow distance.
the intended target to a new location.

When the effect of a weapon needs scatter If an X is rolled, the scatter distance used is the
calculated, two factors are applied to the intended largest scatter distance shown on the weapon card.
target location before resolving damage:
Scatter Direction SCATTER ICON
1. the distance from the intended target, and
The direction in which the scatter goes is random.
2. the direction from the intended target. To determine the direction, take the Scatter Token
(the same token as the Advantage Marker) and
Scatter Distance physically flip it onto the battlefield – the direction SCATTER TOKEN/
ADVANTAGE
The distance of the scatter is based on the amount of the scatter is shown by the arrow. Alternatively, MARKER

by which the modified Skill Dice result failed. use a directional spinner, dice or other randomizer.
The weapon card shows the distance of the scatter
based on this margin (see below). Scatter Collisions with Obstacles
If it does not have a Grenade icon, check a straight GRENADE ICON

line from the firer to the new target location. If this


line passes through an obstacle, the effect is resolved
where the line contacts the obstacle.
TARGET ICON

MULTIPLE EFFECTS
If a weapon shows multiple effects, these are
accumulated and the combined effect resolved. For WHEN THE TARGET
example, the Missile Launcher causes 2 damage to ICON IS SHOWN ON A
all models in a yellow area but also an additional WEAPON CARD, THE
damage to the target; therefore, the target would EFFECT APPLIES TO ONLY
resolve 3 damage plus any icons from effect dice. ONE TARGET.

S E CT I O N 5 – T HE T OOLS OF WAR 47
FOWW 2PB-002-111 ­— SECTION 5.4

CONDITIONS
A model can be subject to one or more conditions, cannot have two of the same conditions at the
usually as a result of weapon effects. A model same time.

FROZEN
When a model is Frozen, place a Frozen Marker nn All Skill Values suffer a -2 modifier
FROZEN FROZEN next to it as a reminder. A model which is Frozen nn All movement is one color shorter
ICON MARKER
can perform Actions as normal except that while nn The model cannot use a Prepare Action.
they are Frozen:
Remove the Frozen Marker at the end of the
model’s activation. An On Fire condition (see below)
replaces any existing Frozen condition.

INJURED ARM
A model with an Injured Arm suffers a -2 modifiier of a Stimpak (or Robot Repair Kit for Robots) can
INJURE -2 MARKER to all Skill Values. A model with an Injured Arm remove this condition.
ARM ICON
should have a -2 Marker placed next to it. The use

INJURED LEG
A model with an Injured Leg suffers the slow next to it. The use of a Stimpak (or Robot Repair
INJURED SLOW condition and should have a Slow Marker placed Kit for Robots) can remove this condition.
LEG ICON MARKER

ON FIRE
When a model is set On Fire, place an On Fire A model which is On Fire can use a Move Action
Marker next to it. A model which is On Fire can (or Quick Action, if able) to attempt to put the
FIRE ICON ON FIRE
MARKER perform Actions as normal. However, if a model is fire out. Attempting this requires an Agi Test: if
On Fire at the start of its activation: successful, the fire goes out and the On Fire Marker
is removed. Note: the model cannot move anywhere
1. Add 1 regular damage to the model (no armor
during this Action, but such a Move Action is a
roll), then
Trigger, and can be a Reaction to a Trigger (see
2. Flip a Luck Token from the supply. If it
pp.41-42). A Frozen condition (see above) replaces
lands Luck side up, the fire goes out –
any existing On Fire condition.
remove the On Fire Marker; otherwise, the
condition remains.

POISONED
POISON POISONED When a model is Poisoned, place a Poisoned which is Poisoned can perform Actions as normal.
ICON MARKER
Marker next to it as a reminder. If a model is A model which is Poisoned can use an item that
Poisoned at the start of its activation, add 1 regular cures poison to remove the condition. Robots, and
damage to the model (no armor roll). A model some creatures, are immune to poison.

SLOW
SLOW SLOW Models can become slow due to various conditions, movement distance changes are applied such as
ICON MARKER
such as an injured leg.. When a model gains the when using a Quick Action for Move or Charge or
slow condition, place a Slow Marker next to it. when moving over Difficult Terrain. A movement
When slow, all of a model’s Movements are at one cannot be shorter than Orange.
color shorter. This effect occurs before any other

STUN
ICON
STUNNED
MARKER
STUNNED
When a model is Stunned, place a Stunned However, such a Move Action is a trigger, and can
Marker next to it. A model with the Stunned be a Reaction to a trigger.
STOP! condition can perform no Action other than to use a
Now’s a great Stunned models do not block movement of opposing
Move Action (or Quick Action, if able) to remove the
time to try out models, but models may not finish their movement if
Stunned Marker. Note that the the model spends
TUTORIAL 4 this Action to shake off the condition, and cannot
their base overlaps the base of the Stunned model.
IN THE CAMPAIGN HANDBOOK
actually move anywhere during such an Action. See also ‘Stunned while Engaged’, page 25.

48 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 6.1
FOWW 2PB-002-111 —

ADVANCED UNITS AND MODELS


LEADERS
Each side in a battle has one single-model unit
which acts as its Leader. When a player selects
their units, weapons, equipment, etc. for a battle, the
LEADER CARD player picks one of the leader cards and allocates it
ICON
to one single-model unit. If the player’s force has no
single-model unit, they cannot have a Leader. If the
leader card has an icon in the top-right, it can only
be allocated to units of the matching faction.

Each Leader card grants various bonuses/abilities.


Some of the bonuses/abilities only apply to the unit
to which the Leader card is attached.

Some Leader Abilities benefit other models on


the same side. However, they only benefit models
of the same faction as the Leader. For example, a
Brotherhood Leader has an ability that improves
the Search skill of models on that Leader’s side, but
it only benefits Brotherhood models, even if that
Leader’s side contains models from other factions.

AURA ABILITIES AND EFFECTS


Some abilities are described as Aura abilities shown THE SOLE SURVVOR THIS IS THE RANGE UP
by the Aura ability icon after their name. A model’s IS MADE A LEADER BY TO WHICH ANY AURA
AURA ABILITY
ICON Aura abilities affect all eligible models up to the PLACING A LEADER CARD ABILITIES HAVE EFFECT.
model’s Presence skill range away from the model. ABOVE THE UNIT CARD.

HEROIC UNITS
A single-model unit can be a Heroic version of the unit card, protruding from the top (as with the
the unit, giving the model in the unit special Leader card shown above) with the icons on the
advantages such as Criticals, Luck and additional Heroic Card visible.
Action Point use icons. To show a model is the
HEROIC CARD The standard Heroic Card adds the following to the
ICON Heroic version, the Heroic Card is placed behind
unit to which it is attached:

V.A.T.S.
GENERATES ACTION
POINTS WHEN A HEROIC ACTION POINT USE
MODEL IS USED (SEE A HEROIC MODEL CAN SPEND
‘ACTION POINTS’, P.40). ACTION POINTS TO PERFORM
CRITICALS LUCK THESE QUICK ACTIONS IN
A HEROIC MODEL CAN A HEROIC MODEL ADDITION TO THEIR USUAL
GAIN AND USE CRITICAL CAN USE LUCK TWO ACTIONS PER ROUND
HEALTH POINTS TO USE THE (SEE LUCK, P.52). (SEE ‘ACTION POINTS’, P.40).
THE HEALTH VALUE OF POWERFUL, CRITICAL
A HEROIC MODEL IS EFFECT OF WEAPONS
INCREASED BY 1. (SEE ‘CRITICALS’, P.53).

50 FALLOUT – WA S T EL A ND WAR FA R E
FACTIONS
In Fallout: Wasteland Warfare, forces belong to from www.modiphius.com/fallout. A neutral unit
lone, allied, and rival groups, such as Super Mutants (a unit without a specific faction) such as the robot
and Survivors. Factions have special rules as shown Mr Handy counts as the Leader’s faction.
on their faction reference card which can be found
A player’s faction is determined by their Leader’s
in each faction’s core box or can be downloaded
faction.

TYPES
Some models might belong to a unit type with UNIT TYPES: GENERAL RULES
specific rules (see table, right). Each type has an
TYPE ICON SPECIAL RULES
icon to identify it. Types are separate to factions.
Robots can not use Power Armor. ROBOT TYPE
Robots are immune to Poison. ICON

DOG AND DOG HANDLER Robots cannot use Food & Drink,
Robots
Alcohol, or Chems.
Dogs
Robots can have damage removed
Dogs count as the same faction as the player’s
using a Robot Repair Kit. CREATURE TYPE
Leader. ICON
Creatures cannot use Power Armor.
Creatures Creatures cannot use Food and
Dog Handler
Drink, Alcohol, or Chems
Dog Handler is an aura ability (see ‘Leader’, p.50)
that some units possess. Any Dog that starts their Dogs count as the same faction as
Dogs DOG TYPE
the player’s Leader. ICON
activation within the aura of a model (of the same
faction) with the Dog Handler ability has two
benefits during their activation: At the start of a battle, place Luck Tokens (see
following page) on the Dog Unit card equal to the
1. The Dog model may use the Search skill, based DOG HANDLER
unit’s Luc. These tokens can only be used when a ICON
on its own Per.
Dog is Heroic, and the pool it starts with does not
2. If the Dog Handler model is Heroic (see increase even if further Dogs in the unit (or the
previous page) then the dog model is Heroic too. same Dog) become Heroic later in the battle.

Note that these benefits only last for the Dog When a Dog is Heroic, Critical Points (see page 53)
model’s activation, and do not affect the Dog’s are added to relevant weapon cards as usual, but
Reaction, if it has one; it is not necessary to track the Critical Effect of a fully-charged weapon can
whether a Dog was Heroic during its activation. only be used by a Dog while it is Heroic.

TURRETS AND FIXED DEFENSES


Turrets are automated defences whose details nn A turret engaged with a model cannot target
are shown on their weapon card. Turrets have the models with which it is not engaged, as
following additional rules (unless otherwise stated usual. However, a turret will react to any
on the card, or in a scenario): Triggers it is aware of including those by REACTION
MARKER
models with which it is not engaged – in this
nn Unlike models, turrets can have multiple
case, the turret will react by shooting at one
Reaction Markers. Turrets start each round
of the models with which it is engaged with
with the the total number of Reaction Markers
(randomise which if multiple).
shown on their weapon card, regardless of any
remaining from the previous round. nn If engaged, a turret receives the negatives for
using a Ranged Weapon in Close Combat as
nn Turrets use a Reaction to shoot using the skill
usual.
shown on their card. (A turret can only use one
Reaction Marker per Trigger as usual.) nn Turrets are not units, so never count as units
for the purposes of scenario Objectives and
nn Turrets are aware of all Triggers at a range of
cannot interact with Objectives (see Campaign
two Awareness lengths.
Handbook, p.9).
nn Turrets react to every Trigger they are aware of
nn Turrets are immobile and, once placed, cannot
regardless of faction.
move or be moved by any means (including
nn All Actions (including Prepare) are Triggers for Push Back, etc).
turrets. Plus, any Action (not Quick Action) that
nn By default, turrets have 360-degree awareness,
a model does not use is a Trigger. Being hit by
but some turrets may have limits to the arc in
an attack is not a Trigger for turrets.
which they are aware of triggers.

S E CT I O N 6 – WAS T E LAND H EROES 51


FOWW 2PB-002-111 ­— SECTION 6.2

LUCK
During game set-up, units that can use Luck
receive Luck Tokens equal to their Luc stat and
these are placed beside the relevant unit’s card.
LUCK ICON
Primarily, the Luck icon is found on Heroic cards,
but may also be found on some unit or ability
cards. A unit with multiple Luck icons gets no
extra benefit.
TWO SIDES OF THE
LUCK TOKEN Luck allows units with a Luck icon on any of their
cards to improve their fate. Luck Tokens can be
used for several different effects depending upon
the situation, including Accurate to shift a near-
miss to success, Dodge to avoid a hit, Tough to
reduce damage, and Extra Critical for bonus CPs. Using Multiple Luck Tokens
While Luck Tokens do not grant re-rolls, they can A unit may use multiple Luck Tokens but may
shift a borderline result in your favor! not use more than one to attempt to modify the
same result. For example, one Luck Token can be
When a Luck Token is used, it is taken from
used to Dodge against an attacking Skill Test,
the unit’s card and flipped onto the battlefield,
and if that fails, the same unit can spend a second
resulting in either the blank side (a failure) or
Luck Token to try to Tough it out and modify the
Luck icon facing up (a success). A player using a
damage sustained. But they may not use two Luck
Luck Token must declare what it is being used
Tokens against the same Skill Test result or damage
for before flipping it. Once used, a Luck Token is
calculation.
discarded. A model may never have more Luck
Tokens than its Luc.

ACCURATE: LUCK WHEN ROLLING A SKILL ROLL


After an unsuccessful Skill Test has been rolled for a narrow failure to a success. Note that Luck cannot
a model, its player declares if they are going to use be used if the original test was already successful –
a Luck Token. Only one Luck Token can be used on i.e. Luck cannot make a test even more successful.
any one test. If the result is a Luck icon, the Skill Also, the X result on the Skill Dice is not a number
Dice result receives a -2 modifier, perhaps changing so cannot be altered by Luck.

DODGE: LUCK WHEN HIT BY AN ATTACK


After a successful attack has been rolled (and even Note that Luck cannot be used by the attacker after
if Luck was used to make it succeed), yet before a target has successfully used Luck to make an
damage is calculated, the player whose model was attack miss, even if Luck was not already used by
attacked can declare if the target model will use the attacker.
a Luck Token. Success means the attacker’s roll
receives a +2 modifier. As a result, Luck can make
a successful attack miss. Criticals automatically set
the Skill Dice to 1 and Luck cannot change this.

TOUGH: LUCK WHEN TAKING DAMAGE


A Luck Token can be flipped by a model which is after armor, but before being applied. If a Luck icon
about to have damage applied due to any cause – is revealed, the damage is reduced by 1.
this is done after the damage is fully calculated,

EXTRA CRITICAL: LUCK TO GENERATE CRITICAL POINTS WHEN ATTACKING


A Luck Token can be flipped by a model which has used (in addition to any CPs the attack roll
just made a successful attack (after factoring in generated, and regardless if any actual damage
any Luck used by the attacker and/or target). If a was caused).
Luck icon is revealed, 1 CP is added to the weapon

52 FALLOUT – WA S T EL A ND WAR FA R E
­ SECTION 6.3
FOWW 2PB-002-111 —

CRITICAL ATTACKS
Some weapons can be used to launch powerful A unit with multiple Critical icons gets no extra
CRITICAL ICON
attacks called Critical Attacks, instead of their benefit. The details of any Critical Effect (if it has
standard attack. Models with a Critical icon one) are shown in a box on the right of the weapon
CRITICAL RATING
on their unit, ability or Heroic card gain and card, called the ‘Critical Meter’.
use Critical Points (CPs) in order to use their
weapon’s Critical Attack.

GAINING CRITICAL POINTS


There are two ways a weapon can acquire the CP Note: hits on friendly models or non-models, e.g.

CRITICAL METER
Tokens necessary to unleash a Critical Effect: terrain, do not generate any CPs.

nn When a model who (1) has a card showing a If the number of CP tokens the weapon has
Critical icon and (2) uses a weapon showing a accumulated equals the weapon’s Critical Rating
Critical Meter successfully hits a non-friendly as shown on its card, the Critical Meter is ‘fully-
model with an attack (regardless of damage charged’. When fully-charged, no further CPs can
caused), 1 CP token is placed next to the be placed on the Critical Meter and additional CPs
weapon card that was used. are ignored.

nn Each Critical icon ( ) rolled on a dice also


adds 1 CP token.
CRITICAL POINT TOKEN

CRITICAL ATTACKS
If a weapon’s Critical Meter is already fully-charged
at the start of an attack made with that weapon,
the player can choose to use that weapon’s Critical
Attack instead of the weapon’s standard attack. A
player can also choose not to use the Critical Effect,
leaving the Critical Meter fully-charged until
the Critical Effect is used. Note: a weapon which
becomes fully-charged because of CPs gained from THIS WEAPON’S CRITICAL
an attack roll cannot use its Critical Effect during ATTACK CAUSES 4
that current attack. PHYSICAL DAMAGE BUT
THIS WEAPON’S THIS WEAPON’S CRITICAL
DOES NOT ADD ANY
A player declares a Critical Attack using a STANDARD DAMAGE ATTACK DOES 3 ENERGY
EXTRA EFFECT DICE.
weapon which has a fully-charged Critical Meter IS 2 ENERGY DAMAGE, DAMAGE (INSTEAD OF THE
ALSO, THE CRITICAL
and rolls the relevant Effect Dice shown on the PLUS THE EFFECT DICE STANDARD 2), AND ADDS 1
ATTACK CAN ONLY BE
card. However, the Skill Dice is not rolled and is DEPENDING ON YELLOW DICE TO THE USUAL
USED AT LONG RANGE.
considered to be an automatic success regardless of THE RANGE. EFFECT DICE. THEREFORE AT
other effects or modifiers. No CPs are gained when SHORT RANGE THE DAMAGE
using the Critical Attack. WOULD BE 3 ENERGY PLUS
2 YELLOW AND 1 GREEN DICE.
Instead of the standard effect caused by a weapon,
the effect described in the Critical Meter area is
caused. The Critical Meter area shows new values be used in certain situations, i.e. only at long range,
or additional effects on top of the standard effects. and these restrictions are described in the Critical
area of the weapon card.
In the example, above right, the weapon’s
Immediately after a weapon’s Critical Attack has
base damage of 2 physical is replaced with 3
been resolved, CP tokens are removed from the
physical, and 1 yellow Armor Reduction
weapon card equal to the weapon’s Critical Rating
Effect Dice is added to the standard amount
– in most cases, this will be all of them – and the
(which varies depending on the range).
weapon can begin charging anew.

Note that a Critical Attack must still meet all the If a Critical Attack is used to shoot at an
STOP!
other usual requirements of an attack, such as engaged target Model – automatically hitting the Now’s a great
Line of Sight, range, etc. – a Critical Attack is an engagement – the actual Model affected by the time to try out
automatic hit, but only if it is at least possible to Critical Attack is assessed as usual – see ‘Shooting TUTORIAL 5
hit the target. Also, some Critical Attacks can only into Engaged Models’, p.26. IN THE CAMPAIGN HANDBOOK

S E CT I O N 6 – WAS T E LAND H EROES 53


­ APPENDIX 1
FOWW 2PB-002-111 —

SUMMARY OF MARKERS
Regular Damage Slow Firing
Placed next to models to record physical / energy damage. Some weapons can only be fired once per round. The
Available in denominations of 1 (shown), 2, and 5. Loaded side (gold) of this token shows the weapon can
be fired. When fired, flip the token to Empty (gray) and
Radiation Damage
can not be fired until turned back to loaded.
Placed next to models to record damage from radiation.

Critical Point Fire


Placed on weapon cards when Critical Points are gained. A Fire Token indicates a model is On Fire, and is flipped
When enough Critical Points are on a weapon card, the to see if a fire goes out or continues.
weapon’s powerful Critical Attack can be used.
Poison
Reaction Marker A Poisoned model takes damage each round.
Placed next to models which can react when they
perceive Actions by enemy models. These Reactions take Stunned
place during the opposing player’s turn. A Stunned model must use an Action to shake off their
Stunned condition before taking any other actions.
Bonus Dice (Black)
This marker is primarily used when a Charge results in Slow
a bonus dice. (see Charge, p.23) A Slow model’s Movements are at one distance shorter
than normal.
Bonus Dice (Green)
This marker is primarily used when a Charge results in Frozen
a bonus dice. (see Charge, p.23) Frozen lasts until end of model’s activation.

Bonus Dice (Yellow)


Lock
Model receives a bonus yellow dice.
Placed on the battlefield to show a locked object.

Luck Token Computer


Luck Tokens are physically flipped when Luck is used Placed on the battlefield to show a computer terminal.
to determine the outcome of some effects and situations.
The clover icon indicates success; the flip side shows AI
failure. Placed on the battlefield during solo or co-operative
games to identify the AI models. See the Campaign
Advantage Marker
Handbook, p.8. The dust cloud marker is not
Placed next to the player with Advantage. Also
used in the two-player set but will be utilized
physically flipped to determine direction of scatter.
by additional rules to be released later.
Armor Boost Tokens
Investigation Marker
Placed on a unit card, each token increases the
Placed on the battlefield, Investigation Markers
unit’s ‘Strong Armor’ value by 1, but one token is
represent items that need to be seen by a model from a
discarded each time the unit is hit (regardless of
distance to understand what they are. They are usually
damage).
scenario objectives. Investigation Markers within
Counting Token Awareness range of a model can be viewed, and the
Track anything that needs counting: Action Points, flip side of an Investigation Marker features either a
number of uses, number of rounds. Blank, Number or Toolbox
(Searchable) icon. See
-2 Penalty Token
‘Investigation Markers’, p.29.
This penalty token indicates the model’s Skill Values
are modified by -2 for Skill Tests, due to an injured arm. Searchables
Placed on the battlefield, these markers represent items
Mine
that need close examination to know what they are, for
Denotes a mine’s location on the battlefield. See p.46.
example, a filing cabinet, a locked suitcase, a booby-
trapped desk. See ‘Searchables’, p.29.
Readiness Marker
Placed blue-and-yellow side up to show if a model is
Ready (so it can be activated then or thereafter). Before
a model is made ready, it requires no Readiness Marker
next to it. The gray-and-white flip side of the marker
shows when the model is Used so it cannot be activated
again during the current round.

54 FALLOUT – WA S T EL A ND WAR FA R E
­ APPENDIX 2
FOWW 2PB-002-111 —

INDEX OF ICONS CAMPAIGN HANDBOOK PAGE


REEFERENCES PREFIXED ‘CH’

Action Point … … … … … … … … 11 Dice, Damage Effect … … … … … 11 Pistol … … … … … … … … … … 16


Addicted/Addictive … … … … … 34 Dice, Special Effect … … … … … 11 Poisoned (Condition)… … … … … 48
Alcohol… … … … … … … … … … 32 Dice, Accuracy Effect… … … … … 11 Power Armor … … … … … … … 45
Armor … … … … … … … … … … 32 Dice, Armor Reduction … … … … 11 Push Back … … … … … … … … 36
Armor, Energy … … … … … … 21, 22 Discard Card … … … … … … CH4 Prepare (Quick Action) … … … 40, 41
Armor, Physical… … … … … 21, 22 Dog (Type) … … … … … … … … 51 Presence (Expertise) … … … … … 28
Armor, Radiation … … … … … 21, 22 Dog Handler (Aura Ability) … … 51 Presence (Orange Range) … … 28, 50
Armor Reduction … … … … … … 21 Duration, Fixed Effects … … … … 33 Presence (Yellow Range) … … 28, 50
Attack (Quick Action) … … … … 40 Effect, Blast … … … … … … … 11, 20 Presence (Red Range) … … … 28, 50

A Attack Response (AI)… … … CH11 Effect, Nuka-Cola Bottle … … 11, 20 Presence (Green Range)… … … 28, 50
Aura … … … … … … … … … … 50 Effect, Star … … … … … … … 11, 20 Presence (Blue Range) … … … 28, 50
Awareness / Prepare … … … … … 29 Expertise … … … … … … … … … 40 Presence (Black Range)… … … 28, 50
Awareness (Orange Range) … … 29 Expertise (Quick Action) … … … 40 Remove Reaction … … … … … … 41
Awareness (Yellow Range)… … … 29 F Fall Back Response (AI)… … CH11 Remove … … … … … … … … CH4
Awareness (Red Range)… … … … 29 Fail / Failure… … … … … … … 30, 31 Rifle… … … … … … … … … … … 16
Awareness (Green Range) … … … 29 Fire… … … … … … … … … … … 48 Robot (Type)… … … … … … … … 51
Awareness (Blue Range) … … … 29 Flip Card … … … … … … … … CH4 Scatter… … … … … … … … … 44, 47
Awareness (Black Range) … … … 29 Food and Drink… … … … … … … 32 Search (Expertise)… … … … … … 28
Resist Battle Cry … … … … … … 36 Frozen… … … … … … … … … … 48 Search (Orange Range) … … … … 28
Battle Cry (Orange Range)… … … 36 Gear … … … … … … … … … … 32 Search (Yellow Range) … … … … 28
Battle Cry (Yellow Range) … … … 36 Health… … … … … … … … … … 19 Search (Red Range) … … … … … 28
Battle Cry (Red Range) … … … … 36 Heavy Weapon … … … … … … … 46 Search (Green Range) … … … … 28
Battle Cry (Green Range) … … … 36 Injured Arm (Condition) … … … 48 Search (Blue Range) … … … … … 28
Battle Cry (Blue Range)… … … … 36 Injured Leg (Condition)… … … … 48 Ranged Combat Method (AI)… CH11
Immunity to Battle Cry… … … … 36 Interact … … … … … … … … … 28 Slow Firing … … … … … … … … 46
Cannot Climb … … … … … … … 38 Junk … … … … … … … … … … 32 Slow … … … … … … … … … … 48
Caps / Counting Tokens… … … 32, 47 Lockpick (Expertise) … … … … … 40 Stun … … … … … … … … … … 48
Charge (Orange Range)… … … … 23 Lowest … … … … … … … … … 21 Success … … … … … … … … 30, 31
Charge (Yellow Range) … … … … 23 Luck … … … … … … … … … … 52 Target … … … … … … … … … … 46
Charge (Red Range) … … … … … 23 Maximum Uses … … … … … … 20 Throw / Thrown Weapon … … 44, 47
Charge (Green Range) … … … … 23 Melee … … … … … … … … … … 24 Throw (Orange Range) … … … … 44
Charge (Blue Range)… … … … … 23 Close Combat Method (AI)… … CH11 Throw (Yellow Range) … … … … 44
Chems… … … … … … … … … … 32 Mine … … … … … … … … … … 46 Throw (Red Range) … … … … … 44
Clothing … … … … … … … … … 32 Mods … … … … … … … … … … 32 Throw (Green Range) … … … … 44
Computers (Expertise) … … … … 28 Move (Orange Range) … … … … 15 Throw (Blue Range) … … … … … 44
Creature (Type) … … … … … … 51 Move (Yellow Range)… … … … … 15 Throw (Black Range)… … … … … 44
Critical Point … … … … … … … 53 Move (Red Range)… … … … … … 15 Unimpeded … … … … … … … … 37
Damage … … … … … … … … … 19 Move (Green Range) … … … … … 15 Unique Unit… … … … … … … … 12
Damage, Energy … … … … … … 19 Move (Blue Range) … … … … … 15
SOLE SURVIVOR
Weapon Range, Orange… … … … 16
SURVIVOR

Damage, Physical … … … … … … 19 M Move Response (AI) … … … CH11 STR … …5 … … 16


Weapon Range, Yellow
Damage, Radiation … … … … … 19 Movement … … … … … … … … 40 Weapon Range, Red … P …
ER …7 … … 16
END 4
Danger… … … … … … … … … … 31 Movement (Quick Action) … … … 40 Weapon Range, Green … … … … 16
CHA 5
A Defend Response (AI) … … CH11 O Objective Response (AI)… … CH11 Weapon Range, Blue … … … … … 16
INT 5
AGI 7
S E CT I O N L7UC– AP
4 P END ICES 55
DOG HANDLER : Dogs can using PER.
­ APPENDIX 3
FOWW 2PB-002-111 —

INDEX CAMPAIGN HANDBOOK PAGE


REEFERENCES PREFIXED ‘CH’

A L S
Accuracy Effect Dice ���� 11 Damage Token �������� 19 Leader �������������� 50 Scatter������������ 44, 47
Accurate (Luck)�������� 52 Danger card ���������� 31 Limited use items ������ 32 Scavenging ���������� 29
Actions�������������� 14 Dice icons������������ 11 Line of Cover (LoC) ���� 17 Search (Expertise)������ 28
Action Points (APs) �� 11, 40 Diminishing effect (item Line of Sight (LoS)������ 17 Searchable �������� 29, 30
APs during Reactions �� 41 duration) ���������� 33 Lockpick (Expertise) ���� 28 Searchable Marker �� 30, 55
Addiction ������������ 34 Dodge (Luck)���������� 52 Long range ���������� 16 Settlements ������ CH18-24
Advanced Weapons ���� 46 Dog / Dog Handler������ 51 Luck (Luc) ��������� 9, 52 Sharing items �������� 32
Advantage Marker ���� 13 Shoot (Action) �������� 16
AI ��������������� CH8
AI Responses ������ CH11
E M Shooting into engaged
models ���������� 26
Edge of the Battlefield �� 39 Markers (summary) ���� 54
Agility (Agi) ���������� 9 Effect Dice �������� 10, 11 Short range ���������� 16
Maximum Effect Dice���� 11
Alcohol (item) �������� 32 Elevated ������������ 18 Skill Dice ���������� 10, 11
Melee weapon �������� 24
Area Effect Weapon ���� 46 Elevation advantage ���� 18 Skill Test ������������ 10
Mines �������������� 46
Area Terrain �������� 18 Eliminated model ������ 20 Skill Value ���������� 10
Model �������������� 12
Armor ������������ 21, 32 Endurance (End) ������� 9 Slide���������������� 25
Assembling models������ 3 Slow (condition)�������� 48
Armor Boost Token ���� 21 Energy damage�������� 19
Armor Dice ���������� 21 Painting models������ 4-5 Slow Firing weapon ���� 46
Engaged ������������ 24 Model base size�������� 17
Armor (item) �������� 32 Reactions when engaged 41 Solo / Co-op Mode ����� CH8
Armor Rating �������� 21 Mods (item) ���������� 32 Special Effect �������� 20
Movement when engaged 25 Move (Action) �������� 15
Armor Reduction ������ 21 Shooting into engaged Special Effect Dice���� 11, 20
Armor Reduction Effect Move distance �������� 15 Stranger card �������� 31
models ���������� 26 Movement when engaged 25
Dice �������������� 11 Stunned while engaged 25 Strength (Str) ���������� 9
Assembling models ������ 3 Moving through difficult Strength bonus (Close Combat)
Events ���������� 31, CH4
Attack, Close Combat �� 24 terrain ������������ 15 ������������������ 24
Expertise ������������ 28
Attack, Shooting ������ 16 Multiple Effects (weapons) 47 Strong Armor ������ 21, 45
Expertise Tests ������ 10, 28
Attributes ������������ 9 Extra Critical (Luck) ���� 52 Structures ������ CH21-23
Aura abilities �������� 50 Extra Damage icon ���� 11 O Stunned (condition) ���� 48
Awareness �������� 29, 42 Objectives (AI) ������� CH9 Stunned while engaged �� 25

B F On Fire (condition)������ 48
Operational duration of
Super Mutant close combat
attacks ������������ 24
Factions ������������ 51
Base-to-base contact ���� 24 Falling ������������ 38-39 items ������������ 33
Battle Cry ���������� 36 Falling damage and Opposed Skill Test������ 10 T
Battle Set-up ������ CH27 Power Armor ������ 45 Outnumbered models���� 24 Target Priorities (AI)�� CH12
Blast radius ���������� 46 Fixed effect (item duration)  33 Terrain�������������� 37
Boosts ������������� CH5 Food and drink (items) �� 32 P Terrain, climbable ������ 38
Force Creation ������ CH26 Painting models�������� 4-5 Throw (Action) �������� 44
C Force Set-up ������ CH26 Perception (Per) �������� 9 Tokens (summary)������ 54
Card types ������������ 6 Frozen (condition) ������ 48 Perks ������������� CH5 Tough (Luck)���������� 52
Charge (Action)�������� 23 Physical damage ������ 19 Triggers ������������ 42
Reactions to a Charge�� 41
Charge Bonus �������� 23
G Poisoned (condition) ���� 48 Trigger Actions by range�� 42
Turrets�������������� 51
Gear (item) ���������� 32 Power Armor�������� 32, 45
Charge distance�������� 23 Prepare (Action) ������ 41 Turn���������������� 13
Grenade (icon) �������� 47
Charisma (Cha) �������� 9 Presence (Expertise) ���� 28 Types of unit���������� 51
Chems (item) �������� 32
Climbing ������������ 38 H Primed Weapons ������ 47
Push Back������������ 36 U
Close Combat (Action) �� 24 Healing (items)�������� 34
Unique icon ���������� 12
Healing radiation damage 34
Close Combat following
a Charge���������� 25 Healing regular damage�� 34 Q Unique units ��������
Unique Weapons ������
12
46
Close combat Str bonus  24 Health �������������� 19 Quests ����������� CH6
Quick Actions ������ 11, 40 Units �������������� 12
Super Mutant close Heavy Weapon �������� 46
Unit card ������������ 12
combat attacks������ 24 Heroic �������������� 50
Unready ������������ 13
Clothing (item) �������� 32 Huge models���������� 17 R Used���������������� 13
Color Blind Markers ������ 9 Radiation (rad) damage �� 19 Use Expertise (Action) �� 28
Color ranges ������������ 9 I Healing rad damage �� 34 Using items ���������� 33
Computers (Expertise) �� 28 Index of Icons �������� 55 Radiation Damage Token 19
Conditions����������� 48
Consequences ������� CH5
Improvised weapon ���� 24
Injured Arm (condition) �� 48
Range ���������� 9, 16, 44
Ranged weapons ������ 16
V
Counting token �������� 55 Injured Leg (condition) �� 48 V.A.T.S.������������ 40, 50
Ranged weapons in
Cover �������������� 17 Instant effect (item Close Combat ������ 24
Creature card �������� 31 duration) ���������� 33 Range rulers������������ 9 W
Creature (type) �������� 53 Intelligence (Int) �������� 9 Reactions ������������ 41 Walked Fire ���������� 47
Critical Attacks������ 20, 53 Interact ������������ 28 Reaction timing�������� 42 Wasteland, The (deck) �� 31
Extra Critical (Luck) �� 52 Investigation Marker�� 29, 55 Readiness Marker������ 13 Weapon card��� 16, 19-20, 24,
Critical Meter ������ 20, 53 Items �������������� 32 Ready �������������� 13 ������������44, 46-47, 53
Critical Points (CPs) �� 11, 53 Using Items … … … … …  33 Regular damage ������ 19 Weapon icons��������� 24
Healing regular damage 34 Withdrawing���������� 25
D J Regular Damage Token �� 19
Damage ���������� 19, 45 Jumping down �������� 38 Robot (type) ���������� 51 X
Damage Effect Dice ���� 11 Junk (item) ���������� 32 Round �������������� 13 X (fail) �������������� 11

56 FALLOUT – WA S T EL A ND WAR FA R E
­ APPENDIX 4
FOWW 2PB-002-111 —

QUICK REFERENCE
DAMAGE ACCURACY ARMOR SPECIAL
EFFECT DICE EFFECT DICE REDUCTION EFFECT DICE SKILL DICE
EFFECT DICE

SKILL DICE ICONS (P.11) ITEM TYPES (P.32)

ICON ICON NAME EFFECT TYPE ICON DESCRIPTION LIMITED USE


Alcohol can have many varied benefits, but
Numbered The numerical result
Alcohol can also result in negative effects of addiction
2 10 Face of the roll
after use. See ‘Addiction’ p.34.
Allows some Armor offers protection against harm. A
Action Point models to perform model’s Armor Ratings are derived from one
Quick Actions (see p.40) card that sets armor values (which may be their
Allows some Armor own unit card) plus up to one card that alters
Critical
models to use powerful, those values. A model can set which cards it
Point
Critical Attacks (see p.53) is using for its Armor Ratings at the start of its
activation. See ‘Armor’ p.21.
X The Skill Test has
X Fail Chems can have powerful mind- and body-
not been successful
altering effects, but can also result in negative
Chems
effects of addiction after use. See ‘Addiction’
p.34.
EFFECT DICE ICONS (P.11)
Clothing can increase attribute values and offer
ICON NAME EFFECT Clothing extra abilities.
A model may equip up to one clothing Item.
Extra Adds damage. Food and Drink items can heal damage,
Damage See ‘Damage’, p.19. increase stats, increase resistances, and more.
When cooked, some food and drink has
Reduces target’s increased effects and removes the harmful
Reduce
Armor Rating radiation gained from exposure to the
Armor Food and
See ‘Armor’, p.21. Wasteland. A model may use the cooked effect
Drink
on a card if the card
Increases chances
was equipped by a model in their force at the
-1 -2 - 3 Bonus to of success from a
start of the battle.
Skill Skill Dice roll.
Super Mutants may always use the cooked
See ‘Skill Tests’, p.10.
effect.
Allows use of special The Wasteland is full of weird and useful
Special weapons, equipment, items which can vary, from a Stealth Boy that
Effects or abilities. See Gear temporarily renders the wearer practically
‘Special Effects’, p.20. invisible, to Stuffed Monkey toys which can be
used to warn of enemy activity.
Many Wastelanders survive by scavenging
OPERATIONAL DURATION FOR ITEMS (P.33)
junk and selling it for Caps. Junk serves no
EFFECT DESCRIPTION Junk other use than its value in Caps, which be used
The effect takes place immediately to expand your Settlement. See the Campaign
with no on-going effect (for Handbook: ‘Settlements’ – p.18.
Instant
example, a Stimpak heals regular Mods are modifications to Weapons, Armor
damage and then is discarded). and Power Armor which improve their
The effect starts and then lasts for capabilities. Up to one Mod card can be
Fixed a period of time with the same Mods attached to an item which is of the same type,
effect. i.e. Rifles can only be fitted with Mods showing
the Rifle weapon type icon. Mods cannot be
The effect starts and then lasts for
fitted or changed during a battle.
Diminishing a period of time with the
diminishing effect. Power Armor is amongst the toughest
Power protection in the wastelands.
Armor A model may equip up to one Power Armor
Item. See ‘Power Armor’ p.45.
Grenades
Weapons (Various) The main offensive power on the battlefield.
and Mines

S E CT I O N 7 – AP P END ICES 57
­ APPENDIX 4
FOWW 2PB-002-111 —

QUICK REFERENCE
PREPARE ACTIONS: TRIGGER ACTIONS BY RANGE (P.42) FALLING DAMAGE (P.45)
DISTANCE UP TO DAMAGE

ONE LENGTH TWO LENGTHS


Any Action (except Prepare) Movement
Friendly Model hit by an attack Attack +2

INVESTIGATION MARKER UNDERSIDES (P.29) +4


NAME ICON DESCRIPTION
Numbers represent various items defined in the scenario, +6
Number such as a computer terminal, the body of a Deathclaw, part
of the prototype Synth, Mirelurk tracks. +8

Blank Blank means there is nothing here.


+10
> Black Remove model from Battlefield
This marker represents a Searchable (see p.30) and
inspecting it can result in gaining an item or something of
Each Damage icon ( ) rolled on the black dice
value. While a player’s model is in base-to-base contact
Searchable while calculating falling damage equals +1 damage.
with this Investigation Marker, they may reveal and replace
the Investigation Marker with a Searchable Marker Each Nuka-Cola Bottle icon ( ) rolled on the
(face-down).
black dice while calculating falling damage equals
-1 Armor Reduction.
SEARCHABLE MARKER UNDERSIDES (P.30)
NAME ICON DESCRIPTION All other icons are ignored.
Letters represent various items determined by the scenario,
UNIT TYPES: GENERAL RULES (P.51)
Letters such as a key, the antidote, a delivery schedule showing
the location of the captured villagers. TYPE ICON SPECIAL RULES
Robots can not use Power Armor.
Blank Blanks mean there is nothing here Robots are immune to Poison.
Robots cannot use Food & Drink,
Robots
Alcohol, or Chems.
An item is there for taking without any skills or tests. Robots can have damage removed
Item
Draw an Item card from The Wasteland (see p.31). using a Robot Repair Kit.
Creatures cannot use Power Armor.
SEARCHABLE MARKER UNDERSIDES (P.31) Creatures Creatures cannot use Food and
Drink, Alcohol, or Chems
ICON DESCRIPTION
Dogs count as the same faction as
The model must perform a Use Expertise Action: Lockpick Skill Test. Dogs
the player’s Leader.
Success: Draw an item card.
Failure: Remains locked, but can be re-attempted.
ACTION POINT USE ICONS (P.40)
As ‘Lockpick Required’ (above) but requires a Search Skill Test instead of
Lockpick. ICON NAME USAGE

Allows a Model to perform


As ‘Lockpick Required’ (above) but requires a Computers Skill Test instead Movement a Movement (Quick Action):
of Lockpick. Move or Charge

The Model can tell that this object is locked but it is also trapped. Allows a Model to perform
A successful Lockpick Skill Roll will gain the item without triggering the trap. an Attack (Quick Action):
Attack
Fail: Draw a Danger card from The Wasteland (see p.31) Shoot, Close combat,
Then, Success or Fail: Draw an Item card. A Model can choose not to Thrown or Heavy Weapon
Use Expertise and leave the lock alone. Allows a Model to perform a
Use Expertise (Quick Action):
The Model must draw and resolve a Danger card from The Wasteland. Expertise
Computers, Lockpick, Search
After resolving it, draw an item.
or Presence

The Model must draw and resolve a Danger card from The Wasteland.
Prepare Allows a Model to Prepare
There is no other effect and no item.

58 FALLOUT – WA S T EL A ND WAR FA R E

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