FOWW Rules of Play Digital Final
FOWW Rules of Play Digital Final
FOWW Rules of Play Digital Final
2 FALLOUT – WA S T EL A ND WAR FA R E
SECTION 1.2
FOWW 2PB-002-111 —
S E CT I O N 1 – I NTROD UCTION 3
FOWW 2PB-002-111 — SECTION 1.3
PRESTON GARVEY
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
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 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 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.
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
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.
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).
10 FALLOUT – WA S T EL A ND WAR FA R E
SKILL DICE ICONS
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.
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
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 )
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
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).
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):
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:
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.
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.
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
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.
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.
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.
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
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 —
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).
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.
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 —
A
A
B
B
1
2 1
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.
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.
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
TARGET
TARGET
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
26 FALLOUT – WA S T EL A ND WAR FA R E
,FOWW 2PB-002-111 — SECTION 3.1
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.
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:
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!
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.
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.
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
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
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.
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.
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 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
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).
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
DOGMEAT
DOGMEAT ABOUT
ABOUT TO
TO TAKE
TAKE DAMAGE
DAMAGE FROM
FROM PUSHBACK
PUSHBACK
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.
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 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
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
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.
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.
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:
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.
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
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
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 —
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.
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.
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.
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.
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
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.
54 FALLOUT – WA S T EL A ND WAR FA R E
APPENDIX 2
FOWW 2PB-002-111 —
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
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
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
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