Professional Documents
Culture Documents
PRODUCT CREDITS
DESIGNER
James Sheahan
LINE MANAGER
James Barry
INITIAL SCENARIO DEVELOPMENT
Bryan Steele
LEAD DEVELOPER
Jason Enos
PRODUCT LEAD
Ethan Heywood
PROJECT DEVELOPMENT
Jono Green, Giles Nevill, Charlie Perkins,
Kieran Street
ADDITIONAL MATERIAL
Jason Enos
3D DESIGN MANAGER
Jonny La Trobe Lewis
3D DESIGNERS
Domingo Diaz Fermin, M. Mar Garcia,
Alexander Gargett, Gael Goumon, Tobias
Kornemann, Tom Lishman, Chris Peacey,
Ana Román Peña, Jamie Phipps, Luigi Terzi
Romeo Salbatecu, Jonny La Trobe-Lewis
3D SCULPT DIRECTION
James Barry, Aled Lawlor, Jon Webb
MINIATURE PAINTING
Adam Huenecke, Castle Brush Studios
STUDIO PHOTOGRAPHY
Salwa Azar, Rocio Martin
PRODUCTION AND LOGISTICS MANAGER
Peter Grochulski
VIDEO AND PRODUCTION MANAGER
Stephen Daldry
DATA ANALYST
Benn Greybeaton
GRAPHIC DESIGN
Stephanie Toro Gurumendi, Richard L. Gale,
Michal E. Cross
FACTORY MANAGER
Martin Jones
SENIOR PRODUCTION OPERATIVE
Drew Cox
PRODUCTION OPERATIVES
Luke Gill, David Hextall, Warrick James Voyzey
THANKS TO
Mike Kockis and the Bethesda design team © 2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
CONTENTS INTRO
This supplement for Fallout: Wasteland Warfare will take
CAMPAIGN SEQUENCE 1 you on a journey through the Wasteland, testing your skills as a
1.1 Red Rocket Discovery 4 gamer and challenging you as a hobbyist.
1.2 Crash Site Scramble 7
The campaign and additional scenarios presented in this
1.3 Burnout 9
collection are designed to let you play Fallout on a larger scale
with plenty of interactive terrain that will bring the Wasteland
CAMPAIGN SEQUENCE 2 to life. These scenarios are designed for those who have played
2.1 Circuit Breakers 11 through the campaign book and want to delve even further
2.2 Across the Tracks 14 into the post-war ruins.
2.3 Deep Trouble 16
The games can be played in any way you’d like, however we
2.4 The End of the Line 19
strongly encourage you to include multiple terrain features, which
will really enhance your experience. We have included tips on how
CAMPAIGN SEQUENCE 3 to do this wherever possible, and themed event decks for each
3.1 The Last Watch 21 game to create a background to your narrative.
3.2 Tread Carefully 23
All scenarios have been designed to be faction neutral, but
3.3 Out with a Bang! 25
you’ll get the most out of the experience by using the same
force throughout the linked games and changing up your force
STREAM SCENARIOS composition as you go.
4.0 Stream Scenarios 27
4.1 Mechanic Panic 27
4.2 The Crane Game 29
4.3 Cargo Ship Carnage 31
TERRAIN GUIDE
5.0 Terrain Guide 33
AI SETTINGS
Each scenario contains AI settings to enable Solo/Co-op
play. These will be located in a gray sidebar with the AI logo
shown above.
STORY Looting
Before a model is removed as a casualty, place a numbered Investigation
Recent destruction of a nearby highway has opened
Marker in contact with its base. Next, remove any Item cards acquired via
a large sink hole in the region, exposing a Red
the ‘Hurried Search’ rule from the unit card and place them at the side of the
Rocket Galleria as yet untouched by Wasteland
battlefield. Finally, place a matching Number Token onto the pile of Item cards.
scavengers. Once buried under 200 years of rubble
Any model may with the Investigation Marker to acquire the Item cards.
and debris, this pre-war truckstop is now a potential
treasure trove of goods, supplies, and even esoteric Any Counting Tokens awarded for collecting these items are also placed on the
weapons or equipment. side of the battlefield and are awarded to the player that picks up the dropped
Item cards.
If either of the Danger or Creature Decks should become exhausted, shuffle the
discarded cards and build a new deck.
BATTLEFIELD SET-UP DEPLOYMENT
ZONE
This scenario is played on a 3 feet x 3 feet
(90cm x 90cm) table.
5. The Model cannot perform Lockpick Expertise Tests and Subject priority is:
a Lock is within : Objective 4
1. Investigation Marker that can be reached in a
6. An enemy model carrying 1+ Counting Tokens is within single Move
: Objective 6 2. Nearest Investigation Marker not within two Moves
of opposing model
7. Otherwise: Objective 1
3. Nearest Investigation Marker
Markers needed:
BATTLEFIELD SET-UP
: This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table.
1. Set up the Canyon Exit zone as shown on the deployment map, with a blank
Game Duration: 6 rounds or until one force has Investigation Marker at each side.
moved all surviving models off the battlefield.
2. Place Impassable Terrain to represent the unscalable cliffs of the Canyon
VICTORY CONDITIONS as shown on the deployment map.
PLAYER DESCRIPTION 3. In addition to the required scenery, add additional terrain that breaks LoS
Both Gain X Counting Tokens for the position and adds cover. Refer to the F:WW Terrain Guide (p.33) if needed.
models are moved off the battlefield via the
4. Place the 7 Investigation Markers randomly, face down, in the positions
Canyon Exit zone.
shown on the deployment map.
POSITION COUNTING TOKENS (X)
1st 6 Markers needed:
2nd 5 :
3rd 4
4th 3 5. Place 3 random Searchables face down, as shown on the deployment map.
5th 2 Place the remaining 5 Searchables close to the battlefield to be used once an
Investigation Marker has been revealed.
6th 1
Both Gain 2 Counting Tokens for each Item card Markers needed:
acquired from The Wasteland moved off the
battlefield via the Canyon Exit zone. :
IMPASSABLE TERRAIN
Emerging from the gloom of the canyon mouth
into bright sunlight, it takes a second for the
bloodied combatants to get their bearings.
DEPLOYMENT
DEPLOYMENT
Breathing hard and wiping grime from their faces
ZONE
ZONE
and armor, the adversaries look up to see their
goal: the smouldering wreckage of the crashed
ship. Thick smoke billows into the air, and flames
NOT TO SCALE
start to lick over the twisted metal and bubbling
plastic of the fuselage. It won’t be long before
anything worth taking is engulfed in a blaze or RED ROCKET RELAUNCH OUTCOMES
reduced to molten slag.
VICTORY DEFEAT
The prize of the crashed Vertibird is within
reach – and the competition know it too. With Victory is sweet, even with the acrid We almost had them, but that
renewed vigor, everyone charges towards the taste of the burning wreck in the canyon was a maze! This is bad –
now rising flames... air. Looks like we’re ahead and that real bad. There’s gonna be nothing
crash site is now ripe for the taking. left if we don’t pick up the pace.
Time to step it up and take what’s on
Scenario 1.3: Assign 2x to
non-Heroic models after deployment. that Vertibird – one way or another.
BURNOUT
If being played in the ‘Caught in the Crossfire’ Campaign, this is Scenario 1.3
X + + +
SCENARIO AIM X = Number of Counting Tokens on terrain.
Salvage the wreck of the Vertibird before it takes
THEN IF THE WRECKAGE EXPLODED:
you with it, and look for clues about the powerful
weapon that destroyed it. Add one Counting Token to closest terrain piece.
If the terrain piece is part of the Burning Wreckage, discard the top
Searchable from the token stack.
SCENARIO RULES
The fuselage can be assigned a maximum of 6 Counting Tokens and every other
Burning Wreckage
terrain piece may be assigned a maximum of 4 Counting Tokens. If a piece of the
Each piece of the Burning Wreckage could conceal a
terrain ends a round with the maximum number of Counting Tokens assigned,
hidden treasure trove. Assign each piece of Burning
do not roll , and resolve the Blast result instead.
Wreckage a token stack of 3 Searchables to
represent salvage or clues to the identity or location
Game Duration: 6 rounds
of the mysterious weapon.
VICTORY CONDITIONS
Markers needed:
PLAYER DESCRIPTION
: Both Gain 1 Counting Token for each Item card gained via the ‘Burning
Wreckage’ rule.
Gain 2 Counting Token for each clue found via the ‘Burning Wreckage’
rule.
The player with more Counting Tokens at the end of round 6 is awarded victory.”
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet
(90cm x 90cm) table.
DEPLOYMENT
DEPLOYMENT
ZONE
ZONE
1. Place the fuselage (largest piece) of the
Burning Wreckage Red away from the center
of an edge of the battlefield as shown on the
deployment map.
CIRCUIT BREAKERS
If being played in the ‘Caught in the Crossfire’ Campaign, this is Scenario 2.1
SCENARIO RULES +
3
In this scenario, both forces have determined that
the most direct route to their destination would 4 +
be through a pre-war Metro system. Unluckily for
them, the interchange has been in lockdown since +
5
the bombs fell and the way forward is closed.
6 +
Fuse Boxes
Each Fuse Box is comprised of two tokens; a
lettered Searchable face down with a Computer Once a Shuttered Tunnel has been opened, do one of two things:
Marker placed on top of it.
1. If the Shuttered Tunnel is a player Exit Tunnel, it jams open and cannot be
Markers needed: shut by activating and deactivating fuses.
2. The first time a Shuttered Tunnel is opened and is not a player Exit Tunnel,
4x
resolve a Creature card with the closest model to the Tunnel as the subject.
: Live Rail
At the start of each round before the Event Card is drawn, check the amount of
The first time any model with a Fuse Box active Fuse Boxes. If three or more Fuse Boxes are active, the railway tracks on
during the game, reveal the Searchable. Keep this the battlefield briefly surge with a dangerous amount of electricity. Any model in
face up and close to the Computer Marker during contact with any part of the area designated as railway track when it becomes
the game as a reference. If a player wishes to move live resolves the following damage;
a model into the space that the Searchable occupies,
1+ +
move the marker out of the way.
= 3
Fuse Boxes begin the game deactivated. To
activate or deactivate a Fuse Box, a model must = 2
spend an action whilst a model is in contact with
=
the Computer Marker and perform an Int Test.
On a success, place a Critical Point Marker
Game Duration: 6 rounds
on top of the Computer Marker to indicate it is
currently activated. Dogs and Creatures cannot VICTORY CONDITIONS
perform this task. PLAYER DESCRIPTION
Both Escape the battlefield with more caps worth of models than the enemy
player, using the Shuttered Tunnel allocated.
BATTLEFIELD SET-UP
DEPLOYMENT ZONE
This scenario is played on a 3 feet x 3 feet
(90cm x 90cm) table.
:
CURATED WASTELAND
The Curated Wasteland reflects an underground metro interchange.
ITEMS DANGER
6. The Player without Advantage chooses a Clothing: Battered Fedora Unstable Ground
Deployment Zone and places all their models. Snagged
Clothing: Road Goggles
7. The opposing player then places all of their Food & Drink: Nuka Cherry Under Pressure
models in the other Deployment Zone. Food & Drink: Cave Fungus
Gear: Flashlight STRANGER
TERRAIN PACK SUGGESTIONS Gear: Stethoscope –
To get the most out of this scenario, we suggest Gear: Stuffed Monkey
using the Military Barricades, Boston Scatter Junk: Camera CREATURE
and Boston Searchables for the terrain scattered
Weapon: Baton Rad Rabbit
around the Railway Tracks.
Weapon: Laser Pistol Radroach Nest
Disturbed Nest
SCENARIO EPILOGUE EVENTS Withered Mirelurk
With a high-pitched squeal the rusted shutters Damp Air
slowly open, revealing the dark tunnels beyond. As
Recent Prints
the firefight intensifies, each side makes a mad dash
for the openings, charging headlong into the dark Boom!
and relative safety beyond. Scouts race off ahead Rugged Rubble
while the rest of the group reload and keep an eye Mole Rat Tunnel
out for anyone trying to follow. Lost Supplies
CIRCUIT BREAKERS OUTCOMES
VICTORY
During Battlefield Set-up, determine which Shuttered Tunnel will become Now that we’ve opened the shutters the way is
the AI’s Exit Tunnel before you determine you own. When placing the clear. We’re ready for anything that tries to get in
face up Shuttered Tunnels, place a Counting Token on top of the AI’s exit our way – let’s just hope the others can’t say the
tunnel as a reminder. same thing.
Phase 3
IF Required Fuse Box has enemy model within Red within own
Awareness, Objective: Protect [Fuse Box]
Prioritize Fuse Boxes without a Ready/Unready unengaged friendly model
within Yellow (excluding self).
STORY Generators
Blocking the exit tunnel, a Metro Train sits idle just beyond the board’s edge
Scouts have reported that the tunnel leads into a
at a Y-Junction. The forces must find a Fusion Core with sufficient energy and
much larger chamber up ahead, where the track
deposit it into the nearby Generators to power the Train.
joins up with one from another direction. Small
skylights break the gloom, casting weak light over Markers needed:
the area. There’s only one way forward, but it’s not
an easy path. The track ahead is blocked by an old Once a model interacts with a Generator whilst holding a Powered Core, found
subway train, abandoned since the war. In order to via the ‘Cold Fusion’ rule, discard the Powered Core and consider that Generator
continue, that train is going to have to be moved. activated. This can be shown by placing a Critical Token on the Generator.
Levers
SCENARIO AIM When a Generator is activated, the controls for the opposite track represented by
Move the train to clear a path to the weapons system. a Lock Marker are active. A model may test Strength when in base contact with
the active track controls to send the Metro Train down the route it is adjacent to.
DEPLOYMENT
deployment map. These are designated Track A
ZONE
TRACK A
and Track B.
DEPLOYMENT
Tokens.
ZONE
TRACK B
5. Place 5 Investigation Markers (representing
Fusion Cores, see p.14) randomly in the locations
shown on the deployment map.
AI SETTINGS
7. In addition to the objects shown on the map, add Phase 1: Before the correct generator is activated.
additional terrain that breaks LoS and adds 1. If carrying a Powered Core: Use [Correct Generator]
cover. Do not place any terrain on the Railway 2. If a friendly model is carrying a Powered Core within Red,
Tracks. Refer to the F:WW Terrain Guide (p.33) Objective [Protect Friendly Model Carrying Powered Core]
if needed. 3. If an enemy model is carrying a Powered Core within Green,
Objective [Defeat Enemy Model Carrying Powered Core]
8. The player who won Scenario 2.1 chooses a
4. Otherwise, Objective [Use Powered Core]
deployment zone.
Phase 2: After the correct generator is activated.
9. Beginning with the player who won Scenario 2.1,
5. If enemy model within Green of activating Friendly Lever,
alternate placing models in your deployment
Objective [Defend Friendly Lever]
zone until all models in a force have been placed.
6. Otherwise, Use [Correct Lever]
DEEP TROUBLE
If being played in the ‘Caught in the Crossfire’ Campaign, this is Scenario 2.3
Each Loose Rubble location may only be damaged by a Demolition Charge and
SCENARIO AIM have 5 and 2 . When a Loose Rubble marker is revealed, add that many
Escape the airless cavern with more of your forces Armor Boost Tokens to it before resolving any damage.
than the enemy.
Once a Loose Rubble location has been reduced to 0 Health, the Investigation
Marker becomes an exit. Model’s may with this marker to leave the
SCENARIO RULES battlefield.
Any model may target a Demolition Charge Weapon: Bottlecap Mine Disturbed Wildlife
that has been placed to detonate it prematurely. Weapon: Sledgehammer
Any damage detonates a Demolition Charge. All STRANGER
Shooting Actions targeting a Demolition Charge EVENTS –
are at -6 skill penalty.
Boom
If a model carrying a Demolition Charge is removed Dust Cloud CREATURE
from play, place the Demolition Charge Marker
Heat Haze Mole Rat Tunnel
facedown in contact with the model’s base before
removing the model. If a model is carrying multiple Rugged Rubble Protective Mole Rat
Demolition Charges, place all of them in a stack. Unbearable Heat
Game Duration: 6 rounds or until victory is
RUBBLE
claimed sooner.
VICTORY CONDITIONS
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet
(90cm x 90cm) table.
if needed.
: In this scenario, the AI settings can change between three phases. All AI
models start the scenario at Phase 1. A model changes to Phase 2 while it
is carrying a Demolition Charge. A model changes to Phase 3 when within
Awareness of an exit.
Phase 1
IF A Demolition Charge is on the ground within Awareness,
Objective: Use [Demolition Charge]
5. The player with Advantage chooses a
deployment zone and the opposing player ELSE IF An enemy model is carrying a Demolition Charge within
is designated the opposite deployment zone. Awareness, Objective: Defeat [Target Enemy Model]
6. Beginning with the player without Advantage, ELSE Objective: Use [Closest Searchable]
alternate placing a model in your deployment Ignore Searchables with a Ready/Unready unengaged friendly model
zones until all models have been placed onto the within Orange (excluding self).
battlefield.
Phase 2
Objective: Use [Closest Investigation Marker]
TERRAIN PACK SUGGESTIONS Prioritize Investigation Markers with the least amount of enemy models
To get the most out of this scenario, we suggest within Yellow.
using the Workbenches, Vault-Tec Supplies and
Radioactive Containers for the terrain scattered Phase 3
around the construction site. Objective: Use [Exit]
SCENARIO EPILOGUE DEEP TROUBLE OUTCOMES
The Wasteland air has never tasted so good. Filthy
VICTORY DEFEAT
and injured, the parties scrabble up the sides of the
breach and into the dazzling sunlight. There are no Even a rockslide can’t stop us We’re never going underground
clear signs as to where exactly they are, but a radio getting to this weapon first! We’re again. It’s too dark and too
tower catches their attention in the distance. Maybe back in the open air, and have a head dangerous. We haven’t come out on
this will be the final piece of the puzzle, and the start too. One last push and the day top this time, but at least we’re not
weapon can finally be claimed. will be ours! dead. That weapon is still out there
– let’s go and get it.
Scenario 2.4: Keep 3 Items collected
for the next scenario. Scenario 2.4: Keep 1 Item found for
next game.
OR
THEN
Scenario 2.4: Keep 1 Item and trade
all remaining collected items to draw 3 All models start with a token.
token
boosts and keep 2.2
GRIPPLE THE SUPER MUTANT HAMMERS ON THE PIPES AS THE AIR GETS THIN…
SCENARIO 2.4
FOWW BTS-001-111 —
STORY
The radio tower is giving off nothing but static, AI SETTINGS
but could still be functional if tuned to the right
frequency. It stands in the middle of a small In this scenario, the AI settings can change between two phases. All AI
village, seemingly abandoned. It’s a long shot, but models start the scenario at Phase 1. The AI changes to Phase 2 while it is
the radio tower is the only lead that can be seen for controlling the Radio Tower as described in the Scenario Rules.
miles around.
Phase 1
IF Enemy force is controlling the Radio Tower,
SCENARIO AIM Objective: Defeat [Enemy Model within Yellow of Radio Tower]
Grab more information packets from the radio tower Prioritize Ready/Unready unengaged enemy models.
than your enemies to locate the weapon. ELSE Objective: Go To [Radio Tower]
Phase 2
SCENARIO RULES Objective: Protect [Radio Tower]
In this scenario, players are fighting to gain as
much information as they can from the Radio
Tower to give them the best chance of finding the
mysterious weapon. CURATED WASTELAND
The Curated Wasteland reflects a shelled urban area.
Radio Tower
Situated in the center of the battlefield stands a
Radio Tower, represented by a blank Investigation ITEMS DANGER
Marker, face up. The Radio Tower is a central Clothing: Baseball Cap Disturbed Wildlife
objective. At the end of each round, count the Serrated Edge
Clothing: Eyeglasses
number of models on each side that are within
Gear: Flashlight Doubts
Yellow of the Radio Tower. Each Leader counts as
two models, and Creatures or Dogs are not counted. Junk: Gold Plated Flip Lighter
The side with the most models gains 1 Counting Junk: Telephone STRANGER
Token, representing clues that will help gain entry Weapon: Baseball Grenade Pensioner
to the missile base.
Weapon: Baton Chem Dealer
Markers needed: Weapon: .44 Revolver
CREATURE
:
EVENTS Alpha Wild Mongrel
A Neutral Party Scratching Sounds
Game Duration: 6 rounds
Super Mutant Radio
VICTORY CONDITIONS
A New Presence
PLAYER DESCRIPTION
Eerie Mist
Both The player with more Counting Tokens at the
Lightning Storm
end of round 6 is awarded victory.
DEPLOYMENT
This scenario is played on a 3 feet x 3 feet
ZONE
(90cm x 90cm) table.
BUILDING
1. Place or mark out 6 buildings on the table in two BUILDING
rows of three as shown on the deployment map.
:
BUILDING
DEPLOYMENT
BUILDING
ZONE
5. The player who won Scenario 2.3 chooses a
deployment zone and places their entire force. NOT TO SCALE
EVENTS
Low Sun
Distant Gunfire
Blustery Wind
Clear
A Neutral Party
BATTLEFIELD SET-UP
DEPLOYMENT ZONE B1
DEPLOYMENT ZONE A1
This scenario is played on a 3 feet x 3 feet
(90cm x 90cm) table.
DEPLOYMENT ZONE B2
DEPLOYMENT ZONE A2
additional terrain that breaks LoS and adds
cover. Refer to the F:WW Terrain Guide (p.33)
if needed. Do not place this within Red of the IMPASSABLE
IMPASSABLE
center of the battlefield. TERRAIN
TERRAIN
WATCHTOWER
3. Randomly place 8 Searchables on the
battlefield, within Yellow distance of the
Impassible Objects and Red distance from
each other.
IMPASSABLE IMPASSABLE
DEPLOYMENT ZONE B3
DEPLOYMENT ZONE A3
: TERRAIN TERRAIN
SCENARIO EPILOGUE
The battlefield is filled with the burning wreckage
of the defense weapon and the air is thick with
black smoke. With the last line of defense seemingly
removed, the forces prepare for their final assault...
SCENARIO 3.2
FOWW BTS-001-111 —
TREAD CAREFULLY
If being played in the ‘Caught in the Crossfire’ Campaign, this is Scenario 3.2
Get to the perimeter wall and scope it out before the INVESTIGATION
VULNERABILITY
enemy does. MARKER
1 A rusty padlock, opened with a successful Shoot Action.
SCENARIO RULES 2 A boarded up window, opened with a successful Melee Action.
A gate with a terminal, opened with a successful Use Computer
3
Minefield Expertise Action.
A Minefield is an open area of Difficult Terrain on A well maintained door, opened with a successful Use Lockpick
the battlefield. A Minefield may contain other pieces 4
Expertise Action.
of scenery, which are not part of the Minefield and
follow the standard terrain rules. Once an Investigation Marker has been resolved, place a Critical Marker on
top of it to show that the way is clear. Any model wishing to exit the battlefield
If a model performs more than one Move Action
via this exit may with the Marker. A model cannot use an exit marker whilst
within the Minefield, they must make a Luc Test
there is an enemy model in base contact with it.
at the start of the subsequent action. In addition,
make a Luc Test every time a model enters or Game Duration: 6 rounds
leaves the Minefield. If this test is failed, resolve the
following damage:
CURATED WASTELAND
+
The Curated Wasteland card options are dedicated to the military goods and
specific cards that can occur at the well-armed perimeter fence-wall of the
Perimeter Turret
military compound.
The Perimeter Turret may be represented using any
of the available turret cards following the standard
turret rules. If multiple are available, randomly ITEMS EVENTS
draw one turret card during setup. Armor: Army Helmet Diamond City Radio
If you have no turret cards use the following profile Chem: Stimpak Boom!
for the perimeter turret. Clothing: Military Fatigues Unbearable Heat
Gear: Military Grade Circuit Board Lucky Find
Weapon: 10mm Pistol Pre-War Minefield
Weapon: Baseball Grenade
Weapon: Assault Rifle DANGER
5 Trip Grenade
Clockwork Trap
5
Good Fortune
Electronic Trap
Serrated Edge
VICTORY CONDITIONS
PERIMETER
BATTLEFIELD SET-UP TURRET
PERIMETER
WALL
This scenario is played on a 3 feet x 3 feet
(90cm x 90cm) table.
(p.33) if needed.
1. If an exit from the battlefield has been opened and could be used by
6. The player who won Scenario 3.1 chooses a the end of the game, Objective: Go To [Closest Open Exit]
deployment zone and places their entire force.
2. If an exit has been revealed that could be unlocked with the required
If you are not playing this scenario as part of
Skill Test, Objective: Use [Nearest Usable Exit]
the ‘Caught in the Crossfire’ campaign, the
player with Advantage completes this step. 3. Otherwise, Objective: Go To [Nearest Unrevealed Exit]
STORY = Minigun
The Control Platform The Gunner Vertibird has the following profile:
The Control Platform is a circular area centered
5
around a face-up blank Investigation Marker
with a radius of Red. Any model wholly within 3+1
the Control Platform counts as having cover if the If the Gunner Vertibird reaches 0 Health, no longer resolve the Strafing Run
attacking model is outside of the Control Platform. special rule at the end of the Round.
Phase 1
If the target could be multiple models, the player
IF Enemy force is controlling the Control Platform, Objective:
with Advantage determines which is targeted in the
Defeat [Enemy Model within RED of the Control Platform
same way targets are determined when shooting
Prioritize Ready/Unready unengaged enemy models.
into engaged models, nominating an equal amount
ELSE Objective: Go To [Control Platform]
of each players models where possible.
DEPLOYMENT
ZONE A
1. Place the center of the Control Platform using
a face-up blank Investigation Marker as
shown on the deployment map.
With the weapon finally secured, the balance of Weapon: Baseball Bat
power has shifted. Whether this will be for the Weapon: Super Sledge
better, only time will tell. With a weapon this
powerful, the temptation to level rival settlements
may be too hard to pass up. The sudden arrival of OUT WITH A BANG! OUTCOMES
The Gunners took everyone by surprise, especially
with such a massive display of matériel. It’s a good VICTORY DEFEAT
thing that someone has a weapon that can match
The cost has been high and the Gather up the wounded and take
that kind of artillery…
journey has pushed us to our limits whatever supplies you can get, we
but now we are the ones who will need to get back home and warn
be calling the shots for some time to people about this. They cannot be
come. Is the weapon ready? Good, trusted with this weapon (we would
time to take it for a test drive. Bring have used it only for the greater
up the list of potential targets…. good of course). I just hope we are
not too late to warn others about
this development. The Wasteland
may never be the same again...
SECTION 4.1
FOWW BTS-001-111 —
STREAM SCENARIOS
These 3 scenarios were previously released as The eponymous crane means victory or defeat, and
streamed content as part of our ‘Fallout Friday’ the continuing flow of destruction forces make for a
series, and they have been included due to popular tense but fun experience.
demand. The scenarios themselves are a little more
In ‘Cargo Ship Carnage’, your forces will engage
unusual than normal, and were designed to be
in a brutal dockside skirmish aboard towering
more fun than specifically balanced – they are best
and decayed pre-war tankers. Players can target
played with the standard game rather than using
each other’s ship to sink the very ground they’re
Battle Mode.
walking on!
‘Mechanic Panic’ sees one player trying to repair
All these scenarios can be used as one-off pick-
an important machine under duress, desperately
up games, or included as part of your ongoing
fending of the other player’s forces raiding their
campaign. They are the start of a series of scenarios
settlement.
designed for one-off play, with less balanced, more
‘The Crane Game’ has players attempting to steal or narrative outcomes.
defend their precious scrap by any means necessary.
SECTION 4.2
FOWW BTS-001-111 —
MECHANIC PANIC
STORY SCENARIO RULES
It’s been a tough few months for the settlement In this scenario, the defender must salvage enough
– improvements have been falling apart, walls spare parts to fully repair the damaged machinery.
are little more than wind-traps, and shelters are The attacker must sabotage this process, and stop
leaking and rusted. Scrap and parts have been the machine being repaired.
in short supply, but efforts to shore up the power
generator are almost complete. That means running Piles of Spare Parts
water, light and heat, and working gun turrets! All These piles are represented by Blank Tokens, as
that’s needed is a few more spare parts and it’ll be shown on the Deployment Map. A model may spend
up and running. The problem is, other locals don’t a Use Expertise Action to make a Search Test
like the idea of the settlement up and running on when in contact with one of these tokens. On a
it’s own power… success, the model gains a Spare Part, represented
by assigning a Counting Token to the model. Only
one Counting Token can be gained from each pile
SCENARIO AIM once per turn.
Fix a broken-down piece of machinery for a
settlement before the other player runs interference Broken Machinery
and wreaks havoc on your plans. This is represented by a Blank Token, as shown on
the Deployment Map. A model that is carrying a
Spare Part may transfer the Counting Token from
themselves onto the token representing the Broken
Machinery, as long as they are within Orange of the
token. When the Broken Machinery has 5 Counting
Tokens assigned to it, it is considered to be fixed
and activated.
VICTORY CONDITIONS
ITEMS DANGER
Clothing: Eyeglasses Unstable Fusion Core
Food & Drink: Nuka Cola Cherry Gasoline Leak
Food & Drink: Radstag Meat Unusual Noises
Junk: Caps Stash Serrated Edge
Weapon: Sledgehammer
Weapon: 10mm Pistol STRANGER
–
EVENTS
Recruitment Beacon CREATURE
Unbearable Heat Digging Dog
Lucky Find
Boom!
Dust Cloud
SECTION 4.3
FOWW BTS-001-111 —
DEPLOYMENT EDGE
DEPLOYMENT EDGE
2. Place 8 blank Searchables Black away
from each corner along the edge of each side
of the battlefield as the map suggests. These
represent the doors the Extraction team need DEPLOYMENT ZONE
to get the Loot to.
Although there is likely to be plenty of unclaimed The Stern: The controlling model is not counted towards the total number
cargo aboard the ships, they look like they could of models in an army when determining which player has advantage in the
break apart any minute. You’ll either need total following round.
control of the area to loot at your ease, or to grab as
When a section of a player’s ship is destroyed, their opponent gains VPs depending
much as you can and scupper them.
on what token has been placed on that section, as shown in the table below:
Your thoughts of dominating the surrounding area
with your new-found firepower are interrupted as Token Set 1
it becomes apparent that you are not alone – you’ll
have to sink one ship to save your bounty…
Token Set 2
VICTORY CONDITIONS
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet WALKWAYS
(90cm x 90cm) table.
THEMED BATTLEFIELDS
If you wish to theme your battlefield to a specific n Add in dumps of abandoned irradiated barrels.
location, follow the guides below to best represent
n Manmade features such as chain-link fences,
those environments.
wooden shacks, or abandoned/wrecked vehicles.
Urban Ruin
Underground Cavern
Urban Ruin environments could represent the
Underground cavern environments could represent
many pre-war towns and cities of the Wasteland.
the vast network of caves inhabited by Wasteland
These could be densely packed skyscrapers or quiet
creatures, metro tunnels, or even fallout shelters.
residential neighborhoods.
n Change the size or shape of the battlefield (e.g. a
n Include densely arranged groups of buildings;
long but narrow battlefield).
these should be accessible through collapsed
walls or doorways. n Include areas of Impassable Terrain to represent
rock piles or support columns.
n Add in areas of Impassable Terrain represented
by collapsed walls and piles of rubble. n Add in dumps of abandoned irradiated barrels or
creature nests.
Blasted Waste
Blasted Waste environments could represent areas
Wasteland Road
of irradiated wasteland, blighted swampland or
Wasteland Road environments could represent
petrified forests.
trails or routes between important locations in
n Include areas of Difficult Terrain such as the Wasteland, filled with raiders and Wasteland
swampland or forested areas of dead trees. creatures.
Thriving Settlement
Thriving Settlement environments could represent
areas of the Wasteland where Survivors have
banded together for economic benefit or even
for safety. Other types of settlements exist, such
as Raider hideouts or Super Mutant dens. This
environment could be mixed into any of the above
environments.