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THE VESTIGES

RESURGENT
­ SECTION 1
FOWW SCP-060-111 —

GREETINGS
The Vestiges Resurgent is divided into three
SUGGESTED FORCES
The suggested forces provided are exactly that –
suggestions that can get you playing quickly and
seperate scenarios. Each of these scenarios can easily. To create these, you will need the Enclave
be played as a stand alone mission or they can be Wave Expansion Card Pack and the 2-Player
played sequentially as a mini-campaign. They are Starter Set. You can also create your own forces
specifically designed to be played in sequence, with using any of the expansions from the Fallout:
the overall winner determined by the final scenario. Wasteland Warfare range.
The scenarios require the 2-Player Starter Set and
the Enclave Wave Expansion Card Pack.

STORYLINE AND CONSEQUENCES AI SETTINGS


During these scenarios, one player will be referred
Each Scenario contains AI settings for both the Enclave and the Locals.
to as the Locals and the other will be referred to
These will be located in a grey sidebar with the AI logo shown above.
as the Enclave. The forces of either side can be
comprised of any faction of your choice, but the When allocating rewards/penalties due to the
Enclave side is thematically better suited to Units outcomes of previous scenarios, the player
belonging to the Enclave faction. must decide how to allocate them by choosing
what would be the most disadvantageous for
First, to set the scene, each player should read
themselves. The same is true for the AI for
the Introduction for their side ONLY, found on
using any Boost cards they have gained.
the last page of the scenario pack. Before starting
each scenario, players should read the opening The AI’s Objective and its Subject will
‘Story’ section in the scenario’s details aloud. be written as follows: Objective
[Subject]; for example, if the AI is
At the end of each scenario, each player turns to the
to kill the enemy leader, meaning
last page of the scenario pack, and reads the sections
the Objective is ‘Defeat’ and the
of ONLY their outcome that apply, given the result of
Subject is the enemy leader,
the scenario they have just played.
then this will be written as
‘Defeat [Enemy Leader]’.
WARNING
To avoid any spoilers. players should try
NOT to read ahead, or read each other’s
sections, unless specifically instructed to
do so.

CURATED WASTELAND DECKS FOWW SCP-060-111


Each scenario shows a list of Wasteland cards,
Modiphius Entertainment, 39 Harwood Road, London, SW6 4QP. United Kingdom.
called the ‘Curated Wasteland’. These are
suggested decks of cards for the Wasteland which © 2020 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered
trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries.
are tailored to provide a specific theme for the All Rights Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment.
scenario. The Curated Wasteland decks should All rights reserved to their respective owners.
each be shuffled before starting. Players are free Any unauthorized use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner; no infringement is intended.
to use any mixture of cards they wish instead. For
ease of recognition, cards marked in bold are those This is a work of fiction. Any similarity with actual people and events, past or present, is purely
coincidental and unintentional except for those people and events described in an historical context.
which are new in the Enclave Wave Expansion
Card Pack.

FAL L O U T – T HE VE S T I G E S RESURGENT 1
­ SCENARIO 3
FOWW SCP-060-111 —

THE HANGER GATE


STORY
With the defensive asset firmly under Enclave AI SETTINGS
control, now is the time to consolidate. Allowing this
hanger to be recaptured by the unworthy is not an
option. The doors must be defended until they can
ENCLAVE
be sealed properly. At the start of each AI model’s actions, determine a model’s current
Objective by running down the list below, and using the first criteria that
matches the model’s situation.
SPECIAL RULES
1. If enemy model within move of open Hanger Door: Objective 3
Enclave soldiers have to use computer terminals
2. If Hanger Door is closed: Objective 2
in the center of the bridge to shut the hanger door.
3. If Hanger Door is open: Objective 1
Locals need to get inside the base.
4. Otherwise: Objective 4

Door Control Terminals 1 & 2 Objectives


A model in base contact with Door Control Terminal Objective 1 Use [Nearest Computer Marker]
1 or 2 may use a Computer Expertise Test to Ignore Computer Marker with a Ready/Unready unengaged
open/close Hanger Doors 1 or 2. Once a Hanger friendly model within Red (excluding self).
Door is closed, place a Green Range Ruler on the
Objective 2: Protect [Computer Marker]
battlefield to represent the impassable door.
Objective 3: Protect [Hanger Door]
Rushed Defences
Objective 4: Defeat [Capable Enemy]
The Enclave force may add up to 2 Mark III
turrets to their force for no additional Caps cost.
If they do this, the setup time hinders their LOCALS
preparation and causes a number of the Enclave
In this scenario, the AI settings can change between two phases.
force to begin the game Stunned equal to the
All AI models start the scenario at Phase 1.
amount of turrets placed.
A model changes to Phase 2 if the hanger doors are closed.

Unlawful Occupants Phase 1


Any unengaged Locals force model that ends its Objective: Go To [Hanger Door]
activation in contact with the Exit Zone may be
Phase 2
removed from the battlefield, and count towards the
Objective: Use [Door Control Terminal]
Locals’ victory condition.

Game Duration: 6 rounds

SUGGESTED FORCES

VICTORY CONDITIONS ENCLAVE (458 CAPS) SURVIVORS (246 CAPS)

RESULT CONDITION Warrant Officer 70 Sole Survivor 103

Enclave Win Locals have more than half their Laser pistol 7 Missile Launcher 41
Caps cost in models either still on the Enclave Soldier 80 Ripper 6
battlefield or removed as a casualty Plasma Rifle 24 T-60 Power Armor 72
Locals Win Locals have more than half their Enclave Power Armor 60 Scavenger 42
Caps cost in models removed from
the battlefield via the Unlawful Tesla Soldier 100 Assault Rifle 8
Occupants rule (above). Combat Shotgun 10 Settler 40
Enclave Power Armour 60 Combat Shotgun 10
Tesla Coils Free Enslaved Tech 35
Enclave trainee 40 Lead Pipe 12
Laser Pistol 7 Dog 90
Dog bite 0

2 FALLOUT – WA S T EL A ND WA R FA R E
BATTLEFIELD SET-UP LOCALS
DEPLOYMENT ZONE
This scenario is played on a 3 foot x 3 foot
(90cm x 90cm) table.

1. Mark a Blue by 2x Black area of Impassable


Terrain on either side of the battlefield, as
the map suggests. This is to represent the
narrow pass.

2. Mark a Yellow by 2x Green area on either side


of the battlefield, as the map suggests. These DOOR CONTROL
are the deployment zones. TERMINAL

3. Place 2x Computer Markers Black + Red up


DOOR CONTROL
the narrow pass, as the map suggests. These
TERMINAL
represent the Door Control Terminals.
IMPASSABLE IMPASSABLE
4. Place 2x Green Range Rulers by the Exit
Zone to represent the Hanger Doors, as the map
suggests. These begin the game open.

5. Place 6x non-blank, non-lettered


Searchables within Red of the Door Control
Terminals and Yellow from each other.
ENCLAVE
6. Place up to 2 turrets on the Blank markers
HANGER DOOR DEPLOYMENT ZONE HANGER DOOR
as the map suggests, following the Rushed
Defences rule. EXIT ZONE
NOT TO SCALE

7. In addition to the objects shown on the map,


place terrain that breaks LoS and adds cover.
Refer to the F:WW Terrain Guide, if needed.
CURATED WASTELAND
The Curated Wasteland reflects a rocky narrow pass on route to a hidden
8. Players take it in turns to deploy, each placing
supply cache.
one of their models in their deployment zone,
starting with the Enclave force. ITEMS DANGER
Custom Ammo Buried Grenade
Terrain Pack Suggestions
Pipe Wrench Rigged to Blow
To get the most out of this scenario, we suggest
Psychobuff Creature
using the Corvega Sedan, Military Barricades,
and Junk Barricades to recreate the feel of a Flamer Radiation Burst
barricaded army base. Stun Grenade
Stimpak CREATURE
Mite Swarm
EVENTS Radroach Nest
Distant Gunfire
Siren
Gusts of Wind
Rad Storm
Lightning Storm

FAL L O U T – T HE VE S T I G E S RESURGENT 3
­ INTRODUCTIONS & OUTCOMES
FOWW SCP-060-111 —

INTRODUCTIONS & OUTCOMES


THE ENCLAVE
Introduction
The Enclave might not be at full strength, but that doesn’t
mean we won’t fight to rebuild. We need to establish a new base.
One with a defensible position. We know where to find some
replacement equipment, and with a little determination, we’ll
restore this once great nation to its former glory!

Scenario 3: The Hanger Gate


Victory: We have our foothold. With this victory, our position is
secured in this region, and we can begin the process of reclaiming
our rightful place as the true leaders of the Wasteland!

Defeat: Though we have lost this battle, and our search for a
base of operations will have to continue. Battered and bruised
as we are, we will keep moving. The Enclave has suffered defeat
before, and one more will just make us stronger. We will return,
and we will purify this foul land.

to settle. If they come again, we’ll be ready.


definitely tough. We’ll leave this time, but we’ll find a new place
Defeat: We fought well, but whoever these guys are, they’re
can’t stand against true residents of the Wasteland like us!
hills. Let them return with their pride and their armor, they
Victory: We sent those soldiers packing and running for the
Scenario 3: The Hanger Gate

Wasteland, it looks like we’re going to have to fight for it...


better than braving the wastes! Sadly, like with all things in the
We’ve found a little place to call home, and it’s a whole lot
Introduction

LOCALS

4 FALLOUT – WA S T EL A ND WA R FA R E

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