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WAVE 1-8

ALL REVISED CARDS


New versions of cards are indicated on their card by a small shape at the bottom-right of the card’s front.
Version 2 of a card is shown by a , and Version 3 is shown by a .
The latest additions to this document will be marked with a
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RONNIE SHAW
SURVIVOR / MINUTEMEN
PRESTON GARVEY
SURVIVOR / MINUTEMEN
NUKA-GIRL
SURVIVOR
DOG
STR 3 STR 5 STR 3 STR 4
PER 7 PER 6 PER 7 PER 7
END 6 END 7 END 5 END 5
CHA 4 CHA 7 CHA 8 CHA 3
INT 4 INT 5 INT 6 INT 3
AGI 7 AGI 4 AGI 8 AGI 5
LUC 2 LUC 4 LUC 5 LUC 2
UNARMED: Improvised Weapon SPECIALITY: Laser Musket gets Long Barrel ALERT:If an Unready Nuka-Girl is within SENSES: Does not need LoS to a target to
+ = 2 mod fitted free. 3 of a model being made Ready, 1 use Charge. 2
CAREFUL: When into close combat always Nuka-Girl can be made Ready too.
SHARPSHOOT : If unengaged when
ignore one item of cover.
3 affects intended target. 3 ACROBATIC:Once per battle, can test AGI.
3 EQUIPPED: Dog bite.
2
TACTICIAN: Not counted when calculating - BRAVE : Use Preston’s Battlecry resist. 1 Ignore all damage from a single attack. 2 -
Advantage marker. MORALE : Minuteman get +1

X6-88 COURSER MAMA MURPHY SENTRY BOT KNIGHT


SURVIVOR SURVIVOR BROTHERHOOD OF STEEL

STR 5 STR 3 STR 8 STR 5


PER 7 PER 3 PER 7 PER 6
END 7 END 4 END 13 END 5
CHA 4 CHA 7 CHA 2 CHA 5
INT 5 INT 5 INT 2 INT 5
AGI 7 AGI 7 AGI 2 AGI 6
LUC 1 LUC 6 LUC 1 LUC 2
STEALTH BOY: As Stealth Boy Item card but FORESIGHT: See Foresight card. Has 3 points EQUIPPED: Missile Launcher and Minigun.
HARDY: Each model starts with
continuous. (Can not be shared) 2 to spend during set-up. 2 At 0 , do not remove model but initiate 3+1 2
Starts battle with 2 chems. Starts each
ENERGY SHIELD : +1 1 activation with 2 points (or 4 if chem 1 self-destruct. 2+1 2
STABLE: May fire more than one per
1 is active). - activation. X -
MUTANT HOUND ALIEN MUTANT HOUND FIEND FERAL GHOUL
SUPER MUTANT super mutant

STR 6 STR 3 Str 7 STR 6


PER 7 PER 8 Per 7 PER 2
END 5 END 3 end 4 END 4
CHA 2 CHA 3 Cha 2 CHA 1
INT 2 INT 8 Int 2 INT 2
AGI 7 AGI 5 agI 7 AGI 4
LUC 1 LUC 7 Lu C 1 LUC 1
SENSES: Does not need LoS to a target to EQUIPPED: Alien Blaster senses: Does not need LoS to a target to RADIATION HEALING: Each point of
use Charge. 1 2 use Charge. 1 removes 1 1
EQUIPPED: Hound bite.
1 3 equipped: Hound bite.
1 EQUIPPED: Feral Ghoul Swipe. 2
LEAP: Can climb but can not end movement leap: Can climb but can not end movement
mid-climb. X X mid-climb. 1 X

RADSCORPION DOGMEAT SCOUT


SURVIVOR
DOGMEAT
SURVIVOR
RADROACH SWARM
STR 6 STR 4 STR 5 Str 1
PER 7 PER 8 PER 8 Per 4
END 6 END 5 END 5 end 4
CHA 3 CHA 3 CHA 3 Cha 1
INT 1 INT 4 INT 4 Int 1
AGI 4 AGI 6 AGI 6 agI 3
LUC 4 LUC 2 LUC 2 LuC 1
BURROW: Charge is not a normal movement or SENSES: Does not need LoS to Charge. SENSES: Does not need LoS to a target to Counts as Normal size.
a trigger. Place Radscorpion anywhere within 3 OBSERVER : Friendly models can use 2 use Charge. 2 equipped: Radroach Swarm Bite. 1
Charge distance so it engages enemy model. Dogmeat Scout’s LoS for Charge and react to EQUIPPED: Dog bite.
SENSES: Does not need LoS to a target to use
2 triggers which Dogmeat Scout is aware of. 2 2 1
Charge. X EQUIPPED: Dog bite. - - X
EQUIPPED: Radscorpion Pincers & Sting. LEAP: Can not end movement mid-climb.
MOLE RAT BEHEMOTH GLOWING
RADROACH SWARM
HANCOCK
super mutant survivor

Str 3 Str 13 Str 1 Str 4


Per 2 Per 3 Per 4 Per 5
end 2 end 16 end 6 end 6
Cha 1 Cha 2 Cha 1 Cha 7
Int 1 Int 1 Int 1 Int 7
agI 5 agI 1 agI 4 agI 5
LuC 2 LuC 2 LuC 1 LuC 3
burrow: Charge is not a normal movement reach: weapons have range Orange. Counts as Normal Sized on three : First model activated after
or a trigger. Place Mole Rat anywhere 1 barge: Can move through smaller 3+1 equipped: Glowing Radroach Swarm Bite. 1 Hancock (in same turn) gets +2 on their 1
within its Charge distance so it engages first Skill Test during their activation.
enemy model. 1 non-friendly bases.
: -2 penalty for all Skill Tests
2+1 When removed, place . Any model within 1 :+ for Stranger card tests.
2
unnerving at the end of its activation suffers 1 sociable
senses: Does not need LoS to use Charge.
X which are not attacks on Behemoth. X Remove token at the end of round. X encouraging : Other models gain X
equipped: Mole Rat Bite. speciality: Fire Hydrant bat.

GUNNER CONSCRIPT ENCLAVE TRAINEE CHILD OF ATOM LORENZO CABOT


gunner enclave children of atom

Str 3 Str 4 Str 3 Str 8


Per 6 Per 4 Per 6 Per 4
end 5 end 4 end 9 end 10
Cha 3 Cha 3 Cha 2 Cha 8
Int 4 Int 2 Int 4 Int 9
agI 4 agI 4 agI 3 agI 3
LuC 2 LuC 3 LuC 3 LuC 7
scramble: Gain and rags: Cannot use , , or telekinetic nudge: If scatter ends within Yellow
1 2 - and LoS, move it to Orange before effect. 2
telekinetic shove: As a Shoot action (Green
1 1 - range), 1 model in any direction. 2
Once per activation. Target test STR to negate.
- - X Do not move into base contact after -
completion.
MIRELURK HATCHLINGS DESDEMONA DR. CARRINGTON SWAN I
railroad railroad super mutant

Str 1 Str 4 Str 4 Str 13


Per 2 Per 6 Per 3 Per 5
end 3 end 7 end 5 end 7
Cha 1 Cha 7 Cha 6 Cha 2
Int 1 Int 6 Int 7 Int 2
agI 4 agI 5 agI 3 agI 3
LuC 1 LuC 3 LuC 4 LuC 2
equipped: Mirelurk Hatchlings Claw. morale : Other friendly models get +1 battle medic: Once per activation, can remove boat charge: When engaging due to Swan
Counts as normal size. - motivating : Gain V.A.T.S.
3 1 / / / / from an 2 Charge. Target Tests END. Fail: Gain 3+1
purpose: Resistant to Stun
- 2 unengaged model in LoS and within Yellow. 1 3+1
(Not , or ) equipped: Ship Anchor, Behemoth Rock
X 1 - Throw, Ship Anchor Slam X
FRONT 1 BACK 1 FRONT 2 BACK 2

SUPER MUTANTS ACTIONS RIFLE SURVIVORS ACTIONS RIFLE


SEARCH SEARCH
Move PISTOL Move PISTOL
Charge LOCKPICK Charge LOCKPICK
HEAVY WEAPON HEAVY WEAPON
Close Combat COMPUTER Close Combat COMPUTER
Shoot THROW Shoot THROW
PRESENCE PRESENCE
Throw MELEE
Throw MELEE
Expertise AWARENESS Expertise AWARENESS
HEALTH HEALTH
Prepare BATTLE CRY
Prepare BATTLE CRY

Units which show ‘Super Mutant’ under their Unit name: TRIGGERS
Units which show ‘Survivor’ under their Unit name: TRIGGERS
MOVEMENT MOVEMENT
1. Use for Skill Test when using ranged weapon in 1. During Force Set-up, each Unique model receives 1
Any action Any action
Close Combat. ATTACK in addition to any they may normally receive. ATTACK
Friendly attacked Friendly attacked
2. Can not wear Unique Units receive 2
EXPERTISE Movements EXPERTISE Movements
3. Immune to Attacks Non-unique Units receive 1 per model. Attacks
4. Food counts as cooked when eaten. PREPARE
All require LoS, except attack. PREPARE
All require LoS, except attack.

©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

BROTHERHOOD OF STEEL MAMA MURPHY: FORESIGHT MAMA MURPHY: FORESIGHT


FACTION ACTIONS RIFLE
SEARCH
SET-UP DURING BATTLE
Move PISTOL
Charge LOCKPICK
HEAVY WEAPON Mama Murphy starts each of her activations with 2
Close Combat COMPUTER foresight points, or 4 foresight points if she has an
active chem. (Unused foresight points from any previous
Shoot THROW
PRESENCE activation are lost.)
Throw MELEE Mama Murphy can perform any of the abilities below
Expertise AWARENESS before or after any model’s action. Each ability costs 1
HEALTH foresight point to use.
Prepare BATTLE CRY
Look at top card of Event deck when not a
At the beginning of your Leader’s activation, you may Mama Murphy gets 3 foresight points to spend on the
TRIGGERS following: A Reaction by any friendly model can be resolved
place a Reaction Token on one friendly model within the MOVEMENT

Presence range of your Leader that doesn’t already have Any action 2 foresight points: Set-up after opponent. at start of the trigger action instead of the end.
ATTACK
a Reaction Token on it. Friendly attacked 1 foresight point: Look at random 3 opponent’s If friendly model rolls an result during a
Forces cannot contain Super Mutant units that are not Unique. EXPERTISE Movements Boost cards. Skill Test, it can take the action back (with no
Attacks 1 foresight point: Look at 2 and/or effect) and perform a different action instead
PREPARE after set-up complete. (not the same action with a new roll).
All require LoS, except attack.

©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

FRONT 3 BACK 3 FRONT 4 BACK 4


*
FRONT 1 BACK 1 FRONT 2 BACK 2

DOGS actions rifle CREATURE FACTION CREATURES


search
Move pistol
Charge lockpick
heavy weapon
1. Dogs can only use cards which show the icon, or Close Combat 1. Creatures can only use cards which show the
computer
specifically state can be used by Dogs on the cards, icon, or specifically state can be used by Creatures
or are equipped by the Unit’s card. Shoot throw
on the cards, or are equipped by the Unit’s card.
presence
Throw
One exception is that, via Sharing, Dogs may use melee 2. If a Creature has weapons named on its Unit card,
and Stimpaks carried by friendly models which are not Expertise awareness those are the only weapons it may equip.
or Prepare
health
battle cry 3. In addition to its weapons, a Creature may equip a total
of 2 creature mods and 1 non-weapon creature item.
2. If a Dog has weapons named on its Unit card, those triggers 1. Leader must be Creature Controller.
movement 4. Creatures cannot gain or skills.
are the only weapons it may equip. 2. Apart from Leader, force may contain Creatures only.
Any action (Creature units with a faction on their cards not
attack
Friendly attacked matching the faction on the Leader’s unit card may
3. Dogs cannot gain or skills. not be included.)
expertise Movements
Attacks 3. Leader may be equipped with Creature Perks.
prepare
All require LoS, except attack. 4. Whilst Unengaged, Creature Controller may apply
Stimpaks to Creatures within Yellow and LoS.
©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

SELF-DESTRUCT AND AI ai responses ai responses


ROBOTS ROBOT TARGET PRIORITIES OBJECTIVE AND DEFEND

For movement: Fewest Moves required O bjective


1. Robots with no named faction count as the same SELF-DESTRUCT nearest
For shooting: Shortest shot Perform relevant response that matches Objective but with X as
faction as the player’s Leader. When self-destruct initiated, Robot can only use Least remaining Health the only Subject/Target.
weakest
2. Robots can only use cards which show the icon, movement actions for remainder of battle. largest Highest maximum Health Defeat X Perform A with Subject as only target to
or specifically state can be used by Robots on the Initiating self-destruct is a trigger (LoS not required). be considered
wounded Most damage taken
cards, or are equipped by the Unit’s card. At end of robot’s next activation, it explodes with the Protect X Perform D
healthiest Most remaining Health
3. Robots are immune to and following effect centred on the robot: Go to X Perform M
vulnerable Lowest armor
Use X 1. Interact to Use Subject
4. Damage can be removed from a Robot using a 4 best chance Least penalties / Greatest bonus 2. Move into contact with Subject
Robot Repair Kit. prepared Ready then
Not Ready 3. Perform M
After explosion is resolved, remove model.
5. A Robot may equip a total of 2 robot weapons, spent Used then
Ready
2 robot mods and 1 non-weapon robot item. importance Nearest to Subject D efend
6. If a Robot has weapons named on its Unit card, those
AI not engaged Not Engaged Assess target as if model at Subject’s position. Perform A using
only that target. If this would result in target not being attacked
are the only weapons it may equip. If no O shown on robot’s AI matrix, resolve A engaged Engaged or engaged during activation, M ove towards Subject instead.
whenever O is required. Doing enemy objective Capable of
then
capable careful If Subject engaged with target, model will use
enemy objective
Close Combat instead of Ranged.
slowest Shortest Move
fastest Longest Charge
©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

FRONT 3 BACK 3 FRONT 4 BACK 4


* *
DEATHCLAW MUTANT HOUND FIEND CHIEF HANLON LEGATE LANIUS
blade of the east and 4 x incendiary
DEATHCLAW SWIPE AND DEATHCLAW CRUSH HOUND BITE ranger sequoia
grenade

9+ 5-8 1-4 3+ 1-2 5+ 3- 4 1-2 1-3 7+ 4-6

A A A A A O O D F* O A
A F F A A A D O O A O
F A A M F D A A F* O M
1: Nearest 1: Nearest 1: Not Engaged For Method , perform . 1: Highest
2: Wounded 2: Healthiest Nothing to throw: Method . 2: Larger
: Add to Crush.
D Nearest NCR model; if none, O. 3: Prepared *After F reponse: 3: Leader

MINUTEMAN NICK VALENTINE PRAETORIAN GUARD PIPER


laser musket pipe pistol
(ESCORT) 10mm pistol
ballistic fist

Use
expertise Model
O within to be
Minutemen 3-4 1-2 4+ 1-3 escorted 4+ 1-3 5+ 3- 4 1-2

O O A O A O D O A O A O
O M O O O M D A O M O F
A A F O M A D M A A M A
1: Best Chance When useful, use Accurate, 1: Best Chance setup: Select Unit or model 1: Largest 1: Vulnerable
Prefers to end actions within 2: Capable Dodge and Tough. 2: Prepared to protect. D Nearest model 2: Healthiest : on nearest 2: Prepared
of other Minutemen. 3: Prepared : Use if able. 3: Vulnerable selected to be protected. 3: Prepared friendly model within Yellow (self last). 3: Not engaged
SCIENTIST
institute laser pistol and cleanroom suit

Situation Situation

1-2 1 2

O O A
F O O
A O F
situation 1: If O is Use (except 1: Weakest
) or Go To. 2: Vulnerable
situation 2: If not Situation 1. 3: Ready
BATTERED ASSAULTRON
PULSE GRENADE PULSE MINE HEAD LASER
Assaultron only.
Only affects and non degraded Only affects and non degraded Primed Weapon: 2 After each action
(exc. shooting), add
token if non-friendly in
LoS; otherwise, remove
a token.

2 : 2 3 When primed, may


use Shoot action to
fire, then remove all
1-2 3+ tokens.

LEAD LINED IMPROVED FLEXIBILITY HEADLAMP

Increases rating by 1.
+2 +2
Must be attached to an armor ( ) card
that sets armor values.

BIOCOMM MESH LIGHTWEIGHT PADDED

Increases and amor rating by 2 for area


A chem’s right-most column of effect lasts one effect damage only.
additional activation duration. Model is not affected by difficult terrain.
Must be attached to an armor ( ) card that sets
armor values.

CUSHIONED BALLISTIC WEAVE DISSIPATING

Increases rating by 1. Increases armor rating by 1.


Falling damage resolved as if one color distance less. Must be attached to an armor ( ) card
that sets armor values. Must be attached to an armor card that sets armor values.
RADROACH SWARM BITE RADSCORPION PINCERS & STING HOUND BITE
Radroach Swarm Only Radscorpion Only Mutant Hounds only
3 3

1 2 3 2 3
Resolve 1 attack for every 2 +
of Radroach Swarm (round up). If damage caused:

DEATHCLAW CRUSH DOG BITE STUN BATON


Deathclaw only After each action, add Dogs only
Primed weapon: 3 token if non-friendly 2 2
in LoS.
When primed, Close
Combat action to use
Crush.
3 (Skill roll: Deathclaw’s
2 2 2 2
STR - Target’s AGI), then
Then and throw target remove all tokens. (If none: )

ASSAULTRON HEAD LASER EYEBOT LASER VAULT 111 JUMPSUIT


Assaultron only.
Primed Weapon: 2 After each action Eyebot only
(exc. shooting), add
token if non-friendly in
LoS; otherwise remove +1
a token. +1
3 When primed, immedi-
ately Shoot (no action 1 Not usable by Super Mutants
required), then remove
all tokens.

MULTI-CALIBER HEAVY ROAD GOGGLES

Prior to Shooting roll, can discard any 2 effect dice 1 blank face of any 1 / /
(same or different colours) to add 1 / / INT +1
(player’s choice). counts as
ENRAGE DAMAGED HAZMAT SUIT HAZMAT SUIT
When a Critical hits the target, immediately
roll and control the target to perform a Quick Action below.
3
4+1

Does not affect , or

HUNTING SHOTGUN REBAR CLUB PULSE GUN


Requires Str 7+ Only hits & non-degraded
4 3 2
Short only

2 4 2 3 2 2
Sum strong armor and regular armor

GLOWING YAO GUAI SWIPE


-1

-1
Glowing Yao Guai only
3 OVERDRIVE

2 3
MELEE

+1
PAIN TRAIN MYSTERIOUS STRANGER MYSTERIOUS STRANGER II

If / rolled during V.A.T.S. roll,


Whilst wearing and performing Charge action: If rolled during V.A.T.S. roll,
place Mysterious Stranger up to Red away.
Instead of gaining Charge Bonus token(s), model can Mysterious Stranger attacks your nearest
instead immediately roll 1 and target resolves AUTO-HIT: Resolve 2+ on any model in
unengaged enemy in LoS – your choice if tied. Mysterious Stranger’s LoS (engaged or not). Then remove
damage icons as physical damage
AUTO-HIT: Resolve 2+ Mysterious Stranger.
(with the usual armour roll). Max. one Mysterious Stranger Perk per activation.
This is part of the Charge action. (This attack is optional.) REQUIRES: Mysterious Stranger Perk.

MYSTERIOUS STRANGER III

As Mysterious Stranger II but when Mysterious Stranger’s


model is placed:
EITHER Immediately resolve Mysterious Stranger II attack
oR Place next to Mysterious Stranger and use a reaction
with to attack later. Remove Mysterious Stranger after
attack, or when affected by any damage.
REQUIRES: Mysterious Stranger II Perk.
FIND THE COOLER MERCHANT CARAVAN
SET-UP: Place a Searchable Black from two battlefield Caravan Master Harvey says he lost a couple of guards to Raiders.
edges – this is the expected location of the cooler. Will you help protect them as far as Goodneighbour?
FRONT

Draw a Creature card and Test LUC: If so, roll . The journey is uneventful. Otherwise, the Raiders
Gain Cooler and add for the time it takes. strike again. Test / / / . Gain
Move the marker Yellow in a random direction. Any outcome: Harvey appreciates it. Your Settlement is now on
If cooler gained, got to Part 2. his route. Gain 1 Scavenging Stand Structure for free.
maybe there was something to her idea.
Make your own Nuka-Cola? Harris didn’t seem crazy so
some creatures have nested on top of it.”
could help me figure out how to make my own Nuka-Cola, but
around here. I believe a cooler in there has ingredients that
BACK

“A Nuka-Cola Corporation field office used to be located


THE SECRET ELIXIR: Part 1

C
VERTIBIRDS OVERHEAD LIGHTNING STORM

,
/
The lightning strikes the ground in several places with

,
explosive and deafening results.

/
No sooner than they are heard,
FRONT

At end of every round whilst in play, 2 random models are

Discard 1
the four vertibirds dart past above overhead,
hit by lightning. For each:

/
fading into the distance to the south-east.

and/or
= 1

then re-roll any remaining


,
TRY THAT AGAIN
Card remains in play until is rolled.
BACK

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