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Fallout Wasteland Warfare Homestead Rules Expansion v2 Book US PRINT
Fallout Wasteland Warfare Homestead Rules Expansion v2 Book US PRINT
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©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
CON TEN TS
VAULT D WEL L ERS INTRODUCTION 2
Lead Designers James Sheahan
Other Designers/Developers Jono Green, Ethan Heywood, Giles Nevill,
Charlie Perkins, Kieran Street
RESOURCES 2
Editors Dave Pasquantonio
Graphic Designers Mark Whittington, Stephanie Toro Gurumendi,
Richard L. Gale, Michal E. Cross
STRUCTURES 3
3D Designers Joana Abbott, Ben de Bosdari, Sean Bullough,
Domingo Díaz Fermín, Colin Grayson,
Jonathan La Trobe-Lewis, Chris ‘Chrispy’ Peacey SETTLEMENT SHEET 6
Additional 3D Designers Matt Clarke, Jamie Phipps, Ana Román Peña,
Romeo Salbatecu, Luigi Terzi
Studio Painting Adam Huenecke, Castle Brush Studios, SETTLEMENT LAYOUT 8
Craig O’Reilly, Julian Jeratsch, Logan Warner,
Lorenzo Sasso, Neil Soloman.
Project Managers
Production Managers
Ben Maunder, James Barry
Peter Grochulski, Steve Daldry.
SETTLEMENT USE 12
Modiphius Entertainment
Chief Creative Officer Chris Birch
SETTLEMENT DAMAGE 13
Chief Operations Officer Rita Birch
Managing Director
Head of Product
Cameron Dicks
Samantha Webb
SETTLEMENT ATTACKS 15
Head of Development Sophie Williams
Head of Creative Services
Creative Coordinator
Jon Webb
Kieran Street SETTLEMENT SCENARIOS 16
Financial Controller Luc Woolfenden
Logistics and
Production Manager Peter Grochulski AI SETTINGS 24
Art Directors Kris Aubin, Rocío Martín Pérez, Ariel Orea
Studio Coordinator Rocío Martín Pérez
Photographer Fátima Martín Pérez HOMESTEAD CARDS 26
Lead 3D Designer Jonathan La Trobe-Lewis
Senior 3D Designers Domingo Díaz Fermín, Chris ‘Chrispy’ Peacey
Senior 3D Plastics Designer
3D Designers
Colin Grayson
Joana Abbott, Ben de Bosdari, Sean Bullough
SURVIVAL MODE 28
Lead Graphic Designer Michal E. Cross
Graphic Designers Stephanie Toro Gurumendi, Christopher Webb,
Mark Whittington, Leigh Woosey
SURVIVAL MODE ROSTER 31
Audio and Video Producer Steve Daldry
Editor Bryce Johnston
Development Coordinator Jason Enos
Developers Jono Green, Ethan Heywood
2d20 Developer Nathan Dowdell
QA Testers Samantha Laydon, Nathan Perry,
Dominic Westerland
Senior Project Manager Gavin Dady
Project Managers Ben Maunder, Chris Shepperson, Daniel Lade,
James Barry
Assistant Project Managers Haralampos Tsakiris
Operations Manager John Wilson
Factory Manager Martin Jones
Senior Production Operatives Drew Cox, Warwick Voyzey
Lead Production Operative Anthony Morris
Production Operatives Thomas Bull, Louis Hartley-Edwards, Jake Pink,
Jake Skinner-Guy, Miles Turner,
Tool Makers Luke Gill, David Hextall, Alex Taylor
Customer Service and Modiphius Entertainment, 39 Harwood Road,
Accounts Manager Lloyd Gyan
London. SW6 4QP. United Kingdom
Events Manager Gregoire Boisbelaud
Community Manager April Hill © 2022 Bethesda Softworks LLC. FALLOUT and related logos are trademarks
Translations and or registered trademarks of ZeniMax Media Inc. or its affiliates in the U.S.
Publishing Manager Matt Timm and/or other countries. All Rights Reserved. The Modiphius Entertainment
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Playtesters Thanks to the various F:WW Playtesters! Actual components may vary from those shown. Made in Poland.
With Thanks to Mike Kockis, David Evans, Jessica Williams
and the Bethesda design team.
INTRODUCTION
In the Wasteland, your Settlement is your refuge, you from the region, take your items, or just cause
your home and the key to your survival. Homestead mayhem. Homestead allows you to resolve these
expands the Settlement experience in Fallout: attacks instantly or play out the scenario of the attack
Wasteland Warfare in several ways. Settlement with your actual Settlement layout as the battlefield.
Events can now occur during Settlement Use – will
For players looking for a tougher challenge, Survival
you pay off the Raider gang by giving them some
Mode allows you to have a persistent roster of models
items to go away (knowing they’ll be back for more)
in your Settlement. Damage from one battle will
or try to persuade them to leave for good, knowing it
carry over to the next or need to be treated by food or
could turn ugly? Will you spend time and resources
Stimpaks, or even new Structures such as the Medical
preparing your Settlement against a coming storm, or
Center.
will you simply hope it changes direction?
So, grab your shovel, break new ground, and prepare
Using Homestead, your Settlement becomes a
to build and defend your Homestead...
physical entity requiring you to draw the layout
of where each Structure is placed as you build.
Plus, your Settlement can become damaged, taking
HOMESTEAD CAN BE USED BY BOTH PLAYERS PLAYING
Structures out of action and requiring resources to
AGAINST OTHER PLAYERS, AND PLAYERS PLAYING SOLO
make repairs.
AND/OR CO-OPERATIVELY. TO USE HOMESTEAD, A PLAYER
As a key part of your future in the Wasteland, your MUST BE USING THE SETTLEMENT RULES INCLUDED IN THE
Settlement will almost certainly be the focus of CAMPAIGN HANDBOOK.
hostile intent from others who want to dislodge
RESOURCES
Homestead introduces a new currency to Settlement While using their Settlement, a player keeps a
Mode called ‘Resources’. Resources represent critical running total of their Resources (similar to their
components used for building and maintaining the running total of Caps). If a player needs to spend
settlement and anything within it, such as wood, Resources, they deduct the amount required from
glass, aluminum, screws, and rubber. their total (which can never go below zero).
Resources are required to repair damage to structures, Unlike Caps, Resources can only be kept between
reinforce structures, extend structures, and other each Settlement Use if there is appropriate storage
tasks. In addition, they are required for some for them in a new type of Structure called Resource
Settlement Events and Consequences, explore cards, Sheds. At the end of using their Settlement, a player
and some scenarios too. must discard any Resources in excess of the maximum
Resources which can be held by their Resource Sheds.
Resources can be gained from some new Structures
which can break Items down into Resources or provide
new Resources. Resources can also be gained from
explore cards and Settlement Events.
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STRUCTURES
STRUCTURE SIZES
Each Structure has a size which is the minimum other Structures. Small Structures are:
number of squares it must occupy on the Settlement
n All Crafting Structures (except Creature Pen)
Layout (which is a diagram of the Settlement,
n All Boost Structures
described on p.8).
n All Infrastructure Structures (except Crop Fields)
n Lockers
Small Structures
n Turrets
Some Structures are classed as ‘Small Structures’.
These are small enough that they can fit inside some
TOTAL STRUCTURES
Unlike the regular Settlement rules, the total number size of that area (see Settlement Layout, p.8). Unless
of Structures is not used in Homestead; instead, otherwise stated, the total amount of each different
physical geographic area in which to place Structures structure that can be built is unlimited.
is the limitation, and buying more Land increases the
NEW STRUCTURES
Homestead adds new Structures to the game.
Some allow the collection, creation, and storage of
Resources, while others help remove injuries, add
defenses, and provide buildings for Small Structures
to be housed within. As with existing Structures,
unless indicated, each Structure requires 1 power to
function during Step 2 of the Settlement process.
3
NAME COST EFFECTS FOR EACH STRUCTURE SIZE DOOR/S
BUILDING STRUCTURES
DEFENSE STRUCTURES
NON-STRUCTURES
Walkway
Allows movement between Structures and/or different heights (see p.11)
Ramp 20 2 -
No power required.
Staircase
PRIORITY STRUCTURES
Allows player to discard 1 condition which would be applied to their
models during set-up for the next battle, i.e. Stun, Injured arm, etc.
Barracks 130 8 2
Can contain Boost Structures.
This Structure requires 2 power and 1 water.
500 OR
Increases the area in which Structures can be placed. Does not count as
Land^ Complete - -
a Structure. No power required.
5 Quests
Discard up to 2 items (other than Chems or Food & Drink) and gain 1
Processing Line 100 Resource for each item discarded.* 8 2
This Structure requires 1 power and 1 water.
Processing Line Discard up to 3 items (other than Chems or Food & Drink) and gain 1
150 Resource, plus 1 Resource for each item discarded.* 8 2
(Advanced) This Structure requires 2 power and 1 water.
++ The cost to add a Turret to a Settlement is 5 times its Caps cost when it would be included in a Force.
* Any capacity not used when the Structure is used is lost, i.e. one Processing Line (Advanced) cannot be used to convert 1 card, and
then the unused capacity used later to convert 2 more cards.
^ When using Homestead, this replaces the existing version of Land.
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DEFENSE STRUCTURES
Defense Structures may be built during Step 2 in example, if a Settlement Event card states ‘Allocate 4
addition to during Step 1. As soon as an effect on the Structural Damage’ or ‘Resolve a Settlement Attack
Settlement must be resolved, Defense Structures with Attack Rating 5’, no new Defense Structures can
may not be built until that effect is resolved. For be built before that effect is resolved.
STARTING SETTLEMENT
A newly built Settlement includes the Structures 1 x Listening Post
below for free. (Note that this is slightly different from Benefit: Ability to Explore (see
the Starting Settlement in the existing Settlement Campaign Handbook, p.22).
rules.)
1 x Resource Stand
1 x Land Benefit: Can buy Resources.
Benefit: Can place Structures within
1 x Hut
an 18x18 area.
Benefit: May contain up to 1 Small
2 x Small Generators Structure.
Benefit: Provides 6 Power.
1 x Stores
Any Caps earned during battles up to the start of
Benefit: Take 1 item card or up to 2
building a new Settlement are gone – they have been
Boost cards into battle.
used to buy the starting Structures and establish
1 x Maintenance Shed the new Settlement. Therefore, when starting a new
Benefit: Retain 1 card after battle. Settlement, the player starts with zero Caps.
5
FOWW SET-001-111
SETTLEMENT SHEET
VERSION 5.0 | JUN-2022
NAME COST BUILT / USED EFFECTS FOR EACH STRUCTURE SIZE DOORS
INFRASTRUCTURE
Generator –
100 Provides 3 Power. (No Power required) 1 -
Small
Generator –
200 Provides 7 Power. (No Power required) 2 -
Medium
Generator –
300 Provides 12 Power. (No Power required) 2 -
Large
Used to allow drawing Food & Drink and Alcohol cards when using the Cooking
Crop Field 30 Station structure. Requires 1 Water each but no Power.
4 -
Max. 5
CRAFTING
Weapons Draw and Keep 1 Weapon Mod from the Item deck of a type you are able to
100 2 -
Workbench attach. Requires: Blacksmith or any Gun Nut perk.
Armor Draw and Keep 1 Armor Mod (exc. Power Armor) from the Item deck OR add 1
100 2 -
Workbench Armor Boost token to a model. Requires: Armorer perk.
Power Armor Draw and Keep 1 Power Armor Mod from the Item deck.
100 2 -
Station Repair degraded Power Armor. Requires: Armorer perk.
Chemistry
100 Draw and Keep 1 Chem item. 2 -
Station
Cooking Draw 1 Food & Drink or Alcohol item for each
100 2 -
Station Crop Field in the Settlement, and keep only 1.
Robot Draw and Keep 1 Robot Mod from the Items Deck.
100 2 -
Workbench Requires: Robotics Expert Perk
Creature Draw and Keep 1 Creature Mod from the Items Deck for each Creature Pen.
100 4 1
Pen Requires: Creature Trainer Perk
ITEM
Scavenging 50/100/150 Draw 1/2/3 Item cards, Keep 1. 4/4/8 -/-/2
Trading 100/150/200 Draw 1/2/3 Junk and Gear cards, Keep 1. 4/4/8 -/-/2
Drink 100/150/200 Draw 1/2/3 Food & Drink or Alcohol cards, Keep 1. 4/4/8 -/-/2
First Aid 100/150/200 Draw 1/2/3 Medical cards, Keep 1. 4/4/8 -/-/2
© 2022 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. All Rights Reserved.
The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.
SETTLEMENT LAYOUT
As well as the Settlement Sheet listing the Structures Settlement’s physical layout in Homestead on a
in a player’s Settlement, the player draws their diagram called the ‘Settlement Layout’.
LAYOUT GRID
A Settlement Layout starts as a grid of dots. The space The full grid (36 spaces x 36 spaces) represents an
between dots represents 1 inch on the battlefield, so 2 area of battlefield 3 feet x 3 feet (90 x 90 cm).
spaces equals Orange, 4 spaces equals Yellow, etc.
LAND
When a player starts a Settlement, they start with 1 deep all the way around the existing area. Therefore,
Land and can place Structures within the blue 18x18 the first purchase of new Land will allow the player to
area in the center of the grid. If the player wishes to build within an area 24x24, the second purchase will
increase the area in which they can build, they can increase that to 30x30, the third purchase will make it
purchase a new section (the Land Structure shown on 36x36 which is the full size of the grid.
the Settlement Sheet) which adds a ring of squares 3
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SHAPES AND SIZES OF STRUCTURES
When a new Structure is purchased (during Step called its Size and equals the number of squares on
1: Build), it must be drawn onto the Layout before the Settlement Layout it will cover. Each Structure’s
continuing Step 1. The area a Structure covers is Size is shown on the Settlement Sheet.
1 1x1
2 2x1
8 8 9 10 10
4 2x2
8 8 9 10 10
8 8 10 9 12 10 12 10 12
6 3x2
8 8 9 10 10 12 12 10 12 12 12 15 16
10 10
12 12 15 16
10 12 12 12
10 12 12 12 12 12 15 16
12 16 16 16 1
12 12 15 16
16 16 16 16
12 12 15 16
16 16 16 16 16
16 16 16 16
X
16 16 16 16
16 Fence
Fence
X Barrica
Barricade
X
The shapes shown above could also be rotated by 90º or 180º X X
The following Structure shapes would not be allowed:
X
X X
X
X X X 9
10 12 12 12
PLACEMENT OF STRUCTURES
When placing new Structures on the Layout: Doorways
12 12 15 16
When a Structure is first placed/drawn, draw a
n A new Structure may not overlap an existing
number of doorways on the new Structure equal
Structure.
to the number shown for that Structure on the
n The corners of the Structure’s outline must be
Settlement Sheet. Doorways take up the edge of a
placed on dots.
Structure between one dot and its neighboring dot.
n All edges of a new Structure must be at least 16 16 16
Two doorways may be placed adjacent to each other16 so
Orange (2 spaces) from all other Structures.
long as they are in a straight line, but no more than 2
Exception for Small Structures which may
doorways may be placed adjacent to each other and no
be placed inside some other Structures - see
more than 2 along the same straight edge. Below are
below.
some examples of placements of doorways:
All edges of a new Watch Tower must be
at least Green (8 spaces) from all other 8 8 9 10 10
Watch Towers.
X
When placing Small Structures on the Layout: 10 12 12 12
The edge(s) of a Small Structure can touch the cannot result in a Structure being less than Orange
Barr
edge(s) of up to 2 other Small Structures. from other Structures, and widths within the shape
Small Structures can be placed so they leave a cannot be 1 square or less. When a Structure is
gap of only 1 square between themselves and extended, any of the Structure’s doorways can be
other Structures and/or Small Structures. repositioned. All doorways must stillX obey the rules for
All spaces within the Structure must be placing doorways.
reachable from every doorway via Normal
Terrain only, i.e. walls of Workbenches across
the middle of a Structure are not allowed. X X
1 X 2 2 3 4 6 X
X X X X 5
X
1 X
10 FALLO UT – WA S T EL A ND WA
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When placing Barricades and Fences: Walkway
11
n Cannot be placed so there is less than Orange
height vertically between them.
HELPFUL HINT
from Vault Boy! n Do not count as Structures and, therefore, cannot
be the target of effects that affect Structures such
RATHER THAN DEFINE COMPLICATED RULES FOR
as gaining Structural Damage. They do not count
RESTRICTIONS ON PLACING WALKWAYS, RAMPS,
towards victory conditions.
STAIRS AND LADDERS, THEIR PLACEMENT IS LEFT TO THE
n Do not require Power.
COMMON SENSE OF THE PLAYER. YOU KNOW HOW THESE
n Can be scrapped but give no Caps back.
THINGS WORK. THEY DON’T SELF-LEVITATE, SO THEY NEED
n Can be moved to a new location by spending 1
REASONABLE SUPPORT; LADDERS DON’T PROJECT UP
Resource per walkway/ramp/staircase/ladder
INTO THE AIR WITH NO SUPPORT; THEY’RE NOT INTENDED
moved (or the same can be achieved by scrapping
TO BLOCK CORRIDORS OR MAKE LOCATIONS IMPASSABLE
it and paying Caps to build a new one).
OR UNREACHABLE, ETC.
Guard Posts
Guard Posts assist in defending a Settlement against
Common rules for Walkways, Ramps, Staircases, and
attacks (See p.15). When placing a Guard Post, it is
Ladders:
important to note that a Guard Post will only add
n Can be built inside Structures of size 4 or more to the defense of a Settlement if it has between 1-3
so long as they do not create widths less than 2 Barricades running along its edges (and has power).
squares. Guard Posts can be placed on Walkways.
n Cannot be supported by Small Structures or
Guard Posts. Turrets
n Cannot overlap Small Structures or Guard Posts. Turrets can be placed on walkways.
n Cannot block doorways.
SETTLEMENT USE
When using Homestead, the Settlement Layout is When Settlement Use has ended, erase the pencil X’s
used to record which Structures have, and have not, inside the Structures’ shape on the Settlement Layout.
been used (instead of the Settlement Sheet). When a (Any other letters showing damage or reinforced
Structure is used, an ‘X’ is drawn in pencil inside the Structures remain.)
Structure’s shape on the Settlement Layout (not the
Settlement Sheet).
12 FALLO UT – WA S T EL A ND WA
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SETTLEMENT DAMAGE
Homestead adds the possibility of Settlements damage to the Structures in the player’s Settlement.
being attacked and, as a result, Structures may In addition, if a Settlement is part of a Settlement
suffer damage. Some cards or scenarios may cause scenario, Structures can be attacked by models.
WRECKED STRUCTURES
When a Structure is wrecked, it remains in the Ramps, Staircases, or Ladders connected to that
Settlement and its ability is unavailable. Wrecked Structure are removed. Also, any Walkways, Ramps,
Structures cannot be repaired. Wrecked Structures Staircases, and Ladders that are no longer supported
can only be removed by scrapping them. Any Small because a Structure required for their placement has
Structures inside wrecked Structures cannot be used been removed are themselves removed, i.e. a walkway
even if they are undamaged, but they can be moved supported at one end purely by a ladder would be
using the normal rules. removed if that ladder is removed. When a Walkway,
Ramp, Staircase, or Ladder is removed, any models on
Walkways, Ramps, Staircases, and Ladders them fall vertically downwards, then apply the rules
When a Structure becomes wrecked, any Walkways, for falling.
REINFORCING STRUCTURES
Reinforced Structures are less likely to suffer be Reinforced again. Small Structures cannot be
Structural Damage (described above) and take less Reinforced. A Structure loses its Reinforced status
effort to defend (see Settlement Attacks, p.15). An if it stops being undamaged. When a Structure is
undamaged structure can be Reinforced during any Reinforced, an ‘R’ is written inside the shape. The ‘R’ is
Step of Settlement Use by spending 2 Resources. removed if it loses its Reinforced status.
Structures which are already Reinforced cannot
REPAIRING A STRUCTURE
A structure can be repaired during any Step of Structure has been used or not during this Settlement
Settlement Use by spending 2 Resources. Repairing a Use.
badly damaged Structure returns it to being damaged.
Repairing a damaged Structure returns it to being
undamaged. A wrecked Structure cannot be repaired.
Repairing a Structure does not change whether the
13
SCRAPPING STRUCTURES
If a player voluntarily chooses to scrap a Structure Once scrapped, the area the Structure occupied is once
which is damaged, they get 25% of its Caps cost again clear for use.
back (rather than the usual 50% of their cost - see
If a Structure with Small Structures inside is
Campaign Handbook, p. 20). If a player voluntarily
scrapped, the Small Structures remain in the
chooses to scrap a Structure which is badly damaged
Settlement in their current condition and can be
or wrecked, they receive no caps for it. Scrapping
moved immediately to a new location.
undamaged Structures gives the 50% of cost as usual.
WATCH TOWER
A player may use a Watch Tower with power to re-determined again by using a further Watch Tower.
re-determine the location of Structural Damage by Like other Structures, once used, a Watch Tower may
rolling the allocation again (both dice for both rolls). not be used again during that Settlement Use.
The second location must be used and cannot be
Determine which 12x12 area Then which 4x4 within that 12x12.
14 FALLO UT – WA S T EL A ND WA
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SETTLEMENT ATTACKS
If a Settlement Attack is declared by a card (during An attack has an Attack Rating – the higher the
Step 2 of Settlement), or called for by a scenario, a number, the larger and more serious the attack. Some
player can resolve the attack by either using the attacks can require rolling dice to determine the final
instant method based on the Settlement’s values, or value of the Attack Rating value, and some can alter
by playing out a Settlement Scenario (see Settlement the Settlement before the attack is calculated, i.e.
Scenarios, p.16). power may be interrupted just before the attack.
Do not include:
15
SETTLEMENT SCENARIOS
Settlement Scenarios are played like regular force, i.e. they have their own settlement of Survivors
scenarios but the terrain on the battlefield matches but are playing out an attack by Raiders.
the Settlement’s Layout. The player defends their
Usually Settlement Scenarios are played when
Settlement against the attack with the Settlement as
something during Settlement Use, or a campaign
the battlefield. The attacker in Settlement Scenarios
outcome, initiates an attack on the Settlement;
can be played by another player or the AI. If another
however, players can play a Settlement Scenario at
player is playing the attacker, they may use their own
any time if they wish.
force, or simply facilitate the attack using a different
ATTACK DETAILS
If any details about the attack are specified by Settlement Attack states it is by Raiders who deploy
whatever initiates the attack – usually a card using the Surprise method, but their goal is unknown
or campaign outcome – override any random so the goal would still be randomized (as described
determination mentioned in this section with the below).
details on the card; for example, a card initiating a
CREATE FORCES
Forces are created before determining the goal of the ATTACK RATING DEFENDER ATTACKER
Settlement Scenario. 1–4 200 + 150 per Land 200 + 200 per Land
The attacker and defender create their forces in 5–8 200 + 200 per Land 250 + 250 per Land
separation so they do not know details about the 9+ 200 + 250 per Land 300 + 300 per Land
opposing force prior to Battlefield Set-up. If the AI will
be the attacker, the player creates their defender’s Attacker’s Identity
force before knowing any more details about the The attacker’s identity may be defined by the cause of
attacker’s force beyond what initiates the attack and the attack, such as by a card or a campaign outcome,
their identity, i.e. they may know the attack will be by or it may be known because it is your opponent’s own
Super Mutants because the attack stated it, or it was force that is attacking. If the identity of the attacker is
determined randomly (see below). not specified, determine it by rolling and looking
up the result on the table ahead:
Settlement Scenarios with an Attack Rating
Scenarios which are initiated by a card or campaign Settlement Scenarios Versus Another Player’s
outcome will have an Attack Rating (whether it is the Own Force
AI or a player controlling the attacker’s force) and When the attacker is another player using their
this is used to determine the total Caps size of the own force, the players agree what Caps amount
forces. The total Caps amounts for the defender’s and the Defender will have. The attacker gets the same
attacker’s forces are based on the Attack Rating and amount plus 20% extra.
the amount of Land in the Settlement.
16 FALLO UT – WA S T EL A ND WA
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Raiders Super Mutants Institute
Attacker’s Choice
Robots Creatures
(Roll again if versus AI)
17
DEPLOYMENT
If the defender is unaware, the defender deploys all Attacker’s Deployment Area
their models first, then the attacker determines their
Roll one and one and look up the result on the
deployment area(s) and deploys all their models.
table below:
If the defender is aware, the attacker determines
Other rules for deployment:
their deployment area(s) and then the players take
turns deploying one model at a time starting with the n When deploying, neither attacker or defender
attacker. may place a model within Orange of an opposing
model.
Defender’s Deployment Area n If a model needs to deploy in an area but there is
The defender may deploy their models anywhere no room remaining, deploy the model as close to
within their Settlement’s Land. the deployment area as possible.
n No model may deploy in a Structure which has no
doors.
n No model may deploy on top of a Structure.
GAME DURATION
6 Rounds.
Distraction Surprise
Tunnels Choice
NAME DESCRIPTION
Attacker selects one battlefield edge to be and, going clockwise, the other edges are , , and
One Side . Then, roll and the attacker may deploy up to Yellow from that edge. Models must be at least
Orange apart if possible.
As One Side, but the attacker may deploy up to Yellow from the edge determined by the as well
Two Sides: Adjacent as the next adjacent edge going clockwise. The zone with most the models may only contain up to 2
models more than the other zone.
As One Side, but the attacker may deploy up to Yellow from the edge determined by the as well as
Two Sides: Opposite the opposite edge. The zone with the most models may only contain up to 2 models more than the other
zone.
The attacker may deploy up to Yellow from any battlefield edge. The zone with the most models may
All Sides only contain up to 2 models than the zone with the fewest models.
Two models must be placed so they are in base contact with different Structures in the Settlement and be
Distraction at least Red from each other. Those Structures have 1 placed on them. The remaining models are
deployed up to Yellow from the one edge which is furthest from the structures which are On Fire.
Three models must be deployed up to Orange from the center of the battlefield. The remainder are
Surprise deployed in the same way as One Side.
Defender aware of the attack: The defender chooses two of the deployment methods and the attacker
Choice picks one of those. If the attacker is AI, randomize which of the two is used.
Defender unaware of the attack: The attacker chooses a deployment method. If the attacker is AI, re-roll.
18 FALLO UT – WA S T EL A ND WA
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VICTORY CONDITIONS
The attacker’s goal is to achieve their Victory The defender’s goal is to stop the attacker achieving
Condition which is determined by rolling and their Victory Condition.
looking up the result on the table below.
19
Kidnap defender models.
Special Rules: When the total number of Damage Tokens (regular plus radiation) is equal to or more than a
defending model’s Health, they are unconscious. Unconscious models take no further part in the scenario, their
model is removed and replaced with a counting token. Any model can with an unconscious defender to pick it
up. A model may only carry 1 unconscious defender at a time and will drop the unconscious defender if they suffer
Kidnap any damage. A model carrying an unconscious defender cannot climb, suffers -2 to all Skill Tests, and counts Difficult
Terrain as Impassable terrain.
An unconscious defender counts as kidnapped when the model carrying it exits the battlefield. Defender models may
not willingly exit the battlefield.
Victory Condition: If the Defender’s force started with 4 or fewer models, kidnap 1 model. If the Defender’s force
started with 5 or more models, kidnap 2 models.
Assassinate the Leader.
Assassination
Remove the defender’s Leader.
* Structures which are already Wrecked during set-up do not count towards the Victory Condition.
If a Victory Condition requires affecting a specific type of Structure but there are no more remaining of that type
which can be so affected, any non-Small Structure can be affected instead.
MINIMUM DISTANCE
NO OF LAND IN SETTLEMENT
During Battlefield Set-up BETWEEN SEARCHABLES
Take all 17 Searchable tokens showing 1 Yellow
plus 3 and mix face down. The defender 2 Red
will place a number of these Searchables face down
3 Red
without looking at them so each is within the Land
4 Green
of the Settlement, at ground level, and so models are
able to with the Searchables. Up to half (rounded
During the Scenario
up) of the Searchables can placed be inside Structures
After players deploy their models, the defender player
with doorways.
may look at any Searchable token at any time.
The defender places 1 Searchable for each item in
During the scenario, attacker and defender models
the Item Deck, to a maximum of 12 Searchables.
can with and view as normal, and draw
The number of items in the Item deck at Set-up
items from the deck if required. For defenders, this
determines the number of items drawn when the
represents them grabbing their own gear located
icon indicates to gain items as follows:
around their Settlement. However, defender models
NO OF ITEMS IN may not with any Searchable in the first 2 rounds
ITEMS DRAWN WHEN
ITEM DECK AT SET-UP of the Settlement Scenario. When a Defender does
ICON SHOWN*
with a Searchable, they ignore any Danger effects on
Up to 12 1
the token, and gain 1 for any Skill Tests required
13-24 2 to gain an item from a Searchable.
25-36 3
As usual, when a model is removed, it drops any items
37-48 4
that it gained during the scenario.
* When drawing items due to the Spanner Item, stop
ATTACKS ON STRUCTURES
Skill Tests for attacks on Structures gain 1 . When
attacking a Structure, the following cannot be used IT IS A GOOD IDEA TO WRITE EACH STRUCTURE’S HEALTH
and/or have no effect: Charge bonus, Battle Cry, AND ARMOR RATINGS WITHIN OR BY THEIR SHAPE (I.E.
Push Back, Outnumbered bonus, and Slide. The only 4:2-4-X) BEFORE STARTING A SETTLEMENT SCENARIO SO
Condition that can affect a Structure is On Fire. THE INFORMATION IS QUICK AND EASY TO REFER TO.
20 FALLO UT – WA S T EL A ND WA
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DAMAGE TO STRUCTURES DURING SETTLEMENT SCENARIOS
In Settlement Scenarios, Models can cause damage applies). If models are inside a Structure when it
directly to the Structures in the Settlement. Each type becomes Wrecked, models are moved so they are
of Structure has Health and Armor values shown on outside the Structure, with the Structure as close
the table below. As soon as Regular Damage is applied to their nearest door as possible, and gain .
that brings the total damage equal to the Structure’s
If a Structure is Reinforced, it gains 1 and 1 , i.e.
Health, it suffers Structural Damage, the Structure
2 would become 3, and 3+1 would become 4+1.
remains in place, all damage tokens are removed,
and any further Regular Damage still to be applied is * Note that during Homestead, turrets on the
applied. battlefield are treated like Structures, so suffer
Structural Damage rather than being removed at 0
If models are inside a Structure when it suffers
Health, etc.
Structural Damage, each model gains 1 Regular
Damage (no armor roll, but Strong Armor still
BOOST STRUCTURES
All 1 2 2 X
CRAFTING STRUCTURES
All except Creature Pen 2 2+1 3+1 X
Creature Pen 5 2 4 X
EXPLORATION STRUCTURES
All 6 1 3 X
INFRASTRUCTURE
Generators & Pumps 4 3 1 X
Crop Fields 8 - 2 X
ITEM STRUCTURES
Structures that Draw 1 3 2 4 X
Structures that Draw 2 5 2 4 X
Structures that Draw 3 7 2 4 X
OTHER STRUCTURES
Lockers 3 2 2 X
Stores 4 2 4 X
Maintenance Shed 4 2 4 X
Other Medium Other 5 2 4 X
Structures
Other Large Other 7 2 4 X
Structures
BUILDING STRUCTURES
Hut 6 2 4 X
Shelter 8 2 4 X
Lodge 10 2 4 X
DEFENSE STRUCTURES
Guard Post 3 1 1 X
Watch Tower 4 3 3 X
Turrets* As shown on Turret’s weapon card
MISC
Barricades 6 2+1 2+1 X
Fences 1 1 1 X
Walkway/Ramp/ 3 2 2 X
Staircase/Ladder
21
On Fire Structures to and including Orange from the Structure. On ,
Structures may have more than 1 token at a time. that Structure gains .
At the end of each round, any Structure with at least
A model which is inside or with a Structure that is
1 token gains 1 Regular Damage token for each
On Fire can use an action to remove up to 2 tokens
token it has (with no armor roll, though Strong Armor
from that On Fire Structure (no Skill Test required).
still applies). Then, a Luck Token from the supply
The action is treated like a Use Expertise action with
is flipped. If it lands Luck side up, the fire lessens,
regards to Triggers.
remove 2 tokens; otherwise, add 1 token.
Any model which is partially or fully within a
When a structure which is On Fire suffers damage
Structure that has 2 or more at the end of its
due to being On Fire that causes it to suffer Structural
activation must Test AGI. If they fail, the model gains
Damage, roll for each non-Wrecked Structure up
. If they succeed, there is no effect on the model.
WITHDRAWAL
The attacker may exit the Battlefield from any edge at
any time. Once a model has left the Battlefield, they
cannot return.
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AFTER THE SCENARIO
Any damage tokens on Structures are removed, but It is treated in the same way as any other
any Structural Damage remains (which makes a items held after a battle so, if the attacker has
Structure’s ability unavailable). If the player was a Settlement, the Item can be sold or it can be
mid-Settlement Use when the attack occurred, they added to their pool by using a Maintenance
resume their Settlement Use, so the Structures which Shed as normal. (Note: The attacker does not
were already used before the attack remain used after physically keep the card if it belongs to the
the attack. Damage and/or Repair to a Structure do other player.)
not change whether that Structure has been used 4. The defender can choose to buy any of the
during Settlement or not. remaining Looted Items by paying half their Caps
value. This represents buying them from whoever
Rewards
the attacker sold them to.
Players receive 200 Caps if they win and 120 Caps if If the attacker has a Settlement, the attacker
they lose. gains these Caps.
5. Any remaining Looted Items which are not bought
Items gained from the Item Deck during the scenario
are recorded and are unavailable to the defender
are handled in the following order:
until after their next battle.
1. Any items still in the Item Deck or on the ground After their next battle, the recorded Looted
in the Settlement and placed in the defender’s Items are added to their pool like retained
pool. These were not taken. cards (no Maintenance Sheds required).
2. Any items the attacker drew from the Item Deck This represents the defender finally tracking
during the scenario which are still held by their down their Looted Items. As a result, the
models at the end of the scenario (i.e. the attacker Looted Items that are not bought are simply
models were not removed) are called ‘Looted unavailable to the defender for a while, rather
Items’. The Looted Items are laid out face-up. than permanently lost.
3. The attacker chooses 1 of the Looted Items to
keep.
23
AI SETTINGS
The AI Settings depend on the attacker’s Victory Condition.
24 FALLO UT – WA S T EL A ND WA
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NAME AI SETTING FOR ATTACKER
When an AI model is to take each action, perform the first section below which matches the model’s
circumstances:
If the AI model is carrying an unconscious defender:
Objective: Go To [Nearest Battlefield Edge].
Any Careful responses are resolved as O. Note that the models will not Exit the battlefield unless all of their
remaining models will exit during the AI’s turn.
If the AI models combined are currently carrying enough unconscious defenders that would win the scenario if
they all exited the Battlefield:
Objective: Protect [Model carrying unconscious defender with fewest friendlies within Green excluding self –
nearest if tied].
Any Careful responses are resolved as O.
If no opposing model would be attacked and there are other AI models carrying an unconscious defender,
consider these other AI models as Subjects too (in order of increasing distance). If no attack/engagement
would occur after checking all Subjects, Move towards the Subject carrying an unconscious defender which
has the fewest friendlies within Green excluding self.
If neither of the above:
Kidnap
Do the first of these that is possible:
1. Grab unconscious defender
Objective: Use [Nearest Unconscious Defender].
This must result in picking up an unconscious defender this activation.
2. Head towards unconscious defender
Objective: Use [Nearest unconscious defender with fewest friendlies within Red excluding self].
3. Knock out opposing models
Objective: Defeat [Any].
Notes:
• When attacking: Within each step of a model’s Target Priority list, prioritize opposing models carrying
unconscious defenders, i.e. if Target Priority is Wounded, prioritize the most Wounded carrying
unconscious defenders before the most Wounded not carrying unconscious defenders.
• Remember to assess each AI action in case the circumstances have changed, i.e. an AI’s first action
may make a model drop an unconscious defender so the AI may use its second action to grab the
unconscious defender now laying on the ground.
Assassination Objective: Defeat [Leader].
25
HOMESTEAD CARDS
Homestead adds some new cards to Fallout: Explore cards added by Homestead show the
Wasteland Warfare to be used during Settlement Homestead icon in the lower corner so it is
Use: Explore cards, plus a new type of card called easy to identify them.
Settlement Event cards. Settlement Event and
If a number of Settlement Events equal to 2 plus 1 Some Settlement Event Consequences get re-added if
for each Land have been resolved in total during the they do not get resolved so they can re-occur, i.e. if an
Settlement Use, do not roll the or draw any more illness is not cured, it may have further effects.
Settlement Event cards for the remainder of that
Settlement Use.
26 FALLO UT – WA S T EL A ND WA
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Settlement Event Deck After Settlement Use
A SETTLEMENT EVENT CONSEQUENCE MAY COME FROM A
SETTLEMENT EVENT CARD OR AN EXPLORE CARD. BE SURE TO When Settlement Use has ended, set the Settlement
SHUFFLE ONLY CONSEQUENCES TITLED ‘SETTLEMENT EVENT Event Deck aside (without changing its order) as
CONSEQUENCE’ INTO THE SETTLEMENT EVENT DECK. WHEN it will be the Settlement Event Deck for the next
SHUFFLING A NEW SETTLEMENT EVENT CONSEQUENCE INTO Settlement Use.
THE SETTLEMENT EVENT DECK, SHUFFLE WITHOUT SEEING THE
CARDS, SUCH AS UNDER THE TABLE, SO YOU CANNOT TELL IF
OTHER CONSEQUENCES ARE AMONGST THOSE TOP CARDS.
EXPLORE CARDS
Explore cards with the Homestead icon are the same Explore Consequences
as other Explore cards, but some may give Resources Some decisions made when resolving Settlement
or have other effects that tie into Homestead. Events and/or Explore cards, can have effects that
occur later during exploration in the current or a
Explore Deck at the Start of Settlement Use future Settlement Use. These cards are identified by
If there is no existing Explore Deck when Settlement the words ‘EXPLORE CONSEQUENCE’ on them.
Use begins, the player shuffles the Explore cards with
During Settlement Use, if an ‘Explore Consequence’
the Homestead icon and shuffles the non-Homestead
card is on top of the Explore Deck, draw and resolve
Explore cards – keeping the two types separate. Next,
it immediately. This does not count as drawing an
the player takes 6 Explore cards from these decks in
Explore card.
any combination they wish and shuffles them together
to form the Explore Deck – this reflects the player Explore Consequences can come from Settlement
choosing the focus of their exploration. The remaining Event cards and Explore cards. When a new Explore
Explore cards are set aside for now and will be drawn Consequence needs to be added to the Explore Deck,
for future Settlement Use (described below). set the top card of the deck aside, shuffle the Explore
card to be added (face-up) with the next top 2 cards
If there is an existing Explore Deck when Settlement
from the Explore deck, and then replace the top card
Use begins, the player draws 3 Explore cards from
back on top of the Explore Deck.
the unused cards in any mix of cards with or without
Homestead icon, shuffles those together, and adds Some Explore Consequences get re-added if they do
them unseen to the bottom of the Explore deck. This
keeps the existing Explore deck in the same order it
HELPFUL HINT
was in at the end of the last Settlement Use on the top from Vault Boy!
with some new cards on the bottom. AN EXPLORE CONSEQUENCE MAY COME FROM
A SETTLEMENT EVENT CARD OR AN EXPLORE CARD.
Explore During Settlement Use BE SURE TO SHUFFLE ONLY CONSEQUENCES TITLED ‘EXPLORE
When an Explore card is to be drawn, draw the top CONSEQUENCE’ INTO THE EXPLORE DECK. WHEN SHUFFLING
card from the Explore Deck, and resolve any effects A NEW EXPLORE CONSEQUENCE INTO THE EXPLORE DECK,
from it immediately. Unless otherwise instructed, this SHUFFLE WITHOUT SEEING THE CARDS, SUCH AS UNDER THE
card is discarded afterwards. If a card requires (or TABLE, SO YOU CANNOT TELL IF OTHER CONSEQUENCES ARE
allows) item cards to be discarded, these are discarded AMONGST THOSE TOP CARDS.
from the Settlement’s current pool. If a card requires
(or allows) item cards to be gained, these are added
to the Settlement’s current pool. If an effect increases not get resolved so they can re-occur, i.e. until the
or decreases the next Attack Rating, this effect still player loses the Radscorpion they disturbed, it will
takes place even if the next attack is during a future keep following and attacking them.
Settlement Use.
Explore Deck After Settlement Use
At any time, if the Explore Deck has only 1 card
When Settlement Use has ended, set the Explore Deck
remaining, add 3 new Explore cards to the deck in
aside (without changing its order) as it will be the
the same way (as described above) when starting
Explore Deck for the next Settlement Use.
Settlement Use and there is an existing Explore Deck.
27
SURVIVAL MODE
Survival Mode is an option for players looking for a
tougher challenge, primarily by adding a permanent SURVIVAL MODE MAKES FALLOUT: WASTELAND WARFARE
roster of personnel in your Settlement. Damage from MUCH MORE DIFFICULT. ALSO, IF PLAYING VERSUS
one battle is carried over to the next and removed THE SAME OPPONENT MULTIPLE TIMES, IT CAN CAUSE
models may not be available for one or more battles. AN INCREASING GAP BETWEEN WINNER AND LOSER.
PLAYERS WHO WANT GAMES WITHOUT THE PERMANENT
CONSEQUENCES SHOULD NOT USE SURVIVAL MODE.
FORCE ROSTER
For Survival Mode, a player must keep a list of all the Creating a Force for Battle
individual models in their Force; this is done using the When creating a Force, the player is limited to the
Roster. (While recorded individually, models can still models on their Roster, i.e. if a player has 2 Scavvers
be grouped in multiple-model Units when used in a on their Roster, then they can field up to 2 Scavvers in
battle.) their Force, but would need to hire more (paying the
Caps cost for each out of the Settlement’s total Caps)
Starting Survival Mode if they want more in their Force for a Battle.
When a player starts using Survival Mode, they pick
Models whose Fate box shows Delayed, Lost, or
the Force they want to use and, just like in normal
Captured (described later) are not available for Battle,
Settlement Use, the Force’s cost does not need to be
as they are not currently in the Settlement and cannot
paid out of the Settlement’s total Caps. Each of the
be included in a Force.
models in the Force is written individually onto an
empty Roster.
Heroic
Models can be Heroic for a battle if the ‘Battles’ box
Hiring New Models
for that model on the roster shows 2 or more. The
After the first Force is created, any new model
cost for being Heroic is part of their model cost when
to be added to the Roster must be ‘hired’ which
creating a Force as usual (and is not paid out of the
requires paying that Unit’s Caps cost paid out of the
Settlement’s total Caps). A model does not have to
Settlement’s total Caps (in the same way buying a
be Heroic even if they qualify to be so or even if they
Structure or Perk costs Caps). When a new model is
were Heroic in a previous Battle.
hired, it is added to the Roster.
BATTLE SET-UP
Models start with any damage and/or conditions (i.e. damage, conditions, etc.) that need to be allocated
shown on the roster. Card effects which remove prior to the battle are allocated as required.
damage and/or conditions before battle can be used
immediately prior to the battle starting. Any tokens
BATTLE RECORDING
When a model is removed during a battle, perform the n Increase the number in the ‘Battles’ box by 1
following on the Roster: (underneath this icon: ).
n Write a ‘?’ in the ‘Fate’ box.
n Record any Regular Damage and/or Radiation
The removed model’s fate will be revealed after
Damage.
the battle at the start of Settlement Use – see
n If the model has any of the following conditions,
The Fate of Removed Models below.
place a cross in the relevant box:
At the end of a battle, do the following for all
(Note that -2 and Slow tokens for reasons other
‘unremoved models’ (i.e. models which were not
than Injured Arm and Leg are not recorded.)
Removed so may have survived or exited the
Poisoned
battlefield):
Injured Arm
Injured Leg n Record any Regular Damage and/or Radiation
n If Addicted, write what the model is Addicted to in Damage.
the ‘Addicted’ box. n If the model has any of the following conditions,
n Increase the number in the ‘Removed’ box by 1 place a cross in the relevant box:
(underneath this icon: ). (Note that -2 and Slow tokens for reasons other
28 FALLO UT – WA S T EL A ND WA
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than Injured Arm and Leg are not recorded.) Power Armor
Poisoned At the end of a battle, remove any damage tokens on
Injured Arm Power Armor, but Degraded Power Armor remains
Injured Leg Degraded. Degraded Power Armor can be returned
n If Addicted, write what the model is Addicted to in to Undegraded by using a Power Armor Station
the ‘Addicted’ box. Structure during Settlement Use.
n Increase the number in the ‘Battles’ box by 1
(underneath this icon: ).
Disoriented after regaining consciousness, lost in a rad storm, chased by a Deathclaw – many things can
happen to the wounded when alone in the Wasteland. Eventually though, the lucky ones find their way home.
If the model was Leader, erase the entry in the Leader box – it is no longer Leader – a new Leader must be
Delayed selected.
At the end of the next battle, erase ‘Delayed’ from the model’s Fate box. While Delayed, a model is unavailable
for Battle and cannot benefit from Settlement effects.
Walking while wounded and confused is disorientating, and heading in the wrong direction makes it harder, if
not impossible, to find the route back.
The model is still out there but they can be found.
If the model was Leader, erase the entry in the Leader box – it is no longer Leader – a new Leader must be
Lost selected.
After each time an Explore card is resolved, roll . If the result is equal to or less than the number of Explore
cards resolved during this use of Settlement, the lost model is found, and ‘Lost’ is erased from the model’s Fate
box. While Lost, a model is unavailable for Battle and cannot benefit from Settlement effects.
Whatever it was, it must have been serious. Maybe one day, they’ll be able to talk about it. They just need time.
The model is available for Battle, but cannot remove the last 2 Regular Damage they have prior to or during the
Shaken Battle, i.e. a Minuteman has 4 damage after being Removed so could only discard 2 of those before or during
the next Battle. The final 2 must remain. At the end of the next battle, erase ‘Shaken’ from the model’s Fate box
whether the model participates or not.
They took him but are willing to make an exchange.
If the model was Leader, erase the entry in the Leader box – it is no longer Leader – a new Leader must be
selected.
Captured
Roll . The model can be returned to your Force during Settlement Use by either discarding a number of
items equal to the dice result, or by playing a Rescue scenario (see above) to rescue the model from the captors’
Settlement. When either of these occurs, erase ‘Captured’ from the model’s Fate box. While Captured, a model
is unavailable for Battle and cannot benefit from Settlement effects.
It’s a miracle they survived, but that injury looks bad. Time is a great healer, though a Stimpak is usually better.
Place a cross in the box to show the model has the Injured Arm Condition (if not already containing a cross).
Injured The Injured Arm condition cannot be removed during Settlement, or before or during the next Battle. At the end
of the next battle, erase ‘Injured’ from the model’s Fate box, and erase their Injured Arm condition, whether the
model participates or not.
It wasn’t to be. Another valued comrade fallen to this harsh land.
Dead Remove the model from the Roster. If the model was Unique, it may not be added to the Roster again. If the
model was Leader, a new Leader must be selected.
29
Rest n Discard half of their Regular Damage
After resolving the fate of any Removed models, apply (rounded-up).
the following beneficial effects that resting at the n Discard up to 1 condition.
Settlement will bring to each model on the roster in Models whose fate shows Delayed, Lost, or Captured
the Settlement: do not gain these benefits.
POST-SCENARIO REWARDS
After a battle, players using Survival Mode receive an
extra 50 Caps in addition to any other gains from the
battle whether they win or lose.
30 FALLO UT – WA S T EL A ND WA
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FOWW SET-001-111
© 2022 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. All Rights Reserved.
The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.
FOWW SET-001-111
© 2022 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. All Rights Reserved.
The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.