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The Official Fallout

Tabletop Roleplaying Game


h the Starter Set, including
Get straight into the Fallout world wit the wasteland, and linking
everything you need to dive right into e rulebook!
into the scenario in the cor

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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
Distribution and logo is TM of Modiphius Entertainment. All rights reserved
Key Accounts Manager Gary Moore to their respective owners.
Marketing Manager Ben O’Brien
Marketing Coordinator Shaun Hocking Any unauthorized use of copyrighted material is illegal.
Customer Support Representative Chris Dann Any trademarked names are used in a fictional manner; no infringement is
Webstore Manager Apinya Ramakomud intended. This is a work of fiction. Any similarity with actual people and events,
Bookkeeper Valya Mkrtchyan past or present, is purely coincidental and unintentional except for those people
and events described in an historical context.
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.

2 FALLO UT – WA S T EL A ND WA
FALLOUT WARR FA R E : H O M E S TE A D
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

Can contain Small Structures (except Cooking Station).


Hut 80 4 2
New Settlement starts with one so first box needs to be outlined.

Lodge 200 Can contain Small Structures (except Cooking Station). 12 4

Shelter 140 Can contain Small Structures (except Cooking Station). 8 3

DEFENSE STRUCTURES

Improves the Settlement’s defense rating when there is an attack.


Guard Post 50 1 -
Require Barricades along 1-3 sides.

Improves the Settlement’s defense rating when there is an attack (by an


Turrets ++ 1 -
amount that depends on the type of turret).

Improves the Settlement’s defense rating when there is an attack. Also,


Watch Tower 80 allows some Structural Damage to be reallocated to a different Structure 4 -
than its intended target when there is an attack.

NON-STRUCTURES

Counts as Difficult Terrain and cover. Does not block LoS.


Barricade 25 2x Line -
No power required.

Blocks LoS. Counts as Climbable Terrain.


Fence 25 2x Line -
No power required.

Allows vertical movement (see p.11)


Ladder 20 1x Line -
No power required.

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

Allows player to ‘heal’ 2 points of damage which would be applied to


their models during set-up for the next battle. Each ‘heal’ either discards
Medical Centre 130 8 1
1 , or flips 1 to .
This structure requires 2 power and 1 water.

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.

Allows a number of Resources to be kept at end of Settlement Use up to


Resource Shed 60 4 1
double its size.

Pay 50 Caps to gain 1 Resource.


Can be used multiple times each Settlement Phase, but the cost must be
Resource Stand FREE 4 -
paid for each use. Only requires 1 Power regardless of how many times
it is used.

++ 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.

4 FALLO UT – WA S T EL A ND WA
FALLOUT WARR FA R E : H O M E S TE A D
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.

POWER AND WATER DURING STEP 2


If power is reduced during Step 2 and there is not the player must immediately choose the unpowered,
enough to supply all the undamaged Structures, the undamaged Structure(s) that the power increase is
player must immediately choose which Structures lose routed to. The same applies for water.
power until there is enough power to supply all the
Losing or gaining power or water does not change
undamaged Structures. The same applies for water.
whether a Structure has been used or not during this
If power is increased during Step 2 when there was Settlement Use.
not enough to supply all the undamaged Structures,

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.

USING AN EXISTING SETTLEMENT WITH HOMESTEAD


Players can use Homestead with an existing Land already, expand the area to be built upon by
Settlement built prior to using Homestead. If any of the appropriate amount before starting to draw the
the starting Structures (above) are not present, those Settlement Layout. If all the Structures already
missing Structures are immediately added for free owned cannot fit onto the Land they own, the player
to their existing Settlement the first time they use it can scrap Structures to gain Caps with which to
with Homestead. purchase more Land, or they can leave off any
Structures that will not fit until such a time that they
The player must draw their Settlement Layout
buy Land so they can fit – when not drawn on the
(described in the next section) before adding any
Settlement Layout, those Structures are not used or
new Structures. If a player has bought additional
considered part of the Settlement.

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

Water Pump 50 Provides 3 Water. (No Power required) 1 -

Water Purifier 100 Provides 12 Water. Requires:1 Power. 2 -

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

Weapons 100/150/200 Draw 1/2/3 Weapon cards, Keep 1. 4/4/8 -/-/2

Armor 100/150/200 Draw 1/2/3 Armor cards, Keep 1. 4/4/8 -/-/2

Clothing 100/150/200 Draw 1/2/3 Clothing 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

BOOST ( Boost Structures do not require Power.)


Boston Bugle 35/55/75 Draw 1/2/3 Boost cards, Keep 1. 1 -
Grognak the
50/75/100 Draw 1/2/3 Boost (Practiced) cards, Keep 1. 1 -
Barbarian
Wasteland
50/75/100 Draw 1/2/3 Boost (Instinctive) cards, Keep 1. 1 -
Survival Guide
U.S. Covert
50/75/100 Draw 1/2/3 Boost (Tactical) cards, Keep 1. 1 -
Ops Manual
Astoundingly
Awesome 50/75/100 Draw 1/2/3 Boost (Cunning) cards, Keep 1. 1 -
Tales
EXPLORATION STRUCTURES
Pay 50 caps to draw and resolve 1 Explore card. Can be used multiple times
Listening Post FREE Max. 1 - -
each Settlement phase, but must pay the cost for each use.
Ranger Use this structure to draw and resolve 1 Explore card.
100 - -
Outpost (Does not require Caps payment.)
Use this structure to discard and re-draw 1 Explore card. Must be used after
Scout Camp 200 - -
drawing an Explore card but before attempting any tests.

BUY STRUCTURE: DRAW SHAPE ON SETTLEMENT LAYOUT.


HELPFUL HINT USE STRUCTURE: PLACE AN X INSIDE THE STRUCTURE’S SHAPE ON THE LAYOUT.
from Vault Boy! ITEM/BOOST STRUCTURES: WRITE NO. OF CARDS STRUCTURE DRAWS INSIDE STRUCTURE’S SHAPE ON THE LAYOUT.
UNLESS OTHERWISE STATED, THE TOTAL AMOUNT OF EACH STRUCTURE IN A SETTLEMENT IS UNLIMITED.
NAME COST BUILT / USED EFFECTS FOR EACH STRUCTURE SIZE DOORS
OTHER
Stores 150 In Step 3, take 1 Item card or up to 2 Boost cards into next battle for each Stores. 4 2
Maintenance
60 After battle, retain 1 Item card or up to 2 Boost cards for each Maintenance Shed. 4 2
Shed
In Step 3, 1 Item card may be stored in each Locker. Items in Lockers will not
be used in the next battle but do not need to be sold off at the end of Step 3
LockersBOOST
due to not being selected. After the next battle (after Maintenance Sheds have
70 1 -
been used), Items in Lockers are removed from the Lockers and added to the
starting pool of cards for the next Settlement use (joining any cards retained using
Maintenance Sheds).
While using a structure that says ‘Draw X, keep Y cards’, use this structure to
re-draw ALL the drawn cards for that structure’s use – they are discarded and new
Brahmin Pen 300 cards drawn from the deck. All cards must be re-drawn, not just some. Requires: 8 1
Local Leader Perk.
Brahmin While using a structure that says ‘Draw x, keep Y cards’, use this structure to
200 DRAW 1 additional card for that structure’s use. Can use this structure after 4 -
Troughs drawing, & before keeping, cards. Requires: Local Leader Perk.
Brahmin While using a structure that says ‘Draw x, keep Y cards’, use this structure to KEEP
250 Max. 1 1 additional card from that structure’s use. Can use this structure after drawing, & 8 2
Ranch before keeping, cards. Requires: Local Leader II Perk.
Operations Use this structure to re-use any 1 existing, used structure.
400 Max. 1 8 2
Room Requires: Local Leader II Perk.
While using a structure that says ‘Draw x, keep Y cards’, use this structure as
Leader’s Office well to draw 1 named Item of the relevant type instead (i.e. 1 specific Mod for
500 Max. 1 8 2
a Structure that could draw Mods), then pay the caps cost of the item. Requires:
Local Leader II Perk.
EXPLORATION STRUCTURES Draw 4 Robot Mods and purchase any number of these (or purchase none of
Robot Market 250 Max. 1 them). Purchase decision must be made immediately before any other settlement 8 4
activity. Discard any cards not bought.
Creature Draw 4 Creature Mods and purchase any number of these (or none). Purchase
250 Max. 1 decision must be made immediately before any other settlement activity. Discard 8 4
Market any cards not bought.
Processing Discard up to 2 items (other than Chems or Food & Drink) and gain 1 Resource for
100 each item discarded. 8 2
Line This Structure requires 1 power and 1 water.
Processing Discard up to 3 items (other than Chems or Food & Drink) and gain 1 Resource,
Line 150 plus 1 Resource for each item discarded. 8 2
(Advanced) This Structure requires 2 power and 1 water.
Resource Pay 50 Caps to gain 1 Resource. Can be used multiple times each Settlement
Stand
OTHER FREE Max. 1 phase, but the cost must be paid for each use. Only requires 1 Power regardless of 4 -
how many times it is used.
Resource Shed 60 Allows a number of Resources to be kept at end of Settlement Use up to double its 4 1
size.
Allows player to discard 1 condition which would be applied to their models
Barracks 130 during set-up for the next battle, i.e. Stun, Injured arm, etc. 8 2
Can contain Boost Structures.
This Structure requires 2 power and 1 water.
Medical Allows player to ‘heal’ 2 points of damage which would be applied to their
130 models during set-up for the next battle. Each ‘heal’ either discards 1 , or flips 1 8 1
Center to . This structure requires 2 power and 1 water.
Land: 500 OR
Increase number of structures in Settlement. Start with 15, and each new Land
Settlement Complete allows 10 more. Does not count as a structure. Requires no Power. - -
Mode 5 Quests 15 +10 +10 +10 +10
Land: 500 OR
Increase size of Settlement with land purchases. Does not count as a structure.
Homestead Complete Requires no Power. - -
Mode 5 Quests 18x18 24x24 30x30 36x36
DEFENSE STRUCTURES
Improves the settlement’s defense rating when there is an attack (by an amount that
depends on the type of turret).
Turrets ++ 1 -
++ The cost to add a Turret to a Settlement is 5 times its Caps cost when it would
be included in a Force.
Improves the Settlement’s defense rating when there is an attack. Also, allows some
Watch Tower 80 Structural Damage to be reallocated to a different Structure than its intended target 4 -
when there is an attack.
Improves the Settlement’s defense rating when there is an attack.
Guard Post 50 1 -
Require Barricades along 1-3 sides.
BUILDING STRUCTURES
Can contain Small Structures (except Cooking Station).
Hut 80 4 2
New Settlement starts with one so first box needs to be outlined.
Shelter 140 Can contain Small Structures (except Cooking Station). 8 3
Lodge 200 Can contain Small Structures (except Cooking Station). 12 4
NON-STRUCTURES
Barricade 25 Counts as Difficult Terrain and cover. Does not block LoS. No power required. 2x Line -
Fence 25 Blocks LoS. Counts as Climbable Terrain. No power required. 2x Line -
Walkway
Allows movement between Structures and/or different heights (see p.11)
Ramp 20 2 -
No power required.
Staircase
Allows vertical movement (see p.11)
Ladder 20 1x Line -
No power required.

© 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

Starting Settlement - 18x18

1st Land Purchase - 24x24


2nd Land Purchase - 30x30
3rd Land Purchase - 36x36

ADDING NEW STRUCTURES


When a Structure is added to a Settlement, an moved to a new location by spending 1 Resource per
outline is drawn around the appropriate box on Small Structure moved.
the Settlement Sheet to show it is owned as usual.
When a Structure is scrapped, remove it from the
Then, a unique number to identify that Structure is
Layout and the area where the Structure was is now
written inside the box in a circle. Next, the relevant
empty.
shape for that Structure is drawn on the Settlement
Layout (explained below) and that same number is If a Structure is Reinforced (p.13), an ‘R’ is written
written in a circle inside the Structure’s shape on inside the shape. The ‘R’ is removed if it loses its
the Settlement Layout. The numbers are important Reinforced status.
because Structures can become damaged (so cannot be
used) or wrecked beyond repair (explained later) so it
is important know exactly which Structure is which.

Once placed, a Structure cannot be moved, but can


be scrapped (see Scrapping Structures, p.14). The
exception to this is that Small Structures may be

8 FALLO UT – WA S T EL A ND WA
FALLOUT WARR FA R E : H O M E S TE A D
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.

SIZE SHAPE EXAMPLE

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

Structures of size 8 and over can be any shape so long10as: 12 12 12


(a) They cover exactly
8 the number of squares
8 on the Settlement Layout
9 shown on the Settlement
10 Sheet, and 10
8+ (b) All widths from one side to the other must be of at least 2 squares, i.e. single-square wide corridors or
protrusions are not allowed.

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

n The edge(s) of a Small Structure can touch the Extensions


edge(s) of 1 other Structure. Structures of size 4 or more can be extended during
n Small Structures can be placed within Structures Step 1: Build by paying 1 Resource for each square
12 12 15 16

as follows: added to the Structure.


X The maximum size of any X
Small Structures (except Cooking Stations) Structure is 20. The rules for proximity to other
can be placed inside a Structure that allows Structures and minimum widths within a Structure
16 16 16 16
Small Structures to be placed within them. still apply to the extended shape, i.e. an extension Fenc

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

All Small Structures within the Structure


When a Hut is extended so it occupies 8 squares, it
must be reachable from every doorway via
now counts as a Shelter and gains 1 additional door.
Normal Terrain only, i.e. surrounding a
When a Shelter is extended so it occupies 12 squares,
Small Structure to make it inaccessible is not
it now counts as a Lodge and gains 1 additional door.
allowed.
Small Structures cannot block doorways.
Barricades and Fences
Barricades and Fences are different from other
For Item and Boost Structures, remember to write
Structures. Barricades and Fences are lines on the
the number of cards the Structure draws inside the
Layout which run from
Structure’s outline. For Turrets, write a shorthand
one dot to a neighboring Fence
description
Fence of what type, i.e. MG1 for Machine Gun
Turret Barricade
Mk I.
dot and then to further Barricade
neighboring dots. Draw a
double line for Barricades and a single line for Fences.

1 X 2 2 3 4 6 X
X X X X 5
X
1 X

1. 45º angle with Structure. 4. Gap between fence too narrow.


2. 45º angle with fence. 5. Fence blocking doorway. X
3. Gap between fence too narrow. 6. Fence built inside Structure.

10 FALLO UT – WA S T EL A ND WA
FALLOUT WARR FA R E : H O M E S TE A D
When placing Barricades and Fences: Walkway

n Barricades/Fences can be drawn diagonally, and n Size: 2


may change direction midway by 135º or 90º. n Placement: A Walkway is a horizontal surface
n Barricades/Fences are allowed to touch other placed so that both ends each touch either a
Structures so long as they do not form any angle of Structure (excluding Small Structures and Guard
45º with a Barricade or Structure. Posts), Walkway, end of a Ramp, end of a Staircase,
n If not touching, all gaps between Barricades, or ladder.
Fences and Structures must be at least Orange n Notation: Shade in the Walkway’s area without
(2 squares) wide. drawing lines along the edges.
n Barricades/Fences must not block doorways.
Ramp
n Barricades/Fences must not be built inside a
n Size: 2
Structure.
n Placement: A Ramp is a non-horizontal surface
n Barricades/Fences must not create a completely
placed so that both ends each touch either a
enclosed area.
Structure (excluding Small Structures and Guard
n Barricades and Fences cannot simultaneously
Posts), Walkway, end of a Ramp, end of a Staircase,
occupy the same line.
Ladder, or the ground.
Brahmin Structures n Notation: Shade in the Ramp’s area without
Brahmin Structures (Brahmin Pen, Brahmin Troughs, drawing lines along the edges and draw a triangle
Brahmin Ranch) may be placed without the usual within the 2 squares with the point showing the
minimum gap between them. A contiguous block of lowest part.
Brahmin Structures can be created so long as each n During a Settlement Scenario: The maximum
structure in a block is different to the others in that vertical height a Ramp can cover is Orange.
contiguous block; for example, if a Brahmin Pen
Staircase
and Brahmin Troughs were already in contact with
n Size: 2
each other and nothing else, a Brahmin Ranch could
n Placement: A Staircase is placed so that both ends
be added to that contiguous group (as there is not
each touch either a Structure (excluding Small
one already), but another Brahmin Pen or Brahmin
Structures and Guard Posts), Walkway, end of a
Trough could not be added to that group.
Ramp, end of a Staircase, Ladder, or the ground.
Where these Structures are in contact with each other, n Notation: Draw a series of parallel lines across the
at least 1 side of 1 Structure must be in contact with 2 squares without drawing lines along the edges
each adjacent Structure. Structures do not count as and draw a triangle within the 2 squares with the
being in contact with each other if only the tips of point showing the lowest part.
their corners meet. n During a Settlement Scenario: The maximum
vertical height a Staircase can cover is Orange.
Crop Field
Ladder
Crop Fields do not have walls – they are open pieces
n Size: Occupies a line between two orthogonally
of ground.
adjacent dots.
n Placement: A ladder is placed along the same
Exploration Structures
line as the edge of a Structure (excluding Small
Exploration Structures do not get added to the Layout,
Structures), Walkway or low end of a Ramp.
as Exploration Structures are located away from the
n Notation: Show as a line of a different color than
Settlement.
the Structure walls. If on a Structure’s wall,
ensure Ladder is clearly drawn on one side of the
Walkways, Ramps, Staircases, and Ladders
wall.
Walkways bridge gaps between Structures to allow
n During a Settlement Scenario: When placed
movement between them, or sometimes lead to a
along on the edge of a Structure, a Ladder runs
Ramp, Staircase or Ladder. Ramps, Staircases and
the entire height of the wall it is placed on. Also,
Ladders allow movement from one vertical level to
a Ladder can run vertically downwards without
another.
touching a wall (i.e. at the end of a Walkway) down
Specific details on each type when placing them on to the lowest level before it is blocked (which is
the layout follow. Their effects when placed on the usually to ground level).
battlefield during a Settlement Scenario are described
in the Settlement Scenario section (p.16).

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
FALLOUT WARR FA R E : H O M E S TE A D
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.

STRUCTURE DAMAGE STATUS


Each Structure is either undamaged, damaged, badly the Structural Damage occurs, roll the for each
damaged, or wrecked. When an undamaged Structure Small Structure inside: If any is rolled, that Small
suffers Structural Damage, it becomes damaged. Structure suffers Structural Damage.
When a damaged Structure suffers Structural
Damage, it becomes badly damaged. When a badly Reinforced Structures
damaged structure suffers Structural Damage, it If a Structure is Reinforced and is to suffer Structural
becomes wrecked. Damage, roll the . If the result is 1 or 2, the
Structure suffers the Structural Damage; if the result
When a Structure with Small Structures inside
is 3 or 4, the Structural Damage does not affect the
suffers Structural Damage, the Small Structures
Structure and is ignored.
within may also suffer Structural Damage. When

DAMAGED AND BADLY DAMAGED STRUCTURES


When a Structure is damaged or badly damaged, and badly damaged Structures can still be used as
its ability is unavailable until it is repaired to being normal if they are undamaged.
undamaged. Any Small Structures inside damaged

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

RECORDING DAMAGE ON THE SETTLEMENT LAYOUT


When a Structure is Damaged, Badly Damaged, or of these letters at a time. If undamaged, no letter is
Wrecked, write a ‘D’, ‘BD’ or ‘W’ inside its shape on the required. (Remember to remove a Structure’s ‘R’ if it is
Settlement Layout. Each Structure can only have one Reinforced and stops being undamaged.)

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.

CAUSES OF STRUCTURAL DAMAGE


Structural Damage may be caused by one of 3 sources: 3. The Structure suffers enough damage during a
Settlement Scenario.
1. A card which is not an attack.
2. A card which is an attack and the attack is
resolved using the instant method.

ALLOCATING STRUCTURAL DAMAGE


Unless playing a Settlement Scenario (where Damage more than 1 Structure (partially or wholly) in that
is caused directly to Structures as described on p.21), 4x4 area, randomize which of those Structures suffers
Structural Damage is randomly allocated to the the Structural Damage. If there are no Structures
Structures that could be affected. Some causes of (partially or wholly) in that 4x4 area, allocate the
damage specify one or more types of Structure that Structural Damage to the Structure nearest that
could be affected. If more than one Structure matches 4x4 area (and randomize which if more than 1 are
the type(s) of Structure specified, randomize which of equidistant from the 4x4 area).
those Structures is affected. If no type of Structure is
When allocating randomly, do not include Small
specified, randomize which Structure is affected from
Structures inside other structures. As described
all the Structures in the Settlement using the method
earlier, if a Structure suffers Structural Damage, any
below.
Small Structures within it roll the dice to see if
they suffer damage too. Also, unless stated, do not
Randomizing Affected Structures
include non-Structures such as Barricades, Ladders,
If Structural Damage is allocated to a random
etc. when allocating Structural Damage randomly –
Structure, roll and use the icons around the
they may be affected if a Structure becomes Wrecked
edge of the Layout to find the corresponding 12x12
but Structural Damage is not directly allocated to
area (below left). Then, roll again to narrow
them.
it down further to a 4x4 area (below right). If there
is only 1 Structure (partially or wholly) in that 4x4
area, it suffers the Structural Damage. If there is

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
FALLOUT WARR FA R E : H O M E S TE A D
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.

RESOLVING A SETTLEMENT ATTACK BY PLAYING A SETTLEMENT SCENARIO


An attack on a Settlement can be resolved by playing another player (playing the attackers) or by the AI.
a Settlement Scenario – these are scenarios where the The Attack Rating is used during set-up, and other
player’s Settlement is laid out on the battlefield and details may be specified by the attack too. See the
the scenario of the attack is played there. Structures Settlement Scenarios section (p.16) for details.
can be attacked by models, items may get stolen, and
so on. Settlement Scenarios can be played against

RESOLVING A SETTLEMENT ATTACK BY USING THE INSTANT METHOD


The instant method allows an attack to be resolved Determining Structural Damage
without playing it as a scenario. When a Settlement When an attack occurs, the Settlement suffers
Attack is to be resolved using the instant method, first Structural Damage equal to the amount the Attack
calculate the Settlement’s Defense Rating by starting Rating is greater than the Defense Rating. If the
with a Defense Rating of 3 and then: Defense Rating is equal to or higher than the Attack
Rating, the attack does no Structural Damage.
1. For every Guard Post with power:
a. Add 1 if there is a Barricade along 1 of its Continuing the previous example, an attack occurs
sides. on the Settlement with an Attack Rating of 8. The
b. Add 2 if there is a Barricade along 2 or 3 of its Settlement’s Defense Rating is 5, so 3 Structural
sides. Damage is dealt and allocated one at a time.
2. For every Watch Tower with power, add 1.
3. For every Turret with power: Allocating Structural Damage
a. For Machine Gun Turrets: Add an amount Any Structural Damage caused is allocated one at a
equal to its Mk, i.e. Mk III would add 3. time as described in the earlier Allocating Structural
b. Add 1 for every Laser Turret. Damage section, p.14.
c. Add 3 for every Heavy Laser Turret.
4. Deduct 1 for every 4 Structures in the Settlement
(excluding any Small Structures inside other
Structures and any Reinforced Structures).

Do not include:

n Any Defense Structures that require power but do


not have power, or
n Any Defense Structures which are not undamaged.

A Settlement Defense Rating has a minimum of 0.

For example, a Settlement has 1 Machine Gun


Turret Mk III and 1 Guard Post with 1 barricade
along its sides. The Settlement has 13 Structures
but 2 of those are small Structures inside
another Structure and 1 is Reinforced, so only 10
Structures are considered which means 2 will be
deducted. Therefore, the total Defense Rating is 3
(starting value) + 3 (Turret) + 1 (Guard Post) - 2
(1 for every 4 Structures being considered) = 7 - 2
= 5.

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

DEFENDER STRUCTURE USE AND CARD POOL


When a Settlement Attack is initiated, the Defender
may not use the abilities of their Settlement’s
HELPFUL HINT
Structures (apart from Defense Structures) until
from Vault Boy!
after the attack is resolved, i.e. they cannot use Item
IF THE SETTLEMENT SCENARIO OCCURS OUTSIDE
Structures to draw cards, etc. The defender’s pool of
USE OF SETTLEMENT (RATHER THAN DURING USE OF
cards is whatever pool they currently have when the
SETTLEMENT), THE DEFENDER’S POOL IS WHATEVER ITEM
attack is initiated.
CARDS ARE IN THE DEFENDER’S LOCKERS.

AWARE OF THE ATTACK


Before starting set-up, determine if the defender is Towers with power in the Settlement, the defender
aware or unaware of the impending attack. If the has noticed the impending attack so is aware, unless
defender has no Watch Towers, they are unaware. If a is rolled, which always means the defender is
the defender has any Watch Towers, roll . If the unaware.
result is equal to or less than the number of Watch

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
FALLOUT WARR FA R E : H O M E S TE A D
Raiders Super Mutants Institute

Survivors Brotherhood of Steel Enclave

New California Republic Caesar’s Legion Nightkin

Attacker’s Choice
Robots Creatures
(Roll again if versus AI)

Equipping Units Leaders


The defender can equip their Units with their Remember that when using Settlement, Leaders
Standard Equipment as usual, plus: must remain the same from one battle to the next
battle unless they are removed during a battle - see
n If the defender is aware of the attack, they can
Campaign Handbook, p.24 for more on Leaders and
allocate up to half of the items in their pool
Settlements.
(rounded-up) to their models.
n If the defender is unaware of the attack, they
Turrets
shuffle their pool, draw half of the cards (rounded-
If a Settlement includes one or more Turrets, the
up) and can choose any of those drawn items to
player must either include each Turret as a weapon in
allocate to their models. The half not drawn cannot
their force (so must include its Caps cost in the force’s
be allocated.
total), or choose for it to be offline (which means the
As usual, any item a model is carrying at the start Turret will be placed on the battlefield in its position
counts towards the force’s total cost. Any cards the on the Layout but will not function for that scenario
defender has remaining in their pool after creating and does not add to the cost of the force).
their force (whether due to choosing not to allocate
them or not being able to allocate them) become the
Item Deck for the scenario – see Searchables and Item FALLOUT: WASTELAND WARFARE ALLOWS PLAYERS
Deck below. TO TELL THEIR OWN STORIES, SO THEY CAN USE ANY
MODELS IN THEIR FORCE. WHEN IT COMES TO DEFENDING
If the attacker is a player using their own force
YOUR SETTLEMENT, TRY TO USE SIMILAR MODELS
which has a Settlement, they equip their models
TO THOSE USED IN YOUR PREVIOUS BATTLE(S) TO
as they would usually for a battle after using their
MAINTAIN CONTINUITY IN THE STORY. FOR EXAMPLE,
Settlement.
IF A SETTLEMENT OFTEN HAS FORCES CONSISTING
PRIMARILY OF SURVIVORS AND THE ODD SUPER MUTANT,
IT WOULDN’T SUDDENLY BE DEFENDED BY A FORCE OF
SYNTHS.

PLACING THE SETTLEMENT


The Settlement is laid out on a 3 feet x 3 feet (90cm
x 90cm) battlefield to match the Settlement Layout IF YOU DON’T HAVE TERRAIN THAT EXACTLY MATCHES
diagram. Small Structures inside other Structures THE SHAPES OF STRUCTURES, USE THE NEAREST YOU CAN.
are placed in their respective locations within those STRUCTURE OUTLINES CAN BE PORTRAYED USING PIECES
Structures. OF PAPER CUT TO SHAPE AND SIZE, SECTIONS OF GARDEN
CANE, STRING, ETC.

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.

One Side Two Sides: Adjacent

Two Sides: Opposite All Sides

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.

Take the 7 Investigation Markers showing 1-7. Mix face-down


and the attacker draws 3 (without revealing them to the defender)
– these are the tunnel entrances being used by the attacker. The
attacker can deploy their models up to Orange from the selected
tunnel entrances shown on the diagram below, but not within
Tunnels Structures. If a Structure is located on top of a tunnel entrance,
the tunnel entrance is placed at the nearest location where there
is no Structure. The attacker only reveals a location of a tunnel
being used to the defender when the first model is placed which
uses that tunnel for deployment. After deployment, discard these
Investigation Markers.

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
FALLOUT WARR FA R E : H O M E S TE A D
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.

Ransack Vandalise Disrupt

Disable Shutdown Sabotage

Weaken Pillage Heist

Demolish Kidnap Assassination

NAME ATTACKER’S VICTORY CONDITION


General Structural Damage
Ransack
Cause 8 Structural Damage in total to any mix of Structures.
Widespread Structural Damage
Vandalise
Cause at least 1 Structural Damage each to any 6 Structures.

Cause Structural Damage to Stores, Maintenance Sheds, and Lockers. Roll :


Disrupt : Cause 1 of these Structures to become Wrecked.*
: Cause at least 1 Structural Damage each to any 4 of these Structures.

Cause Structural Damage to Small Structures. Roll :


Disable : Cause 2 of these Structures to become Wrecked.*
: Cause at least 1 Structural Damage each to any 4 of these Structures.
When counting the number of structures affected, Boost Structures count as half (round down).

Cause Structural Damage to Item Structures. Roll :


Shutdown : Cause 1 of these Structures to become Wrecked.*
: Cause at least 1 Structural Damage each to any 4 of these Structures.

Cause Structural Damage to Structures which provide power or water. Roll :


Sabotage : Cause 1 of these Structures to become Wrecked.*
: Cause at least 1 Structural Damage each to any 4 of these Structures.

Cause Structural Damage to Defense Structures. Roll :


Weaken : Cause 1 of these Structures to become Wrecked.*
: Cause at least 1 Structural Damage each to any 4 of these Structures.
Steal Items.
During Set-up: If the Item Deck of the Wasteland (see Searchables and Item Deck below) will contain fewer than 5
cards, the attacker can choose to re-roll the Goal until a different one is rolled.
During the scenario: Remember that removed models drop any item which they did not start the scenario with as
usual.
Victory Condition: The attacker must steal a number of items based on the number of Item cards in the Item Deck at
Set-up.
Pillage
• 1-12 items in the Item Deck: 5 items must be stolen.
• 13-24 items in the Item Deck: 10 items must be stolen.
• 25-36 items in the Item Deck: 15 items must be stolen, and so on.
An item is deemed to have been stolen if it is taken off the battlefield by an attacker model and/or if an attacker
model up to Red from any battlefield edge is holding it at the end of the game. Items dropped by opposing models
(i.e. items they did not start the scenario with) count towards the total required if they are stolen.
Steal a specific Item.
Victory Condition: The item to be stolen is moved off of the table.
Heist During Set-up: The defender places the Searchable face-up within Yellow of the center of the Settlement – this is
the item to be stolen. It can be placed inside a Structure with doors.
Special Rules: The Item to be stolen is treated like an item which is not Shareable. The defender’s models may only
pickup the item to be stolen after it has been picked-up at least once by an attacker model.
Wreck the Structure which takes up the largest area.
Cause the largest Structure to become Wrecked.*
Demolish If the largest Structure is under Size 12, cause the largest 2 Structures to become Wrecked.*
During Set-up: Identify the Structure(s) to be wrecked. Structures already wrecked during set-up do not count. If tied,
use the highest Caps cost required to build the Structure. If still tied, select the Structure which has any part of it
nearest the center of the battlefield. If still tied, randomize between those still tied.

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.

ITEM DECK AND SEARCHABLES


The deck of Item cards in the Wasteland is the drawing if drawing any more would result in there
defender’s own current pool of Item cards represented being fewer than 1 Item card for each remaining
on the Battlefield by tokens. Searchable. For example, if the player would normally
draw 3 cards and there are 7 cards in the Item deck
but only 5 Searchables remaining, the player would
HELPFUL HINT
from Vault Boy! stop after drawing 2 cards so it would leave 5 cards for
REMEMBER THAT IF THE SETTLEMENT SCENARIO the remaining 5 Searchables.
OCCURS OUTSIDE USE OF SETTLEMENT (RATHER THAN
When placed, the minimum distance between a
DURING USE OF SETTLEMENT), THE DEFENDER’S POOL IS
Searchable and all other Searchables is based on the
WHATEVER ITEM CARDS ARE IN THE DEFENDER’S LOCKERS.
number of Land in the Settlement as follows:

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
FALLOUT WARR FA R E : H O M E S TE A D
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.

EFFECTS OF STRUCTURES ON THE BATTLEFIELD


Unless stated otherwise, all Structures on the Doorways
battlefield block LoS. Structures also have the Doorways on Structures are routes for models to enter
following effects: and exit the structure. Unless a scenario dictates
otherwise, doorways are open, not locked, and do not
Barricades count as Cover and Difficult Terrain, but
block Movement or LoS. Normal or Large models
do not block LoS.
may move through doorways spanning a single space
n Fences count as cover and Climbable Terrain and despite the base being physically larger than the gap,
block LoS. i.e. Radroach Swarm (as they count as Normal size),
n Crop Fields are open pieces of ground so count as Power Armor, etc.
Normal Terrain and do not block LoS.
n Wrecked Structures (which are rubble) do not Small Structures
block LoS, count as Difficult Terrain and count as Similar to Doorways, gaps which are 1 space wide
Area Cover. Remember that Wrecked Structures caused by a Small Structure and something else can
remain in place until scrapped. be moved through by models of Normal and Large
n Turrets are placed (with or without power), but size.
only those with power will operate. For movement
through them and LoS, turrets are treated like Guard Posts
models on the defender’s side. Any model whose base is at least partially within a
n Walkways, Ramps and Staircases count as Normal Guard Post with power gains a for Shooting and
Terrain. Throwing attacks if the LoS to their target passes
n Ladders count as Difficult Terrain. across any of the barricades along the edges of the
n Models with icon cannot use Ladders. Guard Post. Note that the model does not need to
n The maximum vertical height a Ramp or Staircase be in base-to-base contact with the barricades to
can cover is Orange. receive this bonus, but not being so will result in the
n Models of Normal and Large size can move barricades adding a penalty for cover as usual.
through single doorways.
n Models of Normal and Large size can move
through 1 space wide gaps caused by Small
Structures.

POWER AND WATER DURING ATTACKS


If power is reduced after an attack has begun and If power is increased during an attack when there was
there is not enough to supply all the undamaged not enough to supply all the undamaged Structures,
Structures, power is immediately lost to the the defender decides to which unpowered, undamaged
Structures furthest from the source of power that has Structure(s) that the power increase is routed. The
been reduced until there is enough power to supply same applies for water.
all the undamaged Structures. The same applies for
water.

WITHDRAWAL
The attacker may exit the Battlefield from any edge at
any time. Once a model has left the Battlefield, they
cannot return.

22 FALLO UT – WA S T EL A ND WA
FALLOUT WARR FA R E : H O M E S TE A D
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.

NAME AI SETTING FOR ATTACKER


Objective: Defeat [Any Structure which counts towards Victory Condition]
Target Priorities
When using Target Priorities to determine which Structure to target, ignore: Prepared, Spent, Importance, Not
Engaged, Engaged, Capable.
If the Objective is to cause a total number of Structural Damage to Structures:
• Weakest Least damage required to cause Structural Damage
• Largest Highest Health (maximum shown on table of Health and Armor)
• Wounded Most damage tokens
Ransack • Healthiest Requires the most damage to cause Structural Damage
Vandalize
Disrupt Apart from Ransack: Ignore Structures which have already had Structural Damage caused to them.
Disable
Shutdown For Ransack: If the AI’s shows 1 icon, ignore Structures which have already had Structural Damage
Sabotage caused to them.
Weaken
Demolish If the Objective is to cause a total number of Wrecked Structures:
• Weakest Least total damage required to cause the Structure to be Wrecked
• Largest Highest Health (maximum shown on table of Health and Armor)
• Wounded Most total damage required compared to Undamaged
Example: Stores have 4 Health so a Damaged Stores with 3 Damage tokens has a total of 7 damage (4 to
make it Damaged plus the 3 damage tokens)
• Healthiest Requires the most damage to Wreck the Structure
Example: Stores have 4 Health so a Damaged Stores with 3 Damage tokens requires another 5 damage to
Wreck it (1 to make it Badly Damaged then 4 more to make it Wrecked)
Ignore Structures which are Wrecked.
All Items in the Item Deck are referred to as ‘items to be stolen’.
If the AI models are not holding enough items to be stolen to win.
If all items that can be stolen are held by models: Objective 2

Otherwise: If the is 1 icon: Objective 1

If the is 2 icons: Objective 2


Objective 1: Use [item to be stolen token]
Any Careful responses are resolved as O.
Subject priority is:
1. Item to be stolen that can be reached in a single Move.
2. Item to be stolen that can be reached in two Moves.
Pillage 3. Nearest item to be stolen not within two Moves of opposing model.
4. Nearest item to be stolen.
During each point above, prioritize tokens within a single Move of a Ready or Unready
opposing model; then, prioritize tokens within two Moves of a Ready or Unready opposing
model.
Objective 2: Defeat [Any model holding an item to be stolen]
Within each step of a model’s Target Priority list, prioritize opposing models holding the most
items to be stolen.
If the AI models are holding enough items to be stolen to win.
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.
Objective for model holding an item to be stolen: Go To [Nearest edge of the battlefield].
Objective for all other AI: Protect [Nearest model holding an item to be stolen].
The behavior by the AI is based on where the item to be stolen is located:
• When no model is holding the item to be stolen, use Phase 1.
• When an AI model is holding the item to be stolen, use Phase 2.
• When opposing model is holding the item to be stolen, use Phase 3.
Phase 1: Take the item
Objective: Use [Item to be stolen].
Heist
Phase 2: Escape with the item
Any Careful responses are resolved as O.
Objective for the model holding the item to be stolen: Go To [Off Battlefield using nearest edge of the
battlefield].
Objective for all other AI: Protect [Model holding the item].
Phase 3: Get the opposing model to drop the item
Objective: Defeat [Opposing model holding item to be stolen].

24 FALLO UT – WA S T EL A ND WA
FALLOUT WARR FA R E : H O M E S TE A D
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].

Note on AI Settings: Creature Controller and Robot Controller


n In some circumstances, the settings state that If the AI is be led by a Creature Controller or a Robot
any Careful responses are resolved as O which Controller, the top-most A on a Creature’s or Robot’s
means that if the AI would A Carefully, they will AI Matrix for their current situation should be
O Carefully instead, but A Reckless would remain resolved as O instead.
the same.
n If a Structure is to be attacked, AI use Target
Priority List as usual.

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

SETTLEMENT EVENT CARDS


Settlement Event cards describe incidents that occur Whenever a Structure needs to be selected at random,
during Settlement Use such as a theft, a swarm of use the same system described earlier for allocating
insects, threats and attacks, outbreaks of sickness, Structural Damage in the ‘Randomizing Affected
visits by traders, and so on. Structures‘ section, p.14. If an effect increases or
decreases the next Attack Rating, this effect still
Settlement Event Deck at the Start of takes place even if the next attack is during a future
Settlement Use Settlement Use.
If there is no existing Settlement Event Deck when
Settlement Use begins, all the player’s Settlement Flip Icon
Event cards are shuffled and the top 6 cards are split If, at any time, the top card on the Settlement Event
off to form the Settlement Event deck. The other cards deck shows the Flip icon, immediately turn the card
are set aside for now and will be drawn for future face-up and leave it on top of the deck. The player
Settlement Use (described below). may read it. The revealed Settlement Event card
is still part of the deck, so the event it describes is
If there is an existing Settlement Event deck when
not yet in effect. Flipping the event card gives the
Settlement Use begins, take 2 Settlement Event cards
player some advance notice of more impactful and
plus 1 for each Land from the unused Settlement
foreseeable events, so that they can potentially make
Event cards and add those unseen to the bottom of the
preparations. For example, the ‘Brewing Trouble’
Settlement Event Deck. For example, if the Settlement
event tells of an impending attack, but as it is a ‘Flip’
has 2 Land (so now occupies a grid 24x24), a total of
card, the player can prepare for the attack if they
4 Settlement Event cards would be added. This keeps
wish, perhaps by building defenses or repairing and
the existing Settlement Event deck in the same order
reinforcing Structures. Cards without the Flip icon
it was in at the end of the last Settlement Use on the
simply get revealed when drawn (and take effect
top with some new cards on the bottom.
immediately as usual).

Settlement Events During Settlement Use


Settlement Event Consequences
Each time a Structure’s ability is resolved, the is
Some decisions made when resolving Settlement
rolled. If the result is equal to or less than the number
Events and/or Explore cards, can have effects that
of Structures used since the last Settlement Event
occur later during events in the current or a future
(during this Settlement Use), resolve a Settlement
Settlement Use. These cards are identified by the
Event. To resolve a Settlement Event, draw the top
words ‘SETTLEMENT EVENT CONSEQUENCE’ on
card from the Settlement Event deck, and resolve any
them.
effects from it immediately; then, unless otherwise
instructed, this card is discarded. During Settlement Use, if a card showing ‘Settlement
Event Consequence’ is on top of the Settlement Event
For example: A player starts using their Deck, draw and resolve it immediately. This does not
Settlement and uses a Chemistry Station to draw count as drawing a Settlement Event card.
a Chem card. Then, they roll the dice. The result
Settlement Event ‘Consequences’ can be added by
is which is not less than or equal to the 1
Settlement Event cards and Explore cards. When a
Structure they have used so far, so no Settlement
new Settlement Event Consequence needs adding
Event is drawn. Next, they use a Ranger Outpost
to the Settlement Event deck, set the top card of the
to draw an Explore card. After resolving it, they
deck aside, shuffle the Settlement Event Consequence
roll the dice and the result is which is less than
card to be added (face-up) with the next top 2 cards
or equal to the 2 Structures they have used so far,
from the Settlement Event deck, and then replace the
so a Settlement Event is drawn and resolved.
top card back on top of the Event deck.

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
FALLOUT WARR FA R E : H O M E S TE A D
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: ).

START OF SETTLEMENT USE


The Fate of Removed Models Captured Scenario
Models Removed during a Battle may have simply A player can choose to play a Settlement Scenario
been incapacitated, but some may be unavailable for a to rescue a captured model (see ‘Captured’ in table
number of battles while they recover. Some may even below). To do so, play a Settlement Scenario where
have suffered a more serious fate. the Settlement is the captor’s Settlement (not your
own). Place the captured model at the center of the
At the start of Settlement Use, do the following for
Settlement. While captured, the model cannot be
each model with a ‘?’ in their Fate box:
made Ready. The captured model can be freed if one
n Test LUC+5 minus the number in the model’s of your models with it and performs a successful
Removed box. Use Lockpick action (turning the ‘captured model’
into a ‘freed model’). Immediately upon becoming
For example: Sole Survivor has LUC 4 and has
freed, the freed model joins the rescuing player’s force,
been removed twice so far, so their Skill Value for
is Unready, and has no items (except Improvised
the Test is 7 (4+5-2).
Weapon) but can pick-up and use items. Models of
the rescuing player may exit the Battlefield from
n SUCCESS: The model was merely knocked out. No
any edge. The scenario ends when all models of the
on-going effect. Erase the ‘?’ from their Fate box.
rescuing player have left the battlefield (and/or have
They can be used in the next battle.
been Removed). If rescuing a captured model from an
n FAIL: Something bad has befallen the model. Roll
AI, the AI Settings are Objective: Defend [Captured
, consult the table below, and write the name of
Model].
the fate rolled in the model’s Fate box:

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.

n Convert half of their Radiation Damage.


(rounded-up) to Regular damage.

DURING SETTLEMENT USE


Models whose Fate box does not show Delayed, Lost, Note that tokens gained during Settlement Use are
or Captured are present in the Settlement, and these only allocated at the start of a battle during Set-up,
models can be the subject of Settlement effects, such so those cannot be removed during the Settlement
as being bought Perks, the healing described in the use in which they are gained because they do not get
Recuperation section (below), etc. Models which are allocated until after Settlement Use has ended.
currently Delayed, Lost, or Captured are not present
in the Settlement and cannot be the subject of Food & Drink
Settlement effects. A number of Food & Drink items equal to the total
number of Cooking Stations in the Settlement may
Improving Models be used for their Cooked effect – this does not affect
In addition to the rules for Perks on p.24 of the the ability of the Cooking Station(s) to draw Food
Campaign Handbook (Perks and Settlement section), & Drink cards, i.e. does not make them ‘used’. If not
the total number of Perks which may be purchased cooked, the item’s uncooked effect is used, and any
during a single Settlement Use is limited to the negative effects are recorded on the roster, i.e. gaining
number of ‘Building Structures’ (i.e. Hut, Shelter, Radiation damage.
Lodge) with water in the Settlement.
For example: A Settlement has 1 Cooking Station. The
Also, new Perks may not be bought for a model if they Cooked effect of Iguana Bits is used to heal 4 damage.
already own a number of Perks equal to the number in Any further Food & Drink Items with cooked and
their ‘Battles’ box, i.e. if a model has fought 2 battles uncooked effects will have to use the Uncooked effect
and owns 2 Perks, then another Perk cannot be bought unless more Cooking Stations are built.
for it until it has fought in more battles.
Any effects other than removing conditions, addiction,
and damage are ignored, as these will have worn off
Recuperation
before the next battle, i.e. gaining action points.
At any time during Settlement Use, damage and
conditions can be discarded from models by using the
Removing Addiction
effects of Structures in their Settlement, such as the
Instead of its usual effect, a Medical Center can be
Medical Centre. Models may also use items which
used to remove 1 addiction from 1 model. Items that
remove damage and/or conditions – each item used
remove addiction can be used too.
this way is applied to a single model and any unused
portion(s) of an effect is lost.

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.

SURPRISE SETTLEMENT ATTACKS


If a Settlement Attack is ever described as being from the battle can be used in the Settlement Attack.
caused ‘during the next battle’, it occurs at the same Therefore, the player can only use equipment and
time as when the next battle occurs in the context of personnel (with their Standard Equipment) on their
the game world, i.e. it is an attack on the Settlement roster which was not taken to the battle (and any
while the force participating in the next battle is models will have the damage and conditions they still
away. The next battle is played as normal and then had as normal). The player can spend Caps to add new
the Settlement Attack is resolved as if it occurred recruits to their roster prior to the Settlement Attack,
at the same time as the battle just played. As a but no Structures may be used.
result, anything on the roster (models and items)
involved in the battle is not available to be used in the
Settlement Attack. Also, no items or benefits gained

30 FALLO UT – WA S T EL A ND WA
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© 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

SETTLEMENT LAYOUT GRID

© 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.

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