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VAULT-TEC

SIMULATOR
USER MANUAL V. 114224 VTS SIMULATION SERIES:

FALLOUT : STREAMLINED
FOR YOUR
WASTELAND WARFARE CONVENIENCE

EXPLORE THE HORRORS


OF THE OUTSIDE WORLD,
WITHOUT NEEDING TO
LEAVE THE SAFETY OF
THE VAULT!

VISIONTRON
& SIM-TEC
COMPATIBLE
VAULT D WE LLE R S
Lead Design Edwin Moriarty Editors Richard L. Gale, Bryce Johnston
Development Jono Green, Dom Westerland Games Designer James Hewitt
Writing Edwin Moriarty, Dom Westerland Development Coordinator Jason Enos
Editing Georgina Siddle, Dom Westerland Developers J avier A. Caburrasi, Juan Echenique,
Graphic Design Leigh Woosey Jono Green, Stefano Guerriero,
3D Designers J oana Abbott, Ben de Bosdari, Sean Bullough, Ethan Heywood, Dom Westerland
Domingo Díaz Fermín, Jonny La Trobe-Lewis, QA Testers Samantha Laydon, Nathan Perry
Chris ‘Chrispy’ Peacey Community and Design Assistant Dom Westerland
3D Plastic Design Colin Grayson Scheduling and Design Assistant Justin Talsma
Additional 3D Designers  na Roman-Peña, Jamie Phipps, Romeo
A 2d20 Developer Nathan Dowdell
Salbatecu, Luigi Terzi RPG Design Assistants Andy Douthwaite, Jess Gibbs
Painters Castle Brush Studios, Callum France. Project Management
Terrain Julian Jeratsch. Office Team Lead Błazej Kubacki
Proofreading Rachel Franklin, Georgina Siddle Senior Project Manager Gavin Dady
Project Management Ben Maunder Project Managers  aniel Lade, Jamie MacKenzie, Ben Maunder,
D
Production Management Peter Grochulski Haralampos Tsakiris
Playtesters  raig Bishell, Corey Broadway-Bennett,
C Project Management Assistant Robert Hebblethwaite
Martyn Cashmore, Zachary Cox, Operations Manager John Wilson
Andy Douthwaite, Pete Fenner, Jess Gibbs, Factory Manager Martin Jones
Julian Jeratsch, Tom Mecredy, Daniel Meißner, Senior Production Operatives Drew Cox, Warwick Voyzey
Edwin Moriarty, Anthony Morris, Oli Riedl,
Lead Production Operative Jake Pink, Miles Turner
Levi Roper, Ryan Rumbolt, CJ Shearwood,
Sam Steele, David Winpenny Production Operatives T homas Bull, Rebecca Cartwright, Louis Hartley-
Edwards, Jake Skinner-Guy, Christopher Leigh
MODIPHIUS ENTERTAINMENT Assembly Team  endy Harris, Elaine Elizabeth Hughes,
W
Chief Creative Officer Chris Birch Michelle Richards
Chief Operations Officer Rita Birch Tool Makers Luke Gill, David Hextall, Anthony Morris
Managing Director Cameron Dicks Customer Service and
Head of Brand Samantha Webb Accounts Manager Lloyd Gyan
Head of Creative Services Jon Webb Community Manager April Hill
Head of Development Sophie Williams Translations and
Publishing Manager Matt Timm
Head of Finance Luc Woolfenden
Distribution and
Creative Coordinator Kieran Street
Key Accounts Manager Gary Moore
Logistics and
Sales Account Manager Matt Vann-Hinton
Production Manager Peter Grochulski
Marketing Coordinator Shaun Hocking
Lead Art Director Rocío Martín Pérez
Marketing Manager Shareef Dahroug
Art Director Ariel Orea
Marketing Assistant Georgie Reeve
Studio Coordinator Rocío Martín Pérez
PR Manager Sophie May
Photographer Fátima Martín Pérez
Customer Support
Lead 3D Designer Jonny La Trobe-Lewis
Representative Chris Dann
Senior 3D Designers J oana Abbott, Domingo Díaz Fermín,
Webstore Manager Apinya Ramakomud
Chris ‘Chrispy’ Peacey
Financial Analyst Valya Mkrtchyan
Senior 3D Plastics Designer Colin Grayson
Accounts Payable Manager Ofelya Mnatsakanyan
3D Designers Ben de Bosdari, Sean Bullough
Accounts Receivable Specialist
Studio Painter Callum France
and Finance Coordinator Hollie Shepperson
Studio Terrain Designer Julian Jeratsch
Lead Graphic Designer Akha Hulzebos
Principle Graphic Designer Michal E. Cross SPECIAL THANKS
Graphic Designers  tephanie Toro, Chris Webb,
S The Bethesda design team: Michael Kochis, David Evans, Jessica Williams,
Mark Whittington, Leigh Woosey Alan Nanes, Matt Daniels, Kurt Kuhlmann, Jon Paul Duvall, Jessica Daniels,
Audio and Video Producer Steve Daldry Emil Pagliarulo, Brent Keith and the rest of the Bethesda approvals teams

Modiphius Entertainment Ltd. 39 Harwood Rd, London Any trademarked names are used in a fictional manner; no
SW6 4QP, United Kingdom infringement is intended. This is a work of fiction. Any similarity with
info@modiphius.com / www.modiphius.net actual people and events, past or present, is purely coincidental and
unintentional except for those people and events described in an
Product Number: MUH15019001- PDF ISBN: 978-1-80281-407-1
historical context
© 2024 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. Any unauthorized use of
copyrighted material is illegal.
CO NTENTS
SECTION 1: INTRODUCTION 2 SECTION 5: FORCES 37
1.1 Beginning The Simulation 2 5.1 Super Mutants 38
1.2 Fully Equipped 3 5.2 Overlord 38
1.3 Color Ranges 4 5.3 Master 38
1.4 Models 5 5.4 Brute 39
1.5 S.P.E.C.I.A.L. Attributes And Skills 6 5.5 Aviator 39
1.6 Skill Tests 7 5.6 Super Mutant 40
1.7 Randomly Determine 8 5.7 Mutant Hound 40
5.8 Skirmisher 41
SECTION 2: RULES OF PLAY 9 5.9 Survivors 42
2.1 Game Structure 9 5.10 Sole Survivor Tech 42
2.2 Actions 9 5.11 Sole Survivor 42
2.3 Attacks 11 5.12 Dogmeat 43
2.4 Action: Move 15 5.13 Settler 43
2.5 Action: Charge 16 5.14 Scavenger 44
2.6 Action: Close Combat 17 5.15 Tech 44
2.7 Action: Shoot 18 5.16 Minuteman 45
2.8 Action: Throw 21 5.17 Brotherhood of Steel 46
2.9 Action: Use Expertise 22 5.18 Knight 46
2.10 Investigation And Searchable Markers 23 5.19 Paladin 47
2.11 Pre-Game Set-Up 26 5.20 Lancer 47
5.21 Knight Patrol 48
SECTION 3: SOLO AND COOPERATIVE PLAY 27
5.22 Field Scribe 48
3.1. Playing with AI 27
5.23 Raiders 49
3.2. AI Behavior 28
5.24 Veteran Raider 49
3.3. Responses 29
5.25 Scavver 49
SECTION 4: SCENARIOS 32 5.26 Psycho 50
5.27 Raider 51
4.1. Scenario 1: Lay Your Head to Rest 32
4.2. Scenario 2: Hunger Strikes 33 I.S.E.E.I.T. 52
4.3. Scenario 3: Who’s Got the Power? 34
1.28 Icongraphic System Examples
4.4. Scenario 4: Jackpot! 35
And Explanation, Intergrating Tokens 52
4.5. Scenario 5: Salvaging This Situation 36
FOWW VTS-001-112 —
Introduction
­

{};\\ BEGINNING THE 0x1000


SECTION 1: INTRODUCTION
SIMULATION /\`{^::_ 0x1003 BEGINNING THE SIMULATION
Welcome to Vault-Tec Simulator, a narrative Vault-Tec Simulator is a tabletop wargame, but the
miniatures game where you explore the world outside Wasteland is about more than just war, no matter
your protective vault, encounter strange people and how little it’s changed. As well as combat, exploring
creatures, and build up a motley crew to take on the the post-apocalyptic world of Fallout involves
Wasteland! These rules provide an alternative way investigation and finding resources. You can either
of playing the core Fallout: Wasteland Warfare play Vault-Tec Simulator as a Solo/Cooperative
game using many of the same rules, miniatures, and experience, fighting the roving threats of the
other elements, but designed to be a faster and easier Wasteland while trying to achieve your goals, or you
experience of the Wasteland. can take each other on in a head to head conflict.

These streamlined rules provide pre-generated Your Force, which will belong to one of the Fallout
characters, and a more accessible experience. It’s Factions, is built from models and their related
the perfect way to get new players up and running Profiles. During the game, players take turns, using
with Fallout: Wasteland Warfare, or to kick back Actions to move, fire weapons, attack in combat, and
and enjoy the fun of it without diving into the full interact with the Wasteland itself. Attacks and other
game. Some rules have been changed while others are Actions are resolved through Skill Tests made with
omitted entirely, all to create a quick and entertaining dice rolls.
new play style.

THE BATTLE FOR THE DRUMLIN DINER

2 FALLOUT – VA ULT- T EC S IM U LATO R


FULLY EQUIPPED 0x103C FULLY EQUIPPED :#.
0x1031 *¦| _\¬,”->|``\+;$
If you have a Fallout: Wasteland Warfare starter
set you’ll find a large number of markers and tokens
to help you track Damage and mark objects on the
battlefield, two sets of range rulers, a number of
colored dice, and Profiles and miniatures to represent
your Force. Some of these may not be used in Vault-
Tec Simulator, but all of them are used in Fallout:
Wasteland Warfare.

In addition, you can find tokens and markers to print


and play with on the Modiphius website, along with
range rulers, Profiles for Vault-Tec Simulator, and
dice facings you can print and stick to polyhedral
dice if you don’t have official Fallout: Wasteland
Warfare dice already. If you have a starter set
you simply need to print the additional tokens and
markers, and the Profiles. Otherwise you should print
all of them.

Markers are used to represent things on the


battlefield such as Objectives or things you can
search. Tokens are used to track information and
MARKERS AND TOKENS USED IN
values, like how much Damage a model has suffered.
VAULT-TEC SIMULATOR
Vault-Tec Simulator uses AI Cards, which are used to
control models not under the players’ control in Solo
and Cooperative play.

0x103C <>?{[_ AI CARDS :.,


0x1031 ”->|. *¦| _\¬,”-`\+;$

Front

RAIDER
PIPE RIFLE

Friendly
within
1+

O A
A M
O O
Prefers to end activation with 1: Vulnerable
Raider within 2: Not Engaged
ENGAGING: Prefers enemies engaged
Back with 1 friendly.
3: Weakest

AI CARDS CONTROL THE ACTIONS OF MODELS IN


SOLO AND COOPERATIVE PLAY

Introduction 3
0x1006 ^£|;\ COLOR RANGES COLOR RANGES
0x1060 ”$@,£!|<!&^¦¬|`=&
Vault-Tec Simulator uses range rulers for all and weapon ranges on the Profiles are color-coded
measurements. Any player can measure any to show which color range ruler is required in each
range at any time, with no restrictions. Icons circumstance.

Figure 4.1
To assist colorblind players, color icons have
corner shapes unique to their colors as well as 70%
text identifiers on their reverse, signifying the
range ruler required; round icons have corners on
the outside of the icons, as shown to the right.

To find the matching range ruler, look for the


symbol with the same corners as shown on the
icon (as a rule of thumb, from range Orange to
range Blue, the more corners, the longer the
distance). Sample icons, and the corresponding
range rulers (shown at 70% size), are shown to
the right.
Move Distance
Awareness

Black

Blue

Green

Red

Yellow

Orange

4 FALLOUT – VA ULT- T EC S IM U LATO R


MODELS 0x1000 MODELS :@^]
0x23F0 [)%|<&!;=_^*.
A player’s Force is made up of one or more models. streamlined way to play that system. This means
A model is a representation of a Wasteland denizen that there will be rules and icons on a Profile
on the tabletop. Models within a player’s Force are that are not used in Vault-Tec Simulator - these
friendly models. All other models (either from an can be ignored during gameplay.
enemy player Force or AI models) are opposing models.
Vault-Tec Approved Model Profiles have been made
Models come on different sized bases - Normal for a number of Wasteland denizens and have been
(30mm diameter), Large (40mm diameter), or released alongside this guide. Further Profiles can
Huge (50mm diameter or more). This is known as be found in Fallout: Wasteland Warfare expansion
the size of the model. books. The layout of these Profiles may vary from
book to book, but all the information you need to play
Profiles is still on the Profile.
0x23CF PROFILES:[]
Models in Vault-Tec Simulator have a Profile that 0x23F0 :@~?><[]:@<>_*&
Each Profile combines the information a player would
details that model’s rules. The same Profiles are also
find across multiple cards - such as S.P.E.C.I.A.L.
used in Fallout: Wasteland Warfare to provide a
Attributes and items - into one place.
SUPER MUTANTS
1 SKILLS 8
BRUTE 6
S tr 8
SUPER MUTANT 3 P er 3
SPECIALTIES E nd 8
4
C ha 3
I nt 3
5 A gi 4
EQUIPMENT ABILITIES
2 L uc 3
A: 104 B: 100 Bladed Helmet: When using Charge Bonus + .
ARMOR 7
CAPS
A: Super Mutant
2
Heavy Armor and

9 AWARENESS 10 ABILITIES 11 GEAR 12


Bladed Helmet 2
MOVE

B: Super Heavy

QUICK ACTIONS Sledgehammer Mutant Armor


x
Weapon Type Short Range Long Range Damage Effects Crit
13
Sledgehammer d 2 f 3 + 2
a b c e g

1. Model Photo –A picture of the 5. Equipment Abilities –If a model has 10. Awareness Range and Quick d. Long Range distance and dice:
model that the Vault–Tec Approved equipment that grants an effect, it will be Actions –Awareness Range shows The range ruler (If applicable)
Profile applies to. listed here. Not all models will have an how far away a model can spot items of and Effect Dice for the weapon’s
Equipment Abilities section on their Profile. interest, whereas its Quick Action icons Long Range.
2. Caps Cost –This is how many Caps it cover the Quick Actions they may take.
costs to include the model in your Force. 6. Skills –Each model’s Skills (see e. Damage:An icon which describes the
If there are multiple Weapon Loadout p.6) are covered here, along with type of Damage dealt by the weapon
11. Abilities –Abilities are not used in (Physical, Energy, or Radiation) and
options, a Caps Cost will be given for the S.P.E.C.I.A.L. Attributes that each one Vault-Tec Simulator.
each Weapon Loadout. This section applies to. the base amount of Damage dealt by
will also say if a model is Unique theSKILLS
weapon.
AVIATOR
(see p.26) or Heroic (see p.10). 7. Armor –If the model is wearing any
12. Gear –This is a list of the
model’s weapons. f. Effects:Any Special Effects triggered
Armor, it will be mentioned in this box. by rolling the Effect Dice.S tr 7
3. Model Types and Factions SUPER – MUTANT
Model Types are not used in Vault-Tec 13. Weapon Profile –Every weapon g. Crit:These are surpriseP effects 4(6)
er that
8. S.P.E.C.I.A.L. Attributes and Armor within a Weapon Loadout will be broken
Simulator. A model’s Faction describes can happen when a model rolls a
the group they belong to within the
Ratings –S.P.E.C.I.A.L. Attributes detail
SPECIALTIES down into the following subsections: E ndbox can8
during an attack. The yellow
how a model interacts with the Wasteland,
be ignored for games of Vault-
conflict for the Wasteland. with the Armor Ratings showing a model’s a. Weapon:The name of the weapon. C ha 4
Tec Simulator. A Crit can include
resistances to different types of Damage.
4. Specialities –The special rules for a
b. Type:The Skill that is used with I nt and4
additional Effect Dice, Damage,
this weapon. other stranger effects.
model will be listed and explained here. 9. Move and Charge Distance –The
c. Short Range distance and dice: A gi 5
icon with one arrow shows how far a
model Moves and the icon with two arrows The range ruler (if applicable) and Effect L uc 3
99 shows how far a model Charges. Dice for the weapon’s Short Range. ARMORUnique Icon Heroic Icon
CAPS Super Mutant Cowl
Armor and Aviator Cap
3
AWARENESS ABILITIES GEAR Pipe Pistol , 2
MOVE

Improvised Weapon Introduction 5


QUICK ACTIONS x
S.P.E.C.I.A.L. ATTRI- 0x23C3 S.P.E.C.I.A.L. ATTRIBUTES AND SKILLS
BUTES AND SKILLS;~ 0x23C6
In Vault-Tec Simulator, every model has a set Skill Tests (dice rolls to determine if a model succeeds
of attributes and information on their Profile. at a task - see p.7) use these attributes and Skills, so
These attributes - the initials of which spell out they’re an essential part of the character.
S.P.E.C.I.A.L. - indicate how good a model is at
Some Skills are Expertise Skills. These are not used
combat, how tough they are, and how well they
directly in combat, but instead allow characters to use
Interact with Objectives and enemy models.
particular expert knowledge to perform tasks to achieve
Each S.P.E.C.I.A.L. Attribute represents a different their goals, interact with objects on the battlefield, and
aspect of a character. The seven S.P.E.C.I.A.L. so on. They are all used with the Use Expertise Action.
Attributes are:
The most common Skills are:

Strength (STR)
Computers
Strength is a measure of how ferocious a model is in
£^¬[]{./:&,> SKILLS 0x1009 This is an Expertise Skill. It is used for accessing
~<^}£!$!`£\;/\~+[] 0x100C combat, and how physically powerful they are.
computer terminals.

Perception (PER)
Heavy Weapon
Perception shows how aware of the battlefield a model
This Skill is used for firing weapons that cause excessive
is, how likely they are to spot danger, and how easily
amounts of damage, like the Minigun or Fat Man.
they see an ambush coming.

Lockpick
Endurance (END)
This is an Expertise Skill. It is used for breaking open
Endurance is most often used as the attribute that
containers or getting past locked doors.
shows how tough a model is and how much damage
it can take before dying. It’s a measure of their sheer
Melee
resilience.
This Skill is used for getting up close and personal with
your foe, using weapons like a Board or Super Sledge.
Charisma (CHA)
Charisma is used to show how charming,
Pistol
intimidating, or cunning a model is.
This Skill is used for the use of weapons like the
Magnum or 10mm Pistol.
Intelligence (INT)
Intelligence concerns the smarts of a model, and
Presence
is often used for interacting with elements of the
This is an Expertise Skill. It is used to show how
battlefield.
charismatic a model is.

Agility (AGI)
Rifle
Agility shows how nimble, acrobatic, and quick on
This Skill is used to operate long arm guns such as
their feet a model is.
the Hunting Rifle or Combat Shotgun.

Luck (LUC)
Search
Luck is simply how much random chance favors you.
This is an Expertise Skill. It is used when a model
Some models use it for skills that they’re just trying
needs to look for something.
their hand at without any expertise whatsoever.

Models also possess Throw


Skills. Different Skills This Skill is used to toss different kinds of weaponry
SKILLS
will be associated with at the foe.
S tr 8 different attributes on
P er 3 their Profile. Though
some Skills are more
E nd 8 commonly associated with
C ha 3 others (such as Perception
for ranged combat),
I nt 3
different models will use
A gi 4 different attributes to
L uc 3 use their Skills, shown by
ARMOR
their placement on the EXPERTISE ICON
A: Super Mutant Armor attributes on their Profile.
and Bladed Helmet
B: Super Mutant Armor
2
6 GEAR
FALLOUTSledgehammer
– VA ULT- T EC S IM U LATO R
Presence Ranges and Auras Models are always considered within the range of 0x1001 PRESENCE RANGES
The Presence Skill has a range for each model that their own Aura Buffs but are not considered enemy 0x1030 AND AURAS £;|£^,¦

possesses it. This range is indicated by the color of the models so do not suffer the negative effects of their
box containing the Skill icon on the Profile. would Aura Debuffs.
indicate a Blue range for Presence, for example.
Awareness Ranges 0x1033 AWARENESS RANGES
Auras can be Buffs or Debuffs. 0x1036 .¦”£”;£|_^&`|,$*{}[]
In addition to this, every model has an Awareness
Aura Buffs: These are positive effects that boost Range. This is marked in the middle of their Profile. SKILLS
BRUTE
nearby allies. Any friendly model(s) within the model’s For example, would indicate a Green range for
S tr 8
SUPERMUTANT
Presence Skill range gains the benefits of the Buff. awareness. This is used to determine from how far
P er 3
away a model can Interact with an Investigation
Aura Debuffs: These are negative effects that
detract from nearby enemies. Any enemy model(s)
Marker (see p.23).
SPECIALTIES E nd 8
within the model’s Presence Skill range suffer the C ha 3
negatives of the Debuff.
I nt 3
EQUIPMENT ABILITIES A gi 4
L uc 3
A: 104. B: 100 Bladed Helmet: When using Charge Bonus + .
ARMOR
CAPS A: Super Mutant Armor
2
and Bladed Helmet
AWARENESS ABILITIES B: Super Mutant Armor 2
MOVE

QUICK ACTIONS GEAR Sledgehammer -


Weapon Type Short Range Long Range Damage Effects Crit

Sledgehammer AWARENESS RANGE 2 3 + 3

0x1039 SKILL TESTS £-/,&]_


SKILL TESTS 0x103C ,¦;£``=;|`_^$£’£”£^

During a game of Vault-Tec Simulator, models will If a Skill Test fails then no other results on any dice
attempt Actions such as shooting, lock-picking, and (including Effect Dice) can be used, other than and
close combat. When a model attempts an Action, the which grant the model a Quick Action (see p.10).
result is determined by a Skill Test. The model’s
Players may choose to fail any Skill Test taken by
player rolls the Skill Dice usually alongside one or
their models. If they do so, the result counts as on
more Effect Dice. These dice rolled together will
the Skill Dice.
generate both a numerical result and a number of
effects from symbols. The numerical result is what
The Skill Dice 0x1030 _%¬{,”¬\&&{}$%^&
determines if the Skill Test succeeds, while the effects 0x1060 ::%^ THE SKILL DICE
The Skill Dice is a twenty-sided dice (d20) with
add extra elements to the result in different situations.
numbers and icons. It is the main way in which the
Every model’s Profile includes S.P.E.C.I.A.L. numerical result of the Skill Test is generated, which
Attributes, with scores for Strength, Perception, is used to determine if the roll succeeds or not.
Endurance, Charisma, Intelligence, Agility, and Luck.
If a number is rolled on the Skill Dice, then compare
Next to these are icons representing Skills that
it (after any modifiers) to the Skill Value to determine
correspond with those attributes.
if the roll is a success. Numbers from between 2 and
For a Skill Test to succeed, the result (after any 10 appear on the Skill Dice.
modifications) must be equal to or lower than the
If a is rolled, this counts as a roll of 1 and also
model’s Skill Value, which is the value of the
the model will get to take an immediate Quick Action
attribute corresponding to the Skill on that model’s
after you finish resolving this Action (see p.10).
Profile. If a model does not have a specific Skill icon on
their Profile, it cannot make a Skill Test of that type. If a is rolled, this counts as a roll of 1,
additionally if this was an attack with a weapon it is
Example: A model has a Perception of 5 and the now a Critical Attack (see p.14).
Rifle Skill icon next to it. Therefore their Skill
If is rolled, the Skill Test is always a failure
Value for the Rifle Skill is 5.
and cannot be adjusted by numerical bonuses. If a
is rolled the same applies, but the model can
Sometimes an attribute will be tested rather than a Skill
immediately make a Quick Action after you finish
- in these cases, the result of the Skill Test must be equal
resolving this Action (see p.10).
to or lower than the value of the relevant attribute.

Introduction 7
\ EFFECT DICE <>//^ 0x1063 The Effect Dice
$%|_/£”^”¬;£:}£||] 0x1066 If are rolled, then reduce the target’s armor
Effect Dice are often rolled alongside the Skill Dice to
by 1 for each Armor Reduction icon (see p.12).
determine extra effects. There are four types of Effect
Dice, and each is a different color. Which dice are If-1 -2 - 3 are rolled, then adjust the numerical
rolled is usually determined by the weapon and the result of the Skill Test by this amount, making it
range to the target. Each Effect Dice is a twelve-sided more likely that it will succeed.
dice with up to two icons on each face. Each dice color
If are rolled, then this may trigger a
represents a different type of effect:
Special Effect if the same symbol is shown on any
n Damage Effect Dice (black) mostly add extra weapons or equipment the model is using.
Damage to attacks
Skill Value Modifiers
n Accuracy Effect Dice (green) mostly modify the
Bonuses and penalties can alter the Skill Value that
numerical value of the Skill Test result
the player is testing against. All modifiers, bonuses,
n Armor Reduction Effect Dice (yellow) mostly and penalties are totaled before being applied to the
reduce the effectiveness of the target’s armor for Skill being used. If the adjusted Skill Value is less
that attack than 1, the roll only succeeds if a is rolled.

n Special Effect Dice (blue) mostly helps to


//¦¦^=¦ BONUS DICE 0x1069 Bonus Dice Tokens
trigger weapon and equipment effects
TOKENS £<>”!$^*/ 0x106C Models can gain additional Effect Dice through Bonus
You can never add more than four of the Dice Tokens. These tokens provide a temporary boost
same color of Effect Dice into a single roll. Any to a Skill Test. Each Bonus Dice Token can be used
more dice of the same color you would add are once and is then discarded. The rule or ability that
ignored and not rolled. provides the token will stipulate the Action that it
must be used on.
If are rolled on an Effect Dice, then you add
1 to the Damage of the attack for each Damage icon Typically, a Bonus Dice Token will provide either an
before armor is taken into consideration (see p.11). extra Damage Effect Dice or an Accuracy Effect Dice.
The most common way to gain a Bonus Dice Token is
through a Charge (see p.16).

]/”{}-_,) RANDOMLY 0x1060


DETERMINE <=’~:@) 0x1090
RANDOMLY DETERMINE
Sometimes the rules presented here will ask you six-sided dice you have available, playing rock-paper-
to “Randomly Determine” an outcome. When this scissors, or using an online randomiser. Whichever
happens you can do this in any way that is easiest for method you choose you should stick to it and use that
you to resolve. This could be flipping a coin, rolling a as your agreed upon method with your opponent.

THE BROTHERHOOD STAND TOGETHER, NO MATTER THE THREAT

8 FALLOUT – VA ULT- T EC S IM U LATO R


SECTION 2: RULES OF PLAY FOWW VTS-001-112 ­—
Rules of Play

GAME STRUCTURE 0x23CF GAME STRUCTURE []


0x23F0 :@~?><[]:@<>_*&

Each game is played over several rounds. During At the start of each subsequent round the player with
each round, players will take turns to Activate the the most models remaining is given the Advantage
models in their Force. They’ll continue doing this Marker. After the first round, if both players have the
until all the models have been Activated. When this same number of models at the start of a round, the
happens, the round is over and a new one begins. player currently with the Advantage Marker passes it
to their opponent.
On their turn, a player must choose one of their
models that hasn’t been Activated this round and
Overwhelming Odds 0x23CF ,.[] OVERWHELMING
Activate it to perform Actions. Once it has completed 0x23F0 ODDS []:@<>_)(*%
If at the beginning of a round one player has twice or
its Actions then the Activation is over, and play passes
more the number of models their opponent has, they
to their opponent. Each model can only Activate
are said to have Overwhelming Odds in this round.
once in a single round, unless another rule or special
During a round in which they have Overwhelming
ability says otherwise.
Odds when a player would Activate a single model,
If it helps to keep track you can place a token they instead Activate two, one after another, before
next to the model to show it has Activated. passing play to their opponent.

Advantage Marker Example: Hannah is playing a Raider Force


The player with the Advantage Marker decides which with 11 models while her opponent, Mohammed, 0x20C8 !ӣ$%^:L,./[]::::&*)
0x20C9 ADVANTAGE MARKER
player will take the first turn in a round. is playing a Super Mutant Force with just 5.
At the beginning of the first round Hannah has
Unless stated otherwise by the scenario you’re
Overwhelming Odds because she has twice or
playing, at the start of the first round the Advantage
more than the number of models that Mohammed
Marker is given to the player with the most models. If
does. When it is her turn to Activate a model,
there is a tie for the number of models, the Advantage
she will instead Activate two, one after the other,
Marker is allocated randomly.
before passing play to Mohammed.

End of a Round 0x23F3 ::%^:;{} END OF A


When all of both players’ models have been Activated, 0x23F6 ROUND !&//,£#-%(

the round ends. All tokens are removed from all


ADVANTAGE
models (if you’re using them to remind you which
MARKER
models have Activated) and a new round begins.

0x23F9 <>? ACTIONS[ {}:@>


ACTIONS 0x23FC #,./~@:}{?><+_:::(

When Activated, a model can perform up to TWO A new Action cannot be started until the current
main Actions. These could be any mixture of the Action being performed is complete. For example, a
Actions listed below or any specific Actions a model model cannot Shoot part-way through a Move Action.
has access to due to the abilities and equipment listed
During all Actions, models have no directional facing;
on their Profile.
they are treated as being able to see/hear/attack/move
A model CAN perform the same Action twice in the in any direction, unless blocked by other factors such
same Activation. as terrain.

There are six standard Actions that are available to There are two kinds of special Actions: Quick
all models in Vault-Tec Simulator. They are: Actions and Free Actions.

n Move Quick Actions are additional Actions made on top of


n Charge the usual limit per Activation, and are granted by
n Close Combat certain results on the Skill Dice or from a few other
n Shoot special sources.
n Throw
Free Actions are special kinds of limited Action and
n Use Expertise
are granted by special rules, abilities on Profiles, and
specific circumstances.

Rules of P lay 9
because a model has moved away when Engaged in
ONCE PER ACTIVATION OR ROUND combat (see p.17).

Once per Activation or round means once In their own turn, models may only perform one Free
between the start of a model’s Activation and Action per normal Action they perform, and the Free
the start of that model’s next Activation. This Action must be performed before or after they have
limitation can be found on some Profiles in performed the Action.
Vault-Tec Simulator.
Interact
Interact is a Free Action that can be performed before
&\$!;$ QUIK ACTIONS 0x2093 Quick Actions or after another Action. Computers, locked containers,
¬<^~|£¬<>?:,;\!^$ 0x20C0 Quick Actions are bursts of activity a model may and other things can be opened via Interact. To
perform in addition to regular Actions, but at a Interact with an object, the model must be in base-
penalty. Quick Actions are used when a model rolls to-base contact with the object and not be Engaged
either or on the Skill Dice. Only Attack (Close with an opposing model. If you can Interact with any
Combat, Shoot, and Throw) or Move Actions can be objects on the battlefield, the details of how this works
performed as Quick Actions. Quick Actions are used will be included in the scenario you are playing.
as soon as they are generated, after the Action that
You might also Interact with markers. Interacting
generated them is resolved. Free or Quick Actions
with markers is explained in detail on p.23.
cannot generate Quick Actions, but Actions can.

^£|;\ HEROIC :,.<>: 0x23C3 When a model performs a Quick Action, it is resolved Heroic
;¬$”;^\¦`_/£>¦£^_ 0x23C6 the same way as a normal Action but with a penalty The Wasteland is full of noteworthy characters, from
depending on the Action: survivors of long lost vaults to infamous Raider
bosses. These individuals have the combat prowess to
PILLAGER
n Attack Quick Actions suffer a -2 modifier to the
Skill Value.
match their reputations.
RAIDER, THE P
A model that is Heroic can perform up to three
n Move Quick Actions use a range ruler one color
Actions each time it Activates, as opposed to the
shorter than usual. The minimum range ruler
regular two Actions. It is always marked clearly on
that is used is always range Orange.
the model’s Profile.
Each model can perform a maximum of one Quick
Action per round.

£^¬[]{},./:&,> FREE 0x23C9 Free Actions


ACTIONS ::>\,|$$~\¬ 0x23CC A Free Action is a special kind of limited Action. A: 74. B: 67
CAPS
These can include Interacting with an element of the Heroic Icon
battlefield in certain ways or a Free Action Attack AWARENESS
MOVE

QUICK ACTIONS
TYPES OF ACTION
ACTION DESCRIPTION SEE PAGE
Move The model moves. 15

Shoot Attack at range with a Pistol, Rifle, or Heavy Weapon. 18

Charge Make a special kind of Move into base-to-base contact with a target enemy. 16

Close Combat Attack a target that the model is in base-to-base contact with. 17

Use Expertise Use one of the Expertise skills: Search, Computers, Lockpick, or Presence. 22

Throw Use a Thrown Weapon (i.e. grenade). 21

10 FALLOUT – VA ULT- T EC S IM U LATO R


0x20C2 ;\!^${}:@< ATTACKS
ATTACKS 0x20C3 _¬&\$!;$¬<^~|£¬,

Shoot, Close Combat, and Throw Actions all generate Special Effects
attacks and are known as Attack Actions. These 0x20C8 `¦|¦:@{} EFFECTS <>
are attempts to do Damage to a foe, and though how 0x20C9 ~¦:^!¦>\~_+¦::~^*,

they deal that Damage may vary, all three Actions use
the same procedures to determine the result.
NUKA-COLA
Follow these steps to resolve an attack, no matter the BOTTLE ICON
Action used to generate it:

1. Check that the conditions for the Attack Action


are met (such as a Shoot Action being in range
BLAST ICON
and Line of Sight, or being Engaged for a
Close Combat Action)
2. Gather and roll the dice for the Skill Test
(see p.7) STAR ICON
3. If the previous step is successful, calculate the
Damage and Special Effects of the Attack Action
(see below)
4. The target of the Attack Action (the model Some weapons have Special Effects that can be
chosen to be affected by it) gets to use their Armor activated by spending the matching icon results
(see below) (found primarily on the blue Special Effect Dice)
5. Any Damage and/or Special Effects are now shown next to them. Symbols shown in white are the
applied to the target. requirements; those in black are the outcome. These
outcomes often apply Conditions (see p.13).
0x20CC <>? LINE OF SIGHT
Line of Sight 0x20CF [];’#,./~@:}{?><+_
Each dice result can only be used once per roll.
An attacker has Line of Sight (LoS) if a straight line
can be drawn from any part of the attacking model’s Some Special Effects require spending multiple
base to any part of the target model’s base when results. For example, ignoring a particular type of
viewed from above. These lines cannot intersect armor may cost 2 Nuka-Cola Bottle results.
with any objects that block LoS (ie. a physical
Special Effect icons that are not used during an
barrier through which sight could not pass).
attack are discarded, they never carry over from one
If you need to establish LoS to an object or point attack to the next. They cannot be transferred to
on the battlefield use the same process, but see if other models or weapons.
the line can be drawn to that point or to any part
Each Special Effect on a weapon or item can only be
of the object.
used once in each Activation.
Normal and Large-sized models do not block LoS,
but may make it harder to hit your target (see EXAMPLE SPECIAL EFFECT ACTIVATIONS
Cover p.19). Huge models (those on bases of ICONS REQUIREMENTS AND LIMITS
60mm diameter or wider) do block LoS for any
Requires 1 Blast icon.
smaller models.

Calculating Damage Requires 2 Nuka-Cola Bottle icons.


There are three types of Damage in Vault-Tec
Simulator: Physical, Energy, and Radiation. Requires 1 Nuka-Cola Bottle icon and
Damage from a weapon is usually of a single type, but 1 Star icon.
if more than one type of Damage is caused, each is
resolved separately using any relevant armor.
Armor 0x20F0 @&^¦!,”£:` ARMOR
Each weapon entry on a Profile states the type of Each model has an Armor Rating for each type 0x20F3 #`/\$<;!_^”&;/,¦,:¬

Damage a weapon does with an icon on the left side of of Damage: Physical, Energy, and Radiation. Most
the entry. Next to this icon is the base Damage Value Armor Ratings are shown as a single number, which
of the weapon. is the maximum Damage that it can block. When a
model may suffer Damage, if it has any armor of the
To work out how much Damage is applied add any
matching type it can roll to see if the armor blocks
additional Damage from icons rolled on Effect Dice
any of the Damage.
(and from other effects described on the weapon entry
on the Profile) to the base Damage shown on the To see if any Damage is blocked, roll the red Armor
weapon entry on the Profile. Dice, resulting in a number between 1 and 4.

Rules of P lay 11
%*¦~`: ARMOR CONT. 0x2309 If the number rolled is equal to or lower than the Armor Boost Tokens
¬\£|<+,%_!_::*<>,¦ 0x230C model’s relevant Armor Rating (e.g. Physical Armor Some armor and situations temporarily offer extra
Rating for Physical Damage), the Damage is reduced protection (against all types of Damage) which can
by the number rolled. wear down. A common source of Armor Boost Tokens
is from Cover (see p.19). Armor Boost Tokens are
If the number rolled is greater than the model’s
used to record and track this extra protection - these
Armor Rating, no Damage is blocked.
tokens have an Armor Boost icon on one side and two
Armor Boost icons on the other.
Example: A model with an Armor Rating of
Physical 2/Energy 2 is hit by an attack that
inflicts 3 Physical Damage. They roll the Armor
Dice and get a 1, so 1 point of Damage is blocked
S trmodel6 takes 2 points of Damage. If the
and the
armorProll 7 been 3 or 4, no Damage would
er had
have been blocked and the model would take
E nd 5 THE TWO SIDES OF THE
all 3 Damage.
ARMOR BOOST TOKEN
C ha 2
A model’s Armor Ratings can be found on their Profile.
I nt 2
Each Armor Boost icon that a model possesses adds
A gi 7 one Strong Armor bonus (see left) to the Armor Rating
L uc 1 shown on a model’s Profile. A model can never have
more than 4 Armor Boost icons at any one time. Each
ARMOR
1 1 Armor
Sturdy Raider Armor time an attack is successful against a model with
Zero Armor any Armor Boost Tokens, one Armor Boost icon is
GEAR Hound Bite - discarded after the attack is resolved (regardless of
Immune to
x this damage whether any Damage is caused). If a model is using
the token side showing two Armor Boost icons, turn
age Effects Crit it to the side with one Armor Boost icon rather than
AND X ARMOR
discarding it.
2 + 3
Example: A model has an Armor Rating of 2
An Armor Rating of - means the model has zero armor
Physical/2 Energy, and a token providing 2 Armor
of that type. An Armor Rating of X means the model is
Boost icons. Hit by an attack that causes Energy
immune to Damage of that type.
Damage, the model rolls armor as if it had a
rating of 2+1, after which the Armor Boost Token
Strong Armor
is turned to the single icon side. Hit again, this
If an Armor Rating shows two numbers separated
time by a Physical Damage attack, the model’s
by a ‘+’ (e.g. ‘3+1’), the second number is a Strong
armor roll is resolved as a rating of 2+1. After this,
Armor bonus. This is a fixed amount of Damage that
the remaining Armor Boost icon is discarded.
the armor always blocks in addition to the armor
roll provided by the first number. A model may only
benefit from one Strong Armor bonus at any time.

Example: A model has a Physical Armor Rating WHERE THE LOWEST ICON
of 3+1 and is hit by an attack dealing 3 Physical APPEARS ON A PROFILE,
Damage. They roll a 2 so blocks 2+1, blocking 3 USE THE LOWEST OF THE
Damage. Had the roll been a 4, the armor would ARMOR VALUES SHOWN.
have blocked 0+1 for a total of 1 Damage blocked.

£%*¦~+|_`| ARMOR 0x2303 Armor Reduction Icons


REDUCTIONS +,,¦¬$£ 0x23C0 Some icons on the Effect Dice can cause Armor
Reduction. For each Armor Reduction icon, one point
of the target’s Armor Rating is ignored when making
the armor roll from the attack. Armor Reduction
affects all armor types equally. If the Armor Rating is
reduced to zero or lower, it is treated as zero.
THE RED ARMOR DICE SHOWS
Armor Reduction icons do not affect any Strong
HOW MUCH DAMAGE IS NEGATED
BY ARMOR, IF ANY Armor bonus (see above).

12 FALLOUT – VA ULT- T EC S IM U LATO R


0x20FC ,\!*|_£~ APPLYING
Example: A model with a Physical Armor Rating Applying Damage 0x20FF DAMAGE `#¦:^/!¦::<
of 3+1 is hit by an attack that includes 2 Armor Now you have determined how much Damage has
Reduction icons, reducing the model’s Armor been reduced by Armor (and other effects) you can
Rating to 1+1. If the original Physical Armor apply the remaining Damage to the model. Add a
Rating had been 1+1, 2 Armor Reduction icons Damage Token next to the model for each point of
would have reduced it to 0+1 for this attack. Damage that has not been blocked.

Damage Tokens are double-sided, one side is a


Armor Reduction icons only reduce the target’s Armor
Regular Damage Token (Physical or Energy Damage)
Rating for the attack during which they are rolled.
and the other side is a Radiation Damage Token.
Whichever side is showing, each Damage Token
represents one point of Damage.

ARMOR REDUCTION ICON

PHYSICAL DAMAGE ICON


Power Armor
A model with the Power Armor icon is protected by a ENERGY DAMAGE ICON
suit of Power Armor.

RADIATION DAMAGE ICON

PHYSICAL/ENERGY
POWER ARMOR ICON DAMAGE TOKEN
(AKA ‘REGULAR’
DAMAGE TOKEN)
A Profile with Power Armor will have two statlines for
RADIATION
the Power Armor. For Vault-Tec Simulator, only the
DAMAGE TOKEN
leftmost Profile is used and the rightmost Profile can
be ignored.

In Vault-Tec Simulator,
Power Armor changes
the Profile of the model
SKILLS
wearing it in two ways.
S tr 5 +2 +2 Power Armor alters the
P er 6 S.P.E.C.I.A.L. Attributes of
the model in the armor.
E nd 5 +3
Conditions
C ha 5 Example: A Knight is
Some weapons can set enemies On Fire, Stun, or
0x20F9 <^#%! CONDITIONS
wearing T-45 Power Armor. 0x20F6 #`/\$<;!_^”&;/,¦,:¬
I nt 5 Poison them. These effects are Conditions. These
They have STR 5, END 5,
A gi 6 -1 -1 and AGI 6. Their Power
weapons will have either the On Fire , Stun ,
or Poisoned icons on their entry on the Profile.
L uc 2 Armor increases their STR
A weapon may innately possess these effects or be
by 2 for a STR attribute of 7.
wer Armor
1 2+1 3 Their END is increased by
able to trigger them through Special Effects.

+3 for an END of 8, providing If On Fire or Poisoned are applied to a model, that


f: - 2+1 2
Loadout A or them with additional Health. model takes an additional point of Damage when
Loadout B
- 4+1 4 Unfortunately, their AGI applying Damage that ignores armor and strong
decreases by 1 for a total armor.
Crit
of 5.
If Stun is applied to a model, that model receives a
. When a model with a next Activates it can
Power Armor also provides additional Armor,
make one Action fewer than usual (1 for most models,
replacing any other Armor Rating the model has.
2 for Heroic models). Once this Activation is complete,
the token is discarded. A model can never have more
Example: The same Knight normally has an
than one at any one time.
Armor Rating of 1, with no or .
However, their T-45 Power Armor provides A model that is resistant to a Condition cannot have
2+1, 2+1, and 4+1. that Condition applied to them.

Rules of P lay 13
/”¦”::$ ELMINATED 0x236C
MODELS %^&$!_£¬ 0x236F Models Eliminated Due to Damage In the example at the bottom of the page, the
weapon’s base Damage of 2 Energy is replaced by
4 Energy Damage, and 1 blue Special Effect Dice
is added to the standard amount (which varies
HEALTH ICON depending on the range). In addition instead of a
result adding an extra Energy Damage, it adds
the On Fire Condition.

The Crit effects only apply for the duration of the


After Damage Tokens are added to a model, if the
Attack Action where the was rolled.
total number of Damage Tokens (Regular plus
Radiation) is equal to or more than the model’s Some Critical Attacks can only be used in certain
Health, then the model is removed from play. Take situations, i.e. only at Long Range. Any restrictions
the model off the battlefield. This does not mean the of this nature are described in the Crit area of the
model is necessarily dead, but it takes no further part weapon entry. If you don’t fulfill the conditions, then
in the battle. you do not get a Critical Attack with the weapon
even if a is rolled.
¬^,/££:£$ CRITICAL 0x2390 Critical Attacks
ATTACKS ,”¦`^\¦”/¬~ 0x2393 Some weapons can be used to make powerful attacks Special Effects and Criticals
called Critical Attacks, instead of their standard Special Effect descriptions may appear inside or
attack. All models can use Critical Attacks, providing outside the Crit section of the weapon entry. Special
that the weapon they are using is able to do so. The Effects detailed outside the Crit section of the entry
details of any Critical Effect (if the weapon has one) can be used with any attack, while those shown
are shown in a box on the right of the weapon entry of inside the Crit can only be used during a Critical
a Profile, called Crit. Attack.

The Laser Rifle (below) has two Special Effects:

n When fired, the model can use one Star icon

2 CRITICAL ICON (which are found on the blue dice) for 1 Damage
to ignore armor, or

n When fired in a Critical Attack, the model


can use one double Nuka-Cola Bottle result
Models gain access to the additional effects of the
result to set the target alight, inflicting the On
Crit by rolling a during a Skill Test (see p.7).
Fire Condition.
Vault-Tec Approved Profiles include a yellow box
with the Critical Icon - this is only used in Fallout:
SURVIVORS
Wasteland Warfare.

Any Effect Dice in the Crit are added to the standard SKILLS
SOLE SURVIVOR TECH
Effect Dice of the weapon - roll these additional dice S tr 4 +3 +3
immediately and add themSURVIVOR
into your result. The P er 4
Damage in the Crit replaces the base Damage of the
SPECIALTIES E nd 6 +5
weapon. Any Special Effects in the Crit replace any
Dog Handler: Dogs can using PER. If Sole Survivor is Heroic, nearby C ha 6
Special Effects for the same
dogs canresult normally
also be Heroic used
during their by
Activation.

the weapon. Otherwise,Partner:


the regular Special
Can be included Effects
in a Force of one other Sole Survivor.
containing
I nt 8
the weapon can be usedTechalongside
Savvy: the
ModelsCrit.
get 2. A gi 6
L uc 4
ARMOR
X-01 Power Armor
1 3+1 4
AWARENESS ABILITIES GEAR Laser Rifle , - 3+1 3
MOVE

Improvised Weapon
QUICK ACTIONS - 4+1 4
Weapon Type Short Range Long Range Damage Effects Crit
1 dmg
Laser Rifle 2 ignore
armor
4 4
+

Effects Critical
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

SKILLS
SOLE SURVIVOR
14 FALLOUT – VA ULT- T EC S IM U LATO R S tr 5
SURVIVOR P er 7
BROTHERHOOD OF STEEL
0x230C /,£`:$ ACTION: MOVE
ACTION: MOVE SPECIALTIES 0x230F /\|\`_/¦”_,¬$/£¦-~:

Figure 15.1

93
CAPS

AWARENESS ABILITIES GEAR Choice of :


MOVE

Weapon Loadout A or
Weapon Loadout B
QUICK ACTIONS

The Move Action allows the model to move up to its Terrain 0x2330 ~_|!%^&, TERRAIN
full Move distance - the length of the colored range Terrain in the Wasteland can take myriad different 0x2333 *¦¦|^_$$!¦,”¦`_&#¦

ruler indicated on the left of the Move section of the forms, but for the purposes of the game each piece of
model’s Profile. This move is measured from the front terrain or scenery will be classed as Normal, Difficult,
of the original base position to the rear of the new or Impassable. It can also be Climbable. It’s also
base position (with front and rear being determined important to determine whether each terrain piece
by the direction being moved). To move the maximum blocks Line of Sight or provides Cover (see p.19).
distance in a straight line, place the relevant range
ruler against the model’s base and move the model so Normal Terrain
it touches the other end (see diagram, right). This is the default type of terrain. The whole
battlefield is Normal Terrain unless specified
A model may choose not to move the full distance of
otherwise. There are no restrictions, bonuses, or
a range ruler - they can move less if they wish. The
penalties for movement across Normal Terrain.
path of travel also does not have to be a single straight
line, models can be moved in curves or several straight
Difficult Terrain
sections as you like. However, the full distance
Difficult Terrain is rough and uneven, which makes it
moved may not be more than the Move distance color
hard to keep momentum and footing. It may be rocky
(indicated on the left of the model’s Profile).
or unstable surfaces, or small barriers and obstacles
A Move distance cannot be reduced lower than that can be leaped over, like desks and low walls.
range Orange.
A model whose base will pass over any amount of
Unless specified by a scenario, models may never Difficult Terrain during its Movement uses one color
be placed on top of, or with their base overlapping, range ruler shorter for its Movement than its usual
a Marker. Movement distance.

MOVING THROUGH Example: A model has Blue Charge


DIFFICULT TERRAIN distance. It Charges over the rubble of a
fallen building which has been classified as
Sometimes a model will pass through Difficult
Difficult Terrain, so its Charge distance is
Terrain - marshy or rocky surfaces, or obstacles
resolved with the green range ruler instead
that may be leaped over - causing its movement
of the blue one.
to be impeded. In such cases, instead of using
their usual range ruler to move, the model
uses the next shortest color range ruler. See
‘Terrain’, right.

Blocking
A model is considered to have moved through another
model when their bases overlap during Movement.

Models cannot Move through opposing models.

Models can Move through friendly models but cannot


end their move with their bases overlapping.
Figure 15.2

Rules of P lay 15
/”¦”$%^& TERRAIN: 0x2396 Impassable Terrain
CONT. ¦^£~^&£_ :#\ 0x2399
Impassable Terrain entirely prevents movement HELPFUL HINT
through it. Unless otherwise specified, no model can No- 1 from Vault Boy!
move through Impassable Terrain at any point.

DURING SET-UP, PLAYERS SHOULD AGREE WHICH TERRAIN IS


Climbable Terrain
EACH OF THE FOLLOWING:
Models might need to scale obstacles as they
DIFFICULT IMPASSABLE CLIMBABLE
traverse the Wasteland. Some terrain can be
described as Climbable, allowing models to attempt
TYPICAL DIFFICULT TERRAIN INCLUDES:
to climb it. A model may Move along a vertical plane
RUBBLE, MUD, SHALLOW WATER,
of Climbable Terrain during its Activation, using one
ROAD BARRIER.
color range ruler shorter for their Movement than
their usual Movement distance. A model doing this TYPICAL IMPASSABLE TERRAIN INCLUDES:
must be able to end their Activation on a flat surface BRICK WALL, CHAIN LINK FENCE, BURNING
such as the battlefield or the roof of a building. If RUBBISH PILE.
they cannot (due to the height of a terrain piece),
TYPICAL CLIMBABLE TERRAIN INCLUDES:
they cannot climb the piece of terrain.
VERTICAL WALLS OF A BUILDING,
A model can use both of its Actions to Move ROUGH CLIFF FACE.
vertically, providing that it ends its last Action
on a flat surface.

”|¬’\,;/£= ACTION: 0x239C


LANCER
CHARGE ¦\£&@;/^ 0x239F ACTION: CHARGE
BROTHERHOOD OF STEELn
Models may Charge to enter into base-to-base They must end their Movement in base-to-base
contact, allowing them to add a bonus to the next SPECIALTIES
contact with an opposing model.
Close Combat attack they make.
n They cannot already be in base-to-base contact
with an opposing model.

n They must have Line of Sight to the opposing


model they will end in base-to-base contact with

93 at the start of the Charge Action.


CAPS
A model’s Charge Movement ends as soon as it
enters base-to-base contact with an opposing model.
AWARENESS ABILITIES GEAR Choice of :
MOVE

Weapon Loadout A or
A Charge is affected by terrain in the same Weapon
way asLoadout
all B
QUICK ACTIONS
other Movement.

When a model completes the Charge Movement, they


gain a Bonus Dice Token (see p.8) of their choice
As well as a Move distance, each model has a (black or green). Place this token next to the Charging
Charge distance (found just to the right of the model. This Bonus Dice Token can only be used in
Move distance on the left of the Profile). To use this a Close Combat attack against the model that was
for Movement, the Charging model must meet ALL Charged. If a model with a Bonus Dice Token gained
three of these requirements: via a Charge performs any Action (including Quick
Actions) other than a Close Combat attack against
the same model they Charged to earn the bonus, the
Bonus Dice Token is discarded without effect.

BONUS DICE TOKENS

HUMANS ARE OFTEN OUTPACED BY THE


DENIZENS OF THE WASTELAND!

16 FALLOUT – VA ULT- T EC S IM U LATO R


0x2330 /”¦” ACTION: CLOSE
ACTION: CLOSE COMBAT 0x2333 COMBAT ¦^£~^&£_ :

When a model is in base-to-base contact with an use against this attack. This Armor Boost Token is
opposing model, those models are Engaged. The discarded after the attack is resolved.
only kind of attack an Engaged model can make is a
If a weapon has a minimum Short Range greater than
Close Combat attack. These can only be directed at
zero, it cannot be used for a Close Combat attack.
enemy models that they are Engaged with.

Close Combat Following a Charge


Using a Close Combat Action
When making a Close Combat attack against the
A Close Combat Action allows a model to make an
target of a Charge, the Charging model will have
attack against a target they are Engaged with. Follow
generated a Bonus Dice Token. One black or one
the rules for attacks (see p.11) for the full process.
green Effect Dice is added to the attack roll depending
Which Skill (and therefore attribute) that is used for
on the color of the Bonus Dice Token.
an attack will be marked on the Profile.
If a model making a Close Combat attack has two
0x2331 COMPLICATIONS {}}
Close Combat Action Complications Bonus Dice Tokens next to it and it performs a Close 0x2335 {@:,/<?)(*&$”£$/”
Not all Close Combat Actions are without Combat attack against the model that it Charged,
complication. Many different factors and special one black and one green Effect Dice are added to the
rules can alter the outcome. Some of them (like attack roll. You can never apply two of the same color
Close Combat Strength Bonus and Using Effect Dice from this source. All Bonus Dice Tokens
Ranged Weapons in Close Combat) are special are then discarded.
rules connected to the attacker themselves and the
0x2336 ”|¬’\,:::;/£= OUT-
kind of attack they’re launching. Others (like Close Outnumbered Models in Close Combat 0x2339 NUMBERED MODELS^
Combat Following a Charge, Outnumbered A model that is Engaged with multiple opposing
Models in Close Combat, and Withdrawing from models is Outnumbered. Any Close Combat attacks
Being Engaged) are about the position of the models against a model that is Outnumbered receive 1 bonus
Engaged and what else is going on around them. Accuracy (green) Effect Dice.

Close Combat Strength Bonus Withdrawing from Being Engaged 0x233C £`^ $”|!”!“`/,%<&~
Any model with a total STR of 7 (including any A model that is Engaged with an enemy model can 0x233F ”/: WITHDRAWING

modifiers) or more that uses a Melee Weapon in Close Move out of base-to-base contact (although it may not
Combat adds 1 bonus Damage (black) Effect Dice to Charge - see p.16). However, each model with which
that Melee Weapon attack. they break Engagement may make an immediate
Free Action Attack on them, as long as they are not
Using Ranged Weapons in Close Combat Engaged with any other models themselves. This Free 0x2338 RANGED WEAPONS
0x2339 IN CLOSE COMBAT://
A model can use a Ranged Weapon (Rifle, Pistol, Action Attack suffers a -2 Skill Value modifier, as if it
Heavy Weapon) or Thrown Weapon for a Close were a Quick Action.
Combat attack, but the attack is treated as if one
Any Free Action Attacks are made after the
piece of Cover affected the shot. That means the
player has committed to the model moving out of
attack suffers a -2 Skill Value penalty and the target
Engagement but before the model actually moves.
receives an Armor Boost Token that they must

Example 1: Super Mutant 1 is outnumbered Example 2: Super Mutants 2


by the Brotherhood of Steel models so any Close and 3 engage too. Brotherhood of
3
Combat attacks against Super Mutant 1 receive a Steel A and Super Mutant 1 are
bonus green (accuracy) Effect Dice. Outnumbered: any Close Combat
attacks against them receive a
bonus green Effect Dice.
A B A B
VS. +

1 2 1
VS. + VS. +

Rules of P lay 17
I nt 4
A gi 6
/^& ACTION SHOOT 0x231F ACTION: SHOOT L uc 2
83
¦%^{[]^£~^&£_ :#\ 0x2411
ARMOR have a Minimum
CAPS A model can use an Action (or Quick Action, see Additionally, some weapons 2
p.10) to make a ranged attack. Range. A weapon cannot fire at a target within its
AWARENESS ABILITIES GEAR Range.
Minimum A weapon’s Minimum Range is 2
Dog Bite
MOVE

Using a Shoot Action shown in its entry.


QUICK ACTIONS
To make a Shoot Action using a Ranged Weapon
-
If any part of a model’s base overlaps a range ruler,
Weapon (Pistol,
Type Rifle, or Heavy
Short RangeWeapon) ALL
Longof these threeDamage
Range Effects Crit
that model is in range.
conditions must be met:
Dog Bite 2 When the shooting player makes their2 + 2
Skill Roll, they
n The attacking model must have the relevant Skill
add all the Effect Dice shown beneath the relevant
n The target must be within the weapon’s range target range on the weapon entry. If a target’s base is
within both Short and Long Range, the attacker may
n The attacking model must have Line of Sight to
choose which range to use.
the target (see p.11)

If any of these conditions are not met, then a Shoot Shoot Action Complications
Action cannot be performed. Not all Shoot Actions are as simple as the above
example. Many different factors and special rules
Shoot Action Skills can alter the outcomes. Some of them (like Slow
A Shoot Action allows a model to make an attack Firing Weapons and Walked Fire) are special
against a target they are within range of and have Line rules connected to the weapons being used. Others
(like Cover, Area Terrain,SKILLS
SETTLER
of Sight to. Follow the rules for attacks (see p.11) for Elevation, and
the full process. Which Skill (and therefore attribute) Shooting into Engaged Models) are about S trthe 3
SURVIVOR
that is used for an attack will be marked on the Profile. position of the attacker and the target, and the
P er 6
terrain they find themselves in.
£;/ RANGE ;/£=[]} 0x249C Range SPECIALTIES E nd 4
{@:%^&*(*&^%${}: 0x249F Vault-Tec Simulator uses three ranges for shooting: Slow Firing Weapons
Minimum, Short, and Long. Range is calculated
C ha 4
Some weapons can only be fired once between the
using the colored range rulers shown on the weapon Activation of the model wielding the weaponIand
nt 4
entry, with Short Range on the left and Long Range the start of their next Activation. These weapons are
on the right. When measuring weapon range, Long marked with the Slow Firing icon. Once a Slow
A gi 4
Range starts where Short Range ends, so to measure L ucagain3
Firing weapon has been fired, it cannot be used
A: 52 B: 58 the full range of a weapon, place the two relevant until the next round. ARMOR
CAPS
range rulers together, end to end. Some weapons do Wasteland Outfit
1
not have a Long Range.
AWARENESS ABILITIES GEAR Choice of : 1
MOVE

Weapon Loadout A or
QUICK ACTIONS Weapon Loadout B
-
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Assault Rifle 2 SLOW FIRING4 ICON


+ + 3
Improvised Weapon 1
Weapon Loadout B Type Short Range Long Range Damage Effects Crit
Example: A model is armed with an Assault Rifle. When shooting at Super
Double-Barrel 3 2 SHORT
ONLY + 4
MutantShotgun
A (see below), the target will be at Short Range, so the player rolls the
Skill Dice plus one Accuracy (green) Effect Dice and one Damage (black) Effect /
Dice. If the model
Improvised Weaponfires at Super Mutant B, the target will be at Long Range, so 1
the player will roll the Skill Dice plus one Damage (black) Effect Dice.

SHORT RANGE
(RED)
Permission granted to photocopy this page for personal use only.
B
Forces – VAULT-Tec APProV e D ProFILes 43
© 2024 ZeniMax Media Inc. All Rights Reserved.

LONG RANGE
(GREEN)

A
Figure 18.1

18 FALLOUT – VA ULT- T EC S IM U LATO R


Walked Fire
Weapons like the Gatling Laser can lay down a LINE OF SIGHT AND LINE OF COVER
withering volley of firepower, either shredding apart a Example 1: The crate does not block Line of Sight so the Knight Patrol
single target or wiping out a mass of troops. can shoot. The Line of Cover goes through the building and the crate, but
the Knight Patrol ignores the building as its base is touching it. The value
of the Knight Patrol’s Weapon Skill is modified by -2 and the Super Mutant
receives an Armor Boost Token. While they both have LoS to each other, any
shot returned by the Super Mutant is resolved with a -4 modification to
x5 its weapon’s Skill Value, because of the crate and the building. The Knight
Patrol only receives a single Armor Boost Token, however.
WALKED FIRE ICON

KNIGHT
PATROL
Prior to firing a weapon with Walked Fire, roll .
This is the additional number of models that could LIN
EO
FS
be affected by the shot in addition to the target. IGH
T CRATE
When making the Skill Test, add in up to three
alongside any other dice normally in the dice pool. LIN
EO
Just like any other Skill Test, the number of each BUILDING FC
OV
colored Skill Dice cannot exceed four. Ignore any ER
number within the Walked Fire icon - those are used
in Fallout: Wasteland Warfare.

If the attack hits, any Damage, effects, or modifiers


from these additional dice can be either applied to
BRUTE
the target or spread amongst a number of models
up to the number rolled on the . These additional
models must be within of the initial target and SHOOTING PAST FRIENDLY/NON-FRIENDLY MODELS
within Line of Sight of the attacking model.
Example 2: Settler A is shooting at Knight Patrol 1 with Line of Sight,
as Normal-sized models do not block LoS. Settler B is on the same side
Cover
as Settler A, so does not count as Cover (despite being along the LoS). If
While Line of Sight helps determine whether shooting
Knight Patrol 1 were to return fire, Settler B is not on the same side as
a target is even possible, Cover represents whether
Knight Patrol 1, so does count as Cover.
objects between shooter and target will make a
possible shot more difficult. LINE OF SIGHT

To check for Cover, draw a straight line (when viewed


from above) from the center of the shooter’s base to
the center of the target’s base. This is the Line of LINE OF
Cover (LoC). COVER

Each object that the LoC fully passes through A B 1


(enters and exits) inflicts a temporary -2 Cover
modifier on the Skill Value of the attacker. Any
object that the shooter’s base is touching does not LINE OF COVER
inflict this modifier. This modifier is cumulative, so Example 3: The Knight Patrol is standing on top of a desk, rather than
if the LoC passes through multiple objects then the standing behind it. As the Line of Cover enters but does not pass completely
modifier will increase. through the desk, it does not count as Cover. The Line of Cover does, however,
enter and exit the crate, so that does count as Cover.
Any shot affected by Cover also grants an Armor
Boost Token to the target that they must use against
this attack. No matter how many objects the LoC LINE O
F SIGH
passes through, they only ever receive a single Armor T
Boost Token.
BRUTE
Normal and Large-sized models which are not
KNIGHT LINE
friendly to the shooting model can also give Cover, OF C
PATROL OVER
if the LoC crosses their base. Huge models count as
Cover for smaller models (excluding models Engaged
DESK
with the Huge model). Models on the shooter’s own
side do not give Cover.

Rules of P lay 19
:: COVER CONT. )-:; 0x242F Note that some very dense areas may actually block
(*%^^£~^&£_ :#\ 0x24F1
HELPFUL HINT LoS. If that was the case above, the situation is the
No- 2 from Vault Boy! same for Super Mutants 1 and 2, but the Paladin
lacks LoS to shoot at Super Mutant 3. Players must
define what counts as Cover, Area Terrain, and
DURING SET-UP, PLAYERS SHOULD AGREE EACH BATTLEFIELD
whether each piece of Area Terrain blocks LoS during
OBJECT’S EFFECT ON LINE OF SIGHT AND COVER.
battlefield set-up.
EFFECTS MAY CHANGE FROM DIFFERENT DIRECTIONS, AND
::(*&^][- ELEVATION 0x2411 MAY DEPEND ON MODEL SIZE, ELEVATION, ETC. Elevation
)-:; (*%^::^£~^&£_ 0x2412
When shooting, a model whose base is at least range
Orange above another model’s base is Elevated.
Edges of terrain that lead to areas at least range
Orange lower are called Significant Edges.

TYPICAL COVER: CORVEGA SEDAN, NUKA-COLA MACHINE, Significant Edges block LoS to and from an Elevated
HEAVY DUTY CONSOLE, PILE OF BOXES, LOW WALL, VAULT- model if the Elevated model is more than range
TEC CONTAINERS, RADIOACTIVE BARRELS, PILE OF JUNK, Orange away from that Significant Edge.
BARRICADE.
When shooting at an Elevated model, Significant
Edges count as Cover for an Elevated model if the
Elevated model is within range Orange of that
Significant Edge.

Some terrain effects may be different for Elevated


models. For example, a wall that would block LoS
EXAMPLES OF LINE OF SIGHT BLOCKING TERRAIN:
at the same level may only act as Cover against
HIGH WALLS, BUILDINGS, LARGE CONTAINERS.
an Elevated model’s shot. You should use your best
judgment to agree this between the players.
AREA TERRAIN <>?: 0x2431 Area Terrain
$%&*&^%<>?[]-:#\ 0x2441 The only exception to the rule that a Line of Cover Shooting into Engaged Models
must enter and exit an object is when there is Area Firing a gun into a hand-to-hand brawl is risky.
Terrain, such as a forest or cloud of smoke. To count When shooting at a model that is Engaged with other
towards Cover, the Line of Cover needs only to enter models, apply a -2 modifier to the Skill Value being
the Area Terrain. used. This is in addition to any other modifiers.

NO COVER

COVER

Example 4: A Paladin is shooting at some Super Mutants.


Even though Super Mutant 1’s base is partially within the
forested area, the Line of Cover (always drawn center-to-
center) does not enter the Area Terrain, so Super Mutant
1 gains no benefit of Cover from the forested area. Super
Mutants 2 and 3 both gain Cover, even though Super
Mutant 2 is not much further within the forest than Super
Mutant 1. As usual, because all the Super Mutants are
touching the forest area, it would not count as Cover
NORA GETS THE DROP ON
if they were shooting at the Paladin.
A MUTANT HOUND

20 FALLOUT – VA ULT- T EC S IM U LATO R


Cannot use .

A: 62 B: 50 C: 51 ARMOR
CAPS 0x2530 ACTION: THROW (&¦
ACTION: THROW Raider Armor
0x2533 ^£~^&£_ :(*&^::}{

A model can use an Action (or Quick Action,AWARENESS ABILITIES GEAR Choice of:

MOVE
see Area Effect Weapon Loadout A,
the ACTIONSWeapon Damage
p.10) to make a Throw Action, if they haveQUICK Weapon Loadout B or
Weapon Loadout C
Throw Skill icon on their Profile. Weapons like grenades
Weapon Loadout A Type Short Range
explode, Long Range
potentially hitting Damage Effects Crit
multiple models. This can
Baseball Grenade cause their Damage to
x 2 :
spread in an area of effect. 1-2 3+

Tire Iron
THROW SKILL ICON
Prior to throwing a weapon
The2 colored circle 2 +
with an area of effect, roll
Weapon Loadout B Type Short .Range Long Range
indicates
Damage
that this is
Effects Cri
This is the additional an area effect weapon and
Using a Throw ActionPipe Pistol
number of models that x that the 1 diameter of that 2 +
To make a Throw Action using a Thrown Weapon ALL
could be affected by the area is orange.
Machete
of these three conditions must be met:
blast in addition to the 1 3 +
target. When making the
Weapon Loadout C Type Short Range Long Range Damage Effects Cri
n The attacking model must have the Throw Skill Test, add in up to
Skill (as indicated byPipe
theWrench
Throw Skill icon on three alongside any other dice normally2in the 2 +
their Profile) dice pool. Just like any other Skill Test, the number of
each colored Skill Dice cannot exceed four.
n The target must be within the range indicated by
the Throw Skill icon of that attacking model If the attack hits, any Damage, effects, or modifiers
from these additional dice can be either applied to
n The attacking model must have Line of Sight to
the target or spread amongst a number of models up
the target
to the number rolled on the . These additional
If any of these conditions are not met, then a Throw models must be within the range indicated (by the
Action cannot be performed. color of the area of effect symbol) of the initial target
and within Line of Sight of the original target.
Range
The range of Thrown Weapons is based on the color of Thrown Weapons and Criticals 0x2531 )($&*&^%$ THROWN
the Throw Skill icon of the model throwing them. To Any Critical icons (see p.14) rolled when using a 0x2532 ... CRITICALS (&[][::¦

reflect this, Thrown Weapon entries on Profiles show Thrown Weapon are ignored.
a white range bar bearing the Throw Skill icon.

Any Cover that benefits the target (whether that’s a


model or point on the battlefield) is determined in the
same way as for a Shoot Action (see p.18).

Throw Action Complications


Thrown Weapons work slightly differently to other
kinds of attacks, and so are subject to a number of
unique special rules. They’re affected by Cover like
Shooting attacks, and have special rules concerning
Using Thrown Weapons when Engaged and
Thrown Weapons and Criticals.

Cover
Thrown Actions obey the same rules concerning
Cover as a Shoot Actions (see p. 18).

Using Thrown Weapons when Engaged


If a model is Engaged and uses a Thrown Weapon,
50 FAL L O U T – VA ULT-T E C SIM ULAT OR Permission granted to photocopy this page f
they must make a Skill Test to throw the weapon © 2024 ZeniMax M

as usual, but can only target models that they are


Engaged with. When making a Thrown attack against
a model they are Engaged with, apply a -2 modifier to
the Skill Value being used. This is in addition to any
other modifiers.

GRIME THE MUTANT PREPARES A MOLOTOV…

Rules of P lay 21
{}$:[] ACTION: USE 0x254F ACTION: USE EXPERTISE
EXPERTISE )-:;_ :#\ 0x25F4
Expertise Skills
The Computers Skill can be used to hack terminals
or open safes. If the Computers Skill Roll is an X, the
COMPUTERS PRESCENCE terminal is locked for the remainder of the current
SKILL ICON SKILL ICON player’s turn, during which no other Use Computers
attempts can be made on that terminal.
LOCKPICK SEARCH
The Lockpick Skill can be used to open lockboxes to
SKILL ICON SKILL ICON
gain items, or open locked doors.

INTERACT ICON Search may be used to find objects or notice recent


tracks, as well as perform other tasks relating to
alertness and discernment.

Achieving objectives in Vault-Tec Simulator usually Presence may be used to inspire or intimidate
requires more than raw combat prowess. Expertise is others, using abilities detailed on their Profiles. To use
the group name for the Skills: Search, Computers, the Presence Skill both of these must be true:
Lockpick, and Presence. The Use Expertise Action
n The model must not be Engaged
allows a model to use one of these Skills, if they have
the appropriate Skill icon. n The target must be within the model’s
Presence range.
Most Expertise Skill Tests require a model to be able
to Interact with something. A model can Interact A model’s Presence range is noted on their Profile.
with an object if they are in base-to-base contact with
it and they are not Engaged.

USE AND TEST


When Interacting, if you are told you need to use a Skill, that means the Interaction will require an
Action (for example, Use Lockpick requires a Use Expertise Action). If instead the word included is Test,
then this Interaction does not require an Action - just roll automatically. However, each Test is limited to
once per Activation so you can’t just keep rolling until you succeed.

TECH EXPERTS WITH AN EYEBOT HACK INTO A VAULT


WHILE A BROTHERHOOD PALADIN STANDS GUARD

22 FALLOUT – VA ULT- T EC S IM U LATO R


INVESTIGATION AND SEARCHABLE MARKERS 0x2560 INVESTIGATION AND
0x2563 SEARCHABLE MARKERS
When you venture into the Wasteland, the battlefield turn) other than while
may play host to many things to be discovered, retrieved, a model from your
avoided, or otherwise interacted with. You may find Force is moving. You
yourself on the hunt for a Deathclaw’s nest, engaged in cannot look at an
an attempt to access the few working computer terminals, Investigation Marker
or simply searching for food, chems, and weapons. These during a model’s
things are all represented by Investigation Markers Movement - only
and Searchable Markers. Each of these will be defined before and after.
by the scenario being played.
No roll or Action is INVESTIGATION
The Use Expertise Action (see p.22) is normally used required to look at an MARKER
to Interact with these Markers, although it can vary from Investigation Marker.
scenario to scenario - the full rules can be found there.
Unless directed otherwise, you look at the
Unless specified otherwise, models may never Investigation Marker without showing the other
be placed on top of a Marker, or with their base player, then return the marker to the same location,
overlapping one. face down. You can look at any Investigation Marker
you have already viewed, even if no models in your
Investigation Markers Force fulfill the requirements at this moment. 0x2565 |&_¦ INVESTIGATION
Investigation Markers represent items that just need 0x2566 MARKERS ~#”<#&>,
The underside of the Marker shows one of these icons:
to be seen by a model from a distance to understand
what they are. These are things that are obvious just
by seeing them, such as Deathclaw tracks, or a wrecked INVESTIGATION MARKER UNDERSIDES
car. Things that require closer inspection, such as NAME ICON DESCRIPTION
determining in which direction tracks lead, or what’s
Number Numbers represent various items defined in the scenario,
inside the trunk of a car, are instead handled with
such as a computer terminal, the body of a Deathclaw,
Searchable Markers (see p.24). part of the prototype Synth, Mirelurk tracks, and so on.
When placed on the battlefield (often at the start of a
battle), Investigation Markers are added face-down.
Blank Blank means there is nothing here.
A player can look at any face-down Investigation
Marker that is both:

n Within the Awareness range (see p.7) of any


Searchable This marker represents a Searchable Marker (see p.24)
of their models and inspecting it can result in gaining an item or something of
n Within Line of Sight of any of their models value. While a player’s model is in base-to-base contact with
this Investigation Marker, they may reveal it, then replace the
(regardless of whether the models have Activated)
Investigation Marker with a face down Searchable Marker
You can look at any number of Investigation Markers drawn randomly from the supply. This isn’t an Action and can
that models in your Force fulfill the requirements be done automatically.
to examine at any time (even when it is not your

Example: There are three Investigation


Markers near a model, who has Blue
Awareness. The model’s position allows its
HT
IG

controlling player to look at Investigation A


FS

B
EO

Marker A because it is within the Blue


LIN

CAN LOOK
range and the model has Line of Sight to
CAN’T LOOK
the marker. The model’s position does not
allow the player to look at Investigation
Marker B because it does not have LoS to THE BUILDING’S
ASPIRANT WALL BLOCKS THE
the marker, or at Investigation Marker C GODDARD LINE OF SIGHT
because it is outside Blue range.
LINE OF SIG
HT

C
Figure 23.1 NOT TO SCALE
CAN’T LOOK

Rules of P lay 23
//{}$:[] SEARCHABLE 0x254F Searchable Markers DANGEROUS SEARCHABLE MARKER
MARKERS )-{}:@>< 0x25F4 Searchable Markers represent objects that must be TOKEN UNDERSIDES
examined close-up, or closed containers that need to ICON DESCRIPTION
be opened.
Roll on the Danger table and resolve
the effect. After resolving it, roll on the
Item table.

SEARCHABLE Roll on the Danger table and resolve


MARKER the effect.
(BACK)

If it’s not dangerous then you can choose whether to


reveal it or not. If you do not, place it back face-down
When added to the battlefield (often at the start of and continue playing as normal (you can choose to
a battle), Searchable Markers are placed face-down reveal it again later when you fulfill the requirements
according to the scenario set-up. These can be a mix again). If you do reveal it, some marker undersides
of specific objects for the scenario being played (such are resolved immediately, while others require a Use
as the keys to the doors, the Brotherhood’s plans, or Expertise Action to Interact with.
the missing Deathclaw egg) as well as general salvage
Marker undersides that are resolved immediately are
that litters the Wasteland.
as follows:
You can look at a Searchable Marker during one of
your model’s Activations, if the model is Unengaged IMMEDIATELY RESOLVED SEARCHABLE
and in base-to-base contact with the Searchable MARKER UNDERSIDES
Marker. This can be done before or after each of
that model’s Actions (but not during an Action, NAME ICON DESCRIPTION
such as part-way through Movement). Looking at a Letters Letters represent various items
Searchable Marker is a Free Action. determined by the scenario. Resolve
any rules about the item as detailed
If you look at a Searchable Marker and it has a red in the scenario. If there are no rules
(or half-red) background, then it is dangerous and to resolve, treat this as an item.
has to be resolved immediately. Reveal the marker to
your opponent and resolve its effects. Blank Blank means there is nothing here.

Item An item is there for taking. Roll on


the item table.

If the underside isn’t resolved immediately, place it


back onto the battlefield with the underside facing
upwards. It can now be Interacted with via a Use
Expertise Action by a model with the appropriate
Skill. The icon on the marker shows you what Skill
is required (Computers, Lockpick, or Search). What
happens when a model Interacts with the marker
depends on if it is a successful or failed test.

shows what happens on a successful test. This


almost always involves rolling on the Item table.

shows what happens on a failed test. No


on the marker means nothing happens if the test
is failed (the marker remains where it is to be
Interacted with again). Most of the time failed
tests mean you have to roll on the Danger table,
but sometimes you also get to roll on the Item table
as well.

When a Searchable Marker has been fully resolved,


remove the marker from the battlefield.
MAMA MURPHY RETRIEVES CERTAIN ‘ITEMS’…

24 FALLOUT – VA ULT- T EC S IM U LATO R


The Danger Table The Item Table 0x2660 DANGER TABLE }{@:?>
0x2663 £$%£$%{:@>?,/;’’][=
The Wasteland is a dangerous place and scavenging Sometimes when scavenging in the Wasteland a model
holds risks of its own. If a model Interacts with a may discover something useful. When they Interact 0x2665 )(*&)]_¦ ITEM TABLE
0x2666 ’[)(*)(*&^%$.];&>,=
Searchable Marker it might have a danger associated with a Searchable Marker they may find a useful
with it (see left), and require them to roll on the trinket (see p.24), and when they do they’ll roll on
Danger table. the Item table.

To roll on the Danger table roll the Skill Dice and To roll on the Item table roll the Skill Dice and consult
consult the table below: the table below:

SKILL DICE SKILL DICE


DANGER DANGER
RESULT RESULT

Rigged to Blow: Test LUC X Iguana Bits: The model heals 1 Damage they have suffered.
No effect
X Immediately resolve 2
Armor Piercing Ammo: Choose one Ranged Weapon this model has. The
(this is an area effect weapon and
model adds + to all attacks made with it for the rest of the battle.
may hit other nearby models).

X
Comfort Grip: Choose one Ranged Weapon this model has. The model
Radiation Burst: Test END.
adds + to all attacks made with it for the rest of the battle.
1
2. Boosted Capacitor: Choose one Ranged Weapon this model has. The model
adds + to all attacks made with it for the rest of the battle.
Rogue Eyebot: Test PER to avoid it.
X
No effect Mentats (Chem): The model improves AGI and INT by 1 for the rest of
1+ . 2 the battle.

Shocking: Add (no roll). Buffout (chem): The model adds + to all Melee attacks for the rest of
3
the battle.

Containment Leak: Test PER to find it Jet (chem): The model increases its Move distance one color step for the rest
2 3 and shut it off. 4 of the battle.
Leak contained. No harmful effect.
4 5 Immediately resolve 1 Psycho (chem): The model adds + to all Melee attacks for the rest of
5
(this is an area effect weapon and the battle.
6 may hit other nearby models).
Stimpak: The model improves the stat associated with by 1 for the rest
6
of the battle.
7 8 Hidden Blades: Test AGI
No effect 7 Nuka-Cola: The model heals up to 3 Damage they have suffered.
9 10 2.

8 Armor Scrap: The model receives a .

9 Armor Package: The model receives a .

10 Nuka-Cherry: The model heals up to 4 Damage they have suffered.

If a model rolls an item they cannot make use of


(because it improves a Ranged Weapon and they
don’t have one, or they have not suffered Damage and
cannot heal any, for example), then re-roll on the table
until you roll an item they can make use of.

Some of the items on the table are chems. A model


can only be affected by one chem at a time - if you
roll a different chem for a model already under the
effects of one, then the current chem’s effects are lost
and the model suffers 1 Damage that cannot be saved
or mitigated in any way. If you roll the same chem
as the one they’re already under the effects of, then
EVEN THE BROTHERHOOD CAN BITE the effects are lost and the model suffers 1 Damage
OFF MORE THAN THEY CAN CHEW that cannot be saved or mitigated in any way as they
WHEN SEARCHING FOR LOOT! undergo withdrawal.

Rules of P lay 25
PRE-GAME SET UP -* 0x2623 PRE-GAME SET-UP
)-:;_ )&^%&£$^::-#\ 0x2624

Choosing a Force Region Rules


To choose your Force you should: The Wasteland is a wild and varied place. Each
Region has a Region Special Rule, which is an
1. Agree a Caps Limit with your opponent to
additional thematic rule intended to further heighten
determine the size of the game
the narrative immersion and experience of scenarios
2. Choose a Faction for your Force, or choose to build set within the chosen Region.
a list Freeform
REGION REGION SPECIAL RULE
Caps Wasteland None. This is the default Region.
Each model in Vault-Tec Simulator costs a number of
Subway Darkness: Short and Long Range of
Caps to add to your Force, to represent their relative
each weapon is reduced by one range
value in the game. The higher the Caps Cost of a
ruler, to a minimum of range Orange.
model, the more valuable they will be, and the more
effective they will be at achieving your goals. Factory Shocking Wires: A model that ends
an Activation in base contact with a
When you want to play a game, you and your Difficult or Impassable terrain piece
opponent should agree a Caps Limit that determines suffers 1 with armor being rolled
how large the game is you want to play. as normal.
Settlement Supplies: Whenever the Item table is
CAPS LIMIT AND GAME SIZE used, the player rolls twice and picks
GAME SIZE RECOMMENDED CAPS LIMIT the result of their choice.

Small 500
Preparing to Play
)&*(;’.::* PREPARING 0x2625 Standard 750
TO PLAY ,.;’/][\|+_) 0x2626 To set-up for a game of Vault-Tec Simulator, follow
Large 1000 these steps:

1. Choose a scenario
Faction
2. Lay out the Profiles for your chosen Forces
Forces in the Wasteland are often aligned with a
(constructed to the agreed Caps Limit)
Faction, an organization or loose affiliation who all
adventure and fight in a similar way. When building 3. Select the Region Special Rules you would like to
a Force, players can choose to include models from use for the scenario
the same Faction or a Force can be built Freeform.
4. Follow the Battlefield Set-Up instructions from
Freeform Forces can include models from several
your chosen scenario
different Factions.
5. Agree what rules you will use for each terrain
Selecting Models for your Force piece (if they block Line of Sight, provide Cover, are
When you have decided on a Faction (or to create Difficult or Impassable, etc)
your Force Freeform) you must now select a number
6. Make sure you have all the dice, range rulers,
of models up to the Caps Limit of your Force. Each
tokens, and markers near the battlefield ready to
model has a Caps Cost which adds towards this limit
start
when you include it in your Force. Models can be
taken multiple times unless they have the Unique 7. Unless otherwise directed by the scenario, give
icon - you cannot include any duplicates of Unique the player with the most models the Advantage
models in the list. Marker to start

8. Start playing!

UNIQUE ICON

When this is done, your Force is ready to play with.

26 FALLOUT – VA ULT- T EC S IM U LATO R


SECTION 3: SOLO AND FOWW VTS-001-112 ­—
SOLO AND

COOPERATIVE PLAY
Feel like taking on the Wasteland itself? Solo and The AI player has an objective that its models will
COOPERATIVE
PLAY

Cooperative play allow you to test your skills against attempt to complete and, when its models Activate,
an Artificial Intelligence (AI) player as your their AI Cards determine what type of Actions they will
opponent. These games are played like other games of carry out and how. Each model in Vault-Tec Simulator
Vault-Tec Simulator, but the AI rules determine the has its own AI Card, so each has its own personality,
Actions of the AI-controlled models. with responses varying based on its situation.

0x3600 :¦ PLAYING WITH AI


PLAYING WITH AI 0x3603 |&_^`¦¦~#”<[]#&>,

You can choose to play any of the Vault-Tec Simulator 2. Take Number Markers equal to the number of
missions against an AI opponent, as a Solo or models that comprise the AI’s Force and place
Cooperative play experience. Alternatively, AI models them at random on the Profiles.
may be included in a normal game of Vault-Tec
3. Take AI Markers with the matching numbers of the
Simulator depending on the scenario being played.
Number Markers placed on the Profiles and place
them face-down so the numbers cannot be seen.
Solo or Cooperative Play
You can use these rules to play alone against an 4. Mix up the AI Markers and deploy them on
AI opponent (Solo play) or with a friend working the battlefield. Deploy the first in the center of
together against them (Cooperative play). the edge used for deployment, and then each
additional marker range Orange away from the
If you are playing a Solo game then set up any of
previous, allowing for terrain, alternating either
the Vault-Tec Simulator scenarios as you would
side of the first model as you do.
normally, but replacing your opponent with an AI
player, using the rules provided below. 5. Turn over each AI Marker and place the
corresponding model next to it.
If you wish to play Cooperatively, you will need to
make a few minor changes to the way you create your 6. Take the Number Markers from the
Forces. You should each select a certain Caps Limit Profiles and place them face down in a
for your Forces that you build to, and then create a pool next to the battlefield. These will be
Force for the AI player which has a Caps Limit of the used for determining the order in which
total of both of your Forces. the AI models are Activated.

You both take on the role of “one player” in the Note that there will be some equipment
scenario, deploying your models in the same listed on the AI Card for each model.
Deployment Zone, and working together to decide Ignore this - it is for use with Fallout:
NUMBER
which model or models from your Forces will go next Wasteland Warfare. Use the equipment
MARKER
after the AI opponent has Activated a model or models. on the Profile as normal.

Treat all the models on your side as being part of one Play proceeds in a similar way to games without an
large Force. AI player, but with a few changes to make things
run smoothly.
When you create an AI Force for either mode, choose
models exactly as you would if it was your own Force.
Turn Structure 0x360C |<¬#^\$£|>¦ TURN
If there is a situation where the AI would need to 0x360F STRUCTURE #”<#&>,
The basic turn structure works exactly as usual
choose a model to be the target of one of these rules,
(see p.9), with the player (or players) and the AI
randomly determine which model is affected.
taking turns Activating models back and forth. This
starts with the player with the Advantage Marker
Setting Up an AI Player 0x3606 SETTING UP AN AI
(which is allocated as usual, counting the combined 0x3609 PLAYER |_”;¬~:$,
When playing against an AI player, set up a scenario
Forces of Cooperative players together if applicable).
as usual, select a list for the AI player according to
the rules above depending on if you’re playing Solo or When it is the AI player’s turn, draw one Number
Cooperative, and follow the steps below to set-up the Marker (or two, if the AI is outnumbering you, see
AI player’s Force: Overwhelming Odds p.9) from the face-down pool
of AI Markers. Activate these models as described in
1. Lay out the AI Cards face-up near the battlefield.
the following rules.
You may need to use the same AI Card for multiple
Profiles depending on your selection.

27
“$~¦^, OBJECTIVES 0x3630 Objectives
-*£\,\!:/¦:;\!”\|_;!¦* 0x3633 During an AI game, the AI player has a task that
their models aim to accomplish. The task consists of
an Objective and the Subject of the Objective. These
influence an AI model’s Actions, are determined by
the scenario, and may change during the scenario.

Where X is the Subject, Objectives can be:

n Defeat X
n Protect X
n Go To X
n Use X
n None

The Subject (X) in the Objectives above can be a:

n specific location (point on the battlefield,


objective, etc)
n general location (to one board edge, to one area of
the battlefield, etc)
n specific model (a particular friendly or enemy
model, to Defend or Attack them)
n group of models (all friendly, all enemy, or models
of a more specific type)

Example: In Scenario 5: Salvaging This Situation,


the scenario requires the AI player to collect scrap
from around the battlefield. The AI player would
A PLAYER’S BROTHERHOOD GETS THE DROP have the Objective of “Use the Scrap” (where a
ON PATROLLING AI SUPER MUTANTS model that uses it will Interact with it with a Skill
or use a Close Combat attack against it).

AI BEHAVIOR ¦@:/| 0x3636


>&”$;/~¦`*/$)(*&$ 0x3639 AI BEHAVIOR
When Activated, an AI model will carry out two Actions Response which determines what it will do during its
(or three Actions if they are Heroic). To determine which Activation. This tells you which Response to reference,
Actions they will perform, roll one blue Special Effect and which Activity List you’ll consult to determine the
Dice and consult the matrix on the model’s AI Card: exact Actions the AI model will perform.

n Use the row that matches the icon (or icons) rolled You determine an AI model’s Response at the start of
on the Special Effect Dice. It’s possible that the its Activation, and then use that Response for the whole
number of icons rolled may be important so note this Activation. However, before each Action, the AI model
as well as what type of icon you get (see p.11). The assesses which Action to perform from the Activity List,
combined and result is resolved as if it in case circumstances may have changed.
were a single .
For example, an AI model that attacks in Close Combat
n The column is determined by the model’s current with its first Action may need to Move for their next
Situation. This might be based on how much Health Action, if the model they were attacking
the model has, how many friendly models are nearby, has been removed.
and so on. Going from the left, use the first column
The background shading of the cell shows the model’s
that is true for the AI model. Use the last column if
Attitude - how the AI will carry out their Actions:
no previous columns match the situation.
n A shaded cell means its Attitude is Reckless.
The square on the matrix that matches the row and
column will show a letter. This is the AI model’s n An unshaded means its Attitude is Careful.

Reckless and Careful are different ways of carrying out


the Response, and each Response has different guidance
for how to interpret these.

BLAST NUKA-COLA STAR AI players never Interact with randomly placed


ICON BOTTLE ICON ICON Investigation or Searchable Markers, and can never
acquire items during play.

28 FALLOUT – VA ULT- T EC S IM U LATO R


In the following
example, the three
stars result was SUPER MUTANT
BOLT-ACTION PIPE RIFLE AND BOARD
rolled, and the
SITUATION TYPE,
model currently
IN THIS CASE, HEALTH
has 3 Health, so the
model’s Response
SITUATION VALUE,
isM .
IN THIS CASE, 1-3 HEALTH 4-6 1-3

O O
A M
THE BLUE SPECIAL EFFECT DICE RESULT IS CROSS-
REFERENCED WITH THE NUMERICAL SITUATION.
SO, 3 HEALTH CROSS-REFERENCED ON
A A
THE MATRIX WITH A DICE RESULT
OF TWO STARS RESULTS IN . 1: Wounded
2: Weakest
3: Nearest
Figure 29.1

0x363C RESPONSES ~:/@¦¬`


RESPONSES 0x363F £”*_^#;*$-\~¦\!£*!

Responses are how AI models react to the Situation Attack


they’re in, the Objective they currently have, and The AI model attempts to attack a target (based on
also the random whims of chance (represented by a the preference of the model, as noted on its AI Card),
roll of the Special Effect Dice). even if they don’t actually manage to attack a target
during this Activation. To resolve an Attack Response:
Each Response gives you a list of possible things that
the model will attempt to do, which generate specific 1. Determine if the model will attempt a Close
Actions. There are five main responses: Combat or Ranged Attack. To do this, look at the
icon on the right side of the relevant row on the AI
A Attack matrix, and see if it is a Ranged or Close Combat
M Move method, and if it aligns with the type and number
of symbols that were rolled.
O Objective
2. Decide which weapon the model will use
F Fall Back to attack. If there are multiple options
D Defend then a Vault-Tec Simulator model will
always use the weapon of that type
Each Response has a number of different rules CLOSE
listed first on their Profile, unless they
associated with it, and may include an Activity List. COMBAT
cannot for some reason in which case METHOD
This is a list of different behaviors that the model will
they’ll use the next one listed, and so
attempt to enact. To use an Activity List, start at the top
on. If they run out of weapons for some
and see if the behavior outlined (including the Action
reason and have none to use, they
that is part of it) can be attempted. If it can’t, move to
don’t attack. RANGED
the next entry on the list and check that, and so on. As
COMBAT
soon as you find an entry that can be attempted, stop 3. Determine the Action that they’ll use METHOD
and attempt that Action. After each Action reset and by checking the Activity List for
start at the top of the Activity List again. either Close Combat or Ranged Attack
Responses (p.30).
Sometimes when a model is Engaged, its Response
would require it to Disengage. If the Response letter 4. Determine the target of the Action by using the
on an Engaged AI model’s matrix is underlined, Target Priority List on the AI Card.
the model will remain Engaged and perform an A If there is a choice on how to spend Special Effect
Response using Close Combat instead. If it’s not, then
icons on an Attack, the AI model will choose the effect
it will move away if the Response requires it, even if
that spends the most icons per use, and will spend
that gives the model they were Engaged with a Free
icons until it is not possible to spend more.
Action to attack them with.

29
Close Combat not Engage when performing this Response (always
The Close Combat Activity List is as follows: Move the model so it does not Engage during it).
1. Perform a Close Combat Action
The Activity List for the Move Response is:
2. If in base contact with the Subject of an Objective,
1. If within Move distance of the Subject (and the
perform O instead
model itself is not the Subject), perform O
instead
3. Charge into Engagement
2. Move towards the Subject without Engaging
4. Move into Engagement
5. Move to within Charge distance from the enemy
3. Make a F Response instead

6. Move to within Move distance from the enemy If the model is Reckless it will go direct and ignore
7. Move towards the enemy Cover. If it is Careful then it must Move at least half
8. Perform O instead of its possible Move distance, and Move as far as it
can while still ending at the safest location for it (in
If a model is Careful then this model is always
Cover, preferably without enemy models nearby).
treated as having Engaged as a Target Priority at the
top of its list (see below). If there are multiple Subjects, select the Nearest - the
subject that can be reached in the fewest number of
If an AI model receives a Bonus Dice Token from a
Moves (factoring in Difficult Terrain).
Charge, randomly determine if it is Black or Green.

)&*(;’.::* OBJECTIVE 0x3666 Objective


,.;][@:!ӣ$/][\|+_) 0x3669 Ranged
This Response has the AI model prioritize the scenario’s
The Ranged Activity List is as follows:
current Objective. The Objective itself (and its Subject)
1. Shoot
determines what Action the model will perform. In all
2. Move so that the enemy is within range of a Shoot
cases, when there is more than one possible Subject
Attack next Action. Once Shoot is possible, Move
the target should be the nearest. If there are several
no closer than to the target
equally far away, randomly allocate one as the Subject.
3. Move towards the enemy
4. Perform O instead If the Objective is to Defeat X, instead make an A
Response, but with the Subject as the only valid
If a model is Careful then Engaged enemy models
target (ignoring normal Target Priority).
are not valid targets for attacks, no matter what
Target Priority would normally be. If a model is If the Objective is to Protect X, instead make a D
Reckless then both Engaged and Unengaged models Response.
are valid targets.
If the Objective is to Go To X, instead make a M
Response.
TARGET PRIORITY 0x366C Target Priority
::&*&^%$;’/][\|+\\ 0x366F Many of the entries on the Activity Lists are very If the Objective is to Use X, then follow the Activity
general - they just say “the enemy” or instruct you to List for the Objective response:
perform an Action without specifying a target. Target 1. Interact with the Subject
Priority is how you work out who these Actions 2. Move into base contact with Subject
should be directed towards. 3. Make a M Response

Every model has on their AI Card a Target Priority If an AI model has no way to make an O Response,
List to determine which model to target first. then the AI model instead makes an A Response. For
When there are multiple possible targets for an example, if all of the Subjects of the Objective require
activity, then use this list as a tie-breaker between a particular Skill to Interact with, but the model does
the available targets until only one possible target not possess that Skill.
remains. If you run through the whole list and there
)£>+/#%^&*(’.:*&/ 0x3690 are still two or more models available, randomly Fall Back
:**&^%::{ FALL BACK 0x3693 determine one of them as the target. This Response indicates that the AI model favors
self-preservation over the Objective at this moment in
There are a huge variety of different conditions that
time, and is looking to retreat!
can appear on Target Priority Lists, and these are as
follows (see p.31): When you make this Response, instead make a M
Response, but use the AI model’s Deployment Zone as
If a Unit Card has a Target Priority that isn’t in this
the Subject. If they are already in base contact with their
list, then it is for Fallout: Wasteland Warfare only,
and you should proceed as if it was not there.
Deployment Zone, then make an O Response instead.

Defend
MOVE ,.;’/][\|+_ [] 0x3696 Move
&/;-{}’*@<>(_)//:, 0x3699 This Response prioritizes defending the Subject. The
This Response requires that the AI model Moves
AI model identifies the target it feels is the Subject’s
towards the Subject of the scenario’s Objective. It is
^][)%|<::*. DEFEND 0x369C biggest threat (as if they were in the Subject’s
,.;’^][)%|<&!;=_^*. 0x369F not an aggressive Response, and so the AI model will
position), then attempts to attack that target.

30 FALLOUT – VA ULT- T EC S IM U LATO R


PRIORITY DEFINITION 0x36C0 |(*!” PRIORITY TABLE
Nearest For Movement: the model that can be reached in the fewest number of Moves (factoring 0x36C3 ~;=_%^%{}<>’;^*.||
in Difficult Terrain)
For Shooting: the model the shortest distance away
Nearest in LoS As per Nearest, but the model must be within Line of Sight

Weakest Least remaining Health

Least Damage Model with smallest amount of Damage taken

Largest Highest maximum Health (ignores current Health)

Wounded Most Damage taken

Healthiest Most remaining Health

Vulnerable Lowest Armor (not including Strong Armor)

Most Armor of listed type (not including Strong Armor)


Highest

Least Armor of listed type (not including Strong Armor)


Lowest

Strong Armor Most Strong Armor

Longest Move Model with the highest Move distance

Slowest/Shortest Move Model with the lowest Move distance

Fastest Model with the longest Charge

Best Chance Model with the greatest bonus (or least penalties) to the roll to complete the Objective of
the scenario (use Nearest if this isn’t applicable or there is a tie)
Importance Nearest to the Subject of the AI Objective

Long Range Furthest valid model within Long Range

Not Engaged Not Engaged only

Engaged Engaged only

Capable Models capable of performing their Objective (for example, has the Computers Skill
when the Objective is to hack a computer)
Faction
Nearest model that is part of the listed Faction
(Caesar’s Legion, NCR, etc)
Unit Nearest named model (for example, Mole Rat)

Nearest model able to cause the listed Condition


Capable of

Highest STR/PER/END/CHA/ Model with highest maximum value for the listed attribute
INT/AGI/LUC
Lowest STR/PER/END/CHA/ Model with lowest maximum value for the listed attribute
INT/AGI/LUC

Highest Model with the largest value for the listed Skill. A model without the listed Skill is
considered to have the lowest value

Lowest Model with the lowest value for the listed Skill. A model without the listed Skill is
considered to have the lowest value

Models that Attacked Last model that attacked this model

To resolve this, first follow the relevant Activity List If the result is that the target could not be attacked or
as if the AI model were making the A Response, Engaged during the AI model’s Action, Move towards
but as if they were positioned at the location of the the Subject instead.
Subject, and as if they were not Engaged. Then, make
If the model is Careful then if the Subject is Engaged
the A Response but with the model chosen as with
with the target model, a model using Ranged Combat
Target Priority previously as the only target to be
will use the Close Combat Activity List instead
considered. No matter what, ignore the Perform O (rather than risk firing into the Engagement).
instead entry on the Activity List.

31
FOWW VTS-001-112 —
Scenarios
­
SECTION 4: SCENARIOS
Time to put everything you’ve just learnt into
practice. Give these five scenarios a go to put your
new found Vault-Tec Simulator skills to the test!

*@:%^& SCENARIO 1 0x4900


,|,”¦|~!,<;¬<>/^~:: 0x4903 SCENARIO 1: LAY YOUR HEAD TO REST
Victory Conditions
Victory: Win more rounds than your opponent.
SCENARIO 01 – LAY YOUR HEAD TO REST

Draw: Win an equal number of rounds as your


opponent.

Loss: Win fewer rounds than your opponent.


SIMTEC 6000 ROBOCO OS V3.2.0005 VISIONTRON NTSC MODULE

Battlefield Set-up
DEPLOYMENT EDGE

DEPLOYMENT EDGE
This scenario is played on a 3 foot x 3 foot (90cm x
90cm) table.

1. Nominate one edge as the Deployment Edge


for one player, and the opposite edge as the
Deployment Edge for the other.

2. Place a blank Investigation Marker (either side


up) in the middle of the board. This represents
the Camp.

3. Place additional Scatter Terrain, making sure


Figure 32.1

to leave no clear Line of Sight between the two


Deployment Zones if at all possible. You can use
whatever you like for terrain, be it wargame
scenery or anything lying around your house.

4. Remove the Investigation Markers with numbers


from the supply and then each player randomly
We’ve been looking for a place to camp for the night
takes 3 from those remaining. Starting with the
- you don’t want to be on the move in the Wasteland
player with most models, each player places these
after dark. The sun is starting to dip below the
markers face down, not looking at their reverse,
horizon and we’ve just spotted the perfect place to lay
one at a time alternating between the players.
our heads, but it looks like someone else has the same
They must be placed on the battlefield at least
idea. There’s not going to be any rest until we’ve made
range Red from any board edge and from any
it clear to them that this is our spot.
marker already placed.
The aim of this scenario is to stake your claim to the
5. Players take it in turn deploying models touching
campsite and crowd out your opponent to make sure
their respective Deployment Edges.
they know it’s yours.

Solo and Cooperative Play


Rules
If you wish to play this scenario against an AI
Making Camp: A blank Investigation Marker
opponent then follow the rules for Solo play (see
in this scenario represents a camp. Use a to
p.27). When playing this Solo or Cooperatively,
represent this spot. It cannot be Interacted with
when placing additional Investigation Markers the
in any manner in this scenario, other than for the
human player places all of them, but at least half
purpose of this rule.
should be in the half of the battlefield closest to the AI
At the end of each round, check how many models Deployment Zone.
each Force has within range Yellow of this Objective
The AI’s Objective is to Go to the Camp (within
Marker. The Force that has the most models within
range Yellow of the Camp Investigation Marker).
this distance wins the round.
If a model starts its turn within range Yellow
Game Duration of the Camp Investigation Marker, then its
6 Rounds Objective becomes Protect the Camp (the
Camp Investigation Marker).

32 FALLOUT – VA ULT- T EC S IM U LATO R


0x4906 :”£`¦:+;: SCENARIO 2
SCENARIO 2: HUNGER STRIKES 0x4909 %/|$|`¦*\^#;/<@*>

A fledgling settlement runs on its stomach and ours


is starting to grumble! We’ve been tailing another
group as they go about their foraging. If we can get
the jump on them, we could beat them to where the
good eating is… or we could wait for them to do all

SCENARIO 02 – HUNGER STRIKES


the hard work and just take the cream of the crop off
them afterwards.

SIMTEC 6000 ROBOCO OS V3.2.0005 VISIONTRON NTSC MODULE


The aim of the scenario is to have more food than the

DEPLOYMENT EDGE

DEPLOYMENT EDGE
opposing Force at the end of the game.

Rules
Harvest Time: Five Numbered Investigation
Markers are used in this game. Numbers 1 - 3 are
food. Numbers 4 - 5 are blank. A model may Interact
with a food Investigation Marker to take hold of it.
Remove the Investigation Marker from the battlefield
and place it on that model’s Profile. If a model holding
food is killed, place any Investigation Markers that

Figure 33.1
they were holding in base contact with the model
before removing the model from the battlefield.

Blank markers cannot be picked up and are left on


the battlefield.

Game Duration
4. Remove the Investigation Markers with numbers
8 Rounds
from the supply and then each player randomly
takes 3 from those remaining. Starting with the
Victory Conditions
player with most models, each player places these
Victory: End the game with more food on your
markers face down, not looking at their reverse,
models’ Profiles than your opponent.
one at a time alternating between the players.
Draw: End the game with the same amount of food They must be placed on the battlefield at least
on your models’ Profiles as your opponent. range Red from any board edge and from any
marker already placed.
Loss: End the game with less food on your models’
Profiles than your opponent. 5. Players take it in turn deploying models touching
their respective Deployment Edges.
Battlefield Set-up
This scenario is played on a 3 foot x 3 foot (90cm x Solo and Cooperative Play
90cm) table. If you wish to play this scenario against an AI opponent
then follow the rules for Solo play (see p.27). When
1. Nominate one edge as the Deployment Edge
playing this Solo or Cooperatively, when placing
for one player, and the opposite edge as the
additional Investigation Markers the human player
Deployment Edge for the other.
places all of them, but at least half should be in the half
2. Randomly place the Numbered Investigation of the battlefield closest to the AI Deployment Zone.
Markers (1-5) face down on the battlefield as
The AI’s Objective is to Use the Food (the
shown on the map.
Investigation Markers). If an Investigation Marker
3. Place additional Scatter Terrain, making sure is revealed to be blank or cannot be used (because it
to leave no clear Line of Sight between the two becomes a Searchable Marker) then it is no longer
Deployment Zones if at all possible. You can use considered a Subject for this Objective.
whatever you like for terrain, be it wargame
If a model begins its Activation in possession of a Food
scenery or anything lying around your house.
Marker then its Objective becomes Protect the Food.

Scenarios 33
&@;/^* SCENARIO 3 0x490C
,.;’/][\|+_ &@;/^:) 0x490F SCENARIO 3: WHO’S GOT THE POWER?
accomplish. You can use this to flip a Computer
Terminal your opponent has already Interacted with.

SCENARIO 03 – WHO’S GOT THE POWER?


This is also how a Computer Terminal can be turned
from semi-dormant to either on or off in the first
instance of Interacting with a Marker, but it cannot
become semi-dormant once again.
SIMTEC 6000 ROBOCO OS V3.2.0005 VISIONTRON NTSC MODULE

DEPLOYMENT EDGE

DEPLOYMENT EDGE
Game Duration
6 Rounds

Victory Conditions
Attacker Victory: End the game with more
Computer Terminals Off than On.

Draw: An equal number of Computer Terminals are


On and Off.

Figure 34.1
Defender Victory: End the game with more
Computer Terminals On than Off.

Battlefield Set-up
This scenario is played on a 3 foot x 3 foot (90cm x
We need to get power up and running for our 90cm) table.
settlement. There is a power station in the next
1. Nominate one edge as the Deployment Edge for one
valley over that we’ve commandeered for our uses.
player, and the opposite edge as the Deployment
A bit of technical know-how or a good whack should
Edge for the other.
get it up and running. They cause an awful noise
though - might alert some locals looking to put it out 2. Choose one player to be the Attacker and one to be
of commission for good. the Defender (pick randomly if you cannot decide).

One Force (the Defender) is looking to have the 3. Place three Computer Markers on the battlefield
majority of Computer Terminals turned on at the end as shown on the map. Place a small token or
of the game. The other Force (the Attacker) is aiming to something to remind players that they are semi-
have the majority of Computer Terminals turned off. dormant next to them. Remove this small token
from each once they are flipped for the first time.
Rules
4. Place additional Scatter Terrain, making sure to
Computer Terminals: Three Computer Markers
leave no clear Line of Sight between the two
are placed on the battlefield. These are Computer
Deployment Zones if at all possible. You can use
Terminals. They begin in a semi-dormant state, not
whatever you like for terrain, be it wargame
providing enough power to support a settlement, but
scenery or anything lying around your house.
just troublesome enough to warrant turning off. Mark
this semi-dormant state by placing a spare token next 5. Remove the Investigation Markers with numbers
to each Computer Marker. It does not matter which from the supply and then each player randomly
side of the marker is face up at this point. takes 3 from those remaining. Starting with the
player with most models, each player places these
Before the game starts, decide which Force will be
markers face down, not looking at their reverse,
looking to keep the Computer Terminals on and which
one at a time alternating between the players.
Force will be looking to turn them off completely.
They must be placed on the battlefield at least
The side of the marker shows that a Computer
range Red from any board edge and from any
Terminal is on. The shows that the Computer
marker already placed.
Terminal is off.
6. Players take it in turn deploying models touching
A model can either Interact via a Use Expertise
their respective Deployment Edges.
(Computers) Skill Test or a Close Combat Action
when in base contact with a Computer Terminal. Solo and Cooperative Play
Computer Terminals cannot be targeted by any other If you wish to play this scenario against an AI
Action and cannot be damaged by any other means. opponent then follow the rules for Solo play (see
p.27). When playing this Solo or Cooperatively,
When a model succeeds in either of these Skill
when placing additional Investigation Markers the
Tests, they can flip a Computer Terminal to on
human player places all of them, but at least half
or off depending on what their Force is trying to

34 FALLOUT – VA ULT- T EC S IM U LATO R


should be in the half of the battlefield closest to the AI treated as a valid Subject.
Deployment Zone.
If all of the Terminals are turned to their desired setting
The AI’s Objective is to Use the Computer at the beginning of a model’s Activation then their
Terminals (the Investigation Markers). If a Terminal Objective becomes Protect the Computer Terminals.
is set towards the desired setting it is no longer
0x4930 |&<>| SCENARIO 4
SCENARIO 4: JACKPOT! 0x4933 ¦_-”|¬’\,;/£=¦\£:

We’ve hit the jackpot! Our scouts found a dumping


ground of old pre-war weapons. If we can grab enough DEPLOYMENT EDGE

of them, we’ll be a force to be reckoned with.

The aim of this scenario is to reach the opposing board


edge with as many Weapon Crates as possible and escape.

SIMTEC 6000 ROBOCO OS V3.2.0005 VISIONTRON NTSC MODULE

SCENARIO 04 – JACKPOT!
Rules 8"
Crates: The two Lockpick Markers represent
Weapon Crates. A model can either Interact via a Use
Expertise (Lockpick) Skill Test or a Close Combat
Action when in base contact with a Weapon Crate.
8"
When a model succeeds in either of these Skill Tests,
remove the Weapon Crate from the battlefield and
place it on their Profile. They are now holding it.

Figure 35.1
If a model holding a Weapon Crate is killed, place
any Weapon Crates they were carrying in base
contact with the model before removing the model
DEPLOYMENT EDGE

from the battlefield.

If a model carrying a Weapon Crate reaches the opposite


markers face down, not looking at their reverse,
Deployment Edge, remove them from the game. They
one at a time alternating between the players.
have been able to escape with their ill gotten gains.
They must be placed on the battlefield at least
range Red from any board edge and from any
Game Duration
marker already placed.
8 Rounds
5. Players take it in turn deploying models touching
Victory Conditions their respective Deployment Edges.
Victory: Escape the battlefield with both Weapon Crates.
Solo and Cooperative Play
Draw: Escape the battlefield with one Weapon Crate.
If you wish to play this scenario against an AI
Loss: Escape the battlefield with no Weapon Crates. opponent then follow the rules for Solo play (see
p.27). When playing this Solo or Cooperatively,
Battlefield Set-up when placing additional Investigation Markers the
This scenario is played on a 3 foot x 3 foot (90cm x human player places all of them, but at least half
90cm) table. should be in the half of the battlefield closest to the
AI Deployment Zone.
1. Nominate one edge as the Deployment Edge for one
player, and the opposite edge as the Deployment The AI’s Objective is to Use the Weapon Crates
Edge for the other. (the Investigation Markers).

2. Place two Lockpick Markers on the battlefield as If at the beginning of a model’s Activation it holds
shown on the map. These are the Weapon Crates. a Weapon Crate its Objective becomes Go to the
Enemy Deployment Edge.
3. Place additional Scatter Terrain, making sure to
leave no clear Line of Sight between the two If at the beginning of a model’s Activation it is not
Deployment Zones if at all possible. You can use holding a Weapon Crate but all Weapon Crates
whatever you like for terrain, be it wargame are held by friendly models, its Objective becomes
scenery or anything lying around your house. Protect the Weapon Crates.

4. Remove the Lockpick Markers with numbers from If at the beginning of a model’s Activation it is not
the supply and then each player randomly takes holding a Weapon Crate but all Weapon Crates are
3 from those remaining. Starting with the player held by enemy models, its Objective becomes Defeat
with most models, each player places these the Weapon Crate bearers.

Scenarios 35
[]}//:* SCENARIO 5 0x4936
)$.:|,-\_,<^)¦^;/\` 0x4939 SCENARIO 5: SALVAGING THIS SITUATION
Victory Conditions
Victory: Remove more Scrap than your opponent.
SCENARIO 05 – SALVAGING THIS SITUATION
DEPLOYMENT EDGE
4"
Draw: Remove the same amount of Scrap as your
opponent.
4" Loss: Remove less Scrap than your opponent.
SIMTEC 6000 ROBOCO OS V3.2.0005 VISIONTRON NTSC MODULE

Battlefield Set-up
This scenario is played on a 3 foot x 3 foot (90cm x
90cm) table.

1. Nominate one edge as the Deployment Edge for one


player, and the opposite edge as the Deployment
Edge for the other.

2. Each player takes turns placing a piece of terrain on


the battlefield. This terrain can be no closer than
range Yellow to a board edge or another piece of
terrain. Continue doing this until there are eight
pieces of terrain on the board.

Figure 36.1
3. Place a Lettered Searchable Marker (A-H) in base
DEPLOYMENT EDGE contact with each of these terrain pieces. Players
should take turns placing these tokens, and they
cannot be within range Yellow of each other. These
are Scrap.
The shacks back in the settlement could do with a bit
4. Place additional Scatter Terrain, making sure to leave
of TLC. We’re going to head out to an old scrapyard to
no clear Line of Sight between the two Deployment
see what we can salvage. Pick up what you can and
Zones if at all possible. You can use whatever you
wreck anything you can’t - don’t let anyone else have
like for terrain, be it wargame scenery or anything
what should’ve been ours.
lying around your house.
The aim of this scenario is to salvage more scrap than
5. Remove the Investigation Markers with numbers
your opponent.
from the supply and then each player randomly
takes 3 from those remaining. Starting with the
Rules
player with most models, each player places these
Scrap: The Lettered Searchable Markers (A-H)
markers face down, not looking at their reverse,
represent pieces of Scrap. Each Force Interacts with
one at a time alternating between the players.
these Markers in the same manner. A model can
They must be placed on the battlefield at least
either Interact via a Use Expertise (Search) Skill Test
range Red from any board edge and from any
or a Close Combat Action when in base contact with
marker already placed.
Scrap. Scrap cannot be targeted by any other Action
and cannot be damaged by any other means. 6. Players take it in turn deploying models touching
their respective Deployment Edges.
A model can either pass a Use Expertise (Search)
Skill Test or deal sufficient Damage to a Scrap in
Solo and Cooperative Play
order to remove it.
If you wish to play this scenario against an AI
Scrap has the following profile: opponent then follow the rules for Solo play (see
p.27). When playing this Solo or Cooperatively,
:1 when placing additional Investigation Markers the
:1 human player places all of them, but at least half
:1 should be in the half of the battlefield closest to the AI
Deployment Zone.
:X
The AI’s Objective is to Use the Scrap (the
Game Duration Investigation Markers).
8 Rounds

36 FALLOUT – VA ULT- T EC S IM U LATO R


VAULT TEC PROFILES

SECTION 5: FORCES
SUPER MUTANTS
SKILLS
OVERLORD S tr 9
SUPER MUTANT P er 5
SPECIALTIES E nd 11
Ferocity: Once per Activation, 1 other Super Mutant in Close Combat may swap C ha 2
1 / / for 1 .

Purpose: Resistant to .
I nt 5
Incite: Other Super Mutants Activated same turn as Overlord Charge 1 color longer. A gi 3
L uc 3
(Not or )

193 ARMOR
CAPS Super Mutant
Overlord Armor
2+1
AWARENESS ABILITIES GEAR Gatling Laser, 3
MOVE

Improvised Weapon
QUICK ACTIONS x
Weapon Type Short Range Long Range Damage Effects Crit
Not
Gatling Laser 1 3 Walked
Fire + 3
Requires STR 7+
+
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

SKILLS
MASTER S tr 9
SUPER MUTANT P er 4
SPECIALTIES E nd 9
C ha 2
I nt 5
A gi 4
L uc 3
122 ARMOR
CAPS Super Mutant
Body Armor
3
AWARENESS ABILITIES GEAR Sledgehammer, 2
MOVE

Pipe Pistol
QUICK ACTIONS x
Weapon Type Short Range Long Range Damage Effects Crit

Pipe Pistol x 1 2 + 2
Weapon Type Short Range Long Range Damage Effects Crit

Sledgehammer 2 3 + 2

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SUPER MUTANTS
SKILLS
BRUTE
S tr 8
SUPER MUTANT P er 3
SPECIALTIES E nd 8
C ha 3
I nt 3
EQUIPMENT ABILITIES
A gi 4
L uc 3
A: 104 B: 100 Bladed Helmet: When using Charge Bonus + .
ARMOR
CAPS
A: Super Mutant
2
Heavy Armor and
AWARENESS ABILITIES GEAR
Bladed Helmet 2
MOVE

B: Super Heavy

QUICK ACTIONS Sledgehammer Mutant Armor


x
Weapon Type Short Range Long Range Damage Effects Crit

Sledgehammer 2 3 + 2

SKILLS
AVIATOR
S tr 7
SUPER MUTANT P er 4(6)
SPECIALTIES E nd 8
C ha 4
I nt 4
A gi 5
L uc 3
99 ARMOR
CAPS Super Mutant Cowl
Armor and Aviator Cap
3
AWARENESS ABILITIES GEAR Pipe Pistol , 2
MOVE

Improvised Weapon
QUICK ACTIONS x
Weapon Type Short Range Long Range Damage Effects Crit

Pipe Pistol x 1 2 + 2
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

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F orces – VAU LT-T E C AP P ROV ED P ROFILES 39
SUPER MUTANTS
SKILLS
SUPER MUTANT
S tr 6
SUPER MUTANT P er 4
SPECIALTIES E nd 6
C ha 3
I nt 3
A gi 5
L uc 3
A: 55 B: 56 C: 54 ARMOR
CAPS Super Mutant
Light Armor
1
AWARENESS ABILITIES GEAR Choice of: 1
MOVE

Weapon Loadout A,
QUICK ACTIONS Weapon Loadout B or
Weapon Loadout C x
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Bolt-Action Pipe Rifle 2 3 + + 2


Weapon Loadout B Type Short Range Long Range Damage Effects Crit

Board 2 3 + 2
Molotov Cocktail x : 1-2 3+

Weapon Loadout C Type Short Range Long Range Damage Effects Crit

Molotov Cocktail x : 1-2 3+

Pipe Pistol x 1 2 + 2

SKILLS
MUTANT HOUND
S tr 6
SUPER MUTANT P er 7
SPECIALTIES E nd 5
Senses: This model does not need LoS to Charge. C ha 2
Leap: Can climb but can not end Movement mid-climb.
I nt 2
A gi 7
L uc 1
A: 63 ARMOR
CAPS 1
AWARENESS ABILITIES GEAR Hound Bite 1
MOVE

QUICK ACTIONS x
Weapon Type Short Range Long Range Damage Effects Crit

Hound Bite 2 + 3

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SUPER MUTANTS
SKILLS
SKIRMISHER S tr 6
SUPER MUTANT P er 3
SPECIALTIES E nd 7
C ha 3
I nt 2
A gi 6
L uc 3
A: 77 B: 53 C: 59 ARMOR
CAPS Super Mutant
Cowl Armor
2
AWARENESS ABILITIES GEAR Choice of : 1
MOVE

Weapon Loadout A,
QUICK ACTIONS Weapon Loadout B or
Weapon Loadout C x
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Super Sledge 3 3 + 4

Weapon Loadout B Type Short Range Long Range Damage Effects Crit

Pipe Wrench 2 2 + 2
Weapon Loadout B Type Short Range Long Range Damage Effects Crit

Tire Iron 2 2 + 2

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F orces – VAU LT-T E C AP P ROV ED P ROFILES 41
SURVIVORS
SKILLS
SOLE SURVIVOR TECH S tr 4 +3 +3
SURVIVOR P er 4
SPECIALTIES E nd 6 +5
Dog Handler: Dogs can using PER. If Sole Survivor is Heroic, nearby C ha 6
dogs can also be Heroic during their Activation.

Partner: Can be included in a Force containing one other Sole Survivor.


I nt 8
Tech Savvy: Models get 2. A gi 6
L uc 4
257 ARMOR
CAPS X-01 Power Armor
1 3+1 4
AWARENESS ABILITIES GEAR Laser Rifle , - 3+1 3
MOVE

Improvised Weapon
QUICK ACTIONS - 4+1 4
Weapon Type Short Range Long Range Damage Effects Crit
1 dmg
Laser Rifle 2 ignore
armor
4 4
+
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

SKILLS
SOLE SURVIVOR
S tr 5
SURVIVOR P er 7
SPECIALTIES E nd 4
Dog Handler: Dogs can using PER. If Sole Survivor is Heroic, nearby dogs can C ha 5
also be Heroic during their Activation.
I nt 5
A gi 7
L uc 4
212 ARMOR
CAPS Shielded Vault
111 Jumpsuit
2
AWARENESS ABILITIES GEAR Hunting Rifle, 3
MOVE

10mm Pistol ,
QUICK ACTIONS Improvised Weapon
1
Weapon Type Short Range Long Range Damage Effects Crit

Hunting Rifle 2 3 LONG


ONLY 4
Weapon Type Short Range Long Range Damage Effects Crit

10mm Pistol x 2 3 + + 4
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

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SURVIVORS
SKILLS
DOGMEAT S tr 5
SURVIVOR P er 8
SPECIALTIES E nd 5
Senses: Does not need LoS to a target to use Charge. C ha 3
I nt 4
A gi 6
L uc 2
83 ARMOR
CAPS 2
AWARENESS ABILITIES GEAR Dog Bite 2
MOVE

QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Dog Bite 2 2 + 2

SKILLS
SETTLER
S tr 3
SURVIVOR P er 6
SPECIALTIES E nd 4
C ha 4
I nt 4
A gi 4
L uc 3
A: 52 B: 58 ARMOR
CAPS
Wasteland Outfit
1
AWARENESS ABILITIES GEAR Choice of : 1
MOVE

Weapon Loadout A or
QUICK ACTIONS Weapon Loadout B
-
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Assault Rifle 2 4 + + 3
Improvised Weapon 1
Weapon Loadout B Type Short Range Long Range Damage Effects Crit

Double-Barrel 3 2 SHORT
ONLY + 4
Shotgun
/
Improvised Weapon 1

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F orces – VAU LT-T E C AP P ROV ED P ROFILES 43
SURVIVORS
SKILLS
SCAVENGER S tr 4
SURVIVOR P er 3
SPECIALTIES E nd 5
C ha 4
I nt 7
A gi 5
L uc 2
55 ARMOR
CAPS Sturdy Wasteland Outfit 2
AWARENESS ABILITIES GEAR Bolt-Action Pipe Rifle , 1
MOVE

Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Bolt-Action Pipe Rifle 2 3 + + 2


Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

SKILLS
TECH
S tr 3
SURVIVOR P er 3
SPECIALTIES E nd 3
Genius: Never locked out of . C ha 3
Back-Up: If friendly model within Presence, rolls get + . I nt 8
A gi 5
L uc 3
49 ARMOR
CAPS Wasteland Outfit
1
AWARENESS ABILITIES GEAR Sawed Off Shotgun, 2
MOVE

Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Sawed Off Shotgun x 3 / 2 SHORT


ONLY + 4
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

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SURVIVORS
SKILLS
MINUTEMAN
S tr 4
SURVIVOR P er 5
SPECIALTIES E nd 4
Trained: When activating this model, another Minuteman within may take a C ha 4
Quick Action.

Coordination: Other Minuteman models get +2 (max +2).


I nt 4
A gi 5
L uc 2
80 ARMOR
CAPS Minuteman Uniform 2
AWARENESS ABILITIES GEAR Laser Musket 1
MOVE

QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Laser Musket 2 3 + 3
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

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F orces – VAU LT-T E C AP P ROV ED P ROFILES 45
BROTHERHOOD OF STEEL
SKILLS
KNIGHT S tr 5 +2 +2
BROTHERHOOD OF STEEL P er 6
SPECIALTIES E nd 5 +3
Hardy: Each model starts with . C ha 5
I nt 5
A gi 6 -1 -1
A: 114 B: 128 L uc 2
C: 128 D: 111 ARMOR
T-45 Power Armor
1 2+1 3
CAPS

AWARENESS ABILITIES GEAR Choice of: Weapon Loadout A, - 2+1 2


MOVE

Weapon Loadout B,

QUICK ACTIONS
Weapon Loadout C or
Weapon Loadout D - 4+1 4
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Plasma Rifle 2 / 4 3+
Improvised Weapon 1
Weapon Loadout B Type Short Range Long Range Damage Effects Crit
Not
Gatling Laser 1 3 Walked
Fire + 3
Requires STR 7+
+
Improvised Weapon 1
Weapon Loadout C Type Short Range Long Range Damage Effects Crit

Super Sledge 3 3 + 4

Weapon Loadout D Type Short Range Long Range Damage Effects Crit

Laser Pistol x 2 2 + 3
Ripper 2 3 + 3
STR 7+ bonus not
Add strong armor to regular armor

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BROTHERHOOD OF STEEL
SKILLS
PALADIN
S tr 6 +3 +3
BROTHERHOOD OF STEEL P er 7
SPECIALTIES E nd 5 +4
C ha 6
I nt 6
A gi 7
L uc 4
A: 192 B: 192 ARMOR
CAPS T-60 Power Armor 1 3+1 3
AWARENESS ABILITIES GEAR Choice of: - 3+1 3
MOVE

Weapon Loadout A or
QUICK ACTIONS Weapon Loadout B
- 4+1 4
Weapon Loadout A Type Short Range Long Range Damage Effects Crit
Not
Gatling Laser 1 3 Walked
Fire + 3
Requires STR 7+
+
Improvised Weapon 1
Weapon Loadout B Type Short Range Long Range Damage Effects Crit
1 dmg
Laser Rifle 2 ignore
armor
4 4
+
Improvised Weapon 1

SKILLS
LANCER S tr 4
BROTHERHOOD OF STEEL P er 7
SPECIALTIES E nd 5
C ha 3
I nt 4
A gi 5
L uc 2
93 ARMOR
CAPS
Bomber Jacket
1
AWARENESS ABILITIES GEAR Laser Rifle, 1
MOVE

Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit
1 dmg
Laser Rifle 2 ignore
armor
4 4
+
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

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F orces – VAU LT-T E C AP P ROV ED P ROFILES 47
BROTHERHOOD OF STEEL
SKILLS
KNIGHT PATROL S tr 4
BROTHERHOOD OF STEEL P er 5
SPECIALTIES E nd 4
C ha 4
I nt 4
A gi 5
L uc 1
78 ARMOR
CAPS
Combat Armor
2
AWARENESS ABILITIES GEAR Laser Rifle, 2
MOVE

Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit
1 dmg
Laser Rifle 2 ignore
armor
4 4
+
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

SKILLS
FIELD SCRIBE S tr 3
BROTHERHOOD OF STEEL P er 4
SPECIALTIES E nd 4
C ha 3
I nt 7
A gi 6
L uc 2
49 ARMOR
CAPS Field Scribe Armor 1
AWARENESS ABILITIES GEAR Laser Pistol, 1
MOVE

Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Laser Pistol x 2 2 + 3
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

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RAIDERS
SKILLS
VETERAN RAIDER S tr 6 +2 +2
RAIDERS P er 4
SPECIALTIES E nd 7 +2
Meat Shield: If Unengaged, 1 Unengaged friendly model within range Orange
and LoS may take the Damage from an attack (prior to armor roll) instead.
C ha 4
Once per battle. I nt 4
A gi
Bushcraft: Use cooked effect of food.
7
L uc 4
133 ARMOR
CAPS
Raider Power Armor
1 2+1 3
AWARENESS ABILITIES GEAR Assault Rifle, - 2+1 2
MOVE

Improvised Weapon
QUICK ACTIONS - 4+1 4
Weapon Type Short Range Long Range Damage Effects Crit

Assault Rifle 2 4 + 3
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

SKILLS
SCAVVER
S tr 4
RAIDERS P er 7
SPECIALTIES E nd 5
C ha 3
I nt 3
A gi 4
L uc 3
A: 72 B: 76 C: 79 ARMOR
CAPS Reinforced Leathers
2
AWARENESS ABILITIES GEAR Choice of: 2
MOVE

Weapon Loadout A,
QUICK ACTIONS Weapon Loadout B or
Weapon Loadout C
-
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Bolt-Action Pipe Rifle 2 3 + 2


Improvised Weapon 1
Weapon Loadout B Type Short Range Long Range Damage Effects Crit

Sawed Off Shotgun x 3 / 2 SHORT


ONLY + 4
Improvised Weapon 1
Weapon Loadout C Type Short Range Long Range Damage Effects Crit

Hunting Rifle 2 3 LONG


ONLY 4
Improvised Weapon 1

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F orces – VAU LT-T E C AP P ROV ED P ROFILES 49
RAIDERS
SKILLS
PSYCHO S tr 4
RAIDERS P er 5
SPECIALTIES E nd 4
Light Armored: If this model has any armor value higher than 2, movements are one C ha 3
color shorter. Immunity (X) counts as armor 0 for the purposes of this rule.

Urban: Automatically succeeds at first Climb Test during a climb. I nt 2


A gi 7
Cannot use .
L uc 2
A: 62 B: 50 C: 51 ARMOR
CAPS Raider Armor
2
AWARENESS ABILITIES GEAR Choice of: 1
MOVE

Weapon Loadout A,
QUICK ACTIONS Weapon Loadout B or
Weapon Loadout C -
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Baseball Grenade x 2 :
1-2 3+

Tire Iron 2 2 + 2
Weapon Loadout B Type Short Range Long Range Damage Effects Crit

Pipe Pistol x 1 2 + 2
Machete 1 3 + 2
Weapon Loadout C Type Short Range Long Range Damage Effects Crit

Pipe Wrench 2 2 + 2

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RAIDERS
SKILLS
RAIDER S tr 3
RAIDERS P er 4
SPECIALTIES E nd 4
C ha 2
I nt 3
A gi 5
L uc 2
A: 45 B: 50 C: 46 ARMOR
CAPS
Wasteland Outfit
1
AWARENESS ABILITIES GEAR Choice of: 1
MOVE

Weapon Loadout A,
QUICK ACTIONS Weapon Loadout B or
Weapon C -
Weapon Loadout A Type Short Range Long Range Damage Effects Crit

Pipe Pistol x 1 2 + 2
Improvised Weapon 1
Weapon Loadout B Type Short Range Long Range Damage Effects Crit

Pipe Rifle 1 2 + 2
Improvised Weapon 1
Weapon Loadout C Type Short Range Long Range Damage Effects Crit

Machete 1 3 + 2

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F orces – VAU LT-T E C AP P ROV ED P ROFILES 51
I.S.E.E.I.T.
ICONGR APHIC SYSTEM EXAMPLES AND EXPL ANATION, INTERGR ATING TOKENS
AI MATRIX DISTANCES & RANGES S K I L LS , Q U I C K AC T I O N S CORNER CODES
A Attack , See color and corners of icon
1 Corner:
Orange Range, Radius for range or radius.
M Move Orange (2")

O Objective
, Computers (Expertise)
2 Corners:
Yellow Range, Radius Expertise Yellow (4")

F Fall Back
, Health
2 Right Corners:
Red (6")

D Defend Red Range, Radius
Heavy Weapon 3 Corners:
Close Combat Method , Lockpick (Expertise)
Green(8")
Green Range, Radius 4 Corners:
Ranged Combat Method Blue(10")
, Melee
No Corners:
A R M O R & DA M AG E Blue Range, Radius Pistol Black(12")

Energy Armor , Presence (Expertise)
Black Range, Radius YO U M AY I G N O R E
Physical Armor Rifle
Some Icons are not for use
Radiation Armor Search (Expertise) in Vault-Tec Simulator;
Thrown Range
ignore any rule that
Energy Damage Throw uses them. See Fallout:
x
Wasteland Warfare Rules
Physical Damage Range not available Cog-border indicates the
 of Play for more details
skill is a Quick Action
Radiation Damage
MOVEMENT Interact
- No Armor for this Damage
Orange Move, Charge Attack (Quick Action)
Battle Cry

x Immune to this Damage Yellow Move, Charge Charge (Quick Action)


Critical

Cannot Climb
CONDITIONS Red Move, Charge Movement (Quick Action)
 Injured Arm (Condition)
On Fire Green Move, Charge Move (Quick Action)

Injured Leg (Condition)
Poisoned Blue Move, Charge Shoot (Quick Action)
3+ Scatter Modifer
Stunned Black Move, Charge Action Point
Prepare (Quick Action)
Failed Skill Test
DICE (IN TEXT) PROFILE UNIT ICONS Remove Reaction
Successful Skill Test
Accuracy Effect Dice Aura Buff Scatter
(Green)
Aura Debuff WEAPON ICONS Target
Armor Dice (Red)
Dog 2 Radius Damage Remove Slow Firing
 rmor Reduction
A
LONG
Effect Dice (Yellow) Heroic ONLY Range/firing requirement Dog Handler
Damage Effect Dice
(Black) Power Armor Slow Firing Find out more about
Fallout: Wasteland Warefare
Special Effect Dice (Blue) Unique Walked Fire at modiphius.net/pages/
fallout-wasteland-warfare
Skill Dice (White) Use lowest value from
Dice roll
DICE SIDES Failure and -1 -2 Skill Test
HELPFUL HINT
X
Action Point Quick Action - 3 Modifers
(May perform 10 Result (2 – 10) No- 3 from Vault Boy!
Quick Action) SPECIAL EFFECTS

Armor Reduction,
Critical (May use and Double Armor Blast EFFECT DICE ICONS MAY BE
Critical Attack) Reduction WHITE OR BLACK BUT HAVE
Nuka-Cola Bottle
Failure (Skill Test Damage and THE SAME MEANING
X unsuccessful) Double Damage Star

BOSTON, MA © 2077 VAULT-TEC INDUSTRIES All visual representations and projections have been
ISSUED BY VAULT-TEC DOCUMENTATION DEPARTMENT developed through the use of Science.
Document No.: VTS-002-112

R E G U L A R DA M A G E COUNTING TOKEN FROZEN*


Placed next to models to record  rack anything that needs
T  rozen lasts until the end of a
F
Physical / Energy Damage. counting: Action Points, number model’s Activation.
Available in denominations of 1 of uses, number of rounds.
(shown), 2, and 5. LO C K
- 2 P E N A LT Y T O K E N *
 laced on the battlefield to show
P
R A D I A T I O N DA M A G E *  his penalty token indicates the
T
a locked object.
 laced next to models to record
P model’s Skill Values are modified
Damage from radiation. by -2 for Skill Tests, due to an
injured arm.
COMPUTER
CRITICAL POINT*  laced on the battlefield to show
P
 laced on weapon cards when
P MINE* a computer Terminal.
Critical Points are gained. When Denotes a mine’s location on
enough Critical Points are on a the battlefield. AI*
weapon card, the weapon’s powerful  laced on the battlefield
P
Critical Attack can be used.  READINESS MARKER* during Solo or Co-
 laced blue-and-yellow side up
P operative games to
REAC TION MARKER* to show if a model is Ready (so it identify the AI models.
 laced next to models which
P can be activated then or there-
can react when they perceive after). Before a model is made I N V E S T I GAT I O N M A R K E R
Actions by enemy models. These ready, it requires no Readiness  laced on the battlefield,
P
Reactions take place during the Marker next to it. The gray-and- Investigation Markers represent
opposing player’s turn. white flip side of the marker items that need to be seen by
shows when the model is Used a model from a distance to
BONUS DICE (BLACK) so it cannot be Activated again understand what they are. They
 his marker is primarily used
T during the current round. are usually scenario Objectives.
when a Charge results in a Investigation Markers within
bonus dice. S LO W F I R I N G * Awareness range of a model can
 ome weapons can only be fired
S be viewed, and the flip side of an
BONUS DICE (GREEN) once per round. The Loaded side Investigation Marker features
 his marker is primarily used
T (gold) of this token shows the either a Blank, Number or
when an Outnumbering results weapon can be fired. When fired, Toolbox (Searchable) icon. See
in a bonus dice. flip the token to Empty (gray) ‘Investigation Markers’, p.23.
and cannot be fired until turned
B O N U S D I C E ( Y E L LO W ) back to loaded.
SEARCHABLES
Model receives a bonus yellow dice.
 laced on the battlefield, these
P
FIRE*
LU C K T O K E N * markers represent items that
 Fire Token indicates a model is
A
need close examination to know
 uck Tokens are physically flipped
L On Fire, and is flipped to see if a
what they are, for example, a
when Luck is used to determine fire goes out or continues.
filing cabinet, a locked suitcase, a
the outcome of some effects
booby-trapped desk.
and situations. The clover icon POISON*
indicates success; the flip side  Poisoned model takes Damage
A
shows failure. each round.

A D VA N T A G E M A R K E R
STUNNED
 laced next to the player with
P
 Stunned model must use
A
Advantage. Also physically flipped
an Action to shake off their
to determine direction of scatter.
Stunned Condition before

ARMOR BOOST TOKENS


taking any other actions. HELPFUL HINT
No- 4 from Vault Boy!
 laced on a unit card, each token
P
S LO W *
increases the unit’s ‘Strong
 Slow model’s Movements
A
Armor’ value by 1, but one token ZIP-LOC BAGS ARE A GREAT WAY TO STORE YOUR
are at one distance shorter
is discarded each time the unit is TOKENS, DICE AND RANGE MEASURES, AND KEEP
than normal.
hit (regardless of Damage). THEM FRESH AND READY FOR YOUR NEXT GAME!

*THESE TOKENS ARE NOT USED IN VAULT-TEC SIMULATOR, BUT MAY BE USED IN GAMES OF FALLOUT: WASTELAND
WARFARE, SEE THE FALLOUT:WASTELAND WARFARE RULES OF PLAY FOR DETAILS
BOSTON, MA © 2077 VAULT-TEC INDUSTRIES All visual representations and projections have been
ISSUED BY VAULT-TEC DOCUMENTATION DEPARTMENT developed through the use of Science.
Enjoy the new ‘Vault-Tec Simulator’! Have you ever wanted to
quickly see who would win in a fight between a rampaging Super
Mutant or valiant Brotherhood of Steel Paladin? Well now, with the
aid of the patented Vault-Tec Simulator, you can! Built on the
framework of Fallout: Wasteland Warfare, this streamlined
system allows for a quick and easy to grasp gameplay experience
where you can pit the various personalities of the Wasteland
against one another!

Including:
n An introduction to Vault-Tec Simulator
n Rules of Play
n Solo and Cooperative Play
n Scenarios
n Forces

https://www.modiphius.net/collections/fallout-wasteland-warfare
© 2024 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax
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fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for PRINTED IN POLAND MUH15019001- PDF

those people and events described in an historical context


may vary from those shown.

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