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FVTS VaulTecSimulator PrintAtHome US 012RG
FVTS VaulTecSimulator PrintAtHome US 012RG
SIMULATOR
USER MANUAL V. 114224 VTS SIMULATION SERIES:
FALLOUT : STREAMLINED
FOR YOUR
WASTELAND WARFARE CONVENIENCE
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
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.
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
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.
Black
Blue
Green
Red
Yellow
Orange
B: Super Heavy
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
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.
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 .¦”£”;£|_^&`|,$*{}[]
In addition to this, every model has an Awareness
Aura Buffs: These are positive effects that boost Range. This is marked in the middle of their Profile. SKILLS
BRUTE
nearby allies. Any friendly model(s) within the model’s For example, would indicate a Green range for
S tr 8
SUPERMUTANT
Presence Skill range gains the benefits of the Buff. awareness. This is used to determine from how far
P er 3
away a model can Interact with an Investigation
Aura Debuffs: These are negative effects that
detract from nearby enemies. Any enemy model(s)
Marker (see p.23).
SPECIALTIES E nd 8
within the model’s Presence Skill range suffer the C ha 3
negatives of the Debuff.
I nt 3
EQUIPMENT ABILITIES A gi 4
L uc 3
A: 104. B: 100 Bladed Helmet: When using Charge Bonus + .
ARMOR
CAPS A: Super Mutant Armor
2
and Bladed Helmet
AWARENESS ABILITIES B: Super Mutant Armor 2
MOVE
During a game of Vault-Tec Simulator, models will If a Skill Test fails then no other results on any dice
attempt Actions such as shooting, lock-picking, and (including Effect Dice) can be used, other than and
close combat. When a model attempts an Action, the which grant the model a Quick Action (see p.10).
result is determined by a Skill Test. The model’s
Players may choose to fail any Skill Test taken by
player rolls the Skill Dice usually alongside one or
their models. If they do so, the result counts as on
more Effect Dice. These dice rolled together will
the Skill Dice.
generate both a numerical result and a number of
effects from symbols. The numerical result is what
The Skill Dice 0x1030 _%¬{,”¬\&&{}$%^&
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.
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.
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.
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.
QUICK ACTIONS
TYPES OF ACTION
ACTION DESCRIPTION SEE PAGE
Move The model moves. 15
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
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:
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.
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.
Rules of P lay 13
/”¦”::$ ELMINATED 0x236C
MODELS %^&$!_£¬ 0x236F Models Eliminated Due to Damage In the example at the bottom of the page, the
weapon’s base Damage of 2 Energy is replaced by
4 Energy Damage, and 1 blue Special Effect Dice
is added to the standard amount (which varies
HEALTH ICON depending on the range). In addition instead of a
result adding an extra Energy Damage, it adds
the On Fire Condition.
2 CRITICAL ICON (which are found on the blue dice) for 1 Damage
to ignore armor, or
Any Effect Dice in the Crit are added to the standard SKILLS
SOLE SURVIVOR TECH
Effect Dice of the weapon - roll these additional dice S tr 4 +3 +3
immediately and add themSURVIVOR
into your result. The P er 4
Damage in the Crit replaces the base Damage of the
SPECIALTIES E nd 6 +5
weapon. Any Special Effects in the Crit replace any
Dog Handler: Dogs can using PER. If Sole Survivor is Heroic, nearby C ha 6
Special Effects for the same
dogs canresult normally
also be Heroic used
during their by
Activation.
Improvised Weapon
QUICK ACTIONS - 4+1 4
Weapon Type Short Range Long Range Damage Effects Crit
1 dmg
Laser Rifle 2 ignore
armor
4 4
+
Effects Critical
Weapon Type Short Range Long Range Damage Effects Crit
Improvised Weapon 1
SKILLS
SOLE SURVIVOR
14 FALLOUT – VA ULT- T EC S IM U LATO R S tr 5
SURVIVOR P er 7
BROTHERHOOD OF STEEL
0x230C /,£`:$ ACTION: MOVE
ACTION: MOVE SPECIALTIES 0x230F /\|\`_/¦”_,¬$/£¦-~:
Figure 15.1
93
CAPS
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.
Blocking
A model is considered to have moved through another
model when their bases overlap during Movement.
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.
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 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 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
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
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
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
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.
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.
NO COVER
COVER
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.
Cover
Thrown Actions obey the same rules concerning
Cover as a Shoot Actions (see p. 18).
Rules of P lay 21
{}$:[] ACTION: USE 0x254F ACTION: USE EXPERTISE
EXPERTISE )-:;_ :#\ 0x25F4
Expertise Skills
The Computers Skill can be used to hack terminals
or open safes. If the Computers Skill Roll is an X, the
COMPUTERS PRESCENCE terminal is locked for the remainder of the current
SKILL ICON SKILL ICON player’s turn, during which no other Use Computers
attempts can be made on that terminal.
LOCKPICK SEARCH
The Lockpick Skill can be used to open lockboxes to
SKILL ICON SKILL ICON
gain items, or open locked doors.
Achieving objectives in Vault-Tec Simulator usually Presence may be used to inspire or intimidate
requires more than raw combat prowess. Expertise is others, using abilities detailed on their Profiles. To use
the group name for the Skills: Search, Computers, the Presence Skill both of these must be true:
Lockpick, and Presence. The Use Expertise Action
n The model must not be Engaged
allows a model to use one of these Skills, if they have
the appropriate Skill icon. n The target must be within the model’s
Presence range.
Most Expertise Skill Tests require a model to be able
to Interact with something. A model can Interact A model’s Presence range is noted on their Profile.
with an object if they are in base-to-base contact with
it and they are not Engaged.
B
EO
CAN LOOK
range and the model has Line of Sight to
CAN’T LOOK
the marker. The model’s position does not
allow the player to look at Investigation
Marker B because it does not have LoS to THE BUILDING’S
ASPIRANT WALL BLOCKS THE
the marker, or at Investigation Marker C GODDARD LINE OF SIGHT
because it is outside Blue range.
LINE OF SIG
HT
C
Figure 23.1 NOT TO SCALE
CAN’T LOOK
Rules of P lay 23
//{}$:[] 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.
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:
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.
Rules of P lay 25
PRE-GAME SET UP -* 0x2623 PRE-GAME SET-UP
)-:;_ )&^%&£$^::-#\ 0x2624
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
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.
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.
n Defeat X
n Protect X
n Go To X
n Use X
n None
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.
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
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.
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.
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
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)
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
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!
Battlefield Set-up
DEPLOYMENT EDGE
DEPLOYMENT EDGE
This scenario is played on a 3 foot x 3 foot (90cm x
90cm) table.
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.
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.
DEPLOYMENT EDGE
DEPLOYMENT EDGE
Game Duration
6 Rounds
Victory Conditions
Attacker Victory: End the game with more
Computer Terminals Off than On.
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
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
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.
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
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
38 FALLOUT – VA ULT- T EC S IM U LATO R Permission granted to photocopy this page for personal use only.
© 2024 ZeniMax Media Inc. All Rights Reserved.
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
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
Weapon Loadout A,
QUICK ACTIONS Weapon Loadout B or
Weapon Loadout C x
Weapon Loadout A 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
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
40 FALLOUT – VA ULT- T EC S IM U LATO R Permission granted to photocopy this page for personal use only.
© 2024 ZeniMax Media Inc. All Rights Reserved.
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
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
10mm Pistol x 2 3 + + 4
Weapon Type Short Range Long Range Damage Effects Crit
Improvised Weapon 1
42 FALLOUT – VA ULT- T EC S IM U LATO R Permission granted to photocopy this page for personal use only.
© 2024 ZeniMax Media Inc. All Rights Reserved.
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
Improvised Weapon
QUICK ACTIONS -
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
Improvised Weapon 1
44 FALLOUT – VA ULT- T EC S IM U LATO R Permission granted to photocopy this page for personal use only.
© 2024 ZeniMax Media Inc. All Rights Reserved.
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.
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
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
46 FALLOUT – VA ULT- T EC S IM U LATO R Permission granted to photocopy this page for personal use only.
© 2024 ZeniMax Media Inc. All Rights Reserved.
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
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
48 FALLOUT – VA ULT- T EC S IM U LATO R Permission granted to photocopy this page for personal use only.
© 2024 ZeniMax Media Inc. All Rights Reserved.
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
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
50 FALLOUT – VA ULT- T EC S IM U LATO R Permission granted to photocopy this page for personal use only.
© 2024 ZeniMax Media Inc. All Rights Reserved.
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
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
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
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
*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
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