FOWW - Getting Acclimated {2PB-001-111}.pdf

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FOWW 2PB-001-111 —
SECTION A1
FO WW 2 PB- 00 1- 1 11
FINDING YOUR FEET
These basic tutorials are for those who are new to tabletop gaming
and wargames, and serve as a good starter for you to learn. The
Rules
of Play
core rulebook contains the full rules, while the
Campaign
Handbook
includes scenarios. This booklet leaves out the full tactical
complexity of the game in order to ease you in. Experienced tabletop
wargamers may prefer to start from the main rules, whereas brand
new players are encouraged to start here. The scenarios go through a
stage-by-stage way of learning; if you feel you’ve got the idea, feel free
to move on to the next section.
You play
Fallout: Wasteland Warfare
by moving, attacking and
defending against the opposing force, and achieving your objectives
on the battlefield (anything from killing the foe to searching for loot
or hacking computer systems).
VAULT DWEL LER S
Designer:
James Sheahan
Developer:
James Barry
Graphic Design:
Michal E. Cross, Stephanie Toro
Layout and Editorial:
Richard L. Gale
Lead 3D Artist:
Jonny La Trobe-Lewis
3D Artists:
Chris Peacey, Alex Gargett,
Domingo Díaz Fermín, Luigi Terzi
Development Team:
Jon Webb, Federico Sohns,
Stefano Guerriero, Javier Angeriz-Caburrasi, Katya Thomas.
Produced & Art Directed by:
Chris Birch
Publishing Assistant and Social Media Manager:
Salwa Azar
Production Manager:
Steve Daldry
Community Support:
Lloyd Gyan
Operations Manager:
Garry Harper
Thanks to:
Mike Kockis and his team, all at Bethesda, Rita Birch,
John Houlihan, Sam Webb, Rob Harris, Giles Pritchard
UNIT CARDS
Your force is made up of models, and within the game, each model has
a unit card. This shows everything about that model: how good they are
at certain actions in-game, how much armor they have, how far they
can move, etc.
Modiphius Entertainment, 39 Harwood Road,
London, SW6 4QP. United Kingdom.
© 2018 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 unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner; no infringement is intended.
This is a work of fiction. Any similarity with actual people and events, past or
present, is purely coincidental and unintentional except
for those people and events described in an historical context.
Actual components may vary from those shown. Made in China.
MEASURING
Measuring is done with range rulers of different
colors and lengths. These are used for movement,
and seeing if you’re in range to shoot and charge.
For more information on range-based skills (such
as Perception), see the full rules in the
Rules of
Play
book.
MOVEMENT
Move distance
for each model in
the game is shown in the upper
left of their unit card. The colored
box on the left shows how far a
character can Move. The box next to
it is how far they can Charge (more
on this later).
MOVE DISTANCE
Example: Movement
A Super Mutant wants to move into a better position
to hunt their prey. They have a
Move distance
of
Yellow.
The player places the yellow range ruler
against the front of his base (position
1,
right),
picks up the model and then places the back of the
base touching the other end of the ruler (2).
The Super Mutant wants to move again, this time
just up to the edge of an interesting hole in the
ground (represented by an
Investigation Marker,
right). Obviously they don’t want to move into or
fall down the hole! In this case the range ruler is
placed against the front of their base as usual, the
model is picked up, and then because the edge of
the hole is within their maximum movement range,
they are placed next to the hole (3).
When moving, place the range ruler in contact with
the front of a model’s base. You can then move the
model so that the back of its base is touching the
other end of the range ruler – that is its maximum
movement per Action (more on Actions in the main
rules). You do not have to move the model this full
distance, and can move it in any direction up to
your maximum movement.
TUTORIAL 1: NAVIGATING THE WASTES
Nora has emerged from the vault into the
Wasteland. It’s time for her to find her feet in
this new world. She can see a weapon
stash close by, but to reach it she
must negotiate a toxic swamp.
Players will need:
n
n
n
n
Sole Survivor model
Sole Survivor Day One unit card
Range rulers
A Searchable Marker
The Game
Place your Nora model as shown on the map below.
She may move the range indicated on her card each
time she moves. Move her to the Searchable Marker
(a crate with a pistol), and then to the exit without
her entering the green areas.
To create the green areas, use model terrain; if
you do not have any, you could use colored paper
or material cut to size, or simply measure out the
green areas when Nora moves to make sure you
don’t clip them!
HOLE
(INVESTIGATION
MARKER)
YELLOW
RANGE RULER
CRATE WITH 10MM PISTOL
(
SEARCHABLE MARKER)
ORANGE
RANGE RULER
RANGE
RULERS
RED
RANGE RULER
NORA
START POINT
(
ANY MARKER)
EXIT
FOWW 2PB-001-1111 —
SECTION A2
YOU’RE S.P.E.C.I.A.L
ATTRIBUTES
Attributes come into play when attempting to
achieve your goals in the game (for example hitting
in combat, or hacking a computer). Attributes are
broken down into ‘S.P.E.C.I.A.L.’, which spells out:
CHA – Charisma
This is most often used for interacting with
stealthy units and certain narrative elements of
the game.
INT – Intelligence
This is most often used for hacking computers and
searching for hidden treasures in boxes.
AGI – Agility
This is most often used for picking locks or
throwing grenades.
LUC – Luck
This represents how lucky you are. If you’re very
heroic you can use Luck to help you in the game.
SHOOTER
STR – Strength
This is most often used for melee attacks, breaking
things and sometimes firing heavy weapons.
PER – Perception
This is most often used for ranged attacks with
pistols or rifles.
END – Endurance
This is most often the amount of damage a model
can take before they become a casualty.
SKILL CHECKS
TARGET
WITHIN SHORT
RANGE
Most actions in the game – for example, attacking
– require you to take a
Skill Test.
To do this,
roll the white
Skill Dice
and then compare the
number rolled to a specific attribute (depending on
the activity).
n
If you roll a number
equal to or under
the
target number, or roll any symbol other than
an
X,
your Skill Test succeeded.
n
If you roll
over
the number, or roll an
X,
the
Skill Test failed.
For these tutorials, we only use the numbers and
the
X
symbols on the Skill Dice – any other symbols
will count as
1s
during these tutorials.
The attribute you test against is determined by
the type of action you are taking. Look at the icon
on the weapon you are using and compare it to the
unit card: the attribute used is the one that is on
the same line as the weapon icon.
Making an Attack
When using a melee or ranged attack, you will
do so with a weapon. Weapons come in two main
types: Ranged Weapons – such as pistols and rifles
– and Melee Weapons. Other weapon types, such as
Thrown Weapons and Heavy Weapons are covered
in the
Rules of Play
core rulebook. Melee Weapons
can
only
be used in melee – that is, close combat
(more on this below).
When firing a Ranged Weapon, you can only attack
targets that are in range. Each Ranged Weapon has
two range measurements – short and long – shown
as horizontal rectangles on the weapon card (see the
Assault Rifle card, below). The leftmost of the boxes
represents short range, with long range on the right.
These reflect the color of rulers used to measure this
weapon’s range, with long range
added to the end
of
short range (see margin, far left).
Any player can measure ranges at any time.
TARGET
WITHIN LONG
RANGE
SHORT RANGE
LONG RANGE
Weapons also have bonus and special rules (more
on this below).
Example of Shooting:
A
Super Mutant
wants to fire his Heavy
Weapon. To find the attribute to test against,
look at the Super Mutant unit card. As shown,
the
Heavy Weapon icon
is next to
S
tr
. The
Super Mutant has
S
tr
6,
so you would need a
roll of
either
6 or less
or
any
icon that was
not an X
to succeed in hitting. He rolls the
white dice, and gets an
8.
He misses.
He tries again. He rolls an ‘!’, which for the
tutorials counts as a
1.
This is less than his
target of 6, so he hits.
RANGED WEAPON:
PISTOL ICON
RANGED WEAPON:
RIFLE ICON
MELEE WEAPON
ICON
TUTORIAL 2:
SHOOTING RANGE
Being frozen so long can blunt anyone’s edge. To
get used to defending herself with ranged weapons,
Nora sets up a shooting range to get her eye in.
Players will need:
n
n
n
n
n
Sole Survivor model
Sole Survivor Day One unit card
Range rulers
5 Investigation Markers
The 10mm Pistol weapon card (shown right)
HEAVY WEAPON
ICON
The Game
Place your Nora model as shown below. She must
shoot all the cans (represented by
Investigation
Markers).
Any that are in range can be shot (note that the
10mm Pistol does not have long range). Roll the
Skill Dice and compare it to the pistol icon on the
Sole Survivor Day One unit card to see if you hit, as
described above.
If a target is not in range, Move using Nora’s
Move
distance
(see p.3), and then Shoot. Keep it up until
you have scored 1 hit on each Investigation Marker
(remove them from the table after each hit).
RED
CAN
(INVESTIGATION
MARKER)
INSIDE
ORANGE
NORA
START POINT
RED
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