Foww Box Scenarios Creatures Download
Foww Box Scenarios Creatures Download
BATTLEFIELD SET-UP
This scenario is played on a 4 feet x 4 feet (120cm x
120cm) table. It pits Hunter Team A against Hunter
Team B.
AI MARKER
Each team deploys opposite each other, along their DEPLOYMENT ZONE
board edge, within Yellow of the edge. Then, each
player deploys an AI Marker at least Black from each
board edge.
SCENARIO RULES
Each AI Marker in this game will use normal AI
rules and represents a creature that will ignore other
creatures but attack the players’ models. We suggest
the Caps limit of both players combined equals that of
the creatures. HUNTER TEAM B DEPLOYMENT ZONE
CONTINUED OVERLEAF
NOT TO SCALE
When a creature dies, a player’s model will be able to pick up the Game Duration: 8 rounds.
Caps value of the creature the marker represents. If a carrier
model dies, leave an AI Marker at the position where it died, and VICTORY CONDITIONS
those Caps may be picked up by any other model Interacting with
Whomever claims most Caps wins that amount. The loser will not win
the marker. The objective of the players is to seize as many Caps any caps.
as possible by the end of the game.
© 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.
FOWW SCP-017-111
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet (90cm
x 90cm) table. Place terrain on the board so that it
defines a network of chambers. It doesn't have to
look like the above, but will need to establish walls
blocking Line of Sight. Mark the Invader Deployment
Zone well, since this is the cave entrance.
The Investigation Markers are entrances into the deep tunnels PLAYER CONDITION
of the burrows; dark and moist. The Deathclaw excavated these a Invaders If, after spotting the dead Brahmin, one of the units that
long time ago, and can use them to quickly travel across its burrow. saw it leaves through the cave entrance. Earn 180 Caps.
If a unit is in base contact with an Investigation Marker, they Deathclaw If no witnesses to the Brahmin's death escape, 180 Caps.
can use an Action to try and travel across the tunnels. Roll a (red)
Armor Dice. For Invaders, a result of 1 or 3 means they choose an
© 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.
FOWW SCP-018-111
DC METRO RAID
INTRODUCTION
The DC Metro is infested with ravenous Ghouls. You
are tasked to rid the inhabitants of the metro from the GHOUL
Ghoul threat. You set up the bait, light up some flares, DEPLOYMENT
and sit tight. Peace is not going to last. ZONE
BATTLEFIELD SET-UP
This scenario is played on a 3 feet x 3 feet (90cm x
90cm) table. It pits Ghouls against Protectors.
CONTINUED OVERLEAF
NOT TO SCALE
SCENARIO RULES VICTORY CONDITIONS
PLAYER REWARDS
The Ghouls player utilizes as many ghouls (and only ghouls) as
Protectors 70 Caps per removed Investigation Marker, though they
they can to compose their force, and then the Protectors play with
will not earn anything if they are all killed.
50% more points than the points contained in the Ghouls force.
Ghouls 150 Caps if they manage to kill all enemy models.
The Ghouls try to kill the Protectors, while the Protectors need
to close and seal the hatches. To do this, a model in base contact
with an Investigation Marker needs to pass an Agi Test. If
successful, they seal the hatch and the Investigation Marker is
removed.
© 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.
FOWW SCP-019-111
CHEMTEST PIT
INTRODUCTION
Gerald always had this extremely fun way of testing
the stock of newly-arrived chem dealers. Other Raider
camps would normally start fights over who got the
first dose, but in here we just test it out in the Pit.
After all, the radscorpions seem to enjoy chems as
much as humans...
BATTLEFIELD SET-UP
This scenario is played on a small area, no wider than
Black + Green. Deploy the radscorpions using the
normal rules, at least Black from each other.
SCENARIO RULES
Each radscorpion can (as an exception to the rules)
carry up to 100 Caps of Chems.
VICTORY CONDITIONS
Victory is achieved by whichever radscorpion survives
with the most wounds. 70 Caps for the victor!
NOT TO SCALE
© 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.
FOWW SCP-020-111
DEN OF PESTILENCE
INTRODUCTION PLAYER 1
ENTRANCE WAY
The radroach infestation in the settlement has become
out of control. Before the inhabitants of the place can
give you any clues with regards to your main mission,
they’ve asked you to sort out their pest issues. You
are taken to an underground compound, the supposed
source of the radroach infestation...
SCENARIO RULES
Each time a radroach is killed, another one spawns in base contact
with the marker.
Radroach Nest
Hit Points: 4
Armor: none
VICTORY CONDITIONS
Victory is achieved by whomever kills the nest. Any other result is a
defeat. 150 Caps for the victor!
© 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.