0% found this document useful (0 votes)
128 views10 pages

Foww Box Scenarios Creatures Download

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
128 views10 pages

Foww Box Scenarios Creatures Download

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

FOWW SCP-016-111

HUNTERS OF THE WASTELAND


INTRODUCTION HUNTER TEAM A DEPLOYMENT ZONE

Two teams of experienced hunters have been


contracted to rid a plot of land of any wild threats. The
contract, however, is an all-or-nothing deal that will
only be paid to the player with the highest score.

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.

HUNTER TEAM A: BIG ON FIREPOWER, BUT NOT SNEAKING UP ON ANYBODY

© 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

OLD GULLET’S DEATHTRAP


INTRODUCTION INVADER
DEPLOYMENT
The sinkhole had just the right atmosphere. The soft- ZONE
skins always take care of their herd – no one is ever left
behind. Perfect to lure them in. Perfect for a deathtrap.

This time, it was a valiant local farmer that saved


your life. His name is Javier, and he has asked you (in
exchange for a tasty bowl of irradiated cereal and a
place to sleep) to take a look into Old Gullet’s sinkhole
– since he thinks his trusty Brahmin has wandered
into it. Food’s been great, so you feel ready to face
anything! Surely, this should be a piece of cake.

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.

Starting with the Deathclaw player, the players then DEATHCLAW


alternate placing Investigation Markers in contact DEPLOYMENT
ZONE
CONTINUED OVERLEAF
NOT TO SCALE
with the wall of each chamber. Then the Deathclaw Player places Investigation Marker anywhere in the board, and place the unit in
3 lettered Searchable Markers, facedown on the board, with the base contact with that Investigation Marker. If the result was 2 or
letters hidden, so that they don't know which is which. The markers 4, the opponent chooses where the unit will travel.
to be used are A, B and C, and should be placed at least Blue from
If you are using the Deathclaw, you’ll get to choose where to go
each other. Number 3 will be the Brahmin marker.
with results of 1, 2 or 3 instead.
The Invaders deploys Red from the Invaders player’s table edge
Searchable Markers can be revealed by a unit which is in base
AND at least Black + Orange from the side edges.
contact with it. If you reveal Searchable Markers A or B, gain
The Deathclaw then deploys within Red from the Deathclaw 50 Caps.
player’s table edge, and at least Black from the side edges.
Once the Brahmin Marker (Searchable Marker C) is revealed,
Flip Luck — the winner chooses whether or not to deploy first. all Invader units within Green will be made aware that the
For this game, the Deathclaw player will get one Deathclaw Brahmin is dead. The objective for the Invader player is to exit the
model with up to 50 Caps of extras for it. The Invader player will cave through the entrance with at least one of the units that saw
get 300 Caps. the Brahmin.

Initiative is determined as usual.


Game Duration: Until one side wins.

SCENARIO RULES VICTORY CONDITIONS

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.

Place a big piece of terrain in the middle of the board. GHOUL


DEPLOYMENT
Then, the Ghouls player places 3 Investigation ZONE
Markers at exactly Yellow distance from any board
edge. Each marker should be at least at Black from
PROTECTOR
each other. DEPLOYMENT ZONE
Next, the Protectors deploy within Yellow of the GHOUL
central piece of terrain. DEPLOYMENT
ZONE
Finally, the Ghouls deploy, always within Yellow of
one of the Investigation Markers.

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.

When a Ghoul is killed, place it outside of the game area. At the


start of the next round, all killed ghouls can redeploy as per the
normal scenario rules (within Yellow of an Investigation Marker).
The ghouls won’t stop coming until all hatches are closed! Only
one ghoul per Investigation Marker can redeploy at the start of
each turn.

Game Duration: 8 rounds.

© 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.

Game Duration: 4 rounds

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...

BATTLEFIELD SET-UP RADROACH


DEPLOYMENT ZONE
This scenario is played on a 3 feet x 3 feet (90cm
x 90cm) table, though given the specifications of
terrain this might be smaller or larger. It is designed
to be played using the Solo Play rules (see Campaign
Handbook, page 7).

Set up scenery to craft a maze-like environment.


Each piece should block LoS to simulate the
underground passages that run below the settlement.
We encourage you to get as creative as possible with
whatever scenery you have available! In the center
of the compound, place an Investigation Marker
signaling the source of the infestation. Deploy all your PLAYER 2
radroach models within Red of the marker. ENTRANCE WAY
CONTINUED OVERLEAF
NOT TO SCALE
Each player steps into the den via a different entrance, with only
one model deployed there, worth no more than 100 Caps.

SCENARIO RULES
Each time a radroach is killed, another one spawns in base contact
with the marker.

Once in sight of the marker, the players’ models can attack it as if


it were a normal model:

Radroach Nest
Hit Points: 4
Armor: none

Game Duration: 6 rounds

VICTORY CONDITIONS
Victory is achieved by whomever kills the nest. Any other result is a
defeat. 150 Caps for the victor!

CAUTIOUSLY READY FOR A RADROACH ENCOUNTER

© 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.

You might also like