Fallout Wasteland Warfare RPG Expansion 1.1 PF
Fallout Wasteland Warfare RPG Expansion 1.1 PF
Fallout Wasteland Warfare RPG Expansion 1.1 PF
Designer
James Sheahan
‘Parzival and the Wasteland Knights’
Jim Johnson
Additional Material
James Barry, Richard L. Gale,
Jim Johnson, Ryan Schoon,
Federico Sohns, Jon Webb,
and Sam Webb
Line Development
James Barry and Sam Webb
Editing
Mike Brunton
Proof Reading
Virginia Page, Federico Sohns,
Charlie Perkins, Richard L. Gale,
and James Barry
Art Direction
Chris Birch and Jon Webb
Photography and Video
Salwa Azar and Steve Daldry
Photo Retouching
Rocío Martín Pérez
Graphic Design
Michal E. Cross and
Stephanie Toro
Layout Playtesters
Richard L. Gale Adam Brown, Costin Becheanu,
Sculpt Art Direction Troels Rohde Hansen, Ian Henderson,
James Barry and Jon Webb Clive Oldfield, Christoph Krumm,
Head of 3D Art Project Pipewrench
Jonny La Trobe-Lewis Publisher
Staff 3D Artists Chris Birch
Chris “Chrispy” Peacey, Executive Assistant and Social Media
Domingo Díaz Fermín, and Manager
Alex Gargett Salwa Azar
Freelance 3D Artists Production Management
Roy Gabriel, M. Mar García, Steve Daldry and Peter Grochulski
Gael Goumon, Tobias Kornemann, Community Support
Jamie Phipps, Ana Román Peña, Lloyd Gyan and Shaun Hocking
Romeo Salbatecu, Luigi Terzi, Sales Manager
and Ben Wolseley-Charles Rhys Knight
Painters Sales and Retailer Manager
Lewis Collins, Adam Huenecke, Cole Leadon
Jon Webb Thanks to
Scenery Mike Kockis and his design
Dreamspirit Studio, Matt Sonnati team, all at Bethesda,
Development Team Rita Birch and the operations
Javier Angeriz-Caburrasi, team, Jason Enos and the
James Barry, Stefano Guerriero, Wargames team, Matt Timm
Virginia Page, James Sheahan, and the RPG Team,
Katya Thomas, Jon Webb, Gavin Dady and Rob Harris
and Sam Webb
2 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
FOWW RPG-001-111 — SECTION 2.1
THE WASTELAND
War. War never changes. The United States of
America is no more. It was destroyed when the
A note from your friendly
world’s nuclear warheads were launched. The ensuing
apocalypse brought an end to both the Great War and Vault-Tec™ Representative
the civilized world. In its place exists the Wasteland,
WELCOME TO YOUR
an irradiated landscape pockmarked by ruined cities,
NEW HOME!
decaying civilizations, and pockets of desperate
survivors. It is inhabited by a variety of mutated Welcome to post-vault America! As you explore
creatures, horrific beasts, and undying ghouls. The your new home and the wonders and opportunities
radiation from the detonations spread quickly. available to you, Vault-Tec™ is here to help!
Everything that wasn’t killed immediately was Here we’ve presented a handy guide to the new
irradiated, and most of the country’s diverse plant landscape you now find yourself in; some may call
and animal life was wiped out. it a wasteland, but in reality it’s the gateway to
your new and vibrant life. Think of the possibilities!
Survivors work to reclaim what little they can and
salvage what they cannot rebuild. Civilization is
starting to take root again and certain areas of the
country have reached a level of stability that might have begun in some areas of the Wasteland. Each
even be called comfortable, at least for the rich and community adapts or adjusts its own governmental
powerful. The coasts have been the easiest to reclaim, system according to its needs. Merchants travel
and many of the cities on the Eastern Seaboard protected routes, trading at cities across the
have been re-inhabited. Among these are the Capital Wasteland. The merchants have created a new
Wasteland and the Commonwealth, which exist in the currency in the form of bottlecaps (‘Caps’). These old
ruins of Washington D.C. and Boston, respectively. metal caps once topped Nuka-Cola bottles, but are now
backed as a currency by the Hub in New California.
Disparate factions have begun to split off as these
communities have grown. Each faction looks to make Life in the Wasteland is harsh. The sun beats down
its own way and some are far more dangerous than hard and the radiation is intense. Clean water and
others. By far the most dangerous are the Raiders. food are rarities. Most survivors have been forced to
They place no value on any Human life but their adapt to dirty water and irradiated food. Surviving
own. Yet civilization has begun to flourish, despite alone in the Wasteland is difficult at best, but living
the opposition. Trade, economy, and even government in a community comes with its own struggles.
4 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
these, Rivet City, exists within the shell of a wrecked to bring Synth AI technology to the world. The
aircraft carrier. Commonwealth has been a hotbed of controversy since
the arrival of the Synths. Some organizations, such as
The Commonwealth the Brotherhood of Steel, attempted to eradicate the
The Commonwealth covers most of what was Synths, while the Railroad attempted to save them
Massachusetts, including the city of Boston, and it is from the Institute’s slavery. The largest city in the
home to the enigmatic Institute. The Institute rose Commonwealth is Diamond City. It is built within and
from within the Commonwealth Institute of Technology around the remains of the city’s baseball stadium.
S E CT I O N 2 – T HE W O RL D OF TH E WASTELAND 5
and the sea to hunt on land. Mirelurks are a reliable
A note from your friendly source of meat, but it is usually tainted and will most
Vault-Tec™ Representative likely cause radiation sickness if consumed.
6 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 2.2
FOWW RPG-001-111 —
SURVIVORS
Survivors are working to rebuild the old world while
facing all of the threats that come with life in the
Wasteland. Most of these came from inside vaults:
large, self-contained structures built underground
to protect Humanity in case of nuclear disaster. The
vaults around the world only began to open when
the air was deemed safe from radiation. This allowed
survivors access to the new world, and they emerged
with the tools and supplies to rebuild. Vaults did
not open at the same time, and some survivors were
left locked in for decades while the world outside
advanced. Other vaults malfunctioned and the people
inside mutated or died. Some vaults were attacked
and plundered by Raiders. In some cases, vault
members became Raiders themselves. They decided
against contributing to the world and instead take
whatever they can. The lucky percentage of the
population who managed to survive in the vaults
were then given the burdensome task of rebuilding
the shattered world.
S E CT I O N 2 – T HE W O RL D OF TH E WASTELAND 7
NOTABLE SETTLEMENTS
Acadia from Raider gangs and has its own army of enforcers
Acadia is built into the remains of an old observatory to protect it. Junction City is self-sufficient and does
at Far Harbor, and has become home to runaway not need to beg for help from bigger factions like the
Synths who fled the Institute. Humans and Synths Brotherhood of Steel.
are able to coexist within its borders.
Megaton
Broken Hills Megaton is one of the largest cities in the Capital
Broken Hills was founded by Super Mutants as a place Wasteland. It was built around a Megaton bomb that
for the mutants to coexist with both Humans and failed to detonate. The city exists in the crater made
Ghouls. The city itself is built into a mine where the when a bomber plane crashed, and is mostly built
Super Mutants work to extract uranium. The intense from parts salvaged from that aircraft in the early
radiation doesn’t have much of an effect on them. days. The Megaton bomb itself is still active and could
go off at any time. The people of Megaton have made
Diamond City peace with that and there are some that even worship
Diamond City is the largest settlement in all of the the bomb.
Commonwealth. It is built into the remains of Fenway
Park, which was once a notable landmark. The city Sandy Shores
is incredibly prosperous and has grown to bursting This city was once called Shady Sands but its name
over the years. It features restaurants, hotels, clubs, changed after it became the capital city of the New
a radio station, and even has its own newspaper. It is California Republic. It is the largest city in the
as close to pre-war “normal” as things can get in the Republic and one of the largest cities in the entire
Commonwealth. Wasteland. It is a large farming community that
grows crops and tends to large herds of Brahmin.
The Hub
The Hub is one of the largest cities on the West Rivet City
Coast and is the central state of the New California Rivet City is a thriving community built within and
Republic. The Hub is built into a pre-war city that around the remains of a United States Navy aircraft
managed to survive most of the damage of the war, carrier. It is one of the most secure places to live in
and most of the old buildings within the Hub are still the Wasteland outside of the hidden Institute. There
intact. Life there is reminiscent of life before the war. are so many rooms built into the carrier that most
The Hub is home to many of the merchant groups in families are able to afford a room to themselves. The
the Wasteland and it has its own functional police and large common area within the ship was turned into a
a variety of trade guilds and criminal organizations. bustling market.
8 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 2.3
FOWW RPG-001-111 —
S E CT I O N 2 – T HE W O RL D OF TH E WASTELAND 9
ORGANIZATION STRUCTURE
The Brotherhood is organized as a mixture of a They study pre-war technology, attempt to
military force and a religious order. It uses a similar understand it, and are fundamental in producing
chain of command to the military, and uses military new technologies.
tactics and bases to carry out its operations. However,
Meanwhile, the Knights don their iconic Power
internally, it is structured more like a religious
Armor and assert the Brotherhood’s authority in
organization: its ranks range from Initiate to Paladin.
the outside world. Knights who perform admirably
Recruits begin their lives in the Brotherhood as
over the years are promoted to the much-coveted
Initiates who serve to assist Paladins, Knights, and
rank of Paladin. Paladins are the Brotherhood’s
other ranking members of the Brotherhood until a
elite operatives and fight on the front lines of the
time they are deemed worthy to join the actual ranks.
Brotherhood’s wars. Paladins can eventually retire
From there, Initiates will be separated into two
and be promoted to serve on the Brotherhood’s
groups, based on their abilities. These two groups are
Council of Elders – if they survive that long. Paladins
“The Scribes” and “The Knights.”
are also granted the best Power Armor and weapons
The Scribes serve the day-to-day needs the Brotherhood can provide.
of the Brotherhood inside their protected bunkers.
CONFLICTS
The Brotherhood of Steel is a large, aggressive organization still exists and is gaining strength along
entity and cannot peacefully coexist with other the eastern coast. They still view the Brotherhood
organizations. They have fought wars across the as an enemy and are willing to fight it openly in the
Wasteland and will fight many wars to come. streets of the Capital Wasteland and Commonwealth.
Brotherhood Tactics
The Brotherhood operate like a military unit, with its
own divisions and unit rankings. When it performs
an operation in hostile territory, it does so with the
support of a Vertibird and several Paladins equipped
with a variety of artillery and laser weapons. The
East Coast Brotherhood watches from the skies
within their airship, the Prydwen, and dispatches
Vertibirds filled with troops when it sees conflict
down below. This is especially true when that conflict
is with the Super Mutants. The Brotherhood is
generally protective of Human life and will not put
KNIGHT CAPTAIN CADE PREPARES A SORTIE innocents at risk.
10 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 2.4
FOWW RPG-001-111 —
RAIDERS
The term “Raider” is a general classification for
survivors who have chosen to turn on mankind. They
resort to violence and aggression to secure their needs.
A note from your friendly
There are many different types and styles of Raiders Vault-Tec™ Representative
but they all have one thing in common: they cannot
A CHEMICAL ROMANCE
be trusted. A Raider would just as soon turn on a
fellow soldier as they would an enemy if they thought While out and about in the Wasteland, you
they could benefit from the betrayal. Some factions may find yourself face to face with unsavory
of Raiders are more organized than others and have characters or the more militant groups of
their own camps, bases, and leadership structures. survivors know as Raiders. Do not be afraid!
Others have devolved into nomadic gangs that move While they have made some questionable
from place to place and pillage whatever they can. choices in the face of nuclear annihilation, they
may also be your best route to success in this
Travelers passing through the Wasteland always need
inhospitable environment. Don’t write off these
to be wary of Raider ambush. The merchant caravans
possible new friends because of an addiction or
that travel across the country are often the target of
two, especially when using their ‘resources’ to
their raids. Many merchants have taken to bringing
your own benefit.
armed guards on their trips or enlisting the help of the
NCR or Brotherhood of Steel to protect trade routes.
Raiders are scavengers, and they build weapons and piece of pre-war technology, such as laser weapons
armor out of whatever they can find in the wreckage or Power Armor, allowing them to rise above being a
of the old world. Occasionally they stumble onto a normal Raider squad.
RAIDER TACTICS
Raiders aren’t known for their subtlety and will faced with dangerous opponents like Super Mutants.
usually attack directly, with a complete disregard for Raiders don’t usually carry powerful weapons, and a
Human life. They have no qualms about operating in well-equipped survivor can deal with an individual
public or in broad daylight. Often employing superior Raider with relative ease. Most Raiders carry simple
numbers, they can easily overwhelm opponents, but Melee Weapons like clubs and axes, so are especially
will flee if they feel they are outnumbered, or when vulnerable to long-range weapons.
RAIDER TERRITORIES
Raiders claim territory with no regard for the original with enemy bodies, brightly colored profanities,
owners. They will build makeshift walls around the and graffiti showing their Raider gang signs. These
territory they claim, even if it exists in the middle of makeshift walls are used as a warning to keep
a settlement or city. Their walls are usually decorated outsiders away, but they offer little actual protection.
RAIDER FACTIONS
Disciples Forged
Leader: Nisha Leader: Slag
Main Camp: Fizztop Mountain, Nuka-World Main Camp: Saugus Ironworks
Area of Operation: Nuka-World, The Commonwealth Area of Operation: The Commonwealth
The Disciples are a wild and bloodthirsty gang, and Slag’s Forged are an exclusive group of Raiders.
are far more sadistic than your average group of Their initiates are forced through many deadly trials
Raiders. They kill just for the thrill of it and take before finally joining the gang. Slag uses his position
pleasure in torture. Nisha does not keep strict control within the Ironworks to harness the power of fire and
of the Disciples, and allows them to do whatever they keep his Raiders well equipped and armored. The
want as long as the gang’s actions don’t bring trouble Forged worship fire and look to “the Forge” itself as
to their doorstep. if it were a god. Initiates must change their names to
something that champions the Forge, such as “Flare”
or “Spark” upon joining the gang.
S E CT I O N 2 – T HE W O RL D OF TH E WASTELAND 11
groups. They hide out within the abandoned theme
park Nuka-World and use that as their base to
carry out operations. They have large plans for
expansion after they take complete control over the
old park.
The Pack
Leader: Mason
Main Camp: Bradberton Amphitheater, Nuka-World
Area of Operation: Nuka-World, The Commonwealth
12 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 2.5
FOWW RPG-001-111 —
SUPER MUTANTS
Super Mutants are the byproduct of Human The FEV increased the size and strength of its
experimentation carried out by the United States subjects while also disfiguring them and changing
Government in the days before the Great War. the color of their skin. The exact coloration, abilities,
The government had labs spread out across the and attributes of the resulting mutants varies
country, and each was working on their own version based on which part of the world the Super Mutants
of the Forced Evolutionary Virus (FEV), a genetic originate from, but they are still easily recognizable.
manipulator that gave birth to the Super Mutants. The FEV strains also had differing effects on the
Each of these labs failed during the Great War, the Super Mutants’ intelligence. Some groups were made
Super Mutants escaped during the collapse, and incredibly intelligent and thus able to integrate into
they began to populate the world. Each lab had been a society, while others are little more than animals
designing their own strain of the FEV, and so there acting on instinct.
are several different varieties of Super Mutants
spread across the Wasteland.
S E CT I O N 2 – T HE W O RL D OF TH E WASTELAND 13
reason. These Super Mutants are the most dangerous Their only hope to increase their numbers is to
type and will attack and kill without thought. infect Humans with FEV and turn them into fresh
Super Mutants.
The East Coast Super Mutants still organize into
loose groups and display a sense of cohesion in their There is evidence that the FEV can be cured, and
efforts to find more FEV and use it to increase their that Super Mutants can be returned to their original,
numbers. Either by design, or by happy accident, Human forms. The formulation and location of this
Super Mutants are sterile and cannot reproduce. serum is a mystery.
14 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
VARIETIES OF SUPER MUTANTS
™ A note from your friendly
Super Mutants have been categorized based on
shared characteristics to make their countless Vault-Tec™ Representative
variations easier to recognize and label in the field.
VAULT-TEC™ AND A BETTER YOU
Basic Super Mutants are the common, aggressive
Super Mutants that are most widely seen in the Any reference to Vault 87 ‘experimenting’ on or ‘creating’ Super Mutants in any
Wasteland. They generally rush in with Melee way is of course completely untrue. Vaults are safe areas in which to wait out
Weapons, or attack with crude hunting rifles. They the nuclear warfare raging above, and not a series of confined spaces in which
have a low technology level. to test new, fun theories on social interaction and Human experimentation.
Behemoth Super Mutants are the rarest form of It is a matter of record that the residents of Vault 87 are almost all entirely
Super Mutant; with no check on their growth they immune to radiation – what better way to prepare for the post-nuclear
have been known to tower 20 feet high or more. They landscape! Always remember: Anything Vault-Tec™ does is with you in mind
have lost most remnants of their intelligence or and providing you with the best chance of success in the Wasteland.
Humanity, and are nothing more than beasts. Luckily,
there are only a few Behemoths. They cause great
destruction wherever they go.
Mariposa Super Mutants are more cultured and
Huntersville Super Mutants were the results civilized than the rest of their brethren. They broke
of experiments performed in the Appalachian free from the Master’s control after he was killed,
Mountains. These Mutants share a common ancestry and decided they had a choice to make. Many of
with the Vault 87 Super Mutants but are slightly these Super Mutants allied with civilization and
smarter and able to adapt to life in the mountains. are not aggressive at all. These Super Mutants are
They rarely make permanent strongholds, but will do more common on the West Coast, though many
so occasionally. clusters have migrated to the Capital Wasteland and
Commonwealth.
Initiate Super Mutants are much larger, muscular,
and more athletic than other Super Mutants. These Vault 87 Super Mutants possess almost no
Mutants are also highly intelligent and have a intelligence. They are tough to kill, impossible to reason
working knowledge of technology that they use to with, and incredibly resistant to attacks and radiation.
build advanced weapons and armor. They are known They can speak, but their vocabulary is limited.
to carry gauss rifles and laser weapons into battle.
SECTION 2.6
FOWW RPG-001-111 —
THE ENCLAVE
The Enclave is all that remains of the former that outshine both the Brotherhood of Steel and the
government of the United States of America. The Institute. This makes their claims more believable.
Enclave claims to have always been the power
The Enclave operate in secret and their membership is
behind the politics, and their membership is made
exclusive. They only accept what they consider “pure”
up of brilliant scientists, tactically astute generals,
Humans. These are Humans that have not suffered
cunning politicians, and charismatic influencers.
from radiation, genetic mutation, Forced Evolutionary
They are still running the show from within their
Virus infection, or other prolonged Wasteland effects.
secret bunkers and claim to have the descendants
They believe this purity makes them better than
of many powerful figures among their membership,
those outside their organization. They look at most
including the last President of the United States. The
Wastelanders as inferior and less than Human.
power they wield includes technological advances
S E CT I O N 2 – T HE W O RL D OF TH E WASTELAND 15
They spent their time watching the world from the Enclave’s systems. When they arrived, they discovered
shadows while perfecting technologies such as the that John Henry Eden was a creation of the ZAX
Power Armor and Vertibirds that would eventually system, while had developed the persona to instill
end up in the hands of the Brotherhood of Steel. They patriotism and obedience across the Capital Wasteland.
finally decided it was time to reclaim their country The Enclave had doubts about the AI’s behavior, but
after decades consolidating power. They captured the persona of President Eden was obviously working,
the fallen Mariposa Research Lab and continued the and so they let ZAX continue the facade.
FEV experiments that once took place there. They
The Enclave made it a priority to strengthen their
engineered the chemical into a weapon that could
position in the Capital Wasteland. They then returned
wipe out all life on the mainland.
to their plan to use the FEV to wipe out Humanity
The Enclave was stopped, and the Brotherhood in order to take complete control of the world.
of Steel and New California Republic waged wars The Enclave once again found resistance from the
against the Enclave that nearly destroyed them. The Brotherhood of Steel, which again fought to protect
Enclave was forced to abandon their rig and most the world from the Enclave’s designs, and shattered
of their holdings in the West as a result of the war. them in the process. The Enclave’s East Coast
The survivors were called to retreat east by the new contingent splintered even further and disappeared
president of the Enclave, John Henry Eden, and so back into the shadows.
they made the trek across country to start again in
The Enclave is greatly diminished in power, yet has
the Capital Wasteland.
still managed to survive. Its influence still stretches
The old Enclave bunkers in Washington D.C. were still across the country, and there are still many hidden
functional, and the Enclave’s leadership had access to Enclave bunkers positioned throughout the Wasteland.
the old systems and an artificial intelligence named
ZAX, the computer left in charge of running the
ORGANIZATION STRUCTURE
The Enclave is divided up into three distinct Research and Development
departments, with each carrying out a specific This branch has been responsible for the Enclave’s
function in the Wasteland. amazing technological advancements, and is run by
some of the most brilliant minds in the Wasteland.
Department of the Army They designed the advanced Power Armor that is able
This is the technologically advanced military force to keep the Enclave soldiers safe from radiation. These
that the Enclave uses to carry out its operations scientists are rarely seen in the field. When they are,
in the Wasteland. They were, at one time, the most they are wearing heavy environmental protection suits.
advanced fighting force on this planet with their
soldiers in Power Armor wielding energy weapons. Peacekeeping and Recovery
The Department of the Army also fields an Air Force This department maintains bases around the
made up of Vertibirds and a Navy comprised of a few Wasteland under the guise of “protecting” the citizens.
ancient battleships from the pre-war era. The Army They actually exist to keep an eye on the population
operates in squads and uses advanced military tactics and quietly remove anyone who the Enclave considers
and gear, including sentry drones that can protect “non-compliant.”
their flanks. The Army can also dispatch an elite
black-ops unit, the deadly Sigma Squad, to deal with
particularly dangerous threats.
ENCLAVE TACTICS
The Enclave no longer has the numbers or power they might be operating. An air fleet of Vertibirds is
it once had, and its old tactics no longer work. The highly visible, but a squad of black-ops veterans can
Brotherhood of Steel has matched them in technology easily approach undetected.
and the New California Republic has them beaten for
The Enclave can still come out in full force, but
numbers. The Enclave now relies on small, heavily
resources are stretched thin and the army cannot
armed squads, with the best possible weapons and
be dispatched as often. If the Enclave ever feels its
equipment, instead of dispatching a large contingent
existence is being threatened, or if they feel the risk is
of troops. These small groups, like Sigma Squad, can
worth the gain, they will not hesitate to unleash their
be mustered and sent in to perform tasks quietly.
full force.
These new tactics make the Enclave much more
dangerous because it is difficult to ascertain where
16 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 2.7
FOWW RPG-001-111 —
THE INSTITUTE
The Institute is a collective made up of scientists,
engineers, and great thinkers that was founded in A note from your friendly
the basement of the Commonwealth Institute of
Technology. The Institute is now developing technology
Vault-Tec™ Representative
far beyond what the Enclave or Brotherhood of Steel
YOU, ROBOT?
have ever been able to produce, their greatest triumph
being the creation of synthetic Humans, called Anything that can give you an edge in the
“Synths.” The creation of Synths has put the Institute new, irradiated world can be turned to your
at odds with the people of the Commonwealth, who advantage. Palling-up with these new, cyborg-
misunderstand and fear the Synths. like bully boys might be your best option in a
pinch – always think about your quickest and
The Institute operates in secret, and few really know
best route to survival in a post-emergence world.
how to find their base of operations or know what
happens inside its walls. That said, Vault-Tec™ does not overtly condone
replacing parts of yourself with new, tougher,
better materials that shine in the light with the
THE HISTORY OF THE INSTITUTE glorious chrome color of polished aluminum.
When the Great War came, and the warheads Not at all.
began to drop, the students and faculty of the
Commonwealth Institute of Technology (CIT) took
shelter in the sturdy basement of the technology
without anyone ever knowing. Once there, they
building. The students who survived the fallout took
could gain positions of power or replace powerful
stock of the world around them and decided they
figures with Synthetic versions and help control the
could use their knowledge to rebuild society. They
Wasteland from afar.
began to operate out of the ruins of the CIT and
dedicated themselves to their Synth project. Their The plan worked flawlessly for quite some time until
goal was to build new workers to help supplement the a Synth in Diamond City went haywire, exposing
Wasteland’s fallen population. its artificial nature and attacking the residents
before being put down. Stories of the Institute and
The people of the Wasteland were originally
their Synths were still at the back of people’s minds.
grateful for the Institute’s help. They shared in the
A sense of paranoia grew, and measures were put
technological advances and built settlements, yet the
into place to detect and eliminate these Synths. The
Wastelanders were wary of the early-model Synths
Brotherhood of Steel sprang into action and branded
and did not fully trust the Institute. In return, the
the existence of these Synths as an immoral use of
Institute’s members felt that they were in danger
technology. They have launched a campaign against
around the outsiders. These factors combined to drive
the Institute and attempt to destroy them once and
the Institute into hiding and, at that point, they
for all.
decided the people of the Wasteland were on their
own. The Institute would do nothing to help them. Meanwhile, another group was formed to fight the
Instead, the Institute would prepare for the future. Institute and its works. This new group, the Railroad,
They work toward sustainable technologies that believes that Synths are fully cognizant and should
will allow them to one day regrow the world, even if be recognized as Humans and given the same rights.
Humanity dies off around them. They agree with the Brotherhood that the Institute
must be destroyed, but they do not believe that
The Institute built a teleportation device, the
Synths should be eliminated. The Railroad tries to
Molecular Ray, and used it to teleport themselves
free Synths from the Institute’s control by giving
deep below the surface, to a place no one could
them new lives and identities. They are constantly
possibly reach them. They left their Synths on the
searching for a way to reach the Institute’s base, start
surface to provide menial labor, scavenge for parts,
a revolution from within, and free the Synths that are
and carry out surface tasks for them.
being used as slaves.
Over time, the Institute was able to perfect
their Synth technology. By using the DNA of a
cryogenically frozen newborn baby from the pre-war
era, the Institute was able to create Synths that
were completely undetectable. These 3rd Generation
Synths could be slipped into Wasteland civilization
S E CT I O N 2 – T HE W O RL D OF TH E WASTELAND 17
ORGANIZATION STRUCTURE
The Institute is divided into several divisions, and Rumor has it that they are working on a way to
each has its own division head that reports back reverse engineer the virus to create a cure.
to the mysterious Director. The Institute recruits
externally and only brings in new blood after they The Facilities Division
have gone through rigorous testing. The process is Division Head: Allie Filmore
hard, but new members are welcomed openly and
Facilities makes sure the Institute stays operational.
treated fairly by the Institute.
It performs daily tasks like servicing the life support
systems, ventilation, and the power network.
The Advanced Systems Division
Division Head: Madison Li
The Synth Retention Bureau
This division was responsible for creating the Division Head: Justin Ayo
teleporter that the Institute uses to get in and out
The SRB was designed to perform one task: it tracks
of their facility. They are also responsible for the
down and returns rogue Synths to the Institute. To
advanced weapons and armor that the Synths and
do this, the Institute created a specific Synth model
Institute members wear on their trips to the surface
called the Courser. Coursers have their personality
world. They run the robotics lab, which produces
levels tweaked to ensure they won’t rebel, while their
new Synths.
combat abilities have been vastly improved over
other models. Other divisions within the Institute
The Bioscience Division
fear the SRB, as they have a hit squad of Coursers
Division Head: Clayton Holdren
under their command and they are very effective
This division is responsible for all biotech in their role. The SRB also works to hunt down
advancements, including crop production, Railroad members so they can shut down the rebel
pharmaceuticals, and genetic engineering. They organization once and for all. The SRB also employs
also hold samples of the Forced Evolutionary Virus, a murder, or flock, of “Watchers”, synthetic crows
which was responsible for creating Super Mutants. with built in monitoring devices.
INSTITUTE TACTICS
The Institute has a nearly limitless army in its Wasteland or guard targets that the Institute
Synths. Rarely will an Institute member travel to considers valuable. When a precision specialist is
the surface to perform a combat operation since needed, the Institute will dispatch a Courser, even
they can send Synths by the dozen through the if the target is not a Synth. Coursers are incredibly
teleporter. These Synths are equipped with top- difficult to defeat, and so it usually takes only one
of-the-line armor and laser weapons, and usually Courser to finish a job.
operate in small squads. These squads patrol the
18 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
FOWW RPG-001-111 — SECTION 3.1
CHARACTERS
S.P.E.C.I.A.L. ATTRIBUTES
In the world of Fallout: Wasteland Warfare, each Charisma (Cha)
character from the distinguished Elder Maxson of the Charisma is used for a variety of Skill Tests and
Brotherhood of Steel to the lowliest Radroach has a shows how charming, intimidating, or cunning a
set of attributes and information on their unit card. character can be.
These attributes – their initials spell out S.P.E.C.I.A.L.
– indicate how good a character is in combat, how Intelligence (Int)
tough they are, and how well they interact with other Intelligence is used for interacting with computer
characters, enemies and objects. Every character’s terminals, lock picking and in many other Skill Tests.
card includes ‘S.P.E.C.I.A.L.’ attributes, with separate
values for Strength, Perception, Endurance, Charisma, Agility (Agi)
Intelligence, Agility, and Luck. Agility shows a character’s nimbleness. It is often
used for Thrown Weapons, and sometimes for Close
Strength (Str) Combat or Shooting.
Strength is often used to show how good a
character is at Close Combat, and their ability Luck (Luc)
with a Melee Weapon, one specifically designed for Especially heroic characters may use Luck to
close or hand-to-hand combat. change near-miss attacks to hits or to dodge
potentially fatal damage.
Perception (Per)
Perception is often used to show a character’s ability While the examples above show the most common
with a Ranged Weapon. It also indicates how easily uses of S.P.E.C.I.A.L. attributes, this is only a
they can detect dangers and react to enemy activity. broad guide. Different characters and factions in
games may use different attributes for Skill Tests.
Endurance (End) For example, most characters will use Strength for
Endurance is the attribute that shows a character’s Close Combat, but others may use Agility or even
toughness and usually how much damage they can Perception instead.
take before dying. It sometimes indicates a character’s
ability with a Thrown Weapon.
20 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 3.2
FOWW RPG-001-111 —
HEROIC
All Player Characters are Heroic, which awards The icons on the Heroic bar give a character:
them the icons shown above the archetype card or
nn V.A.T.S. see ‘V.A.T.S.’, p.61.
unit card on the Character Mat. HEROIC CARD
nn Critical icon see ‘Criticals’, p.66. ICON
V.A.T.S.
GENERATES ACTION
POINTS (SEE P.61).
1 Health Track.
5 9 2 Addiction boxes (if this has a cross in when
6 an Addiction Test fails, the character becomes
addicted).
3 Space for writing Perks and Specialities.
3 4 Space for writing Gifts and Scars.
7 5 Character Name.
11 6 Conditions (circle the icon when the character
10 suffers from a condition) – Stun, Poison, Injured
Arm, Injured Leg, On Fire, Frozen, Bleeding.
7 Space for weapon card(s).
8 Default Improvised Weapon (still usable if a
4 8
weapon card is placed on the Character Mat).
9 Heroic abilities: V.A.T.S., Criticals, Luck, Action
Point Use (Move, Attack, Expertise).
10 Space for the archetype or unit card.
12 11 Space to write any adjustments to S.P.E.C.I.A.L.
attributes, e.g. if a Perk gives Agi +1.
12 Skills List and Effect Dice.
GHOULS
If a character is not a Super Mutant or Robot, a Player
can opt for their character to be a Ghoul instead of a
Human. Reviled by some, Ghouls are Humans deeply
affected by the radiation of the Wasteland. One day
they may become feral but until then they inhabit the
Wasteland like others do. A Ghoul receives the Lead
Belly Perk for free and their Radiation Armor is set
to ‘X’, granting them immunity. This kind of character
will meet groups and people who will be hostile to, or
suspicious of them purely because they are a Ghoul.
22 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
Fixer Expertise Skills: Notice, Resilience, Any 3
The Fixer has built a good rapport with many types of Knowhow skills.
Wastelanders. Their extended lifespan has given them
the chance to build a wide network of contacts, and Pilot
develop their powers of persuasion. Not many in the Wasteland get to travel in vehicles,
let alone fly them. The Pilot is used to spotting things
Expertise Skills: Persuade, Talk, Behavior,
others might not spot, and has broad experience with
Knowhow (Local), Manual Dexterity.
most types of weapons, but has not had the need to
use them too often.
Forager
Finding junk, food, and information in the Expertise Skills: Pilot, Notice, Track, Athletics,
Wasteland is an important task and one where the Resilience, Knowhow (Survival), Repair & Craft
Forager excels. Whether for themselves or part of a (Machinery).
settlement, the Forager can survive in the wild and
will usually bring back something of value. Researcher
Gathering information is a luxury for many in the
Expertise Skills: Stealth, Track, Knowhow
Wasteland, but knowledge can really pay off. By
(Creatures), Repair & Craft (Food & Drink).
rifling through old buildings or computer files in the
field, or learning from books, the Researcher can find
Handyman
information of great value.
Basic technology like power generators, water pumps
and weapons need maintaining. A good Handyman is Expertise Skills: Talk, Knowhow (Science),
a valuable asset for any settlement or group, and they Knowhow (History), Repair & Craft (Gear).
are usually good at protecting what they’ve created
and repaired too. Scout
Often part of a larger group, the Scout is commonly
Expertise Skills: Resilience, Medical, Repair & Craft
used as an outrider or look-out. They are good at
(Machinery), Repair & Craft (Weapons).
detecting trouble or danger and often put an end to it
before it can become a more significant threat.
Heavy (Super Mutant)
Super Mutants are known for their unsubtle and Expertise Skills: Notice, Behavior, Knowhow
bellicose manner. The Heavy’s first instinct is to solve (Survival).
every problem with a fight, and why not? They are
exceptionally strong and dangerous. Sniper
Fast and light, the Sniper is probably from a military
Expertise Skills: Intimidate, Athletics.
background, having been taught how to remain
unnoticed. Whilst comfortable attacking from a
Hunter (Super Mutant)
distance, skills in Computers and Lockpicking mean
The Hunter is a Super Mutant used to finding and
they can usually get to where they need to be.
catching meals. Relatively skilled with Ranged
Weapons (especially for a Super Mutant), the Hunter Expertise Skills: Stealth, Notice, Athletics.
is used to being away from their camp to find food.
Technician
Expertise Skills: Track, Intimidate, Knowhow
Often with a military-style background, the
(Creatures), Knowhow (Local).
Technician has spent much hands-on time around
Speciality: Track: Humans.
technology many never see. Ready to defend
themselves if necessary, the Technician’s speed and
Infantry
knowledge are their key weapons for survival.
These are members of the front-line military, and
solid fighters trained in all weapon types. Infantry Expertise Skills: Knowhow (Robots), Knowhow
were possibly trained by the Brotherhood of Steel, the (Science), Any 2 Repair & Craft, Any 1 Repair & Craft
Minutemen, or some other organisation. Speciality.
EXPERTISE SKILLS
Archetype/unit cards also show a character’s Expertise Advice for Overseers describing how different Effect
Skills. These are used to make Skill Tests easier and/ Dice may affect Skill Tests can be found on p.81.
or succeed with a greater/better effect. See ‘Spending
The Expertise Skills are summarized in the table
Experience Points’, p.36 for more on how to gain skills.
below (full descriptions begin on p.25). The Attribute
When making an Expertise Skill Test, a character column (and attribute name shown in brackets after
with the matching skill receives any Effect Dice due the skill name in the descriptions) shows the attribute
to having that skill. Just having the skill grants the used to set the Skill Value when making a Skill
character a black Effect Dice (and they won’t suffer Test (unless the Overseer chooses otherwise, based
the Unskilled penalty). They may have gained further on circumstances). Where an icon is shown in the
Effect Dice if they have gained the skill multiple times Attribute column, use the attribute next to that icon
(see ‘Gaining Expertise Skills’, p.36). on the archetype or unit card.
EXPERTISE SKILLS
EXPERTISE SKILL NAME SOME AREAS THE SKILL INCLUDES ATTRIBUTE
Acrobatics Climb, jump, and ride Agi
Athletics Swimming and long-distance running Agi/End/Str (see p.25)
Perceive unusual behavior and get a sense of
Behavior Per
someone’s (or something’s) intent
Computers Accessing, using, and hacking computers
Deception Bluff, lie, and disguise Cha
Intimidate Hostile persuasion
Knowhow: Creatures Creatures’ lifestyles and habits Int
Knowhow: History Past events, places, and people Int
Knowhow: Local In-depth knowledge of an area the character knows Int
Knowhow: Robots Robot makes, models, and capabilities Int
Knowhow: Science Technically advanced devices, principles, and theories Int
Knowhow: Survival Bushcraft and wilderness navigation Int
Lockpick Includes fine mechanical devices like traps
Manual Dexterity Pickpocket, escapology, and sleight of hand Agi
Medical Performing first aid and diagnosing injuries Int
Perceive motion, sounds, smells, or things out of the
Notice Per
ordinary (this is not the same as Search)
Persuade Persuade, negotiate, bargain in an affable manner Cha
Pilot Control vehicles of all types Agi
Presence Leadership, authority, stage presence
Repair & Craft: Armor Unpowered Armor, and clothing Int
Chemical protective equipment, laboratory equipment,
Repair & Craft: Chems Int
machinery that uses chemicals (such as purifiers)
Repair & Craft: Food & Drink Includes tending crops Int
Repair & Craft: Gear Survival equipment, tools, and everyday items for living. Int
Repair & Craft: Machinery Generators, lights, water pumps, engines Int
Repair & Craft: Power Armor Powered Armor Int
Repair & Craft: Robots Robots, and immobile AI-driven machinery Int
Repair & Craft: Vault-Tec™ Items created by Vault-Tec™ Int
Repair & Craft: Weapons Weapons of all kinds, and simple tools Int
Resilience Endure pain, stay awake, and hold breath End
Search Finding item/info by manual searching or looking
Stealth Move undetected and hide Agi
Talk Gather information and make contacts Cha
Track Find and understand tracks Per
24 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SKILL LIST
The following briefly describes each skill, and offers Intimidate
some examples of Specialities within that skill. The A character with Intimidate is good at
Specialities are examples of the first ones a character persuading others to act even though it is against
INTIMIDATE SKILL ICON
could take within a skill, but they can gain a Speciality the will of the target. This is done through hostile
within a Speciality, which are not described in the persuasion, manipulation, and physical presence,
examples. (See Gaining Specialities, p.36.) but without resorting to open violence. The target
is inspired to comply due to some level of fear for
Acrobatics (Agi) themselves or others.
A character with Acrobatics has excellent physical
Speciality examples: Extortion/Intimidating
control and co-ordination, and is skilled at performing
dialogue.
activities involving bursts of action and speed,
including climbing, jumping, and riding.
Knowhow: Creatures/History/Local/Robots/
Speciality examples: Climb/Ride. Science/Survival (Int)
A character with a Knowhow skill has a lot of general
Athletics (Relevant Agi/End/Str attribute) knowledge about that specific subject area. It is broad
A character with Athletics has excellent physical knowledge rather than encyclopedic, but much greater
control and co-ordination, and can perform activities than the average person’s knowledge of the area.
requiring long periods of steady activity such as
nn Creatures covers the Wasteland’s animals, and
swimming, lifting, long-distance running, and manual
insects of all sizes.
labor. The attribute used for the Skill Value depends
on the specific activity being performed. Speciality examples: Mirelurks/Plains terrain.
Speciality examples: Long distance running/ nn History covers knowledge of past events, places
Swimming. and people.
Deception (Cha)
Lockpick
A character with Deception is good at getting people
A character with Lockpick can unlock and lock
to believe false information and selling a lie. This
mechanical locks, and other mechanical devices
may be through direct lies and bluffing, actions like LOCKPICK SKILL ICON
such as traps. The Lockpick skill may be used whilst
misdirection and cheating, and other acts such as
Interacting with a lock. If the Skill Dice result
disguise and mimicry.
of a Lockpick Skill Test includes an X icon, the
Speciality examples: Disguise/Impersonate. Complication (see ‘Complications’, p.46) is often that
26 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
Resilience (End) by someone else. Not only do they know how to
A character with Resilience has learnt some move covertly but they also know how to use the
control over their body. They are better at enduring environment to their advantage.
pain, staying awake, holding their breath, and even
Speciality examples: Night-time/
resisting disease.
Urban environments/Hiding.
Speciality examples: Hold breath/Staying calm.
Talk (Cha)
Search A character with Talk is great at making a connection
A character with Search is great at finding things via with others to find out information, rumors and
manual searching, looking and/or other means. They gossip. Gaining information is often much better SEARCH SKILL ICON
have a knack for finding things faster than others or when it is two-way, and so Talk can be used to both
finding things others may miss. Searches may find gather and spread information. Talk does not allow
an item in a pile of trash or rubble, information in a a character to be a good liar, which is the work of the
library or a pile of paperwork, locate valuable items in Deception skill.
a room, discover hidden compartments, etc.
Speciality examples: Local politics/Make new
The Search skill may be used to find objects, notice contacts/Ghouls.
recent tracks, etc. If the Skill Dice result of a Search
Skill Test includes an X icon, the Complication Track (Per)
(see ‘Complications’, p.46) may be that the Search A character with Track is able to find, read, and
takes longer, more noise than expected is made, the follow people, creatures, and robots via signs of their
character’s clothing gets snagged, etc. – this is in passage. Tracks on the ground are a primary means,
addition to any other outcomes failure causes. but other indications play a part, such as broken
branches, discarded litter, and so on. The difficulty
Speciality examples: Information finding/
can be affected by the type of terrain, amount of light,
Search dwellings.
weather, speed, etc.
GIFTS
GIFT NAME EFFECT
Alert You gain a +2 bonus to Per-based Skill Tests
You have a friend in a position of power or influence that can help you in key ways. This assistance
Ally
is of a different level or nature than a Contact could provide.
You can use either hand to perform tests (your character must have at least Agi 4), and can avoid
Ambidextrous
penalties for having injured hands or arms.
Your plain appearance makes you blend into crowds and become harder to spot. Add several
Average Joe/Jane
bonuses at the Overseer’s discretion.
Benefactor A public or secret benefactor (Overseer’s choice) gives you a gift of gear, Caps, or a resource.
Big-Boned Your character gains +1 Str.
Big-Brained Your character gains +1 Int.
Blends In You receive a +2 bonus to using cover or when sneaking around.
Bold You get an improved benefit when spending Luck Points (at the Overseer’s discretion).
Bright-Eyed Your character gains +1 Per.
Your character is less likely to suffer effects of any disease (Overseer’s discretion depending on the
Bug Free
disease in question).
Charmed Life Your character gains +1 Luc.
Competitive You gain a +2 bonus to Opposed Tests.
Confident You receive a +2 bonus to specific Cha Tests, as long as your character has at least Cha 4.
You have a contact in a faction, location, or group of some kind who can give you information or
Contact
assistance that the Overseer thinks appropriate. This is a lesser kind of help than that from an Ally.
Dead Aim When Shooting, you may ignore one item of cover.
Dodge Your character is better at getting out of the way (Overseer’s discretion, depending on circumstances).
Your character doesn’t forget details. Most easy Int tasks are automatically successful and other Int
Eidetic Memory
Tests that are memory-based are easier (at the Overseer’s discretion).
Eyes like a Radowl Your character can see better in the dark, and suffers no penalty due to low-light conditions.
You’re well known within a region for some specific feat, which you should weave into your
Famous
backstory. This may pay off in favors or prestige.
You’ve got the eyes of an eagle. You get a +2 bonus when aiming at or interacting with things at
Far-sighted
Awareness color range or greater.
Fast Healer You recover Health more quickly (in favorable circumstances and at the Overseer’s discretion).
Fleet of Foot Your character gains +1 Agi.
Gift of Gab Your character gains +1 Cha.
Go for the Vitals You benefit when targeting specific parts of the body during attacks.
Healthy Your character suffers a one-time permanent +1 to Health.
28 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
You receive a one-time gift of gear, Caps, or a resource. The source of the inheritance is either
Inheritance
known to you, or can be a mystery to unravel (Overseer’s choice).
Iron Stomach You are more difficult to poison.
Lead Skin You are more resistant to the effects of radiation. Add several bonuses at the Overseer’s discretion.
Lungs like a
Your character gains +1 End.
Brahmin
Natural Leader You gain +2 bonus to specific Cha Tests, but must have at least Cha 5.
Either a public or secret patron gives you gear, Caps, or resources in exchange for a regular favors
Patron or things. Effectively, a patron gives you stuff and you return with regular stories of your exploits, or
trinkets from your victories, etc.
Quick Draw Your character takes less time to pull out a sheathed or holstered weapon.
Situational Your characrer may go before all other characters in the first round of combat. After this, combat
Awareness continues as usual. (Overseer chooses who goes first if more than one character has this gift.)
Sense of Direction You instinctively know which way is north, or know the right way through a location.
You have an instinct as to time: you know how long things take and, if knocked out, you know how
Sense of Time
much time has passed (with a 10% margin of error).
Tech Wizard /
Your gain a +2 bonus to specific Int Tests, specifically related to computers, tech, machinery, etc.
Gearhead
Wealthy You come from a wealthy background and get a one-time windfall of 25 Caps.
SCARS
SCAR NAME EFFECT
You are addicted to a substance that you must have once a day, or you will suffer a -2 penalty to all
Addiction tests or -3 to specific attributes. You can ‘buy’ this Scar twice for a serious addiction that requires a
double dose per day with higher penalties (set by your Overseer).
You are missing one or more limbs, either as partial amputations like a hand or forearm or foot, or
the full amputation of a leg or an arm. You may have a prosthetic that gives you a -2 to tests related
Amputee
to the missing limb. If you lose, damage, or never had such a prosthetic, you will be prevented from
completing some tasks.
Arrogant You have a -2 penalty to all social Cha Tests.
Cursed Your character loses -1 Luc.
You cannot hear. At the Overseer’s discretion this may mean that you are unaware of enemies
Deaf
outside your Line of Sight.
You are related to someone – a child, family member, lover, etc. – that frequently gets into trouble,
Devotion
and you are often pulled into their dramas.
Diseased Your character suffers a one-time permanent -1 to Health.
Dullard Your character loses -1 Int.
Favor Owed/
You owe someone a favor, and they’ll collect payment at a really inconvenient time.
Indebted
Flat-footed You suffer a -2 penalty to Agi Tests involving running, climbing, dancing, etc.
Fragile Your character loses -1 Str.
Fumble-fingered You have a -2 penalty to Agi, particularly in fine motor skills such as Lockpicking.
Gullible You suffer a -2 penalty to social tests.
You hate a particular faction, race or species, such as Ghouls, Robots, Super Mutants, the
Hatred Brotherhood of Steel, etc. You will immediately enter social or physical conflict with them unless you
pass an Int or Cha Test.
You bleed more easily than normal, and as a result your wounds heal more slowly. You must rest for
Hemophiliac
2 hours to remove 1 point of damage, instead of 1 hour.
Hidden Shame There is a deep secret about you that you protect at all costs. Any revelation might ruin you!
Hit Every Branch
Your character loses -1 Cha.
on the Way Down
Someone or something is seeking you out. There is a chance every adventure for a creature with a
Hunted
vendetta to appear (as determined by the Overseer).
You know something terrible about your faction, an ally, or an important person that would cause
I Know Something
major problems if it became public knowledge.
PERKS
Characters can have one or more Perks, which add or in the ‘RPG only’ column. Perks that are not RPG-only
increase their abilities. Player Characters gain Perks exist on unit cards in Fallout: Wasteland Warfare.
as they gain experience by spending Experience Points.
Characters may not benefit from the same Perk from
Perks that may be gained multiple times are indicated
IF YOU OWN FALLOUT: different sources – ie from their own Perk and by
by ‘Y’ in the ‘Multi’ column in the Perks table, below.
WASTELAND WARFARE, being in the aura of another character’s Perk.
NOTE THAT THE PERKS Only Perks listed in the table below can be used in
The icons in the following table are explained later in
GUN NUT (ALL TYPES), the RPG. Perks that can be used in the RPG only (not
this book, and have their own Icon Index on page 135.
BLACKSMITH, AND in Fallout: Wasteland Warfare) are indicated by ‘Y’
ARMORER ARE NOT USED
IN THE RPG. THE REPAIR PERKS
& CRAFT SKILLS SERVE PERK NAME XP EFFECT MULTI RPG ONLY
THE SAME FUNCTION Once per battle, you can Test Agi. If successful, ignore all damage
(SEE CRAFTING, P.98). Acrobatic Dodge 2 – Y
from a single attack.
You can hold your breath underwater for long periods and do not
Aquaboy/Aquagirl 2 – Y
take radiation damage when swimming.
30 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
PERKS (CONTINUED)
PERK NAME XP EFFECT MULTI RPG ONLY
DAMAGE
Attack Dog 3 : Dog attacks get – – EFFECT DICE
Chem Resistant 2 Once per day, you may re-roll an Addiction Test (see page 74). – –
Demolition Expert 3 You may re-roll 1 blank result on in an attack when using . – –
Before making any dice rolls for any shot, you can choose to
replace damage caused by with:
Huntsman 3 1 / . The type of damage matches the – –
type usually dealt by the weapon. This cannot be used with
weapons.
Intelligent Varies You gain +1 Int. Y –
You may ignore any radiation damage from consuming food
Lead Belly 3 – –
and drink.
You gain +1. The XP cost is your new Health number minus 3
Life Giver Varies (but a minimum XP cost of 1), e.g. increasing Health from 4 to 5 Y –
would cost 5–3=2 XP.
You gain +2. If your character has no skill, this Perk gives
Locksmith 2 – –
your character 2.
If unengaged and before any Armor Dice roll, you may take
Look Out! 3 weapon damage suffered by a friendly character within Orange – Y
and LoS. This may be used once between activations.
Lucky Varies You gain +2 Luc. Y –
32 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
PERKS (CONTINUED)
PERK NAME XP EFFECT MULTI RPG ONLY
When you activate, you can make 1 Unready Non-Player Character
Orders 3 – Y
within Yellow Ready.
This perk cannot be equipped by Dogs, Creatures, or Robots.
The character gains the Dog Handler ability. If they already have
, you affect one additional dog.
Pack Leader 2 Y –
This Perk can be equipped multiple times.
DOG HANDLER : can using Per. If Dog Handler
character is Heroic, nearby also Heroic for their activation.
SPECIALIST CHARACTERS
LEADERS
Leaders are titles that some characters may have, each Beneficial effects of the abilities from a Leader’s
title giving the character one or more extra abilities. title affect friendly characters, although the Leader
LEADER CARD
ICON Player Characters do not automatically receive Leader character can choose to withhold this benefit.
abilities, but may earn them if the Overseer feels it is Benefiting from a Leader’s ability requires a good
appropriate as part of their progression. A character connection between the characters and the Overseer
may have a maximum of one Leader title at any time. can deem the connection between characters too weak
for the benefit to have any effect.
TYPES
Some characters are of a specific type (such as a Dog, Dogs
Robot or Creature) and this may add some specific nn Dogs cannot use Power Armor, Armor, Clothing,
rules. Each type has an icon to identify it. Alcohol, Chems, Perks, Mods or Weapons unless
specifically stated on the cards in question, or the
Robots items are equipped by the Dog’s unit card.
ROBOT TYPE
ICON nn Robots can only use cards which show the icon, nn Dogs can use Food and Drink.
or cards that specifically state they can be used by nn A Dog type cannot be run as a PC.
Robots, or are equipped by the character’s card.
Dog Handler
nn Robots are immune to Poison and radiation
Dog Handler is an aura ability (see ‘Aura Abilities
CREATURE TYPE damage.
ICON and Effects’, p.68) that some characters possess. One
nn Robots can have damage removed using a Robot
Dog that starts its activation within the aura of a Dog
Repair Kit.
Handler character with whom they are familiar gains
nn A Robot may equip a total of 2 Robot Weapons,
the following benefits during its activation:
2 Robot Mods and 1 non-Weapon Robot item.
DOG TYPE
ICON nn If a Robot has Weapons named on its archetype 1. The Dog character may use the Search skill, based
or unit card, those are the only Weapons it may on its own Per.
equip unless a character with the Robotics Expert 2. If the Dog Handler character is a Player
perk changes them. Character or a Major NPC (see p.88) then the Dog
DOG HANDLER character is Heroic (see ‘Heroic’, p.21).
ICON Creatures
nn Creatures can only use cards which show the These benefits only last for the Dog’s activation, and
icon, or specifically state can be used by Creatures do not affect the Dog’s Reaction, if it has one (it isn’t
on the cards, or are equipped by the Unit’s card. necessary to remember whether a Dog was Heroic
nn Creatures cannot use Power Armor, Armor, during its activation). The first time a Dog gains the
Clothing, Food and Drink, Alcohol, Chems, Perks, Luck ability, it gains Luck Points (see p.35) equal to
Mods or Weapons unless this is specifically stated its Luc. These can only be used when a Dog is Heroic,
on the relevant cards, or is equipped by the and the pool it starts with does not increase even if
Creature’s unit card. it starts its activation in the Dog Handler’s aura in
nn A Creature may equip a total of 2 Creature later rounds. When a Dog is Heroic, Critical Points (see
Weapons, 2 Creature Mods and 1 non-Weapon item. p.66) are gained by a relevant weapon card as usual,
nn A Creature type cannot be run as a PC. and the Critical Effect of a fully charged weapon may
only be used by a Dog while it is Heroic.
FACTIONS
In Fallout: Wasteland Warfare, characters are Super Mutants
often part of a wider group, such as Super Mutants or Whether a Player Character or not, Super Mutants
the Brotherhood of Steel. In the RPG, the character’s are subject to the following rules:
faction is determined by the Overseer (regardless
nn Super Mutants use the skill for Skill Tests
of what is shown under the title of their unit card).
when using a Ranged Weapon in Close Combat.
A character can change factions during games, and
nn They cannot wear Power Armor ( ).
can occasionally belong to more than one faction. A
nn They are Immune to radiation ( ) damage.
character’s faction may affect situations during games
nn Food always counts as cooked when eaten.
as determined by the Overseer. It’s quite possible
for characters’ lives to be affected by inter-factional
rivalries, for example.
34 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 3.7
FOWW RPG-001-111 —
LUCK
Characters with the Luck icon can use Luck to Luck Points can be used for different effects
improve their fate. Having multiple Luck icons gives depending upon the situation. When a character
no extra benefit. spends a Luck Point, they declare what they are LUCK ICON
36 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
Medical could be First Aid. The choice and scope of Knowhow: Creatures could take a Speciality in
the Speciality’s focus is up to the Player and Overseer. Mirelurks and then a Speciality within that of
For example, a Speciality in Track could be to Track Mirelurk Queens, and so on.
Super Mutants, or it could be to track anything (but
Specialities within Combat Skills are always for one
only) in mountainous regions. Some examples of
specific weapon: a Speciality of Rifle can be Laser
potential Specialities within each Skill are shown in
Rifle but cannot be energy weapons generally. Combat
the Skill List (pp.25-27).
skill Specialities cannot have nested Specialities
A character can have multiple Specialities within a within them.
skill: Rifle Specialities for both Bolt-Action Pipe Rifle
A character may not gain the exact same Speciality
and for Gauss Rifle, so they gain +2 for Rifle Skill
multiple times. Some Specialities may overlap
Tests with either of these weapons.
and accumulate: for example, a character who
A character may gain a Speciality within a has Specialities in Track for Deathclaws and for
Speciality and the bonuses for them accumulate. mountainous regions gains +4 when tracking
Deathclaws in mountainous regions. The Overseer
Example: a character with Repair & Craft: may limit these overlaps as they see fit.
Weapons could take the Speciality of Energy
Weapons (giving them +2 for any repair or Gaining Health
crafting of an energy weapon), and then take Extra Health can be gained via the Life Giver Perk.
a further Speciality within Energy Weapons This can be bought multiple times “within reason” –
of Plasma Rifle (giving them +4 for any repair which actually means at the Overseer’s discretion for
or crafting of Plasma Rifles). A character with your particular campaign!
ARCHETYPE CARDS
These archetype cards are examples specifically created for this
expansion. They are designed to give you a taste of the game, and
show you how character cards interact in the game. The cards cover
a range of character pre-gens, giving Players easy options to use and
a fast way to get into the game. Later you may want to use different
cards chosen from the main Fallout: Wasteland Warfare game
itself, or create your own to fit with your character choices.
The archetype cards shown here can also be used in your home
games of Fallout: Wasteland Warfare. Please note that these
cards are not tournament or organised-play legal. They are instead
a fun addition for Players to homebrew ideas, campaigns, and new
situations and scenarios in their own homes and gaming groups.
Modiphius Entertainment gives their express permission for this page to be copied for personal use.
Modiphius Entertainment gives their express permission for this page to be copied for personal use.
FOWW RPG-001-111 — SECTION 4.1
SKILL TESTS
SKILL TESTS
During a game of the Fallout: Wasteland Warfare
COMBAT SKILLS EXPERTISE SKILLS
RPG, characters attempt activities such as shooting,
Rifle Search
lockpicking, and persuading. When a character
attempts an activity whose outcome is not certain, the Pistol Lockpick
actual result is determined by a Skill Test. Skill Tests Thrown Computers
are only required for activities that have uncertain Melee Presence
outcomes: a healthy person jumping across a three-foot Plus, ALL skills without
Heavy Weapon
gap between buildings is unlikely to require a test; specific icons.
Battle Cry
leaping the same gap whilst carrying lots of gear with (See p.24 for the full list)
a wounded leg would require a test. So, for example,
would leaping a ten-foot gap. Skill Tests require rolling (see ‘Unskilled Tests’, p.85). Sometimes the Overseer
the Skill Dice (often with some Effect Dice) and the will determine that a Skill Test cannot be attempted
resulting throw is compared to the character’s Skill at all if the skill in question needs specific training or
Value to see if it was a success and then the effect. experience, e.g. repairing a complex engine.
Some skills each have a specific icon displayed inside Characters with an Expertise Skill do not suffer the
a circle and shown on a unit card. The Skill Value Unskilled penalty, and they also add Effect Dice (see
used for tests of these skills is based on the attribute ‘Effect Dice’, p.44) when using that skill. This means
number next to the matching icon. The same skill icon a character can succeed at more difficult tests and/
can appear next to different attributes depending on or have a better quality of success (see ‘Resolving
the character: for example, a Super Mutant’s Melee Expertise Tests’, p.45). These bonus Effect Dice only
skill is based on their Strength while Dogmeat’s Melee apply to Expertise Skills, not to Combat Skills.
skill is based on Agility. Note that Health has an icon
The Fallout: Wasteland Warfare RPG has a list
in a circle, but it is not a skill (See ‘Health’, pp.65-66).
of Expertise skills which covers many activities and
All other skills do not have specific icons, and the defines attributes which relate to skills (see ‘Expertise
Skill Value used is based on an Attribute that Skills’, p.24). However, Expertise Skills can cover any
depends on the skill and the character. For example, subject or activity, so Players and the Overseer can co-
THE SKILL ICONS SHOWN
Perception might be used for a Notice Test to observe operate to create any skill they wish. See ‘Experience
WITHIN CIRCLES ON A
a figure watching from the distance, Intelligence for a and Progression’, p.36, for more information.
CHARACTER’S CARD
Knowledge Test to understand factory schematics, or
HAVE A VALUE EQUAL Sometimes tests are based directly on attributes:
Charisma used for a Persuade Test so that a farmer
TO THE ATTRIBUTE WITH lifting a heavy object requires a Str Test, and holding
lets the characters shelter in a barn while a storm
WHICH THEY SHARE A that heavy object for a prolonged period might then
passes. Guidance on skills and the attributes on which
LINE. IN THE EXAMPLE require an End Test. These tests are treated just like
to base them is given in ‘Adjudicating Skill Tests’, p.81.
ABOVE, THE RIFLE SKILL Expertise Skill Tests, but without a bonus Effect Dice
FOR THIS CHARACTER IS Skills fall into one of two main categories: Combat for having a skill. Such tests are usually written with
SHOWN NEXT TO THEIR Skills and Expertise Skills (see table, above right). the three-letter abbreviation for the attribute, and
PERCEPTION, WHICH sometimes followed by a modifier (see ‘Penalties and
Characters may attempt actions for which they do
IS 7, SO THEIR RIFLE Bonuses’, p.46); For example, “Test Per -2” means Test
not possess skills, but suffer the ‘Unskilled’ penalty
SKILL IS ALSO 7. Perception with a -2 penalty to the Skill Value.
42 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
Example of a Skill Test: A Paladin using a Overseer rules that the test has a penalty of -4.
weapon with a Comfort Grip modification is firing Therefore, a total modifier of +2 – 4 = -2, applied
at a target and receives a +2 bonus to their Skill to the Skill Value of 7 for an adjusted Skill
Value for that modification. However, at the time of Value of 5. The Paladin needs to make a roll of 5
the shot it is dark and raining heavily, so the or lower on the Skill Dice to be successful and hit
their target.
SKILL DICE
The Skill Dice is a white, twenty-sided dice with which are still available for use. Action Points are
numbered faces showing values from 2 to 10, and discussed later, on p.61.
other faces which bear icons as shown in the table
The Overseer may also add penalties for Skill Tests
below:
based on many factors, and add bonuses by either
If a Skill Test fails, none of its Effect icons count, increasing the Skill Value and/or giving additional
apart from any Action Point icon on the Skill Dice Effect Dice. See ‘Penalties and Bonuses’, p.46.
Numbered The numerical result The number faces, from 2 to 10, count as the number shown. See ‘Skill Tests’, p.42.
2 10 Face of the roll
Allows some This result counts as a result of 1. It also counts as 1 Action Point (AP). Some characters can
Action Point models to perform use APs to carry out Quick Actions, extra minor activities, in addition to their main Actions.
Quick Actions See ‘Quick Actions’, p.61.
Allows some This result counts as a result of 1. It also counts as 1 Critical Point (CP). Some characters can
models to use use the Critical Effects of weapons, which are powerful attacks available when enough CPs
Critical Point
powerful, Critical have been collected. Each Critical Point icon rolled gives the character 1 additional CP if their
weapon effects Skill Test is successful. See ‘Criticals’, p.66.
The X icon means the Skill Test has failed. As “X” is not a number, numerical bonuses cannot
X The Skill Test has
X Fail modify it into a success making this an automatic fail. One X bears an Action Point icon as
not been successful
well. It is an automatic fail, but it does grant an Action Point.
S E CT I O N 4 – RULES OF P LAY 43
EFFECT DICE
The Effect Dice are twelve-sided dice of different
colors, which are often rolled alongside the Skill MAIN SOURCES OF EFFECT DICE
Dice to determine extra effects. There are four colors
Effect Dice for skill rolls can come from several
(or types) of Effect Dice and which particular dice
sources:
are rolled is usually determined by the equipment
being used, circumstances, or the Overseer’s rulings. n Skills
Additional (bonus) Effect Dice may be awarded by the n Equipment
Overseer, or be gained from Skills and Abilities. Each n Assistance from other characters
color of dice represents a different type of detailed n Luck
effect as shown in the Effect Dice table, below right. n Bonus dice awarded by the Overseer due to the
situation, attributes, knowledge/experience, or
The Effect Dice show various icons on their faces.
other relevant factors.
Some icons make it more likely the Skill Test will
be a success, and the others determine additional (See ‘Adjudicating Skill Tests’, p.81 for more)
effects. The Effect Dice Icons table below lists these
different icons. Two of the icons have a different
name and effect depending on whether they are EFFECT DICE
being used for a Combat or Expertise Skill Test (as DICE
DICE NAME DICE EFFECT
explained later). COLOR
More likely to have an
Some Effect Dice results (especially from the green Black
increased effect.
Accuracy Effect Dice) modify the Skill Dice roll. (Damage)
Primarily adds extra damage
Minus numbers on Effect Dice help achieve a lower Effect Dice
or Impact.
(i.e. better) result and this modified total is compared
Yellow More likely to avoid an effect
to the adjusted Skill Value.
(Armor being blocked.
Reduction) Primarily reduces target’s
Example: A Paladin’s adjusted Skill Value is 5. Effect Dice Armor or Resistance.
-2 The Paladin rolls the Skill Dice plus one Accuracy
Green More likely to be a success.
Effect Dice (due to their weapon). The Skill Dice
(Accuracy) Primarily modifies the Skill Dice,
shows a 6 and the Accuracy Effect Dice shows -2. Effect Dice making success more likely.
The result of the adjusted Skill Test result is
6 – 2 = 4, which is below the Paladin’s Skill Value Blue Used for determining all sorts
Effect Dice of special effects.
and, therefore, a success.
ICON NAME EFFECT FOR COMBAT SKILL TESTS EFFECT FOR EXPERTISE SKILL TESTS
Extra Each Damage icon adds 1 to the total Each Impact icon adds 1 to the total Impact
Damage / damage before any armor is taken into before any Resistance is taken into account.
Impact account. See Damage, p.63. See Impact, p.45.
Each Reduce Armor icon reduces a
Each Reduce Resistance icon reduces the
Reduce target’s Armor Rating by 1, making
target’s Resistance Rating by 1, making
Armor / damage from this attack more likely to
BELOW: FALLOUT DICE Impact from this attack more likely to take
Resistance get through to whatever is behind the
INCLUDE A WHITE SKILL effect. See Resistance, p.45.
armor. See Armor, p.64.
DICE, RED ARMOR DICE,
AND FOUR EFFECT DICE. Bonus to These bonuses modify the number rolled on the Skill Dice during a Skill Test,
-1 -2 - 3 Skill making success more likely. See Skill Tests, p.42.
Special These three special icons are used to trigger effects specific to weapons,
Effects equipment and abilities. See Special Effects, p.50.
44 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
RESOLVING EXPERTISE SKILL TESTS
Impact is the magnitude of success in a Skill Test. will be negated. Large amounts of Impact can
The greater the Impact, the greater the effect of a potentially be negated, depending on Resistance.
successful Skill Test. A success on the Skill Dice has
If the Skill Test fails, none of the effect icons count
an Impact of 1 (just like a weapon in a Combat Skill
apart from Action Point icons on the Skill Dice which
Test with a base damage of 1), and each adds
are available to be used (see ‘Action Points’, p.61).
one additional Impact.
The greater the Difficulty of a test, the more Impact Strong Resistance
is needed to complete the task. Searching for a Strong Resistance is similar to Strong Armor (see
specific tool box in a small pile of garbage would have page 64) and adds to the amount of Impact that can
a low Difficulty compared to searching for the same be resisted after the Resistance is rolled.
toolbox in a large pile of garbage.
Example: A high-security lock has a Resistance
An Expertise Skill Test may have additional or other
Rating of 2+1 versus Lockpick Skill Tests when
outcomes depending on the result, such as a Partial
trying to pick it. A Skill Test results in 2 Impact
Resolution, or a failed roll causing a Complication
and the lock rolls a 1 on the Resistance dice;
(see page 46).
therefore, it reduces Impact by a total of 2 –
If the target has a Resistance Rating, roll the red one for the 1 rolled plus the +1 due to its Strong
3
Resistance Dice (also called the Armor Dice). If Resistance. As a result, the attempt to pick the lock
the result is equal to, or lower than, the target’s results in zero Impact. The lock remains locked! THE RED RESISTANCE
Resistance Rating, the Impact is reduced by the DICE (ALSO USED AS THE
Resistance result rolled. Each rolled on other Zero Impact ARMOR DICE) REVEALS IF
Effect Dice reduces the target’s Resistance Rating An Expertise Skill Test which has a total of zero AND HOW MUCH IMPACT
by 1 to a minimum of zero. If the total Impact Impact (most likely due to Resistance reducing the IS NEGATED.
remaining equals or exceeds the target’s Difficulty, amount of Impact) has no effect. In the example
the intended task has been achieved. The greater the above, the test is not a failure, it just didn’t do
Resistance Rating, the more likely that some Impact anything: the bomb trap wasn’t disarmed, but it
wasn’t accidentally set-off… this time.
PARTIAL RESOLUTION
For tests with a Difficulty greater than 1, the some characters can fit through. This does not
Overseer may allow some tasks to be achieved via include the Paladin wearing Power Armor.
multiple Skill Tests which produce enough total Another option would be a small hole that any
Impact through several successes. characters can squeeze through, taking longer
to get through the fence.
Example: The Overseer says breaking down a
barricaded door requires 3 Impact, but this total In some cases, achieving less Impact than a Difficulty
can be from multiple attempts. One character value can have a negative effect.
tries breaking the door down and achieves 2
Impact, so it is partly broken but not down; Example: A computer with defensive programs
another character tries and achieves 1 Impact, has a Difficulty of 2. A character uses Computers
bringing the total to 3, and the door gives way as skill and gets 1 Impact which is not enough to
the total Impact equals its Difficulty. hack in. In this case, the Overseer decides the
computer detects it is being hacked, sets off an
In some cases, achieving some of the required Impact alarm, and locks out the character, preventing
(but not enough to equal or exceed Difficulty) can further hacking attempts.
deliver part of the intended effect.
The Overseer may decide that the total Impact
Example 1: The Gunner whacks a piece of achieved via multiple Skill Tests may reduce over time.
rubble against the glass tank to release the water
(Difficulty 2) but gets only 1 of the required Example: A Raider tries scrambling up a ravine’s
2 Impact. The Overseer decides the glass is steep sides to escape a Deathclaw. The Overseer
cracked and leaking, but not smashed quite yet. determines this will require a successful Agi Test
and 3 Impact in total to reach the top. The Raider
Example 2: The Paladin tries using her Ripper gets 2 Impact on their test, but the Overseer
to slash open a chain link fence and needs rules that they lose 1 Impact sliding back before
2 Impact. The Paladin gains 1 Impact, so the they can try again, and now requires 2 Impact to
Overseer decides that a hole was cut, but only escape. Meanwhile, the Deathclaw gets nearer...
S E CT I O N 4 – RULES OF P LAY 45
Partial Resolution During Free Play removes the need to make multiple Skill Tests when
When attempting an Expertise Skill Test during time is not an issue. This may not be appropriate to
Free Play, it would be repetitive to roll the same Skill all tests that can be achieved by Partial Resolution,
Test multiple times until enough Impact is garnered such as if there is a negative outcome if any Skill
to equal or exceed the task’s Difficulty. Therefore, Test is a failure, e.g. traversing a narrow plank
the Overseer can compare the Impact result from between buildings may require a lot of Impact, and a
a single roll to the Difficulty and then use that to single failed test could mean falling.
determine the time taken to complete the task. This
COMPLICATIONS
The Overseer may decide an X result on the Skill value. The Raider stays asleep and unaware of
Dice is worse than a simple failure and results in a any risk to their keys. However, rolling X means
Complication as well as the failure. the failed attempt also wakes the Raider.
Example 1: Trying to hook the keys from a Example 2: While shooting, a Super Mutant rolls
sleeping Raider without waking them may simply an X so needs to re-load, or the weapon used
fail if the result is a number exceeding the Skill jams or breaks.
46 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
OPPOSED SKILL TESTS
An Opposed Skill Test occurs when a character If a character’s dice roll included Effect Dice results
tries to achieve something that is actively resisted which reduced the result shown on the Skill Dice,
by someone or something with its own skill, usually the character uses the lowest of either:
another character. To perform an Opposed Skill Test,
A. their Skill Value; or
all parties involved make Skill Tests against their
B. the result shown on the Skill Dice when
own appropriate Skill Value. The successful result
comparing the highest successful result against
with the most Impact wins. (Impact is the quality
their opponent.
of the result and will be explained in ‘Expertise’, p.45).
A roll cannot win if it is not a success, even if the
Example: During an Opposed Skill Test, a
other parties involved do not have the requisite skill
Super Mutant has a skill of 4 and rolls a 4,
or all fail their rolls. (‘Action Points’ are not earned
and Piper has a skill of 6 and rolls a 5 with a
from Opposed Skill Tests, which will be explained in
-1 on a green dice making her total 4. Both have
‘Action Points’, p.61.)
succeeded. They compare results: The Super
Mutant’s 4 and Piper’s 5 are compared as she
Breaking Ties
uses the lowest out of her Skill Value (6) and the
In the case of a tie (because both characters
result on the Skill Dice (5), so Piper wins.
succeeded with equal Impact), the tied character
with the highest roll wins.
If Piper had rolled an 8 with a -3 on a green dice
to make her total 5, then she would have used 6
Example: During an Opposed Agi Test, a
for the comparison as that would be the lowest
Super Mutant has a skill of 5 and rolls a 4,
out of her Skill Value (6) and the result on her
and Piper has a skill of 6 and rolls a 2. Both
Skill Dice (8).
have succeeded and are tied (because they both
have 1 Impact). They compare results: The Super
If still tied, resolution is at the Overseer’s discretion.
Mutant’s 4 and Piper’s 2 are compared, so the
Super Mutant wins.
S E CT I O N 4 – RULES OF P LAY 47
INEVITABLE SUCCESSES
If a Skill Test would eventually be a success (given outcome and is nothing special. For example, a
enough time and tests) where there is no downside to character with the Lockpick skill who has as much
failure, the Player can declare this and automatically time as they want (because no-one is trying to stop
succeed after enough time has passed (as determined them), and a lock that will never get jammed, will
by the Overseer). The success only has an average eventually pick the lock.
EXCEEDING DIFFICULTY
If the Impact exceeds the needed Difficulty, the Example: A character makes a Skill Test using
Overseer may award additional benefits from the Search to find a key in a pile of robot parts. The
outcome. The greater the excess of Impact, the greater Difficulty is 2, and the character gets a total of 3
the extra effect. Impact after taking account of Resistance. The
Overseer may decide that they not only find the
key, but also find two Stimpaks in the pile as well,
or maybe the key was found straight away.
NEAR SUCCESS
If the Skill Dice result of an Expertise Skill Test Example: A computer password is tough to
(and after bonuses and penalties) fails by 1 greater crack. The Scientist rolls a near success and does
than the required Skill Value, the Overseer may not crack the code, but has a much better idea of
decide that a near success has occurred, which has a what it might be. The Overseer will award them a
reduced or lesser effect. bonus green dice if they try again.
UNSKILLED
Characters without a relevant skill for a Skill Test An Unskilled success is always limited in its effect to
will find succeeding at tasks difficult compared the minimum required to succeed.
to those with relevant skills. To make a Skill Test
Skill Tests based on attributes are never treated as
without the specific skill needed, the character uses
Unskilled because all characters have all attributes:
the relevant attribute the skill uses (determined
For example, using an Str Test to see if a character
by the Overseer) for the Skill Value and suffers an
can roll a vehicle over.
Unskilled penalty of -4 to the Skill Value.
If a character’s adjusted Skill Value is zero or lower,
Example: A Raider has no Track skill, but tries to they may still accomplish a task; see ‘Outside
track a fleeing Brotherhood of Steel scout anyway. Chance’, p.49. Success is impossible for some tasks
The Overseer states Track is based on the Per without training or experience. See ‘Impossible
attribute; the Raider’s Per of 6 gives an adjusted Tests’, p.49.
Skill Value for this Skill Test of 6 – 4 = 2.
48 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
OUTSIDE CHANCE
If the adjusted Skill Value is 0, the test only A successful Outside Chance delivers a basic success
succeeds if a ! is rolled. This is called an Outside for its effect, e.g. somehow a character manages to
Chance (a 15% chance of success). guess a password and access the computer with a
Skill Value of 0, but can’t access as many files as a
If the adjusted Skill Value is less than 0, the
trained hacker could if they succeed.
Overseer can allow the character to have an Outside
Chance or declare it an Impossible Test (see below).
IMPOSSIBLE TESTS
An Impossible Test is one the Overseer decides and useless, or a Human running and jumping across
has no realistic possibility of success regardless of a 50-foot gap. If attempted, an Impossible Skill Test
character skills. This might be persuading a wily results in an automatic X on the Skill Dice.
trader to buy an object they know full well is broken
SPECIALITIES
A Speciality refines a skill so it is an area in which regions. Specialities are expertise that adds a reliable
a character is especially knowledgeable or gifted. increase in capability: they always add +2. Note that
Specialities are used for a very specific element the +2 is applied to Skill Value and not the underlying
within a skill: +2 to Rifle Skill when using a Bolt- attribute. For example, a character’s Melee skill is
Action Pipe Rifle, for example, or a specific subject associated with their Str 6 and they have a Speciality
area within the skill such as +2 to Track when in Pipe Wrench; as a result, they have a Skill Value of
tracking Super Mutants, or tracking in mountainous 8 when using a Pipe Wrench but Str remains 6.
ASSISTANCE
For Expertise Skill Tests, characters can work
together to help improve their chances of success. One
character makes the Skill Test (with any relevant
Effect Dice) and the other characters involved (at the
Overseer discretion) roll 1 black, yellow or green
Effect Dice of their choice and the result is added
to the Skill Test. Assisting characters may not roll a
blue Effect Dice. The Overseer always decides how
many characters can help, or which dice they can
add, and a wise Overseer at least listens to good
arguments from the Players before making a decision!
The Overseer may declare that only characters with
an appropriate skill can assist. Maximum dice only
applies to a single character, so the combined Effect
Dice from assisting characters can be greater than
the maximum Effect Dice (above).
S E CT I O N 4 – RULES OF P LAY 49
FOWW RPG-001-111 — SECTION 4.2
SPECIAL EFFECTS
Some items and abilities include Special Effects
which are activated by spending rolled icon results
NUKA-COLA shown next to them. The icons – Bottle, Star, and
BOTTLE ICON
Blast – are found primarily on the blue Special
Effect Dice. On weapons and item cards, icons in
white show requirements, and symbols in black next
to them show the outcome. These outcomes often
BLAST ICON include conditions, as detailed on p.67.
50 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.3
FOWW RPG-001-111 —
ACTION PLAY
When action occurs in the game it is broken into take alternating turns until every character has
rounds which represent around 10 seconds each. performed its Actions, and then a new round
During each round, the Players and the Overseer begins.
ADVANTAGE
At the start of each round, the Overseer determines Advantage decides if the Players or the Overseer take
whether the Players or the Overseer has the the first turn that round: they can act first or decide
Advantage (see ‘Advantage’, p.86). Whoever has the to let their adversaries make the first move.
TURNS
Every character is always in one of three states Overseer’s Turn
of Readiness: Unready, Ready, or Used. All The Overseer’s turn is exactly the same as a Players’
characters start each round as Unready. turn: the Overseer makes characters Ready and
uses characters they are controlling in the same
Players’ Turn fashion. If the Overseer has no Unready characters
When it is the Players’ turn, they must choose ONE at the start of their turn, they take no more turns in
of their Unready characters to become Ready. This the current round. The Players take turns until all
cannot be a character that is already Ready or Used. of their characters are Used instead.
The Players then choose if:
End of a Round
A. all of their Ready characters will activate; or
When every character (whether Player or Overseer-
B. none of their Ready characters will activate.
controlled) is Used, the round ends and a new round
If all the Player Characters are Ready or Used, they begins. The Advantage remains with whoever had it
must choose A and activate all Ready characters. in the previous round unless the Overseer feels the
situation has changed. See ‘Advantage’, p.86.
If the Players have no Unready characters remaining
at the start of their turn, they take no more turns in
the current round. The Overseer continues to take
turns until all of their characters are Used.
TYPES OF ACTION
ACTION DESCRIPTION SEE PAGE
Move Moves the character 53
Charge A movement that engages a target in combat (and usually longer than Move) 54
Shoot Attack at range with a Pistol, Rifle, or Heavy Weapon 55
Throw Use a Thrown Weapon (i.e. grenade) 57
Close Combat The character attacks an engaged target 57
Use Expertise Use a non-Combat skill 59
Prepare Get ready to react to an opposing character’s Action or Quick Action 59
S E CT I O N 4 – RULES OF P LAY 51
After a character has completed their Actions, its
TEST v USE
Readiness changes from Ready to Used. A Used
character cannot act again during the same round During Action Play, there is a difference between
even if they did not use all of their Actions. Each Testing a skill and Using a skill. Both require a Skill
character must complete their Actions before the Test but testing a skill does not require an action,
next character is activated. whereas using a skill does require an action.
If the Players or Overseer chose to activate their For example, a character might Test First Aid
Ready characters that round, once all the Ready to gain a first impression of an injured person’s
characters have been activated and become Used, wounds. This does not require an action. They
the turn is over. All Ready characters must act would need to Use First Aid to spend time tending
during a round and cannot remain Ready when the to the wounds and this does require an action.
turn ends. A turn can be ended while characters are
In the same way, a character might Test Per to notice
still Ready (and have taken no Actions) but those
some precarious rubble above the doorway of a
Ready characters still become Used.
ruined building. This does not require an action, but
using Per to carefully study a distant person would
COLOR RANGES require an action. If in doubt, the Overseer decides
if a Skill Test requires focused activity and therefore
Fallout: Wasteland Warfare uses colors to signify
uses an action.
distances. Icons on unit cards, ranges on weapon
cards, and other items, are color-coded to show which During Free Play rather than Action Play, Test and
distance is involved in each circumstance. Use are interchangeable so actions are not relevant
(see ‘Free Play’, p.62).
COLOR RANGES
COLOR FEET
While colors represent a specific distance in the
Orange 6
game world, they are also useful for comparisons.
Yellow 12
A character who can Move Red is generally faster
Red 18 than a character that can Move Yellow.
Green 24
Colour ranges are shown in the table, left, alongside
Blue 30 the in-world distance they represent.
Black 36
52 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.4
FOWW RPG-001-111 —
ACTION: MOVE
A Move Action allows a character to travel a
distance equal to their Move color.
TERRAIN
Terrain falls into 3 main types: Normal, Difficult, uses the next shortest color from the character’s usual
Impassable. Move color. This is 6 feet shorter in game terms.
Normal Terrain has no effect on movement. Some characters are unaffected by Difficult Terrain
and Move and Charge over it as they would through
Difficult Terrain impedes movement. Typical
Normal Terrain. This is indicated by the Unimpeded
examples are marshy or rocky surfaces, or moving
icon on their cards. UNIMPEDED ICON
over obstacles that may be leaped like barriers and
desks. Any Move that is partly in Difficult Terrain Impassable Terrain cannot be moved into or through.
S E CT I O N 4 – RULES OF P LAY 53
Falling Damage
The amount of falling damage taken by a character is
the result of a black dice roll plus an amount based on
the distance fallen. If a character suffers any damage
(after an armor roll) from their fall, their Action
INABILITY TO CLIMB ICON
ends where they land, unless they jumped down (see
Jumping Down, below).
Inability to Climb
Characters with the Inability to Climb icon cannot
climb or use ladders.
1 DAMAGE ICON =
+1 DAMAGE
WHEN ROLLING FALLING Jumping Down
DAMAGE
A character that intentionally jumps down resolves
falling damage but using a height one color (6 feet)
less than the distance “fallen.” Jumping down from
1 NUKA-COLA = Orange distance incurs no damage. If the character
-1 ARMOR REDUCTION
WHEN ROLLING FALLING is undamaged from jumping down and still has Power Armor
DAMAGE
movement left after the jump distance, they may use Characters in Power Armor ignore all falling damage
that remaining movement. from falling or jumping.
ACTION: CHARGE
When a character is in contact with an opponent, 1. Charging must result in engaging an opposing
they are engaged. As well as a Move distance, each character.
character has a Charge distance which can be used 2. A character cannot start a Charge when already
to engage an opposing character. Charge is similar to engaged with an opposing character.
Move (and is not an attack) and is usually longer than 3. At the start of a Charge, the Charging character
the character’s Move distance. To use a Charge Action, must have Line of Sight to the enemy character
the following three requirements must all be fulfilled: they intend to engage.
Charge Bonus
After completing a Charge, the Player selects a
Charge Bonus, either a green dice or a black dice,
to be added to their Skill Test as long as their next
KNIGHT PATROL
Action is a Close Combat attack against the now
engaged opponent. This bonus only lasts one (the
first) attack. If the character’s next Action after a
Charge (including Quick Actions) is anything other
than Close Combat, the Charge Bonus is lost.
54 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.6
FOWW RPG-001-111 —
ACTION: SHOOT
To attack at range using a Pistol, Rifle or Heavy
Weapon, a character makes a Shoot Action which COMBAT SUMMARY
can be attempted if the following are all true:
1. A character can use an Action (or Quick Action, see p.61) to make an attack.
1. The attacking character must have a relevant
2. E
ach weapon type has a skill icon in the top right of its weapon card. If the
skill that matches the weapon.
character has a matching skill icon next to one of their attributes then
2. The target must be within weapon range.
they may make an attack with that weapon (see example, below).
3. The attacker must have Line of Sight to the target.
4. The attacker must not be engaged. ttacks are resolved by making a Skill Test using the attribute’s value and
3. A
adding Effect Dice gained from the weapon, equipment, abilities, Perks, etc.
If all four requirements above are true, the character
performs a Skill Test matching the weapon being 4. If a Skill Test for an attack is a success, damage is then resolved (see
used (Pistol, Rifle, or Heavy Weapon). If the Skill Test ‘Damage’, p.63), with a dice roll made to determine if the damage is reduced.
is a success, any damage effects are resolved (see
‘Damage’, p.63).
As well as characters, the target of a Shoot Action Heavy Weapons when engaged, but as a Close Combat
can be an object or a specific point on the landscape. Action (see ‘Using Non-Melee Weapons In Close
Engaged characters can still use Pistols, Rifles and Combat’, p.57).
RANGE
Fallout: Wasteland Warfare RPG uses two weapon target range on the weapon card. If a target falls
ranges: short and long. The distance of these ranges within both short and long range, the attacker
are shown by the colors on the weapon card (see chooses which range to use.
below), with short range on the left and long range on
the right. Long range starts where short range ends, Example: Sole Survivor (1) is armed with an
but some weapons do not have a long range. Assault Rifle. When shooting at Super Mutant
A, the target will be at short range, so the Player
When a Player makes a Skill Test for shooting, they
rolls the Skill Dice plus 1 Accuracy (green) Effect
add all the Effect Dice shown beneath the relevant
Dice and 1 Damage (black) Effect Dice. If the Sole
Survivor fires at Super Mutant B, the target will
be at long range, requiring the roll of the Skill
Dice plus 1 Damage (black) Effect Dice only.
B
LONG
1 RANGE
SHORT
A
RANGE
S E CT I O N 4 – RULES OF P LAY 55
LINE OF SIGHT
An attacker has Line of Sight (LoS) if they can do not block LoS, but may make it harder to hit the
see ANY part of the target. Normal-sized characters target (see Cover below).
COVER
While Line of Sight helps determine whether shooting visible as they are hiding round the corner of a
a target is possible, objects between shooter and building. The effects of cover on shooting are:
target are cover, making a shot more difficult. This
nn Each and every object that obscures part of the
can be due to items such as barrels between the
target gives a -2 modifier on the Skill Value of
shooter and target, or the target being only partially
the attacker for the shot; and
BUILDING
Example: The crate does not block Line of
Sight so the Knight Patrol can shoot. The Line
KEY: of Cover goes through the building and the crate
but the Knight Patrol ignores the building as its
LINE OF SIGHT
base touches it. The value of the Knight Patrol’s
LINE OF COVER BRUTE weapon skill is modified by -2 and the Super
Mutant’s Armor Rating increases by 1. While
they share LoS, any shot returned by the Super
Mutant is resolved against a -4 modification of its
weapon’s Skill Value because of the crate and the
HUGE CHARACTERS MODEL BASE building), but the Knight Patrol’s Armor Rating
SIZES still only increases by 1.
Huge characters are significantly larger than most
others, and the Overseer may decide that these 32mm = Normal
Normal-sized characters who are not friendly to
add cover and/or block Line of Sight to smaller 40mm = Large
the shooter also count as cover, Characters on the
characters, even if the huge character is friendly. 60mm or wider
shooter’s own side do not count as cover as they are
= Huge
working together.
56 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.7
FOWW RPG-001-111 —
ACTION: THROW
To launch a Thrown Weapon, the character
THROW SKILL
ICON
performs a Throw Skill Test and then the damage THROWING WITHOUT LINE
effects are resolved (see ‘Damage’, p.63). A Thrown OF SIGHT
Weapon’s range depends on the color of a character’s
Thrown weapons can be Thrown without having
Throw Skill icon. Thrown Weapon cards show a
Line of Sight to their final intended target if the
white range bar bearing the Throw Skill icon as a
Overseer allows it (see ‘Throwing Without Line of
reminder. LoS and any target cover are determined in
Sight’, pp.86-87). For example, a character might
the same fashion as with Shooting (see p.55).
want to toss a grenade or explosive over a wall to
where they think enemies might be lurking.
SCATTER
If a Throw Skill Test fails and the Thrown Weapon
has a Scatter icon, scatter occurs before the
UNSKILLED THROW
weapon’s effects are resolved. See ‘Scatter’, p.72.
A character without the Throw skill who attempts THROWN WEAPON
a Throw suffers an Unskilled penalty as usual. The CARDS SHOW A WHITE
THROWN WEAPONS AND CRITICALS
Overseer determines the maximum distance such RANGE BAR BEARING THE
Thrown Weapons do not use Criticals (see pp.66-67),
character can throw something. THROWN SKILL ICON ON IT
so no Critical Points can be gained when using a
Thrown Weapon.
SECTION 4.8
FOWW RPG-001-111 —
Engaged characters can only make Close Combat Outnumbered Characters In Close Combat
attacks. These have to be made against the opposing A character engaged with multiple opposing
characters engaging them. Characters is outnumbered. Any Close Combat
attacks against an outnumbered character receive
To make a Close Combat attack, a character makes a
1 bonus Accuracy (green) Effect Dice. The
Skill Test using the skill matching the weapon they
outnumbered character must choose one target for
are using. Remember to add any dice gained from a
their Close Combat attack.
Charge bonus (see ‘Action: Charge’, p.54). If the Skill
Test is a success, the damage effects are resolved (see
Withdrawing From Being Engaged
‘Damage’, p.63).
An engaged character can Move out of engagement
with an opposing character. A character cannot Charge
Close Combat Strength Bonus
out of engagement (see p.54). However, any opposed
Any character with a total Str 7 or more that uses SKILL ICONS ARE
character gets an immediate free Quick Action
a Melee Weapon in Close Combat adds 1 bonus SHOWN TOP LEFT ON
attack on the disengaging character as they leave,
Damage (black) Effect Dice to the attack. WEAPON CARDS
providing that they are not themselves engaged with
another character at the time. The free Quick Action
Super Mutant Close Combat Attacks
suffers the usual -2 Skill Value modifier (see p.61).
Super Mutants making a Close Combat attack with
Free attacks Quick Action are made after the Player
a pistol or rifle may use their Melee skill for the
has committed to moving the character but before the
Skill Test (not Pistol or Rifle skill). The penalties for
character executes the Move.
using a Ranged Weapon in Close Combat still apply
(see below).
Movement When Engaged
Close Combat is not a static affair. After performing a
Using Non-Melee Weapons In Close Combat
Close Combat attack, a character is allowed a special
A character can use a Ranged Weapon (Rifle, Pistol,
bonus movement, called a Slide, but only if this does
Heavy Weapon, Thrown) for a Close Combat attack,
not leave engagement with any opposing character(s).
but the attack is made as though one piece of cover is
A character may Slide around the engaged
protecting the target: a -2 Skill Value penalty and
opposing character and, as the Slide does not break
the target’s Armor Rating is increased by 1. If
engagement, it does not result in any free attacks.
a weapon has a minimum short range greater than
A Slide can move a character into engagement with
zero, it cannot be used for a Close Combat attack.
another character with which it was not already
S E CT I O N 4 – RULES OF P LAY 57
to their Skill Value for the attack. Stunned engaged
characters do not get a free attack on an engaged
character who withdraws from engagement (see
‘Withdrawing from Being Engaged’ above).
Example: A Behemoth has been intercepted 2. If all characters have been assigned a number
by Dogmeat at position 1 (see above) and they before all four numbers are allocated, a new
are engaged. However, the massive mutant is circuit of number allocation occurs, again starting
more interested in getting to the Sole Survivor. with the target.
After making a Close Combat attack against
3. Once all the numbers 1-4 are assigned, roll the
Dogmeat, the Behemoth takes a free Slide around
red Armor Dice. The number rolled determines
Dogmeat’s base to engage the Sole Survivor at
which character has the effect of the attack
position 2. As this Slide does not move him out of
applied to it.
engagement with Dogmeat, Dogmeat does not get
a free attack against the Behemoth. The same system is used for any area effect or
Thrown Weapon (see pp.57, 71) targeting an engaged
Stunned While Engaged character. In those cases, if it hits, the character
Characters engaged with Stunned opposing characters selected by the dice is where the effect is centered.
(see Stunned, p.68) can perform Close Combat attacks If it misses, any scatter result is applied from the
on the Stunned characters, and gain a +2 modifier intended target.
58 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.9
FOWW RPG-001-111 —
perform an Expertise Skill (which are any non- Some Expertise Skill Tests require a character to
Combat Skills) that the Overseer determines be Interacting with something. A character can
LOCKPICK SKILL ICON
must be an Action. Expertise covers the Search, ‘Interact’ with an object if they are next to it and
Computers, Lockpick, Presence, as well as they are not engaged. The “two arrows” icon is the
any other skills and including attribute tests (see Interact icon.
‘Expertise’ for more details, p.24). The character
SEARCH SKILL ICON
performs the relevant Skill Test and then the effect Engaged
is resolved (see ‘Skill Tests’, p.42-44). Some Expertise Skill Tests require that the testing
character is not engaged in order to use the skill.
SECTION 4.10
FOWW RPG-001-111 —
ACTION: PREPARE
A character may use an Action to Prepare, which If a character uses an Action to Prepare and then
INTERACT ICON
gives the character a Reaction. A Reaction can be performs other Actions during their activation, the
used later to perform an Action when the character Reaction is not lost. Prepare does not need to be the
becomes aware of a Trigger during an opponent’s last Action a character takes during activation.
turn. For example, when a character notices an enemy
A character can only Prepare using an Action Point
move, the character could use a Reaction to shoot,
(see p.61) if they have the relevant Prepare Action
pursue them, run away, lockpick, etc. PREPARE ACTION
Point Use icon. POINT USE ICON
TRIGGERS
A Trigger is an Action that may prompt other Being Aware of a Trigger
characters to make a Reaction (see below) if they are Whether a character is aware of a Trigger or not
aware of it. depends upon (a) the Action, and (b) the color of the
Reacting character’s Awareness icon. Any Action
What Qualifies as a Trigger? (except Prepare) is a Trigger at up to one Awareness
Except for Prepare, any Action by a character on the distance away. Only Attacks and Movement are
opposing side can count as a Trigger. A hit, whether Triggers at up to two Awareness distance away. All
it does damage or not, on any friendly character Triggers require Line of Sight except triggering
(including the character under consideration) is also Attacks as these can usually be heard.
a Trigger. Occasionally, special events during a game
may also act as a Trigger. These are described in the Multiple Perceptions of a Single Trigger
scenario details. When multiple characters are aware of the same
Trigger, the Players must declare and commit to which
characters will react, and how, before then resolving
all the Reactions in the order the Players wish.
REACTIONS
A character is allowed only one Reaction at any time, If a character has a Reaction and is aware of a Trigger
so may never perform a Prepare Action if they already (see p.59) they may spend the Reaction to make an
have a Reaction ‘in stock.’ immediate Quick Action (see p.61).
S E CT I O N 4 – RULES OF P LAY 59
The specific Action performed is chosen by the example above) applying after the Trigger Action
Player at the time of the Trigger and can be any has completed.
Action usually available to the character within
any restrictions that would normally apply. When a Reactions When Engaged
Reaction is complete, the Reaction is spent. If a character with a Reaction is engaged with one or
more opposing characters, the character can only use
Note that because a Reaction is a Quick Action,
the Reaction to:
there is a minor penalty to the Action being
performed, and a character does not gain Action nn Perform any Action in response to Triggers caused
Points generated during a Reaction (see Quick by engaged opposing characters; or
Actions for full details, p.61).
nn Perform a Move only if they take damage from any
source, not just from engaged opposing characters.
Reaction Timing
Reactions are resolved after the triggering Action has Reactions to Being Charged
been completed and before the next Action is started, If a character uses a Ranged weapon to shoot at
whether by the same or a different character. Any a Charging character attempting to reach them,
part of an Action can be a Trigger but the Reaction is they react after the Action is complete: when the
not assessed and resolved until the triggering Action Charging character is engaged with them. They do
is complete. not suffer the usual penalties for using a Ranged
Weapon in Close Combat because the target is
Example: A Super Mutant is in the Line of Sight obviously growing bigger as it approaches. Someone
of a Paladin with a Reaction. The Super Mutant being Charged gets a moment to shoot before the
uses an Action to move out of the Paladin’s Line of Charging character engages. This benefit only lasts
Sight. The Super Mutant’s movement is a Trigger for that Reaction. See ‘Battle Cry’, p.69, for one
and the Paladin can use their Reaction but, as exception to this timing.
the Super Mutant is out of sight at the end of the
Paladin’s Action, this Reaction cannot be used to Limits to Reactions
shoot at it. However, the Paladin could use their In rare cases, a character is allowed multiple
Reaction to Move or Use Expertise. Reactions, but can only perform one Reaction for
each triggering Action by others. A character can
The Overseer may allow a Player that specifically perform a Reaction to Move after being aware of a
states their character is waiting for a specific Trigger but cannot then immediately Shoot using
“something” to occur to use their Reaction before the another Reaction. Another Trigger is required for
related Trigger Action is complete. another Reaction.
60 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.11
FOWW RPG-001-111 —
QUICK ACTIONS
Quick Actions are bursts of activity a character may name, but with a penalty that depends on the nature
perform in addition to their usual Actions but with a of the Action:
slight penalty. Quick Actions are mostly used when:
nn Quick Actions that require a Skill Test suffer a
nn Characters spend Action Points (see below). -2 modifier to the Skill Value.
nn When making a Reaction to a Trigger (see nn Quick Actions that require Movement are
‘Reactions’, pp.59-60). 1 color shorter than usual (6 feet less).
When a character performs a Quick Action, it is Characters can only perform specific Quick Actions if
resolved the same way as the Action of the same they have the relevant skill.
ACTION POINTS
Characters can gain and spend Action Points (APs)
in order to perform Quick Actions. APs are shown on OPTIONAL RULE
cards and dice by the Action Point Icon.
If you would prefer fewer dice rolls during Action
ACTION POINT
Play and have characters with V.A.T.S., each ICON
Gaining APs
Heroic character can receive 1 AP every time they
A character may gain APs in two ways:
activate instead of using the V.A.T.S. roll. Discuss
nn APs may come from abilities, items, Perks, Boosts, this with your Overseer when you start Action Play.
V.A.T.S., etc.
nn A character receives 1 AP if an AP icon is shown
on the Skill dice result during a Skill Test which Example: A character with 2 APs and only one
requires an Action. icon could spend 1 AP to perform a Quick Action
Movement but not 2 APs to perform two Quick
APs are not gained:
Action Movements.
nn During a Quick Action.
nn During an Opposed Skill Test. All Player Characters get 1 Movement, 1 Attack,
nn From Skill Tests which do not require an Action, 1 Expertise and 1 Prepare Action Point Use icon as
e.g. testing Agi to avoid falling rubble as this does shown on their Character Mat.
not require an Action that would generate APs.
Unused Action Points
V.A.T.S. Unused APs are lost at the end of a character’s A MODEL WITH THIS
Some characters have the V.A.T.S. activation. APs cannot be carried over to a new V.A.T.S. ABILITY GAINS
(Vault- Tec Assisted Targeting System) activation, transferred, or kept. 1 AP FOR EACH NUKA-
ability, which can generate APs for COLA BOTTLE ICON
them each turn. When a character with the V.A.T.S. ROLLED ON 1 SPECIAL
ability is activated, roll a Special (blue) Effect Dice (BLUE) EFFECT DICE.
and gain 1 AP for each Bottle, Star and/or Blast
icon shown on the V.A.T.S. icons on their cards. ACTION POINT USE ICONS
In this example, the character gets 1 AP for each
ICON NAME USAGE
Nuka-Cola Bottle icon rolled. This roll is separate to
any Test during the character’s activation.
Character can spend 1 AP to perform a Move (Quick
Movement
Action): Move or Charge
Using APs
When performing their regular Actions, a character
can spend APs to perform Quick Actions. The Character can spend 1 AP to perform an Attack (Quick
Attack
Action Point Use Icons shown on the character’s Action): Shoot, Close Combat, Thrown or Heavy Weapon
archetype or unit card shows exactly what APs can
be spent on (see table, right).
Character can spend 1 AP to perform a Use Expertise
Expertise
It costs 1 AP for each Quick Action Point Use on (Quick Action): Any Expertise Skill or attribute test
the character’s cards. Each Action Point Use icon
can only be used once each during a character’s
activation. Prepare Character can spend 1 AP to perform a Prepare Action
S E CT I O N 4 – RULES OF P LAY 61
FOWW RPG-001-111 — SECTION 4.12
MINOR ACTIVITIES
Some minor activities can be performed without
requiring Actions. Picking up or dropping an item, FREE PLAY
switching weapons within easy reach, glancing at an
During Free Play, timing is less important than
object, and so on, do not require an Action. Usually,
in Action Play, so the game is not broken into
one of these minor activities can be performed before,
rounds, and Players do not use Actions to
after or during each Action. The Overseer will decide
perform tasks. Instead, Players tell the Overseer
if more can be achieved during an Action, or if they
what they want to do in the order they wish. Skill
are time-consuming enough to require spending an
Tests that are needed for Lockpicking, Shooting,
Action to achieve goals or require multiple minor
Tracking, and the like are resolved in the same
activities to complete.
way as described in the Action Play section
(without requiring Actions). For example, trying
Example: Dropping a baseball bat at the end
to hack a computer still requires a Computer Skill
of one Action and drawing a 10mm Pistol from
Test to see if a character is successful, and the
a holster at the start of the next Action is fine.
character’s Genius ability still means they cannot
Pulling out a 10mm pistol that is buried deep in
be locked out of computers.
your backpack would require an Action.
62 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.13
FOWW RPG-001-111 —
DAMAGE
There are three types of damage in Fallout :
physical, energy and radiation. Each weapon
card shows the base damage done by a weapon on
PHYSICAL ENERGY
the left side of the card, with a damage type icon DAMAGE DAMAGE
ICON ICON
and the base damage value.
RADIATION
DAMAGE
ICON
Applying Damage
Damage is recorded on the Health Track on the
Player’s Character Mat. The following process is used
to apply damage:
B. R
adiation Damage
Damage from radiation weapons cause
radiation damage. On the Character Mat, fill
in the Health Track space furthest to the right
which is not already filled-in whether or not it
has a cross in it. Do this once for each radiation ...The character subsequently takes 2 points of
damage received. If all spaces are filled-in, do radiation damage. These are marked off by filling
not add any further radiation damage. in the right-most squares not already filled-in –
regardless of crossed squares (6-7) – as shown.
Damage from a weapon is usually of a single type
but, if more than one type of damage is caused at the
same time, each type is resolved separately using any
relevant armor to resist each type.
S E CT I O N 4 – RULES OF P LAY 63
FOWW RPG-001-111 — SECTION 4.14
ARMOR
Armor has the power to potentially block damage. If a
character hit by an attack or other damage effect has BLOCKING DAMAGE
armor that matches the type of damage inflict, they
Using the Armor Dice roll your Armor Rating or
make an armor roll to see if the armor has blocked
lower to block some damage. If successful, what
THE RED ARMOR DICE any damage.
you roll is what you block.
REVEALS IF AND HOW
Each character has an Armor Rating for each type
MUCH DAMAGE IS
of damage: physical, energy, and radiation. Most
NEGATED BY ARMOR
Armor Ratings are shown as a single number, which A character’s Armor Ratings are derived from one
is the maximum damage that the armor can block. source which sets their values, plus one card (if
available) of each card type that modifies those
To check if, and how much, damage has been blocked,
values, such as Armor, Clothing, etc. When a
roll the red 12-sided Armor Dice. The result will be a
character is activated, the Player can choose which
number between 1 and 4:
cards are used for its Armor Ratings. This decision
nn If the result is equal to or lower than the cannot change at any time such as part-way through
Armor Rating, the damage is reduced by the its activation or during another character’s activation.
number rolled.
Immunity to Damage
nn If the result is greater than the Armor Rating,
Where a card shows Armor Rating as ‘X’, this
no damage is blocked.
indicates an immunity to that type of damage.
64 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
ARMOR BOOST
Some effects temporarily offer extra protection which Example: A Raider has an Armor Rating
can wear off. An Armor Boost adds one Strong of 3 physical and 2 energy, plus 2 Armor
Armor bonus (see above) to the Armor Rating shown Boosts. Hit by an attack that would cause
on a character’s archetype or unit card. Each time a energy damage, the Raider resolves the armor
character with one or more Armor Boosts is hit by an as if they had a rating of 2+2, after which
attack, one Armor Boost is discarded after the attack one Armor Boost is removed. The Raider is
is resolved regardless of whether damage is caused. A then hit by another attack, but by a physical
character can have multiple Armor Boosts, and they damage attack this time, and this time the
are in addition to (permanent) Strong Armor bonuses armor has a rating of 3+1. The second Armor
a character may already possess. Boost is then discarded.
SECTION 4.15
FOWW RPG-001-111 —
HEALTH
Each character has a Health icon next to one of the
attributes on its unit card (see right). The attribute
value next to the Health icon plus any additional
Health due to abilities or equipment is the character’s
full Health. A character only uses the spaces on their
still recorded, as this changes a Health Track space
Health Track up to this amount. Any effects that
from a cross to filled-in.
show increases or decreases for this Health icon affect HEALTH
ICON
the character’s full Health. When an incapacitated character’s current Health
increases to more than 0, they are no longer
A character’s current Health is equal to the number
incapacitated. The Overseer determines if there are
of empty spaces on their Health Track – that is, those
any lasting effects from being incapacitated, and this
not filled-in or containing a cross or another mark.
is why it may be useful to record damage suffered
while incapacitated.
Example: A character’s Health is based on their
End of 6, so their full Health is 6, and their Health At the end of the current scene, the Overseer
Track uses spaces 1 to 6. They take 2 regular determines the fate of those that were incapacitated
damage, so place crosses in spaces 6 then 5. at the end of that scene.
Their current Health is now 4. Then, they take
If a character that is Ready has their current Health
3 radiation damage so fill-in spaces 6 then 5
reduced to 0, the Player make a Luck Roll (see Luck,
then 4 which makes their current Health 3. Later,
p.35). If this is successful, the character gets to
they take 1 regular damage and place a cross in
perform a single free Quick Action (see p.40) before
space 3 which makes their current Health 2.
becoming incapacitated. Healing during this free
Quick Action has no effect and will not prevent the
Incapacitated
character’s current Health being reduced to 0. This is
A character is incapacitated when their current
a “last gasp” Action.
Health is 0: all spaces on their Health Track are
either filled-in and/or contain a cross. A character that
Non-Lethal Damage
is incapacitated:
An attacking character can choose a Melee Weapon’s
nn Immediately becomes Used (if not already); regular damage (physical or energy) to be non-lethal.
nn Cannot perform Actions; The non-lethal damage is calculated, and counts as
nn Cannot be made Ready; regular damage, and a character is incapacitated if
nn Cannot have the Slow or Stunned conditions their current Health reaches 0 as usual. However,
added to them; non-lethal damage is removed over time without any
nn Cannot be fed food or drink; healing required (see ‘Healing’, p.66). When recording
nn Can have Chems and First Aid used on them. non-lethal damage on a Health Track, mark ‘NL’ below
each space where the non-lethal damage is recorded in
When incapacitated, regular damage that makes
addition to the cross in the space.
no change to the Health Track is not added. The
Overseer may want the damage recorded to help Radiation damage can never be non-lethal. The
work out what effects may be felt if the character Overseer may allow damage from a Ranged Weapon
stops being incapacitated. Radiation damage that to be non-lethal with suitable circumstances or the
changes regular damage into radiation damage is right equipment.
S E CT I O N 4 – RULES OF P LAY 65
Healing Rest
Healing can remove regular, radiation or both types of Resting for an hour in good conditions removes 1
damage as defined by the source of the healing. regular damage, and a long rest (such as overnight)
removes all regular damage. The Overseer may
For each point of regular damage healed, remove the
decide if any factors reduce or increase the amount
leftmost cross on the character’s Health Track. Healing
of healing gained from rest. Rest can also remove
regular damage doesn’t cure radiation damage so does
the Injured Leg and Injured Arm conditions (see
not remove filled in spaces. If ‘NL’ (non-lethal damage)
‘Conditions’, p.67) if the Overseer decides they were
is noted below any of these spaces, remove that too.
temporary: a sprained ankle may be fine after resting,
On cards, the trash can symbol means ‘remove’ and but a broken leg needs proper medical treatment.
the number of regular damage icons is the quantity.
Radiation damage is not healed due to rest.
For example, the symbols below mean remove (heal)
1 regular damage and 4 regular damage respectively: All non-lethal regular damage is removed a few
minutes after it was caused. The Overseer decides
the time scale. If, after doing so, the spaces which are
empty are not on the right-hand end of the Health
Track, move them so that they are. This can happen
For each point of radiation damage healed, erase if a character receives non-lethal damage as well as
the leftmost filled-in space on the character’s Health lethal regular damage.
Track. It does not matter if, when filled-in, the space
was an empty space that was filled-in or a space that Disease and Sickness
contained a cross. The damage is healed. Disease and sickness are on-going conditions with
various effects. Some diseases and sickness require
On the cards, the trash can symbol means ‘remove’ and
an End Test to resist them. The Overseer determines
the number of regular damage icons is the quantity.
the effects of disease and sickness and whether they
For example, the symbols below mean remove (heal)
can be cured via rest, healing or some other means.
1 regular damage and 4 regular damage respectively:
Finding a cure for some disease can even become an
objective for characters to achieve.
CRITICALS
Some weapons can be used to launch powerful attacks (CPs). These allow their weapons to use that as a
called Critical Effects, instead of their standard Critical Effect. The details of any Critical Effect (if a
attacks. Player Characters, and some NPCs, with a weapon has one) are shown in a box on the right of the
Critical icon on their cards can gain Critical Points weapon card, called the Critical Meter.
CRITICAL ICON
nn When a character who has a Critical icon on their If the number of CPs a weapon has accumulated
cards and uses a weapon showing a Critical Meter equals the weapon’s Critical Rating as shown on its
successfully hits an opposing character with an card, the Critical Meter is fully charged. When fully
CRITICAL METER
Attack, the weapon gains 1 CP. No damage need charged, no further CPs can be gained on that Critical
be caused. Meter; additional CPs gained are ignored.
nn Each Critical icon ( ! ) rolled on a dice also adds
1 CP.
CRITICAL EFFECTS
If a weapon’s Critical Meter is fully charged at the Critical Effect, which leaves the Critical Meter fully
start of an attack, the character can choose to use charged for later use. A weapon which becomes fully
that weapon’s Critical Effect instead of the weapon’s charged because of CPs gained from an attack roll
standard effect. A character doesn’t have to use the cannot use its Critical Effect during that attack.
66 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
A character who declares a Critical Effect with a
fully charged Critical Meter on the weapon, rolls the
relevant Effect Dice shown on the card. However,
the Skill Dice is not rolled; it is an automatic success
regardless of other effects or modifiers. No CPs are
gained when using a Critical Effect. THIS WEAPON’S CRITICAL
ATTACK CAUSES 4
Instead of the weapon’s standard effect, the effect
PHYSICAL DAMAGE BUT
described in the Critical Meter area is caused. The
DOES NOT ADD ANY
Critical Meter area shows new values, additional
EXTRA EFFECT DICE.
effects or both, which are on top of the standard
ALSO, THE CRITICAL
effects. Additional effects have a + symbol in front
ATTACK CAN ONLY BE
of them.
USED AT LONG RANGE.
THIS WEAPON’S STANDARD THIS WEAPON’S CRITICAL
Example: The weapon’s base damage of DAMAGE IS 2 ENERGY ATTACK DOES 3 ENERGY
2 energy is replaced with 3 energy, and DAMAGE, PLUS THE EFFECT DAMAGE (INSTEAD OF THE
1 yellow Armor Reduction Effect Dice is DICE DEPENDING ON STANDARD 2), AND ADDS 1
added to the standard number of Effect Dice THE RANGE. YELLOW DICE TO THE USUAL
(making a total of 2 yellow and 1 green at short EFFECT DICE. THEREFORE AT
range, or 1 black and 1 yellow at long range). SHORT RANGE THE DAMAGE
WOULD BE 3 ENERGY PLUS
Note that an attack using a Critical Effect must still 2 YELLOW AND 1 GREEN DICE.
meet all the other usual attack requirements: Line of
Sight, range, engaged status, and so forth. The attack If a Critical Effect is used to shoot at an engaged
is an automatic hit, but only if it is possible to hit the target, it automatically hits the engagement but
target. Note that some Critical Effects can only be the actual character affected by the Critical Effect
used in certain situations (e.g. only at long range), is determined as usual. See ‘Shooting into Engaged
and these restrictions are also described in the card’s Characters’, p.58.
Critical Meter area.
Immediately after a weapon’s Critical Effect has been READING THE CARDS
resolved, CPs are removed from the weapon equal
If an item card has a condition icon on it, the
to the weapon’s Critical Rating. In most cases, this
condition applies when it’s used. If this would cause
will be all of them, and the weapon can then begin
Damage in any way, this damage is gained without
charging afresh.
an armor roll.
SECTION 4.17
FOWW RPG-001-111 —
CONDITIONS
A character can be subject to one or more conditions, INJURED ARM
often as a result of weapon effects. A character cannot A character with an Injured Arm suffers a -2 modifier
have duplicate identical conditions. When a character to all Skill Values. Some items, such as a Stimpak or
has a condition, circle the relevant icon on the Robot Repair Kit (on Robots), can remove an Injured
FROZEN
Character Mat. Arm if the Overseer decides it is not too serious. Rest ICON
On Fire condition (see below) replaces an existing normal. During Action Play, the On Fire condition
Frozen condition. is assessed when an On Fire character is activated.
S E CT I O N 4 – RULES OF P LAY 67
During Free Play, the On Fire condition is assessed together.” This Action is a Trigger, and can also be
every 10 seconds. a Reaction to a Trigger (see pp.59-60). Stunned
characters do not block opposing characters’
When assessed:
FIRE ICON movement. Also see ‘Stunned while Engaged’, page 58.
1. Add 1 regular damage to the character.
There is no armor roll but Strong Armor still BLEEDING
counts, then… A character who is Bleeding can perform Actions
as usual, but may suffer repeated regular damage
2. Perform a 50:50 Test. If successful the fire
over time. The Overseer determines the bleeding
goes out and the On Fire condition is removed,
BLEEDING severity in terms of the minutes that pass before the
ICON otherwise, the character remains On Fire.
character:
A character who is On Fire can attempt to put out
nn Adds 1 regular damage to the character (no
the fire. This requires an Agi Test. If successful, the
armor roll and Strong Armor does not count);
fire goes out and the condition is removed. During
then…
Action Play, putting out a fire out requires an Action
or Quick Action. This is a Trigger like a Move, and can nn Perform a 50:50 Test. If successful, the bleeding
be a Reaction to a Trigger (see pp.59-60). stops and the Bleeding condition is removed.
otherwise, the condition remains.
A Frozen condition (see above) replaces an existing
On Fire condition. Like poison, bleeding is more serious when the
damage cycle is short.
POISONED
The Bleeding condition can be removed by:
A character who is Poisoned can perform Actions
POISON normally, but suffers repeated regular damage over nn Using a Stimpak or any other item the Overseer
ICON
time. The Overseer determines the strength of the determines is suitable.
poison which determines how many minutes pass
nn A character may dress the bleeding wound of a
before the character suffers 1 point of regular damage
character if they have some suitable materials.
with no armor roll to reduce it. Stronger poisons have
Both the “medic” and the bleeder must be
shorter cycles of damage. During Action Play (and
unengaged. The character doing the treatment
when enough minutes have passed), the damage is
must make an Int Test; success removes the
added when the Poisoned character is activated. A
Bleeding condition. Bleeding characters can treat
Poisoned character can use an item that cures poison
themselves, but must still make the Int Test.
to remove the condition.
During Action Play, an Action is needed to bind
Robots, and some creatures, are immune to poison.
wounds; it is a Trigger (like a Move) and can be a
Reaction to a Trigger (see pp.59-60). The Overseer
SLOW
may also decide that there are no appropriate
Characters can become Slow from various
materials to stop any bleeding or that the materials
SLOW conditions, such as an Injured Leg. A Slow
ICON are insufficient. The Overseer should decide before
character’s Moves are at one color (6 feet)
the Action is declared. An appropriate skill (such as
shorter. This effect occurs before any other distance
First Aid) may help improve the Test.
changes are applied such as a Quick Action for
Move, or Charge, or Difficult Terrain. A Move Robots are immune to Bleeding.
distance cannot be shorter than Orange.
RESISTANT
STUNNED If an effect makes a character ‘Resistant’ to
STUN A character with the Stunned condition can do something, make a 50:50 Test to see if resistance
ICON
nothing except use an Action or Quick Action to occurs or if it is ignored without effect.
remove the Stunned condition to “pull themselves
68 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.18
FOWW RPG-001-111 —
A colored Battle Cry Skill icon shows a BATTLE CRY SKILL ICON
character has the Battle Cry Skill (which (ORANGE RANGE)
Test (see p.47) using the charger’s Battle Cry skill charger’s Battle Cry icon.
versus the defender’s Resist Battle Cry skill. The
nn If the defender wins the Battle Cry Test, the
highest successful result wins. If tied, the Charging
charger receives no benefit for the Charge, and
character wins.
this includes not receiving any Charge Bonus dice.
If the charger wins the Battle Cry Test, they receive The defender may immediately use a Reaction to
the following bonuses: Move their character out of engagement with the
charger without giving the charger a free attack.
nn The defender cannot use a Reaction in response
to that Charge (see ‘Reactions to Being Charged’, If both fail (i.e. no one wins), there is no Battle Cry
p.60). effect; only the usual Charge Bonus is applied.
nn The charger receives 1 black and 1 green dice as Battle Cry is part of a Charge Action, so triggers
their Charge Bonus (instead of the usual 1 black are resolved after the Battle Cry is resolved. This
or 1 green dice for the Charge). includes any Push Back. Note that a character
must have the Battle Cry skill to use it; there is no
nn After engaging the defender, the charger may
Unskilled version.
Push Back on the defender, which moves the
S E CT I O N 4 – RULES OF P LAY 69
KNOCKDOWN
A character can try to knockdown another character No Charge bonus is received for a Knockdown
whose Str is up to 2 greater than their own. To Charge. As Knockdown requires a Charge, it cannot
attempt this, the character first performs a Charge be used once engaged. The Knockdown is part of
Action to engage the target and, as part of the Charge the Charge, so Reactions occur after it has finished.
succeeds at an Opposed Skill Test using either Str or Knockdown and Battle Cry cannot be used together.
Agi (Charging character’s choice). A Str Test pushes The Overseer may rule some characters cannot be
over the target, while an Agi Test trips them. knocked down in some situations: e.g. a Survivor
couldn’t Knockdown a Sentry Bot as the bot is very
If the Charging character wins the Opposed Skill
heavy and has wide tracks, but a Deathclaw or
Test, the target is knocked down and is Stunned.
Behemoth could try to do it.
If the target wins, the Charging character becomes
Stunned but is not knocked down. If neither character
wins, there is no effect from the Knockdown.
GRAPPLE
An engaged character may attempt to grapple their If the grappler is unsuccessful, it has no effect. If the
counterpart in the engagement. A character must grappler is successful, the target is now being held
use an Action to Grapple; this is a Move Action that and can do nothing other than an Action or Quick
doesn’t move the character. The character attempting Action to perform a grapple against the character
a Grapple is called the grappler. holding them.
Before attempting a Grapple, the grappler and their A successful grapple ends when:
target compare both their Str and their Agi. If the
nn the grappler stops grappling by performing any
grappler has both lower Str and lower Agi, they
Action other than a Grapple. When the grappler
cannot attempt a Grapple. If the grappler has both
activates, they must attempt a new Grapple to
higher Str and higher Agi, they receive a green dice
maintain their hold or the Grapple ends.
for the resultant Opposed Skill Test (see below).
nn the target performs a successful grapple on the
To attempt a Grapple, the grappler and target make grappler. If successful, this cancels the initial
an Opposed Skill Test based on Str or Agi: grapple so they are no longer held and allows the
character to immediately Move Orange (6 feet) as
nn If the grappler has higher or equal Str to the
they wriggle free. This movement does not result
target, the test is based on Agi.
in a free attack for breaking engagement.
nn If the grappler has higher or equal Agi to the
target, the test is based on Str. The Overseer determines if some characters cannot
nn If both of the above are true, the grappler chooses be grappled due to size differences, the circumstances
which attribute to use. are too difficult, etc.
MINES
An unengaged character can use an Action to place nn Such a character ends any Action within the
a mine up to Orange (6 feet) away. This counts as a proximity trigger area; or
Move Action but does not move the character. It is nn When a character enters, or moves within, the
MINE ICON
also a Trigger and can be a Reaction to a Trigger (see proximity trigger area. If a character Moves
pp.59-60). Mines have a proximity trigger area with into the proximity trigger area, there is a pause
a diameter equal to the color of their short-range bar to resolve the mine’s effects before the Move is
on the mine weapon card. This is centered on the completed.
mine’s location.
When an active mine is triggered, its effect is resolved
Mines become active once placed. During Action Play, immediately.
a mine becomes active when the placing character
is next activated. An active mine is triggered by Blast Area of Effect
opposing or unfriendly characters when: The diameter of the damage blast from a mine is an
area effect (see below) centered on the mine’s location.
The mine’s weapon card shows the size of the blast.
70 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
AREA EFFECT WEAPON DAMAGE
On a weapon card, the color of a damage value not
only indicates that it is an area effect weapon, but
also shows the diameter of that effect. Damage from
an area effect weapon, centered on the target, is
applied to every character – friendly or not! – who
is wholly or partially in the area of the effect. A
single roll is made to determine the weapon’s effects
and every affected character resolves that damage
separately with each getting an armor roll, if relevant.
HEAVY WEAPONS
Firing Heavy Weapons uses a different skill icon to Weapons. A Heavy Weapon can only be fired if it is
Pistols and Rifles. If a card does not show a Heavy currently Loaded (see ‘Slow Firing Weapons’ below).
Weapon icon, that character cannot use Heavy
HEAVY WEAPON
During Action Play, Slow Firing Weapons can only used when it is Loaded; it only becomes Loaded if the
be fired once per activation. If a character fires a character using it has the appropriate ammunition.
Slow Firing weapon whilst performing their Actions, The weapon becomes Empty after it is used.
it cannot be used again even with a Reaction or by
Reloading does not require a specific Action, so when
spending an Action Point. SLOW FIRING
a character equipped with a Slow Firing weapon ICON
Some weapons use their internal ammunition store is activated, their Empty Heavy Weapon becomes
each time they are fired, and need to be reloaded. Loaded, as long as they have ammunition available.
Slow Firing weapons are marked with the Slow The Overseer may rule that ammunition is limited, or
Firing icon at the top of their weapon card and are is difficult to reach.
either Loaded or Empty. Such a weapon can only be
PRIMED WEAPONS
Some weapons need Priming before use. Primed
Weapons can only be used once they have acquired a
requisite number of Primed points: e.g. a Primed 3
weapon requires 3 points before it can be used.
WALKED FIRE
Weapons with the Walked Fire ability fire multiple range (the color of the Walked Fire icon shown on the
shots each time a Shoot Action is used. Each shot weapon card). Cover and LoS are calculated for each
is resolved as a separate Skill Test. After a shot is shot as usual. Remember that a target can also be a
resolved, the target of the next shot taken can be location, object or point on a battlefield.
the same target, or any other nearby target within
S E CT I O N 4 – RULES OF P LAY 71
Walked Fire weapons can gain a maximum of 1
Critical Point during each Shoot Action, not per shot.
They can also gain a maximum of 1 AP during each
WALKED FIRE ICON Shoot Action not per shot, excluding Quick Actions
as usual.
THE WALKED FIRE ICON
ABOVE SHOWS THAT THE A shot that hits a target gains 1 additional Armor
WEAPON FIRES 5 TIMES, Reduction icon for each repeated hit by the
WITH A MAXIMUM weapon on the same target in the same Action. This
DISTANCE BETWEEN is cumulative, and the Armor Reduction vanishes if
TARGETS OF YELLOW. a shot misses, the user changes target, and during a
different, subsequent Action.
SCATTER
When using a weapon whose card shows the Scatter Scatter Direction
icon, a failed Shoot or Throw Action Skill Test uses The direction in which the scatter goes is random.
the Skill Dice result to determine how far the shot To determine the direction, roll the armor dice:
deviates from the intended target.
SCATTER ICON 1. Scatter directly away from the firer.
When a weapon effect needs scatter to be calculated, 2. Scatter left of the target from the firer’s point
two factors are applied to the intended target location of view.
before resolving damage: 3. Scatter to the right of the target from the firer’s
point of view.
nn The distance from the intended target.
4. Scatter directly back toward the firer!
nn The direction from the intended target.
MULTIPLE EFFECTS
If a weapon shows multiple effects, these are Therefore, the target would resolve 3 damage plus
accumulated and the combined effect resolved. any icons from Effect Dice.
72 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 4.19
FOWW RPG-001-111 —
ITEMS
Characters can have one or more items, such as Items can have a set number of uses. Discard its
Weapons, Gear, Chems, Food and Drink, etc. and these card if that is its last remaining use after the item’s
cards are placed with their Character Mat. effect ends.
Fixed Effect Duration icon ( ); Diminishing discarded after the time has expired at the end of the
duration items can be identified by the columns and final activation.
rows showing their varying effects over time; all other
items are Instant duration and their effects happen Limited Use Items
immediately. Limited Use items have a limit to the number of
times they can be used, and are discarded after the
final allowable use.
ITEM TYPES
TYPE ICON DESCRIPTION LIMITED USE
Alcohol can have varied benefits, but can also result in the negative effects of
Alcohol
addiction after use. See Diminishing Effects and Addiction, both p.74.
Armor offers protection against harm. A character’s Armor Ratings are derived
from one card that sets armor values. This may be their own card, plus another
Armor
card of each type that alters those values. Characters can set which cards they
are using for Armor Ratings at the start of activation. See Armor, p.64.
Chems can have powerful mind and body-altering effects, but can also result
Chems
in addiction after use. See Diminishing Effects and Addiction, both p.74.
Clothing can increase attribute values and offer extra abilities. A character may
Clothing
equip no more than one clothing item.
Food and Drink items can heal damage, increase stats, increase resistances,
and more. When cooked, some food and drink has increased effects and
Food and
removes the harmful radiation gained from exposure to the Wasteland.
Drink
Characters use the cooked effect if food has been cooked; otherwise, they use
the uncooked affect. Super Mutants always use the cooked effect.
The Wasteland is full of all kinds of weird and useful items, from a Stealth Boy
Gear that renders the wearer temporarily invisible, to Stuffed Monkey toys which
can be used to warn of enemy activity.
Junk Many Wastelanders survive by scavenging junk and selling it for Caps.
Mods are improvements to Weapons, Armor and Power Armor which change
their capabilities. One Mod card can be attached to an item which is of the
Mods same type: e.g. Rifles can only be fitted with Mods showing the Rifle weapon
type icon. Mods can only be fitted by characters with relevant Repair & Craft
Skill, and need the appropriate Workbench for the job.
Grenades
Weapons (Various) The main offensive power on the battlefield.
and Mines
S E CT I O N 4 – RULES OF P LAY 73
DIMINISHING EFFECTS
Diminishing Effects items last for a while, but their All bonuses and penalties that are visible are
effect changes over time. When made active, the item cumulative. All bonuses and penalties that affect
effect begins, and the card is placed underneath the S.P.E.C.I.A.L. attributes should be added together by
Character Mat so that all green columns with dots at reading across all the columns to give a new adjusted
the bottom are showing. Some bonuses and penalties value of the attribute.
affect the character’s S.P.E.C.I.A.L. attributes while
some provide other effects, e.g. +1 AP, increased Example: a Paladin takes some Buffout. The
armor, Action Point Use icons, etc. initial effect is +3 Str and +3 End, giving them
Str 9 and End 8.
ADDICTION
Some substances (such as Chems and Alcohol) can
have a downside after use. When the effect of an
item card with the Addictive icon (right) ends,
place a cross in the relevant addiction box (Chem or
Alcohol), top right on the Character Mat, if the box
is empty. If the box already has a cross, a Special
Effect Dice is rolled; the character becomes addicted
if the result matches the icon shown next to the
Addictive icon. Note that the Bottle and a Star dice
result is treated as just a Star. If the dice result did
not match the icon on the card, the item is discarded
and there is no addiction effect, but the cross
remains in the Character Mat box.
74 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
Example: the effect of Buffout ends, so the
Paladin rolls a Special Effect Dice. The dice result
is One Star, so the Paladin suffers the addiction
effects which results in Str 5 and End 4.
HEALING ITEMS
Healing Regular Damage Healing Addiction
Effects that heal regular damage remove the stated Addiction can be removed by using Chems called
amount of regular damage only. Radiation damage is Addictol or Refreshing Beverage. Some foods and
not healed. If the healing effect would remove more other items can cure addiction as well, such as
damage than the character has suffered, the excess a Radscorpion Egg Omelet. When addiction is
is ignored. healed, remove any addicted effects and remove
any crosses from the the addiction boxes on the
Healing Radiation Damage character’s Mat.
Effects that heal radiation damage only remove the
stated amount of radiation damage. Regular damage
is not healed. If the healing effect would remove more
radiation damage than the character has suffered, the
excess is ignored.
POWER ARMOR
Power Armor is incredibly effective, usually
providing good amounts of protection, a Strong
Armor bonus (see p.64), and often other benefits
such as increased Strength.
S E CT I O N 4 – RULES OF P LAY 75
A character wearing Power Armor only gets one
armor roll when hit, regardless of any other armor
worn beneath it. Before a character wearing Power
Armor makes an armor roll, the Player can choose to
use the Power Armor card instead of the character’s
usual Armor Ratings.
MODS
Only one Mod may be added to one item at a time.
Mods can only be added to and/or removed from an
item by a character with the relevant Perk. Mods can
only be added to and/or removed from an item at an
appropriate Workbench.
76 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
REPAIR
Items that are broken can be repaired by a character Workbench. The Overseer determines what materials
using the relevant Workbench or materials, e.g. are required, and may require a character to make a
weapons can only be repaired with a Weapons Skill Test to repair an item.
COOKING
Food can be cooked using a Cooking Station. Cooked top of the card. Once cooked, the cooked food can be
food allows the cooked effect at the bottom of the consumed at a later time.
card to be used instead of the uncooked effect at the
ENCUMBRANCE
A character carrying too much equipment suffers Encumbered
restrictions. A character’s load is calculated by adding A character is Encumbered if their total load
up the ‘load’ value of the items they are carrying is greater than their Str + 4. An Encumbered
which are listed below: character gains the ‘Slow’ condition, and loses the
condition when enough load is dropped to become
ENCUMBRANCE LOADS Unencumbered.
ITEM LOAD
Heavy Weapon 3 Over-Encumbered
Rifle 2 A character is Over-Encumbered if their total
load is twice their (Str + 4). An Over-Encumbered
Pistol 1
character cannot move, and can only move again
1 (excluding Improvised Melee when they stop being Over-Encumbered.
Melee Weapon
Weapon)
Grenades Every 4th grenade is 1
STRONG BACK?
Ammo Loads Every 4th ammo load is 1
Overseer will determine, based on The encumbrance rules are about the total
Junk burden on a character due to the weight rather
where has been scavenged.
than storage capacity. A backpack or other such
Items not listed above are not considered in a container does not increase the total load a
character’s total load, unless an excessive amount character can carry before becoming Encumbered
is carried. The Overseer will specify a load value for or Over-Encumbered. Rather, a backpack allows a
other items, such as carrying 3 hot plates, or a large character to carry many items at once and is less
quantity of Chems and/or Food. able to carry stuff without one.
WEAPONS
Ammunition When a Complication occurs as a result of firing a
Weapons in the Wasteland are one thing. Having the weapon, usually by rolling a X on the Skill Dice,
ammunition to use in them is quite another. Rather the Overseer can declare that an ammo load has
than track every round of ammunition, Fallout: been used. In this case, the Player may only continue
Wasteland Warfare RPG records ammo loads for using the weapon if they have another appropriate
most weapons that require ammunition. Each load ammo load available.
is enough ammunition to last for a while, certainly
the duration of a battle in Action Play unless the Example: a Lancer has a Laser Rifle (energy
Overseer rules otherwise. damage) and a 10mm Pistol (physical damage)
and 2 loads of Energy ammunition and 1 load
Weapons need ammunition of one of three types:
of physical ammunition. During a firefight, the
physical, energy and radiation. A weapon may only be
Lancer rolls a X on the Skill Dice while using
fired if the character has at least one ammo load that
their Laser Rifle so the Overseer determines the
matches the weapon’s damage type.
weapon’s ammo load runs out. The Lancer deducts
When a character fires an odd shot here and there, 1 energy ammunition leaving 1 energy ammo left;
the current ammo load is unaffected. When a after reloading they can continue to use the Laser
character uses a significant amount of ammo, one Rifle. After a few more rounds, the combat comes to
ammo load of the matching type is used. The Overseer an end and the Overseer says the Lancer has used
determines when a significant amount of ammo has up another load of energy ammo. With no energy
been used, such as in a noteworthy combat. ammunition, the Lancer cannot use their Laser
S E CT I O N 4 – RULES OF P LAY 77
Rifle until they gain some more, but can use their prefers a more detailed system, track each shot used.
10mm Pistol for now. Agree this with your Players at the start of the game.
Ammunition can add to the tension of a game as well
During Action Play, reloading does not require an and create minor objectives in finding some more on
Action unless the new ammunition is hard to reach, the way to a main plot objective.
such as being stored deep in a backpack.
Weapon Breakages and Jams
The Missile Launcher and Fat Man do not use ammo
If a Complication occurs when firing a weapon
loads. These weapons record Missile and Mini Nuke
(usually by rolling a X on the Skill Dice), the
rounds individually.
Overseer may determine that the weapon has jammed
Overseers should remember that ammunition is one or is broken. A jammed weapon can be cleared with
of those things some Players want to track and others an Action or Quick Action; a broken weapon must
do not care about. If your group prefers a simpler be repaired by someone with the right skills and
system, don’t track ammunition at all. If your group Workbench before it can be used further.
OBJECTS
Characters can attack objects in order to damage
OBJECT HEALTH AND ARMOR VALUES
or destroy them. Objects have Health and Armor
OBJECT
values, and are destroyed when reduced to 0 Health.
Examples with Health and Armor values are shown Light Wooden Door 2 1 3 X
in the table, right. Heavy Wooden Door 3 2 4 X
If there is no pressure on the character (e.g. they are Heavy Steel Door 4 2+1 3+1 X
not currently in combat) or they are very close to the Filing Cabinet 2 1 2 X
target object, the Overseer may award a bonus to an Mirelurk Egg 1 - - X
attack. If the target object is small, moving, far away,
Computer Terminal 2 2 1 X
or some combination of those factors, the Overseer
Heavy Console 4 3 3 X
may penalize the attack.
Nuka-Cola Machine 6 2 2 X
Fuel Pump 3 2 1 X
Padlock 2 1 1 X
Chains 2 2+1 3+1 X
Rope 1 1 1 X
78 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
FOWW RPG-001-111 — SECTION 5.1
80 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 5.2
FOWW RPG-001-111 —
S E CT I O N 5 – TH E GAMEMASTER 81
to achieve multiple Impact in a single roll, and the !
DIFFICULTY MODIFIERS
can add 1 Impact if you allow it. However, be careful
not to set a Difficulty too high, and consider other Resistance Lower chance of success (Uncertain)
ways of making a test harder instead. -2 Lower chance of success (Definite)
Difficulty Greater effect required
82 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
Lockpick: Multiple Impact can be required to open would be a Resistance roll. A character could have a
complex locks either from a single Skill Test, or flashlight that gives them green dice to make success
built up over multiple attempts. Some locks have more likely; good eyesight which adds a black dice
mechanisms to protect against picking and get to roll that may increase Impact; or additional information
the Resistance Dice to reduce the Impact. Characters on what is to be found and where which adds yellow
may have lockpick tools to give them green dice to dice to reduce the search’s Resistance.
make success more likely; advanced tools which add
Dice examples:
a black dice that may increase Impact; or they may
have specialist knowledge that adds yellow dice to
+ Good eyesight
reduce the lock’s Resistance.
Understanding of the lock type; Special Flashlight; Quiet whilst searching for a
+ lockpick tools + beeping bomb
If the Difficulty is greater than 1, consider: nn Is there any negative effect if only some of
the Impact required is achieved rather than
nn Can the Impact be accrued over several rolls
all at once?
or is it all needed in one go?
Example: Trap A is a complex, interlinked trap
Several rolls: breaking toughened glass to
and requires 2 Impact to disable, it but it will
access a laboratory requires 3 Impact which can
activate if only 1 Impact is achieved.
be accrued via multiple attempts as each Impact
causes lasting damage to the glass. Trap B is a complex trap requiring 2 Impact to
fully disable, but its trigger mechanisms are not
Single roll: pushing a pile of junk to make it
linked and achieving 1 Impact will disable part of
fall requires 3 Impact. If less than 3 Impact is
the trap without activating it.
achieved, it wobbles but does not fall. Further
attempts are no easier despite some Impact on nn Does the Impact achieved reduce over time?
previous attempts.
Example: The boat has a leak. Each Impact
achieved bails out some water but, each round, the
Difficult increases by 2 as water continues to flood
in, undoing the good work of bailing.
COMPLICATIONS
When a Complication occurs due to an X , you can outcome than just a normal failure. A Complication
decide on the negative effect. This effect does not need could have: a direct negative effect on the character;
to be large, because Complications can happen quite a negative effect on the target if that would be bad for
often (15% chance), but a Complication is a worse the character; a negative effect on the situation;
S E CT I O N 5 – TH E GAMEMASTER 83
or could be an advantage for the character’s opponents. Effect on target
For Lockpick and Computer tests, a Complication nn Whilst lifting a heavy prototype bot, the character
often causes the Player to be locked out for a while drops it and it is now broken.
(see ‘Complications’, p.46).
Effect on situation
Some examples of Complications:
nn As the character tries to sneak quietly through the
cave, they make some noise thanks to the failure,
Effect on character
but this small noise is due to knocking against
nn When shooting a weapon, the ammo load is used
a pile of junk which topples over in spectacular
or the weapon jams.
fashion causing a much more noticeable crash!
nn Whilst trying to get the vault lift working, the
nn The character accidentally trips an alarm.
character suffers a minor electric shock and takes
1 non-lethal damage.
Advantage for opponents
nn During a chase, the character not only fails to nn The character fails to hack into a computer to
slip through the crowd but gets tangled up with open the exit, but another door opens instead,
someone causing a delay. allowing the guards chasing the character to enter
the room.
nn Whilst shooting round a corner, the character
strays out of cover to get the shot needed. nn The character’s headlight gets switched on,
making it easier to see them; opponents get a
nn A sonic pulse device to deter the Deathclaws
green dice on their next attack.
has overheated and needs fixing, or it has run
out of power. Sometimes, you can have the character make a test
to see if the Complication occurs, e.g. testing Luck or
Intelligence, or a skill. This reduces the frequency of
complications and also allows the Player to feel that
character Attributes and abilities make a difference.
EXTRA IMPACT
If a character’s Expertise Skill Test results in more Some examples of extra Impact:
Impact than required, this can have a beneficial nn As well as finding some Sugar Bombs in the old
effect: almost the opposite of a Complication. The kitchen, there’s some Cram found as well.
more extra Impact beyond the required Difficulty,
nn Binding a wound not only stops the bleeding, but
the better or more numerous the benefits. The
also restores 1 Health.
benefits are usually directly linked to the test, but
can be of a more general nature, e.g. a wandering nn The character not only finds messages showing
Radstag distracts one of the Radscorpions attacking the name of a gang leader, but realizes they know
the characters. where that individual lives.
84 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
DESCRIBING THE OUTCOME OF A SKILL TEST
Success or failure may happen because of all sorts For example, Sturges attempts to Lockpick the door
of reasons. As an Overseer, you can describe any to access the basement of the harbor master’s office
reason you wish, but the dice can help guide you. whilst a Mirelurk is asleep on the other side of the
For example, an attack that hits and does little office. If Sturges fails a Manual Dexterity Skill and
damage may be because the Armor Dice blocked awakens the Mirelurk, it might be due to the sound of
all the damage, or because the Effect Dice added the lock springing open with a loud click, or perhaps
no extra damage. If a shot misses out on hitting Sturges dropped his tools, broke something, or slipped
the target by 1 or 2 due to the penalty added due on the wet planking of the dockside and knocked
to cover, maybe the shot hits the cover without something over, etc.
penetrating it, or zings off into the distance. Did a
Opposed Skill Tests can be especially descriptive
Lockpick Skill Test succeed because the result was
as the dice result can be used to understand who
below their Skill Value and the lock opened due to
succeeded and who failed. For example, a character
pure talent, or was it only successful because the
being noticed whilst using Stealth may have failed
Effect Dice provided by the special lockpick kit
to move quietly whilst the Radscorpion succeeded at
reduced the Skill Dice result?
noticing them, or maybe the character successfully
As well as the dice results, many different moved quietly, but the Radscorpion’s senses were just
interpretations can be created to describe the action. too finely honed.
UNSKILLED TESTS
When a character does not possess a required skill
for a Skill Test, they can still attempt the Skill Test
but with the Unskilled penalty. Battle Cry is an
exception which cannot be used Unskilled. When this
occurs, the Overseer needs to pick the attribute on
which the character will base the Skill Value. This
can vary, depending on the character concerned: e.g.
most characters use Str for Close Combat but some
use their Agi. The situation may also determine the
attribute to use: e.g. a Search that requires looking for
a physical item may be Per-based, whereas finding
information in a library of books could be based on
Int. The decision is the Overseer’s to make, based
on what feels relevant to the situation. There is,
however, a default attribute for every skill. Default
attributes for Expertise Skills without specific icons
are described in the table of Expertise Skills on p.24.
Default attributes for all Combat Skills and Expertise
Skills with specific icons are shown below:
Per
Agi
Str
Int or Agi
S E CT I O N 5 – TH E GAMEMASTER 85
FOWW RPG-001-111 — SECTION 5.3
OTHER ADJUDICATIONS
ADVANTAGE
When the game is being played in rounds, either the
Players or the Overseer have Advantage. At the start OPTIONAL ADVANTAGE RULES
of a round, the side with Advantage decides which
If you prefer a random allocation of Advantage,
side takes the first turn.
the Overseer can select an attribute, such as Per
if the two sides could detect the other’s presence,
Deciding Who Gets Advantage First
or Agi if the two sides are already facing each
Usually the Overseer decides on Advantage. If one
other down and who “draws first” is an issue. The
side has surprise over the other, Advantage goes to
Player Character and Overseer’s character with the
the side with the element of surprise. If a situation is
highest relevant attribute values make an Opposed
uncertain or fluid, give Advantage to the Players.
Skill Test, and the winner gains Advantage for
If one or more characters have been completely their side.
caught off-guard, they are Used for the current
(first) round and so will not act. If partially caught
Advantage During Action Play
off guard, characters can be given the penalty of
At the end of a round, the Advantage usually remains
-2 to tests for that round. If one or more characters
with whoever had it at the start of the round unless
are lying in wait, they can start Ready for the first
the Overseer feels the situation has changed. If the
round. More than one of these can apply to a situation
side with the Advantage is taking heavy losses or not
depending on its circumstances.
making progress, then the other side can be given
Advantage as they have gained the upper hand.
Remember: Advantage does not always mean acting
first in a round!
86 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
knowing the location of an intended target behind intended target with whatever suitable chance you
the wall may make it very difficult to hit them. In see fit. Potentially, you could have a character make
some cases, it’s just blind luck if a successful throw a Notice Skill Test to try to estimate the position of
over a wall hits an intended target, so the character a target from sounds, shadows, or other clues, which
could make a Throw Skill Test and then roll the could then increase their chances with the Special
Special (blue) Effect Dice to see if the throw hits the Effect Dice.
LUCK POINTS
Luck can be used to nudge situations in a character’s equal, characters go back up to their maximum
favor, giving them opportunities to beat difficult Luck Points after a long rest, or gain 1 Luck
odds, get out of a jam, or turn a sticky situation from Point after a short rest, but you can vary this as
bad to good. Luck Points should always be a limited you see fit.
and scarce resource so should never become a major
In addition to the ways in which Luck Points can be
influence, but gaining them regularly means Players
spent (see ‘Luck’, p.35), you may occasionally allow
are more comfortable with spending them, rather
Players to spend Luck for other reasons such as
than clinging on for use only on special occasions.
turning an Impossible Skill Test into an Outside
Luck Points can be given to Players at any time, but Chance (see p.49), or to remove the Unskilled
it is best to time the acquisition of Luck Points with penalty, or for any other reason that manipulates the
fitting moments in the game, and not grant them if game rules to a similar extent. Characters shouldn’t
there is no valid context. You can award Luck Points rely on Luck Points as spending them should only
as a reward and incentive for good roleplaying, “tweak” events and be a limited resource.
clever thinking, noticing clues, etc. All else being
S E CT I O N 5 – TH E GAMEMASTER 87
FOWW RPG-001-111 — SECTION 5.4
NON-PLAYER CHARACTERS
Major NPCs often their only option is to use it to Prepare. They
Major NPCs are the main characters and bosses the cannot use Criticals.
Players will meet during an adventure. They are like
Character consists of: Unit card.
Player Characters, so they are Heroic and can have
Skills and other abilities too. They can use Criticals.
Minor NPCs
Character consists of: Unit card + Heroic. Minor NPCs are the background crowd in a story, or
the least capable. They are the “extras” in the movie
Regular NPCs of the characters’ lives, e.g. the mass of inexperienced
Regular NPCs are the general run-of-the-mill Raiders, the crowd in a market, and so forth. These
characters the Players encounter in the world. They characters are not Heroic and do not usually have
are generally capable people, such as the leader of skills or other abilities. They have limitations on the
a local settlement. They are like Player Characters Actions they can take, and always have to use one
and have skills and other abilities too but they do of their two Actions to Move or Charge. They do
not count as Heroic. As a result, they do not have not use Action Points and cannot use Criticals.
access to the Action Point Use Icons so, when they
Character consists of: Unit card (and one Action
do gain an Action Point (usually from a Skill Test),
must be a Move or Charge).
STEALTH
A character can attempt to move unnoticed by making If several spotting characters are close enough to
as little sound as possible or remaining unseen. Other detect a stealthy character, the stealthy individual
nearby characters may notice them. An Opposed makes a single Stealth Skill Test, and each spotting
Skill Test is performed to determine if the sneaking character makes their own individual Notice Skill
characters will be noticed, with the character Test separately. One result is compared against
attempting to use stealth using their Stealth skill many in a set of Opposed Skill Tests. It is possible
and any opposing character who could spot the that one character may notice the use of Stealth
movement using their Notice skill. As mentioned in while another does not.
‘Opposed Skill Tests’ (p.47), the success with most
Impact wins; ties are broken by the highest Skill Example: Ronnie Shaw tries to move quietly
Dice result. along a rocky canyon ledge. There is a Super
Mutant on a path above her and Mutant Hound on
If the character attempting stealth wins the Opposed
the ground below. Ronnie rolls a 6 for her Stealth
Skill Test, they pass unnoticed. If a spotting character
Skill Test (a success) with 1 Impact. The
wins, they are aware of the movement and this counts
Overseer has decided that the Mutant Hound has
as a Trigger (see ‘Triggers’, p.59).
the Notice skill, but making a Notice Skill Test,
Normally, if neither character wins an Opposed Skill the Super Mutant rolls a 9 (fail) with 1 Impact
Test there is no effect, but this is slightly different in and the Mutant Hound rolls a 3 (success) with
the case of stealth. If neither character wins because 2 Impact. Ronnie won the test versus the Super
they both failed, or it is a tied result, the character Mutant who does not notice her but lost versus
has not been stealthy enough to go completely the Mutant Hound (it succeeded, but with more
unnoticed, but has also not been properly detected. In Impact). Therefore, the Mutant Hound is alerted to
such a case, the spotting character notices only the Ronnie’s movement.
slightest of activity, so their state of alertness (see
If the Mutant Hound had rolled 1 Impact instead
page 89) is raised slightly – they think they heard
of 2, Ronnie would have won the tests and been
something but cannot be entirely sure.
completely unnoticed as they would have had the
88 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
same Impact. The tie-break would have been based STEALTH SKILL TEST BONUSES AND PENALTIES DURING
on the highest Skill Dice roll. Now Ronnie must OPPOSED SKILL TEST FOR STEALTH
hope the Super Mutant above her does not work n Equipment such as Stealth Boy, Camouflage
+ Greater effect
out why the Mutant Hound has started barking! n Hard ground leaving no sign of passage
Overcome
+ n Things that reduce Resistance factors
To avoid making many multiple rolls if there are uncertain difficulties
lots of potential spotters, the Overseer can make a
n Equipment such as camouflage
single roll on behalf of several characters instead
BONUS
n Intermittent background noise
but, perhaps, add a bonus (like a green Effect Dice) Uncertain better
+ n Quiet terrain such as short grass
chance of success
to their Notice Skill Test. Sneaking past multiple n Cloudy night providing shadows from
characters is harder than sneaking past just one. passing clouds
PENALTY
Performing actions unnoticed has limits, so you Uncertain difficulty knocked over
may declare some Stealth Skill Tests impossible. A n Noisy/slippery terrain
character may not use Stealth against a target if n Rusty door handle to open, or wearing
they are clearly noticeable at any time during their noisy armor
Move, or the target knows where they are. A character Fixed n Lack of shadow and/or cover
Definite difficulty
can only Move their usual distance using Stealth; it -2 n Long distance to be covered
cannot be used for a Charge.
NOTICE SKILL TEST BONUSES AND PENALTIES DURING
Impact OPPOSED SKILL TEST FOR STEALTH
As with all Expertise Skill Tests, the amount of n Equipment such as a torch
Impact from a successful Stealth Skill Test shows the + Greater effect n Twigs, leaves and branches on the ground,
magnitude of the success. For example, a character magnifying the effect of movement
that succeeds with 1 Impact moves unseen but with
Overcome n Trained
3 Impact they may have moved a bit faster, only +
uncertain difficulties n Familiar with the area
BONUS
S E CT I O N 5 – TH E GAMEMASTER 89
Example: a Brotherhood of Steel Knight on
NPC ALERTNESS
guard duty on their own and expecting an attack
is likely to be Suspicious and go to Alerted at Having NPCs go from Unaware to Alerted
the first real sign of trouble. In contrast, a drunk immediately leaves no room for error by the Player
Raider, who is not expecting any activity will Characters. Sneaking around becomes almost
probably start Unaware and become Suspicious impossible, and so unforgiving that they may not
the first time they hear or see something. They even consider it as a tactic.
may go to Investigate the next time they
hear something, or even ignore it if apparently
NPCs’ alertness may also go down over time if they
unimportant.
notice no further suspicious activity.
SURPRISE ATTACKS
If a character performs an attack on a target who Moved and engaged with the Feral Ghoul, but
is unaware of their presence (due to attacking from the Feral Ghoul would have been aware of them
hiding, using Stealth to get close undetected, or firing so the Raider would not add the green and black
unobserved from a distance), they gain a green and Effect Dice to their attack.
black Effect Dice on the Skill Test for their attack.
As a character cannot use Stealth whilst Charging, a A surprise attack is a Trigger even if it misses,
character cannot simultaneously receive a surprise as is the effect of the attack, e.g. a bullet hitting
attack and a Charge Bonus. a character other than the target, or an object
nearby, would be a Trigger. A gunshot from far away
Example: The Raider watches the Feral Ghoul which misses the target and has no effect on the
shamble past from inside the doorway of the surrounding area might not cause a Trigger if the
building. The Raider uses Stealth to move to noise is lost in the distance.
engage the Feral Ghoul and wins the Opposed
If a character engages a target which is unaware
Notice Skill Test. With their next Action, the
of them, the character must make a new Stealth
Raider swings at the Feral Ghoul with their
Skill Test. If the attack is Close Combat and it
Lead Pipe and chooses to add a green and black
incapacitates the target, you determine if the attack
Effect Dice to their attack. If the Raider had lost
effect is a Trigger or not. Possibly it might be unseen
the Opposed Notice Skill Test, they would have
and quiet enough to go unnoticed by others.
90 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
Impact Example: a Railroad operative is undercover
As with all Expertise Skill Tests, the amount of Impact inside the Brotherhood of Steel’s outpost. They
from a successful Manual Dexterity Skill Test shows need to covertly slip a note into a contact’s foot
the magnitude of the success. For example, a successful locker, but there are other Brotherhood members
character with 1 Impact may take the first thing they present. Opening the catch is relatively easy but
find in a target’s pocket but with 3 Impact they may the catch is very rusty, so has a Resistance Rating;
have been able to take something else or just better. a good Skill Test may still be neutralized by the
creak of the hinge…
A success with zero Impact is still considered a
success but the character did not complete their task,
Other examples are a Resistance Rating when
as their skill use had no effect: e.g. they picked the
pickpocketing if a target keeps moving around.
pocket but got nothing from it. A success with zero
Achieving multiple Impact (and therefore a higher
Impact would still win and go unnoticed against a
result quality) would be more likely to overcome such
failed Notice Skill Test.
unpredictable circumstances. For example, you could
award green dice if a required key is poking out from
Bonuses and Penalties During Covert
a guard's belt; you could award black Effect Dice when
Manual Dexterity
using sleight of hand to take a watch laying on a bar
You can award bonuses and penalties based on
if its owner is preoccupied looking at a (staged) brawl
the situation, such as a target being animate or
across the room.
inanimate, the armor or clothing worn by the covert
character, the condition and position of the item being
used or taken, and so on.
NOTICE
A covert activity that is noticed is a Trigger. As a Awareness distance for more subtle activities like
result, characters using Notice can potentially detect lockpicking or computer hacking. Various factors can
stealthy activity at a distance double their Awareness increase or decrease these distances such as the light
for Movement and anything noisy, and normal levels, background noise, Line of Sight, etc.
S E CT I O N 5 – TH E GAMEMASTER 91
FOWW RPG-001-111 — SECTION 5.6
CHASE SCENES
Giving a visual element to a chase can really help A cart is pushed out from a side alley. The target
you and the Players keep track of everyone’s relative goes around just as it emerges.
positions. This can be achieved using the range
Choice: Slide under or go around?
rulers. To start, place the range rulers so they are
all side-by-side in order of length with their ends nn Slide: Test Acrobatics.
aligned at one end. Where they all line up represents Gain 1 Distance.
the chase target for the characters or something that Lose 1 Distance.
is chasing the characters. The Players each place nn Go around: No change.
their models – or a token – at the end of the range
ruler that matches their starting distance to the A large group of ill-looking people stand arguing
target (or chaser). about who is next to see the Doc.
A chase is broken into moments and, during each Choice: Shout at them to get out of the way or
moment, give the characters a choice which could go around where it’s clear?
move them to a shorter range ruler (if the gap
nn Shout and go through: Test Presence
between them and the target narrows), to a longer
range ruler (if the gap widens), or leave them where They step aside. Gain 1 Distance.
they are. If a character reaches the target it is The shout merely confuses them.
No change in Distance but you press
caught. When a chaser is after them, if it reaches the
up against some of them as you pass
characters they are caught.
(-2 on End Test below).
Each moment presents the characters with a test or nn Either way: Characters Test End after the
choice carried out individually by all of them. Players chase and failure means catching Mole Rat
need to make a choice or make the appropriate dice disease.
roll quickly, so the situation feels fast and tense. nn Go around: No change.
Hesitation or any discussion more than a few words
means the gap to the target will automatically The trader weaves around a large wooden roofing
extend if they are chasing a target, or close if they panel that blocks much of the alleyway. It looks
are being pursued. This “hesitation factor” is in fairly lightweight.
addition to the result of their eventual choices. After
In order of distance from the trader (closest first)…
as many chase moments as you wish, the result of
the chase can be judged. Choice: Ram through the panel or weave around?
If a character has a higher Move or Charge distance nn Ram panel: Test Str
than the target (or vice versa for a chaser pursuing Character smashes through it.
the characters), you can occasionally increase or Gain 1 Distance and all Players yet to
reduce the gap distance for those characters to reflect choose can automatically move through
this, as you feel appropriate. the same gap and Gain 1 Distance too.
An example will make this clearer. Below are a Character bounces off the panel.
Lose 1 Distance. Next character gets
few moments of a chase where the characters are
+2 to their Str Test (which is
pursuing a trader through the alleyways of Diamond
accumulative) if they choose to ram.
City in order to question him. ‘Gain 1 Distance’
nn Weave around: No change.
means move one range ruler closer to the target, e.g.
from Green to Red, and ‘Lose 1 Distance’ means move
Chase Result
one range ruler further from the target, e.g. from
If any Player is now at:
Orange to Yellow.
Yellow or Orange: The trader can’t shake
the characters and gives up.
92 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 5.7
FOWW RPG-001-111 —
SCAVENGING
Many items can be found lying around in the As well as immediate tests, dangers can require IF YOU OWN FALLOUT:
Wasteland but others need to be sought out, or characters to act cleverly to attempt to avoid a WASTELAND WARFARE,
need other work to gain them. When characters situation: disable a trap, move slowly so as not to ITEM CARDS CAN BE
scavenge for items, Overseers can present them with disturb a Stingwing resting by a useful item, or throw GIVEN TO THE PLAYERS.
an opportunity to use their Search, Lockpick and food to distract a mongrel for long enough to grab YOU, AS OVERSEER, CAN
Computers skills to gain “stuff”, plus apply Knowhow something, and the like. CREATE A DECK OF ITEM
and other skills too. CARDS TO REPRESENT
Having plenty of opportunity to make choices about
WHAT MIGHT BE FOUND
Some items (or even just locations) may be booby- their characters’ actions will engage your Players.
IN AN AREA.
trapped, or involve other dangers like gas leaks, a A prime way to do this is to give them a minor
concealed and resting Feral Ghoul, or a precarious negative-seeming option plus a test which could give THIS CAN BE THEMED,
pile of rubble. These could be triggered immediately, a much better or worse outcome depending on their SUCH AS FOOD & DRINK
but it is always best to give characters a chance to success or failure. IN A SUPER DUPER
avoid, or at least mitigate, some negative effects MART, STIMPAKS IN A
through appropriate tests. That way Players will Example: A character notices too late that a HOSPITAL, JUNK IN A
feel like they have some control over their destinies, tripwire has pulled a pin from a baseball grenade. JUNK YARD, ETC.
are actively involved, and their capabilities and The character could immediately duck into cover
THE DANGER AND
good roleplaying make a difference: all things that so they have some protection and still take some
CREATURE CARDS ARE
make for a more interesting game. For example, damage, or they could try to find the pin. If they
ALSO A GOOD SOURCE
if some rubble falls, have the character perform succeed, they will take no damage, but if they fail
OF INCIDENTS THAT
an Agi Test to try to get out of the way. A success they won’t even have cover and will take the full
CAN BE FOUND IN THE
might avoid all or most of the damage. This is force of the explosion. The Player must decide
WASTELAND.
better gameplay rather than simply giving the full immediately on a course of action…
damage amount automatically.
S E CT I O N 5 – TH E GAMEMASTER 93
FOWW RPG-001-111 — SECTION 5.8
94 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 5.9
FOWW RPG-001-111 —
SETTLEMENTS
Characters may want to remain in an area and the main homestead or camp for many Wasteland
build up a settlement to serve as their base of inhabitants. Settlements come in many different
operations. At other times, characters wandering in forms and the following section provides some
the Wasteland may come across Settlements that advice on what they could contain, and what
need assisting, investigating, controlling, attacking... characters may want to include when building one
Whatever their personal reasons, a Settlement is of their own.
LOCATION
The Wasteland often appears to be an empty claimants. Using an existing Settlement gives
place, but it can be surprising how many people characters a head-start and requires less set-up
and creatures lay claim to it. If the characters resources, but sometimes characters will want to
wish to start an entirely new Settlement, they clear a piece of land of existing structures, trees,
will need a suitable location and this may require junk, etc., and build their new Settlement by
“negotiation” with any existing inhabitants or recycling resources from the clearance.
TYPE
Settlements are often re-purposed houses or farms, military-style camps with a perimeter barrier and
but can be factories, city buildings, water treatment gates, whilst Super Mutants take a much more
plants, beached ships, or anything else with enough organic approach focused on room for their meat bags
space or security. The Brotherhood of Steel develop and little thought for defenses.
DEFENSES
Settlements are a source of security but can are also Turrets on tripods are not an uncommon sight in
be targets. Many see little reason to hunt through the a Settlement, and add extra and constant firepower
Wasteland for resources when others have already with the soft chug of a turret motor giving comfort
done it. Even better, Settlements are collections of all to those defended by them, and deterring would-be
those wonderful things in one easily raided location! attackers. Coming in various shapes and capabilities,
Defenses, then, become important in fending off turrets run from simple machine gun turrets to laser
troublesome visitors. turrets and missile turrets. Some turrets can be wall-
mounted; others come with their own spotlights and
Fencing can consume a lot of resources but it delays
react to anything entering their illuminated patch.
or deters unwanted visitors from approaching along
Laser turrets and spotlight turrets require power to
some routes. Even if not a complete ring, fences across
run, and taking out their power supply will stop the
some approaches can allow the settlers to focus their
turrets from working.
defenses in fewer directions. Going further than
fencing, there are barricades, usually made out of Mines are also an option for defense, though placing
barbed wire, planks, and sandbags, which provide signs to alert people to their presence is required if
fighting positions for defenders, as well as maybe they are to be a deterrent prior to someone standing
chairs, lights, and perhaps a table for long sessions of on one. Sometimes a minefield sign alone can work
guard duty. wonders in making attackers think twice. A wandering
Brahmin or Radstag can be a problem, though.
S E CT I O N 5 – TH E GAMEMASTER 95
Water pumps provide essential, untainted water WATER PUMPS & PURIFIERS
for settlers, animals, and crops. These can be simple
EQUIPMENT PRODUCTION POWER REQUIRED
hand pumps to draw up ground water, or can be
Water Pump 3 water/day
machines that draw and filter water from a river.
Having some way to store water is advantageous Water Purifier 12 water/day 1 Power
to provide lots of water for irrigating crops, as a Water Purifier –
40 water/day 1 Power
contingency against drought, and for emergency Industrial
uses, such as putting out fires.
LIVING
Settlers need rest. Beds and bunk rooms are usually FOOD SUPPLY
the first items to be built, but chairs, tables, lights, and ITEM PURPOSE REQUIREMENT
other “luxuries” also make Wasteland living easier.
Crop Fields Grow Food 1 water per day
Food is essential, and Cooking Stations can Cooking Convert Food from
be used to cook up recipes using the required Station Uncooked to Cooked
ingredients. Settlers may gather ready-to-eat food
from the surrounding area, or buy it from traders. Computer Terminals can be used to automate
Alternatively, they may find or buy raw foods to cook, some tasks, such as switching turrets and lights
folowing recipes. Settlers can also have fields in which on and off from a central location. If a Settlement
to grow their own crops as raw food, though these has valuables, then a well-hidden safe may also be
require water and tending. important.
96 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
TRADERS AND SUPPLY ROUTES
Why gather resources when they could come to you? Some traders set up stalls in Settlements, and while
Many traders wander the Wasteland gaining, and some deal in a wide range of goods, others specialize
then keeping, good relationships with travelers who in weapons, food and drink, clothing, armor or
can bring many items to a Settlement as part of medical treatments. For the right number of Caps,
regular visits. Of course, such convenience comes at nearly anything should be available, eventually, but
a cost, so items can sometimes be expensive. Traders never cheaply.
will often accept other goods, instead of Caps, as
payment because they will make a profit on them
later elsewhere.
NEW RECRUITS
A Settlement could just be the home of the Player
Characters, but having more people often means SETTLEMENT STORYLINE HOOKS
safety in numbers and a wider range of skill sets.
Settlements can be a great base of operations for
The Players’ characters could be part of an existing characters and can also provide an opportunity
Settlement, but are not in charge. They may be in for new storylines. Creating and establishing a
charge with other settlers inhabiting it and relying settlement is a good background task fraught
on them. Having other settlers in addition to the PCs with many challenges that require finding items,
gives the Players (and you) the chance to allocate repulsing raids by envious gangs and wandering
some tasks to the other NPC settlers. This can free up creatures. Other, surrounding settlements may
the Player Characters to focus on the more exciting require help too.
tasks of a scenario, or bring in valuable information.
S E CT I O N 5 – TH E GAMEMASTER 97
FOWW RPG-001-111 — SECTION 5.10
CRAFTING
During Free Play, characters with the right skills, find an item and then fix or improve it. Some can also
tools, and resources can make, modify and repair be created from scratch.
items. In the Wasteland, a character often needs to
CREATING ITEMS
Some items can be created by characters with the special items, usually advanced ones, may require
right skills and resources. The categories of items that schematics before creating them can be attempted.
can be created are described below:
Once a character has gathered all the prerequisites,
CAN BE CREATED CANNOT BE CREATED determine which Skill Test is required to create an
VIA CRAFTING VIA CRAFTING item. The more advanced the item, the more difficult
Basic Melee Weapons Advanced Melee Weapons the Skill Test (see ‘Skill Tests’, p.42-49). A character
Basic Gear Advanced Gear may need to accumulate enough Impact to complete
Mods Non-melee Weapons an item.
Chems Ammunition
Creating items can take time and the Overseer should
Food and Drink Armor
allow one Skill Test every “x” period of time. This time
Power Armor depends on the item. For example, cooking food is
quite fast, so maybe one test per 30 minutes compared
In addition to the items on cards, you can allow a
to creating an advanced Power Armor Mod which may
character to create bespoke items.
be one test per 8 hours. The amount of time may also
To create an item, the character must have the depend on the item’s complexity: simple food is faster
IF YOU OWN FALLOUT: appropriate Repair and Craft skill, resources, and to make than creating complex recipes.
WASTELAND WARFARE, Workbench or Workstation (see ‘Maintenance,
A failed roll just represents time spent without
THE GUN NUT, Crafting, and Scrapping’, p.98). Many resources
making progress, whereas a X is a potential
BLACKSMITH AND come from scrapping items, including Junk: e.g. a
complication. This may mean an item will take longer
ARMORER PERKS ARE desk fan can provide screws, gears, and steel, and
to create (additional difficulty); may require more
NOT USED IN THE RPG. some resources can be bought from traders too. You
resources (as some have been damaged); or may even
INSTEAD, CRAFTING may require a character to have other Skills, such as
have a flaw. The character may not even be aware of
AND REPAIRING Knowhow: Science if the item uses advanced tech. A
the flaw, which may come into effect later, perhaps
WEAPONS AND ARMOR character might even be required to purchase a skill
after a number of X have been rolled. The exact
IS COVERED BY THE more than once for especially advanced items. Most
nature of the complication will depend on what is
REPAIR & CRAFT SKILLS. items do not require any plans or recipes, but some
being created, and the abilities of the character.
REPAIRING ITEMS
A broken item cannot operate or provide any of its is appropriate, causes an item to break. Scavenged
usual benefits. items may be broken when they are first found.
There are no rules for tracking wear and tear on Repairing an item is handled in the same way as
equipment, but you may rule that a Complication creating an item. The character needs the requisite
during a Skill Test, or any other incident you feel Repair & Craft skill, a Workbench or Workstation,
resources, and perhaps other skills. Repairing an item
is easier than creating the same item, and requires
WEAR AND TEAR
less time. When a repair is complete, a broken item
After an item has had a prolonged period of use, becomes fixed and operates normally.
you may require characters to make a roll of the
blue Special Effect Dice to see if their weapons are
now unusable or less efficient. If they are, they will
MODIFYING ITEMS
need Repair to bring them back to full effectiveness. Characters use Mods to improve items. Mods can be
How far you go in having breakdowns, wear and added and removed from items using the appropriate
tear, maintenance, and rugged environmental Workbench or Workstation by a character with the
conditions wear out equipment is entirely up to appropriate Repair & Craft Skill. Only one Mod may
you and your Players. Some like the flavor, others be attached to an item at a time. Mods may be found
dislike the record keeping. in the Wasteland but characters can create Mods too
(see ‘Creating Items’, above).
98 FALLO UT – WA S T EL A ND WA R FA R E R O LE P LAY I N G GA M E
SECTION 5.11
FOWW RPG-001-111 —
REFERENCE:
SPECIAL EFFECT DICE
The blue Special Effect Dice can be used to determine The following list shows ways to use the Special
many random outcomes. The information below shows Effect Dice to achieve different probabilities,
the dice icons and the chances of them occurring after including those mentioned above. All the results that
a single roll; knowing this can help when deciding fulfill the requirements are shown on the right-hand
what results you expect for a successful roll. side. The different requirements are shown in order
of probability:
The most useful statistics are the chances of gaining
at least one Bottle – 7/12 (58%) – at least one Star –
4/12 (33%), and one Blast – 2/12 (17%).
S E CT I O N 5 – TH E GAMEMASTER 99
FOWW RPG-001-111 — SECTION 5.12
PLAYING IN CONJUNCTION
WITH F:WW
If you own the Fallout: Wasteland Warfare tabletop TOKENS
game, many of the components can be used with the The tokens in Fallout: Wasteland Warfare can be
Fallout: Wasteland Warfare RPG. used on archetype or unit cards, or next to models, to
show the related effects rather than tracking those
CARDS effects by other means.
The cards in Fallout: Wasteland Warfare can be
Searchable tokens can be drawn to randomly
used in conjunction with the Fallout: Wasteland
determine items a character searches, e.g. if a Player
Warfare RPG.
wants to examine a found suitcase, draw a Searchable
marker and resolve what it says, such as gain an
Item, draw a Danger, Use Expertise to unlock it, etc.
SUMMARY
‘Parzival and the Wasteland Knights’ is a three-part Part Two: The Quest
campaign for the Fallout: Wasteland Warfare RPG. In the second part, the Player Characters leave
It was written for an Overseer and 4-6 Players, Diamond City and re-enter the Wasteland, using
though it can be adjusted to be used for larger or the information they have gathered to track down
smaller groups. As written, it is set within the clues to the location and contents of Mister Parzival’s
Fallout 4 era, though Overseers familiar with the Kameloth. During their quest, the Player Characters
setting and lore should have no problem adjusting the encounter a number of Wasteland challenges, and
contents to fit a different campaign framework. cross paths with Yawen, a Behemoth who leads a
force of Super Mutants. Yawen, a former connection of
Mister Parzival, also seeks Kameloth, but for entirely
WARNING: OVERSEERS ONLY! different reasons. The Player Characters will have
Players interested in working through this campaign the opportunity to engage Yawen in a battle of wits or,
should not read the contents of this document, as failing that, a battle of arms.
even a quick glance may spoil the surprises!
Part Three: Kameloth
In the third and final part, the story comes to a
dramatic conclusion as the Player Characters and
Part One: Mister Parzival
Mister Parzival race to reach Kameloth before Yawen
In the first part of the campaign, a group of Player
and his minions. The Player Characters will endure
Characters get involved in a Raider attack on a
combat challenges and social challenges from various
caravan navigating the Wastelands outside what
Wasteland dwellers and creatures. After a climactic
remains of Boston. After the skirmish, the Player
pitched battle with Yawen and his force of Super
Characters meet one of the survivors, a garishly
Mutants, the surviving Player Characters enter
painted, old-generation Mr. Handy robot that calls
Kameloth and discover the secrets contained within
itself Mister Parzival. Mister Parzival reveals that
its glittering walls.
he is on a quest to find something called Kameloth.
The Player Characters investigate Mister
Parzival’s story and
his eroding memory
banks, and gather data
through research and
OVERSEER NOTE
social interactions while
in Diamond City. By This campaign assumes the Players will want to
the end of Part follow the heroic storyline largely as written, barring
One, the Player any major changes by you, the Overseer. However,
Characters will given that this is Fallout and that the setting is
have sufficient based on characters having a strong independent
data about will and a tendency to make their own way in the
Kameloth to embark on world, you should be prepared for Players not
Mister Parzival’s quest choosing to take the heroic or honorable path
if they so choose. through this campaign.
OVERSEER NOTE
Once in Diamond City, the caravan survivors thank
If the Players decide they want to attack the the PCs for helping them reach the city, and then
Minutemen, by all means prepare a combat make their way inside to get on with their lives. If any
encounter. Use an overwhelming force of Minutemen of the NPCs have interacted well with one or more
along with armored reinforcements arriving every of the Characters, you are encouraged to make them
couple of rounds. It is a foolish endeavor to attack companions to the PC group and keep them around
these troops near their stronghold, but sometimes for the course of the campaign. Barring that, any of
Players make unexpected choices. It’s easy to create the named NPCs from the caravan could pop up while
new characters for this game… the PCs explore the location in the following selection
of optional encounters.
3. Colonial Taphouse
A bar serving food and drinks.
4. Commonwealth Weaponry
A store specializing in weaponry and armor.
5. D
iamond City Surplus
A store selling and trading assorted
basic goods and supplies.
6. Dugout Inn
A bar and hotel with modestly priced rooms
and food.
7. K
athy & John’s Super Salon
Beauty salon and barbershop.
8. Power Noodles
The city’s power reactor and best noodle
dishes around.
9. S
cience! Center
A well-appointed workshop and chemlab rolled
into one.
Mister Parzival will come across as a A PC may attempt a Persuade Skill Test to chat
gentle soul (at least for a robot) and it up Filora. Failure results in lousy customer service.
should be made clear that his yearning Success means that Filora takes a liking to the PC
for finding Kameloth is strong. At one and she will say that she can probably persuade
point in the trip to the market or at the one of her friends, an employee at Commonwealth
market, Mister Parzival will nudge the Weaponry, to give the Player Characters a similar
Player Character to observe a couple discount there.
buying food together and holding hands.
Mister Parzival sighs and says, “Oh, were
OVERSEER NOTE
I ever to win knightly fame, may I be
worthy to ask someone for love.” The PC If the Player Characters treated the caravan
is free to react as appropriate on hearing survivors poorly or arrived at Diamond City without
such a sentiment from a robot. the caravan, do not use Encounter 4C.
Should one or more of the PCs be a member of the Raiders faction, you have
a couple of options. You could assume that the Raiders are a collection of PATH ONE: SCENE 1
disparate clans, bands, and companies, and that one band of Raiders doesn’t
This path assumes that the Player Characters have
necessarily owe allegiance or friendship to another. This could be used to
decided to travel north and west from Diamond City
explain why some Raiders are attacking settlers and scavengers and threatening
in an effort to locate Kameloth itself. Give the PCs the
Diamond City, while others, such as any PC Raiders, are not (at least, not yet).
opportunity to gather gear or talk to contacts as they
Alternatively, if you don’t want to deal with the whole Raiders-as-different-groups wish while in Diamond City, and then encourage them
issue, simply replace any Raider encounter in this campaign with another faction. to leave the city and head out into the Wasteland.
Perhaps the Institute has roving bands of operatives in the Wasteland around
It takes around two hours for the Player
Diamond City, or maybe the Brotherhood of Steel has sent out squads to cleanse
Characters to reach the northern outskirts of
or pacify the area.
Diamond City’s borders, and the area they travel
MA L
HU NFU
NS
weapons in their hands and be clear about their
OF AGO
peaceful intentions. A pair of wary Super Mutants TENT
SUPPLY
WAGO
will move toward them with weapons at the ready,
and escort them into the camp.
N
Whether the Player Characters are all taken captive
or are escorted into the camp, proceed to Scene 4. POLE
TENT
SCENE 4
POLE
OVERSEER NOTE
TENT
Adjust the opening of this scene depending on
whether the PCs enter the camp under their own
TENTS
power escorted by guards, or they are visited by
Yawen while they sit captive in the prison wagon. TENT
SCENE 1
Coming out of Part Two, the Player Characters are their way out of the prison wagon while those outside
either all imprisoned by Yawen and his company, or the camp attempt a rescue or otherwise attempt to
some are imprisoned, with a few PCs on the outside help their friends stuck in the prison wagon.
looking in, and left to determine what to do. Give
If the Player Characters have not yet attempted to
the PCs some roleplaying opportunities to note their
steal the Pip-Boy from Yawen’s scribe, they have a
situation and to brainstorm ideas on what to do next.
golden opportunity to do so if they manage to escape
the prison wagon or try to sneak around the camp.
OVERSEER NOTE PCs may attempt a Notice Skill Test to single out
the scribe and identify where he rests at night. The
Part Three picks up where Part Two left off, with
Player Characters may attempt Stealth Skill Tests
the Player Characters in a bad situation. They have
to slip into the scribe’s tent.
to decide how to get out of the mess they’re in,
with a number of options in front of them. Clever Success means that they enter it unnoticed, and
and creative Players may come up with additional may attempt further Stealth Skill Tests to take the
options. You are encouraged to use or modify any Pip-Boy off the scribe’s arm, either by stealthily killing
option that works best for your group of Players. him first, or by using a Manual Dexterity Skill Test
to remove it without waking the scribe.
If all of the PCs were imprisoned at the end of Part Failure in a Stealth Skill Test to get into the tent
Two, then a jailbreak is a clear solution to their means that one or more Super Mutant guards or
situation. The guards are alert-ish but complacent, a hound detect the PCs and raise the alarm. The
and clever PCs may be able to talk their way out of the Characters have one round to take an Action before
prison wagon, or otherwise manage an escape. They the camp erupts, as angry Super Mutants wake and a
should then figure out how to get their gear and the general melee follows.
Pip-Boy from the scribe, and leave the camp without
If the Player Characters end up in a fight with the
attracting additional attention. Running the scene in
bulk of the Super Mutants, it will be a very hard
this manner may give you the opportunity to focus
struggle against overwhelming odds. You should
on stealth skills and subterfuge rather than direct
feel free to either let the dice fall as they may and
physical combat, perhaps even using social Skill Tests
potentially wipe out the Player Characters, or you can
to persuade or intimidate guards into helping the PCs.
give them opportunities to escape. It’s possible some
If some of the Player Characters were captured and of the Player Characters might get wounded and
others are thinking about breaking their fellows out of captured again, or that they all may be able to get
prison, you are encouraged to switch between groups away, with or without the Pip-Boy containing the map
in a dynamic fashion, keeping the action moving. to Kameloth. Keep the action moving and reinforce,
Perhaps the imprisoned group can attempt to sneak once more, the brutality of Wasteland life.
Encounter B: Minefield
During their rush toward Kameloth, running from
Yawen and his company, or chasing after them, the
PCs stumble into a large patch of land peppered with
active land mines. Mister Parzival, any of the PCs, or
their companions must attempt a Notice Skill Test.
OVERSEER NOTE
CONCLUSION
The Overseer should provide time for the PCs and
any remaining companions to react to the resolution OVERSEER NOTE
of the quest. The three supervisors and Mister
Players expecting a large payoff may be
Parzival are present to answer questions and to give
disappointed that the end result of the quest is
the Player Characters a tour of the facility.
Mister Parzival finding and presenting a rose to the
Mister Parzival will settle back into a working role Player Characters. Some Players may appreciate
at Graygarden, though he’ll continue to refer to it as a robot seeking out love and joy and finding some
Kameloth, and will call his three robot friends by his of both by the end of his quest, while other Players
names for them rather than their actual identitites. will be more interested in what gear and supplies
He’ll be full of gratitude toward the PCs for helping they can loot. If your Players are more slanted
him complete his quest, and his gratitude is honest toward the latter end of the spectrum, feel free to
and heartfelt, something of a rarity in the Wasteland. add some useful supplies, Caps, and the like to the
final battle with Yawen and his company. This gives
The three supervisors make it clear that the PCs
the Player Characters a large reward at the end of
and their companions are welcome to stay at
the fight, before they get to the end of the quest’s
Graygarden for as long as they wish, so long as they
story element.
don’t abuse their hospitality, don’t damage anything,
and don’t get in the way. If any PCs offer to help, the
supervisors will put them to work on modest tasks
nn The PCs could offer to search the Wasteland
first, and then give them more involved jobs should
for crop samples to return to Graygarden in
the characters prove capable.
exchange for food or Caps. This might give them a
If any Brotherhood of Steel members are with the sustainable source of food for export to Diamond
Player Characters, they will remain with them at City, the settlers, or perhaps even Raider factions
Graygarden for a day or two before moving on. They willing to pay for food.
will say that they’ll include Graygarden in their
nn The Player Characters could spend some time at
reports but will not encourage any of their brethren to
Graygarden recovering from their wounds and
visit the site unless an emergency arises.
then head out into the Wasteland once again,
The Player Characters have a number of bound for whatever adventure next awaits them.
possibilities to pursue following the events of this
nn If the PCs have Brotherhood of Steel companions,
campaign, should they or the Overseer wish to
Raider companions, or allies who might travel
continue with this particular group. You and your
back to Diamond City, it’s possible that word of
Players should feel free to expand on the plot hooks
Graygarden’s existence might spread. Is this
below, or head off through the Wasteland in entirely
something the three supervisors or the PCs want?
new directions!
Do the characters work with the NPCs and keep
nn The PCs could align themselves with Mister quiet about the location’s existence? Do they
Parzival and his allies at Graygarden/Kameloth quietly eliminate anyone who might spread the
and use the site as a base for exploring nearby word about Graygarden? A subsequent adventure
regions, or perhaps use it as a staging area or campaign could focus on the Player Characters
for mounting cleansing operations against the defending Graygarden from all kinds of external
Raider bands. threats if news about the place gets out into the
Wasteland and beyond.
nn The Player Characters could eliminate Mister
Parzival and his allies and claim the location for
themselves, then fortify it for whatever intentions
spark their interest.
MINIATURES GALLERY
The next few pages display some of the miniatures There is a tick box next to each set, helping you
available for Fallout: Wasteland Warfare. They collect all the possible miniatures to expand your
are designed to be usable with this RPG expansion, roleplaying experience. For more weapons, items,
adding depth and flavour to your encounters and NPCs, and characters to play as, there are also card
utilising the combat and encounter rules as they are expansion sets. All of these are available from
designed to be used. www.modiphius.net and your favourite local
gaming store, and advice for building and painting
your collection can be found at www.modiphius.com.
BOSTON COMPANIONS n
BROTHERHOOD OF STEEL
– PALADIN DANSE AND
KNIGHT CAPTAIN CADE n
S E CT I O N 7 – AP P END ICES 133
X01-POWER ARMOR AND DOGMEAT n
INDEX OF ICONS SOME ICONS SHOWN ON FALLOUT: WASTELAND WARFARE CARDS ARE NOT USED
IN THE FALLOUT: WASTELAND WARFARE RPG. WHERE THEY APPEAR IN THE INDEX
BELOW, THEIR PAGE REFERENCE IS GIVEN SIMPLY AS ‘F:WW’.
Action Point… … … … … … … … 61 Dice, Damage Effect … … 31, 44, 81 O Objective Response (AI)… … F:WW
Addictive … … … … … … … … … 74 Dice, Special Effect … … 31, 44, 81 Pistol … … … … … … … … … … 55
Alcohol… … … … … … … … … … 73 Dice, Accuracy Effect… … 31, 44, 81 Poisoned (Condition)… … … … … 68
Armor … … … … … … … … … … 73 Dice, Armor Reduction… 31, 44, 81 Power Armor … … … … … … … 73
Armor, Energy … … … … … … … 64 Limited Use / Discard Card … … 73 Push Back … … … … … … … … 69
Armor, Physical… … … … … … 64 Dog (Type) … … … … … … … … 34 Prepare (Quick Action) … … … … 59
Armor, Radiation … … … … … … 64 Dog Handler (Aura Ability) … … 34 Presence (Expertise)… … … 26, 59
Armor Reduction … … … … … 44, 64 Duration, Fixed Effects … … … … 73 Presence (Orange Range) … 26, 59
Attack (Quick Action) … … … … 59 Effect, Blast… … … … … 44, 50, 99 Presence (Yellow Range) … 26, 59
A Attack Response (AI)… … … F:WW Effect, Nuka-Cola Bottle… 44, 50, 99 Presence (Red Range) … … 26, 59
Aura … … … … … … … … … … 68 Effect, Star … … … … … 44, 50, 99
Presence (Green Range)… … 26, 59
Awareness / Prepare… … … … 20, 52 Expertise… … … … … … … … … 59
Presence (Blue Range) … … 26, 59
Awareness (Orange Range)… 20, 52 Expertise (Quick Action) … … … 59
Presence (Black Range)… … 26, 59
Awareness (Yellow Range)… … 20, 52 F Fall Back Response (AI)… … F:WW
Remove … … … … … … … F:WW
Awareness (Red Range)… … … 20, 52 Fail / Failure… … … … … … … … 92
Rifle… … … … … … … … … … … 55
Awareness (Green Range) … … 20, 52 Fire… … … … … … … … … … … 68
Robot (Type)… … … … … … 21, 34
Awareness (Blue Range) … … 20, 52 Flip Card… … … … … … … F:WW
Scatter… … … … … … … … 57, 72
Awareness (Black Range) … … 20, 52 Food and Drink… … … … … … … 73
Search (Expertise)… … … 27, 52, 59
Resist Battle Cry … … … … … … 69 Frozen… … … … … … … … … … 67
Search (Orange Range)… 27, 52, 59
Battle Cry (Orange Range)… … … 69 Gear … … … … … … … … … … 73
Search (Yellow Range)… 27, 52, 59
Battle Cry (Yellow Range) … … … 69 Health… … … … … … … … … … 65
Search (Red Range) … … 27, 52, 59
Battle Cry (Red Range)… … … … 69 Heavy Weapon … … … … … … … 71
Search (Green Range)… 27, 52, 59
Battle Cry (Green Range) … … … 69 Heroic … … … … … … … … … … 21
Search (Blue Range) … … 27, 52, 59
Battle Cry (Blue Range)… … … … 69 Injured Arm (Condition) … … … 67
Ranged Combat Method (AI)…F:WW
Bleeding (Condition)… … … … … 68 Injured Leg (Condition)… … … … 67
Slow Firing … … … … … … … … 71
Immunity to Battle Cry… … … … 69 Interact … … … … … … … … … 59
Slow… … … … … … … … … … … 68
Inability To Climb… … … … … … 54 Junk … … … … … … … … … … 73
Stun… … … … … … … … … … 68
Caps / Counting Tokens… … … … 94 Leader Card… … … … … … … … 34
Success … … … … … … … … … 92
Charge (Orange Range)… … … … 69 Lockpick (Expertise)… … … … 25, 59
Target … … … … … … … … … … 72
Charge (Yellow Range) … … … … 69 Lowest … … … … … … … … … 64
Throw / Thrown Weapon … 57, 72
Charge (Red Range) … … … … … 69 Luck … … … … … … … … … … 35
Charge (Green Range) … … … … 69 Throw (Orange Range) … … … … 57
Maximum Uses … … … … … … 50
Charge (Blue Range)… … … … … 69 Melee … … … … … … … … … … 57 Throw (Yellow Range) … … … … 57
INDEX Big-BrainedG … … … … … … 28
KEY: X = EXPERTISE SKILL
Covert Activities … … … … 91
G
= GIFT
CP
S
= SCAR P
= CHARACTER PROFILE
FistP … … … … … … … … 31
= PERK