AD VICTORIAM INTRODUCTION BATTLEFIELD SET-UP FOWW SCP

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FOWW SCP-001-111 AD VICTORIAM INTRODUCTION The scouts reported that three Power Armor suits were laying around this part. Trap or not, those suits are too valuable to ignore. We must seize them! SCAVENGER DEPLOYMENT ZONE BATTLEFIELD SET-UP BUILDING TERRAIN This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table. It pits the Brotherhood of Steel against the Scavengers. Each player deploys within Yellow of their board edge. Place 3 Searchable Markers along the middle of the board, equidistant from the two deployment zones, and Green apart. These represent the positions of the Power Armor. POWER ARMOR POWER ARMOR POWER ARMOR The players then take it in turns to place three pieces of scenery each (representing buildings) between the opponent s deployment zone and the center line of the battlefield where the Power Armor is located. There should be a minimum distance of Yellow between them. ATTACKER DEPLOYMENT ZONE CONTINUED OVERLEAF NOT TO SCALE

SCENARIO RULES When in base contact with a Searchable Marker, the Brotherhood models can spend an Action to gain and equip a piece of Power Armor (model determined at random). To prevent the Brotherhood from using them, however, the Scavengers can attack and destroy any piece of Power Armor that can be equipped. The armor s defense applies as usual. Game Duration: 6 rounds. VICTORY CONDITIONS PLAYER CONDITION REWARD Scavengers All enemy units are killed The Scavengers earn 300 Caps Attacker All enemy units are killed The Brotherhood earns 200 Caps, plus 50 Caps per piece of armor equipped and unbroken at the end of the game. A COMPLETE SUIT OF POWER ARMOR 2018 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries. All Rights Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.

FOWW SCP-002-111 BIG JOHN S SALVAGE SHOWDOWN INTRODUCTION ATTACKER DEPLOYMENT ZONE Rumours of a mini nuke stash in the rusty maze of Big John s Salvage are circulating across the Wasteland. The destructive power of such a weapon is almost unmatched. Who will be the first to seize it from the Super Mutants that swarm the place? BATTLEFIELD SET-UP This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table, with the Super Mutants playing as the Defenders of Big John s Salvage. Big John s is a labyrinth of containers, so populate the battlefield with a dense collection of terrain pieces. Ideally, containers should be roughly Yellow length and Orange width, and they must block Line of Sight for most units. Place as many as you can, at least Orange from each other, in the most interesting arrangement you can think of, leaving some open space at the center of the battlefield for a Searchable Marker (which represents the location of the mini nuke). Opponents should alternate in placing containers. SUPER MUTANTS DEPLOYMENT ZONE CONTINUED OVERLEAF NOT TO SCALE

Once the terrain is on the table, place a Searchable Marker right in the middle of it. The Defender places their forces first, within Red of the marker. The player facing the Super Mutants (the Attacker) deploys their forces within Yellow of any board edge. SCENARIO RULES The Attackers must seize control of the mini nuke from the Super Mutants, and to take it to any board edge, thereby leaving the field of battle. A model can do this by spending an Action while in base contact with the Searchable Marker that represents it. At that point, the model carrying the mini nuke (now referred to as the carrier ) can only get rid of it by dying or using an Action while in base contact with another model in order to pass the nuke. Game Duration: Until one side wins. PLAYER VICTORY CONDITION VICTORY CONDITIONS Attacker Victory The nuke is taken off the board edge. 200 Caps reward. Both Defeat If the Nuke blows up, both players lose. Defender Victory The nuke remains unclaimed or in their posession by Round 9. 200 Caps reward. The Defenders (the Super Mutants) must stop the Attacker from stealing the mini nuke. This can be done by preventing the Attacker from reaching it, or killing the carrier in close combat (any engaged Defender models can then pick up the mini nuke). Shooting against the carrier or any model within Orange of the mini nuke might hit the weapon, making it blow up. If shots are fired and they hit, roll the red Armor Reduction dice. On a result of 1, the mini nuke is hit and blows up. On any other result, the shot hits the carrier. 2018 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries. All Rights Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.

FOWW SCP-003-111 QUEST FOR KNOWLEDGE INTRODUCTION The Diamond City School needs new reading material! Fortunately for them, they ve heard you were heading out to Quincy, and they have tasked you with looking for books at the Suffolk County charter schools. Easier said than done! Your opponent has a settlement built there, and enough of a problem with fending off feral ghouls something the school board hadn t considered... BATTLEFIELD SET-UP This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table. The Defender sets up the battlefield with wall terrain or similar, so that most of it the central area represents walls, doors, etc. It should be assumed that every piece blocks Line of Sight. SURVIVOR DEPLOYMENT ZONE DEFENDERS DEPLOY WITHIN THE SCHOOL Next, the players should take it in turns (starting with the Attacker) to place 5 Searchable Markers within the school, at least Yellow apart. These will represent books. SURVIVOR DEPLOYMENT ZONE CONTINUED OVERLEAF NOT TO SCALE

Defenders then deploy within the confines of the school, after which the Attacker deploys Survivors anywhere within Yellow from the edge of the battlefield. Initiative is determined as usual. SCENARIO RULES The Attackers (Survivors) start with 20% extra Caps when building their forces. Objectives: The Defender s objective is to obliterate the invading survivors. The Attacker, on the other hand, has to take as many books as possible and escape the school. As an Action, a Survivor unit can take one of the books while in base contact with a Searchable Marker. If a unit that is carrying a book dies, place the Searchable Marker back where the model died. The Survivors need to reach any board edge while carrying books to retrieve them. PLAYER Defender Attacker CONDITION VICTORY CONDITIONS All enemy units are killed. 200 Caps reward. The Survivors retrieve at least three books from the school. 200 Caps reward. Game Duration: Until victory is declared for one of the participants. 2018 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries. All Rights Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.

FOWW SCP-004-111 RADIO TOWER TAKEOVER INTRODUCTION Radio Tower 3SM-U81 is a relay tower location in the Northern Central area of The Commonwealth. A local warband, which is fighting for control of the area, soon realizes the strategic importance of the radio tower, and decide to move in and take over. However, the Brotherhood of Steel is stationed there, and as they see the enemy forces closing in, they broadcast a desperate call for assistance. ATTACKER DEPLOYMENT ZONE BATTLEFIELD SET-UP This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table. Place a piece of tall scenery right at the center of the battlefield, representing Radio Tower 3SM-U81. This should be no bigger than Yellow in height or width. Then, alternate with your opponent to place any desired scenery pieces. BROTHERHOOD DEPLOYMENT ZONE The Defender s forces deploy first, within Yellow of the tower. They are also allowed to place a turret. The Defender can choose not to deploy up to half their Caps in units. See Scenario Rules, overleaf. CONTINUED OVERLEAF NOT TO SCALE

The Attacker s forces then deploy within Red of any edge of the battlefield. Initiative is determined as usual. SCENARIO RULES The Attackers (Survivors) start with 20% extra Caps when building their forces. The Defender can choose not to deploy up to half of their Caps in units. If the Defenders (The Brotherhood of Steel) control the Tower for three consecutive turns, they can call on reinforcements equal to double the Caps they left out during initial deployment. Control is here defined as having base contact without enemy base contact to the tower. PLAYER VICTORY CONDITION VICTORY CONDITIONS Defender Major The enemy controls the Tower by Round 6. 250 Caps reward. Minor Same number of units are in contact with the Tower, yet the enemy has more points in total. 150 Caps reward. Attacker Major You control the Tower by Round 6. 250 Caps reward. Minor Same number of units are in contact with the Tower, yet your side has more points in total. 150 Caps reward. Game Duration: The player who has the most units in base contact with the Tower at the end of Round 6 wins the game. 2018 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries. All Rights Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.

FOWW SCP-005-111 FLIP S REVENGE INTRODUCTION I saw them take Sarah after the explosion. I know she is alive. They ll see me coming for them the last thing they ll see. And if they dare do something to her... FLIP DEPLOYMENT ZONE BATTLEFIELD SET-UP This scenario is played on a 3 feet x 3 feet (90cm x 90cm) table. It pits Flip against the Kidnappers. Place pieces of terrain to represent buildings, in alternating order, in a rough encirclement of the center of the battlefield, with a Searchable Marker at the very center of the battlefield, with a minimum distance of Yellow between them. The Kidnappers start off with points equal to double Flip s points. Flip starts off as a single Super Mutant model, with any upgrades you wish to buy (Flip cannot be a Creature Type Super Mutant). Flip is made a Heroic model free of charge. KIDNAPPER DEPLOYMENT ZONE The Kidnappers deploy anywhere within Yellow of the Marker. Flip then deploys within Red of any board edge. CONTINUED OVERLEAF NOT TO SCALE

SCENARIO RULES Flip needs to use an Action while in base contact with the Searchable Marker in order to free Sarah from captivity. Once released, place a Survivor model in its place. Now you control both Flip and Sarah (who carries a Laser Rifle). The Kidnappers need to stop Flip and Sarah from escaping by killing them. Game Duration: 6 rounds. VICTORY CONDITIONS CONDITION REWARD If Sarah leaves the board through any board edge Flip player wins 200 caps If Sarah is killed Kidnappers earn 150 caps If both Flip and Sarah die Kidnappers earn 200 caps FLIP AND FRIEND 2018 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries. All Rights Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners.