FOWW - Battle Mode v10 DownloadFOWW BTL-001-111.pdf

(3275 KB) Pobierz
FOWW BTL-001-111 —
SECTION 1.0
INTRODUCTION
While the
Fallout: Wasteland Warfare
Campaign Handbook
introduces narrative
modes of play,
Battle Mode
allows your games to
focus on combat in the Wasteland –although you’ll
still need your survival skills.
The
Battle Mode
rulebook will give you all you
need in order to play competitive scenarios and
determine the victor of each battle. It supports
balanced, competitive games and allows you to
compete in organized tournaments.
Since combat is this mode’s main focus, you will
find that some features of the narrative game have
been stripped down (see Restrictions, below), to
encourage fast, high-action encounters suitable for
multiple games in tournament play.
Battle Mode has been specifically designed as a
‘living’ chapter of the game, with rules reviewed
and scenarios refreshed from time to time. For
this reason, it has been released online as a
downloadable PDF, alongside updated Force Lists.
Always make sure that you download the most up
to date version, as shown, left.
The latest version of the Battle Mode rules,
including updated item costs and Force Lists, can
be found at
www.modiphius.com/fallout-downloads
.
Version 1.0 (13.08.2018)
BATTLE
MODE
C REDITS
Fallout: Wasteland Warfare Designer:
James Sheahan
Battle Mode Developer:
Jon Webb
Development Team:
Javier Angeriz-Caburrasi, James Barry,
Stefano Guerriero, Federico Sohns, Katya Thomas
Vault Dwellers Playtest Team:
Johan Dillien, Marc Farrimond, Tim Franke,
Adam Huenecke, Ian McAuley, Oliver Riedl, Martin Toney, Jens Zetsche
Produced & Art Directed by:
Chris Birch
Production Manager:
Steve Daldry
Graphic Design:
Michal E. Cross, Stephanie Toro
Layout and Editorial:
Richard L. Gale
Lead 3D Artist:
Jonny La Trobe-Lewis
3D Artists:
Alex Gargett, Chris Peacey, Domingo Díaz Fermín, Luigi Terzi
Studio Painters:
Stefanie Arndt, Lewis Collins, Adam Huenecke,
Ben “Brush Demon” Macintyre
Photography:
Salwa Azar
Community Support:
Lloyd Gyan
Finance Manager:
Rita Birch
Head of Development:
Rob Harris
Operations Manager:
Garry Harper
RPG Manager:
Sam Webb
Wargames Manager:
Jon Webb
Operations Manager:
Garry Harper
Publishing Assistant and Social Media Manager:
Salwa Azar
Thanks to:
Bethesda, John Houlihan, Mike Kockis and his team, Giles Pritchard
Special Thanks to:
Oliver Riedl
RESTRICTIONS
Battle Mode does not use the following elements
of the game. Do not use any mechanics or benefits
from them during Battle Mode games.
n
n
n
n
n
n
n
n
n
Boost Cards
Event Cards
Explore Cards
Danger Cards
Stranger Cards
Creature Cards
Quest Cards
Solo/Co-op Mode
Settlement Mode
GAME SIZE
You are free to play games of any Cap size you wish.
However, we advise playing one of the following
game sizes:
n
500 Caps
– A small game. Great for getting
started with the contents of a faction starter.
Modiphius Entertainment, 39 Harwood Road,
London, SW6 4QP. United Kingdom.
n
750 Caps
– A medium game. Add one or two
boxes of figures to increase your force.
n
1000 Caps
– A large game. Once you have
spent some time with the game, play 1000 Cap
games to really get the most out of your faction.
When attending a Battle Mode event, the organiser
will have a set Cap size that you must adhere to.
As a guide, we suggest 750 Cap forces for one-day
events, or 1000 Cap forces for larger events,
weekend tournaments and conventions.
© 2018 Bethesda Softworks LLC. FALLOUT and related logos are
trademarks or registered trademarks of ZeniMax Media Inc. or its
affiliates in the U.S. and/or other countries. All Rights Reserved.
The Modiphius Entertainment logo is TM of Modiphius Entertainment.
All rights reserved to their respective owners.
Any unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner; no infringement is intended.
This is a work of fiction. Any similarity with actual people and events,
past or present, is purely coincidental and unintentional except for those
people and events described in an historical context.
Actual components may vary from those shown.
2
FALLOUT
WA STEL AND WARFARE
FOWW BTL-001-111 —
SECTION 2.0
BUILDING YOUR FORCE
The first step in building a force is choosing which
faction you want to play. From the imposing Super
Mutants, to the brave Brotherhood of Steel, each
faction has its own look, play style and advantages
and restrictions.
Once you have chosen your faction, you can select
models, weapons, items, Mods, Perks and Leader
cards to build your force. Remember to download
the most recent set of points and force restrictions
to ensure you build a legal force.
HEAVY WEAPONS
Due to the power and rarity of heavy weapons,
you are limited in the number you can include in
a force.
n
In a
500 Cap
game, you can buy up to one
heavy weapon.
n
In a
750 Cap
game, you can buy up to two
heavy weapons.
n
In a
1000 Cap
game, you can buy up to three
heavy weapons.
n
You can buy one additional heavy weapon for
your force for every 250 Caps thereafter.
EQUIPPING A MODEL
When building your force, you pick one or more
models, adding weapons, items, Mods and Perks as
you see fit.
n
A model can carry as many weapons and items
as they desire, within their budget.
n
A model can take up to one Mod per weapon.
n
A model can take as many or as few Perks as
they can afford.
n
Models can be Heroic. A force can include as
many or as few Heroic models as you choose.
Note that not all models can be made Heroic;
this will be specified in their model entry.
One model in your force must be designated as
the force Leader (this does not have to be a Heroic
model). You may add up to one Leader card to that
model for the given Caps cost.
EXAMPLE MODEL LISTING
Shown above is a model entry, as
found on a Force List. This shows
which equipment the model may
carry, as well as whether they may
be Heroic.
The reverse of the Force List
(shown right) details both model
costs and the cost of any items you
may want to add to the model.
In this case, the player decides to
take Piper’s name literally and
concentrate on pipe weapons!
Buying Piper costs 76 Caps.
Making her Heroic costs a further 60 Caps.
A Pipe Pistol costs 5, a Pipe Wrench 7, while Baseball Grenades are
6 Caps
each.
Buying three of these brings the total spend to 166 Caps.
SE CTI ON 2
BUI LDI NG Y OUR FORCE
3
FOWW BTL-001-111 —
SECTION 3.0
PREPARING THE BATTLEFIELD
Fallout: Wasteland Warfare
is designed to be
played on a table or battefield with a default size of
3’x3’ (90cm x 90cm). The maps and measurements
provided work on a board of this size. However,
players and Event Organisers (EO) are free to
experiment with other table sizes, if they wish to.
SCENERY
There are two methods to set up your table. For
casual gaming, we recommend method one. For
competitive gaming, we recommend method two.
Method Two
Recommended for competitive gaming:
Before an event starts, the organizer(s) should place
14 pieces of scenery
per table.
n
These should be a mix of line of sight blocking
and cover-granting pieces.
n
Scenery should always be placed
greater than
Yellow
from another piece.
n
These should be evenly split between both sides
of the table, and make for an interesting game,
where tactical choices should be made when
choosing table sides and playing the game.
Method One
Recommended for casual gaming:
n
Players should
take turns
placing one piece
of scenery, until there are
12-16 pieces of
scenery,
split evenly between line of sight
blocking and cover granting pieces.
n
Scenery should always be placed
greater than
Yellow
from another piece.
OBJECTIVE MARKERS
Before each game, both players take 5 markers
(we suggest
Investigation Markers 1-4
and
Blank
for one player,
5-8
and the
Tool Box
for
the other), to represent Objective Markers, or use
Objective Markers from the resin set. Players then
secretly allocate each of these to one of the following
objectives. No objective can be chosen more than
twice by each player.
n
n
n
n
n
n
Locked Safe (Lock Pick)
Hidden Item (Search)
Secure Console (Computer)
Passing Wastelander (Presence)
Trophy Wrack (Melee)
Trick Shot (Ranged)
INVESTIGATION MARKER
Players alternate placing one of their markers face
down on the table until all ten are placed. Each
player should place two in their own half of the table,
one on the center line, and two in the enemy half.
No marker can be placed within
Red
of a table
edge or within
Blue
of another Objective Marker
belonging to the same player. No marker can
be placed touching any other scenario marker
(friendly, enemy or neutral).
If an unengaged model is in base-to-base contact
with one of their Objective Markers, they can spend
an action to attempt the related skill check. If the
check is a success they score one victory point and
remove the Objective Marker from the table.
An enemy model that is in base-to-base contact
with an Objective Marker can turn it face up but
not interact with it in any other way.
END OF GAME
If a player has no remaining models on the table,
the game continues. Each time they would activate
a model. they immediately pass play back to their
opponent. Play continues until the end of the game
as designated by the scenario. A player
can
win a
game if they are ahead on victory points at the end
of the game, even if all their models are destroyed.
NOT TO SCALE
4
FALLOUT
WA STEL AND WARFARE
FOWW BTL-001-111 —
SECTION 4.0
SCENARIOS
HOLD THE LINE
SCENARIO RULES
Starting from the end of round 2, a player scores
one victory point for each Searchable Marker with
which they have at least one friendly model in base
contact, as long as no enemy models are also in
base contact with the same marker.
After a brutal dust storm, a new vault has been
exposed. Your force must race to capture the
entrances and hold them from the enemy.
DEPLOYMENT ZONE 1
Game Duration:
6 rounds.
Victory Conditions
The player who scores the most victory points wins
the game.
BATTLEFIELD SETUP
This scenario is played on a
3 feet x 3 feet
(90cm x
90cm) table.
Place
2 Searchable Markers
on the board as
shown. Each is centered Black+Red up the board,
and Red from the table edges.
Both players roll 2 Black dice, the player rolling the
winning. In the event of a tie, the player
most
wins. If this is also a tie,
who rolled the most
players should re-roll until a winner is decided.
The winner chooses which table edge along which
to deploy.
DEPLOYMENT ZONE 2
NOT TO SCALE
The losing player can then choose to deploy a model first or second. Players
alternate, placing one model on the board within Red of their table edge until
both players have placed all their models on the board.
The first player to deploy all their models receives the Advantage Marker and
chooses which player has priority in round 1.
THEIR THICK ARMOUR AND ADVANCED WEAPONRY GIVE THE BROTHERHOOD AN EDGE IN BATTLE
S EC TION 4
SC EN ARIOS
5
Zgłoś jeśli naruszono regulamin