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WAVE 4

REFERENCE CARDS
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AI MIRELURK QUEEN LORENZO CABOT


ENCLAVE TRAINING ENCLAVE

Models with the icon have Enclave Training. Models with will prioritise performing their
response, but prefer to end activation so other Enclave
Aura abilities with the icon next to their name are models are within their
only active when a model is wearing Enclave Power Using area effect weapon: Models prefer to aim at a
Armor or Hellfire Armor AND another model with point so the area effect hits the selected target plus as
Enclave Training wearing either Enclave Power Armor or many additional enemies as possible (centred on the
Hellfire Armor is within target if possible). If Careful, area effects that include
friendlies are not valid targets. If Method is and TELEKINETIC NUDGE: If the effect of an Item with scatter
Aura abilities with the icon next to their name only using , perform Throw (instead of Shoot), and use UNNERVING : -2 penalty for all skill rolls which are
ends within Yellow and LoS, it may be moved up to
affect models with Enclave Training and wearing either Method instead if nothing to throw. not attacks on Mirelurk Queen.
Orange within LoS (choose the direction) before the
Enclave Power Armor or Hellfire Armor. RADIOACTIVE: End of activation: 1 effect is resolved.
When using items that cause damage around a model, BARGE: Can move through smaller bases. TELEKINETIC SHOVE: As an action, 1 model
Note that a model cannot be simultaneously affected by models prefer to affect as few friendlies as possible which is within Green and LoS. Maximum once per
HARD TO MISS: All ranged attacks at short range on
the same ability from multiple sources. first, and then as many enemies as possible. activation. Target may test STR to negate the effect.
Mirelurk Queen, +
D : Using Method, Defend nearest model with The movement of the effected model is a Trigger.
A force may not contain Lorenzo Cabot as well as
most within ; if none,O .
Lorenzo’s Artifact Gun.
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FRANK HORRIGAN LEGENDARY UNITS

Legendary Units consist of multiple Unit cards which are


used sequentially by name. A player can include all,
some or just one, of these Unit cards in their force. If
multiple cards for a Legendary Unit are included, only one
Legendary Unit card is used for that Unit at a time and
always the Legendary Unit card with the lowest number.
When a Legendary Unit model would be removed and
the force contains a further Legendary Unit card for that
BARGE: Can move through smaller bases.
model, do not remove the model, remove all its damage
Cannot use , , , , , , tokens, and replace the Unit card with the next one.
or
The cards are changed as soon as enough damage is
EQUIPPED: Horrigan’s Plasma Gun and Horrigan’s Knife. accumulated so any additional damage is carried over to
the new card regardless of any change in armor value.
When a card is changed, all conditions and tokens (except
for damage) remain, and Luck tokens are adjusted so the
total matches the new card’s LUC value.
©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
WAVE 3
REFERENCE CARDS
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SYNTHS actions rifle ROBOT FACTION AUTOMATRONS


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Move pistol
The rules below apply to any model which is a Synth as Charge lockpick

shown by the Synth icon on their Unit card. heavy weapon An Automatron must consist of at least a Head,
Close Combat computer Torso and Legs.
1. Synths cannot be Heroic or equipped with Perks. Shoot throw Automatrons are
presence
2. Synths cannot use , , , , Throw melee
or automatron ai
Expertise awareness
3. Except for items which remove damage from a Robot, health Use AI card that matches Automatron’s Head.
Synths cannot use cards which show the icon, or Prepare battle cry If Method is and model has no ranged weapon,
state can be used by Robots on the cards. use Method instead.
movement
triggers 1. Leader must be Robot Controller.
4. Synths may use cards which show the icon.
2. Apart from Leader, force may contain Robots only.
Any action
5. Synths are immune to and attack (Robot units with a faction on their cards not
Friendly attacked
6. Effects that describe they affect also affect Synths. matching the faction on the Leader’s unit card may
expertise Movements not be included.)
Any conflicting rules/exceptions on cards supersede Attacks
3. Leader may be equipped with Robot Perks.
these rules. prepare
All require LoS, except attack.
Note that Synths do not follow the rules for Robots
©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
WAVE 2
REFERENCE CARDS
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DOGS actions rifle CREATURE FACTION CREATURES


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Move pistol
Charge lockpick
heavy weapon
1. Dogs can only use cards which show the icon, or Close Combat 1. Creatures can only use cards which show the
computer
specifically state can be used by Dogs on the cards, icon, or specifically state can be used by Creatures
or are equipped by the Unit’s card. Shoot throw
on the cards, or are equipped by the Unit’s card.
presence
Throw
One exception is that, via Sharing, Dogs may use melee 2. If a Creature has weapons named on its Unit card,
and Stimpaks carried by friendly models which are not Expertise awareness those are the only weapons it may equip.
or Prepare
health
battle cry 3. In addition to its weapons, a Creature may equip a total
of 2 creature mods and 1 non-weapon creature item.
2. If a Dog has weapons named on its Unit card, those triggers 1. Leader must be Creature Controller.
movement 4. Creatures cannot gain or skills.
are the only weapons it may equip. 2. Apart from Leader, force may contain Creatures only.
Any action (Creature units with a faction on their cards not
attack
Friendly attacked matching the faction on the Leader’s unit card may
3. Dogs cannot gain or skills. not be included.)
expertise Movements
Attacks 3. Leader may be equipped with Creature Perks.
prepare
All require LoS, except attack. 4. Whilst Unengaged, Creature Controller may apply
Stimpaks to Creatures within Yellow and LoS.
©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

ai
ROBOT FACTION actions rifle RAIDERS RAIDER
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Move pistol
Charge lockpick
heavy weapon
Close Combat When using with area effect, models will prefer
computer
to aim at a point so the area effect hits the target they
Shoot throw
presence have selected plus as many additional enemies as
Throw melee possible (and centred on the target if possible).
Expertise awareness
health
Prepare battle cry If Careful, area effects that include friendlies are not
1. Leader must be Robot Controller. valid targets.
movement
triggers 1. For Raider-faction models, the final round of an
2. Apart from Leader, force may contain Robots only. active chem lasts one additional round.
Any action
(Robot units with a faction on their cards not attack
Friendly attacked 2. Raider-faction models do not need LoS to a target to
matching the faction on the Leader’s unit card may use Charge when charging to engage a model which
not be included.) expertise Movements is already engaged with a friendly Raider faction
Attacks model.
3. Leader may be equipped with Robot Perks.
prepare
All require LoS, except attack.

©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

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WAVE 1
REFERENCE CARDS
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mama murphy: foresight mama murphy: foresight


SURVIVORS actions rifle
SET-UP DURING BATTLE
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Move pistol
Charge lockpick
heavy weapon Mama Murphy starts each of her activations with 2
Close Combat computer foresight points, or 4 foresight points if she has an
active chem. (Unused foresight points from any previous
Shoot throw
presence activation are lost.)
Throw melee Mama Murphy can perform any of the abilities below
Expertise awareness before or after any model’s action. Each ability costs 1
health foresight point to use.
Prepare battle cry
Look at top card of Event deck when not a
Units which show ‘Survivor’ under their Unit name: Mama Murphy gets 3 foresight points to spend on the
triggers following: A Reaction by any friendly model can be resolved
movement
1. During Force Set-up, each Unique model receives 1 at start of the trigger action instead of the end.
Any action 2 foresight points: Set-up after opponent.
in addition to any they may normally receive. attack
Friendly attacked 1 foresight point: Look at random 3 opponent’s If friendly model rolls an result during a
Unique Units receive 2 Boost cards. Skill Test, it can take the action back (with no
expertise Movements
Non-unique Units receive 1 per model. Attacks 1 foresight point: Look at 2 and/or effect) and perform a different action instead
prepare after set-up complete. (not the same action with a new roll).
All require LoS, except attack.

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BROTHERHOOD OF STEEL
FACTION actions rifle SUPER MUTANTS actions rifle
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Move pistol Move pistol
Charge lockpick Charge lockpick
heavy weapon heavy weapon
Close Combat computer Close Combat computer
Shoot throw Shoot throw
presence presence
Throw melee
Throw melee
Expertise awareness Expertise awareness
health health
Prepare battle cry
Prepare battle cry

Brotherhood forces can not contain Super Mutant units triggers


Units which show ‘Super Mutant’ under their Unit name: triggers
which are not unique. movement movement
1. Use for Skill Test when using ranged weapon in
Any action Any action
attack Close Combat. attack
Friendly attacked Friendly attacked
2. Can not wear
expertise Movements expertise Movements
Attacks 3. Immune to Attacks
prepare
All require LoS, except attack. 4. Food counts as cooked when eaten. prepare
All require LoS, except attack.

©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2020 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

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self-Destruct anD ai cars: cars:


ROBOTS ROBOT PART 1 PART 2
Cars which are not burned-out scrap have the following: Detonation check
1. Robots with no named faction count as the same self-Destruct
faction as the player’s Leader. 5 2 2 X Roll . If roll is equal to or lower than the total
When self-destruct initiated, Robot can only use
2. Robots can only use cards which show the icon, movement actions for remainder of battle. amount of damage the car has suffered, the car
or specifically state can be used by Robots on the Initiating self-destruct is a trigger (LoS not required).
Damage explodes immediately.
Each time a car suffers damage (after its armor roll)
cards, or are equipped by the Unit’s card. At end of robot’s next activation, it explodes with the from any source, check to see what happens to it
explosion

3. Robots are immune to and following effect centred on the robot: depending on whether it is in Meltdown or not: 4
plus
4. Damage can be removed from a Robot using a 4 not in meltDown Up to Orange from car If touching car
Robot Repair Kit. Roll . If roll is equal to or lower than the amount of
After explosion is resolved, remove model. damage the car just suffered, car is now in Meltdown. Then, reduce car’s to 0.
5. A Robot may equip a total of 2 robot weapons,
2 robot mods and 1 non-weapon robot item. Place on car to show this. Then perform a other
6. If a Robot has weapons named on its Unit card, those
ai Detonation check. A car entering Meltdown is a Trigger for Reactions up
are the only weapons it may equip. If no O shown on robot’s AI matrix, resolve A in meltDown to one range ruler length away.
whenever O is required. Perform a Detonation check. Cars that reach 0 Health without exploding will never
At the end of a round, a car in Meltdown explodes. explode.
Cars on 0 Health remain on the battlefield.
©2019 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

RADIOACTIVE TERRAIN actions rifle


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Move pistol
Charge lockpick
During set-up heavy weapon
Unless specified by the scenario, agree with your Close Combat computer
opponent if the radioactive barrels and spills will Shoot throw
have radioactive properties or not. If they do, use the presence
Radiation Damage effects below during the battle. Throw melee

raDiation Damage Expertise awareness


health
At the start of a model’s activation, roll 1 for Prepare battle cry
each radioactive barrel and/or spill within Yellow and
with LoS. Then resolve damage equal to the total triggers
movement
number of shown.
Any action
attack
Friendly attacked
expertise Movements
Attacks
prepare
All require LoS, except attack.

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