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WAVE 9

MOD CARDS
BAYONET MOD SNIPER TACTICAL
Handmade Rifle only. Handmade Rifle only.

When model is charged (and not already engaged), model


Long Range +2. Ignore 1 piece of cover.
that charged must resolve 1+ .

SEMI-AUTO PRECISION HIGH CALIBER


Handmade Rifle only. Handmade Rifle only. Handmade Rifle only.

Short Range +2. Damage +1 at short range.

MARKSMAN’S CLOSE QUARTERS AUTOMATIC


Handmade Rifle only. Handmade Rifle only. Handmade Rifle only.

Add at short and long range. Ignore -2 penalty for close combat.

Add
WAVE 8
MOD CARDS
SILENCED

Firing the weapon does not cause triggers.


Damage caused still causes trigger as usual.

©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
WAVE 7
MOD CARDS
LONG BARREL

Increases short and long ranges each by one color.

©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
WAVE 6
MOD CARDS
ENRAGE CONDITIONING: ACTIVE CONDITIONING:
HAYMAKER
When a Critical hits the target, immediately
roll and control the target to perform a Quick Action below. When attacking using , may gain for the
When activated, make V.A.T.S. roll:
attack. Target model may discard a prior to the roll to
remove this bonus (instead its usual effect).
Huge models may only use if shown as Equipped.
After attack, model using Haymaker gains
Does not affect , or Huge models may only use if shown as Equipped.

CONDITIONING: RAGE CONDITIONING:


HIT AND RUN

At one moment during its activation,


Once per activation, after using a Charge Bonus,
may gain 1 or 2
can immediately Move Orange for free without giving
When activation ends, gain equal to away a free attack.
number of received, then Cannot use Hit and Run if model uses Slide.
WAVE 5
MOD CARDS
MUFFLED

Movement only causes a trigger at one


measuring stick length.
WAVE 4
MOD CARDS
CONDITIONING: FAST CONDITIONING: VICIOUS CONDITIONING: WILY

Gain Gain Gain

CONDITIONING: CHAMPION CONDITIONING: CHANCER CONDITIONING: SNIFFER

Gain
Gain Gain based on Int or +2
Luc +3

CONDITIONING: ARM CONDITIONING: ANKLE CONDITIONING: STUNNING


BREAKER BITER

gain gain gain

CONDITIONING: DASH CONDITIONING: ACTIVE CONDITIONING:


INDEPENDENT

Use when model is activated to gain: When activated, make V.A.T.S. roll:
If Unready, model can be made for free when
+ + Leader activates.
At end of activation, gains Huge models may only use if shown as Equipped. May not be used by Huge models.
CONDITIONING: ADRENALINE CONDITIONING: CHIEF CONDITIONING: CRAFTY

When Chief has damage equal to or less than half of Model does not cause triggers beyond one ruler length
When on 1 or 2 , Move color becomes (excluding damage caused by model.)
its starting , other models of same Unit
same as Charge color. Huge models may only use if shown as Equipped.
increase armour rating by 1.

CONDITIONING: CONDITIONING: LEAN CONDITIONING:


HAYMAKER FEROCIOUS

, may gain Opposing models must succeed at a cha test to


When attacking using for the
move into the area up to Orange from this . If test
attack. Target model may discard a prior to the roll to Set-up: Gains equal to divided by 4 (round-up). is failed, the model must either gain or treat the
remove this bonus (instead its usual effect). Move is one color longer. area as impassable terrain for remainder of its activation.
After attack, model using Haymaker gains Does not affect models moving to engage this or on
Huge models may only use if shown as Equipped. models already within the area. Requires Str 4

CONDITIONING: VIGILANT CONDITIONING: SAVAGE CONDITIONING: RAGE


When an opposing model is to be removed due to
At one moment during its activation,
an attack by this model, each opposing model within Yellow
When unengaged, Per +2 and LoS of the model to be removed Tests may gain 1 or 2
for unengaged friendly within Yellow and LoS. Gain which they discard after their When activation ends, gain equal to
next action or reaction. number of received, then
Does not affect / / / /

CONDITIONING: ASBESTOS LINING PNEUMATIC


HIT AND RUN

Once per activation, after using a Charge Bonus, Immune to Push Back (unless willing).
can immediately Move Orange for free without giving Immune to
away a free attack. Increases armor rating by 1. Resistant to and
Cannot use Hit and Run if model uses Slide. Must be attached to an armor card that sets armor values. Must be attached to an armor card that sets armor values.
LENGTHENED BARREL TOXIC TESLA COILS

During set-up, place on this card. At the end of model’s activation, resolve 1
Short range is one color longer. Excluding the model equipped with this Mod, all models
On first attack with this weapon, give target
Long range is one color shorter. (not just opposing models) are affected.
if damage is caused to model;
otherwise, discard the
WAVE 3
MOD CARDS
BRACED CUSTOM FITTED HAIR TRIGGER

Can discard a to increase one armor rating by 2


If a Move is a Quick Action, Move is one colour longer.
for one armor roll. for attached weapon only.
Must be attached to an armor card that sets armor values.
Must be attached to an armor card that sets armor values.

POWERFUL ALIGNED SIGHTS LIGHT

Weapon gains +
Always hits intended target when firing into melee. for attached weapon only.
Cannot be attached to a weapon that is already

JAGGED COUNTERWEIGHT SERRATED BAYONET

When model is charged (and not already engaged),


1 = instead. Str requirement to use weapon is 1 lower.
model that charged must resolve 1+

TESLA COILS JET PACK RECON SENSORS

At the end of model’s activation, resolve 1 At the start of the battle, place
Excluding the model equipped with this Mod, all models on this card. When performing Move or Charge, discard
+ for long-range / only.
(not just opposing models) are affected. 1 token to Move directly from start to end of movement
without considering difficult and/or impassable terrain up
to Yellow above base level at start of movement.
TARGETING HUD RUSTY KNUCKLES HYDRAULIC BRACERS

+ for / only. + when using Improvised weapon. + when using Improvised weapon.

TESLA BRACERS OPTIMIZED SERVOS EXPLOSIVE SHIELDING

When using a Quick Action to Move, Move is Increases and armor rating by 1 for area
Improvised weapon attacks deal instead of one color longer. effect damage only.

REACTIVE PLATES EXPLOSIVE VENT MEDIC PUMP

If of model wearing this power armor is


After damage taken from a Close Combat attack (even if After Falling or Jumping down from Yellow or greater, 1, 2 or 3 after an attack on it is resolved,
automatically use 1 Stimpak.
blocked by armor), resolve 1 on attacker. resolve 1 (excluding self)
(Stimpak must be carried by model, not shared.
Stimpak used is not included with this card.)

HEADLAMP VIM! REFRESH PAINT ABRAXO PAINT


Once during activation, allocate to one opposing
+2 model within and LoS. If the model with this Mod is
+2 Gain engaged, opposing model must be a model engaged with
them. Remove token when this model is next activated.
is one color longer.
A model cannot be affected by this effect and the
‘Distracting’ ability simultaneously.
IMPACT EXCHANGER

+2
+1

+1
ELDER PAINT INTERNAL DATABASE
Immune to

Can only be used with T-60 or T-60f

HACKING MODULE LOCKPICK MODULE


+1

SENSOR ARRAY
+2 OR Gain based on INT. +2 OR Gain based on AGI.

No -2 penalty for Quick Action Shooting.

SENSOR ARRAY RECON SENSORS RADIATION COILS

When activated, place 1 on this card if none present.


If Robot is unengaged, any unengaged friendly model
When unengaged, PER+2 for unengaged friendly models
within Yellow and LoS may use the on a non-Close
End of activation: 1
within Yellow and LoS.
Combat attack skill test. This token may not be used on
Robot equipped with this card.

TESLA COILS RESISTANCE FIELD WELDED PLATE

When activated, place 1 on this card if none present.


End of activation: 1 Any unengaged friendly model within Yellow and LoS may
Set-up: Gain
use the . This effect may not be used by the Robot
equipped with this card.
SERVO BOOST TERMINAL SELF-DESTRUCT DAMAGE SELF-DESTRUCT

On reaching zero , do not remove model When damage incurred and now below
Charge is one length longer. and then initiate self-destruct. 50%, roll self-destruct initiated.
Requires Sentry Bot Torso or Assaultron Torso. Requires Protectron Torso.

PROCESSOR OVERCHARGER SUBROUTINE: QUICK SUBROUTINE: COMBATIVE

At one moment during its activation,


may gain 1 or 2
Gain Gain
When activation ends, gain equal to number
of received, then

SUBROUTINE: PAUSE SUBROUTINE: SUBROUTINE: BASH


COMBAT ANALYSIS

Gain Gain Gain

SUBROUTINE: EMERGENCY SERRATED BODYWORK SUBROUTINE: REMOTE

When on 1 or 2 , Move color becomes If Unready, model can be made for free
During ,1 treated as
same as Charge color. when Leader activates.
NOXIOUS ARMOR MAGNETIC ATTACHMENT SUBROUTINE: CARNAGE
When an opposing model is to be removed
Set-up: Place on this card. May interact with whilst at Orange distance. due to an attack by this model, flip
If damage caused during attack using whilst Must be unengaged and have Line of Sight to token.
there is a on this card, target is Poisoned and given If token is not resolved (i.e. Item not taken or Skill Test not If , give each opposing model
attempted), drop token touching base of the robot in the (not / / / )
one of the Poison tokens from this card.
direction it came from. within Yellow of the model to be removed a which
(If immune, token is discarded without effect.)
they discard after their next action or reaction.

REGENERATION FIELD STEALTH FIELD


When activated, add to this card if none present.
A friendly model (which is not a / / / Friendly models within Yellow and LoS do not
) may use this via Sharing to cause triggers beyond one ruler length.
remove 1 from themselves. (Damage caused by models is excluded.)
A model may only benefit from one Regeneration Field
during their activation.
WAVE 2
MOD CARDS
CUSHIONED HEAVY SILENCED

1 blank face of any 1 / Firing the weapon does not cause triggers.
Falling damage resolved as if one color distance less.
Damage caused still causes trigger as usual.
counts as

BIOCOMM MESH SPIKED PADDED

1 blank face of any 1 Increases and amor rating by 2 for area


A chem’s right-most column of effect lasts one effect damage only.
additional activation duration. / counts as
Must be attached to an armor ( ) card that sets
armor values.

REFINED CORE ASSEMBLY

Start of battle: Add to weapon.


Any attack with this weapon versus Power Armor: When rolling V.A.T.S., equals too.
Must discard 1 to add 1 to roll.
WAVE 1
MOD CARDS
COMFORT GRIP HARDENED RECEIVER STUN PACK

If attack results in adding damage to model, adds:


1 blank face of any 1 / counts as
+2 / at short range only.
When attached to energy weapons, this mod is called
Adds if weapon does not roll one already.
Boosted Capacitor.

DISSIPATING REFLEX SIGHTS BAYONET

Increases armor rating by 1. When model is charged (and not already engaged),
+2 / at long range only.
model that charged must resolve 1+
Must be attached to an armor card that sets armor values.

SPIKED SUPERIOR MATERIALS THICKER PLATING

1 blank face of any 1


+2 Power Armor’s END +1
/ counts as

BALLISTIC WEAVE HEADLAMP

Increases rating by 1.
Must be attached to an armor ( ) card +2
that sets armor values.
INTO THE WASTELAND
MOD CARDS
©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.

©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved. ©2022 Bethesda Softworks LLC, a ZeniMax Media company. All Rights Reserved.
CONDITIONING: CRAFTY CONDITIONING: SAVAGE CONDITIONING:
HIT AND RUN
When an opposing model is to be removed
Model does not cause triggers beyond one ruler length due to an attack by this model, each opposing model within Once per activation, after using a Charge Bonus,
(excluding damage caused by model). Yellow and LoS of the model to be removed Tests . can immediately Move Orange for free without giving
Gain which they discard after their away a free attack.
Huge models may only use if shown as Equipped.
next action or reaction. Cannot use Hit and Run if model uses Slide.
Does not affect / / / /

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