Sunday, February 2, 2020

Fallout Wasteland Warfare - Mission 2 : Fort Davis

The following is a play through of tutorial mission 2 from the FWW campaign book, It incorporates the third section of the rulebook “searching the wasteland” and brings in the use of skills, expertise and discovering items hidden throughout the wasteland. I am also using all of the  fourth section “ready for action” as well and adding things like “battle cry” into this game.

Scenario description - Winter is approaching ,  Survivor’s and Super Mutants compete for resources and items around the area of Sanctuary Hills,  Scouts report that the nearby ruins of Fort Davis abandoned for who knows how long  still seem to be loaded with items for the taking!.  Both teams decide to investigate , meet  and chaos ensues!

Section of the ruins of Fort Davis ..

Objective- Eliminate the other team while gathering  more items than your opponent . 
The game will end after 4 rounds

Note: both sides have a bump up in general weaponry, the Super Mutants have and extra man making each side starting with 4, the Super Mutants begin the game with the Advantage Marker.
AI Cards will dictate the Super Mutants actions..


Nora,  Sole Survivor, Day One - 10mm Pistol
Silver , Settler- Assault Rifle
 Hobbs , Settler- Assault Rifle
Dogmeat , Dogbite   .


Mawg-  Brute with Sledgehammer
Gore- Hunting Rifle, Board
Viktor (Aviator)  - Hunting Rifle, Board
Hammer- Hunting Rifle, Board


Tons of items and things to investigate while trying to kill each other  Is 4 rounds really enough time?, we will see.



#1 Aviator
#2 Hammer
#3  Mawg, the Brute
#4 Gore


AI chooses # 4, Gore  Roll (STAR)  Melee Attack ,Nearest

Gore, seeing the Survivors  decides to recklessly make a melee attack against the nearest foe, which is Dogmeat
Who coincidentally the one who took him down  in Scenario 1.
“its that Stoopid Dog, ArghGrrr”  Gore moves twice toward Dogmeat and his turn ends


Dogmeat is readied,  he takes Gores bait runs toward the mutant hiding behind a barricade with a double move



AI Chooses # 3 Mawg the Brute  Roll (2 X Bottle)  = Carefully move toward Objective,

Mawg makes a single move , and has TWO investigation markers within his GREEN Awareness
He gets to look a both for free before continuing,
The are both Weapons Lockers, Mawg grunts “GUNS” moves to the nearest underneath the guard tower

Pulling the first two weapons from the Wasteland Deck,  he gets a .44 Revolver and a Pipe Pistol.


Silver the settler, readies and moves,

Moves once to a clear LoS on Super Mutant “Gore”  Silver now has an Assault Rifle which doesn’t quite have the range
Of a Hunting Rifle, Gore is out of Range..she continues here move stopping behind the Pick Up truck for cover

She can see an investigation marker in the back of the pick up truck thanks to her Green Awarness.
She see a searchable container, but cant reach it at this point as shes used both actions.



AI Chooses #1  Viktor (Aviator)  he also can see the nearby investigation marker and can tell there is weapons locker
He rolls (1 x bottle)  which means he is to recklessly go for an Objective.

 Viktor  twice across difficult terrain (his yellow move is reduced to orange) straight to the locker and even with the rough ground he reaches it finding a  Pipe Wrench and a Bolt Action Pipe Rifle.


Hobbs, Settler, readies and moves.

Hobbs moves X 2  in a straight line toward a large searchable crate on his way to the building, unfortunately  Hobbs inst so lucky on his move across the rough ground and he cannot reach the searchable container.

  TURN 4


AI Chooses Hammer # 2  Rolls (1x Star)  recklessly attack nearest…that being the only survivor he can see..Hobbs!
Hammer moves x 2 towards Hobbs ending  his move near Gore.


Nora, Sole Survivor.

Nora moves of to her left with lots of cover she sees to searchable containers on the rough ground near the fence
Unfortunately her Move x2, does not get her into contact with either marker this turn.




Teams are even so Advantage goes to the Survivors!



Silver is readied and up against the pickup truck has a clean line of sight on Supermutant Gore ,

She Fires her Assault Rifle  which is along range  and get a black damage die  roll (cog, 2 bonus damage),
Unfortunate miss due to the bonus damage, but she  gets and action point
2 action fires again this time a critical (or a 1) on the hit die, a bottle on the black (nothing here)
So  she hits for 2 damage, Gore gets a save as he can block up 1 damage here but fails and he takes
2 damage.

Silver uses her action point to prepare “an action”  for the Supermutant turn.


AI chooses  #4   Gore who was just shot… roll (star)  AI card says he will recklessly melee attack nearest , which is fitting since its Silver who just shot him.

Gore Moves toward Silver for his 1st action.

This allows Silver to use her prepated action to shoot again she does..this time its short range and add a green accuracy die. Unfortunately she Rolls (X) on the to hit dies so it’s a miss

Gores is now in Charge Range so for his  2nd action, he does and picks up a bonus green dice as a result….Not what Silver was hoping for..



Dogmeat is readied,  Dogmeat seeing Silver in trouble  charges Gore from the rear..
Dogmeat  gets a boatload of dice here ,  his Dogbite attack is a Blue, Yellow , and Green dice, he picks up a Black Die from the Charge and then another Green die because now Gore is outnumbered!

Roll ( to hit = 4, Blue - Bottle, Green , -1, Armor Break,  Yellow  2 x Armor break,  Black- Blank.
Well Dogmeat needs a 5 to hit the 4 ends up a “3”  then he breaks 3 armor… no extra damage and if Gore had an action prepared (he did not) he would have lost it.  Gore gets no save and takes 2 more Damage.


AI Chooses #1  Viktor (Aviator)   He rolls the Explosion icon on the Blue die which means he will carefully attack the nearest at Range,

He can only see Hobbs  But his line of sight and the Hunting Rifle is in long range , his shot will cross over some area terrain (broken trees) giving him a -2 penalty, making his Perception 4 “to hit” a 2..while that seems bad, the hunting rifle at long range is very accurate giving you 2 bonus green dice so the chance is still decent depending on the green dice.  Roll (8 , -1 to hit, Bonus Damage) unfortunately the 7 is miss!  And shot wizzes by Hobbs….

Viktor Fires again (5, and 2 bonus damages!)  to bad its still a miss….Viktor is mad….



Hobbs is readied,  Survivors know they are currently down 4 items to zero..despite being under fire Hobbs 1st action is to move to nearby crate and search it …it empty! Damn  he 2nd action is move out of the rough terrain
He does so, and a see an investigation marker revealing a searchable item

With that Hobbs is done.


AI Chooses # 2 - Hammer   AI roll is a Bottle which means Hammer will carefully go for an Objective
There is Searchable item he just passed by Round 1
Uses his 1st move action to go to it
Revealed it’s a Computer expertise skill check
Hammer says “Me don’t have No Computor skill!”
He then moves towards the next closet objective
Which the investigation marker in the center of the battlefield, His awareness allows him to see that is also a searchable container

Hammers turn ends



Nora  is readied.  Despite  Gore, battling Silver and Dogmeat  close by, Nora knows she not so great in Close Combat. She moves across some rough ground to nearby searchable  container which reveals  A lock pick test,  if she succeeds she gets an item, IF she fails we draw a danger card which must be resolved When that is resolved she then gets an item

Lockpick test  She needs a 6 or less, Roll (8) she fails! So we must draw a danger card
Danger Card is a “Protective Molerat”

I don’t have any Mole Rats, yet so I get out a normal painted rat I have as a stand in.
The rat is placed in CC with Nora and it attacks but Rolls (x) so it misses

Nora 2nd action is attack back, she can shoot he 10mm in CC(page 24)  taking a -2  and giving the Rat and extra armor
If she shoots I’ll be looking  for a “3” or less but I get a bonus green and black die and the base is 2 damage ,
If I attack in CC with my pistol as an Improvised weapon, I hit on a ‘4” with a green die and 1 damage,..
I go with shooting hoping to get lucky..Nora rolls 3 bonus damage but a damn “8” on the to hit die so she misses
And this combat continues.


AI Chooses # 3 Mawg the Brute, now packing a pair of pistols as well as his huge Wrench (Sledgehammer)
Mawg rolls an explosion at Full health that means he recklessly attacks  the nearest or only survivor he can see HOBBS
Luckily for Hobbs after a yellow move, The Brute is still out of charge range so he just makes a second move toward  him



Things are not looking great for the survivors!,  this round, as teams are still equal, Super Mutants have the advantage.


AI chooses # 2 Hammer, we roll a explosion for his action this mean he will attack carefully at range.
Now Hammer from his current spot has LoS to NO SURVIVORS
So as his 1st action I have him move toward the investigation marker he uncovered last turn
Reaching it he finds an item and it’s a Laser Pistol! (man the Supermutants are cleaning up on Weapons and items overall)
He can now see Hobbs and has clean line of sight to shoot, his laser pistol is out of range, so he shoots with his Hunting Rifle that is just in long range, He Rolls (6, plus an armor break and extra damage) but his shot crosses some cover so he needed a 2 or less to hit and those accuracy dice needed to come thru and did not a miss!

Laser Pistol! Score

 Hammers turn ends.


Hobbs  is readied, hes under attack from 2 Supermutants  Survivors are behind on items 5-0 
As his 1st action he moves to the searchable investigation marker hes uncovered.
He reveals it and it’s a danger card..ooff these guys aren’t getting a break

Hobbs found a combat rifle, but had a very rough game.

Danger Card is “clockwork trap”  , he has no lockpick skill to disarm it ,so all he can do is brace himself (picking up +1 armor) the bomb goes off rolling a yellow die and it’s a double armor break wiping out his bonus armor
He takes 2 energy damage, he still has 1 resistance to energy base , he saves rolls a 2 , failing , so the damage is applied.
His 2nd action he moves inside the building and finds another searchable marker this time he is in luck He finds a Combat Rifle…and his turn ends..



AI chooses  #4  Supermutant Gore who  is in close combat with Silver and Dogmeat.  After resolving the close combat the AI roll says he will recklessly attack at range, IF he’s free of the Close Combat

1st Action  attacks Silver with his Board Roll (7, Green -2, Black Bonus Damage)  Here , the “7” would normally miss but the accuracy die from the charge’s  “-2” make its 5 and a hit…Super Mutant is 6 or less in Melee
Bonus damage makes it 3 physical to Silver she has on armor boost and making her save a ‘2” she rolls a 2 and blocks 2 of the 3 points, for 1 damage…her armor boost is gone however.

2nd Action Gore  attacks Silver again this time he does get the bonus green die as the charge bonus has been used.  He Rolls (critical and bonus damage) Oooffff, Silver faces three damage and can only stop 1 with her save, she rolls a 3 fails her save and takes 3 damage, She only has a 4 health so she is removed from play.

Silver gets beaten to paste here


Dogmeat is readied, Dogmeat Rips into Gore
1st Action  he Attacks  rolls a Cog, so he gets an action point
2nd Action  he attacks again Rolls a (3, and armor break, a -2 and a star)
The armor break means Gore with 2 health left is done for he doesn’t even get a save
Gore is removed from play and Silver is avenged

Dogmeat, takes out Gore two games in a row!
The star means Dogmeat  gets another action point
Dogmeat now  has 2 Bonus actions
Dogmeat can fortunately move with action point on his turn so he moves the charges the Mole Rat attacking Nora Picking up a black die…unfortunately he cant attack.



AI Chooses #1  Viktor (Aviator) he’s at full health and rolls a double bottle on the action die meaning he will recklessly go for an objective there is a searchable container right in front of him..he can reach on 2 yellow move actions and he does
Its revealed to be a danger/ item  so he’lll need to resolve a danger card then he gets and item
He draws “rogue eyebot” an eyebot flys out of the crate and zaps him…he can make a perception test to avoid the blast,
He rolls a 5 failing (need 4)  he take 1 energy damage plus a black is nothing so he’s facing 1 energy damage he gets a save but fails…taking the damage
Inside the box he finds some Mentats
“these make Viktor  SMART!’ he chows them down.


Nora is readied, she needs to get rid of this molerat attacking here
1st Action Shoots…rolls (crit, 2 x armor break, bonus damage)  Just what she needed that Molerat explodes in bloody mess! Taking 3 damage (2 health)  Nora draws an item card finding Sturdy Leather Armor. Unfortunately he vault suit is better but its great for one of the settlers.

2nd Action  Nora moves out of the rough terrain… and cant do anything else.



AI Chooses Mawg the Brute  and rolls a bottle which  means carefully pursue the objective, being the supermutants are so far ahead and he was hunting hobbs and can see hobbs in the building I have him
1st Action move to door
2nd Action charge Hobbs, he picks up a green die.

Hobbs has a very bad day here.



Last Round

Super mutants are up 5 items to 2, but Each is down a man so the Advantage is back to the SUPER MUTANTS 



AI Chooses # 3 Mawg the Brute , ( of course it does! Haha)  roll is a bottle again or carefully go for the objective .The objective here is of course crushing your opponent 

Mawg has a Bonus Green Die from his Charge , a black one from his Strength AND he uses his Battle Cry, no normally many units can resist battlecry and there is an opposed test , but here Hobbs has no such ability so he takes another Green and Black die!! (this going to be bad)

1st Action Pound on Hobbs…Roll ( roll 3, double armor break, -1, -2 ,  2 x bonus damage  blank)  the armor break means no save- Hobbs is toast taking the 4 damage from the Sledgehammer. He has only 2 health remaining   Hobbs drops his combat rifle as he is smashed against the wall.
(not sure if The Brute can take this as a free action so we leave it for now)

2nd action  he moves into the back of the building  and see another investigation marker which is revealed as another weapons Locker, fortunately for the Survivors he cant reach it


Down to Nora and Dogmeat

Nora is readied, 
1st action  Nora climbs into the back of the pickup truck and searches the item finding a Baseball Bat
2nd action fires here 10mm pistol at Hammer but misses



AI Chooses  # 2 Hammer and rolls a double bottle again reckless Objective,

1st Action Shoots at Nora in back of pickup truck misses but gets an action point
2nd Moves to Searchable behind the caution barrier and finds some Bourbon
Hammer prepares an action with his action point
"What is this??? Bourbon!!"


Dogmeat is readied, 
1st action Dogmeat leave the difficult terrain , moving behind the pick up truck out of LoS of Viktor who still needs to go..
2nd Action Dogmeat cant reach Hammer on the charge and would face reaction fire if he did…
So I leave him be
Nora, time to go , Woof Woof



AI Chooses #1  Viktor (Aviator)  rolls a bottle, again reckless Objective
He could shoot at Nora but the cover penalties are two steep
He instead
1st action  moves toward another nearby investigation marker and can see it’s a searchable container
2nd action moves into contact with but its revealed to be locked and he cannot pick a lock
Viktor trying to get more items, damn skill tests.


Game End.

Nora and Dogmeat retreat on this one losing to the Super mutants on both item count 7 to 2
And Kills..2 to 1…

End Result
And now have a good deal of weapons and a stable supply of food and prisoners to barter with.
Boss Ram will be pleased.

Items gained

Laser Pistol
44 Revolver
Pipe Pistol
Bolt Action Pipe Rifle

Losing Silver and Hobbs was tough  the Super Mutants are here to stay in this area , Water Shortages were already a concern and now this!

Items gained

Sturdy Leather Armor
Baseball Bat

Conclusion – Tough loss for the Survivors we needed to be more mobile and got bogged down in the difficult terrain trying to get items, the bad luck of multiple danger cards didn’t help, Settlers go down like flies vs Super Mutants, they need more firepower.

Rules Questions

AI I doing what I am supposed to? Not sure but it works for a solo game I like the way the AI Plays
Picking up a dropped item , free action? Cant find it anywhere…

Next up: The Water Treatment Plant.

Monday, January 20, 2020

Fallout Wasteland Warfare- Mission 1: Troubled Beginnings

So here's my play through of Tutorial Mission 1 for Fallout Wasteland Warfare (FWW) .
I actually played it twice through with very similar results while fleshing out some rules questions. I’m still a bit dubious on prepared actions and their triggering and responses, but this play through seemed to flow nicely. Because of all the symbols, tokens and widgets it’s a tough game to explain without just directly quoting the rulebook in big chunks which I’m not going to do.

but for reference colors mentioned our either range increments or dice, Range Rulers from short to long , are Black, Blue, Green, Red, Yellow and Orange.  Dice beside the to hit die are Effect dice they are Green -Accuracy, Black- Damage, Yellow- Armor, Blue- Special effect..results are generally global ( so green accuracy die can improve your “to hit” but sometimes also break armor do extra damage, but the majority of the effect is tied the that color dies main effect.
I use the AI card system here for this mission as I am running solo games, I like AI a lot of variety but sometimes you just have to use common sense. This mission is recommend as you finish the first section of the Rulebook, so some things like “battlecry” (if your familiar with game) I just skipped over. This is big change is play style and likewise the battle reporting , I hope I can get this clearer as I get better adjusted to the game


Nora,  Sole Survivor, Day One - 10mm Pistol
Silver , Settler- Hunting Rifle
Hobbs , Settler- Hunting Rifle

Dogmeat , Dogbite   -starts game as prisoner.

Objective- Free Dogmeat, Kill the Supermutants


Mawg-  Brute with Sledgehammer
Gore-  Bolt Action Pipe Rifle, Board
Viktor (Aviator)  - Bolt Action Pipe Rifle, Board

Objective- Clear all 4 traps to win, Killing the humans is just a bonus.


The game will last 4 Rounds, each Round consisting of multiple turns in am " I go U go" pattern
you may "ready" an model an not move it on a particular turn delaying your action until a future turn where you must move all readied models 

(Note: I find this very cool and similar to what happens with a delayed action in a turn based video game)

ROUND  1  SUPER MUTANTS have advantage


AI activates   Mawg the Brute  , Task- Move to Objective.
ACTION 1 move
ACTION  2  , he’s within Orange Distance of the  Trap he needs to clear , he makes Strength test at  Strength 8 roll (2)  pass

Trap cleared 1 of 4

Maug clears a trap right away ...


Nora is readied,
ACTION 1 – Regular move to nearby cover
ACTION 2- Fires 10mm Pistol at  Supermutant Gore Roll ( Critical, Armor Break, Extra Damage) 

Result 3 damage to Gore
Nora shooting at Mutant Gore


AI activates  Viktor – task Reckless Attack  Melee
ACTION 1- Move yellow toward Nearest
ACTION 2- Charge Nearest (Nora)

Result  additional Black die from Charge for next attack

Viktor initial Charge of Nora


Silver  is Readied

Holds- Delays actions


AI Activates Gore-  Task Move to Objective (Careful)
ACTION 1 move
ACTION  2  , he’s within Orange Distance of the  Trap he needs to clear , he makes Strength test at  Strength 6 roll (7)  Fail

Result Trap NOT cleared  Still  3 of 4 remain
Gore fails to clear the trap on the first try


Hobbs is readied

ACTION 1 and 2  Moves toward Dogmeat

Silver , Readied in Turn 2  must now act ,
ACTION 1 moves to nearby  Car for Cover
ACTION 2 Fires Hunting Rifle at Mawg who has cover from a Car
To: Hit base 6 Cover -2 = 4   Rolls (5, -1 to hit, extra damage )

Result Hit!  Mawgs armor is 2 + 1 from Cover  against  3 damage…armor save roll ( 1)
Mawg  takes 2 damage

Silver Shoot Mawg the first time

Dogmeat is trapped



SUPERMUTANTS have Advantage.


AI activates Gore, Task Move -toward Objective (careful)
ACTION  1-  Clear Trap Str test 6  roll (5)  Pass

2 of 4 traps cleared
ACTION 2- moves toward next trap


Nora is readied.. Faced with close combat from the Charging Supermutant Viktor
She choose to make the risky withdrawal

ACTION 1  move from Combat…
Since the Viktor has not activated yet his free attack with bonus damage is a quick action and suffers a -2 penalty making his 6 or less to hit a 4 or less to hit  roll (7, 2x extra Damage)  whew he miss

ACTION 2 - Nora fires her 10mm pistol at Viktor
Base to hit 5 or less, Rolls (7 -2 accuracy, double damage(2 stars) 
Awesome hit!,  base damage is 2 +2 the bonus for 4- the mutant has 1 armor  his save is (4) fail…
Viktor  takes 4 damage ouch


AI activates Mawg the Brute,  Task Melee Attack Nearest 

ACTION 1 Charges Hobbs..Mawg is Str 8 so he gets not only a charge bonus die (black) but a bonus black die due to Strength
I was worried about this but was more worried about Nora
Oh wekk

ACTION 2 attack  Rolling 2 yellow and 2 black dice.  Roll (critical, armor break) and 3 blank faces!!!
Hobbs totally lucks out here…the armor break cancels his armor boost and he gets a save but fails (2)

Result Hobbs 2 damage….he’s very lucky here he should have been KO’d


With luck like the we will stick with Hobbs
ACTION 1 disengage from Mawg and move toward dogmeat.

Mawg free attack at -2 needs 6 or less Roll ( quick action, blank, armor break) a miss but Mawg will prepare a quick action and can act on trigger for any action except prepare within his sense range, green

ACTION 2   Hobbs frees Dogmeat..Dogmeat is live!

Hobbs on his way to free dogmeat dont mind the Supermutant brute just off to your right!


AI Acitvates Gore, task Move,  he moves toward objective

ACTIONS 1 and 2 place his within Orange of  Trap 3…my may attempt to clear it next turn


Silver is readied

ACTION 1 Sliver Fires her Hunting Rifle at Mawg  Base 6 Roll (critical, double armor break, bonus damage)
Result loses 2 armor give Mawg no save and he takes 3 damage.ouch

However this give Mawg a chance to use his quick action and he charges Silver!

Getting a bonus green (this time, I randomly flipping these as suggested) and a Black dice next combat.
Here Silver ranged attack triggers Mawg's prepared action and he Charges her.

ACTION 2 - Silver can attack in close combat using her Hunting Rifle as an improvised weapon, BUT the best she could hope for is possible 2 damage with a lucky out come..
I decide to risk disengagement again for that -2 penalty  the Brute still only needs 6 or less to hit and has 2 yellow , 1 green, 1 black dice…

She moves, Mawg attacks Roll ( X, bonus action…blank, bottle, -1, armor break)  she lucks out Mawg gets a whole lot of nothing but DOES get another prepare action.,

Dogmeat last but not least, Dogmeat is readied

I send dogmeat after Supermutant Gore whose clearing traps

ACTION 1 Dogmeat moves toward Gore
Mawg who has a prepared action has Line of Sight to Dogmeat
Dogmeats movement triggers Mawgs prepared  action, (as his perception is range Green) 
 Dogmeat is two Green lengths away, so Mawgs only option is movement..
Dogmeat at the start of his move is outside his charge range but Silver is standing right there
 I have Maug recharge Silver  and he gets another  Bonus Black Charge dice this time…Ooooofff

ACTION 2  Dogmeat Charges Gore and get a bonus black die.

(note: for myself right now quick and prepared actions are the most confusing part of the game, if someone reading this knows the rules and I am in error please correct me) 



SUPER MUTANTS have advantage


AI Activates Viktor

With 2 health left I roll 2 bottles on the blue dice for his AI response
 Task -Objective…I have viktor withdraw toward Trap 4
Victor is wounded with 2 health remaining and the last man standing. he is out numbered. his Objective from game start is clear the traps so I have him retreat toward the nearest trap in hopes of clearing it, if his objective was say "kill dogmeat" he would have shot at Dogmeat with his Pipe Rifle

ACTION 1 and 2 Move away toward trap 4


Dogmeat with Charge goes 1st rolling 4 bonus dice one of each color 
ACTION 1 attack  rolls a quick action so he misses

ACTION 2 attacks again (no bonus charge die)  rolls (4, -1, double bottle, double armor break)

Result Supermutant gets no save and take 2 damage, the bottle would remove a quick action if  he had one..

Im going to leave Dogmeat in CC because I think (some please correct me here) I can respond to a close combat attack with his own attack this round if that should occur.


AI activates Gore  ..Task Objective (careful)

Gore is still engaged with Dogmeat here and must melee attack with his board

ACTION 1 attack  roll ( cog, quickaction. Bonus damage)  MISS, but he gains a quick action, his only quick action is a prepared action so he does

The attack triggers Dogmeat s prepared action so Dogmeat attacks
Roll (critical, 2 stars, -1, armor break.) result no armor save  Gore take 2 damage and is removed from play!

One mutant down!


Hobbs is readied

ACTION 1 hobbs moves up against the cover Viktor is behind to negate the cover bonus
ACTION 2 Hobbs fires his hunting rifle but rolls (7, 2 armor breaks) miss!  he needs a 6 or less


AI Activates Brute  task Objective , however Brute has charged Silver

ACTION 1 Melee attack rolls (5,-1 ,  bonus damage, armor break, bottle ) 
Result strong armor bonus negates, Silver fails save and takes 3 damage
ACTION 2 Melee attack again..Rolls (10, bottle,bonus damage, armor break) 10 is miss , need 8 or less


Silver is Readed…must try to get away and shoot this thing..

ACTION 1 withdraw…

Mawg attacks at -2  Roll (2 , Bonus damage, 2 blanks)  even with the 1 armor Silver is down for the count.
Here Silver has escaped Mawg's once , however his prepared action allows him to reengage her when its trigged by Dogmeat movement

Silver is removed from Play

 Nora is readied

ACTION 1 Shoot Mawg with 10mm Pistol Roll (6, -2, bonus damage)  Mawg gets a 2 armor save rolls a 2! And takes only 1 point of damage
ACTION 2 Shoot Mawg again  with 10mm Pistol Roll (7, -3,  double bonus damage)  Mawg  is looking at a max of 4 damage  he gets a 2 armor save rolls (1)  and takes  3 damage this time he goes down as he had 1 health left
Nora finishes Mawg off with the 10mm Pistol

Mawg the Brute is removed from play



SUPERMUTANTS  have advantage


AI activates Viktor, Task Reckless Attack in Melee

(Note : here I made a mistake and Viktor according to his AI response should have attacked at range, but the critical roll on the hit dice would have inevitably had Hobbs meet the same fate)

ACTION 1 -Viktor cant see Hobbs base but cant see hobbs base, he has line of sight but cant charge but he can move into base contact ( plenty of distance with a yellow move) and make an melee attack, he does
ACTION 2- attack with Board  roll (critical, blank face)   Hobbs has 1 armor and is facing 2 damage..he fails his armor save with a (3) takes the 2 damage and goes down

Hobbs is removed from play

Settler Hobbs goes down for the count at the hands of Viktor


Nora is readied
ACTION 1 moves up against nearby cover
ACTION 2 Shoot Viktor with 10mm Pistol roll( 7,-2, bonus damage)  accuracy -2 gives her the 5 she needs to hit
Viktor is looking at 3 damage…has 1 armor fails his armor save and is taken down as he has 2 health left

VIKTOR is removed from play

Nora with plenty of range to finish off Viktor


Dogmeat was freed. Both Silver and Hobbs were injured , knocked out but survive ,
 Nora gains Dogmeat as her new companion.

RESULT maybe the Supermutants with reconsider searching for food in this area..

NEXT UP -Scavenging for supplies at FORT DAVIS


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