The following is a play-through of tutorial mission 4
from the FWW campaign book, it incorporates the previous sections of the
rulebook discussed in the three earlier play-throughs but adds in advanced weapons and varying
conditions including Radiation and Radiation Damage, I am changing the
characters up for a change of pace using more advanced characters with wider
range of items. This game and the next will feature Nate , instead of Nora and
I’ll bring them all together for some campaign scenarios moving forward
SCENARIO – Nate awakens from his cryo-bed in Vault 111 to
discover Nora missing, despite his brief
awakening where he saw her killed and baby
Shaun Kidnapped. Finding Codsworth, he
headed immediately toward Diamond City recruiting Cassidy along the way.
Eventually connecting with the Brotherhood of Steel at the Boston Police Station. Though BoS
reports he discovers Nora is alive and
with another group at their own settlement. In exchange for equipment, supplies
and information to help seek them out, Nate agrees to join Aspirant Goddard , A senior
BOS initiate looking to prove himself in
an attempt to recover valuable information for the BoS located in an old safe in the center nearby
junkyard. The problem the Junkyard is directly adjacent to the neighborhood
base of Hammer, a local Super Mutant Warlord.
SURVIVORS
Nate-Sole Survivor- Loner, Hunting Rifle, 10mm Pistol, 1 Radaway, 2 Frag Grenades
Nate also has the Lone Wanderer perk, which he can use under the right conditions.
Cassidy - Settler- Combat Shotgun, 1 Stimpak, , Damaged hazmat suit
Aspirant Goddard- Brotherhood of Steel, T-60 Power Armor, Laser Rifle,
Codsworth- Robot, Mr Handy Flamer and Buzzsaw.
The Survivors begin the game with the Advantage Marker.
Survivors are assumed “readied” before they are activated I'll only point out "readied" if they are holding their action. (the games version of "overwatch")
SUPER MUTANTS
Hammer- Super Sledge and Missile Launcher
Mutant Hound- Hound Bite
Aviator- Pipe Pistol, Aviator Cap
Brute – Sledgehammer
Super Mutant (Soldier)- Bolt Action Pipe Rifle and Board
Each turn I roll a die to which order the AI activates its squad. Each models AI Cards will dictate its action I will refer to this as "action roll" or "action die"
#1 Hammer
#2 Aviator
#3 Super Mutant
#4 Mutant Hound
#5 Brute
OBJECTIVES (Victory Conditions)
Survivors- Recover the Journal. 1 Model leaves the battlefield with the Journal
Super Mutants – Journal not recovered, more meat for the meat bag!
TERRAIN- Radiation Danger , there a 4 areas of Toxic Sludge bleeding Radiation on site, and figure that ends it turn within yellow distance of any Sludge must check for random radiation damage.
****** Super Mutants and Robots are Immune to Radiation Damage.***************
ROUND 1
TURN 1
SURVIVORS
I move Nate first, his 1st action is to move
to the car in front of him for cover, using his hunting rifle he has a clear
LoS at The Super Mutant Brute, the Brute has cover from another
car in the way giving Nate a -2 to hit lowering his "5" to a 3
He shoots (roll
Critical, -3,-3 ) whoa certainly
a hit, 2 base damage vs the Brutes 2
Armor his armor check is a 1 meaning he block 1 dam so the Brute takes 1 wound.
SUPER MUTANTS
AI says Super
Mutant Soldier is up next, his action roll is a single bottle , meaning he should recklessly attack the objective (
The Survivors) at Range, He has not shot so he moves once finding all Survivors
bases are hidden behind Scrapped Vehicles, he moves again behind another Car
looking for a better vantage point to shoot next turn.
TURN 2
SURVIVORS
I have Cassidy move next, shes move behind a junk barrier
finds a searchable markers and recovers
a Nuka Cola. She can see the Super Mutant Soldier but has 2 pieces of terrain
in the way for a -4 to hit meaning she will need a 2, she rolls a 7..and
misses.
SUPER MUTANTS
AI chooses the Hammer to go next , his action roll is also
a single bottle , meaning he should
recklessly attack the objective ( The Survivors) at Range, except he has a
loaded missile launcher ready to go and
\ lights on off at Nate and Codsworth. Hammer needs a 4 or better (Roll Crit!, -12, Xtra damage)
Ouch! 4 damage to Nate and 3 damage to
Codsworth , Nate with his Armor Bonus has an Armor of 4 , rolls a 3, so he
takes 1, but Codsworth has 3 Armor rolls a 4 and takes all 3 points of damage,
ouch again!
TURN 3
SURVIVORS
I put Codsworth into the action as we wont be around long
if he takes another hit like the last one., since he’s not in potential attack range of anyone, I have him move the safe which he examines and
tell us we are looking for key to open it, according to Aspirant Goddard that
key is here in the junkyard (we are looking for Key A)
Codsworth examines the safe, but they are all ready on him! |
SUPER MUTANTS
AI chooses the Aviator next, his action roll is double
star which in this case means “cautiously
attack” (where as in this scenario both “Attack”
and Objective” are the same , kill the survivors, The Aviator moves to some
cover and fires his pipe pistol at Codsworth , who has Cover, which Lowers the
Aviators very good “to hit” to a “4” he rolls (6, Blank, bonus damage) but it’s
a miss.
TURN 4
SURVIVORS
Aspirant Goddard is next , I have him move up to nearby
searchable marker near a barrel of toxic radioactive sludge
He flips it and finds marker A - the Key to the
safe! (luck of the draw) he then fires of a shot with Laser Rifle at
Super Mutant Soldier, and rolls an (Action Point , Roll -Cog, Bottle,
Explosion) all he can do is prepare an
action and wait for the Super Mutants to move
RADIATION
DAMAGE. Goddard has end his turn right
next to a sludge barrel, I roll for Rad damage and its one point, he is well
protected in his Power Armor at 4 with a +1 Strong Armor Bonus versus Radiation
and he easily saves it.
SUPER MUTANTS
AI Chooses the Mutant Hound followed by the Brute both Action’s rolls are to “Recklessly Attack!" They do, but due to
Terrain they cant quite reach any Survivors and the end the round closing
distance with Codsworth and Nate
END OF ROUND
ROUND 2
Sides are 4 Survivors to 5 Super Mutant so the Survivors
retain the Advantage Marker
TURN 1
SURVIVORS
Codsworth charges the nearby Mutant Hound as his 1st
Action, unloading his flamer as a second action picking up a bonus black
dice. Roll (3, bonus damage, bottle) A easy
hit..unfortunately the range on he flamer is very short otherwise that brute is
directly behind them..with the Armor break and extra damage the Hound takes a
full 3 damage
SUPER MUTANTS
AI says Super
Mutant Soldier is up next, his action roll is a double bottle or “recklessly
attack the objective” or in this case, again “kill the humans!” he turn an
opens fire on the nearest unengaged target the wide open Aspirant Goddard
BUT, Goddard has an action prepared from last turn and
gets the drop on him with his laser rifle
Roll (3, 2x bonus damage, double bottle)
now that is actually one of the best rolls I have had playing this yet,,
a hit (he needed a 3) 2x damage and the double bottle special effect of the laser rifle is YOU ARE
ON FIRE
Generic Super Mutant (soldier, I call him) not only fails
his 1 energy save and take 4 energy damage but is now on fire
This Super Mutant has a particularly bad game. |
Moving back to start of its turn, The Super Mutant
now immediate takes a point of Fire
Damage with no save, we then flip a luck token to see if the fire goes out, it
DOES NOT (fails)
His first action is now to try to put out the fire with
an Agility Test he needs a 5 or better
rolls a 6 fails ,Still on fire and he will be dead on his next activation anyway…
He fires at Goddard in a last act of desperation, seems
like if you are “on fire” you should have some form of “to hit” penalty but I
cant find it..the doomed mutant rolls a 10 to hit anyway missing so hes just
firing wildly , which makes sense, being on fire.
TURN 2
SURVIVORS
I choose to move Nate next, As the Sole Survivor Loner, Nate gets the
free “Lone Wanderer” perk which gives
some very powerful bonuses but you have to be Black Distance away (the longest)
from any allies eventually.
As it stands he moves yellow distance to the rear of the
vehicle and shoots and the Brute who is now a blue distance away optimum
distance for both his weapons, I choose the hunting rifle for the 2 x yellow
dice but roll an 8 so he misses.
Nate end his turn way to close to the Toxic barrel field
and now must face radiation damage, the black die comes up blank so now damage
yet.
SUPER MUTANTS
The AI chooses the
Hammer next.. Action Roll is again a single bottle..meaning he stays put and
reloads the missile launcher and fires away, he’s go equal chance to hit both
Goddard or Nate so I 50/50 it and the Target is Nate, with the Cover from the
vehicle he again needs a 3, but rolls an “X” so the missile is off track and it
scatters max distance in this case red!
I flip a scatter token and it behind him so the missile over shoots..
TURN 3
SURVIVORS
Aspirant Goddard, Readies and Holds
SUPER MUTANTS
AI says The Brute. Action is a single star or “Cautiously
Attack” he can move into but not charge into
Codsworth getting a bonus black die for his Strength of 8 and a Bonus Green Die
for the Mutant Hound also being in Combat. The Roll is (5, 2 armor breaks, a -1
and bonus damage. Ouch Codsworth armor is reduced to 1, he fails the save and
takes 3 damage an s reduced to a non functioning heap! Oh No.
Cant Charge- has to go around. |
TURN 4
SURVIVORS
Cassidy activates moving up to a toxic sludge barrel she
shoot the Brute with her Combat Shotgun, unfortunately the range is not optimal
and she gets no bonus dice she needs a 6
rolls a 6 a hit! 2 damage vs 2 armor the
Brutes save blocks 1 and he takes his second wound.
She now must face potential radiation damage, the black
die says 2 potential damage, her damage radiation suit gives her 3 resistance,
she rolls a 2 and is safe.
This Also now activates Goddard who will shoot the Laser
Rifle twice at the Brute, the first shot is a critical, with a single bottle
effect meaning a bonus AP damage. The Brute tries to save the initial damage
fails and take the full 3 energy damage..he now has 5 wounds
TURN 5
SUPER MUTANTS
AI chooses the Aviator next, his action roll is bottle
which in this case means “recklessly
attack” at range
So the Aviator opens fire from where he is at at Aspirant Goddard who is in range of his
pipe pistol, the first shot misses due some barrels being in the way reducing
the aviators “to hit” from 6 or less to
5 or less second shot is a critical with Bonus damage for 3 damage total,
Goddards Power Armor saves all the damage
Lastly the Mutant Hound is up and its all its options are
to recklessly attack no matter what in this particular case so it charges I
take the extra green die on the charge rolls is 2, -1, bonus damage, armor
break, explosion
3 damage total vs 3 +1 Strong Armor on the power armor
which becomes 2+1 due to the Armor Break, Rolls is 4 Goddard saves none but
gets 1 for the Strong Armor so he takes
2 damage,
The explosion gives him an injured arm and -2 to all
Skills much worse than the 2 damage.
END OF ROUND
Survivor’s down 3 vs 5 retain the Advantage Marker.
ROUND 3
TURN 1
SURVIVORS
I activate Nate and decide to use a frag grenade on the
Brute, he’s also far enough away that the lone wander perk can kick in , he
still needs a 5 to hit with Grenade and the first attempt misses scatters back toward him and narrowly misses him with
Orange blast radius, I decide to throw the 2nd grenade this on hits
with 2, a bonus damage and 3 armor breaks…the Brute gets no save taking 4
damage and hits the dirt out for the count..making his wound total now 9!
Nate again faces Radiation Damage he looking at 1 point
from the black dice, Lone Wanderer gives him a Rad Armor bonus , and he saves
it easily
SUPER MUTANTS
AI says Super Mutant Soldier activates next, no need to
roll anything else he is STILL ON FIRE and immediately takes 1 point of damage
which is all he has left., he dies.
TURN 2
SURVIVORS
I have Goddard go next
locked in melee combat with the Mutant Hound is no way to be when your arm is damaged
and you have no melee weapon, hoping the Power Armor can take abuse he leaves
combat and faces Hound free attack the Dog misses but gets an action point as
Goddard Moves the dog just follows, he trys again, this time the dog hits with
a Bonus damage for three total but he
manages to save all three damage.
SUPER MUTANTS
AI chooses Hammer to go next , his action roll is a single star , meaning he should recklessly attack ( The Survivors)
at Range, again its seems to be rinse repeat here , Action 1 is to reload , Action 2 is to Fire
. He can see both Cassidy and Nate , both have the same cover bonus , He will
get the mutant hound in the blast if he fires at Cassidy, Makes sense he’d keep
going after Nate. He does. Roll, 2 Direct hit, with 2 bonus damage, so Nate is
facing 5 damage total, with his Survivor
Armor Boost, Lone Wander Perk h Nates Armor is 5 , we can save up to 4, he
rolls 2 so we take 3 damage bringing Nates damage total to 4
TURN 3
SURVIVORS
Cassidy turns and unloads on the Mutant Hound at optimal
range Rolls 6 plus 2 bonus damage for 4
total, the Hound only has 2 health so its 1 Armor wont Save it, it goes down
hard,
Cassidy moves to
the Trailer and a searchable container in it she finds an Institute Laser Rifle…nice..
Shes still too close to the toxic barrels and black die
says shes looking at 1 damage, her hazmat suit saves her again, no damage,
SUPER MUTANTS
AI just has the Aviator,
his action roll is to again cautiously attack., He moves behind the
Trailer giving him cover and nice clear shot at Aspirant Goddard, He hits with
a Critical and 2 Bonus Damage for 3 total, Goddard saves 1 +1 so he takes one damage and that degraded his
Power Armor
END OF ROUND
ROUND 4
Things are coming to a head here at 2 vs 3 , The Super
Mutants get the Advantage Marker
SUPER MUTANTS
AI picks the Aviator, he just keep shooting at Goddard
hoping to get lucky, hits first time but even in degraded power armor (3
protection) he still makes the save, the
second shot he rolls a 7 and misses.
SURVIVORS
Aspirant Goddard
is activated, he needs that intel and he has the key , he moves twice in a dash to get to the safe.
TURN 2
SUPER MUTANTS
Hammer is next, a double bottle this time finally means
hes ready to attack in Melee with his nasty Super Sledge He makes a single move then is able to charge making
contact with Aspirant Goddard. They wont
fight this round But Hammer adds a green die to his pool
Goddard dashing for the Safe gets intercepted by the Hammer. |
SURVIVORS
I activate Nate next, he moves to nearby searchable
marker finding a Machete, which will be useful if hes in close combat, I then
have him prepare and action and wait for the Aviator to show his face.
Again he is too close to the Toxic Sludge Pile and is
threatened with 1 radiation damage, but again he saves it (im thinking the
Radiation damage here is not enough of a threat.)
TURN 3
SUPER MUTANTS
The Aviator is next and his action roll is a double star
meaning he “cautiously attacks” I have move behind the Nuka Cola machine and
since he’s go no target (Nate is too far away) he prepares an action!
I was hoping his movement would trigger Nates prepared
action but he far past Nates long awareness range of black
SURVIVORS
Cassidy is next, she moves out and tries to take out the
Aviator, she crosses his path and he shoots at her with his Pipe Pistol, he
misses with an “X” and it’s a good thing for here since he rolled 3 Bonus
damage!
Cassidy Moves near the car with a clean LoS an unloads
the Combat Shotgun nearly point blank
shes roll a Crit, an armor break and 2 bonus damage nice…the Aviator saves 1 and
takes 3 damage
The battle continues….
ROUND 5
A 2 vs 3 The Super Mutants Continue to have the Advantage
TURN 1
SUPER MUTANTS
AI picks Hammer of course, his extra charge dice ready he unloads with
the Super Sledge missing but getting an action point he swings again and misses
again he prepares an action.
SURVIVORS
This turn here get the most complicated yet
Aspirant Goddard leaves melee dashing toward the safe, he
suffers a free strike from Hammer (not his prepared action)
This time Hammer connects with the Super Sledge doing 3
damage, with an Armor Break Goddard saves
2 and takes 1 damage.
Hammer then uses
his prepared action to follow Goddard
Hammers movement is close enough to Nate to allow his use
his prepared action to fire at Hammer, he does Roll (3, armor break, bonus
damage) Hammer looking at 3 damage,
saves 1 and takes 2 he then reconnects with Melee into Goddard
Goddard still has a second action, the scenario says
grabbing the journal once you have the key is a “free action” So I have Goddard get
the journal from the safe and FLEE AGAIN
AGAIN Hammer responds with another free swing from the
Super Sledge Hammer rolls (6, double
armor break, 2 stars) Stars mean nothing here, but the double armor break is
key it lowers Goddards armor to 1 he
rolls a 4 and takes all 3 which is enough to put him in his degraded power
armor down for the count.
TURN 2
SUPER MUTANTS
Aviator is next , a single star on the action dice says
he finally with “recklessly attack” in melee, he charges into Cassidy getting an extra black die. Super Mutants get to use the melee stat when
using a improvised weapon in close combat so, the Aviator is hitting on a 7
with a black and green die…ouch.. he
hits with a 6 and 1 bonus damage,
Cassidy still has her armor boost token giving her a chance to block
both, but she rolls 1, saving and also taking 1 damage.
SURVIVORS
Cassidy isn’t going to do much in CC so she withdraws ,
The Aviators free strike hits with an Armor Break, it’s a single point of
damage but she get no save.. she down to 2 health
Cassidy fires the Combat Shotgun again she shoots hit
with a critical but no extra damage, The
aviator has 3 armor and saves the base 2 points from the Shotgun, this is bad.
Nate is up last things aren’t looking good, but Nate has
a machete now an will be nasty in Melee if he lets the Hammer Charge he will pick up Lone Wander Bonuses, Nate
decides to put 2 shots on Hammer with 10mm Pistol
He Hits both times but gets NO BONUS DAMAGE, even with
the extra yellow die from the perk, Hammer saves both times the 2 point s of damage.,..OOOFF
10mm rounds just bounce off, Nate shoots, the Hammer Charges |
Nate still taking Radiation Damage, but the die comes up
empty so either he’s turning into a Ghoul or its not effecting him
LAST ROUND ( ROUND 6)
2 vs 2 Advantage goes to the Survivors.
TURN 1
SURVIVORS
Cassidy will get creamed in melee so shes on run she
makes a double move toward the board edge.
Retreating , Mission failed. |
SUPER MUTANTS
AI chooses The
Hammer action is roll is explosion , which stay engaged on Nate so he Charges
as he’s in range. He’ll take a green die as bonus to help hit, he attacks. He misses!
But gets an action point
TURN 2
SURVIVORS
Nate attacks twice with his new Machete, he misses but
follows up with a hit and Hammer fails his armor save taking a point of damage
Nate with 4 armor with the Perk vs the Hammers 3 Armor these two could go at for awhile until dice let one of them down |
SUPER MUTANTS
Aviator’s action
roll is a double bottle meaning “recklessly move” in this case pursue the easy target-
Cassidy! He cannot catch her as shes beyond his Charge range.
The Game ends with the Aviator chasing Cassidy off the
board and the Hammer and the Sole Survivor locked in melee combat, even an couple extra rounds with some really
lucky dice it be unlikely the Survivors pull it off it’s a clear VICTORY for
the SUPER MUTANTS.
“ Whatever the Survivors where after, the were denied.
The Junkyard now burns to ensure they do not return!”
Overall a very fun
match, I gave the Survivors a bunch of
fancy gear and they had additional skills but were bested by Super Mutants with
the basic gear and a single character, granted the Hammer is a tough
customer. Probably due to my
inexperience using them but even thou the Survivors lost, I really enjoyed this
mission. I don’t think the Radiation Damage is much of a threat, I’ll have to
re-read the rules and see if I missed something.
Next up the final tutorial scenario: The Coming Storm.
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