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Battle For Sagus Ironworks

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0% found this document useful (0 votes)
77 views4 pages

Battle For Sagus Ironworks

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

THE BATTLE FOR

SAUGUS IRONWORKS
FOWW OPP-001-111 — SECTION 1

INTRODUCTION
Rumour is, the Vault Dweller had gone through the
old ironworks like an avenging angel. The Forged
didn’t know what hit them, and all their fancy
flamers didn’t make a difference. Something about a
missing sword and a wayward boy...

Still, after the flames died down, the Dweller moved


on — leaving plenty of bodies to be searched and
a power vacuum to fill. The ironworks themselves
might make a nice hideout too... as long as you don’t
mind the smell of charred flesh that still lingers.

The Battle for Saugus Ironworks is a three mission


linked campaign pack, designed to be used for
launch weekend events and promotion of Fallout:
Wasteland Warfare.

The campaign can be run for as many players as


you have attending the event, or can be used for
two players to play a linked series of games. It is
intended to represent a territory war between any
two opposing factions. The game boards will be AT THE ENTRANCE TO THE IRONWORKS
3 feet x 3 feet (90cm x 90cm), and the scenery
should be placed by the tournament organizer,
following the guidelines set for each scenario. The SCENARIO OBJECTIVES & VICTORY POINTS
organizers can, however, let the players deploy
Each scenario has one or more objectives to complete. At the end of each game,
terrain if they wish for people to add flavour to
the winner who does so earns a bonus to be used in the next scenario (even if
their games in such a way.
their faction does not win the event stage). Afterwards, players report who won
and lost, with each winning player earning 1 victory point for their faction.
Two Player Version
For a two player campaign, each player represents At the end of each stage of the event (once all players have finished their games),
one of the two factions. the organiser should total the victory points for both sides to see which faction
won the stage, which will also grant a scenario bonus for the next stage.
The players play through each scenario in order,
remembering to apply any bonuses earned from
previous games.

Multiplayer Version
For a multiplayer campaign, each player must
choose one of the two factions to fight for. This
FO WW O PP- 001- 111
cannot be changed once the event begins. Players
should evenly distribute themselves between the Modiphius Entertainment, 39 Harwood Road, London, SW6 4QP. United Kingdom.
two factions to ensure there is an opponent for © 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.
each game. All Rights Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment.
All rights reserved to their respective owners.
The players play through each scenario in order,
Any unauthorised use of copyrighted material is illegal.
remembering to apply any bonuses earned from 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
previous games.
coincidental and unintentional except for those people and events described in an historical context.
FOWW OPP-002-111 — SCENARIO 1

FIND THE KEYS


“So, the plan is to get into the ironworks, secure
the perimeter, loot the bodies and make a nice little DEPLOYMENT ZONE A
home for ourselves. The trouble is, it seems security
protocols have locked the place down.

Question is, how do we get in? We could try to find


the keys to the front door, hack the network and
pop the locks, or else we could just kick the doors
in.”

***Gunshots***

“Seems we are not the only ones looking to move in.


Grab your guns, boys — it’s time for some business!”

The Saugus Ironworks were recently vacated by


their previous inhabitants, the Forged, by force.
The factory now lies empty, and provides a secure ENTRANCE
TO THE
location to build a base. As such, several local
IRONWORKS
groups have been scouting it out and are ready to
make their move to take ownership.

SCENARIO RULES
See map and battlefield set-up instructions, right.

Three Investigation Markers have been placed DEPLOYMENT ZONE B


on the board. Marker 2 is the key to access the
facility. A model that finds the key can discard it
while in base contact with the ironworks to open
the door.
BATTLEFIELD SET-UP
n Place one small building (no larger than Red x Red) centred on one board
A model with Str 7 or higher and a melee
edge (as shown on the map). This represents the entrance way to the
weapon that is in base contact with the ironworks
ironworks and is the central objective for the game.
can use an Action to make a Str Test to try to
n Fill the rest of the board with scatter terrain and small buildings to make
batter down the doors. The model needs to make
an interesting battlefield.
three successful tests to open the door.
n Shuffle and place 3 Investigation Markers, numbered 1-3, face down so
A model that is in base contact with the Computer that the players cannot see which is which, as shown on the map.
Marker next to the door can make a Use n Place a Computer Marker in base contact with the ironworks’ door,
Expertise: Computers Test to try to open the as shown.
doors. The model needs to make two successful
Deployment
tests to open the door.
n Flip a Luck Token. Whoever wins the flip chooses a table edge along which
to deploy. Their opponent deploys on the opposite edge.
Game Duration: The game lasts for 5 rounds or
n Each player takes it in turns to deplo one model within Yellow of their
until a victory condition has been met (see below).
chosen board edge until all models are deployed.

VICTORY CONDITIONS
CAMPAIGN BONUSES
Victory is acheived and the game ends when one
If the game’s winner used the key to open the Ironwork’s door, they get to add one
player manages to open the door to the ironworks, or
weapon of up to 50 Caps to their force (for free) at the start of the next game.
if one player has no remaining models.
This current stage’s winning faction may, during the final game, deploy one of their
If the game ends after 5 rounds, the game is a draw.
models Orange from any board edge right after all the other models have been
deployed (excluding the opponent’s board edge).
FOWW OPP-003-111 — SCENARIO 2

ROBOT RAMPAGE
With the doors open, it’s time to look around. The
main area of the ironworks is a cavernous room, DEPLOYMENT ZONE A
filled with conveyor belts, rusting machinery and
old computers, all dimly lit by the furnace glow and
a few flickering fluorescent strip lights.

“Huh?” a noise draws his attention away from the


shop floor. It seems the enemy has found their own
way into the ironworks — as if the beating they had
doled out wasn’t enough. Time to make it stick.

Suddenly a robotic voice cracks into life:


“Engaging multiple hostiles. This is a lawful use of
deadly force.”

Having broken into the ironworks, your efforts to


secure the area and start looking for resources are
interrupted by both the arrival of your rival gang,
and the attention of a roving Protectron Robot.

SCENARIO RULES
See map and battlefield set-up instructions, right.

Each round, Flip a Luck token, with the winning


player taking control of the Protectron for that
round. This will be done according to the normal DEPLOYMENT ZONE B
rules, assigning a Readiness Marker and using two
Actions per activation.

The Protectron unit card and weapons are printed BATTLEFIELD SET-UP
below. This model can be targeted by either player,
This battle is fought in the
but if they do so, they can no longer gain control of
main chamber of the ironworks,
the Protectron, with their opponent instead always
an indoor area filled with left
treated as if they won the Luck flip.
over materials and tools from
The Computer Markers represent consoles the foundry, such as trolleys,
which can bring the rest of the ironworks’ defence conveyor belts, propane tanks
system’s Protectron units online. A model touching and the like. Fill the the board
a Computer Marker can spend an Action to make with scatter terrain and small
either a Use Expertise: Computers or Int Test to buildings to make an interesting
try to take control of the defence system. If a test is battlefield.
successful, remove the marker from the board.
n Place a 30mm-based model
to represent a Protectron in
Game Duration: The game lasts 5 rounds or until
the center of the table.
a victory condition has been met (see below).
n Place 3 Computer Markers
as show on the map.
VICTORY CONDITIONS
n Deploy models as in
Victory is awarded to you instantly if, after the last
‘Deployment’ in Scenario 1.
Computer Marker is removed, you have more Markers
than your opponent. You can also win by eliminating
all enemy models.
If the game reaches the end of Round 5 without a
victor, it is considered a draw.

CAMPAIGN BONUSES

The game’s winner is allowed one laser rifle shooting


attack at long range at the start of the next game,
before either player moves a model. This represents
their new found Protectron defending the area.
FOWW OPP-004-111 — SCENARIO 3

OUT OF THE FRYING PAN...


“Into the fire...” he thinks. Having battled their
way inside the ironworks, dodging the rogue DEPLOYMENT ZONE A
security bots that lurked inside, they’d made it to
the infernal core of the facility. The gantries and
hallways echo with gunfire and the moans of the
wounded and dying.

Still, the prize is close; not only is this going to


make a great base, but scouts had reported seeing
a highly prized treasure in the smelting chamber
ahead. They just have to clear out the last of the MOLTEN POOL
enemy and it’ll be theirs.

As both forces close in on the blast furnace, this


battle will decide who gets to take ownership of the
ironworks, and the treasure and resources within.
How long that ownership will last is a whole other
matter, of course.

SCENARIO RULES
See map and battlefield set-up instructions, right.

Of the six Investigation Markers on the board,


Marker 4 is the treasure that both sides know to
be hidden in the Blast Furnace. The player that can DEPLOYMENT ZONE B
find and hold the treasure wins the game. A model
must make a successful Use Expertise: Search NOT TO SCALE

Test while in base contact with an Investigation


Marker to flip it over. If the treasure is found, the
BATTLEFIELD SET-UP
model that found it will be considered the carrier. This battle is fought in the Blast Furnace, the heart of the Saugus Ironworks.
If the carrier dies, they will be removed from the The area is lit by the glowing molten metal which not only heats the area to an
board, leaving the token representing the treasure unpleasant degree, but also provides a lethal hazard to the unwary.
in their place.
Place one roughly circular piece of terrain with a diameter of up to Red, centered
on the board. This represents the molten pool of metal pouring from the
The Blast Furnace
blast furnace. As the rest of the area is filled with left over foundry tools and
Any model that moves into the molten pool is
materials, fill the rest of the board with scatter terrain and small buildings to
removed from play. This can be as a result of falling,
make an interesting battlefield.
being pushed or any other involuntary movement.
No model can voluntarily enter the molten pool, as Shuffle and scatter 6 Investigation Markers, numbered 1-6, face down so
this would be suicide. that the players cannot see which is which, within Blue of the center of the
map, and at least Yellow from each other. These represent objects of interest.
If a model choses, they can aim a Thrown weapon
into the molten pool. If the model passes their Deploy models as in ‘Deployment’ in Scenario 1.
ranged skill test, then roll the Armor Dice. Use
the Scatter Token to make that number of molten
pool attacks. A molten pool attack is a range Red,
CAMPAIGN CONCLUSION
Yellow area of effect attack that immediately The campaign is over, with the game’s winner being declared the campaign
causes 2 damage to a model hit, with no Armor winner. In the event of a draw, the faction that won most previous games in
Roll allowed, as they are splashed by the white hot the campaign is the campaign winner. If both factions won the same number of
metal thrown out by the explosion. games, the campaign ends in a draw.

As the dust settled, and the last of the enemy were put out of their misery, he
Game Duration: The game lasts 5 rounds.
looked at the trinket they fought over. “Some kid’s toy – a bobble-headed blonde
guy in a blue jumpsuit. Hardly seems worth all the effort and bloodshed”.
VICTORY CONDITIONS

The player who has a model holding the Investigation Still, they had a new base of operations with plenty of scrap to carve up into
Marker at the end of the game is the winner. new gear. Noise was there was a farm nearby run by Ghouls. Time to load up
If the game ends and neither player is holding the and have a look: if this was to work for a base, they were going to need a decent
marker, the game is a draw. food supply...

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