TEXT: THE UNEXPECTED SHEPHERD
  BY JAMES SHEAHAN
  FOWW RSS-001-111
  ™
  ROLEPLAYING GAME
  SOLO SCENARIO • PART 1: PROTECTION ORDER
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  2
  PROGRESS BOXES
  NAME
  INFORMATION
  A
  B
  C
  D
  E
  F
  G
  H
  I
  48
  164
  VAULT DWELLERS
  VAULT DWELLERS
  HEAD OFFICE STAFF
  HEAD OFFICE STAFF
  Chief Creative Officer
  Chief Creative Officer
  Chris Birch
  Chris Birch
  Chief Operations Officer
  Chief Operations Officer
  Rita Birch
  Rita Birch
  Managing Director
  Managing Director
  Cameron Dicks
  Cameron Dicks
  Head of Production
  Head of Production
  Sam Webb
  Sam Webb
  Head of Creative Services
  Head of Creative Services
  Jon Webb 
  Jon Webb 
  Customer Support Manager
  Customer Support Manager
  Lloyd Gyan
  Lloyd Gyan
  Office Manager
  Office Manager
  Shaun Hocking
  Shaun Hocking
  Sales Manager
  Sales Manager
  Rhys Knight
  Rhys Knight
  Data Analyst
  Data Analyst
  Benn Greybeaton
  Benn Greybeaton
  Book Keeper
  Book Keeper
  Valya Mkrtchyan
  Valya Mkrtchyan
  THANKS TO
  THANKS TO
  Mike Kockis, David Evans, Jessica Williams 
  Mike Kockis, David Evans, Jessica Williams 
  and the Bethesda Design Team
  and the Bethesda Design Team
  PRODUCT CREDITS
  PRODUCT CREDITS
  Writer
  Writer
  James Sheahan
  James Sheahan
  Designer
  Designer
  James Sheahan
  James Sheahan
  Line Manager
  Line Manager
  James Barry
  James Barry
  Lead Developer
  Lead Developer
  Jason Enos
  Jason Enos
  Project Development
  Project Development
  Jono Green, Ethan Heywood, Giles Nevill, 
  Jono Green, Ethan Heywood, Giles Nevill, 
  Charlie Perkins, Kieran Street
  Charlie Perkins, Kieran Street
  3D Design Manager
  3D Design Manager
  Jonny La Trobe Lewis
  Jonny La Trobe Lewis
  3D Designers
  3D Designers
  Domingo Diaz Fermin, Chris Peacey,  
  Domingo Diaz Fermin, Chris Peacey,  
  Jonny La Trobe-Lewis, Joanna Abbott
  Jonny La Trobe-Lewis, Joanna Abbott
  3D Sculpt Direction
  3D Sculpt Direction
  James Barry, Aled Lawlor, Jon Webb
  James Barry, Aled Lawlor, Jon Webb
  Miniature Painting
  Miniature Painting
  Adam Huenecke, Castle Brush Studios
  Adam Huenecke, Castle Brush Studios
  Studio Photography
  Studio Photography
  Salwa Azar, Rocío Martín Pérez
  Salwa Azar, Rocío Martín Pérez
  Production and Logistics Manager
  Production and Logistics Manager
  Peter Grochulski
  Peter Grochulski
  Video and Production Manager
  Video and Production Manager
  Stephen Daldry
  Stephen Daldry
  Graphic Design
  Graphic Design
  Stephanie Toro Gurumendi, 
  Stephanie Toro Gurumendi, 
  Richard L. Gale, Michal E. Cross
  Richard L. Gale, Michal E. Cross
  Factory Manager
  Factory Manager
  Martin Jones
  Martin Jones
  Senior Production Operative
  Senior Production Operative
  Drew Cox
  Drew Cox
  Production Operatives
  Production Operatives
  Luke Gill, David Hextall, Warrick James Voyzey
  Luke Gill, David Hextall, Warrick James Voyzey
  Modiphius Entertainment, 39 Harwood Road, London, SW6 4QP. United Kingdom.
  © 2020 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. All Rights Reserved. The Modiphius 
  Entertainment logo is TM of Modiphius Entertainment. All rights reserved to their respective owners. 
  Any unauthorized use of copyrighted material is illegal. 
  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 
  coincidental and unintentional except for those people and events described in an historical context.
   
  WHEN PROMPTED, 
  TRACK YOUR SUCH 
  THINGS AS HUNGER AND 
  THE PASSAGE OF TIME 
  WITH THESE PROGRESS 
  BOXES. SEE PAGE 4.
  ®
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  3
  FOWW RSS-001-111  — SECTION 1.1
  HOW TO PLAY
  To play a Solo Adventure, you read a series of 
  numbered sections. Each section will direct you to go 
  to a further section, often requiring you to make a 
  choice or a Skill Test. When a Skill Test is required, 
  use the Fallout: Wasteland Warfare RPG rules 
  just as you would when playing the RPG. As there 
  is no Overseer, a few adjustments to the rules are 
  listed below.
  Before beginning, you will choose a character to play. 
  You might also gain others to accompany you as you 
  go. The character sheets and cards you will need 
  are provided in this book if you do not already have 
  physical versions of those cards.
  Sometimes you will be instructed to write some 
  information in the Progress Boxes on page 2. Those 
  will be explained when required – just be sure to 
  follow those instructions.
  The two most important things to remember are 
  to avoid reading any section that you’ve not been 
  instructed to read, and not to go beyond the page 
  you need to be on. Not adhering to either of these 
  instructions could spoil some of the surprises in store.
  FOWW RSS-001-111  — SECTION 1.2
  SPECIAL RULES
  SKILL TESTS
  You can make a Skill Test for any of the characters 
  in your team for whom you have a character sheet or 
  Unit card. If you only have a Unit card for a character, 
  they can only perform the Skills on their card.
  When you make a Skill Test, only one of your 
  characters can make the test, though the others may 
  be able to assist (see below). Apply any effects from 
  the outcome to the character who attempted the 
  Skill Test.
  Unless described otherwise, all Skill Tests require 
  a single Impact to succeed, and have no Resistance. 
  (Most Skill tests in Solo RPGs are like this, as there 
  is usually only one character who will not have 
  every skill.)
  The table, shown right, explains the notation of  
  Skill Tests.
  In the text, the following icons are used for the results 
  of Tests:
  Outcome if test is a success.
  Outcome if test is a failure.
  Sometimes a Skill Test may show multiple options 
  for failure or success. For example, there may be 
  one section to go to if the Test failed and a different 
  section to go to if the Test failed due to a Complication 
  (i.e. a X  was rolled). In these cases, read down the 
  list and perform the first one that applies.
  Assistance
  Any character with the skill being tested may assist 
  with that Skill Test if they are free to do so, are 
  nearby, and it is appropriate, i.e. a character cannot 
  help another with their Acrobatics Skill Test if they 
  are currently running away from the Deathclaw 
  themselves. The total assistance is limited to adding 
  a maximum of one of each effect dice. For example, if 
  you are performing a Track Skill Test and two other 
  characters have Track too then they can both assist, 
  but they could not both contribute the same color dice.
  NOTATION OF SKILL TESTS
  NOTATION
  METHOD
  EXPLANATION
  Search a pile of waste
   
  n Test Primary Skill: Search
  Test Primary Skill: Search
   
  n Single Impact required
  Search a pile of waste 
  while being shot at
   -2
   
  n Test Primary Skill: Search -2
  Test Primary Skill: Search -2
   
  n Single Impact required
  Search a pile of waste 
  in bright light
   + 
   
  n  Test Primary Skill: Search plus  
   Test Primary Skill: Search plus  
  1 Green dice
  1 Green dice
   
  n Single Impact required
  Search a massive pile 
  of waste
   
  n Test Primary Skill: Search
  Test Primary Skill: Search
   
  n Two Impact required in total
  Tracking in daylight on 
  soft ground
  Track
   
  n Test Primary Skill: Search
  Test Primary Skill: Search
   
  n 1 Impact required
  Tracking in daylight on 
  hard ground
  Track [
  ]
   
  n Test General Skill: Track
  Test General Skill: Track
   
  n 2 Impact required in a single roll
  Tracking during dusk 
  on hard ground
  Track -4 [
  ]
   
  n  Test General Skill: Track Skill at  
   Test General Skill: Track Skill at  
  -4 penalty
  -4 penalty
   
  n 2 Impact required in a single roll
  Bailing out a boat that 
  has a leak
  Agi 
   
  n Test Attribute: 
  Test Attribute: Agi
  Agi
   
  n  3 Impact required in total (over 
  multiple rolls)
   
  n  1 Impact lost after each attempt  
  or over time
  Open door with 
  someone behind 
  resisting
  Str 
   2
   
  n Test Attribute: 
  Test Attribute: Str
  Str
   
  n Single Impact required
   
  n  Resistance Rating 2 (so make 
  Resistance roll)
  Smash a rusted lock
  Str +
   
  n  Test Attribute: 
  Test Attribute: Str
  Str plus 
   plus 
  1 Green dice
  1 Green dice
   
  n Single Impact required
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  4
  Skill Test Indications
  Some choices show a Skill name/icon in brackets in 
  the text – these indicate what Skill or Attribute that 
  choice is likely to require, so you can weigh up if that 
  is something you want to do. Do not make the Skill 
  Test when you see this. For example, if the text says: 
  ‘If you want to jump the gap over the alley below 
  (Acrobatics), go to 36 ’, it is indicating that section 
  036 will likely involve an Acrobatics Skill Test, 
  but not directing you to make a Skill Test yet. Not all 
  choices describe what Skill Test may be required as 
  you may not have any advance indication.
  ITEMS
  If you have items that can aid your Skill Tests, heal 
  damage, etc., you may use them when you wish, so 
  long as you finish applying any effects from a section 
  first, i.e. if a section says you take 2 damage, you must 
  apply that before you could use an Item to heal you. 
  You can only gain Items when directed.
  BOXES
  The Progress Boxes on page 2 are used to 
  store information. All you need to do is follow the 
  instructions for them when needed. Boxes are 
  referred to by either the letter on their row, i.e. the 
  box on row D is called ‘ROW D box’, or by the name 
  which you have been directed to fill in.  
  For example, before Row H is given a name is it is 
  called ‘ROW H box’, but after you are directed to fill 
  in the name of Row H as ‘Hungry’, it is referred to as 
  the HUNGRY box. Not all rows will be given names 
  during your game, as their purpose is hidden and 
  unknown to you.
  ENCOUNTERS
  Major incidents which occur are called ‘Encounters’. 
  When an encounter occurs, you will be told how to 
  set up models on the table so you can play out that 
  encounter. To do this, you will need to use the AI 
  rules in Fallout: Wasteland Warfare (‘Against the 
  Wasteland’, Campaign Handbook, p.7) to control the 
  opposing models.
  The encounter’s details will give all the details 
  required such as the Units, Items and AI cards. All 
  are contained within this PDF if you do not have 
  physical versions of those cards. In some cases, an 
  encounter may provide adjustments to the cards –  
  if so, the encounter’s information takes precedence.
  As this is the RPG, do not use Event cards during an 
  encounter (which are only used in miniatures scenarios).
  YOUR CHARACTER
  Before you begin, select your character from one of 
  the characters on the next three pages. Each begins 
  with the starting equipment listed in the table 
  shown right. The default weapons for each character 
  should be placed directly onto their character sheet 
  in the Weapon slot.
  You are then ready to begin your adventure. 
  Go to section 1 on page 8 to get started.
  POSSIBILITY AND DANGER AROUND EACH CORNER
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  5
  Str
  PEr
  End
  ChA
  int
  Agi
  luC
  2
  2
  -
  2
  3
  4
  7
  5
  3
  5
  FIXER
  1
  2
  3
  4
  5
  6
  PERKS
  SPECIALITIES (+2)
  GIFTS & SCARS
  black
  yellow
  green
  Acrobatics
  Athletics
  Behavior
  Computers
  Deception
  Intimidate
  Lockpick
  Manual Dexterity
  Medical
  Notice
  Persuade
  Pilot
  Presence
  Resilience
  Search
  Stealth
  Talk
  Track
  Agi
  Agi/End/Str
  PEr
  ChA
  Agi
  int
  PEr
  ChA
  Agi
  End
  Agi
  ChA
  PEr
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  black
  yellow
  green
  Knowhow (CrEAturES)
  Knowhow (hiStory)
  Knowhow (loCAl)
  Knowhow (robotS)
  Knowhow (SCiEnCE)
  Knowhow (SurvivAl)
  Repair/Craft (Armor)
  Repair/Craft (ChEmS)
  Repair/Craft (food & drink)
  Repair/Craft (gEAr)
  Repair/Craft (mAChinEry)
  Repair/Craft (PowEr Armor)
  Repair/Craft (robotS)
  Repair/Craft (vAult-tEC™)
  Repair/Craft (wEAPonS)
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  WEAPON
  1
  IMPROVISED WEAPON
  NAME
  Modiphius Entertainment gives their express permission 
  for this page to be copied for personal use.
  GENIUS: Never locked out of computers.
  10mm Pistol
  AMBIDEXTROUS: Resistant Injured Arm.
  GREAT HEARING: +2 Notice with hearing.
  FEAR OF CREATURES: -2 to Skill Tests if  
  non-friendly Creature larger than dog known to be 
  within 40 feet (Green).
  SLIGHT: No Black charge bonus.
  STARTING EQUIPMENT
  10mm Pistol, Iguana on a Stick, Nuka-Cola, 
  40 Caps.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  6
  Str
  PEr
  End
  ChA
  int
  Agi
  luC
  3
  1
  1
  4
  6
  5
  3
  5
  4
  3
  SCOUT
  Urban: Automatically succeeds at ﬁrst climb 
  test during a climb.
  SHooT To STUn: 
  1
  2
  3
  4
  5
  6
  PERKS
  SPECIALITIES (+2)
  GIFTS & SCARS
  black
  yellow
  green
  Acrobatics
  Athletics
  Behavior
  Computers
  Deception
  Intimidate
  Lockpick
  Manual Dexterity
  Medical
  Notice
  Persuade
  Pilot
  Presence
  Resilience
  Search
  Stealth
  Talk
  Track
  Agi
  Agi/End/Str
  PEr
  ChA
  Agi
  int
  PEr
  ChA
  Agi
  End
  Agi
  ChA
  PEr
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  black
  yellow
  green
  Knowhow (CrEAturES)
  Knowhow (hiStory)
  Knowhow (loCAl)
  Knowhow (robotS)
  Knowhow (SCiEnCE)
  Knowhow (SurvivAl)
  Repair/Craft (Armor)
  Repair/Craft (ChEmS)
  Repair/Craft (food & drink)
  Repair/Craft (gEAr)
  Repair/Craft (mAChinEry)
  Repair/Craft (PowEr Armor)
  Repair/Craft (robotS)
  Repair/Craft (vAult-tEC™)
  Repair/Craft (wEAPonS)
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  WEAPON
  1
  IMPROVISED WEAPON
  NAME
  Modiphius Entertainment gives their express permission 
  for this page to be copied for personal use.
  CHEMIST: Chems last one extra round.
  Track: Humans
  GOOD WITH ANIMALS: Wild animals react better to 
  you, if remaining friendly.
  BLENDS IN: Less noticeable at long distances where 
  there is cover.
  EX-CHEM ADDICT: Roll 2x for Addiction.
  INTOLERANT: Brotherhood of Steel.
  STARTING EQUIPMENT
  Hunting Rifle, Tire Iron, Rum, Nuka-Cola, 40 Caps
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  7
  Str
  PEr
  End
  ChA
  int
  Agi
  luC
  2
  1
  -
  3
  6
  4
  5
  3
  6
  3
  SNIPER
  SHarPSHooT
  : When shooting, ignore one 
  item of cover.
  careFUl: Shooting into close combat always 
  affects intended target.
  1
  2
  3
  4
  5
  6
  PERKS
  SPECIALITIES (+2)
  GIFTS & SCARS
  black
  yellow
  green
  Acrobatics
  Athletics
  Behavior
  Computers
  Deception
  Intimidate
  Lockpick
  Manual Dexterity
  Medical
  Notice
  Persuade
  Pilot
  Presence
  Resilience
  Search
  Stealth
  Talk
  Track
  Agi
  Agi/End/Str
  PEr
  ChA
  Agi
  int
  PEr
  ChA
  Agi
  End
  Agi
  ChA
  PEr
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  black
  yellow
  green
  Knowhow (CrEAturES)
  Knowhow (hiStory)
  Knowhow (loCAl)
  Knowhow (robotS)
  Knowhow (SCiEnCE)
  Knowhow (SurvivAl)
  Repair/Craft (Armor)
  Repair/Craft (ChEmS)
  Repair/Craft (food & drink)
  Repair/Craft (gEAr)
  Repair/Craft (mAChinEry)
  Repair/Craft (PowEr Armor)
  Repair/Craft (robotS)
  Repair/Craft (vAult-tEC™)
  Repair/Craft (wEAPonS)
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  WEAPON
  1
  IMPROVISED WEAPON
  NAME
  Modiphius Entertainment gives their express permission 
  for this page to be copied for personal use.
  HUNTSMAN: For any shot (before roll), can choose 
  to replace damage caused by 
   with:
   / 
     1 
     
  Laser Rifle
  ALERT: +2 Notice.
  DEAD AIM: +
   at long range when target 
  unaware.
  INDIFFERENT: -2 to Behavior Skill Tests.
  BODY IS A TEMPLE: Will not use addictive Items.
  STARTING EQUIPMENT
  Laser Rifle, Machete, Nuka-Cola, 40 Caps.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  8
  FOWW RSS-001-111  — SECTION 2.1
  NUMBERED SECTIONS
  1. START HERE
  At last your two-day hike is over. Over the brow of 
  the rise, a town comes into view. Formed from 100 
  cargo containers that look like they were dropped in 
  a heap from the sky, then with a small town hastily 
  worked around and through them decades later. If 
  you didn’t know better, you would think it was still 
  mid-construction, but it was built a long time ago. 
  Welcome to “Century, Jewel of the Wasteland”... so the 
  weathered sign says.
  For weeks you have heard many rumors of strange 
  occurrences in the Wasteland – missing Brahmin, 
  prowling Super Mutants, power-armored patrols that 
  leave no sign of their passing, Deathclaws beyond their 
  hunting grounds, Wastelanders disappeared. You’d 
  looked forward to some shelter, but now you wonder if 
  you’d be safer out in the Wasteland. Still, this is where 
  Clancy told you to meet her.
  Clancy. Off the radar for a while now but she was 
  always a reliable comrade and a life-saver, literally. 
  Strong in a fight and great in a jam, as she used to say. 
  To this day, you still use some of the survival skills she 
  showed you. When she messaged you to come find her 
  in Century, you didn’t give it a second thought.
  Before not too long, you arrive at the main gate into 
  Century. The peeling paint on the cargo containers 
  well-matches the gnarled, weathered timber and 
  rusted metal that comprises the gates and pretty 
  much everything else. Despite its mottled appearance, 
  the settlement’s tall surrounding fence appears solid 
  with containers occasionally projecting through its 
  boundary like castle towers.
  Through the gates can be seen many of the cargo 
  containers which comprise the bulk of the structures 
  – cold and imposing – some stacked several 
  high, some in oddly angled piles, while many lay 
  individually on the ground. Decades of building 
  and re-building makeshift wooden structures has 
  extended containers or filled gaps between them. 
  Gantry planks and cable bridges connect overhead, 
  tangled bundles of decaying wires hang like webs in 
  all directions, the smoke of cooking fires rises from 
  multiple locations, and any trash not already rotted 
  together in clumps blows in the light wind. At least 
  the smell is tolerable.
  Not far inside the gate is a large open plaza. A 
  recently arrived caravan unloads its goods, market 
  stalls are open, and several Wastelanders stand and 
  chat. An irregular flow of Wastelanders – traders, 
  farmers, caravan guards and various residents – 
  appear from nearby streets and alleys and disappear 
  into others. You are just another arrival.
  On one side of the entrance to the plaza sits an 
  old, gnarled beggar dressed in faded Nuka-World 
  t-shirt and torn jeans, sitting on a piece of canvas. 
  On the other, two of what you assume are local 
  law enforcement officers are lost in their own 
  conversation, paying little mind to their job watching 
  those coming and going in the plaza.
   
  n
  If you walk into the plaza near the beggar, 
  go to 18.
   
  n
  If you walk into the plaza near the law 
  enforcement, go to 129.
  2
  Straining to reach an item at the back, you 
  accidentally knock the shelving rack backwards, 
  pitching many of the items onto the floor behind the 
  larger crates lower down. If the thugs were not alert, 
  they are now! It causes a trigger that all Thugs are 
  aware of, regardless of their location. The items are 
  too hard to reach easily. You cannot Search the cage 
  again. Go to 47.
  3
  You call out. In reply from the darkness you hear, 
  “You made it. Excellent. Good to see you. We’ve not 
  much time right now – here, there’s someone else I 
  want you to meet.” Go to 27.
  4
  You feel conspicuous loitering in the area, but it  
  pays off as you spot Buchanan outside a warehouse. 
  Place a cross in the left-most empty TIME box.  
  Go to 66.
  5
  As you manipulate the wires, one slips from its 
  corroded socket, giving you an electric shock. Resolve
   1 + 
  , followed by your usual armor roll. If 
  a complication (
  X ) was rolled, the power in the 
  warehouse stutters temporarily, so place a cross in the 
  left-most empty ALERT box.
  The lights in the main area remain unaffected but 
  one shock is all you want to risk today. Place a cross 
  in the left-most empty TIME box, then go to 120.
  SECTION 1 IS THE START 
  OF YOUR ADVENTURE. 
  FOLLOW YOUR CHOICES 
  TO OTHER SECTIONS 
  ONLY AS DIRECTED. 
  DON'T LET YOUR  
  EYES WANDER!
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  9
  6
  While your view of some parts of the room is blocked 
  by some of the piles of boxes and equipment, some 
  covered by canvas – you assume much of it stolen – 
  you get a good sense of the layout. In the center is 
  the caged enclosure with a single doorway containing 
  the two backpacks as well as other items stored on 
  shelving racks – hot plates, clothing, microscopes, 
  toolboxes. Walking back and forth across the room are 
  several thugs who you notice seem to patrol the same 
  repeating routes. You watch for a while but it does not 
  take long to understand their patterns. Write 9 in 
  the left-most empty ROW E box. Place a cross in the 
  left-most empty TIME box, then go to 120.
  7
  That’s it! The plaza when you arrived. You knew 
  he was familiar. Buchanan. A trader. You head to 
  the plaza but Buchanan’s stand is deserted. You 
  ask who you assume is Lucy at Lucy’s Library. 
  Disappointed you’re not here to buy a magazine, the 
  girl unenthusiastically mumbles, “If he’s not here, 
  Buchanan’s usually at his warehouse. Down that way, 
  second left. You’ll see it.” You head off following her 
  directions and arrive to witness Buchanan enter the 
  warehouse she described. Place a cross in the two 
  left-most empty TIME boxes. Go to 66.
  8
  Ignoring the terrain below, you sail over the Mirelurk 
  mess with ease. Gain 1 distance. Go to 88.
  9
  Having studied the thugs’ patrol patterns, you may 
  choose to use the following set of starting locations for 
  the thugs instead of those already stated. The full set 
  (B, D, E & 3) must be used together.
   
  n
  Thug 1 
  B
   
  n
  Thug 2 
  D
   
  n
  Thug 3 
  E
   
  n
  Thug 4 
  3
  If you have now finished reading all of your 
  advantages, return to 153 ; otherwise, read the next 
  section shown in the ADVANTAGE boxes.
  10
  Test STR+2:
  Go to 77.
  Go to 141.
  11
  Checking rooms in the area away from the personnel, 
  you find a small office. You hear the welcome hum 
  of the terminal as you round the desk to use the 
  keyboard. The green screen reads: 
  ROBCO INDUSTRIES (TM) TERMLINK PROTOCOL
  ROBCO INDUSTRIES (TM) TERMLINK PROTOCOL
  ENTER PASSWORD NOW
  ENTER PASSWORD NOW
  2 ATTEMPT(S) LEFT: Ý
  2 ATTEMPT(S) LEFT: Ý
  Test 
  :
   Go to 130.
   due to complication (
  X ) and you do not have the 
  Genius ability: Go to 161.
  Go to 80.
  12
  The piles of crates seem undisturbed, and the sunlight 
  unhelpfully casts its light from directly overhead, 
  casting no shadows to help reveal anyone behind the 
  crates. The exit alleyway is water-logged for some 
  distance – the still water is only a few inches deep.
   
  n
  If you run on down the exit alley through the 
  water, go to 201.
   
  n
  If you stop to search the area, go to 117.
  13
  Rather than wait any longer, you decide it is time 
  to try and grab the bags. You head to the main area 
  where they are being held. Go to 153.
  14
  You step carefully but the goopy remains shift just  
  as you place your foot down making you slip. Lose  
  1 distance. Go to 88.
  15
  As you explore the couple of corridors which neighbor 
  the main area but are away from the figures working 
  around there, you notice a grate across a wide duct. 
  If you can get this open, you could pop up near to the 
  cage rather than start at the doorway. Test 
  :
  Go to 137.
  Go to 123.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  10
  16
  Heading into the plaza, you see various groups of 
  people talking. One particularly loud group consists 
  of three farmers stood in heated debate. “Not again! 
  For the last time, a ghost did not kill your Brahmin or 
  steal your worker! Whatever you shot at was in your 
  imagination, which seems to be plenty healthy. No – 
  shooting at it and there being no body is not proof it 
  was a ghost!!” 
  Spread around the plaza are several stalls each 
  with a sign advertising the wares they sell. A young 
  woman adjusts a rifle at a stall titled “Guns and 
  Blammo”; a tall, thin man stands at Buchanan’s 
  Trading, which sells all manner of goods; a boy stands 
  reading a magazine at Lucy’s Library where the pages 
  of many sun-faded magazines laid on the stall waft in 
  the breeze.
  Taking your attention from the remaining stalls, and 
  looking slightly out of place here, two Brotherhood 
  of Steel dressed in combat armor make their way 
  through the plaza. From their actions, you see they 
  are asking people for information.
   
  n
  If you remain in situ to stay in their path,  
  go to 35.
   
  n
  If you move out of their path so you are not 
  questioned by them, go to 162.
   
  n
  If you are intolerant of Brotherhood of Steel, you 
  MUST go to 162.
  17
  In a damp cardboard box by the pool table, you find 
  something unusual. Gain a SMOKE GRENADE (there 
  is no card for this – it is explained later). Write 78 in 
  the left-most empty ROW E box, then go to 200.
  18
  As you near the beggar, he puts out his hand. “Spare 
  some caps for an old Minuteman?” Test Knowhow 
  (History).
  Go to 34.
  Go to 96.
  19
  The residence faces onto a small, open area with 
  several alleys leading away from it. You notice 
  movement down the alley furthest from your position 
  as two figures carrying some sacks pass out of sight. 
  The gaunt man leaves, following in their direction.  
  Go to 114.
  20
  During a brief handshake, you notice Bert’s 
  hand seem softer than you would imagine for a 
  Wastelander. Go to 95.
  21
  The panel is thin and breaks, but the frame around it 
  holds and tangles temporarily around your feet. With 
  the frame removed, you pursue your mark. Lose 1 
  distance. Go to 182.
  22
  Try as you might, you just can’t place him. Place a 
  cross in the left-most empty box of TIME box.  
  Go to 128 and you cannot try to recall the gaunt 
  man again.
  23
  You glide across the corridor’s floor, but your hold 
  on your gear slips and it swings out, hitting the 
  wall. That must have been heard. Thinking fast, you 
  throw a bottlecap down the corridor away from the 
  approaching footsteps to lure them that way, and side-
  step into a room. Pressed up against the wall by the 
  doorway, you hold your breath as the thug’s footsteps 
  – now slightly faster – get closer... and then continue 
  down the corridor. It is definitely too risky to remain 
  in this section. Place a cross in the left-most empty 
  ALERT box, and place a cross in the left-most empty 
  TIME box, then go to 120.
  24
  Looking at their eyes to understand their intended 
  destination allows you to nimbly skip through a gap 
  between them at full speed. Gain 1 distance.
  If you are now at the same distance as the target,  
  go to 139 ; otherwise, go to 86.
  25
  You slow down to maximise your chances of placing 
  your feet in less disgusting locations. Test LUC+4:
  Go to 188.
  Go to 14.
  26
  You clear the disgusting mess and hit the ground 
  running. Gain 1 distance. Go to 88.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  11
  27
  “This is Bert.” Your eyes, now adjusting to the gloom, 
  see a male Wastelander in his late 20s, dressed in a 
  mechanic’s green jumpsuit. “Mike Alberton. People call 
  me Bert.” Gain Bert as a character accompanying you – 
  his character sheet and starting equipment is on page 
  XX. (Note that Bert is not Heroic.) Test Behavior:
  Go to 159.
  Go to 85.
  28
  The open grate means either you or Bert may deploy 
  at Position 1 at the start of any round (instead 
  of at the usual starting area at the start of Round 
  1). Time is of the essence and the narrowness of 
  the duct means it is not possible for both of you to 
  deploy there. If every ALERT box contains a cross, 
  a character starting at Position 1 is not treated as 
  having been seen by the thugs.
  If you have now finished reading all of your 
  advantages, return to 153 ; otherwise, read the next 
  section shown in the ADVANTAGE boxes.
  29
  Upon twisting the two halves together, you hear 
  the satisfying snap and hiss of the contents 
  pressurising. You gather up the chem and vacate 
  the room in case the chem maker returns. Gain 2 
  STIMPAKS. Place a cross in the left-most empty 
  TIME box, then go to 120.
  30
  The chase has ended. Discard any remaining 
   
  penalties gained during the chase. If there is a ‘?’ 
  in BOX F, Test END (and add a +4 bonus if you 
  successfully shouted for them to move out of the way):
  Go to 94.
  Go to 76.
  If BOX F is empty, go to 44.
  31
  All the wandering in the Wasteland has prepared you 
  for this sort of activity, and you are not near being 
  tired yet. No change in distance. Go to 72.
  32
  After the claustrophobic confines of Century, the 
  large, high, open space feels strange. You look into the 
  storage area from behind one of the tall piles of crates 
  around its edges. The occasional thug meanders 
  between the heaps of boxes, crates and gear littered 
  around. You could get a better view to observe it if you 
  climb the crates – it looks fairly easy and is not too 
  high. If you want to climb before observing (Acrobatics 
  then PER +2), go to 111. If want to observe from 
  where you are (PER -2), go to 191.
  33
  You unceremoniously move the wooden panel out of 
  the way and continue pursuit. No change in distance. 
  Go to 182.
  AID CAN COME FROM UNLIKELY PLACES
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  12
  34
  You notice that what you thought was canvas under 
  the beggar is actually a short duster jacket similar to 
  those many Minutemen wore. Go to 53.
  35
  As you have come to expect, the Brotherhood 
  soldiers look clearly military from their dress to 
  their mannerisms. Upon finishing talking with an 
  older gentleman nearby, one of the soldiers looks up 
  to see you as the next nearest and approaches you. 
  “Greetings. Have you seen anyone in power armor 
  recently in the surrounding area? About 20 years 
  old. Name of Goddard?” You have not and say so. 
  “Well, if you do, come let us know. We’re camped just 
  outside town. There’s a reward for any information 
  leading to the renegade.” With that, he abruptly ends 
  the conversation and moves on to the next person 
  starting his same speech again. In the Progress Boxes 
  (p.2), place a cross in the box on ROW I. Thinking of 
  finding people, you decide to curtail your examination 
  of Century. Time to find Clancy. Go to 69.
  36
  “Glad I’m wearing my armor today... hate to see how 
  you greet old enemies. It’s good to see you. 
  There’s someone else here I want you to meet.” 
  Go to 27.
  37
  As you hit the ground down, more shots ring out 
  and your last view is of Bert making a dash for the 
  exit. You hope he makes it out and Clancy gets him 
  away from this terrible town. You’ll never know. Go 
  to 153.
  38
  With a spark from the live wires as you yank one 
  out of its socket, some of the lights in the main area 
  flicker and fade out. You freeze for a moment, fearing 
  a reaction from one of the thugs, but there is none.
  Write 193 in the left-most empty ROW E box. 
  Place a cross in the left-most empty TIME box, then 
  go to 120.
  39
  If this room is still used then its occupants don’t trust 
  each other, as there are few items here to find. At the 
  back of a locker you find a SKELETON KEY. Rather 
  than linger, you move on. Go to 119.
  40
  You are being watched.
   
  n
  If you challenge them directly, go to 173.
   
  n
  If you try to get close to the figure without them 
  noticing before trying to grab them (AGI), go to 
  110.
  41
  The man looks shocked by your intervention – eyeing 
  you up and down, judging how dangerous you might 
  be. Begrudgingly, and after getting in one extra 
  whack, he stops his assault and goes inside, probably 
  planning to carry on when you’ve gone. The robot 
  speaks: “Thank you. Why, yes. Three very rude people 
  smashed open the door, and for a few minutes there 
  was all sorts of noise – crashes, bangs – it sounded 
  quite the kerfuffle. A few minutes later, two of them 
  left carrying some bags with straps, and the other, 
  Mister Buchanan, kept watch and then followed after 
  them. He is a trader with a building in the warehouse 
  district. You are likely to find him there at this time 
  of day.” Conscious of the time ticking, you follow the 
  robot’s directions, arriving to witness Buchanan enter 
  the warehouse.
  Place a cross in the left-most empty TIME box. 
  Go to 66.
  42
  You notice a Mr. Handy a couple of doors down, 
  puttering around cleaning and sweeping – maybe 
  it saw something. As you approach, you see its 
  bodywork has many dings and dents from years 
  of bad treatment. Its rocket occasionally sputters 
  unhealthily. “How can I help you?” Just as you 
  go to ask if it saw anything happen at Clancy’s, a 
  weathered old man leaning on a bit of old branch as 
  a walking stick, and stinking of Gwinett ale, bursts 
  out of the residence. “DON’T TALK TO THEM, 
  YOU LAZY JUNK BOT! GET ON WITH YOUR 
  CLEANING!” At which point, the man raises his stick 
  and starts hammering on the Mr. Handy.
   
  n
  If you step in and ask the man to stop bashing the 
  robot (Persuade), go to 134.
   
  n
  If you offer the man something in exchange for his 
  robot’s time, go to 108.
   
  n
  If you let the man finish bashing the robot and 
  leave before trying to talk to the robot further 
  from the old man’s door, go to 84.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  13
  43
  From the right, you hear a crash followed by a gruff 
  voice. “Slow down, you idiot!” You head right, certain 
  that must be chaos caused by your target. Lose 1 
  distance. Go to 186.
  44
  You return to where a nervous looking Bert sits 
  leaning against the backpacks. The relief on his face 
  is clear as you walk into view. You fill Bert in on what 
  just occurred. Bert tells you the backpacks contain 
  various trekking gear like bedrolls and water as 
  well as a BROTHERHOOD OF STEEL HOOD, two 
  uses of CUSTOM AMMO, one MUTANT HOUND 
  CHOPS (Mutant Hound Meat), one IGUANA SOUP 
  (Iguana Bits), one WHISKEY, one RAD-X and one 
  ADDICTOL. Gain all these items.
  A bounty on Bert’s head... Clancy still late or 
  missing... a group of thieves now definitely displeased 
  with them. Leaving may be dangerous, but staying 
  could be worse. Clancy insisted the priority was to get 
  Bert out of here so, with a heavy heart, you head out 
  the main entrance with Bert in tow. If Clancy can, you 
  know for sure she will catch-up with you.
  If BOX D has a cross in it, go to 124; otherwise,  
  go to 199.
  45
  You look down to see the caged enclosure at the 
  center containing the two backpacks as well as 
  other items stored on shelving racks – hot plates, 
  clothing, microscopes, toolboxes. Around the room are 
  relatively tidy but disorganised piles of boxes and 
  equipment, some covered by canvas – you assume 
  much of it must be stolen. Walking back and forth 
  across the room are several thugs who you notice 
  seem to patrol the same repeating routes. You watch 
  for a while and it does not take long to understand 
  their patterns. Write 9 in the left-most empty ROW 
  E box. Place a cross in the left-most empty TIME 
  box, then go to 120.
  46
  Lowering your shoulder, you commit to going through 
  the wooden panel. Test STR:
  Go to 67.
  Go to 21.
  47
  Finally, the bags are in your possession. A character 
  carrying both backpacks at once can only perform 
  Move Actions, or Close Combat Actions using 
  Improvised Weapon (by swinging the bags). Carrying 
  a single backpack has no effect on a character.
  If not already present, Buchanan (the thug’s leader) 
  arrives. Place Buchanan at Position 2 – he starts 
  Used so will not act this turn. Buchanan uses his AI 
  Matrix all the time (so does not patrol like the thugs) 
  and has Objective: Defend [Exit].
  Now you need to get out of the warehouse, but as you 
  reach to grasp the backpacks’ straps, your eye is dawn 
  to the other items lining the shelving rack inside the 
  secure cage. If you want to grab a few, you can spend 
  an Action at any time while at the same location as 
  required to grab the bags – if you do, Test 
   -2:
  Go to 87.
  due to complication (
  X ) Go to 2.
  Go to 65.
  48
  You are out of time. You need to meet with Clancy. You 
  cannot delay it any longer, so have no choice. Steeling 
  yourself, you head to grab the bags. All being well, you 
  and Bert will be with Clancy soon. Go to 153.
  49
  As the boy takes off his jacket to start cleaning up the 
  Mirelurk innards, you notice a Deathclaw skull icon 
  on the boy’s jacket. Place a tick in BOX G.  
  Go to 30.
  50
  You look down to see the caged enclosure at the 
  center containing the two backpacks as well as other 
  items stored on shelving racks – hot plates, clothing, 
  microscopes, toolboxes. Around the room are relatively 
  tidy but disorganised piles of boxes and equipment, 
  some covered by canvas – you assume much of it must 
  be stolen. Walking back and forth across the room are 
  several thugs who you notice seem to patrol the same 
  repeating routes. You watch for a while but you don’t 
  spot any pattern to their patrols. Place a cross in the 
  left-most empty TIME box, then go to 120.
  51
  You quickly establish this is not the right area and 
  head back to Clancy’s. Go to 128.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  14
  52
  You follow Clancy’s directions to her home to retrieve 
  the supplies. The streets are relatively quiet here 
  though the odd trader and scavenger going about their 
  business is not uncommon. Less common sights you 
  notice are two Brotherhood of Steel soldiers in combat 
  armor, and several Followers of Atom. Bert remains 
  quiet along the way, trying not to jump at every 
  sudden movement or noise – sometimes succeeding.
  Rounding the final corner, you tread more cautiously. 
  Your care is rewarded as you see the doorway of 
  Clancy’s residence is open, and a tall, gaunt man with 
  a dark moustache and thin, black hair appears from 
  inside, glancing around. Something about him seems 
  familiar but you can’t place him – it’s not someone 
  you know. Clancy didn’t mention anyone would be 
  here, so this is highly suspicious. You have a split-
  second to gather some information.
   
  n
  If you look at Clancy’s residence (Notice),  
  go to 146.
   
  n
  If you assess the man’s behavior (Behavior),  
  go to 166.
   
  n
  If you look at the surrounding area, go to 19.
  53
  As you near the beggar, you decide how to respond.
   
  n
  If you give 5 Caps to the beggar, go to 113.
   
  n
  If you give 10 Caps to the beggar, go to 68.
   
  n
  If you give 30 Caps to the beggar, go to 90.
   
  n
  If you give nothing to the beggar, go to 126.
  54
  People seem more than willing to talk here but the 
  problem is getting them to talk about what you 
  want. Eventually, you understand the man will not 
  be found in this area. Place a cross in the left-most 
  empty TIME box. If a complication (
  X ) was rolled, 
  also place a cross in the left-most empty ROW C 
  box. Go to 128 (and there is no need to search this 
  way again).
  55
  Upon twisting the two halves together, you hear a 
  crunch as the metal frame twists, shattering the 
  glass of the meter. The pieces slip in your hands 
  and, as you try to avoid the broken glass, you gash 
  your hand with the needle. Gain 
  . The pain is 
  intense, but you try to suppress making any noise. 
  Test Resiliance:
  Go to 144.
  Go to 152.
  56
  Shocked into action, they make a narrow path 
  between them as you pass through. Place a ‘?’ in  
  BOX F. Gain 1 Distance. Go to 73.
  57
  You head right, and around the next corner you see 
  the fleeing figure once more. No change in distance. 
  Go to 186.
  VAULT-TEC SECURITY ARE EQUIPPED TO DEAL WITH DISRUPTIVE ELEMENTS
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  15
  58
  The cramped and twisting alleys of Century make 
  it difficult to run unhindered. Just after the fleeing 
  figure passes it, a Brahmin emerges from a side alley 
  being herded by a weathered trader. 
   
  n
  To vault over the Brahmin (Acrobatics),  
  go to 157. 
   
  n
  To go around the Brahmin, go to 185.
  59
  Your assessment of people’s body language isn’t 
  enough, and your pace must falter for a moment.
  If you rolled a 
  X , lose 1 distance as you get 
  tangled with a bystander. Go to 86.
  60
  Use 1 Action to make a Shooting attack as if the 
  target has 2 pieces of cover due to the dark shadows. 
  If you hit, go to 194.
  If you miss, go to 163.
  61
  A mouldy corridor on the right leads around a dimly 
  lit corner to a rest room. It is as remote from the rest 
  of the activity as you will probably get. One thug 
  heads that way so you follow, positioning yourself just 
  outside waiting for them to come out. As anticipated, 
  the door starts to open.
   
  n
  If you threaten the thug (Intimidate), go to 82.
   
  n
  If you attack the thug with a melee weapon (
  ), 
  go to 175.
  62
  You do not see anything of note that you think could 
  help. Go to 128 and you cannot try this Notice test 
  again.
  63
  With the thug still tied-up in the rest room, you have 
  one fewer to deal with. Do not deploy thug 4.
  If you have now finished reading all of your 
  advantages, return to 153 ; otherwise, read the next 
  section shown in the ADVANTAGE boxes.
  64
  In the Progress Boxes (p.2) write ‘TIME’ as the name 
  for the boxes on ROW B. Placing crosses in TIME 
  boxes represents time passing. If you place a cross in 
  the last empty TIME box at any point, time has run 
  out because you need to meet Clancy and you will 
  be forced to start your attempt to grab the bags. If 
  this happens, you must immediately go to 48 – the 
  section number in the final TIME box is a reminder to 
  do that.
  Next, in the Progress Boxes, write ‘ALERT’ as the 
  name for the boxes on ROW C. Placing crosses in 
  ALERT boxes represents how alert and suspicious 
  the people in the warehouse are. If you place a 
  cross in the last empty ALERT box at any point, 
  the warehouse thugs become fully alert, certain 
  something is going on and they will be aware of your 
  presence – this will leave you with no choice but to 
  start your attempt to grab the bags. If this happens, 
  you must immediately go to 164 – the section 
  number in the final ALERT box is a reminder to do 
  that.
  Also, if using a paper version, draw a line just below 
  the right-most TIME box which contains a cross and 
  the same for the right-most ALERT box containing a 
  cross. If using the digital version, record how many 
  TIME boxes contain crosses and the same for the 
  ALERT boxes. This information may be used later, but 
  for now needs no explanation. 
  Achieving tasks in the warehouse is likely to aid you 
  when trying to retrieve the supplies in one way or 
  another. Be warned, each choice below will take  
  1 Time and might increase the thugs’ alertness, so 
  you may not be able to achieve everything.
  You are heading towards an encounter to retrieve the 
  supplies and map which will use models on the table 
  and use AI to determine the NPCs’ Actions. Right now, 
  read the details of Encounter #1 shown on page XX, 
  which will explain what grabbing the supplies will 
  entail and what you know so far, but do NOT start 
  the encounter – you will be told when to begin the 
  encounter later. Once you have read the encounter’s 
  details, return here to this section.
  Your actions from now on may affect the set-up of the 
  encounter. Go to 120.
  65
  You find nothing that really takes your interest and 
  feel there are better items to be had. You gain nothing 
  but may use another Action to search the cage again. 
  If you do, go to 47.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  16
  66
  The passage opens onto a broad courtyard created, 
  like most of Century, by the surrounding container 
  buildings. The faded, painted sign over one wide 
  doorway reads ‘Buchanan’s Trading’. Stood in the 
  doorway below, the gaunt man finishes talking with 
  two rough-looking men carrying two large backpacks. 
  The supplies! Seeming pleased with themselves, all 
  three men head inside.
  You figure it unlikely they will just hand the supplies 
  back if asked, and storming in would be risky as 
  there’s no telling where the supplies will be or how 
  many personnel may be inside. Some recon is required 
  before trying to reclaim the supplies.
  While it’s quiet, you creep up to the doorway and 
  peer inside. A paper-piled desk with typewriter and 
  motionless fan is on the right, and various boxes and 
  crates are piled at the far end. On the left, however, 
  a pulled-back rug lays pooled at the base of a large 
  trapdoor which rests wide open against the wall, 
  revealing some stairs leading underground. As no-one 
  is around, you descend the stairs, hide around the 
  corner, and assess the situation.
  Reaching the level below, you are surprised to find 
  rooms and corridors – not cut into the earth and 
  rock but made of brick and mortar. The familiar 
  architecture of the many pre-war factories you have 
  scavenged is instantly recognisable – it must have 
  been buried under Century. From the noise, you believe 
  a handful of people are working in the warehouse. Just 
  across the corridor at the foot of the stairs, a large, 
  high-ceilinged room serves as the main storage area, 
  with several exits leading to other rooms and corridors 
  also connected to each other. In the center of the main 
  area is a caged enclosure – you can see the backpacks 
  inside, but workers seem to patrol there regularly. No, 
  not workers – thugs. Simply grabbing the supplies, 
  even if you can get the cage open, could be dangerous.
  You freeze as the gaunt man and a thug head towards 
  your hiding place. “Where do you want us to hit 
  next, Mister Buchanan?” the thug asks. “Great thing 
  about trading is you know who’s bought nice stuff 
  – so much easier to rob the right people. Excellent 
  cover for selling the same gear again, too. If Clancy 
  doesn’t re-buy all that gear she purchased, someone 
  else will. I saw Bamberton bought a working Laser 
  Rifle from Bill – how about him?” Their voices fade 
  as, thankfully, they turn off into a corridor before 
  reaching your position.
  With Bert following, you scout out some options to 
  tip the odds in your favor before reclaiming what is 
  yours. You are acutely aware time is running out as 
  you need to meet Clancy, while also needing to be 
  careful so as not to alert the warehouse’s personnel. 
  Go to 64.
  67
  The thin wood shatters under the impact and you 
  continue your chase unhindered. Gain 1 distance.
  If you are now at the same distance as the target, go 
  to 139 ; otherwise, go to 182.
  68
  “Thank you. Not seen you here before. Bit of advice: 
  Unless you like catching Mole Rat disease, stay away 
  from the doctors if you can – lots of sick people there.” 
  Go to 16.
  69
  You head out of the plaza and away from the general 
  flow of Century’s inhabitants to find the cargo 
  container that Clancy described in her message. 
  Severely rusted, filthy and beaten, it looks dilapidated 
  even by Century’s standards. With a quick look to 
  check no-one is watching, you enter, walking slowly 
  into its deep shade. Before your eyes can adjust to the 
  gloom, you hear someone, or something, move off to 
  your left, at the end of the container.
   
  n
  If you draw a gun and shoot, go to 60.
   
  n
  If you call out to ask who’s there, go to 3.
   
  n
  If you quickly head back outside the door, ready to 
  jump anyone that follows you, go to 97.
  70
  As he walks, the gaunt man looks in your direction 
  a few times, but you know you cannot continue 
  following him further without him becoming 
  suspicious. You pause to break line of sight with him 
  and use your knowledge of Century to assess where 
  he is headed. Test Knowhow (Local):
  Go to 189.
  Go to 177.
  71
  Finding what seems like a less used area of the 
  warehouse facility, you pause to consider your next 
  move and let any suspicions its occupants may have 
  subside. Bert remains silent and watchful. Remove 
  the right-most cross in the ALERT boxes, and  
  place a cross in the left-most empty TIME box, 
  then go to 120.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  17
  72
  The corridors turn quickly in this winding section of 
  the makeshift town. You reach the next junction but 
  the target is momentarily out of sight, and you’re 
  unsure if they went left or right. Test Track:
  Go to 156.
  Go to 183.
  73
  The target heads around a corner. Maybe the narrow 
  alley to the right will shortcut the corner? Test 
  Knowhow (Local) [
  ]:
  Go to 204.
  Go to 98.
  74
  Startled by the movement, the thug lashes out as a 
  reflex. You connect with the thug’s head, knocking 
  them out cold, but not before their fist hits you. 
  Resolve 
   1. You drag them into the rest room and 
  quickly bind and gag them. Not a silent takedown, but 
  not as bad as it could have been.
  You search the thug and gain a BOLT-ACTION PIPE 
  PISTOL, a GRILLED RADROACH (Radroach Meat) 
  and an ORANGE MENTATS. Write 63 in the 
  left-most empty ROW E box. Place a cross in the 
  left-most empty ALERT box, and place a cross in the 
  left-most empty TIME box, then go to 120.
  75
  You are late, but you know she would not have left 
  without you – and not just because you have got the 
  supplies, the map, and Bert. Her last instruction 
  insisted you go if she was not back in time. You give 
  it 10 minutes more, but as that comes to an end, still 
  with no sign of Clancy, you know you need to leave. 
  From the corner of your eye, you notice a figure has 
  been lurking around a corner. Go to 40.
  76
  Maybe it is your imagination, maybe not, but you feel 
  a bit flushed and clammy. You think you may have 
  contracted Mole Rat disease from the close proximity 
  to the infected. You feel no major effects... for now. 
  In the Progress Boxes (p.2), write ‘MOLE RAT 
  DISEASE’ as the name for BOX F. Change the ‘?’ in 
  BOX F to a tick. Go to 44.
  77
  You force your way through the passers-by. Some 
  choice insults are thrown your way, but you lose no 
  distance and are quickly in pursuit. Go to 86.
  78
  When thrown during Encounter #1, the Smoke 
  Grenade’s thick cloud of smoke (intended for outdoor 
  use) has an impact on the action as follows:
   
  n
  When the Smoke Grenade is Thrown, scatter it 
  Yellow if it misses.
   
  n
  It has no effect in the round in which it is thrown.
   
  n
  For the whole round after it was thrown, it has an 
  area effect Red (diameter) which blocks LoS.
   
  n
  For all rounds after that, the area effect is Green 
  (diameter) and gives cover to any LoS that is 
  inside it at any time.
  If you have now finished reading all of your 
  advantages, return to 153 ; otherwise, read the next 
  section shown in the ADVANTAGE boxes.
  79
  A fortuitously spilled bottle of Nuka-Cola by the door 
  gives a clear impression of the man’s footprints to 
  work with. Still, tracking anyone in these streets is 
  difficult due to the amount of people around. Test 
  Track
  :
   Needs 2 Impact from a single roll. 
  Go to 180.
  Go to 196.
  RULES NOTE
  If the result on the Skill Dice is greater than the 
  Adjusted Skill Value, the Skill test is a fail and no 
  icons on the effect dice are used.
  Example: a character makes a Track Skill 
  Test and add 
  dice. Their Track Skill 
  is 7 but there is a -2 penalty because they 
  are tracking in the dark so their Adjusted 
  Sill Value is 5. They roll the dice and the 
  result is 
  8
  -2 . Their total result is 6 
  (8 - 2) which is more than their Adjusted Skill 
  Value so the test is a fail. As a result, the 
  on the Black Effect dice is ignored too, 
  making a total of zero Impact.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  18
  80
  ROBCO INDUSTRIES (TM) TERMLINK PROTOCOL
  ROBCO INDUSTRIES (TM) TERMLINK PROTOCOL
  ENTRY DENIED
  ENTRY DENIED
  1 ATTEMPT(S) LEFT: 
  1 ATTEMPT(S) LEFT: 
  “Entry denied.”
  There is one attempt left, so you can try hacking the 
  terminal again if you wish. If you choose not to try 
  again, place a cross in the left-most empty TIME 
  box, then go to 120. If you do try again, Test 
  :
  Go to 130.
  but you have the Genius ability: Go to 208.
   and you do not have the Genius ability:  
  Go to 161.
  81
  Before your ruse is too obvious, you turn and dash 
  towards the figure who bolts. The chase is on, but you 
  have reduced their headstart. You shout over your 
  shoulder for Bert to stay put with the bags. Begin 
  a Chase (RPG Rules, p.92). As you are chasing the 
  watcher, place the watcher at the end of the range 
  rulers which are aligned. Place yourself at a distance 
  of Green. During the chase, ignore distance loss if 
  already at Black distance – you cannot be further 
  than Black from the target. Go to 58.
  82
  As the door opens, you lunge through, grabbing a 
  handful of the thug’s shirt as you push them back into 
  the rest room. “Stay quiet and you won’t get hurt. I’m 
  not here for you.” Test Intimidate::
  Go to 100.
  Go to 135.
  83
  “See? This is what I mean – do I look like tourist 
  information?!” she says sideways, not quite under 
  her breath, to the male guard before turning to you. 
  “What’s it like? Century’s like cheap squirrel stew – 
  brown, bland and plenty of it. Nah, it’s okay really 
  – too wild for some maybe, but spice is what makes 
  poor stew interesting, right? Expect no luxuries and 
  you won’t be disappointed – this ain’t no Diamond 
  City. Just make sure you behave and you’ll have no 
  problem... well, not from us.” Go to 16.
  84
  Ignoring you, the old man bashes the robot for some 
  time until he tires himself out and goes back inside. 
  With the man gone, the robot speaks to you but 
  stutters and falters due to the beating.
  “Yes. Three very rude people smashed open the door 
  and, for a few minutes, there was all sorts of noise – 
  crashes, bangs – it sounded quite the kerfuffle.” The 
  robot suddenly cuts out. After a few seconds, it comes 
  back online again. “A few minutes later two of them 
  left carrying some bags with straps, and the other, 
  Mister Buchanan, kept watch and then followed after 
  them. He is a trader with a building in the warehouse 
  district. You are likely to find him there at this time 
  of day.” Conscious of the time ticking, and having 
  spent some time waiting for the robot to deliver its 
  recitation of events, you follow the robot’s directions 
  and arrive to witness Buchanan enter a warehouse.
  Place a cross in the two left-most empty TIME boxes. 
  Go to 66.
  85
  In the dark, you don’t get any special first impression 
  of Bert. Go to 95.
  86
  The fleeing figure disappears around a corner.
   
  n
  If you are Red or less from the target, go to 187.
   
  n
  If you are Green or further from the target,  
  go to 201.
  87
  You have time to grab any two of the following: 
  STURDY METAL ARMOR, a BATON, a COMBAT 
  SHOTGUN, or 2 chems (1 BUFFTATS plus 1 SPARK). 
  You cannot Search the cage again.
  88
  The winding alleyways straighten and quieten for 
  a short distance during which you get a proper look 
  at your mark. The figure’s mix of leather armor and 
  ragged clothing is nothing noteworthy. You think they 
  are relatively young – in their teens maybe.
   
  n
  If you are at Red or shorter distance from the 
  target, Test PER and go to 109 if successful.
   
  n
  If you fail, or if you are more than Red from the 
  target, go to 118.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  19
  89
  Your attempt to get Bert out of Century is over. From 
  here, you can start again by going to 1 if you wish, 
  with the same or a different character. If so, erase all 
  entries in all the Progress Boxes on page 2.
  Alternatively, you can reload to an earlier point and 
  try again from there:
   
  n
  If you would like to reload to the start of 
  Encounter #1, go to 153. You will start with the 
  same items, damage, etc. as when you started the 
  encounter before.
   
  n
  If you would like to reload back to when you 
  arrived at the warehouse, go to 120. You will 
  need to erase any crosses you placed in the 
  TIME boxes and ALERT boxes that you gained 
  during your time in the warehouse, but you 
  keep any crosses gained prior to that – you 
  recorded the amount you had of each when 
  arriving at the warehouse by drawing a line 
  under their boxes. Also, erase all entries in 
  the ADVANTAGE boxes. You will start at the 
  warehouse with the same items, damage, etc. as 
  when you arrived at the warehouse before.
  90
  “Many thanks. That’s truly very generous.” He shakes 
  your hand, but holds on to it and pulls your head 
  down near to his to speak in a confidential tone. “If 
  you need help from the Minutemen, tell them Thomas 
  said they should help you.”
  On the Progress Boxes (p.2), place a tick in the box 
  on Row H. Go to 16.
  91
  Slimy in your grasp from the years of damp, the lid of 
  the footlocker you open slips and bangs shut. Rather 
  than linger, you move on hoping the sound did not 
  carry. Place a cross in the left-most empty ALERT 
  box. Go to 119.
  92
  That moustache and thin face – you think you have 
  seen him before, but where? Test INT:
   Go to 138.
  Go to 22.
  93
  Still in sight, the fleeing target knocks over some 
  barrels from which spill slippery remains and oozing 
  run-off from a butcher chopping Mirelurk meat.
   
  n
  If you have 
  , go to 8.
   
  n
  If you go fast over the mess (LUC), go to 116.
   
  n
  If you go slow over the mess (LUC+4), go to 25.
   
  n
  If you leap over the mess (Acrobatics), go to 178.
  94
  You feel fairly certain you are not displaying any 
  early signs of Mole Rat disease. Remove the ‘?’ from 
  Box F. Go to 44.
  A CHANCE MEETING CAN END WITH A TRADE OR TRADING GUNFIRE
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  20
  95
  Clancy cuts in. “I’m afraid catching up on our news’ll 
  have to wait. Bert here worked in Century for one 
  of the trading caravans that passes through here – 
  tending the Brahmin, preparing shipments, loading, 
  running messages. He noticed a caravan that had 
  just departed had forgotten some chems, so he 
  went after them to pass them on. As he neared the 
  caravan about a mile away, a Deathclaw ambushed 
  it – there’ve been a lot of Deathclaw attacks 
  on caravans of late, but Bert witnessed people 
  driving the Deathclaw to do it. Yeah, a controllable 
  Deathclaw – doesn’t bear thinking about... Turns out 
  all these attacks are organised piracy, conveniently 
  blamed on Deathclaws.
  “I’ve been in Century three years now helping 
  people out, taming the countryside, this and that. 
  Bert’s mother and I were old friends so he came to 
  me. I checked around and seems Bert was seen, as 
  whoever’s behind this has put a price on his head – a 
  big price. He’s been hiding ever since.
  “We can’t take it to the local law or mayor – too much 
  corruption here. Something this big’ll surely have 
  high connections anyway. So, I agreed to get him out 
  of the area – start afresh someplace else, far away. I’ll 
  deal with the piracy when he’s safe.
  “The main routes will certainly be being watched so 
  are off limits. I plan to get him on the train out of 
  Athol but it needs more than just me – that’s where 
  you come in. We MUST get Bert to Athol by noon on 
  March 10th – today being the 6th gives us four days. 
  The next train after that is over two weeks away – 
  there’s no way he’ll evade the gang that long.
  “I’ve not been to Athol before. You neither? I 
  thought not. I know it’s a trade hub for many in the 
  Wasteland, and it’s at least days’ travel via the back 
  routes which gives us a little leeway. If we get to Athol 
  early, we can scout it out in case they’re watching the 
  station, so any recon will help make Bert’s transfer 
  onto the train as smooth as possible. I’m hoping we 
  can gather information about Athol en route too, 
  maybe even some allies.
  “Century is no longer safe. I suspect bounty hunters 
  are coming, if not already here, so we need to get 
  going. I need to visit a couple of contacts and see what 
  I can find out about the path ahead. You grab the 
  equipment I gathered for us – it includes the map, 
  and we won’t be going anywhere without it. Take Bert 
  with you – where I’m going is too public.
  “Meet back here. If I’m not back in one hour, get out of 
  Century. And get Bert to the train.” She heads to the 
  doorway, but pauses, looking back.
  “It really is good to see you.” Then she’s gone. 
  Go to 52.
  96
  Whatever recollection that was coming to mind 
  dissipates before it can form. Go to 53.
  97
  You swiftly move back out of the door, step to the side 
  and press up against the wall ready to get the drop 
  on whatever comes out. “Where’re you going? It’s 
  me,” comes a voice as Clancy’s face emerges from the 
  shadow into the sunlight. She options with her hand 
  to come inside. “We’ve not much time right now – 
  here, there’s someone else I want you to meet.”  
  Go to 27.
  98
  You don’t recognise this corner of Century so are 
  uncertain if the alley is a shortcut. Go to 174.
  99
  You follow the gaunt-looking figure. You keep your 
  distance as best you can, but the tight turns of 
  Century’s alleys make it difficult. You try to appear 
  like any other Century resident. Test Deception:
  Go to 70.
  Go to 209.
  100
  Looking shocked, the young thug shakes their head 
  in rapid and repeated nods, eyes darting from you 
  to Bert and back. Before long and without incident, 
  the thug’s hands are tied to one of the grime-covered 
  sinks, a gag across his mouth. As you go to leave, you 
  lean down close to the bound thug looking them in 
  the eyes. “How many people out there? Blink when 
  I’m right. One? Two? Three? Four?” The thug blinks. 
  “Four. Well, three and your boss. Buchanan, right?” 
  The thug nods again.
  You search the thug and gain a BOLT-ACTION PIPE 
  PISTOL, a GRILLED RADROACH (Radroach Meat) 
  and an ORANGE MENTATS. Write 63 in the  
  left-most empty ROW E box. Place a cross in the  
  left-most empty TIME box, then go to 120.
  101
  You head left, but the passages are too quiet and you 
  perceive no sign of movement. They must have gone 
  right. You double back. Lose 2 distance. Go to 186.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  21
  102
  You glide across the corridor’s floor, holding your gear 
  against you so it does not rattle. You step inside a room 
  and press up against the wall by the doorway just as 
  the thug comes into view of the grate. The footsteps 
  get closer... holding your breath, you continue down 
  the corridor. It is too risky to remain in this section. 
  Definitely time to leave this area. Place a cross in the 
  left-most empty TIME box, then go to 120.
  103
  The residence seems plain and with no special detail. 
  The gaunt man leaves, heading down an alleyway.  
  Go to 114.
  104
  “Hey, the guy’s not bothering anyone. He’s there most 
  days. I’m here to stop trouble.” Go to 16.
  105
  “Sorry! Don’t hurt me! I’m just a scout. For who? Some 
  Raiders waiting not too far outside Century on the 
  main road west – they’re waiting to grab your friend 
  back there, to claim the bounty. I was sent to see if 
  anyone was accompanying him and find out when 
  he’ll leave. Let me go and I won’t tell them anything 
  I’ve seen. Swear. Don’t like the gang, anyway.” The boy 
  looks up at you, hoping to find mercy, dreading to find 
  a grudge.
  Rather than have the boy be tempted to go back on 
  his word, you take him to the butcher whose waste 
  he knocked over. The imposingly large butcher agrees 
  to let the boy go once he has cleaned up the mess 
  he caused, and worked enough to make amends. 
  Hopefully, it could be the start of a new life for 
  the boy. Either way, it is clearly not safe to stay in 
  Century any longer.
  In the Progress Boxes (p.2), write ‘CAPTURED 
  SCOUT’ as the name for BOX A. Place a tick in 
  BOX A. 
  Test Notice or Knowhow (History):
  Go to 49.
  Go to 30.
  106
  You follow your target around the corner. On the 
  other side, you see no alley exit, so the alley was  
  not a shortcut after all. No change in distance.  
  Go to 93.
  107
  “Yeah, I know him. Buchanan – he’s a trader here. 
  Got a warehouse down the way there. If you’re going 
  to trade there, watch out – a mean, unscrupulous 
  Radscorpion that one.” You thank the woman and 
  head in the direction of Buchanan’s warehouse, 
  arriving just as he enters it. Go to 66.
  108
  The man looks shocked by your intervention, but the 
  offer of something for nothing gets his immediate 
  attention. Select an item you carry and discard it. The 
  man – and thankfully his smell – goes inside leaving 
  you with the robot in peace. “Thank you so much. 
  Kindness is so rare around here. Why, yes. Three 
  very rude people smashed open the door and, for a 
  few minutes, there was all sorts of noise – crashes, 
  bangs – it sounded quite the kerfuffle. A few minutes 
  later, two of them left carrying some bags with straps, 
  and the other, Mister Buchanan, kept watch and then 
  followed after them. He is a trader with a building 
  in the warehouse district. You are likely to find him 
  there at this time of day.” Conscious of the time 
  ticking, you follow the robot’s directions and arrive to 
  witness Buchanan enter a warehouse.
  Place a cross in the left-most empty TIME box. Also, 
  place a cross in BOX D. Go to 66.
  109
  You notice the target looks around as they run – they 
  are looking for routes leading you to believe they are 
  not familiar with Century so are probably not local. 
  Go to 118.
  110
  Facing away from the watcher, you pretend to examine 
  a pile of boxes ahead of you while stepping casually 
  backwards in their direction. Make an Opposed Skill 
  Test – your AGI v the watcher’s PER 6.
   
  n
   If you win: Go to 81.
   
  n
   If you lose: Go to 184.
  111
  Carefully, while any thugs are as far away as 
  possible, you climb the crates. (If you have the  
  Urban ability, you will automatically succeed.)  
  Test ACROBATICS + 
  :
  Go to 132.
  Go to 125.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  22
  112
  The female guard looks up, seeing your approach. 
  “Can I help you?” she says less than enthusiastically. 
   
  n
  If you want to ask about Century, go to 83.
   
  n
  If you want to ask about Clancy, go to 145.
   
  n
  If you want to report the beggar, go to 104.
  113
  “Thanks. Be careful here, stranger.” Go to 16.
  114
   
  n
  If you follow the gaunt man, go to 99.
   
  n
  If you wait for him to clear out and then enter 
  Clancy’s residence, go to 128.
  115
  Hoping to strike lucky, you head into the western 
  area of Century. Containers are stacked on top of each 
  other here creating canyons into which the sunlight 
  struggles. Many walkways bridge the gaps overhead. 
  Through the cool air, the hum of power generators 
  and clank of water purifiers constantly churns. You 
  ask several people to get a location on the thin man. 
  Test Talk:
   Go to 51.
  Go to 170.
  116
  You put on a burst of speed and lengthen your stride 
  to try and minimise the contact and effect the mess 
  has on you. Test LUC:
  Go to 131.
  Go to 181.
  117
  Secure in the knowledge there is no exit without 
  going past you, you methodically search the area 
  together – pulling back crates, checking the corners 
  – when, suddenly, movement bursts from behind a 
  dumpster. Your swinging arm hits the figure in the 
  chest, flooring them onto their back, driving the wind 
  from their lungs. The unarmed boy cannot be more 
  than sixteen. Go to 105.
  118
  The fleeing figure passes under a wooden panel 
  suspended above the passage to create some shade for 
  a lean-to shelter. Purposefully ramming the support 
  pole, the large wooden sheet swings down into the 
  corridor with a crash blocking the passage like a gate. 
  From this distance, it looks fairly lightweight.
   
  n
  If you attempt to charge through it (STR),  
  go to 46.
   
  n
  If you slow down to move the panel out of the way,  
  go to 33.
  A STRANGER IS JUST A CORPSE YOU HAVEN’T LOOTED YET
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  23
  119
  Of the three, the final room is the closest to the 
  people in the warehouse, though they do not seem 
  imminently interested in coming this way. Inside the 
  room, you see a training room with posters about 
  what makes a good colleague, and the steps to take 
  to report an accident. However, the room has been 
  transformed by the presence of a chemistry station 
  on the far side. Something simmers in the glass tubes 
  indicating someone uses, or is currently using, this.
  On the chemistry station’s acid-scarred and burned 
  work surface are the parts to make Stimpaks. They 
  need a little final assembly though to lock the parts 
  together.
  If you choose to leave it all alone and move on, place 
  a cross in the left-most empty TIME box, then  
  go to 120.
  If you want to put them together and take them, 
  Test Repair & Craft (Chems):
  Go to 29.
  Go to 55.
  120
  Now inside the warehouse, you have several options. 
  Each of the following choices may only be attempted 
  once. If you have tried an option once already, you 
  cannot try it again whatever the outcome was.  
  There is one exception to this as described in the 
  option’s details.
   
  n
  If you want to sabotage the power (Repair & Craft 
  (Machinery) or Manual Dexterity), go to 192.
   
  n
  If you want to find a terminal and see what 
  options it offers ( 
   ), go to 11.
   
  n
  If you want to survey the layout of the main area 
  where the bags are (PER), go to 32.
   
  n
  If you want to even the odds a bit and quietly take 
  out a thug (Intimidate or 
   ), go to 61.
   
  n
  If you want to find unoccupied rooms and 
  search them for gear that could help (Search),  
  go to 147.
   
  n
  If you want to find alternative routes into the 
  main room, go to 15.
   
  n
  If you want to lay low for a moment and use 
  time to reduce the thugs’ alertness, go to 71. 
  (This option can be chosen multiple times.)
   
  n
  If you want to try to grab the bags (which will 
  start the counter and end any opportunity to 
  perform the options above), go to 13.
  121
  The people you ask seem to know the man, but you 
  get the impression they are unwilling to talk about 
  him. Still, this does seem the right area. Place a cross 
  in the left-most empty ROW C box.
   
  n
  If you want to wait a bit longer, go to 4.
   
  n
  If you want to give up the search of the southern 
  area and return to Clancy’s residence, go to 128.
  122
  Your trailing foot clips the Brahmin as it fails to clear 
  the beast’s spine. There’s no injury, but your stumble 
  as you land consumes some of your momentum.  
  Lose 1 distance. Go to 195.
  123
  It just won’t open. The lock is just beyond your 
  current skills. What was that? Someone is coming!  
  Go to 190.
  124
  You are not 50 yards from the gate when you hear a 
  call from behind you. “Excuse me. Excuse me!” The 
  sputtering rocket of a Mr. Handy grows louder as 
  the Mr. Handy whose time you paid for approaches. 
  “I am so glad I caught you. I came to say thank you 
  for standing up for me. If you are leaving, may I offer 
  my services in joining you as I am now, er, free of 
  employment. My name is Belmont. An extra pair and 
  a half of hands can always help. What do you say?” 
  The robot leaves his question hanging as he bobs 
  gently up and down.
  Looking at the Mr. Handy, you wonder how much 
  more unexpected this trip can get. It is right about 
  one thing – more is better, so you agree. “Thank you, 
  sir. I am so glad to be out of that dreadful household. 
  A runaway robot traveling the land – beats doing 
  housework!”
  Go to 199.
  125
  As you climb, your foot slips, knocking a small box off 
  the edge. The drop is small but the noise catches one 
  of the thug’s attention – she pauses as if deciding on 
  whether to even check. You have no choice but to get 
  clear in case they come to investigate. Place a cross 
  in the left-most empty ALERT box and place a cross 
  in the left-most empty TIME box, then go to 120.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  24
  126
  On the Boxes page, place a cross in the box on 
  Row H. Go to 16.
  127
  You sail over the mess but land just short. Your heel 
  slips in the edge of the Mirelurk remains making 
  you slip slightly, spoiling your momentum. Lose 1 
  distance. Go to 88.
  128
  You cross the space outside Clancy’s, passing a 
  beaten-looking Mr. Handy doing chores outside a 
  neighbor’s. Approaching the residence, Clancy’s door 
  clearly been prised open, mangling the frame in the 
  process. Inside, a well-worn table, simple wooden 
  chair and dusty refrigerator stand overlooking a sea 
  of chaos – papers, trash, books; pretty much anything 
  that should be in or on something is strewn across 
  the floor instead. The place has been well looted. A 
  wooden staircase leads from the single room to an 
  upper floor where a similar scene meets you. If the 
  supplies and map were here, they’re gone now.
  Time is short before you need to meet Clancy. In the 
  Progress Boxes (p.2), write ‘TIME’ as the name for 
  the boxes on ROW B. If instructed to place a cross 
  in one or more of the TIME boxes, this indicates time 
  passing. If ever the final TIME box (the one with 
  the section number inside) has a cross drawn in it, 
  immediately leave your current section and go to that 
  numbered section.
  You need to find where the gaunt man went – surely 
  he is connected to their disappearance. You have a  
  few ideas:
   
  n
  If you try to Track the gaunt-looking man  
  (Track
  ), go to 79.
   
  n
  If you want to look around the area outside 
  Clancy’s for something that could help (Notice),  
  go to 172.
   
  n
  If you want to scout out the alleyways in the west 
  of Century to try and find sign of the gaunt man 
  (Talk), go to 115.
   
  n
  If you want to scout out the alleyways in the south 
  of Century to try and find sign of the gaunt man 
  (Talk), go to 198.
   
  n
  If you want to scout out the alleyways in the north 
  of Century to try and find sign of the gaunt man 
  (Talk), go to 160.
   
  n
  If you want to try remembering why the man was 
  familiar (INT), go to 92.
  129
  The two town guards look more like private citizens 
  who accidentally wore very similar outfits rather 
  than having a proper uniform, giving the impression 
  Century’s law officers may be volunteers. While most 
  people you’ve seen carry weapons, the guards overtly 
  carry combat shotguns and cattle prods. The male 
  guard sits on a small wooden crate as the female 
  guard leans against the wall nearby talking.
   
  n
  If you want to approach them directly, go to 112.
   
  n
  If you want to eavesdrop on their conversation 
  (Deception), go to 83.
  130
  ROBCO INDUSTRIES (TM) TERMLINK PROTOCOL
  ROBCO INDUSTRIES (TM) TERMLINK PROTOCOL
  > 
  > PASSWORD ACCEPTED
  PASSWORD ACCEPTED
  > $///_
  > $///_âÚ 
  âÚ 
    
    ï//Ú___
  ï//Ú___
    î//]_///
    î//]_///
    /Log Entrie$]Û
    /Log Entrie$]Û
  [Unlock Security Cage]
  [Unlock Security Cage]
  The menu screen reveals several menu entries but all 
  are corrupted apart from “[Log Entries]” and “[Unlock 
  Security Cage]”. Jackpot! Accessing the latter option, 
  you discover the caged enclosure in the main area is 
  locked – well, make that unlocked. Before you leave, 
  you enter the log entries option to delete any record of 
  your access. Write 136 in the left-most empty ROW 
  E box. Place a cross in the left-most empty TIME 
  box, then go to 120.
  131
  Stepping momentarily on your toes in just a few 
  places, you glide over the mess, making up time on 
  the fleeing figure. Gain 1 Distance. Go to 88.
  132
  You reach the top and have a good view down over the 
  whole room. Test PER +2:
  Go to 45.
  Go to 50.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  25
  133
  You time the push-off with your hands just right, 
  sail just clear of the Brahmin, and hit the ground 
  running without losing momentum. Gain 1 
  distance. Go to 195.
  134
  You tell the man to stop hitting the robot as you have 
  urgent need of its assistance. Test Persuade:
   Go to 41.
  Go to 84.
  135
  Looking momentarily surprised, the thug swiftly 
  recovers and considers his chances against you. 
  Rather than risk him raising the alarm, it looks like 
  this must be done the old-fashioned way instead.  
  Go to 175.
  136
  The secured cage where the bags are kept is unlocked, 
  so does not require unlocking.
  If you have now finished reading all of your 
  advantages, return to 153 ; otherwise, read the next 
  section shown in the ADVANTAGE boxes.
  137
  With just the right pressure and angle the bobby 
  pin opens the lock. You leave the grate down for now, 
  looking as if nothing has changed. Write 28 in the 
  left-most empty ROW E box. Wait! Someone’s coming. 
  Go to 190.
  138
  Your cast your mind back to when you arrived in 
  Century. Read section 16 and then go directly 
  to 7 afterwards (so DO NOT follow the 
  instructions in section 16).
  139
  Closing the distance to the fleeing figure, you tackle 
  them to the ground. Despite their scrambling and 
  twisting to escape, you hold them down. The unarmed 
  boy cannot be more than sixteen. He stops struggling, 
  knowing he is well and truly caught. Go to 105.
  140
  Startled by the movement, the thug lashes out as 
  a reflex. Your blow glances off their shoulder and it 
  takes several more swings before you connect with 
  the thug’s head, knocking them out cold. You drag 
  the limp thug into the rest room, quickly binding 
  and gagging them. In the struggle, the thug got in 
  a couple of decent punches. Resolve 
   1 + 
  yourself. Bert gains 
  . You search the thug and 
  gain a BOLT-ACTION PIPE PISTOL and a GRILLED 
  RADROACH (Radroach Meat). The Orange Mentats 
  in the thug’s pocket has been broken in their fall and 
  is unusable. At least he is taken care of, but you move 
  quickly away from the area all the same, in case the 
  noise has drawn attention.
  Write 63 in the left-most empty ROW E box. Place 
  a cross in the two left-most empty ALERT boxes, 
  and place a cross in the left-most empty TIME box, 
  then go to 120.
  141
  The caravan merchant is heavier than he looks as he 
  spots your approach and braces himself against the 
  collision. You bounce off him, and then the doorway, 
  but manage to keep your balance. Lose 1 Distance. 
  Go to 86.
  142
  The target stumbles as they start to tire. You gain 1 
  distance.
  If you are now at the same distance as the target,  
  go to 139 ; otherwise, Test your END:
  Go to 31.
  Go to 167.
  143
  The shout alarms and confuses them – some moving 
  one way, others going the opposite, while some freeze 
  in place. You press up against some of them as you 
  force your way through the chaos, but they offer little 
  resistance and there is no change in distance. Place a 
  ‘?’ in BOX F. Go to 73.
  144
  The stinging pain is raw, but you manage to 
  suppress a yelp and any swearing. There is nothing 
  to salvage from the pieces, so you exit the room. 
  Place a cross in the left-most empty TIME box, then 
  go to 120.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  26
  145
  “Clancy? She helps out here – she’s part of the 
  guard – that’s us – but usually patrols the lands 
  surrounding Century and visits outlying areas. Saw 
  her come back from another of her trips yesterday,  
  I think – not seen her today, mind.” Go to 16.
  146
  You quickly study Clancy’s residence, looking for 
  anything unusual. Test Notice +
  :
  Go to 169.
  Go to 103.
  147
  A quiet, dead-end corridor – blocked by a ceiling 
  collapse many years past – has three doorways leading 
  from it. Heading into the room furthest from the 
  main activity in the warehouse, you see what was a 
  staff room. A few simple chairs and a pool table sit 
  amongst the boxes. Safety posters ask you to wash 
  your hands, and re-assure you that safety is everyone’s 
  responsibility. The place has been mostly stripped 
  already. Test 
  :
  Go to 17.
  Go to 179.
  148
  Just a few steps into the alley, you see it turns left, 
  not right, at the end so will not be a shortcut. Lose 
  1 distance as you quickly backtrack and continue 
  along your target’s route. Go to 93.
  149
  The gaunt man glances around furtively – he looks 
  suspicious, like he is up to some illicit activity. He 
  seems to be checking no-one has noticed anything. 
  Satisfied, the gaunt man leaves, heading down an 
  alleyway. Go to 114.
  150
  Record how much damage Clancy gained. With a 
  slight wince in their voice, you hear, “Good to... see 
  you’re still sharp after these years, but could you 
  put that away now?” You holster your gun. “There’s 
  someone else here – try not to shoot them too, eh?” 
  You hear the mischievous tone in Clancy’s voice. A 
  veteran of taking knocks and getting back up, she 
  hasn’t changed. Go to 27.
  151
  You try to predict the movements of the people at the 
  intersection as you arrive. Test Behavior:
  Go to 24.
  Go to 59.
  152
  The searing pain is raw and, while you grit your 
  teeth, you can’t help yourself from groaning out loud. 
  You hope the sound does not travel. There is nothing 
  to salvage from the pieces, so you exit the room. Place 
  a cross in the left-most empty ALERT box, and 
  place a cross in the left-most empty TIME box, then 
  go to 120.
  153
  It is time to start Encounter #1. Set up the encounter 
  as described on page XX and use the cards for the 
  Encounter #1 on page XX, then return here.
  Starting Positions: Place the thugs as follows:
   
  n
  Thug 1 
  A
   
  n
  Thug 2 
  C
   
  n
  Thug 3 
  H
   
  n
  Thug 4 
  3
  Place you and Bert in the Orange box (Orange by 
  Yellow) next to the Exit.
  If every ALERT box contains a cross, go to  
  165 – you will be re-directed back to this section 
  afterwards. 
  Now, write ‘ADVANTAGE’ as the name for the 
  boxes on ROW E on the Progress Boxes. Next, read 
  the section(s) matching each number displayed 
  in the ADVANTAGE boxes – these will adjust the 
  encounter’s set-up with advantages you have gained 
  and explain their effects on the encounter.
  Goal: You must get you, Bert, and the bags out of the 
  warehouse (via the Exit). During the encounter, go to 
  the relevant section listed below as soon as any of the 
  following occur:
   
  n
  The first time you pick up a bag during the 
  encounter, go to 47.
   
  n
  If you and Bert get out of the warehouse with the 
  bags, go to 171.
   
  n
  If you are incapacitated, go to 37.
   
  n
  If Bert is incapacitated, go to 176.
  Note the number of this section so you can return 
  to it when any of the above occur. If you forget, it is 
  mentioned at the end of Encounter #1.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  27
  154
  The crates are still and no sound can be heard.
   
  n
  If you run on down the exit alley, go to 201.
   
  n
  If you stop to search the area, go to 117.
  155
  You spend long enough near the guards to hear a piece 
  of their conversation. The female guard, sounding 
  frustrated, says, “So we raid the premises looking for 
  the stolen goods but, surprise, surprise – nothing. 
  I said the western area wasn’t the right place to 
  look. The south’s way more sketchy these days.” Not 
  wanting to linger further lest you get caught listening 
  in, you move on. Go to 16.
  156
  You notice some hanging cables to the right that are 
  swinging – probably due to being hit by someone as 
  they passed by quickly.
   
  n
  To turn left, go to 101.
   
  n
  To turn right, go to 57.
   
  n
  To wait, go to 43.
  157
  At full speed, you leap towards the Brahmin placing 
  your hands on its back, aiming to propel yourself up 
  and over. Test Acrobatics: 
  Go to 133.
  Go to 122.
  158
  You holler at the group to clear the way as you charge 
  towards them. Test 
  :
  Go to 56.
  Go to 143.
  159
  Bert’s nervous air gives you the impression he is out 
  of his comfort zone.
  If your result contained more than 1 Impact, go to 
  20; otherwise, go to 95.
  160
  Hoping to hit the right area, you head into the 
  northern part of Century to find a large proportion 
  comprised of residences – mostly small apartments 
  that remind you of Diamond City, but some larger and 
  better cared for. You talk to several people to get a 
  lead on the gaunt man. Test Talk:
   Go to 207.
  Go to 54.
  161
  The screen goes blank and is replaced by the dreaded 
  phrase in its center: ‘TERMINAL LOCKED. PLEASE 
  CONTACT AN ADMINISTRATOR.’ With no options 
  left, and no way to hide your access, you leave the 
  office. Place a cross in the left-most empty ALERT 
  box, and place a cross in the left-most empty TIME 
  Box, then go to 120.
  EVEN FRIENDLY HELPER ROBOTS CAN BE A THREAT IN THE WASTELAND
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  28
  162
  You walk slowly but intentionally towards a stall to 
  take yourself away from the Brotherhood’s path. The 
  two soldiers pass you by questioning others as they 
  go. Thinking of jobs to be done, you decide to curtail 
  your examination of Century. Time to find Clancy. 
  Go to 69.
  163
  The shot rings out as it hits the metal of the cargo 
  container, echoing loudly in the confined space.  
  “Woah! Woah! Nice to see you too! I’d hate to see 
  how you greet old enemies...” Clancy’s voice is 
  unmistakeable. “The idea of meeting here is to be 
  inconspicuous, so if you’ve finished shooting up the 
  place... Let me introduce you to someone.” Go to 27.
  164
  “Who’s there?” comes the call from elsewhere in the 
  warehouse facility. “We know someone’s there.” The 
  game is up. Too many things have been noticed by the 
  thugs at the warehouse. You head to try to grab the 
  bags – at least you can drop any subtlety now.  
  Go to 153.
  165
  Buchanan (who leads the thugs) starts on the table 
  at Position 2. Buchanan uses his AI Matrix all the 
  time (so does not patrol like the thugs) and has the 
  Objective: Defend [Exit]. Also, Notice Skill for all 
  thugs is now 3 (instead of 2). Return to 153.
  166
  You watch the gaunt man for a moment. Test 
  Behavior:
  Go to 149.
  Go to 205.
  167
  The twists and turns start to take their effect on your 
  stamina. If you could just catch your breath. Gain 
   penalty to all Skill Tests until it is discarded. 
  Prior to any Skill Test, you may choose to lose 1 
  distance in order to discard this 
   penalty.  
  Go to 72.
  168
  You give the sick a wide and careful berth. No change 
  in distance. Go to 73.
  169
  The way the sunlight reflects off the metal door frame 
  draws your eye to notice the frame is bent out of 
  shape – it looks as though the door has been forced 
  open. Looking past the bent frame, you notice debris 
  strewn across the floor as if it has been ransacked. 
  The gaunt man leaves, heading down an alleyway.  
  Go to 114.
  170
  It takes time to find people willing to stop and help 
  you, but it becomes clear this is not the right area. 
  Place a cross in the left-most empty TIME box. If a 
  complication (
  X ) was rolled, also place a cross in 
  the left-most empty ROW C box. Go to 128 (and 
  there is no need to search this way again).
  171
  It is not long before any pursuit from the warehouse 
  falls away and gives up the chase as you run through 
  the alleys of Century, now with the backpacks on your 
  backs. After taking a moment to catch your breath, 
  you head directly to meet Clancy.
  If every TIME box contains a cross, go to  
  75; otherwise, go to 203.
  172
  You look around the junction that Clancy’s residence 
  faces onto. Test Notice:
   Go to 42.
  Go to 62.
  173
  “Hey! I see you watching!” Startled, the figure runs 
  off, definitely up to no good. Given they may know 
  what happened to Clancy, you chase after them. You 
  shout over your shoulder for Bert to stay put with  
  the bags. Begin a Chase (RPG Rules, p.92). As you  
  are chasing the watcher, place the watcher at the 
  end of the range rulers which are all aligned. Place 
  yourself at a distance of Blue. During the chase, 
  ignore distance loss if already at Black distance –  
  you cannot be further than Black from the target.  
  Go to 58.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  29
  174
  Do you take the alley?
   
  n
  If you take the alley, go to 148.
   
  n
  If you do not take the alley, go to 106.
  175
  Knowing guns are out of the question due to the 
  noise, you swing your weapon down, aiming to knock 
  out the thug. Test 
  :
  Go to 74.
  Go to 140.
  176
  You turn to see Bert hit the ground. Your heart sinks. 
  Gaining the backpacks is now pointless as there is no 
  longer a need to reach Athol. You hope you can make 
  it out to explain to Clancy, and together settle the 
  score with this rotten town. Go to 89. 
  177
  You try to recall what little you know of Century, but 
  it’s no good, the best thing to do is to head back to 
  Clancy’s residence.
  In the Progress Boxes (p.2), place a cross in the  
  left-most empty ROW B box. Go to 128.
  178
  You speed up and leap... Test Acrobatics:
  Go to 26.
  Go to 127.
  179
  Anything of value seems to have been taken already.
  If a complication (
  X ) was rolled, you knock over an 
  empty bottle – place a cross in the left-most empty 
  ALERT box.
  Go to 200.
  180
  A mix of skill, intuition and luck combine to guide you 
  into the warehouse district. As you approach a corner, 
  you freeze as you see the gaunt man enter a large 
  structure. Go to 66.
  181
  Sprinting on your toes seems to be working, but then 
  your foot slips in a puddle of the stinking gunk. You 
  do not lose much speed, but the slippery substance 
  covering your foot will take a while to remove. Your 
  distance remains unchanged but gain 
   penalty 
  on your next test. Go to 88.
  182
  The target’s movements appear slightly ragged.  
  Test END 5 for the target:
  Go to 202.
  Go to 142.
  183
  You don’t notice anything indicating which way the 
  runner went.
   
  n
  To turn left, go to 101.
   
  n
  To turn right, go to 57.
   
  n
  To wait, go to 43.
  184
  You glance to the side to check on the watcher’s 
  location, but they notice your look and bolt – with you 
  now in hot pursuit. You shout over your shoulder for 
  Bert to stay put with the bags. Begin a Chase (RPG 
  Rules, p.92). As you are chasing the watcher, place the 
  watcher at the end of the range rulers which are all 
  aligned. Place yourself at a distance of Blue. During 
  the chase, ignore distance loss if already at Black 
  distance – you cannot be further than Black from the 
  target. Go to 58.
  185
  Playing it safe, you follow the same route around the 
  Brahmin as your target. No change in distance.  
  Go to 195.
  186
  You approach an intersection with some cross traffic 
  as people emerge from a doorway.
   
  n
  If you try to dodge through them (Behavior),  
  go to 151.
   
  n
  If you barge through (STR+2), go to 10.
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  30
  187
  Around the corner, the alley opens into a wide 
  courtyard with various tall piles of crates making it 
  hard to see every area. Apart from where you came  
  in, there’s only one other exit, on the opposite side. 
  Test Notice:
  Go to 12.
  Go to 154.
  188
  Stepping between the sludge is relatively easy when 
  not sprinting, and you are quickly across without 
  mishap. No change in distance. Go to 88.
  189
  Your few memories of Century’s layout serve you 
  well and you think the man is likely heading to the 
  warehouse district. Taking a parallel route through 
  alleys basking in deep shadow, you emerge to  
  witness the man just as he enters a large structure. 
  Go to 66.
  190
  The footsteps continue to approach, ever louder. Time 
  to retreat, but with an oncoming thug being so near, 
  you try to move as quietly as possible. Test Stealth:
  Go to 102.
  Go to 23.
  191
  Peering around a stack of crates, you look into the 
  room. Test PER -2:
  Go to 6.
  Go to 206.
  192
  Keeping an eye out for any thugs, you follow the main 
  power cables running along the walls to an alcove. 
  You ease open the grimy circuit box, revealing old but 
  simple wiring. You are pretty sure you could jury-
  rig it to disable some of the lights in the main area, 
  but switching the power off while you do it would 
  attract too much attention. Test Repair & Craft 
  (Machinery) (or Test Manual Dexterity -2 instead):
   Go to 38.
  Go to 5.
  193
  Some of the lights in the main area are out of action 
  due to your rewiring. During the scenario, the 
   of 
  all opposing models are one color shorter.
  If you have now finished reading all of your 
  advantages, return to 153 ; otherwise, read the next 
  section shown in the ADVANTAGE boxes.
  194
  “What’re you doing? It’s me!” Clancy’s voice is 
  unmistakeable. Make an armor roll for Clancy whose 
  Armor Ratings are 
   2+1, 
   3, 
   1.
   
  n
  If any damage was caused, go to 150.
   
  n
  If all damage was blocked, go to 36. 
  195
  Your target runs past a wretched-looking group of 
  people arguing outside a doorway with the sign ‘Doctor’ 
  above it. Apparently, any form of queue has broken 
  down. One vomits by the doctor’s door. If you shout for 
  them to get out of the way and head through the group 
  (
  ), go to 158. If you take a more circuitous route 
  around them where it is clear, go to 168.
  196
  You follow the tracks some way, but the trail goes cold 
  amongst all the other footprints. You have to give up 
  and return to Clancy’s. Place a cross in the left-most 
  empty TIME box. Go to 128 and you cannot try to 
  track the gaunt man again.
  197
  You drift towards the guards’ location, slowing your 
  passage by pausing to re-adjust your gear, and look at 
  the sky, assessing the weather. Test Deception:
  Go to 155.
  Go to 112.
  198
  The southern area of Century seems more industrial 
  and commercial than other areas, with many 
  warehouses and stores occupying the containers – 
  some combined to create larger structures. You ask 
  several people about the moustached man. Test TALK:
   Go to 107.
  Go to 121.
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  31
  199
  You head away from Century, days of trekking across 
  the Wasteland unknown to you ahead, and then who 
  knows what at the station in Athol.
  This is the end of Part 1. Part 2 continues 
  immediately from this point so keep a record of 
  what items and damage both you and Bert have. If 
  you have gained the Mr. Handy, record that too – a 
  character sheet and cards for it is in Part 2. Also, keep 
  a record of the various boxes and their contents as 
  these will also be required.
  200
  The next room is slightly closer to the people in the 
  warehouse. Looking in, you see several bunks and the 
  footlockers of a dorm. Upon some of the bunks are 
  blankets. Maybe the thugs here use this room. With 
  that in mind, you hasten your search.
  If you choose to stop searching these rooms, place a 
  cross in the left-most empty TIME box, then  
  go to 120.
  If you do search the next room, Test 
   -2:
  Go to 39.
  Go to 91
  201
  After turning several corners, there is no sign of the 
  target and, with multiple possible routes, the trail 
  goes cold. Frustrated, you catch your breath and head 
  back to re-join Bert. It is clearly not safe to stay in 
  Century any longer. Go to 30.
  202
  The target digs deep and manages to keep going.  
  No change in distance. Then, Test your END:
  Go to 31.
  Go to 167.
  203
  You are early for meeting Clancy, but the time to 
  meet comes and goes, and there is still no sign of her.  
  You know she would not have left without you – and 
  not just because you have the supplies, the map, and 
  Bert. Her last instruction insisted you go if she was 
  not back in time. You give it 10 minutes more, but as 
  that passes too, you know you need to leave. From 
  the corner of your eye, you notice a figure has been 
  lurking around a corner. Go to 40.
  204
  You actually recognise this corner of Century and 
  know that alley is not a shortcut. Go to 174.
  205
  The gaunt man hovers in the doorway for a moment 
  but you get no better sense of his demeanor before he 
  leaves, heading down an alleyway. Go to 114.
  206
  From floor-level, your view of some parts of the room 
  is blocked by piles of boxes and equipment, some 
  covered by canvas – you assume much of it stolen; 
  however, you manage to get a decent sense of the 
  layout. In the center is the caged enclosure with a 
  single doorway containing the two backpacks as well 
  as other items stored on shelving racks – hot plates, 
  clothing, microscopes, toolboxes. Walking back and 
  forth across the room are several thugs, but it is 
  hard to understand their routes from this angle. Not 
  wanting to push your luck in case you are discovered, 
  you retreat from your position. Place a cross in the 
  left-most empty TIME box, then go to 120.
  207
  You rapidly understand the man will not be found 
  here. You return to Clancy’s to try something else.  
  Go to 128.
  208
  The password is incorrect, but your Genius ability 
  allows you to prevent the terminal from registering 
  the failure. Place a cross in the left-most empty 
  TIME box. If you choose to try again, go to 80.  
  If you choose not to try again, go to 120.  
  209
  As you round a turn, you find yourself directly in the 
  gaze of the thin-looking man. Without knowing if he 
  has realised you are following him, you think quickly, 
  continue walking, and head into the general store next 
  to you as if that was your destination. In the Progress 
  Boxes (p.2), place a cross in the left-most empty  
  ROW C box. When you feel enough time has passed 
  before exiting the store, the gaunt man is long gone. 
  You head back to Clancy’s residence. Go to 128.
  DO NOT GO BEYOND THIS POINT 
  UNLESS INSTRUCTED
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  32
  Bert
  Str
  PEr
  End
  ChA
  int
  Agi
  luC
  2
  2
  -
  4
  3
  5
  5
  5
  3
  2
  HANDYMAN
  HanDyMan
  : 
  +2
  MecHanIc: Does not suffer the Unskilled 
  penalty for any Repair & Craft skill.
  1
  2
  3
  4
  5
  6
  PERKS
  SPECIALITIES (+2)
  STARTING EQUIPMENT
  GIFTS & SCARS
  black
  yellow
  green
  Acrobatics
  Athletics
  Behavior
  Computers
  Deception
  Intimidate
  Lockpick
  Manual Dexterity
  Medical
  Notice
  Persuade
  Pilot
  Presence
  Resilience
  Search
  Stealth
  Talk
  Track
  Agi
  Agi/End/Str
  PEr
  ChA
  Agi
  int
  PEr
  ChA
  Agi
  End
  Agi
  ChA
  PEr
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  black
  yellow
  green
  Knowhow (CrEAturES)
  Knowhow (hiStory)
  Knowhow (loCAl)
  Knowhow (robotS)
  Knowhow (SCiEnCE)
  Knowhow (SurvivAl)
  Repair/Craft (Armor)
  Repair/Craft (ChEmS)
  Repair/Craft (food & drink)
  Repair/Craft (gEAr)
  Repair/Craft (mAChinEry)
  Repair/Craft (PowEr Armor)
  Repair/Craft (robotS)
  Repair/Craft (vAult-tEC™)
  Repair/Craft (wEAPonS)
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  int
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  -4
  WEAPON
  1
  IMPROVISED WEAPON
  NAME 
  Modiphius Entertainment gives their express permission 
  for this page to be copied for personal use.
  ACROBATIC DODGE: Once per day, can Test Agi. 
  Success: Ignore all damage from a single attack.
   / 
     1 
     
  .44 Revolver, 0 Caps
  HEALTHY: +1 
  CLUMSY: -2 Stealth Tests
  
  3
  2
  2
  BATON
  3
  2
  2
  BOLT-ACTION PIPE RIFLE
  4
  2
  4
  Short only
  COMBAT SHOTGUN
  STIMPAK
  -1
  -2
  SPARK
  +1
  +1
  +2
  RAD-X
  +4
  STURDY METAL ARMOR
   3
   2
   -
  BROTHERHOOD OF  
  STEEL HOOD
  +1
   
  +1
  -1
  -1
  +1
  WHISKEY
  -1
  -1
  -1
  ORANGE MENTATS
  +1
  +1
  +1
  -1
  -1
  -1
  BUFFTATS
  +1
  +1
  +1
  +1
  +2
  +1
  +1
  ADDICTOL
  all addiction.
  SKELETON KEY
  Use prior to
  test for an automatic success.  
  Can be used by models with or without
  skill.
  CUSTOM AMMO
  At the start of the battle, add 3
  /
  /
    
  (any mixture).   
  Model may use one token for one shot  
  for any
  /
  then add
  RADROACH MEAT
  cookeD: Grilled Radroach
  UncookeD:
  IGUANA BITS
  then add
  cookeD: Iguana soup
  then add
  then
  MUTANT HOUND MEAT
  cookeD: Mutant Hound chops
  UncookeD:
  FOWW RSS-001-111  — SECTION 3.0
  USEFUL
  CARDS
  
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  34
  FOWW RSS-001-111  — SECTION 4.1
  ENCOUNTER #1
  This encounter occurs when you and Bert attempt 
  to grab the backpacks. In the rules below, the 
  ‘characters’ means you and Bert.
  GOAL
  Your goal is for you and Bert to leave the warehouse 
  with the backpacks. Leaving through the exit counts 
  as leaving the warehouse and that character can take 
  no further part in the encounter.
  SECURED CAGE
  The characters can 
   with the Lockpick Token to 
  unlock the secured cage. Until it is unlocked, no-one 
  can enter the secured cage. Immediately on being 
  unlocked, characters and thugs can move through the 
  cage’s doorway.
  When fully inside the secured cage, a character can 
  pick-up one or both backpacks (there are two in total). 
  Picking up a backpack does not require an Action but 
  cannot be during an Action. The first time a bag is 
  picked up, go to 47.
  STEALTH
  Stealth can be used by unengaged characters against 
  thugs who are patrolling. When a character moves, 
  they may make an Opposed Test using your 
  Stealth versus the patrolling thug’s Notice of 2. 
  If multiple patrolling thugs could witness the Trigger, 
  make a single roll for all thugs combined but with + 
  . If there is no winner, the character wins.  
  If you win, the movement does not cause a Trigger, 
  so goes unnoticed. If the thug wins, give each a 
   
  which must be used on their next Action if it is an 
  attack against the character failing to use Stealth, or 
  discarded if not.
  Successfully using Stealth represents you moving 
  quietly, using cover, and moving when thugs are not 
  looking your way, but you can still be seen by thugs 
  when it is their turn.
  WHEN BACKED INTO A CORNER IT’S BEST TO LET YOUR WEAPONS DO THE TALKING
  
  SOLO SCENARIO 1 – UNEXPECTED SHEPHERD
  35
  2
  1
  3
  THUG AI SETTINGS
  When the encounter starts, the thugs will be 
  patrolling the area using patrol routes. When a thug 
  is aware of a character, it will stop patrolling and use 
  its AI matrix to determine their Actions.
  Patrolling
  Until a thug is aware of a character, do not roll on its 
  AI Matrix but, instead, perform the Objective: Go To 
  [Next marker along patrol route]. Patrol routes are 
  set by a sequence of numbers (Investigation Markers) 
  and/or letters (Searchables), referred to as ‘route 
  markers’. Each thug will move along its sequence of 
  route markers. Upon reaching a route marker, the thug 
  will move to the next one on their patrol sequence. 
  The thug does not need to stop when reaching a route 
  marker. When a thug reaches the final marker along 
  their patrol sequence, their next marker is the first 
  marker in their patrol sequence, so it loops.
  In the warehouse, each thug will use one of the 
  following patrol routes:
   
  n
  Thug 1 
  A-B
   
  n
  Thug 2 
  C-D
   
  n
  Thug 3 
  E-F-G-H
   
  n
  Thug 4 
  3 (i.e. stationary)
  Where the thugs start will be determined when the 
  encounter starts. Each thug follows the patrol route 
  on which they start; e.g. if a thug starts on E then it 
  will follow the E-F-G route. 
  Stopping Patrolling
  When a thug is either (a) aware of any Trigger, or  
  (b) has LoS to a character within two Awareness 
  lengths during their turn, it stops patrolling. In the 
  case of (b), if there is any cover between the thug and 
  the character, the player can choose to have the thug  
  Test PER, and it does not stop patrolling if it fails.
  When a thug is not patrolling, its Actions are resolved 
  using its AI Matrix with Objective: Defeat [Any 
  character that any thug has been aware of 
  during this or last round] (as the thugs shout to 
  the others when they have seen someone). If all thugs 
  are unaware of both characters for an entire round, 
  they resume patrolling the nearest point along their 
  route as their next marker.
  TABLE SET-UP
  The location is a large warehouse with walls and 
  several doors. Place terrain to indicate a corridor 
  around the outside of the warehouse. At the center is 
  a secured cage, Red by Yellow, with one doorway into 
  it. Place a Lockpick Token on this doorway.
  The warehouse contains various piles of crates, 
  tarpaulin-covered boxes, junk, etc., which count as 
  cover, and many block LoS – it is important there are 
  many of these in the warehouse, as well as some in 
  the surrounding corridor.
  This is an RPG, so you can use as much or as little 
  physical terrain on your table as you wish. If you 
  have suitable physical terrain pieces, place them on 
  the table; if not, you can use some household items 
  instead. Alternatively, you can just draw the layout 
  and any obstructions, walls, etc. on a large piece of 
  paper – whatever works for you.
  You will be told who to place where when the 
  encounter starts.
  Thugs
  The Unit, AI, and weapon cards for the Thugs are 
  shown on the next page – only look at these when 
  directed. All are Regular NPCs, i.e. not Heroic.
  AFTER SET-UP
  When you have completed the set-up mentioned 
  above, return to 153 which may add extra 
  adjustments to the encounter.
  NOT TO SCALE
  DO NOT GO BEYOND THIS POINT 
  UNLESS INSTRUCTED
  EXIT
  CAGE
  
  Str
  Per
  end
  Cha
  Int
  agI
  LuC
  2
  1
  -
  3
  4
  4
  2
  5
  4
  2
  THUG
  Str
  Per
  end
  Cha
  Int
  agI
  LuC
  2
  2
  -
  4
  6
  5
  3
  5
  4
  3
  BUCHANAN
  THUG
  bolt-action pipe pistol and machete
  1: Vulnerable
  2: Wounded
  3: Nearest
  O 0
  O M
  0 0
  1+
  Patrol
  Does not use 
  .
  BUCHANAN
  laser rifle
  1: Importance
  2: Capable
  3: Wounded
  3+
  O O
  M A
  A M
  1-2
  Does not use 
  .
  3
  2
  2
  BOLT-ACTION PIPE RIFLE
  3
  1
  2
  MACHETE
  2
  2
  3
  LASER PISTOL
  FALLOUT – WASTELAND WARFARE ROLEPLAYING GAME
  36
  FOWW RPS-001-111  — SECTION 4.2
  CARDS FOR ENCOUNTER #1
  
SOURCE: textdata/thevault/Fallout/Fallout Wasteland Warfare RPG/Campaigns/fallout_wastelandwarfare_rpg_theunexpectedshepherdpart1pdfcampaignbook.pdf