@Jon it was your email I got, so thank you very much. Ya I have been excited to play it a friend of mine was visiting and saw the box and asked about it.
So, one of the nearby game stores got in a direct retailer shipment of the stuff normally available only on the Modiphius website and posted about it on their Facebook. So I headed over Friday night and picked up a robot core box and a creatures core box. I am very pleased with the quality of these miniatures!
Between these and the Super Mutant faction core, I should be set for AI opponents for a while. At least, this should keep me busy until the faction expansion boxes are available in the US.
So... how long is an order supposed to take to arrive? I ordered the Resin collector's starter set, the supermutant starter box, sanctuary survivors, and hammer. In october.
I've yet to receive anything and every time I've emailed customer service the answer has been "we will ship it as soon as possible"
Zachectomy wrote: So... how long is an order supposed to take to arrive? I ordered the Resin collector's starter set, the supermutant starter box, sanctuary survivors, and hammer. In october.
I've yet to receive anything and every time I've emailed customer service the answer has been "we will ship it as soon as possible"
This information is over a month old so it may not be accurate, but everything I've been reading on the F:WW Facebook page indicates the time tables are still mostly correct.
We're processing orders from our webstore since Sept 15th in the 1st week of December after which we're aiming to switch everything over to stock products so some items will become unavailable at times. We'll likely add an App that lets you add your name to a mailing list alert when it comes back in stock. Currently we're feeding the smaller expansions over to the US distributors so they have their pre-order stock this month (they had 3 of 7 this week, the rest due the week after next. Meanwhile Europe will get a big re-stock of two player starters for distribution first week of Dec, then USA in January. That was supposed to be USA in December too but the tariff war is causing major issues getting ships out of china, and into US ports.
We're aiming to get retailers re-stocks of the faction core sets in February, and the smaller expansions to everyone in February. after which things should settle down to monthly re-stocks of everything leading to wave 2. We've starting talking to several US resin producers to see if they can match the quality from our UK factory. If they can the plan is to start up US production of the faction core sets (which have to go be sea freight and therefore take the longest from the UK) followed by the smaller expansion sets and that will effectively double our capacity and speed up deliveries in to North American retail.
There's a post by Chris Birch on the Facebook group dated 17th of December which should hold the latest info for Americans, quoted below.
I've heard from the agents and distributors in the USA that the last 3 Fallout: Wasteland Warfare expansions are actually hitting stores this Tuesday. Despite shipping them end of November it turns out they wait two weeks to ensure everyone receives them at the same time. So... if you've been waiting on stocks they should finally be there. Hopefully, that means anyone who's been so patient waiting for their FLGS order to come in will finally get it.
Now for 2019 - we're in testing with a US resin factory to match our UK factory production. That will mean we can double the production volume and US distribution won't have to wait for stock to ship from the UK which causes more delays. Once everything's working we'll be producing stock of both Wave 1 AND Wave 2 sets preparing for launch. We're also gearing up our very own factory to handle more of the unusual terrain sets so the main factories can focus on the big retail sets that everyone wants in volume and we can get more of them in to retail.
Meanwhile we're about to commission the third production run of the Two Player Starter Set and we're also working on some other ideas in China to help us massively improve the availability of each wave going forward. Basically throwing everything and the kitchen sink, and the bath and the kitchen sink from next door, and your cousins bath at it
I just got my two preorders from Miniature Market, which included the Brotherhood core box, and all of the mini-box expansions (except for Boston companions...which I already had...and Sanctuary Hills, which was not available when I pre-ordered). They were delivered at about 6pm yesterday at my office, so literally just opened the boxes. Others on FB have complained about not getting shipping notification for their preorders...but most of them have the Sanctuary Hills box in their order...so that seems to be the one that they are waiting on.
I still have not heard anything about my direct order from Modiphius.com...still waiting on the scenery starter and the wasteland creatures box from them.
Edit: Id like to add the caveat that I placed all of my orders in November 2018, a few weeks apart. So, if I have my stuff, then people who ordered before me should as well, or should at least have their stuff soon.
Fango wrote: I just got my two preorders from Miniature Market, which included the Brotherhood core box, and all of the mini-box expansions (except for Boston companions...which I already had...and Sanctuary Hills, which was not available when I pre-ordered). They were delivered at about 6pm yesterday at my office, so literally just opened the boxes. Others on FB have complained about not getting shipping notification for their preorders...but most of them have the Sanctuary Hills box in their order...so that seems to be the one that they are waiting on.
I still have not heard anything about my direct order from Modiphius.com...still waiting on the scenery starter and the wasteland creatures box from them.
I don't know about the Wasteland Creatures, but it seems like they're slowly catching up on the Scenery Starter Set. I got the two that were missing from my Vault-Tec bundle the week before Christmas, thus completing my orders from Modiphius (see you for wave 2 ).
It'll be interesting to see how long it takes for a friend who ordered just after the pre-order window closed to get his BoS order. That would have been held up by the starter set restock.
Just wanted to let folks now we are recruiting again for Junior Developers. Details below. Appreciate many of you are US based, so not ideal, but there are a few of you who might be in a position to apply.
Looking to work in the table top industry? Love playing games?
Modiphius is looking for an experienced wargame player to join our development team as Junior Developer.
The role will involve playtesting games in development, giving feedback and ideas to get them ready for production. You will often be working to a tight brief while hitting deadlines to ensure we meet the vision and timeframe for each product.
As well as playtesting and development, you may also be called on to research products and licences, assist at conventions and shows running demos or supporting the stand, proofreading documents and other ad hoc tasks as required.
The ideal candidate would; game on a regular basis with a wide knowledge of both mainstream and niche games, have strong spoken and written English, be able to work in a tight and sometimes hectic team environment, give and receive constructive criticism, ideally have some painting and modelling ability and most importantly be able to work in our central London office.
If you enjoy tinkering with rule sets and games and are looking for a challenging but rewarding role (with a chance to see your name in the credits of commercially released product) send a CV and covering letter, with some examples of your work (we leave it to you to decide what that means) to (jobs@modiphius.com)
Hey Vault Dwellers are you ready for 2019? We've got a lot of exciting plans so let's get started!
Playtest a new expansion!
We need your help with an exciting new release for Fallout: Wasteland Warfare. It requires those who have the Fallout: Wasteland Warfare Two Player Starter set and time to get in at least a couple of playtests before the end of the month (though the more the better). There will be more elements to test in February onwards but the critical part is right now. Click here to sign up.
Terrain Competition
Remember our Terrain Competition is still live, more info here. Due to late deliveries in to North American retail of the last three expansions we decided to extend the deadline until January 31st. As a result you may update your submission if you have already submitted and we will take your latest submission as the final. Final entries by 31st Dec will qualify for the Early Bird Judges Award.
Retail Restocks
All final Wave 1 expansions were delivered to distributors who pre-ordered before Christmas. Some distributors didn't order enough and with on-going demand we're re-stocking all of Wave 1 through the Spring.
Right now the Two Player Starter set re-stock has arrived and will be with retailers this month.
UK and EU retailers should get restock of the Super Mutants, Survivors and Brotherhood of Steel Faction Core Sets by the end of January. They're on route to the US and should be available end of February there.
In the meantime we're working on more production of the seven expansions for each faction and will be re-stocking those from February onwards - a couple of sets each month whilst our US factory get's ready.
Webstore
The very last of the delayed Scenic Sets are shipping for those who had to wait for replacement cards - all of those approx 70 outstanding shipments should have gone by end of next week.
You can now buy items in our store from stock, so if something is showing out of stock use the 'Email When Back In Stock' feature. Simply add your email and as soon as new stock arrives you'll be emailed. See the image below for where to click.
We'll be adding an updated Vault Tec bundle with just one Scenic Set and one Creature Core Set to make it easier to produce which will go live once the Scenic set stock is in, and you can expect all the major sets to be restocked over the coming months.
That's it for today, we'll be starting to discuss Wave 2 soon, but in the meantime hope you're enjoying the wasteland!
Zachectomy wrote: I'm still waiting on models I ordered from the webstore in October. How long is it supposed to take to get products from you guys?
You should have them already.
The only thing holding up the last few orders is cards for the scenic sets. If you order didn’t contain them, then drop an email over to support@modiphius.com and Lloyd and our new customer service guy Shaun can find out what’s up.
Geifer wrote: As I recall there are additional Raider sculpts not yet shown? Getting that in full color is even better.
Yup, rather than show renders, we wanted to show off the finished goods, hence why they still haven’t been seen in the wild yet.
There will be a few other things between now and wave two to get folks going, but the gap should be smaller than before.
Still being cagey as we tidy up the last threads of wave 1 but hopefully smoother sailing going forward.
Yay! Can't wait.
Hang on, this is the Raider wave. I have a better plan than waiting:
Gimme what you got, I'm only gonna count to ten,
Gimme what you got, I won't say it again,
I'm the one with the gun, so I tell you when you're done,
now gimme what you got and I might let you walk away!
As far as the Raider release wave is concerned, according to the latest newsletter we're still at the "soon" stage:
Hey Vault Dwellers, here at Vault-Tec's London division we are working hard to complete Wave 2 for you - because we wouldn't want the wasteland to be too easy would we now? Devious minds are even now preparing a host of Raiders and other damnable beasties to test your skills! Have no fear though, we've heard they're throwing in a suit of X-01 armour and good ol' Dogmeat in armor to give you a helping hand!
What's that I hear? Cover? Protection? Well of course what settlement would be complete without some military barricades and scratchbuilt barricades! More on that soon...
Yup, still not going to announce what's happening next till we have stock in the warehouse (or at least about to hit) to avoid disappointing folks.
I've had my filthy hands on all of wave 2 (and the other unannounced stuff) and a fair chunk of it is back from the studio painter and is being manufactured.
However, until we know things are all lined up then we are keeping a lid on things.
Appreciate its been a while, but based on the raider minis then trust me its worth it.
Meanwhile, go check out those awesome scenery pieces that players submitted and vote on your favourites.
Well, I'll happily see Boston Survivors back in stock so I can get sent my missing Piper before I worry about anything else. So for me it's not too pressing right now ( I am of course still curious and it goes without saying I wants my Raiders now! ).
But speaking as a continental European for a moment, I'm not sure any new announcement at this time would do me much good until I see what happens with Brexit. I'll be glad once that's over and I can plan purchases from the UK again, one way or another.
Geifer wrote: Well, I'll happily see Boston Survivors back in stock so I can get sent my missing Piper before I worry about anything else. So for me it's not too pressing right now ( I am of course still curious and it goes without saying I wants my Raiders now! ).
But speaking as a continental European for a moment, I'm not sure any new announcement at this time would do me much good until I see what happens with Brexit. I'll be glad once that's over and I can plan purchases from the UK again, one way or another.
They are in stock on the webstore now, but I fully respect using your LGS and keeping it local.
Lets not get started on Brexit... :(
In terms of what's on the horizon, we have something huge announcing at Gama and something else equally huge announcing at Adepticon. One is Fallout related, the other is something else...
We've learned a lot from wave 1, but those lessons take time to kick in for wave 2 and beyond (manufacturing takes longer than any of us want...). We could have put all of wave 2 up for pre-order already, but felt that wasn't doing the community justice, so are holding it back until its ready to ship as announced. In the meanwhile, we have a number of mini projects (internally known as bridge items) that will trickle out as soon as they are ready (usually they involve little to no card stock, which has been one of the major sticking points with wave 1), so you should see at least two if not more products in that line coming along in the near future.
Wave 2 will be on its way as soon as we can, I promise. Once the painted minis are in I might sneak some photos out (finally showing the much teased new Raider sculpts) if I can.
Oh, and my dev team had grown from four of us to ten, so we have a huge influx of new blood and new ability to test and develop so are planning on picking up the pace in the second half of the year all being well.
Oh, that's cool. Good to see this is going well enough to increase the development team.
And little somethings in between larger waves sounds like a good idea.
JonWebb wrote: They are in stock on the webstore now, but I fully respect using your LGS and keeping it local.
Oh? Got to shoot a followup mail to your customer service then as that problem was with the Vault-Tec bundle I got direct from Modiphius.
Sadly Fallout isn't really happening around here at the moment. Maybe when the supply issues are sorted out. I'd love to walk into my local store and pick up a little something every now and then. Those conversion ideas need fodder, after all.
Mine didn't make the cut for tables but i rushed mine and actually had it done by the first deadline, could have did a lot more with an extra month, oh well.
It'll be interesting to get more power armor and see how well converting and mixing and matching will work. Nothing wrong with BoS looking all neat and uniform, but for some my characters I'd like a little more "wasteland style".
Or, I mean, you could just release a modular power armor kit.
It'll be interesting to get more power armor and see how well converting and mixing and matching will work. Nothing wrong with BoS looking all neat and uniform, but for some my characters I'd like a little more "wasteland style".
Or, I mean, you could just release a modular power armor kit.
Wave 3 sees the first of the missing Power Armour variants and wave 4 will see the second.
Mixing and matching is a tricky one, only due to the in game rules being really hard to show the difference between different pieces.
There is a Power Armour module coming soon for the game that has some of the numerical upgrades, but I don't think it does full mix and match (I've not got it in my hands yet).
Doesn't mean you can't chop and change your minis of course.
As for Power Armour kits... well, not any time soon, but I have had my hands on something that could be viewed as the forerunner of such a kit...
It'll be interesting to get more power armor and see how well converting and mixing and matching will work. Nothing wrong with BoS looking all neat and uniform, but for some my characters I'd like a little more "wasteland style".
Or, I mean, you could just release a modular power armor kit.
Wave 3 sees the first of the missing Power Armour variants and wave 4 will see the second.
Mixing and matching is a tricky one, only due to the in game rules being really hard to show the difference between different pieces.
There is a Power Armour module coming soon for the game that has some of the numerical upgrades, but I don't think it does full mix and match (I've not got it in my hands yet).
Doesn't mean you can't chop and change your minis of course.
I'm definitely looking forward to those waves. While I like all Fallout power armor just fine, Hellfire and T-51 are the ones I really want.
I'm cool with using the power armor card that reflects the majority of pieces used or, if it's really cobbled together, the weakest armor or even the Raider version we're bound to get. I'm not competitive and if it feels close enough I'm happy.
JonWebb wrote: As for Power Armour kits... well, not any time soon, but I have had my hands on something that could be viewed as the forerunner of such a kit...
JonWebb wrote: As for Power Armour kits... well, not any time soon, but I have had my hands on something that could be viewed as the forerunner of such a kit...
Gary? Gaaaary!
Don't want to get hopes up yet, as what I have isn't quite consumer ready. Its about 85% good to go, but failed a few key tests for me to be saleable... but yes we are working on things that people have been asking for... take from that what you will
FALLOUT: WASTELAND WARFARE - TABLETOP ROLEPLAYING IN THE WASTELAND!
We're proud to announce the first ever officially licensed roleplaying game for the Fallout series. Build your crew from a wide range of factions, allies and iconic characters from the FALLOUT series, or even create your own, and play in apocalyptic roleplaying adventures across the wasteland! This expansion for the miniatures game will be followed by a 2d20 version in 2020!
Well isn't that something. Just the other day I was thinking about how much fun a Fallout RPG could be, and here we are.
It'll be fun to see what the Wasteland Warfare book has to offer. Campaign and RPG additions are much appreciated and even if it may not be suitable for solo AI play out of the book, I'm sure with a little tinkering that can be fixed. Considering you as the only only player already take a GM-like role in solo mode, that shouldn't be too far out there.
No worries about the 2D20 version at all. My group is currently playing Star Trek Adventures and it's a fun system. Well, maybe not for our first officer who has recurring issues with exploding replicators, but hey. Fun part is, with Star Trek being all serious like, the Fallout setting has even more room for hilarity like that. I should have never been made GM...
I'm really looking forward to wave 2 - the expanded 'creature' pool is definitely going to help add some variety to the hex-based coop campaign system I've been working on. One question though - the blog post mentions that 'most' of the wave 1 PDFs will remain. Does this mean that for wave 2, the cards will only be available in the standalone packs or will they continue to be released as PDF downloads as well?
Siygess wrote: I'm really looking forward to wave 2 - the expanded 'creature' pool is definitely going to help add some variety to the hex-based coop campaign system I've been working on. One question though - the blog post mentions that 'most' of the wave 1 PDFs will remain. Does this mean that for wave 2, the cards will only be available in the standalone packs or will they continue to be released as PDF downloads as well?
Nothing will change with the PDFs. If you need multiples of a card or you need it for battle mode it will remain a free download.
The Narrative cards will remain a paid product, only because we do occasionally need to eat.
I think I actually prefer separate cards. And if it speeds up production, so much the better.
Good to see you looking into weapons packs.
When it says multipacks of Assaultrons and Protectrons, I assume that means a blister for each variety and not both Assaultrons and Protectrons in one box? Because I could see myself buy quite a few more Protectrons than Assaultrons, what with the former having many more uses and potential color schemes and faction affiliation.
You welcomed what, six or seven new guys in that update? Surely those will last you a good while. Unless they're really skinny?
Which reminds me, is there a cannibal upgrade card in the game at the moment? Or such a rule/upgrade planned for the Wasteland Warfare RPG? Kind of relevant, now that I think about it.
Time for another blog post. This one is mostly good news but with one pretty large issue that's going to have a short term knock on effect on some of the minis you have been waiting for.
Raiders reveal...
As part of wave 2, we have been long teasing the Raiders reveal. You have seen the initial renders but that wasn't the full picture. As part of our ongoing commitment to making each wave the best it can be, we had added six more unique sculpts to ensure anyone buying one of each Raider kit would receive no duplicates.
Adam, our dedicated painter and talented member of the Fallout:Wasteland Warfare Facebook group has put together a stunning set of minis which we were planning on revealing at Adepticon. Unfortunately, due to some interesting grasp of geography by the shippers, our band of Raiders is currently setting up a new base somewhere in South Korea. Yes, you read that right...
This is going to have an impact on the wave 2 release as without the miniatures we can't shoot box art photography. Adam is going to be painting a new set for us and we will be swapping the order of releases as part of wave 2, however those eagerly waiting on Raiders will have to wait just a little longer.
Before he shipped, Adam did take some shots for us to approve, so in lieu of the Adepticon reveal I'm pleased to share these first (and unfortunately likely last) shots of the final Raider sculpts. As you can see we took the opportunity to add in the classic hooded Raider, as well as some nods to the Fallout 4 concept art book with the two new Scavvers (leather clad long range sharpshooters). We also mixed up the male and female options so you can now run both male and female Raiders and Psychos (chem fuelled close combat specialists).
The good news is this wasn't the only reveal for Adepticon... we have something very special that we are announcing the week of the show and your first chance to pick up a model from the project will be then, both at the show or through our webstore for those not attending.
Profiles and Points
In better news the next iteration of the points costs and Battle Model force lists are now ready. They have been uploaded to the downloads page so you can start building your new lists. A few points changed and some new options were added, plus those waiting on the Raiders can start plotting your forces. Raider cards will be along in the near future for those looking to test them out prior to the miniatures arriving.
Barricades and weapon sprues
As we announced last week, a pre-sale of the junk and military barricades and the weapon sprues is coming. They are all cast and packaged and are on route to the warehouse. We are looking to launch the pre-sale next week so keep an eye on the store and social media feeds for more details. Stock will be limited so get in early.
Shows
Chris is on the road, appearing at Gama this week, before making his way over to Chicago in preparation for Adepticon where Lloyd and Jon will be joining him. We will be selling Fallout, Achtung! Cthulhu and a secret promo figure hinted at above so drop by the stand and say hi. Attendees can grab a demo of Fallout and chat with us about what's happening next with Wasteland Warfare, the RPG and more.
Shortly after we are off to Salute in London, again running Fallout demos as well as Achtung! Cthulhu:Combat. This will be the first show for quite a few of our new team so come and meet some of the folks helping us develop ever better games and minis.
Adam is going to be running a new narrative event for us, but nothing competitive yet. We do want to host more gaming at shows, but its logistically challenging being this side of the pond and costs are an issue.
However, if there was a dedicated back of gamers who wanted to put on a tournament at the show, we can certainly look to support them doing so. Many shows allow for fans to have access to tables to run small events so if you (or anyone else) is keen to explore the options there, drop me a line and we can see what we can work out together.
I like the raiders! I just got in my 7TV Kickstarter, and those raiders should mix in nicely for a huge gang. I can't wait to get the rules.
So, under the new packaging plan, how will we get the AI cards for new releases? Will those be added online, or will they be in the wave card packs with the narrative cards?
Psychopomp wrote: I like the raiders! I just got in my 7TV Kickstarter, and those raiders should mix in nicely for a huge gang. I can't wait to get the rules.
So, under the new packaging plan, how will we get the AI cards for new releases? Will those be added online, or will they be in the wave card packs with the narrative cards?
They will come with the wave packs.
Wave 1 will see a stand alone pack of AI and stat cards also.
Some stuff posted by Chris Birch on Facebook about future release plans:
WAVE 2 NEWS! Hi folks, we've been feeding lots of Wave 1 stock to retailers to keep things moving but I know you'll all waiting on Wave 2. We had a long meeting with the factory yesterday to firm up the schedule we can now confirm dates for retail launches. These dates (Aug-November) are when retailers will have stocks in store. There are more surprises in store during this time, we're developing a number of other exciting scenics to support the range which will be available online and direct to retail.
MAY
Wave 1 Restocks
Crashed Vertibird (online only)
JUNE/JULY
Wave 1 Restocks (will continue through summer)
Crashed Vertibird (direct to retail)
JULY
Limited advanced release of Raiders sets and card packs online (see August).
AUGUST
Raiders Core Box
Raiders Expansion
Raiders Character Set
Raiders Wave Expansion Card Deck (includes all the cards for August-October releases)
Mysterious Stranger Promo (online only - will be in retail with Institute Wave)
RPG Expansion book
SEPTEMBER
Survivors Character Set (X-01 and armoured Dogmeat)
Robots - Assaultrons & Protectrons
Nuka Girl (yes in retail)
Sentry Bot (direct to retail and online only)
OCTOBER
Creatures - Wasteland Vermin (Mole Rats & Rad Roaches)
Creatures - Ghouls
Creatures - Deathclaw (direct to retail and online only)
NOVEMBER
Objective Markers Set 1
Objective Markers Set 2
We're working towards the INSTITUTE Wave launching in November but will keep you updated on that as things progress and we're sure our new production scheduling and capacity is working out. There will be monthly new releases as of August to support the new and existing factions.
There will be a more detailed dev blog update with all the box pictures early next week so you can see what's coming and what we have planned for development.
Those Brotherhood pilots seem to be having no joy landing and the Crashed Vertibird scenery set will be "touching down" in the warehouse any minute now. I'll let folks know once it goes live for sale, but it will be available to direct order for your LGS if you prefer to support them next month.
There is going to be a pretty big announcement on the website at 2.30 PM today... that thing we were lined up to reveal at Adepticon... we can finally reveal today. Hopefully its going to have been worth the wait (it is )
EDIT: Reveal is at 2:30, though IGN have the scoop at 2.
JonWebb wrote: There is going to be a pretty big announcement on the website at 2.30 PM today... that thing we were lined up to reveal at Adepticon... we can finally reveal today. Hopefully its going to have been worth the wait (it is )
EDIT: Reveal is at 2:30, though IGN have the scoop at 2.
Is this announcement Fallout related, or is it the Elder Scrolls game already spilled in another thread?
JonWebb wrote: There is going to be a pretty big announcement on the website at 2.30 PM today... that thing we were lined up to reveal at Adepticon... we can finally reveal today. Hopefully its going to have been worth the wait (it is )
EDIT: Reveal is at 2:30, though IGN have the scoop at 2.
Is this announcement Fallout related, or is it the Elder Scrolls game already spilled in another thread?
This is the reveal of Elder Scrolls Call to Arms.
Don't worry Fallout fans, we have wave 2 on route and plenty more to come for you all, including something huge for the end of the year.
Also, please be assured that the development of ES hasn't impacted on Fallout (if anything its helped as it was part of the reason we increased the dev team so dramatically).
The ES rules are being done externally (Mark Latham of White Dwarf/Walking Dead fame), painting is done by a new studio, casting is being done by a different factory to Fallout and so forth.
This will not have any impact on the releases and plans for Fallout at all.
Is the Wasteland Warfare rpg supplement still on track for this summer? Do we have a more firm date than "Summer 2019" yet, even if it's just a "probably <month>"?
Psychopomp wrote: Is the Wasteland Warfare rpg supplement still on track for this summer? Do we have a more firm date than "Summer 2019" yet, even if it's just a "probably <month>"?
Its in layout and we are doing everything we can to have it for sale at GenCon with a retail release shortly after.
The starter box (which will contain the model plus some cards etc) will follow before the end of the year all being well.
I'm very hesitant to give dates until I know its either on the water or in the warehouse so I am cagey.
Its in layout and we are doing everything we can to have it for sale at GenCon with a retail release shortly after.
The starter box (which will contain the model plus some cards etc) will follow before the end of the year all being well.
I'm very hesitant to give dates until I know its either on the water or in the warehouse so I am cagey.
Given the track record with release dates early in the game's run, I can understand that. I hope you make your targets, though, I find this an exciting prospect!
Has there been any more information on the FO:WW version of the RPG released other than that initial article?
Its in layout and we are doing everything we can to have it for sale at GenCon with a retail release shortly after.
The starter box (which will contain the model plus some cards etc) will follow before the end of the year all being well.
I'm very hesitant to give dates until I know its either on the water or in the warehouse so I am cagey.
Given the track record with release dates early in the game's run, I can understand that. I hope you make your targets, though, I find this an exciting prospect!
Has there been any more information on the FO:WW version of the RPG released other than that initial article?
James has written a series of blog posts about it. I’ll see where we are with releasing those.
If you are hitting the UK Games Expo next weekend we will be running demos. Not 100% sure if we will have demos at GenCon or not but I think we are trying to.
Fallout: Tabletop Roleplaying in the Wasteland is opening its doors for pre-order THIS THURSDAY. This is not a drill. Please stand by for the grand opening...we repeat, please stand by!
As previously announced, that's the RPG expansion for Wasteland Warfare, not the 2D20 system which is to follow later.
Modiphius on Facebook wrote:Fallout: Wasteland Warfare RPG development blog 1 is live going into a bit more detail about the upcoming RPG which is an expansion to the current miniatures game. Get all the news and insights below. Pre-order launches tomorrow 3pm BST/10amEST/7amPST
Modiphius Dev Blog wrote:DEVELOPMENT BLOG #19: What is the Fallout: Wasteland Warfare RPG?
The recent announcement of the Fallout: Wasteland Warfare RPG expansion has created quite a buzz. We asked James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) to answer some of the main questions people are asking.
What is the Fallout: Wasteland Warfare RPG expansion?
Fallout: Wasteland Warfare RPG is an expansion for the tabletop game. It is a full RPG requiring a GM and uses the core game mechanics from the miniatures game, plus some extra elements to handle the variety of activities a character will need to cope with tasks and challenges they face off the battlefield.
Do I need to use models?
The F:WWRPG definitely suits using models. Like other RPGs, you can represent situations using floorplans or just a sketched outline on paper with some models, and the coloured range rulers can be used to make movement quick-and-easy. However, not every situation in an RPG requires a floorplan with models, for example you might head in to the settlement to pick up some new gear, and there's no point layout out a scene with models for that. You can use theatre of the mind for any situation including combat (and the colour ranges convert into easy multiples of 10 feet).
Does the RPG use the same rules as the miniatures game?
Pretty much, though there are some differences to make it an RPG. Like most RPGs, the F:WWRPG uses two main types of play: Action Play (when the game is played using rounds such as during combat) and Free Play (when timing is not as important such as when investigating, traveling, etc.). During Action Play, the RPG rules are very similar to the wargame with a few alterations so it can be played with or without models and the GM determines many things rather than the exact battlefield. During Free Play, the game is not played by rounds but the same skills and skill tests are used. If you know the wargame rules, you already know a lot of what you need for the RPG, and the addition and changes just add that extra abstraction required for an RPG.
Does the RPG use the same components as the miniatures game?
Yes. I specifically designed the RPG to utilise the same cards and components. The same dice are used (as well as the range rulers if you are using models for a scene on a floorplan with a similar scale). Also, the same cards are used for characters, weapons, equipment, Perks, etc. too.
Can I create my own character?
Yes. Every character (whether a player character or non-player character) has a card that shows their S.P.E.C.I.A.L. attributes, skills, etc. which are the same as the Unit cards in the wargame. Whilst players can use the Unit cards from the wargame as their player characters, the RPG comes with starting character profiles which set a character’s starting attributes, which skills are associated with attributes, and other details. A player selects one of these character profiles and then develops it during character creation by adding some abilities due to their background (not always positive), some skills, Perks, etc. Over time, players earn experience points which they can use to develop their character further by gaining and improving skills, perks, specialities and attributes. We’ll look at character creation more in a future blog post.
This makes life simple for the GM too – whenever they need an NPC (from a major enemy down to a small creature), they can simply use the corresponding Unit card for all the details they need (remember you can download all the unit cards for free if you don't own them).
Equipment is simple too as a player just needs the corresponding card. For example, if a player equips their character with a Combat Shotgun then they simply take the Combat Shotgun card and they have all the information they need. Similarly, equipment, food, chems, Perks, etc. are easily added to a character by taking the corresponding card.
Are there new game mechanics?
Yes. The wargame already allows models to hack computers, pick locks, search, etc., but an RPG covers an even broader potential scope of activities and experiences. The new mechanics are all familiar though as they use the underlying mechanics of the wargame and the main example of this is the skills system. Characters in the RPG can use a much broader range of skills such as persuading people, crafting, tracking, etc. but the RPG uses the same dice system with the Skill Dice and Effect Dice. We’ll take a look at the skills system in more detail in the next blog post.
Can I use characters from the RPG in the wargame?
Yes. An RPG character’s card is the same as a Unit card so they are interchangeable.
Do I need the Fallout: Wasteland Warfare 2-Player Starter Set to play the RPG? Is this a standalone game?
As mentioned, the RPG uses many of the same components as the miniatures game – dice, cards, range rulers. The initial release in Summer will be the RPG rule book so players will either need the 2-Player Starter Set or just a set of the dice as the rulebook comes with a download of all the cards you need to be able to play if you're happy to print them off.
For Christmas, a boxed set will be released including the rulebook plus the dice, cards, range rulers, etc., so that will be a standalone product to allow players to play the F:WWRPG with nothing further required.
Can I use expansions of the miniatures game for the RPG?
Yes. As you may have seen, in future, each wave of the miniatures game will include a card pack which contains all the cards for the new wave (Units, weapons, items, Perks, etc.) as well as models being sold separately. This means players of the F:WWRPG can buy these card packs to expand the content of their RPG too, as well as buy any models they wish of course. Most of what expands one game, expands the other.
Does this expand the miniatures game with campaign scenarios for versus games or solo/co-operative games?
No. This is an RPG - it does come with a whole RPG campaign which includes some great miniatures orientated encounters but they're designed for use with a games master. Do not worry though, in addition to the new waves of cards and models, we are working on some really interesting and unique campaigns, as well as other ways to explore the Wasteland for the miniatures game.
Is this a board game?
No. It’s a role-playing game played with a games master and players.
How does the F:WWRPG in 2019 fit with the 2d20 RPG in 2020?
The F:WWRPG uses the same core mechanics and same components as the F:WW wargame. The Fallout 2d20 RPG will use the 2d20 rules system which has been used for the Star Trek Adventures, John Carter of Mars, Infinity , Mutant Chronicles and Conan RPG's. Both Fallout RPGs will be RPGs but using different rules systems which will allow players to use what they feel suits their games and play-style best. The 2d20 RPG will be a more detailed game such as providing a more detailed character creation system, the F:WW version is designed to support both F:WW players who want a deeper experience, but also roleplayers who prefer using miniatures in their games.
That’s all for now. Next time, we’ll look at the skills system which is new for the RPG and uses the familiar Skill and Effect Dice. Until next time, happy wandering in the Wasteland. The Fallout: Wasteland Warfare pre-order launches on Thursday 6th June
The recent announcement of the Fallout: Wasteland Warfare RPG expansion has created quite a buzz. We asked James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) to answer some of the main questions people are asking.
What is the Fallout: Wasteland Warfare RPG expansion?
Fallout: Wasteland Warfare RPG is an expansion for the tabletop game. It is a full RPG requiring a GM and uses the core game mechanics from the miniatures game, plus some extra elements to handle the variety of activities a character will need to cope with tasks and challenges they face off the battlefield.
Do I need to use models?
The F:WWRPG definitely suits using models. Like other RPGs, you can represent situations using floorplans or just a sketched outline on paper with some models, and the coloured range rulers can be used to make movement quick-and-easy. However, not every situation in an RPG requires a floorplan with models, for example you might head in to the settlement to pick up some new gear, and there's no point layout out a scene with models for that. You can use theatre of the mind for any situation including combat (and the colour ranges convert into easy multiples of 10 feet).
Does the RPG use the same rules as the miniatures game?
Pretty much, though there are some differences to make it an RPG. Like most RPGs, the F:WWRPG uses two main types of play: Action Play (when the game is played using rounds such as during combat) and Free Play (when timing is not as important such as when investigating, traveling, etc.). During Action Play, the RPG rules are very similar to the wargame with a few alterations so it can be played with or without models and the GM determines many things rather than the exact battlefield. During Free Play, the game is not played by rounds but the same skills and skill tests are used. If you know the wargame rules, you already know a lot of what you need for the RPG, and the addition and changes just add that extra abstraction required for an RPG.
Does the RPG use the same components as the miniatures game?
Yes. I specifically designed the RPG to utilise the same cards and components. The same dice are used (as well as the range rulers if you are using models for a scene on a floorplan with a similar scale). Also, the same cards are used for characters, weapons, equipment, Perks, etc. too.
Can I create my own character?
Yes. Every character (whether a player character or non-player character) has a card that shows their S.P.E.C.I.A.L. attributes, skills, etc. which are the same as the Unit cards in the wargame. Whilst players can use the Unit cards from the wargame as their player characters, the RPG comes with starting character profiles which set a character’s starting attributes, which skills are associated with attributes, and other details. A player selects one of these character profiles and then develops it during character creation by adding some abilities due to their background (not always positive), some skills, Perks, etc. Over time, players earn experience points which they can use to develop their character further by gaining and improving skills, perks, specialities and attributes. We’ll look at character creation more in a future blog post.
This makes life simple for the GM too – whenever they need an NPC (from a major enemy down to a small creature), they can simply use the corresponding Unit card for all the details they need (remember you can download all the unit cards for free if you don't own them).
Equipment is simple too as a player just needs the corresponding card. For example, if a player equips their character with a Combat Shotgun then they simply take the Combat Shotgun card and they have all the information they need. Similarly, equipment, food, chems, Perks, etc. are easily added to a character by taking the corresponding card.
Are there new game mechanics?
Yes. The wargame already allows models to hack computers, pick locks, search, etc., but an RPG covers an even broader potential scope of activities and experiences. The new mechanics are all familiar though as they use the underlying mechanics of the wargame and the main example of this is the skills system. Characters in the RPG can use a much broader range of skills such as persuading people, crafting, tracking, etc. but the RPG uses the same dice system with the Skill Dice and Effect Dice. We’ll take a look at the skills system in more detail in the next blog post.
Can I use characters from the RPG in the wargame?
Yes. An RPG character’s card is the same as a Unit card so they are interchangeable.
Do I need the Fallout: Wasteland Warfare 2-Player Starter Set to play the RPG? Is this a standalone game?
As mentioned, the RPG uses many of the same components as the miniatures game – dice, cards, range rulers. The initial release in Summer will be the RPG rule book so players will either need the 2-Player Starter Set or just a set of the dice as the rulebook comes with a download of all the cards you need to be able to play if you're happy to print them off.
For Christmas, a boxed set will be released including the rulebook plus the dice, cards, range rulers, etc., so that will be a standalone product to allow players to play the F:WWRPG with nothing further required.
Can I use expansions of the miniatures game for the RPG?
Yes. As you may have seen, in future, each wave of the miniatures game will include a card pack which contains all the cards for the new wave (Units, weapons, items, Perks, etc.) as well as models being sold separately. This means players of the F:WWRPG can buy these card packs to expand the content of their RPG too, as well as buy any models they wish of course. Most of what expands one game, expands the other.
Does this expand the miniatures game with campaign scenarios for versus games or solo/co-operative games?
No. This is an RPG - it does come with a whole RPG campaign which includes some great miniatures orientated encounters but they're designed for use with a games master. Do not worry though, in addition to the new waves of cards and models, we are working on some really interesting and unique campaigns, as well as other ways to explore the Wasteland for the miniatures game.
Is this a board game?
No. It’s a role-playing game played with a games master and players.
How does the F:WWRPG in 2019 fit with the 2d20 RPG in 2020?
The F:WWRPG uses the same core mechanics and same components as the F:WW wargame. The Fallout 2d20 RPG will use the 2d20 rules system which has been used for the Star Trek Adventures, John Carter of Mars, Infinity , Mutant Chronicles and Conan RPG's. Both Fallout RPGs will be RPGs but using different rules systems which will allow players to use what they feel suits their games and play-style best. The 2d20 RPG will be a more detailed game such as providing a more detailed character creation system, the F:WW version is designed to support both F:WW players who want a deeper experience, but also roleplayers who prefer using miniatures in their games.
That’s all for now. Next time, we’ll look at the skills system which is new for the RPG and uses the familiar Skill and Effect Dice. Until next time, happy wandering in the Wasteland. The Fallout: Wasteland Warfare pre-order launches on Thursday 6th June
Flavor pictures. Nothing new, but pretty to look at:
I'm hoping for a rough points calculator so we can bring RPG characters into the wargame and roughly balance the scenarios. (Ie, I'm hopinng for a stealthily released character-generator for the wargame.)
I'm hoping for a rough points calculator so we can bring RPG characters into the wargame and roughly balance the scenarios. (Ie, I'm hopinng for a stealthily released character-generator for the wargame.)
That would be great indeed. My Lone Wanderer has special needs that aren't covered by the available unit cards.
Any kind of character builder with a rough points estimate would help me a lot.
As mentioned in the previous blog post, one new area in the Fallout: Wasteland Warfare RPG is the skills system. James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) explains what this system is and how it works.
The Fallout: Wasteland Warfare miniatures game already includes non-combat skills such as hacking computers, picking locks, searching, etc. to give the real Fallout experience; however, an RPG needs to cover any activity and/or experience a world may throw at the characters.
In the RPG, each character has a ‘character mat’ showing locations on which to place the character’s card and weapon cards, plus it has areas for other details about the character too. One main area is the Expertise Skills area where all the skills new to F:WW are listed – this not only allows players to track which skills their character has learned but also shows how proficient they are at each skill – more on that later. (The existing Expertise Skills like Lockpick remain displayed on the cards too so they integrate seamlessly with the wargame.)
Before looking at the skills themselves, let’s look at how they work. In the F:WW wargame, Expertise Skills work in a similar way to the combat skills such as Rifle and Melee, but only require a successful roll to succeed. In the RPG, the Expertise Skill tests have more depth and function just like the combat skills. In combat, an attack does an amount of damage, the target may have armor that resists that damage, and a target has an amount of health before it is defeated. Expertise Skills in the RPG work the same way, except:
Instead of Damage, the magnitude of a success is called ‘Impact’ – damage icons on the effect dice add extra Impact and the greater the total Impact, the greater the effect.
Instead of Armor Rating, a target’s ability to resist being affected is called its ‘Resistance Rating’ and uses the red dice. The greater the Resistance Rating, the more likely some Impact will be blocked and greater amounts of Impact can potentially be blocked.
Instead of Health, a target has a ‘Difficulty’. The greater the Difficulty, the more total Impact needed to complete the task.
When making an Expertise Skill Test, a success on the Skill Dice automatically gives 1 Impact (just like a weapon with base damage 1 would do in combat), any ‘damage’ icons add extra Impact, and any ‘armor reduction’ icons reduce Resistance. Attribute tests (i.e. STR) use the same system too.
If a Skill Test needs multiple Impact to complete (as Difficulty is greater than 1), the total Impact can often be accumulated over several tests, i.e. the GM says tracking a synth where few signs of passage are shown has Difficulty 3, so each Impact gets the character(s) some way towards enough information to know which direction the target went – this allows characters to use Tracking in multiple places in the area and they will know when they have accumulated 3 Impact – if a character gets 3 Impact in one roll then they have all the info they need straight away. Some tests may require all the Impact to be accumulated in one go, such as persuading a guard to open the side gate later that night as they will not take action unless convinced enough. Some tests may have no effect until all the Impact is collected, i.e. hacking to gain access a computer; whereas, a door will get broken down bit by bit as STR tests to break it down have Impact (until enough is accumulated to totally destroy it).
In combat, weapons are the primary source of Effect Dice, like a Hunting Rifle adding 2 Yellow dice for short range. For Expertise Skills, a character can gain Effect Dice from several sources to aid their attempts. One major source are their Skills themselves. The first time a character gains a skill, they gain 1 black Effect dice for any Skill Tests of that type. Each time a character spends experience points to gain a skill they already know, they gain 1 additional black, yellow or green Effect Dice of their choice. This allows a character to customise their development in a skill – for the Persuade skill, they could be more successful but with the same effect by taking green dice, have the same chance of success but be more likely to well-and-truly convince them when they do succeed by taking black dice, or be better at lowering people’s barriers by taking yellow dice.
Other ways for characters to gain Effect Dice are from assistance (where one character attempts the test and those assisting them roll one Effect Dice each to add to the main test), equipment, Perks, Luck, and any awarded by the GM to represent the situation, a character’s knowledge, the way a character approaches a test, etc.
As with all skills, each Expertise Skill is based on a specific attribute. Characters without a skill can still attempt that skill but suffer a -4 penalty, plus the quality of their success is only ever the most basic.
The skills cover a wide-range of areas from Persuade to Stealth, from Track to Knowhow, from Medical to Repair & Craft. The Knowhow and Repair & Craft skills are each comprised of several skills covering different areas of expertise, such as Survival and Weapons respectively.
Whilst skills can be gained multiple times, Specialities allow characters to specialise within a single skill they already know and this gives them +2 for such Skill Tests (just as they do in the wargame). A character with Track could gain a Speciality in tracking Deathclaws, or in tracking any targets in mountainous regions. A character can even gain a Speciality within a Speciality.
Like the wargame, Opposed Skill Tests are used in the RPG when two characters are directly competing and the winner is the character with the most Impact.
Of course, characters also mess up sometimes too and if the Skill Dice shows the X result then a ‘complication’ has occurred.
Overall, the RPG’s Skills System can portray the very-varied world of Fallout by using the same dice system already used in combat. The dice rolls can tell the story of what happened (though the GM can still decide how the outcome manifests if they want too) and the system provides many ways to structure and adjust Skill Tests. The rulebook includes advice for GMs about how to create, adjust and use Skill Tests too.
Next time, we’ll look at the character creation system which is another new area in Fallout: Wasteland Warfare. Until next time, happy wandering in the Wasteland.
As mentioned in the previous blog post, one new area in the Fallout: Wasteland Warfare RPG is character creation. James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) explains what this system is and how it works.
Every person, creature, robot (and alien) in the Fallout: Wasteland Warfare wargame is represented by a Unit card which shows their S.P.E.C.I.A.L. attributes, skills, movement distances, armor ratings, abilities, etc. In the RPG, players can create their own characters and the first step is to choose one of the 16 starting character profiles which are just like Unit cards (but called Character cards). These set a character’s starting S.P.E.C.I.A.L. attribute values, which skills are associated with attributes, and other details. The starting character profiles cover a wide variety of basic types from a Forager to a Fixer, from a Handyman to a Sniper, from a Pilot to a Thug. There are a couple of Super Mutants and a Mr Handy to pick from too. The starting character profile cards shows all the details you would expect on a Unit card, plus each profile also gives some free skills they start with too.
Next, the player creates their character’s back story. The character profiles are not for specific factions so players have freedom to create their own story - after all, we all want to tell and experience out own stories in the Wasteland, plus Fallout is full of exceptions too such as Super Mutants that work alongside settlers, synths working against the Institute, etc.
After this, the player selects 2 Gifts (which are positive abilities from the character’s past, such as having a useful contact, being a good liar, or being resistant to disease) and 2 Scars (which are negative outcomes from the character’s past, such as having a fear of creatures, being a loud mouth, or having an enemy).
Finally, the player receives some experience points (XP) to spend on skills and Perks. Perks from the wargame can be used, plus there are some new ones specifically for the RPG which cover areas not required in the wargame like Aquaboy/Aquagirl which allows a character to hold their breath underwater and not take radiation damage from swimming.
During play, characters gain XP which they can use to develop their character further by buying skills, specialities and/or Perks. Some Perks increase attribute values which can be purchased multiple times, though these get increasingly expensive.
To provide a bit more detail, let’s answer some common questions about character creation:
Why can’t a player start with a blank character?
The reason for this is that the values of the attributes, which skills a character starts with and which attributes those skills are attached to needs careful crafting to ensure each character has strengths and weaknesses. A core design principle in Fallout: Wasteland Warfare is that nothing and no-one is great at everything. Additionally, this is important so that characters created in the RPG can be used in the wargame without causing major balancing issues. Also, it makes it quicker to get started too and requires fewer rules. Of course, a player could create a character with any attributes, skills and details they want with the GM’s approval.
Models in the miniatures game can die quite easily. Will the RPG be quite deadly?
As the weapons in the RPG and wargame use the same cards and details, they do the same amount of damage and armor gives the same protection. However, surviving an RPG scenario requires more endurance than lasting one 6-round scenario in the miniatures game, so there are a few factors to aid a character’s life-expectancy in the RPG. One is that a character that is reduced to zero Health is incapacitated rather than immediately dead – the GM will decide on what their fate is at the end of the current scene based on the damage taken, situation, etc. (so be nice to your GM...). Also, in addition to Stimpaks, food and drink that can restore lost health, characters can also rest to restore some Health too. Finally, characters have a minimum amount of Health regardless of the value of the attribute next to their Health icon so many start with a bit more Health than in the miniatures game. Still, having some decent armor certainly wouldn’t be a bad idea either...
Can player characters be Heroic?
By default, all player characters are Heroic as they have V.A.T.S., can use Luck, Criticals and have some Action Point Use Icons too. The icons showing this are all incorporated onto the character mat (similar to tucking a Heroic card under the top of a Unit card in the miniatures game).
Can a player play a character from the miniatures game?
Yes. With the GM’s agreement, a player can use any Unit card from the wargame as their character card. The GM and player agree any skills, Perks, Gains and Scars so the character is the right level of experience/ability to match the scenario and the other players.
Does the GM use the Unit/Character cards?
Yes. The Unit cards from the miniatures game are really useful reference for NPCs. Need a band of Super Mutants? Grab the Super Mutant card, plus a weapon card or two, and you’re ready to go. The GM also has the option to apply some simple filters to a Unit card to make it a major, regular or minor NPCs. After all, the life of a GM is demanding enough so (like the miniatures game) we want the F:WWRPG to make the bookkeeping as simple and quick as possible so they can focus on the story.
Overall, character creation is simple so players can get playing quickly but offers way to develop your character in any direction you wish.
Next time, we’ll look at some of the other areas in the RPG that are new for Fallout: Wasteland Warfare. Until next time, happy wandering in the Wasteland.
Second one is a closer look at RPG specific game mechanics:
Previous blog posts have covered the RPG in general, the skills system and character creation. In this post, we look at a few other areas that are new to Fallout: Wasteland Warfare or different for the RPG. As ever, James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) sheds some light on these areas.
Initiative
When action occurs in the RPG, the game uses Action Play to break events into turns and rounds. To determine the order in which characters act during Action Play, the RPG uses the same activation system as the wargame. Each side in the scene (usually the players and the GM) take turns making one of their Unready characters Ready and then deciding whether to activate all of their Ready characters or not. This gives players lots of control over the order in which the characters act, plus it allows them to co-ordinate so they can work together such as one opening fire to suppress the enemy whilst the other makes a run for it, or lifting the broken door that’s too heavy for one character on their own. Also, having an initiative system with no dice roll means players are not frustrated by an unlucky, poor initiative roll leaving their character in a precarious position, plus using the same system as the wargame means all abilities and Perks that affect turn order work seamlessly too. The system also provides some mechanics the GM can use to add extra detail to a situation tool; for example, characters caught by surprise may start ‘Stunned’ or ‘Used’ so they miss their first one or two actions respectively.
Chase
Giving a visual element to a chase can really help players and the GM keep track and understand where different characters are. To facilitate this, the RPG includes a framework for chases using the range rulers. Before a chase starts, the range rulers are placed so they are all side-by-side in order of length with their ends aligned at one end. Where they all line up represents the target the characters are chasing. The players each place their model (or something representing them) at the end of a range ruler representing the relative distance to the target where they start.
The chase is broken into ‘moments’ and, during each moment, the GM gives the characters a choice which may move them to a shorter range ruler than their current location if the gap narrows, to a longer range ruler if the gap increases, or keep them where they are if the gap remains the same. If a character reaches the target, they immediately catch the target.
Let’s take the example of chasing a target through the alleyways of Diamond City. The characters all start at Green distance away. One moment in the chase may be as simple as the target running around the shell of a rusted sedan and the characters can either go around too, or can try and jump and slide over it as a shortcut; those that choose to jump it, make an Acrobatics skill test: a success means they close the gap and move one range ruler closer (i.e. if they were on Green then they are now on Red), but failure means dropping back 1 distance. Another moment in the chase is that the target throws a door shut behind them as they enter a dwelling. The nearest character, as they’ll be the first to reach the door, chooses whether to open the door (which will take time) or slam into it to try and barge it down. If they succeed, all the following characters can just go straight through too and narrow the gap to the target; however, failure means losing time and the next character will find it more difficult to barge it down (given their friend still shaking their head to stop the ringing in their after their collision). One more example of a moment is a group of sick-looking people in the alley arguing who is next to see the doctor – the characters could avoid it for no change, but could make a Presence skill test to shout at them to clear the way. If the shout is successful, they move and the character closes the gap, but fail and the crowd is just confused so the character has to muscle their way through losing some ground. After the chase, the characters that went through the crowd must test to see if they caught Mole Rat disease off the waiting patients (with a penalty to their roll if their shout failed and they got very close to the sick).
Using chases can add some exciting split-second decisions for players, and the same system can be used for when the characters are being chased too. Just like all elements of an RPG, the GM can choose to use the chase system or d it a different way, but it does add an easy framework for those wanting a visual system.
Crafting and Repairing
Crafting and repairing items in Fallout is just a way of life. Apart from some basic weapons, characters can not create new weapons or armor so scavenging the Wasteland can be key to gaining new equipment; however, characters can create mods as well as attach and change the mods attached to items. Complications that occur during skill tests, or other incidents, can result in damage to equipment and repairing these broken, damaged or jammed items is necessary to get them working again.
To craft or repair an item, a character needs the relevant ‘Repair & Craft’ skill, plus they need to be using the relevant workbench or station too, and have any resources the GM deems required too (which can come from scrapping other items). For example, to repair a weapon, a character needs the Repair & Craft Weapons skill, a weapons workbench, plus the resources – if the weapon is a Pipe Pistol then a few screws, gears and steel from a Desk Fan will likely be enough, but if it’s to repair a Laser Rifle then the resources required will be more advanced (such as Fiber Optics) and, most likely, be more scarce. Food, drink and chems can be crafted in the same way using a cooking station or chemistry station respectively, plus some ingredients too.
Settlements
The settlement is the main homestead or camp for many inhabitants of the Wasteland. Characters may want to remain in an area and build up a settlement to serve as their base of operations. At other times, characters may come across settlements that need assisting, investigating, controlling, attacking, etc. Settlements come in many different forms and the section on settlements in the RPG provides some advice for GMs on what a settlement might contain and what characters may want to include when building their own.
Luck
All player characters can use Luck (as they are the equivalent of being Heroic). In the same way as the wargame, Luck Points (LPs) can be spent during a scenario to tweak moments in the character’s favour such as nudging a failure into a success (or vice versa), reducing damage slightly, or gaining an extra critical point. In the RPG, characters can also spend LPs to add Effect Dice to a test too, adding one dice for each LP spent.
Characters can gain Luck Points over time and the GM awards LPs at fitting moments such as after they rest or after they complete a task. Also, the GM can award LPs as a reward and incentive for good roleplaying, clever thinking, noticing clues, etc.
As you can see, the Fallout: Wasteland Warfare RPG provides many additional or revised elements to ensure the world away from the battlefield has all the depth needed to tell your Fallout story.
Next time, we’ll look at combining the tabletop and RPG for an even bigger Fallout: Wasteland Warfare experience. Until next time, happy wandering in the Wasteland.
In our final blog post about the Fallout: Wasteland Warfare RPG, we look at how the miniatures game and RPG can potentially be used together. James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) provides some details on how the two styles of game fit together and what this can deliver.
Integration
The RPG has been designed specifically so it integrates as much as possible with the miniatures game and vice versa. The core mechanics are the same. We have loosened some restrictions to allow the Gamesmaster more agency and some rules which are there to ensure balance in a two player game are not required. For example we do not have the same limitations on how many attacks a creature has in the miniature game as the GM may desire to make it more dangerous. Player characters from the RPG can be used in the miniatures game, and Units from the miniatures game can be used in the RPG (in fact, they are the GM’s NPCs). As a result, there is excellent potential to use both styles of game. Potentially, GMs can create a miniatures campaign with elements that are resolved using the RPG and vice versa. Using the miniatures game for combat during the RPG is likely to be less required as the RPG’s combat is very similar but with less emphasis on exact model position.
Expansions
As the RPG uses the same cards as the miniatures game, most new cards for the miniatures game are new content for the RPG too. (I say ‘most’ as some card types are not specifically used in the RPG, although they can be useful and we’ll look at this a bit later on.) Prior to the release of Wave 2 of the miniatures game, it was announced that the new waves of products for the miniatures game will include a card pack for that wave, containing all the cards for that wave (as no cards will come with the models). These card packs will contain further weapons, items and Units (NPCs) which can also be used in the RPG too.
Tokens and Cards
The RPG has been written without using tokens; however, players can use any tokens from the miniatures game they find useful such as to show conditions (each of which already has an icon on the character mat to use for tracking), activation tokens, Critical Points, and so on.
Whilst some types of cards are not used in the RPG, the GM can use some to trigger ideas, randomly create situations, etc. For example, Danger cards can be used to generate random dangers such as when failing a test to open a trapped lock, and Creature cards can be used to generate random creatures such as when investigating an old ruin.
Similarly, Explore cards can be used to generate minor encounters during a journey. For example, it takes 2 days to reach the outpost during which time 3 Explore cards are drawn and resolved each day. The incidents on the cards may just be a starting point for the GM who may read the card and create a larger scene around it. Event cards can be used the same way. The RPG rulebook includes some advice on how these cards can be used with the RPG.
AI and the RPG Someone asked if the AI can be used in the RPG. It’s an interesting idea but they’re not specifically used as the GM determines all the NPCs’ actions; however, if they really wanted to a GM could potentially use the AI cards to give them some inspiration.
On a side note, I have joked previously that players could make AI cards for their own RPG character and have the GM use those if a player can’t attend a session. It made me think if no players made it to a session, the GM could still run a game with no players and just their AI That’s certainly not the intention and I was only joking - interesting thought though.
Until next time, happy wandering in the Wasteland.
You know what never happens in this industry, price drops...
Apart from today!
We've moved the production of Wave 1 scenery to our own factory and remastered each set. As such we have been able to make some price reductions rather than keep all the extra margin to ourselves.
Note, these packs no longer include the cards which can be downloaded from the website, or else will be part of the wave 1 card packs coming soon.
Turrets x 4 (£18)
Heavy Consoles x3 (£12)
Terminals & Desk x2 (£12)
Radioactive Containers x3 (£12)
Vault Tec Supplies x 7(£15)
Nuka Cola Machines x 4 (£18)
Corvega Sedan x1 (£20).
There's limited stock on some of those as they're starting to come in - plenty of Turrets, Radioactive Containers, Terminals but the rest in small numbers at present so grab 'em quick!
The main Scenic bundle is also back in production and we'll be reducing the cost on that to £70 (and even with other reductions it's still a great deal). We'll let you know when that arrives. There may be a bonus voucher for anyone who already bought the big box to give them the savings even though they got the original pricier run.
All the scenery sets will also be going in to distribution later in the summer (we're building up stock next).
So, whether you play Fallout: Wasteland Warfare, or just want some nicely details Post Apocalyptic scenery to fill out your tables, now you can do so at an even nicer price.
I'm putting some examples of what you can do with the various sets together and our Studio Painter Adam should be giving me a nice painting article in the near future.
There are four new scenery packs coming very soon (in casting at present) that add even more Fallout details for both inside your Vaults and in the Wasteland. Should be getting painted samples this week so can show off in the near future (though Adam teased them over on Facebook).
There are even a few more sets we haven't shown off yet to be revealed soon enough.
Plus, other than the Mysterious Stranger, all of the August stock is in the warehouse and should be on the boat to the US by the end of the week, so Raiders ahoy folks.
Great news about the stock and manufacturing updates! You mention here that the Sedan pack contains 2 cars for £20, but the website says 1. Which one is the correct car count please? Enquiring gaming tables want to know
Great news about the stock and manufacturing updates! You mention here that the Sedan pack contains 2 cars for £20, but the website says 1. Which one is the correct car count please? Enquiring gaming tables want to know
Sorry, yes. its one only. its the scenic starter with two in it (its a hell of a chunk of resin).
Can't watch the video right now, but good to hear about the time frame it might come. And more importantly, that it's not quite imminent yet. We still need that Raider with the lead pipe and psycho to stand a chance against Prime.
We have something really special for you launching exclusively on the webstore tomorrow. Grab your best leather armour, post-apocalyptic haircut and iron pipe and prepare for some serious action. Our Fallout Wasteland Warfare Raider bundle pre-sale will be live!
Wave 2 is now confirmed as street date of 9th August. We should have very limited pre-stock at GenCon (along with some special bonus extras), but for those who can't wait, we will be putting the Raider bundle up for sale tomorrow.
Containing the three Raiders boxes, the Wave 2 card pack and a free bonus Mysterious Stranger promo figure, this bundle already gets you a discount on the RRP as well as the free promo figure.
Meanwhile, reports of a giant robot striding through the Wasteland are surely the imaginings of a chem fuelled Psycho... right?
You know, just out of interest. Can you say if rules (and preferably a model as well) for a fatman are in the pipeline? I'm not buying into this giant robot hysteria, but, you know, everyone loves fireworks. Would be nice to have a fireworks dispenser. Oh, and while I'm asking, any more plans for further weapon upgrade sprues?
You know, just out of interest. Can you say if rules (and preferably a model as well) for a fatman are in the pipeline? I'm not buying into this giant robot hysteria, but, you know, everyone loves fireworks. Would be nice to have a fireworks dispenser. Oh, and while I'm asking, any more plans for further weapon upgrade sprues?
Fatman is a thing for sure. Its one of the most powerful weapons so we wanted to bed people in before unleashing the big guns, so its not in wave 2 to my memory (though there are new guns in there). But yes, it will be along, possibly just in time to shoot some giant robots.
As for new sprues, yup, that's a thing too. I've briefed for some new arm options for the T60 suit that will hopefully be along in time and there will be more packs as we continue to roll out product. The aim at present is still very much to get through the rest of waves 2-4 between now and early 2020, but along the way there will be little extras like weapons, scenery and so forth. Once the six revealed factions are out... well, lets see what happens next
I hadn't even thought about new T-60 arms/weapons. I guess I'm too busy waiting for the release of a type I actually want. It'll be good to have the Raider variant soon, but really, I need T-51 more than anything. And Enclave power armors. And, technically, T-45 for some Outcasts. Really, I need all the power armor. There's just no way around it...
DEVELOPMENT BLOG #25: The Raiders are here!
The Fallout: Wasteland Warfare game is expanding to introduce many more factions from across the Fallout universe. For the first major expansion coming to retail from August (we call it wave 2) we're introducing the Raiders and you can read more about them below.
We've made a limited number of Raider Wave 2 bundles available in advance which include the three Raiders sets, the Wave 2 card pack described below and the special promo Mysterious Stranger (who'll be available on his own in Wave 3). These are ready to ship for those who want to jump in and gets you a saving of £26 / $33 on the MSRP. Otherwise you'll be able to pick up the individual items in in your local store or our webstore from August 9th.
As wave two approaches, we touched base with some of the team behind the game to get their input on what to expect from the releases. With the wave release beginning in August, it won’t be long before you can introduce the Wasteland to roving bands of Raiders, as well as add some new options to your Creatures, Robots and Survivors.
We sat down with Wasteland Warfare’s designer, James Sheahan to talk about the new profiles and cards in the card pack as well as some of the mechanics that will be coming to the game that are previewed in this wave.
James - Designing the Raiders
One of the biggest new elements in Wave 2 is the Raiders - bands of thuggish survivalists who take what they want and with little regard for others. Whilst the average Raider may be less skilled than most, they have decent armor as standard and can quickly charge into close combat – effectiveness over subtlety. Due to their illicit activities, almost every Raider knows how to lockpick which makes them suited to a wide variety of objectives.
Within the Raider ranks are Scavvers who are excellent shots, and Psychos who are skilled at close combat and are fast so long as they do not wear any additional armor. The combination of these types makes the Raiders’ rank-and-file a force offering great flexibility for combat.
The alternate versions of the Raiders, such as the Raider Outlaw, are slightly less capable than their standard counterparts but have computer skills and the ability to use Action Points for Expertise skills, making them perfect for non-combat objectives.
Of course, the Raiders are not just a crew of manpower but also include talented individuals. The Veteran Raider is a grizzled, highly capable warrior, sometimes wearing custom-made Raider Power Armor – whilst not quite up to T-45 standards, it still makes for a strong and tough target.
Shady and deadly ghoul Sinjin, heavy weapons specialist Ack Ack and sharp-shooter Avery are also very skilled and tough unique Units each with their own abilities.
Wave 2 also brings the Sole Survivor Tech who is great with computers and Dogmeat Guard Dog who wears tough armor and may even take damage on behalf of a friendly nearby model. Good boy/girl!
Inside Wave 2 are some iconic Fallout items such as X-01 Power Armor – rare and expensive but also incredibly tough – as well as weapons such as the Junk Jet, Railway Rifle, and Gauss Rifle which can be charged over time to deal greater damage.
New creatures include Putrid and Bloated Glowing Ones – some of the toughest inhabitants to be found (or preferably avoided) in the wasteland - as well as the widespread scourge, Mole Rats. In addition, some new, weaker versions of existing robots and creatures are included in Wave 2 such as the Battered Sentry Bot and Young Deathclaw. These slightly less formidable versions allow players to encounter these robots and creatures more often, and their lower caps values (some less than half their normal value) makes it easier to include them in a force.
Players wanting to create a force of robots or creatures will be able to do so using new Leader cards (Robot Controller and Creature Controller) which allow one model to lead an entire force of their chosen minions.
This concept will be expanded in Wave 3 with the Automatron Deck (alongside the Institute release) which will allow a player to give their robot minions many extra abilities, and/or have the leader exert their control over them, and even add The Mechanist as their leader. Creatures will be similarly expanded in Wave 4. The Controller Leader cards are provided in Wave 2 in advance of these expansions as we know players have already expressed their desire to lead such forces.
In addition to all of that, Wave 2 expands players’ Fallout: Wasteland Warfare games with many new items, mods, quests, perks, leaders, and explore cards, as well as cards to further add variety to your wasteland with new creatures, dangers, strangers and events.
All the cards for Wave 2 are contained in the Wave 2 Card Pack so all players can have access to all this content regardless of which models they purchase. A free campaign of 5 linked scenarios specifically designed for Wave 2, containing AI settings for solo/co-op play will be available for download.
Following that, departmental head Jon Webb had some thoughts about the models that are getting released.
Jon
The Raiders Wave, as we know it internally was a pretty special one for me as it contains the first released set of models I briefed with the various Raider poses we added to the initial seven sculpts previewed way back in the mists of time.
Amusingly, these were not the first batch of briefs I have done, but due to the vagaries of release waves and production schedules, the Raiders get to shine before anyone else (hold out for Wave 3 for more of my “babies”).
One of the things I was keen to push was not repeating sculpts. Given the Raiders are the most “swarmy” of the various factions in the game, they needed a decent number of models to ensure no two were the same. I was particularly proud of the sack hood Raider and getting to put some nods to the Fallout 4 concept art with the two extra Scavvers.
Luigi, one of our sculpt team did a superb job with the briefs and I’ve had great fun building a number of pre-production copies for my own purposes (oh, and playtesting too... ) I just need to find some time to paint them.
The other cool thing that we managed to sneak in to the wave was the extra profiles for the Robots and Creatures. James did a great job running with that, allowing players to build a more varied Robot force and hopefully make use of all the Assaultrons that will be booting up and looking for poor survivors to laser come September. That’s only the start of his plans for the Robots too… Wave 3 has something special for players looking to rule the Wasteland with a force of implacable steel.
Hope everyone enjoys what we’ve put together here and it won’t be long before Wave 3 arrives, with the Institute coming to the surface looking to rebuild as well as more troops and profiles for the wave 1 factions.
We had a chat with our studio painter Adam Huenecke, who painted every model in wave 2, about his experience prepping them for the boxes and promo shots we rely on to show how awesome the figures are.
Adam - Painting the Raiders
The Wave 2 miniatures were some of the most fun to paint- The raiders, glowing ghouls, and X-01 Power Armor are some of the most iconic characters in the series. They allow for lots of grime and weathering that allow you to have fun and get sloppy (and have the results turn out even more realistic).
I’m not a huge fan of “paint formulas,” because they are only as good as what you do with them, but I can share the colors I used for the primary elements and perhaps that can help folks get good results on their own stuff.
I’ll explain everything in terms of four elements- Base Coat, Shadow, Highlight, and “Special Effects.”
Base Coat- The first main color you can ‘block’ out your colors with. In most cases, I’ll color out each of my basic elements in their ‘Base’ color before I do any shading or highlighting. This can help you plan out your overall scheme and get a feel for what the miniature will look like when you are finished.
Shadow- These are the colors that will add depth to your base coat. These are typically a darker, richer tone than your base color. You can often add these colors as a thinned wash or a careful addition to the areas where shadows would naturally fall.
Highlight- This is the color that you will use to make your colors ‘pop’ by adding a little additional light. These are typically a brighter version of the base color and should go on the surfaces that light would hit.
Special Effects- These are the extra additions that give your color scheme a little more realism. They can range from rust, slime, glowing effects, or anything else to give your model a little more drama.
Raider Armor
Base Coat: Reaper Blackened Steel
Shadow: Scale75 Petroleum Grey (Note- this is one of my favorite post-apocalyptic paints. It’s a great dark grey/brown that can add a gritty feel to nearly anything. I often use this in my airbrush to shade my terrain as well).
Highlight: P3 Pig Iron / P3 Cold Steel
Special: Rust- P3 Bloodstone (thinned). I don’t know what it is about this paint, but a well-thinned P3 Bloodstone, with perhaps a bit of glaze medium added, makes an amazing ‘wash’ for a realistic rust effect. When it dries, it tends to separate a bit into a flat orange/brown effect that tends to pool in all the right places. Play with this a bit and you won’t be disappointed. Works great in an airbrush as well.
Causasian Skin Tone
Base Coat: P3 Beast Hide
Shadow: P3 Battlefield Brown
Highlight: Reaper Tanned Highlight
Special: Blush- P3 Khardic Flesh- A thinned down Khardic Flesh (a pinkish tone), with a little acrylic drying retarder added
X0-1 Power Armor
Base Coat: P3 Pig Iron
Shadow: Scale75 Petroleum Grey
Highlight: P3 Cold Steel
Glowing Ghouls
Base Coat: P3 Necrotite Green
Shadow: P3 Thornwood Green (This was less of a shadow, and more of the color that I used for the darker hands and feet)
Highlight: P3 Cygnus Yellow (mixed with base color)
Special: Radioactive Glow- Vallejo Game Color Fluorescent Green, via Airbrush. I applied some of this extra glow to the model with an airbrush, which gives it a glowing look (and makes it glow under blacklight!)
Ethan and Charlie - Playing the Raiders
Playing Raiders is wildly different from playing with any of the existing factions in Fallout: Wasteland Warfare. They are a group that prefer brawn over brain, Chems over Charisma and numbers over tactics. They can throw enough bodies at a problem to overwhelm most enemies, and have the speed to run away if the fight doesn’t go their way. Wherever there are Settlers desperately working to survive the desolate wasteland, there will always be Raiders nearby searching for easy prey.
A perfect way to begin looting the Wasteland is with the Raider Core Box containing a Veteran Raider (modelled in Raider Power Armor), 3 Raiders, 2 Psychos and a Scavver. This is a solid start to any aspiring scourge of the wasteland. In most cases, the boss in your warband will have the best equipment and in this case that Veteran Raider can throw on a suit of Raider Power Armour and lead from the front. Whilst in the Power Armour, the Veteran Raider gains access to the strength bonus from being STR 7+, so load them up with a Melee Weapon that packs a mean punch or a Heavy Weapon that can fire with deadly accuracy.
As much as they would like to be able to, the boss can’t do everything on their own! Make sure they have some backup, such as allowing the Veteran Raider to use a nearby friendly model as a Meat Shield. Raider units are well rounded and can fit into many roles, be that long range support with a Rifle or up close and personal with a Machete. Where the Raider faction really comes into its own is with its specialised bands of Psychos and Scavvers. Load up a Psycho with a Melee Weapon and a ton of Throwing Weapons and watch your opponent panic at the fast moving whirlwind of chaos tearing its way across the battlefield. Scavvers on the other hand are the workhorses of the faction, able to reliably provide long range support. If you’re in need of someone a little more suited to objectives than fighting, the Outlaw variants of all 3 basic Raider units sacrifice a small amount of agility to gain a large boost to intelligence, along with the skills to hack into any terminals in their way.
There is always the choice of bringing along one of the infamous Raider bosses for the ride. Ack Ack, Sinjin and Avery are the paragons that all Raiders aspire to be, if Raiders have aspirations that is. If you feel that your Raiders aren't killing enough, fast enough; Ack Ack and her Minigun are an excellent addition to your force. Even better, if you activate other models in the same turn as her, Ack Ack’s Bullet Storm ability allows them to hit even more often. Sinjin on the other hand prefers the careful approach. Unlike his crew, he can’t throw out a lot of damage, but he can do it reliably. The free Silenced Mod fitted to any Pistol he brings means you have a good chance to not trigger any enemy models waiting in ambush. Finally you have Avery, an expert in exploiting the enemies Weak Point, allowing her to turn a blank face on a black dice she rolls into an Armour Break. Load her up with a Combat Shotgun and watch as she tears through the ranks of any force that dares stand up to the might of your Raider warband.
In addition to all these great units and abilities, make sure you stock up on a load of Chems. For Raider faction models, the final round of an active Chem lasts one additional round. Load up on Fury and dish out devastating damage in melee, take some Overdrive and charge up that critical attack even faster or pop some Orange Mentats to steady your aim whilst waiting in ambush.
Follow Ethan and Charlies Raider games on Youtube - Episode 1 here.
DC, Mole Rats, Ghouls and Protectrons are all being restocked as part of the September and October parts of the Wave 2 run.
Radscorpions we need to find a production slot for, Eyebots we are figuring out the best way of dealing with them due to casting issues and as for Mr Handy... lets wait and see
I am excited for the Raiders but the Automatron-style robot customisation in Wave 3 is super intriguing as well. I love Protectrons in particular and hope to make up the Police, Fire and Paramedic variants (and perhaps even a Mayor Slim from FNV if i can find a cowboy hat in the right size)
edit: also, it seems like the wave 2 pdfs in the link you posted are corrupted or something
Gasmasked Mook wrote: I am excited for the Raiders but the Automatron-style robot customisation in Wave 3 is super intriguing as well. I love Protectrons in particular and hope to make up the Police, Fire and Paramedic variants (and perhaps even a Mayor Slim from FNV if i can find a cowboy hat in the right size)
edit: also, it seems like the wave 2 pdfs in the link you posted are corrupted or something
Files are fixed. Not sure what happened there but the working files are now live.
Limited translucent Glowing Ones and Coursers on the latest development blog. Available at Gencon and Modiphius's webstore for the duration of the event.
GenCon is coming! With but a week until Chris, Sam, Jon and Adam make their way over to Indianapolis for the Best Four Days in Gaming, it’s time to pull back the curtain on what to expect from us at the show.
The Raiders have emerged from their bases and are now attacking settlements across the Wasteland. If you haven’t yet picked up your Raiders bundle yet we will have a small amount of the Raider boxes and Raider wave card packs at the show. We'll have our own bit of the wasteland in Hall G, Booth #2569 so come find us!
For those who haven’t yet dipped their toes into the game, we will have a show exclusive offer, allowing players to pick up a 2 Player core set, one of the existing Faction Core, one Faction Trooper Expansion and one Faction Character Expansion at a great bundle price (note this doesn’t include the Raider boxes).
Fans of Grognark can also grab one of our Dragonborn Triumphant miniatures for our forthcoming Elder Scrolls: Call to Arms game as a handy stand in (or if you want to get the drop on the game and get ahead with your painting).
Anyone paying attention to the Fallout Friday Twitch stream will no doubt have noticed the “glowing” Glowing Ones used as part of the wrap up to the Raider season. We can now reveal that they will be sold throughout the four days of GenCon, both on the stand and also via our webstore for those unable to attend the show (so if you can't make it to GenCon make sure to visit our store during the show and you can buy one).
The Glowing Ones will also be accompanied by a set of Institute Coursers, all of whom have activated their Stealth Boys. Those paying attention will of course realise the Institute has not yet made their presence felt in the Wasteland so this the first chance to get your hands on two of the three models in this set. Again, these will be available online as well as at the show.
Those who are at GenCon, don’t forget to check your Coupon book, as anyone spending over $20 at the booth on Fallout goodies will be able to pick up one of these Nuka Cola bottle objective markers for free (while stocks last)!
I haven't followed the game since launch where we bought in, loved it, but initial release schedule woes made it hard to stay excited. That said, how is the game doing right now? Specifically we really love the solo/coop aspect of the game, and though only half-baked at the time, the community-building campaign element.
Has the long term campaign system developed any further? Are there further ways to play this new "RPG" mode, GM-less?
Thanks!
Edit: Doing some homework left me just as confused... Is "Settlement" mode still getting and future support, or is Wasteland Warfare RPG its replacement?
Eh.. Settlement mode and the RPG are different things; it's kind of like an optional extra, some book keeping yielding a small mechanical benefit with the trade-off of more restricted force building. But without the benefit of earning XP (which is more the RPG's remit) a player who is 5 games into his 'settlement' is not going to be any better off than his rival who just built a force (same cap limit) for a pick up game.. which is kind of the point IMHO.
Perhaps Modiphius is working on a middle ground, but if not, I am working on a hex map thing although somebody will probably beat me to it
Siygess wrote: Eh.. Settlement mode and the RPG are different things; it's kind of like an optional extra, some book keeping yielding a small mechanical benefit with the trade-off of more restricted force building. But without the benefit of earning XP (which is more the RPG's remit) a player who is 5 games into his 'settlement' is not going to be any better off than his rival who just built a force (same cap limit) for a pick up game.. which is kind of the point IMHO.
Perhaps Modiphius is working on a middle ground, but if not, I am working on a hex map thing although somebody will probably beat me to it
I think my confusion stems from the upcoming FOWW-RPG book also saying it has rules for settlement building. The messaging isn't super clear, but i'd LOVE... like over the moon with joy, if the RPG and Settlement mode could work concurrently. That's my number one hope and will determine if I get back to "buy-it-all" mode or not.
Also, apparently the RPG book is already up on DrivethruRPG and reviews were not flattering in terms of the book explaining how to build decent, balanced opposition for players.
Siygess wrote: Eh.. Settlement mode and the RPG are different things; it's kind of like an optional extra, some book keeping yielding a small mechanical benefit with the trade-off of more restricted force building. But without the benefit of earning XP (which is more the RPG's remit) a player who is 5 games into his 'settlement' is not going to be any better off than his rival who just built a force (same cap limit) for a pick up game.. which is kind of the point IMHO.
Perhaps Modiphius is working on a middle ground, but if not, I am working on a hex map thing although somebody will probably beat me to it
I think my confusion stems from the upcoming FOWW-RPG book also saying it has rules for settlement building. The messaging isn't super clear, but i'd LOVE... like over the moon with joy, if the RPG and Settlement mode could work concurrently. That's my number one hope and will determine if I get back to "buy-it-all" mode or not.
Also, apparently the RPG book is already up on DrivethruRPG and reviews were not flattering in terms of the book explaining how to build decent, balanced opposition for players.
I got my book in the mail yesterday. I'll keep an eye out for this when I read it.
It's an interesting point to make to me, since I can't think of an RPG I've played that actually had balanced encounter rules that didn't require the GM to make a judgment call. I figured that's just part and parcel for RPGs because the game designer simply cannot predict the nuances and composition of a player group in as wide open a rule system as an RPG.
Also, Raiders are lovely models in the flesh. Can't wait to assemble mine and give them a paint job that's a little more to my liking than the official one.
I actually love their house Raiders. I'm 90% sure I will order their big Raider bundle actually, but just wanted to square away this question about the RPG and settlement modes first.
Any official insight from our resident Modiphius member would be much appreciated. Settlement mode with bolted on RPG progression from the new book would make me a very happy boy!
@Geifer, I understand completely, but the review I read said there was like zero guidance on even remotely tailoring encounters, which the reviewer found problematic.
NewTruthNeomaxim wrote: I actually love their house Raiders. I'm 90% sure I will order their big Raider bundle actually, but just wanted to square away this question about the RPG and settlement modes first.
Any official insight from our resident Modiphius member would be much appreciated. Settlement mode with bolted on RPG progression from the new book would make me a very happy boy!
@Geifer, I understand completely, but the review I read said there was like zero guidance on even remotely tailoring encounters, which the reviewer found problematic.
I’m not the resident RPG guy on any level, I thought James had done some guidance notes, but nothing too strenuous as it was felt an RPG would be tailored by the DM and the player skill.
This is also a slightly unusual game as it builds off the wargame, using the same cards, dice and components so it’s not a typical stand alone product per se. We are aware of the RPG net review. I’m not keen to dive in and tell someone their opinion is wrong, though I wonder if they were aware there is really a need to use the wargame to provide the bulk of the stats and equipment.
As far as I am aware, Settlement mode isn’t linked to the RPG at all, but beyond helping the playtest admin I honestly had little involvement with the project as I was working on the raiders wave and waves 3 and 4 (plus liberty prime )
Sorry for the slow response, I’ve had some heavy projects at work plus this whole QuakeCon thing so glad I didn’t knock LP off the plinth on the reveal.
With regards to LPs price, we were able to keep it low by only selling it through the webstore and direct to retail. It’s something we will continue to use for larger and lower run kits to keep prices sensible. Having it go through distro would have added a fair old chunk to that price so we felt it better to go this way.
Thanks Jon. Luckily, in the spirit of RPGs, i'm betting I can Frankenstein together a way to make Settlement mode and RPG mode, marry. I do sort of do this for a living sooooo... ;-)
I actually find that many skirmish tabletop games don't go far enough in marrying their RPG elements. I adore This is Not a Test, Frostgrave, and Rangers of Shadow's Deep IMMENSELY, but I always devour them voraciously and then wish their was more while I await supplements... As such I really respect the oddity and bravery of what it sounds like this book is. Bold choice, and apparently clearly stated that it is RPG hooks for a tabletop game first and foremost.
In hindsight, the critical reviews and impressions are almost universally from admitted non-miniatures game players. I can see where there would be an expectation disconnect.
I'm guessing to that end the battle-modes points are probably a great way to napkin-math your player's vague power-level as a starting point for appropriate encounters.
Well, i've half convinced myself, but having a better sense of what the RPG mode aspired to be, it feels damn close to my wildest hope for what it could be. I'm in.
Now to just endure until Monday when I get paid next. ;-)
Since there isn't a specific thread for Fallout talk on Dakka I just thought i'd add this here.
Bit the bullet and ordered the RPG pdf, and proceeding to spend the whole evening pouring over it. At first blush, I am very, very, pleased.
The system seems like nearly exactly what I wished for. For those familiar it is legitimately equal parts the excellent table-top skirmish game, Fantasy Flight's "Genesys" dice system for providing the GM fun, narrative guidance beyond "your skill test passed/failed" and a few bits and bobs from Mutant: Year Zero in terms of light settlement building.
I really like what I am seeing and have already started brainstorming the beginnings of a campaign for my players. I genuinely feel like between this book and all of the cards available from the miniatures game, I have essentially everything I would want to run a spot on Fallout RPG that feels especially like the original (IE best) PC games... right down to the table-top-esque combat engine.
I know this is sort of a niche product, as it really does seem tailor made for those who love tabletop games and rpgs equally, but for those folks, there is something really cool here.
I was impressed enough to order some of the Wave 1 stuff I had been missing, and still expect to order more Wave 2 preorders tomorrow.
Incidentally, anyone know of any terrain makers who have buildings with proper interior rooms? Prepainted, would be a huge plus.
Thanks for the mini review! I am looking forward to getting a copy, too. I had been collecting all the releases basically with the RPG as my end game goal.
I'd say Battlesystems is still a good place to source scenery. They have a Shanty town set that's very ramshackle and dilapidated, perfect for Fallout.
While they don't have interior walls necessarily (as most walls are double sided for the outside), they do have tons of scatter terrain included in the set, in addition to all sorts of extras you can pick up.
highlord tamburlaine wrote: I'd say Battlesystems is still a good place to source scenery. They have a Shanty town set that's very ramshackle and dilapidated, perfect for Fallout.
While they don't have interior walls necessarily (as most walls are double sided for the outside), they do have tons of scatter terrain included in the set, in addition to all sorts of extras you can pick up.
I might have to give the RPG a look as well.
It seems like a hell of a toolbox, but again, with the caveat that you must want to let the miniatures game and RPG book create a pretty baby in the image of the old isometric PC games!
Thanks for the head's up on Battle Systems. I'll give 'em a look!
There have been a number of updated files added to the downloads page, including a new FAQ/Errata for both the core game and the RPG plus updated card files with all the errata'd cards.
Incidentally, i've been doing some early stage campaign planning, and for anyone who happens to have had the same question I started posting with, it would be very easy to bolt on the Settlement Mode rules, virtually unmodified. It seems a token amount of GM'ing and you have a light, but mechanically sound money-sink for players who enjoy progression in more than just their characters.
Vertrucio wrote: What about bringing the character progression into the wargame's settlement modes?
That one I'd file under "doable, but harder". The sole issue is that the RPG is realllllly loose in terms of how/when to reward XP. The new FAQ yesterday has guidance on it, but there still isn't an xp chart, per-se for what to reward for specific enemy kills, etc. In an RPG its GM digression which works fine, but if you want to add that kind of progression to raw settlement mode, you'd need to make your own xp chart.
Further small issues doing it that way...
1. You'd really want to add a gm-free injury/casualty chart for post-game otherwise characters would perpetually improve.
2. You would need to home-brew enemy types before long, because without a way to gauge specific cap-value of a given character you would be guesstimating balanced games. The adding of dice to skills as a level-up mechanic just doesn't have an analog in battle-mode, etc... to base value off of.
If Modiphius is interested i'd happily write up a proper supplement for bridging these two games a bit more formally, but if you're going to wing it as a player it is muuuuuch easier to build campaign/battlemode stuff into the RPG versus doing it in reverse.
Example of atrocious soft details from a recent order below. Very hard to place orders when this might be what comes in the box. Jon Webb please tell us this was a one off problem or at least you will be using the moulds for a shorter period going forward.
(ie could the one on the left be a PVC version that's slipped into a supposedly resin set? as even a very worn resin mould wouldn't give changes like you see in the handles with a totally even increase in thickness)
I’m looking in to this tomorrow to find out what’s occurring as yes there is a drop in cast fidelity there I’m surprised by given most of the models coming out of our factory.
As a guide, currently all the non scenery models other than liberty prime are still being made by our original factory in the original resin.
All the scenery, plus prime (and the Elder Scrolls minis) are being made by our new in house team in the new resin.
The stealth courser/glowing ones were made by our in house team too.
If anyone has any kits they are concerned by, do let me know and I’ll update once I know more.
I was about to place an order for the newer scenery and restocks but not with that level of detail considering the prices. Please do let us know what you find out and if better quality is possible.
Manchu wrote: I was about to place an order for the newer scenery and restocks but not with that level of detail considering the prices. Please do let us know what you find out and if better quality is possible.
I’m pretty sure I know what happened here, but need to confirm.
As such, I’d say if you were ordering any of the new sets, Liberty prime or the barriers you won’t have any issue.
If you were ordering the new sets of wave 1 scenery, hold off until I check the situation.
Having reviewed the situation regarding the difference in appearance of some scenic sets that was identified yesterday, I can now confirm the following.
The re-mastered wave 1 scenery sets (Nuka Cola Machines, Heavy Consoles, Terminals, Vault Tec Cases, Radioactive Barrels) were moved from our current production factory that makes the gaming figures to our new in house casting facility.
This was to allow us to increase production and reduce the costs of production on scenic items. This lead to us bringing the products back into stock and also allowed for a price drop on all the wave 1 scenic sets.
On discussion with our in house team, I have identified that two sets, the Heavy Consoles and the Nuka Cola Machines had new 3D prints created for mastering. These were done on a Form 2 machine.
As was identified yesterday, there is a difference in of some detail as a result.
Below are some shots of the studio paint jobs of the casts of the remastered wave 1 sets, which were from the same production run as was shown in the photo taken by a customer yesterday. We feel the quality of the scenery is of an acceptable standard to sell.
If customers do not feel these two sets (again, to reinforce its only the Nuka Cola Machines and the Heavy Consoles that were reprinted on the Form 2) then we advise they do not purchase them. The new run of the Scenic Starter set also contains the remastered pieces that will match the detail seen.
We are always striving for higher quality and since mastering these sets have upgraded to a new 3D printer that has been used for the entire wave 3 and 4 mastering process.
Hopefully this reassures everyone that we are always looking to ensure the best possible quality and that we do constantly upgrade our kit to get ever better results, but if you are unhappy with the quality or just need to ask questions, please do contact support@modiphius.com as usual, or else drop me a message or PM.
Second Friday of the month so its Fallout release day.
This month its the X01 and Armoured Dogmeat box, plus new stock of the Sentrybot and the Assaultron and Protectrons.
We have also put up some new scenery bundles for folks looking to build a table or collect the full set of scenery to date.
The Vault Tec Bundle has been updated and is also live once again with all the wave 1 product. A full wave 2 bundle will be along with next month's release of Vermin and Ghouls .
For friends of our robotic overlords, Jon Webb on Facebook:
There are no new robots in wave 3, but the Automatron card pack let’s you build custom robots mixing up various bodies, legs and weapons.
So, you have to provide your own skulls and spikes for now, but you can field all manner of new robot creation.
Future plans do include new robot sculpts of course.
Neat. I was hoping for that.
Also, by James Sheahan:
In addition to what Jon said, the Automatron deck also includes Robot Mods and Perks to add extra capabilities to your Robots themselves and/or to the Robots under the command of a Robot Controller.
Nice! I especially like the objective / searchable markers. Kinda wish I hasn't made my own now! Will they have a recess underneath so you can put them over a token?
Siygess wrote: Nice! I especially like the objective / searchable markers. Kinda wish I hasn't made my own now! Will they have a recess underneath so you can put them over a token?
Sadly not. That would have been an awesome feature :(
Bit of a shame that the Enclave is taking longer than I hoped, at least T-51 power armor is on the horizon. Yay! Oh, and if the schedule holds up I can totally sell the appearance of T-51 as March to Victory. Take that, commies!
Kellogg looks good. I had hoped for one or two Gen-3 Synths in Institute armor as that looks cool and could have been easily repurposed for Survivors. Unfortunately there's only the kneeling one. Better than nothing, but not ideal. Well, for my purposes anyway.
Good to see the workbenches, too. I'm way behind on my terrain projects and having all sorts of clutter and furniture available now to decorate them is great. The workbenches should add a nice touch.
Siygess wrote: Nice! I especially like the objective / searchable markers. Kinda wish I hasn't made my own now! Will they have a recess underneath so you can put them over a token?
Sadly not. That would have been an awesome feature :(
Would have been nice, but just like the terminals and crates the objective markers will work fine as the actual pieces to reach with the cardboard marker next to them denoting what they are.
Yeah, I put the appropriate tokens for the mission in a bag like I'm getting ready to play Arkham Horror! Then I draw one when I get in base contact with an objective marker. It isn't as slick as having the markers sitting on top of the tokens but it does help to cut down on the number of tokens on the table.
I'm not bothered about any cutter myself. Generally I like what Modiphius has done with their tokens. They're small and not very intrusive. Except objectives which are larger and brightly colored, which I'm fine with because I'm not getting any younger.
Also on a personal note, I got E-Mail notification this morning that democracy is on its way. Yay!
TheWaspinator wrote: I'm waiting until batch 2 to let others see how Liberty Prime turns out, but am definitely interested.
I got mine today and had a little time to clean it up for the most part. Liberty Prime is my first large resin model so I don't know how it compares to Forge World or large resin monsters of other manufacturers, but I'm happy with what I got.
The model I got is not without little kinks. The torso was slightly banged up with very minor rough spots on a few edges and an indentation in an armor plate, probably from handling at the factory or the parcel getting thrown around during shipping. The latter is likely responsible for the pointy end of one of Prime's backpack coils breaking off. There's a short stretch in one leg where apparently the resin did not fill out the mold and left an uncast gash in an armor plate. That's going to need filler. Finally, there are two or three air bubbles in plain sight, and a few more in joints that will be hidden once the model is assembled.
Nothing major and nothing that upset me. I don't know how that compares to other manufacturers, but that's nothing that's going to take any noteworthy work to fix.
The casting quality of the details is good and in line with what I've come to expect from Modiphius. Objectively though it's hard to compare Liberty Prime with human sized models as the detail size is vastly different. But the finest details on Prime, I'm going to say that's the small air vents he has in some places, are crisply cast and larger pieces follow suit.
Mold lines range from minor to barely existent, usually with one on the one end of each piece and the other found on the other end. There's is a bit of flash in a few places, particularly between the fingers, but that's resin for you. The only major parts to clean up are the large injection ports or whatever those things are called, but I understand that's just a thing with large resin models. There was no mold slippage on my model, and with the exception of one part on the forearms the mold lines seem to be placed as conveniently and out of the way as possible.
The base detail seems a little softer and there's what I figure is a concrete slab sculpted on it that I'm not sure couldn't have been done better. The base is also 1.2cm thick without any of the debris sculpted on top of it and is a solid murder weapon, with what feels like easily enough weight to stop an assembled Liberty Prime from tipping over. I can't say until mine is fully assembled but for now I'll assume he'll stand on uneven ground well.
The fit of the joints seems good from quick dry fitting to get a general idea, and the pyramid shaped positioning aids seem to do their job and add more surface area sunken into the respective pieces to add stability. I don't think there's any strict need for pinning, but I'll have to see how I feel about it once everything is cleaned up and I can devote proper time to dry fitting.
There weren't any cards in there. At all. Were there supposed to be? I'm not sure where I can find the stats in order to use them.
They've changed how they do releases. All boxes now only contain models and the cards for the whole wave are collected in a separate pack (in this case, the Raiders Wave Card Pack).
Modiphius changed the way they are handling rules because cards coming in the model boxes caused them all manner of delays. Starting this summer with the Raider wave (and going forward), each wave gets a card pack with all the cards for that wave. The launch wave cards will be repackaged accordingly, but they still seem to be in the transitional period and those card packs and, while announced, have yet to show up.
You can find the unit cards for the regular robots in the Fallout download section under Launch Wave Cards and the additional unit cards for weakened versions under Raider Wave Cards, and their equipment wand weapon cards in the respective PDFs there:
Since AI cards are only available as physical cards and as said the launch wave card packs are not yet available, you can't get your hands on them at the moment (other than second hand, of course).
Since AI cards are only available as physical cards and as said the launch wave card packs are not yet available, you can't get your hands on them at the moment (other than second hand, of course).
Which ones are you talking about? The Raider card pack includes cards (including AI cards and weapons) for Assaultron, Battered Assaultron, Protectron, Battered Protectron, Sentry Bot, and Battered Sentry Bot.
Since AI cards are only available as physical cards and as said the launch wave card packs are not yet available, you can't get your hands on them at the moment (other than second hand, of course).
Which ones are you talking about? The Raider card pack includes cards (including AI cards and weapons) for Assaultron, Battered Assaultron, Protectron, Battered Protectron, Sentry Bot, and Battered Sentry Bot.
It does? Cool. Thanks for the correction!
I have and use the cards from the first wave. I guess I overlooked them in the Raider card pack because I have no immediate use for them.
Since AI cards are only available as physical cards and as said the launch wave card packs are not yet available, you can't get your hands on them at the moment (other than second hand, of course).
Which ones are you talking about? The Raider card pack includes cards (including AI cards and weapons) for Assaultron, Battered Assaultron, Protectron, Battered Protectron, Sentry Bot, and Battered Sentry Bot.
It does? Cool. Thanks for the correction!
I have and use the cards from the first wave. I guess I overlooked them in the Raider card pack because I have no immediate use for them.
The basic premise is, if a product is retail released in a wave, the cards go in that wave pack.
We had some back and forth about naming. I preferred wave 2 card pack, but that’s a little ambiguous if you are not closely following how we chop up product, so raider wave was chosen. But as noted, the pack contains more than just raiders.
Same as with the wave 3 pack. It’s the institute wave, but also contains things like the brotherhood of steel order of the shield or the super mutant skirmishes.
Robots and creatures were weird as they got a soft release in the pre-order phase, before being reboxed into retail friendly packs.
Oh, and because it’s Essen this weekend, the show glowing ghouls and stealth boy coursers are back online in the store for those unable to attend the show.
Hmm, that delay is a shame. Would have been good to have the Institute release before Dragonmeet so I could throw in the event exclusive models with my order and save postage. Oh well.
Is it safe to assume you'll still offer the car as a normal resin cast down the line for those of us that don't have 3D printers?
Geifer wrote: Hmm, that delay is a shame. Would have been good to have the Institute release before Dragonmeet so I could throw in the event exclusive models with my order and save postage. Oh well.
Is it safe to assume you'll still offer the car as a normal resin cast down the line for those of us that don't have 3D printers?
Still planning on putting the cars into normal production in time for sure.
I'm not a 3D printer person either, so if only for my own nefarious purposes
Fallout Friday has arrived and with it a whole new faction for playing in the Wasteland.
The Institute have emerged from their hidden laboratories (or maybe they were always here) and are now available on the store.
[url]https://www.modiphius.net/collections/fallout-wasteland-warfare
[/url]
America, there will be a slight delay on shipping to your LGS due to a customs hold up with the freight container with this wave.
UK/EU, your stores will have stock if they pre-ordered, if not it will be with them shortly. Feel free to ask your stores to order product and support local.
This month we have the three Institute packs (Core, Synths and Covert Operations Characters)
Plus the wave card pack to use all these new models (and more) as well as the Automatron expansion for those wanting to build custom robot forces lead by the Mechanist.
We also managed to sneak the Settlement Workbenches in there for those looking to customise their tables (and their wargear).
With the Institute now out, that's six main factions (Survivors, Super Mutants, Brotherhood of Steel, Institute, Raiders and Robots) with the creatures also being playable (there will be a creature card pack coming 2020 to flesh them out).
So, that's the bulk of Fallout 4 ticked off (though gunners will happen eventually).
Early 2020 rounds out the last of the Fallout 4 plans for now, plus brings the Enclave online to bring their own brand of politics to battle. After that... well, that would be telling right?
Done with Fallout 4 for now? Nice. technically I would have liked to see the Nuka-World Raiders, but the upside is without Raider overload like that, I like to think there's hope for Fallout 3 style Raiders (which is scientifically proven to be superior in every conceivable way to Fallout 4 style ).
Can't wait for the Enclave to finally arrive, too.
It's good* to finally have the workbenches. I have an unreasonable desire for them as settlement decoration.
*Not really. I'm way behind on painting scatter terrain. Or any terrain for that matter...
Geifer wrote: Done with Fallout 4 for now? Nice. technically I would have liked to see the Nuka-World Raiders, but the upside is without Raider overload like that, I like to think there's hope for Fallout 3 style Raiders (which is scientifically proven to be superior in every conceivable way to Fallout 4 style ).
Can't wait for the Enclave to finally arrive, too.
It's good* to finally have the workbenches. I have an unreasonable desire for them as settlement decoration.
*Not really. I'm way behind on painting scatter terrain. Or any terrain for that matter...
Plans are pretty locked for 2020 now, just starting on 2021.
So, Enclave, the rest of the FO4 packs (still not getting my precious gunners though :( )
The second half of 2020 is going to be very interesting indeed though.But I can say no more... for now...
You needn't say anything. I know exactly what's coming. Gary and Little Lamplighters as full force releases, and the bad luck dog and scorpion that cheated at chess from Fallout 2 as promotional miniatures.
You should make me your product manager.
Edit: Oh, and on topic of Gunners, I'm not annoyed or anything but it would have been good to have a sculpt with an army helmet. Love that thing and could certainly use one for a head swap or two.
I'm still wanting the rumored plastic power armor, and more weapon sprues whether resin or plastic. We need more conversion bits, and sculpts for weapons that models haven't been released with yet!
We need models of teddy bears. I can't believe we're over a year into the tabletop version of Teddy Bear Simulator and Modiphius has yet to give us a terrain upgrade sprue.
Plastics for fallout are still a little way off. We are starting using plastic with elder scrolls but if all goes to plan then I have the power armour and combat armour kits briefed, so won’t be too much trouble to get cracking with them.
Weapon and head sprues are possible. The hardest part at present is our sculptors are jam packed with work already, despite us having plenty of plans.
There are still kits unseen that will filter out in time, not withstanding the secret project that is the next major piece of the Fallout plan. That’s in sculpting at present and is shaping up very nicely indeed.
I was determined to make a model of this teddy from Fallout 76 (and many besides, but this one spoke to me in particular), but, you know, if there's anything you can do to make my life easier, I won't complain.
Chris Birch posted a look ahead on Christmas that's worth adding here:
Hope you’re all having a fantastic Christmas with friends or family and managing to get some gaming in between the food assault. It’s been quite a year with The Raiders and the Institute releases (North America gets them in January).
We’ve got our own factory really motoring with the scenics and robots and they’ve been building up stocks of the Elder Scrolls resin sets, we have now maxed them out and our other partner factory CMA which is focused on Fallout factions and together they’re producing incredible amounts of resin.
We’ve made the big exciting jump to HIPS plastic sprues for the main Elder Scrolls Call To Arms sets - a huge investment that we hope will pay off when the game launches in March and if that goes well we’re already considering Fallout sets in HIPS.
James Sheahan is hard at work on two big narrative gameplay boxed sets that we’ll be revealing more about soon and I hope we’ll see the first one in stores by the summer. One of them includes the ability to have a persistent crew gradually improving from mission to mission that I know a lot of you have been waiting on.
The Institute faction arrived just too late in the us thanks to a custom inspection for a Christmas launch so the first three sets and card deck are launching in January - also don’t miss the Automatron deck which lets you build your own robots (and yes a robot workbench is sculpted...).
Late jan /early feb you’ll see the two objective marker sets hitting retail followed in Feb / March by the next waves of supporting releases for the institute which includes new Super Mutants, Brotherhood of Steel and Survivor sets. Yes there’s more power armour!
The Enclave are powering up their fleet of Vertibirds for a drop in the early summer with the likes of Frank Horrigan ready to duke it out with your heroes and I guess that might be a good time to bring the fully operational Vertibird model if production let’s us
We’ll be adding more 3D print models to the range in the new year and also offering those items in resin for people who don’t have access to a printer.
There’s lots of big stuff to come - I mentioned above we have the Vertibird as we had to start with a complete one to make a crashed one, there’s a crashed UFO that you’ve seen in renders before now being tested in production and the Summer should see some mighty creatures like the Mirelurk Queen and other badass adversaries. In fact one of the narrative box sets introduces new really hard versions of enemies (legendary etc) for those who want to push their band of survivors to the limit.
We’ve mentioned the Vault in the past and that’s 3d printing prior to production tests. What is Fallout without some dungeon crawling in a Rad Roach infested Vault searching for supplies or secrets!
So a massive thanks to all of you who are painting or playing and posting to inspire others, for those of you collecting the sets and supporting your local stores - Fallout could be inspiration enough to create all of this but it’s seeing what you do with it that makes it all worthwhile. Every time I see a cool new paint job or a clever game scenario, a piece of scratch built terrain or a fun battle report its a reminder of why we do this.
You might think the above is enough to keep us busy for most of next year but we have some big announcements to come, lots of exciting new sets and expansions to keep you busy so keep your eyes on the wasteland ...
Chris and the Modiphius team
Campaign rules with character advancement sound interesting. Next half year will be interesting for me because of T-51 models and, of course, the Enclave. It'll be fun to finally add Mirelurks to the wasteland critter roster. And when I say fun, I mean I hate Mirelurks. I want some just to shoot them up*.
These miniatures look great in the photos. I love fallout. Not sure if be able to play the game with anyone, but I'd love to make a fallout diorama. Can anyone attest to the quality of the miniatures for painting?
queen_annes_revenge wrote: These miniatures look great in the photos. I love fallout. Not sure if be able to play the game with anyone, but I'd love to make a fallout diorama. Can anyone attest to the quality of the miniatures for painting?
Miniatures paint up well, but do require cleaning.
Game has ai cards to play single player. I do wish there was an app for it though.
Two big narrative expansions is pretty much exactly what I want for this game - especially if they fix the way the settlement building works. It's not bad, and the game is better with it than without it, but with everything built around drawing and discarding cards between games, it doesn't really feel like progressing. It feels like drawing a hand of random items for your next game, with the settlement features largely mitigating some (but not all) of the luck. Real character progression between scenarios would be pretty cool.
What I'd really like is a nice rulebook. Those pamphlets that come with the starter set are not built to last. Something like the hardback Wasteland Warfare RPG book that came out not too long ago.
queen_annes_revenge wrote: These miniatures look great in the photos. I love fallout. Not sure if be able to play the game with anyone, but I'd love to make a fallout diorama. Can anyone attest to the quality of the miniatures for painting?
The resin miniatures have good detail. I haven't painted them yet, but I feel like they are a comfortable standard that should paint up without issue. The resin does need cleaning up, and I've had a figure or two that has required substantial cleaning along the moldline. Nothing deal breaking, but I always cut my fingers when trying to clean resin models.
The PVC miniatures in the two player starter set are terrible though. Soft and bendy. All the boiling water in the world has not been enough to get their floppy bases to sit straight. I have PVC and resin versions of the same model (two figures overlap with the survivors core set), and there is a very clear drop in detail between the two.
I'd definitely be going for resin for sure. maybe I'll look at getting a set and see if any inspiration hits. I do like the liberty prime, and the power armoured models.
I was pretty amazed when I first saw the resin models. Some have tiny details and texture that you need to be careful when you paint. I'm not an ardent proponent of thin coats, but I think Wasteland Warfare models actually need them to be at their best.
In my experience cleaning mold release has not been necessary. I don't do it and I didn't have trouble because of it more than once or twice. They are resin miniatures and washing them first is never a bad idea, but in my experience not strictly necessary. Others seem to have more trouble with this than me, though. Maybe I just got lucky.
Mold lines are generally not an issue. I've had one model so far with actual mold slippage that required a bit of work, but largely the models I assembled had little to no visible mold lines. I'll make an exception for Liberty Prime. I wrote a post on him a page or two back, when I got him in October. Obviously you can't directly compare such a massive model with a human sized one. That said, my issues with the model weren't tied to mold lines.
Even though you've already made the right choice, I'll add this for completion's sake: If you have the choice, go with resin. The PVC models are nothing to write home about. The Deathclaw is nice enough since its size mitigates a major issue with PVC, but for a display model or one you just want to paint, resin is so much superior it's just no comparison.
Sqorgar wrote: Two big narrative expansions is pretty much exactly what I want for this game - especially if they fix the way the settlement building works. It's not bad, and the game is better with it than without it, but with everything built around drawing and discarding cards between games, it doesn't really feel like progressing. It feels like drawing a hand of random items for your next game, with the settlement features largely mitigating some (but not all) of the luck. Real character progression between scenarios would be pretty cool.
What I'd really like is a nice rulebook. Those pamphlets that come with the starter set are not built to last. Something like the hardback Wasteland Warfare RPG book that came out not too long ago.
I haven't tried settlement mode yet (it's on our to do list, though) but from reading it I agree it could use some more elements. I like the random wasteland exploration aspect, but, well, to be honest I'm not sure what I want out of it. Just... more. I haven't really given it much thought yet, honestly.
I like that they started with a simple rulebook. A fancy hardback is cool and all but I think I'd rather have that after the rules were out for a while and errors have been corrected, with maybe some of those expansions rolled into it to give an a kind of ultimate edition on the rules.
I haven't tried settlement mode yet (it's on our to do list, though) but from reading it I agree it could use some more elements. I like the random wasteland exploration aspect, but, well, to be honest I'm not sure what I want out of it. Just... more. I haven't really given it much thought yet, honestly.
I like that they started with a simple rulebook. A fancy hardback is cool and all but I think I'd rather have that after the rules were out for a while and errors have been corrected, with maybe some of those expansions rolled into it to give an a kind of ultimate edition on the rules.
Some juicy hints for you all off the back off this.
James S is working on two fairly significant expansion products at present. These are evolutions of everything that has gone before.
One is based around expanding the solo/AI gameplay and introduces new concepts such as instinctive behaviour and environments as well as pushing up the exploration aspect of the game.
The second is a boost to settlement mode, bringing more progression/persistent campaign elements in as well as allowing you to attack/defend your base.
Hoping we see both released in Q3/4 but its a bit too early to make any promises.
The other thing that is coming links to wave 5 (the secret wave ) this will be another evolution product that will introduce a new region to play in with new events, dangers, characters and so forth.
Between the three, we will hopefully have lots of new experiences for you all and a more concise way of expanding the game (my vision on the regional pack is if it goes well, we can continue to produce them focusing on areas of the game, say Far Harbour, Nuka World or the like. In some respects, wave 1-3 is essentially the "Boston" version of this concept, just spread across card packs rather than as a single expansion block.
A nice hard copy version of the book has been on the cards since launch. My view is we need to get the last few pieces of the first era of the game locked down (basically up to wave 4) then we will pull the trigger. So, Q1 2021 at the very earliest and even then... there are some slight tweaks we have pondered, plus the errata etc... so its more of a 1.x than a second edition if we go down that road.
Focus for Q1/2 2020 is getting wave 3 wrapped up and wave 4 in your hands. The reveal for wave 5 is coming closer... Chris is champing at the bit to reveal all... but I'm waiting till I can show painted models. Its going to be worth it though
Geifer wrote: I was pretty amazed when I first saw the resin models. Some have tiny details and texture that you need to be careful when you paint. I'm not an ardent proponent of thin coats, but I think Wasteland Warfare models actually need them to be at their best.
In my experience cleaning mold release has not been necessary. I don't do it and I didn't have trouble because of it more than once or twice. They are resin miniatures and washing them first is never a bad idea, but in my experience not strictly necessary. Others seem to have more trouble with this than me, though. Maybe I just got lucky.
Mold lines are generally not an issue. I've had one model so far with actual mold slippage that required a bit of work, but largely the models I assembled had little to no visible mold lines. I'll make an exception for Liberty Prime. I wrote a post on him a page or two back, when I got him in October. Obviously you can't directly compare such a massive model with a human sized one. That said, my issues with the model weren't tied to mold lines.
Even though you've already made the right choice, I'll add this for completion's sake: If you have the choice, go with resin. The PVC models are nothing to write home about. The Deathclaw is nice enough since its size mitigates a major issue with PVC, but for a display model or one you just want to paint, resin is so much superior it's just no comparison.
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Thats fine. I'm more than happy cleaning and assembling resin pieces. I try to paint to display/competition standard so everything is multiple thin coats. I've taken the plunge and ordered the brotherhood of steel frontline pack. I'll have to decide whether I want to just make a nice diorama with some of the terrain pieces and other models, or invest in the starter set and maybe play the game.
Is there any word on the release date for the unaligned power armour? theyre all pre order online, but I like the gatling one.
TheWaspinator wrote: I'm waiting until batch 2 to let others see how Liberty Prime turns out, but am definitely interested.
I got mine today and had a little time to clean it up for the most part. Liberty Prime is my first large resin model so I don't know how it compares to Forge World or large resin monsters of other manufacturers, but I'm happy with what I got.
The model I got is not without little kinks. The torso was slightly banged up with very minor rough spots on a few edges and an indentation in an armor plate, probably from handling at the factory or the parcel getting thrown around during shipping. The latter is likely responsible for the pointy end of one of Prime's backpack coils breaking off. There's a short stretch in one leg where apparently the resin did not fill out the mold and left an uncast gash in an armor plate. That's going to need filler. Finally, there are two or three air bubbles in plain sight, and a few more in joints that will be hidden once the model is assembled.
Nothing major and nothing that upset me. I don't know how that compares to other manufacturers, but that's nothing that's going to take any noteworthy work to fix.
The casting quality of the details is good and in line with what I've come to expect from Modiphius. Objectively though it's hard to compare Liberty Prime with human sized models as the detail size is vastly different. But the finest details on Prime, I'm going to say that's the small air vents he has in some places, are crisply cast and larger pieces follow suit.
Mold lines range from minor to barely existent, usually with one on the one end of each piece and the other found on the other end. There's is a bit of flash in a few places, particularly between the fingers, but that's resin for you. The only major parts to clean up are the large injection ports or whatever those things are called, but I understand that's just a thing with large resin models. There was no mold slippage on my model, and with the exception of one part on the forearms the mold lines seem to be placed as conveniently and out of the way as possible.
The base detail seems a little softer and there's what I figure is a concrete slab sculpted on it that I'm not sure couldn't have been done better. The base is also 1.2cm thick without any of the debris sculpted on top of it and is a solid murder weapon, with what feels like easily enough weight to stop an assembled Liberty Prime from tipping over. I can't say until mine is fully assembled but for now I'll assume he'll stand on uneven ground well.
The fit of the joints seems good from quick dry fitting to get a general idea, and the pyramid shaped positioning aids seem to do their job and add more surface area sunken into the respective pieces to add stability. I don't think there's any strict need for pinning, but I'll have to see how I feel about it once everything is cleaned up and I can devote proper time to dry fitting.
sounds about the same level as forge world. I'd love to get LP but i dont know if i can justify dropping £100 on such a large model, when I have so many other models to finish haha.
I haven't tried settlement mode yet (it's on our to do list, though) but from reading it I agree it could use some more elements. I like the random wasteland exploration aspect, but, well, to be honest I'm not sure what I want out of it. Just... more. I haven't really given it much thought yet, honestly.
I like that they started with a simple rulebook. A fancy hardback is cool and all but I think I'd rather have that after the rules were out for a while and errors have been corrected, with maybe some of those expansions rolled into it to give an a kind of ultimate edition on the rules.
Some juicy hints for you all off the back off this.
James S is working on two fairly significant expansion products at present. These are evolutions of everything that has gone before.
One is based around expanding the solo/AI gameplay and introduces new concepts such as instinctive behaviour and environments as well as pushing up the exploration aspect of the game.
The second is a boost to settlement mode, bringing more progression/persistent campaign elements in as well as allowing you to attack/defend your base.
Hoping we see both released in Q3/4 but its a bit too early to make any promises.
The other thing that is coming links to wave 5 (the secret wave ) this will be another evolution product that will introduce a new region to play in with new events, dangers, characters and so forth.
Between the three, we will hopefully have lots of new experiences for you all and a more concise way of expanding the game (my vision on the regional pack is if it goes well, we can continue to produce them focusing on areas of the game, say Far Harbour, Nuka World or the like. In some respects, wave 1-3 is essentially the "Boston" version of this concept, just spread across card packs rather than as a single expansion block.
A nice hard copy version of the book has been on the cards since launch. My view is we need to get the last few pieces of the first era of the game locked down (basically up to wave 4) then we will pull the trigger. So, Q1 2021 at the very earliest and even then... there are some slight tweaks we have pondered, plus the errata etc... so its more of a 1.x than a second edition if we go down that road.
Focus for Q1/2 2020 is getting wave 3 wrapped up and wave 4 in your hands. The reveal for wave 5 is coming closer... Chris is champing at the bit to reveal all... but I'm waiting till I can show painted models. Its going to be worth it though
Cool stuff.
I for one like the idea of regional expansions. After all that's basically how Bethesda distributes new designs and sticking with that is a nice way of thematically packaging things (even if I really appreciate the Enslaved Tech bringing his Pitt outfit all the way to the Commonwealth, so feel free to throw in random stuff I want even if it doesn't fit the theme ).
queen_annes_revenge wrote: Thats fine. I'm more than happy cleaning and assembling resin pieces. I try to paint to display/competition standard so everything is multiple thin coats. I've taken the plunge and ordered the brotherhood of steel frontline pack. I'll have to decide whether I want to just make a nice diorama with some of the terrain pieces and other models, or invest in the starter set and maybe play the game.
I can definitely recommend the game. It's the best rule set I've played in a while and easily rates among my favorites. It also scales nicely and you can have fun games with a single box of models, so it's easy to get into.
You could always try to magnetize the models. They're fairly small and realistically sculpted, so normal guys don't have much room in their feet for magnets, but they're resin and a small one should hold them up fine. Should be possible to use the same models in a diorama and on a base if you don't want to incorporate the base into the diorama.
queen_annes_revenge wrote: Is there any word on the release date for the unaligned power armour? theyre all pre order online, but I like the gatling one.
March or April, I believe. I thought we had a tentative schedule for the next half year in this thread, but I can't seem to find it now.
I think it should be objectives in January, Maxson and non-human companions in February, Vault Dwellers in March, which would then put the power armors in April (and Enclave after that).
queen_annes_revenge wrote: sounds about the same level as forge world. I'd love to get LP but i dont know if i can justify dropping £100 on such a large model, when I have so many other models to finish haha.
Interesting to hear. Got to say at a quarter of the price of a Forge World model, I really don't have anything to complain about, then.
No, it's a very reasonably priced model for the size.
And we could talk about the issues with forge worlds extortionate pricing and simultaneous poor cast quality, but we'd be here all day and I'm sure most people already know.
The box sets are very reasonable too! Paid just under 20gbp for 5 resin models. Lovely!
Objective markers 1 and 2 - January (next week!)
Super Mutant Skirmishers, Super Mutant Fist and Overlord - February
Survivors Vault Dwellers, Survivors Unusual Allies, Unaligned T51 Power Armour - March
BoS Order of the Shield, BoS Elder Maxson - April
All dates subject to the whims of box printing, boats sinking and those darned elder gods that make my life so amusing
I've built the power armour model so far. First impressions are good. The level of detail is great, slightly less crisp than a similar forge world cast, but on the flip side the amount of mold line and flash cleaning was minimal, there were no bubbles, warping, slipped casting etc, and overall it seems like a very solid cast. Will definitely get one or two more sets to create a small fallout diorama. In the future!
Hey Jon, any chance you could help me follow up on a card mispack problem I reported to Modiphius support back in August? I've been waiting on replacement cards for the Raider wave since then, and haven't heard back from anybody in support since the end of September.
Siygess wrote: Hey Jon, any chance you could help me follow up on a card mispack problem I reported to Modiphius support back in August? I've been waiting on replacement cards for the Raider wave since then, and haven't heard back from anybody in support since the end of September.
Sure thing.
Drop me a pm with your details and support ticket number if you have it and I’ll look into the issue.
Feb (likely March in US because boats hate me!) - Super Mutant Skirmishers and Fist/Overlord
March - Survivors Vault Dwellers, Unusual Allies (non human FO4 companions) and T51 suits
April - BoS Elder Maxson, Order of the Shield.
After that, we move to wave 4 which includes the Enclave, Mirelurks and T45 sets.
The second half of the year we are keeping close to our chest for now.
We also have two narrative packs in progress and a new module all of which will help define how the game progresses going forward (keep an eye out on the blogs for more on that shortly).
New robots are coming. The Mr Handy set is in mastering and I'm hoping to do a surprise drop of it this year.
I have briefs done for the Protectron variants, just a case of finding sculptor time there.
I hope when you get to the Protectron variants that it's just a box of Protectrons. I love those doofy robots.
It sounds like Wave 4 is the one for me. I want to run Enclave. But, it also sounds like I'll have a few gift ideas for my birthday in April. Gonna need those power armors.
Is there any possibility of using unused concepts from the games? Just curious, because a set of Institute power armors would be awesome.
While we're on the topic of robots, the Automatron card pack is I think the first time I saw a render of a Robobrain. Any plans yet for when we might see the matching model?
Barzam wrote: Enclave are getting a faction? Is it going to be an all power armor faction, or will there be regular troops too?
I don't know about troops, but Modiphius showed officers and a scientist without power armor in an earlier development blog (pictures spoilered for size):
There is a card going into the Enclave for non power armoured soldiers. No model at this stage, but you can sub in a Combat Armour BoS for now.
Robobrain is sculpted (hence the render) and I think 3D printed. Its a case of finding a gap for him in the schedule, so hopefully not a million miles away from releases.
JonWebb wrote: There is a card going into the Enclave for non power armoured soldiers. No model at this stage, but you can sub in a Combat Armour BoS for now.
Robobrain is sculpted (hence the render) and I think 3D printed. Its a case of finding a gap for him in the schedule, so hopefully not a million miles away from releases.
Cook, thanks! Hope it won't be too long.
In other robotic news:
Jon Webb on Facebook:
Time for the latest “it’s Friday and no ones watching me” post from Jon.
Something a little different today. Please note, these guys are a little way off yet (these are the first test casts, hot from the mould).Ms Nanny/Curie, Mr Gutsy and Codsworth/Mr Handy (with hat) for all your robot needs.
Friday is creeping up, so I thought folks might like to see the two boxes releasing, plus a sneak peek at the March releases.
Super Mutant Skirmishers - Feb
Super Mutant Fist and Overlord - Feb
Survivors Vault Dwellers - March
Survivors Unusual Allies - March
T51 Power Armour - March
I got an email about the new releases that also touted some drops in the terrain pricing. But on the Modiphius webstore, I still see the old prices. When are the new prices going into effect?
Psychopomp wrote: I got an email about the new releases that also touted some drops in the terrain pricing. But on the Modiphius webstore, I still see the old prices. When are the new prices going into effect?
It wasn’t an across the board drop, so double check. I want to say the Boston scatter set dropped a few quid for example, but this was Chris’ doing so I’d have to dig into my spreadsheets to find exactly what he changed.
It may be it hasn’t gone live yet, but the plan was certainly to do it friday.
Psychopomp wrote: I got an email about the new releases that also touted some drops in the terrain pricing. But on the Modiphius webstore, I still see the old prices. When are the new prices going into effect?
It wasn’t an across the board drop, so double check. I want to say the Boston scatter set dropped a few quid for example, but this was Chris’ doing so I’d have to dig into my spreadsheets to find exactly what he changed.
It may be it hasn’t gone live yet, but the plan was certainly to do it friday.
I'd had the email on one screen and the webstore on the other, cross-referencing to be sure. It looks like the changes have gone live now, though!
One week until our next batch of releases goes live, with the Survivors being reinforced by the Unusual Allies and Vault Dwellers, as well as the T51 Power Armour set releasing for any faction and Mysterious Stranger going into retail for those who didn't pick up the Raider bundle.
As preview of April, here are the two new Brotherhood of Steel sets, Elder Maxson and the Order of the Shield.
Those sets look very nice, and I'm not really a fan of the T-60. I'm hoping for some '45s and the X series, myself.
Speaking of the X series of power armor, will you guys be using any of the Creation Club or concept stuff? An Institute power armor or an X-02 or Hellfire armor would be amazing
Monkeysloth wrote:Hey Jon. What are the chances of some plastic modular survivors to go with the 2d20 RPG when it comes out? Blink once if possible twice for no.
Blinks three times? Currently we are looking to see how plastics go with Elder Scrolls, but yes I have already created briefs for several multi option plastic kits, its just a case of if/when we move to the quote/production phase. Not Survivors to start, but if all goes well, I'll expand the line.
Barzam wrote:Those sets look very nice, and I'm not really a fan of the T-60. I'm hoping for some '45s and the X series, myself.
Speaking of the X series of power armor, will you guys be using any of the Creation Club or concept stuff? An Institute power armor or an X-02 or Hellfire armor would be amazing
T51s are next month, with T45s in wave 4. I'll show photos soon enough as they are in hand and painted. X01 is in the X01 set, with swappable heads. We may well swing round to more in the future. Between the Enclave variants and Frank H, there is a lot of power armour in wave 4.
MajorWesJanson wrote:PA Maxxon is interesting, but what happened to the version in his awesome jacket?
Jacket Maxson is in the box too! Its a three pack, with both foot or Power Armour Maxson (with optional unhelmeted head for the Power Armour).
Now I'm in charge of sculpt briefing I'm trying to squeeze a bit more out of our kits, with optional parts etc. It gets trickier in resin, and we have to balance cost vs usefulness, but you should start to see more of this after wave 5. But what is wave 5 you ask... that I cannot say... yet
Nice stuff. I'm not really sure what power armored Maxson is doing, though. Like, I don't get the pose at all.
Looking forward to next week. I'll finally be able to get T-51. And I'll get my T-51. All the T-51!
More options in kits is a good thing. And it's good to have those extra parts for conversions. I'm holding out hope for more weapon sprues in the (hopefully not too distant) future, too. Like, right about now I could use a handmade rifle. Only currently I'd have to make it by hand. Awkward.
Barzam wrote: Those sets look very nice, and I'm not really a fan of the T-60. I'm hoping for some '45s and the X series, myself.
Speaking of the X series of power armor, will you guys be using any of the Creation Club or concept stuff? An Institute power armor or an X-02 or Hellfire armor would be amazing
I totally want a Hellfire model. Best power armor ever.
Geifer wrote: Nice stuff. I'm not really sure what power armored Maxson is doing, though. Like, I don't get the pose at all.
Looking forward to next week. I'll finally be able to get T-51. And I'll get my T-51. All the T-51!
More options in kits is a good thing. And it's good to have those extra parts for conversions. I'm holding out hope for more weapon sprues in the (hopefully not too distant) future, too. Like, right about now I could use a handmade rifle. Only currently I'd have to make it by hand. Awkward.
Barzam wrote: Those sets look very nice, and I'm not really a fan of the T-60. I'm hoping for some '45s and the X series, myself.
Speaking of the X series of power armor, will you guys be using any of the Creation Club or concept stuff? An Institute power armor or an X-02 or Hellfire armor would be amazing
I totally want a Hellfire model. Best power armor ever.
It’s a tricky one to shoot, but he’s striding out of the burned wreckage of his vertibird. So, the gun is held one handed, which is unusual.
He’s more dynamic that it looks front on, and usually we have our heavy weapons shooting, so this is a bit different.
The head could do with being rotated slightly. It’s on a magnet so likely got slightly knocked during shooting .
T51s are next month, with T45s in wave 4. I'll show photos soon enough as they are in hand and painted. X01 is in the X01 set, with swappable heads. We may well swing round to more in the future. Between the Enclave variants and Frank H, there is a lot of power armour in wave 4.
Ooh, cagey and mysterious. So there's a chance we may see the other X series armors, eh? I am eagerly awaiting the return of the Enclave.
Which games are actually included in the Wastelsnd Warfare license? Or are you not allowed to say. I'm kind of curious if Tactics and Brotherhood of Steel were included.
So I saw on a FWW facebook group ran by Modiphius that there's supposed to be a big STL drop this month for people with printers but they're not saying what's in it. Assuming just terrain.
With Adepticon (and other shows) cancelled, and the current global health issues raging, we are currently doing some behind the scenes shuffling of products/projects and the release schedule.
Its not all doom and gloom and until we are told otherwise, products are still being made and shipped.
Tomorrow we are going to do our big reveal planned for Adepticon and will be releasing at least one new promo figure and maybe the long teased STL drop of "secret project x"
Video link here, join us tomorrow for a rather special reveal:
Monkeysloth wrote: I'll just go off the deepend and say it's with the Fallout Miami fan mod dev team and we're getting mutant flamingos and frat gangers.
God I'd love some Flamingos. There have been some very unusual things sculpted by the team recently, so you never know.
In the run up to the two reveals this afternoon, some good news on shipping and PDF discounts
See everyone this afternoon, hopefully to have some minds blown.
Many of us are turning to our gaming collections to make the most of the time at home, but if you've been thinking of stocking up for the weeks ahead we've got some special offers for you.
First up with the UK £ dropping, if you're shopping in anything other than UK £'s you'll likely see our prices are reduced. Our store checkout is in £'s so when it converts to show you the USD or Euro price you may see quite a saving.
For those of you in Europe, UK, United States and Canada you can use the code GAMESUNITED to get free shipping on orders of £150 or more.
For those of you in South Africa, New Zealand and Australia use the code AUNZZA to get free shipping on orders of £150 or more (up to a maximum value of £40 shipping).
If you fancy stocking up on PDF's instead use the code PDFME to get 40% discount on PDF's when you spend £50 or more on PDF's (so you'd get £50 of PDF's for just £30).
These offers will be valid through to the end of March on the Modiphius store, and we'll review them depending on the situation. Please note you can only use one discount code per order.
SHIPPING NOTES: Our partner warehouses are continuing to ship orders as normal. Currently courier services are un-affected however the OCS service used to provide an affordable postal service to North America is experiencing some delays of around 2 weeks so please be patient for your order. All other destinations are currently unaffected, however delays may be possible depending on your local delivery services. All current pre-orders are shipping as planned over the coming weeks. If there are any changes we'll get in touch to let you know.
I really wish I could link to an image from Modiphius' store as I've only seen them there and on facebook. I'm sure there will be a blog in a bit I can add a reference too.
I'll be getting these even though I have some sweet vault tiles STLs (I like floors and tiles) and will be incorporating them into that system for some more variety as I want to support Jon's efforts on getting STLs out. The system from Modiphius is a nice quick print and setup system compared to what I have so it's more of how you like your table to look and how long it is to setup.
Since I'm using mine for the eventual 2d20 RPG I wanted something more akin to dungeon tiles so quick setup isn't that much of a concern.
Well, the premire video was a 43 second reveal of and a webstore link to an NCR Ranger promo figure, hinting (but offering no details on) a New Vegas expansion.
Hopefully more robust news is forthcoming, as the video was pretty anti-climatic after a 24-hour countdown.
Psychopomp wrote: Well, the premire video was a 43 second reveal of and a webstore link to an NCR Ranger promo figure, hinting (but offering no details on) a New Vegas expansion.
Hopefully more robust news is forthcoming, as the video was pretty anti-climatic after a 24-hour countdown.
You don’t like our tease :(
More news will of course emerge in time, but that’s all you are getting about wave 5 for now.
Still got all that juicy Enclave and Mirelurks wave 4 to deal with yet.
I'm interested in an NCR set. I went ahead and ordered the Ranger. NCR were the closest thing to good guys in Fallout after the Minutemen. I'd happily play NCR over Minutemen anyway since their gear was significantly cooler.
Okay, so Modiphius isn't processing any orders now that the UK is on lockdown. Did any of these Rangers manage to ship before the lockdown went into effect?
Barzam wrote: Okay, so Modiphius isn't processing any orders now that the UK is on lockdown. Did any of these Rangers manage to ship before the lockdown went into effect?
I’ll have a look in the back end to tomorrow but as far as I am aware we did.
Obviously things are evolving on a daily basis at present and where we are now is far from where we were this time last week. This is having a huge impact on us all, but the safety of our staff and our partners (games quest do all our warehousing) is paramount.
We will keep people informed and hopefully things return to as close to normal as we are going to see soon enough.
I have seen some pics of the ncr ranger on Facebook today so they definitely managed to get some out. I put an order in on Monday night which just arrived today, much quicker turn around than I expected.
I did check some orders and it looks like the bulk shipped on the 23rd. As noted above people are getting theirs already, which is great.
I can check individuals if they want to message me if they are really desperate, but give it a few days as they are making their way through the postal system.
Enclave are up for preorder on Gamenerdz. They look amazing. Core box is x4 X-02s, 2 of which are Tesla types, and x2 officer. There's also a high command addon and an X-03 addon.
SOOO
How does this game play, is it more of a Wargame or an RPG?
I saw Solo play and it looked fun.
But i also saw a 1v1, and it looked like heros upgraded?
They have a lot of graphic design and readability issues that was fixed in The Elder Scrolls.
It's a Wargame first. The RPG mechanics are very light and obtusely connected to cards.
For RPG, there's a separate RPG book that uses the same dice.
But yes, there are heroes, and they can level. The heroes are denoted only by a single icon in their statline despite adding on a lot of rules onto the unit.
In terms of play, it works well. The system is interesting and fun, but as I mentioned above, there's a lot of obtuse thing they did such as way too many tokens and states, measuring sticks instead of simpler rulers, bad and too much iconography.
Hey folks, hope we are all doing ok and finding some time to chill and paint/play.
We've been releasing a whole slew of digital products to keep things chugging along while we hunker down and wait for the all clear.
So, if you've not been aware, here are all the cool new STL products we've added to the catalogue. Physical versions will come in time for anyone (like me) who isn't a 3D printer kinda person.
So, for those looking for official vaults and scenic pieces, look no further. We have more coming as well as the already released cars and APC.
We've also shown off the entirety of wave 4 (which will start releasing once the lockdown ends and we can start up the forges and restart shipping of orders.
The wave includes plenty of Enclave soldiers as well as the first chunk of the Mirelurk force to round out your creatures or provide new challenges for the RPG and Wargame.
If the models are being sculpted digitally, would it be possible to offer a weapons pack of all the weapons sculpted so far, separated out from models? That would greatly help with conversions.
If the models are being sculpted digitally, would it be possible to offer a weapons pack of all the weapons sculpted so far, separated out from models? That would greatly help with conversions.
I can certainly flag it.
We are planning more weapons/conversion packs but obviously things are a bit wonky right now.
No promises, but I do need to keep my sculptors busy (not that they are ever not busy to be fair).
Love how quickly these are getting released. I can't keep up. I've been super happy with everything printed so far; APC, a Corvega army, the Vault Gear door pieces and now working my way through walls/supports. Everything has printed out perfectly on my Elegoo Mars (other than a couple user error fails) without having to put supports in visible locations.
Off to get the Vertibird now; the Atrium and floors will have to wait. Hopefully dimensionally the STL's for the body will work. The APC top was close, but ok.
Update. Picked up the Vertibird. Looks amazing, although three parts won't fit the bed of a budget resin 3d printer - the Cabin, propellor and tail pieces. It looks like the cabin and tail pieces can be split along the vertical plane. Propellor will need to split 2 blades from the hub.
Was surprised to see my last Fallout order get posted out this week (unfortunately it’s going to my work address as I ordered just before lock down so I may not actually get to collect it for a while).
I love those mirelurks. Those look absolutely awesome.
Is it possible to put together a sample pack of the STL files?I want to try them before I buy the bundle as it says yours are formulated for SLA ones where as I have an Ender 3.
Is it possible to put together a sample pack of the STL files?I want to try them before I buy the bundle as it says yours are formulated for SLA ones where as I have an Ender 3.
that really won't matter unless they're pre-hollowed. Pretty much they're keeping them to a smaller build plate and watching for the type of overhangs that might require some odd supports with an sla. They'll print fine on an FDM printer like the ender.
Triple9 wrote: Everything has printed out perfectly on my Elegoo Mars (other than a couple user error fails) without having to put supports in visible locations.
That's enheartening! I just bought an Elegoo Mars. Like, so recently that the printer and resin are here, but the rest of the basic kit is still being delivered piecemeal.
Triple9 wrote: Everything has printed out perfectly on my Elegoo Mars (other than a couple user error fails) without having to put supports in visible locations.
That's enheartening! I just bought an Elegoo Mars. Like, so recently that the printer and resin are here, but the rest of the basic kit is still being delivered piecemeal.
Funny you mention waiting on the basic kit. I've only had mine for 8 days now, but have been running it for over 20 hours a day; just opened my third bottle of 1000 gram resin this morning.Now, I have all this lovely terrain waiting to get assembled, primed and painted, but I'm still waiting on $5 worth of sandpaper that (hopefully) arrives on Sunday. The supports leave just enough behind to create fit issues and the Elegoo water washable resin doesn't take to a knife well at all.
Nice 'lurks. It'll be fun to have those available for random encounters.
JonWebb wrote: We've also shown off the entirety of wave 4 (which will start releasing once the lockdown ends and we can start up the forges and restart shipping of orders.
The wave includes plenty of Enclave soldiers as well as the first chunk of the Mirelurk force to round out your creatures or provide new challenges for the RPG and Wargame.
Oh, that completely passed me by. Any chance of posting the Enclave pictures here? I'd very much appreciate it.
Geifer wrote: Nice 'lurks. It'll be fun to have those available for random encounters.
JonWebb wrote: We've also shown off the entirety of wave 4 (which will start releasing once the lockdown ends and we can start up the forges and restart shipping of orders.
The wave includes plenty of Enclave soldiers as well as the first chunk of the Mirelurk force to round out your creatures or provide new challenges for the RPG and Wargame.
Oh, that completely passed me by. Any chance of posting the Enclave pictures here? I'd very much appreciate it.
Are there 3 sets of the X-02? Those Enclave sets look so nice. I'm really looking forward to them
Regarding the STLs, that Vertibird looks ace. Are the files meant more for a resin printer, or will they work for an FDM type as well? What's the recommended printer type?
Barzam wrote: Are there 3 sets of the X-02? Those Enclave sets look so nice. I'm really looking forward to them
Regarding the STLs, that Vertibird looks ace. Are the files meant more for a resin printer, or will they work for an FDM type as well? What's the recommended printer type?
Core set has two soldiers, two Teslas.
There are then three sets of two (soldier/Tesla/hellfire) plus frank, plus the character set.
We recommend resin printers, but there are folks doing good work with filament.
We set up a 3D printing Facebook group where folks are putting up photos and advice.
Awesome, thanks for the pictures! I can't wait for these guys to become available. So much power armor! So much plasma!
Love the style of the officers and Autumn. That's a great face.
My favorite is Hellfire Guy, Mighty Slayer of Mole Rats! I mean yeah, Frank is big and impressive and stands on a dead Deathclaw to prove it, but this guy brought the full might of the Enclave to bear to kill one little Mole Rat, power armor and all. He's my new personal hero.*
*But don't tell Wrenchman, Raider Superhero. He's as awesome as ever, but how could he compete with Hellfire Guy?
Barzam wrote: Caesar's Legion could be pretty cool using the updated art style, like they did with Enclave.
Wouldn't that be cool...
In other news, we have put all the current promo figures up for sale this weekend for those who were looking forward to grabbing them at Adepticon/Salute.
This includes the transparent Ghouls and Coursers, plus all the promo bundle figures to date (Nuka Girl, Mysterious Stranger, Mechanist, NCR Ranger).
hotsauceman1 wrote: I know you might not be able to tell us MUCH or antything at all, but anything based of DLC or anything?
Like Far Harbor or Nuka World?
FogCrawler is in the mirelurk block.
We will get to the dlc in time, but there is so much to do and only so much design/sculpt time to go round.
Nuka World will be fun when we get there for sure.
Well, despite Corona's best efforts we have made it to the end of wave 3.
The last few boxes arrived on the store last week, along with our traditional all in wave bundle and a new robots bundle.
These include a new shiny promo card for the Mechanist.
New releases:
Elder Maxson and Captain Kells.
Order of the Shield
Flesh and Metal Bundle (all wave 3 releases at a discount)
Robot Core Bundle.
Wave 4 is well underway in production, we flipped the Mirelurks and the Enclave running order due to the virus and currently have a nice preorder going for the Mirelurks if crab people are your jam (crab jam? yuck).
@john I seam to remember this asked earlier in the year or late last year but couldn't find the post but are the card decks being re-printed any time soon? Pretty much cannot find the Settlement Deck anywhere online in the States outside of really overpriced ebay listings.
Monkeysloth wrote: @john I seam to remember this asked earlier in the year or late last year but couldn't find the post but are the card decks being re-printed any time soon? Pretty much cannot find the Settlement Deck anywhere online in the States outside of really overpriced ebay listings.
Card printing has become a little difficult, so our plans have evolved.
We are doing the wave 1 fundamentals as a pack which reprints all the essential cards (AI, Stat and necessary items).
We are going to feed the other cards into future expansions (alongside new content).
This is to prevent needing to do either 3+ card sets, or one £100+ card set.
The settlement deck is probably not coming back in its current firm (we’ve already reprinted it) but we’ll see what we can do. If not, it will also feature in future product as noted above.
Monkeysloth wrote: @john I seam to remember this asked earlier in the year or late last year but couldn't find the post but are the card decks being re-printed any time soon? Pretty much cannot find the Settlement Deck anywhere online in the States outside of really overpriced ebay listings.
Card printing has become a little difficult, so our plans have evolved.
We are doing the wave 1 fundamentals as a pack which reprints all the essential cards (AI, Stat and necessary items).
We are going to feed the other cards into future expansions (alongside new content).
This is to prevent needing to do either 3+ card sets, or one £100+ card set.
The settlement deck is probably not coming back in its current firm (we’ve already reprinted it) but we’ll see what we can do. If not, it will also feature in future product as noted above.
Never put cards into a wargame
I guess I should get the app beta and try it out is what you're saying?
I know you can't please everyone, as some loath cards and I generally don't care for them but the solo/co-op side of things going around and getting equipment and such they work just fine.
Monkeysloth wrote: @john I seam to remember this asked earlier in the year or late last year but couldn't find the post but are the card decks being re-printed any time soon? Pretty much cannot find the Settlement Deck anywhere online in the States outside of really overpriced ebay listings.
Card printing has become a little difficult, so our plans have evolved.
We are doing the wave 1 fundamentals as a pack which reprints all the essential cards (AI, Stat and necessary items).
We are going to feed the other cards into future expansions (alongside new content).
This is to prevent needing to do either 3+ card sets, or one £100+ card set.
The settlement deck is probably not coming back in its current firm (we’ve already reprinted it) but we’ll see what we can do. If not, it will also feature in future product as noted above.
Never put cards into a wargame
I guess I should get the app beta and try it out is what you're saying?
I know you can't please everyone, as some loath cards and I generally don't care for them but the solo/co-op side of things going around and getting equipment and such they work just fine.
Heh, don’t worry, they are not going away any time soon.
Cards are great for the flexible and hyper customisable nature of the game.
Just they add a huge amount of aggro to production it turns out. It’s been a learning curve for us.
The original idea of each box being a mini expansion was brilliant, just completely hampered by production woes. I’d love us to still be doing that, but such is life.
We're pleased to announce official Beta testing for the Fallout Wasteland Warfare App to support the miniatures game.
Starting today, beta signups are open for the new Fallout: Wasteland Warfare mobile app on iOS and Android. Build force lists, equip them with the best items the wasteland can offer and then send them into battle. The app makes it easier than ever to keep track of the whirling maelstrom of conflict in the desolate wastes of the future. You can track damage, status tokens, and have quick access to all of your equipment stat cards in one place!
Click the links below for Android or iOS versions
https://testflight.apple.com/join/Vzn4hliB https://play.google.com/apps/testing/com.modiphius.fallout.wastelandwarfare There's a link in the app for feedback once you've got to grips with it.
You do have to buy the card packs for the same price the PDFs are.
That's interesting to know about the cards. I too have been having trouble getting hold of the Settlement Deck.
The app sounds like a great idea - the army builder app is great for Infinity in terms of list building, this sounds like it takes it to a further level of functionality.
I feel like buying the card decks in PDF should unlock them in the app and vice-versa. I invested a lot of money in physical copies of the Wave 1 cards, as they were only in boxes of minis. I'm not keen on buying them again. But if, going forward, I could print my on with the PDF and use them in the app, all in one bundle, then I might feel better about buying basic game information yet again.
Psychopomp wrote: I feel like buying the card decks in PDF should unlock them in the app and vice-versa. I invested a lot of money in physical copies of the Wave 1 cards, as they were only in boxes of minis. I'm not keen on buying them again. But if, going forward, I could print my on with the PDF and use them in the app, all in one bundle, then I might feel better about buying basic game information yet again.
That's a common complaint. They have an response in app which is basically "the devs who make this and Bethesda need to get paid and google/apple take 30%". I don't think Modiphius gets anything, or very very little, for any purchase in the app.
Though I agree that getting access to the PDFs, which are just the AI cards as everything else is free I think on the official downloads page, would be a nice addition but they might not be able to due to contracts with Bethesda.
Automatically Appended Next Post: Managed to find a copy of the Settlement deck.
Shout out to Squeakers games in PA. They had one and actually trade blows with Gamenerdz on pricing so they're worth a look if you're thinking of getting some stuff.
So I picked up the RPG supplement and man, if Modipus just went one step further with a campaign that combined solo/co-op with that book you'd have an awesome less boardgamy version of Gloomhaven.
I don't think it would be very difficult to do as all the mechanics are all there the only real part is creating the campaign that turns the NPC and dialog side of things into a GM-less system or setting up a choose your own adventure flow.
Monkeysloth wrote: So I picked up the RPG supplement and man, if Modipus just went one step further with a campaign that combined solo/co-op with that book you'd have an awesome less boardgamy version of Gloomhaven.
I don't think it would be very difficult to do as all the mechanics are all there the only real part is creating the campaign that turns the NPC and dialog side of things into a GM-less system or setting up a choose your own adventure flow.
Have you been looking into our worklogs?
We are just waiting for approval on almost exactly what you described. Choose your own adventure et al.
Monkeysloth wrote: So I picked up the RPG supplement and man, if Modipus just went one step further with a campaign that combined solo/co-op with that book you'd have an awesome less boardgamy version of Gloomhaven.
I don't think it would be very difficult to do as all the mechanics are all there the only real part is creating the campaign that turns the NPC and dialog side of things into a GM-less system or setting up a choose your own adventure flow.
Have you been looking into our worklogs?
We are just waiting for approval on almost exactly what you described. Choose your own adventure et al.
I haven't, I didn't even know these existed or where they are. To be honest the Modiphius website is a real pain to navigate and find stuff on, like how your development blogs are only available via the store and not on the main page. I'm quite happy to hear that as I was reading things yesterday I was thinking "there's no way no one at Modiphius didn't think of this".
Also I saw your post from earlier in the month on r/terrainbuilders and posted it in a fallout terrain group on facebook. Not sure if you're still looking for people but several were interested.
Would be amazing for Elderscrolls too as I think the solo/co-op stuff is a bit cleaner there. Plus the HIPs means more customizable custom characters (which I realize fallout has a goal of at some point).
This is pretty exciting and made me glad I invested in both games (assuming they have similar plans for Call to Arms).
Monkeysloth wrote: Would be amazing for Elderscrolls too as I think the solo/co-op stuff is a bit cleaner there. Plus the HIPs means more customizable custom characters (which I realize fallout has a goal of at some point).
I was under the impression that Elder Scrolls releases would be resin going forward. Are more HIPS models coming (for either game)?
I'd really like to see something more like what Frostgrave did with tons of weapons and customization options (their build-a-wizard sprues are amazing). I'd love to be able to design my own raiders, power armor, or vault dweller...
Monkeysloth wrote: Would be amazing for Elderscrolls too as I think the solo/co-op stuff is a bit cleaner there. Plus the HIPs means more customizable custom characters (which I realize fallout has a goal of at some point).
I was under the impression that Elder Scrolls releases would be resin going forward. Are more HIPS models coming (for either game)?
I'd really like to see something more like what Frostgrave did with tons of weapons and customization options (their build-a-wizard sprues are amazing). I'd love to be able to design my own raiders, power armor, or vault dweller...
ya.
Barring absolute tragedy, yes sprue HIPS multipart (but not multi pose ) plastic kits are part of the core Elder Scrolls experience.
All being well, we will see similar in Fallout in time.
Its been a long slog (I've had a plastic power armour suit for some time now...) but Elder Scrolls looks like its going to be the first chance to explore the medium for us as a company.
There are also some comments that future kits will, hopefully, have alternative weapon options. I don't know if every human sized figure will be hips but they will be more kits.
@JonWebbMade - Since the staff re-shuffle, is anyone monitoring the Modiphius forum for questions? I posted a few questions / observations about the RPG in the FAQ & Errata thread on June 5th and I was hoping somebody could confirm if I was interpreting those rules correctly
Monkeysloth wrote: So I picked up the RPG supplement and man, if Modipus just went one step further with a campaign that combined solo/co-op with that book you'd have an awesome less boardgamy version of Gloomhaven.
I don't think it would be very difficult to do as all the mechanics are all there the only real part is creating the campaign that turns the NPC and dialog side of things into a GM-less system or setting up a choose your own adventure flow.
Funnily enough we have a solo rpg campaign going through approvals now :-)
One thing I've noticed is that, for Battle Mode list building, Ronnie Shaw's options are a copy/paste of Preston's. Is this the correct gear list she has access to, as she has heavy weapon skills, but no access to any?
Siygess wrote:@JonWebbMade - Since the staff re-shuffle, is anyone monitoring the Modiphius forum for questions? I posted a few questions / observations about the RPG in the FAQ & Errata thread on June 5th and I was hoping somebody could confirm if I was interpreting those rules correctly
Steve is still furloughed and customer services have a lot to dig through, so things are taking longer than planned. I'll jump in and have a look and pass to the right people.
warl0rdb0b wrote:One thing I've noticed is that, for Battle Mode list building, Ronnie Shaw's options are a copy/paste of Preston's. Is this the correct gear list she has access to, as she has heavy weapon skills, but no access to any?
I'll chase that up and find out what's going on. I feel like I've seen this question before, but it does seem off if she's missing heavy weapons options.
Battle Mode is currently slightly languishing (we've focussed heavily on solo play and the upcoming narrative expansions through lockdown) but it should get its time in the sun eventually.
I haven't, I didn't even know these existed or where they are. To be honest the Modiphius website is a real pain to navigate and find stuff on, like how your development blogs are only available via the store and not on the main page. I'm quite happy to hear that as I was reading things yesterday I was thinking "there's no way no one at Modiphius didn't think of this".
Also I saw your post from earlier in the month on r/terrainbuilders and posted it in a fallout terrain group on facebook. Not sure if you're still looking for people but several were interested.
It was a joke about you seeing "inside" to company as we hadn't announced anything but have exactly that product in final approval.
Thanks for sharing the post. I'm having odd issues with FB not giving me notifications so I hadn't seen the thread (and only one person has emailed me) but I'll dig it out ASAP.
Battle Mode is currently slightly languishing (we've focussed heavily on solo play and the upcoming narrative expansions through lockdown) but it should get its time in the sun eventually.
My whole company changed it's focus during the pandemic, it's a pretty decent sized home security company, as they just don't see things shifting in that space back to what it was before. Probably a good investment to focus on solo for this year as it's a really unique aspect of your games as you're AI is more thorough then others I've seen. Unlike my job yours will go back to normal but I don't see tournaments coming back till next summer probably.
I haven't, I didn't even know these existed or where they are. To be honest the Modiphius website is a real pain to navigate and find stuff on, like how your development blogs are only available via the store and not on the main page. I'm quite happy to hear that as I was reading things yesterday I was thinking "there's no way no one at Modiphius didn't think of this".
Also I saw your post from earlier in the month on r/terrainbuilders and posted it in a fallout terrain group on facebook. Not sure if you're still looking for people but several were interested.
It was a joke about you seeing "inside" to company as we hadn't announced anything but have exactly that product in final approval.
Thanks for sharing the post. I'm having odd issues with FB not giving me notifications so I hadn't seen the thread (and only one person has emailed me) but I'll dig it out ASAP.
It's was in a private group for someone that designs fallout inspired STLs. I figured you posted in Terrain Tutors and Lukes APS facebook groups (as they're the largest on FB), which I'm in but don't follow every post, so I didn't put it there.
My whole company changed it's focus during the pandemic, it's a pretty decent sized home security company, as they just don't see things shifting in that space back to what it was before. Probably a good investment to focus on solo for this year as it's a really unique aspect of your games as you're AI is more thorough then others I've seen. Unlike my job yours will go back to normal but I don't see tournaments coming back till next summer probably.
Sorry to hear that, its going to be weird for us all for a good while. Totally agree, large scale comp gaming is going to be a lesser priority for us all for a while. Thanks for the thoughts on AI. It's been a learning curve for me, having never been into solo/co-op wargaming, but it's certainly a direction the company is leaning into.
It's was in a private group for someone that designs fallout inspired STLs. I figured you posted in Terrain Tutors and Lukes APS facebook groups (as they're the largest on FB), which I'm in but don't follow every post, so I didn't put it there.
They're adding a random vault generator for running missions.
They're also adding an "Into the wasteland" mode where areas are randomly generated with random encounters and different NPC groups. Chris described it as a "square crawl" as you move along a grid and each one is a map. They're also adding new AI behaviors so it's like you just wandered into something in one of the videogame.
Additional settlement builder options (probably similar to the ElderScrolls one)
Sounds like there will be at least one STL unit file being sold (Christ didn't say for which game but I wouldn't be surprised for fallout as it's got the most 3dprinting support).
FWW is on Tabletop simulator now and if the demo does well they're looking at moving the full game to it.
I'm really interested in the "Into the Wasteland" I think that will tie into the RPG book really well and probably would be really useful for the 2d20 game when it comes out.
The one everyone is talking about is Frank Horrigan as you have to kill him 3 times and his stats change as you "kill him" so it reflects a boss fight in a videogame which is cool. Would like to see that with more enemies. They might do this with the Deathclaw Matriarch in the second half of wave four as they've given that list but not what the cards are and there's a 1 and 2 for her.
The second half of wave 4 is a creature customizer card set that's in the similar vein as the custom robot card set.
The one everyone is talking about is Frank Horrigan as you have to kill him 3 times and his stats change as you "kill him" so it reflects a boss fight in a videogame which is cool. Would like to see that with more enemies. They might do this with the Deathclaw Matriarch in the second half of wave two as they've given that list but not what the cards are and there's a 1 and 2 for her.
Frank is indeed the first of several legendary boss type cards in the block. The Matriarch is another.
Think of Frank as a preview, then I want to say we have five more (plans may have altered) in the "Into the Wasteland" set.
I like the Legendary Boss concept and the implementation seams to be pretty good (though people will need to play with them to see). Reminds me of Heroclixs and what I really liked about that game -- that as a unit took damage it's stats changed and sometimes was useful all down the dial but how it was useful could completely change. It's also nice with the different cards reflecting the different states as you can choose what difficulty you want and just set out the appropriate card and be good to go.
So wave 5 is named the same as the grid crawl game mode (assuming the name stays for both) which would lead one to believe their both coming out around the same time. I'm really curious as to what that mode turns out to be as it has a lot of potential but could also be a bookkeeping/setup nightmare.
Normally if I see a game where they're releasing so many different ways to play I'd be really concerned the company was just throwing anything against the wall to see what sticks but the way the rules for FWW and ES:CTA are written with the scenarios all in a separate book (which includes model setup, deployment and so on) just swapping out that book for another with different scenarios and setup/deployment rules works as you don't have to override anything in the core rules really for these different modes.
Also, and this might be something you can't really address, I've noticed the Starter box for FWW really isn't available anywhere online in the US but Amazon and most online stores have been sold out for quite some time (maybe even before 2020 as I only started following the game earlier this year). I get the pandemic causes production issues and it's PVC which takes into account manufacturing in China and shipping from there but are those being reprinted or is there a different box coming to replace them? I know with ES you said that Modiphius was looking at replacing the core, paper only box, every few years to reflect where the game is. Makes me wonder if you're planning a paper only box for FWW as all the models in the core set are in other boxes (except the gray).
With the next few waves wrapped up and waiting for big reveals/release, we wanted to take some time to reach out to players, lapsed players and anyone who hasn't yet tried out Fallout: Wasteland Warfare with a survey.
Anyone who completes the survey is in for a chance to win $100 to spend in our webstore.
More than anything though it helps us continue to develop the line in the best possible way. Nothing like a bit of market research hey?
You could really build a movie trillogy from your card experiences:
A new Card
Manufacturing Strikes Back
Return of the Card Packs
Anyway. And info on what's up with the Behemoth and general retail release? I ordered one probably 6 months ago and I know COVID really messed up plans but I'm wondering if it's still planned to release any time soon or if I should just cancel the local order?
Monkeysloth wrote: You could really build a movie trillogy from your card experiences:
A new Card
Manufacturing Strikes Back
Return of the Card Packs
Anyway. And info on what's up with the Behemoth and general retail release? I ordered one probably 6 months ago and I know COVID really messed up plans but I'm wondering if it's still planned to release any time soon or if I should just cancel the local order?
If I never see a card pack again... But then we do so love them.
Behemoth is now available to stores and we do keep re-ordering. We have 226 in stock right now, so I'd advise you ask your store to poke our sales team and find out what's up.
Monkeysloth wrote: You could really build a movie trillogy from your card experiences:
A new Card
Manufacturing Strikes Back
Return of the Card Packs
Anyway. And info on what's up with the Behemoth and general retail release? I ordered one probably 6 months ago and I know COVID really messed up plans but I'm wondering if it's still planned to release any time soon or if I should just cancel the local order?
If I never see a card pack again... But then we do so love them.
Behemoth is now available to stores and we do keep re-ordering. We have 226 in stock right now, so I'd advise you ask your store to poke our sales team and find out what's up.
I'm really interested in the release of the Vault Girl STL, and the portent of more STLs for figures (as opposed to terrain). I'd love to be able to print up some "rank and file" for my factions!
First off Microsoft bought Zenimax and thus owns Bethesda now. Doubt this will change anything for Modiphius until the next contract extension comes up but who knows. I doubt Microsoft would really do anything to disrupt things at all.
It's a lot more choose your own adventure then wargame, One scenario is included, so whether or not this is of interest to you really determines what you enjoy. It's 36 pages with maybe 26 of those being the RPG part. It's $5 which is more then I was hoping for that page count but at the same time there's a lot of various writing for the branching paths so Modiphius is in a hard spot as there's a lot of work here but the price I think will really exclude long term support for this type of game play. This is part 1 of three so $15 (most likely) for the whole thing. I'll reserve judgment on the price after all three are out and I can see the total amount of replayability but right now it doesn't look like it really is going to branch much -- just small little things that all end up in the same place at the end of each part. I'm much more willing to pay $20 for 6-8 scenarios (as opposed to $15 for 3-4) and maybe 90 or so min of RPG game play if you could play though it a few times and it feels interesting still after the 1st. I think it would have been better to do all three in one PDF and had several scenarios that were completely skippable at that higher price. Hopefully this set does well enough that Modiphius can continue to play around with the format.
That being said there are some cool mechanics around tracking food/water as well as time of day that causes some shift in story which is neat and really fits the setting. It also adds some consequences to choices you use which is a cleaver way to mix up the formula.
Next is the phone app is out of Beta: https://www.modiphius.net/blogs/news/fallout-wasteland-warfare-now-on-your-phone I found it pretty well done but to pay the dev you have to buy the card packs. Understandable. But since I like owning everything physically incase the app goes away years from now (very likely considering it probably can't stay active if Modiphius ends the license) I'll have to see how much I end up playing as my group still prefers ESatm.
There will be a new box set that looks like the Elders Scroll one: Rules, cards and so on. No word if it contains tokens at all. So the base starter might still be needed which is getting harder to find in the US. Pretty much only Amazon has it as far as I've seen.
New factions are NCR and Caesar’s Legion (as expected).
We also have a preview of Ceaser's Legion now (from Facebook):