Psychopomp wrote:So, are the pre-order prices the same as the retail prices later, but the bundles include savings? Or is everything in the pre-order individually discounted compared to the eventual retail prices?
Also, out of curiousity, are the resin models being spin cast or are you using all gravity molds? My guess would be spin cast for the infantry and scenery bits and gravity molds for larger stuff like the Corvegas.
I'm meeting with the factory monday so will get some feedback.
DarkTraveler777 wrote:
Thanks for clarifying this point. Previous statements made the situation seem like you were prioritizing production for pre-orders and everything else was secondary.
What is frustrating is the mixed messages and changing information that has occurred leading up to and immediately following the pre-order launch. It is entirely messy, it is confusing to keep information straight, and while it may have justification internally, externally it is off-putting. And really, that may be the most disappointing thing about the way this pre-order has been rolled out. Not being able to excitedly join in on the fun of pre-ordering because there is so much missing, or changing, information sucks. It seems like if you guys had waited a few more weeks a lot of these issues would have been resolved behind the scenes instead of correcting as you go publicly.
Sorry it came across like that, we tend to be more reactive rather than just steaming ahead ignoring the community. Often things do change in the costing process at the last minute or in how we manufacture which can help let us give people a better deal. We're happy to change as we go and I'm always looking at how we can give people a better deal. We're quite open about changes which is why you see us talking about it more, whilst other companies would give you stony silence. We're adding more info almost daily - like the painted figure comparisons with the spru's that have popped up. Sometimes on these projects you have to push the button, we'd already delayed by a month and there's a lot of other moving parts around a major release that you just can't keep delaying because of some details. Because we're smaller and able to be more reactive we can and do make changes to benefit our customers. There's actually more bonuses still to come we've not announced so the pre-order will be hopefully better for everyone.
Shadow Captain Edithae wrote:Is the Nora Sole Survivor Miniature available yet?
She's in the first production set which is in work at the moment, as soon as she's approved we'll show her off.
I am excited for the game, especially after trying it out at Gencon. I have a couple of questions about the game before I fire off a pre-order though.
1) Will we be seeing a download of the rules, or at least some sample forces before the pre-order ends? I would like to know how many of the various figures I will need.
2) When these new pre-orders get added (I am excited to see them!), will everyone who is eligible for the Nuka-Cola Girl be eligible for them, or will some of them only be available for people who pre-ordered more?
3) Related to the first two, If I place a pre-order for a certain amount now, will I be able to add to it later?
Slayer Dragonwing wrote: I am excited for the game, especially after trying it out at Gencon. I have a couple of questions about the game before I fire off a pre-order though.
1) Will we be seeing a download of the rules, or at least some sample forces before the pre-order ends? I would like to know how many of the various figures I will need.
2) When these new pre-orders get added (I am excited to see them!), will everyone who is eligible for the Nuka-Cola Girl be eligible for them, or will some of them only be available for people who pre-ordered more?
3) Related to the first two, If I place a pre-order for a certain amount now, will I be able to add to it later?
1) Yes - it's being edited at the moment, will then go in to layout and approvals with Bethesda. Once they sign off we'll make it available for free download. Typical games will be around 10-20 figures with shorter games being under 10 per side (actually 5 Brotherhood vs 20 Raiders would be a good example) and bigger games being up to 30 per side of cheaper units like Raiders or Synths. So you can have some awesome games with 10-20 figures total actually.
2) If you mean new bonuses - everyone who qualifies will get them as they will be upgrades to sets. So if your order included a set it will include the upgrade. It's possible we might upgrade the Nuka Cola Girl bonus depending on the progress of the pre-order as well.
3) As it's a store order you would be charged postage again. We can always cancel your order so you can re-order with the larger amount though. If you place mutiple orders we will take in to account the total spent when working out if you qualify for the bonus Nuka Cola Girl
1) Yes - it's being edited at the moment, will then go in to layout and approvals with Bethesda. Once they sign off we'll make it available for free download. Typical games will be around 10-20 figures with shorter games being under 10 per side (actually 5 Brotherhood vs 20 Raiders would be a good example) and bigger games being up to 30 per side of cheaper units like Raiders or Synths. So you can have some awesome games with 10-20 figures total actually.
2) If you mean new bonuses - everyone who qualifies will get them as they will be upgrades to sets. So if your order included a set it will include the upgrade. It's possible we might upgrade the Nuka Cola Girl bonus depending on the progress of the pre-order as well.
3) As it's a store order you would be charged postage again. We can always cancel your order so you can re-order with the larger amount though. If you place mutiple orders we will take in to account the total spent when working out if you qualify for the bonus Nuka Cola Girl
Thanks for the response. I look forward to seeing the rulebook and deciding what figures I need.
I do, too. Mostly because the East Coast BoS has three color schemes now. Traditional silver, very dark silver and red of the Outcasts and Fallout 4's that falls in between. It'll be good to see the latter on the models.
Looks nice enough. I'm not a fan of elevation on gaming mats because they are inherently 2D and it doesn't look good to me to mix real and fake 3D terrain on the same board. Doesn't look like that's much of an issue here.
Does the gatling laser look straighter to anyone else or is it just me? Could be the video quality or my old eyes. Anyway, it's nice to see painted models in the presentation.
Geifer wrote: Looks nice enough. I'm not a fan of elevation on gaming mats because they are inherently 2D and it doesn't look good to me to mix real and fake 3D terrain on the same board. Doesn't look like that's much of an issue here.
Does the gatling laser look straighter to anyone else or is it just me? Could be the video quality or my old eyes. Anyway, it's nice to see painted models in the presentation.
You know why I like Columbo? They tell you right from the start who the murderer is.
Something something... stat cards... something something...
Resolution doesn't help of course, expect proper reveals soon, once I dig myself out of the pile of demo models I have been painting (plus the models for the rule book painting guides...)
The gun is still the original mis printed version, but don't worry, the factory has been sent a reprint that isn't crooked.
BoS studio models are in and photographed, but we will be taking them to Essen next week, so I think we are saving the reveal for then.
More studio models are coming soon, as the factory is now starting to send us shiny new toys to play with.
So, real physical models will start to be way more prevalent going forward.
Geifer wrote: Oh, those. I saw that the cards had a new design, checked the unit names and didn't find anything we hadn't seen and moved on.
It was more the design than anything, no new toys reveal beyond that, but none the less its good to be able to show somewhat finished cards, rather than the playtest versions we had at GenCon.
We are trying to get more ready for Essen, including weapons and the like, lets see if our designer can pull it off (card count is high in the game, current count is over 1000 across the first wave!?!?)
These are spread throughout the different modes of course.
Also, not sure if people would have seen the confirmation, so I will repeat it here.
Battle mode (traditional war-game style) will be free online for download, as will all the cards, points etc needed to play (this will be a living document as the game evolves). This will include all the generic weapons and items that you might need.
Model specific weapons (IE Mr Handy's arms) will come with those models, as they won't be useable outside of owning that model.
The narrative/adventure cards will come as part of the different expansion boxes.
So, if you want to play a straight, clean war-game, everything will be available online. If you are buying the expansions to grow your narrative game, then the extra cards you need will be provided as part of those sets.
We want to make sure as much as possible is available for download, and that there are no barriers to open comp play so you won't need to buy specific models (possibly out of faction) to get hold of a weapon or item you want/need.
If you're coming to Essen Spiele next week we're running three demos of Fallout: Wasteland Warfare - one in Hall 2 (D109) and two in Hall 6 (A118) and there's a free party on the Saturday night where we'll reveal new sculpts and plans for Fallout! There will be a facebook live so if you can't make it try to catch it online.
Coming to Essen Spiele? You can find us at Stand 2 D109 (Fallout Demo & Star Trek Adventures sales) and Stand 6 A118 (Fallout & Kung Fu Panda demos and the store). Don't forget our FREE Modiphius community party on Saturday night - you just need to pick up a ticket from our stand. There will be a facebook live of the presentation so catch us online if you can't make it - probably around 9pm ish...
Don't suppose we have any Dakkanauts going that can take their cameras along?
If you do, come find me running Fallout demos on the smaller stand (2-D109)
I might have the cabinet of studio painted minis there (Brotherhood, and hopefully the Star Trek range as our painter is dropping them to me in person at the show), unless Chris steals them for the second stand... he will, won't he :(
Looks like someone got a good shot of the stat cards this weekend.
Here is Sole Survivor (a slightly levelled version of the character, vs Sole Survivor Day One who would be more like a fresh from the Vaults character (lower stats)).
Nice design. Now I'm wondering if there will be design rules for your own Vault Dweller. I don't feel properly represented by someone with woefully low endurance.
Geifer wrote: Nice design. Now I'm wondering if there will be design rules for your own Vault Dweller. I don't feel properly represented by someone with woefully low endurance.
Nothing announced (yet ) but I am musing on some Necromunda style skills advancements to bolt on to the campaign mode we already have in place, that would allow for stat increase.
One thing to bear in mind, unlike many games, skills are not tied to specific stats in all cases. So, in this case, the Endurance stat of this model isn't used, as they have no skills against their Endurance (the icons in the circles are various skills, see if you can guess what they might be).
Our Sole Survivor has focussed on speed to keep her alive, rather than tanking damage like a Super Mutant might, so her health (the heart skill icon) is tied to Agility not Endurance.
Oh yeah, I forgot about that. Well, as long as I can play a properly tanky model I'm happy.
Huh, the circles.
S: big guns, melee weapons
P: pistols, rifles
E:
C: some sort of leadership, and morale range?
I: hacking, searching
A: grenade rang, lockpicking, health
L:
Edit: Of course, campaign mode is where it's at for me, so a nice progression system wouldn't go amiss. I'd love to get a functional RPG (-lite) out of the game.
Geifer wrote: Oh yeah, I forgot about that. Well, as long as I can play a properly tanky model I'm happy.
Huh, the circles.
S: big guns, melee weapons
P: pistols, rifles
E:
C: some sort of leadership, and morale range?
I: hacking, searching
A: grenade rang, lockpicking, health
L:
Edit: Of course, campaign mode is where it's at for me, so a nice progression system wouldn't go amiss. I'd love to get a functional RPG (-lite) out of the game.
That seems like a good litmus test. You were almost spot on across the board. Big guns = Heavy Weapons (but you were essentially right there), the only other ones that are slightly off is the fist, which is Battle Cry and Presence which is about the range for giving out any passive buffs etc. I wouldn't expect anyone outside of the playtest group to know those yet.
Geifer wrote: Oh yeah, I forgot about that. Well, as long as I can play a properly tanky model I'm happy.
Huh, the circles.
S: big guns, melee weapons
P: pistols, rifles
E:
C: some sort of leadership, and morale range?
I: hacking, searching
A: grenade rang, lockpicking, health
L:
Edit: Of course, campaign mode is where it's at for me, so a nice progression system wouldn't go amiss. I'd love to get a functional RPG (-lite) out of the game.
That seems like a good litmus test. You were almost spot on across the board. Big guns = Heavy Weapons (but you were essentially right there), the only other ones that are slightly off is the fist, which is Battle Cry and Presence which is about the range for giving out any passive buffs etc. I wouldn't expect anyone outside of the playtest group to know those yet.
Yay, go me!
It's a good thing, indeed. I'm not used to symbols instead of words for special rules or weapon categories. The presentation on the card is pretty good and easy to read. Makes me happy. You know, old dogs and new tricks and all that.
hobojebus wrote: I'm just hoping the heroic scale heads I've been looking at will work with the female survivors body, want her looking more like my in game character.
Ah, but will there also be a CBBE option for the model?
(If you don't know what that means, DO NOT Google it at work, NSFW)
Edit: now that I think about it, a Fallout minis game does lend itself to the idea of customizable models. I know of at least one website that lets you select from a whole bunch of options to create a custom 3d printed model. And there is, or was, a service that would 3d print your WoW character for you. I assume, though, that 3d printing of sufficient quality would still be prohibitively expensive for most people.
hobojebus wrote: I'm just hoping the heroic scale heads I've been looking at will work with the female survivors body, want her looking more like my in game character.
Ah, but will there also be a CBBE option for the model?
(If you don't know what that means, DO NOT Google it at work, NSFW)
Edit: now that I think about it, a Fallout minis game does lend itself to the idea of customizable models. I know of at least one website that lets you select from a whole bunch of options to create a custom 3d printed model. And there is, or was, a service that would 3d print your WoW character for you. I assume, though, that 3d printing of sufficient quality would still be prohibitively expensive for most people.
At one point there was talk of a multi part Vault Dweller set that may or may not happen which would give you more options to create your characters. It's not the same, of course, but the next best option and probably as far as it gets with the official support. And I certainly hope this will become reality.
But like the CBBE mod, you'll be looking at other sources for your custom character because, let's face it, the license only takes it so far. By and large people in Fallout wear scandalous amounts of clothing.
Agreed. The post-apocalyptic setting really lends itself to individualization. I want one of each model to paint as is, sort of as the baseline, but it'll be great to have all these Fallout models available to hack up for bits and to customize.
Which is also why I cant't wait for more power armor. T-60 is well and good, but I want the other ones as well, particularly X-01. Mostly stock for military organizations but customized and loaded down with stuff for scavengers and similar folks.
hobojebus wrote: You'll never realistically match the game for all the variables and would go bankrupt trying.
Scale comparison shamelessly stolen from Facebook (by Ywan ManYver):
I have brought special Image with me from SPIEL17 that should help you guys to get absolutly clearance about the physical Scale of the Miniatures in Reality and how nice they fit in any existing Range you may have collected already!
And its a very nice Macroshot to see how amazing detailed the models are.
THE OFFICIAL MODEL IS THE RIGHT ONE! Left is another manufacturer for Scale comparison!
The Facebook Live presentation has come and gone and can be watched on Modiphius's Facebook page. Here's a the interesting stills with new stuff (in patented Blurvision 2000! )
I have brought special Image with me from SPIEL17 that should help you guys to get absolutly clearance about the physical Scale of the Miniatures in Reality and how nice they fit in any existing Range you may have collected already!
And its a very nice Macroshot to see how amazing detailed the models are.
THE OFFICIAL MODEL IS THE RIGHT ONE! Left is another manufacturer for Scale comparison!
Alpharius wrote: Am I just missing why that 'scale comparison' is supposed to be helpful?
I would guess they're working from the assumption that you would be using these new Fallout minis with any other Fallout-style minis you already have or might want to get, hence comparing them with those models. A scale shot with, say, a GW Space Marine would likely be of little use in such an example since, presumably, you won't be using Space Marines alongside Fallout minis.
Of course, that misses the basic point that a scale shot would be to give many of us an idea of the size of the models, and for that specific purpose it would be better to compare with more common models like Space Marines.
just to say guys, that scale shot is from a fan, not us.
Once I’m back from Essen (and likely Crisis too) i’ll sort decent comparison shots.
Note, that’s a demo figure too, painted (by me) quickly, to survive the rigours of many demos over the coming months. The studio Brotherhood are in hand, you might have seen some shots of them, alongside the Star Trek figures floating around, but if not, expect them after this con rush dies down.
Alpharius wrote: Am I just missing why that 'scale comparison' is supposed to be helpful?
I would guess they're working from the assumption that you would be using these new Fallout minis with any other Fallout-style minis you already have or might want to get, hence comparing them with those models. A scale shot with, say, a GW Space Marine would likely be of little use in such an example since, presumably, you won't be using Space Marines alongside Fallout minis.
Of course, that misses the basic point that a scale shot would be to give many of us an idea of the size of the models, and for that specific purpose it would be better to compare with more common models like Space Marines.
If I had to guess I'd say that's spot on.
I can understand the choice. If you have an existing collection for Fallout, you probably have that guy - it's the got to choice for Vault Dwellers. I can say for certain that I get a lot of use out of the picture.
To be honest, even if you put a Marine next to the BoS guy, what would that really tell you? Modiphius's models are on the realistic end of the scale while GW's are grotesquely heroic. Yeah, you might get an idea how big they are, but personally if I see models with such clashing styles, it distracts from the size comparison because they look off next to each other. But that may just be me.
Of course other than possibly not owning any Marines, I guess nothing would have stopped that poster from putting the BoS guy between a Marine and that Vault Dweller to satisfy more people. Eh, what can you do? At the end of the day it's at least a close-up of a demo model. Could be worse.
JonWebb wrote: just to say guys, that scale shot is from a fan, not us.
Once I’m back from Essen (and likely Crisis too) i’ll sort decent comparison shots.
Note, that’s a demo figure too, painted (by me) quickly, to survive the rigours of many demos over the coming months. The studio Brotherhood are in hand, you might have seen some shots of them, alongside the Star Trek figures floating around, but if not, expect them after this con rush dies down.
Paradigm wrote: Pretty sure it's a Gauss Rifle with the Suppressor/barrel extension. That's the only rifle-type weapon of that size I can think of in FO4.
Looks like a laser rifle with the marksman stock and advanced long barrel but splitter tip. Gauss rifle suppressor is huge.
Yes the small round terrain pieces are part of a big set of objectives on 30mm bases - each one with some kind of cool tip to Fallout content. We'll show off more of them and high res soon
I have brought special Image with me from SPIEL17 that should help you guys to get absolutly clearance about the physical Scale of the Miniatures in Reality and how nice they fit in any existing Range you may have collected already!
And its a very nice Macroshot to see how amazing detailed the models are.
THE OFFICIAL MODEL IS THE RIGHT ONE! Left is another manufacturer for Scale comparison!
I have brought special Image with me from SPIEL17 that should help you guys to get absolutly clearance about the physical Scale of the Miniatures in Reality and how nice they fit in any existing Range you may have collected already!
And its a very nice Macroshot to see how amazing detailed the models are.
THE OFFICIAL MODEL IS THE RIGHT ONE! Left is another manufacturer for Scale comparison!
Man the details on the official model.
im stoked.
Sad my order number got bumped for 38k to 40k :(
It's great, isn't it?
I'm really looking forward to getting mine. Next year can't come soon enough.
Killionaire wrote: The Vault Dweller in the pic is a model from Brother Vinni. It's about the same size as a 40k human such as a guardsman. Proportioned better though.
Thank you!
I only have Vinni power armor and robot models, so I'm not sure if his power armor models are bigger or the same size as that Vault Dweller.
Guess I'm stuck waiting for the Mophidius scale pic.
Killionaire wrote: The Vault Dweller in the pic is a model from Brother Vinni. It's about the same size as a 40k human such as a guardsman. Proportioned better though.
Thank you!
I only have Vinni power armor and robot models, so I'm not sure if his power armor models are bigger or the same size as that Vault Dweller.
Guess I'm stuck waiting for the Mophidius scale pic.
The Vault Dweller is almost the exact same height as the walking Enclave soldier with plasma rifle (not accounting for hair of antennae or helmet top).
Due to the pose, the Vault Dweller is 1-2mm taller than than the T-45 with laser rifle.
I don't have a lot of time but I'll try to post a list of my go-to lines and some thoughts in the next couple of days. One question, though. Same size as the Wargames Factory/other 28mm models, or did you mean the Brother Vinni Vault Dweller?
Thanks for referencing the other thread Geifer - yes that was partly why it started it, so people could post things about other miniature lines and Fallout discussion generally without going OT in the Mordiphius thread.
I'm just trying to get a better idea of the scale of the FWW minis, as I don't think I have any in this scale at the moment.
Can anyone extrapolate if the Mophidius stuff is close to Zombicide scale from this?
Man, Mophidius really needs to get us that scale comparison pic with other manufacturer's stuff. The height chart they posted earlier did not help me at all.
That pick really helps - I didn't realize the power armor was so huge! Taller than a GW nuMarine!
What I'm really aching for is a shot of a non-power armor human next to some true 28's, like Warlord Bolt Action or Project Z stuff, or maybe some Mantic models. I switched over to that scale years ago, and I just don't have any 32mm minis to use as an estimate.
Any chance we could get a level picture of the two BoS soldiers side by side? The power armored one looks quite tall, but it's hard to tell with them so far apart.
I think what we're getting at here is the only way we can be completely sure, is for JonWebb to send each of us a free Power Armour BoS guy as a tester/review copy miniature.
Pacific wrote: I think what we're getting at here is the only way we can be completely sure, is for JonWebb to send each of us a free Power Armour BoS guy as a tester/review copy miniature.
Let me get cracking on that guys :p I'm sure the boss won't mind me sending a few out.
In all seriousness, we are going to be sending some models out to various reviews and the like in the near future, so if you have a blog/show that you think might work to help us promote the game (looking for reasonable viewer numbers, as much as I'd like to be the Oprah of T-60 suits) then drop me a PM and I will investigate.
I'll try to get some side by side shots today, but currently buried in the painting desk doing the guides for the core book... while also reviewing painters to send stuff out for, for the studio shots.
On that note, I have more actual models in hand, so expect to see some new faces soon, likely starting with the Super Mutant with hammer and working from there.
Its nice to come back from two weekends of shows and find new toys waiting for you right?
BroodSpawn wrote: Hey Jon, just wondering, I remember the site having an open invitation/web form for getting in on some beta testing/play testing.
Has there been any news on that side of things?
Its going to happen, in all honesty its just we are a small(ish) team and pretty darned busy (I was at shows for the last two weekends and am at shows for the next two too, that takes us out of the office and away from being able to do the more desk based, admin type stuff Hard life I know ).
I have a big list of names, and we will be exploring ways of getting groups on board, to help polish a few things, then help us work on future waves. Its more balance and points at this stage as the rules are locked down (bar the odd tweak here and there) but in many respects that is the more important part right?
So, bear with us, I'm very keen to have more play testers as the more eyes on the game, the better the end product right?
BroodSpawn wrote: Oh I understand you guys have been busy (and wow you have) but.. just chomping at the bit here to get to play the game
I'm not going to be sad that people are excited to play. Hell, we want to get it into your hands as soon as possible, but there are many moving parts to deal with. Still, we are racing along, even with all these events and I'm starting to see physical products on my desk, so that can't be bad right? The tricky part is dice... there are conversion charts so you can use standard D12s and D20s, but its a barrier between playing and having fun if you have to look up a chart all the time right?
On that front, here is the scale shot of three of the demo figures I busted out (base coat, wash, single highlight, so nothing too fancy). Hoping we will get the studio shots of the BoS out soon (I've not been in the office to chase those down, but I've been taking the Brotherhood on the road, so you may have seen some sneak peeks along the way, along with some of our Trek figures).
Thanks for the scale picture. Very helpful. I think you captured the size perfectly.
Conversion tables aren't so bad if you have a formula that makes sense and can be explained to the reader. For instance the table for effect dice in the Star Trek beta was memorable and easy to wrap one's head around. If you have something similar for Fallout, it'll all be good.
Desubot wrote: Im liking what im seeing. are those the resin or pvc models?
Resin.
As an aside, I have now painted that Super Mutant 11 times (six for demos and five for the painting guide), as well as six Prestons, eight T-60s, six Aspirants and a gun turret.
Good news is I have one more Super Mutant sculpt to be getting on with, bad news is I have to paint him three times too
I have a BoS army I am prepping to paint in the US forces colour (pre war) but all this darned work keeps getting in the way. Again, its a hard life
Desubot wrote: Im liking what im seeing. are those the resin or pvc models?
Resin.
As an aside, I have now painted that Super Mutant 11 times (six for demos and five for the painting guide), as well as six Prestons, eight T-60s, six Aspirants and a gun turret.
Good news is I have one more Super Mutant sculpt to be getting on with, bad news is I have to paint him three times too
I have a BoS army I am prepping to paint in the US forces colour (pre war) but all this darned work keeps getting in the way. Again, its a hard life
Pfft I just got through painting a mates zombiecide collection I painted the same mini dozens of times, do you know how hard it is to individualize the same mini while using a monochromatic scheme ?!
The pokadot raptor besides me says I've lost my mind after painting hundreds of zombies in a month but I think hes just a mean drunk.
Alpharius wrote: I'll admit to not being all that familiar with the Fallout setting, but does power armor really make you that much taller/bigger?
Yeah it adds some inches for sure.
Think of the suit frame as something similar to a Battletech Elemental power armor (or Starship Troopers). The wearer's hands and feet aren't necessarily where the hands and feet of the suit are.
Bethesda redesigned power armor for Fallout 4. Essentially the wearer's feet are inside the shin armor. The feet are entirely mechanical shock absorbers for air dropping into the action.
The ratio of the models is in line with Fallout 4, about a head taller than an unarmored human.
Well, Bethesda redesigned their own prior redesign to bring the size more in line with the original design from the isometric games, but in a way where the mechanics of it made sense. It was a good move don't get me wrong, but they were solving a problem of their own making from Fallout 3 where they chose to model PA as basically full-plate for some reason.
JonWebb wrote:
On that front, here is the scale shot of three of the demo figures I busted out (base coat, wash, single highlight, so nothing too fancy).
That's helpful, especially knowing the base sizes. Could I continue to be a bother and ask for another, similar shot of all three, but with a combined Imperial/metric ruler base-to-base behind the guy in combat armor, with the imperial start edge of the ruler flush with the table surface?
Alpharius wrote:
And now I know - and as I'm sure you know, that's a good 50% right there!
Thanks for noticing that, here is the info from that blog.
Is well worth clicking on the link for those unit cards, also quite a cool size comparison pic for the Mirelurk Queen and Behemoth.
DEVELOPMENT BLOG #7: Things to come
11th Nov. 2017. Just over a couple of weeks back (it feels like a few days...) we were holed up in the madness of Essen Spiel, a gigantic tabletop gaming event in Germany. Every year we host a free community event and show off some sneak peaks of what's to come. Over on the right there's some of the reveals.
First up are some unit cards - the Deathclaw card, Sole Survivor (from the starter box) and a Super Mutant card. You can see we're following a used retro feel with these to fit the Fallout universe. A quick overview: top left you have the movement icons showing normal movement distances per move action (yellow in both cases) or the faster charge distance (green in both cases).
Skill icons are placed next to each relevant SPECIAL stat and where a distance is involved it is colour coded so you know which measuring stick to use (and noted with black corners which colour this is for colour blind players). Skill icons aren't always next to the same stat. For example Sole Survivor uses the AGI stat for wounds (the heart symbol) and the INT stat for search (the magnifying glass) whilst the Super Mutant uses PER. Note also the Super Mutant can't hack (the console symbol) or Lockpick (the lock symbol). This flexibility on which stats are used by different creatures or factions helps us be more creative in representing the true abilities of the characters on the table.
Below the SPECIAL stats is the red armour box - this shows the armour ratings vs Physical, Energy and Radiation damage (we've discussed below how armour works). See how the Super Mutant is immune (the X) to radiation damage? The Deathclaw is pretty touch as well - immune to radiation and it always stops (+1) one point of Physical or Energy damage as well as the result of the Armour roll. Bottom left we have some symbols which we'll talk about in the next update.
We also unveiled a cool optional armour set - you'll see the powerful X-01 power armour suit on the right. We want to provide some cool options for having Nate or Nora on the tabletop so this set will be available in Wave 2 and comes with either the helmet or Nate and Nora's heads to swap out as you like. This is obviously a powerful armour so will come alongside more powerful creatures to challenge you as well as the new factions. As a note later in Wave 1 we plan to release a spru of weapons for those of you who like modding your miniatures.
I'm sure if you've delved deep enough in to Fallout 4 that you've come across the Mirelurk Queen (see under the X-01 armour). This beast takes some fighting and is one of the large scale critters which will be a special pre-order item in Wave 2. You're going to want to power up your crew if you want to take her on! There's a scale reference showing her next to the Behemoth to get an idea of scale. Nasty!
Lastly below we showed off a handful of these objective markers which are coming in Wave 2 - these awesome Fallout themed objectives are designed to give you some really great looking points of interest for the table. Each one has a theme - Food, Holotapes, Nuka Cola, Drugs, Tools, Grenades, Weapons, Rockets and a Synth. Personally we love the dude who ended up with his head in the toilet - literally!
We hope you enjoyed this peak in to what's to come - we're planning far ahead for support for Fallout: Wasteland Warfare and have so much to show you yet. This week we received a bulk load of production samples so we'll be getting those shown off pronto and planning the next series of videos. Stay tuned survivors!
Are these more test prints from renders, or are we starting to get into testing actual production minis?
Actual production
Expect photos soon
Where are said pictures Wink Wink Nudge Nudge
It’s a fair cop
I’m putting all the models from the two player starter and the faction core boxes from wave one together at the moment, then we will shoot photos and videos for you all.
Models are with the painters and should be back with me around the start of December so expect studio shots shortly after that.
It’s been a wait for us all, but it’s nearly time!
Come to Dragonmeet next weekend and you should see them in the flesh.
I got to play the demo at Warfare in Reading yesterday. The miniatures are gorgeous and the cut down version of the gameplay that we ran through was good fun as well. I managed to get a lucky win as the Super Mutants when the last Brotherhood scribe tried to break from combat, triggered a free attack and lost all 4 wounds to a single, very very lucky, swipe from a board.
The range and dice mechanics work nicely and do a good job of emulating weapon effects and building up towards crits. The acrylic rulers will be a good addition to any player's kit.
My one question for Jon though is that in the demo, my super mutants had boards as their close combat weapons and on the charge they were given one white and three black dice. In the starter box, there are only two black dice listed. Are there plans to adjust the dice count to allow one of the basic super mutant weapons to work without rerolling one of the dice please?
endtransmission wrote: I got to play the demo at Warfare in Reading yesterday. The miniatures are gorgeous and the cut down version of the gameplay that we ran through was good fun as well. I managed to get a lucky win as the Super Mutants when the last Brotherhood scribe tried to break from combat, triggered a free attack and lost all 4 wounds to a single, very very lucky, swipe from a board.
The range and dice mechanics work nicely and do a good job of emulating weapon effects and building up towards crits. The acrylic rulers will be a good addition to any player's kit.
My one question for Jon though is that in the demo, my super mutants had boards as their close combat weapons and on the charge they were given one white and three black dice. In the starter box, there are only two black dice listed. Are there plans to adjust the dice count to allow one of the basic super mutant weapons to work without rerolling one of the dice please?
Glad you enjoyed the game. Breaking from combat to back off and shoot super mutants is always a good thing, right up until they catch you on the back swing...
On the dice question, each of the special dice (black, blue (was purple) green and yellow) all cap at maximum four in any one roll. There will be one set in the 2 Player box (two of each, plus a white action dice and a red armour dice). So, to avoid re-rolls you will need to either have two players bring their set and share... or else grab a second set. Basically, they can't fit in the box if we add any more (you won't be able to move from all the cards we are packing in there). You will definitely use more black and green dice a lot of the time (charging super mutants can easily get up to four black (damage) dice for maximum carnage, so I'd advise grabbing a second set if re-rolling is not your bag, but I will certainly add the idea of some organised play special dice (we want to bring luck dice in to replace the coin as one of the first things we do) so maybe we can find other ways of getting black and green dice into people's hands.
I'm building more minis this week in preparation for Dragonmeet, and to confirm, we now have all of Wave 1:1 (2 player starter set and the faction cores for the Brotherhood, Survivors and Super Mutants) in physical form, in the hands of our painters and on my studio floor getting prepped, so photos are (finally) arriving in the near future. Wave 1:2 is now in mastering, so I hope to show them off in the near future (that's the rest of the release wave 1).
We have also been playing a lot of Settlement mode last week, so hopefully you will start to see some information an articles about that soon. Cliff notes version, you run the settlement between battles, spending the caps you earn through play to buy resources and structures to allow you to generate different perks, items, weapons and mods to customise your available options going in to the next game. Its good fun, asking some difficult questions (do I allocate my power to generating more weapons, or should I get some meals cooked to keep my fighters in the game, but at the expense of having cooler equipment)? It certainly provides that Fallout flavour that James our designer has crammed into every facet of the game.
endtransmission wrote: I got to play the demo at Warfare in Reading yesterday. The miniatures are gorgeous and the cut down version of the gameplay that we ran through was good fun as well. I managed to get a lucky win as the Super Mutants when the last Brotherhood scribe tried to break from combat, triggered a free attack and lost all 4 wounds to a single, very very lucky, swipe from a board.
That last bit does paint a very amusing picture!
Glad that the game seems fun, this is the most important element!
Pacific wrote: If I were an investigating officer.. has anyone noticed if Giefer's flag has switched to a Union Jack at any point over the past few days?!
It has? And here I thought ninja mode was supposed to give me a Japanese flag. Foiled again!
I was wondering if we could get confirmation of when the rulebook PDF is coming out and when we can get more info on the settlement cards. I'm considering getting those, but want to know what they consist of first.
Also, when is the pre-order ending again? I need to budget for it.
Slayer Dragonwing wrote: I was wondering if we could get confirmation of when the rulebook PDF is coming out and when we can get more info on the settlement cards. I'm considering getting those, but want to know what they consist of first.
Also, when is the pre-order ending again? I need to budget for it.
We are going to put the Core Rulebook PDF up online for free download as soon as its out of layout (and sign off, everything has to be approved by Bethesda which is why sometimes we go a little quiet as we wait for the ok to show final product). I'm hoping this will be before Christmas, but I make no promises of time scale so as to not upset anyone.
We have photos of all the wave 1.1 models in bare resin shot now. These are warts and all shots, so no clean up and no gap filling to show you what you will be getting out of the box. I felt this was a more honest approach than showing you the models after I finish clean up and filling, though those shots will come in time too.
I should be getting lots of nice packages from our painters over the next few weeks, so I'm hoping to get all of wave 1.1 shown off in their painted glory before the end of the year, but again, no promises!
Wave 1.1 is the 2player starter set and the faction core boxes for the Brotherhood, Survivors and Super Mutants.
Meanwhile, hopefully this will whet your appetite.
Looks nice, thanks for the pictures. For some reason I like resin Sturges more than the render, and it's not the incorrectly assembled left hand that makes a difference.
Geifer wrote: Looks nice, thanks for the pictures. For some reason I like resin Sturges more than the render, and it's not the incorrectly assembled left hand that makes a difference.
Release can't come soon enough.
You know, I screwed up the first Preston I built too...
Geifer wrote: Looks nice, thanks for the pictures. For some reason I like resin Sturges more than the render, and it's not the incorrectly assembled left hand that makes a difference.
Release can't come soon enough.
You know, I screwed up the first Preston I built too...
Who reads the instructions right?
While I like hiss model, which is about as nice a thing as I'll ever say about Preston Garvey, let's not call it screwed up. Improved is such a better word, even without seeing the model for myself.
Just to head off some of the comments that we have already received, the models shown are for demo purposes and were painted accordingly. High end figures tend to get "liberated" from demo tables.
The full studio Brotherhood and Super Mutants are in house now, and Sal and I are sitting down to photograph them this week, so hopefully there will be more reveals soon. The Survivors are making their way over to us and should be in by weeks end.
Just to head off some of the comments that we have already received, the models shown are for demo purposes and were painted accordingly. High end figures tend to get "liberated" from demo tables.
The full studio Brotherhood and Super Mutants are in house now, and Sal and I are sitting down to photograph them this week, so hopefully there will be more reveals soon. The Survivors are making their way over to us and should be in by weeks end.
Are we there yet? Are we there yet? Are we there yet? Are we there yet?
Yeah, that'll be good to see.
Are we there yet? Are we there yet? Are we there yet?
Desubot wrote: Oh sorry if this was in one of the demo vids or what not but whats the size of the table or board being played on?(or should the game be played on)
We take two foot by two foot boards to demo on, but the core game plays best on a three by three.
Photos were indeed taken this afternoon, so hopefully Sal is working her magic and we can show some things off this week.
I saw some laid out pages from the core rule book today too, and very nice there were.
Im working on a 3x3 magnetic desert malfaux table so this is fantastic.
I think 3x3 is my favourite board size these days. A lot of what I have been tinkering with both for work, previous role with Warcradle and some personal stuff, revolves around 3x3 tables.
They fit on most dining room tables, make more of your scenery and still fit a reasonable sized game on.
I'm getting too long in the tooth for mass combat and 8x4 tables sadly... much as I enjoyed all that back in the day.
Here are some group shots of the Brotherhood and Super Mutant core faction sets.
We have solo shots of each model coming soon, alongside the survivors and two player set when it arrives later in the week.
So, hopefully this gives you all a good look at what to expect when we start shipping minis.
We are also starting to send minis out to some select community painters and podcasters, so hopefully some impartial feedback will be coming our way soon.
Loving that scribe armour, looks even better painted up. Now I just need to figure out how I am going to recreate my plus-size Nora's outfit of scribe armour and cowboy hat!
So those are Resin models not the Starter Box PVC?
I like how they look that's for sure!
I'm debating playing as Super Mutants now I've loved their stances from the renders and they look pretty spot on painted up... but Brotherhood since FO1 cant betray my brothers lol.
When are we gonna get Raiders and Synths, Wave 2? or just Synths for 1.1?
I haven't followed a game so closely my whole life... My wife calls me a dork
Side Note : The FFG Fallout game lives up to my standards of Fallout and the minis are 28mm to 32mm so Im happy
Now teach me how to paint like that! *shakes fist*
Hoping to start doing some practice run painting videos soon. I didn't paint these, but I did do the guides in the starter set (which are a slightly more basic version of a similar scheme, think the GW Hobby Team vs Eavy Metal)
I'd like to do a mix of both easier and more technical painting guides, but we shall see how this evolves over time.
Maddok_Death wrote:So those are Resin models not the Starter Box PVC?
I like how they look that's for sure!
I'm debating playing as Super Mutants now I've loved their stances from the renders and they look pretty spot on painted up... but Brotherhood since FO1 cant betray my brothers lol.
When are we gonna get Raiders and Synths, Wave 2? or just Synths for 1.1?
These are the resin minis, but I may have seen some of the PVC minis now, and they do hold up pretty well. Currently hoping to persuade the boss to show them off soon (as ever, getting sign off and things travelling around the world take time, so nothing can be promised yet).
Raiders and synths are wave 2 indeed. Sculpts are coming in thick and fast, so hopefully we will revel the raiders soon (the synths have been shown a few times in render form).
Maddok_Death wrote: I know there isn't a set time for Wave 2 but is it coming out next Fall?
We'll want to wait for people to get Wave 1 - then we'll do the pre-order for Wave 2 so it's going to be late spring, early summer when that hits - good thing is most of it is designer or in approvals or final sculpting so we're going to be nicely advanced
Someone here in the UK who I follow managed to get exclusive access to a bunch of the models before their release to stream with and paint; might be worth for anyone who's interested or has pre ordered to have a look at what the miniatures will look like overall.
Those figures are pretty sexy. Absolutely amazing how they got them right. I hope they are going to be this way, and that these aren't just the show ones.
Not a big fan of recent rules leaks (like agility serving as HP for certain characters), i am more old fashioned, and agility always seemed more armor/to-hit modifier.
But at least super mutants rely on End for HP so i’m fine. Wargame requires more level of abstraction, and populous fights in Fallout Pen-and-Paper were humongously overextended. And i suppose if you find the game commercialy sucessful, nothing stops you from adding RPG supplement for S.P.E.C.I.A.L. fanboys like me.
You guys are doing great job so far, i’ve ordered huge pile of miniatures, hope there will be no serious bumps during shipping in March.
My local gaming group already started to build terrain for your game, isometric Fallout 1-2 style.
It is really my child memories manifested in resin, well, mostly, because i played more original dilogy than anything else from the franchise.
Realy looking forward to characters like Vic, Sulik, Skynet, Marcus and Horrigan in further Add-Ons.
Also crossed fingers for Vault 0 robots (i played them most in fallout pnp, loved paper miniatures) and sentient Deathclaws (like Goris) as playable pvp fractions.
We'll consider it OT here as it will be representative of what we can expect!
All the star trek stuff is resin.
I could take some photos tomorrow, but the fuzzy crap photos my phone would take wouldn't tell you much! The photos Jon posted on the previous page of bare resin show you the kind of quality you'll get.
What I have in hand are like that. I haven't had to do any hot water bending, Worf having a snap at the wrist was only minor damage, but that glued easily enough. Other than that it's been very minor clean up
I'm debating playing as Super Mutants now I've loved their stances from the renders and they look pretty spot on painted up... but Brotherhood since FO1 cant betray my brothers lol.
When are we gonna get Raiders and Synths, Wave 2? or just Synths for 1.1?
I haven't followed a game so closely my whole life... My wife calls me a dork
Side Note : The FFG Fallout game lives up to my standards of Fallout and the minis are 28mm to 32mm so Im happy
Are you going to use that for the exploration stuff, and then add the map? How would this cross over with the RPG?
We'll consider it OT here as it will be representative of what we can expect!
All the star trek stuff is resin.
I could take some photos tomorrow, but the fuzzy crap photos my phone would take wouldn't tell you much! The photos Jon posted on the previous page of bare resin show you the kind of quality you'll get.
What I have in hand are like that. I haven't had to do any hot water bending, Worf having a snap at the wrist was only minor damage, but that glued easily enough. Other than that it's been very minor clean up
Ah, sorry about that!
I agree that their 'resin' looks good - I'm wondering about their "PVC" now...
Are you going to use that for the exploration stuff, and then add the map? How would this cross over with the RPG?
I don't think I get what you are asking . The games I think will be pretty different. Like Risk Vs Chess. FFG's Fallout focuses on the story and some personal development but is missing some stuff from the game. The enemies are 1 at a time where Modiphius' game is your group vs blank group or your settlement vs a group of blank.
I meant I could use the miniatures for add-ins to Wasteland Warfare .
I'm using FFG's fallout as a filler for Wasteland Warfare anyway, It's not to expensive and can be played solo.
Is that board game actually out yet? Thought it was due along next year at some point!
If the minis from that fake could be used for the tabletop game as well that would be good (although obviously the sculpt detail wouldn't be anything like as good)
Yeah pre-orders of the game were released two weeks ago I think. I've painted up 2 of them. I cant figure out how to add the image so here is the link to my gallery pictures here on dakka. I think the quality is pretty good, I dont have any complaints.
For those waiting to pre-order from their local store, according to the latest newsletter now's the time:
YOUR LOCAL STORES SHOULD NOW BE ABLE TO PRE-ORDER FALLOUT: WASTELAND WARFARE!
- Also news of an upgrade to the Starter Scenic Set & Resin Starter! -
If you've been hanging on to support the pre-order via your local store the wait is over! By now our distributors should have passed on the order information to your friendly local gaming stores but you can help us make sure your local games store has everything they need to know!
We have launched the pre-order for the Two Player PVC Starter Set, The Red Rocket Scenic Set, and all the faction boxes (Super Mutants, Brotherhood of Steel & Survivors) through distributors. Instead of Nuka Cola Girl, retailers have a different pre-order bonus of the Alien Zetan which comes with the Blaster Pistol weapon card - if you order the PVC 2 Player starter set through retail before the end of January then you'll get one of these. NOTE! Your local store may have an earlier cut off date as they need to get their orders in to distributors before the end of January so please check!
If you've pre-ordered online already with us, or plan to soon don't worry! When we launch our Spring Wave 2 pre-order which includes the Enclave, Raiders and Institute we'll be swapping around the pre-order bonuses.
That means your local retailers will get Nuka Cola Girl, and Modiphius webstore pre-orders will get the Alien Zetan. You'll also be able to pick up both of them from us at any events we attend through the year - so far that includes UK Games Expo, GenCon, Essen, Dragonmeet and more to be announced in the US and Europe.
MADE TO ORDER ITEMS!
Some of the items in the pre-order are made to order and only available from our webstore or direct to retailers. We have launched a direct to retail webstore just to support your local stores www.modiphiusretail.com which includes free shipping on bulk orders. Remember you must be a registered retailer to sign up.
If you want to be able to order the following sets through your local retailer please pass this on and ask them to sign up for an account and they can order them in if they get us orders before Jan 31st (to guarantee delivery at launch).
This includes:
- Resin Two Player Starter Set
- 2 Player Starter Models Collectors Resin Set
- Super Mutants: Behemoth
- Wasteland Starter Scenic Set (and all the individual sets)
- Wasteland Creatures Core Box (and all the individual sets)
- Wasteland Robots Core Box (and all the individual sets)
- Terrain Expansion - Turrets
- Acrylic Range Rulers
WASTELAND STARTER SCENIC SET UPGRADE!
After working with our factory we've been able to bump up the contents of the Starter Scenic Set to match the contents of each of the individual scenic packs giving you more value - in fact you're now saving £60 on the individual sets.
We've added the following:
- 1 Extra Nuka Cola Machine, plus the parts for each machine
- 1 Extra Wall Mounted Console
- 3 Extra Vault-Tec Crates
Plus we're adding a set of cards to the box set including the Nuka-Cola Machine search deck and Vault-Tec Search Deck. We'll reveal more about this soon.
So now you're getting 26 High quality resin miniatures. Here's a picture to remind you what's in the box now!
We'll be posting the next Development Blog this week with a discussion of the Settlement system, and revealing a whole bunch of cards that have just been approved by Bethesda. We're working very had to get everything ready for production but need to give Bethesda plenty of time for approvals - it looks like the rule book will be signed off in January and we'll share it free online in PDF as soon as it is. In the run up we'll have lots more previews though.
The following are already in production - the Survivors, Super Mutants and Brotherhood of Steel Core Boxes along with the resin version of the Two Player Starter set miniatures since we already know there's huge demand for all of them we're aiming to build up as much stock to meet the demand!
Which brings me to another upgrade to announce! The resin version of the Two Player Starter set will now come in a specially stickered version of the actual retail box so those of you picking this version don't miss out.
That's it for today, please pass this on to your local retailer - or just tell them to head to www.modiphiusretail.com to sign up for the special Fallout: Wasteland Warfare made to order items - it's as simple as that!
Ah.. that's interesting about the resin starter set.
Was hoping to get that from a retailer. Had an email from Wayland Games with the list of items they are selling (which otherwise looks pretty comprehensive), but might drop them a note and see if they can get hold of the resin set.
Oh crap this reminds me I still haven't got (access to) the Infinity RPG stuff my mother gift-pledged for me back then. Older women and backerkit don't mix.
My brother and cousin might want the Fallout stuff, I should tell them about it.
How much time is still left on the pre-order? I'm still waiting to hear back from my FLGS and I might just skip them and order directly, if that's still an option.
Dakka Flakka Flame wrote: How much time is still left on the pre-order? I'm still waiting to hear back from my FLGS and I might just skip them and order directly, if that's still an option.
I think you'll have time until they ship the first wave on May then there will be another preorder for wave two
Dakka Flakka Flame wrote: How much time is still left on the pre-order? I'm still waiting to hear back from my FLGS and I might just skip them and order directly, if that's still an option.
I think you'll have time until they ship the first wave on May then there will be another preorder for wave two
Pre-orders are still very much open if you did want to jump on board, but we have also revealed the LGS pre-order bonus figure if you prefer to shop where you play.
hobojebus wrote: The alien is nice but really who's gonna pass on nukagirl?
Not really much of an option if you live in the US and are ordering from a US company. So alien it is. Alien mini is free on pre orders submitted before 1/31/18. Ordering directly from the main site gave no real benefit or discount where other locations gave 20% off so. I am onboard for the base game anyway.
Plus you can always get Nuka Girl at a later date from a convention or similar.
We are not planning on locking her away in the Vault if you miss the chance to get her from the wave one pre-order and I am all in favour of you folks ordering locally and supporting where you play.
Having a stable and supported scene in LGS around the globe will only help the game continue and grow.
If you preordered directly from Modiphius and was above the freshold to receive one then you will get one. If you preordered from a store then you will receive the alien.
Aeneades wrote: If you preordered directly from Modiphius and was above the freshold to receive one then you will get one. If you preordered from a store then you will receive the alien.
Which is then switched around for the next wave (Enclave, Raiders, Institute) so that if you order through the same channel, you get the opportunity to pick up the other special miniature.
Nothing to worry about, your current order didn't change. If you order by web store and exceeded the threshold, as said you'll get Nuka-Girl.
One of my previous questions didn't get answered. What exactly do the settlement cards add to the game? Do they provide simply information that is available in a book in card form, or do they have new material on them? Are they necessary to play the settlement campaign, or do they just add to the experience?
I need to know to decide if they will be part of my pre-order or not.
Slayer Dragonwing wrote: One of my previous questions didn't get answered. What exactly do the settlement cards add to the game? Do they provide simply information that is available in a book in card form, or do they have new material on them? Are they necessary to play the settlement campaign, or do they just add to the experience?
I need to know to decide if they will be part of my pre-order or not.
I just went and poked the designer to get some more info on this.
The Settlement card deck will include a mix of the various card types in the game (items, mods, perks, quests, clothing, chems, etc). Many/most will be unique to this deck (and this will be the case with the whole range) but there may be some duplicates scattered around (eg, there might be a Fatboy card in this deck, but you will also get the fatboy if we put out a model that uses one).
So, its not essential to your game, but it adds new cards and options to the whole range of game mechanics, and will be useful to players of any of the game modes, as you might want to put some of the equipment on a model for your battle mode games, or in AI games, as well as in settlement mode.
Quest cards are unique, so this is a good example of how the deck will expand your quest options, as you theoretically can only complete a quest once (its bad luck to have one brother murdered, if it keeps happening you might want to start asking questions...), so by adding this and future decks, you will have a whole new set of quest lines to explore in game.
The Settlement card deck will include a mix of the various card types in the game (items, mods, perks, quests, clothing, chems, etc). Many/most will be unique to this deck (and this will be the case with the whole range) but there may be some duplicates scattered around (eg, there might be a Fatboy card in this deck, but you will also get the fatboy if we put out a model that uses one).
So, its not essential to your game, but it adds new cards and options to the whole range of game mechanics, and will be useful to players of any of the game modes, as you might want to put some of the equipment on a model for your battle mode games, or in AI games, as well as in settlement mode.
Quest cards are unique, so this is a good example of how the deck will expand your quest options, as you theoretically can only complete a quest once (its bad luck to have one brother murdered, if it keeps happening you might want to start asking questions...), so by adding this and future decks, you will have a whole new set of quest lines to explore in game.
Hope that helps.
That is exactly the kind of answer I was looking for, thanks. Looks like I will definitely be picking up the card pack.
JonWebb - not sure if this is the best place to ask, have you got any comms with your sales guys to find out which UK stores are going to get the Resin starter set? Or something more concrete about how I could go about requesting it?
JonWebb - not sure if this is the best place to ask, have you got any comms with your sales guys to find out which UK stores are going to get the Resin starter set? Or something more concrete about how I could go about requesting it?
Thanks in advance!
Personally, no, but I am sure I can pin down someone in the office and find out (there are only so many of us, its not a big place).
Give me a day or two to see what I can rustle up, as the plans changed with regard to the resin starter based on player demand being greater than we expected, so rather than do the PVC + upgrade there is now the all resin set (right?!?!?)
Sorry, we've all been very deep in editing and review, so not so focussed on the retail side (certainly not me and the guys and gals I work most closely with as we don;'t look after the boring money side of things ) but I will find out.
In more exciting news, I saw my fist Behemoth in the flesh this week, along with a few other juicy bits of wave 1.2. So, hopefully some new models to show off to you in the near future... but what might they be?
combat engineer wrote: Release date still set for beginning of March? I have a wishlist/ cart setup, and I am really hoping to plop down a few hundred on merchandise.
Mat
I think we might be slipping slightly, due to awaiting sign off and the dreaded Chinese New Year (2P starter set is being manufactured in China, everything else is done in the UK/Europe so won't be impacted, but we can't release without the core box, lets face it).
I will check to see if Chris has done a formal announcement yet, and if not try to get something concrete. Its close, but there are a lot of moving parts.
As ever, I'm not manufacturing side of things, I wear a few hats now, but none of them are that side of the business (thankfully, I've got enough grey hairs as is )
combat engineer wrote: Release date still set for beginning of March? I have a wishlist/ cart setup, and I am really hoping to plop down a few hundred on merchandise.
Mat
I think we might be slipping slightly, due to awaiting sign off and the dreaded Chinese New Year (2P starter set is being manufactured in China, everything else is done in the UK/Europe so won't be impacted, but we can't release without the core box, lets face it).
I will check to see if Chris has done a formal announcement yet, and if not try to get something concrete. Its close, but there are a lot of moving parts.
As ever, I'm not manufacturing side of things, I wear a few hats now, but none of them are that side of the business (thankfully, I've got enough grey hairs as is )
Thanks for the heads up. Super excited for this game!
I am very excited for this game but after seeing the KS for Nemesis hit over a million in less then 24 hrs... all I can think is I wonder if Modiphius regrets not doing a Kickstarter. Those results are impressive by anyone's standards. I would be curious to know how doing the pre orders stack against a kickstarter? Because I think if they did a Kickstarter they would have had even better results then Nemisis.
angel of death 007 wrote: I am very excited for this game but after seeing the KS for Nemesis hit over a million in less then 24 hrs... all I can think is I wonder if Modiphius regrets not doing a Kickstarter. Those results are impressive by anyone's standards. I would be curious to know how doing the pre orders stack against a kickstarter? Because I think if they did a Kickstarter they would have had even better results then Nemisis.
Yes although it's nice to think that we will be playing with the Fallout miniatures in a few months. I'm sorry to say with the time we've been waiting for the other Modiphius KS (the Infinity RPG), there have been world-changing scientific developments and political events, I've been divorced twice, sold everything I own and gone to work as a cobbler in Bolivia and now returned following a spiritual awakening which occurred on a journey through the jungle. It was a different person that ordered that stuff all those years ago, and not sure how I'm going to react when I actually get it. (Some or all of the previous may not be true!)
About Nemisis, some of the art and miniatures look good, but am I the only person that has noticed it looks more than a bit like Alien? Like a made for sci-fi channel movie that has got as close as it can without actually getting a lawsuit. Yet it's already made many times more than the actual AvP boardgame did - I really don't get it!
I really don’t understand why Nemesis has taken like it has as there have been far more interesting games that have acheived nothing like this and as you say, this is an Aliens knockoff that has actually made more than the official Aliens game did.
I am happy with the route Modiphius has taken with Fallout and am hopeful that it will be a big success in the long run.
Aeneades wrote: I really don’t understand why Nemesis has taken like it has as there have been far more interesting games that have acheived nothing like this and as you say, this is an Aliens knockoff that has actually made more than the official Aliens game did.
I am happy with the route Modiphius has taken with Fallout and am hopeful that it will be a big success in the long run.
One reason for Nemesis doing so well could be precisely because it's "Alien" without actually being Alien. I still like the idea behind it, but, frankly, I'm just damned tired of Alien at this point. Which is why I backed Nemesis.
We'll have to see how well Fallout does in much the same way. I think being Fallout will help it more than it will hurt it, because there hasn't been the same glut of Fallout media as there has been with Alien. People have been wanting a Fallout minis game for years. And while there's been no shortage of post-apocalyptic Fallout-style games, it's still a popular setting.
In order to get into more game stores having a non KS property is a good idea (lots of places are reluctant to get involved after KS in case all they buyers already have stuff)
and fallout is probably best places of the licences they've had to do well without KS
and if that sells in store the store will be more likely to give the rest of their stuff a chance, Occasional big hits of cash from KS is fine, but having a more steady revenue stream as well is really desirable to keep things running if there are problems, if a project doesn't fund etc
Pacific wrote:No worries !
JonWebb - not sure if this is the best place to ask, have you got any comms with your sales guys to find out which UK stores are going to get the Resin starter set? Or something more concrete about how I could go about requesting it?
Thanks in advance!
We're posting a store locator soon, it's hard to say whether they'll be getting the resin starter set in or not but at least you'll be able to see who signed up to buy the made to order items from us
combat engineer wrote:Release date still set for beginning of March? I have a wishlist/ cart setup, and I am really hoping to plop down a few hundred on merchandise.
Mat
We've updated the site that it's end of May - we haven't gone loud with this yet as we're about to hit chinese new year which shuts down all the factories AND we have to wait for Bethesda's sign off on everything. If there's a delay there because they need some changes made I have to get that done and that delays production and then shipping. The May date gave everyone till end of Feb to pre-order on our site though so that has helped.
OrlandotheTechnicoloured wrote:In order to get into more game stores having a non KS property is a good idea (lots of places are reluctant to get involved after KS in case all they buyers already have stuff)
and fallout is probably best places of the licences they've had to do well without KS and if that sells in store the store will be more likely to give the rest of their stuff a chance, Occasional big hits of cash from KS is fine, but having a more steady revenue stream as well is really desirable to keep things running if there are problems, if a project doesn't fund etc
Bethesda were not keen on KS, and we wanted to launch another project like Star Trek in a more traditional way. The key thing is we're committed to this for several years - we didn't want a massive bang of a release and then by the time it delivers everyone is bored - so a sizable wave 1 shows we mean business, then a gradual roll out over the months will keep things moving and it means we can build relationships with stores and send customers their way. It's obviously riskier than KS but actually I believe in the long run it will work out.
I can almost feel the irradiated heat of the wasteland! This is the back of the box for the Fallout Wasteland Warfare Two Player Starter Set (pending final approval by Bethesda). As you can see in the PVC set the figures are pre-assembled in a coloured plastic ready to play out of the box (the resin version is unassembled). Since we're giving you a complete rulebook, there's now a simple 8 page 'Getting Acclimated' tutorial booklet to get you up to speed without having to absorb everything.
Is this the Character cards and rules and what-nots?
We will be putting the core rulebook up for download as soon as its out of approval.
There will also be stat cards and weapons for everything non character specific, so you can start play testing straight away if you do a simple dice conversion chart, or else wait for the core game to ship so you can use the final components.
There will also be things like army rosters, settlement tracking sheets and so forth, with more content being added over time.
The content isn't live yet as we are not at game launch day.
Geifer wrote: Now I want hammer girl from the getting acclimated book as a miniature.
I can add that to the suggestion pile for future bonus minis... if it means I can dodge vault tec squirrel bobble heads (don't ask) then I'm good
Please do.
Vault-Tec should have totally released a Vault Girl calendar. Vaults aren't cheap, you know, and anyway, they have an obligation to their shareholders to investigate new revenue streams. Hammer girl there is a great start. Only eleven more months to fill.
Automatically Appended Next Post:
Pacific wrote: Brilliant stuff - I love that the Fallout style has extended to the designs on the rulebook, really cool.
Yep, seeing that art style across the books and cards will be great.
Vorian wrote:Any idea when we will see comparison photos between the pvc and the resin?
We've just had initial photos from the factory of the parts to confirm, then we should get samples for us and Bethesda to approve. Once we get those we'll show them off (and we're happy of course
Geifer wrote:Now I want hammer girl from the getting acclimated book as a miniature.
It's a great idea and our master sculptor is currently doing a set of Vault Security and Vault Dwellers for Wave 2 so we'll try to include her. Probably for a Wave 3 pre-order bonus as we have a special Vault Set coming out then... I also want to do a Nuka Girl on a rocket pack flying base - good thinking!
Geifer wrote:Now I want hammer girl from the getting acclimated book as a miniature.
It's a great idea and our master sculptor is currently doing a set of Vault Security and Vault Dwellers for Wave 2 so we'll try to include her. Probably for a Wave 3 pre-order bonus as we have a special Vault Set coming out then... I also want to do a Nuka Girl on a rocket pack flying base - good thinking!
This is all great news and I am excited that the Fallout style is transferring to the rule books as well. This game looks like it is going to do a really great job of capturing everything about the Fallout universe that fans love.
I placed my pre-order over the weekend and hope we see the rule books up for download soon. As for the cards being added as digital content, does that mean we won't have to buy figures to get the cards for equipment? That could be very helpful in opening up options for players without forcing them to buy kits they don't want.
Slayer Dragonwing wrote: This is all great news and I am excited that the Fallout style is transferring to the rule books as well. This game looks like it is going to do a really great job of capturing everything about the Fallout universe that fans love.
I placed my pre-order over the weekend and hope we see the rule books up for download soon. As for the cards being added as digital content, does that mean we won't have to buy figures to get the cards for equipment? That could be very helpful in opening up options for players without forcing them to buy kits they don't want.
Correct, we don't want people to have to buy minis they don't want/need for their faction.
Certain character specific kit will only come with that mini, but as you can't use it without playing that figure, it won't impact on you if you chose not to buy it.
We have just put up the painted shots of the Survivors core box, so thought I would put those up along with the shots we have revealed so far (and Red Rocket).
We should have the 2P starter set images up too, but I need to chase down getting those added, as the photos have been taken, so hopefully we can show them off soon.
Our painter starts in a few weeks, at which point expect to see lots of painted models a lot faster. Wave 1.2 is starting to come in from manufacturing, so we will be working on those next, along with the missing Star Trek models.
Well have to say those are looking bloody brilliant, really like the variety there.
Do you envisage at any point a plastic sprue release (a kind of 'DIY raider' or survivor set), where you can make up your own minis and adjust them as campaigns continue?
Guys - a FYI, there is a thread in the Misc sci-fi section for general Fallout discussion, to talk about stuff about the game without derailing the N&R - I know a lot of people don't scroll down that far on Dakka so here is the link for anyone not aware
https://www.dakkadakka.com/dakkaforum/posts/list/735065.page
Pacific wrote: Well have to say those are looking bloody brilliant, really like the variety there.
Do you envisage at any point a plastic sprue release (a kind of 'DIY raider' or survivor set), where you can make up your own minis and adjust them as campaigns continue?
Guys - a FYI, there is a thread in the Misc sci-fi section for general Fallout discussion, to talk about stuff about the game without derailing the N&R - I know a lot of people don't scroll down that far on Dakka so here is the link for anyone not aware
https://www.dakkadakka.com/dakkaforum/posts/list/735065.page
We have ideas for sure, a plastic sprue for each faction with heads/weapons you can chop and change to make custom models would be amazing.
However, it would only happen if the game gets the support needed, as tooling for plastic comes with risks that we can't take up front.
I'd love to see it happen, if only to fix my WYSIWYG itch (Chris is no doubt tired of me banging that drum in the office ), so nothing on the release schedule yet, but its been considered for the future.
I'll check that thread out, in case there are any questions etc that need following up on.
It's great to see these. That's some serious painting skills at work there. Love the survivors (except for Garvey, Mama Murphy, Ronnie and Sturgess - it's a matter of principle ). The generic ones came out really well.
Can't wait to get these.
@JonWebb
Let's be totally off topic for a moment since I don't think we even have a Star Trek thread going on. Are Borg miniatures in the works? Asking for a friend. I am TOTALLY not bent on galactic domination or anything. Honest.
Geifer wrote: It's great to see these. That's some serious painting skills at work there. Love the survivors (except for Garvey, Mama Murphy, Ronnie and Sturgess - it's a matter of principle ). The generic ones came out really well.
Can't wait to get these.
@JonWebb
Let's be totally off topic for a moment since I don't think we even have a Star Trek thread going on. Are Borg miniatures in the works? Asking for a friend. I am TOTALLY not bent on galactic domination or anything. Honest.
Would it be bad if I said yes, the Borg are coming in the next Star Trek minis wave... alongside a generic away team...
Got a rough time frame for the next wave. I have a bit of a hard time following the Star Trek release.
No, it wouldn't be bad at all. I mean, you all don't mind being turned into Swedes, right?
Sam Webb (no relation, we have a Chris Webb too!) is the man in the know with Trek.
I held the first production samples of the away team last week (then put them in a box for our painter to play with next month) so they can't be far off.
I'll chase Sam down and see what I can find out.
I feel like we should close this thread down and start a Modiphius 2018 thread, would anyone object.
Only because we have some mini related things coming up over the rest of the year that go beyond Fallout... I can say no more
Edit: I'm being told April is when we aim to ship pre-orders of the next wave of Star Trek minis.
Geifer wrote: Cool, thanks. I really have to pay more attention to Star Trek. Resistance is, after all, futile.
Sam is doing a great job with the line.
Next book includes the Red Alert rules for when you want to throw down the tile sets and minis and just play out some skirmishes. Or, if you prefer to do mini based combat in your full RPG games.
Rumour is there will be another tile set to accompany this...
Yeah, I thought I had read about skirmish rules of some sort. That'd be great for me as unfortunately not all in my RPG group are big on Star Trek (although everyone loved beaming a group of angry Klingons on the enemy bridge to... resolve a conflict).
You know, by the time we're done we'll be so off topic the collected Modiphius thread may not be such a bad idea at all.
Today we're pleased to announce the release of the third issue of Modiphia, Modiphius Entertainment's FREE official digital magazine which is now available for download on Modiphius.net and DriveThruRPG.com.
This issue is a Fallout special, as we enter the Fallout Zone - looking ahead to the Minis game to beat them all, and go for an in-depth chat with designer James Sheehan.
Elsewhere, you'll find over 40 pages of new content, strategy guides and background articles for Modiphius' range of games, including: Fallout: Wasteland Warfare, Achtung! Cthulhu, Star Trek Adventures, Conan and Coriolis, plus: All the latest info from Modiphius, including what you can look forward to in 2018!
It is a big shopping cart. I like the model but the cart's size bothers me.
Someone on Facebook posted a side by side of the model and a game still, and it looks like in game the shopping cart is positioned differently on the Behemoth's back, but still looks slightly smaller than what is shown on the model. Perhaps re-positioning the cart will make the scale look better?
Looks absolutely brilliant - what a miniature! Can see that making a great centre-piece of final boss for a campaign (or perhaps putting a settlement down if it gets too big for its boots )
Someone on Facebook posted a side by side of the model and a game still, and it looks like in game the shopping cart is positioned differently on the Behemoth's back, but still looks slightly smaller than what is shown on the model. Perhaps re-positioning the cart will make the scale look better?
That's because the Behemoths size ingame is scaled up further then it should be. The Fire Hydrant and shopping cart are surprisingly HUGE and you can tell they wanted to make it bigger without making an issue out of what it was wielding.
Someone on Facebook posted a side by side of the model and a game still, and it looks like in game the shopping cart is positioned differently on the Behemoth's back, but still looks slightly smaller than what is shown on the model. Perhaps re-positioning the cart will make the scale look better?
That's because the Behemoths size ingame is scaled up further then it should be. The Fire Hydrant and shopping cart are surprisingly HUGE and you can tell they wanted to make it bigger without making an issue out of what it was wielding.
It is odd because other items could be subbed in for the cart and hydrant and "look right" scale-wise. Change the shopping cart to a garbage dumpster, and the hydrant to a gasoline pump or a vending machine, and you'd get the same basic effect (big loot holder on the back and big club in hand) without having the comically large props the behemoth ended up with. But that is on Betheseda, not Modiphius. Still, the behemoth model joins up the ghouls as technically accurate to the game renders but models I don't wish to own due to their aesthetics.
Desubot wrote: Thats the scale on the in game model was just that big.
i guess they took the in game model and didnt adjust it.
When it comes to guesses, mine is they weren't allowed to deviate from the in game model. Who knows?
The items are indeed just as large in Fallout 4. Not sure about that screenshot comparison. Something looks off, like it's modded or got a really weird angle. I found a screenshot I made and the cart matches up pretty well with the model,
Desubot wrote: it really doesnt bother me that much personally
It kind of does bother me if I try to pretend these are a real life hydrant and cart. Luckily, America is one wacky country so I have no problem thinking of these items as props from a parental schooling business. See the world through the eyes of a child! Experience and become aware of everyday dangers to your little ones in one of our weekend courses! Only 199.99$ per adult participant! Don't take chances, be prepared for parenthood!
Desubot wrote: nothing a bit of good old fashion conversion work wont fix. the cart might be the hardest part.
The cart looks separate. Wouldn't even take any resculpting if you find something large enough to connect to both ends of the chain.
The cart (and hand) are a separate piece, so if you do want to mod yours to better match "reality" vs ours which is scaled to Fallout 4, then it won't be much hassle.
In terms of using in game assets... well, we use them for scaling (as can be seen here) but our sculpting team certainly doesn't just extract a file and press print... in game assets are way under detailed for that, as a lot of heavy lifting is done by the texture maps etc... if we did that, you would have a pretty flat model.
The in game assets are used to ensure scale is accurate to Bethesda's world, but not to make the models themselves.
I presume the Fallout 1&2 stuff is going to be consistent scale and style to the rest of the line? I'm very curious how that's all going to work since all the bits that are iconic fallout to me come from there
Vorian wrote: I presume the Fallout 1&2 stuff is going to be consistent scale and style to the rest of the line? I'm very curious how that's all going to work since all the bits that are iconic fallout to me come from there
That's the plan. It is an interesting balance between keeping the range consistent, but also working with the older aesthetic (power armour in Fallout 4 does differ from older games, despite being the "same" for example).
Ultimately, Bethesda have sign off (but so far they are loving what we are doing).
We've briefed several sculpts from previous games now, and the sculpts are coming back in. Hopefully we will show them off soon, to give an idea of how older characters will fit into the game. The one I have in mind is going to be very well received I reckon... I can say no more
I know it's not going to be the one I'm desperate for! My character in Fallout Online was always long haired tribal girl with spear... might be a long wait!
JonWebb wrote: The cart (and hand) are a separate piece, so if you do want to mod yours to better match "reality" vs ours which is scaled to Fallout 4, then it won't be much hassle.
In terms of using in game assets... well, we use them for scaling (as can be seen here) but our sculpting team certainly doesn't just extract a file and press print... in game assets are way under detailed for that, as a lot of heavy lifting is done by the texture maps etc... if we did that, you would have a pretty flat model.
The in game assets are used to ensure scale is accurate to Bethesda's world, but not to make the models themselves.
I don't think shipping carts and fire hydrants are really that big in Bethesda's world!
JonWebb wrote: The cart (and hand) are a separate piece, so if you do want to mod yours to better match "reality" vs ours which is scaled to Fallout 4, then it won't be much hassle.
In terms of using in game assets... well, we use them for scaling (as can be seen here) but our sculpting team certainly doesn't just extract a file and press print... in game assets are way under detailed for that, as a lot of heavy lifting is done by the texture maps etc... if we did that, you would have a pretty flat model.
The in game assets are used to ensure scale is accurate to Bethesda's world, but not to make the models themselves.
I don't think shipping carts and fire hydrants are really that big in Bethesda's world!
They are on the Behemoth...
Current forum head cannon is they are props from the roof of the Super Duper Mart. Works for me.
Or just remove the trolley and replace it with something if you prefer. Its a separate piece.
JonWebb wrote: The cart (and hand) are a separate piece, so if you do want to mod yours to better match "reality" vs ours which is scaled to Fallout 4, then it won't be much hassle.
In terms of using in game assets... well, we use them for scaling (as can be seen here) but our sculpting team certainly doesn't just extract a file and press print... in game assets are way under detailed for that, as a lot of heavy lifting is done by the texture maps etc... if we did that, you would have a pretty flat model.
The in game assets are used to ensure scale is accurate to Bethesda's world, but not to make the models themselves.
I don't think shipping carts and fire hydrants are really that big in Bethesda's world!
The shopping carts and fire hydrants are regular size in game on there own but they are really oversized on the in game behemoth model.
The general impression that I have seen is that the Fallout 4 behemoth was originally a lot smaller and they decided to increase his size at the last minute to make him more intimidating but didn’t have time to redo the model so scaled it up including the cart and hydrant. The sculptor at Modiphius has been true to the original scale and size of how the behemoth and his accesories appears in Fallout 4.
The cart looks separate. Wouldn't even take any resculpting if you find something large enough to connect to both ends of the chain.
Reaper's Bones dumpster might work in place of the shopping cart/trolley. The dumpster is large and would be pretty easy to junk up and make it looks setting appropriate.
That's a good one actually, looks like it would fit well.
My thoughts are the shopping trolley could just be a massive self-driving one from a CostCo of the future, in which you could place a palette of a decade's supply of mayonnaise (bought at heavily discounted rate).
The fire hydrant could also be easily converted into something else (although TBH I think it's a pretty amusing idea and don't think it looks out of place)
I actually have two of those dumpsters. They could fit, although I always thought they were pretty large. At the end of the day it really depends on the exact size of the Behemoth, though.
Not that I intend to convert mine or buy a second one. But it's good to have the option.
DEVELOPMENT BLOG #8: Narrative Systems Part 1
Here's a peak at the massive Super Mutant Behemoth miniature. On the right you can see the original Bethesda model - we literally sculpt over this to match the proportions only making small changes such as the wheels of the shopping cart to make it easier to cast. You can see a scale graphic of a T60 armour next to the Behemoth which gives an indication of scale of the shopping cart (yes he could fit inside) and the size of the fire hydrant. Below are a couple of pictures of the 3d print that's arrived in the office before going for mastering at the factory. As you can see it enormous - and even dwarfs a Deathclaw! Click on the images to see them larger!
I know many of you have been waiting on more information about the narrative side of the game so I asked the designer James Sheahan to start sharing some thoughts on what you can expect. There is more to come!
JAMES: There are several elements that can be combined as players wish (and using all of them for the full experience). Whilst some scenarios are self-contained, some scenarios are part of an overarching story so performance in one will affect others creating a narrative built-into some scenarios; however, the narrative is also added by other elements too. The main rules contain many aspects of the Wasteland (such as different types of items, dangers, lockpicking, and a lot more), but the Campaign book adds further aspects such as Perks which players can add to their models, Boosts which give one-shot (no pun intended) powers a player can play from their hand to slightly adjust the battle like a lucky bounce for a grenade or distracting an enemy.
Plus, there are Events that occur each round. I’m not a fan of random events that have a big impact on a game as players can be stung through no fault of their own - so, any events that have a bigger impact are marked and get flipped over when at the top of the event deck allowing players to see what event is coming. For example, this forewarning allows players to utilise the effect of the approaching dust cloud (which stops all long range shots) in their plans, or at least try to work around it. Also, some cards in the game have consequences which get shuffled into the event deck and get resolved when on the top of it. For example, a model may have found a suitcase and, after lockpicking it, found a valuable Deathclaw egg inside - if they choose to keep it, the card gets shuffled into the event deck and, if it reaches the top of the deck, a very angry Deathclaw appears wanting their egg back - if the consequence doesn’t get resolved (because it doesn’t make it to the top of the event deck before the battle ends), the model that kept the egg gets away with it. Consequences can come from other sources too which I’ll mention later.
SETTLEMENTS
A player wanting an on-going element to their games can use the Settlement system which occurs between battles. When using the Settlement system, a player can always use any of the models they own but they only receive their standard equipment (usually just one weapon). For more equipment, to be able to fit mods to weapons, to repair power armour, etc., the player needs to build structures in their Settlement by paying the caps they earned in their battles. The structures determine (a) what other cards a player draws (and the type and expense of the structures built determines how general or specific those cards are), (b) how many of the drawn cards can be equipped in the next battle, and (c) how many cards can be retained after a battle. Balancing these three factors offer lots of choice to a player - Do you draw lots of cards but only be able to take a few with you? Do you have structures that focus on one type of card or ones that are more random? Do you make sure you can retain gear from one battle to the next? With enough time, you can have lots of structures but it takes time to build that.
EXPLORING
In addition, a player can use structures to go exploring which means drawing an Explore card. These are random encounters in the Wasteland which may result in gaining items or advantages in the next battle, but may also have negative effects like one model starting with one point of damage. The Explore cards usually give the player a choice so they have some control over their destiny - something I feel is an important element in a game for me. Plus, many explore cards have the consequences I mentioned earlier; for example, you meet a mercenary who says they’ll help you out next battle if you pay them 30 caps. If you pay them, they get added to the event deck and, if it appears during the battle, it takes one free attack (sniping from the hills nearby) at any one enemy model. Of course, they may not show up and have just walked off with your money.
WE NEED SOME POWER!
It wouldn’t be a Fallout settlement without power and water, and players will need to buy these too so their structures can operate. It’s a very simple system that delivers a lot of choice so players can pick their own route to surviving the Wasteland.
As I mentioned, the Settlement system happens in between battles and determines what a player could take into battle; however, the caps (points) value of their force is the same as usual. Therefore, a player using the Settlement system can play against a player who is not - they will both play with the same value of forces.
QUESTS
The last thing I will mention in this area are the Quest cards. In Fallout, you always have a list of Quests to complete and I wanted to include this in Fallout Wasteland Warfare too. Quest cards are completely independent of a battle and of the other player. For example, one quest is to find a thief and the tracks the player is following are growing feint - so, to get a bearing on the thief, the player must (at some time during the battle) have a model at the highest reachable point on the terrain to spot the thief on the horizon. If they complete it, they successfully complete it and can move onto the next step (card) of that quest in their next (or a future) battle; if not, they can try again. Some quests are just one card like claiming a bounty for someone rumoured to be a synth - completed by removing the most valuable opposing model. When completed, the quests give a player caps, small advantages for the next battle, consequences, or even unique Items. As I mentioned, they’re separate to any scenario and one, both, or neither player may have a quest during their game. One player may even be doing the quest the other player already completed themselves (which is just like when you compare notes with your friends about their progress in the video game).
Something I have planned for the future is an expansion deck of cards which are mostly quests called the Dick Valentine Detective Agency deck - he’s someone you meet in Fallout 4 and, as his name suggests, asks you to solve detective cases which will be a series of branching, multi-part quests which will tell a story - and all this happens whilst you’re playing scenarios.
MORE ON THE NARRATIVE SYSTEM AND SOLO PLAY IN THE NEXT UPDATE!
Yeah Nick came our as a really special piece - we truly do have a talented lot in the sculpting team.
We've got a final push to complete some last cards this week after which I'm aiming to get a dev post on the AI and more about the narrative play, plus a playthrough showing the AI play too
I'll definitely be grabbing that model when it's available. Nick is probably my favorite character in the game. Of course, it helps that I love old school hard boiled detective noir fiction (especially the radio shows of the 40s and 50s), and Stephen Russell is a great voice actor.
Are TOS Star Trek Guys out yet? Along with Fallout, I'm still waiting on mine.
You have quite a few people local chomping at the bit for Fallout, Can't wait for the release!!!!
Grot 6 wrote: Are TOS Star Trek Guys out yet? Along with Fallout, I'm still waiting on mine.
You have quite a few people local chomping at the bit for Fallout, Can't wait for the release!!!!
Kirk and friends? Yes they should be available in retail.
Where did you order from? If us, I'd suggest chasing up with Lloyd and seeing if he can see what the hold up is.
DEVELOPMENT BLOG #9: Wave 2 Sneak Peak
28th Feb 2017. Tomorrow (March 1st) is the last day of priority pre-orders. What this means is if you order by end of play March 1st (US Pacific time) we guarantee to ship your pre-order at launch. You can still order after this date of course, we'll be making as much of everything as we can, but at some point we may run out so we'll be prioritising orders by date. We will be getting stock weekly from our resin factory so if you order in a couple of weeks, it may ship a week later, if you order in May before we ship it maybe a few weeks later.
We've had a truly enormous response to the pre-order - our planned first production run of the two player PVC starter box sold out so we're extending the production run and don't expect any shortages of that. We're well underway with production of the faction core sets for the Super Mutants, Brotherhood of Steel and Survivors and the rest of the resin sets are now being set up for production. They take time to get up to speed with production which is why we set this date to allow us to prepare enough stock for pre-orders and subsequent months.
FALLOUT STORE LOCATOR. if you've been thinking about ordering you can support your local store - we have a gradually updating store locator here where you can see local stores that have confirmed to us they are taking part in the pre-order - this is being updated every couple of weeks so if your local store isn't on there ask them to sign up!
WAVE 2 SNEAK PEAK! As you can see on the right we've got a lot of exciting new stuff coming in Wave 2 - primarily the next three main factions which includes the Raiders, The Enclave and The Institute but also new groups like Reilly's Rangers, Vault Dwellers, new scenic sets as well as both T45 and T51 Power Armours. The crashed Vertibird hints at the scale of the real thing, which is a thing... but more likely later in the year. There will be more support for the Survivors, Super Mutants and Brotherhood of Steel, as well a big new scenic set and a lot of creatures.
We'll be sharing a lot more about the factions and other planned sets but I wanted to give you a peak at what's coming tonight. Wave 2 will be launching around August (pending approvals) and you'll be able to pre-order it with bonuses in retail and online after Wave 1 has shipped. Our goal is to have 2-3 main Waves each year but in retail you can expect consistent monthly releases which expand each faction, introduces new creatures, robots or wasteland scenery.
There will be major campaign boxes based on the big Fallout 4 DLC's like the Automatron, Nuka World, Far Harbor, Vault Tec Workshop and Wasteland Workshop - each will add new rules, new features, new ways to play, a whole campaign, special miniatures and much more. You'll be able to actually build your base with all the scenic pieces, and then defend it against a friend or the AI, trying out strategies again and again. Or maybe you want to explore the Vault that just opened up and see what lies within? Perhaps take it over as the base of your new settlement?
We have an update on the AI rules shortly, along with the actual battle rules to download very soon along with play through videos so stay tuned!
Spoiler because lots of big pictures. Reilly looks much more high-res than she did in Fallout 3. That's not true to the source material!
Wonder how the duel wielding raider boss will work. I like the shishkebab power armor the most out of all those power armor sets. I didn't notice the shelves, mustve jumped straight to the crashed veritbird lol.
Are more raiders coming? Any tribute to the jerk with the fatman in power armor in the beginning of the game?
Maddok_Death wrote: Wonder how the duel wielding raider boss will work. I like the shishkebab power armor the most out of all those power armor sets. I didn't notice the shelves, mustve jumped straight to the crashed veritbird lol.
Are more raiders coming? Any tribute to the jerk with the fatman in power armor in the beginning of the game?
Oh I hate that dick with the fatman.
Really like the t51 suits and am looking forward to more enclave.
Yeah, I like the T-51 suits, too. I like the full breadth of suits and will be happy once they are joined by the Enclave suits as well, but I like T-51 better than T-60 and seeing them makes me think I can leave the T-60s for the Brotherhood and wait a little longer to convert Survivor power armor from older suits. And to be honest even the Brotherhood could do with a little more ragtag look. Bethesda managed enough variation among the unarmored Knights and Scribes, but the prevalence of T-60 in Fallout 4 looked a bit strange to me.
Maddok_Death wrote: Wonder how the duel wielding raider boss will work. I like the shishkebab power armor the most out of all those power armor sets. I didn't notice the shelves, mustve jumped straight to the crashed veritbird lol.
Are more raiders coming? Any tribute to the jerk with the fatman in power armor in the beginning of the game?
I would guess with what we know from the rule system that it's more shots which will be reflected with additional damage dice for the shooting attack, or maybe better penetration as my second choice. Just a guess, though.
More Raiders were said to be coming in so far as the announcement for Wave 2 was that Raiders are one of the three factions supposed to come with it (along with the Enclave and Institute). Nothing specific as far as I recall. Furthermore, I seem to recall that eventually we'll see the specific gangs from Fallout 4/Nuka World, but I don't think there was any mention of a release date.
I'm not sure the Brotherhood need a ragtag look. They take very good care in repairing and detailing their things that they look pitch perfect even after age has gotten them.
Of course they do! They're a bunch of bums, they are.
I meant more that Postapocalyptia has been pretty kind on them to have such a large number of the same version of power armor in good repair that they can afford to not use any earlier versions of power armor they might have sitting around. I can see an acceptable explanation for it, of course. They had plenty of T-45 in the Capital Wasteland and in between Fallout 3 and 4 they stumbled over a cache of T-60 at a military facility near Washington, enough to equip the expedition to the Commonwealth. That's my head canon for what it's worth.
But with how this a post-apocalyptic setting and all I don't think a large scale operation like the Brotherhood should effortlessly keep a pre-war army appearance. I'd reserve that for something like the Institute which actually manufactures new things instead of scavenging for old ones.
I may be very wrong, but I thought that by FO4, the Brotherhood was capable of manufacturing new suits? They'd also got hold of some T60s exactly as per your head canon and used them to expand their arsenal.
Geifer wrote: Of course they do! They're a bunch of bums, they are.
I meant more that Postapocalyptia has been pretty kind on them to have such a large number of the same version of power armor in good repair that they can afford to not use any earlier versions of power armor they might have sitting around. I can see an acceptable explanation for it, of course. They had plenty of T-45 in the Capital Wasteland and in between Fallout 3 and 4 they stumbled over a cache of T-60 at a military facility near Washington, enough to equip the expedition to the Commonwealth. That's my head canon for what it's worth.
But with how this a post-apocalyptic setting and all I don't think a large scale operation like the Brotherhood should effortlessly keep a pre-war army appearance. I'd reserve that for something like the Institute which actually manufactures new things instead of scavenging for old ones.
Given that T-45 and T-51's were the standard issue military power armor that they used in great operations. That's why they tend to be relatively more common then any pre-45 models, which would basically at that point be museum pieces.
There is also something that they may actually be manufactoring their own suits of armor (Brotherhood that is) with Pre-War schematics.
JimmyWolf87 wrote: I may be very wrong, but I thought that by FO4, the Brotherhood was capable of manufacturing new suits? They'd also got hold of some T60s exactly as per your head canon and used them to expand their arsenal.
Could be, I guess. I can't say I've ever come across anything that said they had production capability, but I don't know every little piece of lore. I haven't really been hanging out with the Brotherhood in Fallout 4.
Geifer wrote: Of course they do! They're a bunch of bums, they are.
I meant more that Postapocalyptia has been pretty kind on them to have such a large number of the same version of power armor in good repair that they can afford to not use any earlier versions of power armor they might have sitting around. I can see an acceptable explanation for it, of course. They had plenty of T-45 in the Capital Wasteland and in between Fallout 3 and 4 they stumbled over a cache of T-60 at a military facility near Washington, enough to equip the expedition to the Commonwealth. That's my head canon for what it's worth.
But with how this a post-apocalyptic setting and all I don't think a large scale operation like the Brotherhood should effortlessly keep a pre-war army appearance. I'd reserve that for something like the Institute which actually manufactures new things instead of scavenging for old ones.
Given that T-45 and T-51's were the standard issue military power armor that they used in great operations. That's why they tend to be relatively more common then any pre-45 models, which would basically at that point be museum pieces.
There is also something that they may actually be manufactoring their own suits of armor (Brotherhood that is) with Pre-War schematics.
That's what I mean. Where are all those standard issue T-45s and T-51s? The Brotherhood exclusively wears T-60 in Fallout 4. It's not a technical issue because both armors and the necessary Brotherhood of Steel textures exist in Fallout 4. Writing a spawn list with T-45 and T-51 can't be hard, so Bethesda deliberately equipped the entire Brotherhood in Fallout 4 with T-60 armor.
Some fun new Fallout related information for folks today, Chris has posted a blog post where he talks to James Sheahan, our lead designer on Fallout:Wasteland Warfare about the AI mode. You can see the AI cards in this one, as well as a shot of the dice coming with the 2 player core set.
Sam, our Star Trek RPG manager has also just opened the floodgates on the next wave of Star Trek RPG books and minis, including the much requested generic Away Team for those of you looking to craft your own characters rather than step in to the shoes of some of the show greats. Also up are the Borg, and a Klingon Ship tiles for if you want to take the fight outside of your Federation vessels.
The AI system looks pretty interesting with a good number of variables to account for different situations. Looking forward to testing the system. May can't come soon enough.
you can use any model you own for the AI so you can attack a group of Survivors as they escort a Brahmin convoy
Brahmin models confirmed for Wave 2?
But seriously, I could use some. The sooner they come, the better.
The Away Team and Borg look nice. I like that we're seeing generic models for these factions. I like those a lot more than the main cast because in spite of what the shows would have us believe, the bridge crew isn't doing all the work. I guess a model or two for Seven of Nine wouldn't go amiss, though.
JonWebb wrote: Some fun new Fallout related information for folks today, Chris has posted a blog post where he talks to James Sheahan, our lead designer on Fallout:Wasteland Warfare about the AI mode. You can see the AI cards in this one, as well as a shot of the dice coming with the 2 player core set.
Sam, our Star Trek RPG manager has also just opened the floodgates on the next wave of Star Trek RPG books and minis, including the much requested generic Away Team for those of you looking to craft your own characters rather than step in to the shoes of some of the show greats. Also up are the Borg, and a Klingon Ship tiles for if you want to take the fight outside of your Federation vessels.
I am not seeing the images on the blog post (been trying for a few days on a few different devices) so there might be an issue there. Previous blogs all have images still, just no images in the most recent blog.
A bit of news from Chris Birch on Facebook (posted last night):
Rules are now signed off so hoping to get those out this week in next Dev blog. Now the pressure is off the team on final approvals the videos will gear up
Looks like we might be getting there at last. Can't wait.
Chris is out at Gama, but in the meanwhile we have been shooting more photos of the new work coming in from Lewis, as well as ramping up for the release of the rulebook PDF, which is looking like its going to be up for your perusal next week.
We've also got dice, measuring sticks and tokens in hand, so we can start to shoot videos using all the actual components, so as we hit the slight lull between finishing writing the game and you folks getting into your hands, we will be doing a series of videos looking at the various aspects of the game in their final form.
Shiny. I've been contemplating which models to paint first when the time comes (with results changing daily). Seeing these makes me think having a couple of protectors of the people around as early as possible isn't a bad idea.
Hmm. Something to protect hapless wastelanders or something to eat hapless wastelanders. What's more important?
Looking forward to the videos. It might just be the wait getting long, but I'm starved for new stuff to see while I wait. Of course that rules PDF should help.
Geifer wrote: Shiny. I've been contemplating which models to paint first when the time comes (with results changing daily). Seeing these makes me think having a couple of protectors of the people around as early as possible isn't a bad idea.
Hmm. Something to protect hapless wastelanders or something to eat hapless wastelanders. What's more important?
Looking forward to the videos. It might just be the wait getting long, but I'm starved for new stuff to see while I wait. Of course that rules PDF should help.
I've been distracted with a lot of Achtung!Cthulhu related business, but I am currently on a bit of a Fallout kick, so started poking about to get new stuff to show off. Plus, Lewis was in yesterday with the latest batch of toys. As soon a I get the photos I'll post them.
Having the rule book should give everyone something to chew on while we wait for the last stages of production and get shipping underway. Appreciate its been a late (trust me, we want it out there getting played with too) but its a lot of moving parts. Soon though!
Hehe, yeah. I can understand how the whole licensed IP thing can get in the way of a perfectly good plan. Honestly I kind of expected it (but as always, still hoped for the best against my better knowledge ). I've been tiding myself over with growing my wasteland scenery collection, but I've reached the point where I want to put it all on the table. See the effort was good for something, get motivated to build more, you know.
The rules will no doubt also help coming up with scenario and campaign ideas. I like having a good grip of what the rules allow before I commit to more than a vague idea. Like, the first time I read there'd be AI rules I figured I'd give them a good, long try when they become available by growing a small wastelander community into a grand outpost of civilization. Or, knowing my dice rolls, more likely a smoldering ruin that the few (un)lucky survivors abandon for an uncertain future in the wasteland with the option of a grisly death at the hands and/or claws of a hungry critter. Yeah, that's my guys for sure. I just know it.
Say, will there be dice conversion tables to use D12s and D20s until the real ones are available?
Geifer wrote: Hehe, yeah. I can understand how the whole licensed IP thing can get in the way of a perfectly good plan. Honestly I kind of expected it (but as always, still hoped for the best against my better knowledge ). I've been tiding myself over with growing my wasteland scenery collection, but I've reached the point where I want to put it all on the table. See the effort was good for something, get motivated to build more, you know.
The rules will no doubt also help coming up with scenario and campaign ideas. I like having a good grip of what the rules allow before I commit to more than a vague idea. Like, the first time I read there'd be AI rules I figured I'd give them a good, long try when they become available by growing a small wastelander community into a grand outpost of civilization. Or, knowing my dice rolls, more likely a smoldering ruin that the few (un)lucky survivors abandon for an uncertain future in the wasteland with the option of a grisly death at the hands and/or claws of a hungry critter. Yeah, that's my guys for sure. I just know it.
Say, will there be dice conversion tables to use D12s and D20s until the real ones are available?
There will indeed. The rulebook and get started books will be made available, for you all, as well as conversion charts for the truly hardcore who can't wait to get testing. Closer to the launch, we will also provide the stats and weapons so you can help us hone in on the points costs for "battle mode". The points will be an evolving set, rather than a one time deal, as lets face it, points are never spot on at launch of any game. Its a modern approach to gaming I think, and we are certainly not the first/only company taking this route. Means players feel more invested I hope.
Agreed, a living document for points costs seems the wisest way to go about it these days where widespread Internet access is assumed. Especially if you're doing cards rather than books, which would be even fiddlier to keep track of and replace I imagine.
Barzam wrote: I haven't been following too closely, but is Battle Systems producing the card terrain for this? That Red Rocket looks an awful lot like their stuff.
They are indeed. That's a collaboration between us doing the resin parts, and them doing the card and clips.
Agreed, a living document for points costs seems the wisest way to go about it these days where widespread Internet access is assumed. Especially if you're doing cards rather than books, which would be even fiddlier to keep track of and replace I imagine.
Its why we decided not to put points on the cards. They would immediately be invalidated. Expect more details of how this will be handled in time, but unless something changes dramatically, you will be presented with a list of options that each profile can unlock and the associated points.
More basic troops will have fewer options, with the higher class models getting access to mods, perks, better guns etc.
Think of the grunts as being NPCs and the high level characters being more like the Player Character... hence them getting access to the VATs system even if they don't actually wear a Pip Boy.
JonWebb wrote: Its why we decided not to put points on the cards. They would immediately be invalidated. Expect more details of how this will be handled in time, but unless something changes dramatically, you will be presented with a list of options that each profile can unlock and the associated points.
More basic troops will have fewer options, with the higher class models getting access to mods, perks, better guns etc.
Think of the grunts as being NPCs and the high level characters being more like the Player Character... hence them getting access to the VATs system even if they don't actually wear a Pip Boy.
This may be me getting old, but I really like such systems. Grunts actually being grunts with not a lot you have to remember beyond the basic rules, and then your PC (and maybe his best buddies) having some special stuff and that's it. As long as the customization for the important people is there (as in an RPG), I'm happy. Particularly with how the video games allow you to outfit your character quite freely, I expect this to be a popular part of Wasteland Warfare. Who doesn't like to port their video game character over to lead a warband to disaster?
On a purely personal not, I want to strap a fatman to the stupid dog. Possibly with remote control. Probably just to scare people. Just throwing that out.
You can grab the core rulebook and the getting acclimated starter guide for free, along with a get you by conversion chart for dice and rulers while you wait for the game to arrive and a taster selection of cards to get practicing.
The Campaign book is a paid download (but you will get a free link if you have pre-ordered) so if you want to try out some of the more advanced options, its there for you. Note, we haven't included the cards for AI and the more complex elements of the game, as this is more of a taster for the game.
The plan is all the stats and weapons will be made available for download as products release, but the elements needed to run non battle mode missions will be paid for (they all come in the various expansion boxes) as we need to keep the lights on in the office.
I gave the tutorial a try and can proudly say that Nora survived shooting up stuff that doesn't shoot back! Final result subject to change once I read the rules and find out just how bad multiple fails are. Huzzah! Vodka all around!
Would have been cool to have conversion charts with ready-made D20/D12 adaptations of the various colors instead of just listing the number of facings, but I guess I can do that myself.
Did Modiphius sneak in an unseen model with the card selection? Enslaved Tech in rags. So... Nuka World or the Pitt? Let it be the Pitt. I can't wait for (more) Fallout 3 stuff.
I gave the tutorial a try and can proudly say that Nora survived shooting up stuff that doesn't shoot back! Final result subject to change once I read the rules and find out just how bad multiple fails are. Huzzah! Vodka all around!
Would have been cool to have conversion charts with ready-made D20/D12 adaptations of the various colors instead of just listing the number of facings, but I guess I can do that myself.
Did Modiphius sneak in an unseen model with the card selection? Enslaved Tech in rags. So... Nuka World or the Pitt? Let it be the Pitt. I can't wait for (more) Fallout 3 stuff.
The enslaved tech comes in the 2P box and can be used and abused by the super mutants (they don't bother messing around with computers and all that jazz) or rescued and fielded in a more up beat form by the survivors.
I'll see if I can get the printable dice faces uploaded next week for the truly hardcore who want to make their own dice while they wait. Its what we used until very recently as the sample dice hadn't shipped.
Multiple fails are fine... as long as no one is shooting back
Wow, how did I miss him? Has he been in there from the start? Normally I pick out people with a distinct look and proper dress code right away.
I think the whole dice conversion business is a workable, if slow solution to give the game a try, but I found keeping track of even three dice with different charts a bit confusing (doesn't help that I only have a limited number of colors that don't match up). I for one will be happy when I get my hands on the real dice. I think people who want to give games beyond the scope of a model or two each will benefit from making their own dice in the interim.
Well, those mutfruit trees weren't shooting back... yet, but they were definitely glaring at me. Luckily that was the one with the baseball bat. Nora did better with that. eventually.
I shouldn't be playing games with dice...
Edit: Just wrote up my own charts and there seems to be a mistake in the PDF. The blue effect dice chart has the 1 star result listed twice, with a frequency of 1 and 2 respectively. Am I right in believing the rarer one should be 2 stars?
On a different note, I like that the range rulers increase in increments of 2". Makes it easy to memorize the color order and use a tape measure without hassle.
Gotta say I'm very impressed with the rules. Well done guys. You've done an amazing job of differentiating the system and working gear, items and SPECIAL in.
Nicely done. My wife will hate you when the bills start piling up.
Geifer wrote: Wow, how did I miss him? Has he been in there from the start? Normally I pick out people with a distinct look and proper dress code right away.
I think the whole dice conversion business is a workable, if slow solution to give the game a try, but I found keeping track of even three dice with different charts a bit confusing (doesn't help that I only have a limited number of colors that don't match up). I for one will be happy when I get my hands on the real dice. I think people who want to give games beyond the scope of a model or two each will benefit from making their own dice in the interim.
Well, those mutfruit trees weren't shooting back... yet, but they were definitely glaring at me. Luckily that was the one with the baseball bat. Nora did better with that. eventually.
I shouldn't be playing games with dice...
Edit: Just wrote up my own charts and there seems to be a mistake in the PDF. The blue effect dice chart has the 1 star result listed twice, with a frequency of 1 and 2 respectively. Am I right in believing the rarer one should be 2 stars?
On a different note, I like that the range rulers increase in increments of 2". Makes it easy to memorize the color order and use a tape measure without hassle.
Don't let James (the designer) hear talk of tape measures, we get told off in the office
You can play with them, just remember that you measure front to back, and if you use a multiple move action, then you need to include the base width between the two portions of the move.
I'll double check the stars on Monday. Don't have any dice to hand as I am on an Achtung Cthulhu drive at work at the moment... Looking forward to showing off the new stuff there soon to, though we have plenty of Fallout still to come.
I pre-ordered a bunch of stuff through my FLGS a while back.
I like the looks of a bunch of the second wave previews. I'm especially fond of scatter terrain.
I haven't been keeping up with this as much as I should have since the 40k 8th Edition codexes started dropping, but that will probably slow down this summer and I'll be able to get back up to speed in terms of the actual game. For now I'm just excited to see the cool miniatures.
JonWebb wrote: Don't let James (the designer) hear talk of tape measures, we get told off in the office
From my cold.
Dead.
Hands.
JonWebb wrote: You can play with them, just remember that you measure front to back, and if you use a multiple move action, then you need to include the base width between the two portions of the move.
That's worth calling out, because guess what I didn't do in the tutorials. It's an understandable mechanic given the integration of the measuring sticks. Got to go unlearn twenty years of tabletop gaming, though. At least it's not terrible if I forget because moving less than full distance is allowed.
Though after reading the first chapter of the rules (I'm that slow), seems like the rules are written well and comprehensible. Cover will be interesting. Looks like everything is thoroughly defined for use in competitive play (which is good), but I think for narrative games I'll go with less predefined cover and let the actual model size play a role in determining if cover is in place, not just the base and terrain properties.
Got a slightly negative remark, too. The rule book could have used another round of proof-reading. One that particularly stood out being the area terrain example where two super mutants are equally deep in cover in the picture but differently positioned according to the text, and my favorite being in that same: the guy who starts out as a Paladin and ends as a Raider.
The odd typo isn't terrible in a first edition, but the example is supposed to clarify line of cover but instead serves more to add confusion.
JonWebb wrote: Don't let James (the designer) hear talk of tape measures, we get told off in the office
From my cold.
Dead.
Hands.
JonWebb wrote: You can play with them, just remember that you measure front to back, and if you use a multiple move action, then you need to include the base width between the two portions of the move.
That's worth calling out, because guess what I didn't do in the tutorials. It's an understandable mechanic given the integration of the measuring sticks. Got to go unlearn twenty years of tabletop gaming, though. At least it's not terrible if I forget because moving less than full distance is allowed.
Though after reading the first chapter of the rules (I'm that slow), seems like the rules are written well and comprehensible. Cover will be interesting. Looks like everything is thoroughly defined for use in competitive play (which is good), but I think for narrative games I'll go with less predefined cover and let the actual model size play a role in determining if cover is in place, not just the base and terrain properties.
Got a slightly negative remark, too. The rule book could have used another round of proof-reading. One that particularly stood out being the area terrain example where two super mutants are equally deep in cover in the picture but differently positioned according to the text, and my favorite being in that same: the guy who starts out as a Paladin and ends as a Raider.
The odd typo isn't terrible in a first edition, but the example is supposed to clarify line of cover but instead serves more to add confusion.
Hah, other James (our line manager) has a similar take on tape measures, its been fun as an old school wargamer having to adapt to some new school thinking for both of us
Though, the other day I found myself doing a front to back movement in Frostrgave... whoops. Seems months of play testing got into my head.
Please do report any typos, I can't promise we can fix them in this round, but for future printing and updating the FAQ/Errata it really helps.
The comp vs non comp has been interesting. I think a rule set should always aim to be a clean and clear as possible, but the impetus for this game has evolved away from a comp style game for sure. James S is an adventurous sort, and Chris is ... well, the only other gamer I can think of like Chris is Jervis Johnson. They would get on very well I reckon, with their desire to play narrative games, balance and winning be damned. Meanwhile, you have me who came from a very GW centric background in my youth, then spent 10 years doing hardcore Warmachine, and James B who is a comp 40K player. So, its been fun bouncing ideas between us all.
The vision for the comp side of the game is to see what the community wants. Battle mode keeps evolving slightly, which is we we decided to hold it back and do a last pass, before giving it to players to help us take it to where they want it to go. Again, this game in intended to be flexible enough to allow players to modify it to suit their game style, while still giving everyone a solid core that they can all come together to play. This will be most evident in the way list building goes between the different versions, with Battle Mode having a few extra limitations, otherwise everyone would end up running around in T60s being all heroic. Even Radroaches...
I'm looking through the .pdf rules and they look really good, just curious about the Chems. If a model suffered Buffout addiction, would the negative addiction modifiers be removed if the model used another Buffout?
I'm getting quite tempted to just take the plunge and cough up the dough after seeing the quality of the ruleset. Bravo!
JonWebb wrote: Hah, other James (our line manager) has a similar take on tape measures, its been fun as an old school wargamer having to adapt to some new school thinking for both of us
Though, the other day I found myself doing a front to back movement in Frostrgave... whoops. Seems months of play testing got into my head.
I guess this is where you best work with tool association. Strictly using tape measure for classic movement (as I would call it) vs range rulers for front to back. Pick the tool and you know what to do.
JonWebb wrote: Please do report any typos, I can't promise we can fix them in this round, but for future printing and updating the FAQ/Errata it really helps.
I'll compile a list as I read and post it here. Shouldn't take more than a day or two.
JonWebb wrote: The comp vs non comp has been interesting. I think a rule set should always aim to be a clean and clear as possible, but the impetus for this game has evolved away from a comp style game for sure. James S is an adventurous sort, and Chris is ... well, the only other gamer I can think of like Chris is Jervis Johnson. They would get on very well I reckon, with their desire to play narrative games, balance and winning be damned. Meanwhile, you have me who came from a very GW centric background in my youth, then spent 10 years doing hardcore Warmachine, and James B who is a comp 40K player. So, its been fun bouncing ideas between us all.
The vision for the comp side of the game is to see what the community wants. Battle mode keeps evolving slightly, which is we we decided to hold it back and do a last pass, before giving it to players to help us take it to where they want it to go. Again, this game in intended to be flexible enough to allow players to modify it to suit their game style, while still giving everyone a solid core that they can all come together to play. This will be most evident in the way list building goes between the different versions, with Battle Mode having a few extra limitations, otherwise everyone would end up running around in T60s being all heroic. Even Radroaches...
I like this approach and I hope it goes well for you. The rules (as far as I read them) seem to provide a solid foundation for all modes of play and keeping narrative and competitive play separate from there is pretty sensible.
Especially with competitive play you simply need strict limitations to build a system with proper balance. In my experience with Games Workshop's "three ways to play", I think it's all too close together and the lines blur too much to give each way the definition it requires, which in turn leads to people only playing one thing because the other thing is seen as the inferior version of it. Making game modes more distinct seems to avoid that, even if people tend to prefer one mode over another and end up playing mostly that.
But as I stated several times, as long as narrative mode (plus AI) turns out well, I'm happy.
I'm looking through the .pdf rules and they look really good, just curious about the Chems. If a model suffered Buffout addiction, would the negative addiction modifiers be removed if the model used another Buffout?
I'm getting quite tempted to just take the plunge and cough up the dough after seeing the quality of the ruleset. Bravo!
Looks to me like the model will be permanently weakened. A new dose of Buffout would still have a boosting effect, but working from lower base SPECIAL.
I've finished reading the Rules of Play book and here are the errors I noticed:
Spoiler:
- Introductory text, 2nd paragraph: "Years of consumption lead to shortage..."
-> led
- p.13, Readiness States box, Used: "When a model has been Used, it's it's Readiness Marker..."
-> its
- p.14, Example of Activations, 2nd paragraph: "...must allocate Ready to Super Mutant A...
-> Super Mutant A is shown as Used in the picture, while Super Mutant B is not activated yet and subsequently called out as being readied along with Super Mutant C. Should be Super Mutant B.
- p.17, Cover, 5th paragraph: "Normal-sized models which are not friendly..."
-> Calling out only normal sized models seems incorrect based on the rest of the LoS and LoC rules. With LoS and LoC separated as presented, it is conceivable to draw LoS to normal, large and huge sized model and at the same time draw LoC through their bases. This does not align with LoS rules allowing to shoot through normal and large sized models and huge sized models blocking LoS.
- p.18, Area Terrain
-> The example text and picture do not line up. In the example text, Super Mutants 1 and 2 are partially within area terrain but described as getting no cover and cover respectively. In the picture, both Super Mutants are funtionally the same (partially in area terrain, closest base edge outside area terrain, center of base in area terrain). Additionally, the Paladin changes to a Raider throughout the example text.
- p.19, Recording Radiation Damage, 2nd paragraph: "...one Radiation Damage Token for each addition point of...
-> additional
- p.20, Sample Special Effect Activations, two bottles: "Requires Nuka Cola Bottle icons..."
-> Every other entry specifically lists a number matching the icons shown – this one does not
- p.22, 1st paragraph: "...rolling the Skill Dice with one yellow and one green Effect Dice."
-> missing the black die shown on the margin, the laser rifle stat card and later included in the additional effects caused.
- p.31 Adding a Stranger to the Battlefield: "... draw a Stranger card, Once the Stranger card..."
-> period instead of comma
- p.45, Power Armor, 4th paragraph: "Also, Power Armor be only be repaired..."
100BostonFan wrote: Real quick question..when moving, can you only move in a straight line using the templates?
P.15 of the rules: "The path of travel does not have to be a single straight line."
Easier to bend a tape measure if you don't want to go straight,, but since the measuring sticks have scales of what looks like inches and half inches, you shouldn't have any trouble measuring a curve and not exceed the maximum move distance in the process. I guess if you want to be as accurate as possible you could put the measuring stick down, pivot it where the model is supposed to turn and get to your destination that way.
Hey guys, I can't wait for the game to be released and want to preorder it but I am puzzled about wether I should go for the reson or PVC set so I have 2 questions. Normally I would not even wonder and take the resin one but:
1) Can stores actually get the resin one? No store I checked seems to offer the preorder for it :( but item is not marked as exclusive to the modiphius store (sadly shipping costs end up huge if I order directly from modiphius)
2) Is there a comparison picture of the PVC/Resin models anywhere, my google-fu failed me ?
Geifer wrote:I've finished reading the Rules of Play book and here are the errors I noticed:
Spoiler:
Thanks did you send to support@modiphius.com - i 'think' they got most or all of these
eKaiju wrote:Hey guys, I can't wait for the game to be released and want to preorder it but I am puzzled about wether I should go for the reson or PVC set so I have 2 questions. Normally I would not even wonder and take the resin one but:
1) Can stores actually get the resin one? No store I checked seems to offer the preorder for it :( but item is not marked as exclusive to the modiphius store (sadly shipping costs end up huge if I order directly from modiphius)
2) Is there a comparison picture of the PVC/Resin models anywhere, my google-fu failed me ?
Thanks
Yes Retailers can get the resin starter set direct from us at www.modiphiusretail.com - they just need to sign up to get a retail account to see the discounted retail pricing.
We'll have comparison pics once we have plastic samples - still couple of weeks away and assuming they're okay and we don't need some changes we'll post pics then
Jon is right that I like wargames with a story - whilst Jon and James the line manager will ensure we have a great battle mode and that we support the community with tournaments, what I want to make sure is this game is known for having the best narrative and story telling of any wargame. It's what I want for our company actually - there's plenty of companies who are amazing at tournament mode, I'd rather be amazing at telling a story with a game. As a result we'll be doing a lot with AI and campaign building over the coming months with all our miniatures based games :-)
rwwin wrote: Cool. I missed out on the BV version.
"Either use Frank Horrigan as part of your Enclave force or perhaps as an AI enemy creature roaming the wasteland!"
Ooooh, hope thatm mean's Enclave power armor and troopers are coming too.
They should. Enclave will be one of the three factions covered in wave 2, and if the first wave factions are anything to go by we should get a good bit of variety. As the antagonist of Fallout 3 (but sadly not the Ant-Agonist of Fallout 3), there's no reason why they shouldn't get the full faction treatment. We've already seen an officer. Advanced power armor, Hellfire power armor, heh, I'd even expect Enclave controlled Deathclaws. Probably a good point to release Vertibirds (like, intact ones), too, because they'll be just as sought after by Enclave and Brotherhood players.
If only they weren't taking their sweet time. I'm ready to receive my stuff now, Modiphius. Are we there yet?
A. In regular play, you can mix almost any faction with any faction because of those things I mentioned before where players have their own in-game reasons for exceptions. The only real disadvantage for not having the same faction throughout your force is that those that are not the same faction as your Leader do not gain the benefits from the Leader.
Battle Mode is different though and Jon Webb and James Barry have created the Battle Mode force building system and lists which are specific about what can and can not be used/combined in a force, both in terms of the balance of models as well as which factions.
I'm very happy to see such a clear divide here (at least in concept - no way to tell how it's going to turn out before the game is even released). I love the concept of allies and all the fun it brings to the narrative, but as a certain workshop of games has proven time and again, it just doesn't help balance. Better to keep these things separate, as far as I'm concerned.
Also since pretty pictures are important and I haven't seen the Mirelurk before...
hobojebus wrote: May is almost here I'm hoping the date doesn't change because I want to get stuck in.
Yeah, me too. Only a month to go if everything goes to plan, and here I am being awfully antsy. Not saying the wait is killing me, but, you know...
According to a statement from Chris Birch posted on Facebook last week, at least for the moment we get to hope everything goes smoothly:
Hey guys so as I’ve mentioned we are waiting on the plastic samples to sign off then bethesda have to sign off the final boxes, if that all goes to plan it’s end of may if not then there could be a delay - for example if we feel the t60 in the starter set needs a tweak to make it acceptable then that could add two weeks to delivery, if Bethesda’s approval team are away the week the samples arrive it adds time. If customs sits on the container longer than usual there’s a delay so we’re sticking to end of may till we know more as I don’t want to say oh it’s may this date then change again and again.
Vorian wrote:Have we actually seen the PVC starter miniatures yet?
Sadly not. Still waiting on the samples to arrive. As soon as I get my hands on them you guys will see them. Or Chris will beat me to the punch and show them off.
hobojebus wrote:See they've done it right by having different types of games play differently.
Gws three ways to play is a joke by comparison.
May is almost here I'm hoping the date doesn't change because I want to get stuck in.
We pretty quickly found that the different game modes did slightly conflict. Now, both use the same core mechanics, so if you can play one, you can play both, but Battle Mode is more restrictive, sacrificing some elements to allow us to better control the environment and ensure tighter balance, and the ability to quickly fix things if they get out of control (no game survives contact with the enemy... I mean player base ) Narrative mode has a lot more flavour and moving parts, and is where you will get your AI and/or co op play from, which is fast proving to be the elements that people are excited about, as its a rarer thing in wargaming.
PvP is not the sole focus of Modiphius, and the future projects we are working on will certainly continue to explore AI and co-operative gaming, and narrative over straight killing. Hopefully you all enjoy them and come along for the ride.
rwwin wrote: Jon, is May shipping for pre-orders still on track?
I honestly can't answer that. We are in the hands of China now, plus the last bits of sign off. Product is absolutely being made as I type, both here and in China.
I would rather not give any dates or confirmations, and Chris is the best person to speak to about dates, as he is driving this project.
Appreciate its taking longer than we all hope, but its coming.
its May until Chris says otherwise, is the best I can give you, sorry :(
hobojebus wrote: Yeah I think we can appreciate what your having to deal with, ffg has similar issues as they don't own the star wars ip they have to okay with Disney.
But we wants it now precious!!!! :,p
I want you to have it. Hell, I want to get some of the scenics so I can build some stuff to play on.
I have a big old box of resin figures under my desk, and dice and rulers for days... so I can play, but there are a few key components we are waiting on, the plastics being the biggie. Who knew plastics would be the issue? The resin is great
Oh and to be clear, Bethesda have been great to work with (admittedly I have limited contact, but they are not holding us back). And no they are not standing behind me with a stun baton
First they took Anchorage, now they took my toy soldiers! The Red Menace is real!
I think the worry is that if there's approval of the plastics still outstanding, the factory can't start producing those things. Combined with shipping times, a month doesn't appear much time.
I'm happy to put hope in "it's May until it isn't", but it's a bit nerve wracking.
First they took Anchorage, now they took my toy soldiers! The Red Menace is real!
I think the worry is that if there's approval of the plastics still outstanding, the factory can't start producing those things. Combined with shipping times, a month doesn't appear much time.
I'm happy to put hope in "it's May until it isn't", but it's a bit nerve wracking.
Totally understand. Still the game is written (you have downloaded and started playing right).
We all want our shiny official Fallout toys, and it may still be May, but I don't want to make any promises that upset you, or get me lynched (either by you, or Chris!)
JonWebb wrote: Totally understand. Still the game is written (you have downloaded and started playing right).
We all want our shiny official Fallout toys, and it may still be May, but I don't want to make any promises that upset you, or get me lynched (either by you, or Chris!)
Can I fallback on the Nintendo defence?
"Nintendo ate my homework"? Sorry, don't know that one.
Don't get me wrong, I don't blame you or anything. I understand that things don't always work flawlessly and even if they do, coordination between everyone involved takes time. I appreciate that you are honest about the (possible) release date and agree, it's way better than putting down a date that you then can't keep.
I got some enjoyment out of reading the rules. They're good. Pretty happy you released them ahead of time. Sadly real life prevented me from playing any test games yet. Kind of getting in the (seriously unhelpful) position where I think waiting for release will be better and easier than dealing with dice conversion tables.
I just get all sorts of ideas what to do with my shinies the closer we get to release date. Upcoming releases always have been my most productive hobby times. Heh. After the February release didn't pan out I started to sculpt my Sole Survivor to keep me busy.. She'll be finished soon, so the May release would just be perfect timing for me. If there's another delay... I don't know. I may just have to go sculpt a lewd version of Piper, and it'll be your fault.