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 Sqorgar wrote:
 Geifer wrote:

I think Modiphius want's my money....
I also want your money.


And I want my money, too. Look, the more ways we split, the less everyone gets. That just can't work. We need a better plan.

Nehekhara lives! Sort of! 
   
Made in us
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More information:

Modiphius on Facebook wrote:Fallout: Wasteland Warfare RPG development blog 1 is live going into a bit more detail about the upcoming RPG which is an expansion to the current miniatures game. Get all the news and insights below. Pre-order launches tomorrow 3pm BST/10amEST/7amPST


The also posted a link to a new development blog on the rpg:

Modiphius Dev Blog wrote:DEVELOPMENT BLOG #19: What is the Fallout: Wasteland Warfare RPG?
The recent announcement of the Fallout: Wasteland Warfare RPG expansion has created quite a buzz. We asked James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) to answer some of the main questions people are asking.

What is the Fallout: Wasteland Warfare RPG expansion?
Fallout: Wasteland Warfare RPG is an expansion for the tabletop game. It is a full RPG requiring a GM and uses the core game mechanics from the miniatures game, plus some extra elements to handle the variety of activities a character will need to cope with tasks and challenges they face off the battlefield.

Do I need to use models?
The F:WW RPG definitely suits using models. Like other RPGs, you can represent situations using floorplans or just a sketched outline on paper with some models, and the coloured range rulers can be used to make movement quick-and-easy. However, not every situation in an RPG requires a floorplan with models, for example you might head in to the settlement to pick up some new gear, and there's no point layout out a scene with models for that. You can use theatre of the mind for any situation including combat (and the colour ranges convert into easy multiples of 10 feet).

Does the RPG use the same rules as the miniatures game?
Pretty much, though there are some differences to make it an RPG. Like most RPGs, the F:WW RPG uses two main types of play: Action Play (when the game is played using rounds such as during combat) and Free Play (when timing is not as important such as when investigating, traveling, etc.). During Action Play, the RPG rules are very similar to the wargame with a few alterations so it can be played with or without models and the GM determines many things rather than the exact battlefield. During Free Play, the game is not played by rounds but the same skills and skill tests are used. If you know the wargame rules, you already know a lot of what you need for the RPG, and the addition and changes just add that extra abstraction required for an RPG.

Does the RPG use the same components as the miniatures game?
Yes. I specifically designed the RPG to utilise the same cards and components. The same dice are used (as well as the range rulers if you are using models for a scene on a floorplan with a similar scale). Also, the same cards are used for characters, weapons, equipment, Perks, etc. too.

Can I create my own character?
Yes. Every character (whether a player character or non-player character) has a card that shows their S.P.E.C.I.A.L. attributes, skills, etc. which are the same as the Unit cards in the wargame. Whilst players can use the Unit cards from the wargame as their player characters, the RPG comes with starting character profiles which set a character’s starting attributes, which skills are associated with attributes, and other details. A player selects one of these character profiles and then develops it during character creation by adding some abilities due to their background (not always positive), some skills, Perks, etc. Over time, players earn experience points which they can use to develop their character further by gaining and improving skills, perks, specialities and attributes. We’ll look at character creation more in a future blog post.

This makes life simple for the GM too – whenever they need an NPC (from a major enemy down to a small creature), they can simply use the corresponding Unit card for all the details they need (remember you can download all the unit cards for free if you don't own them).

Equipment is simple too as a player just needs the corresponding card. For example, if a player equips their character with a Combat Shotgun then they simply take the Combat Shotgun card and they have all the information they need. Similarly, equipment, food, chems, Perks, etc. are easily added to a character by taking the corresponding card.

Are there new game mechanics?
Yes. The wargame already allows models to hack computers, pick locks, search, etc., but an RPG covers an even broader potential scope of activities and experiences. The new mechanics are all familiar though as they use the underlying mechanics of the wargame and the main example of this is the skills system. Characters in the RPG can use a much broader range of skills such as persuading people, crafting, tracking, etc. but the RPG uses the same dice system with the Skill Dice and Effect Dice. We’ll take a look at the skills system in more detail in the next blog post.

Can I use characters from the RPG in the wargame?
Yes. An RPG character’s card is the same as a Unit card so they are interchangeable.

Do I need the Fallout: Wasteland Warfare 2-Player Starter Set to play the RPG? Is this a standalone game?
As mentioned, the RPG uses many of the same components as the miniatures game – dice, cards, range rulers. The initial release in Summer will be the RPG rule book so players will either need the 2-Player Starter Set or just a set of the dice as the rulebook comes with a download of all the cards you need to be able to play if you're happy to print them off.

For Christmas, a boxed set will be released including the rulebook plus the dice, cards, range rulers, etc., so that will be a standalone product to allow players to play the F:WW RPG with nothing further required.

Can I use expansions of the miniatures game for the RPG?
Yes. As you may have seen, in future, each wave of the miniatures game will include a card pack which contains all the cards for the new wave (Units, weapons, items, Perks, etc.) as well as models being sold separately. This means players of the F:WW RPG can buy these card packs to expand the content of their RPG too, as well as buy any models they wish of course. Most of what expands one game, expands the other.

Does this expand the miniatures game with campaign scenarios for versus games or solo/co-operative games?
No. This is an RPG - it does come with a whole RPG campaign which includes some great miniatures orientated encounters but they're designed for use with a games master. Do not worry though, in addition to the new waves of cards and models, we are working on some really interesting and unique campaigns, as well as other ways to explore the Wasteland for the miniatures game.

Is this a board game?
No. It’s a role-playing game played with a games master and players.

How does the F:WW RPG in 2019 fit with the 2d20 RPG in 2020?
The F:WW RPG uses the same core mechanics and same components as the F:WW wargame. The Fallout 2d20 RPG will use the 2d20 rules system which has been used for the Star Trek Adventures, John Carter of Mars, Infinity , Mutant Chronicles and Conan RPG's. Both Fallout RPGs will be RPGs but using different rules systems which will allow players to use what they feel suits their games and play-style best. The 2d20 RPG will be a more detailed game such as providing a more detailed character creation system, the F:WW version is designed to support both F:WW players who want a deeper experience, but also roleplayers who prefer using miniatures in their games.


That’s all for now. Next time, we’ll look at the skills system which is new for the RPG and uses the familiar Skill and Effect Dice. Until next time, happy wandering in the Wasteland. The Fallout: Wasteland Warfare pre-order launches on Thursday 6th June
   
Made in de
Poisonous Tomb Scorpion






Development blog update, first one of a series covering the Wasteland Warfare RPG:

https://www.modiphius.com/development-blog.html



What it says:

The recent announcement of the Fallout: Wasteland Warfare RPG expansion has created quite a buzz. We asked James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) to answer some of the main questions people are asking.

What is the Fallout: Wasteland Warfare RPG expansion?
Fallout: Wasteland Warfare RPG is an expansion for the tabletop game. It is a full RPG requiring a GM and uses the core game mechanics from the miniatures game, plus some extra elements to handle the variety of activities a character will need to cope with tasks and challenges they face off the battlefield.

Do I need to use models?
The F:WW RPG definitely suits using models. Like other RPGs, you can represent situations using floorplans or just a sketched outline on paper with some models, and the coloured range rulers can be used to make movement quick-and-easy. However, not every situation in an RPG requires a floorplan with models, for example you might head in to the settlement to pick up some new gear, and there's no point layout out a scene with models for that. You can use theatre of the mind for any situation including combat (and the colour ranges convert into easy multiples of 10 feet).

Does the RPG use the same rules as the miniatures game?
Pretty much, though there are some differences to make it an RPG. Like most RPGs, the F:WW RPG uses two main types of play: Action Play (when the game is played using rounds such as during combat) and Free Play (when timing is not as important such as when investigating, traveling, etc.). During Action Play, the RPG rules are very similar to the wargame with a few alterations so it can be played with or without models and the GM determines many things rather than the exact battlefield. During Free Play, the game is not played by rounds but the same skills and skill tests are used. If you know the wargame rules, you already know a lot of what you need for the RPG, and the addition and changes just add that extra abstraction required for an RPG.

Does the RPG use the same components as the miniatures game?
Yes. I specifically designed the RPG to utilise the same cards and components. The same dice are used (as well as the range rulers if you are using models for a scene on a floorplan with a similar scale). Also, the same cards are used for characters, weapons, equipment, Perks, etc. too.

Can I create my own character?
Yes. Every character (whether a player character or non-player character) has a card that shows their S.P.E.C.I.A.L. attributes, skills, etc. which are the same as the Unit cards in the wargame. Whilst players can use the Unit cards from the wargame as their player characters, the RPG comes with starting character profiles which set a character’s starting attributes, which skills are associated with attributes, and other details. A player selects one of these character profiles and then develops it during character creation by adding some abilities due to their background (not always positive), some skills, Perks, etc. Over time, players earn experience points which they can use to develop their character further by gaining and improving skills, perks, specialities and attributes. We’ll look at character creation more in a future blog post.

This makes life simple for the GM too – whenever they need an NPC (from a major enemy down to a small creature), they can simply use the corresponding Unit card for all the details they need (remember you can download all the unit cards for free if you don't own them).

Equipment is simple too as a player just needs the corresponding card. For example, if a player equips their character with a Combat Shotgun then they simply take the Combat Shotgun card and they have all the information they need. Similarly, equipment, food, chems, Perks, etc. are easily added to a character by taking the corresponding card.

Are there new game mechanics?
Yes. The wargame already allows models to hack computers, pick locks, search, etc., but an RPG covers an even broader potential scope of activities and experiences. The new mechanics are all familiar though as they use the underlying mechanics of the wargame and the main example of this is the skills system. Characters in the RPG can use a much broader range of skills such as persuading people, crafting, tracking, etc. but the RPG uses the same dice system with the Skill Dice and Effect Dice. We’ll take a look at the skills system in more detail in the next blog post.

Can I use characters from the RPG in the wargame?
Yes. An RPG character’s card is the same as a Unit card so they are interchangeable.

Do I need the Fallout: Wasteland Warfare 2-Player Starter Set to play the RPG? Is this a standalone game?
As mentioned, the RPG uses many of the same components as the miniatures game – dice, cards, range rulers. The initial release in Summer will be the RPG rule book so players will either need the 2-Player Starter Set or just a set of the dice as the rulebook comes with a download of all the cards you need to be able to play if you're happy to print them off.

For Christmas, a boxed set will be released including the rulebook plus the dice, cards, range rulers, etc., so that will be a standalone product to allow players to play the F:WW RPG with nothing further required.

Can I use expansions of the miniatures game for the RPG?
Yes. As you may have seen, in future, each wave of the miniatures game will include a card pack which contains all the cards for the new wave (Units, weapons, items, Perks, etc.) as well as models being sold separately. This means players of the F:WW RPG can buy these card packs to expand the content of their RPG too, as well as buy any models they wish of course. Most of what expands one game, expands the other.

Does this expand the miniatures game with campaign scenarios for versus games or solo/co-operative games?
No. This is an RPG - it does come with a whole RPG campaign which includes some great miniatures orientated encounters but they're designed for use with a games master. Do not worry though, in addition to the new waves of cards and models, we are working on some really interesting and unique campaigns, as well as other ways to explore the Wasteland for the miniatures game.

Is this a board game?
No. It’s a role-playing game played with a games master and players.

How does the F:WW RPG in 2019 fit with the 2d20 RPG in 2020?
The F:WW RPG uses the same core mechanics and same components as the F:WW wargame. The Fallout 2d20 RPG will use the 2d20 rules system which has been used for the Star Trek Adventures, John Carter of Mars, Infinity , Mutant Chronicles and Conan RPG's. Both Fallout RPGs will be RPGs but using different rules systems which will allow players to use what they feel suits their games and play-style best. The 2d20 RPG will be a more detailed game such as providing a more detailed character creation system, the F:WW version is designed to support both F:WW players who want a deeper experience, but also roleplayers who prefer using miniatures in their games.


That’s all for now. Next time, we’ll look at the skills system which is new for the RPG and uses the familiar Skill and Effect Dice. Until next time, happy wandering in the Wasteland. The Fallout: Wasteland Warfare pre-order launches on Thursday 6th June


Flavor pictures. Nothing new, but pretty to look at:

Spoiler:





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I can't wait for more details.

I'm hoping for a rough points calculator so we can bring RPG characters into the wargame and roughly balance the scenarios. (Ie, I'm hopinng for a stealthily released character-generator for the wargame.)
   
Made in de
Poisonous Tomb Scorpion






 Psychopomp wrote:
I can't wait for more details.

I'm hoping for a rough points calculator so we can bring RPG characters into the wargame and roughly balance the scenarios. (Ie, I'm hopinng for a stealthily released character-generator for the wargame.)


That would be great indeed. My Lone Wanderer has special needs that aren't covered by the available unit cards.

Any kind of character builder with a rough points estimate would help me a lot.

Nehekhara lives! Sort of! 
   
Made in us
Been Around the Block




https://www.modiphius.net/products/fallout-wasteland-warfare-rpg-expansion-book

Preorders are up and it sounds like the pdf is available right away so I will probably take the plunge when I get home tonight.

Also, does anyone know when the separate card sets for the existing range is going to be available?
   
Made in gb
Bane Thrall






Gasmasked Mook wrote:
https://www.modiphius.net/products/fallout-wasteland-warfare-rpg-expansion-book

Preorders are up and it sounds like the pdf is available right away so I will probably take the plunge when I get home tonight.

Also, does anyone know when the separate card sets for the existing range is going to be available?


Wave 2 card pack is in the warehouse waiting for the August release. I'm trying to get my hands on a copy now.

The wave 1 replacements are laid out, we are just waiting for box art updates then they will go to production. Shooting for a Q3/4 release on them.

...and you will know me by the trail of my lead... 
   
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Va

Just preordered my copy and downloaded the PDF. That's my afternoon sorted.


Check out my Deadzone/40k/necromunda blog here! 
   
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Another development blog update, today with skills in the RPG expansion:

https://www.modiphius.com/development-blog.html



As mentioned in the previous blog post, one new area in the Fallout: Wasteland Warfare RPG is the skills system. James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) explains what this system is and how it works.

The Fallout: Wasteland Warfare miniatures game already includes non-combat skills such as hacking computers, picking locks, searching, etc. to give the real Fallout experience; however, an RPG needs to cover any activity and/or experience a world may throw at the characters.

In the RPG, each character has a ‘character mat’ showing locations on which to place the character’s card and weapon cards, plus it has areas for other details about the character too. One main area is the Expertise Skills area where all the skills new to F:WW are listed – this not only allows players to track which skills their character has learned but also shows how proficient they are at each skill – more on that later. (The existing Expertise Skills like Lockpick remain displayed on the cards too so they integrate seamlessly with the wargame.)

Before looking at the skills themselves, let’s look at how they work. In the F:WW wargame, Expertise Skills work in a similar way to the combat skills such as Rifle and Melee, but only require a successful roll to succeed. In the RPG, the Expertise Skill tests have more depth and function just like the combat skills. In combat, an attack does an amount of damage, the target may have armor that resists that damage, and a target has an amount of health before it is defeated. Expertise Skills in the RPG work the same way, except:

Instead of Damage, the magnitude of a success is called ‘Impact’ – damage icons on the effect dice add extra Impact and the greater the total Impact, the greater the effect.

Instead of Armor Rating, a target’s ability to resist being affected is called its ‘Resistance Rating’ and uses the red dice. The greater the Resistance Rating, the more likely some Impact will be blocked and greater amounts of Impact can potentially be blocked.

Instead of Health, a target has a ‘Difficulty’. The greater the Difficulty, the more total Impact needed to complete the task.

When making an Expertise Skill Test, a success on the Skill Dice automatically gives 1 Impact (just like a weapon with base damage 1 would do in combat), any ‘damage’ icons add extra Impact, and any ‘armor reduction’ icons reduce Resistance. Attribute tests (i.e. STR) use the same system too.

If a Skill Test needs multiple Impact to complete (as Difficulty is greater than 1), the total Impact can often be accumulated over several tests, i.e. the GM says tracking a synth where few signs of passage are shown has Difficulty 3, so each Impact gets the character(s) some way towards enough information to know which direction the target went – this allows characters to use Tracking in multiple places in the area and they will know when they have accumulated 3 Impact – if a character gets 3 Impact in one roll then they have all the info they need straight away. Some tests may require all the Impact to be accumulated in one go, such as persuading a guard to open the side gate later that night as they will not take action unless convinced enough. Some tests may have no effect until all the Impact is collected, i.e. hacking to gain access a computer; whereas, a door will get broken down bit by bit as STR tests to break it down have Impact (until enough is accumulated to totally destroy it).

In combat, weapons are the primary source of Effect Dice, like a Hunting Rifle adding 2 Yellow dice for short range. For Expertise Skills, a character can gain Effect Dice from several sources to aid their attempts. One major source are their Skills themselves. The first time a character gains a skill, they gain 1 black Effect dice for any Skill Tests of that type. Each time a character spends experience points to gain a skill they already know, they gain 1 additional black, yellow or green Effect Dice of their choice. This allows a character to customise their development in a skill – for the Persuade skill, they could be more successful but with the same effect by taking green dice, have the same chance of success but be more likely to well-and-truly convince them when they do succeed by taking black dice, or be better at lowering people’s barriers by taking yellow dice.

Other ways for characters to gain Effect Dice are from assistance (where one character attempts the test and those assisting them roll one Effect Dice each to add to the main test), equipment, Perks, Luck, and any awarded by the GM to represent the situation, a character’s knowledge, the way a character approaches a test, etc.

As with all skills, each Expertise Skill is based on a specific attribute. Characters without a skill can still attempt that skill but suffer a -4 penalty, plus the quality of their success is only ever the most basic.

The skills cover a wide-range of areas from Persuade to Stealth, from Track to Knowhow, from Medical to Repair & Craft. The Knowhow and Repair & Craft skills are each comprised of several skills covering different areas of expertise, such as Survival and Weapons respectively.

Whilst skills can be gained multiple times, Specialities allow characters to specialise within a single skill they already know and this gives them +2 for such Skill Tests (just as they do in the wargame). A character with Track could gain a Speciality in tracking Deathclaws, or in tracking any targets in mountainous regions. A character can even gain a Speciality within a Speciality.

Like the wargame, Opposed Skill Tests are used in the RPG when two characters are directly competing and the winner is the character with the most Impact.

Of course, characters also mess up sometimes too and if the Skill Dice shows the X result then a ‘complication’ has occurred.

Overall, the RPG’s Skills System can portray the very-varied world of Fallout by using the same dice system already used in combat. The dice rolls can tell the story of what happened (though the GM can still decide how the outcome manifests if they want too) and the system provides many ways to structure and adjust Skill Tests. The rulebook includes advice for GMs about how to create, adjust and use Skill Tests too.

Next time, we’ll look at the character creation system which is another new area in Fallout: Wasteland Warfare. Until next time, happy wandering in the Wasteland.

Nehekhara lives! Sort of! 
   
Made in de
Poisonous Tomb Scorpion






So there have been two new development blog updates in the meantime.

https://www.modiphius.com/development-blog.html

First one is character creation:

As mentioned in the previous blog post, one new area in the Fallout: Wasteland Warfare RPG is character creation. James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) explains what this system is and how it works.

Every person, creature, robot (and alien) in the Fallout: Wasteland Warfare wargame is represented by a Unit card which shows their S.P.E.C.I.A.L. attributes, skills, movement distances, armor ratings, abilities, etc. In the RPG, players can create their own characters and the first step is to choose one of the 16 starting character profiles which are just like Unit cards (but called Character cards). These set a character’s starting S.P.E.C.I.A.L. attribute values, which skills are associated with attributes, and other details. The starting character profiles cover a wide variety of basic types from a Forager to a Fixer, from a Handyman to a Sniper, from a Pilot to a Thug. There are a couple of Super Mutants and a Mr Handy to pick from too. The starting character profile cards shows all the details you would expect on a Unit card, plus each profile also gives some free skills they start with too.

Next, the player creates their character’s back story. The character profiles are not for specific factions so players have freedom to create their own story - after all, we all want to tell and experience out own stories in the Wasteland, plus Fallout is full of exceptions too such as Super Mutants that work alongside settlers, synths working against the Institute, etc.

After this, the player selects 2 Gifts (which are positive abilities from the character’s past, such as having a useful contact, being a good liar, or being resistant to disease) and 2 Scars (which are negative outcomes from the character’s past, such as having a fear of creatures, being a loud mouth, or having an enemy).

Finally, the player receives some experience points (XP) to spend on skills and Perks. Perks from the wargame can be used, plus there are some new ones specifically for the RPG which cover areas not required in the wargame like Aquaboy/Aquagirl which allows a character to hold their breath underwater and not take radiation damage from swimming.

During play, characters gain XP which they can use to develop their character further by buying skills, specialities and/or Perks. Some Perks increase attribute values which can be purchased multiple times, though these get increasingly expensive.

To provide a bit more detail, let’s answer some common questions about character creation:

Why can’t a player start with a blank character?
The reason for this is that the values of the attributes, which skills a character starts with and which attributes those skills are attached to needs careful crafting to ensure each character has strengths and weaknesses. A core design principle in Fallout: Wasteland Warfare is that nothing and no-one is great at everything. Additionally, this is important so that characters created in the RPG can be used in the wargame without causing major balancing issues. Also, it makes it quicker to get started too and requires fewer rules. Of course, a player could create a character with any attributes, skills and details they want with the GM’s approval.

Models in the miniatures game can die quite easily. Will the RPG be quite deadly?
As the weapons in the RPG and wargame use the same cards and details, they do the same amount of damage and armor gives the same protection. However, surviving an RPG scenario requires more endurance than lasting one 6-round scenario in the miniatures game, so there are a few factors to aid a character’s life-expectancy in the RPG. One is that a character that is reduced to zero Health is incapacitated rather than immediately dead – the GM will decide on what their fate is at the end of the current scene based on the damage taken, situation, etc. (so be nice to your GM...). Also, in addition to Stimpaks, food and drink that can restore lost health, characters can also rest to restore some Health too. Finally, characters have a minimum amount of Health regardless of the value of the attribute next to their Health icon so many start with a bit more Health than in the miniatures game. Still, having some decent armor certainly wouldn’t be a bad idea either...

Can player characters be Heroic?
By default, all player characters are Heroic as they have V.A.T.S., can use Luck, Criticals and have some Action Point Use Icons too. The icons showing this are all incorporated onto the character mat (similar to tucking a Heroic card under the top of a Unit card in the miniatures game).

Can a player play a character from the miniatures game?
Yes. With the GM’s agreement, a player can use any Unit card from the wargame as their character card. The GM and player agree any skills, Perks, Gains and Scars so the character is the right level of experience/ability to match the scenario and the other players.

Does the GM use the Unit/Character cards?
Yes. The Unit cards from the miniatures game are really useful reference for NPCs. Need a band of Super Mutants? Grab the Super Mutant card, plus a weapon card or two, and you’re ready to go. The GM also has the option to apply some simple filters to a Unit card to make it a major, regular or minor NPCs. After all, the life of a GM is demanding enough so (like the miniatures game) we want the F:WW RPG to make the bookkeeping as simple and quick as possible so they can focus on the story.

Overall, character creation is simple so players can get playing quickly but offers way to develop your character in any direction you wish.


Next time, we’ll look at some of the other areas in the RPG that are new for Fallout: Wasteland Warfare. Until next time, happy wandering in the Wasteland.


Second one is a closer look at RPG specific game mechanics:

Previous blog posts have covered the RPG in general, the skills system and character creation. In this post, we look at a few other areas that are new to Fallout: Wasteland Warfare or different for the RPG. As ever, James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) sheds some light on these areas.

Initiative
When action occurs in the RPG, the game uses Action Play to break events into turns and rounds. To determine the order in which characters act during Action Play, the RPG uses the same activation system as the wargame. Each side in the scene (usually the players and the GM) take turns making one of their Unready characters Ready and then deciding whether to activate all of their Ready characters or not. This gives players lots of control over the order in which the characters act, plus it allows them to co-ordinate so they can work together such as one opening fire to suppress the enemy whilst the other makes a run for it, or lifting the broken door that’s too heavy for one character on their own. Also, having an initiative system with no dice roll means players are not frustrated by an unlucky, poor initiative roll leaving their character in a precarious position, plus using the same system as the wargame means all abilities and Perks that affect turn order work seamlessly too. The system also provides some mechanics the GM can use to add extra detail to a situation tool; for example, characters caught by surprise may start ‘Stunned’ or ‘Used’ so they miss their first one or two actions respectively.

Chase
Giving a visual element to a chase can really help players and the GM keep track and understand where different characters are. To facilitate this, the RPG includes a framework for chases using the range rulers. Before a chase starts, the range rulers are placed so they are all side-by-side in order of length with their ends aligned at one end. Where they all line up represents the target the characters are chasing. The players each place their model (or something representing them) at the end of a range ruler representing the relative distance to the target where they start.

The chase is broken into ‘moments’ and, during each moment, the GM gives the characters a choice which may move them to a shorter range ruler than their current location if the gap narrows, to a longer range ruler if the gap increases, or keep them where they are if the gap remains the same. If a character reaches the target, they immediately catch the target.

Let’s take the example of chasing a target through the alleyways of Diamond City. The characters all start at Green distance away. One moment in the chase may be as simple as the target running around the shell of a rusted sedan and the characters can either go around too, or can try and jump and slide over it as a shortcut; those that choose to jump it, make an Acrobatics skill test: a success means they close the gap and move one range ruler closer (i.e. if they were on Green then they are now on Red), but failure means dropping back 1 distance. Another moment in the chase is that the target throws a door shut behind them as they enter a dwelling. The nearest character, as they’ll be the first to reach the door, chooses whether to open the door (which will take time) or slam into it to try and barge it down. If they succeed, all the following characters can just go straight through too and narrow the gap to the target; however, failure means losing time and the next character will find it more difficult to barge it down (given their friend still shaking their head to stop the ringing in their after their collision). One more example of a moment is a group of sick-looking people in the alley arguing who is next to see the doctor – the characters could avoid it for no change, but could make a Presence skill test to shout at them to clear the way. If the shout is successful, they move and the character closes the gap, but fail and the crowd is just confused so the character has to muscle their way through losing some ground. After the chase, the characters that went through the crowd must test to see if they caught Mole Rat disease off the waiting patients (with a penalty to their roll if their shout failed and they got very close to the sick).

Using chases can add some exciting split-second decisions for players, and the same system can be used for when the characters are being chased too. Just like all elements of an RPG, the GM can choose to use the chase system or d it a different way, but it does add an easy framework for those wanting a visual system.

Crafting and Repairing
Crafting and repairing items in Fallout is just a way of life. Apart from some basic weapons, characters can not create new weapons or armor so scavenging the Wasteland can be key to gaining new equipment; however, characters can create mods as well as attach and change the mods attached to items. Complications that occur during skill tests, or other incidents, can result in damage to equipment and repairing these broken, damaged or jammed items is necessary to get them working again.

To craft or repair an item, a character needs the relevant ‘Repair & Craft’ skill, plus they need to be using the relevant workbench or station too, and have any resources the GM deems required too (which can come from scrapping other items). For example, to repair a weapon, a character needs the Repair & Craft Weapons skill, a weapons workbench, plus the resources – if the weapon is a Pipe Pistol then a few screws, gears and steel from a Desk Fan will likely be enough, but if it’s to repair a Laser Rifle then the resources required will be more advanced (such as Fiber Optics) and, most likely, be more scarce. Food, drink and chems can be crafted in the same way using a cooking station or chemistry station respectively, plus some ingredients too.

Settlements
The settlement is the main homestead or camp for many inhabitants of the Wasteland. Characters may want to remain in an area and build up a settlement to serve as their base of operations. At other times, characters may come across settlements that need assisting, investigating, controlling, attacking, etc. Settlements come in many different forms and the section on settlements in the RPG provides some advice for GMs on what a settlement might contain and what characters may want to include when building their own.

Luck
All player characters can use Luck (as they are the equivalent of being Heroic). In the same way as the wargame, Luck Points (LPs) can be spent during a scenario to tweak moments in the character’s favour such as nudging a failure into a success (or vice versa), reducing damage slightly, or gaining an extra critical point. In the RPG, characters can also spend LPs to add Effect Dice to a test too, adding one dice for each LP spent.

Characters can gain Luck Points over time and the GM awards LPs at fitting moments such as after they rest or after they complete a task. Also, the GM can award LPs as a reward and incentive for good roleplaying, clever thinking, noticing clues, etc.


As you can see, the Fallout: Wasteland Warfare RPG provides many additional or revised elements to ensure the world away from the battlefield has all the depth needed to tell your Fallout story.


Next time, we’ll look at combining the tabletop and RPG for an even bigger Fallout: Wasteland Warfare experience. Until next time, happy wandering in the Wasteland.

Nehekhara lives! Sort of! 
   
Made in de
Poisonous Tomb Scorpion






And the final development blog post on the RPG expansion:

https://www.modiphius.com/development-blog.html

In our final blog post about the Fallout: Wasteland Warfare RPG, we look at how the miniatures game and RPG can potentially be used together. James Sheahan (designer of Fallout: Wasteland Warfare and the Fallout: Wasteland Warfare RPG expansion) provides some details on how the two styles of game fit together and what this can deliver.

Integration
The RPG has been designed specifically so it integrates as much as possible with the miniatures game and vice versa. The core mechanics are the same. We have loosened some restrictions to allow the Gamesmaster more agency and some rules which are there to ensure balance in a two player game are not required. For example we do not have the same limitations on how many attacks a creature has in the miniature game as the GM may desire to make it more dangerous. Player characters from the RPG can be used in the miniatures game, and Units from the miniatures game can be used in the RPG (in fact, they are the GM’s NPCs). As a result, there is excellent potential to use both styles of game. Potentially, GMs can create a miniatures campaign with elements that are resolved using the RPG and vice versa. Using the miniatures game for combat during the RPG is likely to be less required as the RPG’s combat is very similar but with less emphasis on exact model position.

Expansions
As the RPG uses the same cards as the miniatures game, most new cards for the miniatures game are new content for the RPG too. (I say ‘most’ as some card types are not specifically used in the RPG, although they can be useful and we’ll look at this a bit later on.) Prior to the release of Wave 2 of the miniatures game, it was announced that the new waves of products for the miniatures game will include a card pack for that wave, containing all the cards for that wave (as no cards will come with the models). These card packs will contain further weapons, items and Units (NPCs) which can also be used in the RPG too.

Tokens and Cards
The RPG has been written without using tokens; however, players can use any tokens from the miniatures game they find useful such as to show conditions (each of which already has an icon on the character mat to use for tracking), activation tokens, Critical Points, and so on.

Whilst some types of cards are not used in the RPG, the GM can use some to trigger ideas, randomly create situations, etc. For example, Danger cards can be used to generate random dangers such as when failing a test to open a trapped lock, and Creature cards can be used to generate random creatures such as when investigating an old ruin.

Similarly, Explore cards can be used to generate minor encounters during a journey. For example, it takes 2 days to reach the outpost during which time 3 Explore cards are drawn and resolved each day. The incidents on the cards may just be a starting point for the GM who may read the card and create a larger scene around it. Event cards can be used the same way. The RPG rulebook includes some advice on how these cards can be used with the RPG.

AI and the RPG
Someone asked if the AI can be used in the RPG. It’s an interesting idea but they’re not specifically used as the GM determines all the NPCs’ actions; however, if they really wanted to a GM could potentially use the AI cards to give them some inspiration.

On a side note, I have joked previously that players could make AI cards for their own RPG character and have the GM use those if a player can’t attend a session. It made me think if no players made it to a session, the GM could still run a game with no players and just their AI That’s certainly not the intention and I was only joking - interesting thought though.

Until next time, happy wandering in the Wasteland.

Nehekhara lives! Sort of! 
   
Made in gb
Bane Thrall






You know what never happens in this industry, price drops...
Apart from today!

We've moved the production of Wave 1 scenery to our own factory and remastered each set. As such we have been able to make some price reductions rather than keep all the extra margin to ourselves.
Note, these packs no longer include the cards which can be downloaded from the website, or else will be part of the wave 1 card packs coming soon.

Turrets x 4 (£18)
Heavy Consoles x3 (£12)
Terminals & Desk x2 (£12)
Radioactive Containers x3 (£12)
Vault Tec Supplies x 7(£15)
Nuka Cola Machines x 4 (£18)
Corvega Sedan x1 (£20).

https://www.modiphius.net/collections/fallout-wasteland-warfare

There's limited stock on some of those as they're starting to come in - plenty of Turrets, Radioactive Containers, Terminals but the rest in small numbers at present so grab 'em quick!

The main Scenic bundle is also back in production and we'll be reducing the cost on that to £70 (and even with other reductions it's still a great deal). We'll let you know when that arrives. There may be a bonus voucher for anyone who already bought the big box to give them the savings even though they got the original pricier run.

All the scenery sets will also be going in to distribution later in the summer (we're building up stock next).

So, whether you play Fallout: Wasteland Warfare, or just want some nicely details Post Apocalyptic scenery to fill out your tables, now you can do so at an even nicer price.

I'm putting some examples of what you can do with the various sets together and our Studio Painter Adam should be giving me a nice painting article in the near future.

There are four new scenery packs coming very soon (in casting at present) that add even more Fallout details for both inside your Vaults and in the Wasteland. Should be getting painted samples this week so can show off in the near future (though Adam teased them over on Facebook).

There are even a few more sets we haven't shown off yet to be revealed soon enough.

Plus, other than the Mysterious Stranger, all of the August stock is in the warehouse and should be on the boat to the US by the end of the week, so Raiders ahoy folks.

This message was edited 3 times. Last update was at 2019/06/11 15:07:57


...and you will know me by the trail of my lead... 
   
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Longtime Dakkanaut






Reading, Berks

 JonWebb wrote:
You know what never happens in this industry, price drops...
Apart from today!

Corvega Sedan x2 (£20).

https://www.modiphius.net/collections/fallout-wasteland-warfare


Great news about the stock and manufacturing updates! You mention here that the Sedan pack contains 2 cars for £20, but the website says 1. Which one is the correct car count please? Enquiring gaming tables want to know

   
Made in gb
Bane Thrall






 endtransmission wrote:
 JonWebb wrote:
You know what never happens in this industry, price drops...
Apart from today!

Corvega Sedan x2 (£20).

https://www.modiphius.net/collections/fallout-wasteland-warfare


Great news about the stock and manufacturing updates! You mention here that the Sedan pack contains 2 cars for £20, but the website says 1. Which one is the correct car count please? Enquiring gaming tables want to know


Sorry, yes. its one only. its the scenic starter with two in it (its a hell of a chunk of resin).

Updating now.

...and you will know me by the trail of my lead... 
   
Made in us
[MOD]
Street Judge






RVA



   
Made in gb
Bane Thrall








Just to temper expectations.

Liberty Prime isn't coming in August. Sam either misunderstood Chris, or Chris was getting tired/excited again

The 3D print is in hand and is in cleanup at present (its a big old print so a few things need smoothing out).

We are currently shooting to have some on sale around Christmas, but that isn't firmed up yet as wee haven't begun moulding and production.

This will be a direct only model in all likelihood, due to the size/cost making distro/retail more than a little tricky.

It is a big old kit though, that's for sure. Not a massive amount of parts, but the size is big.

...and you will know me by the trail of my lead... 
   
Made in us
[MOD]
Street Judge






RVA

Thanks for grounding things, Jon.

Looking forward to getting my Raiders. Seems like getting the Wave 2 cards at retail is going to be a challenge.

This message was edited 1 time. Last update was at 2019/07/02 06:46:25


   
Made in gb
Bane Thrall






 Manchu wrote:
Thanks for grounding things, Jon.

Looking forward to getting my Raiders. Seems like getting the Wave 2 cards at retail is going to be a challenge.


We've got plenty of stock on hand of the cards, so I'd hope they will be readily available. US stock is already shipped and UK stock is on hand.

If you have heard troubling news drop me a note, but I'm hoping wave 2 is much smoother as everything was ready ahead of launch for this one.

...and you will know me by the trail of my lead... 
   
Made in de
Poisonous Tomb Scorpion






Can't watch the video right now, but good to hear about the time frame it might come. And more importantly, that it's not quite imminent yet. We still need that Raider with the lead pipe and psycho to stand a chance against Prime.

Nehekhara lives! Sort of! 
   
Made in de
Poisonous Tomb Scorpion






Modiphius announced a scenario writing competition:

https://www.modiphius.com/development-blog.html

Nehekhara lives! Sort of! 
   
Made in gb
Bane Thrall






We have something really special for you launching exclusively on the webstore tomorrow. Grab your best leather armour, post-apocalyptic haircut and iron pipe and prepare for some serious action. Our Fallout Wasteland Warfare Raider bundle pre-sale will be live!


Wave 2 is now confirmed as street date of 9th August. We should have very limited pre-stock at GenCon (along with some special bonus extras), but for those who can't wait, we will be putting the Raider bundle up for sale tomorrow.

Containing the three Raiders boxes, the Wave 2 card pack and a free bonus Mysterious Stranger promo figure, this bundle already gets you a discount on the RRP as well as the free promo figure.

Meanwhile, reports of a giant robot striding through the Wasteland are surely the imaginings of a chem fuelled Psycho... right?


...and you will know me by the trail of my lead... 
   
Made in de
Poisonous Tomb Scorpion






Neat. Thanks for the heads-up.

You know, just out of interest. Can you say if rules (and preferably a model as well) for a fatman are in the pipeline? I'm not buying into this giant robot hysteria, but, you know, everyone loves fireworks. Would be nice to have a fireworks dispenser. Oh, and while I'm asking, any more plans for further weapon upgrade sprues?

Nehekhara lives! Sort of! 
   
Made in gb
Bane Thrall






 Geifer wrote:
Neat. Thanks for the heads-up.

You know, just out of interest. Can you say if rules (and preferably a model as well) for a fatman are in the pipeline? I'm not buying into this giant robot hysteria, but, you know, everyone loves fireworks. Would be nice to have a fireworks dispenser. Oh, and while I'm asking, any more plans for further weapon upgrade sprues?


Fatman is a thing for sure. Its one of the most powerful weapons so we wanted to bed people in before unleashing the big guns, so its not in wave 2 to my memory (though there are new guns in there). But yes, it will be along, possibly just in time to shoot some giant robots.

As for new sprues, yup, that's a thing too. I've briefed for some new arm options for the T60 suit that will hopefully be along in time and there will be more packs as we continue to roll out product. The aim at present is still very much to get through the rest of waves 2-4 between now and early 2020, but along the way there will be little extras like weapons, scenery and so forth. Once the six revealed factions are out... well, lets see what happens next


...and you will know me by the trail of my lead... 
   
Made in de
Poisonous Tomb Scorpion






Thanks! Yeah, that kind of timing would be good.

I hadn't even thought about new T-60 arms/weapons. I guess I'm too busy waiting for the release of a type I actually want. It'll be good to have the Raider variant soon, but really, I need T-51 more than anything. And Enclave power armors. And, technically, T-45 for some Outcasts. Really, I need all the power armor. There's just no way around it...

Nehekhara lives! Sort of! 
   
Made in us
[MOD]
Street Judge






RVA

Wave 2 preordered.

Still needing:

deathclaw
radscorps
molerats
ghouls
protectrons
mr handys
eyebots

   
Made in de
Poisonous Tomb Scorpion






The Raider bundle is now available on Modiphius's webstore.

There's also an accompanying development blog update both with Raiders and the assorted parts of wave 2:

https://www.modiphius.com/development-blog.html

DEVELOPMENT BLOG #25: The Raiders are here!
The Fallout: Wasteland Warfare game is expanding to introduce many more factions from across the Fallout universe. For the first major expansion coming to retail from August (we call it wave 2) we're introducing the Raiders and you can read more about them below.

We've made a limited number of Raider Wave 2 bundles available in advance which include the three Raiders sets, the Wave 2 card pack described below and the special promo Mysterious Stranger (who'll be available on his own in Wave 3). These are ready to ship for those who want to jump in and gets you a saving of £26 / $33 on the MSRP. Otherwise you'll be able to pick up the individual items in in your local store or our webstore from August 9th.

​As wave two approaches, we touched base with some of the team behind the game to get their input on what to expect from the releases. With the wave release beginning in August, it won’t be long before you can introduce the Wasteland to roving bands of Raiders, as well as add some new options to your Creatures, Robots and Survivors.

We sat down with Wasteland Warfare’s designer, James Sheahan to talk about the new profiles and cards in the card pack as well as some of the mechanics that will be coming to the game that are previewed in this wave.

James - Designing the Raiders

One of the biggest new elements in Wave 2 is the Raiders - bands of thuggish survivalists who take what they want and with little regard for others. Whilst the average Raider may be less skilled than most, they have decent armor as standard and can quickly charge into close combat – effectiveness over subtlety. Due to their illicit activities, almost every Raider knows how to lockpick which makes them suited to a wide variety of objectives.

Within the Raider ranks are Scavvers who are excellent shots, and Psychos who are skilled at close combat and are fast so long as they do not wear any additional armor. The combination of these types makes the Raiders’ rank-and-file a force offering great flexibility for combat.

The alternate versions of the Raiders, such as the Raider Outlaw, are slightly less capable than their standard counterparts but have computer skills and the ability to use Action Points for Expertise skills, making them perfect for non-combat objectives.

Of course, the Raiders are not just a crew of manpower but also include talented individuals. The Veteran Raider is a grizzled, highly capable warrior, sometimes wearing custom-made Raider Power Armor – whilst not quite up to T-45 standards, it still makes for a strong and tough target.

Shady and deadly ghoul Sinjin, heavy weapons specialist Ack Ack and sharp-shooter Avery are also very skilled and tough unique Units each with their own abilities.

Wave 2 also brings the Sole Survivor Tech who is great with computers and Dogmeat Guard Dog who wears tough armor and may even take damage on behalf of a friendly nearby model. Good boy/girl!

Inside Wave 2 are some iconic Fallout items such as X-01 Power Armor – rare and expensive but also incredibly tough – as well as weapons such as the Junk Jet, Railway Rifle, and Gauss Rifle which can be charged over time to deal greater damage.

New creatures include Putrid and Bloated Glowing Ones – some of the toughest inhabitants to be found (or preferably avoided) in the wasteland - as well as the widespread scourge, Mole Rats. In addition, some new, weaker versions of existing robots and creatures are included in Wave 2 such as the Battered Sentry Bot and Young Deathclaw. These slightly less formidable versions allow players to encounter these robots and creatures more often, and their lower caps values (some less than half their normal value) makes it easier to include them in a force.

Players wanting to create a force of robots or creatures will be able to do so using new Leader cards (Robot Controller and Creature Controller) which allow one model to lead an entire force of their chosen minions.

This concept will be expanded in Wave 3 with the Automatron Deck (alongside the Institute release) which will allow a player to give their robot minions many extra abilities, and/or have the leader exert their control over them, and even add The Mechanist as their leader. Creatures will be similarly expanded in Wave 4. The Controller Leader cards are provided in Wave 2 in advance of these expansions as we know players have already expressed their desire to lead such forces.

In addition to all of that, Wave 2 expands players’ Fallout: Wasteland Warfare games with many new items, mods, quests, perks, leaders, and explore cards, as well as cards to further add variety to your wasteland with new creatures, dangers, strangers and events.

All the cards for Wave 2 are contained in the Wave 2 Card Pack so all players can have access to all this content regardless of which models they purchase. A free campaign of 5 linked scenarios specifically designed for Wave 2, containing AI settings for solo/co-op play will be available for download.

Following that, departmental head Jon Webb had some thoughts about the models that are getting released.

Jon

The Raiders Wave, as we know it internally was a pretty special one for me as it contains the first released set of models I briefed with the various Raider poses we added to the initial seven sculpts previewed way back in the mists of time.

Amusingly, these were not the first batch of briefs I have done, but due to the vagaries of release waves and production schedules, the Raiders get to shine before anyone else (hold out for Wave 3 for more of my “babies”).

One of the things I was keen to push was not repeating sculpts. Given the Raiders are the most “swarmy” of the various factions in the game, they needed a decent number of models to ensure no two were the same. I was particularly proud of the sack hood Raider and getting to put some nods to the Fallout 4 concept art with the two extra Scavvers.

Luigi, one of our sculpt team did a superb job with the briefs and I’ve had great fun building a number of pre-production copies for my own purposes (oh, and playtesting too... ) I just need to find some time to paint them.

The other cool thing that we managed to sneak in to the wave was the extra profiles for the Robots and Creatures. James did a great job running with that, allowing players to build a more varied Robot force and hopefully make use of all the Assaultrons that will be booting up and looking for poor survivors to laser come September. That’s only the start of his plans for the Robots too… Wave 3 has something special for players looking to rule the Wasteland with a force of implacable steel.

Hope everyone enjoys what we’ve put together here and it won’t be long before Wave 3 arrives, with the Institute coming to the surface looking to rebuild as well as more troops and profiles for the wave 1 factions.

We had a chat with our studio painter Adam Huenecke, who painted every model in wave 2, about his experience prepping them for the boxes and promo shots we rely on to show how awesome the figures are.

Adam - Painting the Raiders

The Wave 2 miniatures were some of the most fun to paint- The raiders, glowing ghouls, and X-01 Power Armor are some of the most iconic characters in the series. They allow for lots of grime and weathering that allow you to have fun and get sloppy (and have the results turn out even more realistic).

I’m not a huge fan of “paint formulas,” because they are only as good as what you do with them, but I can share the colors I used for the primary elements and perhaps that can help folks get good results on their own stuff.

I’ll explain everything in terms of four elements- Base Coat, Shadow, Highlight, and “Special Effects.”

Base Coat- The first main color you can ‘block’ out your colors with. In most cases, I’ll color out each of my basic elements in their ‘Base’ color before I do any shading or highlighting. This can help you plan out your overall scheme and get a feel for what the miniature will look like when you are finished.
Shadow- These are the colors that will add depth to your base coat. These are typically a darker, richer tone than your base color. You can often add these colors as a thinned wash or a careful addition to the areas where shadows would naturally fall.

Highlight- This is the color that you will use to make your colors ‘pop’ by adding a little additional light. These are typically a brighter version of the base color and should go on the surfaces that light would hit.

Special Effects- These are the extra additions that give your color scheme a little more realism. They can range from rust, slime, glowing effects, or anything else to give your model a little more drama.

Raider Armor
Base Coat: Reaper Blackened Steel
Shadow: Scale75 Petroleum Grey (Note- this is one of my favorite post-apocalyptic paints. It’s a great dark grey/brown that can add a gritty feel to nearly anything. I often use this in my airbrush to shade my terrain as well).
Highlight: P3 Pig Iron / P3 Cold Steel
Special: Rust- P3 Bloodstone (thinned). I don’t know what it is about this paint, but a well-thinned P3 Bloodstone, with perhaps a bit of glaze medium added, makes an amazing ‘wash’ for a realistic rust effect. When it dries, it tends to separate a bit into a flat orange/brown effect that tends to pool in all the right places. Play with this a bit and you won’t be disappointed. Works great in an airbrush as well.

Raider Leather
Base Coat: P3 Bloodstone
Shadow: P3 Umbral Umber
Highlight: P3 Bootstrap Leather

Raider Cloth
Base Coat: P3 Greatcoat Grey
Shadow: Scale75 Petroleum Grey
Highlight: P3 Bastion Grey

Causasian Skin Tone
Base Coat: P3 Beast Hide
Shadow: P3 Battlefield Brown
Highlight: Reaper Tanned Highlight
Special: Blush- P3 Khardic Flesh- A thinned down Khardic Flesh (a pinkish tone), with a little acrylic drying retarder added

X0-1 Power Armor
Base Coat: P3 Pig Iron
Shadow: Scale75 Petroleum Grey
Highlight: P3 Cold Steel

Glowing Ghouls
Base Coat: P3 Necrotite Green
Shadow: P3 Thornwood Green (This was less of a shadow, and more of the color that I used for the darker hands and feet)
Highlight: P3 Cygnus Yellow (mixed with base color)
Special: Radioactive Glow- Vallejo Game Color Fluorescent Green, via Airbrush. I applied some of this extra glow to the model with an airbrush, which gives it a glowing look (and makes it glow under blacklight!)


Ethan and Charlie - Playing the Raiders

Playing Raiders is wildly different from playing with any of the existing factions in Fallout: Wasteland Warfare. They are a group that prefer brawn over brain, Chems over Charisma and numbers over tactics. They can throw enough bodies at a problem to overwhelm most enemies, and have the speed to run away if the fight doesn’t go their way. Wherever there are Settlers desperately working to survive the desolate wasteland, there will always be Raiders nearby searching for easy prey.

A perfect way to begin looting the Wasteland is with the Raider Core Box containing a Veteran Raider (modelled in Raider Power Armor), 3 Raiders, 2 Psychos and a Scavver. This is a solid start to any aspiring scourge of the wasteland. In most cases, the boss in your warband will have the best equipment and in this case that Veteran Raider can throw on a suit of Raider Power Armour and lead from the front. Whilst in the Power Armour, the Veteran Raider gains access to the strength bonus from being STR 7+, so load them up with a Melee Weapon that packs a mean punch or a Heavy Weapon that can fire with deadly accuracy.

As much as they would like to be able to, the boss can’t do everything on their own! Make sure they have some backup, such as allowing the Veteran Raider to use a nearby friendly model as a Meat Shield. Raider units are well rounded and can fit into many roles, be that long range support with a Rifle or up close and personal with a Machete. Where the Raider faction really comes into its own is with its specialised bands of Psychos and Scavvers. Load up a Psycho with a Melee Weapon and a ton of Throwing Weapons and watch your opponent panic at the fast moving whirlwind of chaos tearing its way across the battlefield. Scavvers on the other hand are the workhorses of the faction, able to reliably provide long range support. If you’re in need of someone a little more suited to objectives than fighting, the Outlaw variants of all 3 basic Raider units sacrifice a small amount of agility to gain a large boost to intelligence, along with the skills to hack into any terminals in their way.

There is always the choice of bringing along one of the infamous Raider bosses for the ride. Ack Ack, Sinjin and Avery are the paragons that all Raiders aspire to be, if Raiders have aspirations that is. If you feel that your Raiders aren't killing enough, fast enough; Ack Ack and her Minigun are an excellent addition to your force. Even better, if you activate other models in the same turn as her, Ack Ack’s Bullet Storm ability allows them to hit even more often. Sinjin on the other hand prefers the careful approach. Unlike his crew, he can’t throw out a lot of damage, but he can do it reliably. The free Silenced Mod fitted to any Pistol he brings means you have a good chance to not trigger any enemy models waiting in ambush. Finally you have Avery, an expert in exploiting the enemies Weak Point, allowing her to turn a blank face on a black dice she rolls into an Armour Break. Load her up with a Combat Shotgun and watch as she tears through the ranks of any force that dares stand up to the might of your Raider warband.

In addition to all these great units and abilities, make sure you stock up on a load of Chems. For Raider faction models, the final round of an active Chem lasts one additional round. Load up on Fury and dish out devastating damage in melee, take some Overdrive and charge up that critical attack even faster or pop some Orange Mentats to steady your aim whilst waiting in ambush.

Follow Ethan and Charlies Raider games on Youtube - Episode 1 here.

So, get out there and make me some Caps!



Nehekhara lives! Sort of! 
   
Made in gb
Bane Thrall






 Manchu wrote:
Wave 2 preordered.

Still needing:

deathclaw
radscorps
molerats
ghouls
protectrons
mr handys
eyebots


DC, Mole Rats, Ghouls and Protectrons are all being restocked as part of the September and October parts of the Wave 2 run.

Radscorpions we need to find a production slot for, Eyebots we are figuring out the best way of dealing with them due to casting issues and as for Mr Handy... lets wait and see

Edit - cards, updated points and five new scenarios are also now released for free via our downloads page: https://www.modiphius.com/fallout-downloads.html

This message was edited 2 times. Last update was at 2019/07/18 14:55:23


...and you will know me by the trail of my lead... 
   
Made in us
Been Around the Block




I am excited for the Raiders but the Automatron-style robot customisation in Wave 3 is super intriguing as well. I love Protectrons in particular and hope to make up the Police, Fire and Paramedic variants (and perhaps even a Mayor Slim from FNV if i can find a cowboy hat in the right size)

edit: also, it seems like the wave 2 pdfs in the link you posted are corrupted or something

This message was edited 1 time. Last update was at 2019/07/19 04:46:23


 
   
Made in gb
Bane Thrall






Gasmasked Mook wrote:
I am excited for the Raiders but the Automatron-style robot customisation in Wave 3 is super intriguing as well. I love Protectrons in particular and hope to make up the Police, Fire and Paramedic variants (and perhaps even a Mayor Slim from FNV if i can find a cowboy hat in the right size)

edit: also, it seems like the wave 2 pdfs in the link you posted are corrupted or something


Files are fixed. Not sure what happened there but the working files are now live.

This message was edited 2 times. Last update was at 2019/07/19 08:33:05


...and you will know me by the trail of my lead... 
   
Made in de
Poisonous Tomb Scorpion






Limited translucent Glowing Ones and Coursers on the latest development blog. Available at Gencon and Modiphius's webstore for the duration of the event.

https://www.modiphius.com/development-blog.html

"What's that Dogmeat? Something glowing?"

GenCon is coming! With but a week until Chris, Sam, Jon and Adam make their way over to Indianapolis for the Best Four Days in Gaming, it’s time to pull back the curtain on what to expect from us at the show.

The Raiders have emerged from their bases and are now attacking settlements across the Wasteland. If you haven’t yet picked up your Raiders bundle yet we will have a small amount of the Raider boxes and Raider wave card packs at the show. We'll have our own bit of the wasteland in Hall G, Booth #2569 so come find us!

For those who haven’t yet dipped their toes into the game, we will have a show exclusive offer, allowing players to pick up a 2 Player core set, one of the existing Faction Core, one Faction Trooper Expansion and one Faction Character Expansion at a great bundle price (note this doesn’t include the Raider boxes).

Fans of Grognark can also grab one of our Dragonborn Triumphant miniatures for our forthcoming Elder Scrolls: Call to Arms game as a handy stand in (or if you want to get the drop on the game and get ahead with your painting).

Anyone paying attention to the Fallout Friday Twitch stream will no doubt have noticed the “glowing” Glowing Ones used as part of the wrap up to the Raider season. We can now reveal that they will be sold throughout the four days of GenCon, both on the stand and also via our webstore for those unable to attend the show (so if you can't make it to GenCon make sure to visit our store during the show and you can buy one).

The Glowing Ones will also be accompanied by a set of Institute Coursers, all of whom have activated their Stealth Boys. Those paying attention will of course realise the Institute has not yet made their presence felt in the Wasteland so this the first chance to get your hands on two of the three models in this set. Again, these will be available online as well as at the show.

Those who are at GenCon, don’t forget to check your Coupon book, as anyone spending over $20 at the booth on Fallout goodies will be able to pick up one of these Nuka Cola bottle objective markers for free (while stocks last)!


Pictures (spoilered for size):

Spoiler:









Nehekhara lives! Sort of! 
   
 
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