Fallout Wasteland Warfare: Player Turn Breakdown.

[Update – Power Armour use clarified.]
Gen Con 2017 is going strong and the turn out has been, as expected, exceptional. One attendee, Brian Bosch from the unofficial Fallout Wasteland Warfare Group, was kind enough to relay some information to me regarding the game and the demo session he took part in.

To open, he clarified that the demo team stressed that the game is still in development and that this was brought up many times when questions were asked in regards to the games rules. As we cover character stats, you can cross reference them with the pictures attached so you an get a better understanding of how they work within the game.

The demo session that Brian took part in saw him assuming control of The Sole Survivor with a Combat Shotgun equipped vs a Super Mutant enemy. As previously shown in the Rule Set from Gen Con, players can take two actions in their turn. Brian opted to go on the offensive and made two shooting attacks against the Super Mutant. combat shotgun

 

When making a shooting attack, you first measure the distance between yourself and the target using the coloured range finders as dictated by your weapon card. As you can see in the image above, the Combat Shotgun uses Red and Blue range finders to determine Close Range and Long range.

shooting

Brian consults The Lone Wanderers Perception Skill and uses a White D20 to determine whether or not he hits the Super Mutant with his shooting attack. He successfully rolls a 7 or under, hitting the target Super Mutant!

combat shotgun short range
Because the attack was being made from within Short Range, Brian adds two black dice to his roll which add Damage Modifiers, inflicting damage on the Super Mutant and bypassing its armour. Had the shot not been strong enough to bypass the Super Mutants armour, the controlling player would roll a Red D12 in an attempt to block some of the incoming damage by rolling equal to or lower than the specified amount on their stat card. [You might also notice the Critical Point icon which reads, “!4 SHORT ONLY”.
Had Brian previously successfully shot 4 times with his Combat Shotgun he would be able to activate the weapons Critical Effect which would let him add extra damage to the attack as well as roll the Purple “Special” D12.]

armour

For example, our Lone Wanderer requires a 2 or lower to block the same amount of incoming damage. As has been previously mentioned numerous times throughout the games development, these stats can be change and improved by using pieces of gear, armour and equipment, but these were not used in this demo session.
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It has been confirmed by Chris Birch that Power Armour works on a sliding scale. He said that, “you roll equal or under your armour and block that many points of damage. Power armour suits come as cards that upgrade your health, strength and armour value but once they take as much damage as the extra health they flip around to the damaged side.”

Unfortunately, Skills like lockpicking and searching weren’t used in the demo session.

For those of you that still haven’t done it, I advise you catch up on the Development Blogs here, and download your free copy of the Modiphia Magazine here!

That’s all for now, thanks for reading.
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