TTCombat “Phoenix Fizz” Vending Machines.

We are all on the lookout for terrain and scenic pieces for our tables in anticipation of Fallout: Wasteland Warfare, and many of us have been turning to TTCombat and their fantastic line of City Scenics. Well, TTCombat have once again delivered the goods with their astoundingly thematic Phoenix Fizz Vending Machines.

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Nuka Cola is the drink that was made famous in the Fallout franchise, but everyone is going to have a Nuka Cola machine or two on their table, right? So why not swap it up a bit and introduce some unique flavours to the Wasteland and Commonwealth with Phoneix Fizz?
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These 4.6cm (1.8 inch) tall vending machines are beautifully cast in Resin and come with 4 doors which you can attach to the machines, and two optional back-panels for the machines. One plain and one decorated. Inside the machines, you’ll find 4 bottles of Phoneix Fizz on the front shelf, and at the back we can see the inner workings of the refrigeration unit.
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Specifically engineered for games that are 28mm – 32mm in scale, you’ll almost certainly want to add a set of these to your Wasteland Table. For a scale comparison, the photo beneath has both Phoenix Fizz Vending Machines, plus accessories, with a Primaris Space Marine.
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For only £8, you would be mad to miss out on these excellent scenic pieces.

That’s all for now, thanks for reading.
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Miniatures + James Sheahan, Fallout: Wasteland Warfare Designer, Short Q&A

After a decently long stretch of time, the Info-blog is finally being updated again. How often will these updates come? Nobody knows. But for now, let’s just roll with the punches.

First of all, who likes miniatures?
There’s plenty of Power Armour on the Horizon for you, as well as our favourite Synth Detective, Mirelurks and their Queen, Vault Dwellers, Reilly’s Rangers, a sundered XVB02 Vertibird and more.

Once you’ve torn your eyes away from those, why not have a read through some questions I put to Fallout: Wasteland Warfare designer, James Sheahan. Questions were drawn and based on community questions, notably from the Fallout: Wasteland Warfare community.

Without further ado;

Q – Talking with members of the Fallout: Wasteland Warfare community on facebook, you spoke about how The Settlement Deck, “adds lots of equipment, weapons, mods, chems, power armor, boosts, quests, perks, leaders and explore cards to your game.” Would you like to expand upon that?
You’ve also said that The Settlement Deck doesn’t necessarily need to be used in conjunction with the Settlement Systems rules for it to be a part of the game, saying, “Whether using the Settlement system or not, the Settlement Deck means there’s more to discover out there in the Wasteland.”
Can you comment on how The Settlement Deck will interact with the Settlement Systems rules and how players can expect this to shape their game?

A. The Settlement Deck is a deck of 119 cards which is an expansion that adds variety and new content to any game. It’s named the Settlement Deck because it’s especially useful for players that want to play using Settlement mode (as it adds to the types of cards that players will potentially draw during Settlement mode); however, it’s an expansion deck useful to all players.

If you are playing without using the Settlement system, you’re free to use almost anything in your force so the Settlement Deck expands your options as well as the items you may find during games.

If you are playing using the Settlement system, your force is limited to the basics plus some of what you gather between battles (depending on the structures in your Settlement) and the Settlement Deck means there is more variety to what you may draw. However, it’s important to note that players don’t need the Settlement Deck to use Settlement mode.

settlment

 

Q – When working on designing the game, you’ve obviously made an effort to retain the feeling of each unique faction that lives in The Wasteland. You’ve said in the past that, “there are actually few limits on what you can combine. The Wasteland is full of exceptions to the stereotypes – Super Mutants like Strong who fight for the Survivors, Coursers and synths that have abandoned the Institute, etc. – plus there are plenty of temporary alliances as the enemy of my enemy is my friend (at least for now), and many forced alliances (slavery, blackmail, etc.). So, you can build these in your game too.”
How did the variety of forces at play, and how they can interact with each other in the game, shape your approach to designing the rules?

A. When designing Fallout: Wasteland Warfare, I was always conscious to ensure enough granularity was included so there were enough tools (behind-the-scenes) with which to build the various units, weapons, equipment, effects, etc. in the Fallout world with enough significant difference. So, from the start, I set out to create a modular game where you could combine different models with different weapons, equipment, abilities, etc. but also with modularity within these items too such as the different ranges, dice, damage, effects of weapons, or the different attributes, skills, abilities, etc. of the Units.

This tool box would then allow construction of all the different characters, creatures, equipment, etc. and each faction could have its identity too. A good example is the Unit skills which can each be attached to any attribute so being able to survive a few hits in battle isn’t only ever due to being really muscular but can be because they are agile, and being great at searching can be due to perception, or intelligence, or even luck.

Q – Staying on the topic of factions and how they all interact for just a moment longer, you’ve mentioned that, “Neutral Units like Robots count as the Leader’s faction.” How exactly will this be balanced in the game and how would it impact the games Battle Mode, which you’ve defined as “the tournament version of the rules which has specific guidelines and limits on force building.”

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 the Development Team 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.

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Q – At one point during another community interaction, you mentioned that, “we may also make special versions of some characters with special Unit cards too, like the Sole Survivor Loner I mentioned who’s still a Survivor but has different stats/skills/abilities.” If the plans to make special versions goes ahead, can we expect other special variants of existing characters, and do you think other characters will be given this treatment?

A. Fallout is an interesting world to capture as (without spoiling any of the video games) some characters evolve or change during the games, and Sole Survivor is different for every player as you choose how to develop them as you play. Having alternative Unit versions of some characters allows us to explore some of these.

Expansions include cards that allow a player to use the models they contain, but rather than provide the same Unit cards that a player may already have, these usually come with alternative versions of the Unit cards (plus the weaponry/equipment/AI may vary too). This gives a player that buys an expansion even more variety (plus there are various other cards with every expansion too).

For example, the Heroes of Sanctuary Hills in Wave 1 includes a different model of Sole Survivor (male) and Dogmeat (with goggles) compared to their models in the two-player starter set. This set comes with Sole Survivor Loner and Dogmeat Scout Unit cards which are slightly different to their cards in the two-player set.

This is the same for non-characters too; for example, the Hammer expansion in Wave 1 contains a Super Mutant Hound model and comes with a Unit card called Mutant Hound Fiend which is an alternative version of the Mutant Hound. Of course, you don’t have to use the Unit card that came with a specific model so you could use all your Mutant Hound models with a single Mutant Hound Unit card or Mutant Hound Fiend Unit card, or split them any way you wish.

At present, there are only alternative versions for this reason (except Sole Survivor and Sole Survivor Day One which both come in the two-player set). We’ve talked about maybe doing alternative versions of some characters in the future (just as cards) but it’s just in the ‘things to think about’ column at the moment.

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Q – The love for Fallout runs deep with fans like myself and many millions of others. So jumping off from the last point about special versions of characters, should we look forward to seeing The Vault Dweller, The Chosen One, The Lone Wanderer and maybe even The Warrior from Fallout Tactics? Possibly even The Initiate from Fallout: Brotherhood of Steel? Do you think it will be viable from a game design point of view to have so many variants of a character that effectively fulfils the same role on the tabletop?

A. Alternative versions are an interesting balance as they need to be different enough to each other to feel/act/play differently but not so different that they lose their common values. As a result, I think all characters (units) have limits to the maximum amount of variants they should have. The player’s hero in the Fallout games probably has the most scope for versions as we can all develop our character very differently during the video games. Of course, adding the modular equipment, perks, etc. to a Unit can also create further variations so players can create many specific feels even if not present as a single Unit card.

Q – On the subject of Exploding Vehicles in the game. You have said that exploding cars rules, “didn’t make it into the main rule book due to space limitations” and that players shouldn’t worry because, “you won’t need to buy anything to get those rules.” However, Chris Birch has said, that the exploding vehicles rules will, “…come with the scenic cars and scenic set on cards but will also be in the Deluxe rulebook…”
Can you confirm whether or not players will have access to these rules, or will a purchase of the Deluxe Rulebook be required?

A. All the above are true, Chris is right that the rules will come on a card with the car model, plus they will be included in the deluxe rulebook as that will have more room. However, Chris was just mentioning the physical versions and the exploding car rules will also be available online for anyone for free.

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Q – Finally, in another community interaction, you mentioned a long standing rule of wargaming. That rule being, “you can house-rule using anything with anything if your opponent agrees.” A friend and I have a homebrew rule that says if a model in power armour jumps off a Significant Edge, any units within Orange Range suffers Push Back of Orange Range.
So is there any sort of mechanic or rule that you would have liked to put into the game, but weren’t able to?

A. I think it’s great that players make rules that suit their needs – everyone’s wants are slightly different and it’s their time and their entertainment, so they should get what suits them – it’s meant to be about having fun. I should point out, just in case, that house rules aren’t usable in official campaigns/organised play run by Modiphius or Vault Dwellers.

I have been fortunate that there isn’t really anything that did not make it into the game that I wanted to be there. Some elements got streamlined along the way which was good and part of the process. If you saw my original unit card sketches that I made to explain my design to Chris, you’d be surprised how similar they are to the final card layouts. Even the rule for potentially getting one last dying action if a Ready model is removed made it in.

[End.]

And there you have it. The first actual update to the Fallout: Wasteland Warfare info-blog since October 3rd 2017.
That’s all for know, thanks for reading.

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General News Update: Paladin Danse, New Sculpts Information and More. [Updated]

[Update Note – Redaction and edit in final Paragraph]

With pictures from Gen Con flooding the internet, there has never been more love for the upcoming Table Top War Game, Fallout Wasteland Warfare. With the exposure that Gen Con brought, and the huge collection of revealed Sculpts already available, it’s easy to see where love is coming from. So what news from the front?

Well, it has been quite some time since we’ve heard anything in regards to new Named Characters coming to the game, but it has been confirmed by way of the Official Modiphius Facebook Page that the one and only Paladin Danse of Squad Gladius is still coming to the game. In fact, he may be further along than you think. Paladin Danse has been submitted to Bethesda for approval, meaning he’s closer than ever to appearing on your table top. We haven’t heard Danse be mentioned since back in May, so this is good news for Brotherhood of Steel fans.
Regarding another character that we haven’t heard of since May, it was again confirmed that “yes we’re doing a Curie.”

For those of us that have an interest in things that came before Fallout 4, of which there are many, it was also confirmed on the Official Modiphius Facebook Page that work has begun on creating miniatures based on fallout 3. Not only that, they have already began to look at characters from Fallout 1 and 2. For readers that would like to know, the exact wording, here’s a quote “Already we’re sculpting from fallout 3 and looking at characters from 1 and 2.”

Regarding miniatures, again by way of Official Modiphius Facebook Page, it has been confirmed that miniatures will be available individually if purchased directly from the store page. However, no information was given regarding whether or not this would apply to every single miniature, or just figures of note. Here’s what they said, “There will be sets with unit, gear and AI cards and we will do solo minis direct from our store.”

Customisation options were mentioned on the Official Modiphius Facebook Page. To that end, it has again been confirmed that “There will be some sprues of heads, weapons and gear for modding.”
With the addition of weapons and gear, it will be easier to build your characters using the equipment you want.

That’s all for know, thanks for reading.
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Fallout Wasteland Warfare Starter Set Price Estimates & Upcoming Factions.

Yesterday, we detailed the contents of the Fallout Wasteland Warfare Resin Starter Set and had a brief chat about what you can expect to see in the PVC Starter Set which is expected to arrive some time next year.

It has now been revealed by Chris that the current price being given to people interested in the game is around £65-£70 / $80-$90. But according to Chris, the “goal is to get it as low as we can.”

That £65-£70 / $80-$90 includes a Female Vault Dweller (Nora), Dogmeat, One Brotherhood of Steel Aspirant in T60 Power Armour, Three Settlers, One Super Mutant Brute, Two Standard Super Mutants, Two Super Mutant Hounds and their scenic bases, all the dice required to play the game, all the required counters, a rule book, scenarios and unit cards as well as quests and gear cards. It also includes the highly interesting AI cards that control units in singe play. In other words, you’re getting everything you need to play the game!

It has also been confirmed that at launch The Survivors, Super Mutants and Brotherhood of Steel will be available. The factions that will be following them are the much sought after Raiders, Institute and The Enclave.

That’s all for now, thanks for reading.
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Fallout Wasteland Warfare: Starter Set Contents Information.

Speaking through the official Modiphius Development Blog and a BoardGameGeek Thread, Chris Birch has revealed some new information regarding the upcoming Resin Starter Set and the PVC starter set that will be coming next year.

The Resin Starter set contents are as follows:

– One Armour D12
– One Skill D20
– Two Accuracy D12
– Two Armour Reduction D12
– Two Special D12
– Two Damage D12
– Rules
– Scenarios

– Counters
– Information Cards
– One Female Vault Dweller (Nora)
– One Dogmeat
– One Brotherhood of Steel Aspirant in T60 Power Armour
– Three Settlers
– One Super Mutant Brute
– Two Standard Super Mutants
– Two Super Mutant Hounds

The PVC starter set which is expected to ship sometime next year will contain some different units and scenarios to help reflect this. The PVC set is expected, but not set in stone, to be a Brotherhood of Steel team of roughly 9 miniatures and a Super Mutant force of roughly 9 miniatures. This is to help players get a wider variety of units rather than buying duplicates.


A small expansion is planned for players to get their hands on The Male Sole Survivor (Nate) as well as Cogsworth and a variant version of Dogmeat.

That’s all for now, thanks for reading.
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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.

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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!

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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.]

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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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Revealed Stat Cards: What we know + New close up Miniatures photo.

The following stat cards are lifted from images that have come out of Gen Con 2017 and may be subject to change as the game develops. And if you aren’t interested in that, you can scroll down to the bottom of the page to see a lovely new high quality image of the Brotherhood of Steel and Super Mutant miniatures by way of the Board Game Replay Twitter.

The Sole Survivor.
STRENGTH 5
PERCEPTION 7
ENDURANCE 4
CHARISMA 5
INTELLIGENCE 5
AGILITY 7
Luck 4

Super Mutant.
STRENGTH 7
PERCEPTION 4
ENDURANCE 6
CHARISMA 2
INTELLIGENCE 3
AGILITY 3
LUCK 3

SUPER MUTANT MASTER.
STRENGTH 9
PERCEPTION 4
ENDURANCE 9
CHARISMA 2
INTELLIGENCE 5
AGILITY 4
LUCK 3

BROTHERHOOD OF STEEL KNIGHT PATROL
STRENGTH 5
PERCEPTION 5
ENDURANCE 5
CHARISMA 5
INTELLIGENCE 5
AGILITY 6
LUCK 2

DHiMT7jWsAE6UZB

That’s all for now everyone, thanks for reading.
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Fallout Wasteland Warfare Rules – Gen Con 2017 Quick Reference Sheet.

Gen Con 2017 rolls ever forward and with that, so to does our coverage of Fallout Wasteland Warfare. In this article, we will cover the Quick Reference Sheet Rules [QRSR] for the game so you can get a taste of what to expect. For your convenience, I’ve attached a copy of the quick reference rule sheet which has been touched up with photoshop to make it more legible.


The following is verbatim minus reference points denoted by a * mark.

TURNS and TURN ORDER
Player with fewest remaining models chooses turn’s starting player. Turns oscillate between players. On your turn:

  1. MUST add a Ready activation marker to 1 model without activation marker, THEN
  2. MAY activate ALL their ready models.

ACTIONS DURING ACTIVATION
A model may perform up to TWO actions:

  • Move
  • Charge
  • Close Combat
  • Shoot
  • Throw
  • Use an Expertise
  • Prepare

AND models may spend AP* on Quick Actions.
Complete activating one model before the next.
[Action Points*]

THROWN
Skill based on thrown icon*.
Weapons with this icon* scatter if miss.
[See QRSR at the top of the page*]

CLOSE COMBAT
Target outnumbered: + GreenD12*
Knife Icon* No Penalty
Handgun & Grenade Icon* -2 Skill
Assault Rifle and Mini Nuke (?) Icon* -2 Skill AND -1 base damage
[See QRSR at the top of the page*]

DAMAGE
For each physical/energy damage:
Add one Regular Damage marker.

For each radiation Damage:
Flip one regular damage or radiation damage or,
if no regular damage, add one radiation damage.

ACTION POINTS
Models whose cards show
Action Points Use icons can
spend APs to perform Quick
Actions. 

Cost: 1 AP per Quick Action

Each icon can be used once per activation.
Movement Icon*
Attack Icon*
Expertise Icon*
Prepare Icon*
[See QRSR at the top of the page*]

TRIGGERS
Except attacks, require LoS, [Line of sight*]
One length Any activity /*Friendly attacked
TWO lengths Movement /*Attacks

LUCK
+2 skill 
-2 to hit
+CP
-1 damage

LINE OF SIGHT
Any part of base to any part

COVER
Centre to centre

That’s all for now, thanks for reading.
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Revealed So Far – Forces of the Wasteland.

As Fallout Wasteland Warfare gets closer and closer to release, more and more information comes to the fore regarding the game. This time, that information comes in the form of a deluge of character renders for the upcoming miniatures. Here they are, for your viewing pleasure, sorted categorically. Should more be released, the relevant faction will be updated.

The Brotherhood of Steel.

 

Super Mutants.

 

The Institute.

 

The Survivors

 

The Robots.

 

Creatures of the Wasteland.

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That’s all for now, thanks for reading.

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