wär mein spiel
Cool - das Computerspiel (Fallout 1-3) habe ich geliebt! Leider hab ich momentan kaum Zeit mehr um eins davon zu zocken...
Finde ich aber reizvoll, dass die ein Tabletop herausgebracht haben.
Das Setting ist, dass in den 1920er Jahren (?) kurz vor einem nuklearen Krieg ein paar Menschen sich in Bunkern verkrochen haben und nach Generationen einer der Nachkommen (im Rollenspiel man selbst) dann später nach draußen geht und dort verschiedene Missionen erfüllen muss. Es spielt im zerstörten Amerika und gerade ab dem 3. Teil als die Perspektive zu einer Art Egoshooter wechselt (läuft man durch berühmte Orte z.B. Washington D.C. oder Las Vegas). Die Überlebenden draußen haben eine neue Struktur geschaffen und es gibt auch Mutanten, religiöse Fanatiker, usw.
Es gab in vielen Spielen Anspielungen auf Filme oder reale Personen oder Gruppierungen. So trifft man z.B. im 2. Spiel die Scientologen und "Tom Cruise", der einen versucht anzuwerben. Außerdem gibt es da auch noch ein Kartenspiel namens "Tragic - the Garnering" und wenn man das anfängt, dann wird man süchtig danach und muss ständig versuchen einem das Spiel aufzuschwatzen oder mit einem zu spielen. Um nur ein paar kleine Details zu erwähnen.
Dann hab ich ja bis zum November zeit mir mal den ein oder anderen Falloutteil zu spielen. Sind irgendwie alle bis jetzt an mir vorbei gegangen...
Also Fallout 1+2 lohnt auf jeden Fall. Gibts auch für ganz schmales Geld. Fallout 3 hat mir weniger gut gefallen, ist dennoch spielenswert. Kostet auch nicht mehr die Welt. Schön für zwischendurch mal zocken."Sie Schwanken!" ... "Ausnahmslos. Ich kam zu der Erkenntnis, dass der Wind mich stärker erfasst als andere. Aufgrund meiner Geschmeidigkeit."
Es ist nie zu spät für eine glückliche Kindheit.
ich zogge immer noch , habe alle falloutteile gezoggt 1-4 und hänge gerade in falout 4 im level 50
stehe voll auf das spiel, schleichen viele quests dunkle athmosphäre waffen aufleveln char ausbauen levelpunkte verteilen und ein echt cooles stop emution kampfsystem genant V.A.T
habe auch beide großen erweiterungen gekauft
@Pauli: Laut Story geht die Welt 2077 in einem Atomkrieg zu Grunde. Man selbst befindet sich zu Spielbeginn irgendwo im 22. oder 23. Jahrhundert dann. Allerdings bestand die Welt in Fallout im Jahr 2077 aus einer Mischung aus den 1950er Jahren und sehr futuristischen Elementen (Hausroboter die den Hund Gassi führen z. B.).
Fallout 1 und 2 würde ich auch jeden empfehlen zu spielen. Besonders der erste Teil war damals revolutionär und der zweite war dann noch mal der Ausbau und Feinschliff. Schwarzer Humor ohne Ende, eine offene Spielwelt und eine wirklich große Möglichkeit an Wegen die man einschlagen kann (etwas das viele Spiele heute ja vons ich behaupten, aber nicht wirklich liefern). Ich weiß noch als ich das erste Mal in Fallout 2 einen dummen Charakter gespielt habe (Intelligenz 3)... habe selten so viel gelacht.
Hier auch noch mal das Intro zum ersten Teil, einfach weil es so gut ist:
Aber zurück zum Thema:
Hörts ich interessant an, das Tabletop. Neugierig bin ich ja auf den "Singleplayer Modus" der beworben wird.What doesn't kill you, gives you XP.
Ich denke es kommt ganz auf die Regeln an. Denn erstmal ein TT in Endzeitstimmung hört sich gut an. Die drei Miniaturen sehen auch gut aus. Wenn man mit dem Setting generell was anfangen kann, dann ist schon viel gewonnen. Wenn die Regeln allerdings Murks sind, dann hat sich das auch erledigt. Veröffentlichung und Testberichte abwarten."Sie Schwanken!" ... "Ausnahmslos. Ich kam zu der Erkenntnis, dass der Wind mich stärker erfasst als andere. Aufgrund meiner Geschmeidigkeit."
Es ist nie zu spät für eine glückliche Kindheit.
Da schließe ich mich Garbosch an. Und wenn sie all die lustigen Gags ins TT genauso einbauen wie im Computerspiel, dann muss man das nicht unbedingt auch kennen.
Habe mich vorletzte Woche auf den Newsletter von Modiphiüs setzen lassen und gestern kam promt die erste Mail.
Sie erklären dabei ein wenig vom Spielsystem. Den Blogeintrag gibts hier: modiphius.com/development-blog.html
DEVELOPMENT BLOG #1:
Movement & RangeToday, we're starting the first of a series of reveals for the Fallout: Wasteland Warfare rules as we progress through the final stages of development; plus, there's a preview of the awesome sole survivor, Nora, who's going to be in the two-player starter set.
We're creating different 'unit' cards for the sole survivors - one is the basic, fresh out
of the Vault survivor in the starter set, the other has learned the dangers of the wasteland and picked up some more skills and experience which will come with the Sole Survivor expansion set which includes Nate, Codsworth and a version of Dogmeat with goggles! There will be more versions in later releases). Unit cards won't be tied to the male or female miniatures so you'll be able to choose who you want to field in your crew.
Movement & Range
Measurement of movement and ranges is one of the mechanics that we have taken a contemporary approach towards. I remember using my school ruler for early home grown battles with 28mm fantasy battles made up of Citadel and Ral Patha minis scavenged from bring and buy stalls at local cons. Discovering the rusting old tape measure in the garage was a major moment! More recently we've seen a host of movement sticks and manoeuvre templates on tabletops.
Each Fallout unit card includes the S.P.E.C.I.A.L stats for its unit giving us loads of great options for gameplay; however, we wanted to reduce the amount of numbers on the cards to simplify the information, so James hit on the concept of coloured ranges. The coloured ranges are used for all distances in Fallout: Wasteland Warfare, and the two-player starter set comes with a number of coloured range sticks of specific sizes.
Measuring movement distances is simple as each unit card shows two colours - one for standard movement, and one for charging. For example, your Super Mutant unit card shows yellow for their standard movement which can be used for any movement; however, the unit card shows green for their charge which is longer than yellow. Each model gets two actions so you could move a Super Mutant in this unit yellow and then yellow again, or you could move them yellow, and if it's now within green distance of an enemy, charge with your second action. The sticks show the maximum distance so you can move up to any point along that range stick, and it's easy to use them to move around objects using marked increments on the sticks.
Measuring weapon ranges is equally simple too. Attacks are all shown on small cards such as the combat shotgun or plasma rifle. Each weapon has a short range and a long range, and a coloured bar for each shows which stick is used. To measure a shot, you just grab the sticks shown, place them end-to-end, and you can immediately see the ranges. For example, your combat shotgun shows red for short range and blue for long - place the two end-to-end (red then blue) and you can see what falls within your combat shotgun's blast. The effect dice rolled for each range are shown underneath the coloured range bands. So, for the combat shotgun, if your target is within the red stick (short range), you roll the effect dice shown under the red bar; if your target is within the blue stick (long range) then you roll the effect dice shown under the blue bar.
The game will come with super chunky die cut range sticks and we'll also be producing Vault-Tec approved coloured acrylic upgrade sets. Symbols on the cards and sticks assist those with colour blindness identify the correct sticks.
As well as movement and weapon ranges, colours are used for all other measurements in the game too such as awareness, command, blast damage, distances during set-up, determining falling damage, etc. This simple system speeds up gameplay and keeps the most important numbers on the unit cards clear and easy to read.
We're currently 3d printing and mastering the first wave of sets. Once these are signed off by Bethesda we'll be painting a set up and showing them and some demo games off with full video battle reports.
Hopefully you have enjoyed this first peek into the Fallout: Wasteland Warfare rules. Keep an eye on the blog for regular updates and sneak peeks as we run up to the November release.
Gestern wurde Nummer 2 des Development Blog wurde gestern released.
DEVELOPMENT BLOG #2: You Are S.P.E.C.I.A.L!
In this latest Fallout: Wasteland Warfare development blog, we’re talking about how the Fallout SPECIAL stats are integrated into the miniatures game and revealing the sculpt for Piper Wright (on the right) who will be part of one of the many sets of extra characters to add to your forces. Piper’s known for attracting trouble and you can be sure that isn’t going to change!
During Fallout: Wasteland Warfare, players will attempt activities such as shooting, lock-picking and melee. The result is determined by the roll of the d20 Skill dice plus usually one or more Effect dice based on the weapons, gear and/or abilities. (We’ll be talking about the Effect dice next time, and will look at the various skills used to interact with the wasteland soon too.)
Every model has a set of skills which are represented by icons found next to each of the S.P.E.C.I.A.L. stats on their unit card. For a skill roll to succeed, the result rolled on the Skill dice must be equal to or lower than the value of the stat which the relevant icon is next to (after adding or subtracting any modifiers). If a model does not have a specific skill icon of their unit card, it can not make a skill roll of that type,
A Brotherhood Field Scribe does not have a Heavy Weapons skill icon which means they can not make a skill roll to use Heavy Weapons.
A handful of bonuses and penalties can adjust the value of the skill that the player needs to roll equal to or less than.
Typically modifiers would be for cover, using a ranged weapon in melee, acting in reaction to another, as a result of using luck - in practice most skill rolls will not use modifiers.
The adjusted skill value can not go lower than 1 so a model with a relevant skill always has a chance.
A Brotherhood of Steel Paladin receives a +1 bonus due to a long scope added to their rifle, but also a -2 penalty because the target is in cover; therefore, a total -1 penalty is applied to their rifle skill of 6. This means the Paladin’s adjusted rifle skill value is 5, so they need to roll 5 or lower on the Skill dice to be successful.
(Note the d20 values only go from 1-9 not 20 so the Paladin's skill of 6 is actually quite high - see below for more info on the Skill dice)
Also, not every unit uses the same stat for the same skills. This allows us to create even more variety amongst units and bring out the unique traits of characters and factions.
Piper doesn’t have the toughest physique but she is agile and that allows her to last in combat - a tough but not agile Super Mutant could last by taking the damage whilst Piper's Agility allows her to survive. As a result, Piper uses her Agility stat for her Health; whereas, more physically tough units use their Endurance stat for their health. Whilst Piper’s Agility serves her well for combat, her low Endurance means she is more susceptible to things like poison effects than the units whose Endurance is higher than hers.
Field Scribes use their Intelligence when searching, whilst the Institute's Gen 1 Synths use their Perception - both are good at searching but Field Scribes are more intelligent and Gen 1 Synths have better perception which is important for other purposes.
As a result, the units in Fallout: Wasteland Warfare have stats that better represent them on the tabletop, and this avoids situations where for example only units with high Endurance can take more wounds or only units with high Perception can be good at searching
Why d20 for the Skill dice?
We chose this carefully so the S.P.E.C.I.A.L stats can be meaningful in gameplay. The world of Fallout has such massive variety that the steps in capability need to be subtle, whilst remaining relevant. We need to create a situation where lots of variety can exist without some units being so far superior to others that normal units become ineffective or even redundant. A person with a gun is still a threat even if untrained, and even power armour will eventually succumb to enough minor threats.
The S.P.E.C.I.A.L stats primarily range from 1 to 10. If a d10 was used for skills with these stats, a skill of 1 would be almost useless at 10% whilst a 10 would be too powerful at 100%. It would result in most units ending up with stats in a narrower middle range in order to make them fun to play and not be over-/under-powered and this would lose the unique differences that make them so cool.
The d20 in Fallout: Wasteland Warfare allows us to have the range of 1-10 numbers but the number of available faces means we can have several 1s - so that a stat of 1 actually has a 25% chance of success - as well as some X results (which always fail) -so a 10 will always have a maximum 85% chance. This system makes the full range of stat numbers useful, whilst each additional point in the stat still gives more chance of success.
Next week we’ll talk about the Effect dice that are used in conjunction with the Skill dice, how one simple roll gives you the result of each action and what extra abilities are unlocked for heroic units that allow them to really shine on the battlefield. We'll also be starting to unveil more minis in the build up to the launch of the pre-order later in August!
DEVELOPMENT BLOG #3:
The Effect DiceLast week, we covered the S.P.E.C.I.A.L. stats and Skill dice - this week, we’re looking at the Effect dice and how they’re used in conjunction with the Skill dice to deliver a huge variety of results in your Fallout: Wasteland Warfare experience.
Before that on the right you'll got a preview of three Synths coming in the Institute Faction box. Click on the image to see a close up.
Whenever a skill roll is made like shooting or lockpicking, you roll the d20 Skill dice to see if it is a success; however, depending on the equipment, abilities, perks, mods, etc. being used, you may also roll some Effect dice as part of the skill roll too.
There are four different Effect dice in Fallout: Wasteland Warfare - Damage, Accuracy, Armour Reduction, and Special - each is a different colour and these are d12s. Why d12s? Well, six sides just didn’t give enough granularity and/or variety to the outcomes for them to accomplish what was required, and twelve sides gives lots of different possible probabilities (plus, d12s are nice and big with large faces for icons).
When you make a roll, you grab the Skill dice and the relevant Effect dice which are easy to recognise as each type is a different colour, and coloured icons for each dice are shown on the card of each weapon, equipment, mod, etc. As with the measurement sticks, the dice icons have markers which allow players with colour-blindness to recognise what they need too.
Let’s look at these Effect dice in relation to combat.
Unsurprisingly, the Damage dice primarily causes extra damage - note that this is extra damage as each weapon deals a guaranteed amount of damage (called it’s base damage) and any extra damage from the Effect dice (one for each damage icon rolled) is on top of the base damage. This gives a measure of reliability to damage caused by weapons, rather than be at the full mercy of the dice and see your missile launcher hit but only scratch the target.
The Accuracy dice primarily improve your chances of the Skill dice being a success. Many sides of the Accuracy dice have a number which improve the Skill dice. If your skill roll needs to be 3 or less then you would succeed if your Skill dice was a 5 and you rolled -2 on an Accuracy dice as that would bring it down to 3 which is a success.
The Armour Reduction dice, as you may expect, primarily reduces a target’s armour rating - one for each icon rolled. We’ll discuss how armour works in a blog post soon, but suffice to say that the Armour Reduction icons can strip away a target’s armour, potentially allowing more damage to get through - pretty important when up against opponent’s in power armour.
The final Effect dice is the special dice. This is a generic dice that covers anything the first three do not. It shows three different icons with the one icon having a high chance, another a medium chance, and another a low chance of success. When a roll requires these icons, the cards say what the icons are required and what they can be used for. For example, does the Laser Rifle set fire to the target? Did the Huge Club stun the enemy? and so on. This allows Fallout: Wasteland Warfare to have Effect dice for any purpose.
Of course, only expecting the best in the Wasteland will likely get you killed and the Effect dice are no different. There are no ‘bad’ results on any Effect dice, but some sides are blank so will have no effect at all. Also, note how I said the dice ‘primarily’ do something? That’s because Effect dice have the occasional result that are not the dice’s primary purpose; for example, it is possible to get an Armour Reduction icon on a Damage dice, although it’s rare and most results do extra damage.
EFFECT DICE & WEAPONS
The Effect dice required for a weapon often vary depending on the range at which it is being used. For example, the Hunting Rifle gives one Armour Reduction dice at short range, but at long range it gives two Accuracy dice instead. The Combat Shotgun gives no Effect dice at long range, but gives two black dice at short range. Simply seeing a weapon’s Effect dice make it easy to understand its likely capabilities - for example, a weapon with multiple black dice on its card means it has the potential to do lots of damage. Also, the Effect dice on a weapon card may not be the only Effect dice you add to a skill roll too. Items such as Mod cards (which are modifications to weapons), special abilities, perks, and so on, can add more dice (or simply add extra icons). More on those in a later blog post.
Whilst Effect dice are a common feature of combat, they apply to all areas of Fallout: Wasteland Warfare too. Some locks are hard to pick, computers difficult to hack, and items tricky to find, but equipment and abilities can add Effect dice to these skill rolls too in order to succeed at these more difficult tasks.
The two-player starter set comes with 2 each of the four Effect Dice, one Skill dice and one Armour dice. The system and combination of Effect Dice gives us a huge variety of options to flavour the game to feel more like the Fallout world you know and love, whilst keeping the results of dice rolls quick and simple to read.
Next time we'll be looking at what it means to be a Heroic character, Leaders and more...
DEVELOPMENT BLOG #4: Heroes of the Wasteland
Welcome to the latest development blog,
which is going to start looking at what it means to be a hero in the
Fallout: Wasteland Warfare game. We're also giving you a preview of the
massive Super Mutant Behemoth - and yes he does have a shopping cart on
If you're at GenCon this week come and try a demo of the game and check out some of the miniatures at stand 2461
In Fallout, some characters and creatures have an edge over the rest -
they have that little bit of luck, or manage that extra burst of action
just when it’s needed. In Fallout: Wasteland Warfare, these are called Heroic
units. Any unit can be made Heroic, although they cost more to put on
the battlefield - to make them Heroic, a Heroic card is placed above
their Unit card and this shows all the extra abilities it gives models
in that unit. So, what does a Heroic unit bring to the fight, you ask?
We will get to that but, first, it’s important to take a look at the
Action Point system.
In Fallout 4, the player has Action Points (APs)
which can be used primarily to move further and to use the V.A.T.S
system so they can target and attack more times than they would compared
to doing so in real-time - Fallout: Wasteland Warfare uses them for the
same effects. Any model may earn APs - they are not too common, but
Heroic models have a much better chance of gaining APs when they are
activated. The most common way to earn an AP is via the Skill dice, as
several results on the Skill dice give an AP; however, being equipped
with some chems, equipment and perks can give some APs too. Each AP can
potentially be spent to give a model a Quick Action - which are just
like regular actions such as Move, Shoot, Lockpick, etc. - but each at a
small penalty. Which activities a model can spend APs on is dictated
by the Action Point Use icons on their cards and each icon can only be
bought once per activation which gives some limits. Most models can
only spend an AP to Prepare (shown by having the corresponding Action
Point Use icon on their unit cards), but some units have access to more,
such as Mutant Hounds who also have an Action Point Use icon on their
unit cards for Movement. Yes, the Mutant Hounds are frighteningly fast,
but some can really catch you off guard with that occasional burst.
With that in mind, let’s return to the Heroic card and look at two of the abilities it conveys. The first ability is V.A.T.S.
- when activating a Heroic model, the player rolls a Special effect
dice which may give them up to 2 APs. The second ability is that the
Heroic card shows Action Point Use icons for Movement, Attack and
Expertise (which includes lockpicking, computer hacking, etc.).
Therefore, a Heroic model is much more likely to have APs to spend plus gets a wide array of options to spend them on too (but still with limits).
The abilities from the Heroic card don’t end there either as it also gives Heroic models access to Luck and Criticals. First, let’s look at Criticals which are powerful attacks. Each time a weapon hits an enemy, a Critical Point
(CP) is added to its weapon card. When there are enough tokens
(depending on the weapon), the weapon can use its critical effect. Just
like Fallout 4, criticals always hit (so long as the shot is possible)
and most add extra base damage, extra effect dice, and/or some have
special effects too. Several results on the Skill dice also give a
bonus CP too. If a model does not have the critical icon, they do not
use Criticals or gain CPs.
Luck is a limited pool of tokens for a unit (based on their LUC stat) which can be used to
slightly nudge outcomes and events. A Luck token can be used for one of
four possibilities: Accuracy Improves a roll by one of your models by 2
Dodge Decreases an attack roll that just hit one of your models by 2
Boost Adds an extra Critical Point
Tough Reduces the damage taken by 1
All Luck tokens get used after seeing the outcome of an event - so there’s
no need to spend one only to find out you didn’t need to as that’s just
annoying for players. Why adjust a roll by 2 and not a re-roll? There
are several reasons for this - re-rolls are very powerful which is too
swingy - if a dice was a solid success (i.e. needed to get 9 or under
and rolled a 3) then it shouldn’t get totally overturned. Also, it’s
annoying for players who have just done well to have it scrapped - this
is especially the case when you’re facing a powerful model and, for
once, they miss - if a player can just re-roll, then they become very
hard to defeat until their ‘luck shield’ is down. However, luck is not
guaranteed - it is luck after all. When you want to use Luck, you take
one of the tokens and flip it - if it lands Luck-side up then it takes
effect, but there’s no effect if it lands Luck-side down. (Players that
prefer rolling, rather than flipping, can use one of the effect dice,
or they can flip a coin - anything that’s 50:50). We'll also have a sets
of special Vault Tec approved Luck dice.
As if that’s not enough, Heroic models also get one extra Health too. The end
result is that Heroic units have an edge but, like everything in the
Wasteland, it’s not guaranteed. That’s an important factor within
Fallout: Wasteland Warfare - some models may get an extra action, or use
Luck to avoid the shot that would have killed them, but not for certain
- the extras are all bonuses in addition to their regular abilities and actions.
Note that some units in Fallout:
Wasteland Warfare have some of the abilities on the Heroic card - there
are Units which have a Luck icon on their cards without needing to be
Heroic, some equipment gives APs or Action Point Use icons, etc.
However, a Heroic unit gets all of the above - they just cost more caps
(points) when creating your team.
There are more ways to customise your team too - one model on each side can have a Leader card which gives other abilities, and we’re trying out similar cards that give creatures extra abilities too, so you can have a Glowing Radscorpion or a Legendary Deathclaw to change up the power levels. More on those in later posts!
EVELOPMENT BLOG #5:
Armour and LeadersWelcome to Development Blog #5. Presenting the first look at our Fallout: Wasteland Warfare dice set as well as renders of the Minutemen Survivor's Expansion, there's plenty to keep you going till next time!
We've given you a run down on Effect and Skill Dice in Blogs #3 and #4 and in the section below, we're outlining the Red Armour dice. All of our dice will be beautifully engraved and available in the two-player starter set, but also as a separate set in case you would like more. The 2-player starter set will include 2 each of blue (formerly pictured as purple in our demo pictures), green, yellow and black and then 1 each of white and red.
In the world of Fallout, there are many dangers and few, if any, can be ignored even by the hardiest of wasteland travellers. Wearing lots of armour may make you resist damage better but, given enough time, being outnumbered, and/or a lucky strike, means even small threats can prove dangerous, if not deadly. In addition, the range of armour levels in Fallout is very wide with the simplest Raider armour at one end of the scale and the incredibly tough power armours at the other. This variety in Fallout was an interesting design challenge as the usual mechanics for armour were not suitable; for example, if a model’s armour rating purely blocked damage equal to its armour value then high armour values would be immune to some of the weaker weapons, whilst weaker armour would be almost irrelevant against powerful weapons. The goal had to be that better armour was more protective but still sometimes fallible, and enough hits would usually wear a target down.
In Fallout: Wasteland Warfare, armour ratings range between 1 and 4. When an attack causes damage, the player rolls the Armour dice which is a d12 showing results of 1, 2, 3 and 4. (Like the Effect dice described in one of the previous development blogs, a d12 is used as it gives more granularity in its results compared to a d6.) Like Skill rolls, a player wants to roll equal to or lower than the number required. For Armour rolls, if the Armour roll is equal to or below the armour rating, the number rolled is the amount of damage blocked; otherwise, no damage is blocked. This means high armour ratings are more likely to block some damage (and an armour rating of 4 always blocks at least one), but still have have moments when they block a lower amount, or maybe none at all. For example, a Super Mutant with an armour rating of 3 which rolls a 2 on their armour dice would block 2 damage; however, if they had rolled 4, it would have blocked no damage.
Models have an armour rating for each type of damage - physical, energy and radiation - so some are more susceptible to specific types of damage than others. Power armour is much tougher than regular armour so its armour rating is followed ‘+1’ by which means it blocks 1 damage in addition to whatever was blocked by the armour roll (even if that was zero). It may not sound like much but Power Armour is tough - just as it should be.
Any target with a high armour rating is often best tackled with attacks that are likely to include armour reduction icons, as each icon reduces the target’s armour rating by 1 (just for that specific roll) . As is common throughout Fallout: Wasteland Warfare, you need the right tool for the right job and a weapon that adds armour reduction dice is usually more useful against an armoured target than a weapon that adds damage dice because armour reduction can make the target completely fail their armour roll.
Units can be equipped with different weapons, gear and (as we saw in the previous development blog) some can be Heroic too; however, a player also has a further opportunity to give their force a bit of extra flavour via their Leader. Each player can make one single model their Leader by allocating a Leader card to it which gives some extra abilities. A player can choose what sort of Leader they want for their force - maybe they are a Hunter who is skilled at long-range shooting and improves the searching abilities of their team, or maybe they specialise in hacking, or brawling. Some Leader cards will only be useable by specific factions too.
In Fallout: Wasteland Warfare, some abilities affect any friendly model which is close-by (with the distance determined by the model’s Presence) - these are referred to as ‘Aura’ abilities. Many Leader abilities are aura abilities so the position of the Leader and those it leads is important, and a Leader can influence a side rather than just be a single model with extra abilities. Also, Leaders can add extra diversity for players both using the same faction.
DEVELOPMENT BLOG #6: Pre-Order Update
18th Sept. 2017. Here's an
update on progress towards the much anticipated pre-order plus a preview
of the first character expansion for the Survivors which includes a
more experienced Sole Survivor (you can use the male or female figure
with the card), Codsworth and Dogmeat with goggles and bandana! The
scale of the Behemoth has also been updated - he's quite a monster now!
Click on the images to enlarge them!
All the models for Wave 1
and about 50% of Wave 2 are approved, the starter box cover art is
approved, the only thing holding back the pre-order now is some costings
from factories. We want the best price for everyone and if we rush we
could get it wrong and that doesn't help anyone. The whole of wave 1 is
3d printed or being 3d printed right now as masters for the production
process. We have done test production which you've seen in the photos of
GenCon and now Jon our wargame manager is better (he had to go to
hospital whilst demoing at Insomnia in the UK so truly was hurting for
the hobby) we'll be doing some videos this week to show off how the
rules work. The rules are now with the editor so they're complete and
we're just working on final stats and balancing. The dice are going to
production this week as the longest lead time and we're currently
getting the design of the cards and counters approved, the rulebook
layout design has been approved. Final testing and dev work is happening
on the settlement building and solo gameplay as well as scenario
Bethesda has given the go ahead for the pre-order as
soon as we're ready so it's all about the costs at this moment. This is a
mix of UK resin production, cardboard packaging, China production on
dice, cards and counter sheets, UK production on rulebooks and bringing
them all together to be packed and shipped. As you can imagine that is a
logistical mind maze but we've got a good team on it. We'll aim to get
some videos in the meantime so you can start getting to grips with how
the game plays but bear with us and we'll get that pre-order going.
you'll find a list of what products we have planned for the pre-order -
we're aiming to give you the option of picking up everything from wave 1
which is the first 2-3 months releases. There will be some special
bonuses for pre-ordering - some special bundle deals and for those who
go all in a familiar but special character with unit and gear cards (and
perhaps some other bonuses). With pre-order bonuses they are NOT
exclusive - you'll be able to get them on the next pre-order or at
special events like conventions we attend etc. I want to make sure it's
special but everyone has a chance to get them no matter where you are,
and no one misses out.
The plan is to do a big pre-order for
each Wave so you can get in early, get some deals and get your order
early so if you want to, you can support your local community and
stores. It looks like we'll be shipping in January (being realistic with
the number of different products we'll be producing for the pre-order),
and you can pre-order from us soon, or from your local gaming store
from around November. We'll be shipping into retail in late Feb or March
so this will give those people involved in the demo team time to paint
up their collections to help support their local stores. Remember to
click the sign up to the Vault Dwellers demo team top right if you want
to be involved.
There will be a Vault map so you can find the
nearest store that is stocking or running demos and encouraging stores
to get themselves on the map. Stores will get access to pre-order
bonuses, we'll be giving them lots of support and there will be
organised play kits.
We're aiming for the Pre-order to include
the following items. There maybe some changes still and some items added
in so use this as a rough guide, in particular some of the creatures,
scenery and robots may be available separately outside of the retail
Two Player Starter Set
Sole Survivor Character Set
Brotherhood of Steel Faction Set
Brotherhood of Steel Character Set
The Survivors Faction Set
The Survivors Character Set
Super Mutants Faction Set
Super Mutants Character Set
Wasteland Scenery Set
Wasteland Creature Set #1
Wasteland Robots Set #1
Red Rocket Scenery Set
Red Rocket Gaming Mat
Settlement Expansion Deck
Acrylic Tokens Set Upgrade Set
Acrylic Measuring Stick Upgrade Set
Nuka Cola Bottle Cap Set
Wasteland Modding Sprue
Example play through videos coming next!