Posts Tagged ‘Fallout: Wasteland Warfare’

Modiphius Entertainment – Modiphia #2

Posted on August 18th, 2017 under , , , , , , . Posted by

The second issue of Modiphius’s digital magazine is now available to download…

 



Hello there,

Today we’re really pleased to announce the release of issue 2 of  Modiphia – Modiphius Entertainment’s official digital magazine.

Modiphia is available as a FREE download from Modiphius.net and DriveThruRPG.com


Inside this issue you’ll find 70 pages of new content, brand new fiction, plus strategy guides and background articles for Modiphius’ range of games, including… Star Trek Adventures, Fallout Wasteland Warfare, Tales from the Loop, Infinity,  Achtung! Cthulhu, Conan,  Space 1889, and Airfix Battles.

 
All this plus an interview with Star Trek designer Rick Sternbach, two new missions for Star Trek Adventures, one of Achtung! Cthulhu’s most fearsome heroes revealed, free fiction in Before the Flood and bonus cards and a new mission, Counter-Attack on the Orne, for Airfix Battles.
 

Don’t forget there’s also: 20% off selected Modiphius Games and products for the duration of Gen Con including: all board gamesFragged EmpireMindjammerMutant ChroniclesMutant: Year ZeroSymbaroum, and Thunderbirds! Just use code GenCant2017 at checkout!
 

Our Achtung! Cthulhu Collection is also experiencing its own Month of Madness with huge reductions on core books, supplements, fiction, accessories and all sorts of goodies!  You can pick up the Keeper’s and Investigator’s Guides for just £14.99, with Guides to North Africa and the Eastern Front just £9.99 and the Pacific just £4.99, and awesome Crossover series like Elder Godlike, Secrets of the Dust and Interface just £6.99 and FATE just £4.99.
 
Best wishes,
 
Modiphius Entertainment

You Might Also Like 
Come see us at GenCon Stand 2461, Hall G!
Star Trek Living Campaign – FREE Adventures on the Final Frontier
Achtung! Cthulhu – Sign up to get our FREE Living Campaign Adventure A Light on the Mountain


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Modiphius Entertainment Ltd, 39 Harwood Road, 2nd Floor, London, SW64QP United Kingdom

Modiphius Entertainment – Wasteland Warfare Blog #4

Posted on August 16th, 2017 under , , , . Posted by

The latest Fallout: Wasteland Warfare development blog from Modiphius… FALLOUT WASTELAND WARFAREDevelopment Blog #4In Fallout, some characters and creatures have an edge over the rest – they have that little bit of luck, or manage that extra bur…

Modiphius Entertainment – Newsletter

Posted on August 12th, 2017 under , , , . Posted by

More Fallout:Wasteland Warfare news from Modiphius… FALLOUT: WASTELAND WARFAREUpdate Time!Good afternoon Vault Dwellers! Are you ready to explore the wasteland and meet the absolutely harmless creatures who’ve made it their home? Make new friend…

Modiphius Entertainment – Wasteland Warfare Development Blog #3

Posted on August 8th, 2017 under , , , . Posted by

More Fallout Wasteland Warfare development news from Modiphius… FALLOUT WASTELAND WARFAREDevelopment Blog #3Last 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 conju…

Modiphius Entertainment – Wasteland Warfare Development Blog #3

Posted on August 8th, 2017 under , , , . Posted by

More Fallout Wasteland Warfare development news from Modiphius… FALLOUT WASTELAND WARFAREDevelopment Blog #3Last 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 conju…

Modiphius Entertainment – Fallout Wasteland Warfare Blog #2

Posted on July 27th, 2017 under , , , . Posted by

More from Modiphius’s upcoming Fallout miniatures game…


 

 

FALLOUT WASTELAND WARFARE
Development Blog #2
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 Piper Wright 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!



REMEMBER, YOU ARE S.P.E.C.I.A.L!

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. 
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!

Enjoy your gaming!
Chris, Modiphius
We’ll be posting this blog here next: http://www.modiphius.com/development-blog.html 

Starfleet needs a new crew!
We are launching the big living campaign for Star Trek Adventures so get ready with the PDF for just £11.99 / $15 over on Modiphius.net and DriveThruRPG or our range of miniatures, dice and books in the big pre-order

The Star Trek Adventures Core Rulebook is a full colour 368 page hardback allowing you to create your own Star Trek stories of discovery and adventure on the final frontier. Featuring a complete 2d20 game system with an extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants. Guidelines for Gamemasters old and new, on how to run an adventure and a full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion. 

Like us on Facebook   

Modiphius Entertainment Ltd, 35 Harwood Road,3rd Floor, Ashbourne House, London, SW64QP United Kingdom

Modiphius Entertainment – Fallout Wasteland Warfare Blog #2

Posted on July 27th, 2017 under , , , . Posted by

More from Modiphius’s upcoming Fallout miniatures game…


 

 

FALLOUT WASTELAND WARFARE
Development Blog #2
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 Piper Wright 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!



REMEMBER, YOU ARE S.P.E.C.I.A.L!

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. 
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!

Enjoy your gaming!
Chris, Modiphius
We’ll be posting this blog here next: http://www.modiphius.com/development-blog.html 

Starfleet needs a new crew!
We are launching the big living campaign for Star Trek Adventures so get ready with the PDF for just £11.99 / $15 over on Modiphius.net and DriveThruRPG or our range of miniatures, dice and books in the big pre-order

The Star Trek Adventures Core Rulebook is a full colour 368 page hardback allowing you to create your own Star Trek stories of discovery and adventure on the final frontier. Featuring a complete 2d20 game system with an extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants. Guidelines for Gamemasters old and new, on how to run an adventure and a full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion. 

Like us on Facebook   

Modiphius Entertainment Ltd, 35 Harwood Road,3rd Floor, Ashbourne House, London, SW64QP United Kingdom

Modiphius Entertainment – Newsletter

Posted on July 14th, 2017 under , , , . Posted by

More information on Modiphius’s upcoming Fallout: Wasteland Warfare miniatures game…

 

FALLOUT WASTELAND WARFARE
Development Blog #1
Today, 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 October release. 

Starfleet needs a new crew!
We have launched the PDF of the Star Trek Adventures RPG for just £11.99 / $15 over on Modiphius.net and DriveThruRPG if you want to check it out. 

The Star Trek Adventures Core Rulebook is a full colour 368 page hardback allowing you to create your own Star Trek stories of discovery and adventure on the final frontier. Featuring a complete 2d20 game system with an extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants. Guidelines for Gamemasters old and new, on how to run an adventure and a full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion. 


Support our charity & get a Bundle of Holding for Mutant Chronicles
We’re supporting our chosen charity Vision Rescue through the Bundle of Holding – get a fantastic deal at a crazy price for the Mutant Chronicles roleplaying game (the first to use the 2d20 system). Check it out here
Thanks for listening and enjoy your weekend!
Chris, Modiphius

Like us on Facebook   

Modiphius Entertainment Ltd, 35 Harwood Road,3rd Floor, Ashbourne House, London, SW64QP United Kingdom

Modiphius Entertainment – Newsletter

Posted on July 14th, 2017 under , , , . Posted by

More information on Modiphius’s upcoming Fallout: Wasteland Warfare miniatures game…

 

FALLOUT WASTELAND WARFARE
Development Blog #1
Today, 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 October release. 

Starfleet needs a new crew!
We have launched the PDF of the Star Trek Adventures RPG for just £11.99 / $15 over on Modiphius.net and DriveThruRPG if you want to check it out. 

The Star Trek Adventures Core Rulebook is a full colour 368 page hardback allowing you to create your own Star Trek stories of discovery and adventure on the final frontier. Featuring a complete 2d20 game system with an extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants. Guidelines for Gamemasters old and new, on how to run an adventure and a full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion. 


Support our charity & get a Bundle of Holding for Mutant Chronicles
We’re supporting our chosen charity Vision Rescue through the Bundle of Holding – get a fantastic deal at a crazy price for the Mutant Chronicles roleplaying game (the first to use the 2d20 system). Check it out here
Thanks for listening and enjoy your weekend!
Chris, Modiphius

Like us on Facebook   

Modiphius Entertainment Ltd, 35 Harwood Road,3rd Floor, Ashbourne House, London, SW64QP United Kingdom