Monday, September 11, 2017


So who's playing? Man I've been playing quite a bit since launch. This week however it will be back to writing. I'll be on Destiny 2 occasionally. I play on PS4, as Whiplash1138 add me, add something geeky to the message so I know you're not a random stranger.

When I was wandering around investigating lore, I ran across the Future War Cult area, wonder when they arrive?

When does Xur arrive?

Anyway, Now that it's out, I can do some of the conversions I was thinking of.

First up will be a Savage Rifts conversion. Don't need the Traveller in Rifts Earth since the Light (read as ley lines) is EVERYWHERE.

So primarily the conversions will be Techno Wizards with the Ghost as port of their race profile.

More on this later.

First up
Races: (Not much is given about the three races.)

Human Guardian

Awoken Guardian
Exo Guardian

Iconic Frameworks for Classes of Destiny 2 will each be covered in their own post.

Friday, September 8, 2017

Fallout Wasteland Warfare #4

This was the devblog from last month! I'm a biiiiiit late, been busy with Meanderings work, and this week Destiny 2.

​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 his back!

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:
  1. Accuracy             Improves a roll by one of your models by 2
  2. Dodge                 Decreases an attack roll that just hit one of your models by 2
  3. Boost                   Adds an extra Critical Point
  4. 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!

Tuesday, August 8, 2017

​Fallout Wasteland Warfare Development Blog #3 - The Effect Dice

​I got another development email!!!
This is looking INTERESTING!!!

Last 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.

A preview of three Synths coming in the Institute Faction box.


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.


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...

Tuesday, August 1, 2017

Meanderings #1

Meanderings #1 PDF has been delivered in PDF format to backers.

I will be putting the PDF up for sale on DrivethruRPG soon. If you have a blog I would be happy to send you a copy for review if you're a DCC gamer.

I will be printing the limited signed copies of the inaugural issue.  The first ones go the backers, but Joseph has asked to buy 10 copies for sale on Goodman Games website. Those 10 copies will be limited signed copies.

Friday, July 28, 2017

Fallout Wasteland Warfare - Development Blog #2

Got this in my mail on Wednesday

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!


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:

Monday, July 17, 2017

Fallout Skirmish - First Reveal

I got this in my email on this is a very cool approach to movement, and I'm happy to see that SPECIAL will be included in the cards.


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.

Thursday, July 13, 2017

Modiphius Silvershield


Modiphius has been putting out some cool settings and games, but when I saw the Fallout Skirmish Game, I decided to join their team.

Have you SEEN the minis?

Check this out!

Massively Popular Video Game Being Developed Into First Tabletop Game with Fallout: Wasteland Warfare Tabletop Miniatures Game

LONDON, ENGLAND (April 26, 2017): Modiphius Entertainment, publisher of the Star Trek Adventures, Achtung! Cthulhu, Mutant Chronicles, Conan, Infinity and John Carter of Mars roleplaying games, is thrilled to announce today that Fallout: Wasteland Warfare, the first tabletop miniatures game based on the Fallout universe, is currently in development and is set to release November 2017.

In Fallout: Wasteland Warfare, players will build their own crew from a wide range of factions, allies and iconic characters from the Fallout series, and play in apocalyptic games of 3 - 30 high quality 32mm scale resin miniatures through a huge variety of iconic scenery and settlement buildings, from the Red Rocket to Sanctuary Hills, Nuka- Cola vending machines and wrecked vehicles. Settlements will include buildings, defenses and resources that impact the crew’s army list and abilities in the wasteland.

Fallout: Wasteland Warfare will include an entire narrative campaign arc as well as unique random missions with narrative-style objectives, and Crew Caps recovered in missions can be used to improve the crew’s perks, weapons, gear, and upgrades for the next encounter. In either Player vs. Player, or Tournament mode, players will try to survive the tabletop wasteland.

The game will also come with a customizable solo-play AI deck to control enemies that play to their strengths and replicate a faction’s tactics while attempting a narrative mission or perfecting settlement-building strategy. Players can also team up with a friend to defend a larger settlement or explore narrative missions in cooperative games against AI forces or the post-apocalyptic dangers of the wasteland.

Organized Play packs will be available at launch to retail stores, organizers and gaming groups. Fallout: Wasteland Warfare will be available for pre-order in the summer.