Wednesday, December 6, 2017

New Game Store - Gaming on Grand (Escondido)

It just came to my attention that there is a new game store in North County.

Gaming on Grand

Located at:
237 W. Grand Ave
Escondido, CA 92025

I haven't had a chance to visit it yet. From their pictures it appears to be a store which needs more stock. They do have an associated meetup group already for 5e DnD...I'll have to introduce them to the goodness of Goodman Games!

I'm going to head over there to have a look when I have time. Talk with the owners etc.

Thursday, November 2, 2017


So I've mostly moved all my articles to my zine. 

I take pictures and post on instagram when I'm out & about, but also of the artwork I'm doing for the zine. @epic_rpg_blog on the instagram.

I am about to release Meanderings #2 soon. Getting it printed this weekend and I'll put it up for sale on drivethru next week.

For DCC I've go so many ideas to get into the zine that I'll be making separate Meanderings to cover those topics and ideas.

Such as Meanderings - Across the Radlands

Tuesday, September 26, 2017

Wasteland Warfare Development update.

Modiphius development blog

 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 writing.

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.

Below 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 sets.

​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

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.