They’re still trying to figure out an economical and fair way to bring out all the Wave One cards. They’ve been putting some of them in the various Wave decks. Hopefully they’ll be able to release them all eventually, somehow.
The new Hound Bite card and the Dog Bite card: when you roll a Nuka Cola Bottle, it removes any Reaction tokens from the unit being attacked if they had any. The “Remove Reaction” icon is explained on page 41 in the Rules of Play.
There may be more clarifications as far as legendary units down the road, but I see no restrictions as far as buying perks, etc., or even items for Frank Horrigan. Lore wise It would be quite silly if Frank couldn’t be made the leader for an Enclave force. It says he can’t use those items, not that he may not possess them. All except damage carry from version to version, so I’m assuming perk/leader/etc would carry over; final word pending…
As far as Enclave and the X-01… The X-01 was a pre-war prototype (popularized by the Bethesda games) that was the basis for the Advanced power armor the Enclave developed. By the time of FO2 and Frank Horrigan they were using the Advanced power armor mkII, not X-01. Whether Modiphius plans to include separate versions down the line, or incorporate all the Advanced power armor designs under “Enclave power armor” I cannot say…
Is the statement about the X-01 being the predecessor still true tho? Couldn’t find anything on the wiki for it and it is notable that Frank has been redesigned to look more like X-01. Seems weird to do that if Advanced Power Armour still exists.
I think the info you seek can be found here:
Hi,
Just a quick question regarding the Heavy Synth Armour equipment card, and apologies if this has been answered elsewhere.
The Synth Reference card makes mention that any unit with the Synth symbol (being Gen Ones, Patrollers, Troopers, and A-2018) are not permitted to use/wear armour. They may use equipment with the Synth symbol on the card though. There is nothing on the Heavy Synth Armour card indicating that it could be used by Synth units. Just wanted to check that I wasn’t missing anything as it seemed a little odd that the faction didn’t really have access to armour made specifically for them. If it’s an intentional game balance decision, I understand however.
Cheers!
I always though synth armor was made FROM synths not FOR synths.
Hi folks, still looking for an answer regarding my earlier questions.
Regarding the section on health, might I propose that Step 7 on page 21 is changed to one of the following:
If the attribute on which the starting Character’s Health is based is 5 or less, their starting Health
is increased to 6. If that attribute is 6, the Character’s starting Health is 7. This does not alter the attribute the character’s Health is based upon, and subsequent changes to that attribute after character generation do not impact the Character’s Health.Apply any modifies to Health from Gifts, Scars & Perks to determine the Character’s full Health value.
Place the archetype/unit card on a Character Mat and fill in the spaces on the Health Track
greater than the character’s full Health.
or, since this section on “Health” on page 65 implies they might not be de-coupled after character generation: “The attribute value next to the Health icon plus any additional Health due to abilities or equipment is the character’s full Health.”
If the attribute on which the starting Character’s Health is based is 5 or less, their starting Health
is increased to 6. If that attribute is 6, the Character’s starting Health is 7. This does not alter the attribute the character’s Health is based upon, although subsequent changes to that attribute after character generation will still impact the Character’s full Health.Apply any modifies to Health from Gifts, Scars & Perks to determine the Character’s full Health value.
Place the archetype/unit card on a Character Mat and fill in the spaces on the Health Track
greater than the character’s full Health.
Hello! a question about Objectives markers in the Battle mode game. it is possible to use markers with different colors on its back for both players? to avoid mistakes of belonging markers. when all markers with the same backs, it is easy to forgot which of them is yours
different colors on markers do not break the rules?
I modified some tokens to do this, added some of the images from the fallout 4 perks to kinda match and have found it much easier to keep track when playing those scenarios.
I printed it on card, the wife has a circle punch that was a pretty good match then just used a glue stick to put the front and backs together.
Sorry if this is the wrong place (new to this) but after building a super mutant army i had a question, do the effects of Fist (-2 penalty for shooting), Behemoth (-2 to skill rolls) and the perk moving target stack in battle mode?
If each modifier is from a different rules source, then yes they stack.
So, yes that’s a big modifier.
would love if Modiphius printed this and ones for other cards that have or will come out
Hi there!
Two questions:
-
The ‘Staggering Pipe Pistol’ has a stunning effect when rolling the Nuke-symbol.
The now released ‘Staggering…’ wepons have the effect when roling a Star-symbol.
Should the Staggering Pipe Pistol now also have the effect on a Star-Symbol? -
The young deathclaw has on its swipe an orange symbol without the arrow for pushing back. I guess this is a typo?
Greetings
Rainer
Two new questions from today:
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Are there any restrictions during deployment when it comes to obstacles or elevated terrain? It seems like similar to Infinity, if you have a building within your deployment zone, it’s perfectly fine to start on top of that building, or sitting on top of an obstacle like a car.
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How does the Action Boy/Girl perk with Heroic units? The card says that it cannot be used in addition to V.A.T.S. Does this simply mean that non-Heroic units get to roll the effect die and gain an AP when they roll a star, but Heroic units still only roll a single effect die? Does it mean that Heroic characters gain an AP when they roll either a bottle OR a star, or is this perk kinda useless for Heroic units?
Can somebody explain, please. If I use critical attack on a stealth boy user and fail PER test, i will automatically hit, or fail?
I have a weird question. How many MM is a meter in FOWW? I´m asking to make accurate custom terrain and models, and i already have one for Crossout (1 square is 33cm), and now i need the FOWW scale, to start doing the models and minis. Thanks!
@dracOmon 32mm scale is about 1:57.2, so doing some quick math - about 17.5mm per 1m. As a fellow detail oriented type, hope this helps!
The unit making the attack has to roll a Perception check just to see the target before they make the attack. If you pass the Perception check, then you can apply the Critical Attack. If you fail, you don’t see that unit and you have to pick another unit to attack.
Where you read that? Stealth boy card says “resolve with skill dice set to x”. Where rules says, that I must choice another target?