Fallout:Wasteland Warfare - Old FAQ and Errata thread

Hi. I am new to the forums and i hope it has not been asked before, but i could not find it in this thread or in the errata:

When applying radiation damage to a unit in power armor, for example by using a gamma gun, is that damage applied to the unit card or to the power armor card?

By logic, i would say it is applied to the unit card, since it is the unit that gets irradiated, but i could not find anything regarding this question in the rulebook.

I hope you can help me out :slight_smile:

I believe the power armour has a radiation value of X (as opposed to its number values against energy and physical damage), which makes it (and the wearer) immune to radiation :slight_smile:

Power armor has high armor values against radiation (4+1) printed on their cards, but not an x. :slight_smile: our group is just unsure wether the rad damage is really applied to the power armor card.

Rules as written: Power Armour is not immune to Rads so they would indeed take the radiation damage which could indicate the armours electrics overheating due to the Radiation we’ll have to wait for James Sheahan to see if the Rules as intended are different

Ah my mistake, in that case I’d assume it applies to the armour like other damage. James is always really good at answering questions on here though :slight_smile:

Blockquote
I can’t find the caps costs for the staggering pipe pistol (a quest reward).
The freezing .44 has a caps value in the list of the items.
So, how much caps do I have to pay for the ā€˜staggering pipe pistol’ and where do I find this info?

It should be 4 caps… seams to have been forgotten…

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Thank you very much!!! :grin: :+1:

If your power armor is not degraded (so is showing the green side), the damage is applied to your power armor which would turn over any existing regular damage tokens to show radiation damage, or add radiation damage tokens if there are no regular damage tokens to turn over. As TheOldBadger mentioned, the suit takes this damage. Once it is degraded (showing the yellow side), the radiation damage affects the person inside it.

It’s an interesting example as it shows how Power Armor is different other armor because, in effect, it has its own Health.

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Hey, my questions is about the robot self destruct. Me and my friends have been playing the linked campaigns and I have been playing a raider leader with robot controller. For the expensive models self destruct seems fine, but the 30 point self destruct for protectrons seems really powerful. Are they supposed to have it in campaign mode or just when they are AI models?

Second, when they go into selfdestruct mode can you destroy them before they explode or do they become invincible until they go boom?

Hi,

It is a powerful explosion - the same power as a Suicider mini-nuke or a car detonating - but the Protectron only has a chance of going into self-destruct when below 50% Health (i.e. when it is left on 3 Health or less). Each time it’s damaged is only a 1 in 6 chance of entering self-destruct, so the chance of it detonating is small, and it can’t move very far to be in a good place to detonate either. Note that it cannot choose to self-detonate itself - only when damage is incurred when it is down to below 50% Health - so the opponent decides if they want to risk triggering it by attacking it. If they do attack it and take it below 50% Health, they need to be prepared to hit it further in case it does initiate self-destruct to take it out before it explodes (as they have until the end of its next activation) or get clear.

If each attack that leaves the Protectron below 50% Health does only 1 damage, that’s a maximum of 3 rolls to see if the self-destruct is initiated (because the Protectron has 7 Health), and each roll only has a 1 in 6 chance, so there’s a good chance the 3 damage will be done before it initiates self-destruct.

Overall, it’s a powerful effect but the likelihood of it being used (especially used well) are limited.

You can still take them out after they enter self-destruct and before they explode. They just get removed as usual so the self-destruct doesn’t get a chance to take place.

Hope that helps,

James.

Ah!
That was pretty interesting, thank you! :+1:

Now I have a new questionšŸ˜‡:
Can I do something similar to a robot (like a battered sentrybot), that goes ā€˜boom’ when it’s reduced to 0šŸ–¤ ?

Greetings
R.

No problem. You can’t remove a Robot whose self-destruct is initiated by reaching 0 Health, but you can potentially get clear of the blast. You could Stun it to reduce its actions and/or give it an Injured Leg to reduce its Move distance.
EDITED TO CORRECT THE INFO.

Interesting Question came up on the Vaultdweller FB page, How would you get turrets in settlement mode

I don’t get all of it, to be honest.

How can I take down a model, that is allready at 0 health, but will explode after it’s next activation? Is it removed without exploding, when it gains another damage token?
And is there any chance I can stop it from moving it’s next activation?

Another question:
Does a robot in self-destruct get a free attack if I walk away when engaged? Or does he not because of the rule ā€˜robot can only use movement actions for remainder of battle’?

Thank you for your patience :sweat_smile:

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You’re right, sorry. Trying to answer too quickly. You can’t remove it, but you can potentially get clear of the blast. You could Stun it to reduce its actions and/or give it an Injured Leg to reduce its Move distance. (I’ll edit the answer above so it’s clear for anyone new to the reply.)

As you mentioned, a Robot which has initiated self-destruct wouldn’t get a free attack as it can only perform Move actions.

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Thank you very very much, now it’s clear!
:grin: :+1:

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Hi again. Thank you very much for answering my question. I’ve got one more though. Kellogs Pistol is mentioned with a point cost of 0 in the current point list. Is this an error or can only Conrad kellog equip it? Any other unique weapon has reasonable costs for equipping it, like alien blaster and final judgement.

:slight_smile: thank you!

Hi,

Yes, that should have a caps value so I think it’s just a typo. I’ve passed it on to the team so should be updated soon.

Thanks.

Question about ā€œSpikedā€ and ā€œHeavyā€ Mod cards.
They are give bonus effect only one time in dices roll? it is possible to gain 4 bonus if rolling 4 dices at one time?

The bonus is for 1 dice only in a roll. The description says ā€˜1 blank face of any 1 [black effect dice icon] / [yellow effect dice icon] / [green effect dice icon]’ so it only affects 1 dice when that weapon is used.

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