Thank you, James!
Jagged mod works so too? With Power fist and Str 7 it is 3 black dices, but +2 damage may be no more than once?
Hi again. In that regard i do also have a question. Multiple mods mention rerolling blank green dice. But there ist no blank die face on the green die. All die faces have an effect. I looked up wether i had wrong die faces via download page, but it seems to be like that.
Was initially planned to have blank faces on the green die?
Best regards!
Yes, thatâs right.
I wanted to know if there was a limit to the amount of health a model could have. For my example, I choose to use the Sole Survivor Loner, where his Endurance is 7 and his wounds correlates with Endurance, making it 7 when within presence range of non-dog allies, or 9 outside of non-dog allies from his Lone Wanderer perk. If heâs then put into X-01 Power Armour is Endurance should then be 12, making his wounds either 12 or 14. Finally, you add Heroic onto him and his wounds become 13 or 15. I want to make sure Iâve worked this out correctly or if the health from the Power Armour doesnât go over 10.
No limit, remember stats can be above 10, just look at the sentrybot, deathclaw or behemoth
The power armour has itâs own health instead of giving the sole survivor more, but that doesnât really matter.
What you can also do is give him the Livegiver perk for +1 health and clothing, that gives him +1 endurance.
In the rules there is no max
Two questions.
First, the Super Mutant Skirmisher is listed on their AI card as having a Pipe Wrench. That weapon is not listed on the current force list. The value can be pulled from other lists, but should be listed as an allowed weapon, or an alternate weapon listed for the Skirmisher. Campaign play starts allowing only the weapons on the AI card, or those generated by a settlement.
Second, where can players that did not get the Kickstaryer edition get cards for Turrets? The Institute Card Pack only has a heavy machine gun card. The turret blister comes with no cards. No other set generally available has any others.
1st The force lists are for Battlemode play only (A sort of limited play designed for tournaments and the like)
2nd There was no kickstarter and wave 1 card packs are being worked on by Modiphius.
Hi there!
Another question by me.
My tech - in settlement mode - wanted to improve her hacking skills and learn how to shut down those nasty robots
. So I wanted to buy her the âHack Robotâ perk. In the points list is no caps value for that perk. How much is it?
Thanks in advance!
Program Hack is listed as 13 caps, at the bottom of the points costs pdf https://www.modiphius.com/fallout-downloads.html
There is a perk-card in the download section that is named âHACK ROBOTâ and I donât find a caps value for it.
Altier is correct, the document has misnamed it
The force lists are for battle mode, but as people playing a campaign need a structure to build their forces with for battles, there should be continuity between what is listed on the AI cards, and what is in the force list.
Currently, an AI Skirmisher is only armed with a pipe wrench. A campaign Skirmisher can only be armed with a pipe wrench, or something generated by their settlement a stronger model may need. A Battle Mode Skirmisher is then disallowed the use of the pipe wrench the other two instances of play require.
That causes a jarring loss of continuity across the game.
As well, when the Skirmisher is released as a model, what are they supposed to sculpt them with? Two of three play modes require a pipe wrench, while the third disallows it. Fixing the games continuity will alleviate the issue.
Only AI and Battlemode limit what they can have
Ah thank you, now I got it!
Campaign play specifies models can always be equipped with the gear listed on their AI card, or can be equipped with items generated by the playerâs settlement, or held by the settlement after previous battles.
That means all models, prior to the first campaign game, can only be equipped with the gear on their AI card. As starting settlements do not generate much gear, what gear is generated is better used on models that can make better use of it.
Until a settlement gains sufficient resources, that problem will continue.
That equipment cannot be given to other models though
Hi. Youâre right that there arenât any blank green faces so normally that type of mod wonât adjust the green dice. When I made the card I decided to include green dice anyway, just in case there were any game effects that made some green dice faces blank in the future.
It may not be misnamed in the costs list as there are Perks called Program: Hack and Hack Robot. Hack Robot is in the Wave 3 Card Deck allowing models to potentially give Robots Stun tokens - it appears that this is missing from the Costs list. Program: Hack is in the Automatron Deck and can be equipped by Robots to be better at Computers which has a cost of 13 caps.
Yes, no limit to Health (or attributes).
Note that if END is increased then Health goes up accordingly; however, if Health is increased, END is not affected. So the +2 Health from Lone Wanderer and +1 Health from Heroic would not increase the END. You mentioned Health so you have it right, but I just thought Iâd mention it.
Thank you, for making that clear.
Could I please get a caps value for the Hack Robot perk, thatâs missing in the list?
The pre-July 2019 card listing showed turrets coming with a machinegun turret card, a laser turret card, and a turret inhibitor card. Since the turrets were not in general release at that time, it suggests the cards came with Kickstarter versions of the turrets. The lack of basic turret cards in any of the post-July 2019 card sets, when they were listed as available for earlier versions, suggests a simple lack of oversight.
With the cards listed as available before, it should be an easy fix to at least put copies of those cards in the errata card pdf file.