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Modiphius > Fallout: Wasteland Warfare
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Information Regarding Character and Unit Activation.

posted May 26, 2017 22:33:48 by martintoney2012
We finally have some information from Chris about the games mechanics. Specifically, how Characters and Units will partially function.

https://toneytower.wordpress.com/2017/05/26/fallout-wasteland-warfare-units-and-characters/

Key Information Excerpt: "When you look at the picture below, suddenly the game takes shape. The image includes one Brotherhood of Steel Knight and two Scribes battling against two Super Mutants and a Mutant Hound. If we assume the Knight is a Character and the Scribes are a Unit then the Knight would act on its own, as an individual Character, whereas the Scribes would activate as a Unit and then presumably move and shoot with their own degree of freedom. Whether or not there is any coherency in the Unit, meaning ‘x’ unit must stay within ‘x’ inches of another member of its Unit, remains to be seen."



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16 replies
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DCP said May 26, 2017 23:25:55
he image includes one Brotherhood of Steel Knight and two Scribes


looks more like one paladin a knight or initiate and a scrip, but then again what do i know after 15 years it's clear i'm wrong
just someone who want's the best but always expects the worst
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martintoney2012 said May 26, 2017 23:48:48
looks more like one paladin a knight or initiate and a scrip, but then again what do i know after 15 years it's clear i'm wrong


I'm just using the names that Chris has used at some point in time for the sake of consistency. The point remains the same, irrespective of specifics.
[Last edited May 26, 2017 23:49:15]
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JonathanLawler said May 27, 2017 00:31:57
I'm just hoping the units don't have to stay near each other. I don't need another game where I have units fighting each other, I have plenty of those. I want a skirmish game where each model can go off on their own and fight or do whatever.
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martintoney2012 said May 27, 2017 00:34:39
I'm just hoping the units don't have to stay near each other. I don't need another game where I have units fighting each other, I have plenty of those. I want a skirmish game where each model can go off on their own and fight or do whatever.


I too would very much enjoy a Skirmish game wherein a miniature can go off on its own, but with teams of 3 - 30 miniatures each, I can understand the reasons behind having units stick together. I'm very interested in seeing how this story develops further.
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Jordan.Peacock said May 27, 2017 03:23:50
IMHO, skirmish games work best if you aren't FORCED to keep models in the unit together. Giving you an INCENTIVE to keep them together is fine: e.g., they get a BONUS to certain actions/rolls for staying within X" of the unit leader, or (if a "leader" doesn't make sense in this context) if they stay within some sort of unit-cohesion definition. (Or flip it the other way, and assign a PENALTY for any models who are out of command radius / unit cohesion.)

This can lead to some interesting situations if you've got types of units who are more or LESS leadership/cohesion-dependent. You could have a bunch of "chaotic raiders" who have no particular leader, so they don't suffer penalties for being out of leadership radius ... but they don't get the BENEFITS either; instead, they might just get a morale bonus by being within X inches of other members of their group in general (not necessarily a leader), and if one of them gets separated, his bravado quickly melts; reunite him with his buddies again, and he thinks he's invincible (or at least peer pressure keeps him in line, as he doesn't want to be seen as WEAK by anyone else in the gang).

On the flip side, you might have, say, some Legion of Caesar force where you've got some Legion officer and a bunch of conscripts. As long as the officer is around to keep the conscripts in line, they get massive morale bonuses against fleeing (because fleeing means they'll get shot for desertion), but if someone takes out the officer, the conscripts might have a high chance of immediately routing. (Or, taken to a greater extreme, I can imagine some Enclave officer with a controller on a deathclaw ... and if the officer gets killed, the deathclaw goes berserk, attacking anyone and everyone within range. :D)

On the silly side, if ever I were to introduce ninjas to the game, I think they ought to become better fighters the FEWER there are in a unit. (That's all according to the Law of Conservation of Ninjitsu, for anyone who spends too much time reading TVTropes. :D )

This doesn't necessarily reflect how things worked in the video game (especially not the ninja comment -- that was just a lame attempt at a joke). There wasn't all that much variety in NPC behavior, and they didn't really operate in "units," that I could discern. Still, the idea might still be interesting to differentiate forces in the way they operate and are organized, vs. just what their stats are.
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martintoney2012 said May 27, 2017 22:53:12
@Jordan.Peacock

That's a pretty awesome post, nearly perfect if you were to ask me. The one thing I
would change is that bit about a Raider being terrified by being isolated and separated
from his Raider pals. It would be pretty cool of there was a Raider that thrived on
acting on his own. A sort of glory-hog perhaps. Just to mix things up a bit. I personally
always like it when a faction has it's own oddball unit.
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Jordan.Peacock said May 28, 2017 04:05:56
@Martin.Toney: Well, I don't really mean to imply that all raiders are alike. It's just the most easily identifiable "group" I could think of that might fit the definition of "poorly organized rabble WITH GUNS" that might apply here, to try to illustrate one potential extreme.

In any case, if there was a raider who thrived on acting on his own, that would seem to be the very definition of a special character / solo / hero, rather than one of the run-of-the-mill unit members. So I wouldn't see that as a conflict.

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DCP said May 28, 2017 07:41:40
@Jordan.Peacock you know back before Bethesda Raiders did have some scene of individuality
just someone who want's the best but always expects the worst
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martintoney2012 said May 28, 2017 14:41:13
you know back before Bethesda Raiders did have some scene of individuality


Come on dude, we get it. You don't like what Bethesda did with Fallout, you don't need to keep
going on and on about it. It is what it is and what it is, can't be undone. Accept it, and try
to focus on the things you like and be a bit more positive.
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KostiKorhonen said May 28, 2017 16:50:04
Some ideas that came to mind. Jordan already took the topic of unit cohesion in control above. Other than unit cohesion/coherency, at least hoping for a system that would allow the player to choose his/her Faction consisting of Characters and other options (or just characters maybe) and some extent of customization of them. And for example, in linked battles or campaigns it would be good if the unit went down or "died" in previous battle there would be consequences(in some campaings where an Elite status could be achieved, we rolled for units that "died" during battle after the fighting was over; with a dice roll of D1 the unit died and was removed from the roster, other than that it stayed on but could get a Niggling Injury or be held from next battle as recovering etc).


About the Raider Faction, in my opinion the most scary raiders would look nothing like that too obviously. While I kinda like the overall savage look of the Fallout Raiders, I might add another team consisting of Settler/Scavenger miniatures. Maybe the Raiders would be on the sneaky side at first, playing friendly for catching the prey off guard, increasing the scary-factor but that is drifting hopelessly in the direction of RPG I know. :D
[Last edited May 28, 2017 16:54:40]
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martintoney2012 said May 28, 2017 17:23:19
And for example, in linked battles or campaigns it would be good if the unit went down or "died" in previous battle there would be consequences(in some campaings where an Elite status could be achieved, we rolled for units that "died" during battle after the fighting was over; with a dice roll of D1 the unit died and was removed from the roster, other than that it stayed on but could get a Niggling Injury or be held from next battle as recovering etc).


Heralds of Ruins build of Kill Team had a pretty quick and effective system for that. The Determine Injuries step came into play after each match. Players roll to see what happened to injured and stunned characters, some would die of their wounds and others would recover etc


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KostiKorhonen said May 28, 2017 17:26:05
@Martin Toney

Hey, thanks man! Awesome! Copied to my Computer.^^
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martintoney2012 said May 28, 2017 17:34:58
Hey, thanks man! Awesome! Copied to my Computer.^^


Not a problem my dude! If you're interested in the full rule set, you can find it here.
http://heralds-of-ruin.blogspot.co.uk/p/kill-team-rules.html

It's designed for Warhammer 40,000 but with a bit of work it scales well to just about
any game. It's very similar to Lord of the Rings Battle Company. Which you can also find
here http://www.dchobbitleague.com/uploads/4/5/9/3/45938835/nova_battle_companies_v2.pdf
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KostiKorhonen said May 28, 2017 18:41:51
It is kinda funny how some of the 40-K rules can be applied to other games if need be. I guess it just shows how adabtable the tabletop-gaming is, the only limit is just the imagination really.
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martintoney2012 said May 28, 2017 19:01:06
It is kinda funny how some of the 40-K rules can be applied to other games if need be. I guess it just shows how adabtable the tabletop-gaming is, the only limit is just the imagination really.


Very true! The 8th Edition Rule Set for 40K was leaked recently and it's much better than 6th or 7th Edition. Combat
makes more sense and nearly every unit has some means of remaining competitive. It's a great set that I can see being
used and manipulated to create other games.

Kings of War has a great mass battle system that works on Nerve/Moral.
If you've hit a unit, then you've hit it. All you need to do is roll equivalent or higher than it's defence stat which
ranges from 2-6 to inflict a wound. Quick and simple, completely removing the Strength/Toughness tests found in other
war games. Great stuff with free core rules to boot.
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