Dev Blog #8: How Do Weapons Work In The New Edition?
Apinya RamakomudShare
By Evie Moriarty, Lead Game Designer
Photography: Fatima Martín Pérez
Weapons in Fallout: Wasteland Warfare have always been one of the most important elements. They’re how you take the fight to the bad/good/unlucky guys, after all.
With cards going away, weapons needed a second look. They were the source of many of the symbols in the first edition, something that a lot of newcomers to the game struggled to learn. The second edition takes the core of how weapons worked previously but tweaks them; simplifying them in some places, and offering more depth in others.
Which Stats Work With Which Weapons In Fallout: Wasteland Warfare?
Let’s look at a weapon stat line to see how things work:
Ah, the humble yet potent .44 Pistol; a true friend to many a would-be gunslinger out in the wastes. You’ll notice some familiar things right away here, but also some high-calibre changes.
The first one out of the gate is that this weapon is marked as using Agility to attack. In the previous edition, we had several different skills. Which skills were on which stat changed from model to model, but we wanted to go back to the videogame roots for this edition. That means that each weapon is tied to a specific S.P.E.C.I.A.L. statistic, depending on its nature. Most pistols use Agility, most rifles and shotguns use Perception, most melee weapons and big guns use Strength, while most energy weapons use Intelligence.
‘Most’ is an important word to note. Without the weapons being bundled up into specific skills, we’re free to inject a little more flavour. For example, you want your agile fighter to have a melee weapon? Pick up a sword! How about a laser weapon for your eagle-eyed Minuteman? Well, that’s what the Laser Musket is for, my friend! Searching for the best weapon for your models is now a key part of kitting out your warband effectively.
How Is A Weapon’s Range Measured?
With range rulers retired, another big change comes with weapon ranges, which are now measured in inches. The first number is the weapon’s maximum range, while the number in brackets is its short range (usually, half the maximum range). Instead of having a whole different set of effect dice, being in short range always rewards you with an accuracy effect die. Bear in mind that some perks and mods can change this up.
Has Anything Stayed The Same?
Yup! Effect and Damage have remained pretty much the same. You add the dice shown under Effect to the roll, and the Damage is how much pain you deal before any bonuses. The damage type on the .44 Pistol is physical, but there are three types a weapon might inflict with other weapons: physical, energy, or radiation.
How Do Weapon Special Effects Work Now?
With the Special Effect Dice gone, activating the Special of each weapon is a little simpler. Now, if you roll at least one of these:

…you get to add what’s shown in the Special entry of the weapon. For the .44 Pistol, it’s a Special rule called Stagger that knocks enemies back when you shoot them!
Weapons also have Traits; unique rules that apply to the weapon all the time. When you get your hands on the book, you’ll notice some unique weapon rules appear in Special and in Traits for others. We use the same list of rules for both to keep things as simple as possible.
Put it like this: if they’re in the Special column, they apply some of the time. If they’re in the Trait column, they apply all the time. On our trusty .44’s stat block, for example, you can see its Traits are Compact (meaning it doesn’t take up any space in the model’s inventory) but Slow (meaning you can only shoot it once per activation). Simples!
How Much Will Weapons Cost?
Finally, the weapon’s cost is listed in caps, should you want to pick one up from a trader. You’ll get some of this amount back if you try and sell one, but how much depends on how good a negotiator you are! Sometimes, the cap cost will be marked with an asterisk; if it is, you can’t buy this from an ordinary trader. You’ll have to hunt it down in the Wasteland, or find a faction trader who’ll sell it to you.
What About Critical Effects?
Ah, you noticed we didn’t mention critical effects. Well, instead of having their own entry on each weapon, critical hits now always increase the damage you deal to targets. They supercharge your attacks, so you have a chance of cutting an enemy in half with a single blow or popping someone’s head off with a well-placed shot. We went back to the video games and tried to recreate that feeling of VATS slowing things down as enemies explode into a pulpy pile of viscera. We think the new system does just that, though now it’s part of the combat rules, not something specific to each weapon. It also means everyone can use crits now since it’s no longer restricted to specific weapons and models.
Next up, we’ll tiptoe our way through an overview of the very cool stealth rules in Fallout: Wasteland Warfare. Maybe something else will happen too. Who knows? See you then!


