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Fallout: Wasteland Warfare: The Commonwealth Rules Expansion
Regular Price $45.00Vendor: Everything Games
Product Type : Wasteland Warfare
“War Never Changes.”
Welcome to the Commonwealth, the largest expansion yet for Fallout: Wasteland Warfare! It’s packed with new rules, cards, guides, and scenarios to bring more factions and units to your tabletop. Look out for the Commonwealth wave miniatures sets, available separately!
The Commonwealth spans the rolling hills and scorched forests of the north to the broken coast and its rusting industry in the east. It sweeps through the decaying urban sprawl of Boston and out into the irradiated wasteland of the glowing sea.
The Commonwealth is home to a wide variety of groups, new factions, and additions to existing factions, including:
The Gunners are the most organized mercenary group in the Commonwealth, and they’ve garnered a reputation as bloodthirsty, unscrupulous fighters. They claim to be soldiers for hire, but much of the Commonwealth views them as little better than raiders, a militarized gang of thugs with delusions of grandeur.
The secretive Railroad fight to protect synths and attempt to spirit them away from the Institute, who the Railroad view as nothing more than slavers. Synths, to the Railroad, are the equal of humans and deserve to live freely.
RobCo is responsible for many of the Robots encountered throughout the Wasteland. From ruggedly built and hard-working Protectrons to the various military and medical support models of Mr. Handy, you are never far from the chirpy robotic voices of these indispensable metallic helpers.
The Wasteland itself is home to all manner of irradiated Creatures. All the fauna, from domesticated livestock to roaming packs of fierce predators bring risk to any unwary traveler.
Access to the rules, dice, and material found in the Fallout: Wasteland Warfare Two-Player Starter Set is necessary to make full use of this expansion.
This expansion contains new rules for clashes within the Commonwealth, 171 punch-out cards, and an array of new scenarios both linked and standalone featuring the denizens of this varied area. Also included are strategy guides and painting guides to help you get your models ready for battle in the post-apocalyptic world of Fallout.
Contents:
- A 65-page booklet with rules for expanding your wasteland denizens, including the Children of the Atom, the Gunners, the Railroad, new Creatures, and the Super Mutant’s terrifying Behemoth, Swan.
- 171 new cards: 35 unit and 33 AI cards, 1 equipment card, 16 leader cards, 5 mod cards, 17 perk cards, 3 power armor cards, 14 quest cards, 5 reference cards, 42 weapon cards
- Painting guides for Survivors, the Brotherhood of Steel, and Super Mutants. A gallery of painted models featuring every release in the Commonwealth wave.
- Scenarios for playing in the Commonwealth. Rules for Wasteland Warfare terrain. Unique region rules for locations within the Commonwealth. Strategy guides for playing numerous Wasteland Warfare factions.
Please note, this product is print only - there is no corresponding PDF version of this item.
©2022 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved.
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Everything Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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