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Fallout Wasteland Warfare Armor, Clothing, Super Mutant Items, and Gear Tier List v5.0

ARMOR, CLOTHING, SM ITEMS, AND GEAR TIER LIST v5.0

Armor is among the most confusing and strange things in FWW - it's been errata'd several times and even now it's odd. These are the rules:
  1. Armor divides into two types, those that REPLACE the value on a model's card, and those that can ADD to it or ADD to a replacement card.
  2. A model may choose which Armor it uses when it's hit - the value on its card or on any REPLACE upgrade cards - not at the start of its activation. This differs from the rulebook, but as it stands is in errata - "I'll just change out of my Studly Leather Armor real quick!"
  3. A model may benefit from both Armor and Clothing which ADD values, but only one of each.
  4. A model may go beyond 4 Armor, but the additional only acts as a buffer against AP results on dice as the maximum that can be reduced is 4 - even if you stack 10 Armor and roll a 1 on the die, you still only block 1.
  5. Strong Armor can only go up to +1 regardless of how many additional bonuses the model has from upgrade cards and Strong Armor tokens; while there's room in the future to have a +2 unit as it stands this is the highest.
So, onto non-game rules and evaluation time.
 
The challenge with armor is that it's EXPENSIVE, often coming close to the cost of a model by itself, so judging its worth is often on a model-by-model basis - for example, if you're using Mama Murphy with Daytripper and passing her Lucky around with Beloved, it's probably worth it to protect her with Heavy Raider Armor. But upgrading the Sole Survivor to Heavy Synth armor for +28 Caps when SS has 3/3/1 natively? Not worth it.
 
To make things clearer, Armor stacks up mathematically like so: 1 = 33% of -1 damage; 2 = 58% of -1 and 25% of -2; 3 = 83% of -1, 50% of -2, and 25% of -3; and 4 = 100% of -1, 66% of -2, 42% of -3, and 17% of -4. Remember, however, that the median damage is 2; extra points only serve to mitigate the chances of additional attack dice affecting the model. Yellow and Black dice have a 58% of reducing that armor/adding damage to go over the top of it, while Greens have a 25% as well.
 
RANK A
DAMAGED HAZMAT SUIT (3 Caps)
For 3 Caps, you get 0/0/3 Radiation protection. Sounds bad? Well, yes, until you NEED it in hazardous areas or against someone who thinks they're clever by aiming at you with a Gamma Gun. As a bit of insurance, having it is never a bad choice, and it's cheap enough to throw on a couple of models just in case. Also note that it's the cheapest armor which counts for the Asbestos Lining Mod, so if you're really worried about fire and want some resistance to it that is another niche it gives.
 
RANK B
ARMY HELMET (17 Caps)
Giving +2 Physical Armor is good. The only problem I have with this is that it's only a few Caps cheaper than HR/SCA, and most of the time you'll be happy with having an even split between the two defenses. There's a couple of models (Nuka-Girl) who have low Physical/high Energy, and you can always take it on a model with high Def to try and stack against AP results, but that feels like a 'win-more' strategy to me.
 
COMMANDO CHEST PIECE (15 Caps)
By itself, adding a 33% chance of VATS is solid. But what makes it interesting is that it also stacks with Heroic by using Star results instead of Bottles, upping the chance of VATS from 58% to 83% each turn - almost a guaranteed result. It's expensive, but a drop in the bucket if you're already having a Heroic model that's counting on additional VATS actions to make up for losing a whole model to the cost.
 
FREEFALL LEG ARMOR (2 Caps)
Let's be honest: the main reason this ranks highly is because it's actually priced appropriately for its effect. When you need to jump off a tall building (a sniper suddenly attacked by a Mutant Hound in melee), you NEED to do it without worrying about the massive amount of fall damage you'll take. Also, if you're a tricky sort you can put objectives up high, move for them with your FLA model(s), and then jump down without needing to spend multiple move actions to get out of the building. Buying this for one or two models is not a bad idea!
 
HEAVY RAIDER/STURDY COMBAT ARMOR (21 Caps)
These are basically the same thing: 3/3/- generic armors. Solid, of course, if a bit pricey; what makes them good is being able to protect some of the squishier models that you may be building a combo piece around.
 
RANK C
ARMORED PADS (13 Caps)
These are simple: Pay the Caps, get two Strong Armor tokens, effectively adding +2 HP to the model. For a model that already has decent armor, such as the Sole Survivor, this isn't a bad deal at all; the catch is that you don't get to use them when you want to, but against the first two attacks - and if your regular armor would have reduced it to nothing, you still discard the token.
 
DAMAGED LEGATE ARMOR (23 Caps)
With 4 Physical armor, it's obvious these are for hot-swapping in on the right hits, and it's definitely strong, but... That's a lot of Caps, especially when 4 isn't significantly improved over 3 unless you're facing a lot of Yellow dice.  But not bad, especially on squishy models that might want the added durability.
 
HEAVY SYNTH ARMOR (28 Caps)
Guaranteeing reduced damage from 90% of attacks in the game is great, and not being able to take it away by blowing through it, as with power armor, is also solid. That said, this is ALMOST as expensive as power armor and at least some of the models who can wear it also have access to that, with the added END and STR it brings... Also, HSA is Limited, so no stacking it on your Patrollers for some pretty hefty frontline armored dudes.
 
MUFFLED (5 Caps) 
This relies on your opponent wanting to take a Long Range Reaction to shoot at you. It may come up sometimes, but it's not going to happen on every single game.
 
STUDLY LEATHER ARMOR (16 Caps)
What SLA is meant for is hot-swapping if you've got inherently low Energy armor, decent Physical armor, and might face concentrated Energy fire. It's also the cheapest of the armors that raises a stat to 3, making it a niche in and of itself, and the extra 5 Caps you get from not wearing HR/SCA could go to a Mod or Perk.
 
STURDY METAL ARMOR (18 Caps)
The problem with SMA is that it has a 3/2/- split; while more weapons deal Physical damage, more models also have higher Physical armor making this less useful. For a 3 Caps more, you could have HR/SCA and have 3/3/-; for 2 Caps less you could have a 2/3/- Studly Leather Armor a model could swap to if they need sudden protection against Energy weapons. Where this MIGHT have a place is with the Asbestos Lining upgrade for resisting Fire and still having the statline of HR/SCA; with Flamethrowers and Incinerators around now it's not a bad deal but that's meta-dependent.
 
RANK D
CLEANROOM SUIT (25 Caps)
It's expensive, but adding +2 END as well as a 2+1 Radiation is never bad for human models. The bad thing is, of course, losing ALL armor ranks and that it's expensive for what it does.
 
COMBAT ARMOR (13 Caps)
NO! Do not! 2/2/- is paltry, especially for 13 Caps; most of the models that could actually benefit from it are either cheap enough that you'd prefer to mass their numbers (Settlers) or are valuable enough that you should stick them into REAL armor for only 3/8 Caps more.
 
ENVIRONMENTAL SUIT (15 Caps)
This does one thing: Give Radiation Armor 4. If a model can benefit from P2/E1 armor, then that's good, but few things do Radiation damage and most models would prefer additional armor, especially for 15 Caps. The problem is that the Cleanroom Suit gives additional END for only a few Caps more, making it an overall better choice.
 
GECKO-BACKED METAL ARMOR (16 Caps)
Much like Studly Leather Armor, GBMA is meant to be hot-swapped in: this time to Radiation, Fire, or Poison damage. Whether or not that's useful is meta-dependent; having 4 Radiation armor is pretty darned good but Rad damage isn't super common and usually ends up being in lower numbers where 4 Rad armor is simply overkill. Also, swapping to it in the face of Fire damage lowers your other armor stats, making it more likely you'll be hurt by the weapon versus the Condition. What hurts this a bit is the Damaged Hazmat Suit as well.
 
PROTECTOR'S RIGHT ARM GUARD (10 Caps)
Bonus +1/+1/+1 against all Super Mutants. And Super Mutants only. IF you know that you're fighting SMs, this will come in very handy, but remember that armor always caps off at 4 (Horrigan excepted...) and it'll only go so far.

                                CLOTHING

RANK A

ASSAULT GAS MASK (2 Caps)
Poor squishy humans, so weak to rads... +1 Radiation resistance is better than what most humans get; few things deal more than 1 Rad damage at a time and having a 25% to ignore it for 2 Caps is just fine. That said, don't go overboard on these.
 
CAMOUFLAGE (22 Caps)
This is as expensive as hell for an amazing effect: The model cannot be seen outside of an enemy's first Awareness band, which is between 8-12". This can disrupt a lot of strategies, including the Lancer Laser Brick, and has equal applications on a dedicated melee model or a ranged sniper.
 
ENCLAVE OFFICER'S HAT (5 Caps)
EOH is pretty simple: Pay 5 Caps, get +1 Green for Energy pistols. Since that category includes Laser Pistols, the Alien Blaster, and the Thirst-Zapper Cola, it's a pretty easy add for models with access to it.
 
EYEGLASSES/ROBOTIC BITS (7 Caps)
+1 PER is a solid deal for a lot of models; it ups success chances between 5-10%. Considering how many models use PER for attacking...
 
NCR JUMPSUIT (15 Caps)
For 15 Caps, this is a STEAL. There are a lot of potential objective runners with decent to high PER, but low to middling Lockpick/Hacking; this completely changes how they are able to do their job. Because it's not tied to a stat, it's also very easy to add onto a model, and being in the Advanced table makes it quite accessible. 
 
SPIKED MUZZLE (3 Caps, Dog only)
All dogs get a Yellow, and with more armor being added they're improving in value. This turns the two blank results into actual results, for a +17% improvement - all for a dirt-cheap 3 Caps.
 
TRIGGERMAN BOWLER (5 Caps, Robot only) 
Almost all Robots have low LUC, it's true, and even with a +1 they won't get many tokens out of it - at most, 3 or 4. But it's a very inexpensive way to add modifiers to your Robots that doesn't overlap with anything they'd normally want to to take.

RANK B

1st Recon Beret (12 Caps)
This does four  of different things, all of them good. But it's hard to find one model that can get value out of ALL FOUR things, and it's also priced (rightfully) quite high. It's by no means bad, but it's situational; if a model can benefit from three of them it might be worth looking at.
 
MILITARY FATIGUES (7 Caps)
For a model that uses AGI, this is a sure buy. I'm looking at you, SST...
 
RED FLIGHT HELMET (5 Caps)
A free armor token for 5 Caps is not too bad. If you can't think of anything else to spend 5 Caps on, this will help someone in your list.
 
VAULT 111 JUMPSUIT (12 Caps)
+0/+1/+1 is a good deal for modding armor; lots of humans have decent Physical but low Energy and nonexistent Radiation defense. For a model with native 2/2/- armor, this is 4 Caps cheaper for a better effect than the Studly Leather Armor!

RANK C

AIRSHIP CAPTAIN'S HAT (5 Caps)
If there's a model that can use a buff to both CHA and INT in your force list, by all means add this to its inventory - it's a cheap buff for one sometimes-used and one rarely-used stat. But most of the time you don't need both, or would rather shell out a few Caps more for another effect.
 
ATOM CATS JACKET & JEANS/BATTERED FEDORA (12 Caps)
There are a lot of models with access to Lucky that have low LUC, and that wouldn't mind buffing it. The more LUC you have, the more you can use Lucky without worrying about wasting it - or conversely, saving it for too long and wasting LUC points you could have used to swing the battle. What holds this back is that it's pretty expensive.
 
BASEBALL CAP (5 Caps)
For dedicated grenade throwers, this is mandatory - nothing has a Black throwing range that can take it, and upping your skill so you don't scatter the grenade too much is solid. But everyone else? Naw.
 
BOWLER HAT/DOG BANDANA (7 Caps, Robot/Dog only)
Robots or dogs only, gives +1 END, and is adorable as hell? How could you say no? Well, the Bandana doesn't actually benefit DOGS, as they use AGI for their HP; however, Mutant Hounds and Fiends are notoriously frail and wouldn't mind a slight buff to their HP.
 
BROTHERHOOD OF STEEL HOOD (7 Caps)
+1 Energy armor for 7 Caps is pretty darned good, and if you can't afford a cheap piece of armor and stack the Asbestos Lining mod on it this will help a lot of models.
 
CHAIN DOG COLLAR (14 Caps, Dog Only)
So giving +1/+1/- to Dogs or Mutant Hounds is solid. But 14 Caps is a lot when they're basically cruise missiles that you aim at the enemy line and try to kill more of them then they kill of you.
 
INSTITUTE LAB COAT (7 Caps)
For objective runners that rely heavily on Int, especially if they don't already have Quick Action (Expertise), this is a solid addition. For everyone else? Eh, not so much.
 
MAGNIFYING VISOR (8 Caps)
For a dedicated objective runner, particularly one which may have decent Search and Computer but low Lockpick skills, this is a solid add - doubly so if it doesn't depend on PER in any way. But at 8 Caps, you have to have a solid notion of what the model needs this for.
 
MUFFLED (5 Caps) 
This relies on your opponent wanting to take a Long Range Reaction to shoot at you. It may come up sometimes, but it's not going to happen on every single game. 
 
SEA CAPTAIN'S HAT (7 Caps)
Effectively the same thing as the Red Flight Helmet, though admittedly on a model with high Armor who might null damage this is more reliable in making sure you get the value. Still, though...
 
TRICORN HAT (7 Caps)
Changing the range band of your Aura abilities by +2" is no small potatoes for some models, particularly if you're stacking Perks and Leader cards on a given model. Survivors have a lot of models with strong Aura effects that wouldn't mind this upgrade at all. The CHA buff is marginal, but that's not what you're getting it for anyway!

RANK D

DIRTY POSTMAN UNIFORM (12 Caps)
+1 END/CHA - basically +1 CHA for 5 Caps more than the Sea Captain's Hat) MIGHT come in handy on one or two models in the game. Out of what, almost a hundred?
 
INSTITUTE DIVISION HEAD COAT (7 Caps)
Most models use END as their HP. This reduces HP in exchange for PER and INT. It's a bad deal.
 
PATCHED 3-PIECE SUIT (12 Caps)
+1 PER/CHA for 12 caps is pretty expensive; while a lot of models use PER for attacks there are cheaper ways to buff it.
 
ROAD GOGGLES (7 Caps)
2 Caps more than the Airship Captain's Hat without providing a CHA buff? Pass.

                SUPER MUTANT ITEMS

If something is Clothing or Armor is noted by C or A in their price point.

RANK A

LEG GUARDS (8 Caps, C)
Spending Action Points on movement is golden. Getting a 17% VATS chance of more AP is also golden. This may be one of the best things that a Super Mutant can buy, and might even be S tier - spread out across multiple green bois the AP and bonus movement are not to be underestimated.

RANK B

BLADED HELMET (7 Caps, A)
Super Mutants charge a lot. This gives a bonus Yellow when charging. The two things go together like organs and a meat grinder! It also isn't exclusive to taking Leg Guards! However, do remember that you're only likely to get 2-3 Charges off in a typical game; make sure not to over-invest in these.

RANK C

AVIATOR CAP (16 Caps, C)
For +1/+1/- Armor and +2 PER, this is AMAZING - in a vacuum. However, being Super Mutant locked means that it's very marginal. While most Super Mutants can use PER for Search, that's about all they DO use it for; though you could make a case for standard SMs equipped with this and Railway Rifles as a weird kind of shooting gallery, they still don't have great PER with it. So mostly you're using it for the armor buff, which isn't bad, and it can be worthwhile to buff Overlords and Brutes.
 
HEAVY GAUNTLETS (16 Caps, A)
+2 Energy armor is pretty good, and most Super Mutants have sub-par Energy armor. On Fist (who wants to get shot at!) it could be good. But it's expensive.
 
SHOULDER RAGS (10 Caps, C)
Swinging again in melee is no joke, particularly for melee-based SMs. That said, it has stiff competition from the Leg Guards.

                                    GEAR

Gear's a funny category; some pieces modify abilities, some are single use items, others are multiple use items, and all of them can be helpful. So honestly Rank C is FAT, because so many of the items are "well, in the right situation it's good, buuuuuttt..."
 
There's also another category which is probably described "Not Applicable", with good Gear for non-Battle mode games but worthless within the mode itself.
 
Anyway, let's get to it!
 

RANK S

FLASHLIGHT ( 3 Caps)
3 Caps for +2 Search is amazeballs, especially if your objective runners have low Search to begin with - or you drop into Scrapyard or Raiders.

RANK A

CLIMBING SPIKES (2 Caps)
Pay 2 Caps, never take a Climbing test again. Gee, I wish these existed in actual Fallout games!
 
FUSION CORE (10 Caps, Power Armor only)
[SNAKE OIL SALESMAN VOICE] What's the main problem with PA-equipped models? They're expensive, so you don't get a lot of Actions! Well, what if I told you, sir, that there existed a cheap way to give any PA model a set of three (count 'em, three!) Action Points they could spend at any time! No doubt you'd call me a liar, sir, but cast your eye on this! Naturally, to get the most of it, you'll want to provide some sort of Quick Actions to your PA models, but that's up to you to figure out, sir!

 RANK B

ADMIN PASSWORD/SKELETON KEY (25 Caps)
Pay 25 Caps, immediately score a VP with no test off one of your Objective Markers. For factions with unreliable objective runners (Enslaved Techs), this is a great add, and even outside those could be worth it just to avoid attempted failure or needing to move squishy models out of position. Considering that Objectives are worth between 25%-33% of a game's VP and can't be contested, a guaranteed flip of one or two might well be worth it.
 
ARTILLERY SMOKE GRENADE (4 Caps, Survivors only)
"Call in an airstrike!" Essentially this marks a 12" pie of the board as a no-go zone for unengaged enemy models at the end of the turn AFTER the turn it's thrown, or else they take a 45% to hit Physical 2 attack with an added Yellow and black. What makes this interesting is the large area it affects for how cheap it is; it's not hard to hit multiple models inside of it for spending a single Action, or force them to take a different path. Because it's so cheap, too, it's not hard to take multiples and use them on several turns - or concentrate fire on one crucial round.
 
DOMESTICATION UNIT (12 Caps, Deathclaw only)
If you take a Deathclaw, add this immediately. Deathclaws are bad mostly because they have a pathetic 45% to hit; upping that to 55% and adding Lucky with LUC 2 turns them from basically a mobile Expertise debuff into a potential threat. Dammit, I really need to get the Creature Cards to see what Conditioning does and if there's a +1 PER or +1 Green for attacks...
 
FIRE EXTINGUISHER (4 Caps)
For 4 Caps, being able to put out fires is pretty damned handy. Yes, you can only use it once a turn, but it doesn't discard. Stick it on a cheaper model just in case you see a bunch of Incinerators.
 
MR HANDY FUEL (4 Caps, Handy, Nanny, and Gutsy only)
Pay 4 Caps, discard it to either add Black to a flamer roll or take an extra Move. This is good stuff here.
 
ROBOT REPAIR KIT (18 Caps, Robot only)
The Robot stimpak - removes 4 damage. Considering how tough robots are in general and how difficult to put down some of them are, if you're taking an Assaultron or Sentry Bot as a big centerpiece adding this is probably not a mistake.
 
SYNTH BOOSTER (20 Caps, humans only)
A reason to take a fleshbag in your Institute force (or give your Courser something else to do!) Synths can take one of the three tokens on top of this to take a Move Action - not a Quick Action Move, mind you, but a full Move. It's extra Actions and that's never a bad thing in the right force.
 
VERTIBIRD SIGNAL GRENADE (4 Caps, Brotherhood of Steel only)
"Call in an airstrike!" Much like the ASG, above, this is another artillery strike grenade following the same rules, with one major difference - no black die on the attacks. That's... strictly worse than the ASG. So why is it still in B? Because it's for a different faction, and it's still a sturdy, reliable effect when used properly, either as a deterrent or to shape the battlefield. 
 
WEAPON REPAIR KIT (6 Caps)
Pay 6 Caps, get two extra Greens to throw at a shot or two. On the right model with the right weapon, such as a Missile Launcher, this is a no-brainer: increasing your odds of hitting, even on a Reaction?

RANK C

CUSTOM AMMO (15 Caps)
On the face of it, this isn't a bad tradeoff compared to some of the dice-adding Weapon Mods - while those add consistent colored dice of their given type to any attack made, this one picks 3 tokens at the start of a fight and can add it when the model makes an attack - so if someone drops Horrigan in your face you can add Yellows, but if they don't you can add Blacks or Greens. Also, this can be taken in addition to those Mods, stacking more potential damage! However. Over the course of a six-round game, a shooting model gets 12 Actions and will probably spend between five and nine of them attacking; for 15 Caps this is VERY pricey in exchange for versatility. If you have to choose between a Mod and this, pick the Mod.
 
FRAGILE BOBBY PIN/TEMPORARY PASSWORD (4 Caps)
This is an item that discards upon success and adds either +2 Lockpick/Hacking or GIVES 2 Lockpick/Hacking, as well as the ability to use them as Quick Actions - til it's discarded of course. 2 skill is a 30% chance, which isn't great, but if you're running a force without a lot of objective runners, or you may have to rely on models with low Expertise skills to do a bit of objective hunting (Overlords come to mind), this is a budget way to overcome a limitation.
 
INCENDIARY AMMO (3 Caps)
Discard to add a Fire effect to your shot - which is basically 1 Damage. That's not terrible, but it's competing with a lot of different options and it only works ONCE, and it you miss then you lose it. 
 
PULSE SHIELD (13 Caps, Robot/Synth Only)
Pay 13 Caps, get 3 Strong Armor tokens against Energy damage. While some Robots and Synths are strong against Energy to begin with (unholy Assaultron bitch), others aren't so lucky - especially the Battered models, which all have Strong armor against Physical attacks. Also, most Synths are weaker on the Energy side, so tossing a few Caps at them to strengthen them against that weakness MIGHT come in handy. Also, I'd say that these tokens could be shared, so it can buff a small group temporarily. That said, it's situational.
 
ROPE (2 Caps)
This creates a 6" long 'free climb' point for any model to use in ascending or descending. The catch is that to place it a model already has to be up high, so they already passed a Climbing test! It is cheap, and might allow models like Psychos to let other models ascend more freely, but it's very niche.
 
STEALTH BOY (22 Caps)
Yes, Stealth Boys are good - as anyone who's fought Courses can agree. Most models are reduced to testing against a PER 2-3 to get even one attack off, and can lose their Actions if they fail. However, the Stealth Boy GEAR is limited to two turns and is quite expensive - in fact, it's the same price as the Camouflage for a similar effect (albeit one that works at a much closer range). I'm not saying don't take it, but you really need to think about who needs it and why - triggering it on a relatively frail close combat model on the turn they charge in is probably your best bet to avoid getting ganked by all the target's friends. Hey, Nightkin!

RANK D

ARMOR PIERCING/HOLLOW POINT (1/2 Caps)
Blacks and Yellows are almost identical in performance. Swapping them around? For one shot, then it's expended? No thanks. 
 
GEN 1 SYNTH OVERRIDE (15 Caps, humans only)
Don't. Gen 1 Synths have bad stats already, so making them perform Quick Actions hurts even more. Plus this is almost the price of a Synth Relay Grenade, and therefore another Gen 1 synth with an ILP!
 
HEAVY WEAPON MOUNT (??? Caps)
So what this does is turn a Heavy Weapon into a stationary turret, removing any STR requirement and adding a Green to its attacks. The problem is that any Heavy Weapon should already be on a model that can fire it reliably (so meeting the STR requirement!) and staying still for a green isn't all that great most of the time. If it's dirt-cheap, like 2-5 Caps, it might be worth it as a 'maybe' for some of the lower STR models which have Heavy Weapon access, but... I don't think so.
 
MIRELURK EGGS (12 Caps)
This is basically a Mirelurk Hatchling mine - a model steps within 4" of it (after it's set) and it hatches to attack whoever did so. It's gimmicky, easily avoided, has the potential of backfiring, AND Mirelurk Hatchlings are pretty weak - 1 damage with a 50% of hitting.
 
OVERCLOCKER (15 Caps)
Basically you deal two damage to your Power Armor and gain two AP. This is not a good deal, especially with the Fusion Core giving you much the same option - you can't do it all at once mind, but it also gives 3 AP spread out over the game, and doesn't involve destroying your armor. Pass.
 
POWER ARMOR PATCH (5 Caps)
So you're trading two Actions (counting the one for using it, and the one for the PA model who is now Stunned), to heal 1 HP on their Power Armor. Degraded armor isn't THAT bad; far better to keep on trucking with your full Actions.
 
STUFFED MONKEY (5 Caps)
This is another landmine item; in this case, what it does is let friendlies detect Triggers in 4" around the monkey. What makes it different is that it's placed on the battlefield BEFORE the game, allowing you to control some of the upgrades like Stealth Boys and Camouflage - or force them to waste an Action destroying it. However, detecting Triggers isn't always useful; a model has to have a Reaction Token to respond and it may not do more than allow them to move. I say leave it at home.
 
UNSENT LETTER (50 Caps)
One random, free Item card for 50 Caps? Sign me up! NOT. #90scallback

NON BATTLE MODE UPGRADES

BINOCULARS (4 Caps)
Anything that lets a model conserve Actions has value. Binocs, by adding 4" to a model's ability to look at Investigation Markers for dirt-cheap, lets you conserve those actions more easily. However, in Battle Mode you can only score with your own Investigation Markers and you should know which ones are which, so this is less than useful.
 
CAR SECURITY OVERRIDE (1 Cap)
Cars aren't very common and it's not hard to avoid their explosion. I say give this a pass.
 
HANDWRITTEN NOTE (25 Caps)
This doesn't work in Battle Mode, and if it did two free Items for 25 Caps isn't a good bargain.
 
STETHOSCOPE (4 Caps)
This lets you avoid Danger cards on Searchables, letting you flip it facedown instead of interacting with it. While Battle Mode doesn't use Danger cards, in other modes it can save your squishy objective runners from tinkering with something that can do bad things to them for very cheap.
 
TURRET INHIBITORS (3 Caps)
Turrets aren't currently available, so don't take this in Battle mode.
 
CHANGELOG
v5.0 - Moved Flashlight to S, and added Wave 5 items. 

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Fallout Wasteland Warfare Weapon Tier List v5.2

FALLOUT WASTELAND WARFARE WEAPON TIER LIST v5.2 This is going to be very different from the other lists, as what I'm doing here is a ranking of the weapons in tiers. One thing I MUST make clear, though: there isn't THAT much difference between the tiers (except D-tier); a Bolt Action Pipe Rifle isn't so much worse than a Combat Rifle that you're crippling a model by choosing it for character reasons. Here's the explanation of each category: Rank S is broken and should always be the first choice... And probably needs rebalancing, as there's rarely a reason to take anything else. Rank A is almost always the correct choice. Rank B are solid, but most aren't quite as good as A - or there are other reasons it's not in Rank A, such as limited availability, but every model who can should take it. Rank C is only useful in very specific circumstances. Rank D... avoid Rank D weapons. Note that this works in reverse for creating scenarios, where if you want them...

Fallout Wasteland Warfare: Getting Started v5.0

FALLOUT WASTELAND WARFARE: GETTING STARTED v5.0 You've decided to play Fallout Wasteland Warfare, no doubt because you love the video games and want to take it to a new medium where it won't hard crash to desktop every FIVE GODDAMNED minutes when you try to use VATS, or glitch horribly your third time trying to do a simple, stupid quest... Sorry, that was just a bit of frustration leaking out. All better now. ...You've decided to play F:WW, but while it isn't nearly as complex as a lot of other miniature wargames - or as expensive! - it's still not necessarily obvious where and how to start. Don't worry, I'm here to walk you through it. BASICS There are actually quite a few different ways to play F:WW, either by yourself, with friends, or against a friend. Settlement Mode has you creating a small town of whatever faction you choose; it's notable because it encourages a player to use the full range of cards, as well as models that are not necessarily in ...