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Wasteland Worlds Version Updates

Updated versions of the entire Wasteland Worlds product line are now available!

The new versions include the following changes:

Wasteland Wanderers v2.7

General Updates

  • In the context of game mechanics, "robot" (which is not a creature type used in the game) has been changed to "machine creature".
  • Replaced all instances of the term "Robot Repair Kit" with "Robot Recovery Module"
  • A handful of miscellaneous minor spelling/formatting corrections.

Species

  • Added a note to the Machine trait of a robot that stabilising the robot with Mechanic's Tools costs 5 salvage.

Classes and Archetypes

  • Revisions to the text of the bulletstormer savage's Ranged Rage feature, bringing it in line with the new version used by the sparker class in Wasteland Warriors
  • Broke out the benefits to Reckless Attack previously granted by the bulletstormer savage's Ranged Rage feature into their own feature, in line with the new version used by the sparker class in Wasteland Warriors
  • Revisions to the bulletstormer savage's Bullet Magnet feature, bringing it in line with the new version used by the sparker class in Wasteland Warriors
  • Added "Makeshift" to the name of every option available to the Engineer Scientist through their Makeshift Mechanic feature, to avoid confusion with other similarly named items that appear in Wasteland Wares.
  • Added a sidebar to describe the Dazed condition and updated the text of Mind Muddler (under the Scientist Chem Cook's Quickbrew Chemist)
  • Renamed "Scout's Instinct" as simply "Instinct".

Customization 

  • made significant revisions to the Customization chapter, including:
    • Updated the multiclassing guidelines
    • Added a new section: Archetypes from Elsewhere

Feats

    • Added Emergency Care feat (this replaces "Healer")
    • Removed Healer from the list allowed feats from other sources.
    • Added Heavily Protected feat (this replaces "Heavy Armor Master")
    • Removed Heavy Armor Master from the list of allowed feats from other sources.
    • Added Mental Mutation feat
    • Renamed "Mutation" feat as Physical Mutation

Supplemental Rules

  • Updated the Contamination rules in Appendix B: Supplemental Rules, making the first level of contamination a little less severe. Also adds the Gentler Contamination and Mutation variant rules.

Wasteland Wares v2.7

General Updates

  • In the context of game mechanics, "robot" (which is not a creature type used in the game) has been changed to "machine creature".
  • Replaced all instances of the term "Robot Repair Kit" with "Robot Recovery Module".
  • A handful of miscellaneous minor spelling/formatting corrections.

Classes and Archetypes

  • Revised the text of the Equipment entry for the Sidekick class. It mistakenly prohibited background equipment to players choosing the class equipment package (the opposite of intended design!)
  • Changed a reference to "henchman level" within the Sidekick’s Rush of Loyalty feature to instead say “sidekick level” (henchman was an early name for the Sidekick class during prototyping)
  • Rewrote the Sidekick Apprentice's Encouragement feature for improved clarity.
  • Rewrote the Sidekick Apprentice's Faith Fulfilled feature for improved clarity.
  • Fixed references to "target of your grudge" in the Savage Enforcer archetype, reworking text to correctly reference "hounded creature".
  • Updated the Savage Enforcer's Hound feature to account for circumstances when they're in a vehicle.
  • Rewrote the Scout Messenger's Wilderness Expertise feature (the Survival proficiency was redundant).
  • Rewrote the Shepherd Trader's Silver Tongue feature (the Persuasion proficiency was redundant, now the feature automatically grants expertise in the Persuasion skill).

New Rules

  • Updated the Contamination rules, making the first level of contamination a little less severe. Also adds the Gentler Contamination and Mutation variant rules.

Armour, Power Armour, and Armour Mods

  • Power armour frames now impose disadvantage on Dexterity ability checks in addition to ignoring your Dexterity bonus (if any), but your Dexterity penalty (if any) still applies.
  • Power armour frames now grant resistance against bludgeoning damage from "falls and collisions". 

Weapons, Weapon Mods, and Ammunition

  • Added a sidebar to describe the Dazed condition and updated the text of the Mind Clouding Syringe and Hallucinogenic Gas Grenade.
  • Added a new low-tech ranged weapon: the Speargun. 
  • Added Speargun Spears to the Ammunition table.

Chems

  • Revised the Chems chapter text and chems table to include BlightGuard/SporeGuard/WarpGuard and BlightPurge/SporePurge/WarpPurge.
  • Added text to the following Chems to either make them more effective when administered by someone proficient in Medicine, or less effective if administed by someone who is NOT proficient in Medicine. Affected chems are Antibiotics, BlightPurge, RadPurge, SporePurge, and WarpPurge. 
  • The price of BlightPurge, RadPurge, SporePurge, and WarpPurge has been reduced to 60 currency. 
  • Revised the text of Addiction rules.
  • Updated the Addiction levels table.

Food and Drink

  • Revised the text of the Purchasing Food & Drink section.
  • Replaced the term "Irradiated" through the Food & Drink chapter "Contaminated", and the term "Pure" with "Uncontaminated".
  • Added sections for Contaminated Ingredients and Tracking Ingredients under the Cooking rules.

Tools

  • Added price and weight for the Doctor's Bag in the Tools table.

Crops & Livestock

  • Added Uncontaminated Crops and Blighted Wasteland Crops to the Crops and Livestock table, and an entry explaining crops to the Crops & Livestock section. 
  • Added Sheep to the Crops And Livestock table. 
  • Crops & Livestock section entries for livestock now direct the reader to Wasteland Woes for game statistics.

Services

  • Updated the Services table, removing the x1.25 multiplier previously indicated for buying a chem from a doctor. From now on the cost will just be the chem's cost (but an ethical doctor may insist on examining the patient before selling them a chem, in which case they will also charge their consultation fee on top of the price of the chem).

Robots

  • Minor formatting updates to robot stat blocks.
  • Added Securibot Pistoliers sidebar.

Weird Wares

  • Moved weird properties out of Guidance into their own section, Weird Wares.
  • Revised the Rad Powered weird property, renaming it "Contamination Converting" 
  • Added the following weird weapon properties: Desiccating and Weird. 

Guidance

  • A section formerly in the Guidance chapter entitled "The Gun Club" has been removed from the book. This is because it serves as advice to the Guide for running encounter,  which is exactly the sort of content that from now on has a more proper home in Wasteland Woes. However, *you will not lose this content*. It was part of the book when you purchased and you have a right to continued access even if you don't choose to buy Wasteland Woes. From now on it will be included with Wasteland Wares in the form of a separate download.
  • Moved weird properties out of Guidance into their own section, Weird Wares.
  • Updated the guidelines for Looting the Fallen.

Wasteland Wheels v2.1

General Updates

  • In the context of game mechanics, "robot" (which is not a creature type used in the game) has been changed to "machine creature".
  • Replaced all instances of the term "Robot Repair Kit" with "Robot Recovery Module".

Classes and Archetypes

  • Added "Makeshift" to the name of every option available to the Grease Monkey Scientist through their Mechanical Maven feature, to avoid confusion with other similarly named items that appear in Wasteland Wares.

Wasteland Warriors v1.2

General Updates

  • None.

The Sentinel Class and Archetypes

  • Removes an incorrect save DC formula from the Sentinel's "Draw Fire" discipline option. This feature should use the sentinel's standard save DC formula.

The Stranger: a Wasteland Wanderer v1.2

General Updates

  • None.

The Stranger Class and Archetypes

  • Corrected text in the Equipment Packs section.

Customization Options

  • Revised the mechanics of the Bizarre Initiation feat and renamed it "Odd Manifestation".
  • Revised the mechanics of the Scraps of Strangeness feat and renamed it "Strange Initiation".

Wasteland Woes v0.1.2

The latest update to Wasteland Woes adds 32 pages of new and migrated content, for a new total of 162 pages. The update includes the following:

Contamination

  • Updates the Contamination rules, making the first level of contamination a little less severe. Also adds the Gentler Contamination and Mutation variant rules and a section on Contamination Management aimed specifically at the Guide.

Gun Combat

  • Adds the Gun Combat chapter, which contains guidance previously found within the pages of Wasteland Wares

Creature Entries and Stat Blocks

  • Adds the following horrors previously published in Issue 2, completing the transfer of its content: Bearcupine, Ghostcat, Peryton, Razorgecko (2 stat blocks), Wastebounder. Issue 2 has been removed and is no longer available.
  • Adds the following aliens and horrors previously published in Issue 3, completing the transfer of its content: Cephalien, Deepspawn (4 stat blocks), Drowner (3 stat blocks). Issue 3 has been removed and is no longer available.
  • Adds the following robots which are reproduced from the pages of Wasteland Wares for the sake of completeness: Mister/Miss Helper, Private Helper, Protectorbot, Protectorbot Construction, Protectorbot Firefighting, Protectorbot Medic, Protectorbot Soldier, Butlerbot, Securibot. New lore has been added about these robots and the companies that manufactured them.
  • Adds the following new machine stat block to the Sovereign Tech section, along with lore entry: Dogbot.
  • Adds a new Shock Trooper section with lore entry and the following new humanoid stat blocks: Shock Trooper, Shock Trooper Veteran.
  • Adds a new Soldier section with lore entry and the following new humanoid stat blocks. Recruit, Corporal, Sergeant, Lieutenant, Captain. With the exception of the Recruit, each of these stat blocks includes a section for  3 variants: Diver, Military Police, and Recon. A sidebar is also provided offering power-armoured variants of the Lieutenant and Captain. Including all variants, this section effectively contains 17 creatures. 

Appendix A: Buying Robots

  • Updates the the Robot Costs table to add any robots that were introduced in this update that might be available for sale. 

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