Lead Adventure Forum
Miniatures Adventure => Post-Apocalyptic Tales => Topic started by: Luddite on 14 December 2014, 11:38:54 AM
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What rules do you use for your Fallout post apoc games?
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Currently, I find that the Pulp Alley gives me the most fun for my buck representing the Fallout style universe play. It is beautiful for skirmish level play, and the fact that the skills are not modified by 'weapons' except as you buy abilities for your crew, allows you to make that fellow with a 9-iron badass enough to take take a Brotherhood Knight in T-45b shooting at you with a gatling laser, and it isn't broken, just fun.
I also enjoyed using the Weird Kreig variant for Fallout from Malebolgia, and have converted Necromunda to use as well, with less success.
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I think you may have a try with Wasteland 3 ;)
This game is a must...
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Pulp Alley for me too!
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Wrote my own. Still WIP but it's based on the SPECIAL system and uses D10s against skills.
I tried to make it feel as much like the games as possible. x3
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it's based on the SPECIAL system and uses D10s against skills.
Never heard of that, who makes it, please? :)
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Fallout characters have scores in
Strength
Perception
Endurance
etc...these spell out SPECIAL so I assume the rules are written around these
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Fallout characters have scores in
Strength
Perception
Endurance
etc...these spell out SPECIAL so I assume the rules are written around these
Ah, that explains it. It's been quite a while since I played Fallout 1 and 2, and I never got 3, so the acronym didn't ring a bell.
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I've modified Silent Steve's "Scavenge Skirmish Survive" a fraction (just fancy dress really).
Swine and Anpu, do you do anything to PA? Just vanilla rules? Or VA and a few tweeks?
Cheers
Matt.
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Like Messy, I wrote my own. However I actually use a modified version of Deadzone/Mars Attacks instead
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I've modified Silent Steve's "Scavenge Skirmish Survive" a fraction (just fancy dress really).
Swine and Anpu, do you do anything to PA? Just vanilla rules? Or VA and a few tweeks?
Cheers
Matt.
Swine? I'm not a piggy...
I did not do anything outside the standard rules when I have run games, other than making any creature that appears from a card being played for a challenge stick around and attack if the challenge is failed. The rules work efficiently enough on their own - I may make some changes when I finally get a campaign going, but I have not felt it was necessary so far.
Especially with the new rulebooks. Such pretty pretty rulebooks...
:D
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Swine? I'm not a piggy...
:o WHOOPS! Sorry mate :( ... the letters are all there though >:D
I did not do anything outside the standard rules when I have run games, ... I may make some changes when I finally get a campaign going, but I have not felt it was necessary so far.
Ah yes. 8) Good points Sinewgrab. That is the good thing about the cards, that they are quite blank of fluff leaving it up to the story teller/GM to create all settings/themes. I was looking at the scenario setup page for random plot points, they are particularly "pulpy" and will need rebranding if anyone wanted to use them for fallout.
Good idea with peril/monsters sticking around if failed. I may borrow that for my next game.
Cheers
Matt
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making any creature that appears from a card being played for a challenge stick around and attack if the challenge is failed.
Isn't that as intended? I haven't read the rules since we played our first game a LONG time ago (other projects got in the way of further games), but as far as I remember, at least perils stay on the table with hitherto made successes marked on them? And I-m not sure if we actually played Challenges during that game, trying to keep things basic for getting to grasp with the rules - so I may be completely off, here ???
On any account, I think it makes a lot of sense that an enraged creature would keep attacking/defending its lair! :)
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I've modified Silent Steve's "Scavenge Skirmish Survive" a fraction (just fancy dress really).
Swine and Anpu, do you do anything to PA? Just vanilla rules? Or VA and a few tweeks?
Cheers
Matt.
I just followed Dave's recommendation to use an extra ability for sci fi and fantasy. otherwise no changes as of yet.
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Thanks for the tip Anpu. Our games are rather civilian, and less sci Fi so an extra ability is a bit of overkill for generic outback rustlers and scavengers. Any BOS and enclave power armour soldiers may benifit from the upgrade though ;)
Cheers
Matt.
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For most any post-apoc, I'd recommend at least giving a look to Nuclear Renaissance. We played it at 4 different meetings this year and enjoyed it. It's very flexible, and easy to learn (important for us). We played it with and without vehicles in both sci-fi and post-apoc settings and it worked well for all. It's probably the 6th Post apoc ruleset we've tried and I think it's the one we're going to stick with for a while. The only points I'd make about the system are:
-Lots of guns is very dangerous. Make sure you and your opponent are not going spam-crazy with powerful weapons
-Lots of terrain is best
-Smaller tables are usually better.
Here's a link to write-ups and observations of the 4 games we played.
http://chicagoskirmish.blogspot.com/search?q=nuclear
The rules are free here:
http://www.ramshacklegames.co.uk/nuclear/downloads.html
The expansion "Tome of Tridlins" is available as a moderately price PDF.
http://shop.ramshacklegames.co.uk/index.php?main_page=index&cPath=5&zenid=9ff7f82f7ff85eb6151770f1e28aafe9