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Miniatures Adventure => Post-Apocalyptic Tales => Topic started by: Luddite on 14 December 2014, 11:38:54 AM

Title: Fallout rules?
Post by: Luddite on 14 December 2014, 11:38:54 AM
What rules do you use for your Fallout post apoc games?
Title: Re: Fallout rules?
Post by: Sinewgrab on 14 December 2014, 04:34:19 PM
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.
Title: Re: Fallout rules?
Post by: Figouze on 14 December 2014, 04:39:00 PM
I think you may have a try with Wasteland 3 ;)

This game is a must...

Title: Re: Fallout rules?
Post by: Anpu on 14 December 2014, 07:48:42 PM
Pulp Alley for me too!
Title: Re: Fallout rules?
Post by: Messyart on 14 December 2014, 09:45:06 PM
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
Title: Re: Fallout rules?
Post by: Argonor on 15 December 2014, 11:29:14 AM
it's based on the SPECIAL system and uses D10s against skills.

Never heard of that, who makes it, please?  :)
Title: Re: Fallout rules?
Post by: Eric the Shed on 15 December 2014, 11:54:31 AM
Fallout characters have scores in

Strength
Perception
Endurance
etc...these spell out SPECIAL so I assume the rules are written around these
Title: Re: Fallout rules?
Post by: Argonor on 15 December 2014, 01:18:09 PM
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.
Title: Re: Fallout rules?
Post by: Constable Bertrand on 17 December 2014, 07:40:52 AM
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.

Title: Re: Fallout rules?
Post by: emperorpenguin on 17 December 2014, 01:16:53 PM
Like Messy, I wrote my own. However I actually use a modified version of Deadzone/Mars Attacks instead
Title: Re: Fallout rules?
Post by: Sinewgrab on 18 December 2014, 06:10:28 AM
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
Title: Re: Fallout rules?
Post by: Constable Bertrand on 18 December 2014, 07:32:04 AM
Swine?  I'm not a piggy...

 :o WHOOPS! Sorry mate  :( ... the letters are all there though  >:D

Quote
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
Title: Re: Fallout rules?
Post by: Argonor on 18 December 2014, 11:35:26 AM
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!  :)
Title: Re: Fallout rules?
Post by: Anpu on 19 December 2014, 10:18:20 PM
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.
Title: Re: Fallout rules?
Post by: Constable Bertrand on 20 December 2014, 07:36:06 AM
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.
Title: Re: Fallout rules?
Post by: eilif on 20 December 2014, 01:58:53 PM
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