*
Welcome, Guest. Please login or register.
April 28, 2024, 03:41:46 PM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1690988
  • Total Topics: 118362
  • Online Today: 742
  • Online Ever: 2235
  • (October 29, 2023, 01:32:45 AM)
Users Online

Recent

Author Topic: Fallout Mordheim Mod - picture heavy with rules, TNT multiplayer battle 03.2017  (Read 47730 times)

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Hi i am new here.

Deafnala of Toms boring Mordheim forum gave me the tipp to visit this forum.

I am a HUGE Fallout fan!

i am totally in Fallout fever ( i am playing Falout 3 again) and i think it is time to collect all the ideas in my head and file a Fallout Mordheim Mod rule set.

I modified this post later:

These are the current versions of the rules:

Version 7 or whatever 11.01.2014: https://drive.google.com/file/d/0B7-UBqUOR3sVWmEzX3FBRFBBdU0/edit?usp=sharing

Warband rules 11.01.2014: https://drive.google.com/file/d/0B7-UBqUOR3sVZm9HMHZIdVZiY2c/edit?usp=sharing

Warband sheet 11.01.2014: https://drive.google.com/file/d/0B7-UBqUOR3sVT0wtdGRWaXNZX1E/edit?usp=sharing



I will add all new rules in the first post and post them seperately below, so it is easier to follow the changes.

I would be very happy and greatful if some people here will comment on/help me with  my rules.

Fallout Mod for Mordheim by SerialMoM

General points
Hit, Wound and amour save rules will be similar as the ones used as in Mordheim or used by Death Squad (a very interesting 40k Mordheim Mod)

Why?: My gaming group loves the Mordheim rule set and maybe they will test the Fallout world, when playing by rules they already know.

The currency will be caps instead of gold crowns. The loot will be goods instead of wyrd stone. But the concept is the same

There will be expensive weapons and armour, which are very mighty, but you will not able to buy lots of those at the beginning. And you will need some special training to use the best of them.

Changes regarding heroes:
 
Leader starts with W3, champions with W2, youngbloods and henchman only have W1. This seems to be very mighty but there will be weapons which will make more than 1 W to level this out
 
1 exception will be Super mutants, where every type has one more W than described above.
 
Weapons:
 
Abbreviations: Categories: S: Strengths, R = Range, RoF = round of fire, AP = armour piercing
Small weapons:
 
10 mm Pistol: S:  3 , R:  12” RoF: 1 , AP: - costs: 10 bc special: can be used in close combat, can be combined with melee weapon.
 
10 mm Submachine gun: S:  3  , R:  12”  , RoF: 3 (-1 to hit)  , AP:  - costs:  25 bc   Special: can be used in close combat
 
Hunting rifle: S:   4 , R: 24”   , RoF: 1  , AP: 6+  costs: 20 bc    Special: stand and fire only
 
Sawed off Shotgun: S:   victim suffers W3 S3 hits , R: 12”   , RoF: 1  , AP: -  costs: 20   bc  Special: Reload time 1 turn
 
Combat Shotgun: S:  victim suffers W3 S3 hits, R: 12”   , RoF: 1  , AP: -  costs: 40  bc  Special: rare 7
 
Assault Rifle: S: 4   , R: 24”   , RoF: 3 (-1 to hit) , AP:  6+ costs: 50 bc    Special: stand and fire only rare 8
 
Sniper Rifle: S:  4  , R: 36”   , RoF: 1  , AP: 5+   costs:  60 bc   Special: stand and fire only rare 10

Big weapons
 
Flamer: S: 4  , R: Warhammer flame template (roll to hit for every models touched by template)   , RoF: 1   , AP: 6+  costs: 40    Special: burn sucker burn !: If hit victims suffers 1 S4 hit in his next recovery phase rare 8
 
Minigun: S: 4   , R: 24”   , RoF: 5 (-1 to hit)  , AP: 6+  costs: 80 bc    Special: stand and fire only, rare 10
 
Gatling Laser: S:  5  , R: 24”   , RoF: 5 (-1 to hit)  , AP: 6+  costs: 120 bc    Special: stand and fire only, rare 12
 
 
Missle Launcher: S: victim suffers W3+1 S6 hits (S4 when under template)  , R: 30”   , RoF: 1  , AP:  4+ costs: 80 + 10 / Missle    Special: stand and fire only, Reload time 2 turns, Use 5” template, without hit template deviates randomly  W6”, if the line from shooter to new impact point is interrupted (ruin, car, enemy, friend etc.) it explodes there, rare 10
 
Fat Man: S: every model under template receives W6 +3 S8 hits  , R: 24”   , RoF:  1 , AP: 1+ costs: 200 bc and 50 bc per mini nuke    Special: stand and fire only, Reload time 2 turns, Use 5” template, without hit template deviates randomly  W6”, if the line from shooter to new impact point is interrupted (ruin, car, enemy, friend etc.) it explodes there, rare 10 rare 13
 
 
 
 
Energy weapons
Laser Pistol: S:  4  , R:  12”  , RoF: 1  , AP:  6+ costs:  25 bc   Special: can be used in close combat, can be combined with melee weapon. Rare 8
 
 
Plasma Pistol: S:  victim suffers 2 S4 hits , R: 12”  , RoF: 1  , AP: 6+  costs: 50 bc   Special: can be used in close combat, can be combined with melee weapon. Rare 10
 
 
Laser Rifle: S: S5   , R:  24”  , RoF: 1  , AP: 5+ costs:  50 bc   Special: stand and fire only, rare 9
 
 
Plasma Rifle: S: victim suffers 2 S5 hits   , R:  24”  , RoF: 1  , AP: 5+  costs: 100 bc     Special: stand and fire only, rare 11
 
 
Gauss Rifle: S:  victim suffers 2 S5 hits  , R: 36”   , RoF: 1  , AP:  4+   costs:   150 bc   Special: stand and fire only rare 12
 
 
Explosives
 
Frag Grenades: S: victim suffers W3 S4 hits (S3 when under template)   , R: S x3 “   , RoF:  1 , AP: 6+  costs: 5 bc     Special: stand and fire only, , Use 3” template, without hit, template deviates randomly  W6”, rare 7
 
Pulse granades S:  victim suffers W3 S5 hits (S4 when under template)  , R:  S x3 “  , RoF:  1 , AP: 5+  costs: 5bc     Special: stand and fire only, , Use 3” template, without hit, template deviates randomly  W6”, only gainst robots and turrets etc.rare 8
 
Plasma grenades: S:  victim suffers W3 S5 hits (S4 when under template)  , R:  S x3 “  , RoF: 1  , AP: 5+  costs: 15bc     Special: stand and fire only, , Use 3” template, without hit, template deviates randomly  W6”, rare 9
 
Nuka grenade: S:  victim suffers W3 S5 hits (S4 when under template)  , R:  S x3 “  , RoF: 1  , AP: 5+  costs: 20bc     Special: stand and fire only, , Use 5” template, without hit, template deviates randomly  W6” rare 12

Frag mine: S: victim suffers W3 S4 hits (S3 when under template)   , R: 1.5”   , RoF:  1 , AP: 6+  costs: 5 bc Special: Use 3” template, plant them 1.5” away (just outside explosion radius)
 
Pulse Mine: S:  victim suffers W3 S5 hits (S4 when under template) R:  1.5”  , RoF:  1 , AP: 5+  costs:  5bc   Special: only gainst robots and turrets etc., Use 3” template, plant them 1.5” away (just outside explosion radius).rare 8
 
Plasma Mine: S:  victim suffers W3 S5 hits (S4 when under template)   R: 1.5”   , RoF: 1  , AP: 5+  costs: 15bc    Special: Use 3” template, plant them 1.5” away (just outside explosion radius) rare 9
 
Bottlecap mine: S:  victim suffers W3 S5 hits (S4 when under template)   R: 2.5”   , RoF: 1  , AP: 5+  costs: 20bc    Special: Use 5” template, plant them 2.5” away (just outside explosion radius) rare 9


The armour save will only be negated, if the armour piercing value is as high as the armour save.
That means that a power armour helps against lots of the weapons

so here come the next weapons and armour rules

Melee weapons

Knifes / Lead Pipe, Nail board, Tyre Iron
S: S , R: melee , RoF: 1 , AP: - costs: 5 Special: 2 weapon attack possible reroll if first attack does not hit

Sledge hammer/Baseball bat: S: S+1 , R: melee , RoF: 1 , AP: 6+ costs: 10 Special: two handed weapon

Super Sledge: S: S+2 , R: melee , RoF: 1 , AP: 5+ costs: 30 Special: rare 9

Shishkebab: S+1 , R: melee , RoF: 1 , AP: 6+ costs: 10 Special: two handed weapon, burn sucker burn!: If hit victims suffers 1 S4 hit in his next recovery phase rare 8


Unarmed combat: S: S-1 , R: melee , RoF: 1 , AP: - costs: - Special: -


Armour:

Light armour: armour save: 6+ costs: 5bc

Heavy armour
Metal armour: armour save: 5+ costs: 10bc, -1 M
Combat armour: armour save: 5+ costs: 20bc

Power armour (needs skill): armour save: 4+ costs: 80bc, -1 M, +1 S

The armour save will only be negated, if the armour piercing value is as high as the armour save.
That means that a power armour helps against lots of the weapons

Additional rules regarding injuries:
 
If injured but not OOA, roll additionally on the crippled limb table:
 
1,2: crippled head: cut BS in half, (second head crippled result = OOA)
 
3,4: crippled arm: cut WS in half, can΄t use any weapons anymore, which needs two arms (second arm crippled = OOA)
 
5,6: crippled legs: cut M in half (second leg crippled = OOA)
 
Skills and level ups:
 
Instead of BS upgrades specialize on small guns, big guns, explosives or energy guns (three levels each):
 
Repair (three levels):
 
LockPick: Open locks (1: easy, 2: average, 3: hard) 1 xp after successful test
 
Medicine: heal with stimpack 1: 2 wounds heal one addicition after game (and/or crippled limbs), 2: 3 wounds heal one radiation after game (and/or crippled limbs) 3: 3 wounds (and/or crippled limbs), 1 (only 1 although you have more physician) reroll of on injury roll if physician was not OOA 1 xp after successful healing of other friendly fighter
 
 
Science: hack computers (1: easy, 2: average, 3: hard) 1 xp after successful test
 
 
Luck (3 levels): 1: repeat 1 W6 per game, 2: repeat 2 W6 per game, 3: repeat 3 W6 per game
 
Drug dealer: no rarity roll for drugs -2 bc per dose
 


And so it starts
« Last Edit: March 14, 2017, 04:56:45 PM by SerialMoM »
Please help me with my Fallout rules, picture heavy!!
leadadventureforum.com/index.php?topic=47609.0


Offline Anpu

  • Supporting Adventurer
  • Mastermind
  • *
  • Posts: 1221
  • Life in the vault is about to change...
Re: Fallout Mordheim Mord
« Reply #1 on: November 02, 2012, 08:53:25 PM »
Welcome  :D

There are quite a few Fallout threads kicking around in here.
The mod seems like a good start, looking forward to seeing more.

Offline Cherno

  • Scatterbrained Genius
  • Posts: 2515
Re: Fallout Mordheim Mord
« Reply #2 on: November 02, 2012, 10:23:07 PM »
Hi and welcome. I have never played Mordheim but I think the Fallout universe would make a perfect fit. Small gangs of scavengers fighting over some valuable pre-war treasures in the ruins of post-apocalyptic America? Yes please ;)

I just finished playing New Vegas two times back to back with different characters (one good unarmed and one evil cowboy sharpshooter :D).

Also check out (besides the various projects on this board) the "real" Fallout: Brotherhood of Steel tabletop game:

http://www.boardgamegeek.com/boardgame/18251/fallout-warfare

Offline Donpimpom

  • Mad Scientist
  • Posts: 775
    • Tabletop Fantasy
Re: Fallout Mordheim Mord
« Reply #3 on: November 02, 2012, 11:14:21 PM »
Welcome! Excuse me if thats a silly comment, but I will drop the idea anyway.
Isn't Necromunda a closer starting point to Fallout than Mordheim?
I never played necromunda, but i assume being both GW games, mechanics will not differ too much.

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mord
« Reply #4 on: November 03, 2012, 06:51:15 AM »
@Donpimpom:
Basically you are right, but there are some differences. I do not like the Necromunda melee and munition rules and i know the Mordheim rules much better.

I may look on the Necromunda weapon rules though.
On the other hand i want this mod to be deadly so i need some weapons with more fire power

@Cherno thanks i will check this thread. I already have the rules, but i love the campaign possibilities of Mordheim.

I am currently wotkin on the basis of the warbands/ factions.


Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mord
« Reply #5 on: November 06, 2012, 07:20:02 PM »

Skills and level ups:
 
Instead of BS upgrades specialize on small guns, big guns, explosives or energy guns (three levels each):
 
Repair (three levels):
 
LockPick: Open locks (1: easy, 2: average, 3: hard) 1 xp after successful test
 
Medicine: heal with stimpack 1: 2 wounds heal one addicition after game (and/or crippled limbs), 2: 3 wounds heal one radiation after game (and/or crippled limbs) 3: 3 wounds (and/or crippled limbs), 1 (only 1 although you have more physician) reroll of on injury roll if physician was not OOA 1 xp after successful healing of other friendly fighter
 
 
Science: hack computers (1: easy, 2: average, 3: hard) 1 xp after successful test
 
 
Luck (3 levels): 1: repeat 1 W6 per game, 2: repeat 2 W6 per game, 3: repeat 3 W6 per game
 
Drug dealer: no rarity roll for drugs -2 bc per dose
 

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mord
« Reply #6 on: November 26, 2012, 02:36:16 PM »
Hello,

this time i need your help.

I did a major update of my rules. I included lots of experiences of my second run of Fallout New Vegas and currently i am quite satisfied with the current progress.

I needed to file a lot of tables. All these tables i cannot copy into this forum, but i very much would like to upload the current pdf of my rules, so you can review them.

Is there a cost free service on the internet? I think yes, but can anyone send me a recommendation for one?

Thanks a lot.

Offline Cherno

  • Scatterbrained Genius
  • Posts: 2515
Re: Fallout Mordheim Mord
« Reply #7 on: November 26, 2012, 02:53:54 PM »
You can do it via Google Docs.

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod
« Reply #8 on: November 29, 2012, 08:42:18 AM »
Thanks Cherno.

I try it the first time so please give me feedback if it works:

https://docs.google.com/open?id=0B7-UBqUOR3sVd240YWRiM3FhbzA

The tables were needed to put more options in it. This is not possible in a post layout anymore.

I am currently waiting for some scenery and miniatures, to test the rules a little bit on my own in fine looking setting

I hope you like them so far and can give me some feedback what you think about them.

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod
« Reply #9 on: December 05, 2012, 08:53:23 AM »
I decided to give my rule set the first test run:

I had minis for an russian based mercenary warband and a Legion warband.

The red army started with five heroes:

Mercenary 500bc

Leaeder Igor Abramowitsch: Assault gun, combat armour, sword (= axe). 185 bc

Champion Ivana Larianova: Service Rifle Combat Armour,  115bc

2. champion: Victor Streltsi: 10 mm pistol, saber, Combat Armour (= axe) 90 bc

Initiate 1: sawed off shotgun axe, combat armour 60 bc

Initiate 2: single shot shotgun, axe,  combat armour 50 bc



Legion 500bc

leader Titus Pullo :)
Power fist, single shot shotgun, grenade launcher /3 grenades, combat armour 190bc

1. champion: 3 frag grenades, 10mm sub machine gun, combat armour 120

2. champion: Service Rifle, combat armour 115bc

1. Initiate: Vermin Rifle 25bc

2. Initiate: 9mm pistol, axe 25 bc

henchmen: 1 wardog 25 bc



I will  post more pictures and a short report later

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod
« Reply #10 on: December 05, 2012, 12:51:05 PM »
Ok next steps.
Overview over battleground:



It was the aim to capture the car wreck in the middle of the complex on the street within 6 rounds. The side with more models within 4 inch of the wreck wins the game. If one site roots voluntary or involuntary the other side wins.

The red army started on the southeast corner, while the Legion started in the north east corner.

Both side advances and or searches sniper positions.
At the end of turn 2 the charge of the wardog on one initiate failed and the wardog was shot by one initiate and one champion and went dwon stunned (with a crippled head). The picture show the status after the red army turn three before turn three of the Legion.





the most important battleground:



Round 3 of the legion was huge mess. Neither their sniper nor their leader or any of the champions hit anything with their guns submachine guns or grenade launchers.

On the other side round 4 of the red army was devastating:
Their leader Igor Abramowitsch shot the one Legion champio behind the barbed wire, hit and wound him all three times with 2 criticals which reusulted in a ricoche which hit snf wounded the other legion member in 6" This one  was also out of action. The red army sniper also stunned the legion sniper with his second hit and crippled his legs. The champion Victor Streltsi and the Initiate Alexei attacked the wardog in close combat and took it OOA.

After this devastating round the battleground looked like this:




Titus Pullo refused to root and shoot a grenade on Victor Streltsi and also hit the Initiate Alexei. Alexei was stunned and Victor lost one wound and was saved by his combat armour.

The red army striked back and nearly took Titus Pullo OOS by reducing im to one wound. He was in a very bad postition and decided to root voluntary in round five. The target was already claimed by 2-3 red army warriors and next round Victor Abramowitsch would have had a good shot on him with his devastating assault rifle.


Some comments to the game: It was really funny, the rules are working fine so far. The battle was fast and very deadly.

Today my NCR warriors and my local militia arrived. They are so awesome and will get some paint soon.

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #11 on: December 06, 2012, 04:11:18 PM »
Ok i hope these pictures will result in some comments ;D.

It is really lonely when nobody gives feedback  :'(

Ok i stop crying:

the last time the mecenaries of the red army were able to conquer a small outpost.

After the battle the red army occupied the outpost.

























A Yao Guai and a hunter play hunter and prey (who is who ? ;) )



The Legion was furiated due to the loss of the first battle and started an attack






Offline mysteriousbill

  • Mad Scientist
  • Posts: 605
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #12 on: December 06, 2012, 05:14:50 PM »
More AARs, More AARs

Please :)

Offline SerialMoM

  • Scientist
  • Posts: 299
  • War never changes
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #13 on: December 06, 2012, 06:21:36 PM »
Yippiiieh this thread is alive ( or undead  :D, whatever).

I hope i play the next battle tomorrow or so and find some time to tweak my rules a little bit more.

Offline emperorpenguin

  • Scientist
  • Posts: 341
Re: Fallout Mordheim Mod - now with pictures and first battle report
« Reply #14 on: December 06, 2012, 06:27:35 PM »
I'd like to see better pics of the models. The overhead type photos don't show anything.
As a fellow Fallout gamer I'm interested in seeing your take on the models.
My Fallout Project leadadventureforum.com/index.php?topic=35048.0

 

Related Topics

  Subject / Started by Replies Last post
11 Replies
3843 Views
Last post June 17, 2010, 04:36:56 AM
by Barry S
16 Replies
7683 Views
Last post October 03, 2010, 10:43:59 AM
by mattblackgod
10 Replies
5368 Views
Last post March 16, 2011, 06:19:43 PM
by mattblackgod
9 Replies
5251 Views
Last post August 09, 2011, 08:59:02 PM
by BaronVonJ
5 Replies
2522 Views
Last post May 02, 2017, 09:46:05 AM
by Yuri